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Nalelmir Ahashion
Omegon 42nd Core
281
|
Posted - 2014.04.22 22:35:00 -
[31] - Quote
Variety and competition.
I think each empire space, sec status type and space type in general should have different things... No single place in the galaxy should be "ultimate income" or something like that. have some activities only work in null.. some works better in high due to resources available etc. "What's worse than a foul-mouthed eight-year-old constantly claiming he's had relations with your mother? A foul-mouthed eight-year-old constantly claiming he's had relations with your mother who thinks he's a gangser, that's what." --áAaron Birch |

Rowells
Unknown Soldiers Fidelas Constans
489
|
Posted - 2014.04.22 22:35:00 -
[32] - Quote
Hisec should have lowered efficiency then nullsec, but a lot less risk. Nullsec should have better efficiency, but more risk. |

Organic Lager
Devils Diciples League of Infamy
39
|
Posted - 2014.04.22 22:51:00 -
[33] - Quote
Hoshi Sorano wrote:In reality, the most efficient and economical industry takes place in stable countries, not in warzones or lawless territories. If we translate this to EVE, industry should be "better" in high sec where it is protected by the established empires; it just makes sense that way. So in the strictest sense, no, Ripard's comment is wrong. .
We out source most of our production to mexico and china to avoid expensive inefficient industry practices such as high taxes and pesky workers rights.
If we translate this to eve it should be more efficient and cost effective to manufacture goods in null then high sec. |

Lido Seahawk
Norr Amalgamated Industries
81
|
Posted - 2014.04.22 22:59:00 -
[34] - Quote
Organic Lager wrote:
We out source most of our production to mexico and china to avoid expensive inefficient industry practices such as high taxes and pesky workers rights.
If we translate this to eve it should be more efficient and cost effective to manufacture goods in null then high sec.
Ok, good metaphor. However, all the stuff and technologies that are made for cheap in Mexico, are developed here in the US. So using your analogy, inventions and research should should be easier/ cheaper in high-sec. Right? Can I have your stuff? |

Jur Tissant
Federal Navy Academy Gallente Federation
5
|
Posted - 2014.04.22 23:20:00 -
[35] - Quote
Generally, yes. It's risk vs. reward - for example, if I'm willing to haul my PI goods through null, I should be rewarded with lower tax rates and more resources than in high sec. The same holds true for mission rewards and especially mining.
However, null-sec shouldn't be the goal of every capsuleer - high and low shouldn't be some cocoon in which "real" players develop. It should be still be worthwhile to play in high-sec, even if you stay there 90% of the time. |

Hasikan Miallok
Republic University Minmatar Republic
616
|
Posted - 2014.04.22 23:28:00 -
[36] - Quote
nullsec or bluesec ? There is a difference. |

Alaric Faelen
Sabotage Incorporated Executive Outcomes
254
|
Posted - 2014.04.23 00:01:00 -
[37] - Quote
Risk v Reward. That is the number one consideration that should drive all aspects of the game.
Team Play. This is an MMO, after all. The biggest and best content and rewards should be for those that play together (you know, in an MMO).
High sec has virtually no risk (and paradoxically, ridiculously high reward). The vast majority of the population are almost unaware that each other exist, much less form any cohesive group accomplishing anything together. Low sec has risk, but since the only unique gameplay it boasts is FW, it is mostly an empty wasteland but for a few FW hubs that matter. There is little reason for anyone else to be there to even reap increased rewards. Null sec not only has high end resources like moon goo, but it takes a co-ordinated effort by many players to access these rewards. Sov must be ground, towers knocked down and replaced with your own, then defended, timers watched and bills paid. All while in space anyone can enter and blow you up.
So in Eve's current form, yes, null sec should be demonstrably better. (I include W-Space as null sec here) The current risk/reward balance is broken. High sec offers entirely too much reward for it's given risk level. This causes care bears. In most games, one cannot simply squat where the newbies are and farm game money. |

