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Eve Evolved: Analysing Eve's New Economic Reports

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Re: Eve Evolved: Analysing Eve's New Economic Reports

#11
post #7

Eve's player-based economy is really badass, to the point that they have an economist on staff to generate reports like these. CCP found a great way to combat RMT (real money trading) rampant in MMOs where you buy in-game currency with real-world money with the introduction of PLEX (aka Pilot License). Basically, you can pay ~$15 for an in-game PLEX, which when "used" adds 30 days of game-time to your account subscri…

So, what's a example for how much ISK a PLEX costs, and approximately how long would it take to generate that much money at different play levels (new player, 10 hours in, 50 hours in, 100 hours in)? At what point can your access fees be paid for by your normal play?

Re: Eve Evolved: Analysing Eve's New Economic Reports

#12
post #11
post #7

Eve's player-based economy is really badass, to the point that they have an economist on staff to generate reports like these. CCP found a great way to combat RMT (real money trading) rampant in MMOs where you buy in-game currency with real-world money with the introduction of PLEX (aka Pilot License). Basically, you can pay ~$15 for an in-game PLEX, which when "used" adds 30 days of game-time to your account subscri…

So, what's a example for how much ISK a PLEX costs, and approximately how long would it take to generate that much money at different play levels (new player, 10 hours in, 50 hours in, 100 hours in)? At what point can your access fees be paid for by your normal play?

PLEX goes for ~1Billion ISK per unit[1]

It all depends how you want to make your isk, I don't know what the best way now is but before it used to be in nullsec running anomalies pretty sure you can start after 2-3 months training doing that with an average of 50mil an hour for beginners, one would need about 20-21 hours of spending making money to buy a plex

1 : https://eve-central.com/home/quicklook.html?typeid=29668

Re: Eve Evolved: Analysing Eve's New Economic Reports

#13
post #11

Earlier quoted context omitted.

So, what's a example for how much ISK a PLEX costs, and approximately how long would it take to generate that much money at different play levels (new player, 10 hours in, 50 hours in, 100 hours in)? At what point can your access fees be paid for by your normal play?

PLEX goes for ~1Billion ISK per unit[1] It all depends how you want to make your isk, I don't know what the best way now is but before it used to be in nullsec running anomalies pretty sure you can start after 2-3 months training doing that with an average of 50mil an hour for beginners, one would need about 20-21 hours of spending making money to buy a plex 1 : https://eve-central.com/home/quicklook.html?typeid=2966…

Okay, so at least at low levels, ~5 hours of game work a week just to pay for the subscription for that month. Assuming this is about 50% as much fun as you would have if it wasn't a requirement, and that you have other things you would rather spend that money, definitely not worth it at low levels.

Re: Eve Evolved: Analysing Eve's New Economic Reports

#14
post #7

Eve's player-based economy is really badass, to the point that they have an economist on staff to generate reports like these. CCP found a great way to combat RMT (real money trading) rampant in MMOs where you buy in-game currency with real-world money with the introduction of PLEX (aka Pilot License). Basically, you can pay ~$15 for an in-game PLEX, which when "used" adds 30 days of game-time to your account subscri…

Seems like they've found a way to anchor their currency to something more tangible like USD, using fungible game time. Fascinating.

Has anyone set up automated currency exchanges in the game?

Re: Eve Evolved: Analysing Eve's New Economic Reports

#15
post #13

Earlier quoted context omitted.

PLEX goes for ~1Billion ISK per unit[1] It all depends how you want to make your isk, I don't know what the best way now is but before it used to be in nullsec running anomalies pretty sure you can start after 2-3 months training doing that with an average of 50mil an hour for beginners, one would need about 20-21 hours of spending making money to buy a plex 1 : https://eve-central.com/home/quicklook.html?typeid=2966…

Okay, so at least at low levels, ~5 hours of game work a week just to pay for the subscription for that month. Assuming this is about 50% as much fun as you would have if it wasn't a requirement , and that you have other things you would rather spend that money, definitely not worth it at low levels.

I never liked PvE in EVE except for wormholes where I made hundreds of billions but that was with old accounts. I always paid with real money until I made lots of money without doing much. Kinda seems unreal for beginners to pay with in game money ( unless they changed it last year ) specially if you have a job.

Re: Eve Evolved: Analysing Eve's New Economic Reports

#16
post #10

Earlier quoted context omitted.

Meh. It's a by-product of the typical hyperinflation you get when you try to devise an economy where everyone gets to print as much money as they care to. (Which is what MMO grinding for cash basically amounts to.) Their trying to peg ISK to real world money through PLEX is a typical strategy to try and counteract this, which also typically kind-of works, but only typically kind-of. https://www.youtube.com/watch?v=su…

I'd be interested to know the parts of Eve's economic system only 'kind of work'. I just checked the isk price of plex, it's only about 40% higher than it was 3 or 4 years ago when I last played. The yearly graph looks like a nearly perfect sine wave. I just spot checked the ships I used to fly and all of them are the same price or slightly cheaper than they used to be. Frankly, for a system where the only way to get…

That's pretty good, and probably the best run MMO economy out there. However, there were still problems.

