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Thread Statistics | Show CCP posts - 63 post(s) |
Avery Jaydefyre
Guns Rocks and Probes Reverberation Project
1
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Posted - 2011.10.18 20:39:00 -
[541] - Quote
My qualifications:
pi operating high sec; low sec; wh space; npc 0.0
First off, I do like the changes. So no qqing here about the pvp aspect.
A few questions
1. Will I be refunded the pi building costs for existing structures do to the change?
2. I was planning on moving my pi to low sec. I will take a wait and see approach. Currently the difference in planetary quality between low and high sec is negligible in most cases (till about .2). Will low sec pi be buffed to reflect the additional costs for operation/risk factor? Obviously, its gonna be a turkey shoot for the first few weeks.
Predictions:
Pi in low sec will drop lower overall. Managing multiple planets as things stand is not difficult (I believe I've run up to 15ish at the same time). This will now require corp planning, which is cool. However the added risks for the planets are not worth the headaches of running low sec pi.
Consider, pi must now be planned and run in low sec on a corp level. The defense of the customs offices becomes a corp job. However the depletion rates in low sec are a joke (till about .2) as are the quality rates. Additionally, the corp will have to hire dust 514 mercs (if it is implemented properly) that will eat into profitability (if there's a 1:1 isk conversion rate for merc costs, it will make it worse). Then the corp has to pay for the customs offices and defend those customs offices, per planet. This is cool, helps to make the pew pew come to me. Unfortunately depletion rates and quality in low sec are crap in comparison to wh and sov space (repeating this in case it was lost in the wall 'o text). The risks in high sec are minimized until dust 514 comes out, and thats a we will see risk factor at this point. Why would I bother trying to arrange a pi production chain that puts more isk at risk that I or the corp can earn in a reasonable amount of time? Setting up corp pi chains is fine, but in low sec, I can't see it being viable.
Result: low sec pi has to be buffed, or it'll be even more non-existent than it is now. Prices will rise overall, resulting in fewer poses in high/low sec due to operational costs. Carebear sov space (you know who you are) will profit massively off of pi. The safety factor for sov production will depend on the alliance. Carebear space gets a hug, low sec doesn't get a reach around. One more thing I won't do in low sec because the isk-risk-time conversion rate is not in line with what I consider acceptable. And screw running it in high sec, since I spend my time in low sec when I get to log in to the game.
Edit: I forgot to specify one thing, for low sec pi to be profitable for the corp, there will have to be multiple members doing it on the same planet, hence my focus on depletion rates and quality. |
Crasniya
Dragon's Legion of New Eden
6
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Posted - 2011.10.18 20:39:00 -
[542] - Quote
I have to ask the Wormhole people who think they shouldn't be affected by this change:
Does it make sense that CONCORD has automagically set up facilities in all of these bizarre foreign spaces with which you have no idea where they really are, and could completely unpredictably disappear at any moment? |
Smoking Blunts
Zebra Corp BricK sQuAD.
105
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Posted - 2011.10.18 20:41:00 -
[543] - Quote
Crasniya wrote:I have to ask the Wormhole people who think they shouldn't be affected by this change:
Does it make sense that CONCORD has automagically set up facilities in all of these bizarre foreign spaces with which you have no idea where they really are, and could completely unpredictably disappear at any moment?
just as strange as paying concord for sov fee's in 0.0 space CCP-áare full of words and no action. We watch what they do and its nothing but false statements and lies.
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Hundo Kay
Great White North Exploration Gryphon League
7
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Posted - 2011.10.18 20:42:00 -
[544] - Quote
If I destroy a POCO will all the Planet Goo inside the personal hangers drop? 50% like all other drops? or nothing?
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Hundo Kay
Great White North Exploration Gryphon League
7
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Posted - 2011.10.18 20:47:00 -
[545] - Quote
Also, if CCP's stance is that we should not be making permanent homes in W-Space, why are they now asking us to build more stuff there that is going to make people hunker down even more in W-Space since they are now possibly investing several Billion Isk to be able to do PI there.
