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Geopolitical Consequences of Moon Patch

Author
Scialt
Corporate Navy Police Force
Sleep Reapers
#21 - 2017-06-27 13:40:27 UTC
mkint wrote:
Scialt wrote:
Padrick Millar wrote:
Thanks for the replies, so far. I agree it is a question of manpower, and I don't think the big gorillas will easily re-purpose pilots who joined for fighting to endless mining runs. Maybe I'm wrong. I think the manpower issue will be key, and will really in the end make the difference between potential outcomes of the patch.

Please keep responding. I've had this convo with so many people who can't see beyond pew pew that the ideas here are great.


I think you are mistaken as to what the "big gorillas" actually are.

As far as I know, most alliances have a mix of corporations in them. Some are primarily based on PvP... and others primarily based on industry.

You may not hear much about the Industry wings of the goons or of PL or PH or Test... but they do actually exist. The people in Goonspace using fleets of Rorq's to clear out belts aren't the same players that PvP (mostly). They're industrial focused players.

The big corporations won't be re-purposing PvP players... they'll be repurposing Industrial players. Guys who were mining rocks will instead spend part of their time mining moon chunks. A 30,000 member organization like the goons probably will not have a hard time getting moon mining ops organized. I don't think the 5000 man alliances like Brave or CO2 will struggle much either.

When you get down to the 1000-man groups... it might be a little more difficult. I specifically said "group" rather than alliance... because there are some areas where multiple alliances essentially work as one unit and one alliance is essentially the industrial wing of another that focuses on PvP.

I'm not sure where the difficulties will really start to be felt... but it will certainly be a situation with a PvP focused entity without a large industrial support wing that relied on Moon Goo profits. Not the truly diverse larger alliances.

It WILL likely call for restructuring in the larger alliances though. I believe in many cases a central entity might hold the moons and provide SRP or other alliance services out of that moon income. That might have to change to where the industrial corp holds the moon and pays the central entity a higher "tax" that funds the SRP (while keeping some of the income). For the larger alliances though I believe it will all sort out decently (for them).

I'm not sure you've got alliance economics worked out... The mega alliances hold lots of moons, sure. But this change is more along the lines of adding more anoms. Active effort resulting in front line income. Will the alliance be able to enforce any kind of tax on the goo the members mine? It doesn't look like it. And since the reactions will be done in the industry interface, the alliances can't even collect reprocessing taxes like they'd be able to with ores. I think it'll be nearly impossible for the groups to monetize moon goo on the alliance level, especially the bigger they get. If I ran a mega alliance with certain budgetary obligations, I imagine I'd have to increase corporate dues, and shift the tax collection responsibilities down the chain. Trying to enforce moon goo ops on the alliance level would be trying to swim upstream. Let miners mine whatever they want and go from there, the market will determine the most worthwhile activity. On a bigger scale, this will push the price of high end ores up towards the price of moon goo, and in general push up the prices of all mins. What happens to the price of the moon goo itself will depend on the hard production limits set by CCP.

That's more economic scale, but some of the assumptions inform what will likely happen on the geopolitical. The groups that rely on moon goo itself for their daily function will be choked out (the small groups that *need* the passive income to play) while those that are more diversified (the mega-alliances that don't really need to care) will become more entrenched. The smaller groups will collapse and unsub. The bigger groups will gobble up more space, EVE will become even more stagnant and less fun. This is a gift to the dev-buds at the expense of the health of the game itself. Another example that EVE's long term health is not part of CCP's business plan (I'm convinced they are deliberately trying to retire EVE as part of their 5 or 10 year business plan.)


You're absolutely right about shifting the taxes down the chain.

The way I imagine it sorting out (which is really just a guess of course) is that the holders will essentially "sell" the right to mine moons to their industrial corps or pet alliances. They'll charge a monthly fee for each moon the industrial entity wants to use. The corps/pets will set up their mining ops (like they already do)... they'll just target moons rather than gas or ore.

This will work relatively simply for large aliances.

Ores/minerals will go up... but that's kind of needed at the moment. Dividing the mining efforts between moons and minerals will help with the current oversaturation of minerals on the market.

The thing that you seem to realize (and everyone should) is that the more active you make anything in the game, the more having large numbers helps with the activity.

As for the "gift"... this doesn't really make things easier for anyone. It is just less of a pain for the larger alliances. I'm also not sure about the impact on small groups being unreasonable... why should a small group be able to grab income from a large number of moons? While it may cause quitting... it also may cause some of the small groups to consolidate or join larger groups. It does tend to increase the pressure to join bigger groups as opposed to starting your own smaller concern... but that pressure has always existed to some degree. This just makes it larger.



Dinsdale Pirannha
Pirannha Corp
#22 - 2017-06-27 14:14:00 UTC
I am afraid that most of you don't get it.
If you truly believe that the null sec cartels will allow a single ISK be distributed away from them, you are sadly mistaken.

Case in point: CCP gifted the cartels unbelievable amounts of ISK conjured out of thin air with improvements to null sec NPC bounties and improvements to super-carriers. It reached a point where the entire economy of Eve would soon be unsustainable.

So CCP apologetically suggested changes to scale back the madness. The cartels told them in no uncertain terms that was unacceptable, and CCP substantially backed off their own nerfs, even before they could be tested on Sisi, let alone on TQ.

So yeah, no chance that the moon mining changes will be anything but a boost to the cartels' piece of the economic pie.

Once again, CCP dropped the ball. They could have made moon goo follow mechanics similar to randomized locations of asteroid belt anoms, where once a belt/moon was exhausted or times out, it respawns somewhere else, maybe in the same constellation, maybe in the same region.

That mechanics change would be far far easier to implement, and far more democratic to wealth distribution. But we all know how that would go down with the cartels, and hence, CCP would not do it.
Axure Abbacus
Center for Advanced Studies
Gallente Federation
#23 - 2017-06-27 14:19:35 UTC
The new design's do drastically change the time and capital requirements for taking a moon or maintaining large chains of moons. Even my small corp owns a small and large tower for when it is needed for a project. There have been times where I have made use of R8 and R16 moons that came available. I've used moons for a few days or hours. That will no-longer be the case if the refineries use the Anchoring/ Unanchoring mechanics for Citadels.

More moons may come available but it will also be more of a risk (time Sink) vs Reward that may leave of them open. It will largely matter to find out how much of a time sink the new system will be. Also the grid layout could be a deciding factor on how many moons are taken. How close can other citadels be parked near a Refinery? If moon mining becomes a large long term investment then it would make sense to drop several structures in a cluster over your moon. Well, at-least that's how I see it as a small corp.

Large alliances should have no issues past their day to day ones.

It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid.

mkint
#24 - 2017-06-27 14:25:34 UTC
Scialt wrote:
It does tend to increase the pressure to join bigger groups as opposed to starting your own smaller concern... but that pressure has always existed to some degree. This just makes it larger.




And that's going to be what ultimately kills EVE. I think there are fewer people out there that want to be an NPC in someone else's adventure than want to be the author of their own.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Axure Abbacus
Center for Advanced Studies
Gallente Federation
#25 - 2017-06-27 14:39:10 UTC
mkint wrote:

And that's going to be what ultimately kills EVE. I think there are fewer people out there that want to be an NPC in someone else's adventure than want to be the author of their own.


That could be a possibility. I've considered moving back to NPC Null, wormhole bunking, or joining faction warfare to side step the issues with EVE's fixation on Sov Null. Many corps may just opt out as status quo and stay put in hisec.

It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid.

SurrenderMonkey
State Protectorate
Caldari State
#26 - 2017-06-27 14:53:51 UTC
Dinsdale Pirannha wrote:
I am afraid that most of you don't get it.
If you truly believe that the null sec cartels will allow a single ISK be distributed away from them, you are sadly mistaken.

Case in point: CCP gifted the cartels unbelievable amounts of ISK conjured out of thin air with improvements to null sec NPC bounties and improvements to super-carriers. It reached a point where the entire economy of Eve would soon be unsustainable.

So CCP apologetically suggested changes to scale back the madness. The cartels told them in no uncertain terms that was unacceptable, and CCP substantially backed off their own nerfs, even before they could be tested on Sisi, let alone on TQ.


I know your relationship with reality is usually tenuous, at best, but this is some A-grade twilight zone Bizarro-Eve nonsense, even for you.

First of all, the proposed change was shared with the community days before the patch. There wasn't going to be any testing on Sisi because it was dropped in at the eleventh hour on the Friday before go-live.

