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A Statistical Analysis in the EVE Universe

Author
Nymeria Castellax
Glory-Hole
#1 - 2015-01-07 00:52:05 UTC
Hi EVE players!
I'm sort of new to EVE but I find the game quite awesome. I was wondering if you guys would be willing to throw down some ideas for a stats project I would do for my end of the year mark in Data Management.
I've been told that participation in surveys is quite good in the community, and guess what? Whatever idea I go ahead with, I'll share the result on here when I'm done! How's that for a sweet deal!?

""Pose a significant problem of interest, create a hypothesis (i.e., a question to be answered or a problem to be solved) and find and organize a large data set relating to your problem."
Problem doesn't have to be an issue, it could just be wondering whether there's cause and effect or just correlation."

Some ideas I've gotten from my corp:

Value of Plex vs subscriber player count

How long people have played vs # of alts

Player count/activity vs value of ships killed over a span of time (throughout the week, showing higher activity on weekends or maybe over the years to show an increase in PvP as the playerbase grows)

I would much appreciate it if you guys could drum up some ideas, maybe you can get something good out of this!
Stay awesome, Gotham!

I've posted this on the EVE subreddit but if you guys have any ideas, please put them here!
Paranoid Loyd
#2 - 2015-01-07 00:59:00 UTC  |  Edited by: Paranoid Loyd
Any statistical analysis that begins in GD is flawed. Do not use the forum as platform for an accurate representation of the player base. Not saying you are, just sayin'.

Good luck.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Nymeria Castellax
Glory-Hole
#3 - 2015-01-07 01:21:10 UTC
Paranoid Loyd wrote:
Any statistical analysis that begins in GD is flawed. Do not use the forum as platform for an accurate representation of the player base. Not saying you are, just sayin'.

Good luck.



I'm not asking a direct question here, I;m asking for suggestions for what to study.
Unsuccessful At Everything
The Troll Bridge
#4 - 2015-01-07 01:22:05 UTC
Paranoid Loyd wrote:
Any statistical analysis that begins in GD is flawed. Do not use the forum as platform for an accurate representation of the player base.


Just because 57% of stats posted in GD are made up on the spot about 80% of the time, doesn't mean that 99.8% of what GD has to say on any subject pertaining to stats is 100% flawed. Unless that remaining 43% comes from me, which it just might, then its 200% accurate about 50% of the time, so on average im always right, unless im wrong, then im only 70% sure im right half the time.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Kalwas Denitas
#5 - 2015-01-07 01:26:41 UTC  |  Edited by: Kalwas Denitas
Number of pilots actively engaged in any form of ship-ship Pvp at least (x)/week and the correlation between the length of their most current active subscription time and total SP if possible.

Mostly interested in time spent on the field engaged vs spinning in station ( and all other eve activities including pve) and the players involved.

I'm not even sure that's possible to figure out, but I do wonder quite often.
Paranoid Loyd
#6 - 2015-01-07 01:27:34 UTC
Unsuccessful At Everything wrote:
Paranoid Loyd wrote:
Any statistical analysis that begins in GD is flawed. Do not use the forum as platform for an accurate representation of the player base.


Just because 57% of stats posted in GD are made up on the spot about 80% of the time, doesn't mean that 99.8% of what GD has to say on any subject pertaining to stats is 100% flawed. Unless that remaining 43% comes from me, which it just might, then its 200% accurate about 50% of the time, so on average im always right, unless im wrong, then im only 70% sure im right half the time.

Sex panther logic, flawless.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Serene Repose
#7 - 2015-01-07 04:59:40 UTC
I don't suppose you'd consider a look at the woodchuck dilemma...What?

We must accommodate the idiocracy.

Jenshae Chiroptera
#8 - 2015-01-07 05:04:49 UTC
Number of newbies that quit after their first battleship blows up vs the rate of others that quit with other ship types.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Kousaka Otsu Shigure
#9 - 2015-01-07 07:18:27 UTC
Via killboards, statistics of a given ship winning/losing to another type of ship.

Archiver, Software Developer and Data Slave

Current Project Status: What can I make with these minerals?

Solecist Project
#10 - 2015-01-07 09:25:53 UTC
I know what you should study....

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Herzog Wolfhammer
Sigma Special Tactics Group
#11 - 2015-01-07 09:40:02 UTC
Nymeria Castellax wrote:
Hi EVE players!
I'm sort of new to EVE but I find the game quite awesome. I was wondering if you guys would be willing to throw down some ideas for a stats project I would do for my end of the year mark in Data Management.
I've been told that participation in surveys is quite good in the community, and guess what? Whatever idea I go ahead with, I'll share the result on here when I'm done! How's that for a sweet deal!?

""Pose a significant problem of interest, create a hypothesis (i.e., a question to be answered or a problem to be solved) and find and organize a large data set relating to your problem."
Problem doesn't have to be an issue, it could just be wondering whether there's cause and effect or just correlation."

