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If the following changes were made to WH Mass Mechanics, would WH's be ruined for you?

Author
Gizznitt Malikite
Agony Unleashed
Agony Empire
#21 - 2012-10-22 15:19:57 UTC
Jack Miton wrote:
Derath Ellecon wrote:
None of that seems like it would make things any "better". Just more annoying and tedious.


^this.

the suggestions are all bad IMO, by far the worst one is the 50% chance you'll get stuck out when collapsing, even if you do the maths right.
being able to close WHs is absolutely essential to pretty much all WH activities.


Being able to open up new WH's is essential to most serious WH groups....
--- This opens up new pastures to plow and allows the hunting down and invasion of opponent WH's.

Being able to close a WH is NOT IN THE LEAST bit essential....
--- This allows clever traps to separate an enemy fleet or ships (good thing).
--- This allows you to fortify your WH, inhibiting any truly potential danger from bother you (this is mostly a bad thing).

The whole point of the 50/50 chance, is you're not supposed to purposely close a WH.... and without you'll just run plated HICs back and forth until you close one....
Zyella Stormborn
Green Seekers
#22 - 2012-10-22 15:44:02 UTC
firewalker220 wrote:
All I'd like to see is more/unpredictable dynamic wormholes so people are forced to interact with more wh's and thus people. Leave statics as is imo



This. My wormhole knowledge is limited, but I do feel there should be more randomness to them that there is currently.

How to accomplish this? No clue ;)

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Efraya
V0LTA
WE FORM V0LTA
#23 - 2012-10-22 15:54:49 UTC  |  Edited by: Efraya
I like that you want to make comments on the mechanics of wormholes, what I don't like is that you don't have a single kill in wspace that I could spot. What is it that makes you feel that you can comment on the mechanics on an area of the game that you appear not to have any experience of?

I have little to no experience pewing in null/low so I refrain from commenting, what you are suggesting would well and truly kill the current mechanics, which from my significant experience, don't appear to be broken.

With respect,

Ef.

[b][center]WSpace; Dead space.[/center] [center]Lady Spank for forum mod[/center][/b]

TheGunslinger42
All Web Investigations
#24 - 2012-10-22 16:04:24 UTC
I think the mechanics as they are now are fine. Yes they're predictable and people understand them, but the only way to prevent that is to add a bucketload of random-number-generator crap to the mechanics, which is, imo, a bad thing. For a start, it's simply annoying, losing ships (or at least being hugely inconvenienced by being trapped) to RNG mechanics is just garbage. All of the suggestions seem to revolve around heavy RNG to make it unpredictable, or are very convoluted and tedious but just as predictable, and worst of all none of them seem to actually improve anything.
Malchristus
Sebiestor Tribe
Minmatar Republic
#25 - 2012-10-22 23:04:09 UTC
Gizznitt Malikite wrote:

I personally feel WH Mass Mechanics are easy to manipulate, and, for the most part, make WH's too safe...

As such, below is how I'd like WH Mechanics to change. My question is, would this make WH life too hard, or would this break WH game play?? Please state why it would!!!

WALL OF TEXT. MOSTLY RUBBISH

Suggested Changes:



Easy translation for the whole reason for this thread being "suggested" ........ Null Sec corps and alliances have worked out a way to crack/exploit/blob/control/dominate almost every aspect of the game ....... except WH's. They KNOW a well organized 10 man WH corp can turn one of their blobs into mush just with a well-timed lemming Orca jump. What's next? Some new idiotic idea to have a mod that stabilizes the mas........ oh wait scratch that.
WH's have limited resources. Null Sec unlimited. So of course you wouldn't mind trying shoving your entire blob through you have absolutely nothing to lose unlike the residents of the WH (Your pods all go back to your clone vats btw).
WH PvP is Elite PvP. It requires patience, skill, the ability to react with exactly what's needed in an instant if necessary and the real chance of absolute loss. Your kinf of undock, bridge and blap just needs forward planning and the abundance of pilots.

