Industry update

Im sure in your mind that is the case.

In reality the changes proposed in OP makes it easier for new people to get more crafting slots and removing the limit gives new players just as many crafting slots as veterans

And then the limiting factor isn’t slots, it’s startup capital to fill those slots, which scales asymptotically with ability to push through the stuff in those slots, and all the things with low actuall cost but high opportunity cost drop massively as the opportunity costs drop to near 0, making it easier to pew pew but harder for people unable to make t2 hulls and other higher skill requirement items make a profit.

1 Like

The extra profit you think hard limiting crafting slots creates isnt real

I don’t think there is “extra profit”. I think that the relative opportunity cost of limited slots means that there are niches with a low enough barrier to entry and profit to avoid being sucked entirely under by vets, and freezing out newbies entirely. I’ve invested startup capital with 8 or 9 new industrialists in the last year or so and about half of them bounce because they cannot really compete if they have to buy components, and startup costs mean that getting to a place they can make their own in a semi-reasonable timeframe is billions.

Also, removing slots eliminates the reasons to keep a large number of indy toons omega’d, which also directly makes this a bad idea.

1 Like

Why did the industrialists you gave money to fail? Arent the slot hard limit supposed to prevent that according to you?

And the extra toons that omega because of manufacturing bottlenecks arent real either. You might be loosing more subscriptions than you gain from this policy.

They failed because the niches that they could get into with only 6-9 months to network and not more than 15 billion in loans from me were too low to both support their desired activities and pay back the loans at the reasonable rates I had set.

I would like your source on those characters not being real, because I am personally aware of roughly 80 accounts that are currently omega just for PI and production.

A million subs might be lost because crafting is pay to win + it causes economy issues which may have cost you another million subs

While many veteran industrialists will be vertically integrated and build their own ships from scratch, a single player does not need to be vertically integrated to build ships.

In fact it’s healthier for the game and for the accessibility for newbies in industry if players are able to do only a part of the production chain themselves and sell or buy the rest of the chain on the market. This causes there to be a market for unfinished products.

By limiting build slots those slots have an opportunity cost which makes it more likely for players to make the choice to only produce the most profitable part of a chain rather than everything.

As result new players can find opportunities and produce items the market needs without needing all the skills to build an entire ship from scratch.

You have soft limits like for example access to capital, managing buy and sell orders, managing industry jobs, access to resources that gives ground for competition. Next silly argument

Can you actually back that up in any way, shape, and/or form?

Approximately 3.3 billion people play video games worldwide; a million subs is minor.

So, no?

A million subs is nothing in the grand scheme of things

What’s next, will you compare subs to grains of sand on a beach?

Your comparison makes very little sense.

One million is a small number compared to 3.3 billion do you understand?

So if EVE doesn’t have a million subscribers there is your answer

Crafting being pay to win and the economic issues it causes is not attractive to players.

For example one of the most popular video game in history is called Minecraft. Its a game about mining and crafting. So if you get these concepts wrong on your video game you wont be very successful. I rest my case.

  1. How does that answer James’ question?
  2. How is 3.3 billion relevant to the number of EVE subs? I don’t think these 3.3 billion people are the target audience of EVE, I bet most of them may not even use a PC to game on.
  3. Even if a million subs is ‘minor’, which I still haven’t seen you explain, what indication do you have that industry changes made 1 million people skip the game?

Luckily EVE got these concepts right.

Also how is Minecraft relevant for your argument? Or are you saying that because Minecraft is popular and minecraft is different than EVE, EVE must be doing something wrong?

It’s hard to try make sense of your train of thoughts, it lacks logic.

1 Like

Sounds like you are just making excuses

I’m trying to understand you. You make it impossible though.

How is it hard to understand? :smiley:

EVE crafting is pay to win and it is causing in-game issues. Both of which are not attractive to players.

This is a big reason why EVE does not have a million subscribers which isnt even that much in the grand scheme of things.

tl;dr If you dont get crafting right your game is practically worthless.