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Thread Statistics | Show CCP posts - 27 post(s) |

Malcanis
Vanishing Point. The Initiative.
8843
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Posted - 2013.04.26 19:11:00 -
[1] - Quote
Herzog Wolfhammer wrote:Rivers of tears are going to flow.
The surest sign of a good change. Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8844
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Posted - 2013.04.26 19:18:00 -
[2] - Quote
Tippia wrote: Secondly, those outpost slot increases are off by about one order of magnitude. The design goal should be that if you really max out an indy station, you should have 500GÇô700 manufacturing slotsGǪ even these new numbers aren't nearly enough to get there.
Agreed. These changes will help a little, of course, but they'll still leave sov 0.0 pathetically under-resourced to become even partially self sufficient. Going from 3% of the slots of hi-sec to 5% isn't really going to change anything.
And outpost upgrades are still insanely overpriced. Drop them down to the 2-4-6B range so we can actually use them plx.
EDIT: But the extra office space WILL help. Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8847
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Posted - 2013.04.26 19:28:00 -
[3] - Quote
Ahahah those ore changes
Oh god this is like christmas Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8849
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Posted - 2013.04.26 19:36:00 -
[4] - Quote
Dilbert HighSeed wrote:Also, nice to see that moons are getting MORE valuable, as the new R64 materials are embedded in moons. Sure, tech itself goes down in value, but it is conceivable, depending on this random seeding of R64 mins, a tech moon might be worth MORE than it is today.
tech is an R32 Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8850
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Posted - 2013.04.26 20:02:00 -
[5] - Quote
Herzog Wolfhammer wrote:
Overall, I think the solution is to do what high sec players are told to do: team up with people, learn to adapt, etc.
quotin' this Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8850
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Posted - 2013.04.26 20:05:00 -
[6] - Quote
Tippia wrote:Lord Haur wrote:Callic Veratar wrote:James Amril-Kesh wrote:Tippia wrote:Secondly, those outpost slot increases are off by about one order of magnitude. The design goal should be that if you really max out an indy station, you should have 500GÇô700 manufacturing slotsGǪ even these new numbers aren't nearly enough to get there. This. I haven't done the analysis myself but I know that Tippia understands these things a lot better than I do. I get 410 on an Amarr Factory Outpost (50 + 6*60). I get 230 max manufacturing slots. 50 (base) + 2*20 (basics) + 2*40 (standard) + 1*60 (improved). Some suchGǪ and then you have to sacrifice one of those slots for an improved refinery, and another one to get a few more corp offices in there so all slots can be put to full use. So realistically, it's 150ish, when it should be three or four times that. GǪoh, and the refinery and office upgrades need similar buffs to make them actually make sense.
It's a good start, though.
Of course it's moot until hi-sec stations start charging vaguely realistic slot fees. About a 50,000% increase should do it... Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8853
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Posted - 2013.04.26 21:24:00 -
[7] - Quote
Mara Rinn wrote: These changes will not encourage more miners to head out to null sec.
Maybe not, but they're certainly encouraging the people already in nullsec to look at whether they should be mining.
Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8853
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Posted - 2013.04.26 21:26:00 -
[8] - Quote
Mara Rinn wrote: sledge-hammer approaches of adding more tritanium to ABC than exist in Veldspar.
How much Trit per cubic metre is there in Veldspar compared to NewSpod?
Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8853
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Posted - 2013.04.26 21:26:00 -
[9] - Quote
Regolis wrote:Prolly escaped you guys, but plenty of the highsec players will NEVER go to low sec or null. CCP will nerf high to a certain point where the time isn't worth to the highsec players and they will quit. At which point, if you look at the numbers, Eve goes bye bye. Lots of the people in high sec are casual players. They pay a monthly fee and play for an hour or 2. They aren't interested in you 0.0 politics or moon mining. They come on, blast a few NPC ships, and log off. Yes by all means nerf high sec. Yes push these casual solo players out of the game. I mean it's not like CCP needs money or anything to maintain their corporation.
People mined in hi-sec when trit was 0.8 ISk per unit. Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8854
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Posted - 2013.04.26 22:07:00 -
[10] - Quote
Aria Ning wrote:Malcanis wrote:Regolis wrote:Prolly escaped you guys, but plenty of the highsec players will NEVER go to low sec or null. CCP will nerf high to a certain point where the time isn't worth to the highsec players and they will quit. At which point, if you look at the numbers, Eve goes bye bye. Lots of the people in high sec are casual players. They pay a monthly fee and play for an hour or 2. They aren't interested in you 0.0 politics or moon mining. They come on, blast a few NPC ships, and log off. Yes by all means nerf high sec. Yes push these casual solo players out of the game. I mean it's not like CCP needs money or anything to maintain their corporation. People mined in hi-sec when trit was 0.8 ISk per unit. But what were the prices of other goods in comparison? Just can't say people mined when trit was 0.8 ISK per unit because it could of been that prices of other goods were relatively low in comparison. It's all about purchasing power there bud.
