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Objective measurement for risk?

Author
Petrus Blackshell
Rifterlings
#1 - 2012-09-05 15:38:18 UTC
People keep throwing the term "risk/reward" or "risk:reward" around as if each area of space or activity has an actual "risk/reward" score. Since it makes sense for such a score to exist, and reward is easy to define (isk/hr), we should endeavor to actually define it.

The only issue is... defining "risk" as a number. What would you use as an objective heuristic for risk measurement in Eve?

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Jackie Fisher
Syrkos Technologies
#2 - 2012-09-05 15:42:14 UTC
In a recreational activity shouldn't reward also include 'fun'?

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Paul Oliver
Doomheim
#3 - 2012-09-05 15:44:12 UTC
Jackie Fisher wrote:
In a recreational activity shouldn't reward also include 'fun'?

Apparently "EVE is real" so no, now get back to work. P
Its good to be [Gallente](http://dl.eve-files.com/media/1209/QEQlJ.jpg).
Petrus Blackshell
Rifterlings
#4 - 2012-09-05 15:45:59 UTC
Jackie Fisher wrote:
In a recreational activity shouldn't reward also include 'fun'?

It could, but it would throw off the objectivity of the measurement, as everyone has their own way of having fun. How do you measure fun? Is the risk/reward of a miner who trolls his detractors higher than that of one who AFK mines?

Let's keep "fun" out of this.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Rordan D'Kherr
Imperial Academy
Amarr Empire
#5 - 2012-09-05 15:47:02 UTC
Petrus Blackshell wrote:
The only issue is... defining "risk" as a number. What would you use as an objective heuristic for risk measurement in Eve?


There is a risk figure in game, called "system securtiy". Starts 1.0 and ends at -1.0

No problem, you are welcome.

Don't be scared, because being afk is not a crime.

Petrus Blackshell
Rifterlings
#6 - 2012-09-05 15:49:38 UTC
Rordan D'Kherr wrote:
Petrus Blackshell wrote:
The only issue is... defining "risk" as a number. What would you use as an objective heuristic for risk measurement in Eve?


There is a risk figure in game, called "system securtiy". Starts 1.0 and ends at -1.0

No problem, you are welcome.

This could be part of it, but it's not entirely true. Gunless T1 Merlins farming FW plexes are taking a much lower risk than other people take to carebear in hisec (Hulk mining for example).

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Vincent Athena
Photosynth
#7 - 2012-09-05 15:49:54 UTC
I's say the same thing: ISK per hour, just as a loss. Everything that is risk can be "bought back" with ISK. Ships, modules, clones, implants. Even sec status can be referenced to ISK. Just take the time it takes to recover the sec status and multiply by the ISK per hour you would have been making if you were not out working on your sec status.

The difficulty here is loss is much more unpredictable. You go for months in null, then lose your entire home when your alliance collapses. Traders have a sudden market upset. This makes figuring out the potential ISK per hour of loss quite difficult.

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Rordan D'Kherr
Imperial Academy
Amarr Empire
#8 - 2012-09-05 15:53:24 UTC
Petrus Blackshell wrote:

This could be part of it, but it's not entirely true. Gunless T1 Merlins farming FW plexes are taking a much lower risk than other people take to carebear in hisec (Hulk mining for example).


What "risk" is a highsec hulk facing? Can only think about being ganked, but that is .....

Don't be scared, because being afk is not a crime.

Tippia
Sunshine and Lollipops
#9 - 2012-09-05 15:53:55 UTC
Risk = cost × probability.
Petrus Blackshell
Rifterlings
#10 - 2012-09-05 15:59:26 UTC
Rordan D'Kherr wrote:
Petrus Blackshell wrote:

This could be part of it, but it's not entirely true. Gunless T1 Merlins farming FW plexes are taking a much lower risk than other people take to carebear in hisec (Hulk mining for example).


What "risk" is a highsec hulk facing? Can only think about being ganked, but that is .....

Correct, it is low-risk. Income from mining is not that high, either, though, so as risk/reward is a fraction, it may actually come up to be similar to that of other activities commonly viewed as more profitable or active.
Tippia wrote:
Risk = cost × probability.

While this is true, how do you measure (for example) the probability per hour that a Hulk gets ganked? Or, worse, complex probabilities for stuff like the market collapsing on you.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Anslo
Scope Works
#11 - 2012-09-05 16:03:17 UTC
Tippia wrote:
Risk = cost × probability.


Can you expand on the probability part? No trolling, no contention, I'm actually interested in an attempt to assign mathematical properties to the whole "risk vs reward" argument.

And is that equation the same for reward?....

[center]-_For the Proveldtariat_/-[/center]

Paul Oliver
Doomheim
#12 - 2012-09-05 16:03:31 UTC  |  Edited by: Paul Oliver
I'd go with some formula that measures the amount of isk I could theoretically make from an action versus the amount of time it would take me to farm back the amount of isk I would lose should I fail. Of course if I were in a player corp that could help negate that second factor then it wouldn't really be an issue. Honestly I don't think one can just slap an objective formula on something as subjective as an individual's risk threshold, in the end it boils down to what an individual thinks is fun, and how much loss they're willing to accept before it ceases to be fun, which in a game with a death penalty as high as this one's is not very much for some.
Its good to be [Gallente](http://dl.eve-files.com/media/1209/QEQlJ.jpg).
Tippia
Sunshine and Lollipops
#13 - 2012-09-05 16:05:12 UTC  |  Edited by: Tippia
Petrus Blackshell wrote:
While this is true, how do you measure (for example) the probability per hour that a Hulk gets ganked? Or, worse, complex probabilities for stuff like the market collapsing on you.
The problem with complex probabilities is that hey can be hedged so we go straight into actual-banking business theory on that one; the simple ones don't really allow for that, but on the other hand, they're easy (if you have the data).

Since you measure reward in ISK/h, we should aim at having the risk on the same scale, meaning our probability will be measured in losses per hour. If you want to calculate, say, the risk for a Hulk miner being suicide ganked, calculate the number of Hulk-hours spent across all of highsec in a day and the number of Hulk losses across all of highsec in a day. Divide the latter with the former and then divide by 24. We now have our per-hour probability. Then multiply with the cost of a Hulk to get our total risk.

e: clarifications.
Petrus Blackshell
Rifterlings
#14 - 2012-09-05 16:07:52 UTC
Tippia wrote:
Petrus Blackshell wrote:
While this is true, how do you measure (for example) the probability per hour that a Hulk gets ganked? Or, worse, complex probabilities for stuff like the market collapsing on you.
The problem with complex probabilities is that hey can be hedged; the simple ones don't really allow for that, but on the other hand, they're easy (if you have the data).

Since you measure reward in ISK/h, we should aim at having the risk on the same scale, meaning our probability will be measured in losses per hour. If you want to calculate, say, the risk for a Hulk miner being suicide ganked, calculate the number of Hulk-hours spent across all of highsec in a day and the number of Hulk losses across all of highsec in a day. Divide the latter with the former and then divide by 24. Then multiply with the cost of a Hulk.

Sounds like a job for/in collaboration with CCP Diagoras!

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Doddy
Excidium.
#15 - 2012-09-05 16:08:17 UTC
The thing is it entirely depends on your competence. Missioning in lo sec or npc null for example holds zero risk for people who aren't idiots. Mining in hi sec holds risk for people who are idiots. Really rather than risk what people mean is "how much do i need to pay attention".
Mal Ishos
Steecey's Industries
#16 - 2012-09-05 16:10:06 UTC
You can't possibly have an objective discussion about Risk vs Reward in a game about internet spaceships. Risk is subjective. Reward is subjective. However, objectively, this thread is terrible and the OP should feel terrible for it's existence.
Anslo
Scope Works
#17 - 2012-09-05 16:10:20 UTC
Petrus Blackshell wrote:

While this is true, how do you measure (for example) the probability per hour that a Hulk gets ganked? Or, worse, complex probabilities for stuff like the market collapsing on you.


I think I know... but it'd involve lengthy research and data.

You could, for the sake of time and efficiency in analysis and reporting, select 4 systems known in highsec, lowsec, and nul (separately, so your total is 12 systems for the study, 4 systems to a cohort) for heavy mining (i.e. the most miners ACTIVELY in belts).

Once you have your systems selected, you'd need to (by some miracle) find a 100% accurate killboard or database of ships (namely, ship types) attacked and destroyed in system. Attacked versus destroyed is important here, as it defined successful ganks versus fail ganks. Ship types would be limited to mining/industrial ships (orca, iteron, hulk, whatever).

(Note: with things like iterons and other smaller transport vessels, a margin of error would need to be added to this study to make up for those who are not necessarily moving ore from belt to station, but are just traders.)

OK, so you got your database. Now, you calculate, on average, the amount of ships destroyed in each systems (ships, again, being mining vessels) for each cohort over a set amount of time. Let's make it...oooh a month? Combine results for the four systems and you should be able to create an average based on your results that can be counted as the probability of a mining vessel being ganked in highsec, low sec, and nulsec.

If you're really bored, you can break statistics down per ship type. At least I THINK that's how you could get the probability you were talking about.

[center]-_For the Proveldtariat_/-[/center]

Hypercake Mix
#18 - 2012-09-05 16:12:07 UTC
I'm not sure if it can be quantified, since nearly all risk in EVE is player-generated, varying wildly due to EVE being a game and not a mandatory life activity.
Petrus Blackshell
Rifterlings
#19 - 2012-09-05 16:13:29 UTC
Mal Ishos wrote:
You can't possibly have an objective discussion about Risk vs Reward in a game about internet spaceships. Risk is subjective. Reward is subjective. However, objectively, this thread is terrible and the OP should feel terrible for it's existence.

Thank you.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Mal Ishos
Steecey's Industries
#20 - 2012-09-05 16:16:54 UTC
Petrus Blackshell wrote:
Mal Ishos wrote:
You can't possibly have an objective discussion about Risk vs Reward in a game about internet spaceships. Risk is subjective. Reward is subjective. However, objectively, this thread is terrible and the OP should feel terrible for it's existence.

Thank you.


You can't have a productive discussion about something that is so subjective.

Oh, wait, yes you can.

When you're a complete toolbag.

Carry on.
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