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mynnna
GoonWaffe Goonswarm Federation
280
|
Posted - 2013.01.18 00:58:00 -
[61] - Quote
Velocity of money seems to have an awfully minimal if not non-existent effect on inflation of non-PLEX goods in this game though. Looking at a chart of the various indices makes that abundantly clear - they're here clear back to 2003. You have a vague upward trend in all of them from say 2008 onward, but it's pretty explainable: The primary producer index includes things like moon goo which has had a tumultuous but generally upward rise (first focused on dyspro/prom and then on tech) which is reflected in the secondary PPI (which includes things like the components built from those moon minerals). Large rises or falls are often significant events - the effect of removal of drone regions on minerals in 2013, the rise and subsequent collapse of the PPI as dyspro/prom rose in value and then were nerfed (and subsequent re-rise and fall as tech rose and was nerfed), etc.
If there's any real inflationary effects there, they're lost in the noise. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

Debra Tao
Perkone Caldari State
41
|
Posted - 2013.01.18 01:30:00 -
[62] - Quote
I totally agree on the fact that velocity of the money is n't a big factor right now if it is a factor at all. But FW is, i think, a pretty good example of the effect. Large sum of money usually in the wallet of traders quickly changing hands... |

mynnna
GoonWaffe Goonswarm Federation
281
|
Posted - 2013.01.18 01:39:00 -
[63] - Quote
Yes, but it didn't really have any effect on non-PLEX commodities, or if it did that effect was buried under everything else (rise and fall of minerals, tech, etc). That's my point - PLEX is the only item in Eve that responds in any perceptible way to that sort of inflationary pressure. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

RubyPorto
Sniggwaffe YOUR VOTES DON'T COUNT
2411
|
Posted - 2013.01.18 03:37:00 -
[64] - Quote
mynnna wrote:Yes, but it didn't really have any effect on non-PLEX commodities, or if it did that effect was buried under everything else (rise and fall of minerals, tech, etc). That's my point - PLEX is the only item in Eve that responds in any perceptible way to that sort of inflationary pressure.
But the increase in PLEX prices is the prime indicator of inflation, and is entirely caused by the Free tech moon and free T2 BPO ISK faucets. This is EVE - Everybody Versus Everybody.
Guess Who's Back. -á Back Again. |

DarthNefarius
Minmatar Heavy Industries
580
|
Posted - 2013.01.18 04:40:00 -
[65] - Quote
Bugsy VanHalen wrote:
Bounties and mission payouts generate isk from nothing, while activities such as running wormhole sites do not generate isk. You may thing, wait, running wormhole sites makes more isk than missions or ratting. How can it not be a faucet? Well, sleepers in wormhole sites do not pay bounties they drop items, those items, such as nano ribbons, are then sold to other players for isk. No new isk is generated, it is just existing isk changing hands.
Sorry but you are very very incorrect about no ISK being generated from thefruits of sleeper sites ( to the tune of ~9-10 trillion ISK a month ) sleepers drop 'blue loot' ( especially in the higher class holes) which can be sold to NPC's
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DarthNefarius
Minmatar Heavy Industries
581
|
Posted - 2013.01.18 05:34:00 -
[66] - Quote
mynnna wrote:Velocity of money seems to have an awfully minimal if not non-existent effect on inflation of non-PLEX goods in this game though.
I agree with your implication that the velocity of money affects the price of PLEX and the extreme increase thanks to the 'summer of FW lp' went to prove that. Ithink this discussion though is better discussed in the thread I put forth about the PLEXintervention
Back to sinks & faucets: something that really disturbed me was the ISK sink reductions of FW tiers (75%)which once where taken out had an immediate effect on PLEX prices. Further more I still argue that in the long term (2 years) those ISK reductions per item will have a net negitive in the LP sink eventhough in the short term alot of ISK was taken out of the economy.
Your earlier post discussing replacing mission reward ISK with LP has merit but due to the lingering effects of reduced ISK LP from the FW bonanza LP value is espeically suffering. A way to counter that would be addition of new valuable LP items. OUR LOGS SHOW NOTHING |