Prices were set by the insurance floor. While Trit was ~1 ISK/pu, Zydrine was 3k+ and Mega was about twice that.
When I started playing, Ravens were ~138M Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8855
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Posted - 2013.04.26 22:17:00 -
[11] - Quote
Liz Laser wrote:
So when I do have a free moment, I spend it in high-sec. Except time spent in high-sec keeps becoming less and less valuable and I don't even login except to change skills.
Looks like someone moved your cheese.
Maybe consider adapting?
Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8863
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Posted - 2013.04.27 08:04:00 -
[12] - Quote
Liz Laser wrote:Malcanis wrote:Liz Laser wrote:
So when I do have a free moment, I spend it in high-sec. Except time spent in high-sec keeps becoming less and less valuable and I don't even login except to change skills.
Looks like someone moved your cheese. Maybe consider adapting? The only adaptation I can currently make when they move my cheese to null-sec is to quit a job or girlfriend so I have the time to join a corp, get comms situated, figure out the lay of the land, and emergency evac when something I have little control over causes leadership to decide we're now in a new region in a new bloc, and oh by the way, you'll need to get situated on all new comms and forums and auths. But it is not just moving my cheese, it's also the lack of entertainment value in high-sec. Thus I have adapted by moving to SWTOR and haven't seen a reason to renew my sub which expires in June unless I lose a job/contract. Eve won't miss me, but if I'm any indicator of players' satisfaction with high-sec then God needs to create more PVPers, and fast. Hopefully I'm an anomaly and there will still be an Eve to come back to when I develop the time to be a null-sec resident again. But if I'm typical, that spells bad news until high-sec becomes more entertaining OR worthwhile.
I'll tell you for a fact you don't need to move to nullsec to make good ISK.
In fact if you only have 45-60 mins at a time for EVE, why on earth are you spending it mining? Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8863
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Posted - 2013.04.27 08:05:00 -
[13] - Quote
Frying Doom wrote:Akturous wrote:James Amril-Kesh wrote:I dare you to come up with a definition of "passive income" that actually sounds passive and includes moon mining. Are you joking? I have 5 moon mining pos's. I JF two months worth of fuel for all towers into the system and take the goo out. In the mean time I log on a 2 day alt in a bestower in system once a month to refuel and empty silos. It's pretty well passive. Sorry you are not telling the current Null sec narrative that Moon Mining is not passive income. Therefore you must be lying. 
No one ever has to make any effort to get hold of a moon and they're in unlimited supply. So very passive. Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8867
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Posted - 2013.04.27 10:37:00 -
[14] - Quote
Felsusguy wrote:Tippia wrote:Secondly, those outpost slot increases are off by about one order of magnitude. The design goal should be that if you really max out an indy station, you should have 500GÇô700 manufacturing slotsGǪ even these new numbers aren't nearly enough to get there. Enough for 45-63 industrialists with perfect skills to perform all available manufacturing jobs 24/7? No, I don't think that's a good idea. Inflate the volume and you deflate the value.
There are already tens of thousands of unused slots in hi-sec. That ship has already sailed. Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8870
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Posted - 2013.04.27 12:51:00 -
[15] - Quote
Frying Doom wrote:Tippia wrote:Felsusguy wrote:Tippia wrote:Secondly, those outpost slot increases are off by about one order of magnitude. The design goal should be that if you really max out an indy station, you should have 500GÇô700 manufacturing slotsGǪ even these new numbers aren't nearly enough to get there. Enough for 45-63 industrialists with perfect skills to perform all available manufacturing jobs 24/7? No, I don't think that's a good idea. Inflate the volume and you deflate the value. Enough for a single nullsec system to be comparable with a single highsec system. It's an excellent idea. Alternatively, we can slash the number of highsec indy slots byGǪ ohGǪ 80% or so. Would that be a better solution? How many Hi-sec systems have 500-700 manufacturing slots? A lot of Hi-sec stations and systems have no manufacturing capability. 500-700 slots per station would give just Goonswarm more manufacturing slots than all of Hi-sec and then you have everyone elses outpost on top of that.
Itamo550 Nonni750 Baviasi450 Hilaban450 Inghenges550 Haatomo450 Suroken450 Penirgman700 Ghesis450
Now answer me this: How many Amarr Outposts have the required 5 upgrades? Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8871
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Posted - 2013.04.27 13:44:00 -
[16] - Quote
Frying Doom wrote: first 450 is not between 500 and 700
Why do you believe Goonswarm should have more manufacturing capability than all of high sec?
1) Agreed but there weren't any with exactly 500, and 450 is a pretty massive number of slots anyway.
2) How about, because they earned them? Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8875
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Posted - 2013.04.27 14:53:00 -
[17] - Quote
Frying Doom wrote:Malcanis wrote:
2) How about, because they actually earned them?
