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Author |
Thread Statistics | Show CCP posts - 3 post(s) |

Takseen
University of Caille Gallente Federation
263
|
Posted - 2013.02.21 23:03:00 -
[1] - Quote
Confirming that both high and low sec are absolutely fine.
I assume wormholes are the same, given the lack of wormhole dwellers posting "nerf highsec" threads. |

Takseen
University of Caille Gallente Federation
265
|
Posted - 2013.02.22 08:34:00 -
[2] - Quote
Tippia wrote:Katran Luftschreck wrote:So let's focus on talking about ways to fixing those problems. Let's focus on fixing the things that are actually broken for the people who live & work out there everyday and thus have to deal with it everyday. Ok. One of the main problems with null is the unbeatable baseline that highsec provides. That baseline has to come down to more reasonable levels in terms of availability, cost, ease of use and logistics. Fixing null requires nerfing highsec, because highsec is one of the root causes of the problems with null.
Only in the case of industry, because CCP foolishly allowed 100% refine rates and essentially free and infinite manufacturing slots in highsec. For the poor logistics, these are either a feature of nullsec, or a bug. In the latter case, just change nullsec. |

Takseen
University of Caille Gallente Federation
265
|
Posted - 2013.02.22 13:51:00 -
[3] - Quote
Max Doobie wrote:
Didn't they just add some weird ass route lines to the screen when travelling in space? You mean THOSE kind of things take precedence over things like SOV? They aren't all that busy, they just really could give a damn about it. They'd rather have cool color lines in space.
If there isn't a name for this fallacy yet, there should be. A guy has some time left over after doing some major project, he can't just "go work on SOV" for a day or two and come up with any meaningful results. What he does have for, is an itty bitty little feature that is generally quite popular.
Fixing SOV in a way that minimises the amount of disruption and nullbear tears is a way bigger mutli-person expansion level commitment. |

Takseen
University of Caille Gallente Federation
266
|
Posted - 2013.02.22 17:33:00 -
[4] - Quote
Tippia wrote:Bagrat Skalski wrote:High sec is ok, buff null. Highsec is not ok. It makes buffing null both futile and impossible.
Only if you want to try to make it have its own industrial base, instead of just using highsecs. What are the actual gameplay advantages of having people making some/all of the stuff in null? |

Takseen
University of Caille Gallente Federation
266
|
Posted - 2013.02.22 17:36:00 -
[5] - Quote
destiny2 wrote:they should just make highsec into nullsec so these gankers, cant hide all the time from people ie.
remove stations make players build their own stations like we do in null set up posses for safe spots etc, but have a certain area for only new players to enter and be safe from all the blah blah so they dont get run out of the game in the first week.
I also think that getting rid of the most popular zone in the game is a good idea.
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Takseen
University of Caille Gallente Federation
266
|
Posted - 2013.02.22 17:43:00 -
[6] - Quote
RubyPorto wrote:Takseen wrote:Only if you want to try to make it have its own industrial base, instead of just using highsecs. What are the actual gameplay advantages of having people making some/all of the stuff in null? Targets. The ability to disrupt the industrial base of your enemies. People making their bread where they live. etc.
So people will start shipping their stuff around null in industrials instead of the jump freighters they presumably use now to bring stuff from Jita? I mean it'd be cool if nullsec wasn't so barren looking in kills per system like it is now, but would it really kick off a decent war?
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Takseen
University of Caille Gallente Federation
266
|
Posted - 2013.02.22 17:47:00 -
[7] - Quote
Jenn aSide wrote: To me there are High Sec only (or EVE-lite) players and "full" EVE players who play everywhere including high sec.
I have no problem with the EVE-lite players so long as they understand they are choosing to play a pvp based game.
EVE-lite is a fairly spot on description of highsec. Its what I engage in when in a more relaxed mood, preferring to listen to tunes and tab browse a bit while playing, instead of listening to fleet comms, clicking dscan, checking local, etc. Like a quiet night down the pub sipping a pint or two, instead of doing 5 shots then hitting the dance floor.
You can close all the pubs in town, but you won't get too many old fogies to hit the nightclub instead. |