Some ideas I've gotten from my corp:

Value of Plex vs subscriber player count

How long people have played vs # of alts

Player count/activity vs value of ships killed over a span of time (throughout the week, showing higher activity on weekends or maybe over the years to show an increase in PvP as the playerbase grows)

I would much appreciate it if you guys could drum up some ideas, maybe you can get something good out of this!
Stay awesome, Gotham!

I've posted this on the EVE subreddit but if you guys have any ideas, please put them here!



A sort of new player who thinks the game is awesome...

Quick everybody, PILE ON THE HATE.


Just kidding.



Good luck, number cruncher. Are they making you learn FORTRAN?
(I'm old school)

Bring back DEEEEP Space!

Ralph King-Griffin
New Eden Tech Support
#12 - 2015-01-07 10:56:33 UTC
Just promise graphs and watch how it goesBlink.
And you should probably talk to Chribba, he would likely have exactly the kind of data you're looking for and is a famously helpful guy.
Solecist Project
#13 - 2015-01-07 12:57:04 UTC
I have recently concluded my own survey.

100 of 100 people like boobees.


Scientists and Mathemagicians are baffled by this phenomenon!

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Chal0ner
Hideaway Hunters
The Hideaway.
#14 - 2015-01-07 13:07:30 UTC
Kousaka Otsu Shigure wrote:
Via killboards, statistics of a given ship winning/losing to another type of ship.


While my immediate reaction was - "great idea"; this has a major flaw.
Unless you ONLY incluide solo kills, which would be a major PITA.

Leannor
State War Academy
Caldari State
#15 - 2015-01-07 13:22:59 UTC
Here's a genuine challenge that I've been meaning to get a sheet working out for me for a while.

Manufacturing.

1) Buying

- Buy Orders are set up to buy on the market all 7 basic minerals (Tritanium, Pyerite etc).
- These orders are set up at an initial competitive rate of isk/pu, and usually last about a month before completed (due to high competition and low volume available).
- Consequently the order isk/pu value is adjusted up and down accordingly. Thus the end resulting ‘cost’ of the whole order is not necessarily what it was when initially set up.

2) Selling

- Blueprints are used to manufacture items. Using ‘x’ minerals, as per the BPO requirements, each time. The minerals are taken from the single pile of minerals in the bay, to which bought minerals are added.
- The items are then put on the market at a set price, which usually is not adjusted after putting on market, but can be.

3) The Conditions

- Each transaction is subject to a known amount of taxation (selling and buying).
- Each transaction (not adjustment though) is recorded in a massive data dump each day. Thus the actual purchase value of each single unit of mineral can be be calculated.
- Likewise with the items sold.

4) The Problem

- There is a concept in accounting called ‘First In, First Out’. Which basically means in this context, that minerals should be ‘used’ in the order that they are purchased. Simillar concept to stocking a Milk shelf in a shop – new products get put at the back of the shelf so the older products get sold before. Conveyor belt ideal.
- Achieving this in a single sheet to track each and every unit on mineral coming in and assigning ‘that’ units mineral cost (isk/pu) to the correct ship being produced in the chain is very tricky over a long period of time. Unless you buy the exact minerals for the exact ship each time. Exact buying per ship is not condusive to manufacturing.
- The challenge is to get a system that relies on certain inputs and can tell you exactly what price your ship should go on to the market to ‘break even’ (ie not loose money). Including taxation and manufacturing costs (which are a calculatable known). Then a discretionary profit margin can be added, and you have your sale price.

Contact me in game if this is your thing … and I’ll give you the data! 

"Lykouleon wrote:

STOP TOUCHING ICONIC SHIP PARTS"

Grauth Thorner
Vicious Trading Company
#16 - 2015-01-07 14:03:41 UTC
Unsuccessful At Everything wrote:
Paranoid Loyd wrote:
Any statistical analysis that begins in GD is flawed. Do not use the forum as platform for an accurate representation of the player base.


Just because 57% of stats posted in GD are made up on the spot about 80% of the time, doesn't mean that 99.8% of what GD has to say on any subject pertaining to stats is 100% flawed. Unless that remaining 43% comes from me, which it just might, then its 200% accurate about 50% of the time, so on average im always right, unless im wrong, then im only 70% sure im right half the time.

When I'm right I'm right, when I'm wrong I could've been right, so I'm still right because I could've been wrong, you know...

View real-time damage statistics in-game

>EVE Live DPS Graph application forum thread

>iciclesoft.com

Vincent Athena
Photosynth
#17 - 2015-01-07 20:45:48 UTC
I do not know how you could get the data, but I would really like to see

1: PLEX sales (That is, for real money) vs the ISK price of a PLEX

2: Why people stop playing Eve.