Secondly, aside from a few whinging krabs, the major point of contention was not that carrier ratting was being nerfed, but that carrier DPS was being nerfed wholesale to correct carrier ratting.

Consequently, they dialed back the DPS nerf, and are still planning a more focused means of specifically nerfing carrier ratting.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Scialt
Corporate Navy Police Force
Sleep Reapers
#27 - 2017-06-27 15:00:17 UTC
mkint wrote:
Padrick Millar wrote:



I get the exact opposite impression. I think the moon patch actually opens the game up, rather than further stagnates it. You're far more versed in the economics than I am, so this is just a gut feeling on my part. I can't supply figures to back it up.


I don't really have the actual numbers either. I've got a pretty good grasp of supply and demand though. A pretty good grasp of cost vs benefit. In terms of cost vs benefit, it could be thought of as the cost of moon mining being dramatically increased to the point that most groups will be priced out of it. The increased cost comes in the form of time. Any group that doesn't have the man hours available is priced out by default. Especially since unlike POS mining, they don't have the control of the output materials meaning they also have basically no chance to benefit either. There might be a couple tiny groups that manage to make it work for them by flying under the radar, but they won't produce in enough volume to matter, or likely to even be worth it. The only way I can picture this increasing participation for smaller groups through forms of enslavement and indentured servitude.


I think the terms "enslavement" and "indentured servitude" are a bit off.

For holders to attract "moon renters", they'll need to offer a rent price that also allows the renter to profit. If the moon produces X amount of isk worth of materials on average... the rent might be X *.5 or X * .25 or something.

Again... there is already a setup like this in place in many alliances where industrial wings mine minerals. They organize various corp operations for mining ore or huffing gas. Moon mining just adds an additional activity for those organizations to use their time on. This will likely cause the price of ALL of the things they spend their time on to increase... gas, minerals and moon products. The amount of time being spent isn't changing... it's being divided among an additional activity.

The people hurt by this are those who are not miners who own moons. They'll either have to make a deal with miners to extract their goo and split the profits, or just abandon the moons. The miners will just split their time based on profits... which will make mining (of all kinds) more profitable. It might make ninja mining of the goo of others a profitable activity (if prices escalate enough).

CCP is likely going to continue making isk generation as active as possible. I wouldn't be shocked if a year from now they announce a PI change that requires more active playing to extract those materials. The research agents have already been nerfed as a passive income source. Upcoming changes to allow the manufacturing of meta T1 modules will nerf one of the most simple avenues for passive station trading profits (as you don't currently have to worry about a manufacturer coming in and mass producing something that runs at a nice profit to undercut your margin). Upcoming moon mining changes remove the ability to passively make isk along that avenue. The only thing really left is PI and skill point farming. Both of those require additional subscriptions to increase income... which may be enough to keep CCP from adjusting.

In general I agree with the philosophy that you should have to play the game to make profit. I understand that it might impact those who want to make easy isk without taking time off from PvP. But... why should they be able to make easy isk without taking time off from PvP? If the concern is simple profitablity for PvP folks... wouldn't an adjustment to cause ships to drop a higher percentage of stuff, an increase in insurance payouts or percentage of bounty received be a more direct way to handle that issue than a passive income method used by PvP and non-PvP folks alike?
Coralas
Center for Advanced Studies
Gallente Federation
#28 - 2017-06-27 15:04:15 UTC  |  Edited by: Coralas
Dinsdale Pirannha wrote:
I am afraid that most of you don't get it.
If you truly believe that the null sec cartels will allow a single ISK be distributed away from them, you are sadly mistaken.

Case in point: CCP gifted the cartels unbelievable amounts of ISK conjured out of thin air with improvements to null sec NPC bounties and improvements to super-carriers. It reached a point where the entire economy of Eve would soon be unsustainable.

So CCP apologetically suggested changes to scale back the madness. The cartels told them in no uncertain terms that was unacceptable, and CCP substantially backed off their own nerfs, even before they could be tested on Sisi, let alone on TQ.



They haven't finished with carrier ratting. that was a first pass fix with excessive impact on pvp and thus dialed back.

Quote:


So yeah, no chance that the moon mining changes will be anything but a boost to the cartels' piece of the economic pie.



You couldn't be more wrong if you tried. Goo currently does not pass through the hands of the miners. In this scenario it most certainly does. Now the miner can plainly shop in terms of access to goo. Never mind that I've owned 3 goo towers over my solo characters career.

