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Potential Idea for Discussion: Delaying signature appearance for K162s

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Author
Neutrino Sunset
Sebiestor Tribe
Minmatar Republic
#341 - 2014-03-24 15:56:05 UTC
The sensor overlay is terrible.

1. If I'm scouting and jump into a camped system then I want to use my precious gate cloak seconds to check the configuration of the gate camp. Having a full screen animation blatted across the top of everything with signature markers animating all over the place is infuriating.

2. Encouraging players to access exploration content in low and null sec is not helped by the fact that pirates jumping into a system now get an instant view of all signatures in system which they can direction scan in moments without needing to launch probes.

Creating a discrepancy between the sigs that are present and the sigs displayed by the sensor overlay is only going to make what is already a horrible mechanic even worse through adding inconsistency.

Get rid of the sensor overlay please. It was a horrible idea in the first place. But you tried it. It's still horrible. Please just do us a favour and kill it.

At the very least for the love of all that's good in the world let us turn it off.

People in here suggesting operating in wspace is currently zero risk are imo being deliberately disingenuous.
Gnaw LF
Viziam
Amarr Empire
#342 - 2014-03-24 15:56:54 UTC
Stitcher wrote:
CCP Fozzie wrote:
We investigated what would be involved with delaying the appearance of signatures on the sensor overlay, but that solution is somewhat unsatisfactory since players could always return to the old trick of spamming probe scans to check for the new sigs. -Fozzie


What would stop us from spamming combat probes to check for new and unexpected ships?

I appreciate it'd be less reliable given the popularity of cloaky fits in W-space, but still, all it takes is the appearance of some unknown probes in system or a lucky bit of timing and we'd at least know something was going on and be able to respond accordingly. "Maybe a K162 spawned" would be near the top of our scenario list, especially if we have eyes on the static.



Nothing and that is absolutely fine.
Vhek Rikah
The Kingdom of Bretonia
#343 - 2014-03-24 15:59:50 UTC  |  Edited by: Vhek Rikah
ccp must decide If they want to have big blocks like in nullsec plus all the negative effects like blueballing. and people who say theres no blueballing in w-space are all liars. its already nullsec 0.5 without local and mass restrictions.

its important to give corps the opportunity to progress from -c4s to c5s+, its the only way to get more people into w-space and more people in w-space imply more to shoot at.

by give the aggressor too much power you force them into big blocks or they leave w-space. -c4s are already bad profit wise, every 0.0 renter can make more ISK relatively safe, if you make the -c4 life too risky, they will move out of the already empty w-space.

look at brave newbies, they started in lowsec and sovless npc 0.0 and now progressing. it was possible because they lived relatively safe and they had the time to grow to what they are now. by making the gankers life too easy newbros avoid joining w-space.

if you dont like PVE in W-Space then lets remove it completly and W-Space will be Elite PVP Land you all want... not
Longinius Spear
Semper Ubi Sub Ubi
#344 - 2014-03-24 16:01:37 UTC
I'm a wormhole hunter and ganking pve ships is my wheelhouse. I rarely participate in pve content myself and when I do, I often welcome the break in my mindless cross shooting with a swift blow to the grown by a sharp rock thrown by a stranger.

Though this idea would greatly increase my success rate at finding people in exposed situations, I'm going to say its not enough.

Delaying K162s for overview alone, people would simply switch to spamming scanner probes. Delaying them being seen by scanner probes would make people simply switch to combat scanners to see scout ships as they uncloak and re-cloak.

If you want to make wormholes more dangerous, I'm all for it. We have far too many wormhole billionaires, I'm one of them.

My ideas are for the overall health of wormholes space as a close community environment that is. Though this would increase my game play 10 fold when it comes to ganks, I'm agienst this change, because it doesn't do enough.

Want great player vs player content?

Give C4's another random W-space connection, this small change would increase wormhole chains and make C4 space worth living in for people outside of a hermitage.

Fozzie -- I appreciate the idea to increase great player vs player interaction. PLEASE keep it up! Community leaders and vets all know the best way to keep people playing EVE is to remove people from their shells of the isk grind and increase the need for teamwork.

Read more of my ramblings on my blog www.invadingyourhole.blogspot.com

Stitcher
School of Applied Knowledge
Caldari State
#345 - 2014-03-24 16:09:34 UTC
Nothing wrong with it from our perspective, sure, but Fozzie said they wanted a design which wouldn't encourage probe spam, and anything which reduces RSI and doesn't eat into the lifespan of my left-click is welcome

Besides, with good D-scanning it's hard for, say, a gang of cloaky ambush tech3s to sneak through a K162 unnoticed anyway. Only marginally less so than if you have eyes on it. So I don't really see that the inability of the "defending" side to pick it up instantly would make that big an impact on their odds of getting caught and ganked.

