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DarthNefarius
Minmatar Heavy Industries
577
|
Posted - 2013.01.16 18:42:00 -
[1] - Quote
Quote: Dr.EyjoG repeated his statement from FanFest 2012 that the sinks and faucets in the game are not correct (which is relevant to the previous discussion) and pulled up a chart demonstrating this. By far the largest faucet in the game is NPC Bounty Prizes, at over 30T ISK/month. The biggest sink is Skill Books, at a mere 6T ISK/month.
Dr E mentioned that he will be later doing a blog this month I hope it includes this graph ( for say at least themonth of December). Such info is not without precedent last year CCP released this info & TwoStep compiled it very very nicely: http://twostep4csm.blogspot.com/2012/03/its-econmony-stupid.html
This sub forums would probablybe the best place to put forth ideas on new sinks & discuss current faucets. OUR LOGS SHOW NOTHING |

Kara Books
Deal with IT.
342
|
Posted - 2013.01.16 19:48:00 -
[2] - Quote
NPC prices for everything need more increase.
Mission difficulty of NPC rats need an increase and payout increased depending on the specific difficulty of said rat in mission.
I propose, half the rats in missions get completely random difficulty modifiers, from 1-10, 1 would pay the least ISK for that rat kill 10 would pay the most and of course the drops must be stingy on the 10's and 1's while 7-8 yield meta 4 loot and a .0000001% chance for random officer type drop.
possibly even giving players a chance to play easy mode with half payout drops and bounty and regular mode for new changes to even things out commercially wise. |

mynnna
GoonWaffe Goonswarm Federation
215
|
Posted - 2013.01.16 19:53:00 -
[3] - Quote
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." This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

Vaerah Vahrokha
Vahrokh Consulting
3669
|
Posted - 2013.01.16 20:31:00 -
[4] - Quote
CCP seem to appropriately be more concerned with money velocity than absolute values. Also, we don't have an important number: how much of those 30T end up segregated or abandoned (due i.e. to players turnover)? Without those informations it's not possible to balance inflow and outflow. Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |

mynnna
GoonWaffe Goonswarm Federation
217
|
Posted - 2013.01.16 21:16:00 -
[5] - Quote
Velocity of money and the increasing thereof is the whole point behind my theory of PLEX pricing that I've floated around - ie, that PLEX respond to anything that lets you earn a lot more money, lets you earn it a lot more passively, or both. Relative sinks to faucets remain important because lots of isk in the game means lots of isk to impart that velocity on, if that makes sense, but an abundance of isk isn't necessarily the primary factor.
If they're "getting it", that's good to see imo. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

Kara Books
Deal with IT.
342
|
Posted - 2013.01.16 21:20:00 -
[6] - Quote
Vaerah Vahrokha wrote:CCP seem to appropriately be more concerned with money velocity than absolute values. Also, we don't have an important number: how much of those 30T end up segregated or abandoned (due i.e. to players turnover)? Without those informations it's not possible to balance inflow and outflow.
This, is a bicycle made into an airplane. |

DarthNefarius
Minmatar Heavy Industries
579
|
Posted - 2013.01.17 02:18:00 -
[7] - Quote
Here's my stab at proposing a new ISK sink: Paying out of bounties to NPC's ( & CCP DEVs) that kill capsuleer ships.
OUR LOGS SHOW NOTHING |

Candy Oshea
Techfree Investment Group
18
|
Posted - 2013.01.17 02:27:00 -
[8] - Quote
Vaerah Vahrokha wrote:CCP seem to appropriately be more concerned with money velocity than absolute values. Also, we don't have an important number: how much of those 30T end up segregated or abandoned (due i.e. to players turnover)? Without those informations it's not possible to balance inflow and outflow.
in laymen terms, how do you "balance" the equation with a potential of 20-30% of that 30T on inactive accounts. |

Rengerel en Distel
Amarr Science and Industry
995
|
Posted - 2013.01.17 02:32:00 -
[9] - Quote
My idea for a sink is modular personal POS modules :P
I'd still love to see rat bounties given by sec, so we can see the breakdown between high, low, null.
|

Candy Oshea
Techfree Investment Group
18
|
Posted - 2013.01.17 03:16:00 -
[10] - Quote
Isk Sink: Name change & employment history wiped when buying character - cost 2 plex (destroyed)
re-invent yourself literally. |
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RavenPaine
RaVeN Alliance
322
|
Posted - 2013.01.17 03:18:00 -
[11] - Quote
I didn't see Alliance fee's in the list. Should be a substantial amount
Also: Is there a realistic summary/equation that sums up the net results of ship losses in EVE?
And Last: Some peoples goal in ANY game, is to hoard ISK. This would be funds that never really affect markets or economies. I would think at some point, these same players will find a 'comfort zone' and quit generating ISK altogether. But really, my point is, does stale ISK (ISK in some random wallet) really hurt anything? |

Debra Tao
Perkone Caldari State
39
|
Posted - 2013.01.17 03:20:00 -
[12] - Quote
VV and Mynna are making a good point, it's not all about isk sink and faucet. I would bet that the income disparity in EVE is tremendous, while the mission runers, miners and low SP chars in null have an income ranging from 10 to 30/40 mil isk per hour there is that tiny portion of players and alliances that have a huge income.
You just have to read some blogs and read scc-lounge to see that a tiny portion of the player base can make billions each day. On top of that there are these major alliances that profit from moon goo to stockpile isk... All that act as an isk sink because the major part of the isk that goes into the wallet of Mynna, the CFC and so on won't be reinjected into the economy anytime soon.
FW has demonstrated this... The FW acted as a (temporary) transfer of wealth from rich traders buying implants in bulk to FWers. Thus making the average income per hour of FW grunts much higher than usually (coming from a mere 20-40 mil isk per hour to hundreds of isk per hour) and disrupting temporarily the PLEX market. It was no surprise to see the PLEX price fall back to a more reasonable price after the fix.
To sum up my thoughts there are probably too much isk faucets right now but it's not as big of a problem as some may think, the inflation has been mostly related to the drone region nerf. Removing bounty from high sec rats (giving more LPs in compensation) and maybe diminishing bounties in null (i am sure CCP can compensate that in some ways) seem like reasonnable ideas.
I don't see how you can say that bumping manufacturing fees in high sec will have "negligeable effects" on the market. |

Candy Oshea
Techfree Investment Group
18
|
Posted - 2013.01.17 03:22:00 -
[13] - Quote
RavenPaine wrote:I didn't see Alliance fee's in the list. Should be a substantial amount
Also: Is there a realistic summary/equation that sums up the net results of ship losses in EVE?
And Last: Some peoples goal in ANY game, is to hoard ISK. This would be funds that never really affect markets or economies. I would think at some point, these same players will find a 'comfort zone' and quit generating ISK altogether. But really, my point is, does stale ISK (ISK in some random wallet) really hurt anything?
Agree with you there, +Like
Whos to say all that 30T is actually in 'play'
|

Debra Tao
Perkone Caldari State
39
|
Posted - 2013.01.17 03:25:00 -
[14] - Quote
RavenPaine wrote:
Also: Is there a realistic summary/equation that sums up the net results of ship losses in EVE?
Ship losses aren't an isk sink, there is no isk destroyed when you lose a ship only value the same way that a miner doesn't create any isk but creates value. Actually due to the insurance system it's more of an isk faucet than anything else and to be honest i don't find that system really interesting so i wouldn't mind if CCP just delete that. |

RavenPaine
RaVeN Alliance
322
|
Posted - 2013.01.17 03:41:00 -
[15] - Quote
Debra Tao wrote:RavenPaine wrote:
Also: Is there a realistic summary/equation that sums up the net results of ship losses in EVE?
Ship losses aren't an isk sink, there is no isk destroyed when you lose a ship only value the same way that a miner doesn't create any isk but creates value. Actually due to the insurance system it's more of an isk faucet than anything else and to be honest i don't find that system really interesting so i wouldn't mind if CCP just delete that.
I agree with you on the technical application of the words 'sink' and 'faucet'. Value loss is a good term for ship loss. My point is though, isn't value loss essentially the same thing? And doesn't it have the same leveling effect on macro economics?
Also: Add pod loss to my previous list. Implants = value loss in the same way. |

Debra Tao
Perkone Caldari State
39
|
Posted - 2013.01.17 03:52:00 -
[16] - Quote
RavenPaine wrote:Debra Tao wrote:RavenPaine wrote:
Also: Is there a realistic summary/equation that sums up the net results of ship losses in EVE?
Ship losses aren't an isk sink, there is no isk destroyed when you lose a ship only value the same way that a miner doesn't create any isk but creates value. Actually due to the insurance system it's more of an isk faucet than anything else and to be honest i don't find that system really interesting so i wouldn't mind if CCP just delete that. I agree with you on the technical application of the words 'sink' and 'faucet'. Value loss is a good term for ship loss. My point is though, isn't value loss essentially the same thing? And doesn't it have the same leveling effect on macro economics? Also: Add pod loss to my previous list. Implants = value loss in the same way.
The thing CCP is trying to do when balancing isk sink and faucet is controlling inflation. When you lose a ship you wil have to buy a new one thus giving isk to manufacturers, explorers and whatnot so you will just transfer part of your isk to those people while CCP will only take a marginal cut from taxes. If these people get richer thanks to your loss they may buy new stuff thus rising prices while transferring the isk to yet another person in game... So ship losses actually tend to increase the circulation of isk ingame and if the circulation of a currency tend to increase then the inflation will increase too because everyone will have a higher income so will buy new stuff and so on...
So ship losses create an isk faucet (the insurance) that is clearly not compensate by the taxes. On top of that it increases the circulation of the currency thus it creates inflation. |

Candy Oshea
Techfree Investment Group
18
|
Posted - 2013.01.17 04:15:00 -
[17] - Quote
Debra Tao wrote: When you lose a ship you wil have to buy a new one thus giving isk to manufacturers, explorers and whatnot so you will just transfer part of your isk to those people while CCP will only take a marginal cut from taxes.
A killmail takes a 300m hulk/asset for e.g. turns it into item drops, a small insurance payout & a small amount of sorebutt.
Now, if i have to buy a new one, do i still have 300m? no. i have item drops & a small insurance payout. the game/myself has lost isk. whether the isk was 'sunk' directly by CCP from taxes or not is irrelevant, 300m isk has been removed from the game.
I believe what you are saying is that ship losses, stimulate & propagate industry types to make ships etc and sell them. thats fine, but i still lost isk in the first instance, not when i buy a new one.
i can't see it any other way. |

Debra Tao
Perkone Caldari State
39
|
Posted - 2013.01.17 04:33:00 -
[18] - Quote
Sorry to say it bluntly but i don't think you understand what this is about.
If your Hulk gets destroyed you will lose an asset, you will lose something valuable but the game will not see any isk being removed from that loss. Thus it's not an isk sink... The discussion here is not about if this loss matters to you will if you will have to grind isk a bit longer but if this loss will mitigate the creation of isk or will tend to reduce the inflation. In both cases it won't. |

Daniel Plain
Science and Trade Institute Caldari State
759
|
Posted - 2013.01.17 04:37:00 -
[19] - Quote
Kara Books wrote:NPC prices for everything need more increase.
Mission difficulty of NPC rats need an increase and payout increased depending on the specific difficulty of said rat in mission.
I propose, half the rats in missions get completely random difficulty modifiers, from 1-10, 1 would pay the least ISK for that rat kill 10 would pay the most and of course the drops must be stingy on the 10's and 1's while 7-8 yield meta 4 loot and a .0000001% chance for random officer type drop.
possibly even giving players a chance to play easy mode with half payout drops and bounty and regular mode for new changes to even things out commercially wise. "this change would also greatly benefit new players"
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |

Candy Oshea
Techfree Investment Group
18
|
Posted - 2013.01.17 04:40:00 -
[20] - Quote
Debra Tao wrote:Sorry to say it bluntly but i don't think you understand what this is about.
If your Hulk gets destroyed you will lose an asset, you will lose something valuable but the game will not see any isk being removed from that loss. Thus it's not an isk sink... The discussion here is not about if this loss matters to you will if you will have to grind isk a bit longer but if this loss will mitigate the creation of isk or will tend to reduce the inflation. In both cases it won't.
Couldn't disagree with you more.
Do you consider an Asset as isk?
|
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Debra Tao
Perkone Caldari State
39
|
Posted - 2013.01.17 04:42:00 -
[21] - Quote
can someone help me here ? lol |

Candy Oshea
Techfree Investment Group
18
|
Posted - 2013.01.17 04:45:00 -
[22] - Quote
Debra Tao wrote:can someone help me here ? lol
teach me |

RavenPaine
RaVeN Alliance
322
|
Posted - 2013.01.17 04:49:00 -
[23] - Quote
Candy Oshea wrote:Debra Tao wrote: When you lose a ship you wil have to buy a new one thus giving isk to manufacturers, explorers and whatnot so you will just transfer part of your isk to those people while CCP will only take a marginal cut from taxes.
A killmail takes a 300m hulk/asset for e.g. turns it into item drops, a small insurance payout & a small amount of sorebutt. Now, if i have to buy a new one, do i still have 300m? no. i have item drops & a small insurance payout. the game/myself has lost isk. whether the isk was 'sunk' directly by CCP from taxes or not is irrelevant, 300m isk has been removed from the game. I believe what you are saying is that ship losses, stimulate & propagate industry types to make ships etc and sell them. thats fine, but i still lost isk in the first instance, not when i buy a new one. i can't see it any other way.
@ Candy. The part where your wrong is, "300m isk has been removed from the game" . Your first 300 went to a manufacturer/marketer. Your second 300 ALSO went to a manufacturer/marketer. The ISK itself, never left the game, and insurance created more ISK (faucet on) into the game. Sales fee's sunk a little of the isk. which brings us back to 'Value Loss'.
I think Value Loss, especially uninsured items, mods, implants, etc. can be treated the same as any other sink. |

Debra Tao
Perkone Caldari State
39
|
Posted - 2013.01.17 04:50:00 -
[24] - Quote
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 |

Debra Tao
Perkone Caldari State
39
|
Posted - 2013.01.17 04:56:00 -
[25] - Quote
RavenPaine wrote: I think Value Loss, especially uninsured items, mods, implants, etc. can be treated the same as any other sink.
When talking about inflation i don't understand that and i am pretty sure you are wrong about that...
Player A finds shinny item and sell it to Player B Player B dies in fire because he is terrible at the game Player A still has the isk that Player B gave to him and can buy stuff with that...
Let's imagine that every sinlge player lose his pod tomorrow, there will be an increased demand for implants and there will be a huge inflation... |

Candy Oshea
Techfree Investment Group
18
|
Posted - 2013.01.17 05:01:00 -
[26] - Quote
Are you saying there is no difference in me selling the hulk and losing it. |

Dersk
Paxton Industries Gentlemen's Agreement
125
|
Posted - 2013.01.17 05:02:00 -
[27] - Quote
Candy Oshea wrote:A killmail takes a 300m hulk/asset for e.g. turns it into item drops, a small insurance payout & a small amount of sorebutt.
Now, if i have to buy a new one, do i still have 300m? no. i have item drops & a small insurance payout. the game/myself has lost isk. whether the isk was 'sunk' directly by CCP from taxes or not is irrelevant, 300m isk has been removed from the game.
The 300mil isk wasn't removed from the game. If you bought the hulk from me (for example), I still have that isk. It just changed hands. If and when you lose that hulk doesn't do anything to that isk in my wallet. You losing 300 million isk and EvE losing 300 million isk aren't the same thing, so "the game/myself" isn't correct.
When you buy a skillbook (from an NPC order) that isk doesn't change hands. That isk is destroyed. There's no other person that received that money.
There's a difference between dropping a $1 apple down the garbage disposal and flipping the switch, and setting fire to a dollar bill instead. Either way you've lost ~wealth~, but they can't be considered equal on a macro economic scale. |

Candy Oshea
Techfree Investment Group
18
|
Posted - 2013.01.17 05:10:00 -
[28] - Quote
Dersk wrote:Candy Oshea wrote:Are you saying there is no difference in me selling the hulk and losing it. There is no difference to the amount of isk in the game in those two, outside of the insurance payout you receive. It's the difference between dropping a $1 apple down a garbage disposal, and setting fire to a one dollar bill. Just because you can go to a grocery store and exchange them doesn't mean the two are the same.
there is a 300m difference, i could sell the item, if i lose it i can't. |

Dersk
Paxton Industries Gentlemen's Agreement
125
|
Posted - 2013.01.17 05:12:00 -
[29] - Quote
Candy Oshea wrote:
there is a 300m difference, i could sell the item, if i lose it i can't.
Unless the isk the the other person's wallet (y'know, the one you bought it from?) is destroyed when you lose your hulk, no, you're wrong. There isn't a 300 million isk difference in EvE.
Your wallet and the sum of isk in EvE are not synonymous. |

RavenPaine
RaVeN Alliance
322
|
Posted - 2013.01.17 05:12:00 -
[30] - Quote
Implants come from LP stores...so they somewhat sink the isk, or half of the purchase cost. The rest is an LP/ISK conversion rate. There would be inflation at first, but marketers would also 1-isk the prices right back down at some point.
Value loss on other items. Has to be healthy for the economy in some way. I'm not argueing to be bull headed btw, I truly believe it. |
|

Candy Oshea
Techfree Investment Group
18
|
Posted - 2013.01.17 05:16:00 -
[31] - Quote
this is what happens when a mechanical engineer argues with ecomonics major's isn't it |

RavenPaine
RaVeN Alliance
322
|
Posted - 2013.01.17 05:21:00 -
[32] - Quote
Candy Oshea wrote:this is what happens with a mechanical engineer argues with ecomonics major's isn;t it
Yes it is 
Bedtime for me. Great discussion. NN all. |

Candy Oshea
Techfree Investment Group
18
|
Posted - 2013.01.17 05:24:00 -
[33] - Quote
RavenPaine wrote:Candy Oshea wrote:this is what happens with a mechanical engineer argues with ecomonics major's isn;t it Yes it is  Bedtime for me. Great discussion. NN all.
indeed thanks all for the debate. |

Tauranon
Weeesearch
103
|
Posted - 2013.01.17 05:46:00 -
[34] - Quote
Vaerah Vahrokha wrote:CCP seem to appropriately be more concerned with money velocity than absolute values. Also, we don't have an important number: how much of those 30T end up segregated or abandoned (due i.e. to players turnover)? Without those informations it's not possible to balance inflow and outflow.
pretty much that.
Other things that matter.
1 - What CCP thinks the fair value of the assets generated each month that are not destroyed is. The cash that denominates the value of such can't just go away (which is what happens when sinks balanced against faucets). 2 - whether or not asset collectors are balanced against isk collectors (both exist). 3 - whether the playerbase is trending towards fielding assets that require more resources (and thus more cash to denominate the value of such and/or act as reserve for replacements).
|

Debra Tao
Perkone Caldari State
40
|
Posted - 2013.01.17 05:52:00 -
[35] - Quote
Tauranon wrote: 3 - whether the playerbase is trending towards fielding assets that require more resources (and thus more cash to denominate the value of such and/or act as reserve for replacements).
That one is pretty easy to answer...
"Hey let's make a faction bs doctrine" "good idea meanwhile i will camp BL so that we cannot fight anyone closer than 40 jumps away" "perfect, let's just feed them with the usual cap ship here and there though"
You gotta love the CFC... |

RubyPorto
Sniggwaffe YOUR VOTES DON'T COUNT
2406
|
Posted - 2013.01.17 06:33:00 -
[36] - 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.
But then I might have to actually start tracking my manufacturing fees and including them in my spreadsheets.  This is EVE - Everybody Versus Everybody.
Guess Who's Back. -á Back Again. |

