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eve online: seven million missiles an hour

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After the popularity of the statistics that I’ve been posting to twitter, I decided to take a look at 2011 as a whole. Some of the numbers are pretty staggering! Many stats, broken down into categories.

Planetary Interaction

There was an average of 64,840 planetary export transactions per day, or 2,701 per hour. Of that, 26,693 were in high sec, 6,936 in low sec, 15,844 in null sec and 15,366 in wormhole space. An average of 64,627 characters exported goods from a planet each month, with the annual total being 195,449 different characters.

The top five systems in empire space for planetary interaction and the average number of export transactions per day were:

Sobaseki

448.77

Perimeter

259.68

Maurasi

193.09

Muvolailen

156.79

Elonaya

153.17

Barren class planets were unsurprisingly the most utilised. Average number of export transactions per day per planet type:

Barren

20,386.70

Gas

11,441.06

Lava

11,072.17

Storm

6,419.07

Temperate

5,267.01

Plasma

4,456.42

Ice

3,473.48

Oceanic

2,323.80

Production

A lot was built! Just under 62 billion missiles. That’s an average of 7.08 million an hour. I’m pretty certain that’s more missiles than the Persians had arrows. 13.2 million ships, too – an hourly average of 1,506.

Average production per hour by hull size and tech level:

Hull size Tech 1 Tech 2 Tech 3 Total
Shuttle

495.31

495.31

Frigate

391.24

80.96

472.20

Cruiser

110.06

33.79

13.15

157.00

Battlecruiser

105.59

4.00

109.59

Industrial

85.47

6.79

92.25

Destroyer

59.11

6.42

65.53

Battleship

60.61

2.39

63.00

Mining Barge

29.68

12.00

41.68

Capital

5.99

0.29

6.28

Industrial Command

2.72

2.72

Total

1,345.78

146.64

13.15

1,505.57

Average production per hour by hull size and race. This excludes any ships not belonging to the four main races, hence the lower totals:

Hull size Caldari Minmatar Gallente Amarr  Total
Shuttle

143.54

93.60

144.22

113.95

495.31

Frigate

136.84

144.25

99.62

82.26

462.98

Cruiser

43.75

44.25

32.34

32.05

152.39

Battlecruiser

43.93

38.98

13.84

12.85

109.59

Industrial

19.91

16.13

25.57

14.75

76.35

Destroyer

10.30

33.38

13.67

8.19

65.53

Battleship

13.48

16.79

12.36

16.15

58.78

Capital

1.58

0.83

2.21

1.37

6.00

Total

413.34

388.21

343.81

281.56

1,426.92

Production of ships per hour by sec group:

High Sec

1,346.77

Low sec

34.39

Null sec

120.63

Wormhole Space

3.77

The top 15 ships built in 2011 and their total, excluding shuttles and frigates:

Drake

330,752

Hurricane

262,808

Thrasher

256,829

Noctis

139,330

Retriever

127,981

Catalyst

115,061

Covetor

113,702

Badger Mark II

110,761

Bestower

99,534

Caracal

97,565

Rupture

92,589

Vexor

90,300

Cormorant

81,749

Manticore

80,064

Stabber

76,372

Also, our congratulations to the mighty Dreddit corporation for producing more Rifters than anyone else in 2011! 7,829 of them to be precise.

People blowing each other up

In 2011, 5,381,636 kill reports were generated; that’s an average of 14,744 per day or one every 5.86 seconds. 65% of these kill reports were caused by damage inflicted by a player, whilst non-player controlled entities (from Serpentis to CONCORD) were responsible for the remaining 35%.

