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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Manfred Sideous
North Eastern Swat Pandemic Legion
424
|
Posted - 2014.02.21 19:51:00 -
[61] - Quote
Veskrashen wrote:Posted this in the BNI Candidate's thread, but would be interested in your take as well: We often hear about "risk vs. reward" from major Nullsec powers, who are dismayed that players can make so much isk in High Sec and FW. Gevlon Goblin (trolltastic as he may be) often points out that nullbears often have high sec or FW alts to make most of their casual isk. And yet, nullsec is always the focus of the increased rewards due to perceived risk - when aside from major fleet battles, there's precious little PvP risk in nullsec. FW space - or lowsec in general - plus highsec see far more kills per day than nearly any nullsec region not currently the target of an invasion. Even wormholes, with their lack of local chat, unpredictable connections, harder NPCs, and highly restricted ship movement are considered less of an "end game" and thus deserving of less attention / reward. What's your take on risk vs. reward? What kind of risk should be compensated? Is Sov Nullsec actually safer than high sec and low sec, and should it be rewarded less as a result? If logistical difficulty is a factor, how does the prevalence of jump capable logistics networks that allow you to bypass all the traditional chokepoints and risks of travel out to the hinterlands of nullsec? Also, what do you think of Marlona's power projection limitation idea, or Fiddler's "Adverse Possession" ideas?
The reason there are more kills in empire and lowsec is because its more densely populated. 85% of the games population resides in highsecurity and lowsecurity space . Because most people want to win they are afraid of risk afraid of loss. I am a firm believer more risk should equal more reward. High sec and lowsec you can dock anywhere you don't risk losing assets that you have in stations. You cannot be interdicted or drag bubbled or bombed or DD'd basically you are very safe unless you don't want to be safe. In regards to the blogs you listed they all have good and bad points I think everyone including CCP see power projection as a problem. I think risk versus reward needs to be balanced but we shouldn't be beating people with a stick to lowsec or nullsec but instead dangling huge carrots in front of them. @EveManny
https://twitter.com/EveManny |
Marlona Sky
D00M. Northern Coalition.
4896
|
Posted - 2014.02.21 19:51:00 -
[62] - Quote
I like the feel of your position on things. However, I'm not a fan of gates only for everything. I have seen some serious gate camps including a sphere of abandoned drones which effectively shut down all gurilla style tactics. I'm more about limiting how often a group can abuse the jump drives and cynos. Enough to a point where it is not abuse and falls into a tactical decision that is not made on a whim. I suppose the is wormholes, but they are unpredictable.
I also agree completely about null industry and carrot status. Why go live at the edge of deep null when it is hard to travel to and nothing of value compared to farming level 4 missions? You need to out gold in the Klondike. Then, then living that far away from the safety of high sec will be attractive. . |
Manfred Sideous
North Eastern Swat Pandemic Legion
424
|
Posted - 2014.02.21 19:54:00 -
[63] - Quote
Marlona Sky wrote:I like the feel of your position on things. However, I'm not a fan of gates only for everything. I have seen some serious gate camps including a sphere of abandoned drones which effectively shut down all gurilla style tactics. I'm more about limiting how often a group can abuse the jump drives and cynos. Enough to a point where it is not abuse and falls into a tactical decision that is not made on a whim. I suppose the is wormholes, but they are unpredictable.
I also agree completely about null industry and carrot status. Why go live at the edge of deep null when it is hard to travel to and nothing of value compared to farming level 4 missions? You need to out gold in the Klondike. Then, then living that far away from the safety of high sec will be attractive.
I read your recent blog and its a good idea basically "Jump Mana" also agreed about risk versus reward and the idea that we need GIANT CARROTS to lure people into nullsec. @EveManny
https://twitter.com/EveManny |
WarFireV
Blackwater USA Inc. Pandemic Legion
333
|
Posted - 2014.02.22 00:59:00 -
[64] - Quote
To add to one same point, nullsec can sometimes feel safer then highsec, but that is mostly due to player action. Bubbled gates, blue standings with people around you, intel channels that see people miles away, ect.
