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Thread Statistics | Show CCP posts - 1 post(s) |
Ricdics
Corporate Placement Holding
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Posted - 2008.08.27 04:07:00 -
[1]
Hey guys just saw this
Might mean nothing. What would you guys like to see as part of this project if it comes to fruition.
Let's have two questions for fun:
1) What do you want implemented with this project?
2) What do you believe CCP will end up implementing for this project?
Any other discussions on the topic go nuts |
Nadarius Chrome
Celestial Horizon Corp.
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Posted - 2008.08.27 04:27:00 -
[2]
I wouldn't get my hopes up too far. CCP appear horrendously out-of-touch with true industrialists. They build a ship or two off a looted BPC once in a while and call themselves "multi-talented". I'll wait for some confirmed features before I let myself hope for anything useful.
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Clair Bear
Coalition of Nations Free Trade Zone.
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Posted - 2008.08.27 04:49:00 -
[3]
Edited by: Clair Bear on 27/08/2008 04:51:21 What I'd like to see:
0. Ability to use substitute materials when building.
1. Being able to tweak attributes on manufactured goods, even a little.
2. A signature or watermark on a good indicating the origin when examined(optional)
3. The ability to set pricing penalties for negative standings and discounts for positive standings. Not an issue in 0.0 and easily circumvented with alts at trade hubs, but still -- every little bit of inconvenience helps.
4. Way more than 80 slots to ignore contracts from scammer wannabe copycat alts. Ignore contracts by character age.
5. Ability to filter by blueprint original or copy, number of runs, ME, PE. Filter by attribute, actually.
6. Filter chat channels by character age and standings.
7. Removal of base loot drops from empire rats. Tweak of drone rats to drop t2 components.
As far as what will be implemented -- duno, probably some fluff to see orders on in-game monitors while ambulating.
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Treelox
Amarr Market Jihadist Revolutionary Party
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Posted - 2008.08.27 05:27:00 -
[4]
Edited by: Treelox on 27/08/2008 05:27:52
Originally by: Nadarius Chrome I wouldn't get my hopes up too far. CCP appear horrendously out-of-touch with true industrialists.
Saddly I have to agree with this statement, so often when CCP has billed something as a boon to industrialist/traders. It has been pretty meh. I hope they prove me wrong, but I wont get too excited about anything till things start to hit SiSi. It might just be clean ups and improvements of the S&I window, which while nice, is not something ill cream my jeans about.
---
Also WTH is the need to waste coding time on Certificates? Who needs them, we have limited API, we have ineve, it seems like just some fluff that someone thought would be a good idea.
If you have no idea what certificates are, watch this video, he starts to talk about certs at 2m28s. Certificates seems to be a feature of EA 1.2. After he talks about that, he briefly teases with "midas", but there really arent any details.
---edit1 fixed a broken quote, i goofed --
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Martosh Toma
Gallente Fraction Investment
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Posted - 2008.08.27 07:01:00 -
[5]
It was stated in responce to CSM questions on industry improvements that one of the planned features for industry would be metalevel 1 trough 4 production. This is probebly one of the features to be included in midas. Not sure that is something I like personally, but many people responded quite favorably to that bit of information.
Standing based availebility or pricing is somethnig ccp has stated would be difficult to implement nor in line with the broker based market workings. It is something I personally would have liked to see but it is unlikely that it will ever happen.
CCP has already lifted another tip of the veil on how they want to proceed with industry. They seem satisfied with the added complexety when a finished product is build from player produced components (like capitals). I expect all ship production to shift to this type of construction, therefore all ship bpo will be changed and new production parts will be introduced. I hope they will release multible bpo for the components allowing a form of mineral subsitution. However mineral substitution could lead to a form of exploit when you refine goods into different minerals than were originally used in their production. CCP will not track original production minerals (far to complex and performance heavy) so I expect any substitution process will be very mineral inefficient if availeble at all.
Personally I would love to see specialization skills for certain types of production. I am not sure usual small bit of time reduction is a sufficient benefit for such a skill and I understand that any form of mineral creation/duping is to be avoided. So I hope they will increase mineral waste in all production and add skills that help reduce (not remove entirely) this extra waste in their specified area of production. I would love to see this implemented in the form of a skill tree where for instance module production efficiency at 3 or 4 allow you to train weapon production efficiency (which would also allow for weapon type (lazer, missile, hybrid, projectile) production specialization at skill 3 or 4).
Something else I would like to see is an open wholesale market trading items not indevidually but in stacks of a hundred (times the number produced in a single production run). transactions in single items should not be calculated into the wholesale market average price and vice versa. Two more trade skills should be needed to buy (and see the orders) or sell items wholesale.
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Martosh Toma
Gallente Fraction Investment
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Posted - 2008.08.27 07:06:00 -
[6]
Certificates can have other uses, provided you can remove them as well.
Since they are not automatically applied you can use them to only provide proof of part of your skillset rather than the entire tree. I see some benefit and oppertunity for treachery in this idear.
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Gnulpie
Minmatar Miner Tech
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Posted - 2008.08.27 07:10:00 -
[7]
Originally by: Clair Bear
0. Ability to use substitute materials when building.
Bad bad bad. The whole industry is about logistics. Substituting would be only used in game, if it would be really useful - and that would kill a big deal of the necessary logistics. Which is bad. Diversity is good for Eve.
Originally by: Clair Bear
1. Being able to tweak attributes on manufactured goods, even a little.
If so, only very small changes should be allowed. And that at some cost.
Originally by: Clair Bear
2. A signature or watermark on a good indicating the origin when examined(optional)
Not good. I like the anonymity of the market. I bet those ship inventors/builders certainly also want to stay unknown and not exposed so that they can get wardecced all the time.
Originally by: Clair Bear
3. The ability to set pricing penalties for negative standings and discounts for positive standings. Not an issue in 0.0 and easily circumvented with alts at trade hubs, but still -- every little bit of inconvenience helps.
Bad idea. If I see an item on the market i want to be able to buy it for that price and not have a sudden penalty to pay. And if it is sorted out on the overview already - buhh for the bad lag. Besides what is the point? Alt trade and all the pentalties are avoided.
Originally by: Clair Bear
4. Way more than 80 slots to ignore contracts from scammer wannabe copycat alts. Ignore contracts by character age.
Again it introduces to much lag. Some api-export is the better idea here I think.
Originally by: Clair Bear
5. Ability to filter by blueprint original or copy, number of runs, ME, PE. Filter by attribute, actually.
Yes, please a filter by bpo or bpc.
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Ricdics
Corporate Placement Holding
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Posted - 2008.08.27 07:29:00 -
[8]
Looted items are damaged upon receipt. Makes sense that CCP would implement this. If you blow up someone's ship don't be surprised as you are looting the wreck that you find different levels of damaged modules/items.
Means that the T1 removal from loot drops is not removed, it means that production still remains the most profitable form of income generation over looting (as resellers of dropped loot need to repair their goods before sale) and at the same time it gives L4 mission runners a little nerf making the pirates happy! |
Joss Sparq
Caldari ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2008.08.27 09:23:00 -
[9]
Edited by: Joss Sparq on 27/08/2008 09:28:16
Originally by: Ricdics Looted items are damaged upon receipt. Makes sense that CCP would implement this. If you blow up someone's ship don't be surprised as you are looting the wreck that you find different levels of damaged modules/items.
Means that the T1 removal from loot drops is not removed, it means that production still remains the most profitable form of income generation over looting (as resellers of dropped loot need to repair their goods before sale) and at the same time it gives L4 mission runners a little nerf making the pirates happy!
Just glancing over, I have to ask: but are the great majority of mission runners who loot actually going to track the individual repair costs for every single T1 item they have to repair so they can tack it onto the sale price? I doubt it - people are notoriously lazy animals.
EDIT: By the way, is there a popular argument against the removal of "vanilla" Tech I loot drops from the tables? If there is I haven't noticed it and would appreciate hearing it!
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Midas Man
Caldari Dzark Asylum
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Posted - 2008.08.27 09:52:00 -
[10]
Originally by: Joss Sparq Edited by: Joss Sparq on 27/08/2008 09:28:16
Originally by: Ricdics Looted items are damaged upon receipt. Makes sense that CCP would implement this. If you blow up someone's ship don't be surprised as you are looting the wreck that you find different levels of damaged modules/items.
Means that the T1 removal from loot drops is not removed, it means that production still remains the most profitable form of income generation over looting (as resellers of dropped loot need to repair their goods before sale) and at the same time it gives L4 mission runners a little nerf making the pirates happy!
Just glancing over, I have to ask: but are the great majority of mission runners who loot actually going to track the individual repair costs for every single T1 item they have to repair so they can tack it onto the sale price? I doubt it - people are notoriously lazy animals.
EDIT: By the way, is there a popular argument against the removal of "vanilla" Tech I loot drops from the tables? If there is I haven't noticed it and would appreciate hearing it!
I believe thats why he states Loot Resellers not mission runners.
Mission runners will generally sell to Buy orders so the reseller will have to repair/sell
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Kwint Sommer
Caldari XERCORE
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Posted - 2008.08.27 10:15:00 -
[11]
You can't sell a damaged item and repairing anything other than a meta 1 item requires a tiny fraction of its resale value so this is just an annoying complication that makes only the sale of vanilla T1 stuff appreciably less profitable. You'd be better off by simply eliminating it from drops.
Purchasing and Shipping Moon Minerals |
LaVista Vista
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Posted - 2008.08.27 10:38:00 -
[12]
Originally by: Kwint Sommer You'd be better off by simply eliminating it from drops.
This ^
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Martosh Toma
Gallente Fraction Investment
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Posted - 2008.08.27 11:13:00 -
[13]
I disagree with simply removing t1 drops from loot drops for several reasons
1 I have yet to see proof that these drops do indeed influence module market prices. I am intrested in seeing how many sell- or direct sell- orders for say less than 5 items at once occur monthly compared to the number of normal transactions if this can be tracked. Another possible indicator for this could be significantly lower prices for regional loot when compared to other regions (1 region has a significantly lower price to all others as opposed to just comparing the region with increased supply to the region with increased demand). Personally I think the majorety of mission loot is melted down or sold to scrap buyers who refine it rather than put them on the market (usually there is limited demand for items that have increased drops in that region (for instance, relatively few lazers are used in matari space but they drop plenty and it is the smae for projectiles in amarr space).
2 limiting t1 item sources to player production becomes invalid as CCP have stated they are going to provide options for production of meta level 1 trough 4 items. Or are you looking at eliminating that loot from missions as well?
3 For what I understand of the eve economy prices are in part kept in check by the amount of minerals that enter the economy in relation to the amount of isk that enters it. You are suggesting a change that will cause a huge shift in this balance causing increased mineral prices to a level were there will be more mining and less mission running to restore the balance between materials and isk entering the economy. A guarantee for inflation untill that balance is regained and a new price stability at that new price level.
4 I suspect a not to be underestimated amount of high end mineral demand to be filled from mission loot refining (again, I would love to see figures on this). Expect an increased impact on high sec from .0 politics if this is implemented (In addition even .0 relies in part on ratting minerals for its production and its high end mineral surplus , that is transported and sold in empire).
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LaVista Vista
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Posted - 2008.08.27 11:15:00 -
[14]
Originally by: Martosh Toma CCP have stated they are going to provide options for production of meta level 1 trough 4 items.
Where did they state that?
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2008.08.27 11:47:00 -
[15]
Originally by: Nadarius Chrome I'll wait for some confirmed features before I let myself hope for anything useful.
this, tbqfh
_
SHOPS || Mission rewards revamp || better nanofix
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Martosh Toma
Gallente Fraction Investment
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Posted - 2008.08.27 11:48:00 -
[16]
first of all: Responce on CSM issue Also dev response in idears and features later on in the same tread
I admit there is nothing defenite in there, just idears and a general direction, but to me it at least implies that CCP is lookimng in that direction for enhancing pocibilities for producers.
One thing I seem to have missed before is they are looking at replacing (part of?) the current loot with production components if they indeed change t1 manufacturing to that model. This would maintain the mineral balance but would effectively remove loot from the t1 market making at least one production step a requirement for creating a marketeble module (of course components can also be sold directly making the entire market more complex, this does sound intresting to me)
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Level4
Red Frog Investments Blue Sky Consortium
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Posted - 2008.08.27 11:59:00 -
[17]
Fishing around on the forum so far ccp has admitted 2 things,
1) availability of a Large ship assembly array to build battleships and freighters at a POS in highsec. 2) the orca ( as some mini-freighter that can use jetcans )
unofficially they did express their desire to improve the amount of clicks you have todo to setup multiple manufacturing jobs.
thats all i could find so far.. I also was wondering what player made certificates would be good for, well since this is the MD section i bet one of you will turn it into some kind of financial certificate..
Join channel Profit
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Kazzac Elentria
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Posted - 2008.08.27 13:03:00 -
[18]
Two things which would solve nearly 80% of all industry and market related problems?
Remove loot as drops Allow substitute BPOs for T2 Mats, meaning alternative materials to produce the same thing
...where is Akita when you need him to prove the point again.
I mean there are other little nuance things that we can add, specifically the idea that Ricdic brought up of specialization. Meaning increased training time on the top tier of skills to allow an edge in either alternate mat usage, or increased production efficiency in either mats and time or a combination there of. |
Akita T
Caldari Navy Volunteer Task Force
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Posted - 2008.08.27 13:20:00 -
[19]
Edited by: Akita T on 27/08/2008 13:21:59
Originally by: Kazzac Elentria ...where is Akita when you need him to prove the point again.
Just use eve-search to link to the megathreads in question
P.S. I have lost faith in CCP as being able to implement a consistent economic simulation, and I frankly got bored blabbing my mouth smashing the keys of the keyboard typing up megabytes of text explaining how things could be done. Maybe later, when I cool off a bit, and RL stops being as hectic as it's been in the recent past, I'll give it another shot.
_
SHOPS || Mission rewards revamp || better nanofix
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Sophie Daigneau
Risky Advanced Production Enterprises GoonSwarm
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Posted - 2008.08.27 13:21:00 -
[20]
I'd personally love to see something like Racial Construction Specialization. Training it would automatically prevent you from building non-racial modules and ships, but give a large time bonus to building that races stuff. To make it a little more of a barrier, each level should unlock a new class of products to build(yes, you could be locked out of building anything until you've trained it high enough).
I: All T1 modules II: All T1 subcapital ships III: All T2 modules IV: All T2 subcapital ships V: All capitals
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SencneS
Amarr Rebellion Against big Irreversible Dinks
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Posted - 2008.08.27 14:20:00 -
[21]
Originally by: SencneS I post the following as an Individual and not a representative of EBANK, BSA, either of the organization's members or their affiliates.
For a start generic T1 loot drops don't effect the generic T1 market, they effect the mineral market. Running a level 4 mission, and collecting the loot with an alt at the same time can get you as much minerals as if that alt sat at belt for the same amount of time.
The Mission runners don't care about generic T1, they reprocess them and sell the minerals, or make their own ammo or whatever. I collected all loot for about 6 weeks, and never reprocessed or sold it, I used some of the good loot. When I wanted some minerals I selected all and reprocessed, 100% reprocess, 0% tax. I had 1.8 billion ISK worth of minerals at Jita BUY prices. (Yeah I was farming missions)
So don't tell me Collect T1 loot is not enough of an impact to be noticeable. It's there, just it's one of those things that flys WAY under the radar because it's the accepted Norm.
Someone said "Positive/Negative price changes would be bad, because if they see something for x that is exactly what they want to pay, not all of a sudden pay more." That would not happen if they implemented the change correctly.
If I set you as -10, and place something on the market for 1,000,000. And -10 means I give you a 10% penalty, you will see it on the market for 1,100,000, and not 1,000,000. This would HELP SO MUCH with alliances in 0.0 it's not funny. This is were I came up with the idea a long time ago.
The problem with 0.0 alliances that own stations is the fact that anyone with remote trade skills can use that stations market. So what happens is people fly around in 0.0, buy up popular items at stations not even owned by them. And re-sell them at a higher price.
To combat this alliances start pricing items extremely high. Well think of it this way.
As a seller, I don't have to worry about selling to the enemy. I Could set my alliance as +10 and that +10 means I give a 50% discount. Now I place Ravens on the market for 180mil, meaning to everyone in the region that is not in my alliance see it on the market for 180mil. But my alliance is 90mil.
I don't care if the enemy pay 180mil for my Raven, let em! but I care about my alliance buying my stuff at reasonable prices without some a-hole npc corp hugging alt coming and gobbling up the entire stations supply.
In empire it plays a much more devious role. If I'm selling something and someone under cuts me by 0.01 isk. I'll buy one of their items and set my standing to -10. So when they look at the market I will be WAY down on their list as the lowest price. Can you say eliminating 0.01 bid wars overnight therefor reducing market lag everywhere it exists. Because that is exactly how people would use it.
Imagine not having to create contracts to sell minerals to manufactures as a miner. Instead you could just put your minerals on the market and set up your deal with the manufacture to give a 20% discount. The market sees Trit for 2.6, but you see it for 2.2. Then you set your manufactured items on the market for whatever and give THEM 20% discount.