RubyPorto
Sniggwaffe YOUR VOTES DON'T COUNT
2411
|
Posted - 2013.01.18 06:31:00 -
[67] - Quote
DarthNefarius wrote: Back to sinks & faucets: something that really disturbed me was the ISK sink reductions of FW tiers (75%)which once where taken out had an immediate effect on PLEX prices. Further more I still argue that in the long term (2 years) those ISK reductions per item will have a net negitive in the LP sink eventhough in the short term alot of ISK was taken out of the economy.
Your earlier post discussing replacing mission reward ISK with LP has merit but due to the lingering effects of reduced ISK LP from the FW bonanza LP value is espeically suffering. A way to counter that would be addition of new valuable LP items. Furthermore the FW LP bonanza had a very definite deflationary effect on items such as Fleet Issue stabbers and probably all faction ammos except Amar faction crystals.
I'm mildly curious how much the FW bonanza contributed to deflation too.
FW Tiers did nothing to alter the "sinkiness" of an LP. Tier 1: 1000 LP + 1000 ISK = 1 Item. => 1000 ISK sunk for 1000 LP. Tier 5: 250LP + 1000 ISK = 1 Item => 1000LP + 1000 ISK = 4 Items. => 1000 ISK sunk or 1000 LP.
Each LP takes the same amount of ISK down the drain with it when it's used, and I didn't see any evidence of high tiers resulting in massive hoards of unspent LP being socked away because "I only needed the one item."
The market value of the resulting item is entirely irrelevant to the amount of ISK that LP stores sink.
The price of a product decreasing because the cost to produce that product has decreased is not "deflation," it's the normal workings of the market. Just like cruiser prices didn't rise (aren't rising) after Retribution because of "inflation," they rose (are rising) because the cost to produce them has increased. This is EVE - Everybody Versus Everybody.
Guess Who's Back. -á Back Again. |

mynnna
GoonWaffe Goonswarm Federation
281
|
Posted - 2013.01.18 06:38:00 -
[68] - Quote
The FW tiers did not reduce the amount of isk sunk through the LP stores. Players spent the same amount of LP (and thus the same amount of isk), they just got more for it. The effects the FW bonanza had on PLEX prices would be best attributed to the whole "increasing velocity of money" thing.
If you think LP value is still suffering I take it you haven't checked the implant markets lately. Stat implants, at least, are at record highs - pushing 10m/ea for +3s, 22m/ea (or more) for +4s, putting them around 870-960 isk/LP. +5s are still lagging a fair bit and are more down in the 600-700s range, but that's to be expected, and are all well up over 100m anyway; I'd expect them to go to 120 or so. Ammo is, according to a spreadsheet I've put together for other purposes, similarly valuable... PP and EMP L are lagging a bit in value, but the other sizes as well as all sizes of Fusion are 1000 isk/LP or better. As to the ships, FW pilots already enjoyed a sizable cost advantage for those and while you're correct that they haven't recovered much (tempest fleet issues aside, of course), it's to be expected that they will not recover a whole lot - the militia pilot pays just 45k LP (plus a normal stabber and nexus chip), while the mission runner pays 240k LP. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

