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What if Aurum was called Micro-Plex?

Author
Jade Constantine
Jericho Fraction
The Star Fraction
#21 - 2012-01-01 13:07:51 UTC
Tippia wrote:
Terajima Kazumi wrote:
This isn't necessarily true. If NEX content is developed using expected/existing NEX store revenue, then the development of NEX content does not 'steal gameplay content from the game', as without the NEX store, there would be no resources available to fund the additional development. It is even possible that, if the NEX store were to become profitable enough, it could eventually fund not only its own content development, but development for other parts of EVE.
It would steal gameplay from the game regardless — from day one, they've talked about the things now consigned to the NeX as being an opening for new player industries, but then they robbed the game of that content by shoving it into the NeX at the last second. It was always intended to be released, and was always planned (and budgeted) as part of Incarna — NeX or no NeX, it would have been developed.

Moreover, if they wanted to generate revenue through the NeX, they would have chosen an actual MT business model instead — for some reason, they did the exact opposite, so it never had any chance to pay for itself to begin with. They've decided to go for low-volume / high-cost / non-repeating sales, and that just screams “no profit”. Looking at how they've talked about it, this non-profit status was known from the instant it was chosen. For CCP, the NeX does indeed serve a purpose, but that is a completely different one: to reduce liabilities in their books… but that is not the same thing as “profit” and “paying for itself” (and this is why the unprofitable setup actually works).
Quote:
Transitively, you can already obtain NEX store items exclusively via in-game means.
…except that without out-of-game means, they won't exist.


And this.

The True Knowledge is that nothing matters that does not matter to you, might does make right and power makes freedom

Buzzmong
Aliastra
Gallente Federation
#22 - 2012-01-02 00:04:47 UTC
Terajima Kazumi wrote:
You can convert in-game acitivities to ISK, ISK to PLEX, PLEX to Aurum, and Aurum to NeX items. Transitively, you can already obtain NEX store items exclusively via in-game means.


As Tippia already pointed out, it has to originate somewhere somewhere and that somewhere is an out of game transaction, which hurts the sandbox.
Terajima Kazumi
Perkone
Caldari State
#23 - 2012-01-02 00:14:50 UTC
Tippia wrote:
Terajima Kazumi wrote:
This isn't necessarily true. If NEX content is developed using expected/existing NEX store revenue, then the development of NEX content does not 'steal gameplay content from the game', as without the NEX store, there would be no resources available to fund the additional development. It is even possible that, if the NEX store were to become profitable enough, it could eventually fund not only its own content development, but development for other parts of EVE.
It would steal gameplay from the game regardless — from day one, they've talked about the things now consigned to the NeX as being an opening for new player industries, but then they robbed the game of that content by shoving it into the NeX at the last second. It was always intended to be released, and was always planned (and budgeted) as part of Incarna — NeX or no NeX, it would have been developed.

Software development is a rather complicated process. As developers we throw a lot of ideas around, and as projects evolve they seldom go according to our initial plans; project planning is just plain hard, and financial constraints and project deadlines often conspire against our efforts, forcing us to compromise or drop planned features altogether.

We're not privy to the development process at CCP, so all we can do out here is speculate. Perhaps the NEX items were originally slated to be manufactured by players, but if those additions would do little to add to the value of the services CCP provides (and lets be realistic, adding tens of player-manufactured items to a game that already has hundreds of them isn't going to add notable value) then what would compel CCP to follow through on their alleged, original goal of making the NEX items player-manufactured?

Tippia wrote:

Moreover, if they wanted to generate revenue through the NeX, they would have chosen an actual MT business model instead — for some reason, they did the exact opposite, so it never had any chance to pay for itself to begin with. They've decided to go for low-volume / high-cost / non-repeating sales, and that just screams “no profit”. Looking at how they've talked about it, this non-profit status was known from the instant it was chosen. For CCP, the NeX does indeed serve a purpose, but that is a completely different one: to reduce liabilities in their books… but that is not the same thing as “profit” and “paying for itself” (and this is why the unprofitable setup actually works).

I'm not aware of any published or leaked data on the revenue generated by the NEX store, so speculation by either one of us on its profitability is meaningless. However, as the goal of any private enterprise is to make money, it's a bit silly to suggest that the goal of the NEX store was not expressly to add value to the service CCP provides. Note that this holds true even if the NEX store was a completely misguided effort and has been a total failure.

