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Potential Idea for Discussion: Delaying signature appearance for K162s

First post First post First post
Author
Red Teufel
Calamitous-Intent
#181 - 2014-03-24 02:47:45 UTC
Two step wrote:
Also, there seem to be a lot of people who think even the largest groups can just form up a blob in less than 5 minutes. If you aren't already rolling holes with the intent to gank site runners, it takes time to get folks formed up. It takes time to identify which anomoly or signature people are at. All this change would do is at a minimum (if the discovery scanner was delayed) require people to put in a small amount of effort (mash scan button) to detect incoming K162s. If you want to make the big bucks, you need to be at big risk, and that simply isn't true right now in C5 space and most of C6 space.


it's ganking on easy mode dude. It will force coalitions to form, a WH blue waffle, WH space will become monopolized like SoV is.
Erasmus Phoenix
Avalanche.
#182 - 2014-03-24 02:47:54 UTC  |  Edited by: Erasmus Phoenix
Two step wrote:
. All this change would do is at a minimum (if the discovery scanner was delayed) require people to put in a small amount of effort (mash scan button) to detect incoming K162s.


At a minimum? You're completely wrong about that, the initial proposal is to have PHYSICALLY NO WAY of detecting that signature until the time is passed. I suppose you could combat scan decloaked ships sitting on the wormhole, but fozzie is suggesting that PROBES WILL NOT BE ABLE TO FIND THE K162. Is that clear enough? You seem to have missed the fact that having it not available without probes, but available with them, is something that's been suggested as a compromise, rather than what Fozzie was suggesting in the first place. If you read the original post properly, you'll see this is what it says (emphasis mine):

CCP Fozzie wrote:
This would prevent the dungeon from appearing on probe scans or the Sensor Overlay for up to a few minutes.


I should point out this would also stop a fleet who do want to PvP with whoever rolled into them, be that a group that are about to use caps to close their static or one with fifty T3s ready to rock, from finding that hole and getting their own scout onto or through it without using combat probes and relying on a ship sitting decloaked on the hole. This is going to have the effect of reducing a lot of kinds of non-ganking PvP.

as to the rest of your post, the "Big risk" is at least partially offered by the fact that there are billions of isk in capital ships, fixed in place, for the entire time you are doing your PvE. No other PvE activity has that requirement. Then there's the player and character skill involved.
Gnaw LF
Viziam
Amarr Empire
#183 - 2014-03-24 02:53:33 UTC
Red Teufel wrote:


it's ganking on easy mode dude. It will force coalitions to form, a WH blue waffle, WH space will become monopolized like SoV is.



It will do nothing of the sort, if anything it will just reduce the amount of bear holes we have. At the same time it will lower supply of sleeper loot and increase the price. It might cause a few corporations to grow as pilots will flock to them but it will not create coalitions.
eiedu
Wildly Inappropriate
Wildly Inappropriate.
#184 - 2014-03-24 02:54:41 UTC
Arkon Olacar wrote:
Seriouspoast: Go for the middle ground. Right now the K hole with appear as soon as someone activates the static/whatever wh grid by initiating warp to it. This gives the 'defenders' a good 20 seconds minimum notice before the scanner has a chance to arrive on grid with the wh, let alone jump through and make an impact. On the other hand under the new proposed mechanic a skilled dscanner will have been able to identify the location of a potential site running fleet before the K hole becomes visible (given that most occupied holes will have a handful of anoms max - an expo fleet would be harder to find). A much better change would be that K holes only appear once someone has jumped through from the other side. This gives both 'sides' an equal chance to find targets/gtfo without introducing hilariously broken situations where a gank could be taking place before the sig appears.


This is literally the only sensible post I've seen on here. Fixing the k162 spawn would in fact make it easier for a rolling fleet to get a gank/fight. I'm pretty sure this would also require less effort than building a whole new mechanic around it with delayed intel and what-not.

On the other hand, you could also make it so that your static wormhole is always open, which would make more sense from a physics perspective (I think, cus when did bob decide a natural occurence was going to bend to your will?)

I think that changing mechanics like this too much and too fast will lead to some people giving up w-space. And that would be a shame, there are so few of us already.
Desimus Maximus
Deep Core Mining Inc.
Caldari State
#185 - 2014-03-24 02:55:49 UTC  |  Edited by: Desimus Maximus
I'm sure this came about from 'leet' pvpers whining about not having enough targets that won't/can't fight back.