Tauranon
Weeesearch Greater Western Co-Prosperity Sphere
907
|
Posted - 2014.04.23 00:37:00 -
[38] - Quote
Solecist Project wrote:I refuse to read his crap.
And... No.
No, because "everything" covers literally "everything", including security.
People seem to forget that if nullsec was better at literally everything, it would be the new highsec.
I believe that improving nullsec more and more opens up a whole shitload of issues which will eventually end in the need of reducing incomes and "betterness", because CCP can simply not foresee wtf will happen once nullsec starts to become a new empire space.
CCP foresees people fighting over it.
Quote:
And it ses to go that way. People rent space. More people in null will lead to more security for everybody. It will also meam that more people will make even more money, which is a problem in itself.
Renters are scared of campers and apparently don't make money when afk camped, ie it doesn't take that many people to shut down a region. PL made their name for themselves shutting down regions, whilst they don't need to do it now, it doesn't mean that the tactic has gone away. Its within the reach of a 500 person PVP organisation. ie if you don't like the idea of rented nullsec space there are in fact things you can do about it.
also I've scooped 250m of TEST and (now defunct) EMP drones from the (reinforced at the time) ihub next door to mine, which had a slightly interesting emotional feel to it when I had a billion isk of arrays in the ihub, and my system was plainly next on the list since it was also blockaded.
Quote:
To shorten what I want to say...
Nullsec will eventually become what highsec should have been from the get go.
And THEN the issues go full circle.
BUT there is one thing that might actually help against such a development, namely the NewSpace people will find by building player made stargates.
Then NewSpace will be what nullsec was meant to be, while nullsec will be what highsec was meant to be and highsec will be a ghetto centered around newer players.
And what about lowsec?
Lowsec will always be the redheaded stepchild...
Your newspace sounds like a wormhole to me.
|

Higgs Foton
4S Corporation Goonswarm Federation
67
|
Posted - 2014.04.23 00:38:00 -
[39] - Quote
Should everything be better in null sec? Well offcourse. Risk vs reward. That some people complain that null sec is safer in a way is of no consequence. It is also not true. I do pretty profitable things in null sec. But those activities require constant vigilance. I need to put a cloaked alt to watch a system. I need to watch several intel channels, and be aware if a WH is opening in the system with potential baddies coming out of it. So the risk is considerable, and its a big change from high sec where you can just do your merry stuff without the need to watch out if you play it right.
But i also think EVE is too small. That might seem strange, but with the current powerprojection which seems to be stable despite changes (give or take one region per alliance), there is not much space to divide. Newer groups cant cut out space, and that is not because of sov mechanics, but because there is not enough space. I also think lowsec should be much, much bigger. There are now 5400 knows systems and about 2500 wh systems. I think the amount of systems should be at least 50.000 or even better 100.000. And maybe with smal islands of lowsec/highsec in between all the nullsec. Not only will this lead to more space to develop for smaller factions, but it will also lead to extreme backwater systems for the most daring of explorers in it.
High sec can stay as it is. Maybe move lvl 4 missions to low sec. Or the highsec islands in nullsec in a 100.000 system universe. |

baltec1
Bat Country Goonswarm Federation
11266
|
Posted - 2014.04.23 00:39:00 -
[40] - Quote
Lido Seahawk wrote:Organic Lager wrote:
We out source most of our production to mexico and china to avoid expensive inefficient industry practices such as high taxes and pesky workers rights.
If we translate this to eve it should be more efficient and cost effective to manufacture goods in null then high sec.
Ok, good metaphor. However, all the stuff and technologies that are made for cheap in Mexico, are developed here in the US. So using your analogy, inventions and research should should be easier/ cheaper in high-sec. Right?
Gonna invoke godwins law.
Britain was bombed to **** yet led the way in technology on the allies side. Germany was leveled yet led everyone in new tech right till the end. Join Bat Country today and defend the Glorious Socialist Dictatorship |

