| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 70 .. 74 :: one page |
| Author |
Thread Statistics | Show CCP posts - 7 post(s) |

Simetraz
State War Academy Caldari State
682
|
Posted - 2012.12.30 21:28:00 -
[1711] - Quote
Natsett Amuinn wrote:Simetraz wrote:
Ah now I have your attention and perhaps you will stop talking around the subject now and get down to what you really want ? Saying something needs a nerf doesn't really say much.
It's ok to just write, "I have no responce." It's ok. Everyone else apparently had a hard time comming up with a logical arguement for people in NPC corps to be just as good industrialists as everyone else as well. Everyone else seems to want to argue over arbitrary things that will have no real impact on balance or peoples desires to move to null. ISK making isn't a problem, and things like factory slots are convenient and not a reason to come to null. The NPC corp industrialist is THE ROOT of the problem. Until their brought in line with the rest of the game, you won't be able to balance anything.
I guess you missed the editting bit I at the end I know it was incomplete and was working on revising it. reread my post again please. I will say one thing if there was a fix that wouldn't completely break everything then I would support it. But right now I am not sure there is one. Well not a quick fix at any rate.
EVERYBODY KNOWS |

Natsett Amuinn
GoonWaffe Goonswarm Federation
1309
|
Posted - 2012.12.30 21:32:00 -
[1712] - Quote
How is CCP supposed to balance anything while the NPC corp industrialists can build all the same stuff everyone else is building?
Why do you build T2 mods and ships in null, when you can do it in the safety of an NPC corp, using an NPC stations?
Build costs aren't a factor. Taxes aren't a factor.
Pretty much everything I build is competing with goods build in high sec, and that's fine.
I should be able to blow your ******* station up when I get annoyed at your influence in my ******* market though!
It is not balanced when you can influence me, and I can't influence you. It's bullshit to be quite frank.
NPC corps should not be a shield from risk, while you impact every other area of the game. That's wrong! |

Simetraz
State War Academy Caldari State
682
|
Posted - 2012.12.30 21:34:00 -
[1713] - Quote
EI Digin wrote:Simetraz wrote:Cherry picking is once again a internal problem. If you can't manage your own people or they are willing to knock it off then get rid of them.
Don't hate the player, hate the game. Simetraz wrote: And the idea that null can't provide enough minerals to build super capitals is completely false. And I know this because I used to build them.
Thanks for your anecdote, but in reality nobody does this. Just because you can run your people like slaves doing something mind-numbingly terrible and in the least efficient way possible doesn't mean everyone else has to do it. It's not good game design.
Slaves not even close. Everyone made a profit, the creators of the system (not me) did a good job. It just took actual miners (funny enough most were drafted from high-sec) lost some too but that happens some just don't adapt. A lot can be done with proper logistics and management.
EVERYBODY KNOWS |

Frying Doom
Zat's Affiliated Traders
1368
|
Posted - 2012.12.30 21:42:00 -
[1714] - Quote
Simetraz wrote:Frying Doom wrote: Ok the easy answer is No hi-sec is not making "stupid ISK", the problem is that it is making comparable isk in relation to sections of space more dangerous than its self. So leaving no incentive to go to areas more dangerous.
Also the NPC facilities are too good meaning that people only ever have POSs in hi-sec to cut out the time in research and only research as everything else is better done at an NPC facility.
So the aim is to come up with a fair method to make people want to own thier own facilities and leave the NPC facilities to people just starting out as well as giving industrialists and subsequently others a greater reason to move to areas of the game that are more dangerous in pursuit or better rewards.
This does not require forcing people to go to more dangerous areas but giving them a reason to do so if they chose, same as NPC facilities at the moment they are so cheap that player owned structures really can not compete, so these need to be altered to make player owned structures a rewarding experience rather than just a slightly faster research at 30 times the cost.
See there is the problem. You have no way of knowing how many of those high-sec players are really alts of null-sec players. I can go to null make lots of ISK to front a high-sec operation. In fact I can even undercut other player knowing I have a secondary source of income. How are you going to force out those players ? Any tax with work across the board, it it will get rather complicated to implament if you want to target specific player who are doing the same thing as the masses just with better backing. And by stopping a certain player group you are essentially forcing them to do something else ? Call it what it is the player base refuses to change and people consider it a problem so you want to change the way they play there game so you have to force them to do something. People produce in high-sec cause that is where people sell there items. It is nautral ground for the null sec alliances. It also keeps BPO's safe as players spent time and ISK to aquire and research them. And let be honest it is very easy for a player to get goods from high-sec to null and back again. In order to change things so null produces and sells in null. 1 - give null the production lines to implement it (improve null station) 2 - give null the market to sell items (this is practically impossible given human nature) 3 - remove easy access of goods from null to high-sec and the reverse. Number one is easily fixed. Number two the the lynch pin that makes everything fall apart (no real way to do this) Number three is well a nasty thing and you boards are filled with people trying to fix it to no avail. In some respects 3 could be fixed by making null a lot farther out then it already is. A change in the geography of EVE could help. What I am talking about is either increasing low-sec systems and or increasing the distance capital jump wise between high-sec and null. If you have to jump 3 times with a capital just to get to a low-sec system on the border of high-sec, producing in null would look more attractive. See where I am going, try not to nerf but change dynamics of the situation without having to once again tweak the mechanics But if people are spending their time on Hi-sec alts they would with an increased industry within Null costing them selves money.
3 is more easily fixed originally I believed in nerfing jump drives till the current situation was quite nicely shown to me where I realized the easiest way to protect what will remain of the Hi-sec markets (as they will take a drop due to the loss Null as a customer) is to increase the amount of fuel consumed by jumping as it is currently way too cheap for a jump freighter in terms of m2, personally i think an 8 fold increase in fuel consumed should protect these markets sufficiently while enabling Null to become more self sufficient. Any Spelling, gramatical and literary errors made by me are included free of charge.
|

