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Why Eve Can't attract new players, and has lost 20,000 so far.

First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#161 - 2016-10-17 19:01:12 UTC
Elsia Browne wrote:


Ever seen the Mad Max Movies....tell that to those guys....Or the new Death Race movie....Them Tractor Trailers are pretty effective weapons if they are fitted properly....just saying...


Yes, lets base game balance on....movies. Shocked

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Elsia Browne
Aliastra
Gallente Federation
#162 - 2016-10-18 19:11:05 UTC
Teckos Pech wrote:
Elsia Browne wrote:


Ever seen the Mad Max Movies....tell that to those guys....Or the new Death Race movie....Them Tractor Trailers are pretty effective weapons if they are fitted properly....just saying...


Yes, lets base game balance on....movies. Shocked


Hell why not, its a game right. Besides if it works with random pickup trucks and station wagons in the middle east with 50cals and anti-air cannons welded to them it wouldn't be much different. If the flat bed trailers can haul a tank they can have a tank chassis built on to it with a working turret and other guns. The first armored vehicles to be used in war were basically civilian vehicles with armor and guns welded onto them. Hell there are current Black ops vehicles that are civilian SUVs with armor and guns attached. Why not a big rig? Russia and most of Europe did it with rail cars and trains during World War I, and II. Pirates would take Merchant Vessels and put cannons, flame throwers on them to attack other merchant Vessels. Ahh.....there's something to think about....

All those "Pirate" faction ships would be total crap if we were to use Real world Pirate examples lol. Using movies as basis for game balance is far better than real life.....
ShahFluffers
Ice Fire Warriors
#163 - 2016-10-18 20:31:49 UTC
Quote:
Besides if it works with random pickup trucks and station wagons in the middle east with 50cals and anti-air cannons welded to them it wouldn't be much different.

Those jerry rigged setups only work for as long as nothing shoots back.

You can literally take one out with single grenade.
Armored or not, they can't take or deal anything close to the punishment that a dedicated war vessel can.


Quote:
Or the flat bed trailers can haul a tank they can have a tank chassis built on to it with a working turret and other guns.

That won't work either. Recoil is a PITA. And you can't accurately fire without a stable platform (which would necessitate you to actually stop and deploy "arms" like artillery to maintain stability).

And you can still take out the front cab with a single grenade like you can with a pickup truck. It isn't built for war. Put armor plates on it and you will need to upgrade the chassis to hold the extra weight. Then you need to install a more powerful engine.

At which point, it becomes unreasonably expensive. Better to save costs by creating a dedicated platform with everything integrated.


Quote:
Hell there are current Black ops vehicles that are civilian SUVs with armor and guns attached.

Those are not made for "war" in a traditional sense. They are made to get in, get out, and only take damage from "light weapons." They will suffer against anything heavier (see: grenade).

Quote:
Russia and most of Europe did it with rail cars and trains during World War I, and II.

And they were laughably ineffective for multiple reasons (see: limited to tracks, train couldn't move when firing, reload was a PITA, easy to interdict).

Quote:
Pirates would take Merchant Vessels and put cannons, flame throwers on them to attack other merchant Vessels.

And they all ran from dedicated war ships because they knew they could not actually fight.


Movies are made to "look cool." They are not good material for ship "balancing."
Elsia Browne
Aliastra
Gallente Federation
#164 - 2016-10-18 21:10:51 UTC  |  Edited by: Elsia Browne
small arms fire like from light small turrets on a destroyer....hrmm....interesting....if pirates would run why is it that pirates namely NPCs don't do that? most of the time they chill out and let you blow them up. The AI is pretty random on having them run away to fight another day. Same goes for Players, again if we wanted to balance ships based on real life than there would be very big changes that people would like or "THINK" looked cool. Again its a game, why not.
ShahFluffers
Ice Fire Warriors
#165 - 2016-10-18 22:55:55 UTC  |  Edited by: ShahFluffers
Elsia Browne wrote:
small arms fire like from light small turrets on a destroyer....hrmm....interesting....if pirates would run why is it that pirates namely NPCs don't do that? most of the time they chill out and let you blow them up. The AI is pretty random on having them run away to fight another day. Same goes for Players, again if we wanted to balance ships based on real life than there would be very big changes that people would like or "THINK" looked cool. Again its a game, why not.