The single greatest market PVP expansions is only a standings option away from being added to the game... Too bad CCP will not put the time and effort into adding REAL market PVP like this to the game.
Consider this - Most every retailer in the world has an the RIGHT to refuse service to a customer. Unfortunately in EVE that's just not an option.
Amarr for Life |
Astorothe
Aperture Science Industries
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Posted - 2008.08.27 14:35:00 -
[22]
I'll gladly welcome anything "industry" related that they add to the game that makes it more interesting and fun to play.
Perth Eve Players | Eve Web Design | Eve on Loconut |
Akita T
Caldari Navy Volunteer Task Force
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Posted - 2008.08.27 14:58:00 -
[23]
With the current "oauifikashun" trend CCP seems to have hopped onto, it'll probably look like THIS
_
SHOPS || Mission rewards revamp || better nanofix
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Arthor Dark
Gallente N.A.S.A. Skunk-Works
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Posted - 2008.08.27 15:11:00 -
[24]
Originally by: SencneS
In empire it plays a much more devious role. If I'm selling something and someone under cuts me by 0.01 isk. I'll buy one of their items and set my standing to -10. So when they look at the market I will be WAY down on their list as the lowest price. Can you say eliminating 0.01 bid wars overnight therefor reducing market lag everywhere it exists. Because that is exactly how people would use it.
This will not work, it'll just add another hassle of creating / maintaining a 'fresh' alt that doesn't do any trading so that it would have no -10 standings set by anyone. And would be used to get a 'no standings' view of the market orders. Also, that same person who outbids you by 0.01 could also buy one of your items and will realize that you set your standings to -10, and then could just calculate the price to set accordingly.
It would be a mess.
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SencneS
Amarr Rebellion Against big Irreversible Dinks
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Posted - 2008.08.27 15:53:00 -
[25]
Originally by: SencneS I post the following as an Individual and not a representative of EBANK, BSA, either of the organization's members or their affiliates.
Originally by: Arthor Dark This will not work, it'll just add another hassle of creating / maintaining a 'fresh' alt that doesn't do any trading so that it would have no -10 standings set by anyone. And would be used to get a 'no standings' view of the market orders. Also, that same person who outbids you by 0.01 could also buy one of your items and will realize that you set your standings to -10, and then could just calculate the price to set accordingly.
It would be a mess.
Sounds like a lot of work for 0.01 isk if you ask me :)
Amarr for Life |
Lexander Morinex
Caldari LDD Investments
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Posted - 2008.08.27 16:35:00 -
[26]
I take it as almost axiomatic that anything that allow for the cost efficient production of items in the game will result in the glutting of the market. In the real world people have to pay bills, so they pick things that tend to make money or they close shop. No such imperative exists in the game.
The more you let players manufacture, the less you make any of those items worth.
- Lexander Morinex
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Kazzac Elentria
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Posted - 2008.08.27 17:28:00 -
[27]
Originally by: Akita T Edited by: Akita T on 27/08/2008 13:21:59
Originally by: Kazzac Elentria ...where is Akita when you need him to prove the point again.
Just use eve-search to link to the megathreads in question
P.S. I have lost faith in CCP as being able to implement a consistent economic simulation, and I frankly got bored blabbing my mouth smashing the keys of the keyboard typing up megabytes of text explaining how things could be done. Maybe later, when I cool off a bit, and RL stops being as hectic as it's been in the recent past, I'll give it another shot.
Hell I've even given up on linking them, cause like you I'm about done when it comes to having hope at times.
Who knows though...maybe with the CSM bringing attention to things it'll change and just how important some issues are to us players will actually help towards making some positive changes. |
Raaz Satik
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Posted - 2008.08.27 17:33:00 -
[28]
Originally by: SencneS Someone said "Positive/Negative price changes would be bad, because if they see something for x that is exactly what they want to pay, not all of a sudden pay more." That would not happen if they implemented the change correctly.
If I set you as -10, and place something on the market for 1,000,000. And -10 means I give you a 10% penalty, you will see it on the market for 1,100,000, and not 1,000,000. This would HELP SO MUCH with alliances in 0.0 it's not funny.
The market window in Jita is already almost un-usable it's so slow at times. Imagine how slow it would get if you had to recalculate everyprice in the database for every market price request.
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Kazzac Elentria
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Posted - 2008.08.27 18:00:00 -
[29]
Originally by: LaVista Vista
Originally by: Kazzac Elentria
Hell I've even given up on linking them, cause like you I'm about done when it comes to having hope at times.
Who knows though...maybe with the CSM bringing attention to things it'll change and just how important some issues are to us players will actually help towards making some positive changes.
At your service o7
What do you wish? Maybe you wish to go over to the CSM forum and start a discussion about this? I will happily support it if it's reasonable
Don't worry LV, we've already hashed over the issues I was referring to many times over again and some of them were already presented for the first meeting. |
LaVista Vista
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Posted - 2008.08.27 18:06:00 -
[30]
Originally by: Kazzac Elentria
Originally by: LaVista Vista
Originally by: Kazzac Elentria
Hell I've even given up on linking them, cause like you I'm about done when it comes to having hope at times.
Who knows though...maybe with the CSM bringing attention to things it'll change and just how important some issues are to us players will actually help towards making some positive changes.
At your service o7
What do you wish? Maybe you wish to go over to the CSM forum and start a discussion about this? I will happily support it if it's reasonable
Don't worry LV, we've already hashed over the issues I was referring to many times over again and some of them were already presented for the first meeting.
Good.
There was really a few things which we missed(Like removing T1 loot), But I'm PRETTY sure, based on Chronotis' posts, that they will be removing that anyways.
But I would still be happy to raise more issues from you guys, if something pops up or if you have some awesome idea for a feature which should come true. |
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Treenara Mazouk
Phoenix Propulsion Labs Lost Sheep Domain
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Posted - 2008.08.27 19:10:00 -
[31]
Originally by: SencneS
Originally by: SencneS I post the following as an Individual and not a representative of EBANK, BSA, either of the organization's members or their affiliates.
For a start generic T1 loot drops don't effect the generic T1 market, they effect the mineral market. Running a level 4 mission, and collecting the loot with an alt at the same time can get you as much minerals as if that alt sat at belt for the same amount of time.
The Mission runners don't care about generic T1, they reprocess them and sell the minerals, or make their own ammo or whatever. I collected all loot for about 6 weeks, and never reprocessed or sold it, I used some of the good loot. When I wanted some minerals I selected all and reprocessed, 100% reprocess, 0% tax. I had 1.8 billion ISK worth of minerals at Jita BUY prices. (Yeah I was farming missions)
[...]
Someone said "Positive/Negative price changes would be bad, because if they see something for x that is exactly what they want to pay, not all of a sudden pay more." That would not happen if they implemented the change correctly.
If I set you as -10, and place something on the market for 1,000,000. And -10 means I give you a 10% penalty, you will see it on the market for 1,100,000, and not 1,000,000. This would HELP SO MUCH with alliances in 0.0 it's not funny. This is were I came up with the idea a long time ago.
The problem with 0.0 alliances that own stations is the fact that anyone with remote trade skills can use that stations market. So what happens is people fly around in 0.0, buy up popular items at stations not even owned by them. And re-sell them at a higher price.
To combat this alliances start pricing items extremely high. Well think of it this way.
[...]
In empire it plays a much more devious role. If I'm selling something and someone under cuts me by 0.01 isk. I'll buy one of their items and set my standing to -10. So when they look at the market I will be WAY down on their list as the lowest price. Can you say eliminating 0.01 bid wars overnight therefor reducing market lag everywhere it exists. Because that is exactly how people would use it.
Imagine not having to create contracts to sell minerals to manufactures as a miner. Instead you could just put your minerals on the market and set up your deal with the manufacture to give a 20% discount. The market sees Trit for 2.6, but you see it for 2.2. Then you set your manufactured items on the market for whatever and give THEM 20% discount.
The single greatest market PVP expansions is only a standings option away from being added to the game... Too bad CCP will not put the time and effort into adding REAL market PVP like this to the game.
[...]
Originally by: Clair Bear Edited by: Clair Bear on 27/08/2008 04:51:21 What I'd like to see:
0. Ability to use substitute materials when building. 1. Being able to tweak attributes on manufactured goods, even a little. 2. A signature or watermark on a good indicating the origin when examined(optional) 3. The ability to set pricing penalties for negative standings and discounts for positive standings. Not an issue in 0.0 and easily circumvented with alts at trade hubs, but still -- every little bit of inconvenience helps. 4. Way more than 80 slots to ignore contracts from scammer wannabe copycat alts. Ignore contracts by character age. 5. Ability to filter by blueprint original or copy, number of runs, ME, PE. Filter by attribute, actually. 6. Filter chat channels by character age and standings. 7. Removal of base loot drops from empire rats. Tweak of drone rats to drop t2 components.
As far as what will be implemented -- duno, probably some fluff to see orders on in-game monitors while ambulating.
Some interesting ideas here. Looking forward to more info from CCP.
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Venkul Mul
Gallente
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Posted - 2008.08.27 19:51:00 -
[32]
Originally by: LaVista Vista
Originally by: Kwint Sommer You'd be better off by simply eliminating it from drops.
This ^
Even if removing the T1 loot without any compensation will mean a reduction of mission payout by a 40% or so, the thought of getting 80+ different damaged items (and as damaged item, impossible to be repackaged until repaired) would pain me much more.
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Admiral Apex
Amarr Dead 2 Rights
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Posted - 2008.08.27 19:52:00 -
[33]
if you have to remove loot from rats please remove it from empire rats only.
*looks at sig, is not biased* - Mission running: not as exciting as smashing your hand with a hammer, but more painful. |
Macon Squaredealer
Squaredeal Enterprises
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Posted - 2008.08.27 20:12:00 -
[34]
Originally by: LaVista Vista But I would still be happy to raise more issues from you guys, if something pops up or if you have some awesome idea for a feature which should come true.
Okay, I don't post a lot, but over the years one thing really stands out for me - NPC provided items - I've always hated them. Anything magically being offered for sale by NPC's both takes away from my game immersion, and could potentially be used for infinate mineral creation, as shuttles used to be. I want to see Eve be as much of a player created universe as possible. If it's at all possible, let us build it - not CCP, and let the laws of supply and demand set the price.
For those items that don't currently have BPO's available, create them and allow the industrialists to build the items for the community instead of having them provided by NPC's. Secure containers for example, POS's, lab's, POS weapon systems, many things are currently magically available for us to buy that we can be building if the BPO's were available.
Long term, I dream of an Eve with player owned facilities (mines, factories, farms) that produces everything else we use (for example, the currently NPC provided trade goods) but that's so far away I don't want to even go there yet ___________________________________________ Watch for the Squaredeal Enterprises IPO in the coming months. |
Nadarius Chrome
Celestial Horizon Corp.
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Posted - 2008.08.27 20:54:00 -
[35]
Originally by: Macon Squaredealer Okay, I don't post a lot, but over the years one thing really stands out for me - NPC provided items - I've always hated them. Anything magically being offered for sale by NPC's both takes away from my game immersion, and could potentially be used for infinate mineral creation, as shuttles used to be. I want to see Eve be as much of a player created universe as possible. If it's at all possible, let us build it - not CCP, and let the laws of supply and demand set the price.
For those items that don't currently have BPO's available, create them and allow the industrialists to build the items for the community instead of having them provided by NPC's. Secure containers for example, POS's, lab's, POS weapon systems, many things are currently magically available for us to buy that we can be building if the BPO's were available.
Long term, I dream of an Eve with player owned facilities (mines, factories, farms) that produces everything else we use (for example, the currently NPC provided trade goods) but that's so far away I don't want to even go there yet
The problem is that these "magical" items function as ISK sinks. Items provided by NPCs to players that are consumed or destroyed (like skills or POS gear) remove ISK from the economy. Without that counterbalance, inflation would be a real problem as ISK becomes more readily available.
I'm also biased on the "remove T1 loot drops" issue, but that is probably because I source a lot of minerals from reprocessed T1 loot. Empire belts are already nearing extinction and I can't imagine how high prices for minerals would go if they could only be sourced from 0.0 or lowsec. It would have to be countered by more readily available mineral sources in empire, but preferably nothing that would play into the macrominer's hands even more. Tricky issues.
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Kazzac Elentria
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Posted - 2008.08.27 20:55:00 -
[36]
Originally by: Macon Squaredealer
Originally by: LaVista Vista But I would still be happy to raise more issues from you guys, if something pops up or if you have some awesome idea for a feature which should come true.
Okay, I don't post a lot, but over the years one thing really stands out for me - NPC provided items - I've always hated them. Anything magically being offered for sale by NPC's both takes away from my game immersion, and could potentially be used for infinate mineral creation, as shuttles used to be. I want to see Eve be as much of a player created universe as possible. If it's at all possible, let us build it - not CCP, and let the laws of supply and demand set the price.
For those items that don't currently have BPO's available, create them and allow the industrialists to build the items for the community instead of having them provided by NPC's. Secure containers for example, POS's, lab's, POS weapon systems, many things are currently magically available for us to buy that we can be building if the BPO's were available.
Long term, I dream of an Eve with player owned facilities (mines, factories, farms) that produces everything else we use (for example, the currently NPC provided trade goods) but that's so far away I don't want to even go there yet
Things like those are needed however as a sink to sink isk out of the game, as many of what you listed are consumable items, or consumed during a process in which eventually the item may be destroyed.
AS much as we would all love to have everything player made, the unfortunate truth is that without some fundamental changes to the way isk flows in game, it is unfeasible and foolish to implement. |
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CCP Chronotis
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Posted - 2008.08.27 21:43:00 -
[37]
Originally by: LaVista Vista
There was really a few things which we missed(Like removing T1 loot), But I'm PRETTY sure, based on Chronotis' posts, that they will be removing that anyways.
Chiming in here with a reminder of my usual disclaimer when I talk about ideas on the forums. Nothing is set in stone with regards to what makes it into the production pipeline and the final cut for a future patch. I love discussing features and ideas suggestions like this one with you but do not take that discussion as gospel that something will happen in a future release. Usually I will take the idea away if it sounds good and explore it further both on the forums and internally, establish some goals and a basic design and enter it into the backlog. Ideas in the backlog are not guaranteed to be assigned to a release so we can never know for sure when such ideas and suggestions will make it to TQ (if ever) hence my replies should be read as fairly non-committal discussion I hope.
That said, I still like the idea of some loot changes, it makes sense in a lot of ways and there may well be changes in the future with a view to improving opportunities and value for the industrial professions. We have recently been debating internally the merits and drawbacks of such changes so it is very much an active topic for us but that by no means entails anything will happen in the end as there are many sides to consider in such a balancing act.
Hopefully soon enough, we can talk about some of the features of Midas with you and indeed we hope to run some of the ideas past you to get some of your initial feedback on the concepts. However there is two fairly decent sized releases between now and then which will bring lots of bug fixes and some improvements such as the S&I Quote window overhaul as some keen observers on sisi noticed. You may also want to look at market refresh options for another minor improvement and easing some pain there currently on sisi.
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Treelox
Amarr Market Jihadist Revolutionary Party
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Posted - 2008.08.27 22:43:00 -
[38]
Thank you for that friendly reminder Chronotis. It is good to see you here with us chewing the cud with us in an "unofficial" way. I for one really appreciate having you come and interact with us while we all bounce things back and forth for the betterment of the game most of us love.
I know myself personally I take nothing as "gospel" until it hits a dev blog or rears its head on SiSi. Even then I know it is subject to much mutation. I think sometimes we get our hopes pinned on something we personally are desperate to see in game.
Anyways carry on, and poast moar in your unoffical capacity with us MD monkeys. --
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Joss Sparq
Caldari ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2008.08.28 00:45:00 -
[39]
Originally by: SencneS
Originally by: SencneS I post the following as an Individual and not a representative of EBANK, BSA, either of the organization's members or their affiliates.
For a start generic T1 loot drops don't effect the generic T1 market, they effect the mineral market. Running a level 4 mission, and collecting the loot with an alt at the same time can get you as much minerals as if that alt sat at belt for the same amount of time.
The Mission runners don't care about generic T1, they reprocess them and sell the minerals, or make their own ammo or whatever. I collected all loot for about 6 weeks, and never reprocessed or sold it, I used some of the good loot. When I wanted some minerals I selected all and reprocessed, 100% reprocess, 0% tax. I had 1.8 billion ISK worth of minerals at Jita BUY prices. (Yeah I was farming missions)
So don't tell me Collect T1 loot is not enough of an impact to be noticeable. It's there, just it's one of those things that flys WAY under the radar because it's the accepted Norm.
Someone said "Positive/Negative price changes would be bad, because if they see something for x that is exactly what they want to pay, not all of a sudden pay more." That would not happen if they implemented the change correctly.
If I set you as -10, and place something on the market for 1,000,000. And -10 means I give you a 10% penalty, you will see it on the market for 1,100,000, and not 1,000,000. This would HELP SO MUCH with alliances in 0.0 it's not funny. This is were I came up with the idea a long time ago.
The problem with 0.0 alliances that own stations is the fact that anyone with remote trade skills can use that stations market. So what happens is people fly around in 0.0, buy up popular items at stations not even owned by them. And re-sell them at a higher price.