Seems counter to the goal of not colonizing W-Space. |
Derath Ellecon
Washburne Holdings Situation: Normal
11
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Posted - 2011.10.18 20:47:00 -
[546] - Quote
Traska Gannel wrote:Questions: (I didn't read the whole thread to see if these were asked already):
1) Will we be able to use spaceports to launch resources into orbit either a) when a customs office is not present b) when we do not have the standings to use the customs office
... operation of on-planet enterprises should not be dictated by the presence or absence of orbital facilities though the transfer of resources can be expedited by a customs office.
2) Roaming fleets wll pop customs offices for giggles and kill mails on a regular basis if there are no other targets available. Folks will do it just for the fun of griefing others.
a) Should customs offices have defences of some sort? Fighters for example? b) Should attacking customs offices be a no-risk activity?
3) For this to be a viable in-game business model ... i.e. why would anyone do this ... it needs to be able to make a profit. So ... based on stated resource requirements for ONE customs office:
BPC = 6000LP + 20 mil ISK ~= 26,000,000 ISK (at 1000ISK/LP) Parts: Manufacturing the Customs Office Gantry: Skill requirement: Industry V Integrity Response Drones: 5 Nano-Factory: 10 Organic Mortar Applicators: 10 Sterile Conduits: 14 Capital Construction Parts: 1 Upgrade to Customs Office: Broadcast Node: 8 Recursive Computing Module: 8 Self-Harmonizing Power Core: 8 Wetware Mainframe: 8 Parts Cost ~= $75,000,000 ISK at current market value
Total cost for one customs office = 100,000,000 ISK.
Personally my current export taxes average about 60,000 ISK/planet/dayt
Assuming that there are 5 people on each planet (which is not typically the case in my experience) - this would be a return of 300k ISK/day assuming that the rates are held about the same as current.
100,000,000/300,000 = 333 days which is close to a year before you show any profit under what I would consider a fairly optimistic estimate of cash flow.
Conclusion: I don't think anyone in their right mind would build one of these given the current costs since the odds of it lasting a year in order to start making a miniscule profit (300k isk/day) compared to other sources of income in the game (even if totally passive) is NOT cost effective.
CCP ... it is a great idea ... but please go back and look at your numbers or you will be putting in another feature that will simply fail.
Didn't factor in BP costs as far as I can tell.
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EI Digin
Dreddit Test Alliance Please Ignore
180
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Posted - 2011.10.18 20:48:00 -
[547] - Quote
Smoking Blunts wrote: so its emotional to see that teh cost/risk/reward is so wrong its not funny. 1 year to get the investment back? why bother easier to just jet can.
1 year to get your investment back? You're putting up customs office at the wrong planets my friend!
Smoking Blunts wrote: no 2nd 3 rd timer so only a max of what 30h to stop your investment dying, shoudl be at least the same as a pos 1d17h max.
If you can't defend your quasi-pos within a day, you deserve to lose it.
Smoking Blunts wrote: increased cost of pos fuels/pos fits, towers and mods, and all t2 items.
The free market will solve this issue.
Smoking Blunts wrote: pi being sucking and far far from how the vision of pi was ment to be. see fanfest presentaion 09 i think it was.
That's your opinion.
Smoking Blunts wrote: so there emotional arguments.. i dont care about goons, or any of there pets. why do you have a hard on about everything being about you?
HEH |
Centurin
Universal Freelance CONSORTIUM UNIVERSALIS
2
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Posted - 2011.10.18 20:52:00 -
[548] - Quote
The only thing this change will do is raise fuel prices even higher and remove PI from lowsec. WTG. |
Buruk Utama
Science and Trade Institute Caldari State
22
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Posted - 2011.10.18 20:53:00 -
[549] - Quote
EI Digin wrote:Smoking Blunts wrote: no 2nd 3 rd timer so only a max of what 30h to stop your investment dying, shoudl be at least the same as a pos 1d17h max.
If you can't defend your quasi-pos within a day, you deserve to lose it.
So if PL decides to run through several low sec systems with caps/super caps and put every POCO into reinforce for lulz (or goons) and your corp/alliance cannot field the necessary 2-3xemey fleet within 24 hrs, everyone deserves to lose the POCO? I can see this system ripe for total abuse and lockout of PI in vast areas. |
Chicken Pizza
Penumbra Institute Inver Brass
2
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Posted - 2011.10.18 20:55:00 -
[550] - Quote
EI Digin wrote:Smoking Blunts wrote: no 2nd 3 rd timer so only a max of what 30h to stop your investment dying, shoudl be at least the same as a pos 1d17h max.