Reality is that it is much more annoying for people to go out and kill nullsec ratters then it is to gank some tengu doing lv4, which won't even see it coming. |
Vayeate Marquise
Republic Military School Minmatar Republic
21
|
Posted - 2014.02.22 02:44:00 -
[65] - Quote
Has my vote Problem? ~.~ |
Andski
GoonWaffe Goonswarm Federation
10255
|
Posted - 2014.02.22 06:44:00 -
[66] - Quote
So here's a handful of questions!
Do you feel that the moon nerf was too severe? I'm personally not satisfied with the results - not because I'm averse to the idea of renters, but because the blocs have massively expanded their holdings to gain rental space. Do you believe that CCP should aim to make a bottom-up flow of wealth more feasible?
What are your thoughts on the role of supercapitals?
Should learning implants be removed from the game?
Do you believe that there should be more opportunities in 0.0/lowsec for lower skillpoint players? Particularly when it comes to income generation and PvP roles? (I know you hate FYF and damps in particular, but that doctrine was born out of the necessity for a newbie-friendly role)
What downsides would you see in a power projection nerf? Twitter: @EVEAndski
TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest.-á |
Electric Dott
24th Imperial Crusade Amarr Empire
1
|
Posted - 2014.02.22 08:34:00 -
[67] - Quote
Manfred Sideous wrote: I read your recent blog and its a good idea basically "Jump Mana" also agreed about risk versus reward and the idea that we need GIANT CARROTS to lure people into nullsec.
Admittedly, I haven't read this blog but I'm curious what you mean by giant carrots? I hope you don't mean in a purely financial sense because expecting people to purely follow the money trail isn't going to work and just disgruntle players who prefer other areas of the game. If you want more players in 0.0 you need to make it so more players want to be there, for an example there is no room for the little guy in sov 0.0 at the moment. No matter how much the goonies and friends cry "make some friends" the fiercly independent sorts aren't going to form large gangs because it isn't what they want to be involved in.
TLDR; What giant carrots? |
Marlona Sky
D00M. Northern Coalition.
4896
|
Posted - 2014.02.22 08:50:00 -
[68] - Quote
Electric Dott wrote:Manfred Sideous wrote: I read your recent blog and its a good idea basically "Jump Mana" also agreed about risk versus reward and the idea that we need GIANT CARROTS to lure people into nullsec.
Admittedly, I haven't read this blog but I'm curious what you mean by giant carrots? I hope you don't mean in a purely financial sense because expecting people to purely follow the money trail isn't going to work and just disgruntle players who prefer other areas of the game. If you want more players in 0.0 you need to make it so more players want to be there, for an example there is no room for the little guy in sov 0.0 at the moment. No matter how much the goonies and friends cry "make some friends" the fiercly independent sorts aren't going to form large gangs because it isn't what they want to be involved in. TLDR; What giant carrots? The blog I wrote does not go into detail what the Giant Carrot would be, specifically that is. More of a change to the teleportation mechanics to make much needed breathing room for Giant Carrots to exist in null. . |
Manfred Sideous
North Eastern Swat Pandemic Legion
425
|
Posted - 2014.02.22 20:46:00 -
[69] - Quote
Thanks http://eveskunk.com/ for the endorsement i'll try to answer more questions when I sober up some. @EveManny
https://twitter.com/EveManny |
Sklullus Dromulus
Sniggerdly Pandemic Legion
3
|
Posted - 2014.02.23 14:57:00 -
[70] - Quote
I cannot say I have heard a bad word about Manfred, and your ideas seem like they would greatly better eve as a whole. You have my vote. Twitter: @Sklullus |
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Manfred Sideous
North Eastern Swat Pandemic Legion
427
|
Posted - 2014.02.23 18:42:00 -
[71] - Quote
Sklullus Dromulus wrote:I cannot say I have heard a bad word about Manfred, and your ideas seem like they would greatly better eve as a whole. You have my vote.
Thanks for the support! @EveManny
https://twitter.com/EveManny |
Beffah
Sniggerdly Pandemic Legion
25
|
Posted - 2014.02.24 00:15:00 -
[72] - Quote
+1 |
Manfred Sideous
North Eastern Swat Pandemic Legion
427
|
Posted - 2014.02.24 17:04:00 -
[73] - Quote
Thanks for the support! @EveManny
https://twitter.com/EveManny |
Manfred Sideous
North Eastern Swat Pandemic Legion
427
|
Posted - 2014.02.25 03:51:00 -
[74] - Quote
No new questions today whats up community?
