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PvE C1 to C4

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Author
RudinV
Sons Of Mother's Friend
Can i bring my Drake...
#101 - 2014-09-23 19:25:52 UTC
might miss smth but. what is this topic about? corbexx wanna know isk/h in wspace? or how to improve it to bring in more peeps? if so, why u talk only about isks? In eve a lot of people doing things less profitable that they could do instead, such a high sec mining, exploration, gate gamping in nulls, non afk carebearin etc etc, i mean its rly hard to say, that after some lvl of income people still care about this income, i think u shouldnt focus at isk/hr that much. U want to bring more people to wh? Bring us some unique content, some sort of relic/data but unique for wh, not about blue loot, but...may be decoration (i would like to have nice sleepers T-shirt or smth, what will indicate that i spent a whole bunch of hours in wh and not somewhere else) or wh expeditions, what send u from c2 to specific c6, and u most probably will spent few months before u finish it, but after u will have smth like- OMFG HE DID IT medal) i mean check at other games, what they do to make people do stuff? motivation about wealth almost never work, buff income-RMT multiboxers will b happy, but gamers-no.
PS. there is only one thing CCP should do about wh income- reduce the difference between c1-c6. buff a bit low class and nerf high. cap escalations are not that hard in fact
Incindir Mauser
Caldari Provisions
Caldari State
#102 - 2014-09-23 21:24:09 UTC
RudinV wrote:
might miss smth but. what is this topic about? corbexx wanna know isk/h in wspace? or how to improve it to bring in more peeps? if so, why u talk only about isks? In eve a lot of people doing things less profitable that they could do instead, such a high sec mining, exploration, gate gamping in nulls, non afk carebearin etc etc, i mean its rly hard to say, that after some lvl of income people still care about this income, i think u shouldnt focus at isk/hr that much. U want to bring more people to wh? Bring us some unique content, some sort of relic/data but unique for wh, not about blue loot, but...may be decoration (i would like to have nice sleepers T-shirt or smth, what will indicate that i spent a whole bunch of hours in wh and not somewhere else) or wh expeditions, what send u from c2 to specific c6, and u most probably will spent few months before u finish it, but after u will have smth like- OMFG HE DID IT medal) i mean check at other games, what they do to make people do stuff? motivation about wealth almost never work, buff income-RMT multiboxers will b happy, but gamers-no.
PS. there is only one thing CCP should do about wh income- reduce the difference between c1-c6. buff a bit low class and nerf high. cap escalations are not that hard in fact


Ugh. Paragraphs friend... paragraphs.

Almost all the activities you listed, save two, pay more than living in a C1.

The reason ISK per Hour is such an important metric is because WH's are really not a playstyle of convenience. Upkeep cost of living out of a POS runs 400 mil a month in fuel per tower. So if you can't make your 400 mil a month off of the playtime you are able to invest, you won't stick around long.

It's the whole reason why corbexxx created the thread is to get an accurate measure of what the average player, or small group of players (the usual residents of C1-C4's) can reasonably expect to make from each class of WH.

First you have to know what the quality of life is like between wormholes and adjust that relative to the costs of maintaining a lifestyle outside of known space. Then you can start comparing it to safer and more lucrative activities in Hisec and come to the inevitable conclusion that everyone that lives out here in W-space is a few drones short of an Ishtar.


RudinV
Sons Of Mother's Friend
Can i bring my Drake...
#103 - 2014-09-24 06:45:36 UTC
oh plz stop about POS fuel, if u move to wh that shouldnt b the question. simple.
why not to mention PI, gas/mining? the question of farmin your home system goes out after u have more than 4-5 mates who wanna farm too, doesnt matte if its c1 or c4. u move to statics and bear them all.
God Arthie
Lowlife.
Snuffed Out
#104 - 2014-09-24 07:14:53 UTC  |  Edited by: God Arthie
RudinV wrote:
oh plz stop about POS fuel, if u move to wh that shouldnt b the question. simple.
why not to mention PI, gas/mining? the question of farmin your home system goes out after u have more than 4-5 mates who wanna farm too, doesnt matte if its c1 or c4. u move to statics and bear them all.


