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Mad inflation

First post First post
Author
Billy Kidd
Breaking Plaid
#441 - 2012-03-14 18:22:26 UTC
Isn't there a hard limit on the rate at which incursions can add isk to the economy? There are a limited number of incursions, and a limited number of sites per system, so the rate of isk payout is limited by the rate at which those sites respawn.

So if everyone in EVE tries to do incursions, they'll find that there simply aren't enough sites for everyone. Whereas if everyone in EVE tries to run missions, there's an unlimited number of missions for everyone.

Granted, there will be friction between people who make money easily and those who struggle, but isn't this kind of conflict an important and fascinating part of EVE?

Moreover, even if inflation continues uncontrolled, at some point mining of all types start to become more profitable than getting bounties. How is that a bad thing, besides the notion that mining is arguably more boring than shooting at red crosses?
Zircon Dasher
#442 - 2012-03-14 18:22:33 UTC  |  Edited by: Zircon Dasher
mackluver wrote:
Not that this would be a problem if they fell in line with the risk=reward factor that everything in eve is supposed to have.



Risk vs. Reward means nothing.

1) If you inject 1 GAZILLION isk into an economy it does not matter how risky it was. Injection is injection.

2) Even if it did matter, people use caps and super caps to do PVE in what is supposedly the riskiest space in EVE. Last I checked a fully fit Super was way more expensive than a shiny mach used in Incursions. This implies that either the reward for PVE far outstrips the risk in the theoretically riskiest places, or the risk is significantly less than in highsec incursions. If the former is true, then any concerns you might have about isk faucets should be focused on the PVE rewards that allow Supers/Titans to be worth it. If the latter is true than complaints about risk vs. reward should be focused on making non-highsec more risky.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Liang Nuren
No Salvation
Divine Damnation
#443 - 2012-03-14 18:29:23 UTC
mackluver wrote:

CCP are developing an MMO, not remodeling bathrooms, so the endless mention of faucets and sinks is mederately useless


Not really, no. See, the thing about it is that there's a concept called mudflation - where in game currency enters the game via currency faucets faster than it leaves the game via currency sinks. This leads to an overall devaluation of in game currency and the price of items to rise because everyone has so much more in game currency laying around doing nothing.

Basically: people are asking for a healthy in game economy - which is why all the endless mentioning of faucets and sinks is necessary. Smile

Quote:

1. Are you implying that mineral collection through mining is also damaging to the economy? That wouldn't make much sense as it's commonly known that mining only accounts for 25-30% of minerals that are injected into the game. If that's not what you're implying, then please clarify the purpose.

2. Yes, ratting in anomolies does add isk and minerals to the game. Interesting thing is that if you take away these things then players would have no way of producing income other than missions, which are not for everyone. Again, your statement seems to lack a purpose

3. Yes, it is a smaller percentage of minerals and income flow into the game... Not hard to determine that


No, I wasn't saying that at all - and in fact ISK faucets are necessary for the game economy to function properly. I was putting your statements in perspective of the conversation - which is about in game currency inflation ("mudflation") which stems solely from faucets vs sinks. Personal income has really nothing to do with this conversation - though certainly it is generically useful to show what are the best activities for an individual seeking to earn income.

Basically: I didn't want someone (including you, if you did think that way) to read your cool numbers and think "Oh look, high sec mining is a 40M ISK/hr ISK faucet!" - because it isn't. Its a mineral faucet that generates a personal income of 40M ISK/hr from player trading (minor ISK sink). ;-)

Quote:

Thanks for agreeing with the coolness of my numbers :) As far as my isk, as I stated earlier I am primarily a builder, making ships to earn isk, which as you know is not a way of introducing new isk or minerals into the game, but instead actively removes both through the purchase of BPO's and skillbooks from NPC corps, the cost of researching in stations, and the loss of minerals in the process of construction (small as it may be once proper research has been done).

