The Great Escape

The flaw in this logic hinges on the assumption that ISK is a currency; it’s not. It doesn’t have any properties of a traditional currency (e.g. a limited supply as in the case of the gold standard, or being centrally managed by an authority as in the case of fiat). ISK is just another resource, like a mineral or a PI good or a reaction output. You need more ISK? You go out and print as much of it as you want. The closest analogue we have to a real currency is PLEX. What this means is that the inflation we see in the game is essentially purely material in nature, since virtually every single type of item in the game acts as a currency in itself.

If there’s a lack of destruction, material outputs go up, and their values crash. Likewise, with PvE being uninhibited with the threat of loss, ISK output would also increase (e.g. imagine how much more ISK would be created if Gila bots didn’t need to dock up every time a neutral comes into local).

The end result of this is that everything in the game, aside from exceptionally rare items of which there simply aren’t enough to go around, would lose its value. Like I said before, you would get a “Diablo” economy, where the gold and most items are completely worthless (and given out freely by players), and only a few exceptionally rare and desired items have any real value in what essentially becomes a chat-based barter economy.

It has nothing to do with me. You simply had to have been here during the first few years of the game. Go read the old forums, and you’ll see how much attitudes differed back then. Maybe find some old dev interviews and Q&As. The grand vision of the game was an industrial base protected by military might, instead of the two acting as completely unaffiliated components, the way they do today.

I don’t think this is correct. ISK is very much like a synthetic commodity currency as described by economist George Selgin. Bitcoin is an example of synthetic commodity currency. Bitcoin mining is based on the cost of energy. ISK is based on the players time value. That is, ISK is created in relation to a players value of his or her time. The more player values his time the less time he’ll devote to creating ISK. So this objection is not valid.

Or gold, your own example or a commodity backed currency? Seems to me you are rather confused here. A player is not going to “print as much as he wants” because to print ISK means he has to trade his RL time for such printing and his RL time has value. That is a player will print ISK so long as the MB > MC, and once the MB = MC you stop. So again, you are seriously confused. Even more than the CCP devs.

MB = Marginal benefit
MC = Marginal cost.

PLEX is not a currency as you cannot buy things in game, generally speaking, with PLEX. However you can buy anything in game with ISK including PLEX. Again, you are just confused.

Sorry, this is just nonsensical drivel.

Yes, which is called deflation the precise opposite of inflation. Holy mother of God.

Now you are just confusing yourself. You first referenced the lack of HS destruction but quite a bit of ISK creation happens in NS, not HS. And you bring in botting which is just specious nonsense in that nobody is advocating for botting. I think you have realized the bankruptcy of your own position at this point and are grasping for anything.

Uhhh…losing value means deflation dear. If something loses value for most players that is because there is lots of those items and getting them is no big deal…i.e. low prices. Not high prices. You are now making an argument for my position…do you realize this? No, I didn’t think so.

Dear…items that are “worthless” is the literal antithesis of inflation. Inflation means higher prices, something is worth more, not less.

Holy Mother of God…

Dear child, I have been in game a long, long time. You are only about 4 months older than me so spare me the “I am a bitter vet so I know more than you” Bravo Sierra.

You mean like form that doorknob Greyscale? Yeah, he was a dimwit. Good riddance. The problem is that EVE is a game that exhibits emergence. That is, what comes out of the how the game works is often unanticipated by just about everyone ex ante. There are lots of things Devs and even players thought would happen work just so…but then the rest of the player base said, “F**k you!”

Which is true for literally everything else in the game.

Anyway, by the amount of frothy-mouthed lashing out you’re doing, I can tell that I really got to you, so I’m just going to sit back and enjoy the salt. Sorry about your grind being interrupted, though! Remember to put “can no longer do PvE in peace like I’m entitled to in a sandbox” when you cancel that sub. :face_with_hand_over_mouth:

Sure…the idea that people do things until marginal benefit = marginal cost is the fundamental basis of economics.

I tend to react that way to economic ignorance…which you exemplify.

So you got nothing else other than to make a stupid comment. Noted.

That’s hilarious coming from someone who actually runs PvE content for income, lmao.

