
Adunh Slavy
Ammatar Trade Syndicate
|
Posted - 2007.03.10 20:14:00 -
[1]
Below are some additional points, I agree with most of what you say
T1 production is also over saturated because the backwater systems and low sec are under populated. It is not over saturated everywhere. Additionally, this "over saturation" demonstrates that "ISK inflation" is a misnomer. Adequate supply reduces prices. However, there is profit in making T1 modules and ships. You just have to make the right ones at the right time, for the right price in the right place. Personally I enjoy the competition and the fact that I just can't slap a bunch of frigs together and make a sure profit, risk/reward and all that.
Personally I'd like to see the low end drops from rats stop and see rats only drop named items and at less frequency (with another boost in salvage drop rate.) As those modules become more rare, players will step in and fill the supply side. If this were to happen, and ISK bounties were to remain on rats, then industry would get a huge boost. The player base would become more diversified in relation to what products they manufacture. This would reduce the feeling of over saturation and would create opportunities for players.
Another reason moon mining is not profitable because T2 BPOs have an artificial supply which in turn creates an artificial demand. With dumping from POS warfare, as described, the supply, of moon mins, far out paces demand.
One of the main problems with mining is the ISK farmer population. They create a significant factor on the supply side. Low sec does get mined just not at the same pace as high sec, risk/reward.
NPC trade goods must be set rather low or ISK would be magically created at levels worse than it was before. Many will recall the magical prices resets at DT. With WTZ, low sec trade goods are now profitable where as before they were almost never touched. Moving a freighter in low sec is still a bad idea. Let new players dominate the NPC trade goods market, they need their bread too.
What is needed is a reason for players to consume these items. POSes and outposts require quite a bit of some of these items, if other items were needed to do things, the trade goods market would mature. Perhaps with planetary interaction we will see a change here, from players producing these items and players consuming these items and perhaps see NPCs stop creating the supply and put it all into the hands of the players. The key will be how high is the barrier to entry.
For instance and example, suppose players could buy T2 BPOs from NPCs like T1 BPOs. What would happen is that moon min prices would go up and probably quite a lot. If these process were too high by CCP's standards, they would need to increase supply. They could do that by allowing more minerals per hour over the current number of 100, or they could allow moon mining in high sec. The first option simply increases supply. The second option increases supply AND reduces the barrier of entry and makes it available to more players.
So for NPC trade goods, allow the low end goods to be created in high sec planet interaction, such as water, and allow the high end stuff in low sec and 0.0, such as slaves and long-limb roes and find reasons that players need to consume these items using NPOC demand as a boot strap demand buffer until the market finds an equilibrium.
Ok, enough tangents, I'll shut up now. Have things to shoot.
-AS |