Quote:


Once again, CCP dropped the ball. They could have made moon goo follow mechanics similar to randomized locations of asteroid belt anoms, where once a belt/moon was exhausted or times out, it respawns somewhere else, maybe in the same constellation, maybe in the same region.

That mechanics change would be far far easier to implement, and far more democratic to wealth distribution. But we all know how that would go down with the cartels, and hence, CCP would not do it.


that is a terrible suggestion that prevents me doing what I'd like to do, which is host newbie miners in a cas nullsec goo op, much the same way that cas hosts newbie PVP with the cas combat day, because a refinery has a predictable timer that we can set to have a defense fleet, boosts, courier to haul for them and goo available after we do the move op for their clones and hand them out free ships.

There is already enough easter egg hunts in the game.
Scialt
Corporate Navy Police Force
Sleep Reapers
#29 - 2017-06-27 15:27:11 UTC
mkint wrote:
Scialt wrote:
It does tend to increase the pressure to join bigger groups as opposed to starting your own smaller concern... but that pressure has always existed to some degree. This just makes it larger.




And that's going to be what ultimately kills EVE. I think there are fewer people out there that want to be an NPC in someone else's adventure than want to be the author of their own.


But that's something that existed 10 years ago just as much as today.

That "I feel like a peon" thing is what caused me to quit back in 2009. What's funny is if I hadn't quit and just kept playing... I wouldn't be a peon (or I'd be a very wealthy one). I remember BOB and the first Titans and thinking "I'm in a cruiser... it will take YEARS to get where they are already."

It's actually better now. You can grind isk to buy injectors to skill up. But back then you were always going to be behind.

The thing is, while you may not be able to be the master of Null Sec if you start playing today, there are plenty of aspects you can play in with a small corp to create your own story. You won't be a king... but you can have a story. Go be a wormhole baron. Go create a trade empire. Become a mercenary band and get paid to destroy others. Be a solo manufacturer (all the null-sec materials often end up in Jita anyway).

Are you going to create an alliance that takes over a tenth of null-sec? No, probably not. But to be fair only a few of the old players did that anyway. A properly motivated person with a 5 year plan... who knows? It took them that long (or longer) to get where they are anyway.

Dracvlad
Taishi Combine
Astral Alliance
#30 - 2017-06-27 15:33:09 UTC
Dinsdale Pirannha wrote:
I am afraid that most of you don't get it.
If you truly believe that the null sec cartels will allow a single ISK be distributed away from them, you are sadly mistaken.

Case in point: CCP gifted the cartels unbelievable amounts of ISK conjured out of thin air with improvements to null sec NPC bounties and improvements to super-carriers. It reached a point where the entire economy of Eve would soon be unsustainable.

So CCP apologetically suggested changes to scale back the madness. The cartels told them in no uncertain terms that was unacceptable, and CCP substantially backed off their own nerfs, even before they could be tested on Sisi, let alone on TQ.

So yeah, no chance that the moon mining changes will be anything but a boost to the cartels' piece of the economic pie.

Once again, CCP dropped the ball. They could have made moon goo follow mechanics similar to randomized locations of asteroid belt anoms, where once a belt/moon was exhausted or times out, it respawns somewhere else, maybe in the same constellation, maybe in the same region.

That mechanics change would be far far easier to implement, and far more democratic to wealth distribution. But we all know how that would go down with the cartels, and hence, CCP would not do it.


I don't think they will have much choice in the matter, I expect that they will give the moon mine location to the renters and charge them more ISK, but renters can only do so much as another poster stated, so... Many of these major alliances are mining now with Rorquals so they could mine themselves. CCP may have to adjust the yield to balance off against the loss of people willing to do this, otherwise fun with the market.

I use carriers and to be blunt, I was not using my carrier before these changes, but then again I do not currently have T2 fighters and it is barely better than running two VNI's. Seriously with the vulnerability of the fighters which come to a complete stop after blowing up a rat which requires a lot of micro managing so as to not lose them this was a major hit. In terms of PvP the impact was real and significant, that was not false that complai

I think this mechanism is actually going to be quite good, I was very critical of CCP making the moons into such a windfall in the past and it massively unbalanced the game, but this change will actually have a I think a more beneficial impact. One thing is certain the low sec alliances are a bit screwed imo.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

mkint
#31 - 2017-06-27 16:11:48 UTC
Scialt wrote:
mkint wrote:
Scialt wrote:
It does tend to increase the pressure to join bigger groups as opposed to starting your own smaller concern... but that pressure has always existed to some degree. This just makes it larger.