So, you haven't been in WH's since hyperion(or most likely, ever), for almost a week we don't have gas, mining or combat sites. Our statics are that bad that we have to close them multiple times till we see at least 4 combat anomalies.

Edit: we have a lot more risk in living here then in any other part of New Eden, and still we can't get as much income as null (ratting, as they have infinite site spawn), low (missions), high (missions/incursions). If you want a tshirt go to some store and buy it, it's EVE, not a cloth shop.
Pro TIps
Doomheim
#105 - 2014-09-24 07:49:33 UTC
corbexx wrote:
Rek Seven wrote:
You would have to run these sites every day for around a month to get a truly accurate picture. Can't you just ask CCP for the data, corbexx?


I did its the only thing they have said no to. and yeah need it run more i could probably do it now but would be nda. this atleast lets people see it.

It may be difficult for them to generate this data. Without logging encounters, they won't have information on the typical time it takes players to complete the sites. Plus you have to salvage them, find anoms in the first place, etc.

Direct comparison of ISK/hr between wormhole sites and highsec incursions, or other limitless farming activities w/ extremely low risk, is not as straightforward as X ISK/hr in wormhole and Y ISK/hr in incursion fleet. We don't have an unlimited supply of anoms and if you spend all day farming sites, someone is likely to say hello with a scram sooner or later.

What really needs to be examined is not ISK/hr but ISK opportunity over the longer-term, including the time it takes to roll statics or ship spin in your system while you wait a week for anoms to spawn.

The ISK opportunity in W-space is ****. If I do all the combat sites in my C4 I will get around 1 billion ISK/week. I can go make a billion ISK in about 6 hours of highsec incursions and that opportunity is almost always there and it's with low risk. Can I go to my statics and make ISK? Yes, but it takes more time and more risk to do it.
Jack Hayson
The Scope
Gallente Federation
#106 - 2014-09-24 08:46:43 UTC
Pro TIps wrote:
corbexx wrote:
Rek Seven wrote:
You would have to run these sites every day for around a month to get a truly accurate picture. Can't you just ask CCP for the data, corbexx?


I did its the only thing they have said no to. and yeah need it run more i could probably do it now but would be nda. this atleast lets people see it.

It may be difficult for them to generate this data. Without logging encounters, they won't have information on the typical time it takes players to complete the sites. Plus you have to salvage them, find anoms in the first place, etc.

Well, they should know the chances for each possible loot drop, as well as the EHP of the sleeper drones.
That way your only variable would be applied dps. (Which you could guesstimate for each ship)

It's a bit weird that CCP lets corbexx do tons of work to collect data that they should already have available.
Pro TIps
Doomheim
#107 - 2014-09-24 09:40:32 UTC
Jack Hayson wrote:
It's a bit weird that CCP lets corbexx do tons of work to collect data that they should already have available.

But you said it, applied DPS vs paper DPS, etc. make this non-trivial. Besides, if you are out of anoms and you have to spend half-hour rolling your static to find one with anoms (in my case, hoping you dont find PVP in the process), you just spent half-hour risking ships while making zero.

If CCP really want more players, and more diverse groups of players, to take advantage of W-space then they will have to dramatically boost risk/reward and content/ISK opportunities. The specific means for doing that is up for debate, but the need to do these things is abundantly clear.
corbexx
Sebiestor Tribe
Minmatar Republic
#108 - 2014-09-24 09:59:23 UTC
Jack Hayson wrote:

It's a bit weird that CCP lets corbexx do tons of work to collect data that they should already have available.


yeah lets not go there. But the info is still of use even if just for comparison.

Marox Calendale
Xynodyne
The Initiative.
#109 - 2014-09-24 10:48:59 UTC
Saede Riordan wrote:
So I wrote a blog post on some options for how I think some changes could be made. Thoughts?

