These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Wormholes

 
  • Topic is locked indefinitely.
 

WORMHOLE!! PVE Little things

First post First post First post
Author
Obil Que
Star Explorers
Solis Tenebris
#81 - 2014-11-11 18:34:30 UTC
roxtarr wrote:
The ore de-spawn mechanic needs to be looked at. I've noticed they tend to just 'clump up' in unoccupied systems. They should just last 72 hours regardless if they have been warped to or not. Oh, and make them sigs again.


This is true for all sites. Putting a timer on any signature or anomaly regardless of activation would prevent sites from pooling in unoccupied systems. That being said, stumbling on one of those "goldmine" systems is quite a thrill that I'm not sure I would want to give up
roxtarr
State War Academy
Caldari State
#82 - 2014-11-11 18:43:03 UTC
Obil Que wrote:
roxtarr wrote:
The ore de-spawn mechanic needs to be looked at. I've noticed they tend to just 'clump up' in unoccupied systems. They should just last 72 hours regardless if they have been warped to or not. Oh, and make them sigs again.


This is true for all sites. Putting a timer on any signature or anomaly regardless of activation would prevent sites from pooling in unoccupied systems. That being said, stumbling on one of those "goldmine" systems is quite a thrill that I'm not sure I would want to give up


I can't imagine that this was the intended consequence of this mechanic.
Winthorp
#83 - 2014-11-11 18:47:52 UTC
So new sleeper sites are being distributed in known space ehh...
Obil Que
Star Explorers
Solis Tenebris
#84 - 2014-11-11 18:52:10 UTC
roxtarr wrote:
Obil Que wrote:
roxtarr wrote:
The ore de-spawn mechanic needs to be looked at. I've noticed they tend to just 'clump up' in unoccupied systems. They should just last 72 hours regardless if they have been warped to or not. Oh, and make them sigs again.


This is true for all sites. Putting a timer on any signature or anomaly regardless of activation would prevent sites from pooling in unoccupied systems. That being said, stumbling on one of those "goldmine" systems is quite a thrill that I'm not sure I would want to give up


I can't imagine that this was the intended consequence of this mechanic.


I wonder if it would be a negative or positive effect if having a ship active (logged on) inside a wormhole caused the timer to start without warping or otherwise interacting with each anom/sig individually. If the timer was sufficiently long, say 1 week or more, it may not be a negative effect on a home system (all sigs start counting basically as soon as they spawn) but then the lone scout moving through a chain would be triggering a wave of respawns in systems that maybe were otherwise untouched.
Meiyang Lee
Game Instrument Applications
#85 - 2014-11-11 19:06:48 UTC
corbexx wrote:
This is a PVE little things thread not to be confused with the general little things.

C1 sites with loads of sentry guns, being a issue to people just warping in to see and getting wtf owned.




If the player warping in is not in a frigate (and if he/she intends to run the site, they shouldn't be), then there shouldn't be too much of an issue.

My knowledge is old, so it may well be out of date, but don't these turrets have serious trouble tracking cruiser sized targets with even basic speed mods? My AB fit Sacrilege certainly didn't get hit much once I got my speed up a bit.

Sitting still after warp-in meant my shields were gone in a handful of hits, but once you're moving they won't hurt much.

However, I will say again, this was a long time ago, so CCP may have changed it, but that would be quite a drastic change.
Gospadin
Bastard Children of Poinen
#86 - 2014-11-11 19:11:05 UTC
I have no problem with daytrippers being melted, or some sites being significantly harder than others. W-space shouldn't be easy.

My only complaint is that the graphics effects on gas sites and some combat sites melts my video card, and I get huge lag panning around. They really need to optimize the effect generation so that I don't have to move my camera perspective somewhere else in order for the game to be playable.
Gospadin
Bastard Children of Poinen
#87 - 2014-11-11 20:20:49 UTC
Obil Que wrote:
roxtarr wrote:
The ore de-spawn mechanic needs to be looked at. I've noticed they tend to just 'clump up' in unoccupied systems. They should just last 72 hours regardless if they have been warped to or not. Oh, and make them sigs again.


