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Wormholes

 
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Potential Idea for Discussion: Delaying signature appearance for K162s

First post First post First post
Author
Erasmus Phoenix
Avalanche.
#221 - 2014-03-24 04:09:17 UTC
Gustava Risalo wrote:
There is one inherent problem with all of this hurf blurf about Risk vs reward. You gain the ability to roll holes unannounced until you find a nice target you can kill then you have the suprise factor on your side for killing them.




Where is your risk?

You get to pick your targets so you aren't going to take on anything your gang can't handle. You aren't going to roll holes without having the majority of your fleet on standby and have a fairly accurate idea of fleet composition. So where is your risk? You get nothing but the rewards of the kills and the fact that you can make even more isk when you run sites.

Also don't feed me the bs about how you will engange anything or you won't pick a fight you won't win. Thats a load of garbage.


Yeap. With these changes you wouldn't even have the risk of someone dropping onto you while you were rolling the hole away, because they couldn't scan it out before you had your jumps done.
Michael1995
Lazerhawks
L A Z E R H A W K S
#222 - 2014-03-24 04:10:19 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.


If anything were to change, this should be it.

Selling WH CFC Standings 10b/month for +10 with: Lazerhawks, Hard Knocks, Overwatch This, Many Vacancies, Golden Showers, Friendly Probes, Isogen Memed.

Join up for swag C3 Gila/Osprey ratting fleets daily! We also rent C2s out with CV effect!

Je'rin
Caldari Provisions
Caldari State
#223 - 2014-03-24 04:12:20 UTC
It seems like the overlay is the problem. Why not either take it out or have it be a special function of covops ships or probe launcher modules.
Unholey
Republic Military School
Minmatar Republic
#224 - 2014-03-24 04:18:23 UTC
Well I just don't like this idea at all.
Delay signatures appearing on the sensor overlay ok, but not being able to scan it with probes as it spawns is ridiculous.

You Can't Fly In Here

SambaSol
Veritas Theory
#225 - 2014-03-24 04:18:30 UTC  |  Edited by: SambaSol
Joan Greywind wrote:

Just a note: Moving blue loot is not in any way a "logistical challenge", would like it to be, but sadly isn't. At best it is a minor inconvenience.


You must not have had much experience trying to move things along the ever-changing routes from W-space to highsec. Unless you have a WH directly to highsec (And no active wardecs), odds are you'll be going through several WH's, many jumps through Lowsec, and sometimes even more jumps through hostile nullsec if you've gone long enough without a decent WH and are running low on both ISK and Fuel. One of my more recent routes was through 2 C6's then a C3 and then middle of nowhere highsec. Had to give up and run home because one of the WH's became highly active. Yes, sometimes moving blue loot is as simple as you think it always is, but that is actually a fairly rare occurence for those of us who live without k-space statics.
Derath Ellecon
University of Caille
Gallente Federation
#226 - 2014-03-24 04:19:02 UTC
Joan Greywind wrote:
Just a note: Moving blue loot is not in any way a "logistical challenge", would like it to be, but sadly isn't. At best it is a minor inconvenience.


So says you. Bottom line Blue loot is of no value until you can get it sold, which can only be done in k-space. And compared to the push button receive isk nature of bounties, it can be a "challenge".

In that vein, maybe all bounties should become a loot certificate that have to be scooped from the cargohold of ships. I would love to hear the collective cries of 0.0 space for this "minor inconvenience". Or that of LS and HS for that matter.

Erasmus Phoenix
Avalanche.
#227 - 2014-03-24 04:23:40 UTC
SambaSol wrote:
Joan Greywind wrote:
Erasmus Phoenix wrote:
Joan Greywind wrote:
Erasmus Phoenix wrote:
An ESS style module doesn't fit with wormholes in terms of the lore, and doesn't fit at all with how wormhole sites pay out.


Because we all know in EVE, lore comes before balanced gameplay, and I am sure with a little creativity this issue can be circumvented.

Figuring out the programming aspects is not an issue I like to delve into, all I do is offer my opinion on the gameplay aspects of things, the rest is left of the devs to figure out.


In order to make any kind of ESS style module work you'd either have to put blue loot into it directly, which would basically make it a fueled module which could be implemented in a totally different way, or you'd have to make wormholes pay out exactly like any other site, which makes zero sense with the way that wormholes work - who's going to be paying you for shooting sleepers? More to the point, it's removing the logistical challenges that are deliberately there to make living in wormholes less comfortable.


