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[Hyperion Feedback Thread] Mass-Based Spawn Distance After WH Jumps

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Author
Frothgar
State War Academy
Caldari State
#281 - 2014-08-06 19:18:26 UTC  |  Edited by: Frothgar
Dominus Alterai wrote:
Frothgar wrote:
If people hate the "Spawn distance" so much, what would people think of having "Warp distance" be substituted?

EG, to collapse a WH you would have a default "Warp To" range based on Mass and a factor of sensor strength unless.... you controlled your side of the WH. Meaning if you warped to an uncloaked gang-mate at 0 on the WH you would warp at 0, but if you warped to the WH itself at 0 you would end up the set distance off the WH.

I definitely want to address cycling a WH with entirely unsupported capitals (Which IMO is lazy and holds no risk), and the default changes do this to a degree I'm happy with, but others might not like.

If you're actually present and providing opportunities for PvP, then go for it, but being safe in jumping caps into and out of a hostile fleet in a WH where you had no intention of controlling either side always seemed a bit silly to me, and probably should get its teeth knocked out.


You do realize the point of rage rolling is, 99% of the time, for pvp? Having it rolled with three guys while the rest of the fleet is ready in combat ships is how it's usually done...

Having done it more times than you have or likely ever will... Yes that's exactly why I floated the thought of "Warp to 0 if you control your side, but off if you don't"

You have to be close enough to Bookmark the silly thing for people to warp to, if you're the aggressor, having your prober at 0 on the WH would take an extra 5-10 seconds. If you have no intention of being present and lockable in space on either side then there should be a penalty and I agree with CCP that its a necessary thing to address.

I actually would think it would be a GOOD thing if less risk-free farming took place in WH space, myself and 3 others made ~1trillion ISK in a C5 in the first year WHs were in the game. I love the idea of ISK being worth more, and Nanoribbons being a more worthwhile thing again. I honestly think it was too easy, and the few times fights ensued we actually made friends with the people who tried to roll us. Its actually a big part of how VoC got formed, which is one of the best times I ever had playing eve ^_^

People are WAY too risk adverse in this game, you don't have to ask anyone's permission to be anywhere.
Ned Black
Driders
#282 - 2014-08-06 19:19:26 UTC
Because of the way site spawn mechanics work no wormhole can in and of itself sustain any group of people that is large enough to survive the sites in the hole.

Rolling holes in WH space, especially in deep WH space is REQUIRED to be able to live there.

It does not matter if you roll to find sites or people to shoot, rolling is still REQUIRED.

I have been in fleets doing combat rolling entire evenings looking for either a good PvE hole or a hole where you can kick someone else in their teeth... this type of change would essentially kill that part... and killing that part essentially kills any reason to be in a wormhole in the first place.

Suddenly I am kind of happy that I was forced to leave WH space due to IRL issues...

To be perfectly frank this change sounds like a complete WH killer to me.
Lemonades
Almost Dangerous
Wolves Amongst Strangers
#283 - 2014-08-06 19:20:57 UTC  |  Edited by: Lemonades
This means that there will be no to less rolling and no one is going to commit caps, less epic wh fights. Way less content in W-Space. Not being able to figure out logistics. Not rolling in to others. Nothing will be happening. It will be deserted. The only good systems will be the one with high sec statics.
Angelica Everstar
#284 - 2014-08-06 19:24:04 UTC
Something needed to be done!!!
So thank you for addressing this issue.

I like the suggestion, minus I would like to see the 5km be reduced to 2.5km, so that it's in line with all other "activation" ranges. This would make so much more sense, and help make the game more consistent.

I would also like to see lowest masses having to travel a little longer, so that you can actually catch them in some cases.
Along with that the higher masses be moved a bit closer, as people will have plenty of time to do something if they want to kill them or stop them. But if not challenge, will be able to come back faster

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Smertyukovitch
Caladari CareBear Corporation
#285 - 2014-08-06 19:26:59 UTC
Terrible idea. How am i supposed to close wormholes in my 0.0 system? With dozen of BS?

Coupled with new wormholes for frig sized ships it looks like one more step toward making life of big ships pilots worse which in opinion worse thing about eve. You need more skill points, your ship costs more and you get more and more pain you-know-where.
Tiberius Mastarelle
The Scope
Gallente Federation
#286 - 2014-08-06 19:28:43 UTC
Why don't you guys actually try creating new content, instead of just messing with mechanics every 6 weeks and calling it content?
Querns
Science and Trade Institute
Caldari State
#287 - 2014-08-06 19:29:04 UTC
Angelica Everstar wrote:
Something needed to be done!!!
So thank you for addressing this issue.

