|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
G Torq
ALTA B2O
639
|
Posted - 2014.04.13 12:11:00 -
[1] - Quote
GÇ£A travel/T2 Titan costs in the range of 105-115 billion ISKGÇ¥ - Chribba Veldspar/Chribbax.
Having looked at Weapons and Hitpoints, i.e. the items we spend the majority of our ISK on, let us now take a look at just how much ISK we actually spend.
(A pretty version of this post, incl pictures, is available here)
ISK expenditure on the markets fluctuate both day-by-day (higher on weekends), and week-by-week; especially the introduction of new gear causes a bump, as people buy items to try out, alter their fittings and perhaps reduce their use of blueprints. General updates to the game (fixes, minor changes, new maps) can also drive some sales, as veterans log in to see what has been changed.
GÇ£2011 average was 137 supercarriers and 31 titans built per month, total of 1,646 supercarriers and 370 titansGÇ¥ - CCP Diagoras
A few select points from the DUST514-« timeline in ISK spending:
- First data-points in public beta (CWK06): 150 billion ISK
- Market-low prior to Uprising (CWK18): 100 billion ISK
- 1st PC update (CWK28): 226 billion ISK
- Uprising 1.6 (CWK45): 168.7 billion ISK
- Uprising 1.7 (CWK50): 204.5 billion ISK
- Uprising 1.8 (CWK13): 272.8 billion ISK
Most weeks in the last half year hovers around the 150-165 billion ISK per week, so especially Uprising 1.7 and 1.8 brought an increase in GÇ£revenueGÇ¥ for the DUST514-« merchants. A recent lull in activity was week 41, which saw GÇ£onlyGÇ¥ 144 billion spent, while the market-highs are tied to various exceptions.
GÇ£The battle in B-R has already surpassed all records set before, with over 70 titans killed and trillions of ISK in damages.GÇ¥ - Ali Aras, TheMittani.com
A natural driver for market-activity are the CCP-run events:
- Double SP Event (CWK32-33): 211-213 billion ISK per week
- 12 Days of Dust (CWK52-01): ca 161 billion ISK per week
- Shinobi / Shadow Hunt (CWK03-05): 160-191 billion ISK per week
- Operation Mauler (CWK08-10): ca 170-177 billion ISK per week
- Million Clone even (CWK11): 173 billion ISK
(these events usually started and ended mid-week, while the values are counted from Monday to Sunday, resulting in slightly skewed values)
What does this have to do with Titans in EVE Online-«? What weGÇÖre seeing is that DUST514-« spends ca 1.5-2 Titans per week, while particularly point-releases and new equipment can increase this to 2-2.5 Titans. Chribba mentioned that the production of Titans seem to have dropped since the 2011 level, so assuming it is around the 25/month level, this means we consume ca Gàô the raw amount of ISK in DUST514-« as the EVE Online-« players spend on their largest and rarest ships.
GÇ£200mish if I'm grinding 400mish for someone really good, 1b ish for some of the station tradersGÇ¥ - Heinz Doofenshertz, on hourly income in EVE Online-«.
Let us hold this up against the income from public matches. An estimated average payout in public matches is held to be around 200.000 ISK per match*, while some are getting less and other getting notably more as the payout is partly tied to performance-spread. For a week where 160 billion ISK is spent in the main market, excluding the Loyalty stores and Clone Packs, we get 25.000 matches that week or ca 152 matches every hour, just to recoup that. Of course, 152 matches per hour, each player playing 4 matches per hour, and 32 players per match, we get 1.216 active players; EVE-Offline.net generally reports 2-3.500 players online, with the majority of time showing more than 3000, and weekends peaking just short of 4.500. Ignoring Factional Warfare, we see than the earnings-potential is well past 2x the 160 billion weekly expenditures.
