
Mida Akhiko
NerdHerd The Explicit Alliance
26
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Posted - 2017.06.09 15:38:51 -
[1] - Quote
My main complaint with this is that I feel these actions are being taken a little too aggressively.
If you look at all of the monthly economic reports since the start of the year, every month, the economy lost active isk. This totaled to some 141.5 Trillion active isk lost. Every month so far this has been the case. The only exception to this trend was May. Carrier changes happened well before May.
Before I continue, I'd like to make the assertion that faucet or not, it doesn't really matter, because the net effect on the economy of any one given action is what matters.
For the past 3 months, the economy has had less and less active isk. May was the first time this year the economy gained active isk, and it was a paltry 15t, compared to the 141.5 that was lost from it. Something to keep in mind, carriers were not changed at the start of May to make them suddenly better to cause this. If you guys are insistent on making the economy lose isk, then the issue lies in something else.
My best guess would be what is the issue is more people ratting to this degree, not the quality of this type of ratting. The main reason I say it this way is there is going to be a baseline. Nerfing income is like whack-a-mole. So you've nerfed supers and carriers, okay. Most of these pilots are experienced members of the community. For a good number of them, they are going to then look at the money they are making, look at other options, and then move over to other said options. You could nerf Supers to the floor, but that isn't going to stop these pilots from making that level of isk. Think of it this way, how many people know a guy that used to super rat, but with the recent injector addition, have switched over to just farming that instead?
Basically, nerfing an isk faucet is a waste of time, because all that will do is push people over to the next isk faucet. If you want to make meaningful changes to the faucet nature of the game, you either have to nerf all of the faucets so that people don't just move down one rung, or you have to give the isk a place to go.
Looking at the economy reports, the far more troubling issue for the economy is that the places that isk can go into has been dwindling. This is probably due to the nature of citadels, as well as people starting to wind down pos usage due to incoming changes.
You say that having such a large isk faucet is bad for the game? I would challenge that by saying it is good for the game, as that is the only LOCAL isk faucet that most people have access to. Most people are null players, hate to say it, but its true. What you need to do is not blanket nerf that faucet, you need to make it dynamic to encourage movement. What makes sense to me, make it so that regions get fatigue(but only in extreme ratting levels), but regenerate it quickly. This would then encourage people to invade their neighbors for areas because their area doesn't pay out as much anymore. You need to encourage people to spend, not encourage people to not do something.
The problem is, which citadels being infinitely anchorable in a system, you guys kinda screwed the pooch and made it so that people are just too entrenched. If you have to clear 30 citadels out of a system to take it with some security, you probably are going to be reluctant to do that. You speak of weaponized boredom and stopping that, well, welcome to the citadel version. Where for a mere 1 billion isk, you can continue to bore you enemies for another week.
tl;dr: The problem isn't making the isk, its that there's no real encouragement to spend it. |