This is true for all sites. Putting a timer on any signature or anomaly regardless of activation would prevent sites from pooling in unoccupied systems. That being said, stumbling on one of those "goldmine" systems is quite a thrill that I'm not sure I would want to give up


There's a chance that eliminating the timer that starts when a site is first warped to would increase conflict, since people would be driven to run the sites in foreign systems, instead of what I see today which is people initiate warp to all the sites in their static, to ensure that none of them survive 3 days without spawning somewhere else, even if they're not going to run them themselves.
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#88 - 2014-11-11 20:24:20 UTC
A few Little Things:

- I'm not opposed to the presence of sentries in sites and their difficulty as it has been mentioned before (I do like them), but I think at least they should drop something when destroyed, even if it's just an empty wreck or an standard wreck+blue loot. At least that would balance their other issues.

- I approve of Ore Sites to have a warp-in point located a bit closer to the asteroids. Yes, you might get some more time if someone warps to the site, and using a MWD Venture/Prospect does reduce travel time, but is still a very long distance (in the 100 km order of magnitude). I'd suggest to reduce it to about 80 km as maximum, similar to Gas Sites. You'll still need to bookmark the asteroids for your mining barges if you want to be quick and as safe as possible, though. Unless that's intended.

- As others posted, Data/Relic sites could have their loot concentrated in just a few cans (3-ish), instead of making you trace a full circle of cans for several minutes.

- Those non-harvestable gas clouds are pretty, but they destroy FPS even for high-end machines. I'm sure there are other ways to add some cool ambience without using something so CPU consuming. An improvement in this matter would also help K-space sites, even Mission ones.

- Not sure about the current state of C4, but before the first wave of changes to W-space they were problematic for PVE because they had difficult rats but no Capital Escalations. So, if it's still the case, what about Subcapital Escalations for this class? When enough battleships are on grid, an special reinforcement wave spawns, which might even have 1-2 of the über-Sleeper-battleships that spawn on Capital Escalations, along with their associated, expensive loot. So C4 PVEers would get a small glance at Capital Escalations' money, without reaching those levels, but while being above C3's and not having to use capital ships.

- Some more new variants of Sleeper ships and structures, along with their own models, would be pretty cool and refreshing. Perhaps true Sleeper drones? Sleeper dreadnought? New variants for already existing classes? And please, give Sleepers their own, moving turrets; they keep shooting from their armor plates.

Hope this helps.
Gospadin
Bastard Children of Poinen
#89 - 2014-11-11 23:03:00 UTC  |  Edited by: Gospadin
Komodo Askold wrote:
- Those non-harvestable gas clouds are pretty, but they destroy FPS even for high-end machines. I'm sure there are other ways to add some cool ambience without using something so CPU consuming. An improvement in this matter would also help K-space sites, even Mission ones.


This.

GTX780
Xeon E3-1275v3
16GB RAM

...
almost unplayable near those clouds
Murashu
Dead and Delirious
Brotherhood of Spacers
#90 - 2014-11-12 07:03:09 UTC
Add date back to the UI so those of us who time/date stamp our bookmarks can easily see this info again. Most of us do not live in the same time zone as the EVE servers so dates are often mixed up.
TheBlueFox
Perpetua Umbra
Interstellar Alcohol Conglomerate
#91 - 2014-11-12 10:26:23 UTC  |  Edited by: TheBlueFox
As is stands, capital escalations in C5s and C6s are far too easily exploited in red giant and magnetar type wormholes due to the consistent spawn location of the sleepless guardian battleships. In a red giant, with the requisite number of capitals, a half dozen smartbombing battleships will clear the entire field of a fully escalated site of sleepless guardians in approximately 30 seconds. In a magnetar, a dreadnought warping in at the spawn point can run the site solo as the guardians will have zero transversal as they burn from the spawn point to establish an orbit at about 40km. The lone dreadnought can kill them all before they reach said orbit due to the higher damage output. The site is then further escalated by warping further capitals at extreme ranges. Randomized spawn locations would prevent such activities and still allow sites to be run by more "traditional" methods. Should be trivially easy to implement and will benefit everyone that isn't in an exclusive club that gets to call one of the aforementioned wormholes home.
Aladar Dangerface
Federal Navy Academy
Gallente Federation
#92 - 2014-11-12 10:34:09 UTC
RudinV wrote:
Alliance bookmarks.

