almost 3 years ago - CCP_Rattati - Direct link

Spacefriends,

Swift and I were invited to the excellent Declarations of War podcast were we covered a lot of ground.

Happy to discuss it here, in a positive and constructive manner.

almost 3 years ago - CCP_Rattati - Direct link

It’s hard/impossible to say “this number should be equal to X” and that’s healthy.

Going through the MER and studying trends can help define “healthy” relationships and boundaries.

Production outpacing Destruction, may be because of stockpiling of expensive ships but fighting with cheap ships.

We should also strive for a healthy distribution of activities, Looting vs Bounty vs Mining and their geographical locations.

A strong economy is built on solid foundations, previously we mostly had bounty and ore mining, but now PI and Gas play a bigger part. Its the same with Fishing/Tourism real world analogies. Bounties are no longer dominant compared to Looting (in ISK market value) and this needs to be balanced carefully. but also from a “per character” perspective.

Diversity is key, resource, activity, ships flown. Everytime an economy starts relying to heavily on one thing, it is at risk of breaking down.

almost 3 years ago - CCP_Rattati - Direct link

Yeah, we definitely read them and take notes, but don’t necessarily comment on every post.

almost 3 years ago - CCP_Rattati - Direct link

We are currently working on better logging due to Quasar, https://forums.eveonline.com/t/introducing-quasar/, allowing much more granularity for analytical events.

Same goes with our ship data warehouse.

I think there is a lot potential in both using some of that data inside the client (popular fittings) and as well having fun with digging into the data for players.

almost 3 years ago - CCP_Rattati - Direct link

Wrongfully quoting or falsely attributing to a dev is not helping your argument

almost 3 years ago - CCP_Rattati - Direct link

I just replied in general terms because I can’t divulge any specific goals because that would influence the whole ecosystem. Anyone can study the relationships and macro time-series and try to understand when a part of the game was healthier than at another time and come up with their own definitions.

almost 3 years ago - CCP_Rattati - Direct link

This is a very accurate description of what the thought process and execution was, including the reaction.

There was a problem, we can’t go back in time even though the feedback was valid at the time, and the only way forward is tackle the problem and move on.

almost 3 years ago - CCP_Rattati - Direct link

I agree with the sentiment here, the value creation is now done by more players, through gas, PI, which are not as easily scalable as raw ore. In some way, the economy is moving from a 19th century “raw resources” focus over to manufactured goods, logistics and specialization, i.e. globalized trade, which should be a good thing in an economic simulation.

almost 3 years ago - CCP_Rattati - Direct link

I post less than I lurk. I agree with the sentiment that “players just want fun”, but fun/thrill is very closely tied to intrinsic/perceived value of the ships. That was the battle. We are optimistic that the we can completely turn our attention over to the things you mention, meta, fw, structures and high risk, high attention and high reward challenges.

almost 3 years ago - CCP_Rattati - Direct link

Ber er hver að baki nema bróður eigi!

almost 3 years ago - CCP_Rattati - Direct link

it’s probably an editorial by the hosts

almost 3 years ago - CCP_Rattati - Direct link

Great points, I will compare notes with the team

almost 3 years ago - CCP_Rattati - Direct link

icelandic viking saying “without a brother, you are vulnerable to attack”