Just some quick observations while wondering about possible correlation between the recent SKINR changes and a marked drop in Paragon Hub sales since the recent changes in July were implemented. Has anyone else seen a noticeable drop in design sales recently? I’m trying to parse whether this is the storefront just naturally losing steam or if there’s an observable loss of demand because personal SKINR use is much, much easier now compared to launch.
I have a good amount of posts here describing points of friction/scarcity in the system that, while likely frustrating for folks looking to create personal skins at minimal/zero expense, did allow designers to see a fair return if they invested early in sequencing skills, nanos, patterns, etc. Most of the recent changes have seemed universally player-positive without disturbing much of the fragile designer-consumer balance in the marketplace, stuff like QoL bumps that make navigating the PH and its adjacent spaces easier, etc. However, a few – and I would point to the sequence time/cost reduction as a possible suspect – seem to have tipped the balance and access a bit too far in favor of players that haven’t really invested much into the system at all.
From notes accompanying the recent changes, it seems like CCP is keeping a close eye on marketplace balance, and I wonder what kind of balance they’re ultimately trying to achieve. I also wonder if anyone else has been experiencing this kind of marked change. If I had to guess, I’d made maybe 2-3 meaningfully profitable sales a week before the time/cost-reducing changes went into effect. Since then, I’ve made mayyyybe one such sale a week.
TL;DR – While understandable through the lens of keeping outspoken players happy, reducing sequence time and cost may have tipped market/industry balance too far in favor of players that haven’t really invested anything into SKINR. It might be a good idea to focus on other things that players have asked for (eg. corp skinning capabilities) as opposed to eating the foundational parts of the system that motivate players to pay designers.