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PvE C1 to C4

First post
Author
Marox Calendale
Xynodyne
The Initiative.
#41 - 2014-09-22 14:43:00 UTC
Wow, thanks a lot to you corbexx for doing all this work! I think rolling your static and preparing the system behind is taking so much time, that you will never get that amount of money, but it´s nice to see what maximum may be possible.
corbexx
Sebiestor Tribe
Minmatar Republic
#42 - 2014-09-22 14:44:26 UTC
Marox Calendale wrote:
Wow, thanks a lot to you corbexx for doing all this work! I think rolling your static and preparing the system behind is taking so much time, that you will never get that amount of money, but it´s nice to see what maximum may be possible.


Totally correct rolling scanning sorting warp ins scouting will drop my figure by a huge amount. Its just really hard to factor that in isk wise.
Marox Calendale
Xynodyne
The Initiative.
#43 - 2014-09-22 14:48:58 UTC
corbexx wrote:
Marox Calendale wrote:
Wow, thanks a lot to you corbexx for doing all this work! I think rolling your static and preparing the system behind is taking so much time, that you will never get that amount of money, but it´s nice to see what maximum may be possible.


Totally correct rolling scanning sorting warp ins scouting will drop my figure by a huge amount. Its just really hard to factor that in isk wise.

From my experience of rolling lots of C4 statics and farming sites, I would think I takes additional 1 - 2 hours. The exact time depends on your luck how fast you will find a profitable whole.
We also had days we didn´t find any good whole.
Obil Que
Star Explorers
Solis Tenebris
#44 - 2014-09-22 14:50:32 UTC
Andrew Jester wrote:

If you're trying to recruit that many people into a 2->2/LS then you're just dumb. If money is a problem, move to a hole with a better static, how hard is that..? If your 2->3/HS isn't paying the bills, move to a 2->4/HS or a 4->3/4. Also see my other reply to the guy who said pretty much the same **** you did for other ways to make it work. Like critical thinking is hard


Still doesn't change the fundamentals. Equipment is at risk from other players the moment you 1) Give more than one person access to the same SMA 2) Give more than one person access to the same hanger/POS. You can't just "put new players in a POS by themselves" as they are just as likely to steal from each other as the corp thus making your recruitment just as difficult.

Moving up a hole isn't always feasible either depending on the skill level of the pilots. We run two holes, a C2/C1+HS for newer pilots or those looking for easy PI/PvP/HS access and a C4/C3+C5 for the more experienced pilots. It does take a relatively significant amount of training for a new EVE player to live in C2 effectively. To farm C1 sites, etc. requires a base set of skills. Take into account that you probably start running sites with corpmates, your income is abysmal but still in many cases a step up from whatever L1/2/3 missions they could be doing in K-space. It takes another significant training period to then work up to being able to run C3/C4 sites, or mine gas in the C5, or whatever else is more profitable for them in the higher level wormhole. Try recruiting "newer" players into a C4 hole when they can't do anything solo. It doesn't work. The only way to change that is to get the numbers high enough so there is always someone to run with but now we're right back at the POS security issue and how do you recruit to get to those numbers...
Aiyshimin
Shiva Furnace
#45 - 2014-09-22 15:02:17 UTC
You can have 6 players per pos where they all have their private corp hangar divisions (to store for example shiny T3s), one shared corp hangar div and the new personal hangars. You can also limit access per SMA-basis, just make sure you adjust the tower management role requirements as well. Then limit access to other POSes with passwords, since the corp hangar div roles are universal across the corp's towers.

While not perfect, this greatly reduces the amount of stuff that can actually be stolen by a normal member.

This could be imo trivially improved by CCP by simply adding more hangar divisions and more role options in tower settings without redoing the whole POS code.
Moth Eisig
Gallente Federation
#46 - 2014-09-22 15:02:22 UTC
So assuming you use the fits Corbexx used, how many hours would you have to spend in sites for each wormhole class in order to make enough isk to break even when the inevitable gank gets you?
corbexx
Sebiestor Tribe
Minmatar Republic
#47 - 2014-09-22 16:07:30 UTC
Moth Eisig wrote:
So assuming you use the fits Corbexx used, how many hours would you have to spend in sites for each wormhole class in order to make enough isk to break even when the inevitable gank gets you?


well C1 to C3 was a basic tengu with faction bcus not sure how much they are at the moment, but guessing 600m, paladin 1.5b to 1.8b it had 3 faction damage mods 2 faction smartbombs (needed to kill the frigs as they orbit outside regular smartbomb range)


so C1 would be 9 to 12 hours
C2, 13 to 15 hours
C3, 5 hours.
C4 10 to 12 hours

its super rough all these figures though.
Saede Riordan
Alexylva Paradox
#48 - 2014-09-22 16:20:24 UTC
This is all very depressing to see. The numbers are hard to argue with, and despite agreeing that more data should be gathered, at a glance, its clear that most sites aren't worth the risk of running them. Adding in logistics overhead, scanning, scouting, and hauling, and there's really no point to running sites anywhere besides maybe C3 space.

