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[Hyperion Feedback Thread] Mass-Based Spawn Distance After WH Jumps

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Bronya Boga
Ministry of War
Amarr Empire
#581 - 2014-08-07 15:51:56 UTC
Hi fozzie.
I think with this recent dev blog you got 5/6 feature that are amazing (at least imho).

So lets talk about that 1/6, the disturbing feature that makes orcas spawn 11k and caps spawn up to 20k away from the wormhole after they jump.

I am CEO of a corp that isnt large (by wormhole standards) so I often find myself and my corpmates outnumbered which means we often have to use mass to our advantage to limit how much the enemy can bring against us. One of the prominent ways many corporations do that is by using caps and other heavy mass ships and jumping them both ways in quick succession. This is a common strategy that can decide the course of a fight.

Now before I continue I want to first address your statement of why you made such a change. You claim it is to make rage rolling more difficult and dangerous, however larger corporations such as Hard Knocks, Lazerhawks, SSC, ect. Have no issue placing caps in danger because they have the membership base to back up those capitals if they are cought.

Smaller groups such as mine (while we havent had the chance to use this tactic yet) relish in the prospect of throwing dreds at larger entities ON THE CHANCE that we can limit the assets they bring using combat rolling capital. With this change such an action would be suicide for the cap and force us to choose to engage in an unfortunate one sided slaughter to supirior numbers or request an arranged fight where many of their members will lose on content or they will all together decide we would be worth their time. If non of those options are available we are left with no choice but to stay in our pos which we hate doing.

I ask that you reconsider this feature completely. No iteration of a change that reduces the value of tactics and quick responces while rewarding higher membership count is beneficial to the life style wormholers have enjoyed in the past years.

I hope I have made an appealing case and that you would think on this heavily.

Otherwise this expansion is fantastic.
Rivka
University of Caille
Gallente Federation
#582 - 2014-08-07 15:53:48 UTC  |  Edited by: Rivka
CCP Fozzie wrote:
We are not satisfied with how easy and safe it is to close wormholes that could potentially allow other players to interact with W-space operations, as the risk of player interaction should always be the main source of tension and danger in W-space.


CCP Fozzie:

I love the fact that you made this statement. I hope CCP posts these design goals in a sticky post somewhere so we all know what you are striving to achieve.

I would like to suggest this mild correction to your design philosophy:

The ultimate experience in Eve Online, the greatest tension, the greatest satisfaction, the greatest risk/reward, should come from interaction with other players.


Please invert your proposed function so that frigates/recons are further away, and larger ships closer to the hole.

Giving Small Class pilots further distance from gates allows them to make this decision to engage other players or not ... It adds a great deal of tension because there is still the possibility of them being pulled into a conflict... and they HAVE to be alert. This still accomplishes your goal of player exposure.

Sure, it should be much more difficult to collapse wormholes. BUT, this should be done in a trade-off, that there are other means to defend a System... For example, give POS types specific bonuses in wormhole space to compensate.

That being said, always allow players to engage others. But ALSO provide players to pick and choose their fights when confronted--give us the option to retreat. Industrialists and Recon/Explorers should have the advantages at retreat.
Rek Seven
University of Caille
Gallente Federation
#583 - 2014-08-07 15:56:49 UTC
Bronya Boga wrote:
Hi fozzie.
So lets talk about that 1/6, the disturbing feature that makes orcas spawn 11k and caps spawn up to 20k away from the wormhole after they jump.


Are you against the idea completely or would it help if caps only appeared 5km out of jump range, for example?
Hatshepsut IV
Un.Reasonable
#584 - 2014-08-07 15:59:41 UTC  |  Edited by: Hatshepsut IV
I feel like an adult telling a kid over and over that if they eat the whole box of cookies they are going to be sick.........

Living in wormholes has made eve for me, I never truly enjoyed and invested myself in the other gameplay options. They didn't interest me.

A lot of us almost think the reason w-space is currently so awesome in regard's to mechanics compared to the rest of eve is sheer accidental blind luck. Sure we have small nitpicks but by and large a lot of the core mechanics of w-space. (Polarity/mass/statics and no local) are why we are here. They are why we subscribe and struggle and work.