Of everything in your reply, all I gather is that we agree about incursions being excessive in the amount of new isk that they introduce. Not that this would be a problem if they fell in line with the risk=reward factor that everything in eve is supposed to have.


Well, the personal income generated via Incursions is pretty impressive, and the convenience factor from an ISK faucet is pretty awesome. I'd say its not purely about Risk vs ISK but also about Convenience. Being able to sit on your ass and do something for a while and earn X amount of ISK is very different from doing something for a while and then spending an extra Y amount of time to turn it into X ISK!

Anyway - just clarification.

-Liang

I'm an idiot, don't mind me.

mackluver
Federal Navy Academy
Gallente Federation
#444 - 2012-03-14 18:30:59 UTC
Darth Gustav wrote:
mackluver wrote:
Luba Cibre wrote:
mackluver wrote:
I
Recap time
high-sec mining <27 mil/hour
high-sec missions (level 4's) +- 40 mil/hour
0.0 mining < 55 mil/hour
0.0 ratting +- 60 mil/hour
0.0 anoms +- 90 mil/hour
High DED plexing 100 mil - 3 bil/ hour, averaging 300 mil/hour

lol no. you don't make 90m isk/h in 0.0 anoms.

http://i.imgur.com/0iXJV.jpg

That is about one hour of doing sanctums (i run 2 ring sanctums) in a -0.9 System with a T2 fitted Tengu.



So you make roughly 75 mil in isk in bounties from anomolies, minus the sad 15% your corp takes. That doesn't count looting and salvaging. Maybe your numbers would be closer to my own if you factored that in...

As for your T II Tengu, grats on the cool ship \o/ but I hope you're not implying that it is the absolute ultra max sub-capital PVE ship/fit you can have for anomolies... Because there are better ships/fits resulting in faster anomoly completion, not to bust your 'Leet' bubble or anything...

about that 15% corp tax.... I'm guessing that's because you don't partake in PVP? if so then you are a part of the economic problem as making 75/mil isk an hour without losing stuff in PVP is part of the foundation of rapid inflation and supercap proliferation, especially since that 15% probably goes to some bittervet players and their supercap blob.


Actually if you stop ratting to loot/salvage, your ISK/hr drops significantly. You earn nothing while in warp, and most of the modules from anomalies wind up getting melted down and turned into PVP ships (and modules) in nullsec.

You're right that a Tengu isn't the be-all-end-all. But it isn't far from it, either.

I like how you presume that the corp tax is because the poster doesn't PVP. Can you explain the causal relationship between corp taxes and a failure of an individual to engage in PVP activity?

I'm literally on the edge of my seat. Maybe I can use corp taxes as a type of index to see if my victims know what they're doing?


If you read my original post, I mentioned clearly that when salvaging, I would use an alt. But given the nature of marauders, it's not necessary.

As for the corp tax, 2+ years in 0.0 and I have never paid one. I partake in PVP. Those who don't are put in corps within the alliance that have a tax, simple enough. If they are miners, then they do corp/alliance mining ops to support the PVP, simple enough. If they are builders, they may be expected to build at cost for corp/alliance, simple enough. One corp I was in not only didn't have tax, but paid you for red killmails.

So honestly, wouldn't be a bad idea to gauge your targets in null by who has corp tax. Though to get to them, you would probably have to fly endlessly through a wall of cannon fodder that is renter.
Liang Nuren
No Salvation
Divine Damnation
#445 - 2012-03-14 18:31:27 UTC
Billy Kidd wrote:
Isn't there a hard limit on the rate at which incursions can add isk to the economy? There are a limited number of incursions, and a limited number of sites per system, so the rate of isk payout is limited by the rate at which those sites respawn.

So if everyone in EVE tries to do incursions, they'll find that there simply aren't enough sites for everyone. Whereas if everyone in EVE tries to run missions, there's an unlimited number of missions for everyone.

Granted, there will be friction between people who make money easily and those who struggle, but isn't this kind of conflict an important and fascinating part of EVE?