"Small arms" in RL would be thinks like pistols, M16s, and Ak-47s.
So yeah... "small" class weapons would count.

As for the pirate NPCs...

EVE is a distopian setting. Pirates are running military hardware equivalent to the NPC navies.
(imagine if Somolian militias has US tech and hardware)

But, according to the lore, most pirate NPCs are "traditionally manned" ships with most of the crew being conscripts or the "dregs of society"... not capsuleers. So that is supposed to explains why we are faster, tankier, and hit harder than they can. We are optimized and trained. They are not.

Gameplay-wise... because your typical filthy casual and nubbin don't want to enconter an NPC that can kill them. So they are made as easy as possible.


And I think you are still missing the point.
We had balancing done on "because it would be cool" some odd years ago. Some of the worst, overpowered / fit of the month ships came about from this. It was not fun. It was frustrating.


edit: also... RL pirates during the Privateer age did not run from military vessels because they were "pirates."
They ran because it is very, very dumb to directly engage a dedicated war vessel with a retrofitted kludge of a combat vessel.

There is a reason why Q-ships (see: combat retrofitted merchant ships) were discontinued and written off as an ineffective tactic; because they only had surprise on their side and relied heavily on a hostile ship wanting to capture rather than kill them.
A PT boat could have killed one!
Teckos Pech
Hogyoku
Goonswarm Federation
#166 - 2016-10-19 02:11:10 UTC
Elsia Browne wrote:
Teckos Pech wrote:
Elsia Browne wrote:


Ever seen the Mad Max Movies....tell that to those guys....Or the new Death Race movie....Them Tractor Trailers are pretty effective weapons if they are fitted properly....just saying...


Yes, lets base game balance on....movies. Shocked


Hell why not, its a game right. Besides if it works with random pickup trucks and station wagons in the middle east with 50cals and anti-air cannons welded to them it wouldn't be much different. If the flat bed trailers can haul a tank they can have a tank chassis built on to it with a working turret and other guns. The first armored vehicles to be used in war were basically civilian vehicles with armor and guns welded onto them. Hell there are current Black ops vehicles that are civilian SUVs with armor and guns attached. Why not a big rig? Russia and most of Europe did it with rail cars and trains during World War I, and II. Pirates would take Merchant Vessels and put cannons, flame throwers on them to attack other merchant Vessels. Ahh.....there's something to think about....

All those "Pirate" faction ships would be total crap if we were to use Real world Pirate examples lol. Using movies as basis for game balance is far better than real life.....


Okay, so you want your station wagon with a .50 cal to be as combat effective as a vehicle designed specifically for combat.

No.

And. This. Is. A. Video. Game. Not. The. Real. World.

And an armed merchant vessel is fine for attacking other merchant vessels...not so much for an actual...you know...naval vessel.

And yeah, it is a game, but it should still be balanced. You are advocating for imbalance.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#167 - 2016-10-19 02:39:24 UTC
Elsia Browne wrote:
small arms fire like from light small turrets on a destroyer....hrmm....interesting....if pirates would run why is it that pirates namely NPCs don't do that? most of the time they chill out and let you blow them up. The AI is pretty random on having them run away to fight another day. Same goes for Players, again if we wanted to balance ships based on real life than there would be very big changes that people would like or "THINK" looked cool. Again its a game, why not.


I can see you never played DUST. When an orbital strike was called in it was from a destroyer. They were not "small arms". Have you looked at a size chart for the ships in Eve. The smallest autocannon in the game is a 125mm gun. That would put it on par with some of the largest tank cannons we have today....and that is the small stuff. The biggest autocannon that can go on a frigate is a 200mm gun. The largest artillery is 280mm. And this is not even considering the ammo. For example the fusion warhead is basically an artillery shell with a fusion warhead in it. Compared to this kind of weaponry you might as well be pissing in the wind with that .50 cal.

As for pirates in this game you do understand that they are essentially sov holding entities like the empires. They do not just put out cobbled together glue fits, but field actual battleships, dreads and so forth. You are comparing them to RL pirates who had nothing equivalent.