You are proposing a massive shift in game balance and your reasoning is "because they actually earned them" Maybe you could elaborate on how you believed they earned the right to between 36,000 and 50,400 manufacturing slots? Yes I do believe they need more slots and even more than what has been proposed but 36,000 + slots?
Maybe you could explain how the 68,050 manufacturing slots in hisec were "earned"? Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8875
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Posted - 2013.04.27 14:59:00 -
[18] - Quote
Liz Laser wrote:James Amril-Kesh wrote:Liz Laser wrote:Miners don't get respect in null. They get treated like renters... renters wearing dresses.
That's generally because mining in null is currently a rather pointless thing to do. If it's made worthwhile then nobody's going to be laughing. It will be treated with the same respect as ratting (which frankly doesn't get treated with much respect either). I'll believe it when I see it. And I agree on the ratting comment. As long as alliances had moongoo incomes to replace everyone's PvP losses, ANY form of grinding looked like wallet fattening greed when we should, instead, be engaged in PvP.
This is precisely what needs to change. Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8877
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Posted - 2013.04.27 15:06:00 -
[19] - Quote
Frying Doom wrote:Malcanis wrote:
2) How about, because they actually earned them?
You are proposing a massive shift in game balance
That's literally true, I suppose, although I'd phrase it as "correcting a massive imbalance"
Unless you think that the trillions of ISK that EVE players have spent should actually only entitle them to 3% of the production capacity of hi-sec?
Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8878
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Posted - 2013.04.27 15:20:00 -
[20] - Quote
KIller Wabbit wrote:The only thing that making the null less dependent on HiSec for minerals is hardening of the blue donut. CCP just put frosting on it.
Remember: CCP's goal is cash. The harder it is on HiSec, the more cash they make.
I guess it's opposite day where you are
Unhappy opposite day to you, good sir! Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8878
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Posted - 2013.04.27 15:21:00 -
[21] - Quote
Dilbert HighSeed wrote:James Amril-Kesh wrote:Dilbert HighSeed wrote:You can bet that ice interdiction parties by the null sec cartels will be a common thing. They have the resources, pilots, and organization to mine out ice belts FAST, and at the same time bump/ destroy any other non-allied mining ships from the belts.
It will become a situation that they will have ongoing threads on their private forums stating the precise time that a new belt will spawn, allowing the next wave of their pilots 4 TZ's over to grab the entire belt's worth of ice. I think you seriously overestimate their ability to do this to more than a handful of ice belts. They might be able to do more if they commit a significant portion of their pilots to the task, but they're not going to care that much to do it. If there is an opportunity to control a resource, and make vast sums of ISK, the null sec cartels will allocate whatever human resources are required for a solution. It is a matter of cost / benefit.
I wish I shared your faith in the competence and dedication of the "null sec cartel" members. Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8878
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Posted - 2013.04.27 15:22:00 -
[22] - Quote
James Amril-Kesh wrote:Gilbaron wrote:Yeah, because having a 24/7 icemining division in highsec has always been mittens favorite wet dream  LOL. Seriously... I don't get some of these complaints. Do people seriously believe that GSF is going to devote a significant number of pilots to ice mining in highsec? How deluded could you possibly get?
I'd love to see what happened if mittens gave that order Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8878
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Posted - 2013.04.27 15:24:00 -
[23] - Quote
Tippia wrote:Frying Doom wrote:No as I said they do deserve more than what they have been given but 500-700 is just way too much. How so? Why should they not be allowed to have it if they're willing to pay for it (and suffer the consequnces) when others get it for free and without consequence?
No you see 700 slots is a perfectly fair and balanced number of slots for hi-sec players to get for free in invulnerable stations they can't be locked out of, but as a slot capacity for extremely expensive 0.0 outposts which can be taken away from you, it's grossly overpowered. Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8878
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Posted - 2013.04.27 15:28:00 -
[24] - Quote
Caneb wrote:Frying Doom wrote: Maybe you could elaborate on how you believed they earned the right to between 36,000 and 50,400 manufacturing slots?
Yes I do believe they need more slots and even more than what has been proposed but 36,000 + slots?
Not sure where you're getting those numbers from. We currently have 28 Amarr outposts and 44 other outposts. If we fully upgrade all our Amarr outposts (unlikely, but let's run with it) we'd have 230*28 = 6440 manufacturing slots, plus say 500 more from non-amarr outposts depending on upgrade level and direction. We have 121 sovereign systems. 72 of them already have outposts and are accounted for above. If we fill the remaining 49 systems with fully upgraded Amarr factories we'd have another 11270 manufacturing slots, or roughly 18000 in total, a pretty far cry from the 36-50 thousand you pulled out of your ass.
