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

First post First post First post
Author
Alabugin
Aliastra
Gallente Federation
#621 - 2014-08-07 20:59:56 UTC
pierre arthos wrote:
If these changes go ahead, then rage rolling for smaller groups will die because of the double whammy of rolling being more dangerous and tedious, plus the massive disadvantage of the invading party compared to the defender when deploying caps, because of the issue of spawning out of refit and capacitor feeding range.

It's not so bad for large alliances like NoHo, we'll probably change tactics, with a specialised rolling cap and defensive fit BS for rage rolling, and for the fight itself go with a 50+ T3 and Guardian blob to counter the inevitable cap escalation by the defenders. I think it'll pan out like this - because only large alliances will be able to field a viable offensive T3 blob, farming will get safer overall, so the number of bears will go up. We'll actually benefit, as the K162 not spawning until jumping in will give an edge to the attacker with a 50 man blob formed up.

For people not able to field a 50 man blob, that leaves opportunistic kills of rolling crews (now easier, but the caps will be ****-fit) and the good old log in trap. In summary, great for big groups, and a massive kick in the spuds for those C5/C6 PVPers who can field 15-30 pilots.

Please CCP, take our concerns on board - whilst well intentioned, the mass-based spawn is going to hurt the up and coming and intermediate sized groups the most, and for the bigger groups make life more boring and less varied. The big dogs will just get bigger, smaller entities be forced to congeal together (I use this term deliberately) and we'll end up becoming mini-Goons in our little wormhole ghetto.

I'm not against change, but I can't see how this will improve anything?


Someone please give this man a beer! Couldn't have said it better. Even at our prime time, we are lucky to field 20 pilots. Our US TZ is absolute garbage, and this change will make it damn near impossible to roll holes unless we can recruit 20 US pilots in the next coming weeks (cough not gonna fuckin happen).

I would like to see a poll created on this issue, so we can truly see some statistics on how many people feel this is a bad idea.
Rei Moon
Perkone
Caldari State
#622 - 2014-08-07 21:08:01 UTC  |  Edited by: Rei Moon
[/quote]
I would like to see a poll created on this issue, so we can truly see some statistics on how many people feel this is a bad idea.[/quote]

If only non-wormholers were prohibited to vote lol

Down the pole podcast "Annhhh"

umnikar
Fishbone Industries
#623 - 2014-08-07 22:13:55 UTC
Protoburger wrote:
Make the spawn thingy and remove the polarization. Cool


Or modify the polarization time by mass. Idea
Bigger ships need to stablelize and cooldown before they can jump back. Roll
Bronya Boga
Ministry of War
Amarr Empire
#624 - 2014-08-07 22:30:05 UTC
I appreciate the brainstorm but why break something that isn't broken? leave the wormhole jumping mechanic alone. Its unique. Its challenging. It works great now(with the occasional unintentional bug ;))
Lugia3
Federal Navy Academy
Gallente Federation
#625 - 2014-08-07 22:39:40 UTC
Bad idea, will kill wormholes for small corps and promote blob warfare.

"CCP Dolan is full of shit." - CCP Bettik

Tivika
Deadspace Knights
#626 - 2014-08-07 22:43:02 UTC
This change is Terrible for reasons already posted a hundred times over in this post. I almost never post but this bull S%%% got me here FAST!!
Sith1s Spectre
Imperial Academy
Amarr Empire
#627 - 2014-08-07 23:01:21 UTC  |  Edited by: Sith1s Spectre
Orange Aideron wrote:
+1

Shake the Ant Farm!

I think we'll adapt. Here's why:

WH's are hard. That's why we conquered them. They challenged us, so we made them work for us.

Do these changes have an effect on WH life? of course they do. Will there be a mass exodus from WHs because of the changes? I doubt it. Just as before, we will figure out new ways to roll, and will probably figure out new ways to counter roll.

In fact the only thing I see most effected is solo expo and small cap expo fleets. And that has been an op ISK making venture in the game for a long time (we'd all admit that).

I say bring it on the changes. We will adapt.

QFT

I'm going to go against what most people are saying and say these changes are good.

All it will do is add more risk to closing connections (and an extra minute tops to closing holes) and affect all the small farming holes that we all have (come on, own up to it. Almost every big group many people with alt farming holes)

Also, the people in the lower down holes should be pushing for these changes to go through because if it reduces the amount of farming holes - it can only be a good thing for your nanoribbon prices and gas prices.