W-space has no local. This is it's inherent danger. Don't punish players for being efficient at game mechanics such as scanning down signatures quickly and keeping d-scan up. Stop rewarding whiny pvpers who only have the balls to attack soft targets with easier and easier mechanics.

If a w-space corp is lazy then they will be punished appropriately by losing many many assets.

If you want to fight go to low or nullsec you pussies. Or just live with the perfectly fine scanning mechanics as is. You will find all the pvp you want... Problem is, you are AFRAID. You are the REAL carebears of Eve.
Erasmus Phoenix
Avalanche.
#186 - 2014-03-24 02:56:28 UTC
eiedu wrote:
Arkon Olacar wrote:
Seriouspoast: Go for the middle ground. Right now the K hole with appear as soon as someone activates the static/whatever wh grid by initiating warp to it. This gives the 'defenders' a good 20 seconds minimum notice before the scanner has a chance to arrive on grid with the wh, let alone jump through and make an impact. On the other hand under the new proposed mechanic a skilled dscanner will have been able to identify the location of a potential site running fleet before the K hole becomes visible (given that most occupied holes will have a handful of anoms max - an expo fleet would be harder to find). A much better change would be that K holes only appear once someone has jumped through from the other side. This gives both 'sides' an equal chance to find targets/gtfo without introducing hilariously broken situations where a gank could be taking place before the sig appears.


This is literally the only sensible post I've seen on here. Fixing the k162 spawn would in fact make it easier for a rolling fleet to get a gank/fight. I'm pretty sure this would also require less effort than building a whole new mechanic around it with delayed intel and what-not.

On the other hand, you could also make it so that your static wormhole is always open, which would make more sense from a physics perspective (I think, cus when did bob decide a natural occurence was going to bend to your will?)

I think that changing mechanics like this too much and too fast will lead to some people giving up w-space. And that would be a shame, there are so few of us already.


I can see an argument from the physics perspective for your ship triggering the spawning of the other end of the wormhole by entering it. Far more than I can from just warping.
Niko Domani
Unknown Crusade
#187 - 2014-03-24 02:57:00 UTC
Two pennies on the subject: live in wh, and you can bet your *** we are checking for new sigs forming on the scanner. But simultaniously my group almost never misses the scanner that has just cone through showing up on dscan. Its only a handfull of seconds but we still catch it 90% of the time. The people we hunt, however, seem to miss both. So, not going to materialy change things for us one way or another. But I can see making things more "dangerous as you travel deeper into wspace. I like the both mass timer and manual timer, but make it a % mass transit. Higher end wh allow more people through before detection of the k162, and make the secondary time variable change based on the c# of the wh its in (almost instant c1, longer c6). Lore wise call it dependant on the volotile nature of wspace, getting further away from the anomolies that cause wh effects.
Gnaw LF
Viziam
Amarr Empire
#188 - 2014-03-24 02:57:03 UTC
Erasmus Phoenix wrote:

I should point out this would also stop a fleet who do want to PvP with whoever rolled into them, be that a group that are about to use caps to close their static or one with fifty T3s ready to rock, from finding that hole and getting their own scout onto or through it without using combat probes and relying on a ship sitting decloaked on the hole. This is going to have the effect of reducing a lot of kinds of non-ganking PvP.

as to the rest of your post, the "Big risk" is at least partially offered by the fact that there are billions of isk in capital ships, fixed in place, for the entire time you are doing your PvE. No other PvE activity has that requirement. Then there's the player and character skill involved.


You are dead wrong. This will not reduce PvP opportunities at all, if a corp is ready for a fight the two or three minute timer is not going to stop them.
Alundil
Rolled Out
#189 - 2014-03-24 02:58:19 UTC
Sith1s Spectre wrote:
Love the fact Nullsec gets instant intel with local yet with these proposed changes - WHs can't even keep track of their sigs.

Personally - i'm all for the changes as we run regular hole collapsing fleets, but just comparing it to other truesec areas.

Regards,

Sith

Imagine that right?

Disable the discovery scanner. This is bad and has been bad since it was implemented.

