| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Marlona Sky
D00M. Northern Coalition.
2271
|
Posted - 2012.12.11 23:03:00 -
[1] - Quote
There is basically four sections of space. High, low, null and wormhole space. My question is out of the total amount of income available, via missions, anomalies, rocks and up to moon goo; what percentage of possible income should be where?
**Example Only** High - 25% Low - 25% Null - 25% Wormhole - 25%
Remove local, structure mails and revamp the directional scanner! |

Aaden Dante
Circle Four
2
|
Posted - 2012.12.11 23:04:00 -
[2] - Quote
*.* Unlimited. |

Tarn Kugisa
Infinite Covenant Tribal Band
191
|
Posted - 2012.12.11 23:07:00 -
[3] - Quote
High 10% Low 10% Null 40% WH 40%
Highsec shouldn't be the ISK printer it is unless you do manufacturing/research/trading Null is where **** should be taken out and processed (high grade rocks, ratting, moons) WH's should be high risk/high reward, but not majority of the income (you have a handful of things to sell) No one goes to Low to make ISK I Endorse this Product and/or Service Source Recorder-esque tool for EVE |

Eli Green
The Arrow Project
105
|
Posted - 2012.12.11 23:08:00 -
[4] - Quote
in b4 nullsec: 100% everywhere else: 0%
as for me i'd say
hi: 15% lo: 25% null: 30% wh: 30%
edit: excluding market warrior income wumbo |

Rengerel en Distel
Amarr Science and Industry
595
|
Posted - 2012.12.11 23:09:00 -
[5] - Quote
As the hubs are in high sec, i'd say 90% in high sec. the rest really doesn't matter.
|

Usagi Toshiro
Red Federation RvB - RED Federation
4
|
Posted - 2012.12.11 23:12:00 -
[6] - Quote
Rengerel en Distel wrote:As the hubs are in high sec, i'd say 90% in high sec. the rest really doesn't matter.
/thread |

Pyre leFay
The Scope Gallente Federation
110
|
Posted - 2012.12.11 23:12:00 -
[7] - Quote
http://youtu.be/7MZD6-vGQms?t=26m51s |

Marlona Sky
D00M. Northern Coalition.
2272
|
Posted - 2012.12.11 23:20:00 -
[8] - Quote
Rengerel en Distel wrote:As the hubs are in high sec, i'd say 90% in high sec. the rest really doesn't matter.
As moving ISK from one person to another doesn't count, I would say you should try again.
Remove local, structure mails and revamp the directional scanner! |

Pohbis
123
|
Posted - 2012.12.11 23:21:00 -
[9] - Quote
High - 20% Low - 25% Wormhole - 25% Null - 30% |

Katran Luftschreck
Royal Ammatar Engineering Corps
209
|
Posted - 2012.12.11 23:24:00 -
[10] - Quote
I'm okay with any of them so long as the risk factor actually matches up. EvE Forum Bingo |

Unsuccessful At Everything
The Troll Bridge
716
|
Posted - 2012.12.11 23:38:00 -
[11] - Quote
High: 2% Low: 2% Null: 2% Goon controlled Null: 94% Since the cessation of their usefulness is imminent, may I appropriate your belongings? |

Bump Truck
Pator Tech School Minmatar Republic
25
|
Posted - 2012.12.11 23:42:00 -
[12] - Quote
Marlona Sky wrote:There is basically four sections of space. High, low, null and wormhole space. My question is out of the total amount of income available, via missions, anomalies, rocks and up to moon goo; what percentage of possible income should be where?
**Example Only** High - 25% Low - 25% Null - 25% Wormhole - 25%
Cool idea, moar detail please.
Do you mean money generated as mission rewards, actual ISK paid by CCP to a player or do you mean value added?
For example a miner/manufacturer mines rocks and makes a ship and sells it to a PVP'er for 10 ISK (I believe that's the going rate :) ) and then the PVP'er goes and dies.
Total ISK in the system is the same, some moved, the ship and rocks are gone, someone got a killmail and maybe some loot.
You say moon goo, you mean money that get's paid to the sov holder for the moon goo in their space? Are we discounting their overheads? Like titans to hot drop the **** out of their enemies? Is crappy space worth a negative amount if it costs more to maintain than it generates?
Finally trade hubs have already been mentioned (and they wil always be in the safest part of space, CCP really can't move them, though maybe they could try to force it), if I'm a station trader and somone sells me a gun on monday for 5 ISK and I sell it on wednesday for 10 ISK have I made money? No ISK came from CCP, it just moved, I was paid to provide a service, but I didn't produce anything nor do I have anything at the end apart from the money, if I buy some rocks does that mean I made rocks out of nothing?
Economics is complahcated.
|

Some Rando
University of Caille Gallente Federation
273
|
Posted - 2012.12.11 23:46:00 -
[13] - Quote
High - 10% Low - 25% Null - 30% Wormhole - 35% |

Nylith Empyreal
Crowbar Industries. Rebel Alliance of New Eden
190
|
Posted - 2012.12.11 23:46:00 -
[14] - Quote
High 10 Low 20 Null 30 WH 40 "Oh, you can't help that," said the troll: "we're all mad here. I'm mad. You're mad." "How do you know I'm mad?" -ásaid the forumwarrior. "You must be," said the troll, "or you wouldn't have come here." |

Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
195
|
Posted - 2012.12.11 23:50:00 -
[15] - Quote
Wormhole - 50% Nul - 0% Lowsec - 25% Highsec - 25%
Because noone lives there anymore according to all the whiney GD threads. |

Mr Epeen
It's All About Me
1960
|
Posted - 2012.12.12 00:02:00 -
[16] - Quote
There is only one space. Anyone can go wherever they want in it and try to fill their wallet in any way they choose.
So.... Known universe = 100%
'nuff said.
Mr Epeen  -ávOv |

Remiel Pollard
Aliastra Gallente Federation
337
|
Posted - 2012.12.12 00:11:00 -
[17] - Quote
When you consider the risk v. reward factor, the sec status shouldn't determine how much income is available. It should always be limited only by what players can successfully get away with in that region, and the sec status should determine what the method of income acquisition might be. As Mr Epeen said, the wealth is available in all space. I can make as much isk mining or ratting in low sec as I can mining and ratting in nul, but the CHANCE that I can make more in nul is available, because it's a higher risk, and this is why.
High-risk should have high-reward, and that being said, high-risk should also be harder to obtain. So high-risk income endeavours are more likely to fail, thereby reducing the isk/hour equation, where as low-risk endeavours will be easy. The high income of high-risk endeavours but lower success rate v. the low income of low-risk endeavours but higher success rate means that all endeavours should be featuring a balanced level of income. However, there should always be the possibility that players can adapt and adjust to high risk endeavours, thereby increasing their success rates and making substantially more income than those who are limited to the low rewards of low-risk endeavours. You don't scare me. I've been to Jita. |
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |