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[Hyperion Feedback Thread] Random WHs and the New Small Ship WHs

First post
Author
Jpeg Coma
School of Applied Knowledge
Caldari State
#221 - 2014-08-08 15:40:54 UTC
DirtyJob wrote:
Stacy Lone wrote:

I'm very concerned that some of these changes will hurt new, low-sp player with relatively small ISK very badly, while providing no real content to the already estabished, powerful wspace residents. I can't imagine the established, rich alliances getting fun out of trashing frigs.



ohh.. of course they will have fun trashing frighs on some marauder or anything killing sleepers. But you are right that CCP needs to consider this addition. Thank Bob they put very strict limit on ship mass passing through such unlimited hole.

Maybe limit this hole to not connect to low end W-space?

Imho till it won't allow cruise it looks OK.



Agree with guys on limit such kind of frig only holes to spawn in lower end of WH (like C1 and C2).

If it will be implimented as it was said from the begging -> the WH space for new players will be ended. Even if you join some kind of WH based corp, they can't be where all the time for you with good/mighty ships, so you will be forced either leave the WH or play only when your corpees are online.

Udonor
Doomheim
#222 - 2014-08-08 16:21:01 UTC  |  Edited by: Udonor
WH crossings should not be the same as gate jumps.

Some WH types should give smoother rides than others possibly with some interaction between ship masses (current ship and maybe immediately prior ships) and WH mass limits.

Idea In any case I think cloaking devices and possibly other systems should probably be disrupted by the gravity distortions of WH transition. Idea
How long disrupted could depend on how smooth the WH transition was.

Idea Plus you should consider disrupting cloaks "permanently" within a certain type dependent radius of a wh due to ongoing gravity waves. WIth a radius bonus for additional waves from EOL and mass instability. Idea


Why? #1 Because it makes sense (cloaks are delicate technology requiring active modules off etc)

Cool BUT more importantly it encourages PVP encounters. Big smile
Solo covert wanders cannot just evade unfavorable engagements if there is someone even partially alert close by.

(Sure a really alert person sometimes gets a lock under current rules if they fill mid-slots with sensor boosters. But its chancy, really messes with shield tanks and it helps a lot to be close to CCP servers versus across an ocean with lag surging connections.)

WH settlers are far more likely to try to gate camp their side of a WH connection if they can clearly see what is transitioning.
Big smile Of course that may well lead to overconfidence if you are bring overwhelming fleet force. Big smile

Enlarges the possibilities for roaming gankers. Disrupt cloaks and now WH connection is more worthwhile camping after plinking at someone's POS or POCOs during peak hours. Make it so WH spawns tend to form short paths between null and high sec trade hubs -- and now it might be really worth camping certain WH connections (though killing the cloaked vanguard maybe forego the more profitable if bulk loot in the main convoy but we were after killboard and T3 tears anyways).
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#223 - 2014-08-08 16:54:37 UTC  |  Edited by: epicurus ataraxia
Udonor wrote:
WH crossings should not be the same as gate jumps.

Some WH types should give smoother rides than others possibly with some interaction between ship masses (current ship and maybe immediately prior ships) and WH mass limits.

Idea In any case I think cloaking devices and possibly other systems should probably be disrupted by the gravity distortions of WH transition. Idea
How long disrupted could depend on how smooth the WH transition was.

Idea Plus you should consider disrupting cloaks "permanently" within a certain type dependent radius of a wh due to ongoing gravity waves. WIth a radius bonus for additional waves from EOL and mass instability. Idea


Why? #1 Because it makes sense (cloaks are delicate technology requiring active modules off etc)

Cool BUT more importantly it encourages PVP encounters. Big smile
Solo covert wanders cannot just evade unfavorable engagements if there is someone even partially alert close by.

(Sure a really alert person sometimes gets a lock under current rules if they fill mid-slots with sensor boosters. But its chancy, really messes with shield tanks and it helps a lot to be close to CCP servers versus across an ocean with lag surging connections.)

WH settlers are far more likely to try to gate camp their side of a WH connection if they can clearly see what is transitioning.
Big smile Of course that may well lead to overconfidence if you are bring overwhelming fleet force. Big smile

Enlarges the possibilities for roaming gankers. Disrupt cloaks and now WH connection is more worthwhile camping after plinking at someone's POS or POCOs during peak hours. Make it so WH spawns tend to form short paths between null and high sec trade hubs -- and now it might be really worth camping certain WH connections (though killing the cloaked vanguard maybe forego the more profitable if bulk loot in the main convoy but we were after killboard and T3 tears anyways).