GÇ£dns generates 1 billion 936 million isk per dayGÇ¥ - Gelhad Thremyr, Quebec United
Naturally, public matches are not the only source of income, with Planetary Conquest having been introduced just under a year ago. Over a few different iterations earnings, and earnings-potential has varied a bit, with it currently being in the 1.96-2.45 billion ISK range, per day. Held up against the 160 billion ISK spent weekly, the highest possible income in Planetary Conquest equates to 8,6-10,7% of regular expenditures. If we take what we noted above, that the earnings-potential for the at-any-time-online player-base exceeds 2x the weekly ISK spent, earnings from Planetary Conquest suddenly only make up 5% or less. Unfortunately, if we assume that Planetary Conquest is a game for the A- and B-Teams of a small group of corps (14 at current count), suddenly we see that around 1% of the player-base is involved in 5% of the income.
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
|
G Torq
ALTA B2O
639
|
Posted - 2014.04.13 12:11:00 -
[2] - Quote
A different, and oft requested source of ISK is EVE Online-«, and notably direct transfers between the games. At the time of writing, at least 1 ISK-trader is offering a 12:1 rate when transferring ISK from EVE Online-« to DUST514-«, while having previously hit a 10:1 rate. Different levels of play in EVE Online-« yields different levels of income, but at the 12:1 rate, a player managing 100 million ISK per hour would effectively earn 8,3 million GÇ£DUST-ISKGÇ¥, or the same as playing 8,3 GÇ£hours per hourGÇ¥. An ISK-trader, thankfully, is not adding that kind of ISK to the game, but instead moving ISK around; there must be trades going the other way to build up ISK for later trades, or the ISK-trader will run out of funds in one of the currencies. We donGÇÖt know the number of players operating in both EVE Online-« and DUST514-«, nor how many of them intends to transfer funds from EVE Online-« to DUST514-« vs those wanting to transfer the other way, but we can make up some numbers. If we say average income of 100 million ISK per hour in EVE Online-«, and an exchange-rate of 20:1 (5% efficiency), we get 5 million ISK in DUST514-« per player-hour. To get to 1% of the weekly expenditures, or 1,6 billion ISK, we need only 320 player-hours per week. If we further assume 500 players, playing 1 hour of EVE Online-« per day, we get 2,5 billion ISK, or the same the total earnings-potential in Planetary Conquest. For established EVE Online-« players, , the earnings-potential is observed to be notably higher than 100 million ISK per hour. This situation gets further compounded by the fact that EVE Online-« would potentially become a GÇ£Pay2WinGÇ¥ option for DUST514-« players.
GÇ£For a manufacturer, you'd be looking at 50k isk per hour profit margins per production line, with enough consumption to absorb enough to hit that rate.GÇ¥ - Steve GÇ£FuzzysteveGÇ¥ Ronuken, industrialist and CSM9 candidate.
Another recurring topics from players for more interaction between EVE Online-« and DUST514-« are of industry and trading, notably with EVE Online-« industrialists producing our goods. Game mechanics point to Infantry-gear being produced ad-hoc (think nanites and supply depots), with us simply buying licenses, while at least larger objects could be pre-produced, and become part of the Military Logistics in upcoming revisions of Planetary Conquest and possibly even Faction Warfare. The weekly numbers tell us that DUST514-« is not an insignificant market, but to make an intelligent guess as to whether production could be interesting (while not knowing production costs and runtime), we need to look at a few more details.
Digging into daily consumption-rates and expenditures, we can find: 2014-04-05 - Sica - 9.491 pcs @ 565.331.415 ISK 2014-04-05 - Complex Shield Extender - 127.102 pcs @ 543.361.050 ISK 2014-04-06 - Soma - 8.581 pcs @ 511.127.265 ISK 2014-04-06 - Python - 1.508 pcs @ 487.076.460 ISK 2014-04-06 - Madrugar - 4.815 pcs @ 469.462.500 ISK 2014-04-05 - SB-39 Rail Rifle - 41.131 pcs @ 442.980.870 ISK 2014-04-05 - Enhanced Armor Plates - 170.205 pcs @ 411.045.075 ISK The highest-grossing SKUs hit around half a billion ISK on a good day, with most items coming in a lot lower.