baltec1
Bat Country Goonswarm Federation
11266
|
Posted - 2014.04.23 00:43:00 -
[41] - Quote
Mr Epeen wrote:Anybody ever bother to look at a map? Null has way more security than high sec according to the big red kill overlays. Just sayin' Mr Epeen 
The map lies.
high sec has a much bigger population in a smaller area than null yet null sees millions more ships killed. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Kaarous Aldurald
ROC Deep Space The ROC
5243
|
Posted - 2014.04.23 00:43:00 -
[42] - Quote
baltec1 wrote:Lido Seahawk wrote:Organic Lager wrote:
We out source most of our production to mexico and china to avoid expensive inefficient industry practices such as high taxes and pesky workers rights.
If we translate this to eve it should be more efficient and cost effective to manufacture goods in null then high sec.
Ok, good metaphor. However, all the stuff and technologies that are made for cheap in Mexico, are developed here in the US. So using your analogy, inventions and research should should be easier/ cheaper in high-sec. Right? Gonna invoke godwins law. Britain was bombed to **** yet led the way in technology on the allies side. Germany was leveled yet led everyone in new tech right till the end.
Bletchley Park always fascinated me. "Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
-áPsychotic Monk for CSM9.
|

EI Digin
Sniggerdly Pandemic Legion
1962
|
Posted - 2014.04.23 00:46:00 -
[43] - Quote
Well that depends on what you mean by the terms "everything" and "better". |

Tauranon
Weeesearch Greater Western Co-Prosperity Sphere
907
|
Posted - 2014.04.23 01:00:00 -
[44] - Quote
baltec1 wrote:Mr Epeen wrote:Anybody ever bother to look at a map? Null has way more security than high sec according to the big red kill overlays. Just sayin' Mr Epeen  The map lies. high sec has a much bigger population in a smaller area than null yet null sees millions more ships killed.
The main stat-lie with highsec is that most days, the largest loss systems are all newbie systems, and the ships being lost are all agent supplied. As an unrepententant PVE focused player, I have killed I think 12 other player ships since I've been out here and a few pods. In years in highsec i killed nothing. |

Scipio Artelius
The Vendunari End of Life
1321
|
Posted - 2014.04.23 01:07:00 -
[45] - Quote
Tauranon wrote:The main stat-lie with highsec is that most days, the largest loss systems are all newbie systems, and the ships being lost are all agent supplied. As an unrepententant PVE focused player, I have killed I think 12 other player ships since I've been out here and a few pods. In years in highsec i killed nothing.
Yeah, the map shows all losses, not only pvp losses. A loss to an NPC also shows in the map under the same statistics.
Couster for example, is a regular hotspot for loss, but it's not happening through pvp.
. -á<- Argue this, not this ->-á( -í-¦ -£-û -í-¦) |

baltec1
Bat Country Goonswarm Federation
11266
|
Posted - 2014.04.23 01:11:00 -
[46] - Quote
Scipio Artelius wrote:Tauranon wrote:The main stat-lie with highsec is that most days, the largest loss systems are all newbie systems, and the ships being lost are all agent supplied. As an unrepententant PVE focused player, I have killed I think 12 other player ships since I've been out here and a few pods. In years in highsec i killed nothing. Yeah, the map shows all losses, not only pvp losses. A loss to an NPC also shows in the map under the same statistics. Couster for example, is a regular hotspot for loss, but it's not happening through pvp.
Also lets not forget the forever war that is red vs blue. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Osi Anneto
24th Imperial Crusade Amarr Empire
0
|
Posted - 2014.04.23 01:16:00 -
[47] - Quote
Null is safer if you avoid people which is a lot easier to do. The rewards suck though (in exploration at least) |