Hush now there's a good chap.
Derath Ellecon
University of Caille
Gallente Federation
#26 - 2012-10-22 23:07:33 UTC
Is this thread still going? Classic case of a solution looking for a problem.
Jack Miton
School of Applied Knowledge
Caldari State
#27 - 2012-10-23 02:04:34 UTC
Gizznitt Malikite wrote:
Being able to close a WH is NOT IN THE LEAST bit essential....
--- This allows clever traps to separate an enemy fleet or ships (good thing).
--- This allows you to fortify your WH, inhibiting any truly potential danger from bother you (this is mostly a bad thing).


um, no...
see, you seem to think that being able to close WHs causes less PVP, when in fact the exact opposite is true.
there are MANY c5-6 wh corps that spend hours each day chain collapsing their statics to find PVP.
a good crew can collapse a WH about every 5min, give or take, meaning theyre opening 12 connections an hour.
with your changes, they'd be limited to 1 connection a DAY. please, explain to me how that is good for pvp....

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Gizznitt Malikite
Agony Unleashed
Agony Empire
#28 - 2012-10-23 04:14:15 UTC
Jack Miton wrote:
Gizznitt Malikite wrote:
Being able to close a WH is NOT IN THE LEAST bit essential....
--- This allows clever traps to separate an enemy fleet or ships (good thing).
--- This allows you to fortify your WH, inhibiting any truly potential danger from bother you (this is mostly a bad thing).


um, no...
see, you seem to think that being able to close WHs causes less PVP, when in fact the exact opposite is true.
there are MANY c5-6 wh corps that spend hours each day chain collapsing their statics to find PVP.
a good crew can collapse a WH about every 5min, give or take, meaning theyre opening 12 connections an hour.
with your changes, they'd be limited to 1 connection a DAY. please, explain to me how that is good for pvp....


How do you figure they would be limited to 1 connection a day??? I made it easier to open a new WH connection, and, all your old connections remain open...

Did you even read my suggestions, or just jump on the bandwaggon about "no changes"...
Jack Miton
School of Applied Knowledge
Caldari State
#29 - 2012-10-23 05:31:12 UTC  |  Edited by: Jack Miton
oh wow, you actually suggested spawning new statics at 45% mass left >_<
i swear i did read your whole post but my mind must have blocked that out... my bad i guess.

ok, fine, let's look at that suggestion.
lets say a corp lives in a C6 static WH.
assuming theyre PVP oriented, their day would then consist of spawning as many WHs as possible at the 45% mass mark and looking for **** to blow up.
inevitably, after a few dozen connections they would have multiple connections to the same systems.

this would make it beyond easy to seed a massive fleet into any system, more or less at will.
it would be by far easiest in a C6 (as there are so few C6s) but you could do the same thing in and class WH.

is this a bad thing? well, no it's not for the powerful groups, but it very much is for everyone else.
it's not quite a WH stabilizer, but it's a half way step IMO.
bottom line is that collapsing extremely hostile WHs is the only defence many smaller WH corps can employ against someone like EXHALE, TL, BITIT, AHARM, NORCORP ect.
it's a legitimate and often needed defense mechanism that can be prevented by attacked just as easily as implemented by defenders.

would it lead to more PVP? sure, more connections = more PVP.
personally, id rather add more (read: a lot more) roaming WHs, both adding connection types and upping the spawn rate significantly, and leave the static mechanics as is.
hell, even doing something like adding a bunch of 4 hour roaming WHs that can spawn in any WH class and lead to any WH class would be awesome.
(reasoning for the short timer is so that they respawn often on their own, without needing to be collapsed.)

look, I can see where your ideas are coming from but the way statics (and WH mass/time mechanics) work is fine, it doesnt need changing.
if you want more connections, which I would like too, just add more connections. dont mess with existing mechanics that work perfectly fine.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Derath Ellecon
University of Caille
Gallente Federation
#30 - 2012-10-23 05:35:25 UTC
Gizznitt Malikite wrote:
Jack Miton wrote:
Gizznitt Malikite wrote:
Being able to close a WH is NOT IN THE LEAST bit essential....
--- This allows clever traps to separate an enemy fleet or ships (good thing).
--- This allows you to fortify your WH, inhibiting any truly potential danger from bother you (this is mostly a bad thing).


um, no...
see, you seem to think that being able to close WHs causes less PVP, when in fact the exact opposite is true.
there are MANY c5-6 wh corps that spend hours each day chain collapsing their statics to find PVP.
a good crew can collapse a WH about every 5min, give or take, meaning theyre opening 12 connections an hour.
with your changes, they'd be limited to 1 connection a DAY. please, explain to me how that is good for pvp....


How do you figure they would be limited to 1 connection a day??? I made it easier to open a new WH connection, and, all your old connections remain open...