I don´t like the idea of having acceleration gates in wh either. But you´re absolutely right that the only difference in wh class risk is in the probability of an eviction.
In consequence I like the idea of decoupling all gas, ore, relic and data sites from wh class. C320 in C1 or C2? Why not? It would probably force more k-space people to look in the system behind the great whole for the possibility of a "big fish" of gas or mining mercoxit next to a highsec system. An interesting conflict driver don´t you think?
Remain sleepers in relics and datas, but fix the bugs with them. I know all possibilities you described and its mostly more annoying waiting 10 minutes in a sites until the last can is hacked and no sleeper comes. But I don´t want them to be as they´re in k-space. WH should be different than k-space.
Terrorfrodo
Interbus Universal
#110 - 2014-09-24 11:39:40 UTC
Site values are basically constant, with ribbons the only meaningful variable. Average ribbon drops should be known to CCP at the click of a button because after all it's THEIR ALGORITHM. If for whatever weird reason they are unable to read their own code, then the community should be able to provide long-term averages. In fact, I'm sure this data already exists. I myself logged all c3 anoms I ran for a while to calculate long-term ribbon yields. I stopped logging after 200 sites or so because the average didn't move any more. I might still have the spreadsheet somewhere...

Regarding a possible rebalancing or redesign of wspace pve... obviously there needs to be a way to make site income scale with class, but in a way that ensures that higher-class systems support bigger player groups instead of just making multiboxing soloists or small groups richer faster.

I think one way to achieve that could be to change sleeper spawns so that they have much lower ehp but much higher remote repair. Currently, sleeper rr exists but is not a significant factor in most sites. The result is that any player fleet that can tank the sleepers' damage output is able to complete the site.

Now it is a fact that the more characters you bring into a site, the less efficient you become. Wasted salvos, imperfect damage distribution and coordination will always make a bigger fleet less efficient than a smaller fleet on a per-character basis. That means that one ship dealing 1000 dps will need less than 200% of the time to complete a site than two ships dealing 1000 dps each. The result is that cooperating with other people for pve is always a disadvantage if you could instead do the site alone. (Not to mention the inevitable loss of efficiency due to form-up time etc.)

But if for example the sleepers in a c4 site would regenerate 3000 dps indefinitely, then the typical solo-pimpmobile player simply couldn't do these sites anymore. Of course he could just bring more alts, but for almost all people this would not be worth it and in any case it would at least expose them to much higher risk. Instead, these sites would really encourage players to team up to reach that threshold of dps that enables them to complete the site at all. Because the sleepers have low ehp, they would die quickly once their regen rate is matched by the players' dps, making it worthwile to fleet up in the first place.

People would still have the choice to bring fewer but more pimped-out ships or numerous inexpensive ships. What about players bringing dreadnoughts? Sleepers could react by calling in strong reinforcements that ramp up their hitpoint regeneration dramatically but drop only modest additional loot.

Btw this shouldn't apply to lower class which of course should still be accessible to solo players, even very inexperenced ones who cannot do a lot of damage. The newbie in his 200 dps Drake should still be able to do the c1 anom, albeit of course he will need more time for it than the experienced player in a better ship.

.

epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#111 - 2014-09-24 12:11:34 UTC  |  Edited by: epicurus ataraxia
Terrorfrodo wrote:
Site values are basically constant, with ribbons the only meaningful variable. Average ribbon drops should be known to CCP at the click of a button because after all it's THEIR ALGORITHM. If for whatever weird reason they are unable to read their own code, then the community should be able to provide long-term averages. In fact, I'm sure this data already exists. I myself logged all c3 anoms I ran for a while to calculate long-term ribbon yields. I stopped logging after 200 sites or so because the average didn't move any more. I might still have the spreadsheet somewhere...

Regarding a possible rebalancing or redesign of wspace pve... obviously there needs to be a way to make site income scale with class, but in a way that ensures that higher-class systems support bigger player groups instead of just making multiboxing soloists or small groups richer faster.

I think one way to achieve that could be to change sleeper spawns so that they have much lower ehp but much higher remote repair. Currently, sleeper rr exists but is not a significant factor in most sites. The result is that any player fleet that can tank the sleepers' damage output is able to complete the site.

Now it is a fact that the more characters you bring into a site, the less efficient you become. Wasted salvos, imperfect damage distribution and coordination will always make a bigger fleet less efficient than a smaller fleet on a per-character basis. That means that one ship dealing 1000 dps will need less than 200% of the time to complete a site than two ships dealing 1000 dps each. The result is that cooperating with other people for pve is always a disadvantage if you could instead do the site alone. (Not to mention the inevitable loss of efficiency due to form-up time etc.)

