icelandic viking saying “without a brother, you are vulnerable to attack”
icelandic viking saying “without a brother, you are vulnerable to attack”
Great points, I will compare notes with the team
it’s probably an editorial by the hosts
Ber er hver að baki nema bróður eigi!
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.
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.
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.
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.
Wrongfully quoting or falsely attributing to a dev is not helping your argument
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.
Yeah, we definitely read them and take notes, but don’t necessarily comment on every post.
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.
Spacefriends,
Swift and I were invited to the excellent Declarations of War podcast were we covered a lot of ground.
Read moreTruth and facts are a priority.
this is 100% not true
all great ideas
No we didn’t nerf all Miners, if you factor in new skills and modules
PLEX is bought for ISK created by players. CCP can not make money off of inflating nor deflating ISK supply.
With the increased supply prices will continue to go down as inventories shrink, and supply and demand start catching up. This is already happening.
exhumer “friends” as in teamwork
Respectfully disagree!