Malcanis
Vanishing Point. The Initiative.
6713
|
Posted - 2012.12.30 21:46:00 -
[1715] - Quote
Etherealclams wrote:damn this threads still going? Cmon the horse is a dead, anally raped skeleton. stop.
Some of us find the Lindey Lohan look appealing. MatrixSkye Mk2: "Remember: You consent to unconsensual PVP the moment you press the "Undock" button." |

Simetraz
State War Academy Caldari State
682
|
Posted - 2012.12.30 21:55:00 -
[1716] - Quote
Frying Doom wrote:Simetraz wrote:Frying Doom wrote: Ok the easy answer is No hi-sec is not making "stupid ISK", the problem is that it is making comparable isk in relation to sections of space more dangerous than its self. So leaving no incentive to go to areas more dangerous.
Also the NPC facilities are too good meaning that people only ever have POSs in hi-sec to cut out the time in research and only research as everything else is better done at an NPC facility.
So the aim is to come up with a fair method to make people want to own thier own facilities and leave the NPC facilities to people just starting out as well as giving industrialists and subsequently others a greater reason to move to areas of the game that are more dangerous in pursuit or better rewards.
This does not require forcing people to go to more dangerous areas but giving them a reason to do so if they chose, same as NPC facilities at the moment they are so cheap that player owned structures really can not compete, so these need to be altered to make player owned structures a rewarding experience rather than just a slightly faster research at 30 times the cost.
See there is the problem. You have no way of knowing how many of those high-sec players are really alts of null-sec players. I can go to null make lots of ISK to front a high-sec operation. In fact I can even undercut other player knowing I have a secondary source of income. How are you going to force out those players ? Any tax with work across the board, it it will get rather complicated to implament if you want to target specific player who are doing the same thing as the masses just with better backing. And by stopping a certain player group you are essentially forcing them to do something else ? Call it what it is the player base refuses to change and people consider it a problem so you want to change the way they play there game so you have to force them to do something. People produce in high-sec cause that is where people sell there items. It is nautral ground for the null sec alliances. It also keeps BPO's safe as players spent time and ISK to aquire and research them. And let be honest it is very easy for a player to get goods from high-sec to null and back again. In order to change things so null produces and sells in null. 1 - give null the production lines to implement it (improve null station) 2 - give null the market to sell items (this is practically impossible given human nature) 3 - remove easy access of goods from null to high-sec and the reverse. Number one is easily fixed. Number two the the lynch pin that makes everything fall apart (no real way to do this) Number three is well a nasty thing and you boards are filled with people trying to fix it to no avail. In some respects 3 could be fixed by making null a lot farther out then it already is. A change in the geography of EVE could help. What I am talking about is either increasing low-sec systems and or increasing the distance capital jump wise between high-sec and null. If you have to jump 3 times with a capital just to get to a low-sec system on the border of high-sec, producing in null would look more attractive. See where I am going, try not to nerf but change dynamics of the situation without having to once again tweak the mechanics But if people are spending their time on Hi-sec alts they would with an increased industry within Null costing them selves money. 3 is more easily fixed originally I believed in nerfing jump drives till the current situation was quite nicely shown to me where I realized the easiest way to protect what will remain of the Hi-sec markets (as they will take a drop due to the loss Null as a customer) is to increase the amount of fuel consumed by jumping as it is currently way too cheap for a jump freighter in terms of m2, personally i think an 8 fold increase in fuel consumed should protect these markets sufficiently while enabling Null to become more self sufficient.
THought about fuel as well but decided against it as it would effect and alliances internal logistics. If anything I want to boost the logistic inside an alliances borders (increase the stations abilities) why making it more difficult to get things to high-sec. That is why I went for the lets change the distance between the systems at least for low-sec. it would create a isolation zone and to some extent it would decrease nulls ability to bring capitals easily into low-sec. Which has its own benefits. And in effect this would also increase fuel cost at the same time as you will need more jumps.
As it stand right now it is way too easy to get goods to high-sec.
Is still doesn't fix the market issue however. What null almost needs is a high-sec system with the ability to limit who enters the station.
To do that in the current mechanics would mean you would have to garrison the system. Not something any null-sec alliance would want to do.
So we are back to square one sadly.
EVERYBODY KNOWS |

Frying Doom
Zat's Affiliated Traders
1368
|
Posted - 2012.12.30 21:55:00 -
[1717] - Quote
Simetraz wrote:Natsett Amuinn wrote:Simetraz wrote:
How does the NPC corp player get the ISK to begin with. Industry is the same across the board, why should the rules be any better for null sec. OH wait they already are. FREE refining and FREE production in null-sec stations. THe ability to make capital ships. Don't try and hand me a line about but it cost me blah blah when I produce my own station, talk to the owner about that, they are the ones who ripping you off, not anyone else.
So you think that being in a corporation that can't be war decced, and working out of a station that can't be flipped or destroyed is irrelevant? And pardon me guy, READ. I"me the null guy that keeps saying that he builds for free. I"m the null guy that's on your side. I want your high sec corp to actually get rewarded for being war deccable, and working out of structures you work to defend. Or do you enjoy being trivial in the grand scheme of things? You think my high sec alt is buying your ****? You think my high sec alt is selling your ****? You think my high sec alt is doing anything other than exploiting the NPC corps so that I can do things faster and easier to benefit me in null, without interacting with other high sec industrialists? NO. You shouldn't be allowed to exploit the safety of the NPC corps any more than I should. It needs to be nerfed. LVL 1 missions don't pay the same as LVL 4. You seem to have a funny idea of balance, because "the same" isn't balance. It means the guys not assuming any risk or effort are overpowered; it needs to stop. Ah now I have your attention and perhaps you will stop talking around the subject now and get down to what you really want ? Saying something needs a nerf doesn't really say much. How many members of you own corp that have high-sec NPC alts that are producing in all day long with ISK that was generated from null. Personally I can thing of very few that don't have NPC alts for high-sec production. How do you nerf that ? And the real question is why should you want too ? Just as easy to create a corp that also never leaves station which some do and they are also completely ammune to high-sec war dec's. Or I have friends who just trade the markets all day. Now that is where the real ISK is, not in production but in resales. Once again completely immune. Actually you nerf it quite easily by making it more attractive to be in Null earing money there. You make it more attractive to be in a player corp in hi-sec by nerfing NPC station capabilities.
You make more dangerous space a better place to be and you make player owned structures cheaper to research in and give them better refine rates than NPC structures, so while NPC corps still have their immunity to war decs they do not benefit within industry. Any Spelling, gramatical and literary errors made by me are included free of charge.
|