Moreover, even if inflation continues uncontrolled, at some point mining of all types start to become more profitable than getting bounties. How is that a bad thing, besides the notion that mining is arguably more boring than shooting at red crosses?


Yes, but that limit is pretty high and we haven't reached it yet. That was part of my interest in what Soundwave said early on.

-Liang

I'm an idiot, don't mind me.

mackluver
Federal Navy Academy
Gallente Federation
#446 - 2012-03-14 18:41:41 UTC
Zircon Dasher wrote:
mackluver wrote:
Not that this would be a problem if they fell in line with the risk=reward factor that everything in eve is supposed to have.



Risk vs. Reward means nothing.

1) If you inject 1 GAZILLION isk into an economy it does not matter how risky it was. Injection is injection.

2) Even if it did matter, people use caps and super caps to do PVE in what is supposedly the riskiest space in EVE. Last I checked a fully fit Super was way more expensive than a shiny mach used in Incursions. This implies that either the reward for PVE far outstrips the risk in the theoretically riskiest places, or the risk is significantly less than in highsec incursions. If the former is true, then any concerns you might have about isk faucets should be focused on the PVE rewards that allow Supers/Titans to be worth it. If the latter is true than complaints about risk vs. reward should be focused on making non-highsec more risky.


And as I stated, caps/supers in 0.0 PVE should get you an instant pwn fest the way they do in w-space. warp a solo carrier to a site in class five and watch the fireworks. As far as injecting a gazillion isk into the economy... as long as it results in a gazilion isk in pvp ships dying, then all is well. Where as high-sec incursions suffer ship loss only from unwary pilots and unfortunate ganks. That isn't nearly enough to balance against the inflow.
DarthNefarius
Minmatar Heavy Industries
#447 - 2012-03-14 18:52:31 UTC
mackluver wrote:
[quote=Zircon Dasher] Where as high-sec incursions suffer ship loss only from unwary pilots and unfortunate ganks. .


That is blantantly false statement if you ran Incursions as much as I do you'd see the losses from various issues. I saw a bhallgorn go poof last night due to a different reason.
An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
Zircon Dasher
#448 - 2012-03-14 18:54:03 UTC
mackluver wrote:
And as I stated, caps/supers in 0.0 PVE should get you an instant pwn fest


Except that it doesnt. Which implies that reward>>>>>>>>>>>>>>>>>>risk.

Quote:
the way they do in w-space.


Except that they dont.

Quote:
warp a solo carrier to a site in class five and watch the fireworks.


Warp a solo Mach into an Assault and watch the fireworks.

Quote:
As far as injecting a gazillion isk into the economy... as long as it results in a gazilion isk in pvp ships dying, then all is well. Where as high-sec incursions suffer ship loss only from unwary pilots and unfortunate ganks. That isn't nearly enough to balance against the inflow.


Because none of those people do incursions to pay for pew pew amirite? I guess then that everyone who engages in missions/ratting/anom'ing/wormholing is also only doing it for the PVE and never to fuel pvp.



LolLolLolLol

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Zircon Dasher
#449 - 2012-03-14 19:06:16 UTC
Liang Nuren wrote:
Yes, but that limit is pretty high and we haven't reached it yet. That was part of my interest in what Soundwave said early on.

-Liang


If anything this is the biggest concern. HS incursions are probably at peak or close to (at least during peak timeframes), but there is a lot of room for growth in the LS and 0.0 incursions. Especially given the payout structure.

All of this is moot though if the bulk of the price increases (sans PLEX) is a supply issue.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

DarthNefarius
Minmatar Heavy Industries
#450 - 2012-03-14 19:14:40 UTC  |  Edited by: DarthNefarius
JitaPriceChecker2 wrote:
DarthNefarius wrote:

Look up at the numbers again incursions are 25% of NPC bounties ( where are you getting this 50% inflo?!?! besides out of your BUTTOCKS??? ) TALKING ABOUT CHERRY PICKING STATISTICS THERE ARE LIES THEN THERE ARE LIES THEN ARE YOUR SUPER WHOOOPERS WHICH YOU PRESENT AS STATISTICS!!!
THE INFLOW OF BOUnTIES IS NOW 32 TRILLION your 19 trillion just does not translate into todays numbers. Go back to school & take a real math class.