To combat this alliances start pricing items extremely high. Well think of it this way.
As a seller, I don't have to worry about selling to the enemy. I Could set my alliance as +10 and that +10 means I give a 50% discount. Now I place Ravens on the market for 180mil, meaning to everyone in the region that is not in my alliance see it on the market for 180mil. But my alliance is 90mil.
I don't care if the enemy pay 180mil for my Raven, let em! but I care about my alliance buying my stuff at reasonable prices without some a-hole npc corp hugging alt coming and gobbling up the entire stations supply.
In empire it plays a much more devious role. If I'm selling something and someone under cuts me by 0.01 isk. I'll buy one of their items and set my standing to -10. So when they look at the market I will be WAY down on their list as the lowest price. Can you say eliminating 0.01 bid wars overnight therefor reducing market lag everywhere it exists. Because that is exactly how people would use it.
Imagine not having to create contracts to sell minerals to manufactures as a miner. Instead you could just put your minerals on the market and set up your deal with the manufacture to give a 20% discount. The market sees Trit for 2.6, but you see it for 2.2. Then you set your manufactured items on the market for whatever and give THEM 20% discount.
The single greatest market PVP expansions is only a standings option away from being added to the game... Too bad CCP will not put the time and effort into adding REAL market PVP like this to the game.
Consider this - Most every retailer in the world has an the RIGHT to refuse service to a customer. Unfortunately in EVE that's just not an option.
In lieu of anything deeper, all I'm going to say is that as a part-time miner and trader "this is relevant to my interests".
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Clair Bear
Coalition of Nations Free Trade Zone.
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Posted - 2008.08.28 01:13:00 -
[40]
Originally by: Raaz Satik
The market window in Jita is already almost un-usable it's so slow at times. Imagine how slow it would get if you had to recalculate everyprice in the database for every market price request.
This does not need to happen serverside. The server can serve up the same old list it always does, together with some attributes on the item which describe the price modification % for high, neutral and low standings. Your client would then apply the modifications before display, and sort on the columns you specify as primary and secondary sort orders before displaying. Done.
When you actually buy or sell the server would need to do additional calculations, yes. However the additional work on a single row computation is pretty darn miniscule compared to say firing a weapon or clicking on space in the same system.
Seriously, all this stuff is not rocket science to do efficiently. Give the CCP guys *some* credit.
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Shar Tegral
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Posted - 2008.08.28 02:13:00 -
[41]
Originally by: CCP Chronotis You may also want to look at market refresh options for another minor improvement and easing some pain there currently on sisi.
If discussion is still ongoing about this wonderful idea (lord knows where it came from ) but may I suggest that each window pane be refreshed separately? A refresh button for Sellers and a separate one for Buyers. This would help speed people along their way and I think help on database load. Hmmmm, maybe not actually with the filtered dataset. Not a database expert anymore.
To Shar -verb: 1 - To say what you mean. 2 - To say what it means. 3 - To say something mean. |
Ricdics
Corporate Placement Holding
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Posted - 2008.08.28 03:45:00 -
[42]
Originally by: CCP Chronotis Hopefully soon enough, we can talk about some of the features of Midas with you and indeed we hope to run some of the ideas past you
Nice, proof that Midas exists
One of the big market related things I would like is simply for the ability for corp members to be able to update corporate sell orders. With the right roles there should be no reason this isn't allowed.
I want my corp to be able to trade together (rather than having 1 character only). It's incredibly annoying not being able to update a fellow director's corporate sell or buy order or even cancel it.
I would hope something trivial like this makes it into release. |
Treelox
Amarr Market Jihadist Revolutionary Party
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Posted - 2008.08.28 04:20:00 -
[43]
Originally by: Ricdics [ I want my corp to be able to trade together (rather than having 1 character only). It's incredibly annoying not being able to update a fellow director's corporate sell or buy order or even cancel it.
I would hope something trivial like this makes it into release.
I am all for modifing orders, of other corp m8s sell/buy orders. Not so sure about canceling though, I would think for OPSEC that should be something only a director or CEO should be able to do, or make them individual roles. --
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LaVista Vista
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Posted - 2008.08.28 05:42:00 -
[44]
Originally by: CCP Chronotis
Chiming in here with a reminder of my usual disclaimer when I talk about ideas on the forums. Nothing is set in stone with regards to what makes it into the production pipeline and the final cut for a future patch. I love discussing features and ideas suggestions like this one with you but do not take that discussion as gospel that something will happen in a future release.
Of course, I know that you shouldn't take anything serious if it has to do with potential features. Just look at.. oh wait, lets not go there
I still think, at least from my point of view(Which is obviously obscured) that removing T1 loot is an obvious thing to do for a major expansion like MIDAS. And based on all I have heard, while there's a few down-sides to removing T1 loot, it seems like there could easily be an agreeable compromise. Just think about all the competition all the rogue drones get for their alloys. They should have absolute monopoly
But I'm excited about the new quote window. So when can we do batch jobs?
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Karanth
Gallente Eve's Brothers of Destiny FOUNDATI0N
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Posted - 2008.08.28 06:02:00 -
[45]
Originally by: Treelox
Originally by: Ricdics [ I want my corp to be able to trade together (rather than having 1 character only). It's incredibly annoying not being able to update a fellow director's corporate sell or buy order or even cancel it.
I would hope something trivial like this makes it into release.
I am all for modifing orders, of other corp m8s sell/buy orders. Not so sure about canceling though, I would think for OPSEC that should be something only a director or CEO should be able to do, or make them individual roles.
What about cutting out the middleman, and making the trade slots owned by the corp, sort of like contracts? Apply trade skills aside from the ones that give slots to any trade made on behalf of your corp.
---
Wheel of Whineage |
Lexander Morinex
Caldari LDD Investments
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Posted - 2008.08.28 06:23:00 -
[46]
Originally by: LaVista Vista
I still think, at least from my point of view(Which is obviously obscured) that removing T1 loot is an obvious thing to do for a major expansion like MIDAS. And based on all I have heard, while there's a few down-sides to removing T1 loot, it seems like there could easily be an agreeable compromise. Just think about all the competition all the rogue drones get for their alloys. They should have absolute monopoly
Though I agree that T1 loot is probably a silly idea in general, I don't think it will produce the gains that people are really hoping for. The issue in the game isn't so much the presence of minerals through T1 as the narrow focus of players.
The vast majority of items in the game are of limited used on a good day. Most T1 loot is only good for minerals and that introduces a lot of minerals into the game. Remove that supply of minerals and everybody might jump for joy that 'mining is worth doing' but the reality is that miners are already mining.
The problem is basically inflationary. You remove that many minerals from the supply without compensating losses in ISK and the value of everything goes up. That may seem the boon of players everywhere, but there is a catch, and it is a big one.
First, most items in the game are of limited use, and if you make people manufacture them then nobody will even bother. The end result will be an inevitable focus on a few 'demand' items that will go through 'boom/bust' cycles as manufactures repeatedly over then undersupply those few commodities. In the meantime, the steady flow of ISK will eventually overwhelm the supply of minerals.
Loss based PvP suffers from the problem that players need to replace losses, or they eventually give up. If you reduce the rewards for missions while increasing the cost of replacing items due to scarcity then you have really hammered the PvP players. They might cave in and mine, but hi-sec is not exactly suffering for miners so that is a limited avenue. For good or bad, mission loot is a fast way for a lot of players to fund their war efforts, while giving new players and alts access to cheap hardware.
I know that some people want to be 'elite' and make everybody suffer to get to the top. That is fine and dandy but if you discourage new players (by reducing rewards for missions while making industry and mining the source of income) the game will die, and it will die more quickly than some like. Massive ISK inflation without corresponding benefits to new players can be a serious problem.
- Lexander Morinex
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Treelox
Amarr Market Jihadist Revolutionary Party
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Posted - 2008.08.28 06:33:00 -
[47]
Originally by: Karanth
Originally by: Treelox
Originally by: Ricdics [ I want my corp to be able to trade together (rather than having 1 character only). It's incredibly annoying not being able to update a fellow director's corporate sell or buy order or even cancel it.
I would hope something trivial like this makes it into release.
I am all for modifing orders, of other corp m8s sell/buy orders. Not so sure about canceling though, I would think for OPSEC that should be something only a director or CEO should be able to do, or make them individual roles.
What about cutting out the middleman, and making the trade slots owned by the corp, sort of like contracts? Apply trade skills aside from the ones that give slots to any trade made on behalf of your corp.
Ok, I am not adverse to this, but where do you draw the line at how many orders a corp can have? Would it then just be a work around for a trade alt to not train up slot skills, so they can get to business faster? I just ask, for balance sake. --
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Shar Tegral
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Posted - 2008.08.28 08:13:00 -
[48]
Originally by: Treelox Ok, I am not adverse to this, but where do you draw the line at how many orders a corp can have? Would it then just be a work around for a trade alt to not train up slot skills, so they can get to business faster? I just ask, for balance sake.
Perhaps the long awaited CFO skill? Or simply just another skill for the CEO to train (or skills). The only thing I dislike about having corp mates adjust market orders is not knowing who did it. My people are very good about keeping me informed (as they know I'll go barging in!) but there are a few times I'll log in and see that we have bid on some contracts and I'm scratching my head. I can't begin to think what that would be like with the 200 or so market orders I have going to the corporation. Add in all the other guys... it becomes a problem. (Just thinking out"text" really. If CCP made this possible we'll adjust and leverage the ability, no doubt.)
To Shar -verb: 1 - To say what you mean. 2 - To say what it means. 3 - To say something mean. |
Treelox
Amarr Market Jihadist Revolutionary Party
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Posted - 2008.08.28 08:28:00 -
[49]
i share you concerns you mentioned in the above post, Shar. OFC I realise that hoping for some sort of logging of who modified orders is never going to happen, since the DB is often overtaxed as it is. Logging would be the only in game mechanic I could think of that would aleviate our concerns. --
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Amrumm
Rhetorical Devices
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Posted - 2008.08.28 09:36:00 -
[50]
For the ingame browser, add a setting which only reveals pilot/corp/alliance name. This would make it easier to replace our cumbersome wtb/wts alliance mailing lists with a website.
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Shar Tegral
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Posted - 2008.08.28 09:42:00 -
[51]
Originally by: Amrumm For the ingame browser, add a setting which only reveals pilot/corp/alliance name. This would make it easier to replace our cumbersome wtb/wts alliance mailing lists with a website.
This has long been possible. In fact I'm running a small website (built by Murton) that pulls alliance/corp/personal information from each in game visitor. If that person, or his corp, or his alliance, is on the permitted list, he gets access. To autoprune people out, if they leave corp/alliance, the website requires an in game visit every 2 weeks, period. And this kind of thing has been possible for many years now.
To Shar -verb: 1 - To say what you mean. 2 - To say what it means. 3 - To say something mean. |
Midas Man
Caldari Dzark Asylum
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Posted - 2008.08.28 11:05:00 -
[52]
Not sure if it viable but an idea from an old game may be a good solution.
All NPC stations supply things but also demand things.
If it was set up a bit like Hardwar ie for a NPC corp to supply an item it first must have been supplied other items.
For exapmple Joint Harvest Corp supply "Heavey Water" but to make heavey water to sell they would need to be supplied with Hydrogen and Oxygen Isotopes.
This hopefully would mean NPC goods could be and item and isk sink.
Now if tech 1 loot was removed and replaced with the building blocks of NPC items, mission runners could still make money from selling to NPC corps or other haulage type players.
I think this would open up many opertunities for new trade/industrials by making the NPC trade goods much more dynamic and profitable. And would offset the loss of income for mission runners due to tech 1 loot removal and would also improve the manufacturing side of the game.
The money for buying good could come from the sales of NPC goods so no new isk is entering the system and the values can be modified at downtime like the current system.
ie NPC corp sells manufactured item C at 1000isk but buys 1 Item A at 250isk and 1 Item B at 250isk. So there would be an overall sink that can easily be modified to combat inflation/deflation.
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Treenara Mazouk
Phoenix Propulsion Labs Lost Sheep Domain
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Posted - 2008.08.28 12:24:00 -
[53]
Originally by: Midas Man ...If it was set up a bit like Hardwar ie for a NPC corp to supply an item it first must have been supplied other items.
For exapmple Joint Harvest Corp supply "Heavey Water" but to make heavey water to sell they would need to be supplied with Hydrogen and Oxygen Isotopes.
This hopefully would mean NPC goods could be and item and isk sink.
Now if tech 1 loot was removed and replaced with the building blocks of NPC items, mission runners could still make money from selling to NPC corps or other haulage type players.
I think this would open up many opertunities for new trade/industrials by making the NPC trade goods much more dynamic and profitable. And would offset the loss of income for mission runners due to tech 1 loot removal and would also improve the manufacturing side of the game.
The money for buying good could come from the sales of NPC goods so no new isk is entering the system and the values can be modified at downtime like the current system.
ie NPC corp sells manufactured item C at 1000isk but buys 1 Item A at 250isk and 1 Item B at 250isk. So there would be an overall sink that can easily be modified to combat inflation/deflation.
That's sounds very interesting. Brings the level of realism one notch higher. I'm wandering though what would happen to those remote agents in lowsec which do not see a high enough traffic to partake in such an exchange. Though you could set it up so that depending on his available loot, the agent could give out specific missions that would either see loot being given to him or loot being given by him. If he starts to run low on loot himself, he dispatches the next few missions as "get me some loot".
Interesting indeed.
LaVista Vista and others, what do you think?
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Haven Wind
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Posted - 2008.08.28 12:31:00 -
[54]
Not to argue whats best for the game, but whats best for me(this is eve after all); removal of tech 1 meta items from drops and moving them to blueprints would potentially ruin my trade buisness.
Not too say I wouldn't adapt but I would be afraid that everyone would manufacture only the top meta level items. Then the "mining is free mins" crowd would drive the prices below the manufacturing cost like they did with tech one ships.
And the last thing we need (without changes) is a huge increase in ME research lab demand.
Perhaps Im off-base but big changes too industry will always create winners and losers. Everyone better start searching for ANY sign of detals and prepare themselves for losses.
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Midas Man
Caldari Dzark Asylum
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Posted - 2008.08.28 12:41:00 -
[55]
Originally by: Treenara Mazouk That's sounds very interesting. Brings the level of realism one notch higher. I'm wandering though what would happen to those remote agents in lowsec which do not see a high enough traffic to partake in such an exchange. Though you could set it up so that depending on his available loot, the agent could give out specific missions that would either see loot being given to him or loot being given by him. If he starts to run low on loot himself, he dispatches the next few missions as "get me some loot".
Interesting indeed.
LaVista Vista and others, what do you think?
I like the mission idea to collect loot, didn't even think about that, I was thinking that by having a similar dynamic pricing structure to what is in place now, the little used stations would increase the prices offered for the items and so would attract pilots to transport them in for extra profit. I would imagine a nice balance could be found in using both methods also if CCP would also entertain dynamic agents then they could increase the qualit of the agents in these stations to further entice people.
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Kazzac Elentria
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Posted - 2008.08.28 13:07:00 -
[56]
Thanks for chiming in here Chronotis, I think we all know that when you 'chew the cud' with us around here we all accept that nothing is set in stone.
Glad to hear that serious internal debates are being done about the loot issue though, its something that has plagued the game since the population explosion circa 04-05. Which is close to the time where we started noticing the mineral markets going wonky and despite mechanics and market forces working as intended it would break current game design of offering incentive to move out of empire.
Love the updates on SiSi as well, I am with Shar though... can we batch jobsand possibly more build slots per toon put into this round of updates as well |
ShardowRhino
Caldari Legion 0f The Damned
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Posted - 2008.08.28 13:12:00 -
[57]
Things I want, other then blondes with big racks....
Mini freighters for when a freighter is to damn big and to damn expensive and a t2 industrial just isn't big enough. Something half the size or even 2 additional models where the smallest is 33% the size of an orginal freighter. The 2nd model is 66% of the size of the original freighter. Not sure about mini jump freighters though, if so then have reduced cargo holds to make up for the difference.
Costs should match the size of the mini freighter compared to the original model. Mini freighter would be 33% the cost while the mid sized freighter is 66% the cost of the original.
SOmething that is so damn simple its not even funny but for years has not been fixed by ccp.... Make BPOs and BPCs different color icons. Leave the BPOs the blue that they are now. Make BPCs a greenish color or grey. why those colors, hell just because I said so =) Make it so i dont have to click for info on 100copies to find the original that got mixed in.
Another thing they can do is add a counter to bpcs. Not really a big deal for t1 bpcs but t2 bpcs it would help. No idea how many times i did less then 10 runs on a t2 bpc so the job completion time will match when I will be on next. I then have to sort through the bpcs to see which bpcs have 1 or 2 runs left and what has 10 on it. If it said "2:R" in the bottom right corner of the icon it would help.
Batch jobs. I hate having to click a bout a bajillion times just to get 10 jobs going. If they allowed me to select all the bpos/bpcs i want to use at once and set all 10 jobs at once that would save a lot of time.
Bigger cargo holds for mining barges. Only allows ore and mining crystals to be stored in the hold to receive the bonus.