Frying Doom
Zat's Affiliated Traders
1368
|
Posted - 2012.12.30 22:04:00 -
[1718] - Quote
Simetraz wrote:Simetraz wrote:Frying Doom wrote:
In order to change things so null produces and sells in null. 1 - give null the production lines to implement it (improve null station) 2 - give null the market to sell items (this is practically impossible given human nature) 3 - remove easy access of goods from null to high-sec and the reverse.
Number one is easily fixed. Number two the the lynch pin that makes everything fall apart (no real way to do this) Number three is well a nasty thing and you boards are filled with people trying to fix it to no avail.
In some respects 3 could be fixed by making null a lot farther out then it already is. A change in the geography of EVE could help. What I am talking about is either increasing low-sec systems and or increasing the distance capital jump wise between high-sec and null. If you have to jump 3 times with a capital just to get to a low-sec system on the border of high-sec, producing in null would look more attractive.
See where I am going, try not to nerf but change dynamics of the situation without having to once again tweak the mechanics
But if people are spending their time on Hi-sec alts they would with an increased industry within Null costing them selves money. 3 is more easily fixed originally I believed in nerfing jump drives till the current situation was quite nicely shown to me where I realized the easiest way to protect what will remain of the Hi-sec markets (as they will take a drop due to the loss Null as a customer) is to increase the amount of fuel consumed by jumping as it is currently way too cheap for a jump freighter in terms of m2, personally i think an 8 fold increase in fuel consumed should protect these markets sufficiently while enabling Null to become more self sufficient. THought about fuel as well but decided against it as it would effect and alliances internal logistics. If anything I want to boost the logistic inside an alliances borders (increase the stations abilities) why making it more difficult to get things to high-sec. That is why I went for the lets change the distance between the systems at least for low-sec. it would create a isolation zone and to some extent it would decrease nulls ability to bring capitals easily into low-sec. Which has its own benefits. And in effect this would also increase fuel cost at the same time as you will need more jumps. As it stand right now it is way too easy to get goods to high-sec. Is still doesn't fix the market issue however. What null almost needs is a high-sec system with the ability to limit who enters the station. To do that in the current mechanics would mean you would have to garrison the system. Not something any null-sec alliance would want to do. So we are back to square one sadly. "why making it more difficult to get things to high-sec." That is easy if you take away the largest customer Hi-sec has and then you leave Null with the ability to move huge amounts of goods at a cheap rate there is no way at all anyone within hi-sec can compete with the goods coming in from Null as I worked out earlier in this thread with the current fuel costs and usage if the difference between hi-sec and Nulls ability to manufacture differ by more than 1% on the side of Null, then Hi-sec cannot compete.
I am all for giving more dangerous space the ability to be self sufficient as well as the ability to make good isk, I am not however on the side of the complete destruction of Hi-sec.
Changing the distance is much the same as nerfing jump drives, I my self thought like this but frankly while it does protect the hi-sec markets to a degree it does not really make life easier for smaller alliances and at the end of the day this is about hi-secs ability to compete while opening up new paths (well repaving the old ones) to allow industry to be more meaningful in dangerous space and giving people a bonus within industry to not just sit in a risk free NPC corp.
In essence if you increase jump fuel consumed it means that those living in Null can create competitively priced goods for local markets while not being able to flood the Hi-sec market easily with cheaper than hi-sec can produce goods. Any Spelling, gramatical and literary errors made by me are included free of charge.
|

Simetraz
State War Academy Caldari State
682
|
Posted - 2012.12.30 22:09:00 -
[1719] - Quote
Frying Doom wrote: Actually you nerf it quite easily by making it more attractive to be in Null earing money there. You make it more attractive to be in a player corp in hi-sec by nerfing NPC station capabilities.
You make more dangerous space a better place to be and you make player owned structures cheaper to research in and give them better refine rates than NPC structures, so while NPC corps still have their immunity to war decs they do not benefit within industry.
Even if you nerf NPC stations abilites it will only spread out the market across several systems.
The problem is inherent to the populations. Guess work on populations
80 % high 15 % null 5 % other
That means even if highsec earn less ISK the buying power of high-sec is still more overall then null. So the best market will always end up in high-sec even though per player a high-sec'r has less ISK ,overall they will have more buying power. Granted it is more complicated then that but the market supports the theory
This is also the problem with nerfing tax wise. It will punish the majority while those who already have the ISK will take over the market. And most of that ISK will be coming from null.
It is very hard to nerf the rich while leaving the poor alone.
IT also won't mean anything to those who never leave station. Forcing people into a corp will not change anything. EVERYBODY KNOWS |

Marlona Sky
D00M. Northern Coalition.
2686
|
Posted - 2012.12.30 22:17:00 -
[1720] - Quote
Looks like high sec space is so good that some coalitions have resorted to botting in order to get by. 
Remove local, structure mails and revamp the directional scanner! |