This. OMG this.

I don't need twitter. I'm already following you.

Ridvanson
#93 - 2014-11-12 11:13:45 UTC
TheBlueFox wrote:
As is stands, capital escalations in C5s and C6s are far too easily exploited in red giant and magnetar type wormholes due to the consistent spawn location of the sleepless guardian battleships. In a red giant, with the requisite number of capitals, a half dozen smartbombing battleships will clear the entire field of a fully escalated site of sleepless guardians in approximately 30 seconds..


How many groups/people are actually doing that? Afaik noone does it in C5 ... in C6 space it's maybe three or four?

TheBlueFox wrote:
In a magnetar, a dreadnought warping in at the spawn point can run the site solo as the guardians will have zero transversal as they burn from the spawn point to establish an orbit at about 40km. The lone dreadnought can kill them all before they reach said orbit due to the higher damage output. The site is then further escalated by warping further capitals at extreme ranges. Randomized spawn locations would prevent such activities and still allow sites to be run by more "traditional" methods. Should be trivially easy to implement and will benefit everyone that isn't in an exclusive club that gets to call one of the aforementioned wormholes home.


Newsflash: the single dread method works in every hole, even in CV and BH. But again, how many people do that?

The change you propose would affect almost all groups that run their escalations in the traditional way since they would now

a) need to wait for the guardians to get in webbing range
b) have less applied dps since the guardians are no longer in optimal and have greater transversal ...

Bottom line this would necessitate an additional siege cycle for most small to medium-sized groups - Congratulations, you just nerfed efficiency by 20-30%, way to balance things around just a few groups
Phoenix Jones
Small-Arms Fire
#94 - 2014-11-12 16:48:36 UTC
Wormhole Pve little thing.

Scanned sigs remain scanned in probe window when you switch ships, leave system and return, or log on / log off.

Yaay!!!!

Caleb Seremshur
Commando Guri
Guristas Pirates
#95 - 2014-11-12 17:15:24 UTC
Gospadin wrote:
Komodo Askold wrote:
- Those non-harvestable gas clouds are pretty, but they destroy FPS even for high-end machines. I'm sure there are other ways to add some cool ambience without using something so CPU consuming. An improvement in this matter would also help K-space sites, even Mission ones.


This.

GTX780
Xeon E3-1290v3
16GB RAM

...
almost unplayable near those clouds


I got an i5 3600k
7990
16gb ram

performance is 280fps when staring at blank space, 34 fps when looking at those clouds.
Here is the graph to prove it

0.0 215.00
0.2 214.00
0.4 215.00
0.6 215.00
0.8 212.00
1.0 210.00
1.2 250.00
1.4 270.00
1.6 286.00
1.8 290.00
2.0 285.00
2.2 280.00
2.4 230.00
2.6 110.00
2.8 72.00
3.0 72.00
3.2 70.00
3.5 71.00
3.7 72.00
3.9 72.00
4.1 72.00
4.3 72.00
4.5 72.00
4.7 72.00
4.9 72.00
5.1 72.00
5.3 72.00
5.5 73.00
5.7 72.00
5.9 65.00
6.1 72.00
6.4 71.00
6.6 73.00
6.8 74.00
7.0 73.00
7.2 72.00
7.4 72.00
7.6 72.00
7.8 72.00
8.0 70.00
8.2 71.00
8.4 72.00
8.6 71.00
8.8 70.00
9.1 71.00
9.3 70.00
9.5 70.00
9.7 69.00
9.9 70.00
10.1 70.00
10.3 143.00
10.5 171.00
10.7 205.00
10.9 243.00
11.1 270.00
11.3 298.00
11.5 323.00
11.7 324.00
11.9 324.00
12.1 332.00
12.3 339.00
12.5 337.00
12.7 330.00
12.9 283.00
13.1 332.00

I warped to 100 for that test, normally warp to 0 and the frame rate drops to 30-40. Either way that's proof of how much performance the clouds alone eat up, 75% of my frame rate disappeared even at extreme draw distances because CCPs fancy volumetric clouds are poorly optimised.

