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Nevyn Auscent
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879
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Posted - 2014.01.09 09:43:00 -
[1] - Quote
You just provided the proof yourself that more ships are lost in High Sec than in Null Sec. Sure, they aren't all PvP kills, but they are still lost ships. And some of them far more expensive due to high sec bling. |

Nevyn Auscent
Broke Sauce
879
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Posted - 2014.01.09 10:07:00 -
[2] - Quote
Because Null never uses frigates for any reason, certainly not Cyno's..... Anyway, if you want to look at the statistics... High Sec has a higher concentration of PvP kills per system. Since Null is much more spread out. So the statistics don't support claiming no significant PvP happens in high sec. If you want to play the stats game you can argue certain things, but you can interpret the data differently and come out with other views as well. Without the full CCP raw data we simply don't have the information you are trying to base things on.
As for nerfing high sec incomes, what will happen is the current null lords will rejoice because no-one will ever be able to challenge them again. You need a zone where you aren't in constant warfare to build up supplies, isk & ships to try and mount a campaign. If you have no zone because it's been nerfed into the ground, you have no campaign, meaning only the current mega entities will ever exist and as one dies, that will be it. (Exception being if someone infiltrates one of the current big four/five, and steals all their assets, but that's not a military campaign.)
Also High sec will become a waste land as most people there give up playing and go to more enjoyable games for them, null will stagnate further due to lack of the income from high sec players buying all their low sec loot, and EVE will die as a result.
If you actually look at CCP's last market analysis, they believe faucets & sinks are actually breaking even, the average amount of isk has actually DROPPED per player, indicating that people are loosing isk on average, and while plex is climbing slightly, they don't believe this is because of inflation, but just a general market movement. And it's not moving very fast. |

Nevyn Auscent
Broke Sauce
879
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Posted - 2014.01.09 12:06:00 -
[3] - Quote
Plug in Baby wrote:Yonis Zanjoahir wrote:Unlike ratting bots, mining bots lower prices and do not introduce isk into the economy Talk us through this one.. It's very simple. Ore != Isk. To buy the ore, the isk comes from somewhere else. Isk is only introduced when an NPC pays you for something. Instead because of the basic supply & demand, mining bots generate larger supply making for lower prices. In saying that, miners are doing better than they have for a while, but relative to T1 Ship prices, Miners income will always be static unless the yield is changed on the primary mining ships. Since T1 ships prices are directly related to mineral costs. |

Nevyn Auscent
Broke Sauce
879
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Posted - 2014.01.09 12:32:00 -
[4] - Quote
Also refer to CCP CSM notes saying that players who come through PvE rather than into PvP early actually have a greater retention rate. In that people who go into PvP early often move on much faster. |

Nevyn Auscent
Broke Sauce
881
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Posted - 2014.01.09 23:54:00 -
[5] - Quote
Because the game isn't all PvP. Refer to recent CSM minutes where they discuss player retention. The players that stay the best are those who's early time in the game is PvE. People who get into PvP fast often tend to leave fast. |

Nevyn Auscent
Broke Sauce
881
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Posted - 2014.01.10 00:44:00 -
[6] - Quote
Yet, most highsec players are not grinding for infinite isk. But just for one reason or another not interested in the other area's of space in a serious way at this point in time. And at the end of the day you have to make a living somewhere & how. The harder you make a highsec player grind for that new ship by reducing their income, the less likely they are to ever risk it anywhere else. |

Nevyn Auscent
Broke Sauce
881
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Posted - 2014.01.10 02:10:00 -
[7] - Quote
EI Digin wrote:Nevyn Auscent wrote:Because the game isn't all PvP. Refer to recent CSM minutes where they discuss player retention. The players that stay the best are those who's early time in the game is PvE. People who get into PvP fast often tend to leave fast. Nice try. New players can't afford to be able to PvP for long periods of time, they run out of money then they quit because PvP for most players is an isk-destructive activity, and lets face it, some people just don't enjoy PvE. The only way to solve this very real issue is to make PvP more accessible and rewarding, and that might involve rebalancing other types of gameplay (highsec pve) to make it more viable. If you read the CSM notes you might find something else: Quote:Affinity referred to some recent detailed research CCP has done which indicates that the players who stick around longest tend to do everything, while pure PvE players tend to churn out of the game. Which,..... actually supports what I said. That the game isn't all PvP. Nowhere did I say that the game was nothing to do with PvP at all. Just that it isn't all about PvP. So nerfing highsec destroys an area of the game for those wanting to get away from PvP, makes people leave early a lot more often since they will be forced into PvP early on, and reduces the range of activities available overall which hurts player retention three ways. You can't make PvP more rewarding or you lead to the issue of farming each other for profit using cheap ships. 'I kill you five times, I can buy six cheap ships, you kill me six times, you can now buy seven cheap ships. and so forth'. Which is why FW kills don't pay out more than they do. And High Sec income is already in line with low, null & WH income in terms of being lower per account in a normal situation.
Doesn't mean it can't all be tweaked to make it better, Null does have some density issues, and even with my limited Dev experience I could design a much better PvE system for all area's of space than EVE has. But it wouldn't involve nerfing high sec to do so, as that would be the wrong approach and a very self destructive one for EVE and CCP.
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Nevyn Auscent
Broke Sauce
881
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Posted - 2014.01.10 04:40:00 -
[8] - Quote
Heshee wrote:
Prices go up across the board every time CCP adds another risk-free isk faucet to highsec, too.
Except CCP's last market analysis indicates there is no inflation happening, and the average isk/player has actually dropped slightly. Prices are going up because mineral requirements were changed significantly due to tiericide, and mineral supply was changed with the changes to loot & drone poo removal. |

Nevyn Auscent
Broke Sauce
881
|
Posted - 2014.01.10 07:06:00 -
[9] - Quote
James Amril-Kesh wrote:dilly nay wrote:Because treating a video game market similar to the world market and using terminology such as "inflation" to describe an isk pool which was larger today than is was yesterday is relevant. CCP hired a Ph.D economist several years ago for the express purpose of analyzing EVE economics. He's still there. I'd say it's relevant. And said economist made comments in latest CSM minutes. Well worth reading since they disprove any kind of 'inflation' theory anyway. |

Nevyn Auscent
Broke Sauce
881
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Posted - 2014.01.10 07:51:00 -
[10] - Quote
Oh sure. I was meaning those comments are relevant to the whole isk faucets are causing inflation arguments people like to spout off about. When the latest comments he made actually show the average player has less isk, not more. |
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Nevyn Auscent
Broke Sauce
881
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Posted - 2014.01.10 15:37:00 -
[11] - Quote
TVP's start mach fit might be expensive. TVP's starter Maelstrom fit however is not. They start with T1 BS's. So, get facts right on that front. |

Nevyn Auscent
Broke Sauce
888
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Posted - 2014.01.11 10:37:00 -
[12] - Quote
Null Sec industry did just have a serious buff. Most of the people complaining haven't caught up with it yet. |

Nevyn Auscent
Broke Sauce
888
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Posted - 2014.01.11 11:40:00 -
[13] - Quote
So hundreds of 50% time bonuses slots possible in a single Null outpost aren't considered an advantage? Especially since the Outpost is placed for other reasons and the manufacturing slots are an additional bonus, not the entire cost of the outpost.
I'm sorry, but the 'High sec has more slots' argument is now patently false. Even under the old outposts Null sec had a higher density of slots per station than high sec did. Let alone the new potential.
Better access to materials is also false. As High Sec has to import. So Null could simply stop importing to highsec and watch high sec industry collapse. That is a choice by Null to provide High the materials in large quantities. Not a 'requirement'.
Other issues, sure, but you can't simply slap a nerf onto high sec on those. Things like production line costs are a complex issue which if implemented needs to apply to all sectors of space in a sensible manner.
And..... the last question. Why is it bad that high sec is the best at one thing? Null does have more income, anyone trying to argue otherwise in absolutes is delusional. Risk/Reward balance. Well that's an individual choice as to how much risk is acceptable for how small a reward increase. But absolute, Null/WH is better at nearly every single other aspect of income & acquisition. Why can't High sec actually be best at something, it's not 'noob' space. It's allowed to actually win at a few things in absolute measures. |

Nevyn Auscent
Broke Sauce
888
|
Posted - 2014.01.11 12:00:00 -
[14] - Quote
Please provide me a single station which has that also Tippia.... Short answer. You can't, because it's taking the single best case system in all of High Sec with the maximum number of ideal stations, ignoring all the systems with no station at all in high sec also. High sec stations do not have that many slots in anything. Heck, there are entire high sec regions with barely that many ME slots.
If you want to make an overarching argument, then use averages or more realistic estimates. Otherwise you are simply arguing for that one system to be nerfed in station number. Rather than high sec in general. |

Nevyn Auscent
Broke Sauce
888
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Posted - 2014.01.11 12:09:00 -
[15] - Quote
Read Baltec's corp/alliance. Then his posting history. Then understand he will keep posting till Null Sec is king and high sec is nothing but newbie systems and all worship Mittani. Some of the other goons actually have some reasoning behind their arguments, not just blind hate for high sec. |

Nevyn Auscent
Broke Sauce
888
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Posted - 2014.01.11 12:27:00 -
[16] - Quote
Then you are arguing for a specific system to be nerfed Tippia. Not high sec in general, since high sec in general does not have anything remotely close to your claims. |

Nevyn Auscent
Broke Sauce
888
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Posted - 2014.01.11 12:38:00 -
[17] - Quote
baltec1 wrote:
We do, that's the problem. We want to build our things in our space but we are punished if we do that by the game mechanics.
Except you aren't punished any more. Not with hundreds of slots with bonuses to certain types of construction. You just won't be satisfied till high sec can't produce anything anywhere near the price null can. Nothing to do with entitlement other than yours. You believe you are entitled to the best at everything and everyone else gets the dregs. Someone else has something EQUAL and you scream. Because the costs for the industrialist don't include the outposts. |

Nevyn Auscent
Broke Sauce
888
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Posted - 2014.01.11 12:42:00 -
[18] - Quote
Probably was true sometime back Shirley, but Null industry received HUGE buffs less than a year ago, and most of them are still talking pre buff for their arguments. |

Nevyn Auscent
Broke Sauce
889
|
Posted - 2014.01.11 12:50:00 -
[19] - Quote
Pipa Porto wrote:
Point to the nullsec system that can provide 700 slots.
If the facilities are just equal, HS is strictly better. No required capital investment, no shipping costs, and no risk of any type.
Point to the nullsec system that has more than 0 slots. I can cherry pick data too using the most suitable high sec system for my argument. The average high sec system does not have 700 slots, or even close to that. While a single Null outpost can have several hundred slots now with 50% time bonuses to certain types of construction. Meaning it is very possible for Null to far exceed the overall industrial capacity if they choose to build the outposts.
Capital investment is a one off cost which is done for more than just industrialists, making it very hard to assign an actual industry cost to it. Additionally as time approaches lots, capital investment cost = 0. Shipping costs apply to high sec also since most High end minerals are imported to High sec, as is all moon goo/products and most PI products. So the shipping goes two ways. And high sec certainly has risk. It may be lower risk in theory, but I'd argue industrial/freighter kills are probably far more common in high. Though I don't have hard stats on that and I'd love to see them. But it isn't zero risk.
Additionally since the facilities have a time bonus, for a single industrialist the null facilities are better, since they produce up to twice the goods in the same time as a matching high sec industrialist. |

Nevyn Auscent
Broke Sauce
889
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Posted - 2014.01.11 12:58:00 -
[20] - Quote
Safety is all relative.
As for outpost numbers....
Amarr Factory Outpost:
Manufacturing: 50 (+30). Copying: 2 (+1). ME Research: 2 (+1). PE Research: 2 (+1) Offices: 16 (+12). Amarr Factory Upgrade: 20(+15), 40(+33), 60(+51) Manufacturing lines. Amarr Plant Upgrade: 20(+17), 40(+35), 60(+53) Manufacturing lines. Amarr Lab Upgrade: 3(+5), 5(+13), 7(+21) Copying, ME, PE slots. Amarr Office Upgrade: 10(+7), 15(+11), 20(+13) Offices.
I'd call about a 400-500% increase in slots in just a single factory outpost pretty damn significant.
Now, if the argument is about POS slots, then high sec POS slots cost more for starters. And you then aren't talking about High Vs Null, but Station/Outpost vs POS, regardless of space. |
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Nevyn Auscent
Broke Sauce
889
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Posted - 2014.01.11 13:13:00 -
[21] - Quote
So, assuming you can only do 1 upgrade of each level and not both manufacturing upgrades.....
You can only have..... 170*2 = 340 slots in a single system. If that is only a tiny fraction of what is needed.... Yea, Bull. 340 in a system is plenty. 3400 would just be stupid and you know it.
The refinery I'll give is an issue, and I do believe most refineries should be 40%. Which if my maths is right allows for 100% refine if you have really trained your skills to maximum. Including most high sec ones. 50% should be rare and restricted to only the mining corps and be separate stations from the manufacturing slots sure. I'm not against tweaks here, especially tweaks that buff area's null is weak in. But tweaks aren't a whole-scale slaughter nerf of highsec.
Research doesn't need to be in the same system and most high sec industrialists live with their research slots quite a few jumps away from their manufacturing. So you can deal with 1 jump over for a research outpost. Which gives you 80 copy/me/pe slots which are at a 50% time discount also if I remember right. |

Nevyn Auscent
Broke Sauce
889
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Posted - 2014.01.11 13:31:00 -
[22] - Quote
Except everyone who has been suggesting that Tippea. 340 slots is also more than the high sec average per system by quite a bit. And when you consider how much larger null sec is than high sec it's quite competitive now in terms of outright potential, assuming average outpost distribution, which simply wouldn't be true, Null would be able to outproduce high by about a factor of five overall. I acknowledge the mineral bottleneck now with the 30% refine, but I've also proposed the solution to that already as well. And BPO/BPC's can be run around very fast in inti's and cov ops, so that's no real bottleneck.
The only thing 'stopping' you now if anything is the 30% refine. Which is quite common in high sec. Even your example system will have a number of 30% refines, so Industrialists have to move minerals from the 50% refine to the station they have empty queues in. Rather than all packing into just the 50% stations. So if you want to assume no movement, you have to eliminate every manufacturing line which doesn't also have an ME line, and a 50% refine in the same station. Which you will find eliminates nearly all of high sec's stations under the same criteria you are trying to use. |