Wormholes have let me grow my corp beyond 2 guys starting out into something that im seriously proud of. A big part of how and why that happened was the ability to efficiently roll holes in the search for pvp/pve. Unlike null/low/high sec we are not guaranteed content.

There are no missions, bounties or anything that are permanent. Even our POS can be taken down/run out of fuel. Everything we play with in w-space is at risk. No other space in eve has this. Even if you lose a war in null there are still stations and places things can be saved. If you **** off the wrong person or just are in the wrong place you can lose it all in w-space.

Despite all this we find it compelling to be here, despite the fact that some days we can literally spend 5-8 hours rolling and scouting and not find a fight, we come back and do it again the next day.

Changes to the way we can roll holes affect this dynamic. Fair fights are a minority its reality....part of the head games that go on is sizing up the opposing force and figuring out what you can do to get the advantage. Polarity and the jumping things back/massing the hole is a big part of our tactics.

http://www.youtube.com/watch?v=snfi2AsJu_c

Watch that video, fights like that is what this change will kill. If this is the type of gameplay you feel isn't compelling/doesn't provide content and value then go right ahead.

You CCP have that your gameplay experience in nullsec isn't what it could be. The mechanics in place which basically mean once a fight is engaged your there win or lose lend themselves to the massive blobs and powerblocs that dominate there. Currently in w-space you can take a fight that isn't a sure thing and retreat back through the hole into a more advantageous position. This change will promote the same type of environment in w-space

Taking away that option will end exactly where people have described, less total fights and engagements short of derpy people losing ships they would likely lose under the current system already.

This change will mean the era of small corps rolling for engagements in their range will likely end, it means rolling over holes during off times will likely just stop. Things will slowdown, this is bad for w-space and therefore bad for the whole game.

We truly want to believe that you have our best interests in mind, prove it to us and don't kill off our way of life.

Public Channel | Un.Welcome

Bronya Boga
Ministry of War
Amarr Empire
#585 - 2014-08-07 16:03:48 UTC
Rek Seven wrote:
Bronya Boga wrote:
Hi fozzie.
So lets talk about that 1/6, the disturbing feature that makes orcas spawn 11k and caps spawn up to 20k away from the wormhole after they jump.


Are you against the idea completely or would it help if caps only appeared 5km out of jump range, for example?


I am against it completely.
Rivka
University of Caille
Gallente Federation
#586 - 2014-08-07 16:04:39 UTC
Rek Seven wrote:
Bronya Boga wrote:
Hi fozzie.
So lets talk about that 1/6, the disturbing feature that makes orcas spawn 11k and caps spawn up to 20k away from the wormhole after they jump.


Are you against the idea completely or would it help if caps only appeared 5km out of jump range, for example?


I agree that there should be a distinction in these mechanics based on ship roles. I especially believe that frigates and recons should get the most distance.

The safety of battleships and dreads/carriers quite beside the point, and changes should not be made to them. (Maybe a little for battleships).

Incursions into wormhole space should be possible. Starting with small ships and working upwards... This can only happen if recons and frigates have some advantages.
Bronya Boga
Ministry of War
Amarr Empire
#587 - 2014-08-07 16:15:34 UTC
Rivka wrote:
Rek Seven wrote:
Bronya Boga wrote:
Hi fozzie.
So lets talk about that 1/6, the disturbing feature that makes orcas spawn 11k and caps spawn up to 20k away from the wormhole after they jump.


Are you against the idea completely or would it help if caps only appeared 5km out of jump range, for example?


I agree that there should be a distinction in these mechanics based on ship roles. I especially believe that frigates and recons should get the most distance.

The safety of battleships and dreads/carriers quite beside the point, and changes should not be made to them. (Maybe a little for battleships).

Incursions into wormhole space should be possible. Starting with small ships and working upwards... This can only happen if recons and frigates have some advantages.