Most of the great faucets are not risk free endeavors, and efficiently exploiting them requires expensive ships that are completely lost when you screw up or are murdered.*

The really good faucets in nullsec when I was playing in the mid-oughts were largely dominated by big alliances. There wasn't as much opportunity to strike out on your own and stake a claim. (I quit when wormhole space was new.) Also, the way risk was used as a sink didn't quite do a good enough job of encouraging players (especially the modestly resourced ones) to build their own "civilization." I think the way very capable items were used as an ISK sink also basically favored very large alliances.

There were also other anomalies. Players selling ships for below what it cost to make them, for example. Was that money laundering?

For any "hardcore" players that play enough to screw up the economy in other games, it's much more lucrative to spend your time on arbitrage than suckling on the isk faucets.

This is something I don't know a lot about. Tell me more.

I'd call that as successful an economy as you could hope for in a post scarcity sci-fi universe.

To heck with post scarcity sci-fi whatever. That has almost nothing to do with what happens in a real working economy, or making a fictional economy workable. I'm thinking that many of the problems with MMOs stem from how their economies dysfunction, and that a good way to solve the problems is to simply not let players print money. Only banks will be able to print money. There simply shouldn't be any arbitrary ISK faucets.

(I suspect that under the covers, Eve Online in the mid-oughts was basically largely "crony capitalism.")

EDIT: Something that just occurred to me: in Eve, player characters basically pay to get to fight. (Or pay to get to fight with better equipment.) Instead, player characters should be directly paid for their willingness to fight. (Killing NPCs on missions doesn't count, as this is just dressed up grinding.)

Re: Eve Evolved: Analysing Eve's New Economic Reports

#17
post #2

"At the end of February 2016, the total liquid ISK in the EVE Online economy was 948.043 trillion ISK (equivalent to $16.45 million using PLEX conversion)." find this fact mind boggling!

Meh. It's a by-product of the typical hyperinflation you get when you try to devise an economy where everyone gets to print as much money as they care to. (Which is what MMO grinding for cash basically amounts to.) Their trying to peg ISK to real world money through PLEX is a typical strategy to try and counteract this, which also typically kind-of works, but only typically kind-of. https://www.youtube.com/watch?v=su…

[deleted]

Re: Eve Evolved: Analysing Eve's New Economic Reports

#18
post #5

While the majority of EVE players are content to run missions or smash spaceships together for fun and profit When I was playing Eve Online, ships didn't have collisions with anything but force field bubbles. (Planets were nothing but really huge force field bubbles. (Tower) You could still skillfully terminate a warp to get to the center of one, however. I never figured out how to exploit that.)

You can warp through planets. You can also create bookmarks while warping. Create a bookmark as you warp through a planet, and now you can warp to that bookmark inside the planet. Edit: I think in an update you no longer warp inside the planet though (and get launched out of it), just to its edge or its designated warp point in lieu of landing inside. Its been forever since I played.

You can also create bookmarks while warping.

I think that's what I did. I discovered a pocket of near-stability in the center of planets. I had some sort of plan to try and anchor containers and things there, which I never finished.

Re: Eve Evolved: Analysing Eve's New Economic Reports

#19
post #8

While the majority of EVE players are content to run missions or smash spaceships together for fun and profit When I was playing Eve Online, ships didn't have collisions with anything but force field bubbles. (Planets were nothing but really huge force field bubbles. (Tower) You could still skillfully terminate a warp to get to the center of one, however. I never figured out how to exploit that.)

https://www.youtube.com/watch?v=N8K18S_RNEQ This video shows how grid bombing was done, sadly i don't play EVE anymore it's a great game lots of different Players/groups

There were too many meta-exploits in Eve. My alliance lost our player constructed station because we kept on having the server crash underneath us when we were clearly winning a battle to take down an enemy's tower. After the 3rd time that happens, it's harder to get people to the battle.

Re: Eve Evolved: Analysing Eve's New Economic Reports

#20
post #7

Eve's player-based economy is really badass, to the point that they have an economist on staff to generate reports like these. CCP found a great way to combat RMT (real money trading) rampant in MMOs where you buy in-game currency with real-world money with the introduction of PLEX (aka Pilot License). Basically, you can pay ~$15 for an in-game PLEX, which when "used" adds 30 days of game-time to your account subscri…

Eve's player-based economy is really badass, to the point that they have an economist on staff to generate reports like these.

I just read somewhere that their economist left in 2014.

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