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Zeknichov
Life. Universe. Everything. Hydra Alliance
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Posted - 2007.10.08 02:04:00 -
[1]
Edited by: Zeknichov on 08/10/2007 02:06:23 Edited by: Zeknichov on 08/10/2007 02:05:20 Edited by: Zeknichov on 08/10/2007 02:05:11 Edited by: Zeknichov on 08/10/2007 02:04:57 Now first off I have no facts or myths. I can only state my opinions.
There was a point in time when chaining was the undisputed king in farming isk. Now there is much debate around this subject. Many thoughts on the subject include these:
Anti-Chaining opinions 1. Killing everything and not chaining nothing will increase the probability of officer/faction/dread spawns.
2. Killing everything and not chaining will improve loot.
3. Information regarding probability of faction/officer/dread spawns and improved loot tables is not reset on a day by day basis but rather changes at downtime based on the amount on spawns killed/looted each day. Ex. If I kill everything one day than the next day the loot and spawns will be improved. If I chain all day because I haven't been killing spawns the loot and spawns do not improve.
Pro-Chaining opinions
Premise. The opinions stated by the anti-chainers are merely placebo effects and not based on any solid evidence. It is known that there is a probability on each spawn of having an officer/faction/dead spawn but this probability is a constant number and is not effected by any action you take in the system.
Conclusion. Therefore it is in the best interest of the player to chain 2-3 good spawns while killing everything else in the system. Therefore there still remains a chance for dread/officer/faction spawns. Of course this chance is lower than someone who is not chaining, due to less total number of spawns, but this fact is made up by the constant stream of isk that the chained spawns provide.
Other opinions that are not biased to either side
1. Leaving wrecks behind decreased the quality of spawns and loot.
What I hope to accomplish in this topic is for players who know certain things to be factual by quoting devs to share this information. Also players who rat in 0.0 can share their experiences and opinions so that more light can be shed on this subject.
It is from my experience that chaining 2-3 spawns while killing everything else in the system provides the greatest isk gain. However I don't loot so perhaps it is quite obvious that doing so decreases the quality of loot in the system. What are your thoughts on the subject?
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Zeknichov
Life. Universe. Everything. Hydra Alliance
|
Posted - 2007.10.08 02:04:00 -
[2]
Edited by: Zeknichov on 08/10/2007 02:06:23 Edited by: Zeknichov on 08/10/2007 02:05:20 Edited by: Zeknichov on 08/10/2007 02:05:11 Edited by: Zeknichov on 08/10/2007 02:04:57 Now first off I have no facts or myths. I can only state my opinions.
There was a point in time when chaining was the undisputed king in farming isk. Now there is much debate around this subject. Many thoughts on the subject include these:
Anti-Chaining opinions 1. Killing everything and not chaining nothing will increase the probability of officer/faction/dread spawns.
2. Killing everything and not chaining will improve loot.
3. Information regarding probability of faction/officer/dread spawns and improved loot tables is not reset on a day by day basis but rather changes at downtime based on the amount on spawns killed/looted each day. Ex. If I kill everything one day than the next day the loot and spawns will be improved. If I chain all day because I haven't been killing spawns the loot and spawns do not improve.
Pro-Chaining opinions
Premise. The opinions stated by the anti-chainers are merely placebo effects and not based on any solid evidence. It is known that there is a probability on each spawn of having an officer/faction/dead spawn but this probability is a constant number and is not effected by any action you take in the system.
Conclusion. Therefore it is in the best interest of the player to chain 2-3 good spawns while killing everything else in the system. Therefore there still remains a chance for dread/officer/faction spawns. Of course this chance is lower than someone who is not chaining, due to less total number of spawns, but this fact is made up by the constant stream of isk that the chained spawns provide.
Other opinions that are not biased to either side
1. Leaving wrecks behind decreased the quality of spawns and loot.
What I hope to accomplish in this topic is for players who know certain things to be factual by quoting devs to share this information. Also players who rat in 0.0 can share their experiences and opinions so that more light can be shed on this subject.
It is from my experience that chaining 2-3 spawns while killing everything else in the system provides the greatest isk gain. However I don't loot so perhaps it is quite obvious that doing so decreases the quality of loot in the system. What are your thoughts on the subject?
