You’re now painting an economy where thousands of people are performing tasks that only generate a few ISK. Apparently in this economy the ISK is worth significantly more than it is on Tranquility. As a result, it’s quite likely that I would indeed take on a job for 1 ISK, as would you or many other players.
You’re trying to adjust the scenario so it can violate what I’ve said, but you can’t. Price is always settled by supply and demand.
I am not. I tell you that nobody will do it unless mistakes, read my message from the beginning and FFS stop with your mantra “supply and demand über alles”, this is stupid.
“supply and demand” is not everything. Actually the way you paint it, is not even anything.
Hey OP, I know you obviously did an in-depth analysis of the whole situation to come up with your claim that ganking is unbalanced and yields vast amounts of riches.
Can you give us a breakdown on the numbers so we can compare it to other activities like ratting, mining and incursions so we have some basis for discussion other than just “a feeling”?
Literally any solution you come up with, gankers will find a way around it and still gank people. Nothing that CCP can do will prevent threads like this one from popping up.
Ah I thought you were referring to the tactic of pre-pulling CONCORD by shooting a structure or undocking a rookie ship while under criminal timer, which are still legal.
OK, we’re arguing in circles here. So let’s try a different tac.
To clarify: I claim that the value of an item or service is a product of supply and demand. If something cannot be classified as either, then it will not affect price.
You claim that there is a third or even more factors that cannot be classified as supply or demand but may still impact price.
Am I right? If so, could you cite some source that documents these additional factors for me, please?
Atleast Thrasher is actually bonused for DPS, whereas the Catalyst just has stupidly high DPS even without bonuses directly rated to its damage at the range they operate at.
reduce how? it has no damage bonus. The only thing that makes the cat the highest damage destroyer is it having the shortest range, highest damage weapon system. Thats not gonna change.
I really can’t tell if you’re a troll or really believe this stuff. Would you care to clarify?
Meanwhile, for the sane readers, I’d like to say that on the average miniluv gank fleet, we have roughly 0 alpha accounts. The high dependance on multiboxing and being able to choose the appropriate gank ship (some of which are not flyable by alphas) makes alphas unsuitable for any group that makes its ‘living’ by ganking. Where you will see alphas is for special events and public fleets where you have people who don’t gank often aggregate in large numbers, such fleets are pretty rare. This spectre of alpha ganking fleets is a scarecrow rustled by people who don’t know anything.
As to caring about game health, we agree with aussie excellence that a healthy game has more targets for us. Nobody rational who plays eve wants eve to shut down.
The truth of the matter is that there’s a whole lot of hauling going on in eve, people see the flashy killmails because they get zkill popups, you don’t get zkill popups when someone’s DST with 90b in moongoo successfully delivers a double wrap, or a jump freighter with 4 fortizars cynos off 4-4. Without firm numbers of how much hauling there is total you can’t rationally say that ganking is overpowered.
If you don’t want to be ganked you might have to invest some research time, you might have to make some friends to scout for you (shock horror, group content in an MMO), none of the methods are infallible, sometimes you do everything right and still get ganked, but if you come to eve expecting perfect safety, prepare for disappointment.
Yeah… Because if the person who was ganked opted to spend maybe 40 minutes more splitting their load into smaller chucks and hauling through the choke point in a few trips instead of one b chances are they would have lived and not lost billions nor would the ganker have gained billions.
Instead the hauler chose to take a big risk. Sometimes it pays off and their are no gankers in system or they just hit a different target. Other times, the hauler chose poorly.
As for the gankers, their risk is partially wrapped up in if a target shows up or not. They could wait 2 hours with no profitable targets passing through. They lost out on kills and isk that could be made else where.
So if you want to add risk to gankers… Don’t hail so much!
When I was a newer player focused on industry, I did a lot of hauling. I did T2 mfg and tried to buy/sell/build in the Rens/Hek area to be part of the local economy. There just wasn’t enough moon goo being sold in the area to keep prices low enough to have decent prices, so I started hauling between Jita and Rens. I learned quickly that even with cloak/MWD, if someone wanted to take out your T1 hauler and had the ability to execute, they could do it at will. Mechanics are such that there is little point hauling in a T1.
I’m not complaining. Paying for a contract hauler is inexpensive relative to the risk of hauling yourself in a T1. Paying for a contract hauler also frees me up to continue activities that make me more ISK than hauling for myself. A good contract hauler knows how to scout and execute the haul with almost no risk. Frankly a good hauler can avoid a good ganker every time (they take multi billion ISK collateral hauls regularly and I’ve never had one fail me) which is why this terrible hauler is glad to pay them.
One might argue that with competent jump freighter pilots, the risk of hauling in a JF is too low relative to other methods of hauling and feeds the Jita beast to the detriment of other trade hubs.
Op still failed to produce even remotely any evidence that the ISK gankers make is completely unbalanced compared to other activities in the game.
I would argue that it has one of the worst ISK/h ratios if you account for the time it takes to find a valuable target, ships you will lose to CONCORD, risk by interference and loot not droping, and split among accounts/players who are needed to kill the target.