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W space little things.

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Meytal
Doomheim
#281 - 2014-07-23 13:35:04 UTC
Phoenix Jones wrote:
(good stuff)

All of this is good except removing the sleepers from the gas/ore sites in C1-C3, gas in particular. That group of systems will spawn all gas sites except the C5/C6 Core sites with C320 and C540. The rest of the gas is already less profitable to harvest than it is to go ice mining, and removing sleepers would make it even more so.

I'm not sure how the dynamic would change if you removed sleeper spawns from ore sites, though I know Nullbears would throw a royal tantrum, so it's not likely to happen anyway.


There appear to be two main viewpoints of W-space. One is that you're progressing deeper into the unknown as you move from C1 to C6. You have an interconnected web of systems leading across unknown space with K-space connectivity an incidental, not essential, feature. The focal point-of-view is W-space; W-space is the origin, W-space is the destination, W-space is the purpose. Most players who live in W-space seem to hold this viewpoint based on conversation and posts.

The database itself which separates out W-space into its own universe would tend to support this W-space centric point of view as well. You have K-space, you have W-space, and you have random and varying connections between the two.

The other viewpoint is that they're all somewhat equally accessible (except C4) from K-space, though some have harder (PvE) content than others. W-space systems are not necessarily much more than exploration sites you can find in K-space, though harder and more dangerous. The focal point-of-view is K-space; W-space is a temporary diversion from K-space. CCP, particularly in recent discussion around C4 ideas with consideration to adding K-space connections to C4, seemed to hold this point of view. I asked, but they would not clarify their purpose and goals for W-space.


What they do to W-space depends greatly on their point of view of what W-space is and how it is to be approached.


Personally, I'd like to see the first concept more fully realized:

- C1 and C2 would basically be unchanged, though C2 would lose C5 and C6 statics.
- C3 would remain similar, though increased wormhole mass allowances to permit freighter traffic.
- C4 would gain a second static: one static for C1-C3 space, and one static for C5-C6 space. Freighter traffic permitted.
- C5 and C6 would have fewer K-space connections, and lose direct connectivity to C1-C3.

Then introduce short-lived, random wormholes, some large and some small, that could connect any W-space system to any other W-space system, C1 through C6.


After that, new regions of space could be added to the game that use W-space as the transit between current K-space universe and the new K-space universe. You could, for example, create a constellation-centric universe (as opposed to the system-centric universe of W-space) where you build a mini-empire throughout the entire constellation, cynos work within the constellation, stargates could be constructed between systems within the constellation, etc. You would travel through wormholes (sometimes into W-space) to travel between constellations. It could be similar to Nullsec except you can only project power within your own constellation, allowing small groups to build an empire where it is impossible now in Nullsec without kissing someone's pinky ring.

C6 and maybe C5 systems could be the connecting systems to this new region of space. It's not quite C7, it's not quite Nullsec, and it's not quite W-space. Needless to say it is also not like Hisec, though I suspect you'd still have to pay silly industry taxes out there.
Andrew Jester
Collapsed Out
Pandemic Legion
#282 - 2014-07-23 13:49:06 UTC  |  Edited by: Andrew Jester
Phoenix Jones wrote:
mostly good with some questionable stuff


Don't remove sleepers from relic/data. No reason to make WHs the same as k-space. Plenty of newbros do exploration in null. They can keep doing it there until they're able to fly a ship to clear the sites.

The current reward for probing a chain is a null sec leading out somewhere. Pretty sure you'd bump up the difficulty of all holes by replacing current sleepers with those from relic/datas. C3s would be C4s with less money because, if I remember correctly, the difficulty of sleepers in datas and relics are on par with those from a class up.

No need to make WH more of a carebear land than it already is.

Meytal wrote:

Personally, I'd like to see the first concept more fully realized:

- C1 and C2 would basically be unchanged, though C2 would lose C5 and C6 statics.
- C3 would remain similar, though increased wormhole mass allowances to permit freighter traffic.
- C4 would gain a second static: one static for C1-C3 space, and one static for C5-C6 space. Freighter traffic permitted.
- C5 and C6 would have fewer K-space connections, and lose direct connectivity to C1-C3.