But if for example the sleepers in a c4 site would regenerate 3000 dps indefinitely, then the typical solo-pimpmobile player simply couldn't do these sites anymore. Of course he could just bring more alts, but for almost all people this would not be worth it and in any case it would at least expose them to much higher risk. Instead, these sites would really encourage players to team up to reach that threshold of dps that enables them to complete the site at all. Because the sleepers have low ehp, they would die quickly once their regen rate is matched by the players' dps, making it worthwile to fleet up in the first place.

People would still have the choice to bring fewer but more pimped-out ships or numerous inexpensive ships. What about players bringing dreadnoughts? Sleepers could react by calling in strong reinforcements that ramp up their hitpoint regeneration dramatically but drop only modest additional loot.

Btw this shouldn't apply to lower class which of course should still be accessible to solo players, even very inexperenced ones who cannot do a lot of damage. The newbie in his 200 dps Drake should still be able to do the c1 anom, albeit of course he will need more time for it than the experienced player in a better ship.



I'm puzzled by this, the more I look at it, the MORE it seems that multiboxing alts would be the only beneficary.
I also cannot follow the logic, where you believe that only large groups should be able to do higher class sites, even large groups do not have everyone on out of peak time/days, and need something to do outside of those times. Most C4 residents already fleet up to run home sites, you are better off running C3 if solo no matter how blinged your T3.

Is this one of those (stealth) farmers should die at all costs threads, disregarding how it effects others, just collateral damage, but actually boosting them, or is it a boost large groups thread, as it seems to contain elements of both?
As it stands, it seems this proposal, does not address an actual problem but instead creates others.

Or possibly I have completely misunderstood, but the proposal seems to contradict your stated goals?

In which case, my apologies.

There is one EvE. Many people. Many lifestyles. WE are EvE

Marox Calendale
Xynodyne
The Initiative.
#112 - 2014-09-24 12:46:20 UTC  |  Edited by: Marox Calendale
Terrorfrodo wrote:
Regarding a possible rebalancing or redesign of wspace pve... obviously there needs to be a way to make site income scale with class, but in a way that ensures that higher-class systems support bigger player groups instead of just making multiboxing soloists or small groups richer faster.

Sorry but I can´t follow your reflections. Why should solo players be able to do low class sites? Why should solo players be able to do any sites in J-Space?
There are enough possibilities for solo exploration in K-Space. J-Space should be the next step and enforce group exploration.
For what reason should site income scale with wh class, except dreads are a little bit more expensive than the average T3 cruiser. But how much real cap to cap fights are in high class systems? The majority of cap kills I have seen in high class are also just pve caps escalating any site, and they were all killed by subcap fleets.
What I mean is, why do you need capitals high class, if you don´t want to do pvp with them?
Saede Riordan
Alexylva Paradox
#113 - 2014-09-24 13:17:49 UTC
Marox Calendale wrote:
Saede Riordan wrote:
So I wrote a blog post on some options for how I think some changes could be made. Thoughts?

I don´t like the idea of having acceleration gates in wh either. But you´re absolutely right that the only difference in wh class risk is in the probability of an eviction.
In consequence I like the idea of decoupling all gas, ore, relic and data sites from wh class. C320 in C1 or C2? Why not? It would probably force more k-space people to look in the system behind the great whole for the possibility of a "big fish" of gas or mining mercoxit next to a highsec system. An interesting conflict driver don´t you think?
Remain sleepers in relics and datas, but fix the bugs with them. I know all possibilities you described and its mostly more annoying waiting 10 minutes in a sites until the last can is hacked and no sleeper comes. But I don´t want them to be as they´re in k-space. WH should be different than k-space.


Yeah, that's fair enough, the bugs definitely need to get fixed though.

As for the acceleration gates thing, I can agree that it would make things way too safe to farm. The basic idea though isn't to gate sleeper complexes, there's probably a method of achieving the goals without acceleration gates.