DarthNefarius
Minmatar Heavy Industries
581
|
Posted - 2013.01.18 06:40:00 -
[69] - Quote
RubyPorto wrote:DarthNefarius wrote: Back to sinks & faucets: something that really disturbed me was the ISK sink reductions of FW tiers (75%)which once where taken out had an immediate effect on PLEX prices. Further more I still argue that in the long term (2 years) those ISK reductions per item will have a net negitive in the LP sink eventhough in the short term alot of ISK was taken out of the economy.
Your earlier post discussing replacing mission reward ISK with LP has merit but due to the lingering effects of reduced ISK LP from the FW bonanza LP value is espeically suffering. A way to counter that would be addition of new valuable LP items. Furthermore the FW LP bonanza had a very definite deflationary effect on items such as Fleet Issue stabbers and probably all faction ammos except Amar faction crystals.
I'm mildly curious how much the FW bonanza contributed to deflation too.
FW Tiers did nothing to alter the "sinkiness" of an LP. Tier 1: 1000 LP + 1000 ISK = 1 Item. => 1000 ISK sunk for 1000 LP. Tier 5: 250LP + 1000 ISK = 1 Item => 1000LP + 1000 ISK = 4 Items. => 1000 ISK sunk or 1000 LP. Each LP takes the same amount of ISK down the drain with it when it's used, and I didn't see any evidence of high tiers resulting in massive hoards of unspent LP being socked away because "I only needed the one item." The market value of the resulting item is entirely irrelevant to the amount of ISK that LP stores sink. The price of a product decreasing because the cost to produce that product has decreased is not "deflation," it's the normal workings of the market. Just like cruiser prices didn't rise (aren't rising) after Retribution because of "inflation," they rose (are rising) because the cost to produce them has increased.
Malarky 4 items where introduced where there was 1 before for the same price as 1. Unless demand is perfectly elastic we're looking at a significant ISK sink reduction over time. OUR LOGS SHOW NOTHING |

mynnna
GoonWaffe Goonswarm Federation
281
|
Posted - 2013.01.18 06:41:00 -
[70] - Quote
If they'd left it in long enough to completely shatter the markets, perhaps. They didn't, and the excess stock was absorbed by speculative traders and released out onto the market slowly as prices rose. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |
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DarthNefarius
Minmatar Heavy Industries
581
|
Posted - 2013.01.18 06:48:00 -
[71] - Quote
mynnna wrote:If they'd left it in long enough to completely shatter the markets, perhaps.(snip) .
Agreed I bet the surprise early retraction of the FW ISK reductions was taken out at the same time of the PLEX intervention or slightly afterwards. Also I wouldn'tdoubt that part of the surprise early was toprevent last mad dash to cash in incredible amount of LP at tier 5. Guess we'll find out when Dr E does his Janruary DEV blog he mentioned in the CSM minutes. OUR LOGS SHOW NOTHING |

mynnna
GoonWaffe Goonswarm Federation
282
|
Posted - 2013.01.18 06:51:00 -
[72] - Quote
That sort of timing would make sense, especially as I have a sneaking suspicion that the fact that they moved the changes up instead of including them in Retribution was on EyjoG's prompting. It would have been a sort of "Go fix the mess you've made while I contain the damage" move. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

RubyPorto
Sniggwaffe YOUR VOTES DON'T COUNT
2411
|
Posted - 2013.01.18 07:09:00 -
[73] - Quote
DarthNefarius wrote:Malarky 4 items where introduced where there was 1 before for the same price as 1. Unless demand is perfectly elastic we're looking at a significant ISK sink reduction over time. I would not doubt that there is some elasticity found in cheaper FW items but I think its fairly rigid
The only way that the normal amount of ISK would not be sunk would is if there are enormous LP stockpiles left uncashed as LP.
I've seen nothing that even hints that this is the case.
If demand were inelastic, prices on +5s would have quickly fallen to just over their Tier 5 ISK cost as people tried to sell their surplus to a saturated market. But even then, it wouldn't matter because the ISK is sunk when you redeem the LP, so the only possible reduction in sinkyness is if Tier5 causes people to not redeem their LP.
You've had this debate with mynnna/corestwo before. https://forums.eveonline.com/default.aspx?g=posts&t=131752
Once again, the only way that tier 5 could make LP less sinky is if people decided, en masse, upon hitting Tier 5 "Nah, I'm not going to bother redeeming my LP, I'm just going to let it rot in my journal." Where's your evidence that this happened at all, let alone to any significant extent? This is EVE - Everybody Versus Everybody.
Guess Who's Back. -á Back Again. |

DarthNefarius
Minmatar Heavy Industries
581
|
Posted - 2013.01.18 09:23:00 -
[74] - Quote
RubyPorto wrote: If demand were inelastic,
Show me how consumer demand has increased? or especially why it will in the future? OUR LOGS SHOW NOTHING |