As has been said by many, active players actively playing the game ought to have some benefit from doing so (Intel with regard to this discussion).

Disallowing players from seeing the new signature when using probes is bad design and completely counter to how the scanning system works.

There is no reason why ore sites should have ever been made into anomalies. Return them to scannable objects.

I'm right behind you

Gnaw LF
Viziam
Amarr Empire
#190 - 2014-03-24 02:59:07 UTC
Desimus Maximus wrote:
IProblem is, you are AFRAID. You are the REAL carebears of Eve.



This is so amusing, don't stop. Please.
Tyrant Scorn
#191 - 2014-03-24 03:01:01 UTC
I really think people need to open their eyes and consider that the way it is right is fair. When you're on the ball and you pay attention, nothing can catch you, that's how it should be. The same goes for the hunter, if you know what you're doing you will catch people who don't.

It doesn't get more fair then that. Giving any sort of delay to K162's is unfair because it gives any hunter a head start which they should not have.
Dyscordia
Super Elite Friendship Club
#192 - 2014-03-24 03:05:00 UTC
"The potential change would be to delay the appearance of the signature beacon when K162 dungeons spawn. This would prevent the dungeon from appearing on probe scans or the Sensor Overlay for up to a few minutes."

This is not a good idea. Disclaimer, I dive wormholes for pew and ganks. I do not farm them for pve. I do not argue for a "safer environment". I do however think that just making a blanket change like this will not fix wormholes the way you intend them to be fixed.

This proposed mechanic above would undeniably increase risk for those who are vigilant which I find annoying. If you are paying attention, you should not be rewarded with a loss mail due to a game mechanic the game designers think would be great to capture an essence of danger. On the receiving side of getting a loss, this would just be infuriating since my intel is faulty. This change is really giving an unfair advantage to lazy gankers. As a ganker, I want to work and hunt my prey. I could spend days in a wormhole watching prey and their habits to hit them for the biggest kill mail possible. This is how it should be. It's already extremely easy to catch a solo drake or a poorly fit megathron running a site. This change would give sub par pvpers bragging rights to kills they may have not deserved due to intel that was impossible for vigilant people to get because of game mechanics. It's like poisoning the bull before the matador even steps in the arena. The chessboard should not be tilted one way over another just to "shake things up". It will probably cause more problems down the road, like how implementing an overlay that gives all intel away really easily did.

If you must make a change to how scanning and overlays should work, I would recommend having sigs only appear that are within your 14.3 AU scan radius. This would be beneficial in a few ways.

1) It adds a sense danger since a single pilot cannot cover most of the systems that exist in eve all at once.

2) It makes system size a decision factor when moving into or camping a wormhole. It sort of is now, but not really. Large systems are more of an inconvenience than anything else, but there is no real added danger at the moment since all ships can detect sigs to pretty much infinity. You could also add a mechanic to make the pve extremely more rewarding in larger systems and nerf smaller systems. I do not want to see large systems vacant. Making players have more decisions and plotting out their livelihood is good in EVE.

3) It encourages teamwork. Or at the very least more alts. Larger systems would require more players to properly watch and keep locked down. More alt subs are good no?

4) It adds the ability to later redesign or introduce new ships/modules that are capable of scanning out further than 14.3 au giving further specialization and utility options for pilots who specialize. I'd throw this in the 'Decision making is good' category.

5) This does not break a cardinal rule here. I can't think of one mechanic in eve where intel is delayed. Do Cynos show up 2 minutes after they are lit? Do hostiles show up in local 2 minutes after entering a system? I'm not sure why sigs should be different? How does breaking this reliable intel system in EVE add that sense of wonder wormholes held many years ago?

No matter what change you make, people will adapt, write guides and share ways to "safe up". People will make tools like the now defunct wormnav. People will always find a way to systematically take the risk out of their livelihoods. Instead of making blanket changes, take a holistic look on how you want EVE to be played. I would try to engineer mechanics that force decisions and actions. Not give or take away intel. That will fix nothing. I know the answer is that the old code will be impossible to make a change like this - but these are the types of solutions that are only beneficial for the longevity of EVE. Making a huge change like the creation of an overlay, then the subsequent ad hoc nerf of the overlay an expansion later has me scratching my head.
Phoenix Jones
Small-Arms Fire
#193 - 2014-03-24 03:07:10 UTC  |  Edited by: Phoenix Jones
If your heart is set on this though.. here is how you implement it.