The basic concept is for there to be some low level resource site, that you need some macguffin from in order to do the high level sites, while at the same time, requiring that low level site to be left un-ran in order to spawn the high level sites, thus creating a conflict driver between people after macguffins, and those after sleeper loot.
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#114 - 2014-09-24 13:20:52 UTC  |  Edited by: epicurus ataraxia
Marox Calendale wrote:
Terrorfrodo wrote:
Regarding a possible rebalancing or redesign of wspace pve... obviously there needs to be a way to make site income scale with class, but in a way that ensures that higher-class systems support bigger player groups instead of just making multiboxing soloists or small groups richer faster.

Sorry but I can´t follow your reflections. Why should solo players be able to do low class sites? Why should solo players be able to do any sites in J-Space?
There are enough possibilities for solo exploration in K-Space. J-Space should be the next step and enforce group exploration.
For what reason should site income scale with wh class, except dreads are a little bit more expensive than the average T3 cruiser. But how much real cap to cap fights are in high class systems? The majority of cap kills I have seen in high class are also just pve caps escalating any site, and they were all killed by subcap fleets.
What I mean is, why do you need capitals high class, if you don´t want to do pvp with them?




I'll bite, but probably ...

Of course people should be allowed to do solo exploration in wormholes, do you think that wormholes are somehow instantly populated with fully formed corps with no experience?

And even in the largest corporation there are times when there are single or low numbers of players, is the answer to spin in the pos hoping someone would come on so you can play?

The lack of meaningful solo play of value, is one of the greatest issues facing wormhole space currently.

Wormhole Space is NOT Null lite.

In reply to point B lots of capitals fight, carriers are extremely useful. And not just sleeper running ones. But much less likely since Hyperion. Not many are that Stupid. That reason to use them disappeared.

There is one EvE. Many people. Many lifestyles. WE are EvE

Zappity
New Eden Tank Testing Services
#115 - 2014-09-24 13:51:43 UTC  |  Edited by: Zappity
I always find that visualising the data helps to spot the meaningful bits so I have made what I think of as a ‘Wormholes ISK/Risk Chart’ from the information in this thread:

https://docs.google.com/spreadsheets/d/1upBapVRDG255R8DNZLOZXZthFnfurOr_mSHjSKBFjJU/edit?usp=sharing

Explanatory points:
1. ISK/hour/character is y-axis, everything else is secondary y-axis (the one on the right).
2. ISK/hour/character is from corbexx’s and Jack’s (C5) data. Top marks for effort btw.
3. Cost of fleet is corbexx's Tengu or similar for C1-3, Marauder for C4 (although I’d very much like to see triple RR fleet comp data for C4) and C5 is a guess because I've never lived in one.
4. Cost of gank (hours) is a simple calculation based on number in fleet (one for C1-4 vs six for C5).
5. There is no C6 data so I haven’t included it.

The ‘cost of gank’ seems like an easy way to visualise risk but doesn’t account for the reward if you manage NOT to get ganked. If I had to put a metric on risk I would use ISK/hour/character divided by cost of gank (hours) - think of this as a 'Risk Indicator' where higher is better (I should have thought that through really - let's call it the 'Reward Indicator' instead):

C1 = 5
C2 = 3
C3 = 24
C4 = 15
C5 = 81

As you can see C3 and C5 stand out from the others, although C5 leads by a long margin. C1 and C2 are just rubbish by whatever metric you look at and C4 is also out of balance. This is not just because I live in one but rather because the risk of getting ganked does not increase as you go from C1 to C5. This also does not account for the ratio of MNR to Blue Loot which is an additional risk (by market exposure) for C1 and C2 holes in particular.

Suggested actions:

1. Buff C1-C4 loot tables.
2. Nerf C5 ISK/hour/character.
3. Buff C1, C2 Blue Loot to reduce market exposure.

You can see an example of what (I think) would make wormholes healthier overall if you scroll down in the chart. The ‘cost of gank (hours)’ indicator is much smoother in this scenario and actually has a sweet spot around C1-C3 while C4 and C5 payouts are elevated but at greater cost if you get ganked.

