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Author |
Thread Statistics | Show CCP posts - 56 post(s) |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1096
|
Posted - 2014.04.15 20:08:00 -
[1] - Quote
This is amazing. While it comes across as overwhelmingly positive, I still can't help but echo the sentiment of killing/weakening secondary player professions. I can't help but want to ask if CCP considered these and thought the loss worth the gains or maybe they don't see the loss as being as significant as we naysayers see it. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1096
|
Posted - 2014.04.15 22:11:00 -
[2] - Quote
Vyktor Abyss wrote:Just a quickie:
Post 'Tiericide' and Extra materials, I don't think you have changed the Insurance payouts to reflect the new relative build costs. For Example: - A Platinum Insured Dominix still only seems to payout about 60m whereas it retails for circa 200m. - A Platinum Insured Hyperion still returns perhaps 150m and retails for roughly the same now as a Dominix.
This disparity appears to occur across all the recently balanced ship classes and really skews ship choices for PVP - surely it would make sense to rectify this while you confirm the new 'baseline' costs of ships by eliminating extra materials? Either that or I'm badly misunderstanding how insurance works now. Thanks.
Oh and that bottom screenshot looks like a horribly random placement of information. At least when it is all linear you can quickly scan across to find what you want - explosively scattering the information all over the screen for the sake of 'pretty' seems silly to me - but I guess I'll reserve my functionality comments for the UI blog.
Thanks. I thought insurance actually did take mineral costs into account. Maybe the extra minerals aren't factored in? If that's the case this change may rectify that. Otherwise I'm not sure.
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Tyberius Franklin
Federal Navy Academy Gallente Federation
1100
|
Posted - 2014.04.16 02:46:00 -
[3] - Quote
GreasyCarl Semah wrote:Tippia wrote:Mainly because one change becomes rather pointless without the other and because many of the mechanics are used in both places so you have to do it all at once. Feel free to elaborate at any time The station slot changes are what justifies the POS changes. Without the station changes the POS changes are just unnecessarily punitive to POS owners. And without the POS changes the station slot cost scaling can be risklessly bypassed. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1106
|
Posted - 2014.04.16 19:58:00 -
[4] - Quote
SoHo White wrote: The POS interface/management should be updated prior to industry changes, the interface is too cumbersome to cope with the added complexity you are suggesting with these industry changes.
the next blog in the like is about the changes to the industry UI with will becoming alongside this. As such until we see that blog it's kinda pointless to complain. what we do know is that it will be changing so any complaint based on it's current form will likely be irrelevant.
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Tyberius Franklin
Federal Navy Academy Gallente Federation
1106
|
Posted - 2014.04.16 20:03:00 -
[5] - Quote
FREELANCER JUNI wrote:Painted ships - failed , Did you really pay someone wages for the new paint jobs ? Honest question, by what criteria are you judging this? What is your threshold of success for the trial and what data are you using to judge it a failure?
FREELANCER JUNI wrote:Charging to have high quality stream of fanfest ? - you tight ******* Are you new and bought that character or have you just not been paying attention to FF HD stream offerings over the years? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1106
|
Posted - 2014.04.16 20:13:00 -
[6] - Quote
Volar Kang wrote:How will extra materials be worked in if they are not a normal part of the required materials? An example would be cloaks, they now require a Hermetic Membrane as an extra material but not as part of their regular materials. How will the extra cost of the PI material "Hermetic Membrane" be worked in to the regular cost which only consists of standard minerals?
Ok, I seriously don't understand this question. Why would they not be moved over as is (after applying skills for efficiency and such)? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1106
|
Posted - 2014.04.16 20:25:00 -
[7] - Quote
Volar Kang wrote:Tyberius Franklin wrote:Volar Kang wrote:How will extra materials be worked in if they are not a normal part of the required materials? An example would be cloaks, they now require a Hermetic Membrane as an extra material but not as part of their regular materials. How will the extra cost of the PI material "Hermetic Membrane" be worked in to the regular cost which only consists of standard minerals?
Ok, I seriously don't understand this question. Why would they not be moved over as is (after applying skills for efficiency and such)? Maybe they will, they just have not said. Their only example was with a apples to apples comparison. Maybe they will remove things like PI that were added and not part of the normal build requirements. "As such, all materials currently listed as Extra Materials will become regular materials instead" states all materials, not just minerals or PI components, so I'm not seeing why it would be reasonable to assume the 2 would be segregated or treated differently. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1108
|
Posted - 2014.04.16 20:53:00 -
[8] - Quote
Querns wrote:Tyberius Franklin wrote:Weaselior wrote:Ming The Merciless wrote: Your assuming you can find a station that has a corp office slot free in a system even in the same region you are in. For example there are only 32 stations out of 432 stations in the Metropolis region that even have copy/ME/PE research slots. Many of them close to full and will be full when and if this change goes thru as planned.
you'd have to have quite a lot of research going on to fill up infinite slots I believe he means corp offices. Fortunately, corp offices are not strictly necessary to do research. Strictly, no. but assuming he's referring to a situation where it's preferential, and in that case it's for all intents and purposes relevant. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1108
|
Posted - 2014.04.16 20:55:00 -
[9] - Quote
Querns wrote:Jingo Aulmais wrote:Querns wrote:Jingo Aulmais wrote:Common guys! Don't lie to us and don't lie to yourself! All you want is JUST MAKE US TO BUY PLEX FOR REAL MONEY! Thats all. Just say it fair!
You want to make ships UNIQUE! When player fear to lose his ship! PLEX are already purchased with real money. Yes they want make us use this sh..t mush more! Uh, yes. They are a corporation. They exist to make money. Yet at the same time I'm not seeing how that is the case here. The market will gladly bear the new realities of manufacturing and the only people who will suffer are isk earners from PvE isk faucets long term IF proces spike due to this, which IMHO isn't a given. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1108
|
Posted - 2014.04.16 21:00:00 -
[10] - Quote
Querns wrote:Tyberius Franklin wrote:Querns wrote: Fortunately, corp offices are not strictly necessary to do research.
Strictly, no. but assuming he's referring to a situation where it's preferential, and in that case it's for all intents and purposes relevant. It would be preferential for me to be able to afk a freighter through nullsec to deliver precious raw materials to my farms, but unfortunately, there are bubbles and shooty mans. This does not give me the foothold to demand insta-align, interdiction nullified freighters. No, but at the same time you do an excellent job creating a comparison out of 2 completely differently scaled situations. Honestly the issue would be self solving if the same or similar system being applied to industry slots was also applied to corp offices. Instant freighter alignment on the other hand goes about breaking things.
If you don't kneejerk and assume every issue has the options of "do nothing" or "give everything for free" and nothing ion between this becomes more productive. |
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Tyberius Franklin
Federal Navy Academy Gallente Federation
1108
|
Posted - 2014.04.16 21:03:00 -
[11] - Quote
Weaselior wrote:trust me our problem with office limits is far worse than yours, we would happily agree to infinite offices for all stations and outposts Seems like a win/win scenario then. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1108
|
Posted - 2014.04.16 22:59:00 -
[12] - Quote
Vaerah Vahrokha wrote:Circumstantial Evidence wrote:Dinsdale Pirannha wrote:When this is all done, sov null sec will be better than high sec in every single way. Better anoms, better rats, better ice, better rocks, better refining, and now, better industry efficiency.
Is this supposed to be a surprising statement? Nice advertisement for heading to Nullsec. This is what the EVE box has said since day one: null is supposed to have the best resources in the game... stuff worth fighting over... "inspire" battles and market demand for all the stuff we can make and sell. If players are not up to the very hard job of organizing a force to unseat an existing nullsec power, some decide its worth paying a "rental fee" to a sov-holder for access to that better stuff. Null is where the "end game" content is. You can't play SuperCaps Online(tm) in highsec. Yes but this is atrocious game design. Hi sec is basically a wrong solution to a non problem. Should never have been created beyond the few new player starting systems. But hi sec seems not going anywhere anytime soon and is part of a sandbox game. Now, if you establish a canned path that says: "IF you want to progress (in a meaningful way) you SHALL move from A to B" then you have just created a theme park game, a WoW in space. This is what I am fighting against since so many years, I can't play a fake sandbox that in reality is a canned path game. Either convert hi sec into something else or leave it viable. I'd really prefer the first solution but CCP so far have gone for the latter. By abdicating to the latter and also not doing the former, they are just going to enforce an obligatory path and thus create a canned progression game. That is, a stink like most fail MMOs currently out. Honest question. What form of eve do you envision that supports the current levels of activity and interaction in highsec without highsec? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1108
|
Posted - 2014.04.17 00:34:00 -
[13] - Quote
Rollo Brinalle wrote:Querns wrote:Elmoira Dreszka wrote: The question is: if the game I selected to play in this I believed be a sand box is to build and not destroy things, I have to change game? If I don't want do pvp than I have to change game?
"Sandbox" does not mean "the game is meant to be played the way I want to play it." It means the game has no goals and users have to create their own content. So then when CCP said in the blog. "Our goal in making the changes to invention are to ...." by your definition this is not a sanbox game? Just trying to get clarity here so we are all on the same plane for further discussions. That quote is kinds meaningless for the statement being addressed, not to mention I can't find it to even see what it is alluding to. I assumed it was from this dev blog, but if not, I'd appreciate being pointed in the right direction. As it stands I'm not even sure what you are getting at.
That said it's clear from the POS change section that CCP expects conflict around POS's based upon these changes and anticipates both fight and flee responses. So what you must ask yourself is this. If changes are made to promote conflict within a sandbox, would that not mean that conflict is part of the sandbox?
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Tyberius Franklin
Federal Navy Academy Gallente Federation
1110
|
Posted - 2014.04.17 19:27:00 -
[14] - Quote
Oxide Ammar wrote:CCP are feeding you (nullsec community) with golden spoon ...what the hell you are adapting for ? the new wealth income they are introducing to you ? What is being handed to them that isn't being handed out everywhere else?
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Tyberius Franklin
Federal Navy Academy Gallente Federation
1111
|
Posted - 2014.04.17 19:38:00 -
[15] - Quote
Oxide Ammar wrote:Tyberius Franklin wrote:Oxide Ammar wrote:CCP are feeding you (nullsec community) with golden spoon ...what the hell you are adapting for ? the new wealth income they are introducing to you ? What is being handed to them that isn't being handed out everywhere else? If it isn't that obvious for you till now, with countless rebuffs to every aspect in game I don't see reason to write wall of text describing what are they. Ok, so this is where we run into the issue of thinking that counting tick marks on who gets what buff/nerf is in any way an indicator of an imbalance or unfair advantage. It's an argument of someone either too lazy to make their point known or who doesn't actually have one. Until you are willing to put the weight of evidence behind your words don't expect them to convince anyone or have any influence. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1112
|
Posted - 2014.04.17 21:05:00 -
[16] - Quote
GetSirrus wrote:Sounds like just a series of nerfs to industry players. So far we have:
- reduction in the ore yield from barges/exhumer
- the requirement to train through a dozen or so Level V refining skills and needing to insert an implant to obtain the pre-summer refine levels
- increased reliance on POS. But the actual mechanics of POS continue to be poor
- removal of standing for POS anchoring?!
But standing will still be required for managing rental of a corporate office at an NPC station But standing will still be required for to managing taxes associated with the market But standing will still be required for to lower taxes on NPC refining facilities I recall the motto from the ship rebalance: if you could fly it before, you will be able to fly it after. Well seems for Industry: if you could perform something before, you wont be doing it after. Wonder what else will need to be inserted by the end of these series of dev blogs - hint wont be in the head. That seems partially inaccurate reading some of the blogs, though I admit to not running the numbers.
- reduction in the ore yield from barges/exhumer
The hulk/covetor were actually increased IIRC.
- the requirement to train through a dozen or so Level V refining skills and needing to insert an implant to obtain the pre-summer refine levels
Non issue, the market will adjust to the realities of the new refine rates and not those lvl V refine skills and implants will have widespread reason to exist The benefits far outweigh the losses.
