Shaun Iwairo wrote:Joseph Ridgeson wrote:Locking districts were not all evil. Corporations also used it for some fun stuff. Directors versus Members battles, PC training, learning how to fly ADS, general jackassery. But, yes, the money that was created was absolutely insane especially for the corporations that had more than 10 districts.
Yeah when I saw that corps had some control over the when and who I thought it'd be a good way of organizing 'custom game-modes'.
I am going to go with Deezy and agree that the damage of some people having millions, billions of ISK is not really that big of a deal.Do you mean not that big of a deal as 'the fact that old PC players have tons of ISK isn't a big deal' or 'the people that got the obscene amounts of PC ISK would have gotten the same obscene amounts from playing normal game-modes anyway'?
I will expand on why I said that ISK did not matter.
Even in days past the effect that your wallet has was very minimal. I say this because no matter what you can only run one suit at a time. The same applies in Eve where you can only fly one ship at a time. If payouts worked properly and we had open markets the guys using that ISK would end up spreading that ISK around to players of higher skill level and organization.
On the open markets issue.
The idea of an open market was absolutely doomed from day 1 thanks to CCP introducing AUR gear. This makes it impossible for free market pricing to take hold due to supply and demand never being dependent on each other.
The issue with having no open markets is the fact that risk versus reward is always a static number which is set by the NPC markets. If we already had an open market already things would be MUCH different in relation to proto and officer stomps.
Before we can solve that issue we must find a way to create player item generation which I believe should be the exact role of planetary conquest. If ISK generation from PC was dependent on open markets then any farming would result in prices going down negating the profits of actually farming it. Making this work in the real world of New Eden is far more complicated than it sounds but I feel like it is very much achievable and would put us back on the track that we need as well as actually giving all game modes a unique reason to play them.
I think we should start simple there with something like this.
PC generates materials which are used to manufacture items.
Basic blueprint originals for manufacturing would be available very cheap from the NPC market. These can also generate copies for other uses.
Advanced blueprint copies are created through researching basic blueprintcopies at a cost of time and ISK.
Faction blueprint copies are created through trading LP and basic blueprints into the faction stores.
Proto blueprint copies are generated by research through a time and isk cost as well as having a % failure rate which can be negated through skills.
Manufacturing from these BPOs and BPCs use a varying balance of materials to create items.
Everything below proto would use little to no of the rarest materials.
Those less rare materials are generated through recycling salvage.
The rarest of materials would only come from PC but since proto requires proto BPCs which only come from other players the corps would have to sell those materials to be able to obtain the necessary BPCs thus preventing them from "fixing" the market on proto items. To further balance this any proto weapons salvaged from battle in any game mode can be recycled to obtain a small amount of those rare materials.
We are nearing a point where this is viable but the issue is that it becomes contradictory to some of the basic monetizing principles in Dust. I believe that we will see this type of thing on day 1 in whatever comes after Dust be it Legion or Dust on PS4 but I hope they will move us in that direction to test the concept.