Average destruction rate in PVP of the various hull sizes:

Daily Hourly
Frigate

2,315

96.48

Capsule

2,291

95.47

Battlecruiser

1,207

50.28

Cruiser

1,016

42.34

Deployable Structure

529

22.05

Battleship

523

21.81

Rookie ship

448

18.65

Industrial

403

16.78

Destroyer

371

15.45

Shuttle

208

8.67

Mining Barge

159

6.64

Capital

27

1.11

Industrial Command

9

0.39

By tech level:

Daily Hourly
Tech 1

7,859

327.46

Tech 2

1,574

65.57

Tech 3

79

3.28

By race, excluding rookie ships and capsules:

Race Daily Hourly
Minmatar

2,041

85.05

Caldari

1,758

73.26

Gallente

1,172

48.85

Amarr

1,079

44.98

Other

721

30.04

Overall, 576,860 different characters lost ships to non-players in 2011, and 422,801 lost ships in PVP scenarios. 155,087 characters scored at least one final blow, too!

The Market

To finish this blog off – If there’s one big thing in EVE, it would have to be the market. In total in 2011, 348,483,735 market transactions were performed with a total combined trade value of 2,692,367,631,609,430 ISK. That’s a lot. To break that down, 2011 on average:

 

Day Hour Minute Second
ISK 7,376,322,278,382 307,346,761,599 5,122,446,027 85,374,100
Transactions 954,750 39,781 663 11

Here’s hoping for an even more productive and explosive 2012! If stats like these interest you, don’t forget to follow my twitter account and the comments thread of this blog. I’ll try to answer as many of the questions that come up as I can.

Misc News Posted By Cybelee - February 4th 2012

new eve website goes live next week

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The new EVE Online website (discussed in this blog) is going to undergo a few final tweaks and is scheduled to release next week, instead of this week as originally estimated.

At the same time the new website will be revealed, the resources and information which players have sought on the EVE Online site, will be made available on a new community website which should prove to be quite an improvement in terms of browsing and locating what you need.

We look forward to showing you the two websites and wish you all a great weekend!

Misc News Posted By Cybelee - February 4th 2012

your eve client needs you!

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Some of you may have heard about the re-organization that is ongoing within EVE development led by CCP Unifex. A part of this re-organization is the formation of a group of developers within a larger segment called EVE Service Quality.

EVE Service Quality includes Customer Support, Community Relations, Virtual World Operations and now a dedicated group of EVE ‘Live’ developers. Some of these developers will be familiar to you as parts of the old Engineering teams Gridlock, Sleeper Cell, Pi and Riding Mower. The EVE Live team is led by CCP Zulu and has the specific mandate to work on raising the quality of your experience playing EVE.

I am CCP Masheen, I have worked on teams BFF and Pi since 2010. Together, myself, CCP TomB and CCP Highlander will be identifying, researching, testing and prioritizing those issues which adversely affect your EVE experience so that EVE Live developers can work on improving them.

We are kicking the year off with a focus on Client Performance, how the client behaves and areas where we could show it some love. Over the past year Team Gridlock and EVE Operations have refined and overhauled both the server software and hardware to reap huge performance gains. This year, in the name of making your EVE experience even better, a series of client optimizations are on the way.

We are looking for the type of issue that might not normally be reported. For example:

This happens because it takes a few seconds to summon all the ships and display them on your EVE client. However, the initial appearance that the hangar is empty can be a little scary if you’re not expecting it. So, perhaps what we could do is add some way of letting you know that the list of ships is being fetched so that you don’t panic momentarily and since it may have been a while since one of our clever people took a look at the hangar code, we can check to see if there is any way to speed up the process.

If you would like to promote something which you believe is worthy of a performance tune-up please tell us in the comments what things about the client you would like to work just that bit better, but… for-the-love-of-CONCORD…be specific!

Including a summary of your PC’s vital statistics is extra helpful and clicking ‘Like’ on the posts of other players whose suggestions you support will help us to determine how popular improving something would be.

Developers in the EVE Service Quality group are already working on client optimizations to the Overview (yes indeed), more about that exciting development in an upcoming Dev blog.