DarthNefarius
Minmatar Heavy Industries
579
|
Posted - 2013.01.17 06:39:00 -
[37] - Quote
RavenPaine wrote:I didn't see Alliance fee's in the list. Should be a substantial amount (snip)
It is there: http://twostep4csm.blogspot.com/2012/03/its-econmony-stupid.html click on SOV fees & you'll see the breakdown last FEB from alliance costs & SOV fees... 802B of it was form alliance fees OUR LOGS SHOW NOTHING |

mynnna
GoonWaffe Goonswarm Federation
224
|
Posted - 2013.01.17 07:05:00 -
[38] - Quote
Candy Oshea wrote:this is what happens when a mechanical engineer argues with ecomonics major's isn't it I'm a mechanical engineer too. What's your problem? 
RubyPorto 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. But then I might have to actually start tracking my manufacturing fees and including them in my spreadsheets. 
Pfft. 375k on a 150m isk ship. Cry me a river. 
e: Someone made the very valid point to me ingame that the sort of blanket adjustment to missions as I proposed would adversely affect newbies as that income is important to getting them on their feet. It's a good point! Fairly easily fixed though... I think by the time someone is capable of buying and properly fitting a ship capable of doing L4 missions, they'll probably have the isk that a lower up-front isk payment in exchange for a higher LP payout on the back end won't be much of a burden. So, leave L1-L3 missions untouched, only apply the change to L4. There's also still bounties as well as loot and salvage to provide some up-front isk to pay the LP costs with, so it'd probably work out okay.
Probably. Could be wrong. ;) 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
2406
|
Posted - 2013.01.17 08:10:00 -
[39] - Quote
mynnna wrote:Candy Oshea wrote:this is what happens when a mechanical engineer argues with ecomonics major's isn't it I'm a mechanical engineer too. What's your problem?  RubyPorto 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. But then I might have to actually start tracking my manufacturing fees and including them in my spreadsheets.  Pfft. 375k on a 150m isk ship. Cry me a river. 
I'm going to sit in the Alps and cry you a Rhine. This is EVE - Everybody Versus Everybody.
Guess Who's Back. -á Back Again. |

Candy Oshea
Techfree Investment Group
19
|
Posted - 2013.01.17 08:27:00 -
[40] - Quote
Small world ^_^
tis.
An Eve Story, that brings some things up id like answered. Learned alot today, plan on keeping on 
i introduced a guy i worked with to eve recently, was interesting to watch him develop a sense of things EVE. I gave him 100m Starter isk to get him set up, plenty for skillbooks and a few ships.
He started out with 1 character mining alot, then after he was teased about it at work, doing the missions etc, he wasn't skilled enough to handle the level 3 missions so he stuck to level 2's.
i took an eve break for new WoW exp.
Fast forward 3 Months
whooash back playing eve
Shortly after i came back, i caught up with him in game (he got fired from work, so didn't have any way to get in touch, to check on his progress)
He said he "plexed up" bought them of the eve website, bought 3 characters and now runs 4 accounts, 3 in a class 2 wormhole and 1 in highsec station Trading. 
Its an interesting behavior pattern, when i asked him why did you do that? his response was simple,"i couldn't make any isk.", he figured if he bought a tengu alt, and a salvager/prober alt, that they would. Making isk is a big part of the hook for alot of players that play the game, I introduced him to a few players, that lived in a c2 wh, he was amazed at the amount of isk the wh dwellers was making, but his skills couldn't handle it.
Now, what if we applied some math to the actual new players (not alts) that come to eve, buy 15b+ in isk directly from the print machine. and say 20% of say 500? actual new players. thats alot of plex & Isk changing hands.
When he bought the plex he received 12 newly npc created items, with a value of 500m.? i understand the only thing that gets created is the cards, which are destroyed when used by players. however he still ends up with the isk. which he has splashed around here and there, becoming somewhat of a faucet for builders and character traders.
Would it be safe to say that a high% of the daily volume is actually new plex cards.? Discuss.
What are the ramifications of this behaviour to the economy?
Sorry No TL:DR  |
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Kithran
44
|
Posted - 2013.01.17 09:37:00 -
[41] - Quote
Candy Oshea wrote:Small world ^_^ tis. An Eve Story, that brings some things up id like answered. Learned alot today, plan on keeping on  i introduced a guy i worked with to eve recently, was interesting to watch him develop a sense of things EVE. I gave him 100m Starter isk to get him set up, plenty for skillbooks and a few ships. He started out with 1 character mining alot, then after he was teased about it at work, doing the missions etc, he wasn't skilled enough to handle the level 3 missions so he stuck to level 2's.  i took an eve break for new WoW exp.   Fast forward 3 Months  whooash back playing eve Shortly after i came back, i caught up with him in game (he got fired from work, so didn't have any way to get in touch, to check on his progress) He said he "plexed up" bought them of the eve website, bought 3 characters and now runs 4 accounts, 3 in a class 2 wormhole and 1 in highsec station Trading.  Its an interesting behavior pattern, when i asked him why did you do that? his response was simple,"i couldn't make any isk.", he figured if he bought a tengu alt, and a salvager/prober alt, that they would. Making isk is a big part of the hook for alot of players that play the game, I introduced him to a few players, that lived in a c2 wh, he was amazed at the amount of isk the wh dwellers was making, but his skills couldn't handle it. Now, what if we applied some math to the actual new players (not alts) that come to eve, buy 15b+ in isk directly from the print machine. and say 20% of say 500? actual new players. thats alot of plex & Isk changing hands. When he bought the plex he received 12 newly npc created items, with a value of 500m.? i understand the only thing that gets created is the cards, which are destroyed when used by players. however he still ends up with the isk. which he has splashed around here and there, becoming somewhat of a faucet for builders and character traders.  Would it be safe to say that a high% of the daily volume is actually new plex cards.? Discuss.  What are the ramifications of this behaviour to the economy? Sorry No TL:DR 
Short answer no.
As with the situation where a ship is destroyed when someone buys a plex with real money then sells it there is no real change in the amount of isk in game - the person who sold the plex personally has gained (say) 560 million isk however at the same time the person who bought that plex has lost 560 million.
There is in fact a very minor decrease in total isk in game due to market fees.
Kithran |

Candy Oshea
Techfree Investment Group
19
|
Posted - 2013.01.17 10:04:00 -
[42] - Quote
Kithran wrote: Short answer no.
As with the situation where a ship is destroyed when someone buys a plex with real money then sells it there is no real change in the amount of isk in game - the person who sold the plex personally has gained (say) 560 million isk however at the same time the person who bought that plex has lost 560 million.
There is in fact a very minor decrease in total isk in game due to market fees.
Kithran
Thanks for your answer. little confused on why your saying 'short anwser no' though, agree with what you had written above as its essentially the same as the last paragraph of what i wrote? |

OkaskiKali
School of Applied Knowledge Caldari State
24
|
Posted - 2013.01.17 10:08:00 -
[43] - Quote
Confrontation fuels any economy.
CCP should do more to fuel confrontation... I have said this for years now - give the people something to shoot at that will either..
1. Ruin someones day or 2. cause the owner to defend it.
I would like to see an Incursion type areana but with perhaps CCP running these so called live events.
Or perhaps more tounament based areana.... just something to make people want to spend isk.
I have about 5bil in the bank, anything i earn goes into a PVP ship. I personally hate grinding but find incursions a good and enjoyable pass time. I don't think incursions are the reason for increase in PLEX. Its quite possible due to the effect of moon mining. (dont get confused i am talking about moon mining and not the act of reacting).
Role eve back 5 years at a time when small roaming groups were frequent - thats eve at its best and i think the nano nerf stopped a lot of roaming gangs.
Now i use t1 cruisers and destroyers becuase they are cheap and good fun, and with the act of being blobbed its makes taking a more expensive ship out roaming hard to justify.
Perhaps what we need is a different types of fuel for all types of ships and not just capitals..that is an item managed by CCP and not a player based thing or, certain items in game will contain a VAT payment.
You can make a lot of accounts to real life. people will spend money on new items so we need new items - however this may not be as simple as it seems since adding new items means so many different other paths need to be walked. |

RubyPorto
Sniggwaffe YOUR VOTES DON'T COUNT
2406
|
Posted - 2013.01.17 10:11:00 -
[44] - Quote
Candy Oshea wrote:Kithran wrote: Short answer no.
As with the situation where a ship is destroyed when someone buys a plex with real money then sells it there is no real change in the amount of isk in game - the person who sold the plex personally has gained (say) 560 million isk however at the same time the person who bought that plex has lost 560 million.
There is in fact a very minor decrease in total isk in game due to market fees.
Kithran
Thanks for your answer. little confused on why your saying 'short anwser no' though, agree with what you had written above as its essentially the same as the last paragraph of what i wrote?
Nope. Because you called it a faucet.
ISK Faucets are places where ISK enters the Economy (ISK is created by NPCs and given to players). ISK Sinks are places where ISK leaves the Economy (ISK is destroyed by Players giving it to NPCs).
Trades between players are neither sinks nor faucets. So except for the minor sink of Broker Fees/Taxes, PLEX is in no way a Sink or Faucet. This is EVE - Everybody Versus Everybody.
Guess Who's Back. -á Back Again. |

Candy Oshea
Techfree Investment Group
19
|
Posted - 2013.01.17 10:13:00 -
[45] - Quote
RubyPorto wrote: Nope. Because you called it a faucet.
yes my mate spent 15b on characters & tengus :\ and i called it a faucet, re-read it. "kind of like a faucet" derp.
as in specifically my mate leaking 15b derp. |

OkaskiKali
School of Applied Knowledge Caldari State
24
|
Posted - 2013.01.17 10:20:00 -
[46] - Quote
Perhaps clones need to have an increase in price?
I would pay ISK (and to a certain degree real money) for a NPC service that moves all of my assets that are scattered throughout eve to one location.
Perhaps another is for people who rat in high sec mission or incursion that activity is only available if you are part of a NPC corp?
The act of JC-ing to have a cost? The act of using the fitting tool for ships to have a cost? |

Candy Oshea
Techfree Investment Group
19
|
Posted - 2013.01.17 10:26:00 -
[47] - Quote
OkaskiKali wrote:Perhaps clones need to have an increase in price?
I would pay ISK (and to a certain degree real money) for a NPC service that moves all of my assets that are scattered throughout eve to one location.
Perhaps another is for people who rat in high sec mission or incursion that activity is only available if you are part of a NPC corp?
The act of JC-ing to have a cost?
Great ideas, J-Cing especially not many new players do this. the clones are effected by new players, but as with my example above most new ones i know buy plex. so can probs afford it anyway vOv
|

Debra Tao
Perkone Caldari State
40
|
Posted - 2013.01.17 10:31:00 -
[48] - Quote
OkaskiKali wrote:Confrontation fuels any economy.
CCP should do more to fuel confrontation... I have said this for years now - give the people something to shoot at that will either..
1. Ruin someones day or 2. cause the owner to defend it.
I would like to see an Incursion type areana but with perhaps CCP running these so called live events.
Or perhaps more tounament based areana.... just something to make people want to spend isk.
I have about 5bil in the bank, anything i earn goes into a PVP ship. I personally hate grinding but find incursions a good and enjoyable pass time. I don't think incursions are the reason for increase in PLEX. Its quite possible due to the effect of moon mining. (dont get confused i am talking about moon mining and not the act of reacting).
Role eve back 5 years at a time when small roaming groups were frequent - thats eve at its best and i think the nano nerf stopped a lot of roaming gangs.
Now i use t1 cruisers and destroyers becuase they are cheap and good fun, and with the act of being blobbed its makes taking a more expensive ship out roaming hard to justify.
Perhaps what we need is a different types of fuel for all types of ships and not just capitals..that is an item managed by CCP and not a player based thing or, certain items in game will contain a VAT payment.
You can make a lot of accounts to real life. people will spend money on new items so we need new items - however this may not be as simple as it seems since adding new items means so many different other paths need to be walked.
I think you and Raven are both wrong about that. Whereas in real life consumption is the fuel of the economy in EVE it is not so good.
If everyone start to pvp more then there will be more circulation of isk so there will be inflation, that's for sure whereas most of the source of income are independant from the player's market so at the end it would be bad for mission runners, plexers and guys doing incursions...
In real life we can see that when a country starts to develop quickly there is a big inflation (see : China) but it is still a good thing for that country as unemployment is reduced and the counrty can "catch up" with the more developped countries, there are no "developped countries" in EVE and no unemployment... The reasoning doesn't apply here.
|

OkaskiKali
School of Applied Knowledge Caldari State
25
|
Posted - 2013.01.17 10:46:00 -
[49] - Quote
Candy Oshea wrote:OkaskiKali wrote:Perhaps clones need to have an increase in price?
I would pay ISK (and to a certain degree real money) for a NPC service that moves all of my assets that are scattered throughout eve to one location.
Perhaps another is for people who rat in high sec mission or incursion that activity is only available if you are part of a NPC corp?
The act of JC-ing to have a cost? Great ideas, J-Cing especially not many new players do this. the clones are effected by new players, but as with my example above most new ones i know buy plex. so can probs afford it anyway vOv
If the eve economy needs "rebalancing", and the reason why it is out of sink is becuase of NPC payouts (im interested to know if that includes incursions), then perhaps an analysis needs to be conducted into the activities of how you get an NPC payout.
If we go along the line of skillbooks - we have a lot of different flavoured missiles and ammo, why not create a new skillbook chain for EMP M ammo, a skillbook for Republic Fleet EMP M ammo etc etc. but eventually what you will always get is once someone has bought the item your nautual injection of ISK will return.
Perhaps there needs to be more emphasis on earning LP's and less on ISK in those areas that people regard as "safe areas of eve".
|

OkaskiKali
School of Applied Knowledge Caldari State
25
|
Posted - 2013.01.17 11:02:00 -
[50] - Quote
Debra Tao wrote:OkaskiKali wrote:Confrontation fuels any economy.
CCP should do more to fuel confrontation... I have said this for years now - give the people something to shoot at that will either..
1. Ruin someones day or 2. cause the owner to defend it.
I would like to see an Incursion type areana but with perhaps CCP running these so called live events.
Or perhaps more tounament based areana.... just something to make people want to spend isk.
I have about 5bil in the bank, anything i earn goes into a PVP ship. I personally hate grinding but find incursions a good and enjoyable pass time. I don't think incursions are the reason for increase in PLEX. Its quite possible due to the effect of moon mining. (dont get confused i am talking about moon mining and not the act of reacting).
Role eve back 5 years at a time when small roaming groups were frequent - thats eve at its best and i think the nano nerf stopped a lot of roaming gangs.
Now i use t1 cruisers and destroyers becuase they are cheap and good fun, and with the act of being blobbed its makes taking a more expensive ship out roaming hard to justify.
Perhaps what we need is a different types of fuel for all types of ships and not just capitals..that is an item managed by CCP and not a player based thing or, certain items in game will contain a VAT payment.
You can make a lot of accounts to real life. people will spend money on new items so we need new items - however this may not be as simple as it seems since adding new items means so many different other paths need to be walked. I think you and Raven are both wrong about that. Whereas in real life consumption is the fuel of the economy in EVE it is not so good. If everyone start to pvp more then there will be more circulation of isk so there will be inflation, that's for sure whereas most of the source of income are independant from the player's market so at the end it would be bad for mission runners, plexers and guys doing incursions... In real life we can see that when a country starts to develop quickly there is a big inflation (see : China) but it is still a good thing for that country as unemployment is reduced and the counrty can "catch up" with the more developped countries, there are no "developped countries" in EVE and no unemployment... The reasoning doesn't apply here. That being said i love PvP but if we just look at inflation it's debatable to promote a lot more pvp.
Its going to get interesting when Dust 514 becomes live. |
|

Bugsy VanHalen
Society of lost Souls
417
|
Posted - 2013.01.17 14:29:00 -
[51] - Quote
Candy Oshea wrote:RubyPorto wrote: Nope. Because you called it a faucet.
yes my mate spent 15b on characters & tengus :\ and i called it a faucet, re-read it. "kind of like a faucet" derp. as in specifically my mate leaking 15b derp. It is NOT a faucet.
Your friend got the 15 Bil from selling PLEX. That isk came from players who bought those PLEX. The isk was not created out of thin air. It was already in the game. it just changed hands. Had he payed CCP and magically had the isk appear in his wallet then it would be an isk faucet. But he did not recieve isk, he received items he sold for isk. That isk was already in the game, just in someone else's wallet. Neither is PLEX an isk sink as when it is used, it is the item removed from the game. The isk just changes hand between the player buying the PLEX and the player selling the PLEX. If the PLEX was converted to AURUM it would be an AURUM faucet, but still not an isk faucet as it does not affect the total amount of isk in game. only whose pocket that isk is in.
Isk sinks and Facets has nothing to do with what character holds the isk. Or how much isk changes hands. It is a change in the total amount of isk in circulation within the in game economy.
A faucet is new isk coming into the game that previously did not exist. for example, bounties when you kill an NPC. or isk payouts for mission rewards. Basically any isk recieved by a player that did not come from another player. that isk is new, not just new to your character, but newly generated in the game. it did not come from another buying goods from you. it was created from nothing.
A sink is existing isk in the game being removed. having to buy a new ship is not an isk sink, as that isk does not leave the game, it goes to who ever you bought the ship off of. When a ship gets destroyed is it an isk sink? No, Why? Even if the total isk value of the items destroyed is greater than the value of the dropped loot plus the insurance payout. It would seem like an isk sink, but really no isk was actually removed from the game.
The minerals used to build that ship and its modules were removed from the game, but no isk. For example a battleship fully fitted is worth say 1 biliion isk. It gets destroyed, it drops 500M worth of loot, and the insurance payout is 200M. The owner of the ship lost 1 billion minus the 200M insurance so 800M. but the value lost was only 300M as 500M worth of loot dropped. The loot dropped belongs to someone else, but its value is still retained in the game. It would seem that this would be a 300M isk sink, but really it was minerals destroyed not isk, minerals mined by someone, and sold for isk. The isk payed for those minerals is still in the game.
Since minerals are constantly regenerated through re-spawning asteroid belts no actual isk was lost. So even though the owner of the ship lost 800M worth of assets, and 300M of assets were destroyed with no compensation, no actual isk was removed from the game as the isk used to purchase the ship and all its fittings went into the hands of another player. Had the ship been bought from an NPC then its total value would have been an isk sink. But since the isk stayed in the game going into the hands of the seller of the ship, no actual isk left the game when the ship was destroyed, so the actual sink is zero.
The only true isk sinks are when isk is given to an NPC. Sure there are often items brought into the game but the isk does not simply change hands it is removed. For example when you buy a skill book for 500M the isk you spent goes to the NPC and is removed from the game. You can then sell that skill book possibly for more than you paid for it, 550M, but that isk is just changing hands. You are left with a net gain of 50M but the 500M you paid is still gone from the game. The 550M you got was just isk changing hands from another player within the game. The game as a whole had a net loss of 500M isk when that skillbook was purchased from the NPC.
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. That is the difference. New isk being brought into the game generated from nothing is a faucet, while isk already in the game changing hands between players is not a faucet no matter how much isk changes hands. How much isk goes in and out of your character wallet makes no difference, it is how much isk goes in and out of the game without coming from or going to another player. |

Bugsy VanHalen
Society of lost Souls
417
|
Posted - 2013.01.17 14:30:00 -
[52] - Quote
opps double post. |