Simetraz
State War Academy Caldari State
682
|
Posted - 2012.12.30 22:22:00 -
[1721] - Quote
Frying Doom wrote: "why making it more difficult to get things to high-sec." That is easy if you take away the largest customer Hi-sec has and then you leave Null with the ability to move huge amounts of goods at a cheap rate there is no way at all anyone within hi-sec can compete with the goods coming in from Null as I worked out earlier in this thread with the current fuel costs and usage if the difference between hi-sec and Nulls ability to manufacture differ by more than 1% on the side of Null, then Hi-sec cannot compete.
I am all for giving more dangerous space the ability to be self sufficient as well as the ability to make good isk, I am not however on the side of the complete destruction of Hi-sec.
Changing the distance is much the same as nerfing jump drives, I my self thought like this but frankly while it does protect the hi-sec markets to a degree it does not really make life easier for smaller alliances and at the end of the day this is about hi-secs ability to compete while opening up new paths (well repaving the old ones) to allow industry to be more meaningful in dangerous space and giving people a bonus within industry to not just sit in a risk free NPC corp.
In essence if you increase jump fuel consumed it means that those living in Null can create competitively priced goods for local markets while not being able to flood the Hi-sec market easily with cheaper than hi-sec can produce goods.
Because High-sec doesn't NEED T2 items. T2 items are a luxury item for high-sec. T2 items are needed for null and null produces there T2 items in high-sec because it makes the most sense. That really is the heart of the problem. Any nerf you place on high-sec will hit null as well. The 2 economies are tied together. You can't nerf one without hitting the other.
See that is what is so interesting about the whole nerf high-sec. To some extent it will cut null's throat. You crash the high-sec economy and high-sec will continue as before just at a slower rate.
Null is not in that position they depend in the economy to sell items for pay for monthly expenses. SOV is not cheap. EVERYBODY KNOWS |

Bump Truck
Pator Tech School Minmatar Republic
227
|
Posted - 2012.12.30 22:45:00 -
[1722] - Quote
Simetraz wrote:
And you failed to read again.
Welcome to the thread, your input is appreciated.
Though I do think it's a bit much to barge in to the eighty third page of a thread and start asking questions which have been answered twenty times over and then accusing others of a failure to read before posting.
For your convenience (and because it would be a bit mad to begin at the beginning now) let me sum up the main thrust of the thread thus far.
Basically, in the current state of affairs, it isn't wise for a Null alliance to have an industrial base in the space they own.
So they don't, they have it in HighSec instead, whether they run it or they subcontract it.
And this is a bad thing for the game as the industrial base is the thing that makes an alliance vulnerable, it's the thing you want to disrupt and destroy if you want to beat them in an ISK war.
So it would be good for the vitality and intrigue of Null life if CCP modified certain elements of the game to make it viable, or even desirable, to have an industrial base in any space you own.
That is mining, refining, manufacturing and trading.
And this is what most people in the thread are calling for.
However HighSec is a bit of an obstacle to this.
It has an abundance of ore fields, it has stations everywhere with instant, perfect, refining and it has many more manufacturing slots than are used and they are super cheap. It has CONCORD and it has the trade hubs (which will always be in the safest place).
So it is possible, that in order to make it more desirable to produce in Null rather than importing everything from HighSec, an even handed nerf may be required, as part as a larger progam of null industry redesign.
Things which have been suggested include higher taxes, refine rate reduction, increased costs in productions lines, increased costs based on usage etc etc.
So ultimately this is about fixing Null which damaging HighSec as little as possible.
Things it is not about include;
forcing people out of HighSec, destroying HighSec, removing any activites from HighSec, Goonspiracy to own everything, shooting carebears, moaning null bears being the chosen ones or anything else like that. Please see the OP for a list of things it is not about.
I hope this helps. |

Frying Doom
Zat's Affiliated Traders
1370
|
Posted - 2012.12.30 22:49:00 -
[1723] - Quote
Simetraz wrote:Frying Doom wrote: "why making it more difficult to get things to high-sec." That is easy if you take away the largest customer Hi-sec has and then you leave Null with the ability to move huge amounts of goods at a cheap rate there is no way at all anyone within hi-sec can compete with the goods coming in from Null as I worked out earlier in this thread with the current fuel costs and usage if the difference between hi-sec and Nulls ability to manufacture differ by more than 1% on the side of Null, then Hi-sec cannot compete.
I am all for giving more dangerous space the ability to be self sufficient as well as the ability to make good isk, I am not however on the side of the complete destruction of Hi-sec.
Changing the distance is much the same as nerfing jump drives, I my self thought like this but frankly while it does protect the hi-sec markets to a degree it does not really make life easier for smaller alliances and at the end of the day this is about hi-secs ability to compete while opening up new paths (well repaving the old ones) to allow industry to be more meaningful in dangerous space and giving people a bonus within industry to not just sit in a risk free NPC corp.
In essence if you increase jump fuel consumed it means that those living in Null can create competitively priced goods for local markets while not being able to flood the Hi-sec market easily with cheaper than hi-sec can produce goods.
Because High-sec doesn't NEED T2 items. T2 items are a luxury item for high-sec. T2 items are needed for null and null produces there T2 items in high-sec because it makes the most sense. That really is the heart of the problem. Any nerf you place on high-sec will hit null as well. The 2 economies are tied together. You can't nerf one without hitting the other. See that is what is so interesting about the whole nerf high-sec. To some extent it will cut null's throat. You crash the high-sec economy and high-sec will continue as before just at a slower rate. Null is not in that position they depend on the economy to sell items for pay for monthly expenses. SOV is not cheap. Although it would be an interesting way to reset null. Cause all the alliances would go bankrupt which means they would have to implode or leave null to just survive opening up regions for others or for those that say had a huge ISK reserve set aside. A little tinfoil for fun     I am not really sure what you are on about with T2, yes the price will be higher with higher shipping costs but persoanlly I would also like to see moon mining die in a bloody accident, it should be an active player activity causing bottom up funding, not top down. and available in all -0.0 space with more mineral supply than at perseent, so people who take the risk get the reward.
It is not from my perspective about nerfing Hi-sec but nerfing NPC structures and boosting player structures as well as boosting dangerous space with more mineral availability Any Spelling, gramatical and literary errors made by me are included free of charge.
|