Nevyn Auscent
Broke Sauce
1262
|
Posted - 2014.04.23 03:01:00 -
[48] - Quote
The short answer is 'No' The reason is because of the multiplicative effect of rewards. Lets look at in terms of ships which people understand. If every single module on your ship, and your base ship is 5% better, the end result is not a ship that is 5% better but a ship that is factors better.
However, overall each entire profession (Roughly speaking) should be more attractive overall. Risk vs Reward does apply, but you can't claim it on a penny counting scale without breaking the system long term. Especially since risk vs reward can not actually be properly quantified nor is it a linear scale per CCP's announced design but an exponential scale. (I.E. Double risk != double reward).
What this means is that overall an Industrialist should be able to make more profit (or at least more product as Null industrialists may measure profit in terms of helping the alliance partly also) in the same time in Null compared to high. But this does not mean that every single aspect needs to be better. If Null production lines are 10% faster for example, but cost 10% more per hour. This means that per ship made they cost the same because the lines are faster, but over a month the Industrialist makes 10% more ships so gets 10% more profit. Overall they actually make more, but they don't need the lines to be cheaper as well to achieve this extra profit.
If the lines are cheaper however, that creates a multiplicative effect where they make 110%*110% which goes to 121%. If we then have another 5 110% factors, that multiplicative effect starts to get to really serious size. The larger the percentage difference, the faster the multiplicative effect becomes serious. So, it's ok for certain things in Null to be 'worse' or equal to high sec, as long as the overall profession gains advantages. |

Scipio Artelius
The Vendunari End of Life
1324
|
Posted - 2014.04.23 03:09:00 -
[49] - Quote
Nevyn Auscent wrote:If Null production lines are 10% faster for example, but cost 10% more per hour. This means that per ship made they cost the same because the lines are faster, but over a month the Industrialist makes 10% more ships so gets 10% more profit. Overall they actually make more, but they don't need the lines to be cheaper as well to achieve this extra profit.
If the lines are cheaper however, that creates a multiplicative effect where they make 110%*110% which goes to 121%. If we then have another 5 110% factors, that multiplicative effect starts to get to really serious size. The larger the percentage difference, the faster the multiplicative effect becomes serious. So, it's ok for certain things in Null to be 'worse' or equal to high sec, as long as the overall profession gains advantages.
But if you take your 121 and add 1, then divide by 11 and add 31, the answer is 42, which I think is correct. . -á<- Argue this, not this ->-á( -í-¦ -£-û -í-¦) |

Shederov Blood
Deadly Viper Kitten Mitten Sewing Company
1073
|
Posted - 2014.04.23 03:19:00 -
[50] - Quote
Keep trying Scipio 
It was 43.2 before your edit, now it's 42.0909... |

Tauranon
Weeesearch Greater Western Co-Prosperity Sphere
908
|
Posted - 2014.04.23 03:20:00 -
[51] - Quote
Nevyn Auscent wrote:The short answer is 'No' The reason is because of the multiplicative effect of rewards. Lets look at in terms of ships which people understand. If every single module on your ship, and your base ship is 5% better, the end result is not a ship that is 5% better but a ship that is factors better.
However, overall each entire profession (Roughly speaking) should be more attractive overall. Risk vs Reward does apply, but you can't claim it on a penny counting scale without breaking the system long term. Especially since risk vs reward can not actually be properly quantified nor is it a linear scale per CCP's announced design but an exponential scale. (I.E. Double risk != double reward).
What this means is that overall an Industrialist should be able to make more profit (or at least more product as Null industrialists may measure profit in terms of helping the alliance partly also) in the same time in Null compared to high. But this does not mean that every single aspect needs to be better. If Null production lines are 10% faster for example, but cost 10% more per hour. This means that per ship made they cost the same because the lines are faster, but over a month the Industrialist makes 10% more ships so gets 10% more profit. Overall they actually make more, but they don't need the lines to be cheaper as well to achieve this extra profit.
I don't think you understand the marginal effect of cost changes on objects with moderate profit margins (like space ship hulls).
A reduction in 1% in the build cost of an object that has a margin of 10% is a ~10% increase in profit. ie if the line cost you are thinking about is 1% of the build cost, then it completely cancels out a 10% increase in speed, -but- I would still have to purchase and cart 10% more materials and completed items, hold 10% more production and completed item inventory and find 10% more buyers, making it a less profitable exercise.
Whatever it is you are thinking, if it involves raising the base cost to build something for more speed, it probably isn't going to work unless the speed leverage is extremely large (ie a pos have 0.65 multipliers for some jobs, for a reason).
|