Tippia wrote:

Quote:
Transitively, you can already obtain NEX store items exclusively via in-game means.
…except that without out-of-game means, they won't exist.

In a mature economy this is largely irrelevant. In the real world, almost everything we consume is created via processes which we need not concern ourselves with and which we seldom know much about; all that matters is that we can go to the supermarket and buy what we need. The same is true with converting in-game efforts to NEX items because the only external variable, PLEX, has long been a stable and integral part of the EVE economy.
Terajima Kazumi
Perkone
Caldari State
#24 - 2012-01-02 00:17:22 UTC  |  Edited by: Terajima Kazumi
I hit my quote limit. Forgive the double post.
Buzzmong wrote:
Terajima Kazumi wrote:
You can convert in-game acitivities to ISK, ISK to PLEX, PLEX to Aurum, and Aurum to NeX items. Transitively, you can already obtain NEX store items exclusively via in-game means.


As Tippia already pointed out, it has to originate somewhere somewhere and that somewhere is an out of game transaction, which hurts the sandbox.

The origination of the NEX items themselves is not the point of contention, and I have not asserted that their resource-free injection into the EVE economy is not problematic.
Nova Fox
Novafox Shipyards
#25 - 2012-01-02 00:19:40 UTC
Well by that point that means bounties should be removed for the same manner.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Skydell
Bad Girl Posse
#26 - 2012-01-02 00:23:28 UTC
It must be really hard for you Anti-Aurum people to keep a straight face with that great big ******* elephant in the room named Plex.
Tippia
Sunshine and Lollipops
#27 - 2012-01-02 00:33:20 UTC
Terajima Kazumi wrote:
project planning is just plain hard, and financial constraints and project deadlines often conspire against our efforts, forcing us to compromise or drop planned features altogether.
…and that would be fine if that was what they did. Instead, they took content that was slated for player industries and made them not-player-industries but they didn't actually drop the content itself.

Quote:
Perhaps the NEX items were originally slated to be manufactured by players, but if those additions would do little to add to the value of the services CCP provides (and lets be realistic, adding tens of player-manufactured items to a game that already has hundreds of them isn't going to add notable value) then what would compel CCP to follow through on their alleged, original goal of making the NEX items player-manufactured?
It would add at the very least the same value as having the items in the NeX (viz. having the items in the game) and would have added the value of a new industrial sector. No matter how small, the addition would have been bigger than it eventually was and it would have reused existing mechanics that are proven to work, rather than the completely unfinished NeX.

So if the reasoning was that it wouldn't have added any value, they wouldn't have bothered with the NeX at all and just released the stuff as normal NPC seeded and as part of the normal economy. Instead, they reduced the value while increasing the work load.

Quote:
However, as the goal of any private enterprise is to make money, it's a bit silly to suggest that the goal of the NEX store was not expressly to add value to the service CCP provides. Note that this holds true even if the NEX store was a completely misguided effort and has been a total failure.
I'm not suggesting that it doesn't add value — I'm saying that its value is not to generate income, but to reduce liability. Given CCP's economic situation at the time, that was more valuable than income because they already had a very stablie income and what they needed the most was external funding. Large liabilities is a black mark towards obtaining that.

The reasoning behind the speculation is that, if it was to generate income, they would have followed the standard model for doing so: large volumes of purchases that are so small that cost is no longer a factor in the decision-making process.
Quote:
In a mature economy this is largely irrelevant. In the real world…
…but this isn't a real-world economy, and in isn't mature in this field either. It's a game economy where this one item breaks every guiding design principle and every balancing mechanic there is. Had it followed the rules, the matureness of the economy might have mattered, but since it doesn't — since it follows completely different rules — it is not part of that economy.
Skydell wrote:
It must be really hard for you Anti-Aurum people to keep a straight face with that great big ******* elephant in the room named Plex.
Not really, no, since PLEX does something drastically different. Most notably, they do not remove gameplay and they are (or were, before the NeX), in fact, economy neutral.
Terajima Kazumi
Perkone
Caldari State
#28 - 2012-01-02 00:54:04 UTC  |  Edited by: Terajima Kazumi
Tippia wrote:
…and that would be fine if that was what they did. Instead, they took content that was slated for player industries and made them not-player-industries but they didn't actually drop the content itself.

So what they did was compromise, then.

