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| Author | Thread Statistics | Show CCP posts - 0 post(s) |
![]() Ruffles |
Posted - 2003.07.24 11:50:00 -
[1] A lot of people have asked for a number of things in the past on these forums, some of which were: 1) Quality on manufactured items, so as to allow to compete with drops. 2) Reduced quality on drops, as they have in most cases just come from an exploding vessel. This is kindof akin to salvage in a way. 3) 100% damaged items not being fully-repairable again. 4) Require Trade Goods as part of the blueprint requirements for items. Electronic Parts for Ships, Miniature Electronics for Lasers, sensors, shields, etc... This would help to stimulate a player Demand for these items on the marketplace, and you wouldn't just have the best Trade Runs depeleted not long after down time. There would be potentially continual demand, in varying quanitities. I don't really agree with the cost in mining. It is already the most dull element to the game, and people have to spend hours or days to get some reward from it. Yes it costs money, you are paying for the fun game, and mining is about as un-fun as you can get. It could use something. Remote refining, and other such in space activities will be welcomed when they arrive :) I think the service based thing is a great plan, but sadly requires a number of features, mostly Player Stations. Without these, providing services really isn't your option. The owners of the station provide these services after all. However, it would be nice to see services like these offered by players in their stations. Repairs (where the level of the Mechanic skill of the person offering the service affects the cost possibly), etc... |
Ruffles |
Posted - 2003.07.24 11:50:00 -
[2] A lot of people have asked for a number of things in the past on these forums, some of which were: 1) Quality on manufactured items, so as to allow to compete with drops. 2) Reduced quality on drops, as they have in most cases just come from an exploding vessel. This is kindof akin to salvage in a way. 3) 100% damaged items not being fully-repairable again. 4) Require Trade Goods as part of the blueprint requirements for items. Electronic Parts for Ships, Miniature Electronics for Lasers, sensors, shields, etc... This would help to stimulate a player Demand for these items on the marketplace, and you wouldn't just have the best Trade Runs depeleted not long after down time. There would be potentially continual demand, in varying quanitities. I don't really agree with the cost in mining. It is already the most dull element to the game, and people have to spend hours or days to get some reward from it. Yes it costs money, you are paying for the fun game, and mining is about as un-fun as you can get. It could use something. Remote refining, and other such in space activities will be welcomed when they arrive :) I think the service based thing is a great plan, but sadly requires a number of features, mostly Player Stations. Without these, providing services really isn't your option. The owners of the station provide these services after all. However, it would be nice to see services like these offered by players in their stations. Repairs (where the level of the Mechanic skill of the person offering the service affects the cost possibly), etc... |
![]() Ruffles |
Posted - 2003.08.13 08:01:00 -
[3] Doc Who: Sorry to say this but how often do you play the game? If you amassed that amount of wealth solo in two months, do you play pretty regularly? A lot of people assume everyone that plays the game plays a large portion of their time. Please remember, if you want to drag things out and make them harder to achieve, then you are also killing the casual players chances of having fun also. Try to imagine only a few hours per night, or perhaps every other day. Those people don't need their lives made harder. If you are concerned about the wealth distribution, can I ask just how many of you are currently involved in major corp-wars? Have you stopped to think just how fast you would burn through all this cash if you were involved in one? If you make it damned slow to make money, then it will be more off-putting to those wanting to fight a war. It will take longer to accumulate the wealth to buy the replacement ships/ammo/etc, and some might not even take the risk that they would be bored senseless for weeks perhaps mining to recoup their losses. Yes I agree with some elements of this, mostly wear and tear, and quality of player produced items needs to have some drastic attention, and be able to compete with the dropped items or player producers will never be seen as offering something anyone else wants, perhaps excluding ships and ammunition. I think that would come back to research myself. Probably the most useless profession at the moment is the science lines, where researchers are pretty much copy-machines, or perhaps mineral-efficiency improving machines mostly. They don't actually research new things, alterations and customisations to current items. Its a lost potential, and it has masses of potential. |
Ruffles |
Posted - 2003.08.13 08:01:00 -