Scipio Artelius
The Vendunari End of Life
1324
|
Posted - 2014.04.23 03:22:00 -
[52] - Quote
Shederov Blood wrote:Keep trying Scipio  It was 43.2 before your edit, now it's 42.0909...
Damn, my math is bad today. Who'd of thunk I did so well in it at uni so many years ago. Should use a calculator in future. Second edit coming.
Must be why I stick to chemistry these days. A bit of this, 2 bits of that and a splash of this stuff. Usually works out ok. . -á<- Argue this, not this ->-á( -í-¦ -£-û -í-¦) |

Nevyn Auscent
Broke Sauce
1262
|
Posted - 2014.04.23 04:19:00 -
[53] - Quote
Tauranon wrote:
I don't think you understand the marginal effect of cost changes on objects with moderate profit margins (like space ship hulls).
A reduction in 1% of the build cost of an object that has a margin of 10% is a ~10% increase in profit. ie if the line cost you are thinking about is 1% of the build cost, then it completely cancels out a 10% increase in speed, -but- I would still have to purchase and cart 10% more materials and completed items, hold 10% more production and completed item inventory and find 10% more buyers, making it a less profitable exercise, and you are still not factoring that null is further away from volume markets and thus all carting costs more even at the same volume.
Whatever it is you are thinking, if it involves raising the base cost to build something for more speed, it probably isn't going to work unless the speed leverage is extremely large (ie a pos have 0.65 multipliers for some jobs, for a reason).
I understand profit margins perfectly. I just didn't word the example perfectly however the example is still entirely valid to illustrate the multiplying effect that occurs if every aspect is better, as well as how one aspect can even be worse while the entire profession still has an advantage. |

Asia Leigh
Beyond New Frontier
173
|
Posted - 2014.04.23 04:32:00 -
[54] - Quote
And now something I'm going to agree with Ripard-Teg on now... What's coming over me today :P
But essentially, greater risk should bring greater reward, less risk should equal less reward. Don't know why anyone would argue that point.
With that being said though I believe that null sec is fine and so is high sec. Low sec could use some love though. Erotica 1: Scams someone-á-á Ripard: Makes inflamatory blog post that incites eve community and the MMO community-á Sohkar: I wasn't harrased-á-á-á-áCCP: Banned-á-á-á Moral of this story? If you don't want to get banned, don't **** off CSM |

Seraph Essael
Devils Diciples League of Infamy
609
|
Posted - 2014.04.23 04:36:00 -
[55] - Quote
Risk is relative... For example a Goonswarm ratting in his ship in the deep reaches of Goonswarm space is a lot safer than an enemy of the Goons ratting in the deep reaches of Goonswarm space, no? (Just using Goons as an example here...) Quoted from Doc Fury: "Concerned citizens: Doc seldom plays EVE on the weekends during spring and summer, so you will always be on your own for a couple days a week. Doc spends that time collecting kittens for the on-going sacrifices, engaging in reckless outdoor activities, and speaking in the 3rd person." |

