This is a little difficult to explain to non-EVE players, but I will try to clarify as best I can.
EVE is different from, say, TF2, because nearly every item, ship and outpost ( player-built station ) is constructed by the players. The manufacturing process is often so complex there are entire flowcharts dedicated to the various "types". For instance:
1. http://eve-online.info/images/process.png
2. http://dl.eve-files.com/media/corp/Luggage/t3prod_flowchart.gif
3. http://www.eveonline.com/bitmaps/img/devblog/boosters.png
Every step and "phase" is nearly always managed by different people. Some mine ore and refine it into minerals, some run space infrastructure and harvest moon resources, some run reactions and turn moon resources into advanced materials, some live in wormhole systems and retrieve valuable components, some manufacture, some take those manufactured materials and manufacture something more advanced, some research and sell blueprints, some people take those different levels of materials and minerals and construct ships and modules, some transport all the abovementioned items between popular market systems, and finally, people buy the ships, equip them with modules and ammo, and lose everything in battle. Such a banal end to such a beautiful and intricate origin story.
Every person in that loooong chain of production is a part of the EVE circle of life. Low-level materials become glorious massive ships and powerful modules, and the entire market is governed by a delicate balance of supply and demand. People who harvest and build create a supply of ships and items. People who fight create a demand for ships and items.
Microtransactions bypass that circle of life.
They come into existence because CCP creates them. No one mined the minerals or moon resources. No one transported the materials. No one built anything. It just is there out of thin air. People who buy MT ships will not buy ships other people created, which lowers demand for those ships, which lowers demand for higher-level materials, which lowers demand for lower-level materials, which lowers demand for all sorts of reactions, which lowers demand for minerals and moon materials, which lowers demand for people to start the circle of life.
Microtransactions for ships and items kills the EVE market with every purchase.
The EVE community is outraged because CCP wants to fuck with the market people have built over the last 8 years. Sure, no one likes the 80 dollar monocles either, but that is a vanity item and does not interfere with the market. Ship skins, clothes, absolutely irrelevant to the circle of life, no materials are needed to create them and no materials are lost when they're destroyed. No player gains or loses anything.
Microtransactions for vanity items is completely OK. Microtransactions for ships and modules is not.
Oh, and sorry for the massive wall of text
EVE is different from, say, TF2, because nearly every item, ship and outpost ( player-built station ) is constructed by the players. The manufacturing process is often so complex there are entire flowcharts dedicated to the various "types". For instance:
1. http://eve-online.info/images/process.png
2. http://dl.eve-files.com/media/corp/Luggage/t3prod_flowchart.gif
3. http://www.eveonline.com/bitmaps/img/devblog/boosters.png
Every step and "phase" is nearly always managed by different people. Some mine ore and refine it into minerals, some run space infrastructure and harvest moon resources, some run reactions and turn moon resources into advanced materials, some live in wormhole systems and retrieve valuable components, some manufacture, some take those manufactured materials and manufacture something more advanced, some research and sell blueprints, some people take those different levels of materials and minerals and construct ships and modules, some transport all the abovementioned items between popular market systems, and finally, people buy the ships, equip them with modules and ammo, and lose everything in battle. Such a banal end to such a beautiful and intricate origin story.
Every person in that loooong chain of production is a part of the EVE circle of life. Low-level materials become glorious massive ships and powerful modules, and the entire market is governed by a delicate balance of supply and demand. People who harvest and build create a supply of ships and items. People who fight create a demand for ships and items.
Microtransactions bypass that circle of life.
They come into existence because CCP creates them. No one mined the minerals or moon resources. No one transported the materials. No one built anything. It just is there out of thin air. People who buy MT ships will not buy ships other people created, which lowers demand for those ships, which lowers demand for higher-level materials, which lowers demand for lower-level materials, which lowers demand for all sorts of reactions, which lowers demand for minerals and moon materials, which lowers demand for people to start the circle of life.
Microtransactions for ships and items kills the EVE market with every purchase.
The EVE community is outraged because CCP wants to fuck with the market people have built over the last 8 years. Sure, no one likes the 80 dollar monocles either, but that is a vanity item and does not interfere with the market. Ship skins, clothes, absolutely irrelevant to the circle of life, no materials are needed to create them and no materials are lost when they're destroyed. No player gains or loses anything.
Microtransactions for vanity items is completely OK. Microtransactions for ships and modules is not.
Oh, and sorry for the massive wall of text