I like the suggestion, minus I would like to see the 5km be reduced to 2.5km, so that it's in line with all other "activation" ranges. This would make so much more sense, and help make the game more consistent.

I would also like to see lowest masses having to travel a little longer, so that you can actually catch them in some cases.
Along with that the higher masses be moved a bit closer, as people will have plenty of time to do something if they want to kill them or stop them. But if not challenge, will be able to come back faster

This is a compromise that I can deal with. The primary goal of the change, at least how I understand it, is to ensure that ships do not land in the activation range of the wormhole. Reducing the activation range and commensurately reducing the range and mass factor for the landing locations would work, if there is a desire for caps to land within remote repair and/or capacitor transfer range of each other. I'm not sure if that last part is explicitly being discouraged as the intent of the design or is just a side effect.

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

Dominus Alterai
Star Freaks
#288 - 2014-08-06 19:32:55 UTC  |  Edited by: Dominus Alterai
Ned Black wrote:
Because of the way site spawn mechanics work no wormhole can in and of itself sustain any group of people that is large enough to survive the sites in the hole.

Rolling holes in WH space, especially in deep WH space is REQUIRED to be able to live there.

It does not matter if you roll to find sites or people to shoot, rolling is still REQUIRED.

I have been in fleets doing combat rolling entire evenings looking for either a good PvE hole or a hole where you can kick someone else in their teeth... this type of change would essentially kill that part... and killing that part essentially kills any reason to be in a wormhole in the first place.

Suddenly I am kind of happy that I was forced to leave WH space due to IRL issues...

To be perfectly frank this change sounds like a complete WH killer to me.


Don't worry, it's not just you. Almost all of the people in this thread have given a serious dislike to this change and given reasons as to why; all of which are fairly obvious and reasonable.

Also, holy crap. 15 pages in 7 hours. That's pretty impressive seeing as this change affects the smallest population of eve.

Reducing your holes to a quivering mess since 2009.

Alundil
Rolled Out
#289 - 2014-08-06 19:35:15 UTC
Querns wrote:
Janice en Marland wrote:
Querns wrote:
epicurus ataraxia wrote:
Querns wrote:

Sure it is -- assuming, of course, that the "lore" behind WH anoms is true; namely, that completing a site causes it to immediately respawn in another wormhole of the same class or "region" (I've heard multiple versions.) Consider C6s -- most of these systems are populated and C6 dwellers typically report a high rate of respawn for anomalies. Compare this to C5s, which are more numerous, and often require intentional mass exhaustion to locate sites. This is a classic example of one behavior affecting the other; exhausting the wormhole mass allows you to consume the resources that are being concentrated in fallow systems by this overconsumption in the first place.


fortunately the resources are not so "limited" so as to have been all consumed by others. Possibly due to the fact that wormhole groups tend to operate on a smaller scale, whilst one may exhaust ones own holes resources by over consuming, I have never found a chain with no resources. In something like a c4 with static c4 that may of course be possible.

Sure, but that's because you can cast your net over a much wider area with the use of mass exhaustion.

Adding mineable moons would probably prevent mass exhaustion.

Are you really prepared to operate multiple POS in a system solely for mining moons without using mass exhaustion to open up logistics routes for the ice you need to fuel those towers and move moongoo to market? :V

(contrivance ahoy)

You say this as if we don't all already deal with fuel logistics issues.......we have no outposts. We all live in POSes. Every last one of us. Bringing fuel in is a life requirement, not a nice to have.


That said, F moon mining in wspace.

I'm right behind you

Sentamon
Imperial Academy
Amarr Empire
#290 - 2014-08-06 19:36:05 UTC
Tiberius Mastarelle wrote:
Why don't you guys actually try creating new content, instead of just messing with mechanics every 6 weeks and calling it content?


Players are supposed to create content. Not be risk averse to that also.

~ Professional Forum Alt  ~

Saede Riordan
Alexylva Paradox
#291 - 2014-08-06 19:36:55 UTC
Snakes-On-A-Plane wrote:
Saede Riordan wrote:
Thus, I actually had a really interesting thought. If CCP really wants to add a weird twist to wormhole space, something you don't find anywhere else, then do this: give wormholes specific entrances and exits. Make them one way. Instead of having a B274 highsec static, you have the W-space to K-space connection, and then K-space to W-space connection. These could be A) on grid from each other, at variable distances depending on hole type, system class, and the like. B) off grid of each other, having to each be scanned down separately. Either way, the mass and the mass limitations could still be tied together. Its still one 'connection' as it were, its just that the exit point and the entrance point are displaced from each other. This effectively turns the transit into a big loop. Rage rolling can still happen quickly, just complete once circuit. However, it means when you jump into a wormhole, the place you come out on the other side will not have a wormhole there, you will have to warp to it/slowboat towards it.