1) The scanner can or cannot go back to the original way, that's up to you.
2) If you want to do this delayed wormhole spawn move, give the players the method of making the wormhole themselves, and make it a deployable that generates wormholes (Yes I know people hate the idea, but you can restrict it in a few ways.

a) Only allow the deployable to work in wormhole space, and the generated wormhole connects to another wormhole (no kspace connections through the generated hole, and this cannot be dropped in kspace to generate wormholes).

b) limit the mass and the jump amount. A meta 1 generator allows only cruiser and below, and has a maximum of 10 to 12 jumps (meaning it can be jumped 12 times total, regardless of mass of ship that jumped it). A meta 2 generator allows battlecruisers and below, and has a maximum of 15 jumps. A meta 3, battleships and 20 jumps. Meta 1's connect to c1 and c2 wormholes, meta 2 connect to c3 and c4 wormholes, meta 3 connect to c5 and c6 wormholes (you can't choose the wormhole type directly, it is random). Note: C1's regardless of the deployable, still has its mass limit (no battleships or above even if it was a meta 3 generator, can pass through the hole).

c) The generator cloaks itself, the wormhole and about 10k surrounding itself (Functions exactly like a mobile scan inhibitor, except it cloaks itself also). This cloak lasts from 10 minutes to 30 minutes. The decay on the wormhole lasts roughly 6 hours to 24 hours (can be balanced as need be).

This does a few things. It allows players an alternate to rolling holes. It Gives them their "gank" chance, it allows people to do intel before being discovered (your 10 to 30 minute window), and it does not f-up the original k162 concepts. In addition, it allows small gangs to function as small gangs as the wormhole itself has a jump limit not based off of mass, but amount of times jumped (So you can bring a gang of 5 people, drop one, jump in, find a target or not, warp farther into his system, drop a second, jump it, and you have a small highway going, and the potential for an actual "roam". After the 10 to 30 minutes, other people can find them, use its highway (even possibly close it behind you), and come after you. You left a "TRAIL" for people to track you.

This addresses this whole new concept by use of a deployable. The farmers are not immune anymore, but they are not totally helpless as there is only so many ships the corp can jump into the system (they can jump enough to return, or commit a large fleet and trap themselves there, and possibly probe themselves out later).

I don't know if this would cause more fights or not, but it would give the hunters a bit of a method to actually "hunt". In other-words, give the player a new method in wormhole space.

Yaay!!!!

Erasmus Phoenix
Avalanche.
#194 - 2014-03-24 03:08:03 UTC
Gnaw LF wrote:
Erasmus Phoenix wrote:

I should point out this would also stop a fleet who do want to PvP with whoever rolled into them, be that a group that are about to use caps to close their static or one with fifty T3s ready to rock, from finding that hole and getting their own scout onto or through it without using combat probes and relying on a ship sitting decloaked on the hole. This is going to have the effect of reducing a lot of kinds of non-ganking PvP.

as to the rest of your post, the "Big risk" is at least partially offered by the fact that there are billions of isk in capital ships, fixed in place, for the entire time you are doing your PvE. No other PvE activity has that requirement. Then there's the player and character skill involved.


You are dead wrong. This will not reduce PvP opportunities at all, if a corp is ready for a fight the two or three minute timer is not going to stop them.


It would make it easier for someone to roll away their static without having any chance of getting forced into a fight. It also further pushes the intelligence offered towards one side - the incoming side can have their scouts wherever they want, while the other corp can't scan down the hole to put their own eyes through it. I don't know about you, but I don't know that many people that will bring a fleet out with absolutely no idea of what they're going into.
Gnaw LF
Viziam
Amarr Empire
#195 - 2014-03-24 03:10:45 UTC  |  Edited by: ISD Ezwal
Tyrant Scorn wrote:
I really think people need to open their eyes and consider that the way it is right is fair. When you're on the ball and you pay attention, nothing can catch you, that's how it should be. The same goes for the hunter, if you know what you're doing you will catch people who don't.