Tippia wrote:

It would add at the very least the same value as having the items in the NeX (viz. having the items in the game) and would have added the value of a new industrial sector. No matter how small, the addition would have been bigger than it eventually was and it would have reused existing mechanics that are proven to work, rather than the completely unfinished NeX.

So if the reasoning was that it wouldn't have added any value, they wouldn't have bothered with the NeX at all and just released the stuff as normal NPC seeded and as part of the normal economy. Instead, they reduced the value while increasing the work load.

I misspoke a bit here. It's true that the items add the same value to the service CCP provides either way (actually, as NEX items they add less value since players cannot enjoy creating the items via industry) but CCP can potentially increase revenue to a greater degree via NEX store transactions than they would have otherwise (by increasing the number of active subscribers).

Tippia wrote:

I'm not suggesting that it doesn't add value — I'm saying that its value is not to generate income, but to reduce liability. Given CCP's economic situation at the time, that was more valuable than income because they already had a very stablie income and what they needed the most was external funding. Large liabilities is a black mark towards obtaining that.

I'm sorry, but I do not follow the reasoning here.

Tippia wrote:

…but this isn't a real-world economy, and in isn't mature in this field either. It's a game economy where this one item breaks every guiding design principle and every balancing mechanic there is. Had it followed the rules, the matureness of the economy might have mattered, but since it doesn't — since it follows completely different rules — it is not part of that economy.

Are you suggesting that the NEX items had such great potential to break the game's economy? They obviously have not done that, nor do I think anyone expected that they would prior to their release (at least not in their current capacity as mere vanity items). The NEX store was responsible for a speculative spike in the price of PLEX when the NEX store was announced, and may have some role in the continued rise in the price of PLEX, but beyond this, its role in the EVE economy is relegated merely to shifting ISK from wallet to wallet.
Tippia
Sunshine and Lollipops
#29 - 2012-01-02 01:23:28 UTC
Terajima Kazumi wrote:
So what they did was compromise, then.
A compromise would have been to make it NPC seeded and then move to player construction, as they have with so many other items. This was something completely different.

Quote:
I misspoke a bit here. It's true that the items add the same value to the service CCP provides either way (actually, as NEX items they add less value since players cannot enjoy creating the items via industry) but CCP can potentially increase revenue to a greater degree via NEX store transactions than they would have otherwise (by increasing the number of active subscribers).
Ok, fair enough. That makes sense. I somehow doubt that they were going for that, though, since they quite deliberately chose to go for very low volume (since the chosen payment mechanic would have wreaked havoc with the in-game economy had it been combined with a high-volume option).
Quote:
I'm sorry, but I do not follow the reasoning here.
PLEX are a liability on the CCP balance sheet — it's a contract for services paid for, but not yet rendered (30 days of server access). The NeX was a way to eliminate that liability by giving you something completely different and utterly worthless (in real-life terms) instead: 3,500 AUR. It's a PLEX sink that lets CCP not render the original service and instead just give you a couple of bytes in the DB.

Removing those “service not yet rendered” liabilities means their balance sheet looks better when they go to the bank/investors and ask for extensions on their loans or further funding for new projects: they still have (or had) a decently high, consistent income, and were developing new products that would pay themselves back Soon™ (and diversifying the company, which always good for the investor's risk). Since the subscription income was already steady (but came in small increments), it wasn't as necessary to boost as the attractiveness to investors in the form of offering of low-risk / low-liability, nor did it serve the purpose of that kind of large capital injection.
Quote:
Are you suggesting that the NEX items had such great potential to break the game's economy?
They have the potential to break it completely, should CCP choose to go down that road. They probably won't, but the option is still there. It's a mechanism that could completely obsolete the market and the industry of the game — hell, the IW Scorpion (which set off the whole débàcle) did exactly that: it added minerals in the form of a ready-made ship without ever engaging the miners, the researchers, the builders, and the traders who are normally required to make that happen.