Personally I don't like this idea. C2 -> NS/C5 holes are a great amount of fun and give a lot of PvP opportunities. I think I've only seen one or two C2 -> NS/C6, but they aren't as great. Why would freighter traffic need to be allowed into C3s? You can just fly your freighter to your entrance and itty haul from there...

The C4 I mostly agree with, but I don't understand why you're so hard for freighters...

I hate the second part of your C5/6 idea. C5->3/2 are great holes 5->2 probably more so than a 5->3. They're good for corps who want to live in a C5 (usually because escalations) but don't have the man power to fight other large C5 entities. These corps can go brawl with smaller low class corps so that's cool.

If thuggin' was a category I'd win a Grammy

corbexx
Sebiestor Tribe
Minmatar Republic
#283 - 2014-07-23 14:14:34 UTC
Meytal wrote:
Phoenix Jones wrote:
(good stuff)

All of this is good except removing the sleepers from the gas/ore sites in C1-C3, gas in particular. That group of systems will spawn all gas sites except the C5/C6 Core sites with C320 and C540. The rest of the gas is already less profitable to harvest than it is to go ice mining, and removing sleepers would make it even more so.

I'm not sure how the dynamic would change if you removed sleeper spawns from ore sites, though I know Nullbears would throw a royal tantrum, so it's not likely to happen anyway.


There appear to be two main viewpoints of W-space. One is that you're progressing deeper into the unknown as you move from C1 to C6. You have an interconnected web of systems leading across unknown space with K-space connectivity an incidental, not essential, feature. The focal point-of-view is W-space; W-space is the origin, W-space is the destination, W-space is the purpose. Most players who live in W-space seem to hold this viewpoint based on conversation and posts.

The database itself which separates out W-space into its own universe would tend to support this W-space centric point of view as well. You have K-space, you have W-space, and you have random and varying connections between the two.

The other viewpoint is that they're all somewhat equally accessible (except C4) from K-space, though some have harder (PvE) content than others. W-space systems are not necessarily much more than exploration sites you can find in K-space, though harder and more dangerous. The focal point-of-view is K-space; W-space is a temporary diversion from K-space. CCP, particularly in recent discussion around C4 ideas with consideration to adding K-space connections to C4, seemed to hold this point of view. I asked, but they would not clarify their purpose and goals for W-space.


What they do to W-space depends greatly on their point of view of what W-space is and how it is to be approached.


Personally, I'd like to see the first concept more fully realized:

- C1 and C2 would basically be unchanged, though C2 would lose C5 and C6 statics.
- C3 would remain similar, though increased wormhole mass allowances to permit freighter traffic.
- C4 would gain a second static: one static for C1-C3 space, and one static for C5-C6 space. Freighter traffic permitted.
- C5 and C6 would have fewer K-space connections, and lose direct connectivity to C1-C3.

Then introduce short-lived, random wormholes, some large and some small, that could connect any W-space system to any other W-space system, C1 through C6.


After that, new regions of space could be added to the game that use W-space as the transit between current K-space universe and the new K-space universe. You could, for example, create a constellation-centric universe (as opposed to the system-centric universe of W-space) where you build a mini-empire throughout the entire constellation, cynos work within the constellation, stargates could be constructed between systems within the constellation, etc. You would travel through wormholes (sometimes into W-space) to travel between constellations. It could be similar to Nullsec except you can only project power within your own constellation, allowing small groups to build an empire where it is impossible now in Nullsec without kissing someone's pinky ring.