Candy Oshea
Techfree Investment Group
19
|
Posted - 2013.01.17 14:47:00 -
[53] - Quote
Bugsy VanHalen wrote:Candy Oshea wrote:RubyPorto wrote: Nope. Because you called it a faucet.
yes my mate spent 15b on characters & tengus :\ and i called it a faucet, re-read it. "kind of like a faucet" derp. as in specifically my mate leaking 15b derp. It is NOT a faucet. Your friend got the 15 Bil from selling PLEX. That isk came from players who bought those PLEX. The isk was not created out of thin air. It was already in the game. it just changed hands. Had he payed CCP and magically had the isk appear in his wallet then it would be an isk faucet. But he did not recieve isk, he received items he sold for isk. That isk was already in the game, just in someone else's wallet. Neither is PLEX an isk sink as when it is used, it is the item removed from the game. The isk just changes hand between the player buying the PLEX and the player selling the PLEX. If the PLEX was converted to AURUM it would be an AURUM faucet, but still not an isk faucet as it does not affect the total amount of isk in game. only whose pocket that isk is in. Isk sinks and Facets has nothing to do with what character holds the isk. Or how much isk changes hands. It is a change in the total amount of isk in circulation within the in game economy. A faucet is new isk coming into the game that previously did not exist. for example, bounties when you kill an NPC. or isk payouts for mission rewards. Basically any isk recieved by a player that did not come from another player. that isk is new, not just new to your character, but newly generated in the game. it did not come from another buying goods from you. it was created from nothing. A sink is existing isk in the game being removed. having to buy a new ship is not an isk sink, as that isk does not leave the game, it goes to who ever you bought the ship off of. When a ship gets destroyed is it an isk sink? No, Why? Even if the total isk value of the items destroyed is greater than the value of the dropped loot plus the insurance payout. It would seem like an isk sink, but really no isk was actually removed from the game. The minerals used to build that ship and its modules were removed from the game, but no isk. For example a battleship fully fitted is worth say 1 biliion isk. It gets destroyed, it drops 500M worth of loot, and the insurance payout is 200M. The owner of the ship lost 1 billion minus the 200M insurance so 800M. but the value lost was only 300M as 500M worth of loot dropped. The loot dropped belongs to someone else, but its value is still retained in the game. It would seem that this would be a 300M isk sink, but really it was minerals destroyed not isk, minerals mined by someone, and sold for isk. The isk payed for those minerals is still in the game. Since minerals are constantly regenerated through re-spawning asteroid belts no actual isk was lost. So even though the owner of the ship lost 800M worth of assets, and 300M of assets were destroyed with no compensation, no actual isk was removed from the game as the isk used to purchase the ship and all its fittings went into the hands of another player. Had the ship been bought from an NPC then its total value would have been an isk sink. But since the isk stayed in the game going into the hands of the seller of the ship, no actual isk left the game when the ship was destroyed, so the actual sink is zero. The only true isk sinks are when isk is given to an NPC. Sure there are often items brought into the game but the isk does not simply change hands it is removed. For example when you buy a skill book for 500M the isk you spent goes to the NPC and is removed from the game. You can then sell that skill book possibly for more than you paid for it, 550M, but that isk is just changing hands. You are left with a net gain of 50M but the 500M you paid is still gone from the game. The 550M you got was just isk changing hands from another player within the game. The game as a whole had a net loss of 500M isk when that skillbook was purchased from the NPC. 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. That is the difference. New isk being brought into the game generated from nothing is a faucet, while isk already in the game changing hands between players is not a faucet no matter how much isk changes hands. How much isk goes in and out of your character wallet makes no difference, it is how much isk goes in and out of the game without coming from or going to another player.
tl:dr 
re-read it, i called my mate a faucet coz he was spending isk like one 
Did you really need to write all that? seriously people need to learn to read. instead of skimming posts for buzzwords then wasting there afternoons  |

DarthNefarius
Minmatar Heavy Industries
580
|
Posted - 2013.01.17 19:05:00 -
[54] - Quote
OkaskiKali wrote:
If the eve economy needs "rebalancing", and the reason why it is out of sink is becuase of NPC payouts (im interested to know if that includes incursions)
I am willing to bet the Escalation Incursion nerfs cut Incursion ISK by 70-80% per month. I'm curious if what I'm hearing from Missions&Complexes forum is true & they've seen an appreciable ISK profit cut since the release of Retribution due to the new AI & the TD bugs. OUR LOGS SHOW NOTHING |

Isabelle Dmitri
Science and Trade Institute Caldari State
1
|
Posted - 2013.01.17 19:11:00 -
[55] - Quote
Candy Oshea wrote:this is what happens when a mechanical engineer argues with ecomonics major's isn't it
No, I'm a mechanical engineer and I understand this **** perfectly. This is what happens when a ******* MORON debates with people who actually have a basic understanding of the game. |

mynnna
GoonWaffe Goonswarm Federation
266
|
Posted - 2013.01.17 20:09:00 -
[56] - Quote
DarthNefarius wrote:OkaskiKali wrote:
If the eve economy needs "rebalancing", and the reason why it is out of sink is becuase of NPC payouts (im interested to know if that includes incursions)
I am willing to bet the Escalation Incursion nerfs cut Incursion ISK by 70-80% per month. I'm curious if what I'm hearing from Missions&Complexes forum is true & they've seen an appreciable ISK profit cut since the release of Retribution due to the new AI & the TD bugs.
I wouldn't really try to extrapolate whinging on the forums out into a complete picture of effects on mission income and faucets. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

Alex Grison
Grison Interstellar
54
|
Posted - 2013.01.17 20:12:00 -
[57] - Quote
Isabelle Dmitri wrote:Candy Oshea wrote:this is what happens when a mechanical engineer argues with ecomonics major's isn't it No, I'm a mechanical engineer and I understand this **** perfectly. This is what happens when a ******* MORON debates with people who actually have a basic understanding of the game.
Don't get mad. All of the tear vacuums are being used in C&P right now.
:( |

Tebb1288
Ion Corp. NightSong Directorate
1
|
Posted - 2013.01.17 20:35:00 -
[58] - Quote
Debra Tao wrote:OkaskiKali wrote:Confrontation fuels any economy.
CCP should do more to fuel confrontation... I have said this for years now - give the people something to shoot at that will either..
1. Ruin someones day or 2. cause the owner to defend it.
I would like to see an Incursion type areana but with perhaps CCP running these so called live events.
Or perhaps more tounament based areana.... just something to make people want to spend isk.
I have about 5bil in the bank, anything i earn goes into a PVP ship. I personally hate grinding but find incursions a good and enjoyable pass time. I don't think incursions are the reason for increase in PLEX. Its quite possible due to the effect of moon mining. (dont get confused i am talking about moon mining and not the act of reacting).
Role eve back 5 years at a time when small roaming groups were frequent - thats eve at its best and i think the nano nerf stopped a lot of roaming gangs.
Now i use t1 cruisers and destroyers becuase they are cheap and good fun, and with the act of being blobbed its makes taking a more expensive ship out roaming hard to justify.
Perhaps what we need is a different types of fuel for all types of ships and not just capitals..that is an item managed by CCP and not a player based thing or, certain items in game will contain a VAT payment.
You can make a lot of accounts to real life. people will spend money on new items so we need new items - however this may not be as simple as it seems since adding new items means so many different other paths need to be walked. I think you and Raven are both wrong about that. Whereas in real life consumption is the fuel of the economy in EVE it is not so good. If everyone start to pvp more then there will be more circulation of isk so there will be inflation, that's for sure whereas most of the source of income are independant from the player's market so at the end it would be bad for mission runners, plexers and guys doing incursions... In real life we can see that when a country starts to develop quickly there is a big inflation (see : China) but it is still a good thing for that country as unemployment is reduced and the counrty can "catch up" with the more developped countries, there are no "developped countries" in EVE and no unemployment... The reasoning doesn't apply here. That being said i love PvP but if we just look at inflation it's debatable to promote a lot more pvp.
I'm not an expert at economics, so please correct me if I am wrong.
The inflation of the price of final products leads to an increase in the price of raw goods used to make the ships, modules, etc being blown up due to more conflict. The increase of price in raw goods leads to more people harvesting those raw goods (miners, PI, etc) creating downward pressure on the price of raw goods. Those raw goods are then turned into more ships, modules, etc, decreasing the price of those final products.
So in the end, an increase in conflict/consumption mainly increases the rate at which isk exchanges hands, but may not necessarily increase the price of goods in the long run as people adjust to the new demand?
|

Candy Oshea
Techfree Investment Group
19
|
Posted - 2013.01.17 22:10:00 -
[59] - Quote
Isabelle Dmitri wrote:Candy Oshea wrote:this is what happens when a mechanical engineer argues with ecomonics major's isn't it No, I'm a mechanical engineer and I understand this **** perfectly. This is what happens when a ******* MORON debates with people who actually have a basic understanding of the game.
get mad scrub haha love it. |

Debra Tao
Perkone Caldari State
41
|
Posted - 2013.01.18 00:27:00 -
[60] - Quote
Tebb1288 wrote:
I'm not an expert at economics, so please correct me if I am wrong.
The inflation of the price of final products leads to an increase in the price of raw goods used to make the ships, modules, etc being blown up due to more conflict. The increase of price in raw goods leads to more people harvesting those raw goods (miners, PI, etc) creating downward pressure on the price of raw goods. Those raw goods are then turned into more ships, modules, etc, decreasing the price of those final products.
So in the end, an increase in conflict/consumption mainly increases the rate at which isk exchanges hands, but may not necessarily increase the price of goods in the long run as people adjust to the new demand?
As many economic phenomenons there are different factors some which tend to increase the inflation others that will tend to regulate the inflation. Overall though the theory back up the idea the the velocity of a currency is bad for the inflation : http://en.wikipedia.org/wiki/Inflation#Monetarist_view |
|

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
OUR LOGS SHOW NOTHING |

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. |
|

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? 
OUR LOGS SHOW NOTHING |
|

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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DarthNefarius
Minmatar Heavy Industries
582
|
Posted - 2013.01.20 02:33:00 -
[91] - Quote
CSM minutes wrote: Dr.EyjoG repeated his statement from FanFest 2012 that the sinks and faucets in the game are not correct (which is relevant to the previous discussion) and pulled up a chart demonstrating this. By far the largest faucet in the game is NPC Bounty Prizes, at over 30T ISK/month. The biggest sink is Skill Books, at a mere 6T ISK/month.
compare that to http://twostep4csm.blogspot.com/2012/03/its-econmony-stupid.html
Skill as a sink books have dropped from ~7trillion to 6 as the highest sink still lp sink has dropped tounder 6 trillion even with the FW lp summer bonanza to probably under 6 trillion from last year February! OUR LOGS SHOW NOTHING |

mynnna
GoonWaffe Goonswarm Federation
312
|
Posted - 2013.01.20 03:49:00 -
[92] - Quote
While you're probably technically right about the LP sink (due to Sreegs' continued actions against bots), you can't or at least shouldn't make any assumptions whatsoever regarding isk sinks in general just because skill books have dropped in size as a sink. 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
2430
|
Posted - 2013.01.20 05:24:00 -
[93] - Quote
DarthNefarius wrote:CSM minutes wrote: Dr.EyjoG repeated his statement from FanFest 2012 that the sinks and faucets in the game are not correct (which is relevant to the previous discussion) and pulled up a chart demonstrating this. By far the largest faucet in the game is NPC Bounty Prizes, at over 30T ISK/month. The biggest sink is Skill Books, at a mere 6T ISK/month.
compare that to http://twostep4csm.blogspot.com/2012/03/its-econmony-stupid.htmlAs a sink skill books have dropped from ~7trillion to 6 as the highest sink ergo lp sink has dropped to under 6 trillion even with the FW lp summer bonanza to probably under 6 trillion from last year February's 6.2 trillion!
Fanfest 2012 was in late March, Two-Step's blog post was from March. The Faction Warfare button orbiting started with Inferno, in May.
You're comparing 2 numbers from March and claiming that one represents the state of affairs after May, when a patch that is known to have caused a massive increase in LP store usage was released in May.
Or, if Dr. EyjoG was talking about the current state of affairs, you're talking about ISK sunk by LP stores before and after Button-gate, with no information about the amount of ISK sunk during button-gate.
March... April... May...
Anyway, got any evidence to suggest that people were leaving LP unredeemed to support your assertion that the Tier system resulted in less ISK sunk at high tier? 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 |

IHaveCandyGetInTheVan69
Wolfsbrigade Lost Obsession
310
|
Posted - 2013.01.20 09:09:00 -
[94] - Quote
Candy Oshea wrote:this is what happens when a mechanical engineer argues with ecomonics major's isn't it
I really hope that isn't accredited. |

YuuKnow
Blue Republic
630
|
Posted - 2013.01.20 11:54:00 -
[95] - Quote
More hi-sec taxes
yk |

Debra Tao
Perkone Caldari State
46
|
Posted - 2013.01.20 23:52:00 -
[96] - Quote
mynnna wrote:
"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 is why i will give you half my votes, because you are actually competent.
Captain Tardbar wrote:
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's why we need to gank exhumers  |

Tauranon
Weeesearch
103
|
Posted - 2013.01.21 07:28:00 -
[97] - Quote
RavenPaine wrote: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.
When I was seriously (for me) ship building, I was pulling 9bil of mins a week from the market. At the time, an unbonused hulk earned about 12mil/hr in highsec. Presuming 20mil/hr counting null ores and boosts, thats 450 hulk hours of ore I was going through a week or probably 30 players efforts.
Having CCP nationalize that business via insurance would pretty much destroy the ship builder market, which would flood people and capital into other construction tasks), and flood miners into bounty collection as mineral consumption dived.
if bounties are provably too high (they aren't), then reduce bounties.
Quote:
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.
LP is a currency. Homogenizing the currency to isk won't solve the percieved too much currency problem. Matter of fact its worse, because you'll have to provide more isk and less LP to sustain the LP value, so all you've done here is produce more raw isk.
|

Andres Talas
Occupational Hazzard Get Off My Lawn
62
|
Posted - 2013.01.21 12:34:00 -
[98] - Quote
I'd do it by boiling frogs.
Start with mission reward -> LP. Similarly, have Tier officer drops give Concord LP rather than cash.
Nerf insurance by edging up the prices of insurance, and declining to cover self-destruction. I dont think you could simply refuse to insure ships in Null, but a man can dream, right ?
Bring back drone poo rather than bounties.
Nerf Hub isk income by dropping the bounty payments, but compensate by having the miniboss always appear and dropping an appropriate Tier officer drop.
I'd increase manufacturing slots by making the cost dynamic - the more manufacturing/ME/whatever slots are in use in a station, the higher the price goes.
Oh, and on insurance ... this one's radical. Replace the cash component with less cash plus Concord loyalty points.
|

RavenPaine
RaVeN Alliance
326
|
Posted - 2013.01.21 16:08:00 -
[99] - Quote
Tauranon wrote:RavenPaine wrote: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.
When I was seriously (for me) ship building, I was pulling 9bil of mins a week from the market. At the time, an unbonused hulk earned about 12mil/hr in highsec. Presuming 20mil/hr counting null ores and boosts, thats 450 hulk hours of ore I was going through a week or probably 30 players efforts. Having CCP nationalize that business via insurance would pretty much destroy the ship builder market, which would flood people and capital into other construction tasks, and flood miners into bounty collection as mineral consumption dived. if bounties are provably too high (they aren't), then reduce bounties. Quote:
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.
LP is a currency. Homogenizing the currency to isk won't solve the percieved too much currency problem. Matter of fact its worse, because you'll have to provide more isk and less LP to sustain the LP value, so all you've done here is produce more raw isk.
You are soo right about the ship builders point of impact. Miners. All that. I feel dumb for not seeing that straight off. *It seemed like a good idea at the time* |

mynnna
GoonWaffe Goonswarm Federation
334
|
Posted - 2013.01.21 17:50:00 -
[100] - Quote
Andres Talas wrote:I'd do it by boiling frogs.
Start with mission reward -> LP. Similarly, have Tier officer drops give Concord LP rather than cash. Officers pay a lot more in bounty than regular rats but are so rare as to be a drop in the bucket, so taking away their bounty isn't really going to do anything.
Andres Talas wrote:Nerf insurance by edging up the prices of insurance, and declining to cover self-destruction. I dont think you could simply refuse to insure ships in Null, but a man can dream, right ? I think insurance ought to go away entirely, but I'm not really sure.
Andres Talas wrote:Bring back drone poo rather than bounties. No. The addition of bounties to the drone regions probably added a trillion or so a month to the total faucet that is bounties, but that's a relatively small increase compared to the total size of that faucet. Moreover, drone poo pretty much prevents any attempt at making mining worth doing in null.
Andres Talas wrote:Nerf Hub isk income by dropping the bounty payments, but compensate by having the miniboss always appear and dropping an appropriate Tier officer drop. The more general theme here of replacing some of the bounty in nullsec with some kind of loot is a good one. I'm not sure I'd go so far as to make it officer loot, however.
Andres Talas wrote:I'd increase manufacturing slots by making the cost dynamic - the more manufacturing/ME/whatever slots are in use in a station, the higher the price goes. This already happens, though the effect is miniscule. Jita 4-4 is probably the most heavily used station in empire and it costs a mere 807 isk per hour (up from 333 base). The vast majority of other stations are the base 333 isk/hr. The problem is not that costs don't scale (although it certainly could and should scale more like the way offices do), but that they're ridiculously low to begin with, thus my proposal back on page 1: Change it from isk/hour to a flat percentage of estimated value of input. That allows the total size of the sink to grow (considerably) without doing something silly like making really cheap, fast to build modules cost more in build fees than the module is actually worth.
This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |
|

Andres Talas
Occupational Hazzard Get Off My Lawn
62
|
Posted - 2013.01.22 04:31:00 -
[101] - Quote
mynnna wrote:[ Andres Talas wrote:Nerf Hub isk income by dropping the bounty payments, but compensate by having the miniboss always appear and dropping an appropriate Tier officer drop. The more general theme here of replacing some of the bounty in nullsec with some kind of loot is a good one. I'm not sure I'd go so far as to make it officer loot, however.
I should have clarified things better.
Lets take a Gurista Forsaken Hub, which currently drops 27m worth of bounties.
I would halve the cash bounties on the rats so it drops 12m isk worth of bounties, and have the Dreadnought at the end always spawn, and always drop a Tier X Officers Personal Effects, which can be traded at a Concord station for Y Loyalty Points.
Rarely, it will drop ammo, a crystal implant, or whatever else, so we dont get more of those things coming into the game than currently.
Essentially, the idea is to replace *cash* rewards, with *stuff* rewards. |

mynnna
GoonWaffe Goonswarm Federation
335
|
Posted - 2013.01.22 04:38:00 -
[102] - Quote
Ahhh okay, I see what you're saying. Confusion over the use of "officer". This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

Tauranon
Weeesearch
107
|
Posted - 2013.01.22 11:30:00 -
[103] - Quote
Andres Talas wrote:mynnna wrote:[ Andres Talas wrote:Nerf Hub isk income by dropping the bounty payments, but compensate by having the miniboss always appear and dropping an appropriate Tier officer drop. The more general theme here of replacing some of the bounty in nullsec with some kind of loot is a good one. I'm not sure I'd go so far as to make it officer loot, however. I should have clarified things better. Lets take a Gurista Forsaken Hub, which currently drops 27m worth of bounties. I would halve the cash bounties on the rats so it drops 12m isk worth of bounties, and have the Dreadnought at the end always spawn, and always drop a Tier X Officers Personal Effects, which can be traded at a Concord station for Y Loyalty Points. Rarely, it will drop ammo, a crystal implant, or whatever else, so we dont get more of those things coming into the game than currently. Essentially, the idea is to replace *cash* rewards, with *stuff* rewards.
(a) you typically get a faction rat "commander", spawn at the end of an anom. You will typically get an "overseer" at the end of the escalation. You won't get an "officer". (b) LP is a currency, people will sit on it till they need it in cash, just like they sit on isk. (c) anomolies, escalation and exploration are all part of a skinnerbox reward system. Pulling it apart just turns into mission running, and if I wanted missioney-space-accountant-grind, I'd run missions. (d) I have no idea how far I would have to travel with physical stuff like a tag or an annoyingly large box to find a DED or a CONCORD station for handing in basic rewards but for many people that would suck. IMO whole point to owning space is that at least 1 thing there is rewarding for the average pilot. that just sounds like more annoying null logistics. (e) at 3 or 4 people per system logged on, and 50+ people logged into highsec mission hubs, I can't imagine that lowsec and null anoms are the greater part of bounties. (f) if you reduce the supply of isk you'll make the isk a lot more valuable and more people will try fetch it.
|