The Reward Indicator is also much more even:

C1 = 33
C2 = 51
C3 = 67
C4 = 60
C5 = 64

In summary, where the current wormhole design falls over is that it assumes risk of getting ganked increases greatly with wormhole class. I don't see any reason to assume that now that wormholes are thoroughly understood and a typical chain will contain all types of holes.

Zappity's Adventures for a taste of lowsec and nullsec.

Saede Riordan
Alexylva Paradox
#116 - 2014-09-24 14:14:11 UTC
I may very well get shouted down for this.

But I feel that wormhole space, as a rule, should be more profitable then highsec incursions.
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#117 - 2014-09-24 14:16:12 UTC
Zappity wrote:
I always find that visualising the data helps to spot the meaningful bits so I have made what I think of as a ‘Wormholes ISK/Risk Chart’ from the information in this thread:

https://docs.google.com/spreadsheets/d/1upBapVRDG255R8DNZLOZXZthFnfurOr_mSHjSKBFjJU/edit?usp=sharing

Explanatory points:
1. ISK/hour/character is y-axis, everything else is secondary y-axis (the one on the right).
2. ISK/hour/character is from corbexx’s and Jack’s (C5) data. Top marks for effort btw.
3. Cost of fleet is corbexx's Tengu or similar for C1-3, Marauder for C4 (although I’d very much like to see triple RR fleet comp data for C4) and C5 is a guess because I've never lived in one.
4. Cost of gank (hours) is a simple calculation based on number in fleet (one for C1-4 vs six for C5).
5. There is no C6 data so I haven’t included it.

The ‘cost of gank’ seems like an easy way to visualise risk but doesn’t account for the reward if you manage NOT to get ganked. If I had to put a metric on risk I would use ISK/hour/character divided by cost of gank (hours) - think of this as a 'Risk Indicator' where higher is better (I should have thought that through really - let's call it the 'Reward Indicator' instead):

C1 = 5
C2 = 3
C3 = 24
C4 = 15
C5 = 81

As you can see C3 and C5 stand out from the others, although C5 leads by a long margin. C1 and C2 are just rubbish by whatever metric you look at and C4 is also out of balance. This is not just because I live in one but rather because the risk of getting ganked does not increase as you go from C1 to C5. This also does not account for the ratio of MNR to Blue Loot which is an additional risk (by market exposure) for C1 and C2 holes in particular.

Suggested actions:

1. Buff C1-C4 loot tables.
2. Nerf C5 ISK/hour/character.
3. Buff C1, C2 Blue Loot to reduce market exposure.

You can see an example of what (I think) would make wormholes healthier overall if you scroll down in the chart. The ‘cost of gank (hours)’ indicator is much smoother in this scenario and actually has a sweet spot around C1-C3 while C4 and C5 payouts are elevated but at greater cost if you get ganked.

The Reward Indicator is also much more even:

C1 = 33
C2 = 51
C3 = 67
C4 = 60
C5 = 64

In summary, where the current wormhole design falls over is that it assumes risk of getting ganked increases greatly with wormhole class. I don't see any reason to assume that now that wormholes are thoroughly understood and a typical chain will contain all types of holes.


This is interesting, but connectivity is a major, if not the Major risk factor, the class of wormhole in itself does not increase risk. C2 and now C4 space since Hyperion, for example can be particuarly dangerous because of this. Ship class availability also changes the risk factor.(C5/C6)
C5 and C6 income seems artificially high, but accordingly needs larger corporations to function well, the income available needs to scale accordingly for them not to become areas where players individually starve, unable to replace losses.


Whilst I agree with your conclusions that income availability needs to rise in lower class wormholes, the loot drop is only one component, time overall spent to attain that income is the critical factor, and remember once the sites are exhausted, one needs to farm the connecting holes, which is NOT like just Jumping the gate to the next system, as many outside of wormhole space assume, it is a whole new ball game......