It doesn't get more fair then that. Giving any sort of delay to K162's is unfair because it gives any hunter a head start which they should not have.


*Snip* Please refrain from personal attacks. ISD Ezwal. CCP has stated time and time before that there should be NO SAFE or fair spot in EvE. Not even in high sec, there should be risk and reward everywhere. W-Space is at the top of that risk-reward pyramid, it should be very dangerous and very profitable. However, due to the CONSTANT skill point creep of the player base it got to the point that if you collapse all connections and drop probes then it becomes fairly safe. Understand?

This happened before the automatic update for the overlay. When that came along it skewed the balance even further. The result of those two events is the reason why the sleeper loot has been dropping in market value. So in the end what you have is that w-space is neither the most risky nor is it extremely profitable. Thus this change was proposed. Its not meant to be right or fair, in fact its MEANT to be unfair. Just like the siphon units this change is MEANT to provide an advantage to the aggressor.
SambaSol
Veritas Theory
#196 - 2014-03-24 03:11:02 UTC
W-space has been continually getting riskier, less profitable, and flat out more frustrating in my experience. But I love it, so I've been keeping it up even as losses became more common, my favorite method of hauling stuff to and from the WH was rendered impotent (My orca sits in the POS collecting dust when I used to enjoy thumbing my nose at Marmite with it. Most fun I've ever had in EVE was leading them on a merry chase 5 jumps through highsec before making it to my WH route), and rolling WH's became far less certain of a thing. (Pushing 3.5 bil mass through a 3 bil hole and cursing the WH for still being there). And then the scatter containers. Thought drops were supposed to get better because of those? I flat out gave up hacking because I seldom got more than 10 mil worth of drops from them even when I had 3 people helping to catch every last can. Thank goodness the defenders weren't taken away like with Null's radar and mag sites.

T3's got nerfed to where a 1.5 bil T3 had the same tank a 600 mil one did before the nerf to resist bonuses. Ore sites showing up as anoms, T3 and T3 components prices dropping dramatically.... I can make more isk more safely running a 275 mil Ishtar in nullsec right now than I can in my C5 with a carrier, and without the cost of fuel and hundreds of millions of isk wrapped up in pos modules.

This idea has SOME merit, but in its unaltered form it will flat out ruin W-life for anyone who doesn't have a highly active large group and several SMA's worth of PVP ships.

Additionally, in my experience there is already a fairly significant delay in new signatures appearing in the scanner unless you are actively probing or cycling the Show Anomalies option. It does appear somewhat random, but I can have a sig scanned down on one alt and the others scanner won't even have the new sig up 5 minutes later if I don't use one of those tricks.




One possible solution I can think of for this to work "better" would be to have transiting ships come through the exit already decloaked with the WH disabling their cloaks for 15-30 seconds while the sig is on the no-show timer so that the residents could at least see a new ship signature if they have combat probes out and are cycling them constantly. If the raider was in any sub-cap they would have to be exceedingly lucky to be able to scan down before the raiding ship finished its timer and cloaked, but would be able to tell they had interlopers if, like I said, they were spamming combat probes constantly. The 15-30 second window would require a ridiculously dedicated scanning pilot.... But at least they'd have a chance. And the scanning pilots would have nearly constant migraines, but meh.



TL:DR, keep giving pirates more tools and ruin those that are used by the more honest folks and the pirates will soon have no one to prey on but themselves.
Shegunna Blow
Imperial Shipment
Amarr Empire
#197 - 2014-03-24 03:11:33 UTC
As a wormhole dweller i whole-heartedly support the removal of the odyssey scanner from WH space. Diligence on the part of the K162 end of a WH is rewarded, while passively having a window open (much like watching local in K-space) is not.

I do not support delaying a K162 signature from being detected for minutes. If a sig is there, it should be detectable. Now, adding a time-delayed sig strength buff to make it nearly unscannable for a minute or two is a little different. This would make the signature visible, but not identifiable. This could be interesting.
As mentioned far earlier in this post, removing all ability for WH residents or day-trippers to actively defend themselves while running sites, mining or huffing gas is way too far and unprecedented.
Derath Ellecon
University of Caille
Gallente Federation
#198 - 2014-03-24 03:11:45 UTC
Two step wrote:
Perhaps you might try reading what I was replying to, or even what I wrote way back on page 1 of this thread. I don't think lower class holes need more safety, though I do think they should have to at least work to get safety, just like they used to have to before the discovery scanner.