In any case, as things stand there's a minimum time between when the wormhole spawns and when anybody can scan it down anyway, so if you only spawn it when you've got a fleet ready to blitz through...

I don't see that it would change much, is my point. Good and disciplined corps would just adapt, find a new way to gather the same intel and all that the development effort would accomplish is forcing the players to do more clicking to get more or less the same result. And the guys who aren't smart enough to adapt like that are already getting caught with their pants down anyway.

Now if you want to propose that both the K162 AND any ships that come through it should be invisible to both probes and D-scan for, say, twenty minutes and one minute (during that 20 minutes) respectively, then that might genuinely increase the amount of uncertainty and fog-of-war in W-space. Newly-spawned K162s might in that case pose a genuine threat to the security of anything in that system regardless of how vigilant they're being. The proposal as floated without the ships also inheriting some kind of invisibility still leaves open loopholes that would cause nothing to really change.

AKA Hambone

Author of The Deathworlders

Stitcher
School of Applied Knowledge
Caldari State
#346 - 2014-03-24 16:11:03 UTC
Longinius Spear wrote:
Give C4's another random W-space connection, this small change would increase wormhole chains and make C4 space worth living in for people outside of a hermitage.


Now that WOULD be interesting, if C4s behaved a bit more like C2s

AKA Hambone

Author of The Deathworlders

Gwydion Voleur
Anarchic Exploration
#347 - 2014-03-24 16:20:49 UTC
I fully support delayed appearance of K162 wormholes on the discovery scanner and via probes. If it needs to be mass-triggered or number-of-ships-triggered to prevent totally stealth capital seeding, fine. The key is that there needs to be time for the solo or small gang hunter to at least have a chance to see if there is a target before there isn't one anymore.

+1
Penny Ibramovic
Wormhole Engineers
#348 - 2014-03-24 16:21:03 UTC
The problem is that pushing new K162s automatically and immediately loses the sense of the unknown in w-space, and favours PvE fleets being able to get to safety. Removing the discovery scanner is not an option, because the return of players spamming a system with probes is considered a sub-optimal gaming solution.

Delaying the appearance of K162s is interesting, but making them unscannable seems to push the balance unfairly too far towards ganks, and making them scannable but not visible on the discovery scanner returns the players to spamming probes.

How about a third option? What if the discovery scanner, for whatever reason, is slightly unreliable in w-space? Every now and again, let's say 20 minutes, plus or minus 3 minutes, a signature appears on the discovery scanner in any w-space system where a player is on-line. This signature is a meteor, space debris, or black monolith wandering in to the system. Its signature automatically appears on the discovery scanner. The signature decays after 5 minutes, plus or minus 2 minutes, automatically despawning from the discovery scanner, being just a blip and not an actual site or wormhole. The signature also despawns if any player scans the signature to 25% and identifies it as an insignificant object.

The unreliable discovery scanner thus pings new signatures in to a system with some regularity, which can be ignored or actively scanned for by players, depending on how safe they feel or paranoid they are about intrusion. The tolerance on the timings of the appearance/disappearance are necessary so that players can't simply be safe by watching the clock. That blips happen only occasionally means that new signatures can be pushed with little delay, and that constant scanning is not required. Most of the time it is harmless, sometimes it will be a new wormhole. The regularity can lead to complacency, which can give a window of opportunity.

Of course, it would make scanning a system and ensuring its consistency perhaps a little awkward, but hopefully the delay between blips and their tendency to deteriorate quickly would offset this. Besides, it would add an unknown factor back in to unknown space.
NinjaTurtle
Pator Tech School
Minmatar Republic
#349 - 2014-03-24 16:24:29 UTC  |  Edited by: NinjaTurtle
bleh, thumbs down.
To me, the only time this seems like a decent mechanic is when you have a WH with no non-static connections and static connections that haven't been opened yet (the mark of a PVE WH, collapse everything and don't open new static). And while I can appreciate what you're trying to accomplish with the additional risk factor, the fact is that WHs are dangerous enough as it is for the solo/small entity and this would disproportionately affect that group. Speaking within the timeframe of that invisible K162, by most measures, the one/two people in Tengus will be exponentially easier to trap and kill than the say 1-2 carriers/2-3 dreads + support(eg. typical C3 vs. C5 ratting). Yeah, maybe someone gets a good look at your C5 bear fleet, but what are the odds that someone has enough subcaps to attack the C5 group vs. the odds that they have enough to tackle one/two t3s? Not wildly in favor of the small guys and like I said WHs are uninviting enough to the single guy/small group.