Bump Truck
Pator Tech School Minmatar Republic
227
|
Posted - 2012.12.30 22:50:00 -
[1724] - Quote
EI Digin wrote:Mineral supply in nullsec right now is a chicken-and-egg problem. Nobody is going to import minerals unless they have a guaranteed buyer, and no one is building anything because there are no minerals on the market. Small-time industrialists are not interested in adding more tasks for themselves, or have the free isk/characters in order to build stuff, and high-scale industrialists who already have the supply line running don't want to bother supplying relatively few minerals for smalltimers because it isn't worth their time.
The easy solution is to make mining low-ends viable to mine in nullsec, by increasing their isk/hour rate so that people strip sites clean instead of cherry picking the good stuff then moving to the next system. Mining helps to provide minerals for small scale manufacturers, miners in nullsec cannot (and should not be able to) provide enough minerals to sustain supercapital building operations or massive fleet doctrine creation schemes. That's what highsec is for.
Just to pick out one thing, I'm not sure what HighSec is for.
I don't think it's "the place for industry", nor do I think it's "the place to mine low ends".
Maybe it's more like a place for newbs and casual players.
If it is that then it should have access to most activities but the best of nothing. |

Simetraz
State War Academy Caldari State
682
|
Posted - 2012.12.30 23:11:00 -
[1725] - Quote
Frying Doom wrote:Simetraz wrote:Frying Doom wrote: "why making it more difficult to get things to high-sec." That is easy if you take away the largest customer Hi-sec has and then you leave Null with the ability to move huge amounts of goods at a cheap rate there is no way at all anyone within hi-sec can compete with the goods coming in from Null as I worked out earlier in this thread with the current fuel costs and usage if the difference between hi-sec and Nulls ability to manufacture differ by more than 1% on the side of Null, then Hi-sec cannot compete.
I am all for giving more dangerous space the ability to be self sufficient as well as the ability to make good isk, I am not however on the side of the complete destruction of Hi-sec.
Changing the distance is much the same as nerfing jump drives, I my self thought like this but frankly while it does protect the hi-sec markets to a degree it does not really make life easier for smaller alliances and at the end of the day this is about hi-secs ability to compete while opening up new paths (well repaving the old ones) to allow industry to be more meaningful in dangerous space and giving people a bonus within industry to not just sit in a risk free NPC corp.
In essence if you increase jump fuel consumed it means that those living in Null can create competitively priced goods for local markets while not being able to flood the Hi-sec market easily with cheaper than hi-sec can produce goods.
Because High-sec doesn't NEED T2 items. T2 items are a luxury item for high-sec. T2 items are needed for null and null produces there T2 items in high-sec because it makes the most sense. That really is the heart of the problem. Any nerf you place on high-sec will hit null as well. The 2 economies are tied together. You can't nerf one without hitting the other. See that is what is so interesting about the whole nerf high-sec. To some extent it will cut null's throat. You crash the high-sec economy and high-sec will continue as before just at a slower rate. Null is not in that position they depend on the economy to sell items for pay for monthly expenses. SOV is not cheap. Although it would be an interesting way to reset null. Cause all the alliances would go bankrupt which means they would have to implode or leave null to just survive opening up regions for others or for those that say had a huge ISK reserve set aside. A little tinfoil for fun     I am not really sure what you are on about with T2, yes the price will be higher with higher shipping costs but persoanlly I would also like to see moon mining die in a bloody accident, it should be an active player activity causing bottom up funding, not top down. and available in all -0.0 space with more mineral supply than at perseent, so people who take the risk get the reward. It is not from my perspective about nerfing Hi-sec but nerfing NPC structures and boosting player structures as well as boosting dangerous space with more mineral availability
I have to presume you mean moon minerals ? Normal minerals are a endless supply in nullsec with SOV belts. (and no region is better then another) However unlikely you could actually mine out all the belts and high-sec and have to wait for them to spawn. In null this can't happen. The only thing null lacks in endless (was going to supply but no) in the right proportions is Trit and Pyerite.
As far as the T2 market well I mention it because it is one of the prefered ways Null alliances get ISK. And as moon minerals (or any minerals for that part)are not a faucet they require an economy to actually get something out of them.
Alliances could get by on a straight faucet like Ratting but that takes a lot more work on the members part. EVERYBODY KNOWS |

Frying Doom
Zat's Affiliated Traders
1388
|
Posted - 2012.12.31 01:19:00 -
[1726] - Quote
Simetraz wrote:Frying Doom wrote:Simetraz wrote:Frying Doom wrote: "why making it more difficult to get things to high-sec." That is easy if you take away the largest customer Hi-sec has and then you leave Null with the ability to move huge amounts of goods at a cheap rate there is no way at all anyone within hi-sec can compete with the goods coming in from Null as I worked out earlier in this thread with the current fuel costs and usage if the difference between hi-sec and Nulls ability to manufacture differ by more than 1% on the side of Null, then Hi-sec cannot compete.
I am all for giving more dangerous space the ability to be self sufficient as well as the ability to make good isk, I am not however on the side of the complete destruction of Hi-sec.
Changing the distance is much the same as nerfing jump drives, I my self thought like this but frankly while it does protect the hi-sec markets to a degree it does not really make life easier for smaller alliances and at the end of the day this is about hi-secs ability to compete while opening up new paths (well repaving the old ones) to allow industry to be more meaningful in dangerous space and giving people a bonus within industry to not just sit in a risk free NPC corp.
In essence if you increase jump fuel consumed it means that those living in Null can create competitively priced goods for local markets while not being able to flood the Hi-sec market easily with cheaper than hi-sec can produce goods.
Because High-sec doesn't NEED T2 items. T2 items are a luxury item for high-sec. T2 items are needed for null and null produces there T2 items in high-sec because it makes the most sense. That really is the heart of the problem. Any nerf you place on high-sec will hit null as well. The 2 economies are tied together. You can't nerf one without hitting the other. See that is what is so interesting about the whole nerf high-sec. To some extent it will cut null's throat. You crash the high-sec economy and high-sec will continue as before just at a slower rate. Null is not in that position they depend on the economy to sell items for pay for monthly expenses. SOV is not cheap. Although it would be an interesting way to reset null. Cause all the alliances would go bankrupt which means they would have to implode or leave null to just survive opening up regions for others or for those that say had a huge ISK reserve set aside. A little tinfoil for fun     I am not really sure what you are on about with T2, yes the price will be higher with higher shipping costs but persoanlly I would also like to see moon mining die in a bloody accident, it should be an active player activity causing bottom up funding, not top down. and available in all -0.0 space with more mineral supply than at perseent, so people who take the risk get the reward. It is not from my perspective about nerfing Hi-sec but nerfing NPC structures and boosting player structures as well as boosting dangerous space with more mineral availability I have to presume you mean moon minerals ? Normal minerals are a endless supply in nullsec with SOV belts. (and no region is better then another) However unlikely you could actually mine out all the belts and high-sec and have to wait for them to spawn. In null this can't happen. The only thing null lacks in endless (was going to supply but no) in the right proportions is Trit and Pyerite. As far as the T2 market well I mention it because it is one of the prefered ways Null alliances get ISK. And as moon minerals (or any minerals for that part)are not a faucet they require an economy to actually get something out of them. Alliances could get by on a straight faucet like Ratting but that takes a lot more work on the members part. Yes part of this is the increase is the increase in trit and pyerite in Null, this does need to occur to help make Null more self sufficient as does the nerf to NPC structures and he buff of player owned ones.
As to moon minerals, yes I agree they are not a faucet nor do I believe that any one material should only occur in Sov space. But top down financing should not occur, a corporation should have its life blood via its members not some super afk mining taken to extremes as moon mining is.
Moon mining is the worst idea ever in this game it actually make the current war dec system look good. Any Spelling, gramatical and literary errors made by me are included free of charge.
|