Resident forum troll and fashion consultant

Lajos Perseus
False Profits
#628 - 2014-08-07 23:17:47 UTC
+1 what Sithe said
Jack Miton
School of Applied Knowledge
Caldari State
#629 - 2014-08-07 23:32:00 UTC  |  Edited by: Jack Miton
Sith1s Spectre wrote:
Also, the people in the lower down holes should be pushing for these changes to go through because if it reduces the amount of farming holes - it can only be a good thing for your nanoribbon prices and gas prices.
come on man, the large groups dont give 2 fks about the extra risk because they can protect their rolling fleets.
it actually has the exact opposite result to what youre saying; it screws the small corps, who can't protect their rollers, and hugely benefits the large corps who can.

saying this will have any effect on nano prices is extremely naive. It won't.

PS: If you dont believe me, go back and look at who is happy about this change. The vast majority are people who spend their WH lives in large C5/6 'elite pvp' groups.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Chicken Exroofer
Regional Assault and Recon
#630 - 2014-08-07 23:33:36 UTC  |  Edited by: Chicken Exroofer
Since CCP appears to be actually following this thread.............


We live in a c3/low static. Have for years. The collective changes proposed for wormholes will have this result for us.


1) We will be less active in the hole, except for cloaked alts keeping an eye on traffic. Provides LESS content for others.

2) We will increase the number of PI alts we have, they log on for 15 minutes every 4 days. LESS content for others.
If a no implant alt in a hauler gets blown up once in a while by frig roams, we won't care.

3) We will run sleeper sites only under very specific conditions, meaning few cross holes to watch. LESS content for others.
We will never jump though connections to other wormholes if it means the K162 won't open on their side. LESS content.

4) We will probably never mine, ever, something we do now fairly regularly. LESS content for others.

5) Under current conditions, we balance risk vs. reward. Every so often we get blown up, once in a while blow someone else up.
Under new conditions, the risk vs reward means we will take less risks, LESS content for us/others.

6) Under incoming conditions, our hisec mission runners will probably train up to incursion runners. And provide LESS content for others.

7) Even a carebear at heart like me gets tired of shooting red crosses. Eventually this will result in 4 lost accounts for CCP.
Sooner rather than later if this type of silliness continues. LESS content for others.



A large portion of this thread espouses the viewpoints of higher class wh dwellers. They make many valid points.
Now you propose to scatter their rolling/pvp fleet all over space when they enter my wormhole. If what I see on my scout makes me think we can engage successfully, we will. Wait, doesn't that create more content? No, it doesn't, because under your proposed changes, as they have stated, they only need to not jump through, and the K162 won't spawn on my side.

LESS content. More hassle. Less players who already have a lot of things to deal with in wormhole life. Less Eve players.

LESS content.


Of all the things that are just silly, last patch, (taxing my own facilities by an npc entity for research/industry in the wh? Really?)
and now more changes which will generate LESS content, not more, you couldn't come up with something better?



*No none of you can haz my stuff!
Sith1s Spectre
Imperial Academy
Amarr Empire
#631 - 2014-08-07 23:38:55 UTC
Jack Miton wrote:
Sith1s Spectre wrote:
Also, the people in the lower down holes should be pushing for these changes to go through because if it reduces the amount of farming holes - it can only be a good thing for your nanoribbon prices and gas prices.
come on man, the large groups dont give 2 fks about the extra risk because they can protect their rolling fleets.
it actually has the exact opposite result to what youre saying; it screws the small corps, who can't protect their rollers, and hugely benefits the large corps who can.

saying this will have any effect on nano prices is extremely naive. It won't.

PS: If you dont believe me, go back and look at who is happy about this change. The vast majority are people who spend their WH lives in large C5/6 'elite pvp' groups.


Sorry, but I don't agree.

I cannot think of a single time in the last 2 years that these changes would have made a difference when rolling holes apart from being a minor inconvenience.

The reality is if you're warping a cap to a hole where another group is already camping it and set up it's going to die anyway,

Resident forum troll and fashion consultant

J0HN SHEPPARD
The Icarus Expedition
Solyaris Chtonium
#632 - 2014-08-07 23:43:21 UTC
Kirasten wrote:


Quoted for emphasis.

The great thing about wormhole living is that we can carve out our content with small groups of friends. This suggested change favors the large and will be more than crippling to the small groups. However, the suggestion in the edits could very dramatically change fleet composition, where currently we are all but forced to fly Proteus fleets (or other close range brawlers).

I get that the goal is to increase the danger of our regular activities, but looking at the big picture of your current suggestion will force smaller corporations into one of 2 choices:

  1. consolidate into larger entities
  2. leave w-space

We have said many times in many places that what we really want are MORE PEOPLE in wormholes, (and to that end more small to medium size groups of people are far better than more large entities). Find a way to entice more people into wormholes, and the danger will take care of itself.



couldn't be said better!
These changes support large numbers or big groups, but then what's gonna happen to the small groups. Small Groups Can already hardly manage to operate. This whole WH things is already dangerous enough!!
Andiedeath
We Aim To MisBehave
Wild Geese.
#633 - 2014-08-07 23:43:24 UTC
Sith1s Spectre wrote:
Orange Aideron wrote:
+1

Shake the Ant Farm!