Takseen
University of Caille Gallente Federation
266
|
Posted - 2013.02.22 17:58:00 -
[8] - Quote
@Tippia
Here's what I'm wondering about. If nullsec industry is buffed to the point where its moderately more profitable than highsec industry, then it'll attract more industry people. Who may then attract targets, which will likely drive down profitability to the point they're better off going back to null.
Or they just add another moneymaking feature to null to go with the moons, plexes, sanctums etc, which are already not generating that many fights.
The only time CCP succeeded in bribing people to fight each other was Faction Warfare, and that didn't require nerfing highsec one bit.
Now if there's actual industrialists who are in favour of nerfing highsec instead of people looking for targets, then I'd be more interested in what they ahd to say. (apologies if you are actually an industrialist, perhaps that is how you acquire your lollipops) |

Takseen
University of Caille Gallente Federation
266
|
Posted - 2013.02.22 18:01:00 -
[9] - Quote
Natsett Amuinn wrote: I don't care where you ******* play, if you get blown up in a frieghter it's your own damned fault.
And if you're a serious industrialist, regardless of where you play, you own and fly a frieghter to move your ****, or you're a tool who's to scared to take a loss and pay someone else to do it for you.
Yes, we move **** around already in freighters.
That's more like what I wanted to hear, interesting.
Seems like it could be worth a go to try increasing nullsec commerce.
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Takseen
University of Caille Gallente Federation
266
|
Posted - 2013.02.22 18:09:00 -
[10] - Quote
RubyPorto wrote:Takseen wrote:Here's what I'm wondering about. If nullsec industry is buffed to the point where its moderately more profitable than highsec industry, then it'll attract more industry people. Who are the new targets FYP. You should be able to achieve higher marginal revenue in Nullsec because your costs are much, much higher than in HS. By the way. Quote:Now if there's actual industrialists who are in favour of nerfing highsec instead of people looking for targets, then I'd be more interested in what they ahd to say. You're talking to a number of them.
Ty for the correction. Yes I say Natsett's post just after I made that one. I can see where he's coming from. He wants to combine the dangers of nullsec with the fun of building an industrial empire, and can't really do that at the moment, it seems. I understand that more than "man, I wish we had more people to shoot at". Because there's other probably better ways to do that. |
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Takseen
University of Caille Gallente Federation
266
|
Posted - 2013.02.22 18:25:00 -
[11] - Quote
Tippia wrote:Takseen wrote:Here's what I'm wondering about. If nullsec industry is buffed to the point where its moderately more profitable than highsec industry, then it'll attract more industry people. Who may then attract targets, which will likely drive down profitability to the point they're better off going back to null. I assume you meant GÇ£back to highGÇ¥GǪ Anyway, no. jBecause if you do it right, moving back to high doesn't offer any advantages. Yes, you'll be safer when you few without escorts or intel, but the price and inconvenience of that security (and lack of production capability GÇö read: lower throughput and thus lower profits) would not be worth it. If you attract targets when the industrials move out, then great! It means the combat pilots will have fun things to do. It means that roaming around in your own space would yield viable and valuable targets to attack. You have a border to protect. It means the fights come to you, at home, where it's nice and close and comfy, rather than having to hunt for them aaaall the way over there. Quote:Now if there's actual industrialists who are in favour of nerfing highsec instead of people looking for targets, then I'd be more interested in what they ahd to say. (apologies if you are actually an industrialist, perhaps that is how you acquire your lollipops) Pretty much all of us are. It's just the bears that have something against it, since they have problems seeing outside their bubble and imagine all the good it would do.
Yes, that's what I meant, sorry. So are you saying that pilots in nullsec would prey on industrials within their own space, or am I misunderstanding? I assumed they'd just be raiding the other sides industrials. Or you mean Alliance A gets to fight the raiders from Alliance B that have come to attack Alliance A's industrials? That'd be fun. Its just that from my perspective simply looking at the Star Map kill stats, null is the quietest, while high and low have way more activity. Low especially has about the same population as null, but quite a few more kills despite not having any real industrial base to speak of. And in highsec its kind of difficult to have wars fighting over industrials when you can't deny access to resources, but they still manage to have fights anyway.
Edit : Lots of well thought out posts went out while I was typing this monstrosity. I am going to retire in defeat from this thread, go to one of the aforementioned pubs, then possibly to an also mentioned nightclub, possibly followed by a drunken Eve session causing an expensive ship to explode. o7 |