Nevyn Auscent
Broke Sauce
889
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Posted - 2014.01.11 15:18:00 -
[23] - Quote
Malcanis wrote:
Very much so. Only the first small baby steps have been taken (relaxing the restrictions on office slots, adding some more build slots, making outpost upgrades slightly less worthless). The core issues remain. It will take a long time, and CCP are deliberately moving slowly on this.
I'd argue that the majority has been done by those changes already. The Industrial system has massive inertia, so if you push hard to try and make people who are already set up in high to move to Null, then you will end up massively over-nerfing High in doing so. And the changes they have done make it most of the way to Null industry being perfectly reasonable to do and perfectly competitive. If there is an issue with outposts being too scarce & too expensive to build in every single system, then they need to re-assess outposts to be the central hub for an entire constellation (Which opens up to the whole spreading fights out to different nodes at that point also as a side point as well, if Sov becomes constellation based rather than system based.) Which would need outposts being a lot gruntier since they serve more than one systems industrial capacity. Would also make it easier to centralise markets in Null at the same time. |

Nevyn Auscent
Broke Sauce
895
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Posted - 2014.01.12 06:30:00 -
[24] - Quote
Kaarous Aldurald wrote:
This is part of what I've been saying.
It's a zero sum game. Neither side will give ground.
But one side (the carebear side) has been getting what they want, over and over again for a while now. It's time they started taking a hit themselves.
Other than the bit where you are wrong. Because there aren't 2 sides. There is a continuum. You exist at the very far end where everyone is your rightful prey and anything that exists to stop that is unfair. You talk about 'carebear' tears. I've seen plenty of ganker tears myself when their gank failed for some reason. "Why did you warp off" "How did you warp that fast, Hacks, I'm reporting you" "I had enough DPS to kill you, how did you cheat your EHP". All of these I've seen coming from gankers. Tears are not exclusive to any group in EVE. And most people fall somewhere between the two extremes. Sure, you have the pure carebears, who want freighters to be untouchable. But then you have a lot of people in the middle who people like you love to group with the pure carebears, who want the ability to fit their freighters and to be able to make meaningful choices. Those people are not crying carebears, they are sensible people who want options. And some will both use freighters and gank. People can mine in High Sec and play in low & null also. There is plenty of middle ground. You just love to polarise everything because it's what society does these days to win an argument 'You are either with us or against us, you can't be half & half'
I'm one of those half & half people myself. I do feel Null needs a few buffs, like at least 40% refineries on the Factory outposts, it's still not a casual 50% refinery for easy perfect refines. But assuming my maths is right, 40% gets you there if you have all V's in all the relevant skills. I'm not against removing slots of some kind from those super hub high sec systems which have a dozen great stations in them. And I'm all for ways to allow more people to make the same amount of isk at once in Null sec systems.
But I am against simply doubling individual pilots incomes in Null, because it's already good, it just has density issues. I am against removing lvl 4's from high sec, because High Sec needs to turn a decent profit as a legit region in it's own right. I am against things that make Null/WH the king of all of EVE. Because they shouldn't be. Effort should be rewarded sure. But it shouldn't automatically dominate everything. |

Nevyn Auscent
Broke Sauce
897
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Posted - 2014.01.12 09:41:00 -
[25] - Quote
Pipa Porto wrote:Kimmi Chan wrote:I am by no means the most knowledgeable person in game. That being said, can it be said that W-Space is as profitable as it is because they have something that no other space has? Sleeper tech? Guess where T3 production happens. Well, I think it's fairly agreed on that POS production is terrible. That's true no matter what area of space you live in. And everyone wants CCP to fix/replace POS'es somehow to make them work. That's entirely a different question from Outposts vs Highsec stations. Which the numbers say are now decent. |

Nevyn Auscent
Broke Sauce
897
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Posted - 2014.01.12 10:59:00 -
[26] - Quote
High Sec has transport costs to. Nearly all high end minerals & all T2 materials are shipped in, it doesn't matter if the cost is paid via a mark up on the goods or not. The cost is still there and is passed on.
Now, what I'm curious about is what these 'higher costs' Null pays. Other than Capital investments which you can't assign entirely to industry as the capital investment is put in for mainly other reasons. Do the lines somehow cost more than high sec per hour? What are these actual costs.
Rather than the mythical 'shipping costs' which only apply to null sec imports but not null sec exports. |

Nevyn Auscent
Broke Sauce
898
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Posted - 2014.01.12 13:31:00 -
[27] - Quote
Shirley Serious wrote: Curious to know, what is the maximum refining rate available to POS refineries or player-built outposts in nullsec ? (do the handful of conquerable non-player-built stations have a different refining rate?)
POS's suck. 30% if I have the right information in front of me. But that is universal, high sec pos's don't have a magic improvement, they suck also. Null sec outposts are 30% for 3, 50% for one. Which is silly making an entire outpost about refining. The factory outpost should be 40% at least (which allows 100% with perfect skills I believe) and they can find another bonus for the current 50% one to make it valuable. |

Nevyn Auscent
Broke Sauce
898
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Posted - 2014.01.12 13:34:00 -
[28] - Quote
baltec1 wrote:
Everyone can agree that botting is wrong and all involved deserve to die in a fire (in game). While we do point out that the bots have left null due to higher earning in high sec I have to say that not one of us miss them.
Unless you are a botter, I highly doubt you know a thing about botter motivations, since higher earning in high sec is complete rubbish. You just keep trotting it out and it keeps getting destroyed. Risk vs Reward is a possible argument, but that is a personal one that you have a level of risk for a given reward you will accept, beyond that you won't. Absolute income however, Null wins. Stop being delusional in thinking we are idiots and don't know that. |

Nevyn Auscent
Broke Sauce
898
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Posted - 2014.01.12 13:59:00 -
[29] - Quote
Dave Stark wrote:
humour me; how much could i earn in null sec if i were to give it another try?
Every earning method quoted in high sec has higher potential in null sec. SoE missions are eclipsed by Sanctuary corp missions. Incursions in Null earn 40% more than in high (Incursions in low even have revenant BPC chance). Anoms once loot is averaged out over a long period of time can easily earn 200 mil/hr. Sure you might have a bad day. You might loose ships. That's the risk/reward ratio I was talking about. But absolute earning potential per hour, null exceeds high. And this ignores moon goo, officer drops & PI earnings, which High Sec doesn't have a single thing that comes close to them in the same field.
It's only Risk/Reward that stops you, you have decided that the massive increase in risk is not worth that degree of reward increase. And for that, I can't entirely blame you. But, that doesn't mean that the isk isn't in null to be made. It is a choice to not accept the risk. You aren't forced to leave Null. |

Nevyn Auscent
Broke Sauce
898
|
Posted - 2014.01.12 14:07:00 -
[30] - Quote
Kaarous Aldurald wrote:
For a single individual, accounted for as an individual, the upper bounds of income are higher, yes.
But income in nullsec is inherently subtractive as there is never enough of anything to go around. You can't just tell the entirety of nullsec to go do anoms, because there just are not enough.
As opposed to highsec, where their income is inherently multiplicative because there is an inexhaustible supply of L4s.
Sure, 1 in 100 guys in nullsec can get rich doing anoms.
But 100 in 100 guys can farm an L4 all day.
Agreed (Except for the 1 in 100 getting rich on anoms). And that I believe that is an issue. Though there are lvl 4's in Nullsec so that does fall down a little, Since they pay out more and in the case of SoE/Sanctuary, are more valuable even for the same pay out. But if you read what I've posted, I believe a lot more people should be able to work in a null system at once. It just needs to be done in a way that isn't going to make 1 guy able to make 2 bil/hr if he keeps it all to himself.
But when we are dealing with peoples motivations, we are dealing with individuals as an individual making the choice. So the upper bound of income being higher holds true for that argument. |
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Nevyn Auscent
Broke Sauce
898
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Posted - 2014.01.12 14:10:00 -
[31] - Quote
Dave Stark wrote:
so i'm going to skip all of the waffle and focus on what i asked "how much". 200m/hour high sec incursions, semi afk, uninterrupted make me just shy of that *before* lp conversion.
so you're telling me that for all that extra risk, inconvenience, and interrupted play i can earn basically the same?
i hope you now understand why this thread exists.
200 m/h incursions are not the standard income rate. Even with LP, most people will only be making 100/hr on them. Though I suppose we should ignore downtime, which can bring them up to 150 as an average. 200 however is not the standard rate.
Of course. Even if we accept your 200 figure, that means a Null incursion is 284/hr. Meaning you are making more. So, stop with the 'High Sec makes more isk' rubbish. Because it is rubbish. |

Nevyn Auscent
Broke Sauce
898
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Posted - 2014.01.12 14:27:00 -
[32] - Quote
2 high sec, 1 island if you want to start getting fussy, which means 95% of high sec doesn't have access to one of them under your criteria for it all being controlled territory. Of course you then must have high enough standings, which eliminates a lot of FW pilots and anyone who has run missions for pirates..... Which means a lot of people don't have access to the high sec incursions also. 150/hr before LP is also is faster than the standard incursion fleet can do. 150/hr is a site every 12 minutes. 15 is a much more normal figure, then 5 min bio breaks every 2 hours. (The 200 mil rubbish you claimed would need a site every 7 minutes just as a note) If you want to use the upper bounds of what income is possible doing an activity then you also must accept the 500/hr upper figure for anoms, since we are assuming the maximum potential rather than a reasonable average.
Meaning yet again, Null earns more. Sure, there are reasons you don't. But that doesn't mean the isk isn't there, it just means you don't take it.
And considering most materials are imported from Null to High, unless you are selling them without allowing for travel costs in high, it will be cheaper to produce in Null. The infrastructure does mostly exist with the recent outpost buff as my figures showed, with one industrial outpost being the equivalent of a decent high sec industrial hub with six or so manufacturing stations present in it. Player built outposts are significantly superior to NPC stations now in most ways. POS, well, yea, they suck no matter what the space is. And that's a problem to solve.
But going on about how Null 'can't earn & 'can't manufacture simply isn't true. Null chooses not to, but they could ignore high if they wanted to and be fine. If Null vanished however, High sec would be destroyed. No T2 Mods or ships at all, no High end minerals making most ship building very hard since only loot reprocessing would give them and that isn't a significant portion any more. (After drone poo nerf which was mainly null anyway). And most PI products would vanish given how much better Null is at them. So, Null is actually in a pretty good place. It could be made a bit better sure. And there are quality of life improvements like non crappy POS's for all spaces. But it doesn't need a massive multiplication any more. it just got that. |

Nevyn Auscent
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899
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Posted - 2014.01.12 16:46:00 -
[33] - Quote
Dave Stark wrote:Nevyn Auscent wrote:If Null vanished however, High sec would be destroyed. No T2 Mods or ships at all, confirming you have no idea what you're talking about, so i won't waste my time here. Yes... Because T2 mods & ships don't need moon goo products which come from Null Sec, because every high sec system has R32 & 64 moons.... Oh wait.... Really. If you are going to try and call me out, don't talk crap. |

Nevyn Auscent
Broke Sauce
899
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Posted - 2014.01.12 17:25:00 -
[34] - Quote
Dave Stark wrote:Nevyn Auscent wrote:150/hr before LP is also is faster than the standard incursion fleet can do. 150/hr is a site every 12 minutes. 15 is a much more normal figure TVP fleet if you're unaware who TVP are, they're a fleet that isn't particularly shiny, and they're clearing sites every 11 mins. sorry it took me a while to dig out that screenshot, i genuinely had more important things to do. I fly with them, 11 mins is not their standard fleet time for site to site. 15 is realistic for them and they are actually pretty damn shiny. They just accept non shiny, but the reality is 90% of the ships in fleet will normally be pirate with T2/Faction/Deadspace/Officer fittings on them. Not T1 BS's with Meta 4 guns. They might pull a site completion in 11 mins sometimes from entry to pay out, but then there is the travel, fleet refill, quick logi re-org. Which mean you are not ticking sites over at that speed most days. TCRC wall where not a single person drops fleet and it's one of the shiny fleets where everyone listens, yea, ok, that can happen. Which will be why it got screenshotted as an exceptional day. |

Nevyn Auscent
Broke Sauce
899
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Posted - 2014.01.12 17:36:00 -
[35] - Quote
Dave Stark wrote:
i suggest you stop dragging their fleets down then if you only manage 1 site every 15 mins.
that screenshot was from my wallet, about 10 mins ago. most of the time was spent trying to figure out what the site payouts were in the filter.
How nice for you getting a perfect fleet and fast sites. I just went through my incursion alts wallet and the average site is slower than 15 minutes. Was some gaps as large as 25-30 minutes between pay outs even. So again, if you want to base everything on perfect, Null Anoms are 500 mil/hr. If you want to actually use real figures rather than cherry picking, Incursions are not 150/hr. |

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Posted - 2014.01.12 17:41:00 -
[36] - Quote
James Amril-Kesh wrote: I seriously doubt even smartbomb ratting with multiple alts will get you that much.
Oh, I was going off the lucky loot drops for that figure. I know 500/hr isn't a sustainable figure. But if Dave wants to use unsustainable figures from high sec, then he has to use the comparable unsustainable null sec anoms figure as well. If he want's to use sustainable null figures, then he has to use sustainable high figures also.
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Posted - 2014.01.13 23:43:00 -
[37] - Quote
James Amril-Kesh wrote:No, there's a tremendous market advantage for doing industry where you actually have the slots and production capabilities of highsec.
Are you completely unaware that selling things in nullsec generally leads to greater profit margins, and depending upon what you sell the trade volume isn't all that low either? Except you do have the capabilities. Refer to my earlier post showing how many damn slots you can get in a single outpost. Null Outposts received a massive boost less than a year ago. The argument of 'We can't get enough slots' is a joke now. The only real logistical issue remaining is the fact the factory outpost only has a 30% refine at best. So you need two neighbouring outposts and to ship a lot of goods between them. Which I think most people will agree is silly that an entire outposts 'specialisation' is refining, rather than just one 'Industry' outpost.
Everything else is caused by a lot of people in Null Sec being dinosaurs and not bothering to change how they do things because the current way works. Which it's true, importing from high sec does work because of Jump Freighters. But given you export loads of high ends to High Sec, you can easily make things cheaper locally, simply by not exporting and selling them locally at a cheaper price (Since no transport costs) to the Manufacturers. And then no import costs make cheaper end product also. With same profit since you aren't two way jump freighting. All you have to do is actually do it. |

