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Grazna Loknar
Grazna Loknar

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Posted - 2003.07.24 13:53:00 - [31]

What is needed is for the player manufactured ships/modules to be better than the Pc manufactured ships/modules. As it is now the one who sells the item is the one that sells it cheapest and its enough to be 1 isk cheaper. The only way to get the player driven economy up and running is if we the players actualy has something to offer. Research need to be fixed so that you can make a better version than the standard one and the improvment should be random and apply to differt stats on the ship/module. Then you all of a sudden have somthing thats sought after and sellable. Then there is no need to nerf dropings beacause player made stuff will and should be better
Grazna Loknar
Grazna Loknar

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Posted - 2003.07.24 13:53:00 - [32]

What is needed is for the player manufactured ships/modules to be better than the Pc manufactured ships/modules. As it is now the one who sells the item is the one that sells it cheapest and its enough to be 1 isk cheaper. The only way to get the player driven economy up and running is if we the players actualy has something to offer. Research need to be fixed so that you can make a better version than the standard one and the improvment should be random and apply to differt stats on the ship/module. Then you all of a sudden have somthing thats sought after and sellable. Then there is no need to nerf dropings beacause player made stuff will and should be better
Shyuka Nagumo
Shyuka Nagumo

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Posted - 2003.07.24 14:50:00 - [33]

Edited by: Shyuka Nagumo on 24/07/2003 15:04:30
Edited by: Shyuka Nagumo on 24/07/2003 15:03:29
Err....think that just about hit the nail on the head. Nice post.

Good comparison to the ship size = fuel flow/cost from Elite (forgot who said that, sorry..)

Edit: It was Severe McCloud. And I like Dantons idea of hiring crews, too. :) (maybe our Alts that aren't being used would be available for hire as NPC crew?...just a thought?)
Shyuka Nagumo
Shyuka Nagumo
Caldari

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Posted - 2003.07.24 14:50:00 - [34]

Edited by: Shyuka Nagumo on 24/07/2003 15:04:30
Edited by: Shyuka Nagumo on 24/07/2003 15:03:29
Err....think that just about hit the nail on the head. Nice post.

Good comparison to the ship size = fuel flow/cost from Elite (forgot who said that, sorry..)

Edit: It was Severe McCloud. And I like Dantons idea of hiring crews, too. :) (maybe our Alts that aren't being used would be available for hire as NPC crew?...just a thought?)
Skyy
Skyy

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Posted - 2003.07.24 17:47:00 - [35]

very well thought out, however, I assume you have already played Eve for quite some time, and I assume your character is pretty built up... which leads me to then again assume you're frustrated at seeing others succeed as much as you. i guess my assumption is... you're trying to make life more difficult to those newcomers while you're already soaring firstclass.
Skyy
Skyy
Caldari
The Knights Templar
Astral Wolves

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Posted - 2003.07.24 17:47:00 - [36]

very well thought out, however, I assume you have already played Eve for quite some time, and I assume your character is pretty built up... which leads me to then again assume you're frustrated at seeing others succeed as much as you. i guess my assumption is... you're trying to make life more difficult to those newcomers while you're already soaring firstclass.
Kai Viqtorr
Kai Viqtorr

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Posted - 2003.07.25 08:40:00 - [37]

I had the honour of mining next to Trixxy a couple of days ago. I was in my Thorax and she in her Imicus.

She is certainly a pilot with brains and is trying to extract the most of EVE by making contacts. But to say that she has been here a long time and is flying "firstclass" is not true.

The ideas presented here and the detailed options provided in the other linked thread (I favour Pran Thea's ideas) are possibly the most important ideas currently in this forum. We should be pushing them, not being critical.

Besides, given that you also posted a very similar idea but with out the detail, what makes you think it is an attempt to stop rookies prospering? Is it perhaps that that was the intended purpose of your posting?

Kai Viqtorr
Kai Viqtorr
Gallente
Mercatoris

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Posted - 2003.07.25 08:40:00 - [38]

I had the honour of mining next to Trixxy a couple of days ago. I was in my Thorax and she in her Imicus.

She is certainly a pilot with brains and is trying to extract the most of EVE by making contacts. But to say that she has been here a long time and is flying "firstclass" is not true.