The empires have decided that the sleepers can be a significant threat to the empires and they have many technologies to offer, and would like to start studying the effects of the sleepers in the wh themselves, so if you put the blueprints for them to study in a module they offer you in wh space, they will give you the ability to scan k162's immediately. Took me 2 minutes to solve the "lore" problem for you mr rper, I am sure many more capable people could do a better job.

As I said, as a subscriber it is not my job to offer programming solutions to the devs. All I do is offer my opinion of what I want from a gameplay perspective and it is their role to come with the programming solutions. We first have to agree what is best from a gameplay point of view and then come up with the programming solutions required to implement such a change.

Just a note: Moving blue loot is not in any way a "logistical challenge", would like it to be, but sadly isn't. At best it is a minor inconvenience.


You must not have had much experience trying to move things along the ever-changing routes from W-space to highsec. Unless you have a WH directly to highsec (And no active wardecs), odds are you'll be going through several WH's, many jumps through Lowsec, and sometimes even more jumps through hostile nullsec if you've gone long enough without a decent WH and are running low on both ISK and Fuel. One of my more recent routes was through 2 C6's then a C3 and then middle of nowhere highsec. Had to give up and run home because one of the WH's became highly active. Yes, sometimes moving blue loot is as simple as you think it always is, but that is actually a fairly rare occurence for those of us who live without k-space statics.


And then there's the time when you get out fine and somebody rolls a hole half way down the chain and leaves your hauler stuck out.
BayneNothos
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#228 - 2014-03-24 04:31:45 UTC  |  Edited by: BayneNothos
Erasmus Phoenix wrote:

It doesn't take you multiple minutes to get to the wormhole unless you're in the habit of probing down your static with a capital.

I do think that a good compromise would be holding off on the K162 until someone jumped, along with the removal of the new scanning system, forcing use of actual scan probes and paying attention.


Fixing eaten post

Some of us like our scan phoenix's I'll have you know! But in all seriousness, any subcap can warp off in the time it takes to initiate all that. The jump itself is ~5s, that's like a third of the align time of a subcap. With the warpspeed changes you can often get out in the time it takes my combat boat to fly to you. I've personally had a Drake warp off on me in the time it took for my Talos to warp 4au to it.
Caps and Higher WH's aside, if you're getting caught in your own lower WH with a subcap at the moment, you're doing something wrong. See my post way above somewhere with what you should be doing.

As for caps, well being stuck there is the price you pay for having triage reps or siege dps. That's how they're balanced out. If you don't want to risk getting caught, don't triage or siege. There's nothing stopping you using multiple carriers to RR together and using their fighters for DPS. It's just a bit less efficient.
SambaSol
Veritas Theory
#229 - 2014-03-24 04:36:37 UTC
Completely removing the K162 spawn until someone has transited would be going a little too far, odds are 90% of incoming WH's from k-space would go unactivated. Solution: yet ANOTHER timer. How many timers are we suggesting adding to wormholes now?
Erasmus Phoenix
Avalanche.
#230 - 2014-03-24 04:45:35 UTC
SambaSol wrote:
Completely removing the K162 spawn until someone has transited would be going a little too far, odds are 90% of incoming WH's from k-space would go unactivated. Solution: yet ANOTHER timer. How many timers are we suggesting adding to wormholes now?


That is kind of true, it would lead to less people activating wormholes because they could warp to it and see what type of space it leads to without jumping.

Of course, you could make it that warping will trigger a timer, which jumping would skip completely, causing the K162 to pop up immediately. That would provide a decent compromise I guess.
SambaSol
Veritas Theory
#231 - 2014-03-24 04:50:31 UTC  |  Edited by: SambaSol
Erasmus Phoenix wrote:
SambaSol wrote:
Completely removing the K162 spawn until someone has transited would be going a little too far, odds are 90% of incoming WH's from k-space would go unactivated. Solution: yet ANOTHER timer. How many timers are we suggesting adding to wormholes now?


That is kind of true, it would lead to less people activating wormholes because they could warp to it and see what type of space it leads to without jumping.