Vaerah Vahrokha
Vahrokh Consulting
3682
|
Posted - 2013.01.18 10:09:00 -
[75] - Quote
DarthNefarius wrote:mynnna wrote:Velocity of money seems to have an awfully minimal if not non-existent effect on inflation of non-PLEX goods in this game though. I agree with your implication that the velocity of money affects the price of PLEX and the extreme increase thanks to the 'summer of FW lp bonanza ' went to prove that. I think this discussion though is better discussed in the thread I put forth about the PLEX intervention.
This is a topic that imo should not be dismissed too easily as it's a prime metric for wallets segregation.
A non ISK faucet causing ISK to change hands and generally "speed up" like that means that the amount of stashed and "standby" ISK are hugenormous and just waiting for a trigger to pour out.
This means that such FW implementation (economy speaking) was excruciantly bad, I mean original Incursions type of BAD, to the point to shake the very "economy sanity" mechanisms that usually make ISK sit idle in wallets without flooding the system.
CCP have to pay much attention to their own EvE safeguards (one of the most important being the "glass ceiling" known to many traders). Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |

mynnna
GoonWaffe Goonswarm Federation
297
|
Posted - 2013.01.18 14:50:00 -
[76] - Quote
DarthNefarius wrote:RubyPorto wrote: If demand were inelastic,
Show me how consumer demand for implants has increased? or especially why it will in the future?
Given that there are not separate bars in the market charts that tell us the difference between consumer demand and speculator/trader demand, that will be rather hard.
In any case, I'm not entirely sure what you're trying to get at here. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

Rengerel en Distel
Amarr Science and Industry
1021
|
Posted - 2013.01.18 15:55:00 -
[77] - Quote
RubyPorto wrote: FW Tiers did nothing to alter the "sinkiness" of an LP. Tier 1: 1000 LP + 1000 ISK = 1 Item. => 1000 ISK sunk for 1000 LP. Tier 5: 250LP + 1000 ISK = 1 Item => 1000LP + 1000 ISK = 4 Items. => 1000 ISK sunk or 1000 LP.
Your numbers are a bit off though, the old formula looked more like: Tier 1: 4000 LP + 4000 ISK = 1 item Tier 2: 2000 LP + 2000 ISK = 1 item Tier 3: 1000 LP + 1000 ISK = 1 item Tier 4: 500 LP + 500 ISK = 1 item Tier 5: 250 LP + 250 ISK = 1 item
That is why people cashed out at T5 or if desperate T4. It's why the new tiers don't change either the LP or ISK in the stores, only how much LP you gain for doing tasks. You could easily make 4000 isk/lp in the old system, while now 1000+isk/lp is great*.
*Haven't looked at the prices across the entire market recently, but that's what it was last I looked. Of course, some items might still give high payouts, I'm talking general items without crashing the market. |

RubyPorto
Sniggwaffe YOUR VOTES DON'T COUNT
2415
|
Posted - 2013.01.18 16:27:00 -
[78] - Quote
DarthNefarius wrote:RubyPorto wrote: If demand were inelastic,
Show me how consumer demand for implants has increased? or especially why it will in the future?
Doesn't matter. The ISK is sunk at the point of item creation. What happens to the item later is irrelevant.
Higher tiers can result in less ISK being sunk IFF (if and only if) large amounts of LP are left unconverted. You have yet to make a cogent argument for why you think that people reached Tier 5 and said "eh, I really only wanted 1 +5 implant, not 50." This is EVE - Everybody Versus Everybody.
"the risk of having your day ruined by other people is the cornerstone with which EVE was built and we want to keep that (infact, this is much more representative of the consensus opinion within CCP)." -CCP Solomon |