If you can't defend your quasi-pos within a day, you deserve to lose it.
Coming from someone who can call their alliance members to help defend one, that isn't saying very much. |
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Anela Cistine
GoonWaffe Goonswarm Federation
64
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Posted - 2011.10.18 20:56:00 -
[551] - Quote
Seriously, if you want to make this fun, rather than a hideous chore, you need to make them smaller, cheaper, and easier to hurt.
Small: 1000m^3, just like CCs, would be fine. Even the wormhole guys could get all the platforms they need in a couple blockade runners, so they will be happy.
Cheap: Plan for the finished product to cost no more than 5,000,000 isk, including the cost of the BPC and all the construction components.
Easy to hurt: Drop the initial hitpoints down to 10% of what has been listed. Make it feasible for a small BS gang to knock one of these into reinforced in 15 minutes. Actually killing them is probably okay at the hitpoints listed, since breaking something should be easier than utterly destroying it. The easier they are to knock into reinforced, the less likely it will be a "worthwhile" activity for supercaps.
Small, cheap structures create more dynamic gameplay than large, expensive ones. Easy come, easy go. Griefers coming by and knocking down your customs centers for lols should be a minor annoyance, not something that makes you consider quitting because it will be such a tremendous hassle to put them back up. |
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CCP Nullarbor
C C P C C P Alliance
0
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Posted - 2011.10.18 20:56:00 -
[552] - Quote
Bodega Cat wrote:Can the Offices be named?
Oh I know the answer to this one - no you cannot name them (sorry).
Also, popping my dev post cherry. |
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Lolmer
Merciless Reckoning
1
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Posted - 2011.10.18 20:59:00 -
[553] - Quote
Will editing reinforce timer/standings/tax of a Customs Office have to be done while right next to the customs office, so we have to fly to each CO the corp owns to update it if we change policies, or is there a central point where the corporation may manage all (or subsets of all) customs offices?
e.g.
- Set all reinforce timers to 23:00 EvE Time
- Set all tax rates to 10% (really need more granular tax control for corp/alliance/each standings)
- Set the customs offices in your "core" systems to +5 and higher
- Set the customs offices outside your core systems to -5 and higher
You also need to seed the BPCs well in advance of your change so that the new Customs Offices may be built and ready to deploy when you pull the rug out from us, as some of our PI needs to be moved around on planets faster than people will be able to procure a BPC, manufacture, and then deploy and upgrade. |
MNagy
Yo-Mama Quixotic Hegemony
16
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Posted - 2011.10.18 21:00:00 -
[554] - Quote
Perhaps a limitation to a corporation of owning only 3 (for example) of these per corp would do the trick.
Thus forcing you to pick / choose wisely and you cannot just erect them anywhere as you please. But by doing tihs- it requires that you need to 'rent' someone elses too and thus - you rent as well to other people.
The offices should require as well the 'starbase charters' in ls. (but doesnt hold a lot of starbase charters) If the starbase charter runs out - the whole module should be free for the taking - without any stront requirement. You should be able to unanchor the structure and take it or errect it as your own.
Why is the "starbase charters" important? Because right now we have 100's of pos's that are offline and just using up space by corps that never use them. If you dont pay the tax man, your stuff gets repo'd. Simply Put.
Those are my 2 cents.
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Buruk Utama
Science and Trade Institute Caldari State
22
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Posted - 2011.10.18 21:00:00 -
[555] - Quote
CCP Nullarbor wrote:Bodega Cat wrote:Can the Offices be named? Oh I know the answer to this one - no you cannot name them (sorry). Also, popping my dev post cherry.