And balancing on "real life" is just not going to happen. Hell the physics for this game really has us all flying underwater...in case you didn't notice. And even in "real life" a support vessel in the navy would not have the armament to deal with a dedicated combat ship.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mark Marconi
Ministry of War
Amarr Empire
#168 - 2016-10-19 11:29:34 UTC
The thing that would most help CCP get and retain people is to get someone in from Statistics Iceland to teach them how to do a survey and how to objectively examine the results.

The survey of 8000 people, how did they determine these 8000. Was it a random sample? Chosen via some other means etc..

The output data, less than 1% answered ganking. How many didn't answer? How many said things that might incorporate this such as game mechanics or your game sux? What was the primary answer these 8000 gave for leaving?

The better non-NPE questions CCP would already have the data or should have the data for are:

How many people leave within a few days of a gank? Do people know how to tank a ship? How many are solo. How many in small corps, how many in Large?

What is the profile of the customer likely to spend the most? What do these people want? Do they PvP/PvE? Are they casual players or hardcore? Never assume anything.

However given the levels of bias in some areas of CCP they are probably better handing the data and a wad of cash to Statistics Iceland and asking for an analysis.

The other things they need to do is become part of the 21st century where overt forum moderation, like deletion of social media comments is considered a black mark against a company and the other is the same problem they always had and that was world class horrible customer service.

And remember Statisticians do it by the numbers Lol

The CSM gets in the way of CCP communicating properly with the players of this game.

After all we are not just players, we are customers.

Time for the CSM to be disbanded.

Ima Wreckyou
The Conference Elite
The Conference
#169 - 2016-10-19 13:42:54 UTC
Mark Marconi wrote:
Blub

Seriously, you probably misrepresented that study in every way possible. I don't even address your points since I start to believe that you are just a troll who deliberately lies to get a reaction.

If you are not a troll then you should probably watch the video once again and correct your post.
Elsia Browne
Aliastra
Gallente Federation
#170 - 2016-10-19 15:48:19 UTC
Teckos Pech wrote:
Elsia Browne wrote:
small arms fire like from light small turrets on a destroyer....hrmm....interesting....if pirates would run why is it that pirates namely NPCs don't do that? most of the time they chill out and let you blow them up. The AI is pretty random on having them run away to fight another day. Same goes for Players, again if we wanted to balance ships based on real life than there would be very big changes that people would like or "THINK" looked cool. Again its a game, why not.


I can see you never played DUST. When an orbital strike was called in it was from a destroyer. They were not "small arms". Have you looked at a size chart for the ships in Eve. The smallest autocannon in the game is a 125mm gun. That would put it on par with some of the largest tank cannons we have today....and that is the small stuff. The biggest autocannon that can go on a frigate is a 200mm gun. The largest artillery is 280mm. And this is not even considering the ammo. For example the fusion warhead is basically an artillery shell with a fusion warhead in it. Compared to this kind of weaponry you might as well be pissing in the wind with that .50 cal.

As for pirates in this game you do understand that they are essentially sov holding entities like the empires. They do not just put out cobbled together glue fits, but field actual battleships, dreads and so forth. You are comparing them to RL pirates who had nothing equivalent.

And balancing on "real life" is just not going to happen. Hell the physics for this game really has us all flying underwater...in case you didn't notice. And even in "real life" a support vessel in the navy would not have the armament to deal with a dedicated combat ship.


Actually I did Play Dust514 and I believe it is still installed on my PS3. You are talking about two different games, also two different forms of combat. I was using a .50cal as an example to illustrate that it is possible to tack weapons on to a vehicle that would normally not have the "hard" points for those weapons.

small arms when it comes to a ship like naval ships would be a 5in deck gun like you see on the front of a destroyer which is about the same size as as your 125mm rail guns, or the same size as a modern day M1's 125mm smooth bore. The larger guns like the 8 and 10in main guns on cruisers or the big bad 16s on the mighty mo. are your larger weapons. Due to the armor thickness on Cruisers, battle cruisers, and battleships. The Guns on frigates and destroyers wouldn't do much except kill the people that were exposed on the decks of the large vessels. Most of the time the Frigates and destroyers were used as small escort vessels for convoys, or as over the horizon scouts for the big boys. This would give the large guns a visual spotting aid. Again this is WWII era naval vessels if you want to talk colonial we can, or modern. Every naval vessel has its pros and cons that could be analyzed and help balance this game with its futuristic weapons.