Ilaister
Binary Aesthetics
#96 - 2014-11-12 17:20:12 UTC
Will keep racking what's left of my brains but think OPs have covered the niggles.

Must strongly support reduction in spawn ranges in C4 anoms though. particularly:

Frontier Command Post -

2nd wave not too bad as you can trigger it early so they burn to you, but third wave sometimes results in wrecks out of range of tractors. With the new RR and the fact it's no longer soloable you can almost double the time spent in this anom as compared to Frontier Barracks for instance.

.. and the sig for Sentries being far too small. Took to sitting perfectly still in a blaster proteus to ensure decent hits so it's not just a sentry drone easy-mode thing.



Gospadin
Bastard Children of Poinen
#97 - 2014-11-12 17:35:23 UTC
Murashu wrote:
Add date back to the UI so those of us who time/date stamp our bookmarks can easily see this info again. Most of us do not live in the same time zone as the EVE servers so dates are often mixed up.


Lets also have the sort-by-time actually use seconds in the sort order, even if not displayed in the UI. I have found that the sort by time shows multiple bookmarks in a different order on different characters when they were created within the same server minute.
Gospadin
Bastard Children of Poinen
#98 - 2014-11-12 17:49:33 UTC
Another idea:

Let's just admit that the separation of hacking and archeology serves no gameplay purpose, and merge them into a single hacking skill. Give everyone the same number of SP in the new Hacking as they previously had combined in the two skills, and if that saturates in level 5, refund the extra SP.

Similarly, turn all Emission Scope Sharpeners into Memetic Algorithm Banks.
King Fu Hostile
Mea Culpa.
Shadow Cartel
#99 - 2014-11-12 17:55:12 UTC
Ilaister wrote:
Will keep racking what's left of my brains but think OPs have covered the niggles.

Must strongly support reduction in spawn ranges in C4 anoms though. particularly:

Frontier Command Post -

2nd wave not too bad as you can trigger it early so they burn to you, but third wave sometimes results in wrecks out of range of tractors. With the new RR and the fact it's no longer soloable you can almost double the time spent in this anom as compared to Frontier Barracks for instance.

.. and the sig for Sentries being far too small. Took to sitting perfectly still in a blaster proteus to ensure decent hits so it's not just a sentry drone easy-mode thing.


It is in fact soloable and takes 25-26 minutes in a wh without fx. The sentries are ridiculously small sig no arguing, but still easily killable with large blasters and Null.

TheBlueFox
Perpetua Umbra
Interstellar Alcohol Conglomerate
#100 - 2014-11-12 22:13:16 UTC
Ridvanson wrote:
How many groups/people are actually doing that? Afaik noone does it in C5 ... in C6 space it's maybe three or four?

The number is small, but seeing as there are a very limited number of C6 red giants with C5 or C6 static connections, it only makes sense to me that the number of entities that runs sites in such a manner is what it is.

Ridvanson wrote:
Newsflash: the single dread method works in every hole, even in CV and BH. But again, how many people do that?

The change you propose would affect almost all groups that run their escalations in the traditional way since they would now

a) need to wait for the guardians to get in webbing range
b) have less applied dps since the guardians are no longer in optimal and have greater transversal ...

Bottom line this would necessitate an additional siege cycle for most small to medium-sized groups - Congratulations, you just nerfed efficiency by 20-30%, way to balance things around just a few groups

As far as I'm aware, outside of magnetars, one does not do enough damage to finish off a wave of sleepless guardians prior to them establishing an orbit without the aid of webs.

As for your concerns, I didn't specify where they should spawn, just that it shouldn't be consistent. They could still spawn at the same range from the warp-in point from the site and therefore those who run them "normally" would be completely unaffected. Ranges would be the same and webbing would remain unchanged.