Tesal
133
|
Posted - 2012.12.31 01:25:00 -
[1727] - Quote
Frying Doom wrote: Yes part of this is the increase is the increase in trit and pyerite in Null, this does need to occur to help make Null more self sufficient as does the nerf to NPC structures and he buff of player owned ones.
As to moon minerals, yes I agree they are not a faucet nor do I believe that any one material should only occur in Sov space. But top down financing should not occur, a corporation should have its life blood via its members not some super afk mining taken to extremes as moon mining is.
Moon mining is the worst idea ever in this game it actually make the current war dec system look good.
If trit and pye were in null the prices would drop in hi-sec until it is more profitable to haul to null from hi-sec. The only thing you will accomplish is crashing the price.
|

Frying Doom
Zat's Affiliated Traders
1394
|
Posted - 2012.12.31 01:40:00 -
[1728] - Quote
Tesal wrote:Frying Doom wrote: Yes part of this is the increase is the increase in trit and pyerite in Null, this does need to occur to help make Null more self sufficient as does the nerf to NPC structures and he buff of player owned ones.
As to moon minerals, yes I agree they are not a faucet nor do I believe that any one material should only occur in Sov space. But top down financing should not occur, a corporation should have its life blood via its members not some super afk mining taken to extremes as moon mining is.
Moon mining is the worst idea ever in this game it actually make the current war dec system look good.
If trit and pye were in null the prices would drop in hi-sec until it is more profitable to haul to null from hi-sec. The only thing you will accomplish is crashing the price. So the 8 fold increase in the cost of hauling I mentioned would not make this an uneconomic proposal?
Crap what the hell is the price of trit 2600 a unit? Any Spelling, gramatical and literary errors made by me are included free of charge.
|

Tesal
133
|
Posted - 2012.12.31 01:51:00 -
[1729] - Quote
Frying Doom wrote:Tesal wrote:Frying Doom wrote: Yes part of this is the increase is the increase in trit and pyerite in Null, this does need to occur to help make Null more self sufficient as does the nerf to NPC structures and he buff of player owned ones.
As to moon minerals, yes I agree they are not a faucet nor do I believe that any one material should only occur in Sov space. But top down financing should not occur, a corporation should have its life blood via its members not some super afk mining taken to extremes as moon mining is.
Moon mining is the worst idea ever in this game it actually make the current war dec system look good.
If trit and pye were in null the prices would drop in hi-sec until it is more profitable to haul to null from hi-sec. The only thing you will accomplish is crashing the price. So the 8 fold increase in the cost of hauling I mentioned would not make this an uneconomic proposal? Crap what the hell is the price of trit 2600 a unit?
Inflicting pain and suffering and making things as inconvenient as possible is not the hallmark of an improvement in the game. Thats a bad idea.
|

Frying Doom
Zat's Affiliated Traders
1398
|
Posted - 2012.12.31 02:03:00 -
[1730] - Quote
Tesal wrote:Frying Doom wrote:Tesal wrote:Frying Doom wrote: Yes part of this is the increase is the increase in trit and pyerite in Null, this does need to occur to help make Null more self sufficient as does the nerf to NPC structures and he buff of player owned ones.
As to moon minerals, yes I agree they are not a faucet nor do I believe that any one material should only occur in Sov space. But top down financing should not occur, a corporation should have its life blood via its members not some super afk mining taken to extremes as moon mining is.
Moon mining is the worst idea ever in this game it actually make the current war dec system look good.
If trit and pye were in null the prices would drop in hi-sec until it is more profitable to haul to null from hi-sec. The only thing you will accomplish is crashing the price. So the 8 fold increase in the cost of hauling I mentioned would not make this an uneconomic proposal? Crap what the hell is the price of trit 2600 a unit? Inflicting pain and suffering and making things as inconvenient as possible is not the hallmark of an improvement in the game. Thats a bad idea. So hold on what your saying is that Null should not be given trit and pyerite because they will flood the market but their ability to get goods to the market should not have an increased cost qas that would inflict pain and suffering, so subsequently Null should not therefore be given trit and pyerite.
Yeah ok then. The increase in costs will allow Hi-sec to have what it produces its self at a cost slightly above there current price due to the NPC facility nerf and T2 goods sold by dangerous space will just end up having the transport cost added on by the seller, hardly pain and suffering. Any Spelling, gramatical and literary errors made by me are included free of charge.
|

