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i am disappointed in null sec people. (TL:DR talking about local chat.) read first post.

First post
Author
Jeremy Soikutsu
Kite Co. Space Trucking
#581 - 2012-11-09 20:03:32 UTC
Can't you at least come up with a new gag every once in a while OP. It's so hard to read ideas that are bad and boring.

"Of course you would choose the fun, but you don't lead a relevant entity which has allies." - Colonel Xaven

Stonecrusher Mortlock
The Scope
Gallente Federation
#582 - 2012-11-11 06:35:19 UTC
All the crying about how u will leave null if local is taken away because it makes it to unsafe is as stupid as people complaining about high sec ganking.

Alavaria Fera
GoonWaffe
#583 - 2012-11-11 06:45:14 UTC
Stonecrusher Mortlock wrote:
All the crying about how u will leave null if local is taken away because it makes it to unsafe is as stupid as people complaining about high sec ganking.

Nerf highsec ganking.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Johan Civire
Caldari Provisions
Caldari State
#584 - 2012-11-11 08:04:18 UTC
Nicolo da'Vicenza wrote:
anyways, reading this little blog:

http://community.eveonline.com/devblog.asp?a=blog&nbid=3235
Null Sec
PVP: 7,061,988
PVE: 568,353
Total: 7,630,341

Wormhole Space

PVP: 377,786
PVE: 162,126
Total: 539,912


so wormholes have 1/4 of the population of 0.0 but 1/20th of the PvP action
and certain members start threads about other secstatus places being too safe

how embarassing


Some people have problems with reading the blog....
Akiyo Mayaki
Perkone
Caldari State
#585 - 2012-11-11 14:23:23 UTC
I agree. (-:

No

Nar Zandev
Epidemic Inc.
#586 - 2012-11-11 21:22:14 UTC
Nicolo da'Vicenza wrote:
anyways, reading this little blog:

http://community.eveonline.com/devblog.asp?a=blog&nbid=3235
Null Sec
PVP: 7,061,988
PVE: 568,353
Total: 7,630,341

Wormhole Space

PVP: 377,786
PVE: 162,126
Total: 539,912


so wormholes have 1/4 of the population of 0.0 but 1/20th of the PvP action
and certain members start threads about other secstatus places being too safe

how embarassing


TL;DR There is 4.2 more pvp in wh than in null

I am sorry, but your logic is FAIL, and your math is equal to a 7 year old math.

The survey was taken 2 years without the WH space. So, let me come to that number, again.

From those 2 years with WHs in it, at least half was consumed with the process of populating those systems, so the conflict was almost none. But for the sake of argument, let`s say that 1.5 years were used in that survey, so 60% of that time.

We also know that null sec pop=4.5 x wh pop. So let`s make the numbers.

N kills=W * 20/4.5 * 60%= aprox. 2.5 x w kills (wh has 2.5 less kill ratio per occupant than null).

But if we count the population density (there are 1.4 more null sys than wh, that means null density=4.5 * 1.4 = 6.3 WH density) we will have

Nkill = Wkill * 1/6.3 (density) * 2.5 (the above no) * 60%

That means, based on pupulation distribution, the WH = 4.2 * N MORE PVP. That means that for every ship killed in null, there would be 4 in WH, if there would be the same population and density.

Now, the numbers are getting ridiculous. Please keep following. The average ISK/H doing stuff in null vs wh is between 1.5 and 2 in favor to null, with NO RISK WHAT SO EVER. And no GOONPOO was added to the equation (this could add to the equation at least W = 1.5 * 10 fold for the passive income * 4.2 * N). But the number is getting silly, so I`ll stop here.

I am sorry null bears, but numbers beat your argument. NULL is at least 4.2 more safe than whs, and this with the wh mass mechanic.

Death to local. ( or at least delay it or make it count only for stargate jumps)

The numbers show it, without local there is at least 4.2 more chance of PVP to occur. You can`t beat numbers, sorry.

I am waiting for the typical bear reply "but without local I am going back to high sec, it`s not fair".

Null sec tears are best tears.


Nicolo da'Vicenza
Viziam
Amarr Empire
#587 - 2012-11-11 21:28:10 UTC  |  Edited by: Nicolo da'Vicenza
Nar Zandev wrote:

TL;DR There is 4.2 more pvp in wh than in null

...