The ideas presented here and the detailed options provided in the other linked thread (I favour Pran Thea's ideas) are possibly the most important ideas currently in this forum. We should be pushing them, not being critical.

Besides, given that you also posted a very similar idea but with out the detail, what makes you think it is an attempt to stop rookies prospering? Is it perhaps that that was the intended purpose of your posting?

Xira
Xira

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Posted - 2003.07.25 09:07:00 - [39]

Very good analysis and verbalized.
I would like to see something in the game like that.
Xira
Xira

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Posted - 2003.07.25 09:07:00 - [40]

Very good analysis and verbalized.
I would like to see something in the game like that.
Trixxy
Trixxy

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Posted - 2003.07.25 11:56:00 - [41]

Skyy said: I assume you have already played Eve for quite some time, and I assume your character is pretty built up...

Close, but no cigar Skyy. I still have the bulk of my Eve career ahead of me. I have recently built up enough resource to acquire a bestower, and am still mining with a simple Imicus. My suggestions are in response to a growing trend of concerns I see about the Eve economy. Just reading through my post should make it clear that there are fundamental issues with the economy that need to be addressed.

The fact that I like the idea of a cost to mining (fuel/energy), but DON'T want to introduce it to the detriment of newer players actually reflects my concern that I do not want to disadvantage new players. I would actually prefer starting with a level playing field, but that is not really feasible either.

Anything that disadvantages players is bad for the future of the game.

Kai - Thanks for your kind words. It was a sheer pleasure mining next to you - your drones do a great job keeping the Serpentis at bay Very Happy

Would be nice to read some thoughts from CCP and/or Polaris on these ideas.
.
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- - - - - - - - - - - - - - - - - -
...and remember - No pain, no pain.
Trixxy
Trixxy
Gallente
The Chaos Fellowship

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Posted - 2003.07.25 11:56:00 - [42]

Skyy said: I assume you have already played Eve for quite some time, and I assume your character is pretty built up...

Close, but no cigar Skyy. I still have the bulk of my Eve career ahead of me. I have recently built up enough resource to acquire a bestower, and am still mining with a simple Imicus. My suggestions are in response to a growing trend of concerns I see about the Eve economy. Just reading through my post should make it clear that there are fundamental issues with the economy that need to be addressed.

The fact that I like the idea of a cost to mining (fuel/energy), but DON'T want to introduce it to the detriment of newer players actually reflects my concern that I do not want to disadvantage new players. I would actually prefer starting with a level playing field, but that is not really feasible either.

Anything that disadvantages players is bad for the future of the game.

Kai - Thanks for your kind words. It was a sheer pleasure mining next to you - your drones do a great job keeping the Serpentis at bay Very Happy

Would be nice to read some thoughts from CCP and/or Polaris on these ideas.
.
.
- - - - - - - - - - - - - - - - - -
...and remember - No pain, no pain.
Malloy
Malloy

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Posted - 2003.07.25 16:08:00 - [43]

This thread was in danger of dropping of the front page and it should be at the top.
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Malloy
Malloy
Caldari
Lost In Space

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Posted - 2003.07.25 16:08:00 - [44]

This thread was in danger of dropping of the front page and it should be at the top.
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Drewbicus
Drewbicus

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Posted - 2003.07.25 18:51:00 - [45]

(bump)

May I add that I think fuel consumption, based on larger ships having higher fuel costs, would rock? May I mention that having everything you own slowly decrease in usefulness, requiring repair and replacement, woudl rock?
Drewbicus
Drewbicus

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Posted - 2003.07.25 18:51:00 - [46]

(bump)

May I add that I think fuel consumption, based on larger ships having higher fuel costs, would rock? May I mention that having everything you own slowly decrease in usefulness, requiring repair and replacement, woudl rock?
Spokes
Spokes

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Posted - 2003.07.26 02:53:00 - [47]

Lots of great suggestions. I really like the part about players being able to make items or research blueprints to be better then even pirate drops. I am not much the fighter type, and I know a bunch of other people that are like that as well. This game allows for an induatrialist path, a scientist path, but these types cant even get the best stuff,so its hard for them to compete. I think as this game matures, we definitely need more player driven economy, not so much relying on NPC and pirate drops.

