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Crocodylus Porosus
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Posted - 2009.09.10 23:24:00 -
[1]
Currently all Nanite Repair Paste is being seeded on the NPC market, it would be nice to be able to produce this item since its used extensivly among pve and pvp players. Is there a chance of opening up the production on this product?
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2009.09.10 23:31:00 -
[2]
I only noticed this the other day. And was very sad
Don't see why they shouldn't be seeded...more player built stuff and less npc seeded items is good. _____________________________________________
-Sketch, Certified Pharmacist
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Adunh Slavy
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Posted - 2009.09.10 23:37:00 -
[3]
It could be that to get Heat going, when it was introduced, they opted to bootstrap the market, to make sure it was available to everyone since the impact on PVP would be significant.
Now though, they could I think add the BPO for sale, and as players are able to undercut the NPCs, slowly allow the bootstarp to dwindle away. Or if they wanted, keep the boot starp going, but make the BPO such that players can produce for less than the NPCs, this way you get both, player built and wide availability.
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Crocodylus Porosus
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Posted - 2009.09.10 23:42:00 -
[4]
Originally by: Adunh Slavy but make the BPO such that players can produce for less than the NPCs, this way you get both, player built and wide availability.
Indeed, high industrial skill and possibly the Nanite Engineering skill to produce this would be great. Though I'm personally not sure whether or not it should be a "manufactured" product or a "reacted" product.
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iP0D
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Posted - 2009.09.11 00:15:00 -
[5]
Should be able to produce nanites from corpses imo. Somehow.
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Adunh Slavy
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Posted - 2009.09.11 00:53:00 -
[6]
Originally by: Crocodylus Porosus I'm personally not sure whether or not it should be a "manufactured" product or a "reacted" product.
If they want it to be widely available, then manufactured so that it can be made just about any place. Since there are no high sec reactors that I know of.
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Johnathan Roark
Caldari Quantum Industries RAZOR Alliance
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Posted - 2009.09.11 00:59:00 -
[7]
it was introduced as an isk sink, so don't expect a bpo.
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W3370Pi4
Caldari
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Posted - 2009.09.11 01:57:00 -
[8]
same for discovery probes bpos _______ Join the "Legit Trading"Channel |
XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2009.09.11 03:13:00 -
[9]
Originally by: Johnathan Roark it was introduced as an isk sink, so don't expect a bpo.
eh...i guess this kinda makes sense...cause the only other option is repairing in station which is also an isk sink
so clearly overheating = intended isk sink
hmm...you win this round CCP... _____________________________________________
-Sketch, Certified Pharmacist
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jst tstng
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Posted - 2009.09.11 11:32:00 -
[10]
Is it just me or would it be very easy to make the production just as much an isk sink as it is when it is directly sunk via npc order. You could even opt to have it made from npc goods, like janitors and garbage.
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Adunh Slavy
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Posted - 2009.09.11 17:28:00 -
[11]
Edited by: Adunh Slavy on 11/09/2009 17:30:13 Don't mean to turn this into an ISK debate, but here goes ... and to expand on the post above ...
IMO, the sinks should be in services, BPOs, and Books. Let players make EVERYTHING else except such things as tourists and other "living" things. (those can be a side product of planet stuff when/if etc). Some of it could be as an aside to exiting things. As an example: When a player refines ore, as a side product, they get some overburden, like real mining. That overburden, when used with a skill can be refined again, and a bit of uranium results, or iron oxide. Dump the oxide into the refiner again and get Iron and Oxygen with the help of some acid (which could be mined from gas clouds).
These extra layers could be done with new skills, new BPOs or Even BPCs. They could sell BPCs that would also create a new constant sink. But still allow players and player efforts to create the markets and drive the industries.
As Eve gets bigger, we see more vertical industries, when some of the existing ones could be made more broad as well and new sinks could be introduced, new markets, more niches.
Short version, NPCs should be facilitators, have the capital equipment such as the refineries in stations to boot strap the industries, but let players do the "work" and let the sinks be part of the cost of doing business, get the NPCs out of the industries players could be doing.
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