I would argue agaisnt scouts spawning far from the wormhole as well. Catching scouts that are jumping into your system or a scout that can stay alive while hunted when entering a system is a show of how good someone is. Its a vital part of learning to scout in wormholes imho, and I say this as a scout and having 90% of my membership being scouts.
Snakes-On-A-Plane
#588 - 2014-08-07 16:28:52 UTC
Kirasten wrote:
Snakes-On-A-Plane wrote:
I'm just going to put two and two together here. I believe that WH loot has fallen in price significantly, and the purpose of this change is most likely intended to control that depreciation. It's 'very CCP' to focus on the market above all else.

Look at what they have actually said about it:
Quote:
This change is intended to ensure that all attempts to control the local wormhole environment are open to risk of player disruption. We are not satisfied with how easy and safe it is to close wormholes that could potentially allow other players to interact with W-space operations, as the risk of player interaction should always be the main source of tension and danger in W-space.

We made the assumption that their goal was to increase conflict. But they never actually said that. Their only stated intention was to disrupt W-space operations.

Think about it. We have 50-60 pages of posts saying that this won't actually increase conflict, but actually reduce conflict. And yet they soldier on with the idea, even going so far as to implement it without asking anyone's opinion.

But when placed in the context of trying to disrupt loot farming, it falls neatly into place. If pursuing this goal, they don't care if people are hugging a POS for a whole day. In fact, that's ideal. The amount of conflict wouldn't actually concern them. Just so long as they aren't farming and flooding the market with the product. The frigate holes also make a lot of sense, in this context.

I feel like they are cloaking their intentions.
Maybe we should be trying to provide suggestions on how to control loot farming, without ruining wormhole mechanics?




I'd actually like to see this post answered. I'm not saying I agree or disagree, but it is thought provoking at the very least.

Thanks for picking up on that. I don't agree or disagree either, and think it might be a little bit of tin-foil hattery tbh.

But at the same time, it fits the facts very neatly.
Qalix
Long Jump.
#589 - 2014-08-07 16:31:03 UTC
I don't live in WHs, so I don't have a lot to say about this. However, one thing that I thought was pretty cool, but not quite fair, about WH space is that by rolling the hole, you effectively turn the WH system into a giant spaceship that can fly anywhere in EVE (with a few exceptions). It's just like a TARDIS: travel, peek your head out the door, decide if you like what you see, if not, close the door, travel, peek, repeat. There's a lot to like about it, but the residents of the WH system aren't trading off much for what amounts to the ultimate in travel logistics.
Rivka
University of Caille
Gallente Federation
#590 - 2014-08-07 16:31:15 UTC  |  Edited by: Rivka
Bronya Boga wrote:


I would argue agaisnt scouts spawning far from the wormhole as well. Catching scouts that are jumping into your system or a scout that can stay alive while hunted when entering a system is a show of how good someone is. Its a vital part of learning to scout in wormholes imho, and I say this as a scout and having 90% of my membership being scouts.


Why should you punish recons and scouts who have invested so much SP and ISK into these roles?

It seems there is great consensus that carriers/titans/dreads should not be affected.

So, at least a discussion on smaller classes is merited.

Why shouldn't certain roles, (such as recons, scouts, cloaky haulers), get a bonus to the distance they spawn from gates?

I will go even further and state that these changes should affect /ALL/ gates, stargates, and jumpgates...

This would even help get more cruisers into faction warfare.
Rek Seven
University of Caille
Gallente Federation
#591 - 2014-08-07 16:32:13 UTC  |  Edited by: Rek Seven
With the new wormhole spawning mechanic (not showing up until you jump) i think rage rolling will still be very easy and the risks will still be minimal.

For capitals you will simply need to warp to the closest planet and back. The orca can just be fitted with a MWD and other propulsion upgrades to burn back to the hole.

The biggest danger will be in rolling an old hole.
Fluffi Flaffi
Royal Amarr Institute
Amarr Empire
#592 - 2014-08-07 16:32:46 UTC
Rivka wrote:
Rek Seven wrote:
Bronya Boga wrote:
Hi fozzie.
So lets talk about that 1/6, the disturbing feature that makes orcas spawn 11k and caps spawn up to 20k away from the wormhole after they jump.


Are you against the idea completely or would it help if caps only appeared 5km out of jump range, for example?