Takseen
University of Caille Gallente Federation
278
|
Posted - 2013.02.24 11:37:00 -
[12] - Quote
RubyPorto wrote:
What numbers are you looking for? HS is Free, Risk Free, Unlimited, and Convenient. How do you propose to compete with that when Nullsec is automatically not Free*, Risk Free**, or Convenient*** (I'll assume step one of any Fix is increasing station slots in outposts, so we'll grant nullsec unlimited slots for the sake of argument.)?
*Gotta build stations or run POSes, so slots are not, and never will be, free. **Get invaded, lose anything in build, at a minimum. ***Freighter on Autopilot is more convenient than a JF.
I'd rather increase highsec slot costs than reduce capacity too much. The latter just locks out newbie/casual manufacturing even more. So the guy who just finished the Industry career tutorial can buy a small rig BPO and crank out some rigs for fun and profit. But if you want to mass produce battleships, the cost should be very noticeable indeed.
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Takseen
University of Caille Gallente Federation
278
|
Posted - 2013.02.24 12:05:00 -
[13] - Quote
RubyPorto wrote: Any fee that would allow Null to be competitive without reducing the slots in HS would lock out newbies just as effectively as a wait time. Remember, Competitive Manufacturing in Nullsec has to pay for 2 way transport in a JF. But at least we're getting somewhere.
I wouldn't mess with the base cost of 1000+333/hr too much for the simplest of jobs. A cap on Material Efficiency would do a much better job. The cool thing about small newbie friendly jobs like small rigs is that ME is almost irrelevant because the quantities are tiny. Either that, or split manufacturing slots by category and increase install fees considerably for the more advanced items. |

Takseen
University of Caille Gallente Federation
280
|
Posted - 2013.02.24 15:01:00 -
[14] - Quote
http://themittani.com/features/bottoms-part-one-income-and-industry
Seems like its relevant to the discussion. This bit gives a more detailed example of why nullsec industry can't currently compete with highsec.
Quote:The end goal of an industry revamp in null-sec is that it should be more worthwhile to build battleships and other high-volume items locally than it should be to import them. Right now, that's not the case. The reason why is a matter of volume movement. If I want sixty battleships in VFK, I buy them in Jita, load them up in a jump freighter, and jump to VFK. It takes about nine round trips total, plus five trips by freighter from Jita to my jump-out point.
What if I want to build those? Well, first I buy all the minerals... not to build sixty Maelstroms, but to build 6,250 425 mm Railgun Is. The mineral content for that many Maelstroms is about 8.5 million m3, so moving them raw via jump freighter is not economical. Compression is required. So, I make nine freighter trips between Jita and my build station, and spend a few days building them. Then I make a freighter trip to my jump-out point, and from there a single jump freighter trip up to Goon space to a refining station. Once there, I refine the railguns, achieving 100% yield, as I've invested in the extra training and implants required to do so in the subpar facilities found in null-sec. Unfortunately, this isn't Empire and you don't get 50 build slots and perfect refines in the same station, so I either have to make nine freighter trips again between my refinery and build station or make do with the two build slots the station has. In either case, I'm likely to have to make four more freighter trips to move the finished battleships from build station to sale hub.
So, let's recap. I can either make four high-sec freighter trips and nine jump freighter trips to import those Maelstroms, or I can make make nine high-sec freighter trips, one jump freighter trip, and then depending on my choices, make anywhere from four to 13 freighter trips and spend four to eight days building, all told. And now you know why almost no major industry takes place in null-sec. The extra time and effort required to build the same number of ships is well worth simply spending 100 million ISK worth of jump fuel to get them now.
http://themittani.com/features/more-new-eden-behind-great-firewall This one too, about the economic situation on the Chinese server, where the price bottleneck is pirate faction LP and not technetium.
http://themittani.com/features/destroying-shipyards And some suggestions on buffing nullsec, mostly by making POSes less terrible, on par with NPC stations more or less. |

Takseen
University of Caille Gallente Federation
283
|
Posted - 2013.02.24 21:29:00 -
[15] - Quote
Aren, could you please read the Industry and Economy section of http://themittani.com/features/bottoms-part-one-income-and-industry?
You seem not to understand how lacking in industrial facilities nullsec is at present. |