[4] Doc Who: Sorry to say this but how often do you play the game? If you amassed that amount of wealth solo in two months, do you play pretty regularly? A lot of people assume everyone that plays the game plays a large portion of their time. Please remember, if you want to drag things out and make them harder to achieve, then you are also killing the casual players chances of having fun also. Try to imagine only a few hours per night, or perhaps every other day. Those people don't need their lives made harder. If you are concerned about the wealth distribution, can I ask just how many of you are currently involved in major corp-wars? Have you stopped to think just how fast you would burn through all this cash if you were involved in one? If you make it damned slow to make money, then it will be more off-putting to those wanting to fight a war. It will take longer to accumulate the wealth to buy the replacement ships/ammo/etc, and some might not even take the risk that they would be bored senseless for weeks perhaps mining to recoup their losses. Yes I agree with some elements of this, mostly wear and tear, and quality of player produced items needs to have some drastic attention, and be able to compete with the dropped items or player producers will never be seen as offering something anyone else wants, perhaps excluding ships and ammunition. I think that would come back to research myself. Probably the most useless profession at the moment is the science lines, where researchers are pretty much copy-machines, or perhaps mineral-efficiency improving machines mostly. They don't actually research new things, alterations and customisations to current items. Its a lost potential, and it has masses of potential. |
![]() Ruffles |
Posted - 2003.09.08 13:12:00 -
[5] Hard problem to cure, but I think the way they are reacting to it might actually just go the opposite way to the direction we are heading presently. I think that Tech 2 is likely only going to be available to select few people, in which case we possibly see the availability in terms of the Miner 2 example. Select corps with access to this technology, very few competitors, extortionate prices. If we aren't careful we will go from the one extreme of cheap massively available goods, to the next level of technology being completely unobtainable for most casual players as the virtual-monopolies or cartels keep the prices exceedingly high. Wars: Always the end result for these economic discussions, as it was one of the main reasons for the game after all. They are perceived to cost too much at present, and with insurance being so short in duration, many players are indeed unwilling to risk their vessels for 1 or 2 minutes of fun if it means a weeks working mining/hunting to earn the cash again. I think the gaps between the vessels are quite huge, the jump from frigate-cruiser, and cruiser-battleship are very costly comparables. The performance of these vessels also quite massively different. I would like to see some inter-mediate items, which help to bridge not only the price gap, but the performance also. Destroyers between the frigates-cruisers, and battle-cruisers/Pocket-battleships between the obvious cruiser-battleship gap. Trying to keep the costs of wars in that happy gap between having to work too much, and having no respect for money and too much of it is the very hard task they face at the moment I feel. Do you reduce the costs further, or increase the means of income/hour to try to increase the work-to-fun ratio? If new tech introductions continue the way of the miner 2, then wars costs could increase dramatically, with the same negatives we are already aware of, and only the rich few with access to it. I am waiting to see how things evolve with new technology appearing in game, and if those go hand-in-hand with changes to the market system. |
Ruffles |
Posted - 2003.09.08 13:12:00 -
[6] Hard problem to cure, but I think the way they are reacting to it might actually just go the opposite way to the direction we are heading presently. I think that Tech 2 is likely only going to be available to select few people, in which case we possibly see the availability in terms of the Miner 2 example. Select corps with access to this technology, very few competitors, extortionate prices. If we aren't careful we will go from the one extreme of cheap massively available goods, to the next level of technology being completely unobtainable for most casual players as the virtual-monopolies or cartels keep the prices exceedingly high. Wars: Always the end result for these economic discussions, as it was one of the main reasons for the game after all. They are perceived to cost too much at present, and with insurance being so short in duration, many players are indeed unwilling to risk their vessels for 1 or 2 minutes of fun if it means a weeks working mining/hunting to earn the cash again. I think the gaps between the vessels are quite huge, the jump from frigate-cruiser, and cruiser-battleship are very costly comparables. The performance of these vessels also quite massively different. I would like to see some inter-mediate items, which help to bridge not only the price gap, but the performance also. Destroyers between the frigates-cruisers, and battle-cruisers/Pocket-battleships between the obvious cruiser-battleship gap. Trying to keep the costs of wars in that happy gap between having to work too much, and having no respect for money and too much of it is the very hard task they face at the moment I feel. Do you reduce the costs further, or increase the means of income/hour to try to increase the work-to-fun ratio? If new tech introductions continue the way of the miner 2, then wars costs could increase dramatically, with the same negatives we are already aware of, and only the rich few with access to it. I am waiting to see how things evolve with new technology appearing in game, and if those go hand-in-hand with changes to the market system. |
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