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NightF0x
Gallente Chicken Coup Raiders
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Posted - 2007.10.08 02:12:00 -
[3]
Originally by: Zeknichov Edited by: Zeknichov on 08/10/2007 02:06:23 Edited by: Zeknichov on 08/10/2007 02:05:20 Edited by: Zeknichov on 08/10/2007 02:05:11 Edited by: Zeknichov on 08/10/2007 02:04:57 stuff
Preparing long post in Notepad...ftw  
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NightF0x
Gallente Chicken Coup Raiders
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Posted - 2007.10.08 02:12:00 -
[4]
Originally by: Zeknichov Edited by: Zeknichov on 08/10/2007 02:06:23 Edited by: Zeknichov on 08/10/2007 02:05:20 Edited by: Zeknichov on 08/10/2007 02:05:11 Edited by: Zeknichov on 08/10/2007 02:04:57 stuff
Preparing long post in Notepad...ftw  
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Zeknichov
Life. Universe. Everything. Hydra Alliance
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Posted - 2007.10.08 02:13:00 -
[5]
Originally by: NightF0x
Originally by: Zeknichov Edited by: Zeknichov on 08/10/2007 02:06:23 Edited by: Zeknichov on 08/10/2007 02:05:20 Edited by: Zeknichov on 08/10/2007 02:05:11 Edited by: Zeknichov on 08/10/2007 02:04:57 stuff
Preparing long post in Notepad...ftw  
And there's still some stuff I could edit ;)
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Zeknichov
Life. Universe. Everything. Hydra Alliance
|
Posted - 2007.10.08 02:13:00 -
[6]
Originally by: NightF0x
Originally by: Zeknichov Edited by: Zeknichov on 08/10/2007 02:06:23 Edited by: Zeknichov on 08/10/2007 02:05:20 Edited by: Zeknichov on 08/10/2007 02:05:11 Edited by: Zeknichov on 08/10/2007 02:04:57 stuff
Preparing long post in Notepad...ftw  
And there's still some stuff I could edit ;)
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Dr Jamius
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Posted - 2007.10.08 02:17:00 -
[7]
Risk vs Reward. a. Find a system with nice high value rats and chain, or b. look for a quiet group of systems off the beaten path and clear the belts in 2/3/4 systems. Rinse and repeat until faction eg Dread Guristas start spawning, and hope their loot is worth a great deal. Personally after a while chaining and only earning 10s/100s of mil isk, my main has earned 5bil in two months doing the latter without constantly grinding, so no more chaining for me.
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SHIMZOR
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Posted - 2007.10.08 03:47:00 -
[8]
mmm good pionts
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Lowanaera
Amarr Paladin Imperium Curatores Veritatis Alliance
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Posted - 2007.10.08 04:31:00 -
[9]
Addendum: it IS possible to get faction spawns from chains. Each time a chained spawn repopulates, it appears that there is a fixed chance for the new ships to be faction the same as any fresh spawn. I personally have had this happen, as have a number of our other dedicated ratters. I can't comment on whether this applies to officer spawns as well, as we live in 0.0 with worse risk vs reward than low-sec 
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Bakalla Cera
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Posted - 2007.10.08 05:30:00 -
[10]
can someone explain exactly what "chaining" is?
i just started ratting/living in 0.0 and dont really know much about the system behind faction spawns
thanks
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Grapez
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Posted - 2007.10.08 05:32:00 -
[11]
Originally by: Lowanaera Addendum: it IS possible to get faction spawns from chains. Each time a chained spawn repopulates, it appears that there is a fixed chance for the new ships to be faction the same as any fresh spawn. I personally have had this happen, as have a number of our other dedicated ratters. I can't comment on whether this applies to officer spawns as well, as we live in 0.0 with worse risk vs reward than low-sec 
Err, I might have a different idea of 'chaining' than you I guess. You mean, that one frigate that you leave out to repopulate the chain disappears and in its place is a faction spawn? Never seen that happen.