Ore compacting ,modified industrials.
modify the roid scanners. not that I have used one in years but less noise is a start. ALso instead of popping up a window with the ore count, simply have it display the ore count in the overview for the miner. REmove the noise so it can stay active and constantly update the unit count of the roid.
Maybe its just me but pos production facilities seem rather limited and huge energy hogs(grid/cpu). Reduce the requirements on the mods and increase its usefulness. I havne't used one, i think, because it had few lines and any pos I had wouldn't be able to support many of them.
Another problem, especially one that I had in 0.0 was the inability to launch my own pos. The problem wasn't how many moons there were, it was about security. Give alliance leaders and corp CEOs to authorize "personal" POSes that do not add or subtract from sovereignty if the player stays or turns on his alliance. Allow that player and any other player the leadership wants to have rights at that pos.
That way I could have had my own lab and ice refining pos without bothering anyone else. I could have modified the pos's configuration without having to get a director to do it for me. I could allow other players i trust to use the fa****ies and assign various rights without the ceo needing to bother.
Of course allow alliance leaders to unanchor said poses if needed. Don't want someone giving the enemy a place to hang out in safety if someone turns.
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Amrumm
Rhetorical Devices
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Posted - 2008.08.28 13:49:00 -
[58]
Originally by: Shar Tegral
Originally by: Amrumm For the ingame browser, add a setting which only reveals pilot/corp/alliance name. This would make it easier to replace our cumbersome wtb/wts alliance mailing lists with a website.
This has long been possible. In fact I'm running a small website (built by Murton) that pulls alliance/corp/personal information from each in game visitor. If that person, or his corp, or his alliance, is on the permitted list, he gets access. To autoprune people out, if they leave corp/alliance, the website requires an in game visit every 2 weeks, period. And this kind of thing has been possible for many years now.
'Trusted site' also reveals your current location and corp roles, which I'd rather keep confidential (and yes, I know about locator agents).
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LaVista Vista
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Posted - 2008.08.28 15:15:00 -
[59]
Did someone ask for this?
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Ricdics
Corporate Placement Holding
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Posted - 2008.08.28 15:50:00 -
[60]
Nice, I hope that thread gets lots of player attention and CCP love!
Regarding the bpo/bpc coloring there is an extremely long sticky explaining why it isn't really possible to do that in the Features and Ideas forums.
I mostly agree with everything else. Industrial love from CCP is one of my fantasies (after the three Swedish girls in the bathtub ofc) |
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Kazzac Elentria
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Posted - 2008.08.28 16:06:00 -
[61]
Originally by: Ricdics (after the three Swedish girls in the bathtub ofc)
Much like a Capital Blob Engagement in EVE, you spend much of the night unaware of everything that is going on around you and then everyone highfiving each other at the end assuming everyone had fun.
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Letrange
Minmatar Tribal Liberation Force
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Posted - 2008.08.28 16:21:00 -
[62]
Just a side comment here:
Do any of you find it amusing how CCP likes to make occasionally radical changes to ships and combat, but is scared bloodless by any changes to industry? We've gotten to the point where even the newbie industrialists (and I'm still that) are screaming "Do anything!!!". I mean come on, the Shuttle change and the drone alloy composition change were the last "biggest" changes to Industry. Both of which stabilized after what? a week? Where are the likes CCP Fear and CCP (whichever one tried to introduce the carrier nerf) with their bold ideas for the industrial side?
(not a slam at CCP Chronotis - I just wish the rest of the devs weren't so scared of the industrial side - oh and Dr. E: next time no halfhearted measures please? If you're going to fix price cap or the ore compression problems, do it from A to Z - establish some parameters and run some automated adjustment to the modules/npc-sold refinable goods following those parameters and let the tacks fall where they may).
Mind you they've done so little for so long most of us will probably greet a modest change as earth shattering .... for about a week ....
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Shar Tegral
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Posted - 2008.08.28 17:15:00 -
[63]
Originally by: Amrumm 'Trusted site' also reveals your current location and corp roles, which I'd rather keep confidential (and yes, I know about locator agents).
And visiting the site, at all, reveals your IP and (likely) your geolocation as well. Honestly, so what? If you are going to interact with trust and goodwill it is a two way street. If you can't trust the site enough to feel comfortable with what information they are looking for, don't visit it. But I do kind of agree with you in some regard. Most IGB websites do a poor poor job of trust disclosure. Most still use the standard code for initiating "trusted" and I know for a fact that it only takes minutes to insert description text informing the visitor what is going on. Also, most immediately require trust before displaying anything. Again sloppy code design as I prefer allowing people to visit and then make an informed decision by clicking a link to initiate trust. Doing it with trust upfront is the number 1 reason I don't bother with IGB sites, it's like saying give me your money first and then I might give you what you are here to see. (I also fully support full disclosure about what information the site captures as well.) But from the commentary that has been posted/blogged the current IGB is slated for death. Which is not a bad thing mind you just the dilemma of what is to be birthed in its place. The IGB is even more a bastard child in Eve than we often claim about our industry segment. (Not an accusation mind you, there is so many aspects of Eve - something has to suck hind tit.) My closing point is: It is unlikely something like this is in MIDAS or is really considered "industry focused". This topic is a digression best served in the Ideas forum or in some sort of CSM thread. (Mind you I also think the CSM forum is being overly used for things better posted in Ideas but tell that to all the lemmings that just can't live without attention.)
To Shar -verb: 1 - To say what you mean. 2 - To say what it means. 3 - To say something mean. |
Treenara Mazouk
Phoenix Propulsion Labs Lost Sheep Domain
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Posted - 2008.08.28 17:41:00 -
[64]
Originally by: Letrange Just a side comment here:
Do any of you find it amusing how CCP likes to make occasionally radical changes to ships and combat, but is scared bloodless by any changes to industry? We've gotten to the point where even the newbie industrialists (and I'm still that) are screaming "Do anything!!!". I mean come on, the Shuttle change and the drone alloy composition change were the last "biggest" changes to Industry. Both of which stabilized after what? a week? Where are the likes CCP Fear and CCP (whichever one tried to introduce the carrier nerf) with their bold ideas for the industrial side?
[...]
Mind you they've done so little for so long most of us will probably greet a modest change as earth shattering .... for about a week ....
I guess it goes to show you that making industry changes in EVE's virtual economy has far more implications than say nerfing battleship, or nanos. The tentacles must be far complex in order to understand what the results will be if they modify ABC or add an XYZ feature.
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Letrange
Minmatar Tribal Liberation Force
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Posted - 2008.08.28 18:49:00 -
[65]
The only problem I have with that is that it usually takes a few months for the true "flavor of the year" to show up after any combat changes. Because of the ease of through put on the market as it stands, the market can absorb changes within a MUCH shorter period of time.
The ease with which the market can absorb changes and react to them, shows that it is much more robust than they give it credit for. As much as CCP says that they are pleased with the supposed "re-invigoration" of the T1 market, I'm not sure that they followed the market data closely enough. Total time to adjust to FW: 1-2 weeks. That's it.
I may not be an expert in the T2 or Battleships markets but before recent events that enabled me to pursue some Pew Pew, I was a T1 frigate and module supplier in the Heimatar and then Metropolis regions. I worked with a product line: 3 mini frigate hulls, all T1 weapons and ammo for said hulls and various other frigate sized modules that round out the supply. Most of it was priced competitively and allowed for reasonable one stop shopping outside of the market hubs for your frigate needs.
I saw an increase in business during the first week as demand for these hulls/modules went up significantly. Then the market reacted and I went back to my previous rate of sale on these items as the increased supply from other moving into this market made themselves felt. From an industrialists point of view FW was basically a road bump, a fluffy animal that became instant road kill the to the tractor trailer rigs that are the EvE industrialists. The market forces were in full swing. What I'm trying to point out here is that in the macro sense the industrial side of eve is basically idling. Yes there are ramifications, but the market they have developed is so robust thanks to the single server paradigm that even the ramifications can be absorbed in a week.
I think part of the problem is that existing industrial systems were added in an ad-hoc fashion without too many guiding principals in place. And of course when they leave holes that can be exploited, everyone jumps on them and milks them for all they are worth. What I'm trying to point out is that there are still a lot of left over "training wheels" from the initial growth of the market (when the population of the server was too low and NPCs had to supply more than just the blue prints and the shinnies). I think however that the market and logistics forces have proven that they are mature enough that these left over vestiges of bygone days are no longer necessary and are in fact detrimental to the continued evolution of EvE's industry.
It's amusing that out of all of the requests for changes it's the industrialists that are either looking for advanced tools or wholesale massive changes (Dont' kid yourself removing T1 refinable loot from npc rats is a MASSIVE change - In a good direction I suspect) of the type that Noah indicated he was looking for out of the CSM conference, but the PvP guys are looking for ship adjustments.
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Shar Tegral
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Posted - 2008.08.28 18:53:00 -
[66]
Wow, can I have your children?
That is pretty much everything I said about FW as it was being waved around as the next Industry godsend.
To Shar -verb: 1 - To say what you mean. 2 - To say what it means. 3 - To say something mean. |
Treelox
Amarr Market Jihadist Revolutionary Party
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Posted - 2008.08.28 19:01:00 -
[67]
Letrange,
I think that is why so many of us were so blindly hopeful when we were first informed that we were getting an Econ Dev. Although after viewing his first couple of blogs, and seeing his lack of willingness to particapate with the industrialist/trader community we came to see that he really wasnt our savior.
While he has done some intresting data mining, most of the conclusions are things that many of the MD vets have been saying for years, without the benifit of his inside DB access.
I think a lot of us were further disappointed by his lack to really understand why things work the way they do ingame. He might have all the facts and figures, but he seems to lack the in game knowledge of the mechanics that cause them. Such as his half hearted killing of the Trit Cap.
For me Chronitos is far more in touch with what we are all about, and I suspect that he has an industrial/trader background to some degree in game, in more than a hobbiest fashion. --
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Treelox
Amarr Market Jihadist Revolutionary Party
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Posted - 2008.08.28 19:05:00 -
[68]
and yes I am a harsh critic, deal with it.
IMO Dr.E has proved more a boon for CCP's PR machine than for the economic elements of the game. At least in his roughly first year of affiliation with CCP, that has been my impression. --
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Shar Tegral
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Posted - 2008.08.28 19:11:00 -
[69]
Originally by: Treelox and yes I am a harsh critic, deal with it.
IF that makes you a harsh critic, what am I when I said as much before the good Doctor showed up. Honestly, I tire of the fanboi club that waves anything coming down the pike as the "fix all" "uber addition" and "final solution". What may seem as cynicism is just a blunt delivery of observed realism. The good doctor has provided all that I ever expected of him. Well that is not true, he's not been doing anything public for us in a while and I did suspect that he might do something every so often. However, as I have long stated, his job is to help CCP get a deeper grasp of the economics from practiced, experienced, and educated modeling. If this is happening, behind the scenes, then he is aces in my book as that is all "an economist" would really be doing at any other company. He's not here for us. We just sometimes benefit from his presence. So lose the disappointment as you placed it upon yourself and see things for what they are. PS: Oh and that Eve is no longer the flagship product.
To Shar -verb: 1 - To say what you mean. 2 - To say what it means. 3 - To say something mean. |
Treelox
Amarr Market Jihadist Revolutionary Party
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Posted - 2008.08.28 19:17:00 -
[70]
Originally by: Shar Tegral
Originally by: Treelox and yes I am a harsh critic, deal with it.
IF that makes you a harsh critic, what am I when I said as much before the good Doctor showed up.
Hehe, I echo'd your doubts before his arrival.
I figured I might awell admit that some might percieve me as an ass. It seems neuter the fanboi's a bit when you tell them your aware of your "a-hole" status, and really dont care what they may think about that.
Just a footnote to your above response. I swear Dr.E has been present at every industry trade show this summer season. At least ever industry website seems to have refered to a talk he gives at each show this summer. --
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Shar Tegral
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Posted - 2008.08.28 19:22:00 -
[71]
Originally by: Treelox Just a footnote to your above response. I swear Dr.E has been present at every industry trade show this summer season. At least ever industry website seems to have refered to a talk he gives at each show this summer.
If he's doing the job of being economist for the back end people (hehe calling devs backend - like that in a very diabolical way) it doesn't matter how much CCP pimps him for PR. Heck, I hope he gets feted very well. No harm in enjoying the perks for those who earn them.
To Shar -verb: 1 - To say what you mean. 2 - To say what it means. 3 - To say something mean. |
Letrange
Minmatar Tribal Liberation Force
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Posted - 2008.08.28 19:43:00 -
[72]
What can I say? the most exciting part of FW (for industry) was that we finally got that missing Amarr frigate...
Made some nice isk for about a day of that one.
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Chiralos
Epitoth Fleetyards
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Posted - 2008.08.29 01:43:00 -
[73]
Originally by: Macon Squaredealer
Long term, I dream of an Eve with player owned facilities (mines, factories, farms) that produces everything else we use (for example, the currently NPC provided trade goods) but that's so far away I don't want to even go there yet
The "everything else we need" troubles me a bit.
I'm a great believer in the player economy; its one of the jewels of EVE. But let me offer another perspective on player built items and immersion.
I (and I bet many of you) played a little game called "X - Beyond the Frontier". Lovely little space trading game with really smooth animation and a good soundtrack. But one day, I was flying around, and I realised that every single space station and factory was to do with me and my ship. I get flung accross the universe in an experimental protoype ship, and just happen to end up in a place full of space stations ready to sell me a progression of products for upgrading my ship as, as soon as I can afford it. What are the odds ?
That's why I like the trade goods in EVE - they are a reminder that there is something else behind the furious cycle of pod-pilot ship creation and destruction; worlds with trillions of people who must have their own economy. I would love to see the role of trade goods expanded, perhaps as a key component of the mythical "planetary interaction" ... the problem being finding a way to do it without trade goods become a massive ISK inflation source.
Amarr Victor. |
Shar Tegral
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Posted - 2008.08.29 09:10:00 -
[74]
Originally by: Chiralos I (and I bet many of you) played a little game called "X - Beyond the Frontier".
X2 and X3 are still on my hard drive actually. And while it may seem like this relates it does not. Referring back to a product so vastly different than Eve is inherently flawed. X is much smaller in scope, it is also single player. It is very very balanced to pace the game for one person while simulating life around that player. Eve is huge in scope and is multiplayer. Things that simulate other life, like the floating caravans, I think mislead player's experiences. For the most part the only life of significance to a pod pilot is other pod pilots. Eve's economy has grown to the point that it can be supported entirely by the players. People constantly worry about us hard core traders taking over but that's just bogeyman speak. The more stuff needed to be filled by players, the more players that will step up to fill. There will rarely be any product too small in profit that no one will sell. It's just like life, there will always be someone willing to do cheap work as long as it pays something. One of them "abhors a vacuum" thingey.
To Shar -verb: 1 - To say what you mean. 2 - To say what it means. 3 - To say something mean. |
CornerStoner
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Posted - 2008.08.29 12:01:00 -
[75]
Originally by: Midas Man Not sure if it viable but an idea from an old game may be a good solution.
All NPC stations supply things but also demand things.
If it was set up a bit like Hardwar ie for a NPC corp to supply an item it first must have been supplied other items.
For exapmple Joint Harvest Corp supply "Heavey Water" but to make heavey water to sell they would need to be supplied with Hydrogen and Oxygen Isotopes.
This hopefully would mean NPC goods could be and item and isk sink.
Now if tech 1 loot was removed and replaced with the building blocks of NPC items, mission runners could still make money from selling to NPC corps or other haulage type players.
I think this would open up many opertunities for new trade/industrials by making the NPC trade goods much more dynamic and profitable. And would offset the loss of income for mission runners due to tech 1 loot removal and would also improve the manufacturing side of the game.
The money for buying good could come from the sales of NPC goods so no new isk is entering the system and the values can be modified at downtime like the current system.
ie NPC corp sells manufactured item C at 1000isk but buys 1 Item A at 250isk and 1 Item B at 250isk. So there would be an overall sink that can easily be modified to combat inflation/deflation.
I like this Idea.
I would also like to see BPOs for some NPC trade goods.
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Banni Vinda
Minmatar Kinda'Shujaa
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Posted - 2008.08.29 13:13:00 -
[76]
Originally by: Treelox Just a footnote to your above response. I swear Dr.E has been present at every industry trade show this summer season. At least ever industry website seems to have refered to a talk he gives at each show this summer.
He will also be talking next month at Austin GDC. This isn't a PR talk/conference, it is an game-development industry talk. Given by the industry, aimed at the industry. CCP is amongst the show's exhibitors (Booth #600 IIRC, just next to Valve's).
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Shar Tegral
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Posted - 2008.08.29 13:48:00 -
[77]
Originally by: Banni Vinda This isn't a PR talk/conference, it is an game-development industry talk. Given by the industry, aimed at the industry. CCP is amongst the show's exhibitors (Booth #600 IIRC, just next to Valve's).
So, not being a PR event shall we expect there to be no news coverage? Didn't think so, ergo, it is a PR event. The good doctor is not a game developer, he is a professor of some note. Thus the reason for a non-developer to go to an industry gathering for developers is... >drumroll< ... to get some buzz about a game so complex it needs an economics professor on staff. Tada... PR.