Did you even read my suggestions, or just jump on the bandwaggon about "no changes"...



Yea Jack, you gotta read in detail. You can still chain collapse, except under Gizz's proposal the new connection would form when the current goes critical mass. So say you collapse every 5min for an hour, you will end up with 12 active wormholes, all of which are critical mass.

Gizz seems to think having 12 stage 3 wormholes will increase PVP somehow.
Jack Miton
School of Applied Knowledge
Caldari State
#31 - 2012-10-23 05:36:29 UTC
Derath Ellecon wrote:

Yea Jack, you gotta read in detail. You can still chain collapse, except under Gizz's proposal the new connection would form when the current goes critical mass. So say you collapse every 5min for an hour, you will end up with 12 active wormholes, all of which are critical mass.

Gizz seems to think having 12 stage 3 wormholes will increase PVP somehow.


yeah my bad, see my last post.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

TheGunslinger42
All Web Investigations
#32 - 2012-10-23 08:11:53 UTC
Gizznitt Malikite wrote:
How do you figure they would be limited to 1 connection a day??? I made it easier to open a new WH connection, and, all your old connections remain open...

Did you even read my suggestions, or just jump on the bandwaggon about "no changes"...


I don't see how that'd improve anything. It'd just result in a lot of useless critical wormholes being left open when a group starts chain collapsing.
Rek Seven
University of Caille
Gallente Federation
#33 - 2012-10-23 15:30:27 UTC
I think the mass mechanics are fine the way they are. However, i would like it if CCP added a new ship and module to hold a wormhole open past its lifetime and mass limit.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#34 - 2012-10-23 15:37:00 UTC
TheGunslinger42 wrote:
Gizznitt Malikite wrote:
How do you figure they would be limited to 1 connection a day??? I made it easier to open a new WH connection, and, all your old connections remain open...

Did you even read my suggestions, or just jump on the bandwaggon about "no changes"...


I don't see how that'd improve anything. It'd just result in a lot of useless critical wormholes being left open when a group starts chain collapsing.


I don't think those "new defined critical" WH (with significant mass remaining and significant mass regeneration) are useless... they're moderately safe for small gangs to travel though (albeit not in BS fleets), and therefore leave lots of places to visit... That is NOT useless....
Casirio
Aliastra
Gallente Federation
#35 - 2012-10-23 15:40:51 UTC
Why do people want to mess with wh mechanics, and as pointed out, people who spend little to no time here? The only good suggestion I read was increase of wandering wh's in Jack's post. Stop trying to fix something that isnt broken, statics are fine, if you don't like it gtfo out and go to null, seriously.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#36 - 2012-10-23 15:46:27 UTC
Jack Miton wrote:
oh wow, you actually suggested spawning new statics at 45% mass left >_<
i swear i did read your whole post but my mind must have blocked that out... my bad i guess.

ok, fine, let's look at that suggestion.
lets say a corp lives in a C6 static WH.
assuming theyre PVP oriented, their day would then consist of spawning as many WHs as possible at the 45% mass mark and looking for **** to blow up.
inevitably, after a few dozen connections they would have multiple connections to the same systems.

this would make it beyond easy to seed a massive fleet into any system, more or less at will.
it would be by far easiest in a C6 (as there are so few C6s) but you could do the same thing in and class WH.

is this a bad thing? well, no it's not for the powerful groups, but it very much is for everyone else.
it's not quite a WH stabilizer, but it's a half way step IMO.
bottom line is that collapsing extremely hostile WHs is the only defence many smaller WH corps can employ against someone like EXHALE, TL, BITIT, AHARM, NORCORP ect.
it's a legitimate and often needed defense mechanism that can be prevented by attacked just as easily as implemented by defenders.

would it lead to more PVP? sure, more connections = more PVP.
personally, id rather add more (read: a lot more) roaming WHs, both adding connection types and upping the spawn rate significantly, and leave the static mechanics as is.
hell, even doing something like adding a bunch of 4 hour roaming WHs that can spawn in any WH class and lead to any WH class would be awesome.
(reasoning for the short timer is so that they respawn often on their own, without needing to be collapsed.)

look, I can see where your ideas are coming from but the way statics (and WH mass/time mechanics) work is fine, it doesnt need changing.
if you want more connections, which I would like too, just add more connections. dont mess with existing mechanics that work perfectly fine.