@EveManny
https://twitter.com/EveManny |
Marlona Sky
D00M. Northern Coalition.
4900
|
Posted - 2014.02.25 04:15:00 -
[75] - Quote
Manfred Sideous wrote:No new questions today whats up community?
Well this one was originally aimed at Mynnna due to him being more indy type, but I would like to hear a reply from all CSM delegates:
Marlona Sky wrote:mynnna wrote:Marlona Sky wrote:How do you feel about the teleportation mechanics? I feel that they're only part of a bigger picture and so while many, perhaps even all, likely need to be reigned in to one degree or another, considering them in isolation from that bigger picture is folly. I can probably elaborate a bit when I'm not on my lunch break, if you like. I agree. They are all intertwined. Makes answering only a specific part difficult. How about something a bit different. EVE is very much about building sand castles and knocking them over. The sandbox. While knocking them down is amazing, the satisfaction is limited to how impressive the sand castles can be. So can you talk a bit how you envision what can be added and improved on to allow players to make amazing sand castles in EVE? . |
Angry Mustache
GoonWaffe Goonswarm Federation
132
|
Posted - 2014.02.25 07:13:00 -
[76] - Quote
Would you rather fight 1 dbrb sized laz or 10 laz sized dbrb?
Serious question.
What do you think should be the proper "sp limit" and barriers on players entering nullsec. There's multiple facets to this - How useful should new players be in fleets? How much sp should they have before they become combat effective? Should they be able to support themselves without the charity of their corp/alliance mates?
On a related note, it's apparent that sov null pilots need a lot of alts to function properly. Is this a problem? And does this "alt requirement" pose too much of a problem to players looking into sov-null. An official Member of the Goonswarm Federation Complaints Department. Were you wronged by a member of our fine space guild? We can get you the compensation you deserve. |
Veskrashen
Justified Chaos
94
|
Posted - 2014.02.25 15:39:00 -
[77] - Quote
Thanks for responding to my earlier question, and I like your take on risk / reward (even though I personally feel that sov null can be pretty riskless the majority of the time).
Regarding "carrots" - do you think people don't live in sov null because there aren't enough incentives, or is it because it's too easy to "own" sov null and live / work in empire? Compare it to wormholes, for example. There's an entire swath of people who live and base out of wormholes - with all the logistical hassle and lack of convenience that implies - even though the rewards aren't significantly better than nullsec on a per-player basis. In spite of lacking stations, jump clones, jump freighters, etc - they still choose to live and work there.
The point being - if the rewards aren't significantly higher per player than in nullsec, why are wormholes occupied and sov null barren?
Is it truly a lack of "carrots" or is it that there's no reason to live there when they can access it at will? |
Major JSilva
Habitual Euthanasia Pandemic Legion
70
|
Posted - 2014.02.25 21:35:00 -
[78] - Quote
+1 giving my vote to manny :P |
BraveLttl Toaster
Sniggerdly Pandemic Legion
2
|
Posted - 2014.02.26 00:04:00 -
[79] - Quote
Manny is a good man, +1 |
Tore Vest
362
|
Posted - 2014.02.26 14:50:00 -
[80] - Quote
No troll. |
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Manfred Sideous
North Eastern Swat Pandemic Legion
430
|
Posted - 2014.02.26 16:23:00 -
[81] - Quote
I will get to these questions here soonGäó just been a busy few days. Just deployed PL and started combat ops so I've been a little busy getting that all sorted . @EveManny
https://twitter.com/EveManny |
Manfred Sideous
North Eastern Swat Pandemic Legion
430
|
Posted - 2014.02.27 16:11:00 -
[82] - Quote
Marlona Sky wrote:Manfred Sideous wrote:No new questions today whats up community?
Well this one was originally aimed at Mynnna due to him being more indy type, but I would like to hear a reply from all CSM delegates: Marlona Sky wrote:mynnna wrote:Marlona Sky wrote:How do you feel about the teleportation mechanics? I feel that they're only part of a bigger picture and so while many, perhaps even all, likely need to be reigned in to one degree or another, considering them in isolation from that bigger picture is folly. I can probably elaborate a bit when I'm not on my lunch break, if you like. I agree. They are all intertwined. Makes answering only a specific part difficult. How about something a bit different. EVE is very much about building sand castles and knocking them over. The sandbox. While knocking them down is amazing, the satisfaction is limited to how impressive the sand castles can be. So can you talk a bit how you envision what can be added and improved on to allow players to make amazing sand castles in EVE?
