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Thread Statistics | Show CCP posts - 7 post(s) |

Cosmo Raata
Black Nova Corp Band of Brothers
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Posted - 2007.09.30 22:39:00 -
[31]
Wake up call to CCP, AMARR SUCKS, FIX THEM!! You promised oomph, khanid fix isn't the oomph. Amarr ships are the least used ships in game, period. If you manage to ignore this, as you've ignored your player base for so long on this issue, then you may as well fire this guy, since it would be apparent that you dont really care.
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Elmicker
Black Sea Industries Cult of War
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Posted - 2007.09.30 22:49:00 -
[32]
Dear doctor.
lrn2play.
kthx.
Your loving fan -elm.
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Ishina Fel
Caldari Synergy. Imperial Republic Of the North
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Posted - 2007.09.30 22:49:00 -
[33]
If tritanium becomes more expensive, more people will mine ores that produce lots pf tritanium. The only problem that you may encounter in this scheme is when the asteroids run out. Mind, I don't see that happen anytime soon.
I have been on so many mining ops in both empire and deep 0.0, and so many times I have heard the sentence "just mine <insert most expensive ore> and ignore the rest, it's better for us to sell it and buy the low-ends from the profit". On the grand average, there are humongous amounts of low-end ores in 0.0 space being ignored on a daily basis, even if corp XYZ of the poster that is sure to pop up and try to prove me wrong may mine a lot of it. Currently, obtaining low-end ores in deep 0.0 is considered hard mostly because it is in comparison so much easier to just generate an endless supply out of nowhere via NPC sell orders in empire. It is admittedly a bit of a logistic hassle that you have to empty a whole system or two regularly to fuel serious construction efforts, but the reserves are there, in theory.
Another aspect that should be looked up is ISK value, ISK in circulation, and where it goes. Assuming that what an above poster said is true and everyone and their dog is only buying tritanium via shuttle sell orders (which I seriously doubt, but hey...), we would be looking at an immense ISK sink that funnels circulating cash into the void. Removing such an ISK sink is bad, because you will end up with more and more ISK in circulation between players, resulting in inflation (although one might argue that EVE has a self-adjusting ISK sink in the form of richer players getting blown up in more expensive ships).
All in all, I would be the first to vote for a removal of any and all NPC market interaction with the exception of blueprints, skillbooks and un-produceable trade goods (who wants to build long-limb roes or spiced wine anyway?). This is because I love EVE for its fully player controlled market, and I believe that any threatening imbalance will be controlled by the simple fact that there will be more than enough greedy players seeking to exploit it.
However, the tools for that should be in place - enough player-produceable minerals, for example. I can only make guesses at that, too: I believe there is theoretically enough, but would require a lot more people mining and hauling (especially hauling) instead of blowing each other's ships up. The now avialable daily value really needs to be checked against the daily consumed value, in any case. There also need to be enough ISK sinks to balance out existing ISK income from nowhere (missions and bounties, for the largest part). If NPC sell orders were a substantial ISK sink, and they were to be removed, then it would become necessary to either create a different, new ISK sink of similar magnitude, bump up the existing ones (repair costs, blueprint/skill prices etc.), or lower/remove existing ISK faucets in magnitude.
Buff room for large link addresses in sigs plz :( |
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CCP Wrangler

