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Wormhole Sites Mythbusters

Author
Gerry Boyle
Aliastra
Gallente Federation
#1 - 2012-07-24 22:07:31 UTC  |  Edited by: Gerry Boyle
I have seen many myths in my time in W-Space, now we shall solve them for once and for all. If you have input or data, please share. What I'm looking for is a Confirmed or Busted, or True or False, and reasoning, if you feel like it.

1. Wormhole sites respawn faster if you leave a couple to "seed" the spawn.

2. Wormhole sites respawn slower if you clear them all.

3. Wormhole sites respawn slower if you have more of them.

4. Wormhole sites spawn rate is dependant on activity and presence of POS (slower for more activity).

5. C2s spawn the slowest, while C3s spawn fastest, with all the rest being tied.

6. When you complete one it respawn in a system in the same constellation.

7. Spawns are completely random.

8. A hole will eventually run "dry" as long as it is active.
chris elliot
Treasury Department
Plug N Play
#2 - 2012-07-24 22:45:10 UTC
Gerry Boyle wrote:
I have seen many myths in my time in W-Space, now we shall solve them for once and for all. If you have input or data, please share. What I'm looking for is a Confirmed or Busted, or True or False, and reasoning, if you feel like it.

1. Wormhole sites respawn faster if you leave a couple to "seed" the spawn.

2. Wormhole sites respawn slower if you clear them all.

3. Wormhole sites respawn slower if you have more of them.

4. Wormhole sites spawn rate is dependant on activity and presence of POS (slower for more activity).

5. C2s spawn the slowest, while C3s spawn fastest, with all the rest being tied.

6. When you complete one it respawn in a system in the same constellation.

7. Spawns are completely random.

8. A hole will eventually run "dry" as long as it is active.



SItes, times, locations ect and their drops are done via random number generator. Random means random.


6. False, it will spawn in ANY hole of the same class. (i.e. A c5 anom will appear randomly in any random c5 in existence)

8. Never ''completely dry'' but you wont be able to subsist off of anoms purely in the home system.


Everything else is subject to the random number generator. Wh people call him Bob, sacrificing shuttles at the sun tends to help with the loot drops. Unless you are farming your static, which requires the shuttle to be sacrificed to Bob in that system and not the home system.
Jack Miton
School of Applied Knowledge
Caldari State
#3 - 2012-07-25 00:14:10 UTC
All of those are false except for number 7.

There is no Bob.

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Substantia Nigra
Polaris Rising
Goonswarm Federation
#4 - 2012-07-25 02:09:10 UTC
1 - 5: False. I am not aware of any evidence to support any of these, and my own experience suggests otherwise. No 4 has been debunked in a CCP statement somewhere ... having a POS in a w-system makes no difference to spawn / respawn dynamics. If anything my experience has been that C2s spawn more sites than others, and I’ve just put that down to the frequency of C2s being occupied and actively worked and the number of systems in each c2 constellation / region / etc. My C3s have been pretty close behind my C2s in spawn rate.

6: Often debated, AFAIK not proven one way or another. Some ppl believe the respawn is within-constellation, others within-region, others within-class, and yet others accept some other paradigm. Some large w-space groups have made great efforts to occupy all systems within their constellation, believing they will be able to despawn sites and thereby increase the spawn rate in their main system(s).

7: Random but probably within constraints. Probably random respawn system, within constraints of #6, and possibly also random choice of site type (e.g. which anomaly or which ladar / grav / mag / radar) within the group.

8: False. They often seem to run dry, but this is probably because of a combination of random-is-random and the initial sites (sometimes lots of them) having been cleared and the system having then reverted to background or baseline spawnings.

I guess I am almost a 'vet' by now. Hopefully not too bitter and managing to help more than I hinder. I build and sell many things, including large collections of bookmarks.

Zicon Shak'ra
The Scope
Gallente Federation
#5 - 2012-07-27 13:16:13 UTC  |  Edited by: Zicon Shak'ra
Gerry Boyle wrote:
I have seen many myths in my time in W-Space, now we shall solve them for once and for all. If you have input or data, please share. What I'm looking for is a Confirmed or Busted, or True or False, and reasoning, if you feel like it.

1. Wormhole sites respawn faster if you leave a couple to "seed" the spawn.

2. Wormhole sites respawn slower if you clear them all.

3. Wormhole sites respawn slower if you have more of them.

4. Wormhole sites spawn rate is dependant on activity and presence of POS (slower for more activity).

5. C2s spawn the slowest, while C3s spawn fastest, with all the rest being tied.

6. When you complete one it respawn in a system in the same constellation.

7. Spawns are completely random.

8. A hole will eventually run "dry" as long as it is active.


1. False

2. False (this is just the opposite of number one)

3. False

4. True, but it takes a number of weeks for this to manifest itself. Site spawn rate drops considerably if you farm a wormhole of all its sites within 24h of them spawning for a period of a month or more. This is why most wormhole corps farm their static wormhole more than their home system.

5. False

6. True

7. False (largely random, but based on activity, see answer to number four)

8. True/False, it won't completely stop spawning sites, but it will certainly slow way down (see number four).


Edit: @Substantia - Having a POS in a system does not slow down spawn rates directly. However, farming the sites does slow spawn rates, and typically farming and a POS go hand in hand. Correlation, not (direct) causation.

Wormholes are cool, m'kay?

Emperor Salazar
Remote Soviet Industries
Insidious Empire
#6 - 2012-07-27 14:11:57 UTC
To say that 6. is really stretching things. Its more likely that sites are tied to regions/groups of regions (note that classes are grouped by regions).
Vincent Athena
Photosynth
#7 - 2012-07-27 22:18:40 UTC
We twice had periods where we would clear the system of all sites whenever they popped up. After a week or two of doing so the sites slowed, then stopped appearing. Slowly, over 2 weeks the rate picked back up.

We did this cycle twice. Since then we always leave a site or two, and we have never seen a spawn rate drop off since.

So either the random number generator has had 2 drop offs at the exact times we were aggressively clearing sites, but never such a drop when we were not aggressively clearing sites, or #1 is true.

Disclaimer: We have not repeated being aggressive in clearing sites for well over a year, so CCP may have changed it to pure random and we have done nothing to see that change.

I always thought the drop off was an intended mechanic to dissuade permanent residence in W. It could be that once CCP saw that W occupancy was here to stay, they turned off the mechanic.

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