Donnero
Belt Club
7
|
Posted - 2013.01.22 14:31:00 -
[104] - Quote
Lets take Concord and Our friendly insurance company work together. No payout for insurance who was destroyed by Concord. The insurance shouldnt be in the caulation if you gank or not. |

RubyPorto
Sniggwaffe YOUR VOTES DON'T COUNT
2447
|
Posted - 2013.01.22 14:38:00 -
[105] - Quote
Donnero wrote:Lets take Concord and Our friendly insurance company work together. No payout for insurance who was destroyed by Concord. The insurance shouldnt be in the caulation if you gank or not.
Hi there.
This might interest you. Please take note of the date, November 29, 2011. 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 |

Donnero
Belt Club
7
|
Posted - 2013.01.22 15:22:00 -
[106] - Quote
RubyPorto wrote:Donnero wrote:Lets take Concord and Our friendly insurance company work together. No payout for insurance who was destroyed by Concord. The insurance shouldnt be in the caulation if you gank or not. Hi there. This might interest you. Please take note of the date, November 29, 2011.
Ty didnt know that. :) |

Callduron
168
|
Posted - 2013.01.23 01:31:00 -
[107] - Quote
Alex Grison wrote:Isabelle Dmitri wrote:Candy Oshea wrote:this is what happens when a mechanical engineer argues with ecomonics major's isn't it No, I'm a mechanical engineer and I understand this **** perfectly. This is what happens when a ******* MORON debates with people who actually have a basic understanding of the game. Don't get mad. All of the tear vacuums are being used in C&P right now. :(
Eve can never have enough tear faucets  |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
2986
|
Posted - 2013.01.23 02:48:00 -
[108] - Quote
Other ideas for sinks:
- Increase the charter requirement for POSes in hisec
- Convert refineries and reprocessing plants to activity lines which require fees for installation and duration of refining/reprocessing jobs
- Add wages/salaries to PI infrastructure
Other ideas for controlling faucets:
- Rebalance mission payouts towards LP instead of ISK
- Allow redemption of certain items for CONCORD or NPC corp LP
- Rebalance pirate bounties in favour of better salvage, loot, or special items (e.g.: the "tags for sec status" tags or "items for LP" items)
- Allow blue loot to be exchanged for LP at certain stores.
The purpose of "items for LP" is to introduce an LP payout to belt & dungeon rats.
Clarification: LP is currency, like ISK, but it is not tradable between players for goods or services. LP is spent on goods or services, which will then be forwarded to other players for ISK or other goods/services. Switching ISK for LP payouts means that ISK inflation can be adjusted by moving the player-ergs inflation to a different market.
At least that's my thinking, using my flawed and broken brain =(
I'm hoping mynna/corestwo/aryth will be at Fanfest so I can get me some learnin' :) Day 0 advice for new players: Day 0 Advice for New Players |

mynnna
GoonWaffe Goonswarm Federation
341
|
Posted - 2013.01.23 03:14:00 -
[109] - Quote
Mara Rinn wrote:
Increase the charter requirement for POSes in hisec
Charters come from FW, they're not NPC sold.
Mara Rinn wrote: I'm hoping mynna/corestwo/aryth will be at Fanfest so I can get me some learnin' :)
Won't be, sorry. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
2986
|
Posted - 2013.01.23 04:50:00 -
[110] - Quote
Starbase charters (those things used as part of the fuel load for hisec POSes) are available from most NPC LP stores. Which charters are you thinking of? Day 0 advice for new players: Day 0 Advice for New Players |
|

RubyPorto
Sniggwaffe YOUR VOTES DON'T COUNT
2451
|
Posted - 2013.01.23 04:55:00 -
[111] - Quote
Mara Rinn wrote:Starbase charters (those things used as part of the fuel load for hisec POSes) are available from most NPC LP stores. Which charters are you thinking of?
And they cost no ISK when purchased from any LP stores. So they have no ISK sinking effect. 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 |

Candy Oshea
Techfree Investment Group
26
|
Posted - 2013.01.23 04:59:00 -
[112] - Quote
RubyPorto wrote:Mara Rinn wrote:Starbase charters (those things used as part of the fuel load for hisec POSes) are available from most NPC LP stores. Which charters are you thinking of? And they cost no ISK when purchased from any LP stores. So they have no ISK sinking effect.
if they cost more LP or required more, then wouldn't there be less isk sunk Via LP, due to players spending on these, rather than say +5 implants? due to the subsequent upswing in demand?
Teach me. I've accidentally swallowed some Scrabble tiles. My next **** could spell disaster.
iCandy |

mynnna
GoonWaffe Goonswarm Federation
342
|
Posted - 2013.01.23 05:13:00 -
[113] - Quote
Yeah, same charters I was thinking of? I tiredposted and forgot that they're in most all LP stores, not just FW. Still, no isk cost to buy them, so no sink, as Ruby pointed out.
To candy's question: if they cost more LP, they'd just rise in price until they reached a new isk/LP where they were worth selling. It wouldn't really have any major effect on other items like implants. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

Candy Oshea
Techfree Investment Group
27
|
Posted - 2013.01.23 05:20:00 -
[114] - Quote
mynnna wrote:To candy's question: if they cost more LP, they'd just rise in price until they reached a new isk/LP where they were worth selling. It wouldn't really have any major effect on other items like implants.
Yeh it would be a blip wouldn't it. those bloody things are everywhere. I've accidentally swallowed some Scrabble tiles. My next **** could spell disaster.
iCandy |

RubyPorto
Sniggwaffe YOUR VOTES DON'T COUNT
2451
|
Posted - 2013.01.23 06:32:00 -
[115] - Quote
Now, if they added 500 or 1000 ISK/charter to the cost, we might be getting somewhere.
Making the offer 100k ISK + 500 LP would add 1000 ISK to their cost. (50% for Caldari in Jita)
Every HS POS needs one every hour, so each HS POS would sink... 672k ISK/month. That's not so impressive, actually. And increasing the ISK sink to something significant (10m/month, say) would quickly render it virtually indistinguishable from an NPC sold good, since the LP cost becomes inconsequential.
From the look of it (eyballing the market chart with a scientific WAG), about 100k caldari charters are sold in Jita every day. Assuming none of them are sold twice, and the same volumes occur on the other 5 racial charters, that 1k isk/unit ISK cost would amonut to 500m ISK/day or 15b a month.
Raising the sink/POS to 10m/month (adding 15k ISK/unit) would increase that total sink to 7.5b/day or 225b a month, which is starting to get to something noticeable on the grand stage, I think.
And the LP store offer would look like: 1.5m ISK + 500 LP gets 100 Charters. Which actually might not be bad. It breaks wildly from the 1000 ISK per LP trend of LP stores, but I don't think I care about that. 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 |

Candy Oshea
Techfree Investment Group
27
|
Posted - 2013.01.23 08:03:00 -
[116] - Quote
Replace the components used in T2 BPO (Not Invented T2 BPC's) with NPC Seeded pipes/bolts w/e + Some morphite & 1 original item
e.g. Proposed T2 BPO (Heavy Missile Launcher II ) Ingredients using BPO
*1 Heavy Missile Launcher - (player driven) *12 Shiney Casings - (New NPC good Value appropriate (Say 13,000 isk), to cause no spike in Price) *230 Morphite
This would do a few things.
It would innocently take isk out of the system. (as long as the price to make them is viable) It would cause some Butt-Frustration on forums, like any T2 BPO related post. It could make invention Compete in some markets. (if some player driven event drove down some prices for invention mebe)
if anything, we should see a large spike in Self entitled Butthurt rants. I've accidentally swallowed some Scrabble tiles. My next **** could spell disaster.
iCandy |

Bob Killan
Dzark Asylum
8
|
Posted - 2013.01.23 11:42:00 -
[117] - Quote
Candy Oshea wrote:Replace the components used in T2 BPO (Not Invented T2 BPC's) with NPC Seeded pipes/bolts w/e + Some morphite & 1 original item
e.g. Proposed T2 BPO (Heavy Missile Launcher II ) Ingredients using BPO
*1 Heavy Missile Launcher - (player driven) *12 Shiney Casings - (New NPC good Value appropriate (Say 13,000 isk), to cause no spike in Price) *230 Morphite
This would do a few things.
It would innocently take isk out of the system. (as long as the price to make them is viable) It would cause some Butt-Frustration on forums, like any T2 BPO related post. It could make invention Compete better in some markets. (if some player driven event drove down some prices for invention mebe)
if anything, we should see a large spike in Self entitled Butthurt rants.
Whilst im all for making T2 BPO's identical in build cost to generating the same product from invention (including the invention costs) Ie add the ingredients required to invent to the BPO bill of materials. Your proposal falls down at this point:
*12 Shiney Casings - (New NPC good Value appropriate (Say 13,000 isk), to cause no spike in Price)
Why would CCP who have been working hard to remove as many NPC items as possible to create a Player driven market suddenly decide to introduce an NPC item for no reason whats so ever. T2 BPO production costs can be increased with out the need to add a new NPC item. |

Mia Restolo
Royal Amarr Institute Amarr Empire
87
|
Posted - 2013.01.23 15:42:00 -
[118] - Quote
ISK sinks only apply to ISK actually removed from the game, not ISK removed from your wallet and given to another player.
A hulk can get blow up, but it was most likely paid for using ISK which went to another player. There are indirect sinks (market taxes, the covetor BPO, research that went into it, etc...) in this situation but they are so minor they don't come close to offsetting the ISK that is added to the game just because of the insurance. Your valuable assets getting blown up does nothing to sink ISK out of the economy, the ISK is still out there, just not in your wallet.
The way ISK is handed out in game through bounties or insurance is like the government printing money to pay debts rather than collecting taxes and balancing budgets. Eventually there's so much cash floating around it loses value.
|

DarthNefarius
Minmatar Heavy Industries
588
|
Posted - 2013.01.23 19:20:00 -
[119] - Quote
Upon reading the DEV blog on bounties I realized that they had not mentioned a 1 time ISK sink: The retirement of the old bounties. I wonder if that was in the trillions.
A new sink that we have no idea of how much it takes out of the economy was the research agent 10k ISK datacore charges and the FW lp store datacores which now take out 50k per core but over the summer where often only taking out 25k & 12.5k each
I hope to soon see a DEV blog on sinks & faucets and not only get a partial view of a undetailed graph like we often saw at fanfest last year. OUR LOGS SHOW NOTHING |

Andres Talas
Occupational Hazzard Get Off My Lawn
65
|
Posted - 2013.01.23 20:19:00 -
[120] - Quote
Tauranon wrote:
(a) you typically get a faction rat "commander", spawn at the end of an anom. You will typically get an "overseer" at the end of the escalation. You won't get an "officer". (b) LP is a currency, people will sit on it till they need it in cash, just like they sit on isk. (c) anomolies, escalation and exploration are all part of a skinnerbox reward system. Pulling it apart just turns into mission running, and if I wanted missioney-space-accountant-grind, I'd run missions. (d) I have no idea how far I would have to travel with physical stuff like a tag or an annoyingly large box to find a DED or a CONCORD station for handing in basic rewards but for many people that would suck. IMO whole point to owning space is that at least 1 thing there is rewarding for the average pilot. that just sounds like more annoying null logistics. (e) at 3 or 4 people per system logged on, and 50+ people logged into highsec mission hubs, I can't imagine that lowsec and null anoms are the greater part of bounties. (f) if you reduce the supply of isk you'll make the isk a lot more valuable and more people will try fetch it.
a) Officers are whatever drop Tier X Officers Personal Effects. b) Note most of the worthwhile LP rewards require isk as well c) Im not changing any of that - just moving the rewards away from raw isk d) Take it to your local market hub and sell it there to someone there e) You'd be surprisingly wrong. Heres a map of Metropolis kills per 24 hours
http://evemaps.dotlan.net/map/Metropolis#npc24
Now, Branch
http://evemaps.dotlan.net/map/Branch#npc24
Surprising stuff, huh
f) And ? |
|

Alex Grison
Grison Interstellar
68
|
Posted - 2013.01.23 20:23:00 -
[121] - Quote
What if concord has an "accident" and loses people's money randomly :DD
They could send you a nice apology letter, and a 10isk gift card to CONCAFE ( Concord Cafe ) |

RubyPorto
Sniggwaffe YOUR VOTES DON'T COUNT
2451
|
Posted - 2013.01.23 20:53:00 -
[122] - Quote
DarthNefarius wrote:Upon reading the DEV blog on bounties I realized that they had not mentioned a 1 time ISK sink: The retirement of the old bounties. I wonder if that was in the trillions.
I doubt it. I suspect that it only turned the soft sink of bounties on retired players into a hard sink.
I bet most of the active players with large bounties cashed in their bounties with an alt. 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 |

Candy Oshea
Techfree Investment Group
27
|
Posted - 2013.01.23 22:21:00 -
[123] - Quote
Bob Killan wrote: Whilst im all for making T2 BPO's identical in build cost to generating the same product from invention (including the invention costs) Ie add the ingredients required to invent to the BPO bill of materials. Your proposal falls down at this point:
*12 Shiney Casings - (New NPC good Value appropriate (Say 13,000 isk), to cause no spike in Price)
Why would CCP who have been working hard to remove as many NPC items as possible to create a Player driven market suddenly decide to introduce an NPC item for no reason whats so ever. T2 BPO production costs can be increased with out the need to add a new NPC item.
Well the NPC item wouldn't be introduced for no reason, its reason to exist, is to sink isk.
Its either introduce a new NPC item, or play with current systems, from what i'm reading here.
Adding item/s, wouldn't cause as much buttmad, as say 10-20% across the board bounty cut wouldn't you agree? Were you around for the anomaly nerf?
Another idea i had, is VV.
Yes VV, or the like, set up an ISK sink fund, collect a certain amount, then biomass that character with isk in hand, now that i'd like to see!
I've accidentally swallowed some Scrabble tiles. My next **** could spell disaster.
iCandy |

Vaerah Vahrokha
Vahrokh Consulting
3732
|
Posted - 2013.01.23 23:31:00 -
[124] - Quote
Candy Oshea wrote: Another idea i had, is VV.
Yes VV, or the like, set up an ISK sink fund, collect a certain amount, then biomass that character with isk in hand, now that i'd like to see!
I'd rather suggest CCP implement two things that are available in RL finance:
- expired accounts that after a certain time out with no communication automatically get their assets settled to a previously indicated person / other account. This would be useful in case of impairment / death / whatever.
- accounts forcibly dedicated to donations. They'd be like the above but with CCP special donations character as beneficiary.
In that case I could die in peace, knowing CCP would take over my effort. Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |

Bugsy VanHalen
Society of lost Souls
434
|
Posted - 2013.01.25 16:27:00 -
[125] - Quote
RavenPaine wrote:
I agree with you on the technical application of the words 'sink' and 'faucet'. Value loss is a good term for ship loss. My point is though, isn't value loss essentially the same thing? And doesn't it have the same leveling effect on macro economics?
Also: Add pod loss to my previous list. Implants = value loss in the same way.
If you were to consider value loss as a sink, then you would also have to consider ore spawns as a faucet.
Bear with me while I explain.
Whose hands the isk is in has nothing to do with faucets and sinks, only the total amount of isk in circulation in the game.
When a ship or any othe item thats was bought with isk is destroyed, there is no isk sink. The isk spent on that item did not go to an NPC it went to another player, it is still in the EVE economy. It just changed hands. Sure a ship may have been worth 500M isk, but that isk was not destroyed, only 500M worth of minerals/ORE and labour was destroyed.
If you were no consider the destruction of minerals a sink, then you must also consider the generation of minerals a faucet, i.e. ore respawning in belts each day is adding minerals to the economy. It is those minerals destroyed not the isk given to the miners for there time mining them.
The only time spending isk is a sink is when that isk goes to an NPC and is removed from the economy. If the isk goes to another player then it is still in the game economy. So not a sink.
An isk faucet is like wise only new isk coming into the economy. Such as bounties from NPC's and the isk portion of mission rewards.
The only true way to increase isk sinks in EVE is to increase the costs of NPC goods and services. This isk actually leaves the game. Isk leaving your wallet to go to another players wallet is not a sink, even if the items your bought with that isk are destroyed. As stated in the CSM minutes, the biggest isk sink currently in the game is skill books, many of these are very expensive, with some being hundreds of millions of isk. Every time CCP removes a NPC seeded item to make it player generated they are eliminating an isk sink.
The only true way to reduce isk faucets is to reduce the payouts in isk from NPC's to players. Not to suggest reducing the rewards for missions, but only changing more of it from isk, to item and loyalty point rewards. True isk faucets are only isk that is injected into the game when players receive isk from NPC's such as bounties for killing rats, or the isk portion of mission payouts. Trading is not an isk faucet, even though some players can make billions of isk per day, that isk is coming from other players and was already in the game. This can actually be beneficial as having billions of isk sitting in a players wallet not being used is temporarily out of the game. This isk however can be reinjected into the EVE economy at any time.
If CCP was to revamp missions to pay out less isk, but more item an loyalty rewards they would not only reduce one of the bigger faucets but increase a sink as any isk spend with loyalty points to purchase an item from the loyalty points store is a sink. A side effect of this change would be that mission rewards would no longer be linear, but would fluctuate with the market, as the value of the reward items changed.
If a level 4 missions that currently pays 20M in bounties and 4M missions pay out was changed to give say 10M in bounties, 1M in mission payout but had a valuable implant or module and significant loyalty points added so the overall payout went from around 30 mil to around 40 mil would that really be a bad thing? Sure it would take more work for missions runners to convert thos items and loyalty points to isk, but overall the reward would be better, while the isk faucet was drastically reduced.
I know this is far easier said then done, but these are the types of drastic measures we would need in EVE to actually curb the inflation and get the isk faucets under control.
It is far easier to make little tweaks to the isk sinks, as suggested before, increasing NPC fee's from the meaningless pittance they are now to an actual cost. CCP has already done this successfully with PI tax. It used to be insignificant, but now actually needs to be considered in your calculations or you could quickly lose your profits.
A similar isk sink was added to the passive data core generation. Now every data core is an 10,000isk sink.
They could do this across many interactions in EVE. increase market tax to a point where you need to actually pay attention to it when buying/selling items. The best market traders in the game already work with margins were tax could make or break the their profits. If this tax became a noticeable amount for everyone that would be a huge overall sink. After all, from a lore perspective, where do the empires get the isk to operate from, they have navies to support, star-gates and stations to maintain, politicians ans personnel to pay. Empires get their isk from tax, if you want to live in the security of high sec, the taxes you pay for the services the empire provides should be significant. Also station slots in empire. using a research or manufacturing slot for 30 days costs what? 20-30k isk. Not even enough for most players to bother looking at. It would not be unreasonable for 30 days use of a high sec station slot to be 1M isk. this could also help push more industrial players into their own POS or low and null where taxes are much lower. |