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Posted - 2014.01.13 23:59:00 -
[38] - Quote
James Amril-Kesh wrote:340 slots in a fully upgraded outpost is nowhere close to what we need. You don't know what you're talking about. It's more than 95% of high sec systems have. Probably more than 99% of high sec systems have. Only the few truly silly super industry systems in high sec have more. And given how many more null sec systems there are than high sec, to match High Sec's total number of slots, you don't need anywhere near the same density as high sec has. Especially since a lot of high sec slots aren't used.
So, lets throw some random assumptions around. 50% of High Sec slots aren't used currently. No industry happens in low/null worth including.
Then we look at where all the industry goes. I believe someone had some figures earlier that 60% of ships get destroyed in Null or something? (Not searching entire thread for it). Lets then believe Null people that generally a lot of these ships killed in high are all frigates, and say 75% worth of industry effort ships are destroyed in Null?
So.... To supply all of Nulls needs, You only need the equivalent of 37.5% of the current number of slots in high sec, with 5 times as many systems to do so in.
Yes, this is based on some assumptions, but reasonable ones. All the Null people have been saying a lot of slots go unused, and I agree, I see it myself and think those high sec super hubs could easily be nerfed. (System specific, not across the board since there are area's in high which are low in slots already). Obviously at least some of High Sec's production gets used in High Sec. And High Sec islands are included in the figures while the reality is they don't contribute to the main high sec production, and are most likely unused (Mostly)
So, if you can't do 37.5% of the output.... then you aren't even trying. Because quite simply, you can do it. |

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Posted - 2014.01.14 00:11:00 -
[39] - Quote
If you fill every single system with an industrial outpost, you will have something like five times the total output of high sec. To get enough to meet your own needs (Using above assumptions), you probably need one industrial outpost every dozen or so systems. Pretty much one per constellation. I don't think that's an unreasonable ratio of stations.
Now, if the cost of stations is balanced. That's a different question. If it's sensible, that's a different question.
But you were trying to argue 'We can't do it' Which is false. "We choose not to do it because we don't want that many outposts for other reasons already" is a different story. |

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Posted - 2014.01.14 00:12:00 -
[40] - Quote
ZynnLee Akkori wrote:Kaarous Aldurald wrote:
You're talking about the trade hubs as though they're something set in stone, like they don't fluctuate or anything.
Meanwhile, Rens is slowly being eaten away by Hek, and only a few people are really noticing.
Hell, Yulai used to be a trade hub. It used to be THE trade hub.
This is why I think it might be possible to move a trade hub into Null, if a big Alliance were to commit to a solid 6 month long campaign to make it 'safe enough' for traders to move in that direction. And if CCP makes Null stations a little more attractive for refining. Make it a bread crumb thing. FInd a station in .6 and make it popular by loading it up with great deals and buy orders for everything for a few months. Then, when people are getting used to coming there, move it a few more jumps into .4 space and repeat for another couple months. Then into .1 space. Guard the gates ferociously, popping any pirates trying to hassle traders. In 6 months to a year, it could happen. Yulai ceased being a trade hub because of CCP intervention moving some gates. None of the other trade hubs which appeared after that CCP intervention have died out. |
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Posted - 2014.01.14 00:50:00 -
[41] - Quote
Referencing Dotlan. 3294 'Outlaw' systems. I can't establish exactly how many are NPC. 2751 appears to be the Sov systems off Dotlan. Should be close enough anyway.
Using aforementioned figure of 1 Factory Outpost per 12 systems. 229 Factory outposts.
At 170 base slots per system. 38930 factory slots, with 50% discounts on time to certain things (Ships which take the most time typically). So potentially 77860 slots equivalent. Lets take a nice mid point for how many functional slots as some will be used to build unbonused things. 58395 final effective slots.
Now, I can't find a reference, but I recall someone throwing around the figure of high sec having something like 65,000 slots in total? If someone could reference that one?
So (assuming the former high sec count) at one Industry outpost per 12 systems, Null Sec has approximately the same total output as High Sec. When we have already established that that output isn't actually used and empty slots are common. Meaning 1 outpost per 12 systems is actually too many for Null Sec. And 1 about every 30 systems would actually be the right ratio for Null to be capable of building everything locally. Then of course, Null would have to get the miners (Who thanks to Rorq boosts actually earn more in Null even mining the same ore, let alone the better ore) to provide the resources for that into Null, after years of convincing them that all they are is targets to be ganked & awoxed on. But, 1 per 30? That's the ratio we seem to be landing at of how many industry outposts are needed vs systems.
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Posted - 2014.01.14 01:29:00 -
[42] - Quote
Kaarous Aldurald wrote:I'd like to point something out to the people who are still claiming this can be done.
Nullsec doesn't avoid this because they're stubborn, or whatever. Goonswarm themselves turned into renters recently as necessity demanded. Nullsec as a whole does what it has to, to get the job done.
If this dream of yours were possible, someone would have done it by now.
If you think I'm wrong, prove it. Go do it yourself.
Get a little coalition/alliance going and ask the CFC, or N3, or whoever you feel like, to let you in with that intent. Otherwise you're theorycrafting and claiming it's fact, also known as spouting off. No, it's known as educating the morons who stick their heads in the sand and insist it's impossible. Because it is fact that the slots are quite creatable. Goonswarm depending on what type of outposts they have may already have the capacity they need for just their members (Assuming the stations are upgraded)
There are other reasons they choose not to (Such as,... till a year ago the slots couldn't be made, or lack desire to do capital investment into infrastructure), but that is a choice, not something they are forced to do. |

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Posted - 2014.01.14 02:46:00 -
[43] - Quote
Kaarous Aldurald wrote:
They don't want it to sell it. They want it to use it.
Their end goal is supplies and war materials, not money.
If they actually wanted to use it, it's fine right now. The materials are cheaper locally since they don't have to pay for the JF fuel costs to get high ends to trade hubs. They don't 'have' to import, they can make all the low ends locally by bothering to belt mine. It's not like it changes how fast someone can warp to you since all the grav sites are anoms anyway. Or they can mine enough low ends from the grav sites and export spare high ends to high sec still for profit. They can build the slots easily. 420 potential from a single outpost if you use it perfectly, and ships are the high volume shipping goods. The amount of ammo you can import on a single JF trip is incredible. Ships are your bulky items best made locally and they are the ones with the best time bonus.
So.... Not seeing the problem. 1 Factory outpost per 20-30 Null Sec Systems generates all the industry they could ever need. If they are a more densely packed alliance, then they obviously will need it slightly closer than that.
The short version is they simply don't want to. Plenty of arguments why not to do it sure. But none of which will be changed by nerfing high sec. |

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Posted - 2014.01.14 04:05:00 -
[44] - Quote
This being a game 'Fun' can be considered a 'profit' effectively. So, for 'fun' is valid. But the Industrialist will want to make money on his effort still, just the players buying will be paying for 'fun'. The Industrialist certainly won't want to loose money on his effort. |

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Posted - 2014.01.14 09:04:00 -
[45] - Quote
Kira Enomoto wrote:
Well, perhaps Goons was the wrong example... The point still stands though.
The problem is, all the big null entities pretty much are known to have scammed/awoxed industrialists in the past after promising them opportunities. They treated industrialists like a second class citizen except for the privileged few cap/super cap manufacturers who have been with them for a long time. And now most older industrialists know better than to trust them. Obviously if you are a Goon main and have an industrial alt you aren't as likely to get ganked by goons if you move, but the industrialist mains aren't likely to believe any of them now.
They effectively shot themselves in the foot by doing all of that when Null Industry was in a terrible state & setting up the most efficient import lines they could, that now it is starting to get into better shape, the incentive isn't there to change how they are doing business. Straight Inertia will keep most large entities doing things the same way, even if something 5% better comes along, because the effort involved in changing methods isn't worth 5%. |

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Posted - 2014.01.14 09:47:00 -
[46] - Quote
baltec1 wrote:
It would still be cheaper to import the finished product.
We can add a million production slots to each station and get 100% refining efficiency and high sec would still be the cheaper option simply because they have near no costs.
Again, pure myth. Importing product includes two sets of JF fuel costs. Producing locally at an outpost has no more cost than high sec. Unless your alliance is choosing to tax industrialists in which case.... guess what, you are CHOOSING to drive them away.
So producing locally should be cheaper than importing. If it's not you are doing something wrong. Especially on the bulky items such as ships, where you actually produce them even cheaper than high sec, because your production lines are faster so the time cost is less. (Insignificant as it is atm I know)
Edit: I guess on the smaller T1 ships you might be true. But only because of the crowd who view minerals they mine themselves as 'free'. So sell under the actual mineral cost to build the ships. And those players are making a loss on their sales. So... Yea. Those don't apply in any serious assessment. |

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Posted - 2014.01.14 09:59:00 -
[47] - Quote
baltec1 wrote:
We need to make more JF trips for production in null space. We can only have one outpost per system so we have to move the materials around more as well as still importing low end minerals. I have told you this five times now.
Our costs are much higher than high sec which means high sec simply undercuts us.
I know it's a strange thing, but Null Sec has gates too..... You don't 'have' to jump freighter everything, and if you set it up right you would have your industry right next to a refinery. And in Null Sec you can even shoot first so scouts and escorts actually work. While high sec industrialists move around unable to shoot first so are actually vulnerable to ganks.
So, using a JF for any movement is again, a CHOICE.
And importing Low ends is a CHOICE. You have local low ends in belts, you can mine them. The volume of low ends available in Null is vastly more than available in high. You can also over mine high ends and export the excess for profit quite easily now the ore has had it's mineral distributions adjusted, because you aren't out at nearly the ratio you were before.
So, these are simply CHOICES you are making in how you do business. Not costs forced on you. |

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Posted - 2014.01.14 10:21:00 -
[48] - Quote
baltec1 wrote:
We will never have the manpower to mine enough low ends so no its not a choice.
As for convoys, there is a very good reason why everyone stopped using these when the carrier arrived, they are far too easily destroyed. The last alliance to try doing this lost half of their freighters in just two weeks so no, that is not a real option either.
What, jumping next door gets half your freighters destroyed? If that is happening, I think you have serious spy issues. Or are you saying the goons had their spies in fleet and you were the ones destroying them via actually being half their alliance. I'd believe the later. Convoys all the way from high are totally different to 'convoys' from one system to the neighbour. Heck. If you are only moving a couple of jumps BR's can move massive amounts per hour in almost total safety (Unless you have a million bubbles on the gate, which again, is a CHOICE).
And the manpower could be there if you hadn't built up a reputation for luring miners in then awoxing them for lolz. Plenty of people would love to mine in Null with perma Rorq boosts. And if you procurer fleet mine, you can deal with interceptors roaming easily. Fit a mix of points & webs, and 40 warriors + 10 ECM drones will eat interceptors alive as they are triple webbed & pointed. It's all easily possible, you simply don't want to do it. |

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Posted - 2014.01.14 11:35:00 -
[49] - Quote
ECM drones, Skirmish links, heck, ECM itself would have impact. Sure, a full Inty fleet might actually get you. Though they sure aren't getting a procurer fleet in under a minute unless there are a heck of a lot of them and I hope your intel channels would warn you about 200 Inties heading your way.
Also, Jump Freighters, why the hell would you use jump freighters if you aren't jumping. My whole point was that there are other ships like, oh, normal freighters, or more likely since it's a short distance you should be moving things, cargo rigged blockade runners. Since your intel channels should be capable of telling you if anyone is sitting on those few gates between your locations.
As for goons? To my knowledge, all the large null entities have a rep for screwing over industrialists, it's not just goons, they just have the worst rep.
Covert Cyno? So..... You weren't watching local then were you? Since it has to warp to you, find you on the first warp magically (If it takes time to deep scan it has to find you on the first scan), drop it's cyno then you still be on grid waiting to die. Bombs? Feel free to give me the actual maths on how many bombs it takes to insti pop a procurer that's fitted decently.
The Rewards are greater for Null miners. About double for the same time what high sec miners can turn between the higher end options and the better boosts. Risks, sure, they are greater too. All you are saying is you aren't prepared to take any at all. In effect, you are just as carebear as any high sec player you care to abuse.
P.S. Been there, done PvP, am I a PvP god, nope. Do I know the sensible basics enough to know when you are just trying to spin a sob story about how evil null sec is and how you can't undock with dying. Yep. |