I agree that there should be a distinction in these mechanics based on ship roles. I especially believe that frigates and recons should get the most distance.

The safety of battleships and dreads/carriers quite beside the point, and changes should not be made to them. (Maybe a little for battleships).

Incursions into wormhole space should be possible. Starting with small ships and working upwards... This can only happen if recons and frigates have some advantages.


Dear Rivka

Again this will cause the complete opposite. If you as a scout spawn 100km off the WH nobody can tackle you. So this inital conflict is already eliminated with the new system. Then you can easily observe whether you want to engage or not.
Nowadays if you jump through a wormhole with a scout and face a camp you most of the times have to react immediately and therefore have the conflict CCP wants to have. You get decloaked maybe by cans or you have just 2 quick options. Jump back and get caought by enemy scouts / tacklers or try to burn away first anc cloak.

And if the camp looks engageable for you you engage now and as well with the new mass feature they plan.
CraftyCroc
Fraternity Alliance Please Ignore
#593 - 2014-08-07 16:36:21 UTC
I think the other ~30 pages have hit the nail on the head.


Rivka
University of Caille
Gallente Federation
#594 - 2014-08-07 16:43:02 UTC
Fluffi Flaffi wrote:


Dear Rivka

Again this will cause the complete opposite. If you as a scout spawn 100km off the WH nobody can tackle you. So this inital conflict is already eliminated with the new system. Then you can easily observe whether you want to engage or not.
Nowadays if you jump through a wormhole with a scout and face a camp you most of the times have to react immediately and therefore have the conflict CCP wants to have. You get decloaked maybe by cans or you have just 2 quick options. Jump back and get caought by enemy scouts / tacklers or try to burn away first anc cloak.

And if the camp looks engageable for you you engage now and as well with the new mass feature they plan.


I think you have stated what I would like perfectly.

EXCEPT: I believe the luxury of spawning 100km away from a wormhole/gate should be reserved for specific ROLES, like recon, cloaky haulers, etc, who have heavily invested SP and ISK into those roles, (specifically navigation, astrometrics, recon, cloaking, etc).

I believe they should get the greatest advantages when it comes to spawning distances.

This gives gate camping a vulnerability--and not always a sure win, and not always some massive slug fest, but a more surgical and tactical outcome. :)
Steven Hackett
Overload This
Escalation Theory
#595 - 2014-08-07 16:49:31 UTC  |  Edited by: Steven Hackett
Rivka wrote:
Fluffi Flaffi wrote:


Dear Rivka

Again this will cause the complete opposite. If you as a scout spawn 100km off the WH nobody can tackle you. So this inital conflict is already eliminated with the new system. Then you can easily observe whether you want to engage or not.
Nowadays if you jump through a wormhole with a scout and face a camp you most of the times have to react immediately and therefore have the conflict CCP wants to have. You get decloaked maybe by cans or you have just 2 quick options. Jump back and get caought by enemy scouts / tacklers or try to burn away first anc cloak.

And if the camp looks engageable for you you engage now and as well with the new mass feature they plan.


I think you have stated what I would like perfectly.

EXCEPT: I believe the luxury of spawning 100km away from a wormhole/gate should be reserved for specific ROLES, like recon, cloaky haulers, etc, who have heavily invested SP and ISK into those roles, (specifically navigation, astrometrics, recon, cloaking, etc).

I believe they should get the greatest advantages when it comes to spawning distances.

This gives gate camping a vulnerability--and not always a sure win, and not always some massive slug fest, but a more surgical and tactical outcome. :)

So instead of just giving the ships bonuses that makes them insanely hard to catch(if flown properly), you want to make them impossible to catch...
The ships you mention are already pretty easy to fly trough gatecamps.. I rather often fly both recons and cloaky haulers and tbh. if you get caught, you are either very unlucky, or bad :o

As for the actual proposed changes, I think the opinion is pretty clear.. Now its up to CCP whether they want a happy community and a healthy game, or continue down the dark road they are on.
Qalix
Long Jump.
#596 - 2014-08-07 16:52:07 UTC
Rek Seven wrote:
With the new wormhole spawning mechanic (not showing up until you jump) i think rage rolling will still be very easy and the risks will still be minimal.