To Shar -verb: 1 - To say what you mean. 2 - To say what it means. 3 - To say something mean. |
Treelox
Amarr Market Jihadist Revolutionary Party
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Posted - 2008.08.29 14:09:00 -
[78]
Originally by: Banni Vinda
Originally by: Treelox Just a footnote to your above response. I swear Dr.E has been present at every industry trade show this summer season. At least ever industry website seems to have refered to a talk he gives at each show this summer.
He will also be talking next month at Austin GDC. This isn't a PR talk/conference, it is an game-development industry talk. Given by the industry, aimed at the industry. CCP is amongst the show's exhibitors (Booth #600 IIRC, just next to Valve's).
Still PR, just aimed at a tighter audience intially. You and I both know though, anything special that occurs at GDC though gets reported on MMO fansites after the fact. --
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SencneS
Amarr Rebellion Against big Irreversible Dinks
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Posted - 2008.08.29 16:00:00 -
[79]
Originally by: SencneS I post the following as an Individual and not a representative of EBANK, BSA, either of the organization's members or their affiliates.
As a member of a corporation that produces upward of 400 T1 Items Mods/ammo/drone/probes etc, and sells them in various locations I believe I have a pretty good handle on what would happen if T1 was removed from Loot Drops. At least from a manufacture sense. --> NOTHING! <--
I'll tell you why, give it a week or two then everything will be back to normal anyway. So they remove T1 loot, for the most part Mission runners don't sell to the buy orders of that T1 loot because they can reprocess the loot and make ISK off the minerals. To test this theory I placed buy orders for some items in heavy Mission running systems on loot I know drops. (The T1 vanilla version not named) for the cost it would take for me to manufacture it minus 2%. Out of the 7 systems in 3 different empires I purchased 22% of my total orders I placed.
It's clear Mission runners don't care to click on each item and say sell then go over to accept. It just doesn't work that way, it too hard to select 100 different items separately and sell them, then it is to select 100 different items, reprocess them, sell the 6 Mineral groups.
Removing T1 loot drops doesn't mean the T1 industry will boom, far from it in my opinion.. What it does is make it so the only way you can get T1 items for producing T2 version is from manufacturing or buying items that are manufactured. Most of our sell orders are the lowest in the region simple because there is next to zero competition for T1 items. In several regions If you're buying T1 from the cheapest order, you're buying from us. There is a significant margin on a massive volume, but the ISK intake is low per item.
As someone who wants T1 loot to be removed from drops knowing that we already have a head start on some people because all our BPOs Researched up, have 30-50 copies of each, max run. We've already started pumping out our most popular items with the knowledge that T1 loot drops are probably going to be removed. We know that when that patch goes though there will be significant amount of competition as manufactures start producing T1 items.
In a way that patch is a double edge sword for a corporation like us. T1 no longer drops, GREAT! meaning we'll just be battling other manufactures who HAVE a cost to the item, Dropped loot doesn't have a cost, it's just a bonus. However the patch will also add a increase in competition. So it's a bitter sweet victory in my opinion.
Keep in mind that T1 is very much like T2. In which some items just hardly sell. 200mm Armor Plate II has just as much popularity as 200mm Armor Plate I.
Here is my prediction.. Limited variety.. As some items are worth way less then the time and effort to manufacture those items will not be manufactured. The problem is that something like Antimatter Charge S takes just as long to make as Antimatter Charge M or L. So why Manufacture Antimatter Charge S? Same amount of time burnt up making it for what, at most 600K per line for 3 days manufacturing.. I don't think so. Not when you can pump out 14mil per line for the same 3 days.
If they are going to rip T1 loot our, and I hope they do, they need to tack on production times for scale. There is no reason why the XL version of a charge should take the same amount of time as S.
Or here is an idea in case a Dev is watching.. Don't change the times, but change the amount to which the item is produced. Antimatter Charge S, 1 Run produces 400 rounds instead of 100, yeah it uses 4 times as much minerals but it also produces 4 times as fast.
I'm sure manufactures wouldn't have a problem with a Small Item BPO costing more to produce per run if they got more of the item. I should be able to produce 32, 50mm Steel Plates in the same time it takes to produce 1, 1600mm Steel Plate. Make it use 32 times more mins and call it good.
Amarr for Life |
Absimi Liard
Gallente Confederate Miners Union of Eve space weaponry and trade
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Posted - 2008.08.29 16:29:00 -
[80]
As a fellow T1 manufacturer, mostly modules for me, I'll echo what ser SencneS has said.
I would like T1 drops gone, but once the manufacturers get into it more the competition will remain just as real as it is now.
Now, I'm happy playing in that field. But it's not going to magically make T1 into a windfall profit-center.
I'm more looking forward to other changes myself.
-abs
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Kazzac Elentria
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Posted - 2008.08.29 20:07:00 -
[81]
Originally by: SencneS ...
Part of the discussion was to remove T1 loot and introduce economy of scale items which reward manufacturers who can mass produce while at the same time providing niche markets to burdening industrialists. So in that regard, your operation would be duly rewarded with being able to bring items to the market faster, but at the same time allowing logistics to dictate that there will still be markets to take advantage of for the small guy.
In any event, the main goal of removing T1 loot is not to make T1 a boon industry but more to balance out the flaws in the mineral layout and the growth of risk/reward between empire and null sec. |
Treelox
Amarr Market Jihadist Revolutionary Party
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Posted - 2008.08.29 21:01:00 -
[82]
Edited by: Treelox on 29/08/2008 21:02:26
Originally by: Kazzac Elentria
In any event, the main goal of removing T1 loot is not to make T1 a boon industry but more to balance out the flaws in the mineral layout and the growth of risk/reward between empire and null sec.
That really depends on the perspective of the person calling for this "nerf", and exactly how or even if, CCP does anything to compensate for those changes.
--edit
added to the sentence for better flame baitage --
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Kazzac Elentria
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Posted - 2008.08.29 21:02:00 -
[83]
Originally by: Treelox
Originally by: Kazzac Elentria
In any event, the main goal of removing T1 loot is not to make T1 a boon industry but more to balance out the flaws in the mineral layout and the growth of risk/reward between empire and null sec.
That really depends on the perspective of the person calling for this "nerf".
True, but you have to admit that it does have many other positive ramifications for the entire game. I mean its not the end all be all, since nothing will be. But it is a step in the right direction. |
Treelox
Amarr Market Jihadist Revolutionary Party
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Posted - 2008.08.29 21:08:00 -
[84]
Originally by: Kazzac Elentria True, but you have to admit that it does have many other positive ramifications for the entire game. I mean its not the end all be all, since nothing will be. But it is a step in the right direction.
No I fully support this change. I just think that all the sides that are calling for it wont find it to be the "Holy Grail" that they think it is. It will not be the silver bullet to fix all of their percieved problems.
Industrialist will eventually glut the market to compensate, leading to similar margins as now. Those crying for risk VS reward will find that it wont have as big a impact on mission runners, since now they can mission faster with less loot to gather. I also suspect that in some ways some in 0.0 will miss this, cause now they wont be able to stock their corp hangers with base mods as easily.
There are many Pro's and Con's to this change for all who are calling for it and those that arent. I think a lot of people just fail to see the big picture sometimes, and only home in on what will effect them directly in the short term.
Instant gratification sadly is something that many people hope for in this game, and one thing I have learned in eve is there really isnt such a thing. --
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Shar Tegral
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Posted - 2008.08.29 21:11:00 -
[85]
Originally by: Treelox Instant gratification sadly is something that many people hope for in this game, and one thing I have learned in eve is there really isnt such a thing.
Ding!
To Shar -verb: 1 - To say what you mean. 2 - To say what it means. 3 - To say something mean. |
Kazzac Elentria
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Posted - 2008.08.31 05:27:00 -
[86]
Originally by: Treelox
Instant gratification sadly is something that many people hope for in this game, and one thing I have learned in eve is there really isnt such a thing.
Quite true, but many of us who have and still are calling for this change have suggested additions into the change, since we all realize its not the silver bullet, but more just a small part in the first step towards correcting the balance.
I stress to not use fix, since really everything is working as intended. Its just that the resultant outcome is not to the majorities liking at the moment.
IMHO alternative mats (in the proper ordering) is a key secondary change in along with loot removal and drop rate changes that'll help bring a little more balance to the current equation. |
Treelox
Amarr Market Jihadist Revolutionary Party
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Posted - 2008.08.31 08:26:00 -
[87]
Originally by: Kazzac Elentria
IMHO alternative mats (in the proper ordering) is a key secondary change in along with loot removal and drop rate changes that'll help bring a little more balance to the current equation.
The biggest problem I see with alternative Materials is the reprocessing angle. Build something with trit alternative, but it reprocesses with the noxc "main" variant. What would be the basis, the NPC(CCP offical) price base? We all know that mineral prices are not really tied to that.
I have brought this up before in private conversations, and someone suggested having that items unique id carry with it, what it was made from, so it can only reprocess back into that. Well I am sure that will be a huge burden on the DB, besides annoying those traders who are in the "buy and reprocess" business.
Another opition I have heard is just stop items from reprocessesing all together. I am sure that will go down well, NOT!
Once again, I must say this, cause I am sure someone will get their undies in a twist. I am all for some form of "alternate materials" construction, but at the current time I cant see a way that it could be introduced without either killing off huge sectors of the trade market, causing more lag (db being over burdened), or providing a potential Philosopher's Stone, that would be prone to serious explotation. --
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Kazzac Elentria
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Posted - 2008.08.31 12:27:00 -
[88]
Edited by: Kazzac Elentria on 31/08/2008 12:27:20
Originally by: Treelox
Once again, I must say this, cause I am sure someone will get their undies in a twist. I am all for some form of "alternate materials" construction, but at the current time I cant see a way that it could be introduced without either killing off huge sectors of the trade market, causing more lag (db being over burdened), or providing a potential Philosopher's Stone, that would be prone to serious explotation.
I think the easiest fix would be to have an inherent loss built into reprocessing. Have the base reprocessing rate on an individual item level/type/size whatever you want and try to set the level below the 'Philosophers Stone' scenario you pointed out.
Or remove high ends from the reprocessing equation all together, and then at that point the focus becomes on mex and the only mineral we'd have to worry about.
And instead of allowing alternate mats at the point of construction. Place it before and add another manufacturing step. BPOs that allow specific amounts of one mineral to be processed into another.
Add however many layers of complexity you want to the situation, such as only doable in a POS station, lengthy build queue, etc...
*edited cause I can't close a tag to save my life this morning |
Treelox
Amarr Market Jihadist Revolutionary Party
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Posted - 2008.08.31 13:18:00 -
[89]
Originally by: Kazzac Elentria
I think the easiest fix would be to have an inherent loss built into reprocessing. Have the base reprocessing rate on an individual item level/type/size whatever you want and try to set the level below the 'Philosophers Stone' scenario you pointed out.
We already have an inherent loss built into the current reprocessing formula. Increasing it much further will annoy a large ammount of players. Not saying this is wrong, but the rabble rabble factor can be high on the list for something not to change.
Originally by: Kazzac Elentria Or remove high ends from the reprocessing equation all together, and then at that point the focus becomes on mex and the only mineral we'd have to worry about.
Ok so what would happen to the roughly(roughly cause im doing it from memory) 8k zyd, 4k mega, 50k noxc, 200k iso that one "normally" gets in reprocessing a Abaddon these days? Would you get their "value", at established NPC prices, in Mex? This would be a little over 100M isk based at NPC price, or if you prefer 3,136,000 units of Mex. Which would be an increase of roughly 4 times as much Mex as we currently would get from reprocessing an abaddon. I see the price of Mex plummetting slowly if that is the case.
Originally by: Kazzac Elentria And instead of allowing alternate mats at the point of construction. Place it before and add another manufacturing step. BPOs that allow specific amounts of one mineral to be processed into another.
Maybe... Not very RL realistic, but that is not the issue. In eve though most things are reprocessable back to their base state, I assume under this idea one can never reprocess minerals back then?
Originally by: Kazzac Elentria Add however many layers of complexity you want to the situation, such as only doable in a POS station, lengthy build queue, etc...
While I love Eve for its complexity, this is T1 (entry) building we are talking about. One thing that will not be to high on the dev's list (IMO), is raising the bar of entry to crazy high levels of complexity, logistics, isk, training, and standings.
Originally by: Kazzac Elentria *edited cause I can't close a tag to save my life this morning
caffine is your friend, my brother. |
Kazzac Elentria
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Posted - 2008.09.01 02:59:00 -
[90]
Originally by: Treelox
We already have an inherent loss built into the current reprocessing formula. Increasing it much further will annoy a large ammount of players. Not saying this is wrong, but the rabble rabble factor can be high on the list for something not to change.
Not enough IMHO, there is almost zero loss with skills when you factor out time. One of the few things that are broken honestly.
There should be some random factor to melting down items, mitigated by skills, and removal or lowering of high ends for lower base items.
Meh who knows.... I had more to type but at the moment I'm about it 10 rum and cokes to lazy to type them out right now.
Quote: caffine is your friend, my brother.
Yet problem is when mixed with booze they sorta negate each other |
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Treelox
Amarr Market Jihadist Revolutionary Party
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Posted - 2008.09.01 03:07:00 -
[91]
Originally by: Kazzac Elentria
Yet problem is when mixed with booze they sorta negate each other
your not doing it right.... |
Salpad
Caldari Deep Core Mining Inc.
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Posted - 2008.09.01 03:13:00 -
[92]
Edited by: Salpad on 01/09/2008 03:18:57
Originally by: Ricdics
1) What do you want implemented with this project?
Make mining sexier by reducing the value of tritanium so that more exotic ores become more valuable than veldspar. This should be done by changing all BPOs and BPCs so that they require less tritanium and more of the other minerals.
Regardless of whether the change is instant, e.g. with trit needs being reduced by, say, 60% all at once, or gradual, where trit needs are reduced by, say, 10% per month for six months, it will cause a lot of upheaval and unrest and complaints.
edit: In addition to changing blueprint tritanium requirements, loot reprocessing should probably also be looked at. If you want minerals, you ought to do mining, rather than ratting or mission running. Ratting and mission running should not provide significant amounts of minerals, especially mid-end and high-end ones. Addressing this issue would probably also re-balance ore prices so that veldspar ceases to be the most attractive high-sec ore.
One can also hope for a mini-Freighter, which has as is main purpose being less slow than a proper Freighter. 1/3 the cargo capacity, or so, meaning 250k m3 instead of 750k m3, but a warp speed of perhaps 1 AU/sec (Freighter has 0.7 AU/sec), maybe 10-15 m/s higher velocity, and most importantly of all a better agility so that it only takes ages to align, instead of ages and ages.
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Salpad
Caldari Deep Core Mining Inc.
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Posted - 2008.09.01 03:25:00 -
[93]
Originally by: Joss Sparq
EDIT: By the way, is there a popular argument against the removal of "vanilla" Tech I loot drops from the tables? If there is I haven't noticed it and would appreciate hearing it!
Many tech 1 modules had their volume drastically increased a few months ago, in order to nerf mineral compression, but that change had unintended consequences for mission looters, and therefore I and some others (not sure how many) have been asking or tech 1 drops to be removed from the rat loot generation tables, so that only named, tech 2 and faction/officer modules can ever be found in wrecks.
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Salpad
Caldari Deep Core Mining Inc.
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Posted - 2008.09.01 03:28:00 -
[94]
Originally by: Level4 2) the orca ( as some mini-freighter that can use jetcans )
I thought the Orca was meant to be a mini-Rorqual, not a mini-Charon (or other mini-Freighter).
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Salpad
Caldari Deep Core Mining Inc.
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Posted - 2008.09.01 03:43:00 -
[95]
A few more skillz related to trading and contracts could also be nice.
Some characters may do more buying than they do selling, or the other way around, but the only way to get more Market slots is by learning increasingly difficult skillz and these give you dual-purpose slots that you can use either for buy or sell orders as you please.
On top of the existing skillz, there should be a skill that specifically gives you 6 more Buy Order slots per level, and another that specifically gives you 6 more Sell Orders per level. These should be quite low rank. Also perhaps a couple of more advanced skillz that gives 12 more Buy Order slots or 12 more Sell Order slots per level-
Market Order durations could also be nerfed. This is an old idea of mine which I don't think I've mentioned.
Start by reducing the maximum duration of all Buy and Sell Orders from the current 90 days and to a maximum of 12 days. Then remove the duration-renewal that happens when you change the price of a Buy or Sell Order. The original duration should remain as a hard limit.
Then introdue a new skill that extends the max duration of Market Orders by roughly 50% per level.
L0 12 days L1 18 days L2 27 days L3 40 days L4 60 days L5 90 days
That's one more way for serious traders to have an edge over dabblers; Our Buy and Sell Orders will last longer.
Likewise, Contract durations should be looked at. Set the normal maximum duration to 6 days, then have a skill that gives a (roughly) 50% duration bonus per level.
L0 6 days L1 9 days L2 13 days L3 20 days L4 30 days L5 45 days
Make this skill fairly high rank.