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Posted - 2014.01.14 11:56:00 -
[50] - Quote
Ramona McCandless wrote:
This is true, it is also the other end of the same spectrum when comparing to boring high sec miners who constantly complain that mommyCCP isnt doing enough to stop gankers that they should be organising and planning around stopping themselves.
Except most high sec miners don't do that. Only a few vocal ones do, some of which are certainly ganker alts doing it in a deliberate troll to stir an opposite reaction using reverse psychology. This is EVE after all. Metagame included.
As for Baltec1, LMAO. The Miners obviously exist since the minerals exist. And Null mining is more profitable per hour than High Sec mining. If for no other reason than Rorq boosts that would be true. However larger roids also mean less dead time mining when it has hit 0, and auto respawning anoms mean unlimited ore in a single system so less waste time moving across multiple systems. As well as high end ores which also now contain large amounts of low end minerals ensuring they will always be more valuable to mine. So..... why are they so spread out when anoms respawn again?
So, if you can't get the miners to Null, you really only have yourselves to blame for creating a null sec environment where they don't believe you can/will keep them safe.
P.S. Nullsec does pay the same costs as high sec for actual industry lines. Unless you are taxing them which is a CHOICE. And Null Miners make more profit.... So..... You do have it better than High already. |
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Posted - 2014.01.14 12:06:00 -
[51] - Quote
baltec1 wrote:
There is no place for these people out in null right now so they are useless to us. When they become useful to us then we will take them in.
We do however have a very large industry base in empire that supply us.
And now we know you are delusional. Lets slap you with some real numbers. Tippia says 68,000 slots in High sec. Sounds good enough for me. Assumption. 50% are empty. You all go on about how so many slots are empty if you move away from the trade hubs. So sounds a reasonable ratio. You also go on about how no significant industry (Exception, Caps/Supers) happens outside of high.
So. 34,000 slots supply New Eden, meaning 34,000 slots for over 500,000 players.
Goons are less than 50,000 players. So less than 10% of EVE. Lets assume for a minute you were 50,000 though to take a massively high end figure. Not sure if that is the alliance or the entire coalition.
34,000*10% = 3,400. 3,400 slots required to supply the Goons. This is 10-15 Amarr outposts with industrial upgrades. Depending how efficiently you use the slots bonus times. Given goons, I imagine you would manage them pretty well, so lets say 10. (420 maximum potential per outpost, so I'm allowing for about 25% inefficiency here already) Goons have what, 220 Sov systems between the alliance? So.... That's about 1 outpost per 20 systems you control. You have 90 outposts already for that matter. So that's 1 Amarr outpost per 9 outposts you ALREADY HAVE.
So..... You are trying to convince me that you don't have a place for the industrialists? The Numbers show you are either lying, or simply haven't tried to provide for them. And are just trying to get High Sec nerfed into the ground so you can make even more isk. |

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Posted - 2014.01.14 12:14:00 -
[52] - Quote
Ramona McCandless wrote:Nevyn Auscent wrote: Lets slap you with some real numbers.
Assumption. 50% are empty.
Terrible Really? Perfectly scientific actually. I've made an assumption based on logic however since it's an assumption I've made it clear that it is. There are certainly plenty of empty slots in high sec at any moment.
A quick scan in Heimatar where I currently am shows over 50% slots are empty.
But, lets say you are right that it's a terrible assumption and lets assume every single slot in High Sec is being used to maximum capacity.... This only doubles the number of stations required.
So instead of 10 outposts out of the 90 the Goons already own. They would need 20 outposts. This is still below 25% of the outposts that they already have built that they would need. Exactly what ratio of outposts they have currently, I don't know. But given there are only four races of outposts less than 25% of the already owned outposts needing to be Amarr certainly doesn't sound excessive.
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Posted - 2014.01.14 12:15:00 -
[53] - Quote
baltec1 wrote:
As I have told you seven times now, null sec products are more expensive than importing high sec products. It doesnt matter how many slots you give us so long as high sec has near no costs they will beat us on price and thus, industry in null is not an option.
As you have lied seven times you mean? Because quite frankly, Null sec products are not more expensive when done right. Because you have LESS costs than high sec for industry. Not more. |

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Posted - 2014.01.14 12:25:00 -
[54] - Quote
Ramona McCandless wrote:
*Sigh* no its terrible because you say you are going to use figures then through a wild assumtion into the equation
If I was asked to make any call Id say it was closer to 80% free capacity.
Again Ill say, if you think that industry in Null is limited primarily by line availability, you know nothing about Null Sec operations
Without hard figures on free capacity I have to make an assumption there however. And I chose to go on the high useage side. Rather than assume a high free capacity and then have nullbears complain that I was underestimating how much was going on. If you are right and it's 80% free, that means even fewer Amarr stations are needed (All of 4 needed for the entire of the goons to be accurate). Which makes it even easier for Null.
Certainly it's not the only bottleneck, minerals is the other bottleneck, but they can solve that bottleneck without any changes to the game since they already have significant advantages in that field. They just have to stop treating miners & industrialists like dirt. And overcome the years they have built up treating them like such. |

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Posted - 2014.01.14 12:35:00 -
[55] - Quote
Ramona McCandless wrote:
Confirmed; you can build an Archon with a production line and some minerals
Seriously, you have no idea what you are talking about.
Confirmed you didn't bother reading the discussion. Where we are specifically NOT DISCUSSING CAPS. Since Caps can't be built in high sec anyway. So aren't part of any 'high sec vs null sec' discussion to begin with. We are discussing sub caps & modules here. |

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Posted - 2014.01.15 01:54:00 -
[56] - Quote
baltec1 wrote:Welp. there's another 5% nerf to null income arriving in Rubicon 1.1 Or a 5% buff to Null income if you do it right. Jeez, you do love to whine. |

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Posted - 2014.01.15 02:02:00 -
[57] - Quote
Kaarous Aldurald wrote:
You didn't have any real credibility to begin with, but what little you had, just went poof.
That thing is one of the worst, bar none worst designed thing I have ever seen in the game.
Because you totally are able to say how credible I am :). Given the continually negative crap you have been posting here along with Baltec1, all crying over how Nullsec is getting nerfed by any change. Without looking at possible positive sides. If no-one uses them, you are deliberately choosing to loose 5%. Rather than try and get your additional 5%. Stop making up excuses for your own failings. |

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Posted - 2014.01.15 03:25:00 -
[58] - Quote
Kaarous Aldurald wrote: It gets better than that.
The isk from the deployable?
Is in the form of "tags" in your cargo bay as best as I can tell. So even if you babysit it with a noobship they can just blap him and take it anyway.
And now I know you didn't read the changes properly. Glass houses, stones, etc. It's only in the forms of tags if you 'take all'. I.E. Steal from other ratters in the system. As long as you share it appears as instant isk in the wallet. (Though they do need to explain where those tags get cashed in I agree)
I'm not opposed to having this deployed upping the bounty reward to 110% or even 115% of what it is now overall as a note, given the risks you are taking. But whining about this as an automatic 5% nerf just isn't true, especially since a lot of your income is loot anyway, not pure bounty unlike high sec who hardly ever get loot worth talking about. Even as it stands you can get buffed income if you get it going right. Let alone with the small tweaks it should get.
Nor am I opposed to the structure at least having a reinforcement timer even if reinforcing it drops the bounties back down to 95%. That offsets the purchase price as it allows you to repair it rather than instant 30 million losses.
I'm not an 'anti null' player. I'm just not in favour of nerfs just because people are whining and think they are disadvantaged, but in reality are already at an advantage. |

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Posted - 2014.01.17 05:18:00 -
[59] - Quote
Just as a note, taking the recently revealed in the German Forum that 72% of all Bounties are from Null and referencing that to the Fanfest Faucets/Sinks graph, tells us that Null is the largest Isk Faucet in the game, with 42% of the total isk Faucets being Null Bounties, and an unknown additional sized faucet from Overseer Effects sold to NPC orders & Insurance from destroyed ships (Like Dreads).
So it's likely that Null accounts for about 50%.
WH Space accounts for a known 20%, with again, a slight unknown additional.
While all Empire space (Both Low & High) account for about 30%.
These figures include incursions, which between all spaces account for a mere 10% of the total Faucet, at about 1/6th the ratio of bounties.
These figures obviously include only isk creation sources and don't account for LP, Loot, Moon Goo, PI or other such goods creation which only results in isk changing hands between players, so aren't a total income guide, but given everything except LP is better in Null than High, makes it pretty obvious Null being poorer in absolute terms is a lie. |

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Posted - 2014.01.17 05:48:00 -
[60] - Quote
To be fair to people like Tippia & James, much as their posts are normally loaded with plenty of misleading statements, some of them don't outright lie. They just Cherry pick their statistics to present their argument in the best possible light while pretending the other statistics don't exist. (Lies, Damn Lies & Statistics...).
Though Tippia's analysis (That claimed High sec was the big Faucet) of the income off the 72% of bounties come from null revelation was wrong when based off the 2013 Fanfest graphs, it is 'possible' they have more recent figures, in which case I'd love to see them. However most likely it was caused by them getting told incorrect figures rather than deliberate lies.
It's too easy to just dismiss them as lying, rather than being misinformed. And that results in their good points being lost at times. Some of the goons however, you would be right about :). They just lie away. |
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Posted - 2014.01.17 05:54:00 -
[61] - Quote
baltec1 wrote:
So why is 80% of the population in high sec?
Why would 80% of bots move to highsec level 4s if null was better? We know its much easier to bot in null.
Where did these numbers come from because they do not fit in with what evidence we have gathered.
Easy one to answer. Perception of Risk/Reward. In part helped on no small way by the goons constantly scamming/awoxing people and laughing and then continually posting how Null sucks all the time.
For the figures. http://i.imgur.com/tO8lW9C.png Fanfest Presentation 2013. Faucets & Sinks. As you can clearly see, Bounties average 30-31 Trillion a month over the year, while Incursions average 5 trillion. Incursions are more variable, and I'd love to have the 2013-2014 data to see how that variability changes and if it matches the previous years pattern also or not. But we most likely have to wait for Fanfest for that.
For the 72% of bounties (reference previous graph for total income from that) being generated in Null. Original Dev post. https://forums.eveonline.com/default.aspx?g=posts&t=312615 English Translation for those of us not multi-lingual. https://forums.eveonline.com/default.aspx?g=posts&m=4118978#post4118978
While these aren't identical time periods as bounties/faucets in general show they were relatively steady for the entire 2012-2013 period we have no reason to believe they have undergone a significant change in scale overall. So it's the best figures we can use to analyse this situation ourselves unless CCP are prepared to release a fresh batch of data. |

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Posted - 2014.01.17 06:21:00 -
[62] - Quote
baltec1 wrote:
Right so the first link shows total bounties, no breakdowns.
The 72% quote is NPC's killed, not isk earned. This makes sense given that null is about killing red crosses while high sec haz LP rewards and mission payments.
None of them say the null income is better than high sec. So nothing has changed, the facts still show that high sec offers the best income.
I don't speak german so I went with the translation.
If the 72% is NPC's killed, then an even larger percentage of bounties come from Null, as Null Rats are much more valuable than high sec Rats. Meaning the numbers skew even further in Null being the largest isk faucet. You can't get away from that. Despite more people living in High, Null is still creating the most isk. As well as the most income in other area's also.
The facts are quite clear on that, Null is the best absolute income. But as I said, some of you will just outright lie. |

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Posted - 2014.01.17 06:29:00 -
[63] - Quote
La Nariz wrote:
Show us the facts and show us how they prove it. The bolded part is the highsec mindset, "What I don't like is a lie, what I do like is true."
If you bother reading up, I did just that already. |

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Posted - 2014.01.17 13:05:00 -
[64] - Quote
baltec1 wrote:
Wrong. When you add onthe mission payout, mission bonus and LP payout you end up with more income than anoms.
If CCP want to nerf isk being injected the should nerf all bounties. This nerf is just going to drive more of us into high sec.
Except you don't. Mission pay out & bonus are included in the graph. Look under that tiny little bit at the top of each bar called 'extra's. That bit that also includes Overseer effects sold to NPC's, and ship insurance, and is still the smallest part of the entire graph. And includes all low & Null sec missions also, not just High Sec. Despite the player number in null being lower, despite all your claims about isk/hr being lower in null. And we aren't counting any loot in any of this, of which Null leaves high for dead. Or PI.... Despite all that Null is producing several times what high is.
If you are prepared to deal with a couple of assumptions, we can even estimate the value of LP earned via missions. Though this also includes all LP earned in low & null from missions. Entire rewards average. Lets go with 4 trillion a month, though I think it's closer to 3. But lets start high side. Lets then say that 50% of that entire category is mission rewards. The other 2 Trillion are overseer effects, ship insurance & any other miscellaneous items that aren't already covered. Then we will assume all players get the bonus isk for mission rewards. It's pretty rare to fail to get them done in time after all. And we will finally assume only lvl 4 missions are relevant here, lvl 5's being rarely run, and lvl 1-3's giving huge factors less reward. And finally I will assume no social skills. Since mission runners are lazy and never train cha skills, noobs :P (Mainly I have to start somewhere)
Since we don't have hard figures, these assumptions are needed to estimate LP earned. We now have 2 Trillion isk earned via lvl 4 missions using these assumptions. I'm going to have to make one further assumption, that LP payout is scaled on the same scale as isk payout for the various different missions, as no-one has made a record of average isk & lp rewards only. They all talk about total earnings including bounties.
Maths working off worlds collide = 3.33 Trillion isk value of LP, using average LP value. Taking the most valuable LP would technically inflate this figure, but the reality is if everyone farmed the most valuable LP, it would quickly cease to be the most valuable as everyone would be providing it and the other LP's would be rarer. So.... Total value earned by Lvl 4 missions a month excluding bounties. Approx 5.33 Trillion.
Incursion LP is even easier. 5 Trillion / 31.5 Million * 7000 LP * 1000isk (Approx average value for Concord LP) = 1.1 Trillion isk in LP earned in incursions in a month. So. Incursions with LP included come up to 6.1 Trillion value
So..... Simply blathering on about 'Incursion Isk/Hr' doesn't hold a candle, when you consider that you already have the figures right there proving incursions earn less than null bounties do. You just love to take a best case for incursions, and apply that to thousands of high seccers 23/7, claiming they all earn that much. The reality with incursions is that they don't tick that fast permanently. Only the equivalent 4000 HQ sites are run average total a month between all the Incursions. That's 100 a day, or just over 4 an hour average. And that is between every incursion from Null to High, and lumps Vanguards & Assault income in with HQ sites. Given there are normally 2-3 High Sec incursions running and four communities that run HQ sites...... That means you are not getting anywhere near as many sites per hour as you like to claim on average.
Now for the last part. High Sec Bounties. Low + High Sec bounties total a mere 8.4 Trillion. Low Sec ratting is certainly a thing. But lets go high end and call 75% of that earned in High Sec even. 6.3 Trillion.
5.3 + 6.1 + 6.3 = 17.7 Trillion high sec earnings, including LP into the calculation as well. And pretending Null & Low Sec don't get some of those lvl 4 missions & incursion earnings. 21.6 Trillion a month. Pure Null Sec bounty earning.
So yea. Solid maths, with some assumptions yes, but erring on the likely higher side, and only CCP will have better figures if they ever choose to release this much in depth analysis of incomes. That solidly shows that in absolute terms, Null earns vastly more than High Sec does. Despite less people living there. |