YOu still dont get it. Introducing incursions has icnreased about 40-50% isk retained in the economy.

And most of this isks comes in form of concord protection gameplaye.
Its broken !!!!


No it HAS NOT the lp sink of Condord halves that for one. And for two the ISK would have been created by these players running missions, annomilies, plexes, etc... you are still making crud up. Granted they may not have been making it as fast butt you 40-50% is a made up number not including a GREAT number of factors.
An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
Zyress
Caldari Provisions
Caldari State
#451 - 2012-03-14 19:58:57 UTC
Terminal Insanity wrote:
Well... carebears whined and whined. And they finally were given what they wanted - Incursions.

Now that you can make more isk in highsec incursions then 0.0 sanctum/havens and plexing... What did you think was going to happen?

And there are still carebears who want highsec lvl5's. Though with the ammount of isk you can make in incursions, Lvl5's are obsolete


Incursions are for fleets, some people like to work alone.
Herzog Wolfhammer
Sigma Special Tactics Group
#452 - 2012-03-14 19:59:54 UTC
Endeavour Starfleet wrote:
CCP Soundwave wrote:
I'll leave the details to the devblog but I'd say there is a chance the changes might be (among other things) exactly what you wrote.


I love you Soundwave! Big smile


I eagerly await the blog. And I hope I am correct in my guess. VG blitzing is a big issue due to fairness. If you aren't in a near perfect fleet you get contested every time. Good VGs are where good varied fleets go back to "10 Mins 10 Mil" or longer Like it was long ago. No more 3 min blitzes.

Assaults and HQs could do with a boost in payout tho. While a boost could look bad on paper in reality it is almost never end, warp, enter like the shiny VG fleets. 5-10 mins between sites are almost guaranteed and often it is longer.

A boost will get more people into those higher sites so there will be more fleets doing them. That will help incursion content to shine when it is the community and not just a small fleet.



Finally we agree on something.

(not the loving Soundwave part - I don't even know the guy)

Bring back DEEEEP Space!

Liang Nuren
No Salvation
Divine Damnation
#453 - 2012-03-14 20:06:14 UTC
Herzog Wolfhammer wrote:

Finally we agree on something.

(not the loving Soundwave part - I don't even know the guy)



Whats not to love? http://content.eveonline.com/community/devblog/2010/devblogstoffer.jpg

-Liang

I'm an idiot, don't mind me.

Zyress
Caldari Provisions
Caldari State
#454 - 2012-03-14 20:07:22 UTC
Marlona Sky wrote:
CCP Soundwave wrote:
We're looking at the economy constantly and looking at our options.

One of the fundamental issues we have is that we're making everyone "better" at making money, so the effect kind of snowballs. Right now we're considering everything form increasing taxes to lowering bounties across the board.


Decrease null sec bounties by 10%, low sec by 20% and high sec by 50%.

IB4 high sec tears.


Reverse that
Zyress
Caldari Provisions
Caldari State
#455 - 2012-03-14 20:28:41 UTC
Dbars Grinding wrote:
If battleship bounties get nerfed you will have a lot of angry high sec missioners. Remember those are the bulk of your costumers.
TIme to go mining i guess?


The majority of the time I spent in Null-sec when I wasn't in a fleet op was spent ratting 1.25 mil isk bounty battleships. I think you better check again who is getting pissed, there aren't a whole lot of easy ways to make money in your down time out there.
Skex Relbore
Center for Advanced Studies
Gallente Federation
#456 - 2012-03-14 20:40:07 UTC  |  Edited by: Skex Relbore
Liang Nuren wrote:


Not really, no. See, the thing about it is that there's a concept called mudflation - where in game currency enters the game via currency faucets faster than it leaves the game via currency sinks. This leads to an overall devaluation of in game currency and the price of items to rise because everyone has so much more in game currency laying around doing nothing

Basically: people are asking for a healthy in game economy - which is why all the endless mentioning of faucets and sinks is necessary. [:)


-Liang


Actually mudflation has less to do with currency than with power accumulation. Game currency is only one part of mudflation, generally mudflation has more to do with older items losing value while others end up with ex-ordinate prices due to factors beyond simple currency accumulation.

So in generic fantasy mmo a sword that's powerful in the original release is superceeded by a new sword in an expansion the value of the previous sword drops to nothing.

This is exacerbated by the fact that for the most part items are indestructible and the most desirable are generally not trade-able. Resulting in a situation where players have very little to spend their currency on as such those few things that are desirable end up costing extreme amounts while the vast majority of trade-able items rapidly drop to "vendor-trash" status resulting in even more currency entering the economy

Also currency generation in most MMO's tends to be an incidental rather than a goal in and of itself, you earn isk in the normal process of advancing your character. Since most MMO's are level/xp based where one has to "grind" for more power and currency is injected via "loots" from the grinding activity you end up with a constantly expanding currency base with very few things of interest for players to spend it on, Resulting in a screwed up game economy and "Mudflation

EVE doesn't suffer from this problem for a number of reasons. the two biggies being destructible trade-able items and the Market system

Since everything is destructible and all things can be traded there is a constant need to replenish ones resources, in a typical MMO once you acquire power item 001 you've got power item 001 until power item 002 obsolesces it. in EVE get power item 001 and it's only around until it ends up destroyed resulting in the need to acquire a replacement power item 001

Further since everything is trade-able there is plenty of incentive to spend your currency

Another difference between EVE and the typical MMO is that generating currency is separated from advancement. Since the power of your character is based on a time skill system currency harvesting becomes a conscious act rather than an incidental result of normal game play.

Now I'm not saying that EVE's developers don't have to pay attention to keeping sinks and faucets balanced but in general the EVE economy is pretty self correcting. As a result of how the market system works the largest sink in the game scales with isk flow. Market taxes and brokers fees ensure that x% is shaved off every transaction that takes place. If prices increase due to an increase in the isk supply then a greater amount of isk is removed, if more resources change hands do to increased isk supply then more isk is still removed

It's auto-scaling. The economy in EVE is actually an fascinatingly effective self correcting model which I would generally suggest the developers should resist the urge to tinker with it

Another thing that just occurred to me relating to PLEX prices. In addition to their prices being influenced by forces outside of the in game economy the fact that they can be converted to the only non-destructible items in game subjects them to mudflation in a way that other items in EVE are not.
Liang Nuren
No Salvation
Divine Damnation
#457 - 2012-03-14 20:52:28 UTC  |  Edited by: Liang Nuren
Skex Relbore wrote:
Liang Nuren wrote:


Not really, no. See, the thing about it is that there's a concept called mudflation - where in game currency enters the game via currency faucets faster than it leaves the game via currency sinks. This leads to an overall devaluation of in game currency and the price of items to rise because everyone has so much more in game currency laying around doing nothing

Basically: people are asking for a healthy in game economy - which is why all the endless mentioning of faucets and sinks is necessary. [:)


-Liang


Actually mudflation has less to do with currency than with power accumulation. Game currency is only one part of mudflation, generally mudflation has more to do with older items losing value while others end up with ex-ordinate prices due to factors beyond simple currency accumulation.


Your interpretation of the issues surrounding modern MMOs is so bad. It helps to be acquainted with the topic in question. The first sentence of the Wikipedia article on Mudflation:

Wikipedia wrote:

Mudflation, from MUD and inflation, is an economic issue that exists only in massively multiplayer online games. Mudflation occurs when future additions to (or even just continued operation of) a game causes previously acquired resources to decline in value


I won't bother debunking the rest of your nonsense.