Also make another skill that increases the max size of issued Contracts in terms of the number of different items that can be included. At no skill, a maximum of 2 types of items (say one ship and X launcher modules), then increase by 50% for eac skill level.
L0 2 items L1 3 items L2 4 items L3 6 items L4 10 items L5 15 itmes
The intent behind this is to nerf the dabblers while giving those who actually learn the skillz most of the same freedom as they have now.
Also, the intent is to facilicate the sale of convenience packages, as a sort of "service industry". For instance, implant packages where you buy a set of four +4 implants (most players would not want Charisma) to plug into your new clone once the old one dies, and where it is convenient to be able to buy those four implants as one package in one place (ideally the very station where your clone woke up) rather than have to fly round the entire sector hunting bargains.
Same with ships. I can easily see FW packages sold via Contracts, such as a Merlin with ammo and tackle t1 modules.
The problem with that concept, now, is that Contracts don't last very long. They last only 14 days, which means there's a real risk of nobody buying your package, if you put package up for sale. Nobody buying means you've lost both the ISK you paid to set up the contract and - rather more importantly to my mind - the time you had to spend doing it. A skill to make Contracts last longer would solve this problem and make Convenience Package Contracts much more viable.
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Salpad
Caldari Deep Core Mining Inc.
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Posted - 2008.09.01 03:46:00 -
[96]
Originally by: SencneS
Consider this - Most every retailer in the world has an the RIGHT to refuse service to a customer. Unfortunately in EVE that's just not an option.
EVE does not have retailers. EVE has brokers. Two extremely different things.
That said, it might be a good idea to dump the broker system in 0.0 and instead have some kind of Station Store.
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Red Thunder
Most Wanted INC G00DFELLAS
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Posted - 2008.09.01 20:31:00 -
[97]
i wana see the bpo lottery brought back :D
/emote has lotsa RP |
Nadarius Chrome
Celestial Horizon Corp.
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Posted - 2008.09.01 22:13:00 -
[98]
Originally by: Salpad Many tech 1 modules had their volume drastically increased a few months ago, in order to nerf mineral compression, but that change had unintended consequences for mission looters, and therefore I and some others (not sure how many) have been asking or tech 1 drops to be removed from the rat loot generation tables, so that only named, tech 2 and faction/officer modules can ever be found in wrecks.
So your response to a mission loot nerf is to further nerf mission loot? |
Rho'varo
Minmatar Diversified Operational Services
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Posted - 2008.09.01 23:50:00 -
[99]
Originally by: Salpad A few more skillz related to trading and contracts could also be nice.
I dunno about skills, but some further refinement of searching / browsing in Contracts would be nice, e.g., regex matching, the aforementioned BPC vs. BPO view, blueprint ML and PL views, limiting views by item Meta Level. Some of this filtering might be doable in the client as well.
Another thought might be some sort of API interface to view available contracts, to take some load of the solarsystem nodes. This could be pre-nerfed in many ways and yet still have some usefulness, e.g., exported view refreshing only every four hours, only seeing available items (or required items) and not contract prices.
Originally by: Salpad Also make another skill that increases the max size of issued Contracts in terms of the number of different items that can be included. At no skill, a maximum of 2 types of items (say one ship and X launcher modules), then increase by 50% for eac skill level.
L0 2 items, L1 3 items, L2 4 items, L3 6 items, L4 10 items, L5 15 items
This in particular seems draconian to me. It would probably mean a lot fewer rigged and fitted ships, and it would eliminate true true convenience bundles like sets of rig BPCs or ammo BPCs, not to mention "hangar clearouts". |
Lord Fitz
Project Amargosa
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Posted - 2008.09.02 14:55:00 -
[100]
Originally by: Amrumm
Originally by: Shar Tegral
Originally by: Amrumm For the ingame browser, add a setting which only reveals pilot/corp/alliance name. This would make it easier to replace our cumbersome wtb/wts alliance mailing lists with a website.
This has long been possible. In fact I'm running a small website (built by Murton) that pulls alliance/corp/personal information from each in game visitor. If that person, or his corp, or his alliance, is on the permitted list, he gets access. To autoprune people out, if they leave corp/alliance, the website requires an in game visit every 2 weeks, period. And this kind of thing has been possible for many years now.
'Trusted site' also reveals your current location and corp roles, which I'd rather keep confidential (and yes, I know about locator agents).
Not to mention it only works where the website owner doesn't have to be 'sure' that the person is who they say they are, because it's easy enough to spoof that information and gain access to a website you're not supposed to because they don't have to know anything other than your name to do it.
So there's not alot of point to it really.
The only current way to verify a player is who they say they are at the moment is to deposit some money in a char's wallet (and use the description field) and then check that via the api, as that verifies that the person accessing the website DOES have ingame access to that char.
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Treenara Mazouk
Phoenix Propulsion Labs Lost Sheep Domain
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Posted - 2008.09.05 01:47:00 -
[101]
Very interesting stuff being discussed here!
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Salpad
Caldari Deep Core Mining Inc.
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Posted - 2008.09.05 05:35:00 -
[102]
Originally by: Nadarius Chrome
Originally by: Salpad Many tech 1 modules had their volume drastically increased a few months ago, in order to nerf mineral compression, but that change had unintended consequences for mission looters, and therefore I and some others (not sure how many) have been asking or tech 1 drops to be removed from the rat loot generation tables, so that only named, tech 2 and faction/officer modules can ever be found in wrecks.
So your response to a mission loot nerf is to further nerf mission loot?
Tech 1 modules are wortless anyway. All they do is take up space in my salvage destroyer's cargo hold.
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Carniflex
Caldari StarHunt Fallout Project
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Posted - 2008.09.05 07:25:00 -
[103]
Originally by: Salpad
Originally by: Nadarius Chrome
Originally by: Salpad Many tech 1 modules had their volume drastically increased a few months ago, in order to nerf mineral compression, but that change had unintended consequences for mission looters, and therefore I and some others (not sure how many) have been asking or tech 1 drops to be removed from the rat loot generation tables, so that only named, tech 2 and faction/officer modules can ever be found in wrecks.
So your response to a mission loot nerf is to further nerf mission loot?
Tech 1 modules are wortless anyway. All they do is take up space in my salvage destroyer's cargo hold.
I like them. They refine into good amount of materials. And ofc I have no room problem as I loot in marauder fitted for that purpose. Will not cry too hard tho if there would some something else instead as long as that something else is stacking properly in my hangar and has roughly the same value.
There has been ideas bounced around to drop BPC's instead of meta modules (as people cry about being unable to sell their T1 modules), but BPC's dont stack and there is 1000 item limit per hangar, reworking entire T1 production to be similar to T2 - ie needing components (but that would mean even more alts would be needed to produce something to make in addition to stuff also components) etc, etc. I think there was separate thread about mission loot a little while ago with several dev responces and all.
Overall I think it's likely that something will be done about mission loot, especially level 4 mission loot that contains large t1 turrets/smartbombs/plates that refine into a lot of minerals. Hopefully that 'something' is sensible solution. If not then it's always option to stop looting alltogehter and hit missions for just bounties and LP. There is already plenty of missions not worth looting.
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Kazzac Elentria
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Posted - 2008.09.05 12:13:00 -
[104]
Originally by: Carniflex
There has been ideas bounced around to drop BPC's instead of meta modules (as people cry about being unable to sell their T1 modules), but BPC's dont stack and there is 1000 item limit per hangar, reworking entire T1 production to be similar to T2 - ie needing components (but that would mean even more alts would be needed to produce something to make in addition to stuff also components) etc, etc. I think there was separate thread about mission loot a little while ago with several dev responces and all.
I think the component direction is the best one IMHO. And agree that the only way this could work would be to increase the number of build slots per toon. Honestly it would just be a matter of adding upper tier indy skills for production. I'd gladly pay 200mil for a skill book that could bump my slots up by another 10 if possible, even if level 5 of that skill took 3 months to train.
It could be feasible as well, to instead of having both loot and cargo drops, to instead have all NPC wrecks be nothing but salvage. And when you salvage the wreck you might get rig or you might get component items... or possible a little of both.
I also feel that wreck loot should be random and based on the sec status of the system, but thats only cause I feel that progression of sec status is something not really felt for mission runners and there is no encouragement for them to venture into the null sec wastelands for pirate agents or frontier agents for things like fed navy, etc.. |
Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2008.09.05 15:11:00 -
[105]
If it takes the same amount of effort to make something as it does now, then the degree of opportunity for industrialists will be the same. I'm in favour of requiring components (several tiers of them, in fact) to build most things, without increasing the number of build slots per character. ----- DIY copying in Liekuri
20:1 low-end compression |
Ceola Tyn'Vile
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Posted - 2008.09.05 19:57:00 -
[106]
Originally by: Salpad
Originally by: Joss Sparq
EDIT: By the way, is there a popular argument against the removal of "vanilla" Tech I loot drops from the tables? If there is I haven't noticed it and would appreciate hearing it!
Many tech 1 modules had their volume drastically increased a few months ago, in order to nerf mineral compression, but that change had unintended consequences for mission looters, and therefore I and some others (not sure how many) have been asking or tech 1 drops to be removed from the rat loot generation tables, so that only named, tech 2 and faction/officer modules can ever be found in wrecks.
Alot of the arguments I seen is this thread against the removal of Tech 1 modules were assuming that all meta 0-4 drops be taken out. That is not they case as it should just be meta 0 that does not drop. Mission runners could still get just as much loot if meta 1 stuff dropped in it's place.
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Salpad
Caldari Deep Core Mining Inc.
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Posted - 2008.09.09 17:45:00 -
[107]
Originally by: Ceola Tyn'VileAlot of the arguments I seen is this thread against the removal of Tech 1 modules were assuming that all meta 0-4 drops be taken out. That is not they case as it should just be meta 0 that does not drop. Mission runners could still get just as much loot if meta 1 stuff dropped in it's place.[/quote
Yes, of course. I'm only against meta 0. Not named stuff.
Although to be honest, named stuff is a bit of a bother, because I never seem to be able to learn which named stuff is good (i.e. meta 4, perhaps meta 3) and which is garbage. So I have a huge stockpile of stuff in Jita that I don't know what to do with.
-- Salpad |
Havok Pierce
Gallente The Scope
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Posted - 2008.09.09 20:32:00 -
[108]
Originally by: Salpad
Yes, of course. I'm only against meta 0. Not named stuff.
Although to be honest, named stuff is a bit of a bother, because I never seem to be able to learn which named stuff is good (i.e. meta 4, perhaps meta 3) and which is garbage. So I have a huge stockpile of stuff in Jita that I don't know what to do with.
I'll take it off your hands. :D Toss me a list (you can just set up a contract) and I'll give you a price.
Originally by: CCP Wrangler There's a Community petition category??
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Chomin H'ak
The Trivenerate
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Posted - 2008.09.09 22:52:00 -
[109]
Originally by: Kazuo Ishiguro If it takes the same amount of effort to make something as it does now, then the degree of opportunity for industrialists will be the same. I'm in favour of requiring components (several tiers of them, in fact) to build most things, without increasing the number of build slots per character.
Complete agreement from me. Except it's favor, darnitall.
(Why you gotta add extra u's, like to colour and armour? Do you know how screwed up I was as a kid cause of that crap?! I wouldn't let a guy bring in +5 Armour of Colour in my campaign cause I thought they cheated and wrote the magazine article themselves (I was young and REALLY weird, sue me). Dern English and their... uh, English...)
Originally by: Frenden Dax My heart hopes that people aren't that stupid, but my experiences thus far suggest otherwise.
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Rho'varo
Minmatar Diversified Operational Services
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Posted - 2008.09.10 01:00:00 -
[110]
Americans sometimes talk about the correct spelling of things, clinging Webster's obsolete work, trying to emulate the French with their AcadTmie frantaise, but c'mon, keep up with the innovations of the language, dudes!
Reorganise your favourite "-ize" word with an "-ise" instead! Share an extra "u" with your neighbour! Use your own judgement about spelling, not that of some dead guy!
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LaVista Vista
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Posted - 2008.09.10 05:51:00 -
[111]
Originally by: Chomin H'ak
(Why you gotta add extra u's, like to colour and armour?
Blame the tea-drinkers(People from the UK). They are such hippies
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Jackie Fisher
Galactic Defence Consortium
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Posted - 2008.09.10 08:54:00 -
[112]
Originally by: LaVista Vista Blame the tea-drinkers(People from the UK). They are such hippies
How terrible of us English to like words in the English language to be spelt our way.
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LaVista Vista
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Posted - 2008.09.10 09:30:00 -
[113]
Originally by: Jackie Fisher
Originally by: LaVista Vista Blame the tea-drinkers(People from the UK). They are such hippies
How terrible of us English to like words in the English language to be spelt our way.
It's also called compensating for a lack of.. well.. force(Military power) to enforce your "proper" language
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Treenara Mazouk
Phoenix Propulsion Labs Lost Sheep Domain
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Posted - 2008.09.11 03:13:00 -
[114]
Originally by: LaVista Vista
Originally by: Jackie Fisher
Originally by: LaVista Vista Blame the tea-drinkers(People from the UK). They are such hippies
How terrible of us English to like words in the English language to be spelt our way.
It's also called compensating for a lack of.. well.. force(Military power) to enforce your "proper" language
Now, now... let's stay civilized folks, this is a tea service, not a tea party!
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BiggestT
Caldari Space Oddysey Pupule 'Ohana
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Posted - 2008.09.11 06:56:00 -
[115]
Bring back the random ship creation in invention, it made a market for the less popular ships such as the eagle and vulture, which have now risen in price as less are being made from every1 making nighthawks/onyx etc.
The random thing was good, reduced some predictabilty, made eve better for the players that choose to go agsint the norm as they were rewarded for being different.
Currently everything is headed for monotony..
p.s. DONt NERF MISILES! hehe, oh and fix field commands :P (sorry cldnt help putting in the extra 0.02isk Proudly annoying FC's since 2007 Please resize signature to the allowed size of 400 x 120 pixels. Navigator
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Alz Shado
Ever Flow HUZZAH FEDERATION
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Posted - 2008.09.11 16:17:00 -
[116]
Really?
Does every suggestion for "fixing" the economy have to translate into industrialists becoming the Wal-Marts of Eve? Once their small-time NPC competitors are gone, the world will be a much brighter place because someone with a dozen alts is selling 1mn Afterburners and Small shield extenders at 20% more then they're worth now?
I mean, Really?
That the best fixes you can come up with are more skills, that will only take existing industrialists a month out of being in the same position they're in now, and give newbies one *more* month of catching up to do? The only ones who would profit from this are the skillbook manufacturers (hint: they're ALL NPCS!)
C'mon, Really?
The Miners don't like T1 reprocessors because they compete with them, and yet the best mining corp in EVE can't compete with a sweatshop in some asian basement running a cadre of hulks 23/7. The producers don't like T1 loot drops because they keep the volume high enough for the resale margins to revolve around mineral rates, which keeps regional variance of prices low and yet lowsec still starves for anything resembling a market hub?
Oh Really?
Market resellers think that the magic pill to solving all of their margin issues will be fixed if they can change the price dependent on standings, and yet don't consider for a moment what a single neutral alt will do if that's the keystone to the whole fix. Or if you're competing with a blue? And yet, they'll ALL still find themselves sitting in Jita, leapfrogging one another every five minutes.
REALLY!
The fixes to the industrial "Issues" which seem to be plaguing the old billionaires club have less to do with the underlying system then the do the tactics they have at their disposal. The facts are that any barriers to entry in industrialism will be overcome shortly, breaking the whole system anew. So, how do you "fix" a system that's natural equilibrium is below their comfortable profit margins?
Variation, innovation, specialization, and risk.
Variation - Allow industrialists to create something unique, with customized strengths and weaknesses. Look to the Booster template for how benefits and drawbacks can be implemented.
Innovation - instead of removing/cutting back on T1 loot drops, instead make named goods drop as BPCs in highsec. This will limit the straight-to-market or reprocessing value of these items, but still provide a revenue stream for mission runners and marketeers, as well as boost demand for minerals. In lowsec, named goods might drop as completed modules but damaged. Faction spawns can be more frequent, but similarly drop BPCs requiring high level skills to produce.
Specialization - Why do I need individual skills to train up each race's ships, but one 'Frigate Construction' skill builds them all? And why should all the ships end up being the same, no matter who produces them? Specialization skills tied in with an individual's race (only Minmatar can learn Minmatar Battleship Specialization, for instance) that can boost the stats of their produced ships a percentage point or two per level.
Risk - Put more benefit to production in unsafe areas, not less. Add Stations that specialize in production that give speed or efficiency boosts in .4-.0 systems. Alliance controlled Faction Outposts that can be upgraded to offer true production capability far from empire, that can offer on-demand production from anyone as long as a BPO is (permanently) installed at the station, with a cost tree that starts at the minimum minerals required for production and ends at whatever you think is obscene.