The Dunning is really strong with this Kruger. Or is it the other way around? :nerd_face:

Good.
One less Multiboxer.
One active Character at a time.

Lets keep em droppin bois

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So you dont use your two slots on your one account for PI, Research or anything like that? I suppose your counter wil be those arent “active” characters.

They arent exactly inactive though if you can Isk farm with em even when you arent playing on em

One Character being actively controlled and played at one time.

Feeling your botfarm threatened again to try and derail ? :frowning:

What makes you say that?

I have exactly the same set up as you do.

While we are at it, what has limiting accounts got to do with the OP?

And what’s wrong with running PvE content for income?

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How many? Be specific now.
I used to have 6, I’m down to one Omega account and 4 Alphas.

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Nothing per se, but anyone claiming such vast expertise and being so condescending toward the grand majority of the population that isn’t versed in the field shouldn’t need to, because they should be more than equipped to generate much greater amounts of wealth through other means.

In the end, what people are complaining about is CCP judgement and the lack of empathy for the playerbase. They’re untouchable. Their main excuse for this mess is… Learn to play.

They won’t listen to anything i or anyone here can say because it’s critical. It’s borderline if they don’t lock every thread about this patch.

Players hate their patches and they wish they could do something about it. Threatening to quit.

Pushing new players to PvP and null is going to leave them very little on getting started with skill training and basic experience about the game. CCP should be doing the opposite. Create a “low difficulty setting” for the newbies to learn to play. Actively. The SOE is one thing they did right. But it’s the only one. When the players complete it, they all ask what now…

So CCP, what now?

Gank anything that moves.

Carebears are people too.
WCS matters.

I know i can’t PvP. Extensively. I’m still playing EvE because there’s an option not to PvP. That’s where my skills are. I bumped it up to mining in a WH. But these days… I’m going to be using a cheap venture. Which goes against the plans of CCP to make the losses matter. People will just fix their own difficulty.

Ya, people do that. Take the heat they can handle.

Expect to? Dude, do you even play?

More than half of PVE and industry is doable in complete safety due to CCP setting it up that way.

Example:

Never left the station.

Mr Epeen :sunglasses:

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Well, the broader picture is CCP is trying to stop the game from stagnating. If people don’t endure meaningful losses, people get bored. The blue donut dynamics that permeate much of the ecosystem already mitigate more than is desirable in conflict quantity.

CCP has to make losses meaningful. It not only encourages people to play more to rebuild losses when they happen, but people are more invested in the outcomes. That ‘heart racing feeling’ unique to Eve only exists when there’s something real on the line. Scarce resources and deeper supply chains, combined with reduced ship survivability and fewer Get out of jail free cards all lend to this end result (sort of like how things were when Eve was most heavily populated around 2012). We’re going back to the old ways.

Abundance breeds contentment, which breeds apathy, which breeds…unsubbing. Now some folks who want to earn income in complete safety without any risk at all will leave because ‘that’ is the game they are used to. For every one of those, there’s three others looking for the raw excitement I mentioned earlier who will join or return.

Don’t presume that CCP is ignoring player feedback. CCP followed player feedback, at their own peril, for 8 years. Sovereignty mechanics, abundance of resources, keepstars that allow for easy depoting of supercapitals. These were all recommendations from…drum roll, players. Players think that if CCP gives them what they want, they’ll be happy. They don’t look at the whole system though, just their needs.

Viewing it through the health of the entire game, Eve is about choice and consequence. Consequences in the form of risk, and in the case of loss, time spent. Different players have different tolerances for this risk. CCP has to balance ‘all’ of them. One thing is clear though from the #s, the more risk, the more real consequences that exist because of choices made in game, the more people play it.

As for what now? That’s for you to decide, not CCP. CCP sets the stage, you’re the star of the show. So I ask you…what now?

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that is the key word. if someone have like 2-3 hours a day to commit to eve a day now he must double or triple the time doing pve stuff to fund his pvp or whatever gameplay he will just do something else or play something else. I agree something had to be done about stagnation but think they took it too fast.

So tell me when a saber lands on your retriever and bubbles you, how many more WCS’s would you wish you had?

idc bye