Well, I suppose it's a change of tack from kill AFK cloaky campers, but is this really the right thread for this?

There is one EvE. Many people. Many lifestyles. WE are EvE

Alundil
Rolled Out
#224 - 2014-08-08 16:56:55 UTC
Udonor wrote:
too many emotes


What is that? Twitter/text message gone awry? Too many faces, didn't read.

I'm right behind you

Udonor
Doomheim
#225 - 2014-08-08 17:20:11 UTC
Again nicely done idea.


But you could expand on that idea by adding in WH with "single end stability". This would ensure a mix of larger and small scale PVP by unpredictable breaking up big fleets to different destinations despite using the same WH.

That is the non-K162 side looks like a normal wormhole and lives a normal lifetime in its home system but...

the location of the destination K162 varies over the lifetime of the WH connection based on mass passing or time. That is a ship near the single ship mass limit can cause the destination to change as can a series of ships whose sum approaches the single ship limit. The destination can also change after a random time longer than the minimum change interval.

Obviously the normal static wormholes would not be affected although new additional static WH could be added so that there is always a destination variable wh present.

Recommend that examination of "single end stable" wh connections appear like some traditional WH type number and that only observation reveal their "single end stable" nature. Note that observations may not require crossing the wh connection if a change occur where the color of light from the destination system changes.
Udonor
Doomheim
#226 - 2014-08-08 17:22:17 UTC
Alundil wrote:
Udonor wrote:
too many emotes


What is that? Twitter/text message gone awry? Too many faces, didn't read.


cool someone with standards

standards that are irrelevant

But standards none the less
Udonor
Doomheim
#227 - 2014-08-08 17:29:37 UTC
Alundil wrote:
Udonor wrote:
too many emotes


What is that? Twitter/text message gone awry? Too many faces, didn't read.



PS one liners like yours are very TWITTER

since TWITTER users like yourself often cannot retain info while reading multiple lines,
I was bracketing key ideas with emotes so you digest parts of the concept if not the whole thing
Justin Cody
War Firm
#228 - 2014-08-08 17:34:13 UTC
Phoenix Jones wrote:
Rek Seven wrote:
Seems like an interesting addition but i don't really see the advantage of only being able to take frigates to fight the guys you are connected to... seems like it's a case of taking a knife to a gun fight.

Fozzie, please don't ignore this comment:
naed21 wrote:
Sounds like fun, however i'd be nice to be able to change out clones so we can take advantage of these "encouraged frigate roams" without worrying about losing pirate implants constantly.

Any word in that regard? I know people have talked about letting the rorqual do clone swapping.



The pod issue has to be addressed.

Making a POD swapping module for a POS would do it (so the pod would become a permanent fixture in a POS. The POS Module is destroyed? All the Pods and Implants blow up too.

Think of it as a Personal Hanger Array for PODS. They can't be removed by directors, can't be destroyed externally. If you really want to make it interesting, give it CPU so that it shuts down and is not accessible when the POS is reinforced.


The pod issue is a non issue. don't fly it if you can't afford to lose it. EVE is meant to have significant consequences. It is not connected to the value of your ship in any way. Wormholes don't have jump clones *maybe someday but likely never* and you just have to deal with operating in a frontier like area.

If some pilot pops your pod...so what? That isn't CCP's problem unless there's an exploit being used and there is a game breaking bug that happens at the time. So assuming the game mechanics are used properly and work properly you have no right to call for such a benefit...just because you chose to fly a frigate.

If you want to swap out your pod you go to empire space and jump clone. There is already a mechanic that solves your issue and a skill that reduces the time between jump clones to 19 hours at level 5.
Udonor
Doomheim
#229 - 2014-08-08 18:25:31 UTC  |  Edited by: Udonor
Udonor wrote:
Again nicely done idea.


But you could expand on that idea by adding in WH with "single end stability". This would ensure a mix of larger and small scale PVP by unpredictable breaking up big fleets to different destinations despite using the same WH.