I think we'll adapt. Here's why:

WH's are hard. That's why we conquered them. They challenged us, so we made them work for us.

Do these changes have an effect on WH life? of course they do. Will there be a mass exodus from WHs because of the changes? I doubt it. Just as before, we will figure out new ways to roll, and will probably figure out new ways to counter roll.

In fact the only thing I see most effected is solo expo and small cap expo fleets. And that has been an op ISK making venture in the game for a long time (we'd all admit that).

I say bring it on the changes. We will adapt.

QFT

I'm going to go against what most people are saying and say these changes are good.

All it will do is add more risk to closing connections (and an extra minute tops to closing holes) and affect all the small farming holes that we all have (come on, own up to it. Almost every big group many people with alt farming holes)

Also, the people in the lower down holes should be pushing for these changes to go through because if it reduces the amount of farming holes - it can only be a good thing for your nanoribbon prices and gas prices.



+1 Finally someone else with some courage! We will all adapt and wormholes will be better for it.

Director

Sefem Velox

INGAME CHANNEL: Sefem Public

Andiedeath
We Aim To MisBehave
Wild Geese.
#634 - 2014-08-07 23:55:45 UTC
To Fozzie! If you do redesign this please just lessen the impact (ie make the distance a little less) the proposed mechanic itself will shake things up which is what wormhole space needs. Again I'll reiterate that I hope you give null sec the same shake up!

Director

Sefem Velox

INGAME CHANNEL: Sefem Public

Bibosikus
Air
#635 - 2014-08-08 00:11:00 UTC
Traiori wrote:
20km or 40km, the time it takes a dread to warp off a hole and back to the hole remains the same. All the issues that we've brought up previously are still problematic, so I'll bring them up again on behalf of the community:

1) Rage rolling becomes much more annoying for large groups. This limits their ability to find content that they can take, whether it be site-runners to kill (which you *have* to rage-roll for, incidentally) or other large groups. The proposed change slows down chain-rolling, slowing down the speed at which content can be found. This also has the side effect of making farming safer, because the probability being rolled into whilst running sites comes down to how many holes can be opened whilst your caps are not in their POS. Less holes=less chance of dying to everyone else.

2) Rage rolling becomes essentially impossible for small groups. They also have to find content, and rolling the chain is often the only way to reliably find content of interest - whether that be PvP or PvE or anything else. The proposed changes stop you from being able to do this without fighting the larger groups... which you can't do because numbers are important in every case. Small groups can no longer rage-roll consistently, especially given that most larger groups will seed scouts into their chain.

3) Committing capitals to wormholes outside of home systems requires winning the fight or losing the cap... which in turn means that it won't be committed by anyone that hasn't already got the forces on-grid to win it. The proposed change ensures that capitals shoved into another wormhole can't get back into home system. Whereas we currently see Triage used to balance out fights against bigger entities, smaller entities can't afford to lose the triage carrier every time, so they'll just stop bringing them. Less fights is bad for everyone.

4) Using our capitals in nullsec (and arguably losec) means losing them. We're not stupid. The proposed change would strand our capitals 15-20km away from the hole. The fight would become a race against time: will they be able to form up capitals/supercapitals to kill our triage archon before we get it back into the hole? In most cases, the answer will be no. Power projection means that we can no longer commit capitals. It's bad enough at present, without increasing the scope of the problem. Once again, less fights is bad for everyone.

5) Sub-capital wormholes also suffer from the problem because orcas land far away too. The major difference between rolling C4 wormholes and C5 wormholes is that C4 wormholes use Orcas. If those orcas are guaranteed to be in danger, they're also guaranteed to die. We'll take orca kills any time of the day. So will other groups. This means that C4 groups also need to be fielding support fleets for their orca if they don't fancy losing them daily. Bad for small groups, which means they'll leave, which means we lose more groups and hence, lose content.


The error here is the belief that all groups can afford to field support groups. We can't. We aren't 10000 man coalitions, because wormholes can't support that kind of lifestyle. There is a maximum limit to how many people can fit into a wormhole, and unless we're now expecting all pilots to be on all of the time, that means that this change will make smaller groups increasingly unfeasible.

I originally made most of these points on a reddit post here: http://www.reddit.com/r/Eve/comments/2cro9k/where_are_the_devblogs/cjihkl9. Some inital discussion over it can also be found.