From those 2 years with WHs in it, at least half was consumed with the process of populating those systems, so the conflict was almost none.

argument for whs containing risk - for over 50% of the time that wormholes that have existed, PvP and conflict did not exist in them

i see
Nar Zandev
Epidemic Inc.
#588 - 2012-11-11 22:00:11 UTC
Nicolo da'Vicenza wrote:
Nar Zandev wrote:

TL;DR There is 4.2 more pvp in wh than in null

...

From those 2 years with WHs in it, at least half was consumed with the process of populating those systems, so the conflict was almost none.

argument for whs containing risk - for over 50% of the time that wormholes that have existed, PvP and conflict did not exist in them

i see



I`m sorry mate, but it seems you`ve skipped the arithmetic classes. I`ve just proved you with facts and numbers a real situation.

http://cdn1.eveonline.com/community/QEN/QEN_Q4-2010.pdf
http://community.eveonline.com/ingameboard.asp?a=topic&threadID=1019667
http://community.eveonline.com/devblog.asp?a=blog&nbid=3235

These are the sources. If you are unable to process numbers, than you can rely on your "godly sent word" argument "i`ve said so".

And newsflash: Earth is not the center of the Solar system, and there is a strange mystical language called mathematics. Search it on google, it may help you in your next endeavours.

Next time you post add something more intelligent than "moosh, splash, woosh"
James Amril-Kesh
Viziam
Amarr Empire
#589 - 2012-11-11 22:38:12 UTC  |  Edited by: James Amril-Kesh
Nar Zandev wrote:
Stuff

For someone who claims to have a really good grasp of mathematics, your explanations are a bit lacking. Why you've written some of the equations you have and some of the numbers you've used are completely unexplained.

So let's try this.

The data was taken over a four year period, during which wormholes existed for the latter two years, eight months (Apocrypha released March 10, 2009, data collection ended November 29, 2011: http://www.wolframalpha.com/input/?i=March+10%2C+2009+to+November+29th%2C+2011)
Let's assume it took 8 months for the wormholes to fill up, so we can say that most of the kills in wormhole space took place in the latter two years of data collection. I doubt it actually took this long, but using a shorter number would only make my case even stronger, so why not be conservative.
We are also assuming of course that the kill rate remained roughly uniform throughout the data collection period in null sec, and in wormhole space once the inhabitants were established.

Over that latter two year period, we'll assume nullsec killed exactly half of its total, and wormhole all of its total.
Null to WH kill ratio is = 7,061,988*0.5 / 377,786 = ~9.35

Based on the link you gave, the Q3 2010 population of W-space was 16846 characters, versus nullsec's 76999 characters.

So for the late 2009-2011 period, in nullsec there were 7,061,988 * 0.5 / 76,999 = ~46 kills per capita
In w-space there were 377,786 / 16846 = ~22 kills per capita

46/22 = ~2.1
Null sec, with local, is just over twice as dangerous as wormhole space, following this line of argument.

Enjoying the rain today? ;)

Nar Zandev
Epidemic Inc.
#590 - 2012-11-11 23:53:53 UTC  |  Edited by: Nar Zandev
James Amril-Kesh wrote:
Nar Zandev wrote:
Stuff



46/22 = ~2.1
Null sec, with local, is just over twice as dangerous as wormhole space, following this line of argument.


From my previous post: N kills=W * 20/4.5 * 60%= aprox. 2.5 x w kills. I have said that before, the possibility for a kill to happen in null is 2.5 greater than in wh. But that isn`t the whole problem.

Please add to the problem the density of null sec and wh. You will find that because of the density there are 4.2 more killing in WH than in Null. Just introduce the ratio between those 2 densities into your equation and you will find this shocking result. There is more PVP in WH than in NULL, even if you suggest otherwise. The numbers never lie.

Let me say this in another sentence. The frequency that 2 players meet in wh is far smaller than in null, this due only to population density. This is the MAIN factor for what I have stated regarding ship losses, not some magic goofy reason. And that proves my final result the fact that null players are becoming high sec bears. Lack of local improves the rate of player vs player encounters.

And I eluded the income/risk ratio between them.

I will say it again, for the same population, the same isk/reward, the same number of systems (0.0), there are more ship fights and losses in a "no local" space, than in "with local" space, aprox. 4.2 times more.
Nicolo da'Vicenza
Viziam
Amarr Empire
#591 - 2012-11-12 01:10:10 UTC  |  Edited by: Nicolo da'Vicenza
Nar Zandev wrote:
Nicolo da'Vicenza wrote:
Nar Zandev wrote:

From those 2 years with WHs in it, at least half was consumed with the process of populating those systems, so the conflict was almost none.

argument for whs containing risk - for over 50% of the time that wormholes that have existed, PvP and conflict did not exist in them

i see

I`m sorry mate, but it seems you`ve skipped the arithmetic classes. I`ve just proved you with facts and numbers a real situation.
In your desire to massage numbers to a figure you find palatable, you casually stated that for the majority of w-space's existence, the 'no-local PvP savior' has been a conflict-free PvE haven with negligible PvP.
You certainly 'proved me' alright.