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Grapez
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Posted - 2007.10.08 05:36:00 -
[12]
Originally by: Bakalla Cera can someone explain exactly what "chaining" is?
i just started ratting/living in 0.0 and dont really know much about the system behind faction spawns
thanks
Let's say you need ISK like O.J. Simpson needs credibility. Make some coffee and find yourself a a triple BS spawn, where each ships is worth > 1 million. They usually spawn with either 3 frigates or 2 cruisers. Blow up the battleships, and put a small amount of structure damage on one of the cruisers/frigates. Don't kill any of the cruisers/frigates. After a while (5-10 minutes), the battleships will reappear, and you can collect their fat bounties again.
Boringh as all hell, but hey, worse things have been done for money.
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Bakalla Cera
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Posted - 2007.10.08 05:48:00 -
[13]
Originally by: Grapez
Originally by: Bakalla Cera can someone explain exactly what "chaining" is?
i just started ratting/living in 0.0 and dont really know much about the system behind faction spawns
thanks
Let's say you need ISK like O.J. Simpson needs credibility. Make some coffee and find yourself a a triple BS spawn, where each ships is worth > 1 million. They usually spawn with either 3 frigates or 2 cruisers. Blow up the battleships, and put a small amount of structure damage on one of the cruisers/frigates. Don't kill any of the cruisers/frigates. After a while (5-10 minutes), the battleships will reappear, and you can collect their fat bounties again.
Boringh as all hell, but hey, worse things have been done for money.
Thanks
So the basic idea in this thread is that if you kill the cruisers/frigs instead of "chaining" it will generate more faction spawns?
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Lowanaera
Amarr Paladin Imperium Curatores Veritatis Alliance
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Posted - 2007.10.08 06:01:00 -
[14]
Edited by: Lowanaera on 08/10/2007 06:01:00
Originally by: Grapez
Originally by: Lowanaera Addendum: it IS possible to get faction spawns from chains. Each time a chained spawn repopulates, it appears that there is a fixed chance for the new ships to be faction the same as any fresh spawn. I personally have had this happen, as have a number of our other dedicated ratters. I can't comment on whether this applies to officer spawns as well, as we live in 0.0 with worse risk vs reward than low-sec 
Err, I might have a different idea of 'chaining' than you I guess. You mean, that one frigate that you leave out to repopulate the chain disappears and in its place is a faction spawn? Never seen that happen.
No, I mean you chain a spawn of 3 Sansha Behemoths and 2 Sansha Lords, and you kill all but one of the Behemoths, and when it repopulates you get 2 Sansha Behemoths, 1 True Sansha Behemoth, and 2 Sansha Lords. One part of the chained spawn appears as a faction spawn when it repopulates.
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Zeknichov
Life. Universe. Everything. Hydra Alliance
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Posted - 2007.10.08 06:04:00 -
[15]
Originally by: Bakalla Cera
Originally by: Grapez
Originally by: Bakalla Cera can someone explain exactly what "chaining" is?
i just started ratting/living in 0.0 and dont really know much about the system behind faction spawns
thanks
Let's say you need ISK like O.J. Simpson needs credibility. Make some coffee and find yourself a a triple BS spawn, where each ships is worth > 1 million. They usually spawn with either 3 frigates or 2 cruisers. Blow up the battleships, and put a small amount of structure damage on one of the cruisers/frigates. Don't kill any of the cruisers/frigates. After a while (5-10 minutes), the battleships will reappear, and you can collect their fat bounties again.
Boringh as all hell, but hey, worse things have been done for money.
Thanks
So the basic idea in this thread is that if you kill the cruisers/frigs instead of "chaining" it will generate more faction spawns?
The basic idea of this thread is that it is a hot debate and everyone has their own idea.
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Grapez
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Posted - 2007.10.08 06:06:00 -
[16]
Originally by: Lowanaera Edited by: Lowanaera on 08/10/2007 06:01:00
Originally by: Grapez
Originally by: Lowanaera Addendum: it IS possible to get faction spawns from chains. Each time a chained spawn repopulates, it appears that there is a fixed chance for the new ships to be faction the same as any fresh spawn. I personally have had this happen, as have a number of our other dedicated ratters. I can't comment on whether this applies to officer spawns as well, as we live in 0.0 with worse risk vs reward than low-sec 
Err, I might have a different idea of 'chaining' than you I guess. You mean, that one frigate that you leave out to repopulate the chain disappears and in its place is a faction spawn? Never seen that happen.
