|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Chruker
|
Posted - 2007.05.18 02:48:00 -
[1]
These are my results with invention on the test server: http://games.chruker.dk/eve_online/invention_tests.php ----- http://games.chruker.dk/eve_online ----- Top wishes: - No daily downtime - Faster training on sisi - Updated data export - Speedup IGB table rendering |

Chruker
|
Posted - 2007.05.18 20:58:00 -
[2]
Edited by: Chruker on 18/05/2007 20:59:46 Can any of the stat-gurus help making sense of the tests I have done with how meta-level affects the success rate: http://games.chruker.dk/eve_online/invention_tests.php?group=3 There are 6 scenarios: - No base item - Base item with metalevel 0 (tech 1) - Base item with metalevel 1 - Base item with metalevel 2 - Base item with metalevel 3 - Base item with metalevel 4
Each of them have 100 attempts.
I'm fairly sure that the base chance of the module is 40%, since: - In the database its reverseEngineeringChance is 0.4 - When scenario 1 is combined with scenario 1 in this test: http://games.chruker.dk/eve_online/invention_tests.php?group=2 the result is 80 out of 200 attempts giving success = 40% ----- http://games.chruker.dk/eve_online ----- Top wishes: - No daily downtime - Faster training on sisi - Updated data export - Speedup IGB table rendering |

Chruker
|
Posted - 2007.05.29 20:34:00 -
[3]
Originally by: Daerkannon Shimmerscale Now granted I'm testing on modules, but I have no reason to believe that meta-items behave differently for ships than they do for modules. A T1 basic item (cap rechargers in my case) has the same meta-level as a T1 basic ship.
Well, the reason for a different handling of meta-level with the ship interface could be the lack of named ships (ie. ships with meta-levels other the 0).
But then again, how should a build item help the invention process, when your already using the blueprint for it. How much could studying that item really help? Vs. how much studying an already improved version (named tech 1) could help.
----- http://games.chruker.dk/eve_online ----- Top wishes: - No daily downtime - Faster training on sisi - Updated data export - Speedup IGB table rendering |

Chruker
|
Posted - 2007.06.03 12:39:00 -
[4]
Has anybody noticed that the waste factor on the invented blueprints doesn't follow the normal waste factor formula? ----- http://games.chruker.dk/eve_online ----- Top wishes: - No daily downtime - Faster training on sisi - Updated data export - Speedup IGB table rendering |

Chruker
|
Posted - 2007.09.09 11:38:00 -
[5]
Here is how the average success rate evolved for a couple of my invention scenarios.
http://junk.chruker.dk/files/temp/average_success_changing_with_more_attempts.gif
Notice how the blue scenario starts changing from an average of 39% at 850 attempts to an average of 40.6% at a 1000 attempts.
----- http://games.chruker.dk/eve_online ----- Top wishes: - No daily downtime - Faster training on sisi - Speedup IGB table rendering |

Chruker
|
Posted - 2007.10.10 05:39:00 -
[6]
Originally by: Alison McCarty Is it me or does it feel like invention is a way for the devs to throttle the markets? Ie, if they are being overwhelmed with tech 2 items and the price goes down, they can decrease the multiplier for success on certain items and make them a bit more scarce, thus the price will rebound.
The devs has stated over and oveur again that they don't do that. But I guess we can only take their word for it.
However look at it this way. If prices drop too much inventors will just move onto other items. Just look at how the Mackinaw has finally started to drop in price. That only happened after the Hulk stabilized around 100-130m.
The market forces will regulate this.
----- http://games.chruker.dk/eve_online ----- Top wishes: - No daily downtime - Faster training on sisi - Speedup IGB table rendering |
|
|
|