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Posted - 2007.09.30 22:52:00 -
[34]
Hey people, you're all welcome to discuss this Dev Blog, as long as you're being constructive. But any flames, trolls or other rule violations will be dealt with in the usual manner.
Wrangler Community Manager EVE Online
Contact Support - Contact Moderators - Report Bug - Submit News Leads - Knowledge Base Player Guide - Policies - Join ISD - Fan Submissions - DevFinder LiteÖ |
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Mediastinum
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Posted - 2007.09.30 22:58:00 -
[35]
Originally by: Ramblin Man .....<snip>......For christ's sake, please quit harping on this. I'm pretty sure he's heard you by now (and so have the rest of us), so there's no need to keep sniping and then offering access to 'the golden land' as a cure-all solution. 
Thanks for stating this. I would like to see his RL credentials. Being a self-styled Eve expert and sniping on someone with as much education and experience only makes him look like a complete and utterly worthless tool, IMO. REGARDLESS of how much time he has played this game, and regardless of how many billions of intraweb ISK he's made.
--------------------------------------------------
Originally by: "Lucky Shadow" Does writing "Sorry" on our ammo count ?
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Mediastinum
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Posted - 2007.09.30 22:59:00 -
[36]
Originally by: Elmicker Dear doctor.
lrn2play.
kthx.
Your loving fan -elm.
Learn to communicate effectively, child.
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Originally by: "Lucky Shadow" Does writing "Sorry" on our ammo count ?
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Jakiri
GoonFleet GoonSwarm
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Posted - 2007.09.30 23:01:00 -
[37]
Edited by: Jakiri on 30/09/2007 23:01:21
Originally by: Ishina Fel
I have been on so many mining ops in both empire and deep 0.0, and so many times I have heard the sentence "just mine <insert most expensive ore> and ignore the rest, it's better for us to sell it and buy the low-ends from the profit". On the grand average, there are humongous amounts of low-end ores in 0.0 space being ignored on a daily basis
If I mine lowends in 0.0 I need several things. To be a member of an alliance that holds space is an example. To have a belt tank of some kind. To watch local like a hawk, in case you get a raiding party coming to kill you. Some kind of mining craft, of course.
If I mine lowends in Empire, I need the mining craft. It's easier on the wallet, on the brain and requires less SP to mine in empire than to mine in 0.0, for the same reward.
Video games, especially MMOs, are very much based around risk (or effort) to reward ratios. You risk losing more, and it takes more skill, when you fly a Vagabond instead of a Stabber, and in return you get a better ship out of it. Mission payouts are balanced around this, with higher level missions that require a battleship or better being rewarded better than ones that you can do in a frigate. Ratting is like this, with the best bounties being on the battleship rats rather than the frigate rats.
Why should mining be different?
To use a real life analogy, look at highends being diamonds, and lowends being coal. You find diamonds and coal in the Congo, where the risks of mining are quite high for various reasons. You find coal in Scotland, which is pretty much safe.
While you're in the Congo, you mine diamonds, because if you're going to be under increased risk you want increased reward. You mind the coal in Scotland.
Why would anyone go to mine in the Congo if diamonds were worth the same as coal?
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Jowen Datloran
Caldari Science and Trade Institute
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Posted - 2007.09.30 23:23:00 -
[38]
Edited by: Jowen Datloran on 30/09/2007 23:25:47 Removing the price cap on tritanium? I can only say... I need more roid farmers out there.
A note to remember: EVE is supposed to be a game of entertainment, not a second job. The real world market is driven by jobs, not fun.
EDIT: All this can change of course if CCP starts paying real world currency to us for playing... ---------------- Mr. Science & Trade Institute |

