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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

#31
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.

You are correct, it absolutely is not worth it at low/medium levels of play.

PLEX becomes worth it if you run a corporation/alliance, run a reaction chain, live in a wormhole, or are multiboxing a 16 rorqual mining setup in delve (YOU KNOW WHO YOU ARE).

At those levels of play, you might be making anywhere from 5 billion ISK to 50 billion ISK per month for only a few hours of time invested, so PLEX makes sense.

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

#32
post #10

Earlier quoted context omitted.

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 opportun…

It's important to note that the actual faucets of ISK into the economy are actually few. Off the top of my head I can think of only three: destroying pirate ships, running missions, and collecting destroyed ship insurance. Every other "faucet" of ISK is really just shuffling it around to different wallets. A huge corporation has a large moon mining operation going and selling what they receive for large amounts of money in Jita? That's just shuffling ISK from a player's wallet to another player's wallet. And in fact, the game takes a small tax out of selling those lucrative assets, so there is also a constant sink of ISK out of the economy. And considering the number of trades going on at any time, those small taxes build up to what is probably a larger amount of money than you might think per day, offsetting the actual faucets pretty nicely I would imagine.

The beauty of the economy is that most lucrative assets do not generate ISK, and are highly temporary. The moon mining materials go into ships and modules, which explode permanently. On their way to exploding permanently, they sink ISK out of the economy via tax on selling (if sold) and money required to actually manufacture something.

This is probably why the price of stuff stays relatively even. If the price of a ship has gone up, it's likely largely due to supply/demand rather than purely inflation, as last time I played (this year) the price of minerals had stayed approximately the same. There might have been a little inflation, but no hyperinflation that I could see.

EDIT: Thought of a fourth faucet: buying commodities for cheap and selling them for more at an NPC-run station. Because those commodities are generated and bought purely out of thin air by the game systems.

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

#33
post #27

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…

Rather than avoiding printing money, I'd suggest considering using feedback loops to try to control the economy. One of the core problems with a simulated economy is that it can't ever really be a real economy as long as it has significant chunks of the economic transactions coming from programs rather than people. There's always a border between the humans and the machines, and I think a lot of the silliness of MMO…

If you're talking about fixed prices in EVE's economy, you possibly don't understand it very well. There are very few fixed prices in EVE, most of which are things like skill books which by necessity have to be generated by the game systems. Or commodities, which have no real use outside of buying and selling for some small profit.

All useful items in the game are sold to other players, and the price changes over time based on supply and demand, or other traders just being cutthroat about selling their items. I made a decent chunk of money by putting up buy orders for items to get from actual players, and then selling those items to actual players for several hundred percent markup. (that was just how the price was at the time) Occasionally a single item could become entirely worthless to sell because other traders would get into price wars to make sure their items sold first by modifying their sell price down by a small amount. Or buy price up by a small amount.

Recently there was a large war, and the price of a lot of the popular ships went up because the large alliances were buying large amounts of them. Possibly the price of manufactured items went up by some amount as well due to minerals becoming more scarce from alliances consuming huge amounts of them to fuel their war.

All that is to say: you don't sell apples for $5 every time ;) Though the price of certain base goods, such as a common mineral, might only vary by +- 0.10 of an ISK in general.

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

#34

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.)

I'm pretty sure ships have always, or at least for many years, had some kind of collision boundary with each other, with stations, etc. Case in point: a highly effective tactic to keep huge ships that take forever to align for warping from actually getting into warp, was to take a small ship and "bump" it, causing it to get out of alignment. This was used in portions of space where aggressive actions on ships (such as warp scrambling) would be met with swift destruction.

I think they recently changed it to be mass-based though, so you can't really bump a Freighter with a Frigate.

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

#35
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…

The best part about PLEX: They aren't immune to the standard destruction mechanisms when a ship blows up. So if you're carrying 1, or more, around in a ship, and it gets blown up, it's very possible the PLEX will be lost forever as well without being consumed to give in-game time.

People in EVE like to jokingly refer to having PLEX in your ship's cargohold while flying around as "PLEX armor". Never, ever carry it with you. Always leave it in a station, because you will get blown up. Especially if you're near the market hubs, as people are constantly scanning ships to see if there's a juicy-enough target to blow up.(even though they'll lose their own ship doing it)

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

#36
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.

thesis: the fundamentals to getting rich (in eve) are 1) being smart and 2) (much less important) having money already

The people who go ratting in null as he described are the people with no imagination, who go into a sandbox game and decide to spend their time doing the one thing in Eve that's most like other mmos: smacking mobs for money. Like he said, that's about 50-100m/hr ranging from "basic setup" to "reasonably pimping" (without the use of capitals). It's minimum wage. (Non-multibox mining is sweatshop wage.)

