Production too ? I got almost all the bpos I need and I can make 1+ B in net benefit per day in Jita. Over the last 29 days I was making average 1.75B net benefit per day, but the month before it was like 1B per day in average. I only bought 24B in bpos on contracts this month (I can’t track the purchase of bpos from NPCs) but I could do like 40B in a month before summer (researched bpos on contracts).
Is that an issue that I prepare the market in advance to be sure I make the most money, all the while making very complex modeling ?
I found out it’s more fun than shooting rats, than shooting people. and it requires a lot more understanding of the game.
I did not say it was incorrect, I said it was unrealistic.
In an ideal circumstance your figures are fine, ideal circumstances would mean all that DPS gets applied; sadly ideal circumstances are like rocking horse poo.
Your numbers are based on 20 cats doing perfect application and ganking just doesn’t work that way. On top of that, I have never seen a ganking fit without rigs! For me, your argument has lost all credibility with that fit.
Get out there and do 50 ganks with 20 cats each, using that fit and then come back with some more realistic numbers.
The only reduction in application is from the distance.
And you completely missed my point.
You nitpick something and therefore completely ignore the point I actually made, which does not require the numbers I gave to be precise.
That’s just a troll. You’ve lost any credibility with that post.
Note that I said I criticize the game design that rewards passive gameplay more than active.
This doesn’t mean I criticize players who choose to use passive, reward-generating mechanics. They’re doing the thing that seems best to them, and in general (except for bots and RMTers), they aren’t harming the game. (They may well be distorting the economy somewhat but that isn’t as harmful as people think.)
Also, as you point out, the production you do requires far more activity, research, targeted trading and game knowledge. That’s hardly passive play.
Regardless, the key point is that in a game where you want PvP to be a central feature, you have to enable, encourage and incentivize PvP. In a game where you want more active playstyles, you have to design mechanics that reward active play more than passive play. Across the board, not just in a few examples.
EVE rewards passive, boring, repetitive farming style play, with generally less risk and less penalties, far more than it rewards risk-taking, active behaviour for the general gaming audience. Certainly there are people who will learn how to multi-box 20 stealth bombers, or pull burner missions and run them with maximum efficiency, or a dozen other very high-end play styles that reward active play better. It’s my experience that only about 10% of the gaming audience will ever play at that level.
CCP needs to make active play a better option for more like 70% of their audience, not 10%.
Yeah but actually, most of the activity is done out of game. So I can make my production, and at the same time I can rat if I want, because I just need to wait for the market to buy my stuff. In this regard it’s very close to trading.
I agree with you on your opinion, just trying to understand where we can draw a line.
I think the activity I do gives a bit too much money compared to other activities. I would not mind if the worth value was reduced.
protip : you can still optimize your burners to reduce the activity, therefore being able to run 3+ accounts at the same time.
Some people show it on stream.
But again I agree that it would be better if the game rewarded more active gameplay.
I’m afraid I totally agree with you (and it makes me sad). I think the introduction to pvp should be done earlier, and especially that people should access pvp that does not require to lose ship every time.