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Posted - 2014.01.17 14:56:00 -
[65] - Quote
baltec1 wrote:
The graphs you are trying to use are useless in working out null income vs high. There is no detail or area breakdown which means you have no data that can be used to work anything out other than how much isk is sloshing about.
The breakdown can be inferred fairly accurately. We know that 72% of Bounties (You want to claim kills which makes that % even larger) are from Null, bounties are the only area which is going to be highly mixed. It can also be reasonably inferred that missions are effectively all high sec. And that effectively all Incursions are high sec. This obviously isn't true but is going to be within 10% probably. And calculates the high sec income higher than it actually is making for more favourable null calculations.
The breakdown of that tiny area of mission rewards + ship insurance + other things is the one area we can't be clear on. But the 50% approximation on that is a start point. Even if it was 100% mission rewards it wouldn't skew the maths huge amounts.
As for Jenn. Plenty of PvE, just not lvl 4's, I run incursions, anoms & sigs. The assumptions I am making are for maths calculations because I don't have sufficient data points. If someone who has run 5000 lvl 4's lately wants to give me the average mission reward + LP gain from them I can redo the maths with their figures.
As for Loss/overhead. You are right, I haven't. Hence why I have been talking absolute income is higher. I haven't been addressing the risk/reward ratio at all, because that is a totally different argument. I've just been debunking the 'High sec earns more isk' myth. And highly effectively, the figures don't lie. |

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Posted - 2014.01.17 15:15:00 -
[66] - Quote
James Amril-Kesh wrote:I'm just going to rephrase the most important part of what Jenn and Baltec said
You cannot directly compare isk/hour between nullsec ratting and highsec mission running, because the highsec rate is sustainable while the nullsec one is not, and because highsec mission running income includes LP which is used to further increase ISK gain. Except we are not comparing isk/hr. We are comparing total isk actually earnt. Which Null is winning on DESPITE fewer people out there by about 4 to 1. Meaning the isk/person is vastly higher than High. |

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Posted - 2014.01.17 15:38:00 -
[67] - Quote
Jenn aSide wrote:
Only if you under-estimate the value of things like LP, which you are.
I ask again, why do you think a lot of us (who actually SEE what goes into our wallets) choose high sec over null for isk generating activity when we'd rather have those characters in null? Your math is theoretical, based on assumptions and incomplete. Our math is based on what actually happens to our wallets.
Then produce better overall analysis. Rather than simply asserting that your personal experience is both typical and repeatable, as well as scalable to a large extent. Yes, right now SoE LP is higher than I valued LP at. Yet if everyone ran SoE LP, it would be way lower. So, you have to work of an averaged value when working at the scale of New Eden's economy rather than individuals.
You are all obsessing over 'I can min max my isk/hr by doing 'this'.' With no consideration as to how sustainable that would be if everyone actually undertook that activity.
The figures don't lie. Earning in Null Sec has been higher than earning in High Sec. On straight isk value. Even when including LP. And when including all the other products like moon goo, officer mods, Deadspace loot and PI, it's going to leave High Sec for dead. |

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Posted - 2014.01.17 15:43:00 -
[68] - Quote
baltec1 wrote:Notorious Fellon wrote:baltec1 wrote:
The graphs you are trying to use are useless in working out null income vs high. There is no detail or area breakdown which means you have no data that can be used to work anything out other than how much isk is sloshing about.
Please enlighten us with better data, not just your constant shooting down of any numbers that don't look the way you want them to. Show your work, as others have here. We have detailed records for rewards and time taken for every single mission and anomaly with the mission guides. We also have several detailed threads which have looked at mission, incursion and anoms and how much you can make in each. It is insainly easy to take this info and work out which area offers the best rewards. Null anoms on average make 90 mil/hr, the most used ship is the ishtar. High sec level 4s offer 100 to 120 depending on where you go and incursions 150 to 200. Except incursions are demonstrably not sustainable at your claimed 200/hr level. As shown by incursion income per month. Not to mention that at most 80 pilots per incursion can run HQ's.
Your figures are based on ideal situations in perfect situations that simply don't hold up over the scale of the true player base vs the few 'elite' |

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Posted - 2014.01.17 15:54:00 -
[69] - Quote
Kaarous Aldurald wrote:
Considering which postion you have taken, I find this hilariously ironic.
You mean the position which Null Sec demonstrably earns more income than high sec as PROVED by CCP's figures? You can go on about individual isk/hr all you want, yet at the end of the day, Null earns more as an entity despite smaller population. |

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Posted - 2014.01.17 16:03:00 -
[70] - Quote
Nope, I'm pretty sure my analysis has all the key elements. Which is why you all fight so hard to keep your precious null sec preserve to yourselves. I'm pretty sure CCP's does also which also agrees that Null Sec earns more isk than high. As well as having better loot & PI.
Overheads & effort were deliberately not included as they are part of the risk/reward ratio as opposed to total earnings. If you want to complain the risk reward ratio is out, then we need to work out what an acceptable ratio is (Using CCP's standard measure of exponential difficulty/cost increase for linear reward increase which does say that risk should be massively higher for any significant reward increase). And exactly what you find acceptable, I may not, and what I find acceptable you may not.
So risk/reward is a totally separate argument from Null earning more. Which the figures back that it does. You have all provided no large scale figures to show that High earns more, and even your attempts to muddy the water by including LP which is a (Basically) high sec only reward while ignoring all the Null Sec only rewards still didn't change that fact. |
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Posted - 2014.01.17 16:07:00 -
[71] - Quote
Jenn aSide wrote:
"As an entitiy" Damn, i better get home so I can get my Entity check in the mail lol.
That's like saying the homeless guy living in the street is doing really well because America has a 17 trillion dollar economy lol.
Except you are trying to argue that 'High Sec' should be nerfed. So Null Sec should be treated the same way. As a single entity and analysed..... And guess what, it doesn't back your arguments when done like that. Rather than your typical cherry picking of perfect unsustainable unrealistic figures and pretending they are average. You are all just getting mad because I've actually debunked the myth you have spent ages trying to persuade people is true. Not that most people actually believed you anyway. |

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Posted - 2014.01.18 10:35:00 -
[72] - Quote
baltec1 wrote:Cipher Jones wrote: Most of the income from bots is nullsec mission bots and low sec courier mission bots.
80% of bots are in high sec with most of that residing in caldari space. Citation needed from both of you as to where the 'active' bots are. Yes, CCP's bot bans have hit The Forge hard.... Almost like they include Spam Bots as 'Bots'. Neither of you have any evidence where mission bots & ratting bots happen to live.
The only thing we know is that they do exist. |

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Posted - 2014.01.19 06:29:00 -
[73] - Quote
Except that data only shows where bots were banned in 2011. Not where they are currently active. Nor what type of bots were banned.
Which was my point. CCP knows that in 2011 (Fanfest 2012 being early 2012, so primarily 2011 figures) they banned a whole lot of bots in certain places. Great. So... where is the breakdown of bots purpose. As well as the 2012 figures, and the 2013 figures.
After the trashing you tried to give my maths when it was based on a hell of a lot better data than you are claiming.
You are also claiming isk/hr is obviously the only factor mission bots take into account by deciding where to play. And that if isk/hr were higher in Nullsec they would take the vastly increased risk. Which, quite frankly is rubbish. |

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Posted - 2014.01.19 08:56:00 -
[74] - Quote
Dave Stark wrote:
curiosity: do you believe the things you post or are you just a really awful troll?
Because every bot banned in Caldari Space was obviously a mission bot, and totally not a 0.01 isk bot, a scam bot, a message bot, an isk selling bot, or an ice mining bot. The statistics have literally zero break down as to type of bot, so trying to use them to pretend that all mission running/ratting bots have moved to high sec is utterly insane.
Or you mean because I can do basic statistical maths that prove the Goons in this thread have been utterly lying about Null Sec not making more isk than High Sec? On which we do have some breakdown to look at.
So yes, I do believe what I post, because it's as accurate as we can do without CCP insider figures. |

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Posted - 2014.01.19 09:13:00 -
[75] - Quote
Dave Stark wrote:
people keep saying this yet nobody has actually provided proof that null sec makes more isk than high sec. until some one starts showing me 50m wallet ticks in anoms, it's quite evident that null sec simply isn't the place to be making isk if you do that by shooting red crosses.
It's irrelevant what your perfect isk/hr is. Since you all love to discard any null isk/hr as 'Unsustainable'. The isk Faucets graph + the breakdown of NPC ships killed clearly shows that Null has made more isk over all. And Null also has better non isk faucet sources of income as well.
This with a vastly smaller population as you love to point at also, meaning per person you are making a heck of a lot more than happens in high sec. |

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Posted - 2014.01.19 09:22:00 -
[76] - Quote
Dave Stark wrote:
spew nonsense. disregard actual proof.
yeah and this is why everyone laughs at your posts.
the fact that people in null can't even provide evidence of a comparable isk/hour before we consider the interruptions means it's pretty obvious they can't make as much isk as high sec no matter how many times you want to say they can. repeating the same incorrect statements doesn't make them true.
Other than all those people who do produce isk/hr in Nullsec, that you all claim are lying or can't sustain it. While you take the perfect High Sec Isk/hr and pretend it's sustainable and replicable by thousands.
Also known as cherry picking your statistics without thought of true context or wider application. |

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Posted - 2014.01.19 09:33:00 -
[77] - Quote
Dave Stark wrote:
considering i haven't cherry picked my statistics at all, once again disregarding actual proof because it doesn't conform to your incorrect spewing.
Mhmmm. See, insults, accusations, but no hard figures for a large number of people doing true averages. Rather than single perfect incomes. Overall income in Null is higher. It's that simple. You can argue the individual isk/hr all you want, but the month by month income breaks down and shows Null has the isk. As it should, and as anyone with a brain knows is true. |

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Posted - 2014.01.19 11:17:00 -
[78] - Quote
James Amril-Kesh wrote: You do realize that fleeting someone doesn't allow them to attack you? Fleets don't change highsec aggression mechanics at all. To Crimewatch two people in the same fleet look exactly like two people not in a fleet, or two people in different fleets. This might be different as far as jetcans go, but otherwise it's the same.
Sleepy logi. Suicide ganks after passive scan by fleet member looking for shiny loot. Deliberately slack logi because they want you to die. Outside suicide ganks. And truly hoopy agro occasionally Just to punch out the 'incursions are risk free' myth. Sure, they aren't as risky as Null. No-one sensible is going to say they are. |

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Posted - 2014.01.19 11:22:00 -
[79] - Quote
James Amril-Kesh wrote: I never said the risk wasn't there, but it gets pretty exaggerated.
Fair enough, that's true in any region of space though. The locals will always talk up the dangers they face. |

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Posted - 2014.01.20 07:49:00 -
[80] - Quote
Diamond Zerg wrote:
How dare you suggest I have biomassed in shame?
Mate, hisec should be nerfed. It's an area with very low risk, very high income, and thus unbalances the EVE economy.
Please explain how the area of space with either lowest or second lowest isk faucet (Low & High aren't separable under the figures we have from CCP atm, but together are lower than both WH & Null) is unbalancing the EVE Economy?
High is somewhere between 3-5 times lower isk faucet than Null. Depending on exactly where certain insurances come from (Chances are most insurance comes from Null also as Insured dreads give a lot, but we can't be sure on that).
And produces far lower PI, hardly any dead space loot, no officer loot, hardly any T2 Salvage, hardly any BPC's of note, no moon goo, and worse mining incomes if we want to talk about non isk faucet incomes available in high sec. Low also has FW LP which we know can produce a very large effective income.
So, please explain to me how it breaks EVE's economy without resorting to the argument of 'High sec makes more isk' because I debunked that myth already. |
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Posted - 2014.01.22 02:08:00 -
[81] - Quote
Benny Ohu wrote:Kimmi Chan wrote:So long as those nerfs are not intended to fully cripple highsec industry and exist only to improve industry in Null I am not averse to reading it. unfortunately whatever is said gets a bunch of drips completely missing the point yelling 'you're trying to force us into nullsec', 'you nullbears have just been doing it wrong', 'well stop shooting non-blues who try to go to null', 'nullsec is supposed to be somalia' (lol) etc etc etc Mainly it's Nulls own creation though. They have the slots potential easily after the last round of buffs, and the slots are already CHEAPER than high sec once they are built. There is a case for making the initial capital investment cheaper, or stations offer more. There is also a case for ALL Stations/Outposts to have more expensive lines, in order to allow POS manufacturing (Which again, Null Pos's cost less upkeep than High Pos's) to compete with stations. And there is a very good case for getting rid of the stupidly low refining levels, making it just a single basic add on, and making it at least 40% on Amarr stations. Refining is not an entire branch of the game on it's own, and should not be getting put through the same levels of upgrades as the lab slots, offices & industry lines.
But there is not a good case for only high sec having higher costs. There is not a good case for nerfing lvl 4's & incursions when Null Sec is 50% of the entire isk faucets in the game approximately. There is not a good case to nerf concord in any way. These things are designed to simply destroy high. |

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Posted - 2014.01.22 02:17:00 -
[82] - Quote
Kaarous Aldurald wrote:
Oh, do they now?
What did we manage to figure out about that, anyway? Wasn't it something like 60 billion over 2 stations and 2 systems just to get the production equivalent to an average highsec station(station, not system)?
I honestly don't remember it, but I do recall that the specifics posted made me laugh so hard I choked.
Actually a single Amarr outpost upgraded is the equivalent of between 6-8 High Sec industrial stations depending exactly how efficiently you make use of the bonus speed on the slots. It was the equivalent of a good industrial hub. Not the best available in high sec, which I agree with you guys the best few high sec systems probably are too good and those individual systems could use a nerf.
But 6-8 stations from a pair of outposts. Capital cost is irrelevant really to industry costs, as when time > infinity, cost > zero for capital investment. So the earlier it's done the earlier it's paid off. And if you try and factor it in, you end up breaking industry five years down the track when it is paid off.
Also, if you bothered reading, you will see I am saying that the refining should be in the same outpost, so 6-8 stations from just one outpost is what I'm suggesting. |