Other people have mentioned wormholes. Currently it's quite straightforward to get 150m/hr by smacking mobs in there (with a sort-of expensive ship you can afford just fine because you live in a wormhole), and it scales with a few accounts so it just takes four-ish months of training 2 alts to triple that figure. If you are a poor (ingame and irl) newish player and you can pay for one account but not three, then there's a trick involving trial account referral bonuses where if you have an account you are paying for, every time you buy a month of time for it you can make another account that lasts 51 days and has no trial restrictions. This is enough time to train into a specific, fairly cheap ship that is able to survive wormhole mobs in pairs but not alone - so you have a 2-3 day period at the end when both accounts are able to fly those pair ships and together pull 300m/hr. If you make a plex in that period (reasonable) you're home free and continue daisy chaining more such trials as desired.

But wormholes also have planets to extract valuable resources from. Because of the interaction between the mechanics of this activity and the mechanics of wormholes, it turns out that you can make more money doing this in wormholes than anywhere else in the game. Also because of mechanics (resources accumulate passively and the player "fixes up" the setup on a regular basis that he establishes - anywhere from 1h to 3 weeks), the income scales perfectly with number of characters more or less indefinitely. An account (one subscription) can have up to three characters, only one of which can train at a time. It takes a week to get acceptable planetary interaction skills on one character. When all three characters are set up with dead-simple layouts (I'm pretty sure finding optimal PI layouts is NP-complete), they produce the price of a plex + a few hundred mil every 30 days, give or take. About 2.5 characters are enough for a plex per month. I have five characters doing this, which is enough to plex my two accounts right there. I timed my "fix-ups" a few times and estimated that my gross income was about 350m per hour of my active labor. It's about 30 minutes every three days, meaning that I'm plexing two accounts on 5 hours of labor a month (compare to the 1 plex that the above null ratter was making - plus my activity is not risking nearly as much as his). I work slowly and don't have fancy setups; I know other people making more than I do at this and doing less work. The smarter you are, the more money you make with this.

Skill extractors came out last spring, allowing buying and selling of the skillpoints accumulated by subscribed accounts. Turns out that if you optimize a character for this, you can train and sell enough sp in 30 days to buy a plex to keep them subbed and have money left over. Looking at the tool I wrote a while ago to track this[0], a skill farm character currently pays for itself and still has a net profit of 387m at the end of the month with, oh, 2 hours of interaction to buy and sell - so assuming plex are 1b, that's what, 690m/h (gross)?. I have one such skillfarm character - but that character is also one of those five planetary interaction characters, and one of those alts that can get 150m/h smacking mobs from my first wormhole paragraph. Now that it has those skills, I don't need to improve it any more. Extracting all the sp it produces is just fine by me.

So with two accounts, I'm capable of producing around three plex + 400m in about 7 hours a month. (In reality, the safety net of the skillfarm means I just take it a little easier with the PI lol). But I haven't even mentioned trading.

I put about two weeks of training on a sales character and a week on an acquisition character. I had about a 600m or so saved up to use as capital (this was when I only had one account). Put the acquisition character in the main trade hub and the sales character in the third largest hub. Used Excel to pull down a page from a community site comparing the prices in both locations[1]. Did some basic sorting and filtering to find items with good margins, did a sanity check on their daily sale volumes to make sure they would move, and set up a shortlist of ~30 things to stock. I bought 500m worth in the big hub and contracted a player corporation that does hauling to move the stock over to the small hub. Ain't nobody got time to fly their own stock around. I paid their expedited rate, so my sales character got the stock shipment the same day. I posted everything for sale, and logged off. The next evening at the same time I logged into salesguy, updated the prices of the remaining undercut stock to remain competitive, wired all the day's income to acquisitionguy, and repeated. In about a month, maybe two of feeding profits back into stock, I was regularly pulling a profit of 250m a day and shipping 1-2 billion in stock every couple of days. My effort was about 30 min daily, so 500m/hr and 7.5b/month. 15 hours of work per month for 7.5 plexes. But remember, this only needs one account subbed to do. And this wasn't some next level stock market speculation jazz, this is brain-dead arbitrage trading (after you figure out your strategy). In fact, it's kind of mind-boggling when you think about it: with three weeks of prep, $15 of seed capital, some careful thought and a couple of months of busywork I was making aaaaalmost as much per hour as pre-nerf high-class wormhole capital pilots (year of training for each one a least) smacking mobs for money in groups of at least four 3b-value ships. Those guys were pulling 700-800m/hr, I think?