Bugsy VanHalen
Society of lost Souls
434
|
Posted - 2013.01.25 18:26:00 -
[126] - Quote
What if there was a wealth tax added, where a percentage of the isk in your bank/wallet was taxed by concord every month to support CONCORDS on going actives. This would be a low percentage like say 1%, so it would not hurt the average player. But those who have many billions of isk in their wallet, it would result in a big isk sink. If there is 30 trillion isk spread across all the accounts in EVE that would be 300 Billion isk per month into a tax sink. The wealthy players could convert more of there isk stockpile into assets to reduce this tax, but as long as the isk is in the game, no matter how it is distributed across the 400,000 or so accounts, the overall isk sink would be the same.
This would in a sense make the EVE economy self correcting. the more isk is in circulation, across all accounts, the more isk would be sinked each month. Eventually that sink would automatically balance with the isk faucets. The amount of is going out to this sink would gradually reduce until the sink was equal to the current faucet then it would balance out, with the isk going out equal to the isk coming in.
Moving forward any change CCP made affecting the faucet/sink balance would cause this amount to increase or decrease depending on the total isk in circulation. it would not even have to be 1% it could be 0.5% or even 0.1%. The lower the tax rate the more gradual the shift and the less impact it will have on individual players.
Say for example the current isk sink/faucet balance allows the EVE economy to accumulate 70 billion additional isk per month. We know that the EVE economy currently contains about 30 trillion isk. With a global bank tax affecting every person. corp, alliance wallet, and all the divisions. Basically every single isk in game, the entire 30T. If that tax rate was 0.5% that would pull 150 billion out of the game per month. Taking into account the example of 70 bil excess faucet over the current sinks, At 0.5% tax the new tax would balance the faucet sink at 14 Trillion isk total in the EVE economy.
In this example it would take over 9 years for this balanced to be reached naturally. But the short term benefit would be it would instantly stop the inflation of the total isk available in the EVE economy. It does not matter how long it takes, or even if that balance is ever reached, as long as the tax rate is high enough to exceed the isk inflation value what ever that is, the total isk available in the game with reduce each month instead of increase.
I do not know how close 70 Bil is to that right number. In concept it really does not matter. Besides that number changes depending on the activity of players and number of active subs. If EVE continues to grow the balance could shift to a much higher number. But the concept is to curb inflation. The more isk that comes into the game thru faucets the bigger this tax sink becomes. At 0.5% tax the current EVE economy could handle a 150 bil excess isk faucet without experiencing inflation. For the average established player with 2 bil isk in their wallet the "tax" would be 10 mil per month certainly not a burden with a wallet of 2 Bil. The average newer player that struggles to get 100M in there wallet would pay 500k per month. still not a burden. ! BS rat bounty worth of "tax".
To ease the burden I would have tax paid 1-2 days after corp/alliance station/sov bills. So the Bills get paid first and you are only taxed on what is left. Not that 0.5% would be a burden, but if you put just enough isk into a wallet division to cover the bill you don't want to end up 0.5% short because the tax ticked first.
For this to work bills would have to be paid on a given day each month, regardless of the start date for the fee's. Say on the first of every month, With "tax" being paid on the 5th. This way you are not getting taxed on the isk that goes out to pay sov bills or office rentals, etc. Some players would manipulate this to minimize their wallet at the beginning of each month, but as long as that isk stays in the economy it will be taxed, regardless of whose wallet it is in. This could at the same time create more predictable market fluctuations. Everyone buying goods at the end of the month to reduce their wallets and selling again after the 5th would create opportunities for newer traders with smaller wallets to get into the market by selling at the end of the month, and buying back mid month when the prices are down. If everyone with a fat wallet decided to keep there wealth in assets rather than isk, well that isk would not be gone, just distributed more. When you use your 30B or 100B wallet that isk just goes into the wallet of who ever you bought the goods from. It will still get taxed. What is the better option? lose 0.5% per month of your 50-60% or mre profits, or risking losing much more if the market for what ever you invest that isk in drops.
Some wealthy trader decides he will beat the system by investing his wealth into PLEX he spends 50B on PLEX at 550M per unit. He now has 90 PLEX sitting in his hanger instead of 50B in his wallet. PLEX then drops to 540M. He just lost 900M isk in value due to PLEX dropping in price. The tax on that 50B would have only been 250M.
|

Kara Books
Deal with IT.
346
|
Posted - 2013.01.25 19:33:00 -
[127] - Quote
Daniel Plain wrote:Kara Books wrote:NPC prices for everything need more increase.
Mission difficulty of NPC rats need an increase and payout increased depending on the specific difficulty of said rat in mission.
I propose, half the rats in missions get completely random difficulty modifiers, from 1-10, 1 would pay the least ISK for that rat kill 10 would pay the most and of course the drops must be stingy on the 10's and 1's while 7-8 yield meta 4 loot and a .0000001% chance for random officer type drop.
possibly even giving players a chance to play easy mode with half payout drops and bounty and regular mode for new changes to even things out commercially wise. "this change would also greatly benefit new players"
this would benefit old players who get borred.
this would make mission running fun for more then 6 months at a time, perhaps CCP's creativity could play that role. |

Sairi Katelin
State War Academy Caldari State
7
|
Posted - 2013.01.26 21:42:00 -
[128] - Quote
Bugsy VanHalen wrote: A sink is existing isk in the game being removed. having to buy a new ship is not an isk sink, as that isk does not leave the game, it goes to who ever you bought the ship off of. When a ship gets destroyed is it an isk sink? No, Why? Even if the total isk value of the items destroyed is greater than the value of the dropped loot plus the insurance payout. It would seem like an isk sink, but really no isk was actually removed from the game. This is the Broken Window Fallacy. Yes, the miners and shipbuilders get isk to replace the ship. However, if the Hulk had not been destroyed, that isk would have been available for the miner to re-invest and spend elsewhere. The cost of the barge is canceling out the mining time for the materials to build the barge, instead of being leveraged more efficiently.Quote: Since minerals are constantly regenerated through re-spawning asteroid belts no actual isk was lost Are you really going to add M.I.M.A.F. to your economic stumblings? The mining costs time - time which could have been spent elsewhere.
|

DarthNefarius
Minmatar Heavy Industries
593
|
Posted - 2013.01.28 06:45:00 -
[129] - Quote
Sairi Katelin wrote:Bugsy VanHalen wrote: A sink is existing isk in the game being removed. having to buy a new ship is not an isk sink, as that isk does not leave the game, it goes to who ever you bought the ship off of. When a ship gets destroyed is it an isk sink? No, Why? Even if the total isk value of the items destroyed is greater than the value of the dropped loot plus the insurance payout. It would seem like an isk sink, but really no isk was actually removed from the game. This is the Broken Window Fallacy. Yes, the miners and shipbuilders get isk to replace the ship. However, if the Hulk had not been destroyed, that isk would have been available for the miner to re-invest and spend elsewhere. The cost of the barge is canceling out the mining time for the materials to build the barge, instead of being leveraged more efficiently. Quote: Since minerals are constantly regenerated through re-spawning asteroid belts no actual isk was lost Are you really going to add M.I.M.A.F. to your economic stumblings? The mining costs time - time which could have been spent elsewhere.
Sorry but in no way is ISK destroyed when a ship goes poof and with insurance its actually an ISK faucet. ( I guess there are though 2 special circumstances of preventing ISK to be fauceted: when a ship is destroyed & its destroyed loot contained sleeper 'blue loot' or DED Tier X overseer items you are in a way preventing a future fauceting of ISK. )
Ship destruction though could be considered a mineral/material sink. Ripard Teg-á for CSM 8 |

Debra Tao
Perkone Caldari State
48
|
Posted - 2013.01.28 09:03:00 -
[130] - Quote
It's not like almost one page of this thread is about explaining why a ship destruction is actually a faucet... |
|

Jerry T Pepridge
Meta Game Analysis and Investment INC.
1
|
Posted - 2013.01.28 09:07:00 -
[131] - Quote
Debra Tao wrote:It's not like almost one page of this thread is about explaining why a ship destruction is actually a faucet...
gonna need to see a contract thread, regarding this. |

Debra Tao
Perkone Caldari State
48
|
Posted - 2013.01.28 09:15:00 -
[132] - Quote
lawl
On a more serious note, 200mil is a big sum for some people, i haven't asked for this thread nor write it but it makes sense. Even if the phrasing is kinda ridiculous. |

Jerry T Pepridge
Meta Game Analysis and Investment INC.
1
|
Posted - 2013.01.28 09:19:00 -
[133] - Quote
it looked better when your alt said it like this: 200m (two hundred million) ISK, more official. |

Debra Tao
Perkone Caldari State
48
|
Posted - 2013.01.28 09:23:00 -
[134] - Quote
I usually don't go that deep into the Meta Game Analysis you see. |

Barakach
Caldari Provisions Caldari State
143
|
Posted - 2013.01.28 18:52:00 -
[135] - Quote
Sairi Katelin wrote:This is the Broken Window Fallacy. Yes, the miners and shipbuilders get isk to replace the ship. However, if the Hulk had not been destroyed, that isk would have been available for the miner to re-invest and spend elsewhere. The cost of the barge is canceling out the mining time for the materials to build the barge, instead of being leveraged more efficiently.
You're mixing up money and value.
ISK has no value in-and-of-itself, it's the player time that gives it value. Destroying a Hulk removes value from the system, but does not remove ISK.
At first, this sounds bad. If a Hulk was removed and value is now lost, one would think value has gone down. Instead, this causes demand. Every Hulk lost increases the value of all other Hulks, increasing demand for Hulks.
In the end, it's all about balance. There is no "this is always good and that is always bad", it really depends. |

Mikhael Taron
Science and Trade Institute Caldari State
24
|
Posted - 2013.02.13 20:10:00 -
[136] - Quote
The nulsec alliances have the biggest faucets and regularly inject the isk into the economy via jita. They get a large amount of isk from anomolies which they generate using infrastructure. Those anomolies give the runner 20M isk per tick in bounties; 3 per hour. That's on the conservative side. The amount of isk pumped into the game borders on the eye-watering.
If the wish is to reduce the amount of isk sloshing around, to head off hyperinflation, then these faucets need to be turned off. Then let the sinks do their work.
Nulsec players will need to expend more energy in mining and manufacturing instead of gorging themselves in the isk-trough and then coming to hisec to buy equipment.
After all, it's a bit rich these alliances go to nulsec to carve out our own destiny (snigger), but keep coming back to mummy for lunch. You can fool some of the people all of the time. You can fool all of the people some of the time. You can make a fool out of yourself anytime.
|

mynnna
GoonWaffe Goonswarm Federation
419
|
Posted - 2013.02.13 21:04:00 -
[137] - Quote
Mikhael Taron wrote:The nulsec alliances have the biggest faucets and regularly inject the isk into the economy via jita. They get a large amount of isk from anomolies which they generate using infrastructure. Those anomolies give the runner 20M isk per tick in bounties; 3 per hour. That's on the conservative side. The amount of isk pumped into the game borders on the eye-watering. I can make a reasonable argument that the faucet from bounties in highsec missions is as big if not bigger than the faucet from anomalies in nullsec. Wanna see it? Here.
Old CCP Diagoras Tweets wrote:
Those were April 16th, so it'd have been a Sunday that he was referring to. Sunday is often one of the busiest days on the server, so they're probably the high point for the week. Anyway, the total for just those five highsec regions is almost 2.1 million kills. Now, the total from those five nullsec regions is about 311k. I'll grant that there are 36 additional uncounted nullsec regions, but we know that they must have less than 58k kills - otherwise, they'd have bumped Deklein from the top 5.
So lets be generous. Lets assume that each and every single one of those 36 regions saw 57.99k NPC kills that previous day. What's that give us total? About 2.4 million kills.
In other words, if we make a ridiculously generous assumption for how many kills the uncounted nullsec regions total up to, we arrive at a number only barely larger than the top five highsec regions... and there are eighteen more highsec regions not counted.
So, sorry kid, the "blame" for the faucet from bounties is probably split evenly, at best, between highsec and nullsec. But a definite slant towards highsec wouldn't surprise me, either. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

Alex Grison
grison interstellar
127
|
Posted - 2013.02.13 21:08:00 -
[138] - Quote
I like how you added that to try to make yourself seem bigger. |

mynnna
GoonWaffe Goonswarm Federation
419
|
Posted - 2013.02.13 21:10:00 -
[139] - Quote
If he wants to be derisive and condescending, I reserve the right to be derisive and condescending in return.  This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

Elizabeth Norn
Tax Evasion Haven
0
|
Posted - 2013.02.13 23:35:00 -
[140] - Quote
mynnna wrote:If he wants to be derisive and condescending, I reserve the right to be derisive and condescending in return. 
Two wrongs... |
|

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2708
|
Posted - 2013.02.14 04:23:00 -
[141] - Quote
Elizabeth Norn wrote:mynnna wrote:If he wants to be derisive and condescending, I reserve the right to be derisive and condescending in return.  Two wrongs... 
Are more fun than one. 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 |

Rengerel en Distel
Amarr Science and Industry
1210
|
Posted - 2013.02.14 04:31:00 -
[142] - Quote
Number of kills is a poor metric. One player in high sec running level 1s might kill hundreds of rats, but never equal the bounty total from one null rat. I'm sure the bounty total is higher in high sec, but CCP has never broken down the bounties by sec status as far as i know, at least not recently.
With the increase in shiptoasting, the Report timer needs to be shortened.
|

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2708
|
Posted - 2013.02.14 04:41:00 -
[143] - Quote
Rengerel en Distel wrote:Number of kills is a poor metric. One player in high sec running level 1s might kill hundreds of rats, but never equal the bounty total from one null rat. I'm sure the bounty total is higher in high sec, but CCP has never broken down the bounties by sec status as far as i know, at least not recently.
http://evemaps.dotlan.net/map/Lonetrek#npc24
Yeah, all 200,000 NPC kills in Karnola today are from newbies running Level 1s. 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 |

mynnna
GoonWaffe Goonswarm Federation
421
|
Posted - 2013.02.14 05:06:00 -
[144] - Quote
Direct comparison. About 102b in rewards, for 284,286 missions. That's an average of about 360k per mission, which includes a lot of lower paying missions as well - not just actually lower level, but things like courier missions. I checked on one of my alts that ran a some missions the other day and most of the payouts were in the 400-700k range for L4 combat. That suggests to me that the majority of kill missions run are L4 kill missions - if that weren't the case, the average would be much lower.
This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

Mikhael Taron
Science and Trade Institute Caldari State
24
|
Posted - 2013.02.14 09:31:00 -
[145] - Quote
mynnna wrote:I can make a reasonable argument that the faucet from bounties in highsec missions is as big if not bigger than the faucet from anomalies in nullsec. Wanna see it? Here. Old CCP Diagoras Tweets wrote: --) Sophistry removed (-- With the bounties on nulsec rats being 1M plus - and that's a big plus - you're attempting to skew the figures to support a zero-weight argument. As someone else pointed out: bounties on the hisec rats are lower; substantially so. Each of those figures from nulsec can be viewed as billions of isk: Fountain (68.1B isk) for example. Add up all the regions and you come to a figure that can't be matched by the wafer thin bounties coming out of most of the security missions run in hisec. Belt ratting doesn't come close.
smug wrote: So, sorry kid, the "blame" for the faucet from bounties is probably split evenly, at best, between highsec and nullsec. But a definite slant towards highsec wouldn't surprise me, either.
While I understand your desperate need to crush any notion that EVE may benefit from nulsec being forced to work for their materials, in no way can my prose be interpreted as childlike.
Your mum asked me to pass on this message: Can we expect you for Sunday lunch, dear? You can fool some of the people all of the time. You can fool all of the people some of the time. You can make a fool out of yourself anytime.
|

Friggz
Caldari Provisions Caldari State
0
|
Posted - 2013.02.14 16:10:00 -
[146] - Quote
Candy Oshea wrote:
teach me
When you mine Veldspar, you aren't actually increasing the total value of Veldspar in the eve universe, you are in actuality reducing the value of veldspar per unit. The same thing happens when you blow up a ship. You aren't removing the value of that ship from the world, you are making every other ship of that type slightly more valuable. You don't notice it in everyday play but it's true and easy to prove.
If someone were to multibox 1000 accounts and mine up veldspar and sell it what would happen? The cost of Veldspar per unit goes down as the amount of it in the universe goes up. Total value unchanged, just less per unit. If you decided to try to wipe out all hulks in high-sec you aren't removing the value of those hulks from the economy, you are just making every other hulk in the universe more valuable. Total value unchanged, just more per unit.
Remember that closed virtual economies are not the same thing as real life economies. In a real life economy resources don't repop after maintenance, so there is a bit of atrophy to factor into this, plus competition from other economies in imports and exports.
The short of it is, value is a result. Trying to change value directly can't be done, it's like saying "X * Y = V. Change V without chaging X or Y." You can't, so there is no reason to try. You focus on the X and the Y, not the V. That is why we only worry about raw isk entering and leaving the system. In terms of inflation and deflating, isk changing hands isn't as meaningful.
|

mynnna
GoonWaffe Goonswarm Federation
426
|
Posted - 2013.02.14 16:48:00 -
[147] - Quote
"Every single rat killed in nullsec is a battleship worth a million or more, therefore we can count those numbers as billions."
So lets see, if we use my overly generous assessment of 2.4 million rats killed that day in nullsec, worth a million apiece, we get a total of 2.4 trillion isk.
In one day.
When around thirty trillion or so in a whole month is more the norm. When more like half of what you're trying to claim would be a normal day.
Even if we bring into this the fact that every single anomaly in nullsec has a 1:1 ratio of battleships to smaller ships in it (as do belt rat spawns, when they have battleships at all) and say that the average rat value killed in nullsec is a mere 500k, the same argument you're using still results in the claim that nullsec is producing all the bounties, which is demonstrably not true.
I'll refrain from bothering to present any more evidence, since you're happily inclined to handwave it away as "sophistry", nevermind the lack of evidence of your own. Come back when you can make an argument that makes sense given the numbers available. 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
611
|
Posted - 2013.02.14 19:45:00 -
[148] - Quote
Well unfortunely there's never been stats published that show the differences between lo/null/hi sec bounties... but there has been stats about WH 'bounties' in the form of blue loot faucet being ~10 trillion a month ( not a bad racket 1/3rd the payout of all bounties being done by 5-7% of Eve's population ) Ripard Teg-á for CSM 8 |

mynnna
GoonWaffe Goonswarm Federation
428
|
Posted - 2013.02.14 19:50:00 -
[149] - Quote
WH bounties are a separate stat from the actual bounties, so they wouldn't be included in the ~30T/mo. They were almost 7T back last January though, so it's definitely true that wormhole dwellers pump out quite the faucet...especially since the total faucet from "things sold to NPCs" was about 10.5T for the whole month. 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
611
|
Posted - 2013.02.14 19:57:00 -
[150] - Quote
mynnna wrote:WH bounties are a separate stat from the actual bounties, so they wouldn't be included in the ~30T/mo. They were almost 7T back last January though, so it's definitely true that wormhole dwellers pump out quite the faucet...especially since the total faucet from "things sold to NPCs" was about 10.5T for the whole month.
The for next month we got the tweet 10.43 trillion Blue loot Ripard Teg-á for CSM 8 |
|

mynnna
GoonWaffe Goonswarm Federation
428
|
Posted - 2013.02.14 19:58:00 -
[151] - Quote
Ah, missed that one while searching. Still, it's a separate number over and above regular bounties. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