Elmicker
Black Sea Industries Cult of War
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Posted - 2007.09.30 23:28:00 -
[39]
Edited by: Elmicker on 30/09/2007 23:32:51 Edited by: Elmicker on 30/09/2007 23:30:10
Originally by: Mediastinum Learn to communicate effectively, child.
Ok, sorry.
I feel that this recent dev blog had many, many flaws. Primarily rooted in the fact that the blogger in question lacks sufficient ingame experience to comment properly on the issues at hand. This is most obvious on his comments about the loss and usage rates of ships. Especially the comments on the thanatos and obelisk, where he was attempting to justify decisions made due to game mechanics, through economic reasoning, or reasoning based on the wrong mechanic altogether.
The one factor which could have redeemed this woulld have been the rates of ship losses of a race compared to numbers of characters with that race's skills trained where we'd likely see something very interesting, especially with amarr. Also something to look at would be the rates of ships lost/built in 0.0 space, as opposed to eve as a whole. It'd be nice to see this for all of the economics blogs, as in almost all cases, the economics of 0.0 and the economics of empire are independant, except for the supply of several certain key resources, such as minerals (either raw or in their compressed JPG forms), rigs, fuels and T2 ships.
However, economically speaking, the blog was generally excellent. Aside from the frankly fantasy-based figures on the caracal profit margins. Though, i have a feeling this is due to the figures being based on an average across empire and 0.0, with 0.0 dragging the average kicking and screaming into the light of day. The only other problem was with the recommendation for the removal of price caps. This is a ridiculous suggestion. The price caps are there to govern the flow of the game, because this IS a game. Most people don't want to spend their time responding to market changes to sustain reasonable prices - that's what the real world is for. Most people simply want to go to their nearest hub, buy a ship, and then go shoot something. It would take a ridiculously high price rise for it to become worth peoples' time to actually mine for tritanium, which would be a massive detriment to everyone's enjoyment of the game; because i don't think most people want to start paying 3-400m for their tier 1 battleships.
k? happy now? I could have typed all that the first time, but i hoped it wouldnt be necessary due to all these points being made earlier and in a better manner. So instead i went for the slightly trollish comedy option.
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J Valkor
Blackguard Brigade
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Posted - 2007.10.01 00:21:00 -
[40]
Edited by: J Valkor on 01/10/2007 00:22:31 Silly European people. Subsidizing the production sector with this tritanium cap is only giving an unfair advantage to Empire production corporations. Removing the cap would level the playing field and allow real ISK to be made in not only 0.0, but also give incentive to keep sectors completely locked down from enemy traffic. I know on your silly continent you have to subsidize everything, but given how terribly Airbus is going to fail in the next five years I'd recommend you consider 'real' invisible hands instead of your insane vote sucking bureaucracy.
(Joke.)
But seriously, one of the reasons people play this game is because it gives them a real sense of accomplishment. Does that make it sort of a job? Yes. But it is a job with minor negative consequences but the ability to impact thousands of other players.
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Verite Rendition
Caldari AUS Corporation CORE.
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Posted - 2007.10.01 01:28:00 -
[41]
Most of what I wanted to say about price caps has already been said, so I'll keep this short: remove the price caps and you doom us all. The reward aspect of 0.0 and high-sec will become equal, meanwhile 0.0 will still be an excellent place to die. There will be no point to live in 0.0 except to say you're living in 0.0. Meanwhile with everyone having access to the same "reward" we'll all have similar incomes, and in effect everyone will be poor because there won't be anyone poorer than them to allow them to be rich.
This isn't just a bad idea (having beans for dinner is a bad idea), this is a terrible idea. ---- AUS Corp Lead Megalomanic EVE Automated Influence Map: Keeping Down The Clone Business Since 2007AD |

Devian 666
Sectoid Technologies
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Posted - 2007.10.01 01:31:00 -
[42]
Edited by: Devian 666 on 01/10/2007 01:32:24 Man this is tough to respond to some of the issues raised.
Price cap on trit:
From my calculations the previous price cap on trit with coupling arrays with good standings and perfect skills would give you a trit supply at 2.47 isk per unit. Prices did go above 2.47 isk per unit despite this mechanism being in place (once everyone knew about it) because of the opportunity cost associated with the logistics of hauling/refining. The new cap hasn't been reached yet but even so I suspect that some corps will be paying more to refine shuttles as it'll be faster than mining it themselves. The current price cap provides an unlimited supply of trit for a specific price. I recommend removal of npc goods that refine to minerals. We no longer need npc produced shuttles as people can now eject from their ship and travel in their pod if need be so you don't end up stuck in the station if your ship was badly damaged during docking.
Removal of trit cap and the free market:
With all npc produced goods removed there is no "instant mining" of minerals. However, because it is a game and miners should get some sort of revenue even if the mineral market has crashed there should still be npc buy orders for minerals. This is needed specifically for new players so they can at least make some isk to get into a decent ship. Note that this mechanism provides an outlet for massive oversupply of the market.
Removing the price can will let the market rule and I believe that the economy in eve is now sufficiently developed to have enough market makers to keep things working.
For the people worried about low end mineral prices going up there are two issues.
(1) mining sucks for revenue compared to every other activity in eve. Miners only make alright isk if they get into ship production or production of other high end goods. Removal of price caps will actually un-nerf mining.
(2) Much like invention mining is a business and some businesses fail to adapt or are poorly led. In empire some people insist on only mining high end roids despite that if they do the calculations they can make more isk per cycle mining lower end ores. If the mineral market becomes a free market with no cap then poor mining strategies will become very evident. This is not a game mechanics failure but a player failure.
Note that I have said similar things where people complain about invention not being profitable. That is because the player failed to do their research. The invention system is working fine.
Summary:
Removing the price cap on minerals will unnerf mining and would increase all mineral profits. The miners that will complain will be the ones mining in 0.0 then jumping refined high end minerals out to sell on the market to fill their pockets. If miners consider constructing more ships for sale in 0.0 a local economy might develope reducing the need for logistics to get minerals out of 0.0.
If miners are having trouble getting mining ops running to get all these low end minerals then developing some real world social skills might help. Instead of sitting around mining and going har har I'm making isk and then docking because hostiles are running around in local, you could pay pvpers to protect the system so that you don't need to stop mining.
I think it's a good idea for the mineral market to be freed of price caps as any problems in the market are player created and thus not the fault of CCP.
I agree I don't have the features to be a holoreel star. Most people have missed the point that this is Mobsters Online and that carebears are at the bottom of the foodchain. |