Hmmm.... you bring up a very good point.... I do not wish to create a tool for people to have total dominion in WH space...

Your solution to just increasing the numbering / rate of wandering WH's really is more simple and elegant....
Gnaw LF
Viziam
Amarr Empire
#37 - 2012-10-23 16:10:03 UTC
Gizznitt Malikite wrote:
Jack Miton wrote:
Gizznitt Malikite wrote:
Being able to close a WH is NOT IN THE LEAST bit essential....
--- This allows clever traps to separate an enemy fleet or ships (good thing).
--- This allows you to fortify your WH, inhibiting any truly potential danger from bother you (this is mostly a bad thing).


um, no...
see, you seem to think that being able to close WHs causes less PVP, when in fact the exact opposite is true.
there are MANY c5-6 wh corps that spend hours each day chain collapsing their statics to find PVP.
a good crew can collapse a WH about every 5min, give or take, meaning theyre opening 12 connections an hour.
with your changes, they'd be limited to 1 connection a DAY. please, explain to me how that is good for pvp....


How do you figure they would be limited to 1 connection a day??? I made it easier to open a new WH connection, and, all your old connections remain open...

Did you even read my suggestions, or just jump on the bandwaggon about "no changes"...



He has a point in the fact that making 50/50 chance to get stuck will snuff out the ever living will out of any pilot. People will stop collapsing wormholes, not because they would be afraid to lose ISK but because it will be a hassle of getting back into home system or waiting for OTHER people to scan you back in. I like your enthusiasm I really do, but you seem to lack any experience of living in w-space. If you have a 50/50 chance of losing a player during collapsing procedure you will soon have all your players stuck in w-space, waiting for the very few scanners trying to scan them back home.

Furthermore, you will lose all those awesome moments when you place a cloaked carrier and trap someone's dread when they are trying to collapse. Or watching a lower class wh's crew collapse their low class connection with Orcas and decloaking a sabre on them. You think collapsing limits potential from pew, from the experience I have I must disagree, some of the most memorably fights I had was going Geronimo into someone else's WH in hopes of killing their collapsing crew.

Derath Ellecon
University of Caille
Gallente Federation
#38 - 2012-10-23 16:40:02 UTC
Gizznitt Malikite wrote:
I don't think those "new defined critical" WH (with significant mass remaining and significant mass regeneration) are useless... they're moderately safe for small gangs to travel though (albeit not in BS fleets), and therefore leave lots of places to visit... That is NOT useless....



You still don't get it. They ARE still useless. It doesn't matter what you set as the upper limit. It is the lower limit (at zero to be precise) that is the problem.

Even now, for most wormholes, critical means anywhere from 0 to 300 million kg. it seems the largest number of WH's have a 2 bil mass limit so they would be 200 million kg.

At 200mil kg, you can still fit a large number of cruiser class ships (T3 and log) through safely. But very few are going to risk having half of their fleet stuck on the wrong side jumping into a WH like that if they don't have an idea of how much is left (like they had been watching people collapse it for example). This is because of that nagging lower limit of 0, not the upper limit, no matter how large it is.
Ethan Revenant
Adhocracy Incorporated
Adhocracy
#39 - 2012-10-23 19:02:13 UTC  |  Edited by: Ethan Revenant
Gizznitt Malikite wrote:
1.) Actually closing the WH should be awkward. Suggested change: If you send a ship into a WH such that it will exceed the mass limit and closes the WH, that because the WH closes, there is a 50/50 chance that your ship will travel through the WH... In short, when a ship closes a WH, it's a coin toss on which side it ends up.

2.) This leaves a big problem. WH residents need to able to spawn new WH's so they can find more sites to run. As such, the static WH spawning mechanic should be changed. Anytime your static hits a critical state, a new static should spawn without you actually needing to close the original WH. This way, you can gain access to other systems, but in doing so, you leave the old door to your home open.

3.) Leaving the door open is a very good thing.... although it needs to be more than just barely open... As such, the WH Mass limit notifications should be altered: Stage 1: 100-55%, Stage 2: 75-25%, Critical 45-0%. I realize there is overlap in the ranges, and that's on purpose. You will hit Stage 2 somewhere between 75-55%. You will hit the Critical stage somewhere between 25-45%, randomly determined in a fashion that makes it unpredictable to the user.