Misc News Posted By Cybelee - January 18th 2012

eve: templar one is now available

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The third EVE Online novel, EVE: Templar One, is available in stores all over the place including, of course, ebook versions

It picks up many threads of the EVE: Empyrean Age novel and reveals much about the first DUST 514 technology including some surprising EVE fiction reveals. 464 pages of politically-charged, action-oriented, mystery-unraveling, character-driven sci fi goodness that’s approachable and compelling and positively guaranteed to broaden your experience as a capsuleer as the NPC universe around becomes more familiar. We celebrate Tony Gonzales and the players that inspired him to write this epic novel and look forward to the evolution of this new technology he speaks of!

You can read more about EVE: Templar One at the above link or in TonyG’s dev blog.

Misc News Posted By Cybelee - January 5th 2012

crucible – the first week in stats

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With Crucible recently deployed, CCP Guard thought I should post up a new dev blog showing you all some stats on the goings on since, as apparently a couple of you enjoy these.

First up, the tier three battlecruisers appear to have been a real hit. 3,541 different characters produced a total of 47,023 of them as of 12:00am on Wednesday 7th December. The Tornado was the most built, with 16,292 followed by the Oracle with 10,630. The largest single producing character produced 537 tier 3 battlecruisers and the largest producing corporation 664. That’s a lot of battlecruisers to blow up.

9,258 Customs office gantries had been built by 1,327 different characters. One corporation built 310 of them, with the maximum produced by a single character being 150. 5,146 Customs Offices had been destroyed, leaving that many planets open to player control. Of these, 18 were player owned customs offices and the rest Interbus.

Of the 5,128 Interbus Customs Offices destroyed, 778 were in low sec, 2,298 in null sec and 2,052 in wormhole space. These have been replaced by 4,515 player owned customs offices which were deployed at planets as of midnight. The largest single owner corporation held 51 customs offices.

Usage of the tier 3 battlecruisers was fairly high, with them scoring a total of 6,367 final blows (for simplicity we’re classing kills as being “final blows” for this):

  Tier 3 Kills Kills by other Battlecruisers
High Sec

763

1,921

Low sec

1,917

5,716

Null sec

3,190

9,465

Wormhole Space

497

635

Total

6,367

17,737

So during the week after Crucible (excluding launch day itself), 24,104 final blows were made by battlecruisers compared to 14,955 the week before. That’s an impressive boost. There’s a fair few of the tier 3 battlecruisers getting blown up, too:

  Destroyed in PVP Destroyed in PVE
High Sec

223

545

Low sec

509

20

Null sec

773

63

Wormhole Space

46

15

Total

1,551

643

A huge amount of money was spent on the tier 3 blueprints; more than 4 trillion ISK. 4,138,410,333,998 ISK to be precise. That’s 8,709 blueprints. How much ISK is 4 trillion ISK? A lot. You’d have to kill Zor eight million times to make 4 trillion ISK.

Click to enlarge
A good indicator of in-space activity is how many ships have been getting blown up before and after the expansion. So to compare the week before and the week after:

  PVP, Week before PVE, Week before PVP, week after PVE, Week after Total
High Sec

8,183

21,500

11,676

30,602

71,961

Low sec

15,886

1,506

21,104

1,871

40,367

Null sec

28,411

2,174

37,866

2,647

71,098

Wormhole Space

3,113

795

5,448

783

10,139

Total

55,593

25,975

76,094

35,903

193,565

…Or a an increase of 37.31%! The average daily peak concurrent user count  also jumped considerably, going from from 38,574 the week before Crucible to 43,180 the week after. We hope you’re all still enjoying the expansion and don’t forget that CCP Soundwave still wants you to tell him about all the little things that you’d like to see changed in this forum thread. If you enjoyed my previous blog about PVP stats, don’t forget to take a look at it’s comments thread where I’ve posted many further stats over the last week.

Misc News Posted By Cybelee - December 13th 2011

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