That is the non-K162 side looks like a normal wormhole and lives a normal lifetime in its home system but...

the location of the destination K162 varies over the lifetime of the WH connection based on mass passing or time. That is a ship near the single ship mass limit can cause the destination to change as can a series of ships whose sum approaches the single ship limit. The destination can also change after a random time longer than the minimum change interval.

Obviously the normal static wormholes would not be affected although new additional static WH could be added so that there is always a destination variable wh present.

Recommend that examination of "single end stable" wh connections appear like some traditional WH type number and that only observation reveal their "single end stable" nature. Note that observations may not require crossing the wh connection if a change occur where the color of light from the destination system changes.




Historically the best WH fights are usually when a new PVP roam enters a system where another PVP roam has stopped to hassle or wait out some pissant WH squatter. ROFLMAO - 4 way fights between roams while the system dwellers squat in their POS shaking in their boots.


Just not sure the goals Fozzie named will be met by the changes he proposed without baggage. Baggage like lots of action up front followed by none because no one wants to do only T3 min-blobs in mostly empty systems. The WH ecology can sustain a lot more 2-4 vs 2-4 type action than all big roams. I just threw out one idea for meeting the new goals within WH ecology limits earlier. If anyone has better cool.

I think just adding more WHs will make it too much easier to attack WH settlers with repeated big roams. But WH activity will potentially drop to zero after an initial flurry of too many big roam groups that drives out most full time WH dwellers.

I sort of doubt the big roam groups rattling around in a lot of empty space will run into each other very often if they have no reason to pause in a system. PVE will not be a good reason for many PVP hungry players to pause in WH very long. So I see roams evaporating quickly (2-3 weeks?) after most full time squatters leave.

So it might be a hellavu cool 3 months WH PVP before that but will Fozzie ideas AS-IS be worth it in the end?
Unfortunately probably not for those who like WH life and regular WH PVP.
Gavin Dax
Sebiestor Tribe
Minmatar Republic
#230 - 2014-08-08 18:29:01 UTC
Caleb Seremshur wrote:
Gavin Dax wrote:
IMO EVE needs more incentives for people to fly BS and BC class... not frigs. This change just will mean more annoying huge frig blobs, but won't do anything to increase the amount of GFs people have in WH space.


Well really battleships are supposed to be wielded at a fleet/gang level only. Solo battleships are not really a "thing" or at least they're not meant to be. Vessels like the machariel and kronos if you will might be your exceptions but that's not really fair since they're of limited supply over the much more easily constructed t1 ships.


I wasn't referring to solo specifically - many people solo in battleships though. As with any solo ship they have their limitations and can be easily countered by other ship classes/types/blobs.

What I mean is that IMO EVE would be more fun if the game mechanics encouraged better quality fights rather than (or more accurately "in addition to") blobs and ganks. WHs could be a great way to do this since they limit what you can bring to the fight, have interesting WH effects, etc. but this change simply will mean more frig/inty gank fleets (and if you want good frig fights you can already just go to faction warfare systems anyway).

CCP should do more to encourage fleets (and small gangs) with at least some battleships and battlecruisers in their comp that are reasonable for wormhole residents to form up for and engage. There should be WH incentives and limitations that (at least in some parts of WH space) act to encourage these fights. The frig wormholes proposed by this change are a step in the wrong direction, and just do more to discourage good fights in favor of ganks.
Phoenix Jones
Small-Arms Fire
#231 - 2014-08-08 18:33:05 UTC
Justin Cody wrote:
Phoenix Jones wrote:
Rek Seven wrote:
Seems like an interesting addition but i don't really see the advantage of only being able to take frigates to fight the guys you are connected to... seems like it's a case of taking a knife to a gun fight.

Fozzie, please don't ignore this comment:
naed21 wrote:
Sounds like fun, however i'd be nice to be able to change out clones so we can take advantage of these "encouraged frigate roams" without worrying about losing pirate implants constantly.

Any word in that regard? I know people have talked about letting the rorqual do clone swapping.



The pod issue has to be addressed.

Making a POD swapping module for a POS would do it (so the pod would become a permanent fixture in a POS. The POS Module is destroyed? All the Pods and Implants blow up too.

Think of it as a Personal Hanger Array for PODS. They can't be removed by directors, can't be destroyed externally. If you really want to make it interesting, give it CPU so that it shuts down and is not accessible when the POS is reinforced.