RubyPorto
Sniggwaffe YOUR VOTES DON'T COUNT
2415
|
Posted - 2013.01.18 16:28:00 -
[79] - Quote
Rengerel en Distel wrote: Your numbers are a bit off though, the old formula looked more like: Tier 1: 4000 LP + 4000 ISK = 1 item Tier 2: 2000 LP + 2000 ISK = 1 item Tier 3: 1000 LP + 1000 ISK = 1 item Tier 4: 500 LP + 500 ISK = 1 item Tier 5: 250 LP + 250 ISK = 1 item
That is why people cashed out at T5 or if desperate T4. It's why the new tiers don't change either the LP or ISK in the stores, only how much LP you gain for doing tasks. You could easily make 4000 isk/lp in the old system, while now 1000+isk/lp is great*.
*Haven't looked at the prices across the entire market recently, but that's what it was last I looked. Of course, some items might still give high payouts, I'm talking general items without crashing the market.
The specific numbers don't matter. All that matters is the fact that the ratio of ISK sunk to LP converted stays constant within any given LP store offer. This is EVE - Everybody Versus Everybody.
"the risk of having your day ruined by other people is the cornerstone with which EVE was built and we want to keep that (infact, this is much more representative of the consensus opinion within CCP)." -CCP Solomon |

DarthNefarius
Minmatar Heavy Industries
582
|
Posted - 2013.01.18 17:41:00 -
[80] - Quote
RubyPorto wrote:DarthNefarius wrote:RubyPorto wrote: If demand were inelastic,
Show me how consumer demand for implants has increased? or especially why it will in the future? Doesn't matter. The ISK is sunk at the point of item creation. What happens to the item later is irrelevant.
So demand doesn't matter? 
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mynnna
GoonWaffe Goonswarm Federation
301
|
Posted - 2013.01.18 19:13:00 -
[81] - Quote
I covered that already. Given a lengthy enough period of time, demand would have been crushed. Speculators would have run out of money and fled the markets (or dumped back into them, making matters worse) and you'd have seen them crash. But two factors - the fact that it didn't run that long, and the fact that CCP confirmed well in advance of even the originally planned date that it would be fixed (thus guaranteeing speculator profit) meant that it did not.
I know you mentioned "pure consumer demand" before but that is not all that matters, especially in this case. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

RubyPorto
Sniggwaffe YOUR VOTES DON'T COUNT
2416
|
Posted - 2013.01.18 20:47:00 -
[82] - Quote
DarthNefarius wrote:So demand doesn't matter? 
Not in a discussion the amount of ISK sunk via LP stores, unless you are claiming that significant amounts of LP were left unredeemed to prevent over-supply.
Do you have anything to present that suggests that any significant amount of LP was left unredeemed? This is EVE - Everybody Versus Everybody.
"the risk of having your day ruined by other people is the cornerstone with which EVE was built and we want to keep that (infact, this is much more representative of the consensus opinion within CCP)." -CCP Solomon |

Illest Insurrectionist
The Scope Gallente Federation
62
|
Posted - 2013.01.18 20:54:00 -
[83] - Quote
mynnna wrote:Bump manufacturing fees in highsec. If my estimates are correct, changing it from the current negligible system to a mere quarter percent of estimated value of the production job is worth upwards of 3-6T isk/month in sinks while having negligible effects on the sale price of items between players.
Different approach: Eliminate isk payouts and time bonuses for missions, replace them with an LP payout instead. This approaches the problem by both removing a faucet (roughly ~6T/mo by Diagoras' old numbers) and adding a sink (the isk required to spend that LP, which is typically 1000 isk per LP on the most convenient cashout items.) This also allows them to dial mission income around a bit, depending on the rate that they replace the isk payouts with LP at. For example, if they replace it at a 1000 isk per LP rate, then a mission runner would have to buy items with that LP that are worth a final sale price of 1000 isk/LP to maintain his previous income...but could increase his income by taking a more thoughtful approach to redeeming his LP than "buy as many implants as possible and dump to buy orders."
So unless I'm off base here you're the next CSM chair ya?
What do you consider an appropriate growth in the isk supply?
If your two suggestions were implemented we would still have ~18T or more coming in per month.
Do you have any suggestions for switching over wormhole items to counter that source? |