The big issue I'm seeing is that low class space doesn't actually have anything unique to offer wormhole space. There's no gimmicks or interesting traits unique to low class space to make up for the fact that the isk is ****.

In my opinion, sleeper sites should not just linearly scale with system class. That fails to take into account the realities of the space, and does nothing but discourage most people from living places like a C1. Every wormhole system should have something that makes it special or desirable. If not sleepers, then something else. More gas maybe? Better hacking/data sites? Something new and sparkly? The systems themselves should prevent a largely uniform playing field, with things like position and type of celestials, wormhole connections, and things of that nature dictating why a system would be chosen to be occupied. The first question that goes through someone's head when considering where to live should not be 'how much money can I make' and 'how much money can my static(s) make me, but should be based on a more complicated set of factors. As it stands, my C2 system is less profitable then level 4s, for infinitely more risk. What is the ******* point?
Aryex
Bastard Children of Poinen
#49 - 2014-09-22 16:25:59 UTC
#1: Thanks a ton corbexx for putting together some data. For those complaining that the error bars are too large, to me there are no statisically insignificant sample sets as long as you're aware of the limitations.

#2: I think CCP should think about wormhole space in terms of how many players the content can support. Especially with the smaller wormholes, a single player can clear out all the home sites in a few hours at most. With 873 C1/C2 systems, this means that the PVE money-making possibilities are limited to maybe ~1000 players if you discount PI alts, and each of those players is only making about 100M isk/day at most. Staying logged on once you have no more sites is nearly pointless in low end w-space if your corp mates aren't around. Yes, people should be farming their statics and only clearing the home as a last resort, but the math works out the same.
Aiyshimin
Shiva Furnace
#50 - 2014-09-22 16:42:50 UTC
Aryex wrote:
Staying logged on once you have no more sites is nearly pointless in low end w-space if your corp mates aren't around.


This seems like a horribly PVE-focused view to me. Hunting solo in wormhole space provides quality entertainment for hours, and if that fails, find a lowsec exit?

Chicken Exroofer
Regional Assault and Recon
#51 - 2014-09-22 16:52:41 UTC
Thanks for all that hard work Corbexx. At least you have some kind of baseline to work with.

It would be almost impossible for you to get data that reflects living in a wormhole on the live server, too many variables.
Especially if you are trying to get data on a solo pilot's experience, since there would be many many days where you could not do anything at all. I mean, you are not likely to be collapsing extra crossholes solo, or running any sites with multiple entrances active. Since that is the case for something like 90% or more of the week, isk per month would be pretty depressing.

At least you put serious effort to get hard data personally, and can take that experience with you to the CSM summit.
Something I would bet all my accounts and assets on that the bright folks who made the last set of wormhole changes never did, or even thought of doing.

For our small corp, the vast majority of our income comes from L4 missions. It has to, because the wormhole is just too inconsistent to depend on. It is a rare week when we can do any kind of op more than twice a week. Once a week or less is probably average. So if we don't do anything at all in there for 95% plus of the week, how many "content" opportunities are we providing for others?

The other potential income source, for us in a C3, asteroid mining, should be considered zero. The gas value is so inconsequential it might as well be zero. So if CCP tries to use that potential income in any maths, do me a favour and laugh real hard.
Obil Que
Star Explorers
Solis Tenebris
#52 - 2014-09-22 17:12:20 UTC
Aryex wrote:
#1: Thanks a ton corbexx for putting together some data. For those complaining that the error bars are too large, to me there are no statisically insignificant sample sets as long as you're aware of the limitations.

#2: I think CCP should think about wormhole space in terms of how many players the content can support. Especially with the smaller wormholes, a single player can clear out all the home sites in a few hours at most. With 873 C1/C2 systems, this means that the PVE money-making possibilities are limited to maybe ~1000 players if you discount PI alts, and each of those players is only making about 100M isk/day at most. Staying logged on once you have no more sites is nearly pointless in low end w-space if your corp mates aren't around. Yes, people should be farming their statics and only clearing the home as a last resort, but the math works out the same.