For capitals you will simply need to warp to the closest planet and back. The orca can just be fitted with a MWD and other propulsion upgrades to burn back to the hole.

The biggest danger will be in rolling an old hole.

You're behind the times. Check that thread; they're adding a timer.
Bronya Boga
Ministry of War
Amarr Empire
#597 - 2014-08-07 17:01:00 UTC  |  Edited by: Bronya Boga
Rivka wrote:
Fluffi Flaffi wrote:


Dear Rivka

Again this will cause the complete opposite. If you as a scout spawn 100km off the WH nobody can tackle you. So this inital conflict is already eliminated with the new system. Then you can easily observe whether you want to engage or not.
Nowadays if you jump through a wormhole with a scout and face a camp you most of the times have to react immediately and therefore have the conflict CCP wants to have. You get decloaked maybe by cans or you have just 2 quick options. Jump back and get caought by enemy scouts / tacklers or try to burn away first anc cloak.

And if the camp looks engageable for you you engage now and as well with the new mass feature they plan.


I think you have stated what I would like perfectly.

EXCEPT: I believe the luxury of spawning 100km away from a wormhole/gate should be reserved for specific ROLES, like recon, cloaky haulers, etc, who have heavily invested SP and ISK into those roles, (specifically navigation, astrometrics, recon, cloaking, etc).

I believe they should get the greatest advantages when it comes to spawning distances.

This gives gate camping a vulnerability--and not always a sure win, and not always some massive slug fest, but a more surgical and tactical outcome. :)


If your scout gets cought by a camped wh. You are just bad at it and need more practice. I havent lost a scout in a VERY long time and catching cloaky haulers is difficult in itself why would you want to make it even harder?
Altirius Saldiaro
Doomheim
#598 - 2014-08-07 17:07:53 UTC
Bronya Boga wrote:
Rek Seven wrote:
Bronya Boga wrote:
Hi fozzie.
So lets talk about that 1/6, the disturbing feature that makes orcas spawn 11k and caps spawn up to 20k away from the wormhole after they jump.


Are you against the idea completely or would it help if caps only appeared 5km out of jump range, for example?


I am against it completely.


When is the next DTP podcast being recorded? Look forward to hearing you talk about this.
Rek Seven
University of Caille
Gallente Federation
#599 - 2014-08-07 17:13:59 UTC
Qalix wrote:
Rek Seven wrote:
With the new wormhole spawning mechanic (not showing up until you jump) i think rage rolling will still be very easy and the risks will still be minimal.

For capitals you will simply need to warp to the closest planet and back. The orca can just be fitted with a MWD and other propulsion upgrades to burn back to the hole.

The biggest danger will be in rolling an old hole.

You're behind the times. Check that thread; they're adding a timer.


The last thing i heard was that they were considering adding a timer... Even if they do, it makes no difference to what i said.
Serendipity Lost
Repo Industries
#600 - 2014-08-07 17:17:52 UTC
Rek Seven wrote:
With the new wormhole spawning mechanic (not showing up until you jump) i think rage rolling will still be very easy and the risks will still be minimal.

For capitals you will simply need to warp to the closest planet and back. The orca can just be fitted with a MWD and other propulsion upgrades to burn back to the hole.

The biggest danger will be in rolling an old hole.



Have you flown a capital ship (esp since the changes to warp)? It is one click to warp to the nearest planet, so it is simple. Simple to initiate doesn't get you to the planet and back. Anything inside 54km makes you 'simply pointable' by a proteus. The only ship that can 'simply web' you at that range is a loki. They have the same lock time, the point is instant and the web helps,but isn't instant. So... getting 'simply pointed' is what will simply happen when you 'simply warp to the closest planet''. Anything that can't cloak/get into warp before proteus point 'simply doesn't go anywhere'.

The mwd orca is a different issue. It may actually have a chance. If I can get up to speed it might be able to just coast into the wh and jump back. Things that will prevent that - bumping it out of alignment before it gets up to speed, webs, scrams. I would bet on getting up to speed and coasting into jump range to be a slim chance.