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Posted - 2014.01.22 02:26:00 -
[83] - Quote
High Secs income (Excluding industry/trade since there is no way to tell how much of that is null sec dwellers simply using high sec for a neutral market vs alliance only market) is calculable using extrapolation maths. And doing that shows that High Secs total income is less than just the isk faucet portion of Nulls Income. Which totally ignores all the deadspace/officer loot, all the Moon Goo income, all the PI income etc.
And that was done assuming all incursions belonged to Highsec while we know some do get done in low/null to clear the cyno jam effects. |

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Posted - 2014.01.22 02:32:00 -
[84] - Quote
Benny Ohu wrote:it doesn't really matter if nullsec bounties are a huge faucet in the argument of 'there's no reason to do anoms when you could be doing missions' because you're talking about personal income not economic balance
besides that, the idea that 'sinks are always good, faucets are always bad' is silly
it's also silly to present the fact anoms are a faucet as reason not to buff them as they don't have to be buffed by adding bounty value The point is that despite all the complaints about 'High Sec earns more' Null Faucets alone beat all other related forms of High Sec income combined. Without considering the other forms of Null Sec income that already exist at all. Meaning that there is more isk to be made in Null Sec. |

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Posted - 2014.01.22 02:40:00 -
[85] - Quote
Kaarous Aldurald wrote:
Except the ones you omit because they don't suit your argument.
No, those were omitted because they are an entirely different facet of the game and unless you remove High Sec entirely, Trade will always be higher in High Sec. Because of the Neutral market ability rather than NBSI markets.
However, since you want to fixate on them, T2 the bulk of the cost is PI & Moon Goo. T1 Ships the expensive minerals are Null Sec. The Bulk of PI is Null & WH space. Meaning the bulk of the materials cost for almost any industry is being paid into Null Sec also. And there are very few industries where there is a large profit margin for the work, meaning materials is nearly the entire cost. Meaning Null Sec makes the lions share of the industry market already via materials. |

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Posted - 2014.01.22 02:47:00 -
[86] - Quote
Kaarous Aldurald wrote:
Ergo, it's part of income in highsec.
Furthermore, we're not even talking about total gross.
We're talking about average earned potential.
Only so many guys can chew on anoms per day. They have an inherently subtractive method of income.
But you can cram people in an L4 system until the node breaks, and that mission giver doesn't run out. It's an inherently multiplicative method of income.
There's only one outcome of that equation.
But it is not an income for High Sec. So trade can be pretty much ignored in any balancing arguments.
Regarding the anoms & lvl 4's, you would think there could be only one outcome, yet the gross income shows Null Wins. And that is with fewer people. Meaning the Average income per character is vastly higher in Null. So obviously the system doesn't work like you keep trying to pretend it does.
That said, again as I've said earlier, I'm all for more people being able to work a single null sec system at the same time, provided it doesn't give a single pilot working a system 5* the individual profits, but just allows 5* to work it at once. (Scale figures appropriately obviously) |

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Posted - 2014.01.22 02:56:00 -
[87] - Quote
Kaarous Aldurald wrote:
I love how gross keeps coming up despite multiple people telling you it's not about that, but about personal income.
Because if you are trying to balance High vs Null, it is about gross. Not personal. Also the personal income figures they are trying to produce for High sec are rubbish. Just like the 500m/hr figures for null aren't sustainable. |

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Posted - 2014.01.22 03:03:00 -
[88] - Quote
Kaarous Aldurald wrote:
No, it isn't.
Because the 50 guys in null that get to do anoms does not outweigh, regardless of whatever reasoning you can conjure, the 5 thousand or more who do L4s or incursions all day.
That kind of personal income is the issue here. That, and the unviability of industry anywhere but highsec. Anything else is just moving the goalposts.
Except it's obviously not 50 vs 5000, and it obviously does outweigh it, because Null does make more. Also, Industry is available in Null now.
It's not moving goalposts, it's plain facts. Null has the isk. Null has the loot. Null has the PI. Null has the Moon Goo. And lastly Null does have the industrial capability possible.
If anyone is trying to move goalposts here, it's you when confronted with the facts that Null does earn more already. Which of course your leaders know, it's why they have such empires in Null. |

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Posted - 2014.01.23 01:48:00 -
[89] - Quote
Well, Null Income just got buffed, somewhere around 15% in practice probably with a 25% buff for the smart players. And High sec just took a small (Though probably not really significant) knock in income.
Of course, Null ALREADY MAKES MORE. If you bothered reading my maths, I even took LP into account and NULL STILL MADE MORE!
But of course any maths which says High isn't the only place to make isk must be wrong, so you all obviously ignored it.
But anyway, enjoy your 15-25% income buff. And STFU now. |

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Posted - 2014.01.23 02:08:00 -
[90] - Quote
Kaarous Aldurald wrote:Quote:But of course any maths which says High isn't the only place to make isk must be wrong, so you all obviously ignored it. Like the part where you admit to removing portions of your own data that don't support your conclusions? Because those aren't part of the active player in space earning isk calculations and have their value based on things utterly different? Absolutely, and if you had any idea of economics or statistics, you would know removing that is the right thing to do when talking about individual earning income from being in space. Nothing to do with them not supporting my conclusions, but to do with them being totally different data. But, obviously you don't. And you also don't have any figures showing how much isk is actually MADE on the market rather than changes hands, or how much of it comes from Null Sec to begin with and the isk flows back to Null Sec. When dealing with pilots in space however, we have figures and the figures say Null has the isk. Contrary to all the claims otherwise. |
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Posted - 2014.01.27 02:39:00 -
[91] - Quote
ESS can't work in high sec due to the inability to defend it from Neuts, where as Null Sec you can shotgun anyone who looks suspicious. Other than that issue, a 25% income boost sounds great. |

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Posted - 2014.01.27 06:57:00 -
[92] - Quote
And then you get into a complicated mess of what gives you the timer. And if warping to it gives you the timer, why doesn't warping to a mission pocket or a mission ship or or or..... Get the idea of the mess it potentially opens? If just interacting with it gives the timer... then you can warp to it, preposition your fleet ready before hand, use a super tanked ship to interact with it etc etc etc.
It's a massive can of worms trying to open something like this up to high sec because of the correlations between it and a bunch of other locations.
Of course, if you are trying to argue that high sec bounties are too high an isk faucet and should be nerfed.... Yea, LMAO, refer to earlier maths in thread showing exactly how little income relative to the absolute faucet actually comes from high sec. |

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Posted - 2014.01.27 15:37:00 -
[93] - Quote
baltec1 wrote:
Only the numbers do show that high sec income is better. CCP are only nerfing null income again as an excuse for the ESS, they said it themselves.
Its not a case of HTFU, its a case of high sec giving the best safety coupled with rewards better than null.
Except the numbers don't say that. You have pulled mythical best case scenario's for high sec income, and are attempting to claim that these cases are sustainable, when they blatantly aren't. While at the same time refusing any but the worst case null sec scenario's as valid data.
In short you are totally biasing your data set. So of course you are drawing the wrong conclusions from it.
Regardless, Null Sec income is about to get a potential boost, so any further arguments need to wait to see how it plays out in the actual social meta as to how much of a boost it works out to be. (Since even if a roaming null sec gang is stealing isk regularly, that isk is still being earned by someone in null sec) |

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Posted - 2014.01.28 03:54:00 -
[94] - Quote
Still trying to peddle the false wares I see La Nariz. High Sec does not earn more income than Null. I solidly debunked that. Regardless of the isk/hr you try to pretend exists in High Sec (Which doesn't exist sustainably), regardless of the fewer people in Null, Null earns more isk even when we ignore all the moon goo, high end minerals & deadspace & officer loot. Meaning per character, Null is earning magnitudes more than high sec. It's that simple.
The imbalance only exists in your head. And your 'suggestions' are all ways for the Goons to end up utterly controlling everything in high sec also. Not to breed more content. |

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Posted - 2014.01.28 04:07:00 -
[95] - Quote
The figures don't lie and CCP has access to them, hence why the isk faucet nerf was null based, and why they aren't really hitting high sec income. They actually see beyond your carefully cherry picked data to the true story, as can anyone who can be bothered doing their own maths. |

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Posted - 2014.01.28 10:37:00 -
[96] - Quote
To restate.
We have the breakdown of isk faucets from CCP. They released this data at Fanfest. As far as I am aware we haven't received any new release of this data so till next fanfest we won't get updated figures. This data can be averaged across all 12 months released, though it is actually pretty steady for the most part, but there are a couple of potential trends that another 12 months would make clearer. We also know from CCP's discussion of the ESS in the German forums that Null Sec accounts for 72% of the bounties/NPC kills in all of EVE. There is dispute over the translation from the people that have translated it, but if it is ship kills since Null Rats on average are more valuable than High Sec Rats then it would be more than 72% of the bounties. Especially if NPC kills also included WH rats & Incursion kills which drop no actual bounty. So we can safely use the 72% of all bounties as a lowest possible figure for Null Sec isk.
So, we can then look at the 72% of bounties and see that it accounts for 42% of the total isk faucets in all of EVE. Insurance, and a few other factors will also add slightly to this. So once these factors are taken into account we can see that Null accounts for somewhere between 42% & approx 50% of all isk faucets in EVE. WH space accounts for a very clear 20% extra from NPC buy orders. Leaving High & Low sec Combined somewhere between 30-35%, depending exactly on what percentage of insurance is earned in Null.
So, we have a clear indication that more raw isk is earned in null.
We can then also calculate approximate LP values for High Sec missions & for all incursions. Incursions are easy to do, and it works out that LP for incursions adds about 25% extra value. It also works out that if we assume all Incursion sites are HQ sites (Most valuable), that there are 4 HQ sites done per hour on average. This is across every single incursion community. Which clearly shows that the isk/hr people are claiming is sustainable for incursions isn't. Since even if a single fleet of 40 was the only fleet running incursions anywhere in EVE, they still wouldn't make 200 mil/hr. When there are multiple fleets that run incursions, I know of five different HQ communities off the top of my head, and a number more VG communities. Meaning that income is getting split between all of them.
Missions are a bit trickier, but the maths on them can also be done using typical mission rewards and assuming a set percentage of the combined reward/insurance/other category belongs to missions. Refer earlier in the thread for all the maths.
So, taking the above three factors you can then do a comparative check, and while I did make assumptions in the maths because CCP didn't release the full break down, these assumptions were controllable, and I attempted to take the sensible high end of High Sec income (Such as all incursions were high sec, ignoring the odd low/null ones that do get done) while leaning towards the lower assumption of only 72% of bounties, rather than ship kills for Null.
And this came out with Null Sec earning more in pure isk than High sec was earning in both isk & LP combined. Given High Sec has a much larger population, this obviously means that per capita, null is vastly ahead in earnings, since if per capita you earned the same, High Sec would have a much larger gross figure.
Obviously I didn't get into the industrial side, which even I'm suggesting Null should get certain limited buffs on such as better refining without needing to blow advanced upgrades on it, but I also didn't get into the moon goo/PI/loot/high end ores. Which Null obviously wins in hands down compared to High. So, it's probably not a 100% perfect analysis, but it certainly is good enough to say that Null vs High income is not in the state some people are claiming.
Additionally Null has just received a change to their income, that potentially could increase peoples earnings by up to 25%, and at most is a 5% drop from current. So until we see how that plays out in the actual Meta game, we won't know how much Null Income is really buffed by. My bet is overall somewhere between 10-15% actual increase, since any isk stolen is also likely to be income for someone in null, just income while doing PvP rather than PvE.
So, no data suggests a needed nerf to high sec PvE at present, and no data suggests high sec industry needs a direct nerf, just that Null needs some buffs, and that there is an issue between POS manufacturing in any sec space & Outpost/Station manufacturing costs (in any space) |

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Posted - 2014.01.28 11:23:00 -
[97] - Quote
If by love you mean hate, pick on the smallest possible part and argue over it trying to bury the sensible analysis in pages of drivel, probably right.
CCP do have all the figures also I agree, but sometimes players need to see the figures themselves to understand things. |

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Posted - 2014.01.29 00:50:00 -
[98] - Quote
La Nariz wrote:
So in other words you have no data or sources to back anything up and are wildly flinging things at the wall hoping one will stick. No amount of wall of text can fix that problem you actually have to provide sources and data to back up the things you say.
Actually I posted the data sources and actual maths back about 20-30 pages ago, and I can't be bothered reposting it for people that can't be bothered to read. I simply posted a written explanation of the maths that I had posted.
So, Data, Check. Sources direct from CCP. Check Plenty of evidence. Check. Wild Fallacies. Nope, none of those.
Again, the only people wildly throwing 'mud' here are the Goons denying the maths. Throwing accusations trying to bury it. |

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Posted - 2014.01.29 01:17:00 -
[99] - Quote
Isk/hr isn't discussable. Because all we have are various peoples assertions as to what isk/hr actually is achievable. And we have claims for 500 mil/hr for null isk/hr in the forums also. None of which, High/Low/Null, have been backed by any actual hard evidence to show that it's a sustainable rate of income, simply peoples personal assertions.
The only point I've touched on isk/hr is the fact that the data shows the claims for incursions clearly aren't sustainable, because there isn't enough made on incursions for even 40 people to earn the claimed 200 mil/hr. Let alone the number of fleets that actually run incursions. Exactly what the average isk/hr is across all the pilots involved, I don't know for sure, since I don't have figures on wait time trying to get into fleets vs time in fleets, or how many people are involved in that figure. I only know my personal average.
Like I said, I've stayed inside the bounds of the actual data available to us. If you have some kind of data showing how many hours pilots who rat in null spend online vs how many hours pilots who mission spend online, I'd love to see it.
But the net result is per capita, Null is earning vastly more than High. It is possible that this is because the Null Pilots are spending more hours. But that goes against the argument the Null players are making that they can only spend a few hours a day ratting because of all the interruptions where as High Sec can run all day. So either the isk/hr claims are off, the interruption claims are off, or there is some other bizarre effect at work. |