C6 and maybe C5 systems could be the connecting systems to this new region of space. It's not quite C7, it's not quite Nullsec, and it's not quite W-space. Needless to say it is also not like Hisec, though I suspect you'd still have to pay silly industry taxes out there.


why do you want freighters in c3 and c4 that would make logi really easy for them
Andrew Jester
Collapsed Out
Pandemic Legion
#284 - 2014-07-23 14:19:53 UTC
corbexx wrote:

why do you want freighters in c3 and c4 that would make logi really easy for them


pls keep carebear gloves far away. Ittys worked before they can work now. Put the freighter in a station if in LS, or on the hole if in HS, and just haul from there.

If thuggin' was a category I'd win a Grammy

Phoenix Jones
Small-Arms Fire
#285 - 2014-07-23 15:02:07 UTC  |  Edited by: Phoenix Jones
Andrew Jester wrote:
corbexx wrote:

why do you want freighters in c3 and c4 that would make logi really easy for them


pls keep carebear gloves far away. Ittys worked before they can work now. Put the freighter in a station if in LS, or on the hole if in HS, and just haul from there.


A year ago dealing with logistics sucked. Nowadays it is a bit easier. T1 industrials are now around that can haul ore/compressed ore, large amounts of PI, and Refined minerals. T2 deep space transports can how haul in more general stuff as needed too. In addition, pos modules can now be made in POS's (I believe this is now so, which was usually the major hauling point for stuff).

Nowadays, hauling is manageable (it still sucks but at least I don't want to tear my head off now).

I will not comment about moving of sleepers from gas/ore sites, but I will comment regarding moving them from relic/data sites in c1's through c3's (I have a much stronger stance regarding this aspect).

Regarding the Relic/Data of C1's through C3's. I've always found it odd that these would be so firmly guarded, yet people really don't want to be bothered very much with them. I do believe that explorers/scouts "newbros" in C1's through C3's should have a option for accessing relic/data sites in wormhole space besides what shows up in their wormhole. Part of wormhole space is exploration, and not just farming sleepers. I don't want them nerfed, I want the combat to be put into combat sites and the relic/data sites to be made more of a exploration gift/challenge to your scouts and probers. To clarify, Move/transfer/ADD the Sleepers from Relic/data to combat sites.

If it makes people probe more for the chance at loot in C1's through C3's, I say it is a viable option. The combat sites in C1's through C3's will have more sleepers to pew (increasing their Isk per hour), and the relic/data sites will be a free for all for scouts, hunters, explorers, and both newbros and old salts who relegate hours of their time to probing out wormhole space, just to see it wiped out the next day when the hole collapses. It gives them some "incentive" and possibly great rewards for probing out wormhole space, and finding such sites that are readily accessible to them, without having to shift into combat mode to kill sleepers, then salvage mode to scoop crap, then back to scan mode to scan down the stuff. There are too many steps in the lower end holes (higher end holes, c4-c6, no problem with them as they are supposed to be dealt with as a team). The lower end relic/data sites in C1-s through c3's should function as they do in low and null as this would essentially be more of a training ground and stepping stone for explorers, especially when they upgrade to higher end holes.

To summarize my thought process. C1's through C3's relic/data sites should not have sleeper pve combat in it. Move those sleepers to the other combat sites in C1's through C3's, increasing the combat sites isk per hour, and leave the relic/data sites to more of an exploration type site in these lower end wormholes.

No nerf, sleepers moved around a little, isk per hour and time spent increased for combat oriented players in lower wormholes.

Yaay!!!!

Himnos Altar
An Errant Venture
#286 - 2014-07-23 15:06:17 UTC  |  Edited by: Himnos Altar
Phoenix Jones wrote:
Andrew Jester wrote:
corbexx wrote:

why do you want freighters in c3 and c4 that would make logi really easy for them


pls keep carebear gloves far away. Ittys worked before they can work now. Put the freighter in a station if in LS, or on the hole if in HS, and just haul from there.


A year ago dealing with logistics sucked. Nowadays it is a bit easier. T1 industrials are now around that can haul ore/compressed ore, large amounts of PI, and Refined minerals. T2 deep space transports can how haul in more general stuff as needed too. In addition, pos modules can now be made in POS's (I believe this is now so, which was usually the major hauling point for stuff).