In regards to Q-ships they were extremely effective against the Nazi U boats. A torpedo cost a lot of money and they only had a few on board. When attacking a merchant vessel they would first surface and use the deck gun on the U-boat. This is why a lot of WWII subs had a deck gun. The Q-ship would mount frigate/Destroyer size weapons like a 5 inch gun usually 1 to 3 turrets worth that the would cover with mock truck cut outs. So that they would appear to be a cargo vessel. When the U-boat would surface they would move the covers out of the way and blow the pour bastards out of the water. This is why modern subs no longer have surface weaponry. When the subs stop coming up the use for a Q-ship went away. If you are ever in the Chicago land area hit up the Museum of Science and Industry They have a captured U-boat U-505 which you can walk through and tour as well as lots more information about naval combat. If you are on the east cost there is the USS intrepid which has more naval air history than naval combat engagement history. I believe there is something similar on the west coast as well.

Weather we use Real world to balance, or movies we can all agree that the balancing does need fixing when it comes to ships, overall combat in the game etc. The Industrial vessels need some serious work, as do many other types and classes of vessels in this game.



Teckos Pech
Hogyoku
Goonswarm Federation
#171 - 2016-10-19 18:08:57 UTC
Elsia Browne wrote:


Actually I did Play Dust514 and I believe it is still installed on my PS3. You are talking about two different games, also two different forms of combat. I was using a .50cal as an example to illustrate that it is possible to tack weapons on to a vehicle that would normally not have the "hard" points for those weapons.



No. The plan was for the two games to become integrated over time. That people playing Dust would even take part, IIRC, in taking and holding sov.

And my point is that such a ship would be no match for a combat dedicated ship, you have not implicitly agreed to that. Oh, and there are haulers in the game where you can put guns on them. Of course, they won't stand up very well to a dedicated combat ship, but you can do it.

So get out there and go roaming looking for trouble in a battle badger.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#172 - 2016-10-19 18:28:49 UTC
Mark Marconi wrote:
The thing that would most help CCP get and retain people is to get someone in from Statistics Iceland to teach them how to do a survey and how to objectively examine the results.

The survey of 8000 people, how did they determine these 8000. Was it a random sample? Chosen via some other means etc..

The output data, less than 1% answered ganking. How many didn't answer? How many said things that might incorporate this such as game mechanics or your game sux? What was the primary answer these 8000 gave for leaving?

The better non-NPE questions CCP would already have the data or should have the data for are:

How many people leave within a few days of a gank? Do people know how to tank a ship? How many are solo. How many in small corps, how many in Large?

What is the profile of the customer likely to spend the most? What do these people want? Do they PvP/PvE? Are they casual players or hardcore? Never assume anything.

However given the levels of bias in some areas of CCP they are probably better handing the data and a wad of cash to Statistics Iceland and asking for an analysis.

The other things they need to do is become part of the 21st century where overt forum moderation, like deletion of social media comments is considered a black mark against a company and the other is the same problem they always had and that was world class horrible customer service.

And remember Statisticians do it by the numbers Lol


Look a person who does not understand statistics complaining about others doing statistics. Roll

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Malcanis
Vanishing Point.
The Initiative.
#173 - 2016-10-19 21:38:02 UTC
Mark Marconi wrote:
The thing that would most help CCP get and retain people is to get someone in from Statistics Iceland to teach them how to do a survey and how to objectively examine the results.

The survey of 8000 people, how did they determine these 8000. Was it a random sample? Chosen via some other means etc..

The output data, less than 1% answered ganking. How many didn't answer? How many said things that might incorporate this such as game mechanics or your game sux? What was the primary answer these 8000 gave for leaving?

The better non-NPE questions CCP would already have the data or should have the data for are:

How many people leave within a few days of a gank? Do people know how to tank a ship? How many are solo. How many in small corps, how many in Large?

What is the profile of the customer likely to spend the most? What do these people want? Do they PvP/PvE? Are they casual players or hardcore? Never assume anything.

However given the levels of bias in some areas of CCP they are probably better handing the data and a wad of cash to Statistics Iceland and asking for an analysis.

The other things they need to do is become part of the 21st century where overt forum moderation, like deletion of social media comments is considered a black mark against a company and the other is the same problem they always had and that was world class horrible customer service.