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Posted - 2014.01.29 02:37:00 -
[100] - Quote
La Nariz wrote:
So basically you have no proof to refute the well reasoned arguments presented to you so now you default to spamming walls of text that can be summed up as "lol no." Good to know, you've got nothing.
I have more proof than you do as to isk/hr arguments, since I proved that incursions were not sustainable at the claimed levels of income. The rest of it, you have just been throwing wild claims with no backing.
I however, have proved that Null is making vastly more per capita than high is. Exactly how they do this is still open for discussion obviously, but there obviously is not a shortage of isk in Null as a result.
You are the one throwing mud here, I provided actual maths backed by CCP figures. You have provided insults & dismissals just because you don't like what the result was. |
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Posted - 2014.01.29 04:16:00 -
[101] - Quote
La Nariz, all you have tried to say is 'You are wrong because I say so'. Or 'You are wrong because another goon said so'.
At no point have you presented any evidence which is backed by CCP figures, you have occasionally spouted off a nonsense figure from 'personal experience' which has come with no proof as to how that figure was obtained or how sustainable that figure is or how normal it is.
I'm quite open to see actual maths from CCP figures showing that Null actually doesn't earn more than high, but quite frankly, I don't believe I ever will because all the actual maths so far says the exact opposite.
Now on the questions Benny raised.
Quote: Paraphrasing... Newbies, Truesec, number who can live in null, Industry
Those are all valid issues and at no point have I ever said that null shouldn't have those issues looked at, though industry is in a much better state than most claim since they are using the old pre outpost buff figures, not the new figures. But even then it still needs some work.
I'm just against the 'Nerf High Sec because we fail at making use of null sec income' crowd. |

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Posted - 2014.01.30 02:36:00 -
[102] - Quote
baltec1 wrote:
Sigs will support at most 100 people per region and they would be stepping on each others toes.
So, lets work out a way to increase the supported number of people that won't allow the current number of people to quadruple their income just by cherry picking and keep everyone else out still. Multiple objective sigs might be a great start, where once you complete one objective the other objectives will despawn soon so you benefit from several people in the same sig? Also giving more resistance to small roaming gangs since you are no longer solo also. |

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Posted - 2014.01.30 03:16:00 -
[103] - Quote
baltec1 wrote:
I have had 2 officer spawns in 8 years.
Belt ratting is one of the worst activities you can do for making isk.
You are either unlucky, have terrible methodology or hardly ever actually belt rat. Because that is way below the average null friends get.
Saying that. Ziona, you are delusional, you can do 22 Billion in 2 months in high sec quite easily. If you are prepared to play about 4 hours a day and play the LP market, SoE missions will do that. Incursions is hit & miss, but somewhere from 3-6 hours a day depending how long it takes you to get in fleet (Which knocks your effective isk/hr down hard sometimes) & how many times there are no usable incursions.
This is why isk/hr discussions are pointless because we don't have good average figures from CCP on per hour income in any space. We only have gross figures which like your 22 Billion in 2 months, give us no idea exactly how many hours they played for that income. All it does tell us is that you can make money in Null. Which.... We already knew from CCP's gross figures. |

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Posted - 2014.01.30 03:57:00 -
[104] - Quote
baltec1 wrote:
Your friends tell fibs. Officer drops are insanely rare, which is why the mods sell for the same price as some supercaps. I would also like to point out that some officer spawns will just drop tags and ammo or some officer mod that is useless.
Or possibly, my friends just don't have as terrible experiences as you seem to always have when it comes to making isk in null. You seem to have some kind of victim complex going on here. Where anyone who has ever had a better experience in null, or a worse experience in high is lying. And you wonder why no-one other than your fellow goons trying to bury all the real discussion & maths in this thread takes you seriously when you continuously call everyone else a liar. |

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Posted - 2014.01.30 04:54:00 -
[105] - Quote
Infinity Ziona wrote: What is missing is you need multiple alts at multiple accounts at multiple mission hubs to game the game for this to happen. you likely need multiple mission ships so cut down on travel. Then there is exaggeraton. In null all you need is one scout if in hostile territory and a sig combat runner. on ot two sigs, roughly one or two hours, easily 500 to 2 billion per day
Actually at current SOE LP prices, it's fair to call it 100/hr reliable. If everyone in EVE did this, it would drop pretty fast though, but for some reason people aren't swapping to SOE at all really. This is a fairly recent abheration though. While SOE has traditionally been a higher LP it's never been that good till the Stratios.
But yea, no need for multiple accounts or multiple mission ships. 1 Good mission ship out of a SOE lvl 4 agent and you are in a decent place. |

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Posted - 2014.01.30 05:04:00 -
[106] - Quote
La Nariz wrote:
Not really we just get incredibly tired of dealing with people like you whom will take an anecdote as something that occurs all of the time but, when confronted with reality, denies it.
So anything my friends do is only an anecdote.... But anything Baltec experiences is automatically the true reality.... Well done making my actual point. You don't have hard statistics, you only have your own personal anecdotes about null income.
Which doesn't match up with the Gross statistics at all. So obviously something very different from what you claim is actually going on. |

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Posted - 2014.01.30 05:19:00 -
[107] - Quote
La Nariz wrote:
Yep anything your friends say is an anecdote, the fact that you understand that surprises me considering the highsec posters I usually deal with.
And it's exactly the same with your numbers. The only numbers we have than aren't anecdotes are CCP's gross income figures that you were so fast to dismiss as irrelevant because they don't match your beliefs
As for you Jenn, Not being a Goon/PL/N3 member, I don't have a massive blue area with a huge intel network to actually make full use of the space my alliance/coalition controls, so any tests I do in Null are naturally going to have worse results than the actual owners in Null, it's called a blatant experimental bias. And even if I did test it, unless the tests matched up with your claims you would simply dismiss them as abnormal, exceptionally lucky, unsustainable, just like you all have over the years every time this discussion comes up and anyone says anything about null having enough income.
The Gross figures come direct from CCP, and tell a different story to the sob story about Null you are trying to push. |

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Posted - 2014.01.30 08:51:00 -
[108] - Quote
I did that 30 pages ago La Nariz. I posted data sources, maths breakdowns and end results.
Given lack of CCP data releases I did make some assumptions but I typically took the high side of High Sec income and the low side of Null Sec income in those assumptions and we still came out with Null Sec having earned more raw isk than high sec earned in both isk & LP, despite maybe 1/5th the people (again high balling in Nulls favour.)
And this didn't even touch on Loot, PI, Moon Goo & High End Minerals. Which obviously Null wins. Because those are area's everyone knows Null is Superior in. Only way to get officer drops in high is to gank over blinged mission & incursion ships. It was just looking at raw isk income then calculating LP income beside that using average LP value.
If you use current SOE LP value then high sec just beats Null Sec on total gross income. But when you consider the population difference, that still means that Null Sec earns more per capita.
So obviously something is going on income wise that doesn't match up with all the isk/hr figures & null sec woes people are claiming. Exactly what that is, insufficient data set to work out.
As for things like number of people a Null Sec system can support at once, you have my support on those issues. I'd love to see a single Null Sec system able to support 20/30/40 different people all at once. That makes it a lot more attractive for them to do it all in PvP ships even with slightly lower income, because it means when that roaming gang comes through, instead of docking up they can all warp together and have a good brawl, because there are enough people in the same spot to actually defend. |

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Posted - 2014.01.30 10:08:00 -
[109] - Quote
Except it's not useless, because tied together with the other information from CCP which I linked in that thread, we can do a breakdown by area on the largest faucet of bounties, and if we use your translation of 'ships' that actually means Null earns even more isk than I calculated since Null rats are worth MORE than high sec Rats. So 72% of all bounties in Null is the Low Ball figure. And LP can be calculated using derived figures, which I did also.
All perfectly good maths, though I can understand if it is over some peoples heads as it's University level concepts of accurate assumptions and derived formula's, though the maths itself isn't that complex.
Just because it doesn't match your view of the world doesn't make it useless, much as you love to dismiss anything that doesn't side with you. |

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Posted - 2014.01.30 10:32:00 -
[110] - Quote
Other than the fact that your data set is anecdotal, based on best case scenario's in high, ignores or devalues loot in Null, builds in interruptions by reds in null to your base data, and that LP can & was calculated and still didn't match Null pure Isk income on average values of LP.
If you assume that all LP that was earned on missions was worth SOE levels then High has a slightly higher gross income than Null.
Of course, since there is about a 4 to 1 pop ratio, I can't find the figures atm, but no-one has seemed to argue that something like 80% of people live in high, if the average player income was the same in both Null & High, then High's gross income would be four times higher. When a matching Gross actually means the average monthly income of a Null player (Who earns his money through pure ratting or anoms, and we are ignoring all loot including all that faction loot like Pith A etc) is four times the average monthly income of a High Sec Mission Runner/Incursion Runner/Sig hunter. (Again ignoring loot which we all know is fairly insignificant in high compared to Null).
So yea... other than that 'small' flaw in your data Baltec, that totally destroys your entire argument.
I didn't do my maths deliberately trying to show high sec earned less, I did it to see how it came out. If it came out that High Sec was earning vast amounts more, I'd have said so, with the maths, and would be siding with you on the average income topic. And you would be praising my name and citing my maths to anyone who argued as a perfect example of proof. Because you just want people to agree with you. It's sad, really is sad that you are that desperate that anything that disagrees gets rubbished on. Some of the others at least look at the arguments and consider their aspects. |
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Posted - 2014.01.30 10:46:00 -
[111] - Quote
Those mission guides are based on perfect best case scenario's as well as perfect mission chaining of ideal missions. And not having to travel several jumps for the mission either. The incursions are again based on ideal cases.
There isn't enough isk earned in ALL OF EVE for your claimed sustainable incursion income even if just a single HQ fleet was the only one running. Let alone the five HQ communities I am aware of that all compete. Plus all the VG communities.
Individual income is only relevant in how it ties into the gross income. If the average null character is earning four times as much as the average high sec character, this says despite your claimed figures, EVE does not work the way you think. And that is what the Gross income figures say. |

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Posted - 2014.01.30 11:02:00 -
[112] - Quote
Yet if the maths agreed with you, it would be praised as a perfect example & proof baltec. Go peddle your rubbish somewhere else and let the goons who actually accept logic take part. |

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Posted - 2014.02.01 11:56:00 -
[113] - Quote
James Amril-Kesh wrote: No, it isn't. That dev was also wrong.
So the largest isk faucet in the game that accounts for nearly 50% of all Isk entering the game isn't an inflation driver? Inflation may have been under control as of CSM Summer summit, but it doesn't mean that the largest isk faucet in the game doesn't have a strong influence on it. Lets be serious here.
Under control does not mean 'can't be improved on at all'. Though sure, it doesn't mean 'has to be improved on' either. However the ESS is not an income nerf to Null on the whole any more with it's revised stats. It 'should' (Apparently it's bugged atm but a fix is incoming or something?) be making for an overall income growth due to the additional LP even if you just sit an alt (That couldn't be running the anoms because of capacity issues atm so wouldn't have been making isk anyway) on it spamming 'share all' constantly. (About 115% income overall compared to old income at that point).
So in theory Null has received a buff to income. While a possible slight nerf to isk income which helps with the faucets. Now you just have to make it actually work properly, with that epic organisation you have shouldn't be a problem. |

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Posted - 2014.02.01 15:00:00 -
[114] - Quote
Kaarous Aldurald wrote:
Once again, your lies of omission are hilarious.
150mil/hr was the incursion figure.
Except as has been pointed out & proven, that number is not a sustainable figure for incursion runners. That is a best case figure totally ignoring any wait time for fleet to form & any wait time for you to get in fleet. So..... Yet again, you are taking the best case figures for high sec, while ignoring the 500/hr Null figures which are the best case scenario's. Since people have achieved that kind of ratio obviously it can be taken as a correct figure using the argument being applied to high sec where you want to take the best case achieved by any single person on any mission and apply that as a blanket 'everyone will get these times'. Without even knowing their true fit or if they used alts/OGB's or anything like that. |

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Posted - 2014.02.03 04:19:00 -
[115] - Quote
La Nariz wrote: E: It shows average nullsec ratting income to be ~70m/hr. .
It shows the Average Anom to be 70m/hr ISK. You however deliberately did not use the ESS to give yourself an extra 5% isk & 15% LP for starters, potentially an extra 20% isk & 20% LP. In fact an extra 40% LP if we use the matching 2000isk/lp figure you are basing your high sec figures on (Which is not an average LP figure anyway.)
So, before we take loot into account we are already up to 105m/hr on your middle of the road figure and your high end figure of 100 similarly jumps to 150/hr using the same basis.
And you are only using a basic T2 HAC here. Go use the same HAC in high sec and you will see much lower figures than the high sec figures you have been touting. Not a bling fit. So you are failing in doing a decent comparison and deliberately loading your data.
Seriously, at least 'try'. It's blatantly obvious you are attempting to make your Null results as bad as possible, and they are still competitive. We haven't even looked at the potential loot value here or Escalations which give better loot. Though I'm guessing your claim will be that they don't count either because you don't get them every time. |

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Posted - 2014.02.03 04:27:00 -
[116] - Quote
La Nariz wrote:
No if you look at the sheet and the formula it takes ((total bounty isk)/ (time in minutes /wo lag time * (1 hour / 60 minutes)) to get isk / hours. How the hell can you not do conversion factors and understand basic math?
I understand common maths. You apparently do not understand scientific testing, and data set controls. You do however seem to understand deliberately lowering your results by doing things in inefficient ways. |