No, I mean you chain a spawn of 3 Sansha Behemoths and 2 Sansha Lords, and you kill all but one of the Behemoths, and when it repopulates you get 2 Sansha Behemoths, 1 True Sansha Behemoth, and 2 Sansha Lords. One part of the chained spawn appears as a faction spawn when it repopulates.
this has never happened to me, but it sounds cool. Best of both worlds! Unfortunately, I don't think I have the patience to test it out.
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Lardarz B'stard
Amarr Dark Knights of Deneb Against ALL Authorities
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Posted - 2007.10.08 06:21:00 -
[17]
I used to a bit, but now I don't chain. I've found that chaining shags up the system for other people, and removes the chance of hauler spawns and officers.
Even when you do chain nowadays, the respawn rate is considerably lower than it used to be so the value is not there. Back in the old days when you had 3x 1.8m BS respawning every few seconds it was worth it. Now its not.
* Yeah, that's right... it was me all along. And I would've gotten away with it if it hadn't been for those pesky kids |

MrBadidea
Caldari The Children of Lilith
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Posted - 2007.10.08 08:24:00 -
[18]
Originally by: Zeknichov Edited by: Zeknichov on 08/10/2007 06:02:03 First let me start with a definition.
Chaining Spawns: You fly into an asteroid belt. There are 4 cruisers there. You kill 1 cruiser and go afk. Eventually that cruiser you killed will come back. This is chaining.
It is applied in this topic as such: You have a triple BS spawn and you kill the three battleships and than leave the cruisers/frigs that spawned with the three battleships. After a certain time period the three battleships respawn and you repeat.
There was a point in time when chaining was the undisputed king in farming isk. Now there is much debate around this subject. Many thoughts on the subject include these:
Anti-Chaining opinions 1. Killing everything and not chaining nothing will increase the probability of officer/faction/dread spawns.
2. Killing everything and not chaining will improve loot.
3. Information regarding probability of faction/officer/dread spawns and improved loot tables is not reset on a day by day basis but rather changes at downtime based on the amount on spawns killed/looted each day. Ex. If I kill everything one day than the next day the loot and spawns will be improved. If I chain all day because I haven't been killing spawns the loot and spawns do not improve.
Pro-Chaining opinions
Premise. The opinions stated by the anti-chainers are merely placebo effects and not based on any solid evidence. It is known that there is a probability on each spawn of having an officer/faction/dead spawn but this probability is a constant number and is not effected by any action you take in the system.
Conclusion. Therefore it is in the best interest of the player to chain 2-3 good spawns while killing everything else in the system. Therefore there still remains a chance for dread/officer/faction spawns. Of course this chance is lower than someone who is not chaining, due to less total number of spawns, but this fact is made up by the constant stream of isk that the chained spawns provide.
Other opinions that are not biased to either side
1. Leaving wrecks behind decreased the quality of spawns and loot.
What I hope to accomplish in this topic is for players who know certain things to be factual by quoting devs to share this information. Also players who rat in 0.0 can share their experiences and opinions so that more light can be shed on this subject.
It is from my experience that chaining 2-3 spawns while killing everything else in the system provides the greatest isk gain. However I don't loot so perhaps it is quite obvious that doing so decreases the quality of loot in the system. What are your thoughts on the subject?
Faction Spawns come in pairs. Out of the countless dozens of Dark Blood/Dread Guristas rats I've hit, 90% of them have been 2 spawns within half an hour of each other, over 2 systems in the same Constellation.
---
MrBadidea's ePeen strikes YOUR EGO Wrecking for EMOCIDE
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J'Mkarr Soban
Amarr Shadows of the Dead Aftermath Alliance
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Posted - 2007.10.08 08:33:00 -
[19]
Originally by: Lowanaera Edited by: Lowanaera on 08/10/2007 06:01:00
Originally by: Grapez
Originally by: Lowanaera Addendum: it IS possible to get faction spawns from chains. Each time a chained spawn repopulates, it appears that there is a fixed chance for the new ships to be faction the same as any fresh spawn. I personally have had this happen, as have a number of our other dedicated ratters. I can't comment on whether this applies to officer spawns as well, as we live in 0.0 with worse risk vs reward than low-sec 
Err, I might have a different idea of 'chaining' than you I guess. You mean, that one frigate that you leave out to repopulate the chain disappears and in its place is a faction spawn? Never seen that happen.