"Well why did you stop trading then?" I couldn't figure out how to duplicate the spreadsheet to expand my operation because Excel xml frame import black magic didn't work the second time, and it made me so mad I decided to write my own tool, and then school and work and other things happened instead. I'm still coasting on the bank account I made during those five months or so for my "spending money" (as opposed to plex money).

All this to say: you usually make bad money in Eve if you do something that lots and lots of other people are doing. It's economics. Newbie exploration in null was hilariously profitable for a long time because most newbies are scared of null and most vets have better things to do with their time - so prices for the stuff that could only be found that way were high. Then everyone (including me) wrote guides for their new recruits about the "one neat trick to making money as a new player" and the prices have been steadily falling since.

Missions are mentioned in the welcome email so a lot of people make it their goal to get up to Level 4 missions in hisec and do that for money. But they don't think to check if anyone has written a blog or guide or anything, and so they end up puttering on with 50m/hr when they could be doubling that with better technique or getting up to 300m/hr by upgrading their equipment and being selective about which missions to accept. And apparently none of them ever find out that there are actually Level 5 missions - in lowsec - and with the proper setup (and that is far from easy to get, I'll admit) you can crank out 1b/hr with a carrier pilot and a few super low investment mission pulling alts. One of my corpmates has done this and screenshotted it for me. It's pretty gross.

TL;DR: the two fundamentals to being rich in Eve are being smart about spotting opportunity and having capital to invest (in stock, in ships, in characters, whatever). What I'm doing isn't even clever - PI, skill extraction, a bit of wormhole pve now and then, trading - but I'm quite satisfied with the return for now. For the more ambitious - everything I do can be done more profitably/efficiently, and I know this because I either know people personally who do or I read their blogs. But that's also why I know this stuff exists in the first place. A good network is a huge asset.

Wew, there I went on an rant about Eve again. rip.

[0]: https://mosbasik.github.io/skillfarming/

[1]: https://eve-central.com/tradetool/

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

#37

Earlier quoted context omitted.

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 opportun…

It's important to note that the actual faucets of ISK into the economy are actually few. Off the top of my head I can think of only three: destroying pirate ships, running missions, and collecting destroyed ship insurance. Every other "faucet" of ISK is really just shuffling it around to different wallets. A huge corporation has a large moon mining operation going and selling what they receive for large amounts of mo…

W O R M H O L E S

Sleeper rats don't give bounties. If they did, wormholers would never come out of their caves :3 so sleepers drop blue loot - one of those NPC commodities you're referring to; isn't required to build anything, generates isk when sold to NPC buy order. Forces the wormholers to transport stuff to market.

Before the site changes that came with the capital rework, highclass capital escalations were habitually pulling 800m/hr with fully insurable dreads and carriers. Fortunately(?) that got nerfed, so now highclass peeps use Rattlesnakes for 150m/h in C3s like the rest of us. I say (?) because while the change certainly reduced isk faucets it also certainly reduced the number of exposed capitals to be attacked[0] -> reduced the number of people in wspace who principally enjoyed using/attacking capitals -> increased the use frequency of much-harder-to-catch ships while simultaneously plummeting the active population -> maybe sort of kind of killed jspace (we'll see).

[0]: https://comparison.hrdkx.space/timeline

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

#38

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.)

Ships can bump each other to prevent them reaching safety, to manipulate ranges, cause them to lose their targets (ships within a pos forcefield can't target anything, disrupting logistics) or to knock stranded friendly ships into the safety of a force field.

It's actually quite nuanced. Bumping doesn't damage shops though.

In this case, I think it was simply a turn of phrase.

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

#39

Earlier quoted context omitted.

His name: Eyjolfur Gudmundsson Rector at University of Akureyri IcelandComputer Games Current: University of Akureyri Previous: CCP https://is.linkedin.com/in/dreyjog ----- Dr. EyjoG felt an itch to apply some of the lessons he’d learned at Eve to the world of higher ed. So when Akureyri advertised for a new president in 2014, he once more found himself jumping industries. http://web.uri.edu/quadangles/the-virtual-ec…

See also: Yanis Varoufakis http://www.ibtimes.co.in/valve-economist-yanis-varoufakis-ap...

Notably he went from being an in-house economist for Valve Software to being the Greece's minister of finance.

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

#40
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…

Just to remind that all tentative to follow "inflation" in eve show that the inflation is nearly inexistant...
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