Mikhael Taron
Science and Trade Institute Caldari State
24
|
Posted - 2013.02.14 21:45:00 -
[152] - Quote
mynnna wrote:"Every single rat killed in nullsec is a battleship worth a million or more, therefore we can count those numbers as billions."
Not what I said, but let not fact interfere. Belt ratters chain and cherry pick the high value rats. Anomolies have an average value for the rats. No prizes for what that's close to..
Zzz..... wrote: So lets see, if we use my overly generous assessment of 2.4 million rats killed that day in nullsec, worth a million apiece, we get a total of 2.4 trillion isk.
Pay attention to the overly generous assessment bit.
You base you argument on contrived information, as stated above by yourself.
Quote:Even if we bring into this the fact that every single anomaly in nullsec has a 1:1 ratio of battleships to smaller ships in it (as do belt rat spawns, when they have battleships at all) and say that the average rat value killed in nullsec is a mere 500k, the same argument you're using still results in the claim that nullsec is producing all the bounties, which is demonstrably not true. Hardly a demonstration. Avoiding/ignoring belt chaining and average rat values in anomolies tends to produce skewed figures.
finally wrote: I'll refrain from bothering to present any more evidence, since you're happily inclined to handwave it away as "sophistry", nevermind the lack of evidence of your own. Come back when you can make an argument that makes sense given the numbers available.
You produce stats, not necessarily the same as evidence. In this case definitely not. While I understand your desire to halt any discussion regarding turning off the nulsec isk hose/fountain, as a means of curbing the naturally inflationary nature of Eve it IS a valid option.
Another point is justifying Concord paying out bounties to rats killed in nulsec, as it's sod-all to do with them and helps empire space not at all. Stopping the nulsec bounties makes sense from a game story point of view. You want bounties then come to empire space and help defend it from the nasty NPC pirates. Now THAT would be worth paying out. You can fool some of the people all of the time. You can fool all of the people some of the time. You can make a fool out of yourself anytime.
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mynnna
GoonWaffe Goonswarm Federation
432
|
Posted - 2013.02.14 21:49:00 -
[153] - Quote
Still not seeing any evidence that nullsec is the majority of the bounty faucet and that highsec is trivial, nor that highsec bounties are somehow not inflationary even though nullsec bounties are.
But if we want to bring silly story justifications into things. CONCORD pays a bounty on pirates found in nullsec because pirates that reside in nullsec tend to raid low- and highsec. They'd go after them themselves but lack the manpower, thus, they pay the capsuleer residents of those areas to do the job for them.
 This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

Oswaldos
Sine Nobilitatis
0
|
Posted - 2013.02.15 01:43:00 -
[154] - Quote
Bear with me as this post is via phone. It seems to me that if you wanted to balance the f&s of eve it would be best to start with the faucets. The prime flaw in the largest faucet of the game NPC sells is of the permancy of the items being sold. Due to the nature ofbbpos and the kill scentific networking very few bpos are left exposed and sit in almost complete safety so the number of rebuys on bpos is low.. simply removing that skill and reffunding sp would make a solid impact.. The next issue with the bpos is that although there has been many revamps on old ships few new ships have come out compartivly.. it seems like some of these rebalances could be converted into mk2 version with a new bpo.. new Isk sinks etc.. Finally the last thought that comes to skill.. a new type of premium skill which when pissed the skill would be lost including skillbooks.. any rebalance to the f&s of eve should come by expansion to the eve universe not by its diminishment. |

Illest Insurrectionist
The Scope Gallente Federation
75
|
Posted - 2013.02.15 03:22:00 -
[155] - Quote
Oswaldos wrote:Bear with me as this post is via phone. It seems to me that if you wanted to balance the f&s of eve it would be best to start with the sinks . The prime flaw in the largest sink of the game NPC sells is of the permancy of the items being sold. Due to the nature ofbbpos and the kill scentific networking very few bpos are left exposed and sit in almost complete safety so the number of rebuys on bpos is low.. simply removing that skill and reffunding sp would make a solid impact.. The next issue with the bpos is that although there has been many revamps on old ships few new ships have come out compartivly.. it seems like some of these rebalances could be converted into mk2 version with a new bpo.. new Isk sinks etc.. Finally the last thought that comes to skill.. a new type of premium skill which when podded the skill would be lost including skillbooks.. any rebalance to the f&s of eve should come by expansion to the eve universe not by its diminishment.
Your idea of bpo risk would put the focus on the already not so good POS system. The idea of losing a titan + titan BPO is something most would pass on. The idea that someone should be able to come long and blow up a research POS worth tens of billions would add even more drama to the claims of unfair war decs. Having to pay to upgrade BPOs each time a change is made would add more anger than sunken isk.
If you wanted to put additional sinks on manufacturing players fine. But go with mynnna's suggestion of higher fees/taxes.
One of the reasons I'm concerned about faucets and inflation is the new player experience. While some older folks experience a gain in their earning in line with inflation that isn't necessarily true for new folks.
One of the devs a while back mentioned their experience returning to Ultima Online. They noted how so many of the items were out of reach of new players due to years of uncontrolled inflation.
I'm not suggesting that there should be strict price controls. Some thought needs to be focused on what newer folks pay.
I understand that ships are in general more powerful today. I also understand that mining ships can earn more. My point of comparison isn't to what we were making and capable of in 2003 but rather what folks are capable of in 2013. As a PvP game the point of reference is other players not so much ten years ago. This goes back to the point where I think old timers have income that grows with inflation where as new players don't.
This argument of where the isk faucets occur at is something i truly don't understand. It isn't as if a faucet in one area is more damaging than any other. If you want to compare earnings/risk in one area to another fine. The earning power or risk of an area is separate from isk faucets however.
We need new isk coming into the game every day. We need new players to be able to earn isk so they can use loyalty point stores.
The point about faucets and sinks is more about where can they be changed and what amount of isk entering the system is healthy.
Or hey, I could be wrong about everything.
|

mynnna
GoonWaffe Goonswarm Federation
434
|
Posted - 2013.02.15 03:25:00 -
[156] - Quote
Illest Insurrectionist wrote:We need new isk coming into the game every day. We need new players to be able to earn isk so they can use loyalty point stores.
The point about faucets and sinks is more about where can they be changed and what amount of isk entering the system is healthy.
Or hey, I could be wrong about everything.
No, you're basically right. A positive isk flow is a good thing as the game is growing; if isk flow is net negative, the isk supply is shrinking, which just puts current and future new players at a disadvantage.
The question, really, is how positive the isk flow should be and frankly, that's not really one we players have the tools to answer. 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
612
|
Posted - 2013.02.15 04:21:00 -
[157] - Quote
mynnna wrote: "You know, bounties contribute a lot of the faucet and nullsec likely is a big part of it, maybe we could replace some or all of the isk they produce with some other way to reward players for killing them"
I have suggested in another forum a few times that the defeat of an Incursion in NULL SEC should cause the relaxation of SOV fees in that constellation for a period of time because it makes sense because players are doing what should be Concord's (absentee landlord's ) job. Problem with my idea in this thread is that it is a sink reduction w/o an corresponding faucet reduction. Finding new palatable ( non tax ) sinks is difficult & I hope some genius here in the forums could come up with an unexplored, novel idea.
Ripard Teg-á for CSM 8 |

Mikhael Taron
Science and Trade Institute Caldari State
24
|
Posted - 2013.02.15 08:53:00 -
[158] - Quote
As the economy of this game functions in a similar (same?) way as real life, it's probably best to look at the world in order to determine how to combat this inflation problem.
A fiat currency is currency because someone has said it is; it isn't pegged to anything of value. Fiat currencies are noted for inflating and then imploding; two thousand years of history have shown this.
The ISK is a fiat currency. The isk just appears in the economy. Inflation is, therefore, built into it.
The only way to control inflation is to control the issuing of isk, and that means diminishing the effectiveness of the faucets. Ignore tampering with product; product is NOT the problem. When taxes are raised IRL the economy slows and even implodes, which wouldn't be productive, so messing about with the sinks is not the solution.
An idea would be to implement a universal throttle that CCP can tweak to vary the payouts from ALL the faucets; bounties, missions, the works. The sinks will reduce the amount of isk in the economy in a smooth fashion so avoiding economic shocks inherent in sudden changes in the money supply.
It is down to CCP to manage this problem. The economy of the game is a closed one, with a single currency, and that requires central management if it's not to crash. You can fool some of the people all of the time. You can fool all of the people some of the time. You can make a fool out of yourself anytime.
|

DarthNefarius
Minmatar Heavy Industries
613
|
Posted - 2013.02.15 10:01:00 -
[159] - Quote
One sink I doubt that was discussed in the CSM meetings is the unsubscribing of accounts. I'd hope it was the smallest sink in Eve but doub it is. On a side note I wonder if Dr E has the tools to compare the average versus the median ISK unsubbed per account. Ripard Teg-á for CSM 8 |

Bob Killan
Talon Strike Force LTD Sleepless Knights Alliance
15
|
Posted - 2013.02.15 11:14:00 -
[160] - Quote
Idea for a new Sink that would scale with the user base.
Stargates. Someone spent an absolute fortune creating stargates all over the universe, presumably these stargates require some form of fuel/maintenance. Not well up on the lore of those things so hopefully someone can fill that in.
Why are we able to use stargates as much as we want free of charge, seem a bit silly to me.
I purpose a TOLL on all stargates, not sure what the magical figure should be but i reckon the higher the security the higher the fee. Null sec have jump drives so many could avoid the fee anyway. But as you get the more secure systems Concorde will be spending more isk defending the gates to ensure safety is maintained. Something like 5k per jump minimum with a 1% per sec status increase so Jita would cost 5.5k to jump in or out of.
There is a lot of jumping go on so this should help remove a large amount of isk. And the more players, means more jumping, and more isk is lost. |
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mynnna
GoonWaffe Goonswarm Federation
435
|
Posted - 2013.02.15 15:30:00 -
[161] - Quote
Mikhael Taron wrote:As the economy of this game functions in a similar (same?) way as real life, it's probably best to look at the world in order to determine how to combat this inflation problem.
It doesn't.
In real life manufactured goods can't be made by absolutely anyone with only a minimal barrier to entry that results in cutthroat competition and drives the cost of those goods down very close to the cost of their raw materials, which in turn can be obtained by absolutely anyone with only a minimal barrier to entry that results in cutthroat competition and ruthlessly drives those goods in strict adherance to supply and demand.
That's why T1 goods in 2010 cost half what they did in 2006 despite what was undeniably a massive inflation of isk in the economy due to nullsec ratting, highsec missions, incursions, and wormholes, and why the only thing that prompted the price of those T1 goods to change was the removal of an enormous supply faucet of minerals.
If normal inflationary pressures apply to manufactured goods in this game at all they're utterly lost in the fluctuations created by supply and demand. The only thing normal inflationary pressures do affect in a noticeable way is the price of gametime in the form of plex, and even that's a stretch... as evinced by the faction warfare hilarity last year (for one such example), their price will soar based on the presence of something that puts more isk into the hands of more people faster and all the better if it takes a low amount of work relative to other activities with poorer payouts. That holds true regardless of whether it's a faucet or a sink (the FW stuff was actually a very major sink). The fixing of the FW hilarity has resulted in a steady drop in plex prices, accelerated by frequent CCP sales.
There are other reasons why it may be prudent to limit the size of the net faucet in the game, and there are all manner of ways of doing that, but the evidence available to players, at least, suggests that inflation in the classic sense of "Oh no my all my stuff costs more" is not one of them. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

Vaerah Vahrokha
Vahrokh Consulting
3824
|
Posted - 2013.02.15 19:02:00 -
[162] - Quote
I agree a lot on what Mynna says except a couple of points.
In RL the markets try to make economy more efficient too and we have some countries where there is cut-throat competition and a zillion of "nobodies" building and delivering all sorts of stuff.
What EvE does not model is the myriad of inefficiencies we have to live with, from all sorts of taxes (including duties and the coming Tobin tax for EU) to RL ideologies and distorsions caused by politicians (well we had some in EvE, but way fewer than RL).
Plus in RL you don't necessarily have a "positive expectation" on money. In EvE everyone can become billionaire by doing some of the most menial and low effort / low entry barrier actions and a portion of those actions create money out of nowhere at the *individual* level. In RL the faucets are controlled at an higher level and used to command populations to follow somebody's plans. The only thing that comes close would be sov. alliances but their high level driven income does not come from ISK faucets but from materials faucets (thus markets decide the intrinsic value).
PS This post might sound or even be bad, I had all of 5 seconds to write it down. Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2716
|
Posted - 2013.02.15 19:05:00 -
[163] - Quote
Vaerah Vahrokha wrote:Plus in RL you don't necessarily have a "positive expectation" on money.
I would say that a bigger chunk of that is the fact that, in RL, people have to eat*. In EVE, not so much.
*to include food, housing, medicine, etc. 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 |

Vaerah Vahrokha
Vahrokh Consulting
3824
|
Posted - 2013.02.15 19:08:00 -
[164] - Quote
RubyPorto wrote:Vaerah Vahrokha wrote:Plus in RL you don't necessarily have a "positive expectation" on money. I would say that a bigger chunk of that is the fact that, in RL, people have to eat*. In EVE, not so much. *to include food, housing, medicine, etc.
Yet despite the obvious need to eat, in RL we don't necessarily have positive expectation, which leads to wars, starvations etc.
In EvE not only we don't care of those bodily needs but we have easy ISK spilling out of nowhere. Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2718
|
Posted - 2013.02.15 20:23:00 -
[165] - Quote
Vaerah Vahrokha wrote:RubyPorto wrote:Vaerah Vahrokha wrote:Plus in RL you don't necessarily have a "positive expectation" on money. I would say that a bigger chunk of that is the fact that, in RL, people have to eat*. In EVE, not so much. *to include food, housing, medicine, etc. Yet despite the obvious need to eat, in RL we don't necessarily have positive expectation, which leads to wars, starvations etc. In EvE not only we don't care of those bodily needs but we have easy ISK spilling out of nowhere.
I think you misunderstood me. I was agreeing that we don't necessarily have a "positive expectation" on money in RL, just disagreeing on the prime causes. Which could be because I'm thinking about a different meaning of the term than you. I don't know. 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
613
|
Posted - 2013.02.16 05:33:00 -
[166] - Quote
mynnna wrote:[(the FW stuff was actually a very major sink)..
I'd argue FW stuff didn't increase the LP sink since from the CSM notes skill books sink appears to have decreased fromCCP Diagoras last tweet about them & LP store did not overtake them as #1 according to Dr E in the last CSM summit notes. Ripard Teg-á for CSM 8 |

mynnna
GoonWaffe Goonswarm Federation
435
|
Posted - 2013.02.16 16:41:00 -
[167] - Quote
DarthNefarius wrote:mynnna wrote:[(the FW stuff was actually a very major sink).. I'd argue FW stuff didn't increase the LP sink since from the CSM notes skill books sink appears to have decreased fromCCP Diagoras last tweet about them & LP store sink did not overtake them as #1 according to Dr E in the last CSM summit notes. There was I recall an implied promise of an DEV blog about the PLEX intervention for mid Janruary which never materialized where I hoped beyond hope this would also be discussed but its looking like we're going to be in the dark until Fanfest were I suspect a murkry economic summary will be unvailed concerningfaucets & sinks. You'd be insane to think that it didn't increase some, it was a massive farmer goldrush. Pilot population was 2-3x what it is now in FW. How much of an increase? Dunno. I don't remember seeing specific numbers in the notes (though I'd have to check again). It's beside my point though, which is that something does not have to be a faucet (a la incursions) to affect PLEX prices. 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
613
|
Posted - 2013.02.16 16:46:00 -
[168] - Quote
mynnna wrote: You'd be insane to think that it didn't increase some, it was a massive farmer goldrush. Pilot population was 2-3x what it is now in FW.
It was 1/4 the ISK sink at tier 5. There is a reason Dr E ain't showing the numbers... Dr E show us the money! Ripard Teg-á for CSM 8 |

Illest Insurrectionist
The Scope Gallente Federation
76
|
Posted - 2013.02.16 18:17:00 -
[169] - Quote
DarthNefarius wrote:mynnna wrote: You'd be insane to think that it didn't increase some, it was a massive farmer goldrush. Pilot population was 2-3x what it is now in FW.
It was 1/4 the ISK sink at tier 5. There is a reason Dr E ain't showing the numbers... Dr E show us the money!
It was 1/4 the LP too. The isk and the LP never de-synced.
Instead of getting 1 module for 20lp and 20isk they got 4 modules for 20lp and 20isk.
|

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2733
|
Posted - 2013.02.16 18:59:00 -
[170] - Quote
DarthNefarius wrote:mynnna wrote: You'd be insane to think that it didn't increase some, it was a massive farmer goldrush. Pilot population was 2-3x what it is now in FW.
It was 1/4 the ISK sink at tier 5. There is a reason Dr E ain't showing the numbers... Dr E show us the money!
You're on this claim again.
Where is your evidence for massive stockpiles of unspent LP caused by gaining high tier (literally the only case where high tier results in less ISK being sunk)? 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 |
|

mynnna
GoonWaffe Goonswarm Federation
435
|
Posted - 2013.02.16 20:20:00 -
[171] - Quote
Oh boy, here we go again. 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
2737
|
Posted - 2013.02.16 20:25:00 -
[172] - Quote
mynnna wrote:Oh boy, here we go again.
Darth Nefarious: "Four Quarters is less than 1 Dollar" 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
613
|
Posted - 2013.02.16 20:53:00 -
[173] - Quote
RubyPorto wrote:DarthNefarius wrote:mynnna wrote: You'd be insane to think that it didn't increase some, it was a massive farmer goldrush. Pilot population was 2-3x what it is now in FW.
It was 1/4 the ISK sink at tier 5. There is a reason Dr E ain't showing the numbers... Dr E show us the money! You're on this claim again. Where is your evidence for massive stockpiles of unspent LP caused by gaining high tier (literally the only case where high tier results in less ISK being sunk)?
My evidence is from the CSM notes the skill books are stated to be down to near 6 trillion sink a month and are the #1 ISK sink and compare that to CCP Diagoras last publishing of the LP store ISK sink which was 6.3 trillion a month. Ripard Teg-á for CSM 8 |

mynnna
GoonWaffe Goonswarm Federation
435
|
Posted - 2013.02.16 21:09:00 -
[174] - Quote
That's not evidence that FW "reduced the sink". 1000 isk per LP was sunk whether the LP was redeemed at tier 1 or tier 3 or tier 5. That is evidence that, at best, the sink from all the extra FW LP being redeemed wasn't really as big as we thought it was. But then again, Sreegs had announced only a month or so prior that he was banning the **** out of botters, which would have included mission runners, which would have resulted in a dramatic decrease in isk spent to redeem LP, which could have made room for the isk spent in LP stores to dramatically increase without actually pushing it up above the sink from skillbooks. In other words, perhaps the isk spent in LP stores by FW farmers "replaced" the isk spent by the banned bots, resulting in the total size of the LP store sink staying roughly the same.
The only way you can really claim that FW "reduced the sink" is that for X amount of LP, 4X items were bought, but only X was paid, meaning that only 25% of the isk that "should have been" spent to create those items was actually spent. I suppose that that's technically true, but that's not really "reducing" the sink so much as it is a matter of less isk being sunk than somehow could have been. 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
2738
|
Posted - 2013.02.16 22:05:00 -
[175] - Quote
DarthNefarius wrote:RubyPorto wrote:
You're on this claim again.
Where is your evidence for massive stockpiles of unspent LP caused by gaining high tier (literally the only case where high tier results in less ISK being sunk)?
My evidence is from the CSM notes the skill books are stated to be down to near 6 trillion sink a month and are the #1 ISK sink and compare that to CCP Diagoras last publishing of the LP store ISK sink which was 6.3 trillion a month.
So, data about months where FW tier didn't affect the way the LP store sunk ISK is your evidence for FW players leaving, for no rational reason, massive piles of LP unredeemed when reaching high tiers?
I'm sorry, what?
Fanfest 2012 was before the FW changes. Two Step's blog was also before the FW changes. December 2012 is over a month after the late October nerf (blame November. It's always a terrible month.). 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
614
|
Posted - 2013.02.16 23:31:00 -
[176] - Quote
I do wish that the label of that chart was labeled September, October, or November 2012 but here we have hard numbers (evidence) that the LP Store sink has fallen from nearly a year ago. The most likely culprit was the FW insanity over the summer.
Ripard Teg-á for CSM 8 |