And that's going to be what ultimately kills EVE. I think there are fewer people out there that want to be an NPC in someone else's adventure than want to be the author of their own.


But that's something that existed 10 years ago just as much as today.

That "I feel like a peon" thing is what caused me to quit back in 2009. What's funny is if I hadn't quit and just kept playing... I wouldn't be a peon (or I'd be a very wealthy one). I remember BOB and the first Titans and thinking "I'm in a cruiser... it will take YEARS to get where they are already."

It's actually better now. You can grind isk to buy injectors to skill up. But back then you were always going to be behind.

The thing is, while you may not be able to be the master of Null Sec if you start playing today, there are plenty of aspects you can play in with a small corp to create your own story. You won't be a king... but you can have a story. Go be a wormhole baron. Go create a trade empire. Become a mercenary band and get paid to destroy others. Be a solo manufacturer (all the null-sec materials often end up in Jita anyway).

Are you going to create an alliance that takes over a tenth of null-sec? No, probably not. But to be fair only a few of the old players did that anyway. A properly motivated person with a 5 year plan... who knows? It took them that long (or longer) to get where they are anyway.



The "well, that's always been a thing" is the dumbest argument anyone could possibly come up with. "The worst part of the game is going to become the ONLY part of the game! Awesome!"

It's not about age, it's about options. Moon mining used to be an option for small groups. Now it won't be. And when moon mining *was* an option for small groups, it opened up even more options. A small PVP corp could have a couple guys running their moon ops. They could potentially do something defend it it as well. Moon mining *was* a PVP activity. Now not only can the smaller PVP corps not moon mine, they also have reduced options for PVP because of the loss of that income. So options? If they will have to give up their story and pick something mediocre and bland, or quit.

Ok, maybe that exact scenario doesn't represent a very big percentage of players, but I think it erases the stories of thousands. How many groups who aren't currently moon mining have that as part of their plan to eventually get their own sov? And now not only does this change remove that as part of that plan, it reduces the options to achieve sov. It doesn't create any new options, it just makes the worst options the only options: become someone else's NPC, or quit.

And I think this is why EVE has been in decline for most of its lifetime. Fewer and fewer options. Every time nullsec gets buffed, they get more entrenched, more ossified. Which is fine in theory, except that the majority of players who DON'T live in nullsec quickly come to feel like the game is a dead end. Because it is. CCP does not understand the role story plays in peoples lives, and they absolutely do not understand how to balance a game in a way that creates a rewarding narrative. The difference is players could say "that sucked but it was awesome" when something bad happens, where instead they say "that sucked, I think I'll quit." That's the power of narrative, and it's 100% CCP's fault, and it's demonstrated here.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Coralas
Center for Advanced Studies
Gallente Federation
#32 - 2017-06-27 16:34:57 UTC
mkint wrote:


The "well, that's always been a thing" is the dumbest argument anyone could possibly come up with. "The worst part of the game is going to become the ONLY part of the game! Awesome!"



Its reasonable to point out mechanisms have always existed

Quote:


It's not about age, it's about options. Moon mining used to be an option for small groups. Now it won't be. And when moon mining *was* an option for small groups, it opened up even more options. A small PVP corp could have a couple guys running their moon ops. They could potentially do something defend it it as well. Moon mining *was* a PVP activity. Now not only can the smaller PVP corps not moon mine, they also have reduced options for PVP because of the loss of that income. So options? If they will have to give up their story and pick something mediocre and bland, or quit.



this is me defending a miner.
https://zkillboard.com/kill/62218865/

this is me mining a minable relic, and if this guy hacks one can, my relic despawns, so he had to die.
https://zkillboard.com/kill/63100719/

IMO your basic premise is wrong, people in space are the best driver for fights.

Quote:


Ok, maybe that exact scenario doesn't represent a very big percentage of players, but I think it erases the stories of thousands. How many groups who aren't currently moon mining have that as part of their plan to eventually get their own sov? And now not only does this change remove that as part of that plan, it reduces the options to achieve sov. It doesn't create any new options, it just makes the worst options the only options: become someone else's NPC, or quit.