- increased reliance on POS. But the actual mechanics of POS continue to be poor
This seems half true, POS management mechanics are still poor, but the POS benefits to refining have increased. As far as POS reliance we don't know too much about research aside from the fact that NPC facilities are actually becoming better for the vast majority of players who can use them by way of actually being useable without a 20-30day queue.
- removal of standing for POS anchoring?!
Unless you were selling standing, this doesn't change what you were doing
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Tyberius Franklin
Federal Navy Academy Gallente Federation
1119
|
Posted - 2014.04.18 23:04:00 -
[17] - Quote
Altessa Post wrote:Having a POS is no small thing and I believe it supposed to be difficult to have one.
There are hundreds of small corp descriptions where you can read that they enthusiastically plan to set up a POS, --- one day. Most of them will not manage. It is hard. Yet, it is one of the few things which are easier for a small dedicated corp than for a large one. And having a POS is one of the rare goals corps have in EVE.
Removing the standing requirement will "providing everybody with a POS", but it is also removing one of the few accomplishments for corps. The coolness factor will be gone. You can no longer proudly advertise that your corp has a POS because you did it!
Taking the Xmas money from your grandma to buy a plex, changing the ISK into a tower, training one day for anchoring, ---tada, POS! This is your idea of "new and fresh game play"?
And for those arguing that building up standing is a useless grind: some of us like flying missions. We do this even as a corp activity. It is fun doing this together and we help new members through their first steps flying L2 or L3. It is a way to learn about the necessary skills, about ships and basic tactics.
The alternative created by removing standings feels bland and removes an iconing accomplishment for corps. Do not do it.
I don't get this, so taking grandma's Christmas money to buy one plex and have a POS is terrible and wrong, but doing the same with 2 plex, one for the tower and mods and the other for someone to sit in your corp for a while, is somehow desirable?
If you like flying missions, great, this isn't stopping you in any way. If anything it's removing those that don't want to do it but are just for dropping a tower from competing with you. Be grateful CCP decided to buff your regular efforts.
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Tyberius Franklin
Federal Navy Academy Gallente Federation
1119
|
Posted - 2014.04.18 23:09:00 -
[18] - Quote
Barton Breau wrote:Querns wrote:Maybe I should put it a different way. Given the cheese grater properties of acquiring standings in Eve: Online, name reasons why requiring standings for a POS is a good idea.
NOTE: "I had to suffer for it so other should also have to either suffer or pay me" is not a valid reason. NOTE: This is not equivalent to the process of conquering conquerable nullsec. Conquerable nullsec can be taken from those who conquer it; your standings are yours forever. The same reasons we dont give players lv5 skills off the bat, or that capship skills have significantly greater multipliers. Not even mentioning lore or rp, as that is widely laughed at. Character skills are for character progression, and here they serve the greater purpose of personalizing a character through their abilities selectively. Standings can have a similar effect, but have no reason to be in any way related to POS placement to retain that effect. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1119
|
Posted - 2014.04.19 00:12:00 -
[19] - Quote
Barton Breau wrote:Tyberius Franklin wrote:Character skills are for character progression, and here they serve the greater purpose of personalizing a character through their abilities selectively. Standings can have a similar effect, but have no reason to be in any way related to POS placement to retain that effect. How does one arrive at that conclusion? I am genuinely interested, where you see the disconnect of -5.0 + you dont get shot at, fraternize with other people of 7 + and you can have a CONCORD protected pos in highsec. Concord protection of anything else that is concord protected is not contingent upon faction standings so why should POS be an exception? Really by that token if there is any application of settings it should at best mirror faction navy KOS standings by your logic, meaning a day old alt can still pop up a tower just as well as they can wander the whole of highsec.
How do you connect the idea of being disallowed access with privileged status? And in what way does that actually justify the privilege being maintained as an exclusivity?