No, I mean you chain a spawn of 3 Sansha Behemoths and 2 Sansha Lords, and you kill all but one of the Behemoths, and when it repopulates you get 2 Sansha Behemoths, 1 True Sansha Behemoth, and 2 Sansha Lords. One part of the chained spawn appears as a faction spawn when it repopulates.
Interesting, that means the chance spawn is per ship, not per spawn. That would make sense - does anyone have a list of what was spawned for them? It would be interesting to see if it's just one ship out of a relatively normal spawn.
Originally by: Lardarz B'stard I used to a bit, but now I don't chain. I've found that chaining shags up the system for other people, and removes the chance of hauler spawns and officers.
Even when you do chain nowadays, the respawn rate is considerably lower than it used to be so the value is not there. Back in the old days when you had 3x 1.8m BS respawning every few seconds it was worth it. Now its not.
You mean you just sit in one belt and wait? I find a nice system with 10+ belts. Clear everything under a triple 1.5m+ spawn, and keep cycling round them. By the time I get to the beginning again, the first belts have respawned. The only downtime you then have is travelling between the belts.
----------------------------- "Oh, we're sorry, you had the 'NakedAmarrChicks' bit flagged in your account somehow." "Wait, why was there even a flag for that to begin with?" "..." |

Daemesa D'Aragon
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Posted - 2007.10.08 08:53:00 -
[20]
Edited by: Daemesa D''Aragon on 08/10/2007 08:53:27 got a lot of different experiences about this , on 0.0 hunting guristas and angels mostly and very few sansha.
on a personal note i like massive solar systems with around 10 belts as much i simply keep jumping in order and cleaning everything it moves if i get any 3x BS spawn that worth around 3,5m to 4m i chain that spawn mostly for the continuous surplus of isk,also if i get bored after 3-4 hours i torp the cans to clean the space a bit 
So far i know NEVER NEVER meet anyone that got a faction respawn in an already chained group. As curious note i found that sometimes after you keep ratting for a while the overal spawn grow harder, finally reaching a massive spawn (one of those that worth nearly 4m ) i think when you find those there is a chance for faction spawn or just a big inflated bs spawn, after that all the spawns seems to turn again quite weak for a while then the cycle starts again.
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Ovno ConSyquence
Amarr The Plebians
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Posted - 2007.10.08 09:02:00 -
[21]
Never seen a faction spawn within a chained spawn, but either way i usually chain especially if i'm ratting in an af because once you've got it chaining they normally respawn at arround the smae time as you kill the last bs from the last spawn so no warping is needed either  |

CelticKnight
Celestial Horizon Corp. Valainaloce
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Posted - 2007.10.08 12:10:00 -
[22]
Originally by: Lowanaera Edited by: Lowanaera on 08/10/2007 06:01:00
Originally by: Grapez
Originally by: Lowanaera Addendum: it IS possible to get faction spawns from chains. Each time a chained spawn repopulates, it appears that there is a fixed chance for the new ships to be faction the same as any fresh spawn. I personally have had this happen, as have a number of our other dedicated ratters. I can't comment on whether this applies to officer spawns as well, as we live in 0.0 with worse risk vs reward than low-sec 
Err, I might have a different idea of 'chaining' than you I guess. You mean, that one frigate that you leave out to repopulate the chain disappears and in its place is a faction spawn? Never seen that happen.
I chained for 3 months in a -1.0 system and another 3 months of wiping it clean, and i can tell ya i NEVER once saw this happen, saw 2x officer spawns, and clearing i was getting between 2-6 faction spawns a day..
The isk & bounties went easily over 100mil / day. (for only about 4 hours work :))
Chaining was close, about 75m/day
Thats about a year ago now, unsure if theyve changed it.. but i dont think they changed it....
If you can get a -1.0 system or (close) to yourself, go for it! its worth wiping the belts clean, if you have to compete with 20 other players, chain spawns!
Simple really
No, I mean you chain a spawn of 3 Sansha Behemoths and 2 Sansha Lords, and you kill all but one of the Behemoths, and when it repopulates you get 2 Sansha Behemoths, 1 True Sansha Behemoth, and 2 Sansha Lords. One part of the chained spawn appears as a faction spawn when it repopulates.
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