EDIT: A better solution would be to invert the numbers: have distance landed be proportional to a function of mass and speed, making it so that lighter and faster ships landing further away from the hole. This would allow us to use kiting HACs as well as brawling T3s.

EDIT 2: In the interest of clarifying my suggested change, I propose that distance landed from the hole should be inversely proportional to mass (higher mass=close) and directly proportional to maximum speed (higher maximum speed = further away).


Traiori makes the most salient and convincing points in the (to date) 32 pages of this thread. And he makes them on the very first page.

QED.

Eagles may soar, but weasels don't get sucked into jet engines.

Serendipity Lost
Repo Industries
#636 - 2014-08-08 00:37:48 UTC
Andiedeath wrote:
To Fozzie! If you do redesign this please just lessen the impact (ie make the distance a little less) the proposed mechanic itself will shake things up which is what wormhole space needs. Again I'll reiterate that I hope you give null sec the same shake up!



I just reviewed you kb. It's impressive, but not really wh related for the most part. I welcome your viewpoint, but with this character I'll have to weight your opinions with your lack of wh experiences. (really a great kb though - I may be applying based on how things turn out here)
Andiedeath
We Aim To MisBehave
Wild Geese.
#637 - 2014-08-08 01:16:54 UTC
Serendipity Lost wrote:
Andiedeath wrote:
To Fozzie! If you do redesign this please just lessen the impact (ie make the distance a little less) the proposed mechanic itself will shake things up which is what wormhole space needs. Again I'll reiterate that I hope you give null sec the same shake up!



I just reviewed you kb. It's impressive, but not really wh related for the most part. I welcome your viewpoint, but with this character I'll have to weight your opinions with your lack of wh experiences. (really a great kb though - I may be applying based on how things turn out here)


LOL! My killboard isnt anything to go on. I run public lowsec roams once a week so its a bit skewed... And when I'm in wormhole space I am usually doing admin stuff. ;) I think you will find though we are very active in wormhole space and have been for the last 18 months. My point of view is based on that experience which is mostly AU timezone (the timezone in W-Space has been growing fast but is still not at the level of the EU/US timezones).

Also note even though I support the change, I can also understand the C5/C6 blocks worry... As the people that usually roll wormholes will have to some how get their lazy corpies that sit in POS shields all day (while playing DOTA) to actually help them find pvp/pve. :)

Director

Sefem Velox

INGAME CHANNEL: Sefem Public

Edward Harris
Inner Geek
#638 - 2014-08-08 01:36:23 UTC
Since this is not Null we are talking about, I really want to put emphasis on this - In W-Space, many fights happen on wormholes.
If dreads land too far away from carriers, a refit is not possible, and the fight is lost against the defending fleet, which can warp to whichever range it pleases as one.

This change will not provide the content you are looking for - it will perhaps provide ganks, but thats it. Pilots will become much more risk averse and less pvp will happen.

Please realize the difference in mechanics we are talking about - mass limitations, no cynos, nothing you can effectively do when your dread lands 20km away from your carrier.
Svodola Darkfury
Cloak and Daggers
The Initiative.
#639 - 2014-08-08 01:53:54 UTC
Edward Harris wrote:
Since this is not Null we are talking about, I really want to put emphasis on this - In W-Space, many fights happen on wormholes.
If dreads land too far away from carriers, a refit is not possible, and the fight is lost against the defending fleet, which can warp to whichever range it pleases as one.

This change will not provide the content you are looking for - it will perhaps provide ganks, but thats it. Pilots will become much more risk averse and less pvp will happen.

Please realize the difference in mechanics we are talking about - mass limitations, no cynos, nothing you can effectively do when your dread lands 20km away from your carrier.



As the CEO of a small C5 corp, here's exactly what was said when heard about this change.

"Okay guys, plated battleships will only land about 1km off of jump range, so if we have to crush a C5 we'll just run 4 battleships in the place of that carrier and not bother risking it."

There's no reason for this change. If you want to drop a carrier on a hole now, it's already one of the slowest, easiest targets to catch. As Jack has pointed out through out this thread, we're already a bunch of risk averse individuals running from crevice to crevice, do you really think anybody is going to risk a carrier or dread to crush when it's going to be faster to warp it off grid and back? No. They're not.

Maybe some the big C5/C6 corps with more people and money than God on their side, but the rest of us? Forget about it.

Svo.

Director of Frozen Corpse Industries.

Korozaa
Deadspace Knights
#640 - 2014-08-08 02:25:29 UTC
Don't post much - but prompted by my corp to give my two cents.

It makes a fun challenging environment tedious. Can you tell me why I don't see any changes that favor small group play?