Takseen
University of Caille Gallente Federation
283
|
Posted - 2013.02.24 21:31:00 -
[16] - Quote
Brooks Puuntai wrote:So confused on whats going on here. What does competing with Jita have anything to do with this.
Anyways off the top of my head for buffing without nerfing is:
Increase station research/production slots to unlimited or 10-20x current Decrease material multiplier in 0.0 Increase yield rates on ore found in 0.0, especially low ends Add some active way to get different types of moon goo and research mats, outside of your region.
Though there are a few "nerfs" I wouldn't mind seeing to High.
Cutting production lines by 33-50% Seperating production lines based off of type, and increasing operation cost accordingly Ice being finite Reduce belt counts, but increase grav spawn rates.
I like all of these except the underlined one. Can't do that without creating minerals out of nothing, or capping the material efficiency of highsec.
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Takseen
University of Caille Gallente Federation
296
|
Posted - 2013.02.26 13:26:00 -
[17] - Quote
Rhugor wrote:as a business major and an outsider looking in the whole thing makes no LOGICAL sense.
As an accounting major I agree with you. It doens't make any sense for Empire corporations to heavily subsidise capsuleer ship production by providing practically free access to their stations, refineries and assembly lineswhen they could easily charge hefty taxes for the privilege.
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Takseen
University of Caille Gallente Federation
296
|
Posted - 2013.02.26 13:32:00 -
[18] - Quote
Rhugor wrote:New to the game so I wont pretend to have a bit of an understanding of the culture war between null high and low sec, but reading through the first few pages of arguments makes me chuckle a bit. I do realize this is a video game, but games mimic life and life lessons since that is what designers pull from when creating them. Where in the world is efficient industry run on the front lines of any conflict? Highsec is the equivalent of an industrialized nation / arms dealer pumping cheap weapons into a war zone and laughing all the way to the bank with the blood money.
The problem is that at present, even if a nullsec alliance managed to create a safe haven of industry, it STILL wouldn't be worth it to produce there over highsec. Whereas in the real world its quite easy for a peaceful former third world country to attract immense amounts of investment because taxes and expenses are so much lower. |

Takseen
University of Caille Gallente Federation
296
|
Posted - 2013.02.26 13:40:00 -
[19] - Quote
Skeln Thargensen wrote:as an engineering undergrad i find the lack of fuel consumption by 99% of eve's ships puzzling so lets just assume that realism isn't necessarily the primary goal here.
is this going to make the game more boring is the question that should be asked.
Well let's see. Currently highsec manufactures everything. If it was rebalanced correctly, then highsec, nullsec and maybe even lowsec would manufacture stuff. Sounds less boring to me.
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Takseen
University of Caille Gallente Federation
296
|
Posted - 2013.02.26 13:52:00 -
[20] - Quote
Skeln Thargensen wrote:Takseen wrote:Well let's see. Currently highsec manufactures everything. If it was rebalanced correctly, then highsec, nullsec and maybe even lowsec would manufacture stuff. Sounds less boring to me.
depends. are null and low supposed to be like comfortable hobbit holes with all the amenities of high sec or more akin to grim, barely controlled outposts where warlords duke it out for precious gems and maintain supply chains out of necessity?
Both or neither, depending on how the people and resources the holding alliance has at its disposal to protect its space. If nullsec was the new frontier at the start of Eve, it could be the industrial powerhouse of the United States in the future. Or it could end up some of the messed up colonies in Africa, or anywhere inbetween. Right now its locked in Africa mode due to game mechanics.
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Takseen
University of Caille Gallente Federation
297
|
Posted - 2013.02.26 17:48:00 -
[21] - Quote
Buzzy Warstl wrote:If nullsec gets industry on par with highsec, what reason will there be for trade between nullsec and highsec?
None. Everyone will still produce in highsec because it has free security, as opposed to at best, purchased security in nullsec.
If you mean, if nullsec gets better industrial potential, will they either -produce everything themselves and buy nothing from highsec? or even worse -produce everything they need themselves plus enough surplus to feed highsec, killing highsec industry entirely?
I suppose that all depends on how many industry players are willing to operate in nullsec. If the majority really do want the increased profits and increased risks, then so be it. Its an interesting theory.
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Takseen
University of Caille Gallente Federation
300
|
Posted - 2013.02.27 13:22:00 -
[22] - Quote
Lin Suizei wrote:Aren Madigan wrote:new players wouldn't have a place in industry everything ends up more expensive while screwing everyone not in those border regions for something that the industry system was never meant to be balanced around. Why should a new player be able to compete in industrial enterprise with players who have invested ISK, time and effort into building well-oiled industrial empires? This is like saying a new miner in a Retriever should be able to compete with a seasoned bot-aspirant with 100+ accounts and Orca boosts - he shouldn't.
A new miner can compete with the multiboxer(bot miners don't exist, don't be silly) because he has no operating costs beyond his time invested, even if he's earning way less per hour, and there's always a demand for more ore. A newbie industrialist would have a much harder time if station slots were reduced or fees increased too much, because he may not be able to make a profit at all. So they'd need some protection to get started. Much like Novice plexes and the frigate buffs helped get newbies into FW pvp. |