And remember Statisticians do it by the numbers Lol


But politicians complain that people didn't answer the questions the way they were supposed to, and argue the opposite instead.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Mark Marconi
Ministry of War
Amarr Empire
#174 - 2016-10-19 21:59:18 UTC  |  Edited by: Mark Marconi
Malcanis wrote:
Mark Marconi wrote:
The thing that would most help CCP get and retain people is to get someone in from Statistics Iceland to teach them how to do a survey and how to objectively examine the results.

The survey of 8000 people, how did they determine these 8000. Was it a random sample? Chosen via some other means etc..

The output data, less than 1% answered ganking. How many didn't answer? How many said things that might incorporate this such as game mechanics or your game sux? What was the primary answer these 8000 gave for leaving?

The better non-NPE questions CCP would already have the data or should have the data for are:

How many people leave within a few days of a gank? Do people know how to tank a ship? How many are solo. How many in small corps, how many in Large?

What is the profile of the customer likely to spend the most? What do these people want? Do they PvP/PvE? Are they casual players or hardcore? Never assume anything.

However given the levels of bias in some areas of CCP they are probably better handing the data and a wad of cash to Statistics Iceland and asking for an analysis.

The other things they need to do is become part of the 21st century where overt forum moderation, like deletion of social media comments is considered a black mark against a company and the other is the same problem they always had and that was world class horrible customer service.

And remember Statisticians do it by the numbers Lol


But politicians complain that people didn't answer the questions the way they were supposed to, and argue the opposite instead.

No politicians and media organisations cherry pick the statistics that they want and ignore the reasons they occured or ignore the more important statistics that don't tell the story that they want to. They used to complain that people didn't answer like they were supposed to now they just assume most people are idiots and they are right.

National accounts are a great example of this. Where politicians and the media tell people how well things are going by pointing to growth in GDP figures. Even though that growth has only occured because the economy is in such a crappy state that no one can afford to buy imported goods. So the GDP goes up because even though exports have fallen, imports have fallen even more and that imbalance causes a rise in GDP even though the internal economy is flat or going backwards.

The CSM gets in the way of CCP communicating properly with the players of this game.

After all we are not just players, we are customers.

Time for the CSM to be disbanded.

Mark Marconi
Ministry of War
Amarr Empire
#175 - 2016-10-20 04:18:13 UTC
Ima Wreckyou wrote:
Mark Marconi wrote:
Blub

Seriously, you probably misrepresented that study in every way possible. I don't even address your points since I start to believe that you are just a troll who deliberately lies to get a reaction.

If you are not a troll then you should probably watch the video once again and correct your post.

The fact you wrote that shows you should never use statistics as you do not understand them.

Sample, size, selection and relevance are normal parts of statistical analysis as are
response rates and bias (both internal and external). While there are many others I will keep this simple.

The fact that we do not know how these 8000 were chosen is by itself troubling. We know they were looking at NPE but did these accounts die after the trial period, how many were reactivated, continued ect..

How many of these accounts were done by recruiting a friend, how many were blind? While they may be statistically valid, we don't really know. Subsequently they cannot be taken to be real, because we don't know.

In the less than 1% stated ganking statistic, what is the percentage of no response, how many stated similar things? You see without knowing what is searched for you cannot determine bias and without knowing the response rate you cannot determine the validity of the samples or the margin of error. If say 10% answered and 1% said ganking then that is a big thing, while if 90% answer and 1% say ganking then it is no big deal.

That is why I said they should consult Statistics Iceland. Their current outputs are limited to say the least.

With the new free to play starting in a few weeks people should have to provide basic information to create an account just like Microsoft require. Call it to make a "better service". Things such as name, sex, income, country and then this should be linked to accounts and then when an account becomes dormant for a few weeks a survey should be sent to determine why.

From that they can actually build better statistics and a better game. As for the players we really cannot validate their statistics especially given the bias that exists within CCP on all sides of the spectrum.

After all I am sure their management would wish to know the income and play styles of the 8% or so that will spend money on the game to support those that don't pay for it.

Statistics will also add weight to the CSM, while the CSM "influence" CCP, there are times were they shouldn't and statistics will show this and there are times were CCP should shut up and listen to the CSM. The two that come to mind are Incarna and the POS debacle.