If you really want to shake things up, make cap escalations in PVE sites trigger a WH opening.
Ssieth
Celestial Inc
Dracarys.
#350 - 2014-03-24 16:29:41 UTC
Penny Ibramovic wrote:
Snip.


Or you could just up the amount of other sigs appearing such that they become a similar distraction? I don't know what would work (and be balanced) - ice maybe?

W-Spacer.  Bittervet. 75% PvP, 25% assorted other stuff.

SambaSol
Veritas Theory
#351 - 2014-03-24 16:30:41 UTC  |  Edited by: SambaSol
Longinius Spear wrote:
I'm a wormhole hunter and ganking pve ships is my wheelhouse. I rarely participate in pve content myself and when I do, I often welcome the break in my mindless cross shooting with a swift blow to the grown by a sharp rock thrown by a stranger.

Though this idea would greatly increase my success rate at finding people in exposed situations, I'm going to say its not enough.

Delaying K162s for overview alone, people would simply switch to spamming scanner probes. Delaying them being seen by scanner probes would make people simply switch to combat scanners to see scout ships as they uncloak and re-cloak.

If you want to make wormholes more dangerous, I'm all for it. We have far too many wormhole billionaires, I'm one of them.


So basically you're saying WH PVP is more profitable than WH PVE. Which would back up my experiences at this point. This begs the question of why the PVP side needs to be buffed. Or at least buffed at the expense of PVE. WH dwellers need to be able to have some sense of security or else all the small gangs of dwellers will likely end up leaving. Part of WH life is the utter randomness of it all, sometimes I can go a day or two without seeing any WH besides my static. And then other times I log in to 7 WH's, with 3 more popping up as I'm trying to roll them all. I'm currently out of rolling battleships due to too many ******* cloakies showing up out of nowhere outside what all the information I had on them suggested was their TZ.


And people who say mining ships in W-space are doing it wrong..... The lore behind w-space ore sites would suggest that they're actually doing it RIGHT. Based on that, isn't Empire supposed to be relying on us for minerals somewhat? Not to mention you have to mine if you are in a C4 or lower and want capital ships, or else spend exhaustive amounts of time importing minerals. Personally, I enjoy the occasional mining fleet just as something different to do. And yes, I've lost a lot of mining ships that way. Oh well. I have fun ejecting, running back to the POS, then warping back at 30km and popping the mining ship AND the PVP jew who decided to try and capture it for his own use in his shiny pod.


And on a point CCP really can't do anything about.... What incentive is there for us to try and keep a stock of PVP ships when raiders ALWAYS pop the wrecks so we can't salvage anything from it to try and help pay for the next round of ships to whelp? When I first entered w-space, there seemed to be a bit of honor among PVPers. That has since appeared to vanish as the focus moved more from fun PVP and enjoyable conversations to people thinking ganking qualified as a "Good Fight" scenario. Congrats, you killed a 20 mil retriever. Good fight? What? If I didn't get my bomber back in time there wasn't any fight at all.
Ali Aras
Nobody in Local
Deepwater Hooligans
#352 - 2014-03-24 16:34:04 UTC
So having talked to several other people about this, I'm convinced of the necessity for the change (and of the shittiness of spamming probes). That said, there are still issues with it, so I want to instead echo a suggestion I heard elsewhere of a mass/time delay on incoming k162s instead of a pure time delay. That is, a k162 will not show on probes or system scanners for either x seconds pass or y grams of ship transit, where x is on the order of 120 or 180 or so, and y is on the order of 2-3 covops worth of mass. These values should be a percentage of the mass/time limits on the wormhole itself, to scale them by wormhole class and allow for some logical consistency to the mechanic (after all, the invisibility is like a little microcosm of the mother wormhole's lifetime).

A mass/time delay would resolve the following issues a time-only delay leaves unsolved:

C1-4 residents can no longer be ganked by a fleet without being able to see the fleet or their incoming signature. In C1-4 space, a cloaky t3 gang can cause serious issues for a farming fleet, particularly on the lower side of that range. Should a K162 spawn off d-scan from where the fleet is, the defenders would have literally no warning. Even on d-scan, the available time to detect a cloaky fleet's existence is short, and spamming d-scan is no more fun than spamming probes.

Carebears can't roll their holes in perfect safety. If a hole is time-limited only, some carebears good with rolling ships can hop in and out inside the timer, and the hungry PvPers they've inadvertently rolled into have no opportunity to attempt a gank or slip a scanning alt through.