Of course, you could make it that warping will trigger a timer, which jumping would skip completely, causing the K162 to pop up immediately. That would provide a decent compromise I guess.


Indeed, although this would actually be so minor a change from the current mechanics that I'm not sure it would make any noticeable difference in gameplay. Perhaps combine this with my earlier idea?

Warp to WH, 5 minute timer to K162 spawning begins
Transit WH, timer is reduced to 2 minutes or current timer, whichever is less
Ship appears decloaked on far side of WH, cloaking disabled for 15ish seconds, still no K162 signature
Ship cloaks, Sig still not scannable
Ship warps off, more ships transit, or timer expires: K162 signature appears for all to see.


I'm not certain this would be a feasable solution from a programming standpoint, but from a gameplay standpoint it seems liveable at least... I'd rather just see an intentional delay in the base scanner refresh rate, ore sites returned to grav sites, and probes being a necessary part of life again.
The Fong
Machiavellian Empire
Test Alliance Please Ignore
#232 - 2014-03-24 04:50:33 UTC
Thank you for tackling this Fozzie. It's an important issue, I'm glad I caught this thread as soon as it showed up on my overview.

Has the discussion at the dev/CSM level involved ore sites post-Odyssey or has it been primarily concerned with K162s? Should ore sites on the overview be considered topical for purposes of this thread?

It may sound shallow, but as a soon to be cap pilot I need ore to build caps. In my mind, these two topics are connected.

I want candy, bubble gum, and taffy.
Dreadnoughts, carriers, and Rorquals.
Skip to the sweet shop with my sweetheart Sandy.



Bamsey Amraa
Caldari Provisions
Caldari State
#233 - 2014-03-24 04:50:40 UTC  |  Edited by: Bamsey Amraa
CCP broke WH with sensor overlay and now should just remove it instead broke it even more with signatures impossible to scan even if you pay attention and you see someone closing your damned bonus wh.... You want make all (i mean ALL if you know what about im think) WH ppl happy just make delay in null local when we jump into from WH and make cyno in effect on end item cycle not in start and maybe just think about this : heron with cyno bringing carrier in , should ( charge ) that cyno after lit, bigger ship coming more time needed to charge cyno in smaller size cyno ship....
Anhenka
Native Freshfood
Minmatar Republic
#234 - 2014-03-24 04:51:44 UTC
Erasmus Phoenix wrote:
SambaSol wrote:
Completely removing the K162 spawn until someone has transited would be going a little too far, odds are 90% of incoming WH's from k-space would go unactivated. Solution: yet ANOTHER timer. How many timers are we suggesting adding to wormholes now?


That is kind of true, it would lead to less people activating wormholes because they could warp to it and see what type of space it leads to without jumping.

Of course, you could make it that warping will trigger a timer, which jumping would skip completely, causing the K162 to pop up immediately. That would provide a decent compromise I guess.


Timers if you jump! Timers if you don't! More timers once you jump though! And variable timers depending on how many people jump!

TLDR: This is getting too ******* complicated in a hurry.
Thead Enco
Domheimed
#235 - 2014-03-24 04:54:19 UTC
CCP Fozzie wrote:


This change would make life in wormholes a bit less safe, and increase the sense of real danger that unknown space should include. The flipside is that actively hunting for pvp in wormholes should present more targets that have a slightly shorter notice to your arrival.

The delay could take a few potential forms, either a set timer of a couple minutes, a timer that has random elements or even one that is variable depending on the amount of mass that passes through the wormhole.


Logic like this adding to the reasons why do i still logon to this game anymore.
Erasmus Phoenix
Avalanche.
#236 - 2014-03-24 04:58:44 UTC
Anhenka wrote:
Erasmus Phoenix wrote:
SambaSol wrote:
Completely removing the K162 spawn until someone has transited would be going a little too far, odds are 90% of incoming WH's from k-space would go unactivated. Solution: yet ANOTHER timer. How many timers are we suggesting adding to wormholes now?


That is kind of true, it would lead to less people activating wormholes because they could warp to it and see what type of space it leads to without jumping.

Of course, you could make it that warping will trigger a timer, which jumping would skip completely, causing the K162 to pop up immediately. That would provide a decent compromise I guess.


Timers if you jump! Timers if you don't! More timers once you jump though! And variable timers depending on how many people jump!

TLDR: This is getting too ******* complicated in a hurry.