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Tyberius Franklin
Federal Navy Academy Gallente Federation
1119
|
Posted - 2014.04.19 01:02:00 -
[20] - Quote
Volar Kang wrote:I see a lot of talk of POS bashing and noobs spamming POS,s come the change but ask yourself this... After the change why even put up a POS in high-sec? You can just move five to eight jumps from Jita and have all the slots you want for less than the monthly cost of a POS.
Personally I have a few systems on my radar and after the change I will most likely take my POS down and avoid the hassles of having it while doing industry in the total safety of a station. This change is actually going to reduce the number of POS,s in high-sec. Well, that takes care of that then.If you are correct then POS have become excessively devalued and any remaining value they may have added to standings would be negligible at best.
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Tyberius Franklin
Federal Navy Academy Gallente Federation
1120
|
Posted - 2014.04.22 19:39:00 -
[21] - Quote
Soldarius wrote:For the record, there are 358 50% refineries in the Forge alone.
In all of nulsec, there are 487. They are all Conquerable Outposts or NPC stations, rather than Player-Built Stations. This does not include any 50% player built stations. But those are few and far between because guess what, with 40% refinery, level 4 specialty skills and a 1% implant, you could get perfect refine/reprocessing. Not that I'm against the changes being proposed, but what you said amounts to admitting you marginalized the value of 50% refining, which is in no way highsec's fault. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1120
|
Posted - 2014.04.22 21:15:00 -
[22] - Quote
Rivr Luzade wrote:Weaselior wrote:Rivr Luzade wrote:Rain6637 wrote:because there's like, 2 people working on mechanics changes It's been how many years now that the inferiority of 00 sec outposts is known?  But you are right ... CCP had to add incursions, NEX, Captains Quarters, more NEX, ship skins, and so on before fixing that. why do you think we've been bitching about it for years That is the problem... but suddenly it is a hot topic and everyone wants changes that could and should have been made a lot earlier. It's been a topic of discussion for just about every security band based argument for years. It's not just suddenly coming up. I've seen and participated in many of them, more than enough to know it's has for a long time been a hot topic.
What we have here is a number of mostly non-participants to the long term discussion suddenly throwing their words around now that they are being faced with an impending change. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1121
|
Posted - 2014.04.23 00:18:00 -
[23] - Quote
Anders Madeveda wrote:Rain6637 wrote:i think the HS sub gains will outpace the HS sub losses. I guess we disagree then, the difference is that my conclusion is based on the logic of the issue without regard to emotion. There are many, many industrialists like me who have multiple subscriptions(6), that are rethinking the amount of time and effort that goes into building a large successful industry corp. If faced with the choice of either playing just as long/hard for significantly less return and vastly increased risk or moving my operation to Null and dealing with the prepubescent corps/alliances/players that reside out there or alternately dropping several of my subscriptions and playing more ESO, Star Citizen etc. Many of us will just choose to do something that is more accepting of our gaming style. There will always be spikes and valleys in sub rates in an MMO, what makes(made) Eve unique was that the learning curve weeded out the casual and left you with a core group of devoted members. When you limit the style of play that a segment wants then you limit the number of people who want to play. This would hold true of any style of play, if CCP decided tomorrow that there would be no ganking in HS they would lose sub's as a result of that decision. What are these new limitations you keep talking about? All I see are limitations being removed. Basically it seems from your post like your evaluations about being successful were wrong and your profits simply propped up by artificial barriers which are now being torn down and are forcing you to actually compete with a wider range of individuals.
Another entertaining bit was claiming no emotional influence yet feeling the need to resort to name calling.