Such is the difficulty of a 10 page threadnaught. It is hard enough to cross compile every post made by any one person and tie them back together. As such if my reply came across as knee jerk I do apologize.

I do agree that no WH's need to be any safer. I agree that the discovery scanner is BS and should be removed. Honestly IMO it is a noob mechanic designed to show players that this world of exploration exists and has little use beyond that. So I think it could go completely and the game would not suffer.


Two step wrote:
Also, you are pants-on-head ******** if you think sub-C5 space is a ghost town. I'd say that probably 75% of C2s are occupied, and it is closer to 95% of ones with a static highsec. Sure, C4s are pretty empty, but finding an un-occupied C2 or C1 is pretty rare.


"ghost town" may have been an improper description. I have been doing far more roaming through our chain of late and yes I would say the majority (even C4's) I encounter are technically occupied. But most nights I can roam through chains 10+ systems long, with a mix of C4 down to C1 (and sometimes C5) where I can find nobody even seemingly logged in. I don't see a delayed k162 mechanic helping that situation.

IMO, the best option is to get rid of the discovery scanner. Just turn it off for W space at a minimum. Then after awhile with that change we can come back and talk.
Winthorp
#199 - 2014-03-24 03:11:59 UTC  |  Edited by: Winthorp
James Arget wrote:
I'll get my full post written out when this townhall is over, saving my spot in line for now.

Right then, I'm ducking out early to get this out before I run to work.

During the summit, I was very, very hesitant to endorse this idea. The current situation is, of course, not good, and I would very much like to see sig spawning return to pre-oddyssey behaviours. In particular, I think it's fair that if I want to see new signatures, that I should have to do something in order to gain that intel, and that getting it for free is too generous.

This change would be very very powerful for the spawning party, because even if the party who has been rolled into is actively looking for for incoming connections, they simply do not have a way to know it's there. A 1 tick appearance on dscan (assuming dscan is in range) is not a fair shot at knowing that you have hostiles inbound.

When I heard of this, I said that if such a change was to be enacted, that some kind of limit should be placed on the agressing party. In particular, I suggested that they be unable to leave the grid until the signature appeared. This means for whatever time window that the sig is invisible, a cloaked scout can begin the process of looking for ships, for wrecks, comparing ship losses in the system, identifying POCO owners, adjusting a fleet comp for wh effect, etc. Once the sig is up, they can hit warp to whatever location they've planned to go to, and the defenders are on the clock for realizing that there's a new signature.

This would go beyond rolling back to pre-oddyssey mechanics, and would still make it significantly more dangerous than pre-oddyssey, but would prevent people from getting jumped with absolutely no way to even know there could be ships inbound until they were on grid.


This would have to be my prefered method the changes take. We need to take back this perfect safety farmers currently have while still afording them some level of safety if they put in a level of effort to achieve that safety.

I want this perfect safety they have now taken away but i dont wont the balance tipped to highly in our favour in hunting them either as nobody will farm then.

I disagree with the signature updating slowly this isnt a balanced feature for us to have our new static sig spawn in our home and it take minutes to spawn on the other side (who thought up that madness).


Also now that you have put some effort into changes for mining in WHs please do more for them and change Ore sites back to being a scanned signature so they will return to the days of hulk mining.
BayneNothos
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#200 - 2014-03-24 03:13:52 UTC
Tyrant Scorn wrote:
I really think people need to open their eyes and consider that the way it is right is fair. When you're on the ball and you pay attention, nothing can catch you, that's how it should be. The same goes for the hunter, if you know what you're doing you will catch people who don't.

It doesn't get more fair then that. Giving any sort of delay to K162's is unfair because it gives any hunter a head start which they should not have.


But the defender already has an advantage in the sig showing up when warp is initiated. They have how long it takes me to align, warp, land, power to the wh, jump, load system and dscan to warp away.

If you want fair, then don't show the K162 until someone jumps the WH, or failing that due to a technical issue or some such, add a delay to when it's shown K162 side that's vaguely based off an average of how long all of what I listed above takes, kind of like whats being proposed by CCP Fozzie...