Delay Local

Why would I even want to accept such a bum deal, I have no interest in WH space at all, if I liked no local and wanted to play with holes and mash D-scan I would have gone there, I did not.

I am sure I could deal with no local if the Dotlan data was removed too, as could my alliance as we operate in the AU TZ and have a pocket that we murder anyone who comes in. But others in the prime time of PL/NCDOT and Goons will collapse in short order under the massive amount of losses they will suffer.

LOL, but it would be a good test to see what would happen to WH space, so what I will suggest that you have a year of full mapped jump range details for WH space and after that year all local is removed if WH space is not an empty barren wasteland with people day tripping for sleepers…

First ask all those 100 persons living in WH space if they will agree.
Then we could ask 10000+ 0.0-space dwellers about no-local…

You wouldn’t because you’re massively biased towards retaining the 0.0 reward/risk advantage and thus there’s no point talking to you.

No, that is projecting your issues on me, do keep up, I think it would basically destroy 0.0 and turn it into the Chinese server…

What’s the problem with ISK generation anyway? Don’t you want players to buy ships?

Did you cut and paste this stock reply?

I think it would basically destroy 0.0

Just like it’s destroyed W-space, right?

Nothing. I just think reward should be linear to risk. For some incredibly obvious reason, that’s massively contentious with the 4 or 5 people here who live in 0.0.

Why? Seems a rather arbitrary rule to me.

How have you even assessed the risk/reward ratio?

WH space was born without local. So absence of local couldn’t kill it in any case.
Other than that WH space is mostly empty. Unlike other spaces. One could ask if this is result of no local?

This always made me curious when people talk about risk/reward. Reward we can calculate (some averaged ISK/hour) but how to measure risk? :face_with_raised_eyebrow:

For example lets compare imagine high-sec and 0.0. Let’s say in high-sec i can farm 20 mil/hour while in 0.0 - 100 mil/hour.
So the formula is:

X/20 = Y/100

Where: X - “risk level” in high-sec and Y - “risk level” in 0.0 space.

Okey, so for this example risk level in 0.0 should be 5 times higher than in high-sec. But what does it actually mean? What mechanics should control this?

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'nuff said.

Or most citadels being empty until literally hundreds were destroyed in the fortnight after the patch? And now Hard Knocks ‘owns’ most of the lucrative ones and you have to pay them rent.

Or maybe because you can make more ISK more consistently in 0.0 and it’s a lot safer?

Okey, so for this example risk level in 0.0 should be 5 times higher than in high-sec. But what does it actually mean? What mechanics should control this?

Ahh a good question.

There’s a bit of a debate about whether we’re talking about non-consensual PvE/mining risk, or are we including battles? We should probably look at both measures.

Combined is easier to measure. Risk could be measured in terms of a) poddings per flight hour b) ship losses per flight hour and c) isk lost in killmails/structure loss per flight hour.

To exclude most big battles, you could either look for 5+ ships lost in one system within 10 mins or just look at median results.

Rewards are a bit more obvious – people talk about them all the time on here.

So if we were to go by your formula, poddings should by x times higher than HS, ships lost y times higher and ISK lost z times higher, where the mean of x, y and z = 5.

Now, rewards should be linear with skill level and SP requirement too. For that reason, I don’t think we should take Highsec results too seriously.

So CCP should measure all these things in 0.0, W-space and Lowsec. CCP should be able to say that median non-newbie players can make eg 50m ISK per hour per char multiplied by the risk factor (according to definition), regardless of the space they’re in.

They also need to look for disparity between say Goons and smaller corps. They also need to look for particular ships making too much isk.

Likewise, this measure of risk should be significantly higher in 0.0 than Lowsec, not withstanding alleged effort by corporations.

This is all standard game balancing methodology. There is nothing even vaguely contentious here.

ISK generation is basically self regulating outside of the actions of CCP. If too much ISK is generated, then the value of ISK falls and the return on ratting for a given period of time falls as well. If the too little ISK is generated then the value of ratting for a given period of time increases.

This is how it works with a commodity based monetary systems as well. If a new gold supply is found then the value of gold falls and mining becomes less profitable–i.e. less people do it. Which brings the money supply back in line with the price levels. Similarly if a profitable mine becomes played out; gold becomes more valuable and prospecting and intensifying mining from existing mines becomes more profitable.

ISK is really a type of commodity based money in that it is largely based on the time value of ratting. The more expensive time becomes the less ratting people do and vice-a-versa. And as ISK becomes more (less) plentiful in the game, the less (more) plentiful ratting becomes. Aside from CCP messing things up via changes to mechanics the system will be largely self-regulating. Much like the money supply in Scotland before they were brought under the Bank of England.

Now, increasing the risk of ratting by say…delaying local…will make ratting decidedly more risk and less people will be inclined ot do it. So the money supply will grow at a slower rate. If the money supply grows at a rate slower than the real economy you’ll get deflation. Some deflation is okay, too much deflation and consumption spending can collapse (see for example, 2008 during the Great Recession or 1930 during the Great Depression).

Yes, as in you can’t explain your view point. Don’t worry, we get it, you have nothing on which to base your views.

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In case anyone is wondering, I’m not responding to the above troll. Ever.

Dont worry.
I’m sure you will manage, and so will EVE.

This would be the case with a delayed Local environment as well.

Why? Why linear? Why not twice the risk? Why not half the risk? Why not x100 the risk?

Wheres your analysis to say the risk should be linear to reward? What does linear risk to reward look like?

Can you answer these questions or have you done what I think you have done and basically pulled the words out of your a55 and hope nobody questioned it.

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Its more or less a universal standard in games design, that the greater the risk, the greater the reward.

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I didn’t ask you. Don’t talk to me again, I won’t read it.

Based on EVE Offline…no.

The only issue is, is there enough ISK generation.

That was the result of a bugged chat, and involved not just Player NS.

There will be.

Yes, and you want to make it permanent.

Based on what? You have nothing here. The counter factual, what we saw with EVE Offline is that the answer could very well be no.

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