I believe he was replying to Tippia's assertion that 0.0 stations should be upgradeable to match the best hi-sec systems @ 700 slots or so. Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8879
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Posted - 2013.04.27 15:36:00 -
[25] - Quote
Frying Doom wrote:Caneb wrote:Frying Doom wrote: Maybe you could elaborate on how you believed they earned the right to between 36,000 and 50,400 manufacturing slots?
Yes I do believe they need more slots and even more than what has been proposed but 36,000 + slots?
Not sure where you're getting those numbers from. We currently have 28 Amarr outposts and 44 other outposts. If we fully upgrade all our Amarr outposts (unlikely, but let's run with it) we'd have 230*28 = 6440 manufacturing slots, plus say 500 more from non-amarr outposts depending on upgrade level and direction. We have 121 sovereign systems. 72 of them already have outposts and are accounted for above. If we fill the remaining 49 systems with fully upgraded Amarr factories we'd have another 11270 manufacturing slots, or roughly 18000 in total, a pretty far cry from the 36-50 thousand you pulled out of your ass. Reading before commenting is a good skill. Learn it.
So is understanding. Try it. Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8879
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Posted - 2013.04.27 15:43:00 -
[26] - Quote
Caneb wrote:Malcanis wrote: I believe he was replying to Tippia's assertion that 0.0 stations should be upgradeable to match the best hi-sec systems @ 700 slots or so.
My bad then. Another solution to the lack of slots would be to add an assembly array with a bonus to material efficiency to offset the cost of running the POS (Assuming the array slots are used efficiently), so that POS based manufacturing could be competitive with station manufacturing.
The interesting aspect to all this is that hi-sec is grossly oversupplied with build slots. I'd be surprised if 50% of then are in use at any time. It's probably less then that.
Given that, why would anyone care how many build slots 0.0 has? What does it even matter if a 0.0 bloc has more than hi-sec? Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
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Malcanis
Vanishing Point. The Initiative.
8913
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Posted - 2013.04.28 11:28:00 -
[27] - Quote
Temba Ronin wrote:I am looking forward to the changes to the ABC ores and the needed love given to spodumain. One of the shocking realities of Null Sec was how important tritanium became the further from highsec you found yourself. I view this as a positive step in the right direction for Null Sec.
However I do wonder how this will impact the price and desirability of Jump Freighters whom supply a good portion of those needed minerals to Null Sec builders currently.
Power To The Players!
given the T2 mats rebalance, I'd expect the cost of JFs to fall significantly.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
8916
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Posted - 2013.04.28 12:58:00 -
[28] - Quote
Please do explain how the mining changes hinder new alliances in 0.0
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
8922
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Posted - 2013.04.28 17:19:00 -
[29] - Quote
Scatim Helicon wrote:Malcanis wrote:Please do explain how the mining changes hinder new alliances in 0.0 Because it's a kneejerk Fox News Talking Point to throw in whenever CCP fixes something unbalanced the poster previously benefitted from.
Someone should write a law about that 
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
8937
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Posted - 2013.04.28 21:04:00 -
[30] - Quote
Liz Laser wrote:Temba Ronin wrote: One of the shocking realities of Null Sec was how important tritanium became the further from highsec you found yourself. But there was never a shortage of Veldspar and Scordite in null-sec when I was there. The problem with tribbles, er tritanium is no one wanted to mine Veldspar for the hassles of null-sec. So now they're just basically giving us FREE trit if we'll mine almost ANYTHING, including the rare and already valuable stuff. It's a give-away to null-sec (and I'll happy to have it when I get back to being active), but as I predicted earlier, it isn't going to get any significant number of people out of high-sec and into null-sec. It's just going to make it so that null-sec dwellers have to travel to high-sec less. Less traffic equals less opportunity for conflict/fun. But once I'm back to being active, I'll probably like the added autonomy. Hell, a lot of my low and null-sec losses on killboards (those helios losses, especially) are from scouting one system ahead for my hauling alt. Less hauling means losing less ships for me, and less killing ships for gate campers. Two words will describe Odyssey's resource shake-up the most: LESS HAULING.If you're a null-sec industrialist that's groovy. I've tried my hand at it at times, and these changes will cause me to try it again. Everyone else (null and low sec PvP-centric players, high-sec freighter gankers, high-sec industrialists and people who make isk through anything but null-sec industrialism), however, just got crapped on. I consider myself in the null PvP-centric group when I have real world leisure. But it is mildly interesting that they want to fix a career I have often given up on. And before you suggest that sentence is an admission that it needed fixing, I'll point you to all those supercaps that got built by industrialists that didn't give up on it. Every null-sec outpost, POS and every supercap is proof that industry can be done. Soon it will be done with less hauling. All hail the coming autonomous null-sec! 