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2739
|
Posted - 2013.02.17 00:30:00 -
[177] - Quote
DarthNefarius wrote:I do wish that the label of that chart was labeled September, October, or November 2012 but here we have hard numbers (evidence) that the LP Store sink has fallen from nearly a year ago. The most likely culprit was the FW insanity over the summer. Dr E if you are reading this do you want to pipe in? 
The primary nerf hit at the end of October.
You're looking at either November or December's numbers and claiming they represent a time when FW operated under entirely different mechanics.
Where is your evidence that FW people looked at what they could do with their LP at Tier 5 and said "Nah, I don't want to convert this massive pile of LP before it converts into 4 times less stuff"? Hell, I'll settle for a coherent argument for why they would want to leave huge amounts of LP 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 |

Mikhael Taron
Science and Trade Institute Caldari State
24
|
Posted - 2013.02.17 08:47:00 -
[178] - Quote
mynnna wrote:Mikhael Taron wrote:As the economy of this game functions in a similar (same?) way as real life, it's probably best to look at the world in order to determine how to combat this inflation problem. It doesn't. In real life manufactured goods can't be made by absolutely anyone with only a minimal barrier to entry that results in cutthroat competition and drives the cost of those goods down very close to the cost of their raw materials, which in turn can be obtained by absolutely anyone with only a minimal barrier to entry that results in cutthroat competition and ruthlessly drives those goods in strict adherance to supply and demand. It does, hence the word similar.
mynnna wrote: and why the only thing that prompted the price of those T1 goods to change was the removal of an enormous supply faucet of minerals.
Paradoxically increasing the supply of minerals due to mining becoming far more worthwhile than before. The faucet merely changed shape.
mynnna wrote: If normal inflationary pressures apply to manufactured goods --) snip (--
Stay on topic, which is managing the amount of isk in the economy. I (still) realise you are blindly defending your cashflow, but manufactured goods don't inflate; the cash supply does. All this noise you're creating is a poorly executed attempt to obscure this.
mynnna wrote: There are other reasons why it may be prudent to limit the size of the net faucet in the game, and there are all manner of ways of doing that
... as long as none of them interfere with your cashflow?
You can fool some of the people all of the time. You can fool all of the people some of the time. You can make a fool out of yourself anytime.
|

Mikhael Taron
Science and Trade Institute Caldari State
24
|
Posted - 2013.02.17 08:51:00 -
[179] - Quote
mynnna wrote: --) snip (-- but that's not really "reducing" the sink so much as it is a matter of less isk being sunk than somehow could have been.
Translation: but that's not really "reducing" the amount of isk leaving the economy so much as it is a matter of less isk being removed from the economy than somehow could have been.
You on mushrooms? You can fool some of the people all of the time. You can fool all of the people some of the time. You can make a fool out of yourself anytime.
|

Arronicus
Brave Newbies Inc.
197
|
Posted - 2013.02.17 08:58:00 -
[180] - Quote
Candy Oshea wrote:Isk Sink: Name change & employment history wiped when buying character - cost 2 plex (destroyed)
re-invent yourself literally.
... Is this some sort of joke? That wouldn't take a single isk out of the game. That would be a real money sink. An ISK sink, would be, if the cost for wiping the name and employment history was 1.15billion. Then, actual isk is deleted. if an item is deleted, and not isk itself, it isn't a sink.
I like the idea of DUST having a greater impact on PI and sov in eve, but at the same time, have gear in dust be purchased from npcs for isk, and not produced. This way, Eve players will create lucrative contracts to dusties, dusties spend their isk on gear, weapons, vehicles, etc, from npcs, and the isk effectively leaves the game, with nothing re-entering eve except a service provided. |
|

Candy Oshea
Techfree Investment Group
84
|
Posted - 2013.02.17 09:10:00 -
[181] - Quote
Arronicus wrote:Candy Oshea wrote:Isk Sink: Name change & employment history wiped when buying character - cost 2 plex (destroyed)
re-invent yourself literally. Ink Sink... economy rage.. non monocle... using isk not plex
sweet u figured it all out, now get em to bloody implement already!
Thread needs more monocles, only ruby looks distinguished enough amongst these wallflowers. I've accidentally swallowed some Scrabble tiles. My next **** could spell disaster.
iCandy |

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2743
|
Posted - 2013.02.18 06:17:00 -
[182] - Quote
Candy Oshea wrote:Thread needs more monocles, only ruby looks distinguished enough amongst these wallflowers.
I noticed that I had made enough just from flipping Monocles in Jita to buy one. So I thought it fitting to keep one for myself.
Plus, it does look nice. 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 |

corestwo
Goonfleet Investment Banking Goon Capital
1107
|
Posted - 2013.02.18 06:23:00 -
[183] - Quote
This coat > a monocle. Sorry. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.
fofofo |

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2743
|
Posted - 2013.02.18 06:24:00 -
[184] - Quote
corestwo wrote:This coat > a monocle. Sorry.
For some reason, that coat reminds me of the Cloak of Baulderan icon from Baldur's Gate 1. 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 |

mynnna
GoonWaffe Goonswarm Federation
437
|
Posted - 2013.02.18 06:27:00 -
[185] - Quote
Mikhael Taron wrote: Paradoxically increasing the supply of minerals due to mining becoming far more worthwhile than before. The faucet merely changed shape.
Yes, this is why trit is worth 6 isk/unit and other low ends are similarly more expensive. Because, you know, the supply is larger. That's how supply and demand works, right guys? Supply more of it and the price goes up?

Mikhael Taron wrote: Stay on topic, which is managing the amount of isk in the economy. I (still) realise you are blindly defending your cashflow, but manufactured goods don't inflate; the cash supply does. All this noise you're creating is a poorly executed attempt to obscure this.
You've got to have a reason for the amount of isk in the economy to actually matter; normally that's the price of goods and services. In other words, it is on topic.
Mikhael Taron wrote: ... as long as none of them interfere with your cashflow?
Still putting words into my mouth, I see. Can you explain why you think players in nullsec should be forced only to mine and build for their income again? You sort of ignored that one. Here, let me quote it for you again.
mynnna wrote:For the record? I'm not trying to "halt any discussion on blah blah blah whatever drivel you spat out." You'd have gotten a much better response if you'd come in and said "You know, bounties contribute a lot of the faucet and nullsec likely is a big part of it, maybe we could replace some or all of the isk they produce with some other way to reward players for killing them" instead of dropping in with the implication that nullsec was the sole source of the faucet and man those whiny brats should all be forced to just mine or build for their money whether they like to or not. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

Mikhael Taron
Science and Trade Institute Caldari State
24
|
Posted - 2013.02.22 17:08:00 -
[186] - Quote
mynnna wrote:Yes, this is why trit is worth 6 isk/unit and other low ends are similarly more expensive. Because, you know, the supply is larger. That's how supply and demand works, right guys? Supply more of it and the price goes up? 
As we're discussing the inflation of the economy it would make sense that the usual reduction in the price is negated by the increase in the amount of isk, reducing its value and therefore keeping prices up. Sarcasm not one of your strengths, obviously.
ho-hum wrote: You've got to have a reason for the amount of isk in the economy to actually matter; normally that's the price of goods and services. In other words, it is on topic.
Writing paragraphs about manufacturing and goods was another attempt to divert the topic from the supply of isk, caused by over-enthusiastic faucets. Not on topic at all.
Mikhael Taron wrote: ... as long as none of them interfere with your cashflow?
blah blah wrote: Still putting words into my mouth, I see. Can you explain why you think players in nullsec should be forced only to mine and build for their income again? You sort of ignored that one. Here, let me quote it for you again.
whiny brat wrote:man those whiny brats should all be forced to just mine or build for their money whether they like to or not.
I didn't say that at all. I said turn off the artificial supplies of isk; the anomolies that appear magically due to infrastructure being deployed.
As for putting words into mouths ... priceless! I still submit that it makes no sense concord paying out bounties to players in nulsec, especially in the player-owned nulsec. You pay out the bounties, if that's what you want. Make your own economy instead of piggy-backing off empire space. That will reduce the amount of isk in the game, in a big way.
It will put a strain on the blue doughnut as resources will become a bone of contention. Not enough ice fields where you are? Go and take one from the opposition. Now THAT'S why most wars are fought and you ARE into PvP aren't you? You can fool some of the people all of the time. You can fool all of the people some of the time. You can make a fool out of yourself anytime.
|

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2824
|
Posted - 2013.02.22 17:16:00 -
[187] - Quote
Mikhael Taron wrote:mynnna wrote:Yes, this is why trit is worth 6 isk/unit and other low ends are similarly more expensive. Because, you know, the supply is larger. That's how supply and demand works, right guys? Supply more of it and the price goes up?  As we're discussing the inflation of the economy it would make sense that the usual reduction in the price is negated by the increase in the amount of isk, reducing its value and therefore keeping prices up. Sarcasm not one of your strengths, obviously.
Which is why Zydrine and Megacyte are also double what they were a year ago... oh, wait... 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 |

Andres Talas
Occupational Hazzard Get Off My Lawn
77
|
Posted - 2013.02.23 06:06:00 -
[188] - Quote
Mikhael Taron wrote:
I didn't say that at all. I said turn off the artificial supplies of isk; the anomolies that appear magically due to infrastructure being deployed.
As for putting words into mouths ... priceless! I still submit that it makes no sense concord paying out bounties to players in nulsec, especially in the player-owned nulsec. You pay out the bounties, if that's what you want. Make your own economy instead of piggy-backing off empire space. That will reduce the amount of isk in the game, in a big way.
It will put a strain on the blue doughnut as resources will become a bone of contention. Not enough ice fields where you are? Go and take one from the opposition. Now THAT'S why most wars are fought and you ARE into PvP aren't you?
Anomalies appearing are like mission agents who have an unlimited quantities of missions, but this is EvE - an actual harsh and cruel universe would have Agents advertise for bids to take their jobs, and if someone else quotes less than you do to kill those blood raiders, well, they get the contracts.
Nerfing nullsec income will run into this rumour that Ive heard that many nullsec players earn their money in alts in hisec ! Such shenanigans ! That they use out-of-alliance alts to quietly earn, while blowing stuff up in null !
Personally, I agree that Concord shouldnt pay bounties in Null - but I'd balance it by having meta 3 and 4 gear, and certain needed salvage, only being spawned off rats in losec, nullsec and NPC null, and have various LP tokens drop.
The theme should be 'Empire produces low end materials and isk, Null produces high end materials and high end stuff and losec produces the weird and unusual'.
But yeah, theres too many iski faucets and not enough isk sinks ... and theres a number of fine Nullsec entity accounts around, and you'll see that the actual existing nullsec isk faucets just arent that enthusiastic. |

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2838
|
Posted - 2013.02.23 06:58:00 -
[189] - Quote
Andres Talas wrote:Anomalies appearing are like mission agents who have an unlimited quantities of missions, but this is EvE - an actual harsh and cruel universe would have Agents advertise for bids to take their jobs, and if someone else quotes less than you do to kill those blood raiders, well, they get the contracts.
Interestingly, unlike Mission agents, are quite limited. The carrying capacity (number of players who can make competitive incomes) of one system is about 10 (and I'm pushing here) using Anomalies.
How many people are running missions concurrently out of Umokka?
As for what happens in lawless space, did you know that the US placed bounties effective on people residing outside of the US for most of the early 1800s, and effective on places that were not under effective US control for most of the rest of the 1800s. Why should CONCORD care where the criminals get caught, so long as they're caught?
Anyway, that's my little RP justification on why Bounties on Nullsec rats make sense. My real justification is that it almost certainly works better to have a similar primary isk faucet in every locale than to have ISK faucets monopolized by one or more locales. (HS has Missions, Nullsec has Anoms, WH has Blue Loot, and LS gets ****** [or maybe L5s, but I think that the LP probably sinks more ISK than the payment, and most of the income dropped by rats is in tags rather than ISK fauceting bounties, but whatever]). 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 |

Zappity
Blue Republic RvB - BLUE Republic
1
|
Posted - 2013.02.24 07:54:00 -
[190] - Quote
Candy Oshea wrote:this is what happens when a mechanical engineer argues with ecomonics major's isn't it
Had a good chuckle at this. I thought the economics majors would have been less uppity after 2008. At least when a mechanical engineer stuffs up all that collapses is a bridge... |
|

Candy Oshea
Techfree Investment Group
118
|
Posted - 2013.02.24 09:01:00 -
[191] - Quote
Zappity wrote:Candy Oshea wrote:this is what happens when a mechanical engineer argues with ecomonics major's isn't it Had a good chuckle at this. I thought the economics majors would have been less uppity after 2008. At least when a mechanical engineer stuffs up all that Happens is the coal company gets 995TPH instead of 1000TPH
*Fixed*
& lol.
inb4 monocle overlords I've accidentally swallowed some Scrabble tiles. My next **** could spell disaster.
iCandy |

mynnna
GoonWaffe Goonswarm Federation
469
|
Posted - 2013.02.24 15:08:00 -
[192] - Quote
Zappity wrote:Candy Oshea wrote:this is what happens when a mechanical engineer argues with ecomonics major's isn't it Had a good chuckle at this. I thought the economics majors would have been less uppity after 2008. At least when a mechanical engineer stuffs up all that collapses is a bridge...
That's a civil engineer. When a mechanical engineer stuffs up it's a 787 dreamliner or a ford pinto or something like that. 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
2855
|
Posted - 2013.02.24 15:10:00 -
[193] - Quote
mynnna wrote:Zappity wrote:Candy Oshea wrote:this is what happens when a mechanical engineer argues with ecomonics major's isn't it Had a good chuckle at this. I thought the economics majors would have been less uppity after 2008. At least when a mechanical engineer stuffs up all that collapses is a bridge... That's a civil engineer. When a mechanical engineer stuffs up it's a 787 dreamliner or a ford pinto or something like that.
The Pinto was a wonderfully designed....
....bomb. 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 |

mynnna
GoonWaffe Goonswarm Federation
469
|
Posted - 2013.02.24 15:13:00 -
[194] - Quote
RubyPorto wrote:mynnna wrote:Zappity wrote:Candy Oshea wrote:this is what happens when a mechanical engineer argues with ecomonics major's isn't it Had a good chuckle at this. I thought the economics majors would have been less uppity after 2008. At least when a mechanical engineer stuffs up all that collapses is a bridge... That's a civil engineer. When a mechanical engineer stuffs up it's a 787 dreamliner or a ford pinto or something like that. The Pinto was a wonderfully designed.... ....bomb.
Well, there is the saying that civil engineers design the targets and mechanical engineers design the bombs.  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
61
|
Posted - 2013.02.25 03:34:00 -
[195] - Quote
Zappity wrote:Candy Oshea wrote:this is what happens when a mechanical engineer argues with ecomonics major's isn't it Had a good chuckle at this. I thought the economics majors would have been less uppity after 2008. At least when a mechanical engineer stuffs up all that collapses is a bridge...
2008's crisis was a financial one  |

Candy Oshea
Techfree Investment Group
128
|
Posted - 2013.02.25 04:43:00 -
[196] - Quote
mynnna wrote:Well, there is the saying that civil engineers design the targets and mechanical engineers design the bombs. 
You mean electrical, not mechanical. ( At least in Australia, anything with a circuit in it, or automation goes to electrical, not things like pistons, actuators for flop gate chutes etc, we do that)
Australia is only Mines where u find all disciplines, OR buildings, but i don't like dealing with architects. (not alot else, we dont have major automation, or anything like that here, its all bought, designed from overseas)
The Mechanical Or "materials handling" engineering team drives the entire design of the mining project, the other disciplines, support our equipment, plug in our equipment, design their super-structures around the equipment. etc etc.
"this is what happens when a mechanical engineer argues with an accountant" is actually a daily annoyance for me, the Team leader (Accountant) for a project i did a while back, went cheap on all the machinery & none of it worked. When we tried to explain why, he didn't understand, and dismissed it, "we have saved money, the machines only vary slightly" they ended up replacing 3/4 of the machines, the team leader got sacked.
Me trying to explain why to him, was you guys trying to explain complex economics to me (isk sinks lol) I've accidentally swallowed some Scrabble tiles. My next **** could spell disaster.
iCandy |

Zappity
Blue Republic RvB - BLUE Republic
2
|
Posted - 2013.02.25 05:24:00 -
[197] - Quote
Oh dear, getting terribly confused by all the engineers now. I'm a biological engineer so that probably explains it. :) |

Debra Tao
Perkone Caldari State
61
|
Posted - 2013.02.25 15:35:00 -
[198] - Quote
Candy Oshea wrote:
Me trying to explain why to him, was you guys trying to explain complex economics to me (isk sinks lol)
 |

GoatChops
Forced Penetration Hopeless Addiction
17
|
Posted - 2013.02.26 00:05:00 -
[199] - Quote
This thread was an excellent read and really helped me understand a few things I had never really considered.
Not being the sharpest tool in the shed I took the following away from it:
1. An ISK faucet is defined as ISK changing hand from NPCs to players 2. An ISK sink is defined as ISK changing hands from a players to NPCs 3. Contrary to what I believed ship losses in PvP are NOT a direct ISK sink because the actual "ISK"exist in the ship sellers wallet somewhere 4. The speed that ISK changes hands between players or its "Velocity" (combined with more Faucets then sinks) is what causes ISK inflation (?)
Is that largely correct? Is there another key point somewhere I am missing? (Just trying to understand inflation really) |

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2887
|
Posted - 2013.02.26 00:58:00 -
[200] - Quote
GoatChops wrote: 4. The speed that ISK changes hands between players or its "Velocity" (combined with more Faucets then sinks) is what causes ISK inflation (?)
Is that largely correct? Is there another key point somewhere I am missing? (Just trying to understand inflation really)
Inflation is more complicated than that.
My understanding is: Velocity is one part, but the balance between ISK faucets and sinks also plays a role. And of course, ISK inflation is affected by/affects Mudflation (materials inflation) because ISK doesn't quite behave like a real currency (basically because, unlike the real world, individuals can create it). 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 |
|

mynnna
GoonWaffe Goonswarm Federation
481
|
Posted - 2013.02.26 01:01:00 -
[201] - Quote
GoatChops wrote:This thread was an excellent read and really helped me understand a few things I had never really considered.
Not being the sharpest tool in the shed I took the following away from it:
1. An ISK faucet is defined as ISK changing hand from NPCs to players 2. An ISK sink is defined as ISK changing hands from a players to NPCs 3. Contrary to what I believed ship losses in PvP are NOT a direct ISK sink because the actual "ISK"exist in the ship sellers wallet somewhere Yes.
GoatChops wrote:4. The speed that ISK changes hands between players or its "Velocity" (combined with more Faucets then sinks) is what causes ISK inflation (?) Not quite. If "Isk Inflation" is just the amount of isk in the game growing, then any faucet contributes. Inflation of the price of commodities as a result of that generally doesn't happen (supply/demand factors on the materials used to build them matter way more), and PLEX prices are affected by velocity more than the actual excess of isk in the economy (or that's what the evidence suggests to me, anyway). That said, two things about velocity: First, it's velocity of *any* isk, not just between players (see: incursions), and second, isk inflation does play an indirect role simply by meaning there's more isk to move around if the factor at the time is velocity between players. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

Mikhael Taron
Science and Trade Institute Caldari State
24
|
Posted - 2013.02.26 09:07:00 -
[202] - Quote
RubyPorto wrote:Velocity is one part, but the balance between ISK faucets and sinks also plays a role. And of course, ISK inflation is affected by/affects Mudflation (materials inflation) because ISK doesn't quite behave like a real currency (basically because, unlike the real world, individuals can create it).
Getting back on topic:
When someone takes out a loan the money appears, like it's been created. This is true of all economies that use a fiat currency. This is how the western economies have become so bloated with debt; the ad hoc creation of money. It's what's causing inflation in eve, and I still assert the way to tackle it is to look at the real world and see the methods used to cope.
Taxation. The markets tax sales; that rate could be increased. As a LOT of isk changes hands through the markets, this would have a large direct effect on the money supply. This would affect all areas of the game; nulsec and empire.
- NPC services. Increasing fees for using research and manufacturing queues. They are always active and represent an isk sink. This affects empire more than nulsec.
- Throttling the anomolies. Slow down the creation of isk, allowing the current sinks to work at a pace that allows the economy to adjust. Again a galaxy-wide effect, as I believe the mission rewards are a minor part of the total mission take; bounties make up the majority of isk earnt (correct or no?). (Salvage plays no part in this discussion, as someone else needs to have already created the isk to buy the stuff).
Naturally an option is to leave it as it is and hope for the best. That tends to be also a real world option. You can fool some of the people all of the time. You can fool all of the people some of the time. You can make a fool out of yourself anytime.
|

