The latest dev blog for EVE Online is from CCP Diagoras and contains some numbers and information about ship losses through PvP over the last year from April 2008 to April 2009. Firstly there are some very specific subscriber numbers. At the end of April 2008 the game had 234,314 active paying accounts, which had grown to 299,064 by the end of April 2009, which fits nicely with their statement a few days later that the game had passed 300,000 paying subscribers. Using these numbers and the number of ship losses which involved another player attacking he comes up with the information that in April 2008 there were 0.61 ship losses per subscriber in that month. By April 2009 this had raised to 0.67.
The blog then follows up with a series of graphs that show more specific PvP ship losses per month. Some interesting highlights include how dreadnaught losses fluctuate over time compared to the number of each capital ship type destroyed per month which reflects the pattern of big battles over that time, and the numbers of Battleships and Interceptors destroyed which show the preference players have for Caldari and Gallente ships.
Reader Comments (2)
Posted: May 28th 2009 10:32PM Benicio said
The only thing holding me back from more vigorous pvp is every ship loss means a week of grinding isk to get another one.
Posted: Jun 6th 2009 12:10PM sdpagent said
Don't care about the cost of the ship anymore, it's more about the time spent waiting on gates or just being online waiting for the next evenly matched fight to occur. Its rare that both sides will engage, if you go for a roam, people will run, or you will find too many hostiles and then be the runner. People are smart with their ships and will not fight unless they are fairly certain they will win.
Got a kill last night only by warping to a camped station in drake acting as bait with my backup jumping into system and warping in when i was at 50% shield. The enemy wouldn't have stuck around if they hadn't thought they could finish me off quickly and then run, thus causing them to die instead. Good thing a drakes tank increases as it gets closer to 33% shield. I didn't even die.
Got a kill last night only by warping to a camped station in drake acting as bait with my backup jumping into system and warping in when i was at 50% shield. The enemy wouldn't have stuck around if they hadn't thought they could finish me off quickly and then run, thus causing them to die instead. Good thing a drakes tank increases as it gets closer to 33% shield. I didn't even die.