Those supercaps got built by hauling in compressed minerals from hi-sec. The only reason they were built in 0.0 is that's the only place it's allowed to build them.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
8942
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Posted - 2013.04.29 07:36:00 -
[31] - Quote
Liz Laser wrote:I'm repeating this slice of a previous post and hoping people will express an interest in such a census to CCP, as well as an interest in them publishing the results. While I am skeptical of what I call flogging high-sec players into null-sec, the CSM, CCP and the player population needs to know if such measures succeed or not in their intent. Liz Laser wrote:
It would be very easy for CCP to prove me wrong or right and be able to inform the CSM of the changes in player behavior (or lack thereof).....
THIS week, do a census where you note which players are in hi-sec. Measure 10 times including over the weekend. If on any of those censii they are in null or low-sec throw them out of that hi-sec count. Then 90 days after Odyssey do another 10 censii over a week and see how many of those same players get spotted in null. My prediction is it will be a very very very small number and will be due to other factors (like me regaining the leisure time for null-sec).
While I *hope* high-sec will endure and pay their subs, I'm *convinced* that you won't turn them into null-sec players by making high-sec less rewarding, less fun, or less afk-able.
Prove me wrong. You already have the flogging high-sec into null policies soon to be instituted, so just get them to make the measurements and be scientists about it rather than religious zealots about it. Measure your results and throw them in my face if you're right.
While I myself may sound like a zealot in how firmly convinced I am that you can't flog them into null-sec, just remember that *I* am the one asking for the measurements to be taken.
More data is always useful. Just one thing, though:
cen-+sus [sen-suhs] noun, plural cen-+sus-+es, verb noun 1. an official enumeration of the population, with details as to age, sex, occupation, etc. 2. (in ancient Rome) the registration of citizens and their property, for purposes of taxation
Not every noun ending in -us takes the -ii plural form. In fact very few do, and they're greek derived words, not latin. This should help: http://en.wikipedia.org/wiki/Plural_form_of_words_ending_in_-us
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
8942
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Posted - 2013.04.29 08:20:00 -
[32] - Quote
OkaskiKali wrote:
CCP, guys, please STOP thinking with reactive heads. What i mean by this is stop nerfing things and thinking that the only way to solve a situation is by doing something negatively.
Now this is irony.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9030
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Posted - 2013.04.30 21:40:00 -
[33] - Quote
Doukyou wrote:Skia Aumer wrote:Doukyou wrote:Thanks alot Fozzie you just shut down my pos. Ah, you're also planning to switch doing all your nasty things at outpost, right? Oh wait, you mean you prefer to crumble and die? What a wise way of dealing with challenge! No, its not a expression of my lack of desire for a challenge. I like challenges that make sense. This new way of setting up the ice fields is absolutely retard3d the amount of ice should NEVER be determined by player needs. It should be in an ort cloud, or if there is anomalies they should be comets. Ort clouds should be be non regenerative and be present in all systems in varying degrees based on security status. IE how long the system has been occupied and used in empire. The longer its been in use the less ice should be initially put in the cloud. The total high sec ice should be enough to take eve thru it's 20th anniversary. Anomalies should be comets which are moving till the ice is gone. Comet mining anyone? I think CCP has gotten stuck on the idea of being a driver of conflict. I have no problem with this on a small scale, but to radically shift a basic item like this is ABSOLUTELY the wrong direction to take the game. You want players to be active doing things like PVP, then don't make them go hunting and pecking for ice fields. Hydrogen is the most common element in the universe. How does this change make sense? Only if Stupidity is the most common element on Fozzie's team. Can you tell I am a little upset about the repercussions of this change?
The worst part of this change is that it really only affects you. No one will will be operating under these changed conditions, and nothing else in the game (like market prices) will change either, so you specifically will be operating at a huge disadvantage compared to the global EVE economy.
In the face of it, it does seem rather unfair that you personally will be bearing the entire cost of these changes, and I would like to thank you for "taking one for the team" while the kinks are worked out. Hang in there, and I'm sure it'll get sorted out.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9033
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Posted - 2013.05.01 08:37:00 -
[34] - Quote
Remember that time CCP bled hi-sec by tripling the rate at which belts spawned?
Or that time when they utterly shafted hisec by making all agents Q20?
Or.., ah sod it you get the idea. Stop whining because your incredibly priviliged lifestyle isn't at the front of the queue for once.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9034
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Posted - 2013.05.01 09:36:00 -
[35] - Quote
Frying Doom wrote:Malcanis wrote:Remember that time CCP bled hi-sec by tripling the rate at which belts spawned?
Or that time when they utterly shafted hisec by making all agents Q20?
Or.., ah sod it you get the idea. Stop whining because your incredibly priviliged lifestyle isn't at the front of the queue for once. It is nice to see that your election to the CSM has humbled you, and turned you into a man of the people. 
That was never part of the platform. I mean I've been pretty open about my game philosophy and never walked away from it.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9034
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Posted - 2013.05.01 09:37:00 -
[36] - Quote
Vaerah Vahrokha wrote:Malcanis wrote:Remember that time CCP bled hi-sec by tripling the rate at which belts spawned?