Nowadays, hauling is manageable (it still sucks but at least I don't want to tear my head off now).

Regarding the Relic/Data of C1's through C3's. I've always found it odd that these would be so firmly garded, yet people really don't want to be bothered very much with them. I do believe that explorers/scouts "newbros" in C1's through C3's should have a option for accessing relic/data sites in wormhole space besides what shows up in their wormhole. Part of wormhole space is exploration, and not just farming sleepers. I don't want them nerfed, I want the combat to be put into combat sites and the relic/data sites to be made more of a exploration gift/challenge to your scouts and probers.

If it makes people probe more for the chance at loot in C1's through C3's, I say it is a viable option. The combat sites in C1's through C3's will have more sleepers to pew (increasing their Isk per hour), and the relic/data sites will be a free for all for scouts, hunters, explorers, and both newbros and old salts who relegate hours of their time to probing out wormhole space, just to see it wiped out the next day when the hole collapses. It gives them some "incentive" and possibly great rewards for probing out wormhole space, and finding such sites that are readily accessable to them, without having to shift into combat mode to kill sleepers, then salvage mode to scoop crap, then back to scan mode to scan down the stuff. There are too many steps in the lower end holes (higher end holes, c4-c6, no problem with them as they are supposed to be dealt with as a team). The lower end relic/data sites in C1-s through c3's should function as they do in low and null as this would essentially be more of a training ground and stepping stone for explorers, especially when they upgrade to higher end holes.

To summarize my thought process. C1's through C3's relic/data sites should not have sleeper pve combat in it. Move those sleepers to the other combat sites in C1's through C3's, increasing their isk per hour, and leave the relic/data sites to more of an exploration type site in these lower end wormholes.

No nerf, sleepers moved around a little, isk per hour and time spent increased for combat oriented players in lower wormholes.


http://www.youtube.com/watch?v=PFr-kNbXHew

No.

Bob no.

Do you not remember Odyssey? Exploration market spiked (IIRC) for an hour or two after launch, a day, maybe, then crashed and still hasn't recovered--and probably won't. Because there aren't any rats.

The reason for this is the only danger in data/relic sites is someone coming in to pop you. Otherwise you could spend an hour per site with no repercussions (though if you spend an hour doing one relic/data site you are a bad and should feel bad).

Wspace Data/Relic sites suck enough. Please don't make them completely worthless--as opposed to the mostly worthless they are now in low-class Wspace sites. The only reason for me to run them is increased blue goo. if they didn't have that.....
Phoenix Jones
Small-Arms Fire
#287 - 2014-07-23 15:26:23 UTC  |  Edited by: Phoenix Jones
I don't see it. The "explorers" would be able to hack/analyze some wrecked sleeper pieces (basically BPC's), and/or some data cores, decryptors in c1's through C3's. The combat pve pilots would get new spawns of sleeper mobs, increased combat, more loot in a condensed timeframe. Basically it makes the combat people do combat in the combat sites, and the exploration people do exploration in the exploration sites.

This kills no market, as there was no real market for the stuff to begin with. This is more of a teaching/educational training step for newbros and old salts for living and exploring wormholes (brings back a little bit of adventure). Also gives a person something to do inbetween scanning down there 11th wormhole in their scanning ship.

Will the veteran wormhole pilots in C1's through C3's really bother with hacking these sites? Probably not. Will the new people want to? I'm sure they'll give it a go.

Yaay!!!!

Andrew Jester
Collapsed Out
Pandemic Legion
#288 - 2014-07-23 15:34:10 UTC
If you're a dedicated scanner and you have relic/data analyzer fit you're probably pretty bad anyways.

Moving sleepers out of relics/datas reduces chance of combat. Plenty to gain with less on the field than is currently required. It wouldn't promote people living in WHs, it would promote people who already do exploration just hopping through WHs and snagging those sites as they go.

The only training/teaching it would supply is learning to cloak when you see something on dscan. I see no real benefit from moving sleepers out of these sites.

There're plenty of places for exploration to happen. WHs naturally have a higher SP requirement than other places. No reason to lower that..

If thuggin' was a category I'd win a Grammy

Meytal
Doomheim
#289 - 2014-07-23 15:36:53 UTC
corbexx wrote:
why do you want freighters in c3 and c4 that would make logi really easy for them

The freighters in C3/C4 would accompany the reduction in K-space connectivity for C5/C6. I included it solely to allow freighter use to continue between Hisec and C5/C6 via C3/C4 since there would be fewer direct Hisec/C5/C6 wormholes spawning under such a system.

Since a direct Hisec into C5/C6 is random, and not guaranteed like a static, perhaps the answer might be to only have random, short-lived heavy wormholes that can be used for freighter traffic. Freighter traffic would still be possible, and it would still be opportunistic as it is now for C5/C6 instead of guaranteed via static.

It doesn't really matter to me personally either way, since we're in a C2 and have zero plans whatsoever to move. It might increase freighter traffic resulting in more freighter explosions, though it might also reduce indy traffic resulting in fewer indy explosions. On hisec, things are often impossible to catch if scouted and people aren't stupid, so it probably doesn't really matter much for C3 traffic; I guess it could reduce annoyance. But mass reduction traps work for Orcas, so they'll work for Freighters as well, with even better results :)

If the W-space community even supports such a proposal, and if CCP ever looked at it, I would be fine with whatever they would decide about freighters.
Kynric
Sky Fighters
Rote Kapelle
#290 - 2014-07-25 00:50:53 UTC  |  Edited by: Kynric
Meytal wrote:

The freighters in C3/C4 would accompany the reduction in K-space connectivity for C5/C6. I included it solely to allow freighter use to continue between Hisec and C5/C6 via C3/C4 since there would be fewer direct Hisec/C5/C6 wormholes spawning under such a system.


I would not mind seeing more freighters in Anoikis. Perhaps they could even be utilized to pick up PI materials from pocos. If anyone elects to do that please share whatever adventures result; it has been too long since I heard a good story.
Alundil
Rolled Out
#291 - 2014-07-25 02:14:55 UTC
Kynric wrote:
Meytal wrote:

The freighters in C3/C4 would accompany the reduction in K-space connectivity for C5/C6. I included it solely to allow freighter use to continue between Hisec and C5/C6 via C3/C4 since there would be fewer direct Hisec/C5/C6 wormholes spawning under such a system.


I would not mind seeing more freighters in Anoikis. Perhaps they could even be utilized to pick up PI materials from pocos. If anyone elects to do that please share whatever adventures result; it has been too long since I heard a good story.

You wouldn't be talking about something like this would you?

I'm right behind you

Winthorp
#292 - 2014-07-25 06:03:05 UTC
This whole Freighter idea is bad and it opens pandoras box to getting other large capital class ships into low end WH space.

You would just start rolling holes easilly with a freighter, (I know i would) you just need to learn to suck it up and fly itty V's like the rest of us.
stup idity
#293 - 2014-07-25 08:29:25 UTC
Brutus Crendraven wrote:

Sigs after DT have a minor bug. First person to warp will find them slighly off the BM location. Next person will not have the same problem.


I consider this a feature, not a bug.

I am the Herald of all beings that are me.

Winthorp
#294 - 2014-07-25 08:44:14 UTC  |  Edited by: Winthorp
stup idity wrote:
Brutus Crendraven wrote:

Sigs after DT have a minor bug. First person to warp will find them slighly off the BM location. Next person will not have the same problem.


I consider this a feature, not a bug.



This.

But if we could make it so sigs don't change ID's after DT i feel it would be a thankyou to all the AU players that put up with having to scan pre DT and then having to rescan straight after DT. And something you should consider since we have DT during our prime time every night...
Ya Huei
Imperial Collective
#295 - 2014-07-25 10:20:54 UTC
I think C3's should be changed so that they also have a w-space static. While ISK/HR in these systems is adequate, the absence of a w-space wh makes it hard for corps living there to grow and make money in w-space without relocating.

A consequence of this is that most people living in systems with a C3 static have a hard time finding people to shoot at (This is from personal experience after living in a c5-c3 EUTZ for about a year)

Zara Arran
Overload This
Escalation Theory
#296 - 2014-07-25 11:50:10 UTC
Ya Huei wrote:
I think C3's should be changed so that they also have a w-space static. While ISK/HR in these systems is adequate, the absence of a w-space wh makes it hard for corps living there to grow and make money in w-space without relocating.

A consequence of this is that most people living in systems with a C3 static have a hard time finding people to shoot at (This is from personal experience after living in a c5-c3 EUTZ for about a year)



I understand where you are coming from, and would agree if I was living in a C3. However, perhaps if this (having a w-space static) is what you want, you should consider moving to a different class permanently. I do like the fact that the different classes all have different pro's and cons. I would prefer to have more variety between the class rather than less (just a personal opinion).
ExookiZ
The Dark Space Initiative
Scary Wormhole People
#297 - 2014-07-25 12:02:33 UTC
I think Wh relic/data site cans should explode after failing twice. you know, like everything else in eve.

Event Organizer of EVE North East

Ya Huei
Imperial Collective
#298 - 2014-07-25 12:36:34 UTC
Zara Arran wrote:
Ya Huei wrote:
I think C3's should be changed so that they also have a w-space static. While ISK/HR in these systems is adequate, the absence of a w-space wh makes it hard for corps living there to grow and make money in w-space without relocating.

A consequence of this is that most people living in systems with a C3 static have a hard time finding people to shoot at (This is from personal experience after living in a c5-c3 EUTZ for about a year)



I understand where you are coming from, and would agree if I was living in a C3. However, perhaps if this (having a w-space static) is what you want, you should consider moving to a different class permanently. I do like the fact that the different classes all have different pro's and cons. I would prefer to have more variety between the class rather than less (just a personal opinion).


Thats exactly what we did. My motivation however is to improve w-space to support active corps in all parts of w-space. Right now C3's seem to be inhabited by corps that are inactive most of the time.

Sure the people living there might be happy to just leave to k-space once they are done farming in their home, but that doesn't really contribute much to w-space as a whole.

at least from my pov.
Foedus Latro
Caldari Provisions
Caldari State
#299 - 2014-07-25 13:00:45 UTC
ExookiZ wrote:
I think Wh relic/data site cans should explode after failing twice. you know, like everything else in eve.


Why does WH space have to be the same as everywhere else in Eve?

You also currently don't have to fight through "hordes" of NPCs in order to hack Kspace sites while in WHs you do.

Just a wormhole guy

ExookiZ
The Dark Space Initiative
Scary Wormhole People
#300 - 2014-07-25 13:12:02 UTC  |  Edited by: ExookiZ
Foedus Latro wrote:
ExookiZ wrote:
I think Wh relic/data site cans should explode after failing twice. you know, like everything else in eve.


Why does WH space have to be the same as everywhere else in Eve?

You also currently don't have to fight through "hordes" of NPCs in order to hack Kspace sites while in WHs you do.



In their current state the sites do not reward you for being "good" at hacking/analyzing. Since there is no penalty for failure its easier and quicker to just spam click till you lose and restart than actually take your time breaking through the defenses.

Plus this would decrease the supply, thus making the loot more valuable, as it stands relic/data sites are almost worthless, the market is oversaturated with all of it from the loot spew fiasco.

The "hordes" of sleepers dont really do much, anyone with a good fit ship can solo them. They add to the loot value if anything.

knowing that the minigame matters, makes them much more fun/interesting in my opinion. It feels like less of a chore if when i dont do a good job my loot explodes rather than "damn, i didnt find the system core int he first 10 clicks, better close it and open again"

Event Organizer of EVE North East