Except that presumably, every anom cleared is reappearing elsewhere thus creating sites/content for others. The issue with wormhole space to a degree with this model is that anoms get "stuck" in what we call "goldmine" systems where there is little to no activity and no one running sites in them where they build up until there are dozens. Great when you find one but others it diminishes the pool of anoms. Whether that is a true problem only CCP and their stats could tell us
Odin Skydiver
Alexylva Paradox
#53 - 2014-09-22 17:22:46 UTC
There is not much difference spamming barracks with scout in static or spamming soe lv4 in hs, except I can hire a scout. And sometimes smile when I get ganked.
Andrew Jester
Collapsed Out
Pandemic Legion
#54 - 2014-09-22 17:32:05 UTC
Obil Que wrote:
Andrew Jester wrote:

If you're trying to recruit that many people into a 2->2/LS then you're just dumb. If money is a problem, move to a hole with a better static, how hard is that..? If your 2->3/HS isn't paying the bills, move to a 2->4/HS or a 4->3/4. Also see my other reply to the guy who said pretty much the same **** you did for other ways to make it work. Like critical thinking is hard


Still doesn't change the fundamentals. Equipment is at risk from other players the moment you 1) Give more than one person access to the same SMA 2) Give more than one person access to the same hanger/POS. You can't just "put new players in a POS by themselves" as they are just as likely to steal from each other as the corp thus making your recruitment just as difficult.

Moving up a hole isn't always feasible either depending on the skill level of the pilots. We run two holes, a C2/C1+HS for newer pilots or those looking for easy PI/PvP/HS access and a C4/C3+C5 for the more experienced pilots. It does take a relatively significant amount of training for a new EVE player to live in C2 effectively. To farm C1 sites, etc. requires a base set of skills. Take into account that you probably start running sites with corpmates, your income is abysmal but still in many cases a step up from whatever L1/2/3 missions they could be doing in K-space. It takes another significant training period to then work up to being able to run C3/C4 sites, or mine gas in the C5, or whatever else is more profitable for them in the higher level wormhole. Try recruiting "newer" players into a C4 hole when they can't do anything solo. It doesn't work. The only way to change that is to get the numbers high enough so there is always someone to run with but now we're right back at the POS security issue and how do you recruit to get to those numbers...


Don't remember if it still works, but corp/personal hangar bay + SMA + LSAA/XLSAA allows for 6 people to live in a POS and pretty much prevents everything from being stolen. If you have 20 uniques, that's 3 POS and change.

I don't know why in the world you would have a C1 static because that's literally cancer and new members could easily run C2s in ~14d or less. If you really want them to make money then have them run C3s in Drakes with a Scythe/2 Ospreys there to rep them. Even with more people in fleet it's probably better income than a C1.

Mining gas effectively in a C5 takes ~1 week, and the majority of that training time is the get T2 gas harvesters. You can do it in less time and still make good money. Unless you're saying a week is a significant training period...

You can recruit them into a C4 when they can go solo C2 sites or take a few corpies and solo C3s. If you're poaching newbies from starter systems, then I could see it being a problem, but if you're lifting people from mission hubs then they'll probably have some base skills that will allow them to easily run C2s with slightly modified fits.

There're solutions available that don't require changes to POSes, but I guess complaining is always easier than taking action.

If thuggin' was a category I'd win a Grammy

Ktersida Nyn'Amanyn
Querschlaeger
#55 - 2014-09-22 17:32:48 UTC
Thx for the effort corbexx. Maybe for c1s i can provide additional numbers. On Tranq the best ship for flying c1s was the hurricane (T2 fit). We flew only perimeter camps in a group of 1-3 pilots. The average ribbon drop in a camp after several 100 sites is 2.8 to 2.9 per site. The last time we ran c1s with two chars with one scout at the hole and got 90m ISK/h. So i can confirm your numbers.

But you have always to take your alts into the calculation if you don't want to suicide. While you're doing incursions, LvL 4s or ratting in renter space you can fly with every char to make ISK which improves your income instead of lowering it because you need (a) scout(s). And since Hyperion PvEers need more scouts...
corbexx
Sebiestor Tribe
Minmatar Republic
#56 - 2014-09-22 17:43:07 UTC
Ktersida Nyn'Amanyn wrote:
Thx for the effort corbexx. Maybe for c1s i can provide additional numbers. On Tranq the best ship for flying c1s was the hurricane (T2 fit). We flew only perimeter camps in a group of 1-3 pilots. The average ribbon drop in a camp after several 100 sites is 2.8 to 2.9 per site. The last time we ran c1s with two chars with one scout at the hole and got 90m ISK/h. So i can confirm your numbers.

But you have always to take your alts into the calculation if you don't want to suicide. While you're doing incursions, LvL 4s or ratting in renter space you can fly with every char to make ISK which improves your income instead of lowering it because you need (a) scout(s). And since Hyperion PvEers need more scouts...


I have just checked my main spread sheet and for perimeter camps i get higher than 2.8 to 2.9 even using them number they are still by far the best, so that makes me happy.

yeah having tohave more scouts etc will lower it. hyperion also makes it potentially worse with more wh's added
Obil Que
Star Explorers
Solis Tenebris
#57 - 2014-09-22 17:44:51 UTC
Andrew Jester wrote:
Obil Que wrote:
Andrew Jester wrote:

If you're trying to recruit that many people into a 2->2/LS then you're just dumb. If money is a problem, move to a hole with a better static, how hard is that..? If your 2->3/HS isn't paying the bills, move to a 2->4/HS or a 4->3/4. Also see my other reply to the guy who said pretty much the same **** you did for other ways to make it work. Like critical thinking is hard


Still doesn't change the fundamentals. Equipment is at risk from other players the moment you 1) Give more than one person access to the same SMA 2) Give more than one person access to the same hanger/POS. You can't just "put new players in a POS by themselves" as they are just as likely to steal from each other as the corp thus making your recruitment just as difficult.

Moving up a hole isn't always feasible either depending on the skill level of the pilots. We run two holes, a C2/C1+HS for newer pilots or those looking for easy PI/PvP/HS access and a C4/C3+C5 for the more experienced pilots. It does take a relatively significant amount of training for a new EVE player to live in C2 effectively. To farm C1 sites, etc. requires a base set of skills. Take into account that you probably start running sites with corpmates, your income is abysmal but still in many cases a step up from whatever L1/2/3 missions they could be doing in K-space. It takes another significant training period to then work up to being able to run C3/C4 sites, or mine gas in the C5, or whatever else is more profitable for them in the higher level wormhole. Try recruiting "newer" players into a C4 hole when they can't do anything solo. It doesn't work. The only way to change that is to get the numbers high enough so there is always someone to run with but now we're right back at the POS security issue and how do you recruit to get to those numbers...


Don't remember if it still works, but corp/personal hangar bay + SMA + LSAA/XLSAA allows for 6 people to live in a POS and pretty much prevents everything from being stolen. If you have 20 uniques, that's 3 POS and change.

I don't know why in the world you would have a C1 static because that's literally cancer and new members could easily run C2s in ~14d or less. If you really want them to make money then have them run C3s in Drakes with a Scythe/2 Ospreys there to rep them. Even with more people in fleet it's probably better income than a C1.

Mining gas effectively in a C5 takes ~1 week, and the majority of that training time is the get T2 gas harvesters. You can do it in less time and still make good money. Unless you're saying a week is a significant training period...

You can recruit them into a C4 when they can go solo C2 sites or take a few corpies and solo C3s. If you're poaching newbies from starter systems, then I could see it being a problem, but if you're lifting people from mission hubs then they'll probably have some base skills that will allow them to easily run C2s with slightly modified fits.

There're solutions available that don't require changes to POSes, but I guess complaining is always easier than taking action.


See, that's the thing. It's not better. Solo clearing C1 sites (as seen in Corbexx's data) is close to 50M/hr and consistently better than running C2 sites. You get more sleepers per site, more chances for ribbons which is where the money is. Trio clearing C3 sites is around 40 per person once you divide up the loot even if you're doing them optimally. Three newbros in a Drake/Scythe are not optimal. And yes, we do take on some very new people. There are plenty of people out there interested in wormholes but put off by the months of training many corps require to even look at them. I've taken a different approach. My complaint is no different than anyone else here commenting on the state of corp roles, POS mechanics, and PvE rewards in wormhole space. Recruitment is hard because of the lack of security and the rewards do not scale well and favor solo play. I'd like to see those two state of affairs improved.
Aryex
Bastard Children of Poinen
#58 - 2014-09-22 17:45:24 UTC
Obil Que wrote:
Aryex wrote:
#1: Thanks a ton corbexx for putting together some data. For those complaining that the error bars are too large, to me there are no statisically insignificant sample sets as long as you're aware of the limitations.

#2: I think CCP should think about wormhole space in terms of how many players the content can support. Especially with the smaller wormholes, a single player can clear out all the home sites in a few hours at most. With 873 C1/C2 systems, this means that the PVE money-making possibilities are limited to maybe ~1000 players if you discount PI alts, and each of those players is only making about 100M isk/day at most. Staying logged on once you have no more sites is nearly pointless in low end w-space if your corp mates aren't around. Yes, people should be farming their statics and only clearing the home as a last resort, but the math works out the same.


Except that presumably, every anom cleared is reappearing elsewhere thus creating sites/content for others. The issue with wormhole space to a degree with this model is that anoms get "stuck" in what we call "goldmine" systems where there is little to no activity and no one running sites in them where they build up until there are dozens. Great when you find one but others it diminishes the pool of anoms. Whether that is a true problem only CCP and their stats could tell us


Sure. And when I find a goldmine, I warp to every sig and anomaly in the system to start their countdowns, since I know I can't possibly clear them all.

However, what matters isn't the rate at which you flush sites, it's the rate at which others flush sites that then land in your chain. Nobody is going to stay logged in, on the off chance that a site will appear 3 hours from now because another corp in another hole in your constellation happened to clear a site.

As such, I think the math is pretty close to the "every site gets run once per 24 hours" as an approximation, which still leaves us with lower class holes that cannot reliably support enough players to be worth the costs. We essentially have 11% of the game's systems with enough income to support less than 4% of the game's population. (Average of 25k logged-in players) And by support, I mean "takes 12+ hours of solo play to replace the ship used to run the content" which is itself a terrible metric.

L4 highsec missions are easily run in T2-fit battleships worth 400M or so, and as such, the replacement time is ~10 hours with near zero risk. This completely ignores blitzing strategies which make these even more lucrative.

Even undisturbed, C2 sites should return a better reward than that.
corbexx
Sebiestor Tribe
Minmatar Republic
#59 - 2014-09-22 17:50:38 UTC
Obil Que wrote:


Solo clearing C1 sites (as seen in Corbexx's data) is close to 50M/hr and consistently better than running C2 sites. You get more sleepers per site, more chances for ribbons which is where the money is. Trio clearing C3 sites is around 40 per person once you divide up the loot even if you're doing them optimally. Three newbros in a Drake/Scythe are not optimal. And yes, we do take on some very new people. There are plenty of people out there interested in wormholes but put off by the months of training many corps require to even look at them. I've taken a different approach. My complaint is no different than anyone else here commenting on the state of corp roles, POS mechanics, and PvE rewards in wormhole space. Recruitment is hard because of the lack of security and the rewards do not scale well and favor solo play. I'd like to see those two state of affairs improved.


its worth noting that one site in c1 was crazy high and using Ktersida Nyn'Amanyn number of melted nanos brings it much more inline with C2 pay. c1 and c2 are still bad though (imho)
Obil Que
Star Explorers
Solis Tenebris
#60 - 2014-09-22 17:54:41 UTC  |  Edited by: Obil Que
corbexx wrote:
Obil Que wrote:


Solo clearing C1 sites (as seen in Corbexx's data) is close to 50M/hr and consistently better than running C2 sites. You get more sleepers per site, more chances for ribbons which is where the money is. Trio clearing C3 sites is around 40 per person once you divide up the loot even if you're doing them optimally. Three newbros in a Drake/Scythe are not optimal. And yes, we do take on some very new people. There are plenty of people out there interested in wormholes but put off by the months of training many corps require to even look at them. I've taken a different approach. My complaint is no different than anyone else here commenting on the state of corp roles, POS mechanics, and PvE rewards in wormhole space. Recruitment is hard because of the lack of security and the rewards do not scale well and favor solo play. I'd like to see those two state of affairs improved.


its worth noting that one site in c1 was crazy high and using Ktersida Nyn'Amanyn number of melted nanos brings it much more inline with C2 pay. c1 and c2 are still bad though (imho)


Agreed. We did, I think, 12 C1 sites this weekend in one system with a trio (though it really only needed to be a duo as the two of us who started the run had done this same thing a couple nights before. The third guy was extraneous to the rate of clearing) and pulled 180M total in 90 minutes. Say it was two people, 90M for 90 minutes is about 60M/hr so we're seeing numbers on par with what I described.