This accomplishes the objective of preventing someone who jumps through a hole from instantly bugging out back through it, and adds a sort of dynamic action that doesn't have a direct comparison in K-space.

I haven't thought it through fully, and there might be lots of arguments against, but I think that this idea merits further expansion.

In essence, every invading fleet is forced to go all in. This would increase risk significantly.

Very interesting.

It still doesn't change smaller groups from pos-hugging rather than trying to combat roll. But that's not a huge deal.


I've thought this out a bit more, and here's two options for how it could be implemented:

Option A) Exit point is 50-200 KM from the entrance point. Perhaps it has some sort of graphical point, or maybe it doesn't, and the other side just has to estimate. It could be interesting if the spawn in area was in one place, but spread out over about 20 km. I would say the larger/higher class holes should have an exit far enough away to warp directly back to the hole, making rolling fairly easy as long as you aren't interfered with. However, C1 holes and the like, might land you closer, or perhaps lower total mass holes land you closer. Coming out 70 km from the hole would be a bad thing for a lot of ships, though cloakies would obviously thrive in this setting.

Option B) Entrance and exit are off grid from each other, and have to be scanned down separately. This means a lot more scanning, a lot more warping, and possibly quite a bit more danger. When you go all in, there is no slowboating your fleet back to the hole, you are all in, you have committed, every time. This would make the more meek less likely to fight, or would change the manner of fights to be more kiting heavy, but it could be pretty awesome, very movement heavy.
Lemonades
Almost Dangerous
Wolves Amongst Strangers
#292 - 2014-08-06 19:37:37 UTC
Dominus Alterai wrote:
Ned Black wrote:
Because of the way site spawn mechanics work no wormhole can in and of itself sustain any group of people that is large enough to survive the sites in the hole.

Rolling holes in WH space, especially in deep WH space is REQUIRED to be able to live there.

It does not matter if you roll to find sites or people to shoot, rolling is still REQUIRED.

I have been in fleets doing combat rolling entire evenings looking for either a good PvE hole or a hole where you can kick someone else in their teeth... this type of change would essentially kill that part... and killing that part essentially kills any reason to be in a wormhole in the first place.

Suddenly I am kind of happy that I was forced to leave WH space due to IRL issues...

To be perfectly frank this change sounds like a complete WH killer to me.


Don't worry, it's not just you. Almost all of the people in this thread have given a serious dislike to this change and given reasons as to why; all of which are fairly obvious and reasonable.

Also, holy crap. 15 pages in 7 hours. That's pretty impressive seeing as this change affects the smallest population of eve.

The smallest population, but they all seem pissed off.
Ziirn
Questionable Ethics.
Ministry of Inappropriate Footwork
#293 - 2014-08-06 19:38:16 UTC
Scrap this idea.
Reasons have been posted so many times allready.
Rek Seven
University of Caille
Gallente Federation
#294 - 2014-08-06 19:38:33 UTC
Ned Black wrote:
Because of the way site spawn mechanics work no wormhole can in and of itself sustain any group of people that is large enough to survive the sites in the hole.

Rolling holes in WH space, especially in deep WH space is REQUIRED to be able to live there.

It does not matter if you roll to find sites or people to shoot, rolling is still REQUIRED.


Then you'd better start thinking about moving to a system that suits your needs.
Snakes-On-A-Plane
#295 - 2014-08-06 19:40:14 UTC
Arestris wrote:

Your'e wrong! I think it's more like 99% of all people who read the devblog agree to the change und see absolutly no reason to post here. Such a reason have mostly the people who doesn't like the change.
Thats the mainreason Topics like this looks like nearly everyone doesn't like the change.

I'd agree that most people don't post, but not always because they like the changes. Possibly because they perceive that player feedback has little effect on changes. Or any other reason. Perhaps because they don't have time to post. It's really hard to pin down the motivations of someone who remains silent.

However, threadnoughts entail high participation. And for the WH forum, this is a massive threadnought. The last one regarding this topic was capped at sub-40 pages only because of the dev blog, and only within a single day. Combining the two, we are now approaching 50 pages of feedback. You could accurately say that players are vocal about this issue more than almost any others in j-scape.