Even with the things that are now in the NeX, we still have a similar (but far smaller-scale) problem: this stuff exists outside of the normal economy. Its life cycle is completely different to everything else in the game, and any interaction with the normal economy is largely accidental and incidental. It doesn't follow the resource limitations and resource destruction balancing mechanics of everything else, and therefore isn't subject to the same supply and demand as the rest of the game. That's what I mean by it breaking the design principles and balancing mechanics of the economy.
Nova Fox
Novafox Shipyards
#30 - 2012-01-02 01:28:10 UTC
Reason why the IW scorpion debacle started was with limitations with the store back then Why it couldnt issue out stuff that required the ship item to turn in liek the Loyalty point store is beyind me.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Tippia
Sunshine and Lollipops
#31 - 2012-01-02 01:32:29 UTC
Nova Fox wrote:
Reason why the IW scorpion debacle started was with limitations with the store back then Why it couldnt issue out stuff that required the ship item to turn in liek the Loyalty point store is beyind me.

It remains a mystery to this day… Ugh

But even if that's ever fixed, it is still an illustration of how the NeX has the potential and ability to break pretty much everything in industrial/economy side of the game.
Mr Epeen
It's All About Me
#32 - 2012-01-02 01:39:44 UTC
Nova Fox wrote:
Would you still want it removed if it could buy time a week at a time instead and was just as tradeable as a plex?

Here's the thing, Nova, I have never wanted it removed. And I'm not alone. So take that line above and edit it to be less prejudicial.

But I would like to see items worth buying in it. And a station to walk around in to show it off.

Mr Epeen Cool
Nova Fox
Novafox Shipyards
#33 - 2012-01-02 01:52:31 UTC
Tippia wrote:
Nova Fox wrote:
Reason why the IW scorpion debacle started was with limitations with the store back then Why it couldnt issue out stuff that required the ship item to turn in liek the Loyalty point store is beyind me.

It remains a mystery to this day… Ugh

But even if that's ever fixed, it is still an illustration of how the NeX has the potential and ability to break pretty much everything in industrial/economy side of the game.


However anything else in the game can be made in a manner of buff or nerf to the point of breaking the game as well.

One example I know alot of players who'd quit if they made all of eve null sec.

Or all of eve high sec.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Terajima Kazumi
Perkone
Caldari State
#34 - 2012-01-02 01:53:48 UTC
Tippia wrote:
[PLEX are a liability on the CCP balance sheet — it's a contract for services paid for, but not yet rendered (30 days of server access). The NeX was a way to eliminate that liability by giving you something completely different and utterly worthless (in real-life terms) instead: 3,500 AUR. It's a PLEX sink that lets CCP not render the original service and instead just give you a couple of bytes in the DB.

Removing those “service not yet rendered” liabilities means their balance sheet looks better when they go to the bank/investors and ask for extensions on their loans or further funding for new projects: they still have (or had) a decently high, consistent income, and were developing new products that would pay themselves back Soon™ (and diversifying the company, which always good for the investor's risk). Since the subscription income was already steady (but came in small increments), it wasn't as necessary to boost as the attractiveness to investors in the form of offering of low-risk / low-liability, nor did it serve the purpose of that kind of large capital injection.

This is certainly true, but it's worth considering that if the NEX store doesn't increase demand for new PLEX, then it probably does't coax players into redeeming existing PLEX for Aurum either.

Tippia wrote:
They have the potential to break it completely, should CCP choose to go down that road. They probably won't, but the option is still there. It's a mechanism that could completely obsolete the market and the industry of the game — hell, the IW Scorpion (which set off the whole débàcle) did exactly that: it added minerals in the form of a ready-made ship without ever engaging the miners, the researchers, the builders, and the traders who are normally required to make that happen.

Even with the things that are now in the NeX, we still have a similar (but far smaller-scale) problem: this stuff exists outside of the normal economy. Its life cycle is completely different to everything else in the game, and any interaction with the normal economy is largely accidental and incidental. It doesn't follow the resource limitations and resource destruction balancing mechanics of everything else, and therefore isn't subject to the same supply and demand as the rest of the game. That's what I mean by it breaking the design principles and balancing mechanics of the economy.

I'm not arguing for what could be, but for what is. There are infinitely many ways that CCP could break the economy, and we should challenge CCP whenever they come up with such an idea. The IW Scorpion was such an idea, and I object to it vehemently.

By contrast, the vanity items in the NEX store are almost completely decoupled from the economy, their aforementioned ability to influence PLEX prices and move ISK aside. As implemented, their impact on the economy is negligible. You can certainly argue with validity that if the NEX items were implemented as player-manufactured items that they would add to the economy, but to argue that they disrupt the economy in any meaningful way is a rather tenuous assertion.
Tippia
Sunshine and Lollipops
#35 - 2012-01-02 02:12:33 UTC
Nova Fox wrote:
However anything else in the game can be made in a manner of buff or nerf to the point of breaking the game as well.