Or that time when they utterly shafted hisec by making all agents Q20?
Or.., ah sod it you get the idea. Stop whining because your incredibly priviliged lifestyle isn't at the front of the queue for once. Tripling the rate = nerf in income.
Then logically, the biggest hi-sec buff would be to reduce every ore belt into a single 1-unit rock that spawns once per week.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9034
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Posted - 2013.05.01 09:47:00 -
[37] - Quote
Seriously the V.V., you make the mistake that clever people often make which is to think that everyone else is stupid.
If I get 30 pies a day to sell and you get 30 pies a day to sell, then we both make about the same income: we each have half the pie market.
If your pie production triples to 90 pies, then even if the pie price falls by 50% to reflect increased supply, you're now getting 3/4 of the pie market, so you make 3 times as much as me from selling pies, and 50% more than you used to anyway.
If you then follow this up about how it's an unfair nerf when my pie allowance gets increased to 33 pies, you're not going to get much sympathy from anyone when they see that you're still getting 90 pies but you have become accustomed to getting 3x as much pie revenue and believe that you're entitled to it.
Certainly not from me, anyway.
This has been a pieconomics lesson from Malc, your CSM8 representative responsible for attacking bullshit wherever he sees it.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9034
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Posted - 2013.05.01 09:48:00 -
[38] - Quote
In before he explains that 0.0 is actually Somalia, therefore it's god's plan that we don't get as many pies.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9034
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Posted - 2013.05.01 10:10:00 -
[39] - Quote
You're selling the pies, not eating them.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9034
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Posted - 2013.05.01 10:11:00 -
[40] - Quote
Frying Doom wrote:Malcanis wrote:Seriously the V.V., you make the mistake that clever people often make which is to think that everyone else is stupid.
If I get 30 pies a day to sell and you get 30 pies a day to sell, then we both make about the same income: we each have half the pie market.
If your pie production triples to 90 pies, then even if the pie price falls by 50% to reflect increased supply, you're now getting 3/4 of the pie market, so you make 3 times as much as me from selling pies, and 50% more than you used to anyway.
If you then follow this up about how it's an unfair nerf when my pie allowance gets increased to 33 pies, you're not going to get much sympathy from anyone when they see that you're still getting 90 pies but you have become accustomed to getting 3x as much pie revenue and believe that you're entitled to it.
Certainly not from me, anyway.
This has been a pieconomics lesson from Malc, your CSM8 representative responsible for attacking bullshit wherever he sees it. Actually the current setup is more that 90 pies are made by hi-sec and Null only makes 3 but because of the great demand of pies in Null you buy another 75...
The ratio is actually going to about 90:9
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9036
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Posted - 2013.05.01 10:32:00 -
[41] - Quote
Frying Doom wrote:Malcanis wrote:The ratio is actually going to about 90:9
That is only if Null is unable to attract miners to Null, but after years of carebear abuse, I would not blame miners for not wanting to go to Null.
Again this bizarre assumption that "Null can't mine".
I have an exhumers 4 character on both my accounts.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9041
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Posted - 2013.05.01 11:28:00 -
[42] - Quote
Andski wrote:Frying Doom wrote:That is only if Null is unable to attract miners to Null, but after years of carebear abuse, I would not blame miners for not wanting to go to Null. Someone will mine those rocks even if hiseccers don't want to.
Yeah, I don't get where this "stop forcing us into Null!!!!" meme comes from
You're staying right the hell there in hi-sec. These are our rocks.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9046
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Posted - 2013.05.01 13:36:00 -
[43] - Quote
Holderof Corp wrote:Malcanis wrote:Remember that time CCP bled hi-sec by tripling the rate at which belts spawned?
Or that time when they utterly shafted hisec by making all agents Q20?
Or.., ah sod it you get the idea. Stop whining because your incredibly priviliged lifestyle isn't at the front of the queue for once. Hey Init cap pilots look what this goon is doing, thats right where does your topes come from? You have you "playstyle" we have ours, if you think its privileged stop being a space hobo and stop making 25 mil ticks from anom ratting and come to 6 mil tick missioning, or 12 mil per hour mining in highsec. Alternately dont get off that short bus you're on and keep licking the windows.
I've been telling people to buy ice for weeks.
If you think any remotely well run alliance has not stocked up on topes, I don't know what to say to you.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9059
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Posted - 2013.05.01 18:58:00 -
[44] - Quote
Crexa wrote:
And Malcanis is a big boy, he can defend himself if he chooses to.
You haven't really left me much to do.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9060
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Posted - 2013.05.01 19:36:00 -
[45] - Quote
Linament wrote:As I read all of the changes that are coming I cant help but feel that this expansion /update is simply catering to the vocal minority.