As to the forums themselves. CCP should listen to the feedback on their Dev Blogs as that always seems to hit the nail on the head but the majority of it is just wasted space.

Take the current ganking argument. There are those on the forums who hate it. Those who love it and don't want it changed at all. Those who want it made easier and those that want it made harder. Pure statistics is the answer, especially when you consider the fact that only about 10% of a game population read the forums and around 3-5% actually comment.

So really forum discussions are more about self interest than what CCP should ever listen too. they have an economist, well they need a statistician and one with some power to do things.

The fact that this game is about to go free to play is a huge wasted opportunity if they do not include a survey in the account creation section.

The CSM gets in the way of CCP communicating properly with the players of this game.

After all we are not just players, we are customers.

Time for the CSM to be disbanded.

Teckos Pech
Hogyoku
Goonswarm Federation
#176 - 2016-10-20 06:32:46 UTC
Mark Marconi wrote:
Ima Wreckyou wrote:
Mark Marconi wrote:
Blub

Seriously, you probably misrepresented that study in every way possible. I don't even address your points since I start to believe that you are just a troll who deliberately lies to get a reaction.

If you are not a troll then you should probably watch the video once again and correct your post.

The fact you wrote that shows you should never use statistics as you do not understand them.


Yeah, well I don't think so. You see, in your hubris, you fail to realize that what you are talking about is not science, but scientism (and in case you don't know it, it is a bad thing).

It is hard to know what effect ganking has on players, the player base and new players because we do not have the counter factual. That is we cannot do the following:

Have player Joe log in and get suicide ganked on his 11th day in game.
Rewind the clock and have Joe not get suicide ganked in his first 15 days.

(The 15 days was what was used in that presentation by CCP at fanfest).

In essence we cannot to a controlled experiment. At best, we can go for a "natural experiment". Which is kind of what CCP tried to do.

They took 80,000 individuals--i.e. not accounts, but subscribers so as to avoid problems with alt accounts. Then they looked to see how many suffered a ship lost in their first 15 days. Of the 80,000

68,400 were not killed in their first 15 days.
10,800 were killed legally--i.e. their killer was not in turn scorched by CONCORD
800 were ganked.

Of those three groups the ones who stayed with the game the longest were (in order):

1. Those ganked,
2. Those killed legally,
3. Those we did not die in their first 15 days.

In addition, the "fun fact" of less than 1% of those leaving the game cited ship loss as the reason. In listening to the presentation it was not less than 1% of the 80,000, but less than 1% of everyone leaving the game. So your 8,000 players is really...well nothing.

Now, is it possible that there was some confounding factor at play here? Sure. Maybe those 800 players who were ganked were all in really good player corps....which probably helps retention. And maybe the same is true for those killed legally too. But given the numbers that strikes me as unlikely, especially if they picked a random sample of 80,000 subscribers.

And the reason you pick such a large sample is so that when you do start breaking that sample down into sub-groups you will typically have enough so that you won't have a problem with a small sample. For example, if CCP had sampled just 1,000 subscribers they might end up with 10 or 11 guys who were ganked. With such a small number then the "good corp" problem (for example) could ruin your results. But when looking at 80,000 with almost 12,000 of them having been killed in their first 15 days you probably don't have to worry about that kind of a problem. Of course, CCP could have used a stratified sampling approach, where they go in and look for subscribers in each category and randomly pick say 5,000 each.

And yeah, there are additional factors that can come into play as well that could influence these results. Age, marital status, job, etc. could all be factors. But again, with such a large number of players who were killed and ganked those effects are likely to be washed out. Also, CCP does not have much of this data. They might be able to get age, but job and marital status? Nope, probably not...at least not from what they get when a person signs up from the game.

As for the rest of you questions like know how to tank a ship, that would require an extensive bit of surveying done when people quite....which would likely be quite costly and you always have the issue of those who simply refuse, is there something about those players that are biasing your results.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mark Marconi
Ministry of War
Amarr Empire
#177 - 2016-10-20 07:00:46 UTC
Teckos Pech wrote:


Yeah, well I don't think so. You see, in your hubris, you fail to realize that what you are talking about is not science, but scientism (and in case you don't know it, it is a bad thing).