As for the rest of it , there were no facts provided, nor did they reflect a "real situation". Instead, you concocted an alternate reality where if all the current w-space inhabitants were effectively crammed in to only 397 w-space systems in order to account for "nullsec's higher density" and much higher kills per capita (which should be the opposite, if delayed local worked like posting alts claim it does). Since no w-space pilot has ever been in such a scenario ever, that is the exact opposite of a 'real situation'. A real situation is something like this:
Quote:
So for the late 2009-2011 period, in nullsec there were 7,061,988 * 0.5 / 76,999 = ~46 kills per capita
In w-space there were 377,786 / 16846 = ~22 kills per capita
Flurk Hellbron
Science and Trade Institute
Caldari State
#592 - 2012-11-12 01:36:59 UTC
Just remove local anywhere. Problem solved and would be awesome in Jita...Big smile
James Amril-Kesh
Viziam
Amarr Empire
#593 - 2012-11-12 01:39:05 UTC
Nar Zandev wrote:
James Amril-Kesh wrote:
Nar Zandev wrote:
Stuff



46/22 = ~2.1
Null sec, with local, is just over twice as dangerous as wormhole space, following this line of argument.


From my previous post: N kills=W * 20/4.5 * 60%= aprox. 2.5 x w kills. I have said that before, the possibility for a kill to happen in null is 2.5 greater than in wh. But that isn`t the whole problem.

Please add to the problem the density of null sec and wh. You will find that because of the density there are 4.2 more killing in WH than in Null. Just introduce the ratio between those 2 densities into your equation and you will find this shocking result. There is more PVP in WH than in NULL, even if you suggest otherwise. The numbers never lie.

Let me say this in another sentence. The frequency that 2 players meet in wh is far smaller than in null, this due only to population density. This is the MAIN factor for what I have stated regarding ship losses, not some magic goofy reason. And that proves my final result the fact that null players are becoming high sec bears. Lack of local improves the rate of player vs player encounters.

And I eluded the income/risk ratio between them.

I will say it again, for the same population, the same isk/reward, the same number of systems (0.0), there are more ship fights and losses in a "no local" space, than in "with local" space, aprox. 4.2 times more.


There are 3294 nullsec systems accessible to players, and 2499 wormhole systems.
Again, with the above totals, nullsec had 76999 characters in Q3 2010 whereas W-space had 16846 characters.

(76999 characters / 3294 systems)*(45.8577 kills per character) = 1,072 kills per system in nullsec
(alternatively (7061988*0.5 kills) / 3294 systems = 1072 kills per system in nullsec)
(16846 characters / 2499 systems)*(22.4259 kills per character) = 151 kills per system in w-space
(alternatively 377786 kills / 2499 systems 151 kills per system in w-space)

Try again.

Enjoying the rain today? ;)

Nar Zandev
Epidemic Inc.
#594 - 2012-11-12 09:10:21 UTC
Nicolo da'Vicenza wrote:


As for the rest of it , there were no facts provided, nor did they reflect a "real situation". Instead, you concocted an alternate reality where if all the current w-space inhabitants were effectively crammed in to only 397 w-space systems in order to account for "nullsec's higher density" and much higher kills per capita (which should be the opposite, if delayed local worked like posting alts claim it does). Since no w-space pilot has ever been in such a scenario ever, that is the exact opposite of a 'real situation'.



Until now, I just thought you wanted to add to the discussion real and plausible arguments, but now I see your true troll nature, or the below 80 IQ level. There must be an explanation for your impossibility to understand numbers and symbols. You know, the computer you use is based on the same principles, that math never fails, even EVE... go figure.

And no, the voice in your head that tells you, you are right all the time, isn't real.


James Amril-Kesh wrote:


(76999 characters / 3294 systems)*(45.8577 kills per character) = 1,072 kills per system in nullsec
(alternatively (7061988*0.5 kills) / 3294 systems = 1072 kills per system in nullsec)
(16846 characters / 2499 systems)*(22.4259 kills per character) = 151 kills per system in w-space
(alternatively 377786 kills / 2499 systems 151 kills per system in w-space)

Try again.