The sov system needs more depth. There is so much we could do with ihub upgrades or system add on and defensive structures to augment the player experience. Outpost should be more customizable with greater control for owners on things like factory lines copy and research slots and market control. However at the same time everything should be destructible and/or interruptible the new hacking mini-game is perfect for this. Imagine small gangs hacking market services and shutting them down or siphoning off isk through a worm or trojan they plant. Imagine hackers hacking the ihub disabling the pirate upgrades or cyno jammer upgrade. This would give incentive for more small gang roaming that can do meaningful things to targets without Grinding EHP of station services that are broken and bugged for literally YEARS.
This in turn gives incentives for defensive gangs to interdict roaming/hacking gangs. Also once something has been hacked it would need to be ~unhacked to restore the service. The idea is give players more control over their space more customization options but at the same time create more incentives for roaming gangs. Create more opportunity for harassment and in-turn give more reasons for defense fleets to patrol space. It would be hilarious to see gangs going through undefended unused space and hacking things like jumpbridges etc. In Nullsec the barrier to grow block level strat Fleet Commanders is so high. We need to give more reasons for guys/girls to form fleets and get out their and get the experience needed to develop as a fleet commander. It always starts as a roaming gang or small defense fleet FC.
@EveManny
https://twitter.com/EveManny |
Manfred Sideous
North Eastern Swat Pandemic Legion
430
|
Posted - 2014.02.27 16:27:00 -
[83] - Quote
Angry Mustache wrote:Would you rather fight 1 dbrb sized laz or 10 laz sized dbrb?
Serious question.
What do you think should be the proper "sp limit" and barriers on players entering nullsec. There's multiple facets to this - How useful should new players be in fleets? How much sp should they have before they become combat effective? Should they be able to support themselves without the charity of their corp/alliance mates?
On a related note, it's apparent that sov null pilots need a lot of alts to function properly. Is this a problem? And does this "alt requirement" pose too much of a problem to players looking into sov-null.
There shouldn't be a barrier and there isn't one. A tackling rifter is was and always will be a valuable addition to any fleet anytime anywhere. I was tackling for a fleet full of battleships when I was a fresh n00bie on my first day into nullsec. It was a meaningful role for me as I recall. I remember being enthralled by the entire experience and completely overwhelmed by the scope of the battle unfolding around me. Being cheered on by my corp mates as I landed a tackle with my little rifter on a giant behemoth Apocolypse Tech 2 fitted battleship.
There should be many factors that play into PVP. Skill , Skillpoints , Experience , Doctrine , Numbers , Tactics . In a balanced environment any of those previously stated factors should/could be the decider in a event or fight but none of them should be the IWIN button. You ask should new players be able to support themselves and I say yes absolutely. When I came to Nullsec there was no such thing as SRP ( ship replacement program AKA socialized alliance subsidies). Players provided their own combat ships corps and alliance role was to provide the logistic backbone for seeding markets and offering discounted hulls and modules via powerbuying and/or in-house production. I can recall NPC hunting in groups not because of social aspects but because we were little n00bies and we needed 3-4 of us to down a battleship NPC. We would have 1 guy with a tank setup to get aggro 1 guy to remote rep and 2 guys to do dps. It was exciting getting that wallet flash for 250k isk ( ZOMGS THATS LIKE 5 RIFTERS WORTH OF ISK ZOMGS I CAN PVP FOREVER WOOHOO).
In regards to your question about alts it is quite the nature of the beast of this game especially if you are a capital pilot and god forbid a supercapital pilot. However at the end of the day CCP is a capitalist business and I don't see them making changes that greatly effects their bottom line. They absolutely support the idea of alts you can see this in their marketing schemes "Power of Two" and so on. So as much as I would like to say yes this is a pain I don't see them changing it and I currently have in excess of 50 accounts. I alternate on which are active at any given point based off what I am doing at the time or can afford.
@EveManny
https://twitter.com/EveManny |
Manfred Sideous
North Eastern Swat Pandemic Legion
430
|
Posted - 2014.02.27 16:28:00 -
[84] - Quote
Veskrashen wrote:Thanks for responding to my earlier question, and I like your take on risk / reward (even though I personally feel that sov null can be pretty riskless the majority of the time).