The pod issue is a non issue. don't fly it if you can't afford to lose it. EVE is meant to have significant consequences. It is not connected to the value of your ship in any way. Wormholes don't have jump clones *maybe someday but likely never* and you just have to deal with operating in a frontier like area.

If some pilot pops your pod...so what? That isn't CCP's problem unless there's an exploit being used and there is a game breaking bug that happens at the time. So assuming the game mechanics are used properly and work properly you have no right to call for such a benefit...just because you chose to fly a frigate.

If you want to swap out your pod you go to empire space and jump clone. There is already a mechanic that solves your issue and a skill that reduces the time between jump clones to 19 hours at level 5.


It's too much for me to type on mobile ATM, but see page 10 as we discussed in detail this exact argument. It basically spanned the entire page.

https://forums.eveonline.com/default.aspx?g=posts&t=364401&p=10

Yaay!!!!

Alundil
Rolled Out
#232 - 2014-08-08 19:58:42 UTC
Udonor wrote:
Alundil wrote:
Udonor wrote:
too many emotes


What is that? Twitter/text message gone awry? Too many faces, didn't read.



PS one liners like yours are very TWITTER

since TWITTER users like yourself often cannot retain info while reading multiple lines,
I was bracketing key ideas with emotes so you digest parts of the concept if not the whole thing


I categorically refuse to use twit(ter). In general my comments run far more than 140 characters.

But perhaps you could seek to use standard forms of punctuation to delineate your thoughts. Things like paragraphs, line breaks and if you're feeling really frisky bullets.

I'm right behind you

Saisin
Chao3's Rogue Operatives Corp
#233 - 2014-08-08 22:36:42 UTC
epicurus ataraxia wrote:


Why? so we can enjoy for example the new frigate mechanics.
Would anyone with slaves for example choose to jump blind into a "mini hole" when there is a smart bombing battleship on the other side? Thought not.



So that rich carebears can enjoy the new features without risking their precious implants?
Bringing in high value implants in Wormholes should remain as it is now, I.e. extremely dangerous, and limitating.

WH fights should not become owned by the richer corps/players with high value implants, and little risk to loose them if they can start to choose when to risk these implants.


epicurus ataraxia wrote:

as for risk free? you lose your pos you lose all your clones and all those lovely implants.


Yeah, right (sarcasm..)

We all know that the POSes that are the safest already belong to the richest and best connected players and corps. These are the players that will maximize use of high value implants in WH...

Swapping clones in WH will only favors the already existing elite

Vote Borat Guereen for CSM XII

Check out the Minarchist Space Project

Justin Cody
War Firm
#234 - 2014-08-09 03:55:50 UTC
Phoenix Jones wrote:
The point is wormhole space never revolved around frigates. It has always been cruisers , t3's and battlecruisers maxed out for survival.

Frigate play is an entirely new meta. You want to make wormholers play, you have to give them a way to swap out their heads because of the new meta.

(This isn't something like a flavor of the month, CCP wants entirely new gameplay in total.
Smaller ships
Faster ships
Cheaper ships

Wormholers have revolved around the meta of t3's and support for them.

Highsec, lowsec, nullsec has no issues at all with this because they have both the stations and the facilities to change everything at a moments notice.

I want people to play with implants in their head, but people are not that risk adverse to risk more than 50 to 100 million isk of implants in a frigate and/or destroyer with the ehp of wet toilet paper.

I cannot contemplate why I would put on the field my pilot in a interceptor or assault frigate fit at around 50 million isk, when I have a billion isk clone. And the only way to fix that issue and for me to commit something more appropriate to the ship I am flying is to find a space station (goodluck with these holes only having a capable nullsec), that I can dock at, then jump clones (probably halfway across the galaxy) then make my way back in anytype of acceptable timeframe.

I live in wormholes, let me store my clone in wormholes. And if I get sieged and evicted, I can kiss all my clones in my wormhole goodbye.

Because I can't see how the hell I'm going to get them out before someone blows up the pos.

Risk is already there. Reward, blow up my pos.

Heck I wish I could blow up the space station you keep your pod in.