4.) WH attributes themselves are still too predictable.... as such, the mass remainig should start randomly between 75-100% of the max limit, and all WH's should be given a significant regeneration rate. Ideally, when the WH is in Stage 1, the regen rate should be low, medium when in Stage 2, and when the WH is in a Critical Stage the regen rate should be fairly high (perhaps on the order of regening the Max allowable jump limit every couple of hours or so). To counter this, the "lifetime" of a WH should deplete in a variable fashion... If the WH is in Stage 1, it's lifetime should tick away like normal, but when it reaches Stage 2, it's lifetime should be reduced, and if in a Critical stage, it's lifetime should be significantly reduced (quartered).


I'm going to guess you weren't in w-space during the "static storm" bug. There was a period of a few weeks wherein by sitting on a hole about to die and spamming the jump button between its collapse and the sig despawning, additional statics would spawn all over the system. Thus, you could leave someone with a nice present of thirty statics.

This did not make PvP happen more. It just gave everyone who launched probes a huge headache, not to mention keeping track of what went where was a nightmare.

Now, to me, this situation sounds an awful lot like what you're proposing, only it becomes even easier to spawn a million holes in someone else's system. Instead of having to wait for perfect timing, you just crash down their holes a bit. Now not only do they have a million holes opening into their system, they have no clue how much mass is left on them. Even if this was done by a friendly fleet looking for a fight somewhere, they have to communicate to everyone else who might log in how much mass was put through each one of those holes. You have to keep track of spawn times for all of these holes. Now imagine that down each of these chains, someone else has been chainrolling in their system. Imagine keeping track of where everything goes. If it doesn't look like an Escher painting in your mind, you're not imaging hard enough.

In this situation, people won't bother with a critical hole at all. They'll check it off and move on because they are dealing with so many freaking sigs that it just won't be worth it, even if they are solo and have probes and are looking for solo-able prey. If they don't care about backup and think "aha, someone is trying to keep themselves safe by crashing down to critical! I have you now, my pretty!" and jump and the wormhole crashes, they have 50% odds of not even getting through the hole. They are getting pewblocked by the wormhole itself and, in crashing that hole, doing their prey a favor.

Further, you already can manipulate wormhole mass or set up crash traps to mess with a foe's fleet composition or potential backup. You don't need to add all of this if that's what you want. Your ideas just mean that it's less appealing to play with wormhole masses for combat reasons, not more.

Quote:
people WILL take their fleets into a critically disrupted whole.... I will...


Yes, a fleet will jump into a critical hole...when it's tactically sound. To make that decision, you have to have a good idea of how much mass is on it and what's on the other side. Just throwing a fleet at a critical hole is a good way to get a third of the fleet welped or trapped. There's never an assured margin of "we can definitely put a few ships through here" on a critical hole when you have no idea of what's been through it. There's only "oh god, I crashed that with a stealth bomber".

If you haven't tried using wormhole mechanics to ruin someone else's day, I recommend that you try it. I think you might find that the current mechanics are a lot more fun than you think they are.
Meytal
Doomheim
#40 - 2012-10-23 19:58:48 UTC
Ethan Revenant wrote:
Yes, a fleet will jump into a critical hole...when it's tactically sound. To make that decision, you have to have a good idea of how much mass is on it and what's on the other side. Just throwing a fleet at a critical hole is a good way to get a third of the fleet welped or trapped. There's never an assured margin of "we can definitely put a few ships through here" on a critical hole when you have no idea of what's been through it. There's only "oh god, I crashed that with a stealth bomber".

If the bomber crashes it, or only part of your fleet gets in, then you merely don't get the kill and have to annoyingly scout your way back out while the non-cloakies bounce between safe spots. Otherwise, you have a chance to really surprise your targets and get kills you might not have gotten otherwise.

And if you blindly jump into a wormhole without already having scanning scouts in that system watching the hole and your targets, you deserve to be trapped and podded. That's the same kind of critical thinking skill that causes people to blind-warp a 4 bil Orca to a wormhole that is off dscan, or blindly jump a freighter into a crit hole that wasn't crit a few minutes earlier.


I do like the additional short-lived, randomly-connecting wormholes. Like I suggested with the multiple types of statics, there should be a greater variety of wormhole types that connect systems. It would meet the goal of more randomness to some degree, and be a nice surprise to the Nullbear cookie-cutter C5 farming fleets.
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