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Posted - 2014.02.03 09:20:00 -
[117] - Quote
Kimmi Chan wrote:
To accurately test he can't use the ESS.
We are testing maximum income potentials of Null & High. By not using the ESS he is deliberately sabotaging his results by somewhere from 20-50% depending on how much leverage they can make of the LP market. So, yes, he has to use the ESS to accurately test. Otherwise he is deliberately cutting his income short. Which.... Was the whole point behind him not using it in reality. |

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Posted - 2014.02.03 10:50:00 -
[118] - Quote
baltec1 wrote: I suppose we could but given its random nature the results will be all over the place.
Unless the best LP you can get between four empires is below 1000/lp, the ESS returns equal to no ESS the second you drop it. And if the best LP you can get is above 1000/lp, then you show an immediate profit. If you then sit an alt at the ESS (You know, that Cyno alt that can't rat because of system density issues, which I do agree is an issue, but you will always have some alts who can't rat, and the higher the system density the faster the ESS gains it's buffs so the more you gain via it anyway), and spam the share all button every opportunity you get, you show an immediate 20% profit above no ESS. If you actually manage to leverage the ESS to make maximum profit, you are showing a 30% profit above no ESS, (Assuming 95% start 125% end) assuming you can't make use of the LP market to find something extra profitable. If you are able to leverage the LP market to make a real profit on the LP, say, 2000/lp, then you are at 50% above no ESS.
In short, with the revised stats on the ESS, assuming the ESS isn't bugged (Since we can't allow for bugs), it's very hard to not gain overall income from it unless you are getting camped so often they keep blowing it up as soon as you drop one. Exactly how much depends on if you loose them regularly, and if you manage to tick them I agree, but you should be showing at least 20% more than the given figures before we take bonus LP profit into account.
And since you are taking the best LP possible in high sec as the 'average high sec' figure, when anyone with a brain knows that's not sustainable since the more profit seekers who chase the high LP, the lower it's going to drop. We can take the best LP when looking at the ESS options also. |

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Posted - 2014.02.05 00:56:00 -
[119] - Quote
La Nariz wrote: Stoicfaux provided the proof there is evidence of ~100m isk/hr from highsec missions and I provided proof that ~70m isk/hr for drone hub ratting. All of this stuff has been provided but, you all don't read it and continue to scream as loud as you can that highsec is fine. The only one of you that even attempted to prove this was Kimmi the others are either terminally stupid or shitposting. There's been plenty of proof provided by the pro-nullsec crowd and yet all the pro-highsec crowd, aside from a select few, is scream incoherently.
If removing blitzing isn't enough then the other two ideas that haven't been addressed are stretching missions through multiple systems or adding high HP low isk/LP enemies to missions.
Other than the small facts that get in the way. Like Stoicfaux specifically said that 100m was an edge case and not the standard rate as it was reliant on a bunch of factors. And was done using a super bling ship.
And your 70m was actually 90-100m when done properly since you deliberately low balled it as much as possible, and were using a T2 fitted HAC instead. So if you had used the above super bling ship, your income while running would have been a lot higher. And if he had been using a T2 fitted HAC, his income would be lower.
And none of your 'Look at how we can play with individual isk/hr statistics to say what we want' has explained a thing about the gross income of a null player being approximately four times higher per capita pre ESS (So properly leveraged would now be five times higher) than the High Sec per capita income. Null Earns more isk than high earns in combined isk & LP. Now with the ESS since Goons have taken all of 48 hours to work out how to use it safely, that is going to go up in Null.
So other than deliberately biased figures which don't count, nothing suggests High needs a Nerf in overall income levels. |

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Posted - 2014.02.05 01:06:00 -
[120] - Quote
baltec1 wrote:Mara Rinn wrote:
That's a self-selecting sample set right there, unless you're also claiming that you killed every single Mackinaw you saw?
We killed every single ship that tried to mine caldari ice in high sec for a month. Bwahahaha, yea, that's an outright lie. I know for fact you didn't kill everyone. |
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Posted - 2014.02.05 01:44:00 -
[121] - Quote
La Nariz wrote:The more I think about it the best solution is redistributing income from higher end missions to lower end.
Take some of the reward from L4 and L3 then split it and give 1/4 of it to L5s, 1/4 of it to L2s and 2/4s of it to L1s. It'll aid newbie retention because it will be much easier for them to fund their activities and it will nerf mid-range highsec combat PVE income. Or just do said boost to Lvl 2's & 1's which is needed, while not nerfing the lvl 3's & 4's that isn't needed. You don't have to nerf lvl 4's to boost lvl 1's. High Sec is not a major isk faucet. |

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Posted - 2014.02.05 01:47:00 -
[122] - Quote
Jenn aSide wrote:
You notice you are te only one talking about a "major isk faucet"?
Why do you refuse to even understand what is being said?
Oh, I understand. The Null cheer brigade are trying to destroy High Sec by cherry picking statistics like they always do and denying the figures from CCP that don't agree with them. That's what is being said in reality. |

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Posted - 2014.02.06 02:09:00 -
[123] - Quote
PotatoOverdose wrote:I don't think nerfing hisec will solve anything. There exists a segment of the eve population that wants nothing to do with pvp or the large social structures in Eve. I don't pretend to understand their motivations, but they exist all the same.
These people won't move to null to become renters, fleet members, or targets. It won't happen. Nerfing hisec will alienate these people, nothing more. So we know the cost of this hisec nerf, alienating existing subscribers and maybe making some of them leave. Fine.
But what would be gained? I just don't see it. I see the downsides well enough, but I don't see the upsides. The Null brigade are delusional and don't believe the CCP figures that already show their gross income (Including LP contrary to what they all claim) is four times high secs per capita on a monthly basis. Before we take PI, Deadspace Loot & Alliance income from Moon Goo into account even. So the reality of Nulls income is higher than four times per capita. But that isn't enough for them. |

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Posted - 2014.02.06 02:20:00 -
[124] - Quote
Already posted the figures ages ago with full references, you denied them despite them being the ONLY CCP FIGURES REFERENCED in this entire thread, all your argument is based on pretend figures that have been deliberately biased on the rare occasions they have actually been posted rather than 'Oh we have the figures'. And pretended that they didn't show a thing.
The gross figures are the figures that matter, not the individual, because the gross figures show what is sustainable across the whole population rather than mythical single person income figures that aren't sustainable when done large scale.
So yea, you are just all either delusional or trying to destroy high sec deliberately. It really is that simple. It's nothing to do with reality either way and to do with your personal agendas. |

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Posted - 2014.02.06 10:07:00 -
[125] - Quote
Tippia wrote: Fair enough. Now add another 5+ù people to the mission system and another 5+ù to the anomaly system. Then do it agan.
You're smart enough to know that I'm getting at the fact that availability and scalability varies between the two mechanisms and will matter a fair bit for how much the individual can get out of any given system. I'm sure you can get a lot out of a single nullsec systemGǪ but that's just you, and your 50 buddies have to stay away. Or they could just all fit into a single mission system since it is infinitely scaleable (wellGǪ GêP - TiDi).
Even if the anomaly pays more than missions, which situation will people feel offers the better payout: the one where one guy earns 80M ISK and 50 guys earn 0, or the one where 51 guys GǥmerelyGǥ earn 60M eachGǪ?
Despite this supposed maths, Gross income still favours Null. So obviously the maths doesn't play out in reality the way that theory says it potentially could.
However, ignoring all that maths, most of us have quite happily agreed that there is an issue with how many pilots Null can support in a system, and are all quite on board with more pilots being supportable at once in a single system, provided it only increases the number it can support, not the income of any individual pilot (Assuming they were making constant isk before rather than being the guy earning 0 obviously). That is a real issue, and is the one that does need fixing. To some degree at least. |

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Posted - 2014.02.06 11:54:00 -
[126] - Quote
Uh, wtf are you on about Tauranon.
1. If you are going to provide numbers, provide solid references including links please to verifiable sources. 2. WTF are you on about, you splurged a bunch of numbers which explain nothing and are making no point.
All I was saying was that regardless on which side of the Null vs High Income debate people are on, pretty much all of us debating in this thread are in agreement that the current NUMBER of people that can make a living from a single system at the same time is not in a good place, and that enabling a larger density of players at the same time would be a good thing. As I believe Null is fine income wise, I don't see that it should change the hourly rate per player, though obviously overall more would be earned in said system.
Higher density also makes it much easier to have guards, use the ESS to maximum effect, and makes it possible to reship inside system to fight a roaming gang rather than have to try and pull people from several systems away. It also means that there is more chance someone will be a little slow giving the roaming gang a target as well. So much as I don't want to see individual income change in Null, I can only see good things from more people at once being able to make a living in null together. |

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Posted - 2014.02.06 22:52:00 -
[127] - Quote
Jenn aSide wrote:Frostys Virpio wrote:How about
1- Prevent blitzing by making all security mission require a clear grid before the mission is flagged successful or the required item can spawn/drop.
2- Randomize trigger ship so people can't just follow a strict procedural kill order.
This should reduce the LP/hours of missionning by preventing the stupid blitzing and mission count / hours since you cannot go full gank unless you want to risk getting 3 spawn in 3 NPC kill with a wet paper bag tank. That would be perfect. It won't happen because the high sec cartels that control CCP will never allow that to happen because it would threaten their secret RMT operations that lets them all drive BMWs in real life. -Signed -Pinsdale Dirahnna P.S. happy opposite day  Ignoring the silly and treating this as serious.
1. Not a problem, though mission runners being last second griefed by someone grabbing the item drop in a small super speedy ship does need looking at. As the reality is it's not something they have a good defence against, due to the nature of missions they are at a disadvantage to start with here. Even if they shoot the target there is still a 50% chance the mission fails due to item destroyed on kill.
2. Terrible idea. Wave triggers should base on either total wave clear or total ships left on grid (Say, waves are 10 ships, 2 ships left on grid triggers next wave) regardless of wave they arrived in. Pure random just punishes people who shoot based on threat to them. I.E. Clear all scrams/ecm ships from grid first, whoops, this time they happened to be the triggers, you now have all four waves. Obviously this change should apply to Null Anoms/Sigs as well though, so that any site in any space with a trigger works the same, however it actually gets changed. |

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Posted - 2014.02.07 03:25:00 -
[128] - Quote
Jenn aSide wrote:
Congrats for reading it wrong lol. Most of the destruction still happens outside of high sec despite high sec having the bulk of the games character population. That means high sec space as a whole is safer than all other space in eve per capita.
But don't let facts deflect you, no one else in high sec will...
One would hope that High sec space as a whole is safer than other space per capita..... That's kinda the point of high sec space. So.... Working as intended. Does show that a fair amount of destruction does happen in High Sec though. It's not 95% null causing destruction. |

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Posted - 2014.02.07 06:23:00 -
[129] - Quote
Jenn aSide wrote:
I notice you didn't say that to the person I was replying to. Or did you not notice the whole "high sec is more dangerous" part.
Null has 10 or so % of the character population. The graph shows 3 things:
Null sec is more dangerous (that graph is proof that the oft repeated lie that null is safer is just that, a lie). We already knew that from the 2011 devblog that demonstrated how little pvp happened in high sec but of course the high sec status quo defense league dismmised that as old news.
and
Since destuction drives the EVE economy, null (and low and WH) residents are doing more than their fair share in keeping up the demand that drives the economy, while high sec (where the vast majority of EVE online characters reside) isn't coming any where near pulling it's own weight
and
Industry outside of high sec is futile. The combination of easy travel (jump engines) and the damn near free and hugh capacity of high sec means it's stupid to do anything else but buy stuff in empire and ship it down.
It doesn't seem like CCP is serious about wanting people to be able to live in null sec. The current situation is so broken null is about nothing more than gudfights and rental opportunities.
Other than you know, all the changes they have made to make Null much easier to live in that the game hasn't fully adjusted to yet. Though Market hubs will never exist in Null because of NBSI. And jump drives out of market hubs do make logistics simpler (Not not always cheaper) than building locally.
And as for destruction, High sec is doing fine. High sec is always going to have less destruction in it, that's working as intended. And since creating is easier when there is less destruction, creating will therefore be naturally easier in High as a result of less destruction. But there is plenty of destruction occurring in high. Three trillion isk in Osmon alone for example. Sure, it's a mission hub, but I'm betting that's actually a significant percentage of the income from Osmon that goes purely to replacing losses.
As for Tippia, stop talking rubbish. You know people are biased, and it's been explained dozens of times in this thread why various peoples testing methodologies have been biased, misleading or flat out terrible. Including in response to you several times. You are just shouting Nahnahnah loudly and hoping they give up. |

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Posted - 2014.02.08 03:59:00 -
[130] - Quote
Tauranon wrote:
There are no structural reasons why people can't access 100m/hr average, and the same fundamental skillset that is required for me to shoot 60 in hubs or 100 in missions (even same equipment).
There are very real structural reasons in null why all people can't access all content.
IMO the time taken to earn the isks to fit out my ihub with arrays, get it out here etc > than time taken to run up sisters rep, so even that is kinda moot at least for someone moving a corp to null.
Actually there is. Your 100m/hr figure is based off the best LP available. So if everyone ran it, that LP would tank into the gutter in short order. So that 100m/hr figure is only possible for a few individuals to get while LP for their particular agents is at a very high price. Pretty much it's robbing peter to pay paul more, then claiming because paul gets 'x' high sec needs a nerf. |
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Posted - 2014.02.08 05:06:00 -
[131] - Quote
Launcher & Probe prices were around 2k, Not the current 3k. Never got why more people didn't SoE mission on that 2k price admittedly, but there you have it. So the current LP price is a direct & sharp response to the introduction of a new item that is popular. Which already has shown some signs of easing, and a new way of getting said items has also been introduced.
At 2k, Null clearly makes more per hour than high on standard missions, with the odd spike in high when you get the blitz runs, of course also the odd low when you get bad runs and can't decline them all to average it out. And if you implement the measures to stop mission blitzing such as locking gates till rooms are cleared, then that solves the blitz issue on the remaining missions it does work on. CCP already having solved a lot of the blitz missions and guide sites just not having updated. |
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