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Tyberius Franklin
Federal Navy Academy Gallente Federation
1121
|
Posted - 2014.04.23 02:20:00 -
[24] - Quote
Anders Madeveda wrote:Tyberius Franklin wrote:Anders Madeveda wrote:Rain6637 wrote:i think the HS sub gains will outpace the HS sub losses. I guess we disagree then, the difference is that my conclusion is based on the logic of the issue without regard to emotion. There are many, many industrialists like me who have multiple subscriptions(6), that are rethinking the amount of time and effort that goes into building a large successful industry corp. If faced with the choice of either playing just as long/hard for significantly less return and vastly increased risk or moving my operation to Null and dealing with the prepubescent corps/alliances/players that reside out there or alternately dropping several of my subscriptions and playing more ESO, Star Citizen etc. Many of us will just choose to do something that is more accepting of our gaming style. There will always be spikes and valleys in sub rates in an MMO, what makes(made) Eve unique was that the learning curve weeded out the casual and left you with a core group of devoted members. When you limit the style of play that a segment wants then you limit the number of people who want to play. This would hold true of any style of play, if CCP decided tomorrow that there would be no ganking in HS they would lose sub's as a result of that decision. What are these new limitations you keep talking about? All I see are limitations being removed. Basically it seems from your post like your evaluations about being successful were wrong and your profits simply propped up by artificial barriers which are now being torn down and are forcing you to actually compete with a wider range of individuals. Another entertaining bit was claiming no emotional influence yet feeling the need to resort to name calling. I don't think I mention "limitations" once in any post I've thrown up here. The argument none of you null inhabitants has addressed regards play style. I have zero issue with how anyone in any space earns their isk and reaps enjoyment from the game. Gank, scam, pvp, etc to your hearts content, I welcome attempting to elude your efforts to blap me. The central argument is not Null vs High, nor their respective advantages. The central argument that all of us should be concerned about is CCP's efforts to force a play style/area on the player base. "When you limit the style of play that a segment wants then you limit the number of people who want to play."
This was the crux of your complaint. Some imaginary detriment to your "playstyle" by way of it becoming more limited. So the question still stands, what is that limitation? And where is this effort to force people to play in null? How does this manifest? I can say I honestly don't expect a real answer as you are as horrendously un-objective as they come. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1121
|
Posted - 2014.04.23 02:51:00 -
[25] - Quote
Urziel99 wrote:The loss of remote jobs vastly increases the value at risk for any pos related industry work with BPO's. That is a giant nut crusher when you have multiple 1 billion isk plus BPO's in process at any one time. In the meantime we know exactly **** all about any changes to bonuses for POS arraysd and CCP having the audacity to charge us isk on top of already paying for POS fuels. And just because they haven't broken things enough, BPO's can't be locked down in a control tower. Most of this is intentional, but the one main thing that was driving many POS related research jobs was slot availability. With that being resolved there becomes a whole different level of opportunity being ignored to focus on what a smaller set lost. It even provides a very handy out for dragging multi billion BPO's for researc in a POS. Yes, if you MUST use the POS for some self imposed reason there is a greater risk, but now it's at least a choice instead of being practically a mandate for getting some ME research done.
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Tyberius Franklin
Federal Navy Academy Gallente Federation
1121
|
Posted - 2014.04.23 03:12:00 -
[26] - Quote
Urziel99 wrote:Tyberius Franklin wrote:Urziel99 wrote:The loss of remote jobs vastly increases the value at risk for any pos related industry work with BPO's. That is a giant nut crusher when you have multiple 1 billion isk plus BPO's in process at any one time. In the meantime we know exactly **** all about any changes to bonuses for POS arraysd and CCP having the audacity to charge us isk on top of already paying for POS fuels. And just because they haven't broken things enough, BPO's can't be locked down in a control tower. Most of this is intentional, but the one main thing that was driving many POS related research jobs was slot availability. With that being resolved there becomes a whole different level of opportunity being ignored to focus on what a smaller set lost. It even provides a very handy out for dragging multi billion BPO's for researc in a POS. Yes, if you MUST use the POS for some self imposed reason there is a greater risk, but now it's at least a choice instead of being practically a mandate for getting some ME research done. Considering how few science services are available in empire, the costs of research in station may be very pricy, also Tech 3 science and industry can't be done in stations. The question that is still lingering will be changes to speed bonuses for array use. Station services can be soul-crushingly slow, especially for T2 production. We'll have to see how research scales, though if it has a reasonable cap like manufacturing does it won't be too much of an issue. T3 manufacture doesn't put your BPO's at risk, individual losses aren't nearly as crippling. Regarding times, we don't have the numbers to determine what the end result will be there, could stay the same, could be worse, could be better. We'll see, but there needs to be some give to make a POS worthwhile and again, if you do what will likely be cost capped research/invention in a station your risks to BPO's are still capped by your choices. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1124
|
Posted - 2014.04.23 06:35:00 -
[27] - Quote
Anders Madeveda wrote: I'm pretty sure I wasn't looking to be "objective" in my post rather I was articulating the frustration High Sec Industrialists have expressed regarding the upcoming changes. Let me turn the argument around and ask exactly what your specific High Sec Industrial experience is? Build a few tormentors or shuttles during the Career Missions 100 years ago? I oversee 12-20 Billion in production per week, with BPO assets exceeding 80 Billion. I know my credentials and qualifications to speak about how High Sec Industrialists think of these changes, care to enlighten me as to yours? Or are you just a troll looking to see your name in lights?