Rengerel en Distel
Amarr Science and Industry
1026
|
Posted - 2013.01.18 21:15:00 -
[84] - Quote
RubyPorto wrote:Rengerel en Distel wrote: Your numbers are a bit off though, the old formula looked more like: Tier 1: 4000 LP + 4000 ISK = 1 item Tier 2: 2000 LP + 2000 ISK = 1 item Tier 3: 1000 LP + 1000 ISK = 1 item Tier 4: 500 LP + 500 ISK = 1 item Tier 5: 250 LP + 250 ISK = 1 item
That is why people cashed out at T5 or if desperate T4. It's why the new tiers don't change either the LP or ISK in the stores, only how much LP you gain for doing tasks. You could easily make 4000 isk/lp in the old system, while now 1000+isk/lp is great*.
*Haven't looked at the prices across the entire market recently, but that's what it was last I looked. Of course, some items might still give high payouts, I'm talking general items without crashing the market.
The specific numbers don't matter. All that matters is the fact that the ratio of ISK sunk to LP converted stays constant within any given LP store offer.
My only point was that he said that 4 items were created for the same cost, and you said that was incorrect. He was indeed correct that at tier 5, you could buy 4 items at the cost of tier 3 (the other LP stores). So when someone cashed out at T5, they could buy 4 times the amount of implants as someone buying it from Emperor Family.
Sorry to go off topic, just wanted that cleared up :P
|

DarthNefarius
Minmatar Heavy Industries
582
|
Posted - 2013.01.18 23:23:00 -
[85] - Quote
Illest Insurrectionist wrote:
Do you have any suggestions for switching over wormhole items to counter that source?
What do you mean by that? OUR LOGS SHOW NOTHING |

Illest Insurrectionist
The Scope Gallente Federation
62
|
Posted - 2013.01.18 23:27:00 -
[86] - Quote
DarthNefarius wrote:Illest Insurrectionist wrote:
Do you have any suggestions for switching over wormhole items to counter that source?
What do you mean by that?
Well there were suggestions for dealing with other faucets, i was wondering if he had ideas about dealing with that one. 10T/mo according to two step's blog. |

mynnna
GoonWaffe Goonswarm Federation
303
|
Posted - 2013.01.18 23:39:00 -
[87] - Quote
Illest Insurrectionist wrote:mynnna wrote:Bump manufacturing fees in highsec. If my estimates are correct, changing it from the current negligible system to a mere quarter percent of estimated value of the production job is worth upwards of 3-6T isk/month in sinks while having negligible effects on the sale price of items between players.
Different approach: Eliminate isk payouts and time bonuses for missions, replace them with an LP payout instead. This approaches the problem by both removing a faucet (roughly ~6T/mo by Diagoras' old numbers) and adding a sink (the isk required to spend that LP, which is typically 1000 isk per LP on the most convenient cashout items.) This also allows them to dial mission income around a bit, depending on the rate that they replace the isk payouts with LP at. For example, if they replace it at a 1000 isk per LP rate, then a mission runner would have to buy items with that LP that are worth a final sale price of 1000 isk/LP to maintain his previous income...but could increase his income by taking a more thoughtful approach to redeeming his LP than "buy as many implants as possible and dump to buy orders." So unless I'm off base here you're the next CSM chair ya? What do you consider an appropriate growth in the isk supply? If your two suggestions were implemented we would still have ~18T or more coming in per month. Do you have any suggestions for switching over wormhole items to counter that source?
Member almost certainly. Chair would be nice.
"Appropriate growth" isn't something I can really give a firm answer to because there's a lot of information I'm missing. You do want some level of growth in the isk supply though, as the player supply is always growing. A fixed or even shrinking amount of isk for an ever-increasing (or so we hope) number of players is a bad thing.
I'd note that the two previous suggestions I made would have a greater effect than that. Rewards and time bonuses removes a 5t/mo faucet, replacing them with LP at a 1000:1 ratio means that another 5T/mo (give or take, the ratio for LP redemption isn't always 1000:1) is removed to redeem it. Then there's the estimated 3-6T on top of that.
Eliminating bluebooks would require further iteration on wormholes to add value to replace it...at least some of it. Wormholes aren't my forte and I'm not really sure how much of their income is from the bluebooks vs other items, but an outright and complete removal is probably inadvisable. Partial replacement might be a welcome change from the wormhole crowd, but it's not something I've thought too much about as far as concrete ideas. ;) This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

