
Yochi Miyatsuda
School of Applied Knowledge Caldari State
0
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Posted - 2016.05.13 11:33:10 -
[1] - Quote
No.
The game doesn't need any more hand-holding mechanics.
The sale order window clearly states your total expected income for the sale order in big green numbers below a complete breakdown of transaction tax and broker fee expenses for setting up that order. Read them before confirming your order.
If you hadn't tried to make a sale order in the hundreds of millions in just .5 of a second, you wouldn't have lost your ISK.
If someone PvP'ing makes a mistake and mis-clicks a module, they die.
If someone manufacturing makes a mistake and mis-clicks in the industry window, they waste either their time or their ISK.
If someone hauling makes a mistake and gets blown up with their valuable cargo, they lose significant ISK.
Selling in the market incurs no risk beyond what your own laziness and stupidity allow; you are entitled to nothing. |

Yochi Miyatsuda
School of Applied Knowledge Caldari State
0
|
Posted - 2016.05.13 12:36:30 -
[2] - Quote
Aaron Honk wrote:So far the only argument that have been proposed is that it would make the game too easy, it wouldn't in my opinion.
It's not a question of making Eve "too easy," it's about feature-creep.
Adding a selling price safety-net feature to the game now will mean that the argument will be open to add (for example) a buy price below-region-average restriction feature tomorrow. If the game mechanics dictate where a player's orders should "sit" according to an average, could the market truthfully be described as "player-driven?"
Aside from Eve being a massive single-instance universe, Eve's complex and player-driven market is arguably the core feature of the game. It's unique selling point.
And it's because Eve's market is structured around Capitalist ideals. Each player is a private entity working for profit. Your accidental under-pricing of your Skill Extractors has netted several players a significant profit. This is absolutely within the parameters of Eve's game design.
For example, if CCP wanted to cap potential losses from their players either making the wrong choice, or just plain bad luck, then there would be no loot drop mechanic on ship destruction. All your stuff would be safe in your inventory, waiting at your home station.
But there isn't such a safety-net.
Why? Because CCP has designed the Eve universe around a player-driven market. A market that exists within a bubble between ISK fountains (NPC bounties, mining, Project Discovery, etc.) and ISK sinks (the loot fairy, rigs & implants, NPC taxes, etc.).
If you want to, you can petition CCP. Other such incidents have seen players reimbursed. But at least try to understand why this is allowed to happen! |