Jinnigan
Minmatar GoonFleet GoonSwarm
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Posted - 2007.10.01 01:46:00 -
[43]
Devian, I have a sneaking suspicion you have never tried to do massive industrial production in 0.0 space.
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Jelanen Farshot
Minmatar Fluffy Carebears Prismatic Refraction
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Posted - 2007.10.01 01:51:00 -
[44]
Good blog. Its good to start out on basic stuff like minerals and ship production before moving to the more complex economic convolutions in Eve.
Devian 666 pretty much said what I was thinking re artificial price caps. In response to alot of the people saying it will ruin the game, etc. To be really honest you need to add the words "for me" when you are discussing the consequences of removing the price caps. Eg: "This is a terrible idea, and there is a game design to consider here. Trit is supposed to be cheap, that's how the game was designed. If it takes NPC price ceilings to make it happen, so be it, the alternative is a broken game FOR ME." "Removing the Tritanium cap without including some other way of meeting or exceeding the current demand for tritanium would destroy the economy and therefore the game FOR ME."
Surviving in a dynamic economic situation requires flexibility and adaptability. I for one, find adapting and being flexible highly enjoyable. Removing price fixing is ALWAYS a good idea and though there may be short term instability, the long term effect would be...profitable FOR ME .
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Devian 666
Sectoid Technologies
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Posted - 2007.10.01 01:52:00 -
[45]
Originally by: Jinnigan Devian, I have a sneaking suspicion you have never tried to do massive industrial production in 0.0 space.
I did it on a small scale and even that sucked in 0.0.
For large scale cap/super cap production I can imagine it sucking a lot worse.
Feel free to correct any errors, provide logistical/mining/production insights and put some opinions forward.
I agree I don't have the features to be a holoreel star. Most people have missed the point that this is Mobsters Online and that carebears are at the bottom of the foodchain. |

Halycon Gamma
Caldari
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Posted - 2007.10.01 02:46:00 -
[46]
The more I read all of this, the more I wonder if a rethink of mining and ore distribution needs to be looked at. Coupling Arrays were changed to remove an artificial ceiling. So the devs have done it before, its not a question of if they'll remove a ceiling now. Its a question of what ceiling they decide to remove next. Reguardless of what the majority of us say, a guy with a shiny piece of paper which says he knows, and understands, how an economy works, and CCP pays a salary to, says the market will support it.
Maybe it will, and maybe it won't. Its complete opinion. But if I were me, and I am. I wouldn't be shouting doom and gloom. I'd be asking for changes to go in beside it to lessen the affects such a change would have on me. Constructive criticism is always better taken than, "You have no idea what you are talking about". "You have no idea what you are talking about", normally causes me to do things just to prove others wrong.
-- Two Isk
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.10.01 03:07:00 -
[47]
Edited by: Akita T on 01/10/2007 03:16:09
Originally by: Devian 666 With all npc produced goods removed there is no "instant mining" of minerals. However, because it is a game and miners should get some sort of revenue even if the mineral market has crashed there should still be npc buy orders for minerals. This is needed specifically for new players so they can at least make some isk to get into a decent ship. Note that this mechanism provides an outlet for massive oversupply of the market.
Just a note, SOME NPC buy order for minerals still exist, but nobody uses them. All "schools" still buy tritanium, pyerite and mexallon, at roughly half the base price (slightly above that).
The rest of the NPC buy orders... I haven't seen any corp with an activity on isogen or better since 2005, so I guess it's pretty safe to say that bottom caps for midends and highends no longer exist. Megacyte is the most striking example, as NPC buy orders were somewhere around 4k (again, slightly above), but now Megacyte is circling the drain, under 3k for a while already. Isogen and Nocxcium are also at record low prices, with Zydrine not looking very good either. Even Pyerite is getting close to the EXISTING NPC buy orders (around 4.5 IPU) already with a pathetic 5 IPU pricetag compared to the base price of 8 IPU.
The only minerals currently above the actual base values are Mexallon (20-30% above base price) and Tritanium with a whooping 60-70% above base price. _
Caldari N.V.T.F. is recruiting... |

