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The Robot Devil
BetaMax. CRONOS.
107
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Posted - 2013.04.21 13:34:00 -
[1] - Quote
Aur items should drop as loot then there is no pay to win. |
The Robot Devil
BetaMax. CRONOS.
107
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Posted - 2013.04.21 20:03:00 -
[2] - Quote
Iron Wolf Saber wrote:The Robot Devil wrote:Aur items should drop as loot then there is no pay to win. PC will allow AUR items to drop provided they're not blueprints. High sec salvage system will still remain as an injector of officer gear as with faction warfare it would seem for faction gear.
If we can get aur drops in PC then there is no reason to cry. To fix the manufacturing side of things we could have eve NPC corps buy materials from pilots and produce aur items for dust. This way everything comes from somewhere. |
The Robot Devil
BetaMax. CRONOS.
116
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Posted - 2013.04.23 06:12:00 -
[3] - Quote
What about a simple crafting system. A NPC corp wants to sell an aur item, let's say a complex damage mod, to produce an aur mod the corp would have to buy a player made complex mod and a CPU upgrade mod using monies from taxes. These two items would be bought at the going rate combined and then you have an aur mod.
There would be minerals needed from miners, production from manufacturing, tax money spent, player made items destroyed and aur items created. The RL money would pay for the production of the product and everything else would be in game. This could also add micro transactions to the game. Get the modules needed to make an aur item, pay 50 aur and the aur item is yours. ISk could be used to do the "upgrade" and then it would not be p2w.
I would like to see a type of crafting/upgrade system for lower tier gear on the PSVITA. Spend some SP on a crafting skill and then buy the gear you want to upgrade. The VITA could have some mini games that upgrades an item if you meet the criteria and destroys them if you fail.
Example: I want to upgrade a standard AR to an advanced AR. At level one gunsmithing I would get one advanced AR from a run of 10 if I completed the task. Level three would produce three advanced and level five would produce 5. Failure would destroy all 10. |
The Robot Devil
BetaMax. CRONOS.
120
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Posted - 2013.04.23 13:06:00 -
[4] - Quote
Go the other route and have just have the merc supply the items and then pay aur to upgrade them. |
The Robot Devil
BetaMax. CRONOS.
120
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Posted - 2013.04.23 17:58:00 -
[5] - Quote
The static price would only be in aur. The merc buys the damage mod and CPU upgrade and then pays an aur fee to produce the final product. The prices of the modules could change and the aur service charge per item produced would stay the same. The merc then owns the module and can sell it if they want to for ISK. |
The Robot Devil
BetaMax. CRONOS.
122
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Posted - 2013.04.24 05:49:00 -
[6] - Quote
Maken Tosch wrote:@The Robot Devil
So let me get this straight. Please correct me if I misunderstood you. Let me see if I can reiterate what you said in simple steps.
1. Player A wants to get an AUR Complex Damage Mod.
2. Player A goes to primary NPC market to buy one.
3. NPC corp asks player to pay 15 AUR along with 'X' amount of certain materials such as an Enhanced Complex Damage Mod (ISK variant produced by player B) and an Enhanced CPU Upgrade Mod (ISK variant produced by player C).
4. Player A goes to the secondary player market and buys said required items from players B and C.
5. Player A takes the purchased items to NPC corp and submits the materials for production.
6. Depending on player A's standings and invention skills, there is a chance that production of said AUR item will fail or succeed. <------See note
7. If failed, all that will be lost is the materials. If successful, player A will be given the option to pay AUR for the item.
8. If bought, player A can choose to either use the item or sell it in the secondary market for ISK at a rate determined by player-driven market forces thus eliminating the rumors of P2W.
Is this what you meant?
NOTE: I added #6 because it is based on the concept of invention in Eve Online where players who invent things have certain chances of success or failure depending on their standings with the NPC factory and their invention skills. Additionally, Eve Online players can significantly increase their chances for success by investing in their own private production facility. In the case of Dust, surface infrastructures in districts.
Yes, the prices for modules could move up or down but the aur service fee would be set. I rarely use CPU upgrades or damage mods and if I picked some up for loot/salvage I could seel them for ISK or upgrade them to an aur item for sell or use. I don't want pay to win and I don't want modules made from nothing. If a complex damage mod is in short supply then the price should go up and the price increase may have you sell it as a complex but if the market is flooded then the price would go down and it would make more ISK as an aur item. The point is that the only thing not being supplied the market would be aur. |
The Robot Devil
BetaMax. CRONOS.
122
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Posted - 2013.04.24 05:51:00 -
[7] - Quote
Cai Mo wrote:Most ideas here to balance aurum item price with ISK prices only makes the aurum process more complex, most likely not the intention CCP had. Their vision seems to be that aurum items should save time, so extra conversions or requirements do not help making it more accessible. They don't even need to balance the prices actually, if low aurum prices would make you spend your money instead.
For dust mercs it does not really matter if items are build from materials or not, since it is not possible to do any production (yet) anyway. It only means for industrials that they have a competitor that is out of their league, one that can control the markets. For CCP it means another conversion-link to manage between money, aurum and ISK (besides the plex-rate in eve) once the markets are merging.
As far as the fear of market manipulations, those will happen, and is a viable tactic in nul-sec warfare, bit more difficult in more secure space due to the size of the markets. Aurum items will also help here in providing a reliable supply (probably in empire space only), and so do all the npc items for now, untill CCP feel secure enough to remove some of them gradually over time as industrials pick up (similar process that happened in space).
Last note, as was said on the live-stream as well, aurum should only buy you time (or cosmetics). Meaning all aurum item (besides boosters) must have an isk counterpart for it with the same statistics (except skill requirement), if you do spot an anomaly do report it so it can be fixed.
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The Robot Devil
BetaMax. CRONOS.
123
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Posted - 2013.04.24 15:30:00 -
[8] - Quote
BlG MAMA wrote:The Robot Devil wrote:Cai Mo wrote:Most ideas here to balance aurum item price with ISK prices only makes the aurum process more complex, most likely not the intention CCP had. Their vision seems to be that aurum items should save time, so extra conversions or requirements do not help making it more accessible. They don't even need to balance the prices actually, if low aurum prices would make you spend your money instead.
For dust mercs it does not really matter if items are build from materials or not, since it is not possible to do any production (yet) anyway. It only means for industrials that they have a competitor that is out of their league, one that can control the markets. For CCP it means another conversion-link to manage between money, aurum and ISK (besides the plex-rate in eve) once the markets are merging.
As far as the fear of market manipulations, those will happen, and is a viable tactic in nul-sec warfare, bit more difficult in more secure space due to the size of the markets. Aurum items will also help here in providing a reliable supply (probably in empire space only), and so do all the npc items for now, untill CCP feel secure enough to remove some of them gradually over time as industrials pick up (similar process that happened in space).
Last note, as was said on the live-stream as well, aurum should only buy you time (or cosmetics). Meaning all aurum item (besides boosters) must have an isk counterpart for it with the same statistics (except skill requirement), if you do spot an anomaly do report it so it can be fixed. My problem with the aur modules is that they come from no where. I understand that right now the market is not player driven but when it is will the air price fluctuate with market forces? Let's say the market is live and I am in a system that only has aur complex mods and they are infinite, this would be p2w because the only option is RL money. If the aur mods where based off of regular mods then there would only be be aur mods if regular ISK mods of the same grade where up for sale. The short version- aur mods have to be produced from non aur mods or there will be a time that the only mods available are aur and that means pay to play. fixed
Same thing in this context. Being in a backwater system unable to buy anything but aur items, sounds like pay to play/win. |
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