-Liang

I'm an idiot, don't mind me.

Darvaleth Sigma
Imperial Security Hegemony
#458 - 2012-03-14 20:53:30 UTC
To be honest, currencies rise and fall. Big corporations could easily take to trading in minerals as opposed to ISK, to avoid devaluing what they have traded for. It would bug up the market system pretty bad (everything would have to be done via contracts) but it would be interesting to see how things turned out.

Of course, if ISK did crash completely, we'd have a nightmare on our hands. How would CCP deal with the entire game currency crashing? It simply wouldn't work. Everyone would be equally affected; people with less ISK would be down to nothing, and people with much more would lose absolutely masses.

One could easily buy a load of ships, wait a while, and then sell them just before an incursion-nerf and make a total killing. Or they could miss and fail epicly.

I personally don't really worry about it that much as it's not actually real money for a start; however this game in incredibly intellectual so I do wonder how it would be sorted out from time to time.

Give a man a match and you warm him for a day.

Set a man on fire and he's warm for the rest of his life!

Skex Relbore
Center for Advanced Studies
Gallente Federation
#459 - 2012-03-14 20:58:36 UTC  |  Edited by: Skex Relbore
Liang Nuren wrote:
Skex Relbore wrote:
Liang Nuren wrote:


Not really, no. See, the thing about it is that there's a concept called mudflation - where in game currency enters the game via currency faucets faster than it leaves the game via currency sinks. This leads to an overall devaluation of in game currency and the price of items to rise because everyone has so much more in game currency laying around doing nothing

Basically: people are asking for a healthy in game economy - which is why all the endless mentioning of faucets and sinks is necessary. [:)


-Liang


Actually mudflation has less to do with currency than with power accumulation. Game currency is only one part of mudflation, generally mudflation has more to do with older items losing value while others end up with ex-ordinate prices due to factors beyond simple currency accumulation.


Your interpretation of the issues surrounding modern MMOs is so bad. It helps to be acquainted with the topic in question. The first sentence of the Wikipedia article on Mudflation:

Wikipedia wrote:

Mudflation, from MUD and inflation, is an economic issue that exists only in massively multiplayer online games. Mudflation occurs when future additions to (or even just continued operation of) a game causes previously acquired resources to decline in value


I won't bother debunking the rest of your nonsense.

-Liang
-Liang


You are missing the forest for the trees here. Currency accumulation and monetary inflation is an aspect of mudflation but it not the sole aspect nor cause of mudflation.

If you ignore the effects that no-drop indestructible assets which remove most of the incentive to trade combined with the incidental accumulation of currency through normal gameplay you are not understanding what mudflation means. If mudflation were strictly a matter of currency inflation it wouldn't need a specific name with the qualifier that it's an issue that "exists only in massiviely multiplayer online games".
Liang Nuren
No Salvation
Divine Damnation
#460 - 2012-03-14 21:03:24 UTC
Skex Relbore wrote:

You are missing the forest for the trees here. Currency accumulation and monetary inflation is an aspect of mudflation but it not the sole aspect nor cause of mudflation.

If you ignore the effects that no-drop indestructible assets which remove most of the incentive to trade combined with the incidental accumulation of currency through normal gameplay you are not understanding what mudflation means. If mudflation were strictly a matter of currency inflation there it wouldn't need a specific name with the qualifier that it's an issue that "exists only in massiviely multiplayer online games".


No, what's happening here is that you're sticking your head in the sand. What we have IS an example of mudflation - contrary to what you originally claimed. Furthermore, I am not ignoring the effects of no-drop indestructible assets (aka "soul bound" items) - I'm simply pointing out that the Eve economy is having a problem right now as the faucets are running significantly faster than the drains.

This is a problem.

It is mudflation.

It is the definition of mudflation.

Stop trolling.

-Liang

I'm an idiot, don't mind me.