It is hard to know what effect ganking has on players, the player base and new players because we do not have the counter factual. That is we cannot do the following:

Have player Joe log in and get suicide ganked on his 11th day in game.
Rewind the clock and have Joe not get suicide ganked in his first 15 days.

(The 15 days was what was used in that presentation by CCP at fanfest).

In essence we cannot to a controlled experiment. At best, we can go for a "natural experiment". Which is kind of what CCP tried to do.

They took 80,000 individuals--i.e. not accounts, but subscribers so as to avoid problems with alt accounts. Then they looked to see how many suffered a ship lost in their first 15 days. Of the 80,000

68,400 were not killed in their first 15 days.
10,800 were killed legally--i.e. their killer was not in turn scorched by CONCORD
800 were ganked.

Of those three groups the ones who stayed with the game the longest were (in order):

1. Those ganked,
2. Those killed legally,
3. Those we did not die in their first 15 days.

In addition, the "fun fact" of less than 1% of those leaving the game cited ship loss as the reason. In listening to the presentation it was not less than 1% of the 80,000, but less than 1% of everyone leaving the game. So your 8,000 players is really...well nothing.

I am not talking about scientism, I am talking about Statistical Theory. Scientism does not allow for a margin of error Lol

Yes it was in relation to this 1% I was stating that not knowing the number of non-respondants and not knowing what was searched for, eg. was it just the word gank or was it piracy and ganking etc.. Without that that 1% is meaningless.

Teckos Pech wrote:

Now, is it possible that there was some confounding factor at play here? Sure. Maybe those 800 players who were ganked were all in really good player corps....which probably helps retention. And maybe the same is true for those killed legally too. But given the numbers that strikes me as unlikely, especially if they picked a random sample of 80,000 subscribers.
You said the magic word. IF. The problem is we do not know how they came up with those 80,000 subscribers, random or otherwise.

Teckos Pech wrote:
And yeah, there are additional factors that can come into play as well that could influence these results. Age, marital status, job, etc. could all be factors. But again, with such a large number of players who were killed and ganked those effects are likely to be washed out. Also, CCP does not have much of this data. They might be able to get age, but job and marital status? Nope, probably not...at least not from what they get when a person signs up from the game.

As for the rest of you questions like know how to tank a ship, that would require an extensive bit of surveying done when people quite....which would likely be quite costly and you always have the issue of those who simply refuse, is there something about those players that are biasing your results.

As to age, marital status etc.. that is something CCP should be collecting. CCP is a business and they should be making decisions based on sound statistical information.

Microsoft and a lot of other companies ask for income ect.. in signup these days and CCP should catch up with the times, maybe even giving some ingame bonus for people to complete it.

Yes non-response is always a factor as to whether something becomes statistically valid or not, as to cost most of what I have outlined can be done fairly cheaply via a simple database and then just queries to resolve it.

After all it would lead to a better game and a more survivable CCP.

The CSM gets in the way of CCP communicating properly with the players of this game.

After all we are not just players, we are customers.

Time for the CSM to be disbanded.

Teckos Pech
Hogyoku
Goonswarm Federation
#178 - 2016-10-20 07:22:42 UTC
Mark Marconi wrote:


[snip]



Again, that <1% was for all subscribers who have left the game. Not the 80,000 players CCP used for that presentation.

So you going on about 8,000 highlights, that indeed, you do need to watch it again and refresh your memory.

As for the 80,000...well I'm pretty sure CCP knows that picking subscribers randomly would be the best way. That is really basic stuff. Considering they probably have had well over 1,000,000 cumulative subscribers.....

And collecting demographic data is not costless. Would it be awesome to have it? Sure. But it comes with costs. First of all you have to risk losing subs if you make such information mandatory. If you don't then that whole issue you were worried about with regards to "how the 8,000 were selected" pops back up--that is responders vs. non-responders vs. outright liars. And if you hire a firm to do it, that is an obvious and direct cost too.

I work for a company that has lots of customers and we don't go out collecting that kind of data. And we are a utility...some people might think we'd have that data. How many people in the house, what kind of appliances, etc. But we typically don't have that data. If we want it we have to go to a vendor who has collected some of that data.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mark Marconi
Ministry of War
Amarr Empire
#179 - 2016-10-20 07:38:35 UTC
Teckos Pech wrote:
Mark Marconi wrote:


[snip]



Again, that <1% was for all subscribers who have left the game. Not the 80,000 players CCP used for that presentation.

