Dirac Spinor
GoonFleet GoonSwarm
|
Posted - 2009.11.07 17:21:00 -
[1]
The ideas behind this patch show a poor understanding of the basic economics of 0.0 over just trying to break up the major 0.0 players and create room for smaller entities. The execution is ham fisted and short sighted as the sov cost will prevent smaller entities setting up in 0.0 anyway. You cannot make 0.0 better by pricing people out of it without scaling the rewards of 0.0. So let's take a brief look at the rewards under the new system.
Increased Profession Sites: These are a waste of time running I can make better ISK ratting, everyone has a ship data interface now because they also drop in lowsec sites. Thus, the demand for goods from radar and magneto sites is low and the profit is worse than ratting even though finding these sites is much more effort. In short, unless profession sites themselves are boosted this is pointless.
Increased Anomalies: Worthless, anomalies are not worth running because they offer less ISK per hour than ratting.
Increased Grav Sites: Mining is not profitable unless you want to run several accounts with specialized ships. Seriously, I'd like to see how many of these sites actually get run right now as oppose to just despawn. If most of them just despawn right now why make more of them appear in a certain system?
Increased Wormholes: Worthless, how many wormholes currently collapse due to too many ships using them? The only way this reward is worth anything is if wormholes are actually being actively used and collapsed due to ship traffic. This is not the case, out of all the wormholes I've scanned I have only seen one that was close to collapse due to ship traffic and every other had no mass used and was reaching the end of it's natural lifetime.
Increased DED sites: I don't think this one will actually make that much of a difference unless the increase in probability is significant. If this is so then we'll see an increase in jita supply of rare goods while demand remains static thus decreasing the profit for people who run them. Overall, this one doesn't really change anything but will result in perhaps a little more spread of wealth or a crashing of in the price of rare dead space modules.
Thus, we see that to most players the highest form of low effort income solely based in 0.0 is ratting. Under the changes no systems can support more ratters than today and there is no increase in profits associated with ratting except the ability to anchor worthless upgrades. Thus, 0.0 on this front has received no tangible buff that cannot be disproved by simply asking 0.0 players how do you make ISK there?
At this point we haven't even looked at the moon income which appears to be being heavily nerfed. Thus, there are no longer treasure troves in 0.0 and all this patch has achieved is turning 0.0 into a harmogenised mess where no space is worth more than any other.
So what are we left with? All I can see is that all the current benefits of 0.0 are going to go away (jumpbridges, Cynojammers etc) while the ISK sources remain the same or are nerfed. This constitutes a heavy nerf to 0.0 as oppose to a buff. Ratting seems to remain the easiest low effort way of making ISK in 0.0. So the now the question is why remain in 0.0 as oppose to going to pirate NPC 0.0?
Think about it, you don't have to worry about the new horrible Sov System, -1.0 truesec in every system and access to agents. With the current mechanics this is the end result, Pirate NPC 0.0 now becomes the most valuable space in the game.
|