1) you must suck at living in wormholes if you can't afford some decent implants once in a while.
2) people wear snakes when flying frigates all the time...and crystal sets.
3) your lack of comprehension doesn't mean that it isn't sensible...it just means you lack the capacity to reason out an argument
4) You are projecting your own 'needs' onto the rest of the EVE populace. This is wrong.
5) wormhole space is unknown frontier space...you cannot haz all the services you get everywhere else. Deal with it.
6) If you cannot maintain hole control...too bad. If you get sieged...again too bad. The attackers had to put in considerable effort to siege you out...especially if you're in a WH under class 5 where they can't bring in their own cap support. In C5+ space it still takes a good amount of time to get caps in to siege. Only 3 at a time per hole can get in. Most bears close any hole that isn't the static.
7) You will probably at some point be able to dock ships and have a captains quarters in a POS...but not until after the roles revamp. Then comes addressing POS's. If I catch you with a billion+ ISK clone then good for me and it sucks to be you...but its internet space pixels...you have no 'right' to them.

Play how you want but do not even try to force your perspective on the rest of us. If you don't want to fly with expensive clones then don't.
Rek Seven
University of Caille
Gallente Federation
#235 - 2014-08-09 08:50:03 UTC  |  Edited by: Rek Seven
Why do you care if someone swaps their clone?

Allowing clone swapping in wormhole space may encourage more people to take part in pvp and to fly different ships other than armour T3.

If the change happens, feel free to stay in you slave clone while you fly and interceptor through the new small wormhole. When we pod you, we'll have a good laugh on comms at how foolish you are.
Mal Nina
The Red Circle Inc.
Ministry of Inappropriate Footwork
#236 - 2014-08-09 11:24:01 UTC
Coming from the indy side, we just upped the risk in ways that are very difficult to mitigate. Large entities will be able to jump a fleet through these holes and gank whomever is trying to mine, do PI, or running logistics with very little risk. With more risk and no offsetting reward you are chasing smaller entities from the WH base.

From a PVP perspective I can see this as fun, until the smaller entities all fold up and move out. Then with space devoid of targets it will once again be boring. How many times do we jump through 30-50 Null sec systems only to find POS spinning or empty systems. Without content improvements you can invent all the mechanics you want and the game will still not result in more gank/PVP opportunities.
Rei Moon
Perkone
Caldari State
#237 - 2014-08-09 14:15:49 UTC
1. There come the HERO frig blobs! Nah, just please remove this mass regeneration idea.

2. Reduce hole mass, make it rollable with 200 MWD frig jumps.

3. Do not allow bubble trick, we'd just have sabre blobs, that would suck.

Down the pole podcast "Annhhh"

Phoenix Jones
Small-Arms Fire
#238 - 2014-08-09 14:31:47 UTC
Rumbled through the jump numbers a bit more and have come up with some conclusions and some modifications.

1) these wormholes do not need to regen at a fast rate.
2) these do need flow control
3) these should have low mass

Cap he mass amount.

My estimate, would be 75 jumps. 100 is too high, 50 jumps is too small. 75 is fair.

Now instead of capping these wormholes with a jump amount, you cap it with the mass. The total mass of these wormholes should be between 140,000,000 to 160,000,000. That permits roughly 75 to 100 frigate jumps through before it dies.

If CCP is hellbent on this wormhole regeneration, set it at 40 million mass every 2 hours (or 20 million every hour).

Set it that even if you mass the hole, it won't collapse. You just wouldn't be able to jump through it.

So you can potentially mass it, it won't collapse, and it gives you a timer.

Increase the polarization from 4 to 6 minutes to also deal with people trying to purposefully mass it (you can, just takes longer).

Just my thoughts at this time using limited information that is provided.

Controversial concepts for a controversial thread.

Yaay!!!!

Rei Moon
Perkone
Caldari State
#239 - 2014-08-09 14:40:57 UTC
Yes, make it crittable but not collapsible, I see, i like it, but still, will this prevent blobs? Maybe make it crit with 30 frig jumps, then it will have delayed regen. meaning, if you jump your enyo fleet, you'll only retreat after 2 hours.

Down the pole podcast "Annhhh"

MurinA 7o9
Slumbered For Millennia
#240 - 2014-08-09 14:46:57 UTC
its obvious changes are made to make wormhole life harder ..and i think this expansion is one big nerf to wormhole community