It maintains the freedom from probe spamming and increased risk to the defenders (who are now alerted when the fleet is jumping in, not when the scout first warps to the hole) without adverse side effects introduced by the pure delay, and the complexity issues fit easily with the rest of wormhole space mechanics.

http://warp-to-sun.tumblr.com -- my blog

Rain6637
GoonWaffe
Goonswarm Federation
#353 - 2014-03-24 16:36:23 UTC  |  Edited by: Rain6637
Fozzie, stop trolling.

signatures are a "dumb" mechanic. they're not broken... they're just 'dumb'. wormhole gameplay depends on scanning down signatures and suffers as a result.

from what I can tell, you have the relationship between the two switched, and are convinced that wormholes should get it in the bum bum.

as it is, signatures show up to everyone system-wide, immediately, and this needs to change. if you fix signature mechanics in wormholes, you fix them everywhere.

...and if you don't fix signature mechanics, you can make a cool UI like sensor overlay and a Dscan slider, but signatures will remain 'dumb'.

your proposed idea of delaying signatures is bad though, just to be clear. it's merely another layer of 'dumb' placed over a deeper level of 'dumb'



fleshing out signature mechanics


some variables would allow you to balance signatures. a signature needs to do things like:

1. appear in on-board scans within a limited radius from itself, instead of automatically to everyone in system.
like ships currently do on dscan. while you're at it, make dscan care about the size of the detected object vs the scan res of the ship requesting the information about its surroundings. ('everything within a radius' is dumb' too)

the volume of a k162's detection sphere compared to the volume of spheres in a system in which signatures can spawn and players can fly = a reduction in instant awareness that you can measure. (instead of a 'dumb' solution like 2 minutes of blindness)

2. take into account the size of the k162
make some appear in a larger radius than others.
scaling the ease of gaining k162 intel based on the threat that could come through it sounds good, i think.

3. take into account the security level of the system (and in the case of wormholes, the class
this is accomplished currently, to a degree (with various levels of difficulty in probing them to 100%)

4. take into account a ship's scan resolution
another way to limit signature visability is take into account a ship's scan res
if the ship's scan res is not high enough, it will not detect a signature without probes.
or ship class.

as a baseline:

frigate ->on-board detects c1 to c1 k162 and bigger
destroyer -> ... c2 to c2 and bigger
cruiser -> ... c3 to c3 and bigger
battleship -> ... c4 to c4
capital -> ... c5 to c5

other things you can do:


5. reduce the active time on scan probes to 10 mins (or something).
they never needed to live that long.

lastly, I'm disappointed to see you call scan probes a 'trick'. in my mind, tricks in EVE are things like mineral compression using guns, or self-destruct cynos.

so I wonder, what did you intend wormholes to be like, if spamming scan probes or the probe scan "show" button is a 'trick'.

wormholes are meant to be different, I get that. 'no-local' and 'no exits in overview by default' is proof that you intended for something else to happen in them, but I never thought signature watching was a 'trick'.

without local or system exits in overview, D-scan and probe scan are simply the next best thing available for situational awareness in wormholes.

tl;dr:

signature mechanics are flat and dumb
Deeone
Deadspace Zombie Factory
#354 - 2014-03-24 16:39:20 UTC
Gnaw LF wrote:
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.



Yeah, pvpers never risk their ships by warping into a sleeper site full without full knowledge of their opponent. When you try to kill someone in sleeper site you don't know how many people they have logged off in their system, you don't know how many capital ships they can bring in on a moments notice. Yes, ganks will still happen but to say that pvp oriented players don't have a risk when they initiate a fight is ridiculous.


under the new system u have 5 mins to gather perfect intel b4 they even know your there yeah totally balanced. Get rid of the stupid discovery changes and give us back the balanced system we had b4. tbh 70% of the holes I used to jump into with ppl farming there were no probes out. Most of the time probe spammers are in caps and stuck for a set time anyway. Just getting rid of discovery scan is enuf. yeah probe spam is boring to do that's why a lot of ppl just don't do it.........not to mention if I roll my hole and decide I don't like what I see on the other side I can just roll it again without ever having to worry about it being scanned down..........this is just ccp trying to say there was always a problem and it wasn't their system that broke things when in reality their system broke wh pvp. now they want to see if they mess it up even more.
NinjaTurtle
Pator Tech School
Minmatar Republic
#355 - 2014-03-24 16:42:43 UTC  |  Edited by: NinjaTurtle
yeah you really don't need probes out to see new sigs, just hit 'show' at the bottom (the button that restores hidden sigs) and if there's a new sig present the list will refresh. It's basically the exact same thing as pumping d-scan. Literally.
Necharo Rackham
The Red Circle Inc.
Ministry of Inappropriate Footwork
#356 - 2014-03-24 16:45:14 UTC
Gnaw LF wrote:
Yeah, pvpers never risk their ships by warping into a sleeper site full without full knowledge of their opponent. When you try to kill someone in sleeper site you don't know how many people they have logged off in their system, you don't know how many capital ships they can bring in on a moments notice. Yes, ganks will still happen but to say that pvp oriented players don't have a risk when they initiate a fight is ridiculous.