Stephen HB
Mystical Knights Legionnaire Services Ltd.
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Posted - 2007.10.01 03:13:00 -
[48]
Quote: Simple correlation between quantity traded and quantity used in all production is 0.59. As for further evidence we can use more sophisticated methods to test for the relationship between quantity used for production and quantity traded. One such method is co-integration which can be used to show the integration between two non-stationary variables. Using an Augmented ****ey-Fuller/Fisher test we find that the two time series are indeed stationary in 1st difference (assuming no constant nor linear trend). Johansen co-integration test shows that there is a co-integrating equation; indicating a causal relationship between the two time series (use and trade of tritanium). The correlation confirms that there is a relative close relationship between quantity used and quantity traded and the co-integration shows that these two time series do not move away from each other in the medium or long run. Hence it is safe to say the price increase in tritanium earlier this year is indeed linked to increased production after the release of Revelations I. This finding is relevant to what is now happening on the market for tritanium where the price has been rising over the past four weeks.
So what you're saying is... people buy Trit to build stuff?
Wow, I'm glad we have an economist to explain these things to us. ----------
Signature core stabiliser II activated. This sig is immune to mod tampering! Rawr!
EVE Tracking Guide |

Devian 666
Sectoid Technologies
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Posted - 2007.10.01 03:14:00 -
[49]
Originally by: Akita T
Originally by: Devian 666 With all npc produced goods removed there is no "instant mining" of minerals. However, because it is a game and miners should get some sort of revenue even if the mineral market has crashed there should still be npc buy orders for minerals. This is needed specifically for new players so they can at least make some isk to get into a decent ship. Note that this mechanism provides an outlet for massive oversupply of the market.
Just a note, SOME NPC buy order for minerals still exist, but nobody uses them. All "schools" still buy tritanium, pyerite and mexallon, at roughly half the base price (slightly above that).
Yeah I've seen those orders. I think they should be expanded to include half base price high end minerals as well. I was trying to point out that a price floor is good and it creates a mineral sink in the event of massive oversupply (at some point in the future). I wanted to make that clear just in case those orders were removed when the trit cap etc are removed.
I agree I don't have the features to be a holoreel star. Most people have missed the point that this is Mobsters Online and that carebears are at the bottom of the foodchain. |

Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.10.01 03:18:00 -
[50]
Those other orders were removed from the market some time in late 2005 I think. Megacyte is already way under NPC buy order, all Megacyte on the market would be instantly sucked dry if they ever come back.
See edit above too :) _
Caldari N.V.T.F. is recruiting... |
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Devian 666
Sectoid Technologies
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Posted - 2007.10.01 03:33:00 -
[51]
Originally by: Akita T Those other orders were removed from the market some time in late 2005 I think. Megacyte is already way under NPC buy order, all Megacyte on the market would be instantly sucked dry if they ever come back.
See edit above too :)
Hmmm, ok. After looking at that perhaps just leaving the NPC buy orders where they are would be a better idea. If the megacyte order was reinstated it would jack of the price of construction for no justifiable reason. You may have even convinced me to scrap the NPC buy orders.
I agree I don't have the features to be a holoreel star. Most people have missed the point that this is Mobsters Online and that carebears are at the bottom of the foodchain. |