You can have sov right now, because of the fozzie sov. Cloud ring systems lay unused and a small group literally just got some in front of my very eyes. Willingness to wand something to take it to live in, is far more easily found than willingness to defend against it if its not being used.

Quote:


And I think this is why EVE has been in decline for most of its lifetime. Fewer and fewer options. Every time nullsec gets buffed, they get more entrenched, more ossified. Which is fine in theory, except that the majority of players who DON'T live in nullsec quickly come to feel like the game is a dead end. Because it is. CCP does not understand the role story plays in peoples lives, and they absolutely do not understand how to balance a game in a way that creates a rewarding narrative. The difference is players could say "that sucked but it was awesome" when something bad happens, where instead they say "that sucked, I think I'll quit." That's the power of narrative, and it's 100% CCP's fault, and it's demonstrated here.


Except that one of the oldest and most ossified groups (goons) got kicked entirely out of nullsec under the current sov system. Something that wasn't going to happen under dominion. No I don't think they have citadels right (its citadels, not moon towers that is the cause of current stagnation), nor do I think that sov wanding is a great solution, but usage based defence was a major step forward.

Scialt
Corporate Navy Police Force
Sleep Reapers
#33 - 2017-06-27 16:47:05 UTC
mkint wrote:


The "well, that's always been a thing" is the dumbest argument anyone could possibly come up with. "The worst part of the game is going to become the ONLY part of the game! Awesome!"

It's not about age, it's about options. Moon mining used to be an option for small groups. Now it won't be. And when moon mining *was* an option for small groups, it opened up even more options. A small PVP corp could have a couple guys running their moon ops. They could potentially do something defend it it as well. Moon mining *was* a PVP activity. Now not only can the smaller PVP corps not moon mine, they also have reduced options for PVP because of the loss of that income. So options? If they will have to give up their story and pick something mediocre and bland, or quit.

Ok, maybe that exact scenario doesn't represent a very big percentage of players, but I think it erases the stories of thousands. How many groups who aren't currently moon mining have that as part of their plan to eventually get their own sov? And now not only does this change remove that as part of that plan, it reduces the options to achieve sov. It doesn't create any new options, it just makes the worst options the only options: become someone else's NPC, or quit.

And I think this is why EVE has been in decline for most of its lifetime. Fewer and fewer options. Every time nullsec gets buffed, they get more entrenched, more ossified. Which is fine in theory, except that the majority of players who DON'T live in nullsec quickly come to feel like the game is a dead end. Because it is. CCP does not understand the role story plays in peoples lives, and they absolutely do not understand how to balance a game in a way that creates a rewarding narrative. The difference is players could say "that sucked but it was awesome" when something bad happens, where instead they say "that sucked, I think I'll quit." That's the power of narrative, and it's 100% CCP's fault, and it's demonstrated here.


Yes... owning a POS to get passive moon mining income will disappear as an option.

But in exchange, ninja mining of the chunks of moon rock broken off from moons becomes available. Where as before you had to own a POS on the moon... now you can steal material from the owner of a citadel.

I don't see how that reduces the options. It would seem to open up moon materials for all... as opposed to just those anchoring structures. Right?

The difference is now they cannot PASSIVELY get the moon income. They can still anchor a structure and create the moon rocks and mine them. The difference is that others can come shoot them while they do it. They can steal the rocks when they're not around. It creates MORE interaction with other players around the location of the moon materials... just like we have with miners of ore or gas or ice now.

Your argument seems to come down to being annoyed that a huge source of passive isk making will now require actually playing the game to make. That doesn't seem like a problem to me. I don't see the idea that "players should be able to get easy isk so they can just pew-pew more" as being valid. If it was... CCP could just give everyone x amount of free isk each month and the PvP'ers could go use it to buy ships. That doesn't make any more sense than arguing in favor of easy isk from moons.

CCP has made a ton of mistakes and continues to make many. I believe they need to spend a LOT more time on figuring out how to get new players up and running quickly and involved with groups asap. But I don't think making passive isk making become active is a bad thing. I don't think players not caring about losses because their passive moon farms will replace them is good... loss should HURT.