It's all about risk management. What do the the people running the sites do to manage their risk? The answer 'have more people' tends to lead in one direction.

Scanning for ships is not a particularly great alternative - by the time you hit something it'll be in warp already.
Axloth Okiah
Sebiestor Tribe
Minmatar Republic
#357 - 2014-03-24 16:46:15 UTC
Ali Aras wrote:
A mass/time delay would resolve the following issues a time-only delay leaves unsolved:

Carebears can't roll their holes in perfect safety. If a hole is time-limited only, some carebears good with rolling ships can hop in and out inside the timer, and the hungry PvPers they've inadvertently rolled into have no opportunity to attempt a gank or slip a scanning alt through.
It wouldnt. Sig would show only once the caps jumped through and the residents would need to: notice it, scan it, warp to it, scout it, put fleet together, jump through <- all that before the crashing capitals jump back through the K162 and close it behind them (which takes roughly 2 seconds). I dare say its not very likely.

But you are correct that the other issues would be alleviated somewhat. It would also force people to use covops for scouting fresh holes instead of T3s, which im not sure if its good or bad...

Either way it doesnt really address more fuddamental needs and all the other (much less controversial) suggestions which I summed up in my wall of text about the need for increased interaction instead of isolation.
SambaSol
Veritas Theory
#358 - 2014-03-24 16:47:02 UTC
Ali Aras wrote:

Carebears can't roll their holes in perfect safety. If a hole is time-limited only, some carebears good with rolling ships can hop in and out inside the timer, and the hungry PvPers they've inadvertently rolled into have no opportunity to attempt a gank or slip a scanning alt through.

It maintains the freedom from probe spamming and increased risk to the defenders (who are now alerted when the fleet is jumping in, not when the scout first warps to the hole) without adverse side effects introduced by the pure delay, and the complexity issues fit easily with the rest of wormhole space mechanics.


From my experience, what this means is carebears for C5's and C6's will either instapop the hole with a dread and orca, or POS up if they don't have the resources to do so. In the end, this will just make things horrible for people who have no alternative but battleships and orcas, and leave those of us with access to capitals with little to no change as far as rolling holes...

Just a crazy thought, but the biggest thing I hate about WH PVP is trying to get my pod back into the WH when I lose.... Perhaps a quick and simple way to make fights more common would be to give pods immunity to bubbles in w-space? With limits obviously, maybe just after being ejected from the ship so they can still be caught with bubbles as they try to make it home. If they're less likely to be stuck out of their home system for a significant length of time, they'll be more likely to risk PVP imho.
Gnaw LF
Viziam
Amarr Empire
#359 - 2014-03-24 16:48:58 UTC
Deeone wrote:
under the new system u have 5 mins to gather perfect intel b4 they even know your there yeah totally balanced. Get rid of the stupid discovery changes and give us back the balanced system we had b4. tbh 70% of the holes I used to jump into with ppl farming there were no probes out. Most of the time probe spammers are in caps and stuck for a set time anyway. Just getting rid of discovery scan is enuf. yeah probe spam is boring to do that's why a lot of ppl just don't do it.........not to mention if I roll my hole and decide I don't like what I see on the other side I can just roll it again without ever having to worry about it being scanned down..........this is just ccp trying to say there was always a problem and it wasn't their system that broke things when in reality their system broke wh pvp. now they want to see if they mess it up even more.


No one said 5 minutes, there is no mention of 5 minutes anywhere. Right now we are talking about the delay in general, the details of the duration are not even being addressed. I think 2 minutes or less is still good enough of a change.
na'Vi Ronuken
Louis Nothing And Nobody
#360 - 2014-03-24 16:51:57 UTC
This is such a bad idea because it gives such a huge advantage to the attackers. Imagine if a blackops drop in Kspace was undetectable until they were ongrid with you (and you can't see cyno alts coming in because no local) and you CANT leave for ~5 mins AFTER you detact the blackops drop because of triage/siege.

The current state of affairs for farmers in WH might be a bit strong - but its no worse than the hundreds of billions Nullsec rakes in from their renter empires. CCP should spend time making NS more interesting - not messing with WHs which is currently far less broken than Low/High/Null sec.