Takseen
University of Caille Gallente Federation
300
|
Posted - 2013.02.27 13:26:00 -
[23] - Quote
Skeln Thargensen wrote:no one is forced to manufacture anything, since there is a fully functioning market.
I can understand that it's difficult living in null without facilities close by but should it really be easy?
A market supplied by player manufacturers, lest we forget. From a balance point of view: Nullsec - low overheads, high efficiency, difficult logistics, poor safety Highsec - high overheads, low efficiency, easy logistics, excellent safety makes more sense than giving all the advantages to Highsec as is the case now. |

Takseen
University of Caille Gallente Federation
300
|
Posted - 2013.02.27 13:29:00 -
[24] - Quote
Yonis Kador wrote:Though I'm sure the low-sec, gate-camping lobby would love to see dozens of freighters loaded with expensive goods passing by daily, the suggestion doesn't alter the reality that some of these ideas aren't just game-altering - they're potentially game-breaking. But debating this particular point is kinda silly, as CCP will never force all of high sec into low to manufacture goods. High sec pays their salaries and I'm sure they're keenly aware of the value those players represent.
YK
And the award for "I just read the thread title and didn't bother with the rest" goes to... |

Takseen
University of Caille Gallente Federation
301
|
Posted - 2013.02.27 18:06:00 -
[25] - Quote
Captain Tardbar wrote: Looking at Jita I even see plenty of T1 crap that has 30-50% profit over its mineral cost based not on the lowest seller price but the highest buyer price. If you can simply sell those goods without having to play penny wars you can make a profit as an newbie industrialist.
Yes, and I've dabbled in this a wee bit, making various lesser used rigs with super cheap materials, like targeting speed and increased velocity/agility. Not sure if I could have done that if there was a big flat fee on manufacturing slots. Material efficiency penalties or limited slots wouldn't have bothered me nearly as much though.
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Takseen
University of Caille Gallente Federation
302
|
Posted - 2013.02.27 22:43:00 -
[26] - Quote
Yonis Kador wrote:
No amount of incentivization will prod risk-averse players to suddenly become risk-takers
I have personal experience to the contrary, my good sir.
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Takseen
University of Caille Gallente Federation
302
|
Posted - 2013.02.27 22:45:00 -
[27] - Quote
Captain Tardbar wrote:
Are you saying those older players didn't earn their isk like everyone else? Did CCP put all that isk in their wallets magically because they were older players? So rich hardworking players who spent all that time and effort to be rich don't deserve their isk and that CCP should transfer their wealth to the lower classes? Sounds like "Space Socialism" to me.
Patents expire in real life. Even copyrighted material does, eventually. Wouldn't be without precedent for BPOs to do the same.
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Takseen
University of Caille Gallente Federation
304
|
Posted - 2013.02.28 18:17:00 -
[28] - Quote
Caitlyn Tufy wrote:Malcanis wrote:Hi-sec is supposed to be the starter area....
I think it's ridiculous to constrain hi-sec under that long outdated assumption, but it's just as ridiculous to constrain 0.0 with the equally outdated "wild west" concept. Oh, I absolutely agree, I'd hate to see high sec die like starter zones die in other mmos. I'm just saying that making everything better in null will end up badly for high (and low/WH caught in between the struggle). Imo, nerfing one part of the game across the board or making progress linear is not necessarily a solution to the problems. Perhaps the "wild west" concept was a bit silly, given that it's usually related in our minds to western genre - what I was thinking of is more the borderlands of civilization, where accepted rules are thrown to the wind as society struggles to create fortune for itself. The "wild west" in this example means lack of government (empires), where people are left to organize themselves as they see fit. Some will steal, others will organize militias, the third will create societies of their own. To get back to the game's null, imo one of the key problems of null nowadays is how sov functions and what happens if a small group comes in to have a shot at risk/reward. Have you lately seen a small alliance park themselves into a random system and try to claim it? All hell breaks lose, until the new guy is either forced to bend over to one of the larger "protectors" or to get the hell out. So how is a small industrialist supposed to compete if high sec is made worthless compared to null? In my opinion, you first need to allow the small guy to survive in null, then you can talk about moving things there.
Interesting that you use the Wild West as an analogy. Consider how the Wild West is now. Largely peaceful, and an excellent location for industry. Or look at the mines and factories set up in Africa and the formerly wartorn bits of Asia.
And there's definitely corps that live in various lowsec systems. But its a bit like a criminal or vigilante gang laying claim to a city neighbourhood. You can't be too open about it.
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Takseen
University of Caille Gallente Federation
310
|
Posted - 2013.03.01 13:30:00 -
[29] - Quote
Yonis Kador wrote:
I suspect in a construct this complex the answer involves multiple variables, but is there any hard data on player types? Should we be trying to balance the game, the players, or both? Just curious.
YK
http://www.youtube.com/watch?feature=player_detailpage&v=7MZD6-vGQms#t=478s
Clip of a slide from the 2012 Fanfest economic presentation, date is pulled from newsletter surveys.
46% really like pvp, 29% somewhat like pvp, 15% meh, and a tiny 10% dislike it on some level.
Mind you nearly as many people like 0.0 gameplay(whatever that is), so I guess nullsec is fine :P |