Look... it sounds like you primarily play Eve for PvP. But you have to understand that not everyone plays the game that way. This change benefits mining and industrial corporations at the expense of PvP organizations who don't have industrial divisions. It opens acquisition of moon materials to those who don't control a POS on a moon and can't destroy an existing one... by stealing moon rocks when the owners are asleep. It opens plenty of stories. It creates options... just not ones YOU want to use.

Moon mining hasn't changed much at all since EVE first started. I think this is a very positive change. While you may have a point regarding narratives and such... this change doesn't really impact that. It feels a lot more like a fix that has taken way too long to arrive... kind of like the ending of the T2 BPO lottery or the Incursion nerf.
mkint
#34 - 2017-06-27 17:05:49 UTC
Scialt wrote:

Yes... owning a POS to get passive moon mining income will disappear as an option.

But in exchange, ninja mining of the chunks of moon rock broken off from moons becomes available. Where as before you had to own a POS on the moon... now you can steal material from the owner of a citadel.

I don't see how that reduces the options. It would seem to open up moon materials for all... as opposed to just those anchoring structures. Right?

The difference is now they cannot PASSIVELY get the moon income. They can still anchor a structure and create the moon rocks and mine them. The difference is that others can come shoot them while they do it. They can steal the rocks when they're not around. It creates MORE interaction with other players around the location of the moon materials... just like we have with miners of ore or gas or ice now.


Ninja moon mining will not be a thing, not on any scale that matters. Just like ninja mining isn't a thing that matters on any scale, and lowsec mining isn't a thing that matters on any scale. Why would you expect it to be any different from any other ninja mining? To do it in any way that matters, you'll need to anchor your own structures to store stuff in, set up your own logistics lines, etc. You'll still have to do everything that would otherwise be required to moon mine, especially including the structure bashing to secure the system.

Quote:

Your argument seems to come down to being annoyed that a huge source of passive isk making will now require actually playing the game to make. That doesn't seem like a problem to me. I don't see the idea that "players should be able to get easy isk so they can just pew-pew more" as being valid. If it was... CCP could just give everyone x amount of free isk each month and the PvP'ers could go use it to buy ships. That doesn't make any more sense than arguing in favor of easy isk from moons.

CCP has made a ton of mistakes and continues to make many. I believe they need to spend a LOT more time on figuring out how to get new players up and running quickly and involved with groups asap. But I don't think making passive isk making become active is a bad thing. I don't think players not caring about losses because their passive moon farms will replace them is good... loss should HURT.

Look... it sounds like you primarily play Eve for PvP. But you have to understand that not everyone plays the game that way. This change benefits mining and industrial corporations at the expense of PvP organizations who don't have industrial divisions. It opens acquisition of moon materials to those who don't control a POS on a moon and can't destroy an existing one... by stealing moon rocks when the owners are asleep. It opens plenty of stories. It creates options... just not ones YOU want to use.


Except it doesn't help industrial corporations. (I'm not particularly PVP focused, I'm more education focused, which covers a little bit of literally everything.) Structure bashes will still be the central aspect of moon mining. The only people this helps are the groups big enough that they not only have the capability to do both, but the desire. Do you really want to do an alarm clock op to go mining? The only way that would be worth it is if the economy surrounding it was completely broken, therefore, it will become broken, and it will only be the handful of biggest guys who can afford to take part.

Quote:

Moon mining hasn't changed much at all since EVE first started. I think this is a very positive change. While you may have a point regarding narratives and such... this change doesn't really impact that. It feels a lot more like a fix that has taken way too long to arrive... kind of like the ending of the T2 BPO lottery or the Incursion nerf.


The only way this "fixes" anything is if moons can deplete, and structure anchoring times are adjusted to allow for moon mining to be a nomadic activity. Otherwise not only is it just as broken as the old system, it's more so. The people who want to take part won't be able to, the people who don't want to take part will be forced to. How does that not register as broken?

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Teckos Pech
Hogyoku
Goonswarm Federation
#35 - 2017-06-27 17:09:36 UTC
Scialt wrote:
I guess a simple way to think about any change of this nature is that if the change results in needing more manpower to do something than the way it was before... the groups with more manpower are going to benefit.



What shock, a group with more and better organizational structure does better than a group that has neither. Yes, totally outrageous!