Regarding "carrots" - do you think people don't live in sov null because there aren't enough incentives, or is it because it's too easy to "own" sov null and live / work in empire? Compare it to wormholes, for example. There's an entire swath of people who live and base out of wormholes - with all the logistical hassle and lack of convenience that implies - even though the rewards aren't significantly better than nullsec on a per-player basis. In spite of lacking stations, jump clones, jump freighters, etc - they still choose to live and work there.
The point being - if the rewards aren't significantly higher per player than in nullsec, why are wormholes occupied and sov null barren?
Is it truly a lack of "carrots" or is it that there's no reason to live there when they can access it at will?
Saving this one so I can answer it as a self-serving bump heh NOMADPLEASE @EveManny
https://twitter.com/EveManny |
Gilbaron
Free-Space-Ranger Nulli Secunda
1216
|
Posted - 2014.02.27 17:16:00 -
[85] - Quote
you said that you see lowsec as some kind of industrial region for eve. can you elaborate a bit more on that ?
if you have farms in 00, why transport ressources to lowsec if you could just build in nullsec ?
i always see lowsec as a place where most things are possible, but with profitability, risk and most importantly commitment somewhere between highsec and nullsec. GRRR Goons |
Manfred Sideous
North Eastern Swat Pandemic Legion
430
|
Posted - 2014.02.27 18:03:00 -
[86] - Quote
Gilbaron wrote:you said that you see lowsec as some kind of industrial region for eve. can you elaborate a bit more on that ?
if you have farms in 00, why transport ressources to lowsec if you could just build in nullsec ?
i always see lowsec as a place where most things are possible, but with profitability, risk and most importantly commitment somewhere between highsec and nullsec.
If you think of Nullsec its like a rural area where you see farms and fields mines and logging operations. Usually in rural areas you have some industry and commerce to serve the indigent population. However the Resources get transported to production centers usually industrialized areas this is what lowsec represents to me. In lowsec you would see mining and things of that nature as well as commerce but perhaps lowsec stations have the most efficient and fastest factories because its the industrial zone. However industrial zones make great places for extortion and for the "families" to control the space and get paid protection money. When I say families I refer to the Racial Militias. What if Amarr FW not only had a vested interest in controlling more low security space but also a protected interest in protecting logisticians and industrialist that pledge fealty or purchase protection from the "Family" aka Faction.
Whereas high security space is like your urban centers where you would expect to see science and technology and your market centers. I mean you would still see factories here you would still see mining but there are other more efficient/profitable areas to do that in. However for invention copy/research High security is the best places for that. A larger influx of good and minerals creates a more vibrant and competitive marketplace. Perhaps in high security space you are able to pay lower broker fees and able to have more market orders and perhaps you are able to control and make changes to your market orders at a greater range then other areas.
The overall concept should be that all activities should be possible anywhere but some areas certain activities make the most sense due to societal norms or just giant carrots. But if we get each area of the game interdependent on each other it makes for a much more vibrant and dynamic gaming experience.
@EveManny
https://twitter.com/EveManny |
Gilbaron
Free-Space-Ranger Nulli Secunda
1217
|
Posted - 2014.02.27 19:52:00 -
[87] - Quote
i must say that i am not really convinced by that. if you split ressource gathering, research and manufacturing you make a lot of people very unhappy. transport is boring.
i see more potential in keeping the steps together and giving people options where they can choose how much risk they are willing to take
it works great for PI, but not so great for pretty much every other industry activity
high - low - NPC 00 - Sov 00 - wormholes GRRR Goons |
Veskrashen
Justified Chaos
99
|
Posted - 2014.02.27 20:14:00 -
[88] - Quote
Gilbaron wrote:i must say that i am not really convinced by that. if you split ressource gathering, research and manufacturing you make a lot of people very unhappy. transport is boring.
i see more potential in keeping the steps together and giving people options where they can choose how much risk they are willing to take
it works great for PI, but not so great for pretty much every other industry activity
high - low - NPC 00 - Sov 00 - wormholes
On the other hand, there could be ways to incentivize things to bias it that way.