You gota flip your picture port around. Your Dev banner covers your entire face |
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CCP Nullarbor
C C P C C P Alliance
0
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Posted - 2011.10.18 21:02:00 -
[556] - Quote
Buruk Utama wrote:CCP Nullarbor wrote:Bodega Cat wrote:Can the Offices be named? Oh I know the answer to this one - no you cannot name them (sorry). Also, popping my dev post cherry. You gota flip your picture port around. Your Dev banner covers your entire face
Probably for the best. |
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Pat Irvam
15 Minute Outliers Chained Reactions
7
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Posted - 2011.10.18 21:02:00 -
[557] - Quote
Crasniya wrote:I have to ask the Wormhole people who think they shouldn't be affected by this change:
Does it make sense that CONCORD has automagically set up facilities in all of these bizarre foreign spaces with which you have no idea where they really are, and could completely unpredictably disappear at any moment?
Didn't say we don't like it. I like the overall concept. What I don't like is:
1. Extra junk to remove for new wh owners (we got no supers and c1 are nothing bigger then bc)
2. CCP is releasing bpcs in a way that forces us to leave our preferred play style and go do incursions or fw to get while market stabilizes.
3. CCP thinking we will play nice with neutrals in our hole.
4. CCP saying if there is a problem post release they will iterate on it ( see pos, hybrids, supers how long to fix?)
5. CCP saying this wont have ripple effects though t2 and t3 production dependent n poses.
6. A price tag that will take a year to recoup per office.
As been said before in thread a phased deployment to work out bugs is better then a broken mechanic that will be more is beneficial to only a small player subset. |
Smoking Blunts
Zebra Corp BricK sQuAD.
105
|
Posted - 2011.10.18 21:03:00 -
[558] - Quote
the return is from teh tax, not from pi. the tax amounts are crap, unless you happen to be have people who use it as a factory planet your return will be a year.
the defence thing should be longer than 24h, after all this is ment to be for everyone. 24h isnt enough time for a small corp to mount an op. guess you wouldnt know being part of many many pet alliances.
pi needs a reworking from the ground up, not some crappy structure add on. my dislike for this whole shoot structure crap. is exactly that, increasing teh amout of massive objects that wont shoot back is a step back to pos spam. that was bad enough. ask soemone about it. take someones sov and have to shoot, pos's, stations, ihubs tcus and now planet structures. omfg a step backwards. are you too dumb to see that? CCP-áare full of words and no action. We watch what they do and its nothing but false statements and lies.
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Raw Matters
KRAUTZ RULEZ KRAUTZ-FEDERATION
9
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Posted - 2011.10.18 21:03:00 -
[559] - Quote
Copied over from my stand-alone post:
Let me do a little foresight on what is going to happen: - High-sec PI will be completely ruined. The already volatile prices will skyrocket. - Low-sec PI will be impossible, because your local gank squad is waiting there for you. And if you don't show up, they destroy it. - 0.0 PI will be frequently interrupted by roaming gank squads. Just shooting it for fun. - Shared offices mean: "Has anyone seen my Electrolytes? No one? Strange..." - Limitation of offices to players/corps means: "Who put this f... office here? Fire at will!" - And if it is well-protected by design, there will be a few earning money out of nothing, while others have no chance to participate other than... "Who put this f... office here? Fire at will!"
Worst idea ever. |
EI Digin
Dreddit Test Alliance Please Ignore
180
|
Posted - 2011.10.18 21:04:00 -
[560] - Quote
Traska Gannel wrote:
3) For this to be a viable in-game business model ... i.e. why would anyone do this ... it needs to be able to make a profit. So ... based on stated resource requirements for ONE customs office:
BPC = 6000LP + 20 mil ISK ~= 26,000,000 ISK (at 1000ISK/LP) Parts Cost ~= $75,000,000 ISK at current market value
Total cost for one customs office = 100,000,000 ISK.
Personally my current export taxes average about 60,000 ISK/planet/dayt
Assuming that there are 5 people on each planet (which is not typically the case in my experience) - this would be a return of 300k ISK/day assuming that the rates are held about the same as current.
100,000,000/300,000 = 333 days which is close to a year before you show any profit under what I would consider a fairly optimistic estimate of cash flow.
Conclusion: I don't think anyone in their right mind would build one of these given the current costs since the odds of it lasting a year in order to start making a miniscule profit (300k isk/day) compared to other sources of income in the game (even if totally passive) is NOT cost effective.