Batolemaeus
Caldari One man Carebearing
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Posted - 2007.10.01 03:44:00 -
[52]
Seriously, what do you expect from someone who did not have the insight in the game as people playing eve for ages?
Eve is a complex game, he wont understand all little bits of it instantly, give him time! You wont learn any single aspect in game after some month..
I`ve seen a developement in the EcoBlogs so far. The first one was a basic attempt. A "what can i tell from my position, not knowing the in-depth-things yet".
This EcoBlog goes a bit deeper. He obviously learned a lot more about Eve, and thats good. He seems to be quite fast with understanding Eve.
The third EcoBlog will probably go even deeper into the economy and we will see some interesting things. And this Blog was pretty nice too, never thought cnh`s were built so often. And the fact that people loose so many cnr makes me all warm round the heart.. ;)
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Cyan Nuevo
Dudes In Crazy Killing Ships
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Posted - 2007.10.01 03:46:00 -
[53]
Originally by: Akita T Nice graphs, interesting read overall. A lot of useful numbers too.
But, as expected, some slight inaccuracies in the reasoning presented.
Akita T presents some interesting points. But, as expected, is a total jerk about it.
Nice stuff, Dr.EjyoG. I enjoyed this one a lot more than the last, mainly because it's more relevant (for me) but I also think you're getting better at writing this stuff in layman's terms for us.  --- Proud Amarr pilot.
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Ramblin Man
Empyreum
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Posted - 2007.10.01 04:18:00 -
[54]
You know, there are, presumably, Caracals sold in 0.0 for substantial markups, as well as less stellar profits in empire, non?
But that's really a methodological quibble with exactly how he derived his numbers and for what ultimate purpose.
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Jazmyne Lee
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Posted - 2007.10.01 04:34:00 -
[55]
Myself have only just got into building and trading saling etc. Found one think over the last month or so with all my bpo's of the smaller ships coming out of there frist ME training is that at 28 or 30 ME there is almost no reason to build them. The time i put in is not paying off. I would be lucky to make 5% but i put them back into training.
Most the stuff i make good money off e.g. some rigs i can make 4mill a rig after cost. but all my bpo's are at ME200 so 0.04 wast i think.
I would say you would need to have good buy orders and good BPO's to make ship's pay off. in saying that i mean the time it takes to build one ship to the time it would take to make the same profit in missions.
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Stephar
The High Priest
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Posted - 2007.10.01 04:43:00 -
[56]
A million thanks for this blog. The first economic article is one of the main reasons I resubscribed.
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Jazmyne Lee
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Posted - 2007.10.01 04:48:00 -
[57]
another think the cap. in some ways i would like little higher price on the easyer stuff. I myself would never fly 0.0 anymore every time i been there i lost more then i made.
I make all my money off level4 missions.
I have a hulk and found i make 1.5mil avg on trim every 18mins i make that same money off 3 or 4 rats in a level4 mission.
time spent mining is not werth it for anyone able to do somthing else it's a time waster right now.
what i am ****ed off about is when i do fly to 0.1 or 0.0 the rocks out there are so big i cant fly around them in a bc. empire i spend ten mins looking for rocks that are big enuf to mine. only people that would make money off mining base rocks would be the ones able to mine very large area's e.g. 0.0 ware people would shot you for even thinking about it.
right now i have to mine missions just cos i am sick of not finding anything good in belt's if ya remove the cap you would shot the price throw the roof but then again more people would go to 0.0
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Kaven Kantrix
Two Brothers Mining Corp. Friend or Enemy
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Posted - 2007.10.01 04:54:00 -
[58]
A lot of people have focused on the 40% profit margin and some have tried to say maybe it exists in 0.0. It doesnt. But thats not the point.
If you look at the chart, he says Caracal build cost is mostly between 2 and 3m, with the last spot on the chart at about 2.5m isk. Thats the problem right there. With current mineral prices, the build cost of a caracal is around 3.9m isk. The same chart shows the sale price of a caracal between 4 and 5m isk, with the last value at around 4.3m. That number I can live with, since its an average of all caracals everywhere.
But there is no way it costs 2.5m isk to build a caracal. Thats the flaw in his analysis, not the 40%.
I dont know how he came to that price, whether he used wrong mineral prices or wrong mineral amounts. But that is definately the problem. I hope he sees this post and can explain how he arrived by his figures.
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.10.01 05:16:00 -
[59]
Originally by: Cyan Nuevo Akita T presents some interesting points. But, as expected, is a total jerk about it.
Thanks, I guess  Care to discuss the points further ? _
Caldari N.V.T.F. is recruiting... |

Bu Jinkan
Amarr GoonFleet GoonSwarm
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Posted - 2007.10.01 05:38:00 -
[60]
Bottom line on shuttle nerf:
Ultimately, Eve is a game of risk vs. reward. You mine in 0.0, you are rewarded with greater profits. You mine in Empire, you get very little but risk nothing.
The rise of tritanium has caused a crash in highend ores. Zydrine is in the dumps. Megacyte has been rapidly falling in price. The end result is that there is less incentive to mine ore in 0.0 than ever before. That means less high end ore, less market activity outside of Empire, and higher ship prices for everyone.
So, nerf the shuttle if you want to eliminate the advantages of 0.0 mining and damage Eve's risk-vs-reward gameplay. Otherwise, just leave it alone. There's no good justification for removing this price ceiling.
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