For example, if you changed the cost per unit time and job initiation fees for high sec factory slots to a model akin to office rents, that would instantly change the dynamics of high sec manufacturing. Once you do that, prevent factory modules from being anchored at high-sec POSes, and all of the sudden you have a big reason so shift your manufacturing to low sec. The logistical hurdles could well be justified by the better margins, especially if the high sec stations saw a reduction in manufacturing lines.
You could justify this in any number of ways, lore wise - stations charging in proportion to demand, higher safety standards for high sec meaning they want control over moon-based manufacturing, etc etc etc.
You could pair this with an increase in research and copy slots in high sec, possibly converting some of the factory slots to research slots instead. POS-based research modules could be unaffected in high sec as well.
This would create your bias towards research in high sec, and manufacture in low sec, without removing the option for either. It could also potentially foster better markets and item availability in low sec, which would further make those areas attractive. |
Speedkermit Damo
Demonic Retribution Nullsec Ninjas
266
|
Posted - 2014.02.28 11:01:00 -
[89] - Quote
Manfred Sideous wrote:The sov system needs more depth. There is so much we could do with ihub upgrades or system add on and defensive structures to augment the player experience. Outpost should be more customizable with greater control for owners on things like factory lines copy and research slots and market control. However at the same time everything should be destructible and/or interruptible the new hacking mini-game is perfect for this. Imagine small gangs hacking market services and shutting them down or siphoning off isk through a worm or trojan they plant. Imagine hackers hacking the ihub disabling the pirate upgrades or cyno jammer upgrade. This would give incentive for more small gang roaming that can do meaningful things to targets without Grinding EHP of station services that are broken and bugged for literally YEARS.
This in turn gives incentives for defensive gangs to interdict roaming/hacking gangs. Also once something has been hacked it would need to be ~unhacked to restore the service. The idea is give players more control over their space more customization options but at the same time create more incentives for roaming gangs. Create more opportunity for harassment and in-turn give more reasons for defense fleets to patrol space. It would be hilarious to see gangs going through undefended unused space and hacking things like jumpbridges etc. In Nullsec the barrier to grow block level strat Fleet Commanders is so high. We need to give more reasons for guys/girls to form fleets and get out their and get the experience needed to develop as a fleet commander. It always starts as a roaming gang or small defense fleet FC.
This!!!!
This is why I'll be voting for you. Roaming needs to be a thing again.
Don't Panic.
|
SIR PRIME
Habitual Euthanasia Pandemic Legion
14
|
Posted - 2014.02.28 11:14:00 -
[90] - Quote
Veskrashen wrote:Gilbaron wrote:i must say that i am not really convinced by that. if you split ressource gathering, research and manufacturing you make a lot of people very unhappy. transport is boring.
i see more potential in keeping the steps together and giving people options where they can choose how much risk they are willing to take
it works great for PI, but not so great for pretty much every other industry activity
high - low - NPC 00 - Sov 00 - wormholes On the other hand, there could be ways to incentivize things to bias it that way. For example, if you changed the cost per unit time and job initiation fees for high sec factory slots to a model akin to office rents, that would instantly change the dynamics of high sec manufacturing. Once you do that, prevent factory modules from being anchored at high-sec POSes, and all of the sudden you have a big reason so shift your manufacturing to low sec. The logistical hurdles could well be justified by the better margins, especially if the high sec stations saw a reduction in manufacturing lines. You could justify this in any number of ways, lore wise - stations charging in proportion to demand, higher safety standards for high sec meaning they want control over moon-based manufacturing, etc etc etc. You could pair this with an increase in research and copy slots in high sec, possibly converting some of the factory slots to research slots instead. POS-based research modules could be unaffected in high sec as well. This would create your bias towards research in high sec, and manufacture in low sec, without removing the option for either. It could also potentially foster better markets and item availability in low sec, which would further make those areas attractive.
I'm guessing you're not a large scale industrialist as your idea doesn't work in practice and will simply alienate most of the producers in game.
You do not "incentivize" people by increasing costs and forcing them to spread themselves further away from their buying and selling locations.
As a large scale producer over a long period (and allegedly a market manipulator) the idea that buyers will pay a premium because the producer has a variable cost is just not born out by hard market data. There is also currently NO reason to produce any item except carriers, dreads and rorquals in low sec for the simple reasons that materials to build are not there and neither are sellers...plus risks are huge. To counter that would require a huge increase in margins so you'd even alienate buyers.
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