First off, you are going to want to increase the export taxes from the defaults so that it is viable for you to continue your business. Let's face it, currently CONCORD takes an insignificant amount of taxes from you currently, and you would be silly to use the current export values in a calculation like this. Next, since there are going to be less customs offices in the game, there will be less planets being used by PI, resulting in more people being stationed on a single planet. You will see more "market competition" between slumlords wanting people to use their planets which will be interesting.
Buruk Utama wrote:So if PL decides to run through several low sec systems with caps/super caps and put every POCO into reinforce for lulz (or goons) and your corp/alliance cannot field the necessary 2-3xemey fleet within 24 hrs, everyone deserves to lose the POCO? I can see this system ripe for total abuse and lockout of PI in vast areas. Yes. Deal with it.
Chicken Pizza wrote:Coming from someone who can call their alliance members to help defend one, that isn't saying very much. I am dirty, dishonourable blobber who is slowly destroying this game. |
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Dinsdale Pirannha
Pirannha Corp
26
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Posted - 2011.10.18 21:04:00 -
[561] - Quote
Anela Cistine wrote:Seriously, if you want to make this fun, rather than a hideous chore, you need to make them smaller, cheaper, and easier to hurt.
Small: 1000m^3, just like CCs, would be fine. Even the wormhole guys could get all the platforms they need in a couple blockade runners, so they will be happy.
Cheap: Plan for the finished product to cost no more than 5,000,000 isk, including the cost of the BPC and all the construction components.
Easy to hurt: Drop the initial hitpoints down to 10% of what has been listed. Make it feasible for a small BS gang to knock one of these into reinforced in 15 minutes. Actually killing them is probably okay at the hitpoints listed, since breaking something should be easier than utterly destroying it. The easier they are to knock into reinforced, the less likely it will be a "worthwhile" activity for supercaps.
Small, cheap structures create more dynamic gameplay than large, expensive ones. Easy come, easy go. Griefers coming by and knocking down your customs centers for lols should be a minor annoyance, not something that makes you consider quitting because it will be such a tremendous hassle to put them back up.
Yeah, because we certainly want to make this as easy as possible for Goons and PL to wipe out huge quantities of these, thereby griefing as many people as possible. Because the people you attack are online 23/7 to replace what you destroy. I have a slighty different idea. Give them a sig of 1, give them 1 billion EHP, and a cost of 1 ISK, and a reinforcement time of 1 month.
You want to grief people and blow them up, knock yourself out. But it will take a lot of your time and treasure to do it. |
Apollo Gabriel
Mercatoris Etherium Cartel
66
|
Posted - 2011.10.18 21:06:00 -
[562] - Quote
EI Digin wrote:Traska Gannel wrote:
3) For this to be a viable in-game business model ... i.e. why would anyone do this ... it needs to be able to make a profit. So ... based on stated resource requirements for ONE customs office:
BPC = 6000LP + 20 mil ISK ~= 26,000,000 ISK (at 1000ISK/LP) Parts Cost ~= $75,000,000 ISK at current market value
Total cost for one customs office = 100,000,000 ISK.
Personally my current export taxes average about 60,000 ISK/planet/dayt
Assuming that there are 5 people on each planet (which is not typically the case in my experience) - this would be a return of 300k ISK/day assuming that the rates are held about the same as current.
100,000,000/300,000 = 333 days which is close to a year before you show any profit under what I would consider a fairly optimistic estimate of cash flow.
Conclusion: I don't think anyone in their right mind would build one of these given the current costs since the odds of it lasting a year in order to start making a miniscule profit (300k isk/day) compared to other sources of income in the game (even if totally passive) is NOT cost effective.
First off, you are going to want to increase the export taxes from the defaults so that it is viable for you to continue your business. Let's face it, currently CONCORD takes an insignificant amount of taxes from you currently, and you would be silly to use the current export values in a calculation like this. Next, since there are going to be less customs offices in the game, there will be less planets being used by PI, resulting in more people being stationed on a single planet. You will see more "market competition" between slumlords wanting people to use their planets which will be interesting. Buruk Utama wrote:So if PL decides to run through several low sec systems with caps/super caps and put every POCO into reinforce for lulz (or goons) and your corp/alliance cannot field the necessary 2-3xemey fleet within 24 hrs, everyone deserves to lose the POCO? I can see this system ripe for total abuse and lockout of PI in vast areas. Yes. Deal with it. Chicken Pizza wrote:Coming from someone who can call their alliance members to help defend one, that isn't saying very much. I am dirty, dishonourable blobber who is slowly destroying this game.