Yes, and that rate is a counter factor in the initial equation.
So, you realize that you just proved me right again, don't you? There is more chance, because of dispersion in wh, for people to encounter in null. Almost 7 times more chance. ONLY BECAUSE there are a LOT FEWER PPL on almost the SAME SPACE in wh.
If you add now that 7 factor to the initial equation, you will see the light then.

I`ll put it in another way. If you run on a 10 km high way, with your car, there is more chance to encounter another car, if on that highway are 100 ppl instead of 20. But there is more chance for you to pvp with those other drivers, if you don`t have local.

The density has different causes in game. The most important one is moongoo in my opinion. This is for another topic.

But nevertheless, lack of local is a great improvement for PVP. I`m not saying it, the number does
James Amril-Kesh
Viziam
Amarr Empire
#595 - 2012-11-12 10:25:41 UTC  |  Edited by: James Amril-Kesh
Nar Zandev wrote:
Nicolo da'Vicenza wrote:


As for the rest of it , there were no facts provided, nor did they reflect a "real situation". Instead, you concocted an alternate reality where if all the current w-space inhabitants were effectively crammed in to only 397 w-space systems in order to account for "nullsec's higher density" and much higher kills per capita (which should be the opposite, if delayed local worked like posting alts claim it does). Since no w-space pilot has ever been in such a scenario ever, that is the exact opposite of a 'real situation'.



Until now, I just thought you wanted to add to the discussion real and plausible arguments, but now I see your true troll nature, or the below 80 IQ level. There must be an explanation for your impossibility to understand numbers and symbols. You know, the computer you use is based on the same principles, that math never fails, even EVE... go figure.

And no, the voice in your head that tells you, you are right all the time, isn't real.


James Amril-Kesh wrote:


(76999 characters / 3294 systems)*(45.8577 kills per character) = 1,072 kills per system in nullsec
(alternatively (7061988*0.5 kills) / 3294 systems = 1072 kills per system in nullsec)
(16846 characters / 2499 systems)*(22.4259 kills per character) = 151 kills per system in w-space
(alternatively 377786 kills / 2499 systems 151 kills per system in w-space)

Try again.


Yes, and that rate is a counter factor in the initial equation.
So, you realize that you just proved me right again, don't you? There is more chance, because of dispersion in wh, for people to encounter in null. Almost 7 times more chance. ONLY BECAUSE there are a LOT FEWER PPL on almost the SAME SPACE in wh.
If you add now that 7 factor to the initial equation, you will see the light then.

I`ll put it in another way. If you run on a 10 km high way, with your car, there is more chance to encounter another car, if on that highway are 100 ppl instead of 20. But there is more chance for you to pvp with those other drivers, if you don`t have local.

The density has different causes in game. The most important one is moongoo in my opinion. This is for another topic.

But nevertheless, lack of local is a great improvement for PVP. I`m not saying it, the number does

No, it doesn't. There's no possible way you can spin this to suit your argument. Where the **** is this factor of 7 coming from? You're saying wormholes are lower density therefore they're more dangerous? Not to mention local is just one of SEVERAL things that are different mechanically between wormhole space and nullsec, so you can't say that that's the root cause of there being more or less PVP in wormholes. EVERY indication says there's less PVP in wormholes both by totals, by per capita, and per system. Why do you still say there's more?

You're making absolutely no sense.


I'm now going to make the only argument that potentially works in your favor.
Nullsec has a population density of 76,999 players / 3294 systems = 23.3755 characters per system
W-space has a population density of 16,846 players / 2499 systems = 6.741 characters per system

Null has 23.3755 / 6.741 = 3.47 times the population density of wormhole space
Null has 46 / 22 = 2.1 times the kills per capita of wormhole space


The only thing you can say with these numbers is that wormhole space has more kills per capita for its population density than you would expect if all the mechanics were equal. One mechanic in this case that isn't the same is local, but your argument fails to show that local is the cause of this because it's one of a very large number of mechanics that separates wormhole space from nullsec, including but not limited to the sovereignty system, differences in PVE/PVP, logistics, wormhole inability to utilize clones, and mass limitations. If everything were equal between nullsec and wormhole space EXCEPT for local, then you'd have a case, but you don't, because all you've shown is a correlation (and a very weak one at that) with no causal link.

Enjoying the rain today? ;)

James Amril-Kesh
Viziam
Amarr Empire
#596 - 2012-11-12 10:28:41 UTC  |  Edited by: James Amril-Kesh
Maybe I need to go over definitions of the more complex topics we've covered in this discussion, such as addition, subtraction, multiplication, division, greater than, less than, and equal to.