Vaerah Vahrokha
Vahrokh Consulting
3859
|
Posted - 2013.02.26 09:25:00 -
[203] - Quote
mynnna wrote:GoatChops wrote:This thread was an excellent read and really helped me understand a few things I had never really considered.
Not being the sharpest tool in the shed I took the following away from it:
1. An ISK faucet is defined as ISK changing hand from NPCs to players 2. An ISK sink is defined as ISK changing hands from a players to NPCs 3. Contrary to what I believed ship losses in PvP are NOT a direct ISK sink because the actual "ISK"exist in the ship sellers wallet somewhere Yes. GoatChops wrote:4. The speed that ISK changes hands between players or its "Velocity" (combined with more Faucets then sinks) is what causes ISK inflation (?) Not quite. If "Isk Inflation" is just the amount of isk in the game growing, then any faucet contributes. Inflation of the price of commodities as a result of that generally doesn't happen (supply/demand factors on the materials used to build them matter way more), and PLEX prices are affected by velocity more than the actual excess of isk in the economy (or that's what the evidence suggests to me, anyway). That said, two things about velocity: First, it's velocity of *any* isk, not just between players (see: incursions), and second, isk inflation does play an indirect role simply by meaning there's more isk to move around if the factor at the time is velocity between players.
This is quality posting. Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |

Vaerah Vahrokha
Vahrokh Consulting
3859
|
Posted - 2013.02.26 09:31:00 -
[204] - Quote
Mikhael Taron wrote: NPC services. Increasing fees for using research and manufacturing queues. They are always active and represent an isk sink. This affects empire more than nulsec.
Naturally an option is to leave it as it is and hope for the best. That tends to be also a real world option.
Imo NPC research and industry slots should cost as much as POS slots.
That would be a first step to dis-incentivize pure hi sec production by null sec players, would be a first step at incentivizing POSes usage (and thus help ices markets and hi sec wardecs) and be a sensible ISK sink. Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |

Mikhael Taron
Science and Trade Institute Caldari State
24
|
Posted - 2013.02.26 10:23:00 -
[205] - Quote
Vaerah Vahrokha wrote:Mikhael Taron wrote: NPC services. Increasing fees for using research and manufacturing queues. They are always active and represent an isk sink. This affects empire more than nulsec.
Naturally an option is to leave it as it is and hope for the best. That tends to be also a real world option.
Imo NPC research and industry slots should cost as much as POS slots. That would be a first step to dis-incentivize pure hi sec production by null sec players, would be a first step at incentivizing POSes usage (and thus help ices markets and hi sec wardecs) and be a sensible ISK sink.
If it promotes POS usage then the net effect would be a reduction in the sink as people move away from the NPC facilities. I'm unaware of pos's using any NPC-sourced materials, so therefore they don't contribute to the isk sink. As a benefit of dissuading the nulsec alliances from hogging hisec resources, I agree, but that's for another topic.
An increase to the sink would be to charge for the entire time in the queue, not just for the active time. While that MAY drive people away from the NPC facilities, equally it may not. I believe the queues would shrink a bit but they wouldn't disappear, and each queue-hour would likely be sinking multiple amounts of isk. You can fool some of the people all of the time. You can fool all of the people some of the time. You can make a fool out of yourself anytime.
|

Jerry T Pepridge
Meta Game Analysis and Investment INC.
25
|
Posted - 2013.02.26 10:53:00 -
[206] - Quote
Mikhael Taron wrote: If it promotes POS usage then the net effect would be a reduction in the sink as people move away from the NPC facilities.
1)your assuming build prices have a part in production, i mine my own minerals crowd & noobs will always use stations and ignore fees, some ppl just want to mine and build there own **** thats fine. (this is VV target)
2) your assuming major builders aren't already using pos's, which means like most scrub economics nerds what want to talk big here & have never actually traded or built anything in eve your ignoring the 0.75 speed bonus a pos gives.
3) Your assuming every roleplay hi-sec producer with his merlin blueprint is going say, holy **** guys i have to spend 4k extra an hour per slot, better go spend 2b+ to optimize my build.
VV;s idea is solid, i dont always agree with the nerd. |

Mikhael Taron
Science and Trade Institute Caldari State
24
|
Posted - 2013.02.26 16:44:00 -
[207] - Quote
Jerry T Pepridge wrote:Mikhael Taron wrote: If it promotes POS usage then the net effect would be a reduction in the sink as people move away from the NPC facilities.
1)your assuming build prices have a part in production, i mine my own minerals crowd & noobs will always use stations and ignore fees, some ppl just want to mine and build there own **** thats fine. (this is VV target) 2) your assuming major builders aren't already using pos's, which means like most scrub economics nerds what want to talk big here & have never actually traded or built anything in eve your ignoring the 0.75 speed bonus a pos gives. 3) Your assuming every roleplay hi-sec producer with his merlin blueprint is going say, holy **** guys i have to spend 4k extra an hour per slot, better go spend 2b+ to optimize my build. VV;s idea is solid, i dont always agree with the nerd.
You know what I'm assuming? I'm impressed. I assumed nothing; merely exploring how to make the hisec NPC facilities more of an isk sink than they already are.
1) You're trying to appear smarter than you really are.
2) You're trying to appear smarter than you really are.
3) You're trying to appear smarter than you really are.
On counts 1 - 3 you have FAILED!
You can fool some of the people all of the time. You can fool all of the people some of the time. You can make a fool out of yourself anytime.
|

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2888
|
Posted - 2013.02.27 00:19:00 -
[208] - Quote
Mikhael Taron wrote:When someone takes out a loan the money appears, like it's been created. This is true of all economies that use a fiat currency. This is how the western economies have become so bloated with debt; the ad hoc creation of money. It's what's causing inflation in eve, and I still assert the way to tackle it is to look at the real world and see the methods used to cope.
Except that ISK is not a Fiat currency. Its closest RL equivalent is specie because the NPC sources are extractive in nature (mining gold = ratting for ISK. Both are activity in return for the creation of money [in a strictly specie-backed monetary system, ofc].).
The NPC corps that create ISK do not behave like governments that issue fiat currency, they behave like mines that can be tapped for currency. 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 |

Jerry T Pepridge
Meta Game Analysis and Investment INC.
25
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Posted - 2013.02.27 00:38:00 -
[209] - Quote
Mikhael Taron wrote:Jerry T Pepridge wrote:Mikhael Taron wrote: If it promotes POS usage then the net effect would be a reduction in the sink as people move away from the NPC facilities.
1)your assuming build prices have a part in production, i mine my own minerals crowd & noobs will always use stations and ignore fees, some ppl just want to mine and build there own **** thats fine. (this is VV target) 2) your assuming major builders aren't already using pos's, which means like most scrub economics nerds what want to talk big here & have never actually traded or built anything in eve your ignoring the 0.75 speed bonus a pos gives. 3) Your assuming every roleplay hi-sec producer with his merlin blueprint is going say, holy **** guys i have to spend 4k extra an hour per slot, better go spend 2b+ to optimize my build. VV;s idea is solid, i dont always agree with the nerd. You know what I'm assuming? I'm impressed. I assumed nothing; merely exploring how to make the hisec NPC facilities more of an isk sink than they already are. 1) You're trying to appear smarter than you really are. 2) You're trying to appear smarter than you really are. 3) You're trying to appear smarter than you really are. On counts 1 - 3 you have FAILED!
oh this thread, lol nice reply.
remove head from ass before post pls |

mynnna
GoonWaffe Goonswarm Federation
489
|
Posted - 2013.02.27 01:36:00 -
[210] - Quote
Mikhael Taron wrote:Vaerah Vahrokha wrote:Mikhael Taron wrote: NPC services. Increasing fees for using research and manufacturing queues. They are always active and represent an isk sink. This affects empire more than nulsec.
Naturally an option is to leave it as it is and hope for the best. That tends to be also a real world option.
Imo NPC research and industry slots should cost as much as POS slots. That would be a first step to dis-incentivize pure hi sec production by null sec players, would be a first step at incentivizing POSes usage (and thus help ices markets and hi sec wardecs) and be a sensible ISK sink. If it promotes POS usage then the net effect would be a reduction in the sink as people move away from the NPC facilities. I'm unaware of pos's using any NPC-sourced materials, so therefore they don't contribute to the isk sink. As a benefit of dissuading the nulsec alliances from hogging hisec resources, I agree, but that's for another topic. An increase to the sink would be to charge for the entire time in the queue, not just for the active time. While that MAY drive people away from the NPC facilities, equally it may not. I believe the queues would shrink a bit but they wouldn't disappear, and each queue-hour would likely be sinking multiple amounts of isk.
Quote:733,377,961 ISK spent installing manufacturing jobs - 326m of that going to player corporations
Production fees for a single day. At ~400m sunk, it's 12b a month. It could have been a slow day, but then again the day in question was a Sunday...in any case, it's probably safe to assume that the typical sink from build fees is low double digit billions, which makes them literally a rounding error in the ledger of sinks and faucets. That's a good argument for increasing them. A battleship costs .0015%-.002% of its sale price in build fees, something like a cruiser costs about .3%, a T1 large gun (425mm railgun I for example) is about .04%.
It'd be a bigger sink if the build fees were expressed as a percentage of input value. Even something like quarter percent (to say nothing of a full percent) would turn manufacturing fees into a meaningful sink without really affecting the actual price of goods on the market in a significant way. 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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Jerry T Pepridge
Meta Game Analysis and Investment INC.
25
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Posted - 2013.02.27 01:49:00 -
[211] - Quote
^ this.
what it wont do is make ppl rush to grab pos's, sperg more mik, less book, more do |

DarthNefarius
Minmatar Heavy Industries
637
|
Posted - 2013.02.27 03:40:00 -
[212] - Quote
RubyPorto wrote: Except that ISK is not a Fiat currency. Its closest RL equivalent is specie because the NPC sources are extractive in nature (mining gold = ratting for ISK. Both are activity in return for the creation of money [in a strictly specie-backed monetary system, ofc].).
iNTERESTING... an arguement that ISK is specie and not PLEX or assets... I'll have to think about this one
Ripard Teg-á for CSM 8 |

DarthNefarius
Minmatar Heavy Industries
637
|
Posted - 2013.02.27 03:54:00 -
[213] - Quote
mynnna wrote:Well, there is the saying that civil engineers design the targets and mechanical engineers design the bombs. 
I doubt they were that needed for Little Boy as much as the physicists ( the materials though very much required MECH-E's or CHEM-E's for spinning Uranium Hexafluoride? ) Ripard Teg-á for CSM 8 |

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2892
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Posted - 2013.02.27 03:54:00 -
[214] - Quote
DarthNefarius wrote:RubyPorto wrote: Except that ISK is not a Fiat currency. Its closest RL equivalent is specie because the NPC sources are extractive in nature (mining gold = ratting for ISK. Both are activity in return for the creation of money [in a strictly specie-backed monetary system, ofc].).
iNTERESTING... an arguement that ISK is specie and not PLEX or assets... I'll have to think about this one
Closest to. I'm pretty sure it deviates from behaving like actual specie, but it deviates much further from behaving like an actual fiat currency. 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 |

mynnna
GoonWaffe Goonswarm Federation
489
|
Posted - 2013.02.27 04:22:00 -
[215] - Quote
DarthNefarius wrote:mynnna wrote:Well, there is the saying that civil engineers design the targets and mechanical engineers design the bombs.  I doubt they were that needed for Little Boy as much as the physicists ( the materials though very much required MECH-E's or CHEM-E's for spinning Uranium Hexafluoride? )
:cripes:
What I meant when I said "there is a saying" was really "there is a joke." 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
2895
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Posted - 2013.02.27 06:50:00 -
[216] - Quote
mynnna wrote:DarthNefarius wrote:mynnna wrote:Well, there is the saying that civil engineers design the targets and mechanical engineers design the bombs.  I doubt they were that needed for Little Boy as much as the physicists ( the materials though very much required MECH-E's or CHEM-E's for spinning Uranium Hexafluoride? ) :cripes: What I meant when I said "there is a saying" was really "there is a joke."
Jokes, on my internet? 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 |

Mikhael Taron
Science and Trade Institute Caldari State
24
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Posted - 2013.02.27 21:24:00 -
[217] - Quote
RubyPorto wrote: Except that ISK is not a Fiat currency. Its closest RL equivalent is specie because the NPC sources are extractive in nature (mining gold = ratting for ISK. Both are activity in return for the creation of money [in a strictly specie-backed monetary system, ofc].).
The NPC corps that create ISK do not behave like governments that issue fiat currency, they behave like mines that can be tapped for currency.
Mines produce a commodity that can be used to back a currency. Indeed, the commodity can be used. To what use could you put the corpses of the serpentis rats on which you claimed you bounty? If you issued paper backed by them what worth would it have, assuming anyone would even accept it?
A currency backed by corpses isn't fiat? I think it is. You can fool some of the people all of the time. You can fool all of the people some of the time. You can make a fool out of yourself anytime.
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Wyke Mossari
Staner Industries
440
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Posted - 2013.03.01 20:09:00 -
[218] - Quote
NPC lab factories fees should be determined by making them completely free floating without limits.
When capacity is entirely consumed the price rises and when under utilised it should fall. PI Profitability spreadsheet
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RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2921
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Posted - 2013.03.01 22:19:00 -
[219] - Quote
Mikhael Taron wrote:RubyPorto wrote: Except that ISK is not a Fiat currency. Its closest RL equivalent is specie because the NPC sources are extractive in nature (mining gold = ratting for ISK. Both are activity in return for the creation of money [in a strictly specie-backed monetary system, ofc].).
The NPC corps that create ISK do not behave like governments that issue fiat currency, they behave like mines that can be tapped for currency.
Mines produce a commodity that can be used to back a currency. Indeed, the commodity can be used. To what use could you put the corpses of the serpentis rats on which you claimed you bounty? If you issued paper backed by them what worth would it have, assuming anyone would even accept it? A currency backed by corpses isn't fiat? I think it is.
Mines produce Specie that doesn't just back currency, it was currency. Rats produce ISK that doesn't just back currency, it is currency.
Miners mine Specie, Ratters create ISK. See the equivalence?
You're arguing that a gold coin is a fiat currency. 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 |

Mikhael Taron
Science and Trade Institute Caldari State
24
|
Posted - 2013.03.02 09:15:00 -
[220] - Quote
RubyPorto wrote:Mikhael Taron wrote:RubyPorto wrote: Except that ISK is not a Fiat currency. Its closest RL equivalent is specie because the NPC sources are extractive in nature (mining gold = ratting for ISK. Both are activity in return for the creation of money [in a strictly specie-backed monetary system, ofc].).
The NPC corps that create ISK do not behave like governments that issue fiat currency, they behave like mines that can be tapped for currency.
Mines produce a commodity that can be used to back a currency. Indeed, the commodity can be used. To what use could you put the corpses of the serpentis rats on which you claimed you bounty? If you issued paper backed by them what worth would it have, assuming anyone would even accept it? A currency backed by corpses isn't fiat? I think it is. Mines produce Specie that doesn't just back currency, it was currency. Rats produce ISK that doesn't just back currency, it is currency. Miners mine Specie, Ratters create ISK. See the equivalence? You're arguing that a gold coin is a fiat currency.
Mines produce specie. I can hold it in my hand and raise paper against it.
Rats produce fiat. There is nothing tangible, no commodity, nothing backing it. I can't raise paper against it because it is already paper.
There is no equivalence. You are seeing things.
Indicate where I have stated that gold coin is fiat? Again: you are seeing things.
This attempt of yours to separate bounties from the problem of inflation has so far failed.
You can fool some of the people all of the time. You can fool all of the people some of the time. You can make a fool out of yourself anytime.
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RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2923
|
Posted - 2013.03.02 19:32:00 -
[221] - Quote
Mikhael Taron wrote:RubyPorto wrote:Mines produce Specie that doesn't just back currency, it was currency. Rats produce ISK that doesn't just back currency, it is currency.
Miners mine Specie, Ratters create ISK. See the equivalence?
You're arguing that a gold coin is a fiat currency. Mines produce specie. I can hold it in my hand and raise paper against it. Rats produce fiat. There is nothing tangible, no commodity, nothing backing it. I can't raise paper against it because it is already paper. There is no equivalence. You are seeing things. Indicate where I have stated that gold coin is fiat? Again: you are seeing things. This attempt of yours to separate bounties from the problem of inflation has so far failed.
1. I am not trying to separate bounties from inflation at all. Ask the 16th century Spaniards if Specie currency can suffer from inflation issues.
2. ISK is the commodity. It's created in much the same way that RL Specie is created, and has about the same level of alternative uses that RL specie had at the height of Specie currencies (NPC Sell orders for ISK, the few non-recoverable uses of Gold for Specie). Ratters introduce ISK into the economy, Miners introduce Gold into the economy. It's the same process (slightly simplified). 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 |

Mikhael Taron
Science and Trade Institute Caldari State
24
|
Posted - 2013.03.03 06:38:00 -
[222] - Quote
RubyPorto wrote:Mikhael Taron wrote: Mines produce specie. I can hold it in my hand and raise paper against it.
Rats produce fiat. There is nothing tangible, no commodity, nothing backing it. I can't raise paper against it because it is already paper.
There is no equivalence. You are seeing things.
Indicate where I have stated that gold coin is fiat? Again: you are seeing things.
This attempt of yours to separate bounties from the problem of inflation has so far failed.
1. I am not trying to separate bounties from inflation at all. Ask the 16th century Spaniards if Specie currency can suffer from inflation issues. 2. ISK is the commodity. It's created in much the same way that RL Specie is created, and has about the same level of alternative uses that RL specie had at the height of Specie currencies (NPC Sell orders for ISK, the few non-recoverable uses of Gold for Specie). Ratters introduce ISK into the economy, Miners introduce Gold into the economy. It's the same process (slightly simplified).
They're dead, so hardly a comment worth considering, apart from it demonstrating that an unregulated supply of currency leads to the problem this topic is discussing.
ISK is not a commodity; it's a medium for exchange. PLEX is a commodity, for example.
It's not the same process at all. ISK appearing in the economy is limited only by the number of players creating bounties. Gold has a finite number of sources, each of which can support a finite number of extraction processes. Also, gold will run out. ISK creation is limitless. Not the same, and it's this limitless creation of isk that is causing problems.
As you pointed out with your references to the spaniards: unregulated creation of currency leads to inflation, so obviously it must be regulated to avoid this. Bounties play the largest part in this creation, so restricting their effect on the galactic economy must be the way forward. At least we're on the same wavelength. You can fool some of the people all of the time. You can fool all of the people some of the time. You can make a fool out of yourself anytime.
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DarthNefarius
Minmatar Heavy Industries
658
|
Posted - 2013.03.03 12:29:00 -
[223] - Quote
mynnna wrote:DarthNefarius wrote:mynnna wrote:Well, there is the saying that civil engineers design the targets and mechanical engineers design the bombs.  I doubt they were that needed for Little Boy as much as the physicists ( the materials though very much required MECH-E's or CHEM-E's for spinning Uranium Hexafluoride? ) :cripes: What I meant when I said "there is a saying" was really "there is a joke."
You didn't like my joke?  Ripard Teg-á for CSM 8 |
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