DarthNefarius
Minmatar Heavy Industries
582
|
Posted - 2013.01.19 05:39:00 -
[88] - Quote
mynnna wrote: Eliminating bluebooks would require further iteration on wormholes to add value to replace it...at least some of it. Wormholes aren't my forte and I'm not really sure how much of their income is from the bluebooks vs other items, but an outright and complete removal is probably inadvisable. Partial replacement might be a welcome change from the wormhole crowd, but it's not something I've thought too much about as far as concrete ideas. ;)
Eliminating bluebooks would be away too harsh thing to do and they are a good payout mechanic IMHO it takes ALOT of work (logistics) to move them out. If CCP where to do the 10% across the board bounty reduction that CCP soundwave suggested then it'd be fair to hit it too in kind. CCP though after the hamfisted Incursion hammering seems to be backing away from simply taking the ISK away with hardening of site's content thru adding DPS or changing the AI to reduce income. So far WH sleepersites have been untouched for a couple years. I bet though if POS's where revamped to allow T3's to change modules WH residents would gladly in exchange suffer thru sleepersite reworks that reduced thier ISK faucet there. OUR LOGS SHOW NOTHING |

Captain Tardbar
NEWB ALERT
35
|
Posted - 2013.01.19 06:23:00 -
[89] - Quote
Debra Tao wrote:If you lose a Hulk you lose a ship but you don't lose isk so the total amount of money in the game stays the same and is even increased by the insurance payout. I really don't see how you can disagree with me on that. :P
When a player purchases a hulk they are basically converting their isk into potential isk.
You can sell the hulk for 200 million isk potentially.
If you lose a hulk you lose the potential for 200 million isk. It doesn't remove isk from the market, but it does remove the potential isk of the player who owned the ship.
Potential isk is just as important as actual isk. I mean if everyone had 10 hulks and 1 million isk. The hulk wouldn't be worth 1 million since everyone had a hulk.
That said, inflation is not as bad as deflation when talking about economics. Its always better to have some inflation than deflation. You don't want rampant inflation but deflation always slows down the economy.
"Entitlement" is a euphemism for "I hate the way you play and it makes me cry like a baby" |

RavenPaine
RaVeN Alliance
325
|
Posted - 2013.01.19 16:39:00 -
[90] - Quote
2 and a half suggestions:
1 Insurance Payouts. Don't pour the ISK directly into a players wallet anymore. Instead, give him an option to collect a ship at a reduced rate, through the 'redeem items' venue. This will turn off the faucet and actually sink a few ISK along the way. Kill two birds with one stone. Double impact and all that.
2 Make implants an NPC item. Aside from the LP conversion, they are essentially a sink the second you install them anyway, as they cannot be removed or resold. Place them in limited locations, so marketers can still work them over if they wish.
2.5 Choose other small market items to add to the NPC retail chain. Items that will affect a very small portion of the *jobs* in EVE.
I stress *small* items, *small* changes, because I believe in baby steps first.
1A. Insurance payouts/reimbursements could potentially be higher with this system. My reasoning is this: Insurance used to pay better. On a Raven for instance, Ship cost + insurance + rigs + fittings used to be like...135 million. Insurance payed out 106 million or so, and the loss was just about the cost of rigs only. Myself, I exploded ships freely, because the loss was not that painful. I notice that ships cost so much these days, players are afraid to risk them. EvE has turned into 'Frigates Online' in recent years. Which results in much less asset loss.
Long post. Almost 2 different topics. Hope you see where I was comeing from. |
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