Since i have been playing (2007) there has always been this "chipping away of High sec",
Fun fact: no there hasn't.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9067
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Posted - 2013.05.02 14:04:00 -
[46] - Quote
Oh look it's the old "we have to give the high sec solo ISK grinders whatever they want or CCP will instantly go bankrupt" argument.
Surely with all the countless nerfs hi-sec has suffered since 2007, all those people have left long ago?
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9068
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Posted - 2013.05.02 14:43:00 -
[47] - Quote
Vaerah Vahrokha wrote:Malcanis wrote:Oh look it's the old "we have to give the high sec solo ISK grinders whatever they want or CCP will instantly go bankrupt" argument.
Surely with all the countless nerfs hi-sec has suffered since 2007, all those people have left long ago? Whatever they want? Since they keep getting slowly bleeded away features and / or ISK sources I wouls not call "getting whatever they want"...
Ah yes, a contribution from the guy who claims that tripling the rate at which hi-sec belts spawn was a "nerf" 
Now that nullsec is getting a few of these "nerfs" you're getting all bent out of shape.
No, please, do defend privilege some more. It amuses me. Can I hear the one about how making all agents +20 quality was "bleeding away features" again?
Oh sorry, I just had to pay some sov bills, what was it you were saying about bleeding, I missed it?
I promise to listen this time.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9069
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Posted - 2013.05.02 15:06:00 -
[48] - Quote
Varius Xeral wrote: CCP are balancing risk-reward to keep the game healthy as a whole.
Exactly. This shameless nonsense about "bleeding away features" is frankly childish. Every single activity that you can do in hi-sec now, you'll be able to do in hi-sec on June 5th. Some of them will have an extended effort:reward spectrum, that's all.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9084
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Posted - 2013.05.03 20:46:00 -
[49] - Quote
mynnna wrote:Martis Gradivus wrote:mynnna wrote:And as long as we're attacking your hyperbolic claims with facts and numbers, lets take on the idea that the caldari belts will be cleared in "a few minutes" shall we? Let's say a few minutes is four. Conveniently, I already know that it takes 62.5 fully boosted all V skills mackinaws to clear an ice belt in 40 minutes, so I can reasonably conclude that it would take 625 fully boosted all V skills mackinaws to do it in four. I also know that there will be 30 caldari ice belts, and so through the POWER OF MATH can reason out that you're claiming 18,750 miners will APPEAR OUT OF NOWHERE to strip the caldari belts dry in minutes, and yet somehow there will also be enough miners to mine so much of the other ice that they mine more ice than actually exists in highsec, thus somehow oversupplying that ice and keeping the price relatively low, because capital ships do not exist and do not consume isotopes. Well, not quite sure if GoonMath(tm) is different than the one I learned in school, but the numbers I come up with are slightly different. Currently, a fully boosted Mackinaw with a 3% Ice Mining Yield implant will yield a time of 103.3 seconds per cycle. It therefore means that this same Mackinaw will generate about 34.8 cycles per hour, so round down to 34 cycles per hour. 34 cycles * 2 Ice Harvester IIs = 68 blocks of ice per Mackinaw. Given that the new belts will generate 2,500 blocks of ice per spawn, it means that it will take 36.7 Mackinaws to clear out an ice belt in 1 hour, rounded to 37 Mackinaws. To calculate this to a 40 minute cycle, you get 55 Mackinaws. This is NOW. They plan on cutting the required cycle time to half, so you only need 27 - 28 Mackinaws (depending on how and when you round the numbers) to clear out that belt in 40 minutes. Now, when I mine semi-afk, I use Mackinaws. When I mine full ATK, well, I break out the Hulks. If the smart cookies take out the big guns to mine, then it will be as follows: 1 Hulk fully Boosted will require 143.47 seconds per cycle. This translates to about 25 cycles per hour (rounded down). 25 cycles * 3 Ice Harvester IIs = 75 blocks of ice per Hulk. With that same 2,500 belt, you will get 34 Hulks to strip it in 1 hour. You therefore need 51 Hulks to strip it in 40 minutes. Again, with the half cycle time, it will mean 25 hulks to rip that belt to nothingness in 40 minutes. Now that we got that out of the way, I don't see how we can really make it so that the casual player and the hardcore miner can each get their piece of the pie without the botters reaping the full benefit. If we stay as is, the hardcore guy wins and if we say, quadruple the cycle time on ice lasers (this is just a thought exercise, mind you) then we get these belts stripped at a much slower pace, but the botter wins as the hard work of the hardcore atk miner is nullified. Neither scenario works, and the current one, while more fair, also has it's flaws. I have a few ideas on how *I* plan to *TRY* to adapt, but I am not sure I will be able to do it in a way that allows me to get my end result (which is different for me as for you as for any other person playing EVE). Now I *know* that Goons will not simply invite me into their space to mine ice just out of the generosity of their hearts, nor will any other Null Sec alliance where I could mine in *relative* safety. So I am back to square one, and I just have no idea how I will adapt and if, ultimate, I will be able to. I must tip my hat (or would if I had one) since I did actually forget about the doubled harvester speed. I think the other variations are just small variations though. I just used whatever blocks/hour eve IPH told me. Expecting each and every caldari ice belt to have over 300 miners apiece each and every time they're up is still a rather absurd expectation, however. 