Tesal
134
|
Posted - 2012.12.31 02:08:00 -
[1731] - Quote
Frying Doom wrote:Tesal wrote:Frying Doom wrote:Tesal wrote:Frying Doom wrote: Yes part of this is the increase is the increase in trit and pyerite in Null, this does need to occur to help make Null more self sufficient as does the nerf to NPC structures and he buff of player owned ones.
As to moon minerals, yes I agree they are not a faucet nor do I believe that any one material should only occur in Sov space. But top down financing should not occur, a corporation should have its life blood via its members not some super afk mining taken to extremes as moon mining is.
Moon mining is the worst idea ever in this game it actually make the current war dec system look good.
If trit and pye were in null the prices would drop in hi-sec until it is more profitable to haul to null from hi-sec. The only thing you will accomplish is crashing the price. So the 8 fold increase in the cost of hauling I mentioned would not make this an uneconomic proposal? Crap what the hell is the price of trit 2600 a unit? Inflicting pain and suffering and making things as inconvenient as possible is not the hallmark of an improvement in the game. Thats a bad idea. So hold on what your saying is that Null should not be given trit and pyerite because they will flood the market but their ability to get goods to the market should not have an increased cost qas that would inflict pain and suffering, so subsequently Null should not therefore be given trit and pyerite. Yeah ok then. The increase in costs will allow Hi-sec to have what it produces its self at a cost slightly above there current price due to the NPC facility nerf and T2 goods sold by dangerous space will just end up having the transport cost added on by the seller, hardly pain and suffering.
There is already a balance of trade in minerals. Making that go away takes away some of the interdependence between null and hi-sec.
|

Frying Doom
Zat's Affiliated Traders
1398
|
Posted - 2012.12.31 02:15:00 -
[1732] - Quote
Tesal wrote:Frying Doom wrote:Tesal wrote:
Inflicting pain and suffering and making things as inconvenient as possible is not the hallmark of an improvement in the game. Thats a bad idea.
So hold on what your saying is that Null should not be given trit and pyerite because they will flood the market but their ability to get goods to the market should not have an increased cost qas that would inflict pain and suffering, so subsequently Null should not therefore be given trit and pyerite. Yeah ok then. The increase in costs will allow Hi-sec to have what it produces its self at a cost slightly above there current price due to the NPC facility nerf and T2 goods sold by dangerous space will just end up having the transport cost added on by the seller, hardly pain and suffering. There is already a balance of trade in minerals. Making that go away takes away some of the interdependence between null and hi-sec. Yes it does and it will remove Hi-secs largest customer, it will also give people who want to live out in null in an industrial capability a reason to go there without needing a 7 billion isk ship to be able to build something of substance, while with an increase in fuel consumption by jump ships will allow some protection to Hi-secs remain markets and increased POS capablities. Any Spelling, gramatical and literary errors made by me are included free of charge.
|

Tesal
134
|
Posted - 2012.12.31 02:18:00 -
[1733] - Quote
Frying Doom wrote:Tesal wrote:Frying Doom wrote:Tesal wrote:
Inflicting pain and suffering and making things as inconvenient as possible is not the hallmark of an improvement in the game. Thats a bad idea.
So hold on what your saying is that Null should not be given trit and pyerite because they will flood the market but their ability to get goods to the market should not have an increased cost qas that would inflict pain and suffering, so subsequently Null should not therefore be given trit and pyerite. Yeah ok then. The increase in costs will allow Hi-sec to have what it produces its self at a cost slightly above there current price due to the NPC facility nerf and T2 goods sold by dangerous space will just end up having the transport cost added on by the seller, hardly pain and suffering. There is already a balance of trade in minerals. Making that go away takes away some of the interdependence between null and hi-sec. Yes it does and it will remove Hi-secs largest customer, it will also give people who want to live out in null in an industrial capability a reason to go there without needing a 7 billion isk ship to be able to build something of substance, while with an increase in fuel consumption by jump ships will allow some protection to Hi-secs remain markets and increased POS capabilities.
The bedrock of the game should not be altered on a whim.
Materials would still be moved by jump freighter even if mined in null.
|

Simetraz
State War Academy Caldari State
685
|
Posted - 2012.12.31 02:30:00 -
[1734] - Quote
A long time ago in a EVE Galaxy blah blah blah. THe low end market was capped via shuttle sold from NPC's. The cap was removed by CCP and ever sense then the prices of Trit and pyerite have gone up.
Now the question is the reason behind the price rise a matter of supply not meeting demand or is it down to market maniputlation or a both.
Giving null the ability to mine vast amounts of trit and pyerite via a SOV belt would not really be a bad thing. First it would provide a checks and balances.
If the price got too high null-sec would stop buying low ends from high-sec. WHich would cause the prices in high-sec to drop eventually.
WOuld this stop null from selling there high-ends in high-sec. No as there is not a big enough market in null to support the current amount being mined and lets face it greed will play a part. And in this case that is a good thing.
I still say change that spod rock in the small sov belt to a scordite rocks and let the markets sort it out. And go from there.
But I have always been a firm believer that null should require nothing from high-sec players. Why, well until that happens CCP can never effectively create a deep null section of space. Something I would love to see. another section of null way outside what we see today. But for that to happen Null needs freedom from high-sec. ANd the farther out you get from high-sec the more likely the players will decide another hub besides Jita needs to be created.
There are some other items but out of scope of this discussion. EVERYBODY KNOWS |