P.S. - Love the fuel idea, make them battleships cost a little more to operate!
----------------------
There is no such thing as a stupid question, only stupid people.
Spokes
Spokes
Deep Core Mining Inc.

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Posted - 2003.07.26 02:53:00 - [48]

Lots of great suggestions. I really like the part about players being able to make items or research blueprints to be better then even pirate drops. I am not much the fighter type, and I know a bunch of other people that are like that as well. This game allows for an induatrialist path, a scientist path, but these types cant even get the best stuff,so its hard for them to compete. I think as this game matures, we definitely need more player driven economy, not so much relying on NPC and pirate drops.

P.S. - Love the fuel idea, make them battleships cost a little more to operate!
----------------------
There is no such thing as a stupid question, only stupid people.
DeltaFlux
DeltaFlux

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Posted - 2003.07.26 08:51:00 - [49]

Good stuff. I had some similar thoughts about wear & tear and fuel but not nearly as clearly thought out as that.
DeltaFlux
DeltaFlux
Caldari
Solar Wind

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Posted - 2003.07.26 08:51:00 - [50]

Good stuff. I had some similar thoughts about wear & tear and fuel but not nearly as clearly thought out as that.
Vax Silver
Vax Silver

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Posted - 2003.07.26 11:20:00 - [51]

Other games have ignored the economy to their detriment.

Ideas such as these (which I totally approve of) are essential to keeping the economy (something Eve is popular for) fresh and real.

Hope CCP is reading.
Vax Silver
Vax Silver

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Posted - 2003.07.26 11:20:00 - [52]

Other games have ignored the economy to their detriment.

Ideas such as these (which I totally approve of) are essential to keeping the economy (something Eve is popular for) fresh and real.

Hope CCP is reading.
Dan Forever
Dan Forever

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Posted - 2003.07.26 11:22:00 - [53]

I had a few ideas a while ago on the subject of licenses, where corporations have to pay expensive fees in order to be able to mine, manufacture, etc.

Of course, a license for manufacture wouldn't be much different from factory rental, so I'm not entirely sure how good that idea is.

However, a license for mining might work, if new players were given a free license for their first month and then either had to pay for it then on or join a corporation with a corp license. I was thinking solo players might get a discounted license being in an NPC corp maybe, but thats open to exploit with corporation players using Alts...maybe...

I also liked the idea that CCP suggested - limiting the number of products that can be manufactured from a Blueprint Copy.
Dan Forever
Dan Forever
Minmatar
Kryomek Industries

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Posted - 2003.07.26 11:22:00 - [54]

I had a few ideas a while ago on the subject of licenses, where corporations have to pay expensive fees in order to be able to mine, manufacture, etc.

Of course, a license for manufacture wouldn't be much different from factory rental, so I'm not entirely sure how good that idea is.

However, a license for mining might work, if new players were given a free license for their first month and then either had to pay for it then on or join a corporation with a corp license. I was thinking solo players might get a discounted license being in an NPC corp maybe, but thats open to exploit with corporation players using Alts...maybe...

I also liked the idea that CCP suggested - limiting the number of products that can be manufactured from a Blueprint Copy.
Oenone
Oenone

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Posted - 2003.07.26 11:24:00 - [55]

The basic premise is correct in my opinion. Let me add the following idea to further nuture the supply side.

CCP should allow Tech advances through researching manufactured items. The research should destroy the given item and the potential for success should be carefully thought out. The reward for successfully researching an item should be a new blue print of the item researched, which would allow manufacture of a higher Tech item.

This would help to create additional demand for items to research and thus increase demand for minerals and manufactured goods. Although demand for Tech 1 equipment would diminish with time, there would still be continuous demand since many would still want to develop higher tech products. Furthermore, it would increase the value of research characters. CCP could further develop this concept with many twists and turns. Finally, the cost of success for complex items like ships should be significant. However, the first to develop Tech 2 ships would have a captive market for a time and the rewards would be great.

The drive to better develop characters and to equip them with the best items in the game is what drives the players of all role playing games.
Oenone
Oenone

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Posted - 2003.07.26 11:24:00 - [56]

The basic premise is correct in my opinion. Let me add the following idea to further nuture the supply side.

CCP should allow Tech advances through researching manufactured items. The research should destroy the given item and the potential for success should be carefully thought out. The reward for successfully researching an item should be a new blue print of the item researched, which would allow manufacture of a higher Tech item.