So you going on about 8,000 highlights, that indeed, you do need to watch it again and refresh your memory.

As for the 80,000...well I'm pretty sure CCP knows that picking subscribers randomly would be the best way. That is really basic stuff. Considering they probably have had well over 1,000,000 cumulative subscribers.....

And collecting demographic data is not costless. Would it be awesome to have it? Sure. But it comes with costs. First of all you have to risk losing subs if you make such information mandatory. If you don't then that whole issue you were worried about with regards to "how the 8,000 were selected" pops back up--that is responders vs. non-responders vs. outright liars. And if you hire a firm to do it, that is an obvious and direct cost too.

I work for a company that has lots of customers and we don't go out collecting that kind of data. And we are a utility...some people might think we'd have that data. How many people in the house, what kind of appliances, etc. But we typically don't have that data. If we want it we have to go to a vendor who has collected some of that data.

No I was referring to the 1% of all subscribers. How many leave the game and say nothing? How many said something that might incorporate ganking?

As to Random for the 80,000 you assume it was random. That makes the statistic worthless, yes random is the best but there is no proof either way that is what was used.

As to costless, I did not say that but it would in the long run cost them less than their wild stabs in the dark have cost them over the years. As to mandatory, would you lose that many on sign up to a free game for that information? probably not. You would have to calculate the trend line and error margin to exclude erroneous data, from liars.
As to a firm they should not need to do that. Statistics Iceland would probably bend over backwards to help them as would many PhD students.

As to your own work place, I guarantee they can tell you the average power usage on any minute on any day of the week on any street and given the country you are from may have required a credit check before connecting the power which has all sorts of useful items on it, Depending on Country.

Simple web forms by companies are occuring more and more, same as shopper rewards cards ect.. data is valuable and you are better to have it and not need it than you are to need it and not have it.

The CSM gets in the way of CCP communicating properly with the players of this game.

After all we are not just players, we are customers.

Time for the CSM to be disbanded.

Teckos Pech
Hogyoku
Goonswarm Federation
#180 - 2016-10-20 16:59:30 UTC
Mark Marconi wrote:
Teckos Pech wrote:
Mark Marconi wrote:


[snip]



Again, that <1% was for all subscribers who have left the game. Not the 80,000 players CCP used for that presentation.

So you going on about 8,000 highlights, that indeed, you do need to watch it again and refresh your memory.

As for the 80,000...well I'm pretty sure CCP knows that picking subscribers randomly would be the best way. That is really basic stuff. Considering they probably have had well over 1,000,000 cumulative subscribers.....

And collecting demographic data is not costless. Would it be awesome to have it? Sure. But it comes with costs. First of all you have to risk losing subs if you make such information mandatory. If you don't then that whole issue you were worried about with regards to "how the 8,000 were selected" pops back up--that is responders vs. non-responders vs. outright liars. And if you hire a firm to do it, that is an obvious and direct cost too.

I work for a company that has lots of customers and we don't go out collecting that kind of data. And we are a utility...some people might think we'd have that data. How many people in the house, what kind of appliances, etc. But we typically don't have that data. If we want it we have to go to a vendor who has collected some of that data.

No I was referring to the 1% of all subscribers. How many leave the game and say nothing? How many said something that might incorporate ganking?

As to Random for the 80,000 you assume it was random. That makes the statistic worthless, yes random is the best but there is no proof either way that is what was used.

As to costless, I did not say that but it would in the long run cost them less than their wild stabs in the dark have cost them over the years. As to mandatory, would you lose that many on sign up to a free game for that information? probably not. You would have to calculate the trend line and error margin to exclude erroneous data, from liars.
As to a firm they should not need to do that. Statistics Iceland would probably bend over backwards to help them as would many PhD students.

As to your own work place, I guarantee they can tell you the average power usage on any minute on any day of the week on any street and given the country you are from may have required a credit check before connecting the power which has all sorts of useful items on it, Depending on Country.

Simple web forms by companies are occuring more and more, same as shopper rewards cards ect.. data is valuable and you are better to have it and not need it than you are to need it and not have it.


Maybe you should consider thinking like a Bayesian.....

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online