There is one EvE. Many people. Many lifestyles. WE are EvE

Zappity
New Eden Tank Testing Services
#118 - 2014-09-24 14:21:34 UTC  |  Edited by: Zappity
epicurus ataraxia wrote:
Zappity wrote:
I always find that visualising the data helps to spot the meaningful bits so I have made what I think of as a ‘Wormholes ISK/Risk Chart’ from the information in this thread:

https://docs.google.com/spreadsheets/d/1upBapVRDG255R8DNZLOZXZthFnfurOr_mSHjSKBFjJU/edit?usp=sharing

Explanatory points:
1. ISK/hour/character is y-axis, everything else is secondary y-axis (the one on the right).
2. ISK/hour/character is from corbexx’s and Jack’s (C5) data. Top marks for effort btw.
3. Cost of fleet is corbexx's Tengu or similar for C1-3, Marauder for C4 (although I’d very much like to see triple RR fleet comp data for C4) and C5 is a guess because I've never lived in one.
4. Cost of gank (hours) is a simple calculation based on number in fleet (one for C1-4 vs six for C5).
5. There is no C6 data so I haven’t included it.

The ‘cost of gank’ seems like an easy way to visualise risk but doesn’t account for the reward if you manage NOT to get ganked. If I had to put a metric on risk I would use ISK/hour/character divided by cost of gank (hours) - think of this as a 'Risk Indicator' where higher is better (I should have thought that through really - let's call it the 'Reward Indicator' instead):

C1 = 5
C2 = 3
C3 = 24
C4 = 15
C5 = 81

As you can see C3 and C5 stand out from the others, although C5 leads by a long margin. C1 and C2 are just rubbish by whatever metric you look at and C4 is also out of balance. This is not just because I live in one but rather because the risk of getting ganked does not increase as you go from C1 to C5. This also does not account for the ratio of MNR to Blue Loot which is an additional risk (by market exposure) for C1 and C2 holes in particular.

Suggested actions:

1. Buff C1-C4 loot tables.
2. Nerf C5 ISK/hour/character.
3. Buff C1, C2 Blue Loot to reduce market exposure.

You can see an example of what (I think) would make wormholes healthier overall if you scroll down in the chart. The ‘cost of gank (hours)’ indicator is much smoother in this scenario and actually has a sweet spot around C1-C3 while C4 and C5 payouts are elevated but at greater cost if you get ganked.

The Reward Indicator is also much more even:

C1 = 33
C2 = 51
C3 = 67
C4 = 60
C5 = 64

In summary, where the current wormhole design falls over is that it assumes risk of getting ganked increases greatly with wormhole class. I don't see any reason to assume that now that wormholes are thoroughly understood and a typical chain will contain all types of holes.


This is interesting, but connectivity is a major, if not the Major risk factor, the class of wormhole in itself does not increase risk. C2 and now C4 space since Hyperion, for example can be particuarly dangerous because of this. Ship class availability also changes the risk factor.(C5/C6)
C5 and C6 income seems artificially high, but accordingly needs larger corporations to function well, the income available needs to scale accordingly for them not to become areas where players individually starve, unable to replace losses.


Whilst I agree with your conclusions that income availability needs to rise in lower class wormholes, the loot drop is only one component, time overall spent to attain that income is the critical factor, and remember once the sites are exhausted, one needs to farm the connecting holes, which is NOT like just Jumping the gate to the next system, as many outside of wormhole space assume, it is a whole new ball game......

I agree that it is not simple. But proposing a broad set of mechanical changes about how the risk actually works is less likely to be acted upon than just changing the loot tables. So that's why I went in that direction.

I also entirely agree about connectivity being the key risk. I'm not sure that C4 and C2 are more risky because of that, though, since you can still shut them off just as effectively as a single static hole.

If you really want to link risk and reward you need to reward people for running sites with open connections. Maybe in the loot drop or perhaps spawn rate.

Zappity's Adventures for a taste of lowsec and nullsec.

Saede Riordan
Alexylva Paradox
#119 - 2014-09-24 14:25:08 UTC
maybe sleepers spawn on wormholes?
Marox Calendale
Xynodyne
The Initiative.
#120 - 2014-09-24 14:30:02 UTC  |  Edited by: Marox Calendale
epicurus ataraxia wrote:
Of course people should be allowed to do solo exploration in wormholes, do you think that wormholes are somehow instantly populated with fully formed corps with no experience?

That´s a good point and I´ll think about it. But where is the problem to start getting experience as a daytripping exploration group?
I know much corps who first tested wormholes in groups before they decided to settle in it.