The facts suggest that the players do care. The opposite of what you are suggesting.
Marsan
#296 - 2014-08-06 19:43:22 UTC
Snakes-On-A-Plane wrote:
I'm not trying to flame anyone here, but I feel it is my duty to correct some erroneous perceptions, and level a howitzer at your spin control.

Quote:
which caused some consternation among parts of the wormhole community.

That is false. Consternation was caused among all parts of the wormhole community. C1 through C6.


Really you honestly think C1 folks care? You can't push a BS or Orca through a C1 so it doesn't matter to them at all.

PS- Closing a C1 hole is more annoying than any C2-C6 hole, but this won't make it worse.

Former forum cheerleader CCP, now just a grumpy small portion of the community.

Querns
Science and Trade Institute
Caldari State
#297 - 2014-08-06 19:43:29 UTC
Alundil wrote:
You say this as if we don't all already deal with fuel logistics issues.......we have no outposts. We all live in POSes. Every last one of us. Bringing fuel in is a life requirement, not a nice to have.


That said, F moon mining in wspace.

No -- I'm acutely aware of fuel logistics difficulties in wormhole space. I was suggesting that magnifying those difficulties by multiplying the number of starbases you have to manage would lead to additional intentional mass exhaustion, undermining the assertion that adding additional revenue streams in this manner would somehow reduce or eliminate the need for the mass exhaustion in the first place, when it clearly wouldn't on account of the additional logistics workload, and the fact that adding the revenue stream would not somehow obviate the desire to make MORE money by running WH sites.

(explaining the joke is a thing I am doing a lot today)

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

Alundil
Rolled Out
#298 - 2014-08-06 19:49:39 UTC
Querns wrote:
Alundil wrote:
You say this as if we don't all already deal with fuel logistics issues.......we have no outposts. We all live in POSes. Every last one of us. Bringing fuel in is a life requirement, not a nice to have.


That said, F moon mining in wspace.

No -- I'm acutely aware of fuel logistics difficulties in wormhole space. I was suggesting that magnifying those difficulties by multiplying the number of starbases you have to manage would lead to additional intentional mass exhaustion, undermining the assertion that adding additional revenue streams in this manner would somehow reduce or eliminate the need for the mass exhaustion in the first place, when it clearly wouldn't on account of the additional logistics workload, and the fact that adding the revenue stream would not somehow obviate the desire to make MORE money by running WH sites.

(explaining the joke is a thing I am doing a lot today)

I realized the joke a page or two later but oh well what was written was written.

I'm right behind you

Keith Planck
Sebiestor Tribe
Minmatar Republic
#299 - 2014-08-06 19:53:56 UTC
Whlie I think a bell curve (small and large things appear close to the hole, medium things spawn far away) would literally fix every problem and make things like skirmishing possible.

Here's some numbers for rage rolling.

Ping Interceptor:
35 seconds for ceptor to burn the ping (but can jump in when orca and battleship do)
60 seconds for dread to warp off and warp back.

Nanofiber MWD dread:
64-80 seconds depending on distance.

For rage rolling this only slows us down, it doesn't make the caps any less safe, since the system will be scouted.

As for smaller groups? Well their biggest advantage of bringing a triage archon has just been smashed to pieces. As if leaving the force-field in your cap wasn't scary enough.
Witchway
Federal Navy Academy
Gallente Federation
#300 - 2014-08-06 19:54:04 UTC  |  Edited by: Witchway
corebloodbrothers wrote:
Since i am no wh dweller, is it the rolling of interconnected holes that you guys are upset with, or also the connections to regular space, like null?

Cause from the null sec point as fc i hate when fights end with the jumping of caps and the level of security they do it with. If i go through a gate in null i risk everything at spawn distance, in the case of regional gates a ***** on logi with a damp on em.

Th rolling of interconnected whs i dont know thr pro s and cons, can wh people share some info on if its both?


The problem with your statement is the limit in which we can bring capitals to the fight. In my time in wh space which is over two years now I've seen everything from large nullsec capital escalations to super escalations on wormholes where the traditional bring more than they have theory of nullsec space provides an almost instant victory for nullsec everytime.

Even the few corporations who have and could field super fleets aren't going to counter nullsec supers which means if our caps now spawn 20 km+ off a wormhole in null they are already dead and that's a guarantee. If you want to remove my capital mass from affecting wormholes I will concede to landing off hole but until that day this is probably the dumbest argument I've seen and a clear reason why nullsec is the way it is...

Edit: Not to mention the fact that k space entities can put thei capitals anywhere they want on field with zero risk as well. They can also jump out and then prevent others from jumping in...

Your entire statement is just garbage.

Official Shit Talking Captain, Bastard of Hard Knocks Inc.