Obviously you haven't checked out Osmon this last week.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9093
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Posted - 2013.05.04 14:25:00 -
[50] - Quote
xinthorminaias wrote:Ice was being oversupplied because people enjoyed supplying it and were willing to work for very small return. That play style, where you can stay logged and just come and check your PC and fleet of mining ships once in a while, is being removed.
I know of lot of miners who are quitting and others that will just reduce their number of accounts and go and do missions instead. So what will happen?
At a simple global macro view the productivity of mining ships has been increased and so fewer miners will be required. On top that the price hike, already caused to ice will reduce demand further as POS's go offline further reducing the need for miners. There will also be some reallocation of resource extraction so that there is less need for freighter pilots. So in short there will be less of pretty much everything. All of this does nothing to address the big blue doughnut.
An uncontrolled loss of subs in a MMO is a very dangerous thing as it can create momentum for decline, especially in a game that is stagnating. This will also hit the confidence of investors. You really have to wonder whether CCP Fozzie and those involved in this have just got a huge stakes in Elite and are trying to sabotage EVE.

8/10 you kept a straight face right through to the end.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9095
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Posted - 2013.05.04 15:59:00 -
[51] - Quote
xinthorminaias wrote:This is a wasted opprtunity as well as being destructive. What CCP should be doing is improving the PVE and the sense of realism.
Isn't it stupid the way the belt rats just keep spawning and throwing themselves st ships they have zero chance of damaging?
How much better would it be if the PVE made some sense? Lets say a Gurista hideout spawns in the system. Rats from that hideout warp out and travel to belts - scouting. The longer the hideout is left undetected the more chance it has of increasing in size.
Eventually a reasonable fleet spawns at the enlarged base and warps to the belt to attack a number of targets selected by the scouts - a serious attack with a real chance of success. Faction police may spawn to defend the belt.. This would make it all more realistic, and fun.
Mining ships would be forced to tank or leave the belt both reducing their productivity. Belt defense could be fun. Gankers would want to co-ordinate any attack as the ships and belts would be better defended.
People scanning sites and destroying sites at source would be also be having a direct impact on their fellow citizens
That's a gameplay proposal (and quite a good one, I like it).
This change is about game balance, which is a different thing.
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9121
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Posted - 2013.05.06 18:44:00 -
[52] - Quote
Suzan Deering wrote:Here comes odesy! 1) No outposts should not have 500-700 bulding slots, if you need that many get a second (third, forth) one or place some (more) towers. 
What's the maximum number of manufacturing slots a system "should" have? Why?
Naturally this limit will apply to hi-sec as well?
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9274
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Posted - 2013.05.11 20:53:00 -
[53] - Quote
Vaerah Vahrokha wrote:xP0nYx wrote:and btw. just a general question. which one of u guys had the idea that there is no ice mining in 0.0? and that it is far to dangerous? our ICE Miners have like 40 miners in each sys with retrievers(and that are 4 people with like 10 accounts each). they assist the drones to someone in a BS or so. if a neutral comes in, we just shoot them. what should they do against our 200 hobbies? and if we loose the retrievers we dont care. cuz we earn them in like half an hour? or even get them free from corp. so all thats happening is damaging crappy 1-2 account miners cuz they have to run around and search for belts where there are no cuz we multiboxer just empty them in like half an hour. at this moment only one of our ice sys produces about 20000 blocks of Dark glitter a day. just fyi thats what one of our multiboxers got: http://i.imgur.com/jOObBOE.png EvE certainly will be better once it will be even more biased towards huge blobbers, multi-boxers and bot farms!  I mean, who cares for those poor tramps who just have 2 accounts, they should unsub right now!. 
I only have 2 accounts :(
1 Kings 12:11
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Malcanis
Vanishing Point. The Initiative.
9579
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Posted - 2013.05.27 14:19:00 -
[54] - Quote
CCP Fozzie wrote:Hey everyone, got one more update to provide to you all. Unfortunately this change mentioned in the dev blog: Quote:In order to encourage competition for the best mining systems and to bring adequate rewards to fully upgrading the Ore Prospecting Array, we will also be adding new variations of the Extra Large and Giant Asteroid Clusters that will only be found in locations with excellent system quality (truesec). These belts will contain improved (+5% and +10%) variations of the ore that can be found in their standard versions. will not be able to make it into the initial Odyssey release. It's still very high on our backlog, but as usual I can't promise anything until we have had a chance to release plan it into the 1.1 patch development schedule.
As long as it doesn't get forgotten, a small delay is no biggie.
1 Kings 12:11
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