This would help to create additional demand for items to research and thus increase demand for minerals and manufactured goods. Although demand for Tech 1 equipment would diminish with time, there would still be continuous demand since many would still want to develop higher tech products. Furthermore, it would increase the value of research characters. CCP could further develop this concept with many twists and turns. Finally, the cost of success for complex items like ships should be significant. However, the first to develop Tech 2 ships would have a captive market for a time and the rewards would be great.

The drive to better develop characters and to equip them with the best items in the game is what drives the players of all role playing games.
Aldor
Aldor

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Posted - 2003.07.26 13:13:00 - [57]

I really have to say that I like these ideas also. I have a couple cents to add to your previous ideas and since they are a little on topic expand on them a bit.

I've noticed that in the game there is only demand for minerals for construction purposes. To expand on Trix's ideas why not make them used for different applications? Like below:

Repair: To repair an item you need to have the percentage of the item that is broken in mins to repair it. IE if you have an item that took 100 trit to make and it is 95% broken you need 95 trit to repair it. This could also apply to people using repair modules.

Fuel consumption: Make a unit of fuel and each type of min gives a certain amount of fuel IE
multiply the NPC isk value by 10 and that is the amount of fuel it gives.

I think it is obvious the ways you could take this. But it is terrible when I've been recycling my pirate loot for months now and I can't sell any of the lower rate mins because everyone can get them easily and don't want them because they don't manufacture anything. However, if there were more public demand then it would be a "forced" issue.

Also as an aside I've noticed a problem that may arise. I remember awhile back that the amount of ore in the game has a fixed ceiling and that the amount that is respawned is the the fixed ceiling minus the amount in the game. And the amount that is in the game is the combination of asteroids and module recycle values. Now the problem I see is storage. I for one keep items that only recycle good when you have 2+ of them. And the problem I see is that when you have 5000+ characters storing items this way you begin to have excess buildup of modules and in turn minerals being tied up in them. This will restrict the amount of asteroids being respawned and may even impact the loot being dropped. I hope that I communicated that to the point where others aren't confused ;). But I have noticed that fields that are being mined out aren't respawning quick enough. And we don't even have the player volume that I think CCP was hoping for. Something to chew on.
Aldor
Aldor

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Posted - 2003.07.26 13:13:00 - [58]

I really have to say that I like these ideas also. I have a couple cents to add to your previous ideas and since they are a little on topic expand on them a bit.

I've noticed that in the game there is only demand for minerals for construction purposes. To expand on Trix's ideas why not make them used for different applications? Like below:

Repair: To repair an item you need to have the percentage of the item that is broken in mins to repair it. IE if you have an item that took 100 trit to make and it is 95% broken you need 95 trit to repair it. This could also apply to people using repair modules.

Fuel consumption: Make a unit of fuel and each type of min gives a certain amount of fuel IE
multiply the NPC isk value by 10 and that is the amount of fuel it gives.

I think it is obvious the ways you could take this. But it is terrible when I've been recycling my pirate loot for months now and I can't sell any of the lower rate mins because everyone can get them easily and don't want them because they don't manufacture anything. However, if there were more public demand then it would be a "forced" issue.

Also as an aside I've noticed a problem that may arise. I remember awhile back that the amount of ore in the game has a fixed ceiling and that the amount that is respawned is the the fixed ceiling minus the amount in the game. And the amount that is in the game is the combination of asteroids and module recycle values. Now the problem I see is storage. I for one keep items that only recycle good when you have 2+ of them. And the problem I see is that when you have 5000+ characters storing items this way you begin to have excess buildup of modules and in turn minerals being tied up in them. This will restrict the amount of asteroids being respawned and may even impact the loot being dropped. I hope that I communicated that to the point where others aren't confused ;). But I have noticed that fields that are being mined out aren't respawning quick enough. And we don't even have the player volume that I think CCP was hoping for. Something to chew on.
Dadekster
Dadekster

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Posted - 2003.07.26 22:18:00 - [59]

These are all good ideas and CCP should pay attention to them.
Dadekster
Dadekster

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Posted - 2003.07.26 22:18:00 - [60]

These are all good ideas and CCP should pay attention to them.
   
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