Frying Doom
Zat's Affiliated Traders
1399
|
Posted - 2012.12.31 02:39:00 -
[1735] - Quote
Tesal wrote:Frying Doom wrote:Tesal wrote:Frying Doom wrote:Tesal wrote:
Inflicting pain and suffering and making things as inconvenient as possible is not the hallmark of an improvement in the game. Thats a bad idea.
So hold on what your saying is that Null should not be given trit and pyerite because they will flood the market but their ability to get goods to the market should not have an increased cost qas that would inflict pain and suffering, so subsequently Null should not therefore be given trit and pyerite. Yeah ok then. The increase in costs will allow Hi-sec to have what it produces its self at a cost slightly above there current price due to the NPC facility nerf and T2 goods sold by dangerous space will just end up having the transport cost added on by the seller, hardly pain and suffering. There is already a balance of trade in minerals. Making that go away takes away some of the interdependence between null and hi-sec. Yes it does and it will remove Hi-secs largest customer, it will also give people who want to live out in null in an industrial capability a reason to go there without needing a 7 billion isk ship to be able to build something of substance, while with an increase in fuel consumption by jump ships will allow some protection to Hi-secs remain markets and increased POS capabilities. The bedrock of the game should not be altered on a whim. Materials would still be moved by jump freighter even if mined in null. The lack of abilities in Null and their inability to to be able to built things without the use of billions in ships while at the same time the fact that NPC facilities are massively better than those of player owned and built facilities has been occurring for a long, long time, there alteration is hardly part of a whim. Null is empty industrially due to the massive isk you must risk just to be on par with hi-sec, it hardly encourages anyone to go out and risk more to make more if they can risk less, get as good as free infrastructure and make a crap load of isk with industry in Hi-sec.
Yes it will be an alteration and yes hi-sec does need cushioning against the blow with the increase in jump fuel usage but having NPC facilities better than player owned ones where they are risking more makes no sense. Having Null crippled just so they have to go to Hi-sec just to keep that market going strong makes little to no sense. Expanding the infrastructure and production abilities of player structures will allow people to gain a fair risk vs reward even if it is just a hi-sec tower vs a hi-sec NPC station, atm those manufacturing in the stations with no-risk are the ones making the larger profits.
I am not a Null sec player but I am an EvE player and it is better for the game as a whole to reward those who take the extra risk.
But the idea of super ores is a really dumb one, it is to much reward. Any Spelling, gramatical and literary errors made by me are included free of charge.
|

Frying Doom
Zat's Affiliated Traders
1399
|
Posted - 2012.12.31 02:43:00 -
[1736] - Quote
Simetraz wrote:A long time ago in a EVE Galaxy blah blah blah. THe low end market was capped via shuttle sold from NPC's. The cap was removed by CCP and ever sense then the prices of Trit and pyerite have gone up.
Now the question is the reason behind the price rise a matter of supply not meeting demand or is it down to market maniputlation or a both.
Giving null the ability to mine vast amounts of trit and pyerite via a SOV belt would not really be a bad thing. First it would provide a checks and balances.
If the price got too high null-sec would stop buying low ends from high-sec. WHich would cause the prices in high-sec to drop eventually.
WOuld this stop null from selling there high-ends in high-sec. No as there is not a big enough market in null to support the current amount being mined and lets face it greed will play a part. And in this case that is a good thing.
I still say change that spod rock in the small sov belt to a scordite rocks and let the markets sort it out. And go from there.
But I have always been a firm believer that null should require nothing from high-sec players. Why, well until that happens CCP can never effectively create a deep null section of space. Something I would love to see. another section of null way outside what we see today. But for that to happen Null needs freedom from high-sec. ANd the farther out you get from high-sec the more likely the players will decide another hub besides Jita needs to be created.
There are some other items but out of scope of this discussion. Ok while I believe trit and pyerite should be in as you call them Sov belts, I actually believe these minerals should be included in all normal belts.
I am not aware of the full mechanics of these sov belts, I am aware they are like grav sites in a WH but do they disappear after a few days if you do not mine them out? Any Spelling, gramatical and literary errors made by me are included free of charge.
|

Nicolo da'Vicenza
Air The Unthinkables
2339
|
Posted - 2012.12.31 02:49:00 -
[1737] - Quote
Tesal wrote:Frying Doom wrote: So hold on what your saying is that Null should not be given trit and pyerite because they will flood the market but their ability to get goods to the market should not have an increased cost qas that would inflict pain and suffering, so subsequently Null should not therefore be given trit and pyerite.
Yeah ok then. The increase in costs will allow Hi-sec to have what it produces its self at a cost slightly above there current price due to the NPC facility nerf and T2 goods sold by dangerous space will just end up having the transport cost added on by the seller, hardly pain and suffering.
There is already a balance of trade in minerals. Making that go away takes away some of the interdependence between null and hi-sec. Good. |

Simetraz
State War Academy Caldari State
686
|
Posted - 2012.12.31 02:52:00 -
[1738] - Quote
Frying Doom wrote: Ok while I believe trit and pyerite should be in as you call them Sov belts, I actually believe these minerals should be included in all normal belts.
I am not aware of the full mechanics of these sov belts, I am aware they are like grav sites in a WH but do they disappear after a few days if you do not mine them out?
They are in the normal belts in most places but like high-sec they are quickly drained, just like high-sec.
The SOV belt show up as a grav site. There are 5 different belts based on how much you mine in a system.
Once you deplete a belt you leave it and wait five minutes and another one identical to the one you just cleared will spawn again. (in a different location in the system) If I can find the link to it I will post it here. EVERYBODY KNOWS |

Tesal
134
|
Posted - 2012.12.31 02:55:00 -
[1739] - Quote
Frying Doom wrote: ...Yes it will be an alteration and yes hi-sec does need cushioning against the blow with the increase in jump fuel usage...
Increased jump fuel usage is a nerf on hi-sec, not a buff. Its a barrier to trade.
|

Frying Doom
Zat's Affiliated Traders
1400
|
Posted - 2012.12.31 02:56:00 -
[1740] - Quote
Simetraz wrote:Frying Doom wrote: Ok while I believe trit and pyerite should be in as you call them Sov belts, I actually believe these minerals should be included in all normal belts.
I am not aware of the full mechanics of these sov belts, I am aware they are like grav sites in a WH but do they disappear after a few days if you do not mine them out?
They are in the normal belts in most places but like high-sec they are quickly drained, just like high-sec. The SOV belt show up as a grav site. There are 5 different belts based on how much you mine in a system. Once you deplete a belt you leave it and wait five minutes and another one identical to the one you just cleared will spawn again. (in a different location in the system) If I can find the link to it I will post it here. Seems like a bit of a never ending cycle, cant you just mine what you want out of one and then go next door (within sov space that question is, not just pop past that gate camp in unsecured space) Any Spelling, gramatical and literary errors made by me are included free of charge.
|
| |
|
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 70 .. 74 :: one page |
| First page | Previous page | Next page | Last page |