From interviewing EVE Online-« industrialists, such as Fuzzysteve, we can find that some items, like Phased Plasma S, hold even lower market-value swinging from 9.090.572 ISK (9 mill - April 7th) to 562.234.516 ISK (0.5 bill - March 25th), yet are manufactured by the players. The key elements are the cost of raw-materials and production runtime, and if these are balanced, DUST514-« vehicles, installations and other large objects could easily find room on the production-lines of New Eden Of course, there is also a question of where all the Nanites are coming from...
What was the highest grossing week? 2 weeks after DUST514-«GÇÖs release, as people got into the game and Planetary Conquest was settling in, 399.6 billion ISK, or almost 4 Titans, were spent on the Market, while ca 200 clone-packs, at a cost of 80 million ere sold, adding another ca 16 billion to the total expenditure.
*: Further details regarding Public Match remuneration were requested from CCP Games-«, but nothing had been made available at the time of publishing.
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
|
G Torq
ALTA B2O
639
|
Posted - 2014.04.13 12:13:00 -
[3] - Quote
Thank you to Chribba, Heinz Doofenshertz/Rucdoc and Fuzzysteve for providing insights into EVE-specific topics
Also a thank-you to Musta Tornious and Fuzzysteve for providing assistance with proofreading/sanity-checking.
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
|
G Torq
ALTA B2O
663
|
Posted - 2014.04.14 06:40:00 -
[4] - Quote
Takahiro Kashuken wrote:So BPOs are not ruining the economy then?
Great more BPOs CCP
Just to be sure: At no point am I look at Blueprints' impact on the economy in this article; there are too many data-points missing from
The Earnings Potential of public matches for the number of people online throughout most days, is closer to 400 billion ISK (assuming the average payout of 200.000 per match), but Expenditures are only at 160 billion - people could very well be running Blueprints and Starter Fits, and pocketing the difference (240 billion ISK weekly). I'm not saying they are, and in fact I know they aren't, since some play Faction Warfare, and some simply aren't constantly in battle, but without more information, we cannot make a proper estimate of the situation.
Note: People are using "BPO" as shorthand for DUST514 blueprints, so here is a small correction.. - BPO: License to produce a certain good in EVE Online, with expenses and expected revenue (Industry) Yes, there is NO concept of a BPO in DUST514, nor do the game reference BPOs.
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
|
G Torq
ALTA B2O
672
|
Posted - 2014.04.14 09:18:00 -
[5] - Quote
Klubba Dkc2 wrote:I would like to know the data of 1.8 about all the thing related to E-war.
From dropsuits gal logi and cal/gal scouts to the scan related modules (amps, precision, dampening) and active scanners.
I feel that passive scan > active scan but i would like to know what the numbers have to say about it. Hi Klubba,
I think what you're looking for is not so much market-data, but how scanners, enhancers and dampeners compare. I can suggest you take a look at this spreadsheet I made (with some help from Doc Ratamaq): https://docs.google.com/spreadsheets/d/11ouz89DQ0j4dK8K0yUVEDSAysZvELwS9YNN-wBUUO-U/edit?usp=sharing
As for market-data related to E-War equipment, suggest you check back in ca 1 week ... :)
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
|
G Torq
ALTA B2O
675
|
Posted - 2014.04.14 13:51:00 -
[6] - Quote
Klubba Dkc2 wrote:Thanks for the reply, let me explain why i'm interested in market data. A sell increase on e-war modules (and cal/galscouts) and a decrease on active active scanners (and gal logi), would confirm my theory that passive scan is currently more effective than active scan. I think that active scanners have been over nerfed, market tendecy would confirm or deny my theory. Just remember that sales do not indicate what is good, but what is perceived to be good. I look at the sales-stats in preparation for these reviews, and basically seeing people buy stuff that the math shows is useless - but they think it is good, or they are being told it is good, and so continue to buy it. (note: I may be wrong, and the stuff may be pure gold, but lots of trends look stupid to me in this data).
Either way - keep an eye out for future threads on this topic.
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
|
|
|
|