You know there are problems with the basic idea when proposed fixes get that complex.
Xer Jin
Hedion University
Amarr Empire
#237 - 2014-03-24 05:15:17 UTC
i told you this was a bad change when you brought it in in odyssey but you didn't listen ccp
im going to tell you what i told you then
ANY SITE THAT WAS "HIDDEN" BEFORE SHOULD SET BACK TO HIDDEN
also PLEASE give me a way to turn of the sensor sweep overlay its sound is very annoying
The Fong
Machiavellian Empire
Test Alliance Please Ignore
#238 - 2014-03-24 05:42:09 UTC  |  Edited by: The Fong
AutumnWind1983 wrote:
If you're mining in a wh you're doing it wrong.


Quoted for truth.

But it doesn't have to be this way.

Granted there will always be a few miners. Mostly players new to WH space with the occaisonal masocist writing his BOB-sacrficed retrievers off the books under the derecognized assets column.

Edit for the record: Any PVPer who scans the two sigs in my home system will still nab my barges and have enough time leftover to make an omelette before I return. I mostly mine afk, don't tell the CODE people.
Dominus Alterai
Star Freaks
#239 - 2014-03-24 05:47:39 UTC  |  Edited by: Dominus Alterai
I feel that this is one of those changes that appear small from a development standpoint, but have far reaching effects for gameplay. That being said, as long as this. Change is implemented in a way that that doesn't break w-space, I'm all for it.

Two step wrote:
Sounds like a good change to me. Right now, many groups are farming wormholes nearly risk free. I'd like to see it based on time and on the number of ships that have passed through the hole. So maybe it takes 5 minutes +/- 2 minutes to show up, or when 2 (or maybe 3) ships jump through, whatever happens first. Perhaps the base time might be scaled on wormhole class, so C5/C6 residents have to wait longer for the K162s to show up, while the lower classes would have a little more warning time.


I do like the mass trigger idea. Perhaps begin to show when a certain percentage of the wormhole's mass is reached (~5-10%)? Of course this leads to dead wormholes when no one decides to jump through. So on top of the mass trigger, a time trigger will also be needed. Let's say 15 minutes, just as an example. Of course CCP can change and tweak the numbers depending on the type of wormhole on the other side.

Reducing your holes to a quivering mess since 2009.

Stormbringer999s
OpSec.
Wrong Hole.
#240 - 2014-03-24 05:50:12 UTC  |  Edited by: Stormbringer999s
What’s the end game CCP Fozzie? Additional content for w-space? I think we would all agree that it’s desperately needed, but in this guise I’m afraid it falls a little short. Isn’t it going to be a little predictable, as in what’s going to happen to w-space if and when these changes are implemented? Ganking opportunities become more prevalent, with the larger Alliances eventually dominating w-space, which will end up like Null, boring all bar the occasional blobfest. Whichever way you look at it, it’s hardly adding new content to the game. Maybe that’s what you want, another Null Sec type environment? Either way you’re looking at a hard sell from what I’ve read thus far.

You made scanning easier to promote w-space activity, but in the end it provided little additional content. You changed or added various other game mechanics in recent patches, like ghost sites (damn straight their ghosts, never seen one myself), again with little to no effect in adding game content or increasing w-space occupancy.

Reverting back to previous models just induces boredom. Put your hands up if you actively sought out the scanning role. Yeah, that’s what I thought. Point made.

I appreciate the fact that you are constantly looking at how Eve as a whole can be improved, but this forum post should give you an indication of where you’ve been going wrong. If you want to create additional content for w-space you need to form a w-space group, CSM like, made up of the various Alliances heads to hash out ideas in an appropriate environment. This in my opinion is the only way you’ll get any additional content into the game that works for all involved, will promote growth into the area and will maintain the original vibe of w-space, that it can be a dangerous place to be in at any given time.

On a personal note, I myself farm sites to enable my character to grow as needed. Sometimes the isk I generate is invested into PvE, other times PvP. My point is the isk I generate remains in w-space, albeit the raw materials etc needed to make whatever it is I purchased off market, but the net result is the same, the isk remains in w-space. This is where I live, this is where I believe the isk should remain. All of the pilots I know in w-space are of similar minds. There’s a message in there somewhere, has no relevance to this discussion, but it’s there nonetheless : )