One example I know alot of players who'd quit if they made all of eve null sec.
There's a pretty significant difference between making the game undesirable for some players and breaking game mechanics (in this case, removing all checks and balances that determine the supply and demand of items in the economy). So we're talking about vastly different types of “breaking” things here.
Terajima Kazumi wrote:
By contrast, the vanity items in the NEX store are almost completely decoupled from the economy, their aforementioned ability to influence PLEX prices and move ISK aside. As implemented, their impact on the economy is negligible. You can certainly argue with validity that if the NEX items were implemented as player-manufactured items that they would add to the economy, but to argue that they disrupt the economy in any meaningful way is a rather tenuous assertion.
But that's not the argument — it's that the NeX items can only exist through the use of out-of-game means and that they therefore do not follow the rules and design principles of the game economy.

Whether or not they disrupt the economy depends on what the NeX allows you to buy, but the fact that they don't adhere to those principles means that it disruptive potential is that much larger.
Nova Fox
Novafox Shipyards
#36 - 2012-01-02 02:26:11 UTC
Hmm True. Either way they both wind up to the same conclusions end of the game.

At least CCP adverted distaster by sticking to the promise of not giving a game advantage to anyone.

Which is where your complaint about the store hits sticky paper at least on that line. However then again plex is already on that line, a player could essentially buy thier way to an advantage.

So I think instead of murking up the water lets draw a firm line we can possibly agree on what is allowable for MT and what isnt.

So heres my never in MT list.

1 Ships
2 Modules
3 Ammo
4 Implants
5 Player Attributes
6 Items usually sold by other players
7 Infrastructure
8 Name Changes
9 Character History Wipes
10 Tools that make the game easier or advantaged
11 Perks to increase income of anything
12 Skill Points

My maybe MT list
1 Co-existing NPC source sold tems (example various blueprints and possible skill books)

My MT okay with it list.

1 Clothing
2 Special Looking features such as ship paint jobs.
3 Player Looks even race changes.

I am just basically listing items and not going into interation on how I see how to fix the store for your view points and I am quite sure you read them already. (I wished I can get a few others but other than the burn and revert back to pre incarna characters and your position are the only two I've seen so far) that would make this discussion a bit too much of an FnI feature.

I would like to see your list of allowed and not allowed MT stuff though.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Terajima Kazumi
Perkone
Caldari State
#37 - 2012-01-02 02:40:58 UTC
Tippia wrote:
Whether or not they disrupt the economy depends on what the NeX allows you to buy, but the fact that they don't adhere to those principles means that it disruptive potential is that much larger.

Again, there are infinitely many ways CCP can potentially wreak havoc on the economy. I agree that as the NEX store grows it has the potential to cause significant damage to the economy, but it also has potential for growth that isn't problematic. While it's a good idea to make sure CCP knows that we do not want the NEX store to impact the economy negatively, objecting to it entirely on the simple grounds that it has the potential to do so is rather absurd.
met worst
Doomheim
#38 - 2012-01-02 05:54:13 UTC
Vyl Vit wrote:
What if a fish was called a cow? What if a door was called a pumpkin? What if a cow called a pumpkin??

That would make fish and doors the same species.
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#39 - 2012-01-02 08:33:42 UTC  |  Edited by: Cipher Jones
Quote:
Eve is a sandbox, every item should be gettable by in-game means (barring special one-off unique stuff like the Alliance Tourney Rewards/Holiday pressies).


What NeX Store item isnt "gettable" by in game means? If you can name one I'll get a goonswarm federation tattoo on my penis and biomass 9 toons.

internet spaceships

are serious business sir.

and don't forget it

Jaroslav Unwanted
Brutor Tribe
Minmatar Republic
#40 - 2012-01-02 08:39:09 UTC
Cipher Jones wrote:
Quote:
Eve is a sandbox, every item should be gettable by in-game means (barring special one-off unique stuff like the Alliance Tourney Rewards/Holiday pressies).


What NeX Store item isnt "gettable" by in game means? If you can name one I'll get a goonswarm federation tattoo on my ***** and biomass 9 toons.


yep... it is gettable by in-game means..

Otherwise scrap all loot, asteroids, everything .. because getting it is about the same as getting things in NeX.. you click, you click again and again.