The EVE Online Ecosystem Outlook

I rather would like to see increasing the risk of high income activity than making highsec a boring safe zone with over the board low income. Interesting conflict arise mostly from misconception, mistakes and greed in a mature game.

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Level 4 Missions don’t make a lot of money, they’re just steady income. Mission reward and NPC bounty has stayed the same ever since they were first introduced to the game. Even though those numbers have never increased, Tax was placed on top of it. The cost of most items in the game has steadily increased over time except for mission reward and NPC bounty. Not to mention loot drops have been severely nerfed over time as well.

Incursions, yeah they use to be a big money maker, however the amount of active Incursions available to run now has been severely nerfed. They may still be the highest form of ISK generation per hour in High Sec space but they’re definitely not a massive money-maker.

Mining in High Sec? It hasn’t been a massive money-maker for a long time and currently there’s basically not much to actually mine in High Sec.

So yeah, none of those activities in High Sec are massive money-makers.

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L4s can be run pretty much constantly, afk, in a relatively expensive ship. They make more money than running havens in a similarly-priced Myrmidon, at less risk.

Incursions have been nerfed, but they remain a significant form of income.

Heh. Not much to mine in HS. Then I’m not gonna tell you where we’re mining, cuz boyo, we gots rocks.

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Current high sec incursions can’t support many player, something like 3 40-men fleets and few 10-men ones.

And only 40-men fleets generate significant money per account involved.

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Merry Christmas.

Since the post provides nothing specific beyond the discussion of cloaky camping, there’s relatively little to discuss.

About the only thing in their is an admission that the current economy is below “equilibrium” on income. And a bunch of self grading that has no parameters.

As such, the customary people will make their customary points and life will go on.

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How can Incursions be a “massive money maker” when they’ve almost been entirely removed from highsec? There’s one incursion in high sec now, and it barely sustains 3 fleets of battleships. L4 missions have never been massive money-makers. They’re just consistent. And there’s virtually nothing in high sec to mine. NPC miners clean out belts in minutes and the belts aren’t cleaned out have almost no rocks in them. High sec mining is an absolute joke.

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Can you help us with your definition of “risk?”

It is the risk of your ship being blown up? If so, it would be interesting to see mining ship losses per ship per hour in high sec vs null sec. I’ll bet they are really quite close.

And income generation is much higher already in null sec than in high sec…it’s the primary reason everyone lives there.

So what’s your definition of relative risk and relative reward. If you won’t say, you’re just spewing meaningless words.

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Right now, consistency is massive.

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You forget the burner missions. But being able to start T4,5 Abyss from highsec almost uncontested is a bigger issue.

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According to the MER, incursions are meaningful money makers. Missions not so much. Neither is massive in the context of null ratting…but nothing could be

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Nice assertion. Enjoyed it.

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Back on the AFK camping issue

One potential solution that would allow active cloaky hunters like myself to continue to operate but stop AFK campers would be to put some sort of “active” indicator against the players name in local. Other characters in local can tell if the player has been active over a given period.

If someone wants to NPC in local, they see a cloaky camper in system but can immediately tell if that player is currently active or has been active over the last 15-30 minutes for example. They can then make the decision as to whether they want to take the risk.

Primary issue here is how to stop someone scripting\botting to falsify the activity indicator.

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Oh, and hey, @Kal_Kalagan, just in case you’re questioning how I can say what you’re doing is safer:

You control the terms of engagement. The defenders cannot engage unless you opt-in first. The fact that you can screw up doesn’t change that math. There is no situation where you can be attacked if you were not actively choosing to pvp.

You can’t, because they don’t even need that. They just need a tippy-bird or other mechanical means to push the up-arrow button while the client’s in first-person mode.

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@Arrendis, fair point. But CCP should be able to detect that sort of input as irregular.

Anyway just an options for the Dev’s to consider, one of many that will proposed.

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No more irregular than someone sitting at the keys with two clients open, mostly focused on the one that isn’t cloaky-camping.

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True, and in the same vein the people I am hunting can dock or tether.

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Sure. But when they don’t, when they’re out PvEing, they’re not actively, consciously opting into PvP. There’s a valid case to be made that they’re tacitly opting in, but that’s a different issue. And all of that’s a different issue than the fact that you’re literally safer than miners and mission-runners in highsec, who generally don’t even have an awareness that they’re tacitly opting into PvP. They can still get attacked while they’re not choosing to pvp. You can’t. You are safer than some idiot in a barge in Perimeter.

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CCP want to address AFK campers, not active cloaky hunters. Your argument seem to want to remove the ability to cloaky hunt altogether. That is not the subject under discussion.

PvP in EVE, especially in null sec has never been of the “opt-in” model.

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No, the subject under discussion was your insistence that what you’re doing is dangerous, or difficult. It’s not. I’ve been you, and it’s not. From the end-user standpoint, there’s no difference between you and an afk cloaky-camper, and ultimately, you need that to stay the same.

You need it. You might not even realize it, but the guys running your operation certainly do. Because you need the people you hunt to get used to your presence, to write you off as afk campers, and go about their business. Otherwise, they take steps to defend themselves, and you have to actually work for kills.

And lemme tell you, where you’re hunting? You’re not working for kills. You’re hitting idiots stupid enough to rat and mine in staging. You’re jumping people too dumb to realize they should not be where they are, doing what they’re doing, despite being told that in no uncertain terms. You are just a bunch of cloaky campers, and as far as any of us are concerned, you’re assumed AFK until some dumbass gets the death he deserves.

You want to cloaky hunt? Start hunting. What you’re doing is analogous to sitting in a blind with a rifle that’ll go through walls, shooting at a deer so far away, you can’t pick him out without your scope. It’s not work, it’s not skill, it’s not even dangerous. It’s just jerking off.

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The eternal optimist in me took the line about Marauders in the dev blog to mean perhaps they will rework things such that they become something more than the punchlines in Apanake and Jita pipeline KMs
However, there just so much overall in the game that is broken that needs fixing…

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