Don't be so narrow-minded that nerfing others is your best hope of seeing some small benefit for yourselves. Instead, look to the future, add MORE options and MORE possibilities. T3, Named T2, Customization, Set Bonuses, there's so much more to the future of industry than "NERF LOOT" //// ---------=== []= ---------=== \\\\ Rifter(RedBad)
"Kill a man one is a murderer; kill a million, a conqueror; kill them all, a God." -- Jean Rostand |
PaddyPaddy Nihildarnik
Gallente aurorae pacificas
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Posted - 2008.09.12 04:38:00 -
[117]
Originally by: SencneS
Originally by: SencneS I post the following as an Individual and not a representative of EBANK, BSA, either of the organization's members or their affiliates.
For a start generic T1 loot drops don't effect the generic T1 market, they effect the mineral market. Running a level 4 mission, and collecting the loot with an alt at the same time can get you as much minerals as if that alt sat at belt for the same amount of time.
The Mission runners don't care about generic T1, they reprocess them and sell the minerals, or make their own ammo or whatever. I collected all loot for about 6 weeks, and never reprocessed or sold it, I used some of the good loot. When I wanted some minerals I selected all and reprocessed, 100% reprocess, 0% tax. I had 1.8 billion ISK worth of minerals at Jita BUY prices. (Yeah I was farming missions)
So don't tell me Collect T1 loot is not enough of an impact to be noticeable. It's there, just it's one of those things that flys WAY under the radar because it's the accepted Norm.
Someone said "Positive/Negative price changes would be bad, because if they see something for x that is exactly what they want to pay, not all of a sudden pay more." That would not happen if they implemented the change correctly.
If I set you as -10, and place something on the market for 1,000,000. And -10 means I give you a 10% penalty, you will see it on the market for 1,100,000, and not 1,000,000. This would HELP SO MUCH with alliances in 0.0 it's not funny. This is were I came up with the idea a long time ago.
The problem with 0.0 alliances that own stations is the fact that anyone with remote trade skills can use that stations market. So what happens is people fly around in 0.0, buy up popular items at stations not even owned by them. And re-sell them at a higher price.
To combat this alliances start pricing items extremely high. Well think of it this way.
As a seller, I don't have to worry about selling to the enemy. I Could set my alliance as +10 and that +10 means I give a 50% discount. Now I place Ravens on the market for 180mil, meaning to everyone in the region that is not in my alliance see it on the market for 180mil. But my alliance is 90mil.
I don't care if the enemy pay 180mil for my Raven, let em! but I care about my alliance buying my stuff at reasonable prices without some a-hole npc corp hugging alt coming and gobbling up the entire stations supply.
In empire it plays a much more devious role. If I'm selling something and someone under cuts me by 0.01 isk. I'll buy one of their items and set my standing to -10. So when they look at the market I will be WAY down on their list as the lowest price. Can you say eliminating 0.01 bid wars overnight therefor reducing market lag everywhere it exists. Because that is exactly how people would use it.
Imagine not having to create contracts to sell minerals to manufactures as a miner. Instead you could just put your minerals on the market and set up your deal with the manufacture to give a 20% discount. The market sees Trit for 2.6, but you see it for 2.2. Then you set your manufactured items on the market for whatever and give THEM 20% discount.
The single greatest market PVP expansions is only a standings option away from being added to the game... Too bad CCP will not put the time and effort into adding REAL market PVP like this to the game.
Consider this - Most every retailer in the world has an the RIGHT to refuse service to a customer. Unfortunately in EVE that's just not an option.
That was probably the most interesting post ive read on the eve-o forums in quite a long time.
I would fully support this change. Hopefully someone on the CSM sees this and tries to push its implementation.
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Treenara Mazouk
Phoenix Propulsion Labs Lost Sheep Domain
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Posted - 2008.09.13 03:00:00 -
[118]
Needs a little bump-love!
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Lord Fitz
Project Amargosa
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Posted - 2008.09.13 12:56:00 -
[119]
Originally by: Chomin H'ak (Why you gotta add extra u's, like to colour and armour? Do you know how screwed up I was as a kid cause of that crap?! I wouldn't let a guy bring in +5 Armour of Colour in my campaign cause I thought they cheated and wrote the magazine article themselves (I was young and REALLY weird, sue me). Dern English and their... uh, English...)
Extra u's ? That's how they're spelt, for those countries that speak English.
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Absimi Liard
Gallente Vertical Industrial Partners Limited
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Posted - 2008.09.13 15:03:00 -
[120]
Originally by: Lord Fitz
Originally by: Chomin H'ak (Why you gotta add extra u's, like to colour and armour? Do you know how screwed up I was as a kid cause of that crap?! I wouldn't let a guy bring in +5 Armour of Colour in my campaign cause I thought they cheated and wrote the magazine article themselves (I was young and REALLY weird, sue me). Dern English and their... uh, English...)
Extra u's ? That's how they're spelt, for those countries that speak English.
Guess I don't speak English then.
Oh, wait, what's that? You say American isn't it's own language yet?
Then I guess English must have more than one acceptable way of spelling the same word.
C'mon folks, can we drop the spelling silliness and get back on topic. It's not like any of us can't understand that "color" and "colour" mean the same thing.
Sheesh.
-abs
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Karanth
Gallente Eve's Brothers of Destiny FOUNDATI0N
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Posted - 2008.09.13 21:45:00 -
[121]
Originally by: Alz Shado Really?
Does every suggestion for "fixing" the economy have to translate into industrialists becoming the Wal-Marts of Eve? Once their small-time NPC competitors are gone, the world will be a much brighter place because someone with a dozen alts is selling 1mn Afterburners and Small shield extenders at 20% more then they're worth now?
I mean, Really?
That the best fixes you can come up with are more skills, that will only take existing industrialists a month out of being in the same position they're in now, and give newbies one *more* month of catching up to do? The only ones who would profit from this are the skillbook manufacturers (hint: they're ALL NPCS!)
C'mon, Really?
The Miners don't like T1 reprocessors because they compete with them, and yet the best mining corp in EVE can't compete with a sweatshop in some asian basement running a cadre of hulks 23/7. The producers don't like T1 loot drops because they keep the volume high enough for the resale margins to revolve around mineral rates, which keeps regional variance of prices low and yet lowsec still starves for anything resembling a market hub?
Oh Really?
Market resellers think that the magic pill to solving all of their margin issues will be fixed if they can change the price dependent on standings, and yet don't consider for a moment what a single neutral alt will do if that's the keystone to the whole fix. Or if you're competing with a blue? And yet, they'll ALL still find themselves sitting in Jita, leapfrogging one another every five minutes.
REALLY!
The fixes to the industrial "Issues" which seem to be plaguing the old billionaires club have less to do with the underlying system then the do the tactics they have at their disposal. The facts are that any barriers to entry in industrialism will be overcome shortly, breaking the whole system anew. So, how do you "fix" a system that's natural equilibrium is below their comfortable profit margins?
Variation, innovation, specialization, and risk.
Variation - Allow industrialists to create something unique, with customized strengths and weaknesses. Look to the Booster template for how benefits and drawbacks can be implemented.
Innovation - instead of removing/cutting back on T1 loot drops, instead make named goods drop as BPCs in highsec. This will limit the straight-to-market or reprocessing value of these items, but still provide a revenue stream for mission runners and marketeers, as well as boost demand for minerals. In lowsec, named goods might drop as completed modules but damaged. Faction spawns can be more frequent, but similarly drop BPCs requiring high level skills to produce.
Specialization - Why do I need individual skills to train up each race's ships, but one 'Frigate Construction' skill builds them all? And why should all the ships end up being the same, no matter who produces them? Specialization skills tied in with an individual's race (only Minmatar can learn Minmatar Battleship Specialization, for instance) that can boost the stats of their produced ships a percentage point or two per level.
Risk - Put more benefit to production in unsafe areas, not less. Add Stations that specialize in production that give speed or efficiency boosts in .4-.0 systems. Alliance controlled Faction Outposts that can be upgraded to offer true production capability far from empire, that can offer on-demand production from anyone as long as a BPO is (permanently) installed at the station, with a cost tree that starts at the minimum minerals required for production and ends at whatever you think is obscene.
Don't be so narrow-minded that nerfing others is your best hope of seeing some small benefit for yourselves. Instead, look to the future, add MORE options and MORE possibilities. T3, Named T2, Customization, Set Bonuses, there's so much more to the future of industry than "NERF LOOT"
Surprisingly, this sounds good. ---
Wheel of Whineage |
Mephie
Caldari School of Applied Knowledge
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Posted - 2008.09.14 18:20:00 -
[122]
Just to chime in with a bit of feature creep:
Little change IMO, but for survey scanners, I'd like 2 columns added: Tag and Volume. Tag (yeah, I use them, a lot) and Volume (so I dont have to do the multiplication in my head on 3+ ore types at a glance, it's a pain)
As far as ships, I think miners do need a highsec Forman Bonus ship, even if the Orca is more the equivalent of a ORE BC (BC5, Barge5, Logi4(Exhumer4?), 3 warfares, 3% per lvl, maybe a light drone bonus and/or Marauder-like tractor bonus). And for haulers, a ship that fills the enormous gap between Indies and Freighters would be nice. A ship with honest-to-god salvaging bonuses would be sweet.
And since I'm wishing for things, T2 Warfares and a BS that can run Warfares.
--Meph
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Treenara Mazouk
Phoenix Propulsion Labs Lost Sheep Domain
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Posted - 2008.09.18 02:25:00 -
[123]
Originally by: Mephie ... As far as ships, I think miners do need a highsec Forman Bonus ship, even if the Orca is more the equivalent of a ORE BC (BC5, Barge5, Logi4(Exhumer4?), 3 warfares, 3% per lvl, maybe a light drone bonus and/or Marauder-like tractor bonus). And for haulers, a ship that fills the enormous gap between Indies and Freighters would be nice. A ship with honest-to-god salvaging bonuses would be sweet.
...
--Meph
Indie/Freighter ship would indeed be a wonderful addition for us Industrialist.
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Tasko Pal
Heron Corporation
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Posted - 2008.09.18 16:27:00 -
[124]
Originally by: Mephie Just to chime in with a bit of feature creep:
As far as ships, I think miners do need a highsec Forman Bonus ship, even if the Orca is more the equivalent of a ORE BC (BC5, Barge5, Logi4(Exhumer4?), 3 warfares, 3% per lvl, maybe a light drone bonus and/or Marauder-like tractor bonus). And for haulers, a ship that fills the enormous gap between Indies and Freighters would be nice. A ship with honest-to-god salvaging bonuses would be sweet.
You mean an ORE command ship. BC can only fit one warfare link not three. This probably would be an expensive ship otherwise someone would be able to turn it into a poor man's command ship.
Originally by: Treenara Mazouk
Indie/Freighter ship would indeed be a wonderful addition for us Industrialist.
We already have industrials and freighters. I used to see the need for an intermediate ship. But that was before I got freighter 1. Now, I realize that if a cheaper intermediate ship came out that was faster than the freighter and able to carry 100k m3 or more in high sec, then I'd never fly a freighter again. An intermediate ship would just be too good. As I see it, a factor of 20 difference between the largest highsec hauler and a freighter just isn't that big a gap and the freighter's agility is incredibly poor. To be honest, if the jump freighter cost half as much as it currently does, I'd fly that instead of a freighter. It's really a better hauler in many ways.
Continuing on. we already have command ships. They don't give a specific bonus to mining, but the mining links work pretty well. I suppose it'd be reasonable to create a ORE command ship that had a mild bonus to mining links, but couldn't fit any other kinds of links.
Ore compression is interesting, but I'm not sure I see a need for that in high sec. You can always hop into your low sec rorqual and compression ore. Perhaps a dedicated ore compression ship would be worthwhile though.
What I really think is missing is a good ore hauling ship. Something you could fly out and suck a few jetcans at a time. To keep it from competing with the freighter, you could make it just as manueverable.
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iskopoly
Amarr Royal Amarr Institute
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Posted - 2008.09.18 17:25:00 -
[125]
they need to be very careful if they nerf mission loot drops.
I feel mission loot is important and useful for minerals and such. so it should at least be replaced with something of similar value if it is at all.
and for someone suggesting that mission runners would just start running for LP's if drops were removed, you are most likely right. BUT I imagine the LP market would be even more saturated as it already is and LP value would drop even further, thus killing missions even more.
while some might not do very many missions for others it is a very important part of their gameplay. . It is all about the ISK
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Letrange
Minmatar 17th Minmatar Tactical Wing
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Posted - 2008.09.18 19:36:00 -
[126]
Originally by: iskopoly they need to be very careful if they nerf mission loot drops.
I feel mission loot is important and useful for minerals and such. so it should at least be replaced with something of similar value if it is at all.
and for someone suggesting that mission runners would just start running for LP's if drops were removed, you are most likely right. BUT I imagine the LP market would be even more saturated as it already is and LP value would drop even further, thus killing missions even more.
while some might not do very many missions for others it is a very important part of their gameplay.
I was under the impression from the posts about this that they would replace the module drops with "stuff" drops. said "stuff" (sorta like salvage) would go into making named modules (metalevel 1 thru 4). This would kill two birds with one stone. Remove the effective minerals drops from the non-hauler rats. Add more for industry to make and sell.
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Treenara Mazouk
Phoenix Propulsion Labs Lost Sheep Domain
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Posted - 2008.09.19 17:16:00 -
[127]
Edited by: Treenara Mazouk on 19/09/2008 17:15:59
Originally by: Letrange
Originally by: iskopoly they need to be very careful if they nerf mission loot drops.
I feel mission loot is important and useful for minerals and such. so it should at least be replaced with something of similar value if it is at all.
and for someone suggesting that mission runners would just start running for LP's if drops were removed, you are most likely right. BUT I imagine the LP market would be even more saturated as it already is and LP value would drop even further, thus killing missions even more.
while some might not do very many missions for others it is a very important part of their gameplay.
I was under the impression from the posts about this that they would replace the module drops with "stuff" drops. said "stuff" (sorta like salvage) would go into making named modules (metalevel 1 thru 4). This would kill two birds with one stone. Remove the effective minerals drops from the non-hauler rats. Add more for industry to make and sell.
By posts about it, do you mean here on theis thread, or from what you've read here and there? Where?
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Kazzac Elentria
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Posted - 2008.09.19 19:22:00 -
[128]
Originally by: Treenara Mazouk Edited by: Treenara Mazouk on 19/09/2008 17:15:59
Originally by: Letrange
Originally by: iskopoly they need to be very careful if they nerf mission loot drops.
I feel mission loot is important and useful for minerals and such. so it should at least be replaced with something of similar value if it is at all.
and for someone suggesting that mission runners would just start running for LP's if drops were removed, you are most likely right. BUT I imagine the LP market would be even more saturated as it already is and LP value would drop even further, thus killing missions even more.
while some might not do very many missions for others it is a very important part of their gameplay.
I was under the impression from the posts about this that they would replace the module drops with "stuff" drops. said "stuff" (sorta like salvage) would go into making named modules (metalevel 1 thru 4). This would kill two birds with one stone. Remove the effective minerals drops from the non-hauler rats. Add more for industry to make and sell.
By posts about it, do you mean here on theis thread, or from what you've read here and there? Where?
The CSM notes from the meeting indicated that the dev team already had it in the idea bin of removing or lowering loot and changing all T1 manufacturing to require various mats much akin to how salvage operates now..... leaving mins who knows where it wasn't really covered but my guess is it would be adding another layer of manufacturing to the process or changing the process so that it was alternate mats to mins... who knows.
Basically the agreement in the dev team was that to have this set number of mins be able to manufacture EVERYTHING T1 in game was rather absurd given the complexities of every other system |
Treenara Mazouk
Phoenix Propulsion Labs Lost Sheep Domain
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Posted - 2008.10.12 15:37:00 -
[129]
Originally by: Kazzac Elentria ...
The CSM notes from the meeting indicated that the dev team already had it in the idea bin of removing or lowering loot and changing all T1 manufacturing to require various mats much akin to how salvage operates now..... leaving mins who knows where it wasn't really covered but my guess is it would be adding another layer of manufacturing to the process or changing the process so that it was alternate mats to mins... who knows.
Basically the agreement in the dev team was that to have this set number of mins be able to manufacture EVERYTHING T1 in game was rather absurd given the complexities of every other system
Got a link to that Kazzac?
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Kazzac Elentria
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Posted - 2008.10.12 16:02:00 -
[130]
Originally by: Treenara Mazouk
Originally by: Kazzac Elentria ...
The CSM notes from the meeting indicated that the dev team already had it in the idea bin of removing or lowering loot and changing all T1 manufacturing to require various mats much akin to how salvage operates now..... leaving mins who knows where it wasn't really covered but my guess is it would be adding another layer of manufacturing to the process or changing the process so that it was alternate mats to mins... who knows.
Basically the agreement in the dev team was that to have this set number of mins be able to manufacture EVERYTHING T1 in game was rather absurd given the complexities of every other system
Got a link to that Kazzac?
Eve search fails me at the moment, I'll see if I can find it after I get my son down for a nap |
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Professor Leech
Transmetropolitan
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Posted - 2008.10.12 22:46:00 -
[131]
Originally by: Kazzac Elentria Basically the agreement in the dev team was that to have this set number of mins be able to manufacture EVERYTHING T1 in game was rather absurd given the complexities of every other system
If rat loot was a separate economy or involved in a separate mini profession that would be substantial improvement.