Takseen
University of Caille Gallente Federation
326
|
Posted - 2013.03.04 17:41:00 -
[30] - Quote
Yonis Kador wrote:Lazy? What does any of this have to do with being lazy? I'm trying to make isk not play with logistics all day.
"or do you want it fixed so that they are never ending?" Never wrote it. Why do you think I'm working all over the map now?
"if you are moving through so many systems a day that to be in proximity you would need to move it 4 times a day, you are barely mining now..." Dude, some regions are huge. In excess of 30-40 jumps across. I stash identical sets of gear in different areas and travel by shuttle. I'm not fueling/maintaining 4 POS's. Nor should I have to.
But hey, you're right, when I'm not busy engaged in the 2 hrs required to take down/put up my POS 4 times a day and when I'm not busy freightering my goods all across New Eden, I'm sure my profits will skyrocket due to all the extra work.
I look forward to all the riches promised from this obvious buff to industry.
YK
The perfect example of the spoiled government subsidised "industrialist" right there. "Oh noes, I have to take a private jet around to visit all of my factories that the government pays for". "Build my own factories? Pay someone else to run them for me? Ridiculous!"
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Takseen
University of Caille Gallente Federation
326
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Posted - 2013.03.04 17:49:00 -
[31] - Quote
Vaerah Vahrokha wrote:Frying Doom wrote:As to casual players not able to compete with dedicated indy players, why should they be? If I put in more hours and a crap load more capital why should they be able to be on the same profit margin as me? The fact that they can pretty much compete even though I take higher risks and expend billions a month definitely means reward = risk*capital is broken. So is the fact that the most profitable industry is done in NPC facilities in Hi-sec. Profit margin? Heck even in RL a small entity can easily make the same or better profit margins than a larger one due to the " small and agile and efficient" factors. Yet the large entity will field huge numbers and in the end the small entity will easily earn their Honda for their CEO, while the large entity with same margins will earn their Ferraris collection for their CEO.
You could try to implement this into Eve by allowing each character one cheaper/more efficient manufacturing slot even in Empire. But if you want to expand beyond that, you need to pay more, move out of congested highsec or set up a POS.
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Takseen
University of Caille Gallente Federation
330
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Posted - 2013.03.04 22:07:00 -
[32] - Quote
Guttripper wrote:
Yet everyone cheers that the game is growing year after year. So why should CCP change anything when they know the players have been accepting everything dished out, will complain, yet return for more?
...have you been away for the last 3 years or something? Incarna, the Jita monument/protest, the massive flood of Spaceship related improvements in the last few years? |
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