If you read CCP Dev blogs, Jester's Blog and countless others you would understand that there is a concerted effort to move more industry to Null(exactly what do you think this entire debacle is for?) My point, for the 38th time, is that there is a large group of High Sec manufacturers who do not want to go to Null and very probably will stop production because the risk(BPO's must be in POS), aggravation(make BPO copies for every high value POS job), additional expense(variable taxes even on POS production) and competitive disadvantage(duh, Nulsec is cheaper) that HS Industry will now incur. There is no "imaginary" obstacle to High Sec enjoyment of Industry, this dev blog makes it reality.
Let me just pre-empt your very witty response-of course no one is saying build here or else, instead they are taking all motivation to build in location "A" and moving it to location "B" which coincidentally is the place no one wants to live as evidenced by all the null bears who come to high sec for carebear thrills(Way to pwn that unarmed industrial, you manly man).
Post Script: Objective; (of a person or their judgment) not influenced by personal feelings or opinions in considering and representing facts. (Of course I'm not being objective, everything I'm saying on this thread is influenced by MY opinions regarding the facts laid in the CCP changes)
No one is making you move to null. No one is trying to move all industry to null. What they are doing is trying to make industry in null not something only the incredibly bored and/or uniformed do. And it's not affecting sec statuses disproportionately from the details shared thus far (BPO's/copying aren't necessary for POS jobs in just highsec). There is no major driver to leave highsec. Every single risk and new step you just complained about will exist there.
Actually, what did they move there that isn't in highsec anymore? Refine rates are the only things I can really think of, though the POS rates will still be available in highsec from the looks of it. The potential for POS ownership were actually expanded in highsec as well. I'm not seeing anything particularly highsec centric about this nerf.
What it sounds like you are saying is that if you don't have every conceivable advantage then you can't operate. And of course, if you have every advantage the only thing a smart person produces outside of highsec are things that can't be produced in highsec. That's just as much of a **** you to the producers that do live in null as you claim CCP is giving you.
And that's where objectivity comes in. Without it you're seeming to generate some sort of persecution complex without realizing that the guy who you are complaining about them giving everything to just got his workflow smashed as well, or do you not believe that nullsec inhabitants (what few can justify producing there currently) would keep their BPO's in an outpost whenever possible? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1124
|
Posted - 2014.04.23 17:42:00 -
[28] - Quote
D'Kelle wrote:Er, excuse me, but isn't Low and nul sec SUPOSED to be harder/tougher in every sense, isn't that part of the "challenge" for those of us who whish to take it. How odd to come across a complaint about that. No, that's not what it's about per my understanding. It's about greater player initiated dangers, but not space ghettos. There is no reason low/null should have to work under mechanical disadvantages on top of that. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1124
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Posted - 2014.04.23 22:19:00 -
[29] - Quote
Dinsdale Pirannha wrote:Nevyn Auscent wrote:LHA Tarawa wrote:
IF, and I've not seen definitive that this new usage based tax will apply to outposts, the cost scaling for usage is going to apply to null, it will likely be a tax in addition to the installation cost.
It's been confirmed that the scaling 'cost' will apply to Null Sec by a blue post somewhere in this thread. The owners can also set a tax cost. To all the rage quiters, while I do have serious concerns myself about a few of the details simply handing the keys of EVE to the current Null Sec blob before they have worked out how to break the great blue doughnut with better Sov mechanics, there is so much change occurring that no-one can accurately predict exactly how it will settle. High Sec Industry may still be a highly valid profession, it may even become more profitable. T2 Invention may still remain effective. We have four more dev blogs of numbers to go, and the numbers don't tell the whole story because people are involved anyway. So wait and find out how it settles three months after summer. Then speak with your wallets if you feel you have been hurt, but speak knowingly, not in thoughtless rage. You sound like a dev's alt, praying that most of the people who have said they are unsubbing are really not, because if even half of them do, oh boy. As for high sec being more profitable, mathematically impossible, given what the dev's have stated. Also, T2 invention is getting the same application as all other high sec nerfs in the fall/winter. Lastly, one of the chief architects of this null sec win has already stated that a subscription drop is expected, in exchange for "long term game viability". Yeah, I can believe people will leave over this. Though I'm willing to bet most of it is from being ill informed and making kneejerk reactions to claims that don't stand up to scrutiny. In the end nullsec won't magically sprout markets that serve any non-blue demand, which means they still eat transport costs. Unless I'm misunderstanding and it's more than the slot costs that are being affected by the 14% increase could very well be close to eaten by transport costs of high volume goods.
Really the only nullsec advantage for manufacturing I'm seeing is a direct result of the lower population there, rather then some mechanical baked in advantage. Minerals will still be sold to the highest payer, so we won't see a massive difference in cost there, meaning material costs will be similar for both high and null producers. Not seeing what the big deal is.
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Tyberius Franklin
Federal Navy Academy Gallente Federation
1124
|
Posted - 2014.04.23 22:30:00 -
[30] - Quote
Dinsdale Pirannha wrote:And the very best part of these nerfs, the ever so sweet part of these nerfs, is this:
One of the largest demographics hurt by this, the casual high sec player, they don't even know this assault on their playstyle is coming, because they don't even follow the forums and dev blogs.
The only way they will know is when they suddenly don't get perfect refine, and they lose half their mission loot, and they find out that building a Nestor from a BPC they ground LP for just shot up 200 M in cost, and that the cost of their T1 Raven Navy Issue just shot up 10 or 14% in price to buy, plus using an NPC station to build their ammo just went up a 1000 fold in cost, and they have to buy from the market instead.
And a few months after that, when the the people that got shell-shocked in June, when their subs start running out, then we shall witness the true brilliance and beauty of this war on high sec, in its full glory.
Bravo null sec cartels, bravo. A true coup. Unless the manufacturing slot cost alone for building a Nestor is 1.429Bill or the total build cost of a Navy Raven is 71%-100% slot costs (meaning BPC isk cost and minerals only comprise 0%-29% of the total build cost) this is entirely untrue as I understand it.
Can someone please break this down so I can get how this is actually playing out? I clearly don't judging from what is being claimed. |
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Tyberius Franklin
Federal Navy Academy Gallente Federation
1124
|
Posted - 2014.04.23 23:14:00 -
[31] - Quote
Lvzbel Ixtab wrote: Is not that Im going to stop playing the game, I will just no use for my HS accounts and yes there wont be a bunch of trade hubs all over 0.0, but volume will decrease in Jita because is more expensive to make or you will need to transport it and 0.0 people wont need to import modules and ships from HS to 0.0.
This alone will increase prices in ALL trade hubs, what would be a way to get everything cheaper? Fly 5 jumps to get a ship then maybe another 3 to get your guns and now to look for the Damage control and lets travel to the dude that is building it in the middle of nowhere.
Im not talking here only from a part time industrialist perspective but mainly as a consumer. I don't want higher prices and is not like mineral will increase in prices because the price increase will come from transportation alone.
Considering how self reinforcing trade hubs already are I really can't see this level of decentralization becoming a reality. Not everyone produces at or immediately around Jita now, but that has yet to dethrone it. Even materials exclusive to other security bands are traded in large quantities there. The utility of a trade hub won't be marginalized by production costs because those costs aren't what drives consolidating trade to one location. |
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