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#36 - 2017-06-27 17:26:56 UTC
mkint wrote:


I'm not sure you've got alliance economics worked out... The mega alliances hold lots of moons, sure. But this change is more along the lines of adding more anoms. Active effort resulting in front line income. Will the alliance be able to enforce any kind of tax on the goo the members mine? It doesn't look like it.


Don't be so sure. Just because you can't think of a method doesn't mean one won't be found. People said pretty similar things with the tragedy of the commons. "Oh, just letting people use it results in over use and destruction of the commons, there is no solution except government control." Then along comes Elinor Ostrom who points to many instances where people over came the problems with common resource pool problems in a number of interesting ways.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Frostys Virpio
State War Academy
Caldari State
#37 - 2017-06-27 17:27:42 UTC
Dinsdale Pirannha wrote:


Once again, CCP dropped the ball. They could have made moon goo follow mechanics similar to randomized locations of asteroid belt anoms, where once a belt/moon was exhausted or times out, it respawns somewhere else, maybe in the same constellation, maybe in the same region.


You expect an activity that require infrastructure deployed (the refinery) to be done in a nomadic fashion via RNG material spawn location?
Coralas
Center for Advanced Studies
Gallente Federation
#38 - 2017-06-27 18:02:51 UTC
mkint wrote:


The only way this "fixes" anything is if moons can deplete, and structure anchoring times are adjusted to allow for moon mining to be a nomadic activity. Otherwise not only is it just as broken as the old system, it's more so. The people who want to take part won't be able to, the people who don't want to take part will be forced to. How does that not register as broken?


There is no reason moon mining should be nomadic. It would inevitably push all the "good" moon signatures to stupid inconvenient systems that are hard to freight from and miles away from ratters or fw pilots or corp members who would form the standing defense fleets, and away from casual moon miners.

Hint : there are money moons in every constellation, and there is going to be a _lot_ of extra mining to do, everyone that wants to moon mine can, and the prices of ore for people who don't will probably go up anyway.
Teckos Pech
Hogyoku
Goonswarm Federation
#39 - 2017-06-27 18:18:05 UTC  |  Edited by: Teckos Pech
Scialt wrote:
mkint wrote:


I don't really have the actual numbers either. I've got a pretty good grasp of supply and demand though. A pretty good grasp of cost vs benefit. In terms of cost vs benefit, it could be thought of as the cost of moon mining being dramatically increased to the point that most groups will be priced out of it. The increased cost comes in the form of time. Any group that doesn't have the man hours available is priced out by default. Especially since unlike POS mining, they don't have the control of the output materials meaning they also have basically no chance to benefit either. There might be a couple tiny groups that manage to make it work for them by flying under the radar, but they won't produce in enough volume to matter, or likely to even be worth it. The only way I can picture this increasing participation for smaller groups through forms of enslavement and indentured servitude.


I think the terms "enslavement" and "indentured servitude" are a bit off.


Of course it is off...and not just a bit. In my last alliance they wanted people to help with reactions. To get people to do it, they offered a profit sharing plan. So I jumped on it. I got ISK and only had to log in a 2-3 times a week for 1-2 hours to earn it. Was I enslaved? No. Was I an indentured servant? No. Was I an employee? Not really, I was, if anything, a partner since I got a share of the profits.

Can some sort of arrangement like this be worked out with the new moon mining process? I don't know, but my guess is that some alliances will figure out something.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Scialt
Corporate Navy Police Force
Sleep Reapers
#40 - 2017-06-27 18:18:42 UTC
Teckos Pech wrote:
Scialt wrote:
I guess a simple way to think about any change of this nature is that if the change results in needing more manpower to do something than the way it was before... the groups with more manpower are going to benefit.



What shock, a group with more and better organizational structure does better than a group that has neither. Yes, totally outrageous!


It's quite obvious... but many fail to grasp that.

You see that all the time when people discuss ways to make life harder for the large null-sec groups. Their solutions always will make it harder for the null-sec folks... but almost always make it harder still for the smaller groups.

Things like:
- Removing Local in Null (the large null sec folks have intel channels, the roaming bandits lose local but have no other way to effectively gather intel)

or

- Not allowing jumping in low-sec (causing lowsec to be gate camped where only large organizations can organize caravans capable of breaking the gate camps... that is the large null sec folks)

or the moon mining change.

The more difficult you make something in the game, the more of a gap you create between the large groups with lots of people who can throw manpower at the problem and those with low numbers.
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