Chinwe Rhei
Tribal Liberation Force Minmatar Republic
83
|
Posted - 2014.04.23 04:45:00 -
[56] - Quote
No, when people talk about high-sec safety they implicitly speak as if all of highsec was in the starter corporations. But running your own corporation in highsec is pretty high on the risk/reward scale, especially if you're focusing on the industrial side. In my opinion it would be perfectly fine in game balance terms if say highsec moons were given unique moon goo that was found nowhere else for example.
The real risk/reward disbalance in EvE is between combat ships with tank. mobility and firepower who double as isk printers in combat sites/incursions/missions on the one hand, and paper thin no gun industrial ships who require a battleship escort (or Concord) to even be worth taking out of a hangar. Rule of thumb guys, if you have guns you're not taking much risks, shut up.
Nullsec is not the endgame of EvE and shouldn't be treated as such. There's just an overabundance of nullsec players in the CSM and among devs that tends to derail the game in a certain direction.
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Tauranon
Weeesearch Greater Western Co-Prosperity Sphere
908
|
Posted - 2014.04.23 05:05:00 -
[57] - Quote
Nevyn Auscent wrote:Tauranon wrote:
I don't think you understand the marginal effect of cost changes on objects with moderate profit margins (like space ship hulls).
A reduction in 1% of the build cost of an object that has a margin of 10% is a ~10% increase in profit. ie if the line cost you are thinking about is 1% of the build cost, then it completely cancels out a 10% increase in speed, -but- I would still have to purchase and cart 10% more materials and completed items, hold 10% more production and completed item inventory and find 10% more buyers, making it a less profitable exercise, and you are still not factoring that null is further away from volume markets and thus all carting costs more even at the same volume.
Whatever it is you are thinking, if it involves raising the base cost to build something for more speed, it probably isn't going to work unless the speed leverage is extremely large (ie a pos have 0.65 multipliers for some jobs, for a reason).
I understand profit margins perfectly. I just didn't word the example perfectly however the example is still entirely valid to illustrate the multiplying effect that occurs if every aspect is better, as well as how one aspect can even be worse while the entire profession still has an advantage.
How exactly did you put an example up with less profit by any real measure then ?
Seriously the last thing I want to do is buy 10% more minerals for the same absolute profit. Increasing the order size actually (due to finite supplier sizes, and other participants not allowing you to build everything), actually causes on average your orders to take more than 10% longer to fill, and you have 10% more stuff to cart, and 10% more buyers to find, and will likely close up the margins in the category you are in.
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Lido Seahawk
Norr Amalgamated Industries
81
|
Posted - 2014.04.23 06:45:00 -
[58] - Quote
Asia Leigh wrote:
But essentially, greater risk should bring greater reward, less risk should equal less reward. Don't know why anyone would argue that point.
I don't think anyone is arguing that point. Its not really the point of the question, though. The question is whether low risk areas are more valuable to Eve as a whole than high sec areas. I mean, EVERYTHING means, well, everything!
Lets put it this way. You own a big corporate bank. You invest in big, high risk start up projects. Lots of risk, but you fly around in private jets and date super models. \o/
The guys who mop your floors and clean your bathrooms don't do any of that. They show up, punch the clock, and go home at the same time every day. Not much risk, not much reward. Sucks to be them.
However, how much business does your bank get if your bathrooms are always dirty and your floors look like shat? Eh?
So maybe you give the janitors get something the jet set executives don't get, like a defined benefit plan, or snazzy uniforms, or an extra week of vacation. It doesn't have to be much, but there is no reason you can't set aside something special for them, right? Unless you're willing to accept a high turnover rate for that part of the business. But then, if you're constantly retraining and rehiring for that position, your bottom line isn't quite as groovy as it could be, right?
Maybe its a clumsy metaphor, but the point remains. The null-sec crowd are way cooler and get to date cheerleaders. Good for them! Can't the high-sec geeks at least get to edit the school paper? No one reads it anyway........
Can I have your stuff? |

Winchester Steele
1064
|
Posted - 2014.04.23 07:02:00 -
[59] - Quote
Lido Seahawk wrote:KuroVolt wrote:Thats...Thats not what he said.  It is what he said. Read the comments section.
You couldn't pay me to give that assholes blog a hit. **** that clown. ... |

March rabbit
Federal Defense Union
1454
|
Posted - 2014.04.23 07:06:00 -
[60] - Quote
Lido Seahawk wrote:
So, I ask, is Jester right? Should EVERYTHING be better in null-sec than high-sec?
you can't change the players
so he is wrong: not everything can be made better there  The Mittani: "the inappropriate drunked joke"
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