Enjoying the rain today? ;)

Nar Zandev
Epidemic Inc.
#597 - 2012-11-12 11:09:33 UTC
James Amril-Kesh wrote:

No, it doesn't. There's no possible way you can spin this to suit your argument. Where the **** is this factor of 7 coming from? You're saying wormholes are lower density therefore they're more dangerous? Not to mention local is just one of SEVERAL things that are different mechanically between wormhole space and nullsec, so you can't say that that's the root cause of there being more or less PVP in wormholes. EVERY indication says there's less PVP in wormholes both by totals, by per capita, and per system. Why do you still say there's more?

You're making absolutely no sense.


I have given the example with the highway. The factor of 7, is the chance of 2 players to meet in null divided by the chance of 2 players to meed in wh. I thought it was clear (your 1000/150). Let me make it simpler.

You are driving on a highway. 1st case, there are other 100 ppl on that highway, 2nd case there are 20 ppl on that highway. So the possibility to meet another ppl in 1st case is 5 times larger than 2nd case. Than means 5 time more chance to meet another car.

Now, let`s say that in 1st case there are 2 times more car loss overall than in 2nd case, for the above situation (the number we both agreed on in previous posts). This means, that for the total encounters in 1st case, there are twice as much car loss compared to the 2nd case. So far so good.

But keep in mind that they encounter 5 times more in the 1st case. This means that if you would have the same encounter chance for both cases, the 1st case would have 2/5 more car loss than 2nd case, or the 2nd case would have 5/2 more car loss than 1st case.

This means that there would be 2.5 more car loss in 2nd case if there would be the same density from the 1st case.(the real problem has different results due to different numbers, this is only an example). When you enter a null system there is a LOT more chance for you to find someone than in wh system and it means that there will be ship loss due to the fact that you encounter someone instead of empty space. This is logic. I could`ve explained it mathematically, but people accept new ideas more when there is common sense in it.

WH is 2nd case, NULL is 1st case. A over simplified problem. I don`t think I can be more explicit than that, sorry.

TL;DR The fact remains that NULL would have at least 4.2 more pvp in it if there would be no local. These numbers aren`t mine, are from CCP statistics, based on REAL events. I am sorry if your nullbear fear hinders you to see the reality.

James Amril-Kesh
Viziam
Amarr Empire
#598 - 2012-11-12 11:11:45 UTC
Nar Zandev wrote:
TL;DR The fact remains that NULL would have at least 4.2 more pvp in it if there would be no local.

This is the part you have no evidence for.

Enjoying the rain today? ;)

Nar Zandev
Epidemic Inc.
#599 - 2012-11-12 11:23:36 UTC
James Amril-Kesh wrote:
Nar Zandev wrote:
TL;DR The fact remains that NULL would have at least 4.2 more pvp in it if there would be no local.

This is the part you have no evidence for.


Nar Zandev wrote:


From those 2 years with WHs in it, at least half was consumed with the process of populating those systems, so the conflict was almost none. But for the sake of argument, let`s say that 1.5 years were used in that survey, so 60% of that time.

We also know that null sec pop=4.5 x wh pop. So let`s make the numbers.

N kills=W * 20/4.5 * 60%= aprox. 2.5 x w kills (wh has 2.5 less kill ratio per occupant than null).

But if we count the population density (there are 1.4 more null sys than wh, that means null density=4.5 * 1.4 = 6.3 WH density) we will have

Nkill = Wkill * 1/6.3 (density) * 2.5 (the above no) * 60%

That means, based on pupulation distribution, the WH = 4.2 * N MORE PVP. That means that for every ship killed in null, there would be 4 in WH, if there would be the same population and density.



I am sorry if you missed that.

But you have agreed with me for these 2 parts of the problem. From both your posts.
I have explained with real number, based on CCP statistics and known facts, furthermore I have detailed the problem so that a 7 year old could understand it. I haven`t made up the numbers, and the solving is rather easy.

The fact remains, based on math, NULL would have 4.2 more PVP if there would be no local.
Inquisitor Kitchner
The Executives
#600 - 2012-11-12 11:27:12 UTC
Nar Zandev wrote:

TL;DR The fact remains that NULL would have at least 4.2 more pvp in it if there would be no local. These numbers aren`t mine, are from CCP statistics, based on REAL events. I am sorry if your nullbear fear hinders you to see the reality.




No.

You're wrong.

"If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli