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Dev blog: Into the Known Unknowns: Wormhole Updates with Hyperion

First post First post
Author
CCP Phantom
C C P
C C P Alliance
#1 - 2014-08-06 14:22:42 UTC  |  Edited by: CCP Gargant
With the next game release for EVE Online we will see an update on Wormholes. The mechanic to jump through wormholes will be slightly changed, wormhole effects balanced, bookmark copy restrictions loosened and more.

Read all about these wormhole updates in CCP Fozzie's latest blog Into the Known Unknowns: Wormhole Updates in the Hyperion Release.

The Hyperion release will be published on August 26th.

Please use either this thread for general feedback or the feedback threads listed in the blog for more specific discussions. We welcome all your constructive feedback!

CCP Phantom - Senior Community Developer

CCP Fozzie
C C P
C C P Alliance
#2 - 2014-08-06 14:25:02 UTC  |  Edited by: CCP Fozzie
Thanks for reading everyone! We'll be closely following all the feedback posted here and in the six other feedback threads that are linked from within the blog.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Soro Harbon
Royal Amarr Institute
Amarr Empire
#3 - 2014-08-06 14:28:58 UTC
Damn you Fozzie, I should have been first :)

Things can always be improved: the battered Mars Bar, Scotland's other culinary delicacy

Retar Aveymone
GoonWaffe
Goonswarm Federation
#4 - 2014-08-06 14:29:16 UTC
"multi-bubble heavy interdictors"

pardon?
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#5 - 2014-08-06 14:32:29 UTC
Retar Aveymone wrote:
"multi-bubble heavy interdictors"

pardon?



Warp Disruption Field Generators, while active, reduce the mass of the ship they're on by around 80%. (Which I totally knew before seeing this devblog. honest.)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

tgl3
The Scope
Gallente Federation
#6 - 2014-08-06 14:32:33 UTC  |  Edited by: tgl3
Retar Aveymone wrote:
"multi-bubble heavy interdictors"

pardon?


When you activate 2 warp bubble generators on a HIC, the mass of the ship drops massively. Whilst it offers no combat benefit, it is very useful for wormhole rolling when the mass limits of said wormhole gets really low.

EDIT: Beaten to it by Steve.
Retar Aveymone
GoonWaffe
Goonswarm Federation
#7 - 2014-08-06 14:35:05 UTC
Oh that's lame, I'd hoped fozzie had leaked hics getting turned into something actually vaguely useful.
Dersen Lowery
The Scope
#8 - 2014-08-06 14:47:15 UTC
MWDs also increase mass considerably, which is something that wormhole closing fleets take advantage of all the time. I assume that the mass-weighting algorithm will throw a "hot" (MWD active) ship farther away on average than a "cold" ship?

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Altirius Saldiaro
Doomheim
#9 - 2014-08-06 14:56:32 UTC  |  Edited by: Altirius Saldiaro
Hmmm...

Overall, I like the changes, except the mass ejection distance change.

I always liked Cataclysmic wh systems as they currently are. I always enjoyed using RR domis in sites and pvp in those systems. The new change with penalty to RR cap but bonus to cap recharge sounds interesting if it doesnt hurt my RR domis.

I definitely like the bonuses to Black Holes. I think those will be fun to play in. I could see a lot of speed tanking tengus to hunt in there. Should be fun.
Chitsa Jason
Deep Core Mining Inc.
Caldari State
#10 - 2014-08-06 15:01:38 UTC
Woot woot :) I am super glad the long awaited iterations for wspace are coming! Now lets go and do that feedback!

Burn the land and boil the sea You can't take the sky from me

Rek Seven
University of Caille
Gallente Federation
#11 - 2014-08-06 15:02:15 UTC  |  Edited by: Rek Seven
An excellent devblog Fozzie and overall, i'm very happy with the changes. Smile

I'm glad that wormholes are finally getting some developer attention but i hope to see some new developer created content soonish (C7 wormholes, wormhole specific deployables, new sleeper tech, etc.) because once we get used to the hyperion changes in a few months, wormhole activities will largely still be the same as they always have.

One issue not addressed... A lot of us feel that mining sites should be removed from the scan overlay and returned to being probable sites. Will we see this change anytime soon?
Rek Seven
University of Caille
Gallente Federation
#12 - 2014-08-06 15:03:47 UTC
Chitsa Jason wrote:
Woot woot :) I am super glad the long awaited iterations for wspace are coming! Now lets go and do that feedback!


I assume most of this was brought about by you and james?! If so, well done old friend!
Querns
Science and Trade Institute
Caldari State
#13 - 2014-08-06 15:03:53 UTC
Rek Seven wrote:
An excellent devblog Fozzie and overall, i'm very happy with the changes. Smile

I'm glad that wormholes are finally getting some developer attention but i hope to see some new developer created content soonish (C7 wormholes, wormhole specific deployables, new sleeper tech, etc.) because once we ge used to the hyperion changes in a few months, wormhole activities will largely still be the same as they always have.

One issue not addressed... A lot of us feel that mining sites should be removed from the scan overlay and returned to being probable sites. Will we see this change anytime soon?

It's unlikely that this will happen without a commensurate change to k-space sites. (Read: it probably won't happen.)

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Obil Que
Star Explorers
Solis Tenebris
#14 - 2014-08-06 15:08:52 UTC
Can you or the CSM comment on the PvE value in WH space and where it fell in the discussion for Hyperion? Is it on a roadmap or off the table or likely to be included in a future PvE focused release? With many of these changes increasing wormhole connections and thus risk, the reward side of wormholes is weaker without consideration for the site values which already have been found on the low side in previous discussions.
Two step
Aperture Harmonics
#15 - 2014-08-06 15:16:24 UTC
This hits many of my top issues, and I love all the changes except the distance from wormholes one. My concerns:

1) I am unsure how much risk this really adds. I expect people will use cloaky carriers or something similar to close holes, and unless you are on top of the hole, you won't see them closing it.
2) Jumping capitals into a waiting fleet is now even more disadvantaged, though having some possible separation for blap dreads possibly makes up for this.

Now all you need to do is let me swap clones in w-space, make modular POSes and fix w-space PVE and I will be happy... :P

CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog

Benny Ohu
Royal Amarr Institute
Amarr Empire
#16 - 2014-08-06 15:24:44 UTC
the blog talks a lot about discussion with the csm. it's gratifying to hear. makes me glad i voted for that guy... uh, whoever it was

Quote:
but we are confident that our community can provide us with calm and useful feedback nonetheless

absolutely not. blibber blibber! wahoo! EvilAttentionSad oober oober MOK Ugh
sweikewa
Achozen Dueces TecH
#17 - 2014-08-06 15:26:47 UTC  |  Edited by: sweikewa
I wonder. Who is paying you to destroy eve....

All those changes are only numbers change it's 0% new content.
Do you want make live in wh some more challenging ???
Add sleeper spawns on WH, Spawn random BS on capital entrance 8-20 not always 6-8 etc....mayby larger harder to kill ships.
Make players feel that they are unwanted in wh space... sleeper spawns attacking active/off line poses clearing their territory...
There are a lot ways you could make it more interesting but you always take the easy way... change numbers in db...
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#18 - 2014-08-06 15:34:45 UTC
So.... you added more connections, made it harder to roll them AND added little frigate back doors to anywhere in Wh space...


No Worries

CCP Lebowski
C C P
C C P Alliance
#19 - 2014-08-06 15:38:12 UTC
Dersen Lowery wrote:
MWDs also increase mass considerably, which is something that wormhole closing fleets take advantage of all the time. I assume that the mass-weighting algorithm will throw a "hot" (MWD active) ship farther away on average than a "cold" ship?
In this changes current form active modules do not affect the distance that you will land from the wormhole. This is due to technical issues surrounding the mass calculations for your ship, which we are planning to fix, but may not make it into the Hyperion release.

Just wanted to make this known for the sake of full disclosure.

CCP Lebowski | EVE Quality Assurance | Team Five-0

@CCP_Lebowski

Mike Azariah
The Scope
Gallente Federation
#20 - 2014-08-06 15:39:11 UTC
Dersen Lowery wrote:
MWDs also increase mass considerably, which is something that wormhole closing fleets take advantage of all the time. I assume that the mass-weighting algorithm will throw a "hot" (MWD active) ship farther away on average than a "cold" ship?


yup

m

Mike Azariah  ┬──┬ ¯|(ツ)

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