I can't believe I agree with you here, but yes DEAL WITH IT |
Andrea Griffin
34
|
Posted - 2011.10.18 21:08:00 -
[563] - Quote
CCP Nullarbor wrote:Also, popping my dev post cherry. Welcome to the Eve Forums! Your Asbestos Suit is in the closet over there. Don't worry, we have extras ready for you. : >
Tell us a bit about yourself, Nullarbor!
It's not you guys who need to repair what has been broken, it's us. CCP Wrangler |
Cailais
Nasty Pope Holding Corp Talocan United
49
|
Posted - 2011.10.18 21:09:00 -
[564] - Quote
Dinsdale Pirannha wrote:Anela Cistine wrote:Seriously, if you want to make this fun, rather than a hideous chore, you need to make them smaller, cheaper, and easier to hurt.
Small: 1000m^3, just like CCs, would be fine. Even the wormhole guys could get all the platforms they need in a couple blockade runners, so they will be happy.
Cheap: Plan for the finished product to cost no more than 5,000,000 isk, including the cost of the BPC and all the construction components.
Easy to hurt: Drop the initial hitpoints down to 10% of what has been listed. Make it feasible for a small BS gang to knock one of these into reinforced in 15 minutes. Actually killing them is probably okay at the hitpoints listed, since breaking something should be easier than utterly destroying it. The easier they are to knock into reinforced, the less likely it will be a "worthwhile" activity for supercaps.
Small, cheap structures create more dynamic gameplay than large, expensive ones. Easy come, easy go. Griefers coming by and knocking down your customs centers for lols should be a minor annoyance, not something that makes you consider quitting because it will be such a tremendous hassle to put them back up. Yeah, because we certainly want to make this as easy as possible for Goons and PL to wipe out huge quantities of these, thereby griefing as many people as possible. Because the people you attack are online 23/7 to replace what you destroy.
Anela might have a point here. Cheaper semi disposable structures are more dynamic in the sense you get a faster turn over of them: rather than the proven 'fail' of shooting large HP totals. Easy to put up, easy to put down might be a mantra that actually works if HP blocks are the only option.
C.
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bilingi
Ghosts of the Storm
0
|
Posted - 2011.10.18 21:09:00 -
[565] - Quote
Funny... to bad cant get a refund on PI skills. I mean shesh talk about gifting the big RMT allainces... Hello they have enough already///.//// That or Devs get great BJs from them |
iwasatoad
The Lost Disciple's
2
|
Posted - 2011.10.18 21:09:00 -
[566] - Quote
if thoes 10 mill sheild and such are real then the point of setting one up in LS or W-space will be mute as people will come easely blow them up just for fun and to cauze havoc
since after all that is the point no problem with it where the problem lies is the fact that you haf to be in faction war fare or run incursians just to get a blue print copy
Here in lies the problem i live in W-space at the moment i do neither nor can i do either run faction ware fare or run incrusions
yet still i will be required to go run incrusions to get a customs office that the first person that come's into the wh will call up all his bud's to blow up with no effort and thus i would be forced yet agin to go run incursions
as a blue print will im sure run around 100-250mill in witch case i will not make the isk back to make it worth even putting one up as it wont last but a week in W-space not to mention i would need 8 of them kinda big investment for what is now a profit margin of from 1-10 percent of what i make i can sell and make around 500mill a month profit from loose 1 custom's office and you have lost the cost of buying blue print or a week's worth of trying to get into a fleet to run incursion
would not be so bad but not worth all the work as it take's more time from auchely being able to afford ship's to pew pew in and win some battles and loose some
in short time spent / isk profit + ship replacment / cost of office = .../ time spent making isk doing outher things
sub 200 man group PI will be a profit loss .