Know a Frozen fan? Check this out

Frozen fanfiction

Scion Lex
United Mining and Hauling Inc
The Initiative.
#18 - 2015-01-07 20:53:04 UTC
Leannor wrote:
Here's a genuine challenge that I've been meaning to get a sheet working out for me for a while.

Manufacturing.

1) Buying

- Buy Orders are set up to buy on the market all 7 basic minerals (Tritanium, Pyerite etc).
- These orders are set up at an initial competitive rate of isk/pu, and usually last about a month before completed (due to high competition and low volume available).
- Consequently the order isk/pu value is adjusted up and down accordingly. Thus the end resulting ‘cost’ of the whole order is not necessarily what it was when initially set up.

2) Selling

- Blueprints are used to manufacture items. Using ‘x’ minerals, as per the BPO requirements, each time. The minerals are taken from the single pile of minerals in the bay, to which bought minerals are added.
- The items are then put on the market at a set price, which usually is not adjusted after putting on market, but can be.

3) The Conditions

- Each transaction is subject to a known amount of taxation (selling and buying).
- Each transaction (not adjustment though) is recorded in a massive data dump each day. Thus the actual purchase value of each single unit of mineral can be be calculated.
- Likewise with the items sold.

4) The Problem

- There is a concept in accounting called ‘First In, First Out’. Which basically means in this context, that minerals should be ‘used’ in the order that they are purchased. Simillar concept to stocking a Milk shelf in a shop – new products get put at the back of the shelf so the older products get sold before. Conveyor belt ideal.
- Achieving this in a single sheet to track each and every unit on mineral coming in and assigning ‘that’ units mineral cost (isk/pu) to the correct ship being produced in the chain is very tricky over a long period of time. Unless you buy the exact minerals for the exact ship each time. Exact buying per ship is not condusive to manufacturing.
- The challenge is to get a system that relies on certain inputs and can tell you exactly what price your ship should go on to the market to ‘break even’ (ie not loose money). Including taxation and manufacturing costs (which are a calculatable known). Then a discretionary profit margin can be added, and you have your sale price.

Contact me in game if this is your thing … and I’ll give you the data! 


I can't tell if this is a troll or if this is serious......
Leannor
State War Academy
Caldari State
#19 - 2015-01-08 09:15:22 UTC
Scion Lex wrote:
Leannor wrote:
Here's a genuine challenge that I've been meaning to get a sheet working out for me for a while.

Manufacturing.

1) Buying

- Buy Orders are set up to buy on the market all 7 basic minerals (Tritanium, Pyerite etc).
- These orders are set up at an initial competitive rate of isk/pu, and usually last about a month before completed (due to high competition and low volume available).
- Consequently the order isk/pu value is adjusted up and down accordingly. Thus the end resulting ‘cost’ of the whole order is not necessarily what it was when initially set up.

2) Selling

- Blueprints are used to manufacture items. Using ‘x’ minerals, as per the BPO requirements, each time. The minerals are taken from the single pile of minerals in the bay, to which bought minerals are added.
- The items are then put on the market at a set price, which usually is not adjusted after putting on market, but can be.

3) The Conditions

- Each transaction is subject to a known amount of taxation (selling and buying).
- Each transaction (not adjustment though) is recorded in a massive data dump each day. Thus the actual purchase value of each single unit of mineral can be be calculated.
- Likewise with the items sold.

4) The Problem

- There is a concept in accounting called ‘First In, First Out’. Which basically means in this context, that minerals should be ‘used’ in the order that they are purchased. Simillar concept to stocking a Milk shelf in a shop – new products get put at the back of the shelf so the older products get sold before. Conveyor belt ideal.
- Achieving this in a single sheet to track each and every unit on mineral coming in and assigning ‘that’ units mineral cost (isk/pu) to the correct ship being produced in the chain is very tricky over a long period of time. Unless you buy the exact minerals for the exact ship each time. Exact buying per ship is not condusive to manufacturing.
- The challenge is to get a system that relies on certain inputs and can tell you exactly what price your ship should go on to the market to ‘break even’ (ie not loose money). Including taxation and manufacturing costs (which are a calculatable known). Then a discretionary profit margin can be added, and you have your sale price.

Contact me in game if this is your thing … and I’ll give you the data! 


I can't tell if this is a troll or if this is serious......


Lol, serious ... but, I may have mis-read the OP and gone off on one.

(serious thing I need to do though at some point).

"Lykouleon wrote:

STOP TOUCHING ICONIC SHIP PARTS"

Grauth Thorner
Vicious Trading Company
#20 - 2015-01-08 11:22:55 UTC
Nymeria Castellax wrote:
I've posted this on the EVE subreddit but if you guys have any ideas, please put them here!

Save your readers some time, post a link!

View real-time damage statistics in-game

>EVE Live DPS Graph application forum thread

>iciclesoft.com

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