Minerals from mining, rat loot components and salvage being 3 distinctly separate processes would be good. Then npc convoy raiding could be improved to involve the new profession. Instead of dropping npc trade goods (isk faucet) they could drop rat loot components.
This would also be the boost miners are after as mining would be required to obtain minerals (rather than all the other sources).
Originally by: Crawe DeRaven this thread is obviously going places
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Kazzac Elentria
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Posted - 2008.10.13 01:25:00 -
[132]
Originally by: Professor Leech Edited by: Professor Leech on 12/10/2008 22:59:57
Originally by: Kazzac Elentria Basically the agreement in the dev team was that to have this set number of mins be able to manufacture EVERYTHING T1 in game was rather absurd given the complexities of every other system
If rat loot was a separate economy or involved in a separate mini profession that would be substantial improvement.
Minerals from mining, rat loot components and salvage being 3 distinctly separate processes would be good. Then npc convoy raiding could be improved to involve the new profession. Instead of dropping npc trade goods (isk faucet) they could drop rat loot components.
This would also be the boost miners are after as mining would be required to obtain minerals (rather than all the other sources). Edit: with exception of drone alloys (but drones drops could be made into a completely separate system (not just faction drones)).
That was the general idea.. unfortunately I never bookmarked anything and eve search is being a PITA and google fails. But the general idea was that all reprocess able loot would be changed to drop these alternate mats. These mats would then be used in the various T1 industries (i got the feeling personally that it would mainly towards T1 cap items and ships).
Forgive me if I am wrong Chronitis, but I am 90% sure it was you who posted the follow up that discussions and ideas were being tossed about for this.
Long story short. All meta 1 vanish from the loot tables and replaced with meltable crap the same way that drones are handled now. These items are then used towards the building of T1 gear and ships, etc...
Again this is nothing that was confirmed as coming down the pipe. Just something that was being considered. |
Professor Leech
Transmetropolitan
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Posted - 2008.10.13 06:01:00 -
[133]
I regard the salvage/rig system as a good proof of concept and I think separation of construction into more mini-professions as a good thing.
If there was a split like rat loot -> module construction and minerals -> t1 ship construction then it'd make some degree of sense. Also 0.0 ratting is terrible with the mineral compression nerf affecting the loot that'd you'd possibly want to pick up. So some type of rat loot that doesn't take up stupid amounts of cargo space would be good.
Thinking about it the one single rat loot item that I would not want changed is the hauler spawn mineral drops. In 0.0 they save many hours of having to mine veld.
Just some brainstorming.
Originally by: Crawe DeRaven this thread is obviously going places
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Kylar Renpurs
Dusk Blade
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Posted - 2008.10.13 06:11:00 -
[134]
I know I know, crossposting and all that jazz, but just spotted this one in the S&I area (Linkage).
Wonder if this'll be slated for midas?
Improve Market Competition! |
Treenara Mazouk
Phoenix Propulsion Labs Lost Sheep Domain
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Posted - 2008.10.15 01:17:00 -
[135]
Originally by: Kylar Renpurs I know I know, crossposting and all that jazz, but just spotted this one in the S&I area (Linkage).
Wonder if this'll be slated for midas?
Now that's interesting!! Ricdics, you should update your original post to link to this thread also!
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Shar Tegral
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Posted - 2008.11.13 01:41:00 -
[136]
So is there still any rumors about when an industry patch is going to be released??
I have a new clone, her skill points are quite low but i forsee vast potential. Born at 05:56 18-Oct-08, weighing 7 lbs 12 oz, and was named Lara Florence. Mother & baby doing well - Dylythium |
Havok Pierce
Gallente D00M. Triumvirate.
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Posted - 2008.11.13 02:03:00 -
[137]
Originally by: Shar Tegral
So is there still any rumors about when an industry patch is going to be released??
Good question, although that ship-that-tries-to-be-a-hauler-and-a-mining-support-ship does have some interesting uses... mostly not anywhere near mining.
Originally by: CCP Wrangler There's a Community petition category??
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Nobues
Gallente Oberon Incorporated Morsus Mihi
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Posted - 2008.11.13 03:47:00 -
[138]
you people blind?
There never going to release one big patch just for the industrialist.
But some of it was in "QUANTUM RISE" If you read close enought. Webhosting, teamspeak and Killboard for you, your corp, and your Alliance Click me for more info |
Sam Drumstone
Gallente Dark Nest Hive Collective
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Posted - 2008.11.13 04:37:00 -
[139]
Originally by: SencneS
If I set you as -10, and place something on the market for 1,000,000. And -10 means I give you a 10% penalty, you will see it on the market for 1,100,000, and not 1,000,000. ... As a seller, I don't have to worry about selling to the enemy. I Could set my alliance as +10 and that +10 means I give a 50% discount. Now I place Ravens on the market for 180mil, meaning to everyone in the region that is not in my alliance see it on the market for 180mil. But my alliance is 90mil.
I don't care if the enemy pay 180mil for my Raven, let em! but I care about my alliance buying my stuff at reasonable prices without some a-hole npc corp hugging alt coming and gobbling up the entire stations supply.
In empire it plays a much more devious role. If I'm selling something and someone under cuts me by 0.01 isk. I'll buy one of their items and set my standing to -10. So when they look at the market I will be WAY down on their list as the lowest price. Can you say eliminating 0.01 bid wars overnight therefor reducing market lag everywhere it exists. Because that is exactly how people would use it.
Imagine not having to create contracts to sell minerals to manufactures as a miner. Instead you could just put your minerals on the market and set up your deal with the manufacture to give a 20% discount. The market sees Trit for 2.6, but you see it for 2.2. Then you set your manufactured items on the market for whatever and give THEM 20% discount.
The single greatest market PVP expansions is only a standings option away from being added to the game... Too bad CCP will not put the time and effort into adding REAL market PVP like this to the game.
Consider this - Most every retailer in the world has an the RIGHT to refuse service to a customer. Unfortunately in EVE that's just not an option.
I really like this idea, but of course you are right, and CCP will probably never implement it. Another idea would be just a refusal of service list. Anyone you list in this blacklist does not see your buy/sell orders. Imagine having the highest buy order in the region for an item you are going to haul to another region for profit. I would like to be able to blacklist any pirates that ambush my industrial/freighter so that I refuse to buy back any thing from them, and refuse to sell them any additional goods.
Would probably need some sort of limit, perhaps each order has a seperate blacklist, with perhaps some sort of additional ISK sink to add players to the list. Hive King, One mind to rule them all |
Shar Tegral
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Posted - 2008.11.13 04:44:00 -
[140]
Originally by: Nobues you people blind?
Nope, I can see the lack of industrial focus in Quantum Rise. I guess I need to get the same coke bottle glasses you use to find any significance in it. Besides the question I asked was an exercise in irony. Not that anyone should reasonably expect an industry only patch. However this is far from anything resembling an industry focused expansion. Far far from it.
I have a new clone, her skill points are quite low but i forsee vast potential. Born at 05:56 18-Oct-08, weighing 7 lbs 12 oz, and was named Lara Florence. Mother & baby doing well - Dylythium |
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LaVista Vista
Conservative Shenanigans Party
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Posted - 2008.11.13 04:50:00 -
[141]
CCP changed their mind and refocused the purpose of quantum-rise to be about performance rather than industry.
Having spoken to a few devs about it at fanfest, they have no clue when we will get our industrial expansions
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Sam Drumstone
Gallente Dark Nest Hive Collective
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Posted - 2008.11.13 04:52:00 -
[142]
Originally by: Raaz Satik
Originally by: SencneS Someone said "Positive/Negative price changes would be bad, because if they see something for x that is exactly what they want to pay, not all of a sudden pay more." That would not happen if they implemented the change correctly.
If I set you as -10, and place something on the market for 1,000,000. And -10 means I give you a 10% penalty, you will see it on the market for 1,100,000, and not 1,000,000. This would HELP SO MUCH with alliances in 0.0 it's not funny.
The market window in Jita is already almost un-usable it's so slow at times. Imagine how slow it would get if you had to recalculate everyprice in the database for every market price request.
Not sure how CCP implemented the client<->server protocol, but theoretically would only slightly increase bandwidth for the modifier rate info appended to the order info. If the price calculation was done in client when viewing, with a sideband used to periodically obtain and cache the standing information. And then let the sever only double check the price modification when a buy/sell transaction actually happens for the confirmation window. Hive King, One mind to rule them all |
Shar Tegral
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Posted - 2008.11.13 05:14:00 -
[143]
Originally by: LaVista Vista CCP changed their mind and refocused the purpose of quantum-rise to be about performance rather than industry.
I noticed but to be honest CCP should've pointed this out specifically. Currently it looks like they either lied about the product they delivered or, more common accusation, the product they delivered is what they think it was only proving that they really don't know **** about Eve anymore. Perhaps they might want to kick a few people loose from WoD for a couple of weeks. May help out iff'n they did. Originally by: LaVista Vista Having spoken to a few devs about it at fanfest, they have no clue when we will get our industrial expansions
This is also no surprise either. No surprise at all.
I have a new clone, her skill points are quite low but i forsee vast potential. Born at 05:56 18-Oct-08, weighing 7 lbs 12 oz, and was named Lara Florence. Mother & baby doing well - Dylythium |
CornerStoner
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Posted - 2008.11.13 05:29:00 -
[144]
Just add this pseudo industrial expansion to CCPs long list of Customer Relations blunders. I guess they thought the Orca and some changes to transports were industry expansions.
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Sam Drumstone
Gallente Dark Nest Hive Collective
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Posted - 2008.11.13 06:14:00 -
[145]
Originally by: Kazzac Elentria
And instead of allowing alternate mats at the point of construction. Place it before and add another manufacturing step. BPOs that allow specific amounts of one mineral to be processed into another.
Add however many layers of complexity you want to the situation, such as only doable in a POS station, lengthy build queue, etc...
I like this idea, especially if it was made prohibitively expensive(more expensive than selling/buy the already available minerals) for general use. It could be done as a mineral sink, while allowing people to convert their existing mineral supply to fit their need, without having to sell off, then buy and haul the other minerals.
I could imagine there being two conversion bpos between each mineral and its neighboring minerals in the scarcity list. With an up-convert cost of 2.5 of the scarcity difference and a down-convert cost of 0.5,
For example suppose that Tritanium is 4 times more abundant than Pyerite. The Tritanium->Pyerite BPO at perfect ME would take 10(4*2.5) Tritanium to produce 1 Pyerite, and the corresponding 1 Pyerite->Tritanium would only produce 2 Trit(4*0.5). This plus the extra isk cost of manufacturing run would generally only make it useful only when there is no immediate supply of the needed mineral, but an excess supply of a different mineral.
There could also be T2 versions of these blue prints that either skip over 1 conversion stage and/or slightly improve the conversion factors. Hive King, One mind to rule them all |
LaVista Vista
Conservative Shenanigans Party
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Posted - 2008.11.13 06:32:00 -
[146]
Originally by: CornerStoner Just add this pseudo industrial expansion to CCPs long list of Customer Relations blunders. I guess they thought the Orca and some changes to transports were industry expansions.
Stop being such a troll already.
CCP already admitted that they dropped the industrial part about the expansion.
I did talk to a few devs at fanfest. They suggested they might do all the industry stuff March 2009. They already have quite a bit of stuff which is almost ready to ship, so it might just go into the next big expansion(March).
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Level5
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Posted - 2008.11.13 07:02:00 -
[147]
4 months from now, thats a long wait...
I suggest to those who are ****ed at CCP for dropping industrial contentthis year, to take a break like me, come back next year refreshed.
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Brock Nelson
Caldari Flux Technologies Inc
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Posted - 2008.11.13 07:10:00 -
[148]
Well, ever since they nerfed ghost training, I don't think so.
On the other hand, I was watching the QR's teaser video and I was very interested in the market ticker at the bottom of the video. Anybody already suggested that or is something like that not being considered?
10% for Returning Customers |
Frenden Dax
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Posted - 2008.11.13 07:17:00 -
[149]
Originally by: Brock Nelson Well, ever since they nerfed ghost training, I don't think so.
On the other hand, I was watching the QR's teaser video and I was very interested in the market ticker at the bottom of the video. Anybody already suggested that or is something like that not being considered?
My guess is that was fluff that looked nice in the trailer but won't appear in-game.
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Brock Nelson
Caldari Flux Technologies Inc
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Posted - 2008.11.13 07:19:00 -
[150]
Would be nice though, imagine how much time it'll save us if we select which item to show up on the ticker instead of having to flip through the market, update your sell/buy order for half hour.
10% for Returning Customers |
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Kwint Sommer
Caldari XERCORE
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Posted - 2008.11.13 07:30:00 -
[151]
Originally by: LaVista Vista
Originally by: CornerStoner Just add this pseudo industrial expansion to CCPs long list of Customer Relations blunders. I guess they thought the Orca and some changes to transports were industry expansions.
Stop being such a troll already.
CCP already admitted that they dropped the industrial part about the expansion.
I did talk to a few devs at fanfest. They suggested they might do all the industry stuff March 2009. They already have quite a bit of stuff which is almost ready to ship, so it might just go into the next big expansion(March).
I'm a bit ticked at how casually and quietly they dropped the industrial stuff which is ironic because I think it was the right call. Performance should be a priority, over everything. As overdue as this stuff is, performance improvements are more so and more needed. My big issue is not with it getting put on the back burner but the total failure of their PR regarding it. We shouldn't have to have a friend who talked to some devs in Iceland just to get even the vaguest of an idea when we'll see it implemented.
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CornerStoner
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Posted - 2008.11.13 07:34:00 -
[152]
Originally by: LaVista Vista Stop being such a troll already.
CCP already admitted that they dropped the industrial part about the expansion.
I missed that. Could you steer me to where they admitted that? <no sarcasm>
I actually like this expansion and what I saw from the Fanfest videos the March expansion looks good too. Lets hope they put away the nerf bat and add content instead.
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LaVista Vista
Conservative Shenanigans Party
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Posted - 2008.11.13 07:39:00 -
[153]
Originally by: CornerStoner
Originally by: LaVista Vista Stop being such a troll already.
CCP already admitted that they dropped the industrial part about the expansion.
I missed that. Could you steer me to where they admitted that? <no sarcasm>
I actually like this expansion and what I saw from the Fanfest videos the March expansion looks good too. Lets hope they put away the nerf bat and add content instead.
Yeah, it was hidden pretty well inside this dev-blog. So I don't blame you, though I did note that in another post in this thread.
But yes, the March expansion looks awesome. Some of the devs I talked to suggested we might get store fronts and other industrial goodies that were supposed to be in this expansion, in "True Exploration"(The March expansion).
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LaVista Vista
Conservative Shenanigans Party
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Posted - 2008.11.13 07:44:00 -
[154]
Originally by: Kwint Sommer
I'm a bit ticked at how casually and quietly they dropped the industrial stuff which is ironic because I think it was the right call. Performance should be a priority, over everything. As overdue as this stuff is, performance improvements are more so and more needed. My big issue is not with it getting put on the back burner but the total failure of their PR regarding it. We shouldn't have to have a friend who talked to some devs in Iceland just to get even the vaguest of an idea when we'll see it implemented.
I frankly agree. They did admit that they lost focus.
But just be happy that you do have a friend who can get you all the important answer.
Remember to vote for the CSM
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Raaz Satik
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Posted - 2008.11.13 15:56:00 -
[155]
Apologies for the necromancy on some of these threads
Originally by: Clair Bear
Originally by: Raaz Satik
The market window in Jita is already almost un-usable it's so slow at times. Imagine how slow it would get if you had to recalculate everyprice in the database for every market price request.
This does not need to happen serverside. The server can serve up the same old list it always does, together with some attributes on the item which describe the price modification % for high, neutral and low standings. Your client would then apply the modifications before display, and sort on the columns you specify as primary and secondary sort orders before displaying. Done.
It could be be done client side, but then the server would need to send the player, corp and alliance associated with every single order to the client. Still an reasonable increase in the number of calls to the server, plus a lot of client side calculation.
Originally by: ShardowRhino Ore compacting ,modified industrials.
Or even a compacting module that you can fit to Industrials? To avoid industrials becoming mini-freighters you could make the power requirements so high that the other low slots would have to be filed with power modules or even a secondary module. Compacted Ore with no expanders would still be better than non-compacted with full expanders.
Originally by: Salpad Market Order durations could also be nerfed. This is an old idea of mine which I don't think I've mentioned.
Start by reducing the maximum duration of all Buy and Sell Orders from the current 90 days and to a maximum of 12 days. Then remove the duration-renewal that happens when you change the price of a Buy or Sell Order. The original duration should remain as a hard limit.
Then introdue a new skill that extends the max duration of Market Orders by roughly 50% per level.
L0 12 days L1 18 days L2 27 days L3 40 days L4 60 days L5 90 days
That's one more way for serious traders to have an edge over dabblers; Our Buy and Sell Orders will last longer.
I do like that concept!
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Kazzac Elentria
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Posted - 2008.11.13 16:02:00 -
[156]
I'd much rather have speed fixes, hardware improvements, etc... go into place before a major content addition and finding out that the major content addition breaks the existing infrastructure |
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