agin not a problem for 0.0 and LS as you have space to support this size of crew . How ever not in W-space with span rate of sight's
CCP plz think about this some more before implimenting it as at this point running a pos in W-space is logistical night mare and spend introducing this to W-space will require more people in the W-space and not be off set in profit
making W-space void aside from you groups that do noting but sit in W-space with static high sec and do indrustry
P.S. eve up date u put out focus's and drives the game twards large fleet support needed.... Not every one want's or will comply with such as large fleet pvp is boring and not exciting it's the small gang 3-10 guy's that are the exciting battles. plz quit driving the game to require you to have 500 friends to support a 100 man fleet around the clock |
Hundo Kay
Great White North Exploration Gryphon League
7
|
Posted - 2011.10.18 21:10:00 -
[567] - Quote
Pat Irvam wrote:Crasniya wrote:I have to ask the Wormhole people who think they shouldn't be affected by this change:
Does it make sense that CONCORD has automagically set up facilities in all of these bizarre foreign spaces with which you have no idea where they really are, and could completely unpredictably disappear at any moment? Didn't say we don't like it. I like the overall concept. What I don't like is: 1. Extra junk to remove for new wh owners (we got no supers and c1 are nothing bigger then bc) 2. CCP is releasing bpcs in a way that forces us to leave our preferred play style and go do incursions or fw to get while market stabilizes. 3. CCP thinking we will play nice with neutrals in our hole. 4. CCP saying if there is a problem post release they will iterate on it ( see pos, hybrids, supers how long to fix?) 5. CCP saying this wont have ripple effects though t2 and t3 production dependent n poses. 6. A price tag that will take a year to recoup per office. As been said before in thread a phased deployment to work out bugs is better then a broken mechanic that will be more is beneficial to only a small player subset.
It is a barrier of entry to doing PI and is a good thing. It is far too easy to either Ninja PI from a WH, or to setup PI with very little Isk in a W-Space that nets way too much Isk. Making someone have to invest in infrastructure to make Isk is a good thing.
At 100M to 150M to build and upgrade, a small corp would now have to invest 500M to Several Bil to upgrade their W-Spacew system to make PI.
As for the payback, sur paying for the structure with taxes only will probably take a long time to be proftiable, but if I HAVE to do this to make PI in w-space, then the payback is short in terms of what I can make off the planet.
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Firanas Erin
ROC Deep Space
0
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Posted - 2011.10.18 21:11:00 -
[568] - Quote
Awesome! So let me get this straight.
1. No more storage in the spaceport. 2. Paying ransoms for Customs offices 3. Paying taxes to players Grand total: No more isk for people who have a job!
Yeah... this is an "improvement" in the same way that herpes adds a little extra spice to your lovelife. I like the idea of player owned customs offices, but this implementation is something else. And then we have the ******-swarm screwing up the ice-trade. And 0.0-peeps whining about ore's in W-space... Just what are players supposed to do in W-space?
But at least this means i won't need 3 of my 4 accounts. I like it! |
Dawn Harbinger
Corp 54 Curatores Veritatis Alliance
0
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Posted - 2011.10.18 21:13:00 -
[569] - Quote
CCP Omen wrote:Ra Voreen wrote:How will it work in null-sec ? Are the planets still reserved to the alliance that holds sov ? We are undecided on this topic, it could go either way right now any preference? Regards Omen
Please give sov-holders the option to allow construction of customs offices by non-alliance entities.
Should it be a choice? Hmm... it could open the door to "ninja" PI operations in 0.0. More chances for conflcit, etc.
Me like. +1 |
EI Digin
Dreddit Test Alliance Please Ignore
180
|
Posted - 2011.10.18 21:13:00 -
[570] - Quote
Smoking Blunts wrote:are you too dumb to see that?
Return amounts were talked about in a previous post.
1) If you're not large enough or don't have enough friends to be able to respond to something 24 hours in advance, you got problems. 2) Structure shoots are a bad concept, but really it has the same EHP as a small tower, it doesnt have any defenses, and it doesn't take long to reinforce at all, even with like 10-15 people. If/when they decide to change how sov structures work in terms of killing them, then yeah you can change this structure to that system, but since they have not yet thought of something this will work in the interim. 3) PI is fine for what it is, you just have no idea what you are talking about. 4) I'M NOT EMOTIONAL YOU ARE A DUMB PET.
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