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

First post First post First post
Author
Winthorp
#941 - 2014-08-14 14:21:09 UTC
Faren Shalni wrote:
Sigh CCP better update us on this soon before the WH'ers here continue eating each other and it starts to derail




You think this didn't derail after page 4..... You must be new here.
Faren Shalni
Ministry of War
Amarr Empire
#942 - 2014-08-14 14:23:27 UTC
Winthorp wrote:
Faren Shalni wrote:
Sigh CCP better update us on this soon before the WH'ers here continue eating each other and it starts to derail




You think this didn't derail after page 4..... You must be new here.


I had hope's but after your first comment it went to hell

So Much Space

Winthorp
#943 - 2014-08-14 14:23:28 UTC
Noxisia Arkana wrote:
I do have to ask, why again, there wasn't some kind of debate here since I see 4-5 threads in F&I that ask for feedback and direction (especially from industrialists).

For example - asking about changes that people would like to see implemented...
https://forums.eveonline.com/default.aspx?g=posts&t=360465

I mean it is nice to feel like a second class citizen and that your opinion doesn't matter but hey. Just thinking out loud here.


There has been countless debates in this WH subforum, COUNTLESS DEBATES.

I am sorry you have only noticed this subsection and or cared to post here when you saw a dev blog or reddit post, but to say there has been no debates about this stuff is just ludicrous.
Katsumoto Moliko
Players vs. EVE
Goonswarm Federation
#944 - 2014-08-14 15:01:24 UTC
I think Traiori definitely hit the nail on the head when it comes to explaining the crux of the issue with this proposed change.

The change proposed would put a significant risk on using large-mass ships to effectively close holes, yes, but it also will have several negative long term effects;

For groups that are able to field the mentioned support in the unpredictable environment of wormhole space, the change is a mere nuisance at best. Their "risk" remains almost the same; the probability of their assets being threatened with their support on field remains low, with the only challenge coming from other large groups. Cycling a hole would simply take a longer time, delaying the undertaking of potential content with the necessity of carrying out a pointlessly more time consuming activity in order to obtain the same result.

For groups not able to consistently field the necessary support, and with capitals in preciously short supply, the proposed change would render them at the absolute mercy of the larger groups. How would these smaller groups respond to a larger entity pouncing on their home system? The exact same method they respond with in the present when rolling a hole is not possible without an almost certain loss of the ships; they will simply return to their POS shields and sit it out, or log off entirely.

In conclusion, the proposed changes do not even have a solid theoretical base for their intended positive outcome; instead of creating content, the mechanic would only render cycling holes that much harder and outright prevent meaningful interaction between large and small entities in W-Space.

And everybody knows lack of fights = bad juju.
Anize Oramara
WarpTooZero
#945 - 2014-08-14 15:08:29 UTC
Rek Seven wrote:
Jack Miton wrote:
Rek Seven wrote:
Your logic is flawed.. Why do you assume there will be less rage rolling?

do you actually believe the crap you put out on these forums or are you just trolling at this point?


I wouldn't say it if it didn't believe it.

You alway disagree without making a point or having a strong argument. Instead of your dump one line responses, how about you engage your brain and post something that has a basis in reality? If you can't do that stfu and stop reading my posts.

Prove me wrong Jack, i double dare you.

lets say a corp rage rolls for 7h a night (nice big corp with a wide actice tz)

lets say it takes 5min (not sure on normal time) to rage roll a hole. thats 84 holes a night.

now with this change lets say it takes an average extra 3minutes to slowboat back (170sec for a moros at 15km, 220 sec at 20km)

so now it takes 8min to rageroll. thats 52 holes a night. now call me a wizzard but 52 sure does seem an awefull lot like less than 84. I guess if you want to be anal about it they're still ragerolling 7h so not less ragerolling, just less holes, less content, more bad.

but hay how many holes you poke your scout in a night is none of my business.

ps. numbers are only representative. if someone could be so kind as to give normal average minutes per hole that'd be grand. alsp yey hole jokes.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Anize Oramara
WarpTooZero
#946 - 2014-08-14 15:10:14 UTC
Rek Seven wrote:
Jack Miton wrote:
Rek Seven wrote:
Your logic is flawed.. Why do you assume there will be less rage rolling?

do you actually believe the crap you put out on these forums or are you just trolling at this point?


I wouldn't say it if it didn't believe it.

You alway disagree without making a point or having a strong argument. Instead of your dump one line responses, how about you engage your brain and post something that has a basis in reality? If you can't do that stfu and stop reading my posts.

Prove me wrong Jack, i double dare you.

lets say a corp rage rolls for 7h a night (nice big corp with a wide actice tz)

lets say it takes 5min (not sure on normal time) to rage roll a hole. thats 84 holes a night.

now with this change lets say it takes an average extra 3minutes to slowboat back (170sec for a moros at 15km, 220 sec at 20km)

so now it takes 8min to rageroll. thats 52 holes a night. now call me a wizzard but 52 sure does seem an awefull lot like less than 84. I guess if you want to be anal about it they're still ragerolling 7h so not less ragerolling, just less holes, less content, more bad.

but hay how many holes you poke your scout in a night is none of my business.

ps. numbers are only representative. if someone could be so kind as to give normal average minutes per hole that'd be grand. alsp yey hole jokes.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Rek Seven
University of Caille
Gallente Federation
#947 - 2014-08-14 15:24:30 UTC  |  Edited by: Rek Seven
Anize Oramara wrote:

lets say a corp rage rolls for 7h a night (nice big corp with a wide actice tz)

lets say it takes 5min (not sure on normal time) to rage roll a hole. thats 84 holes a night.

now with this change lets say it takes an average extra 3minutes to slowboat back (170sec for a moros at 15km, 220 sec at 20km)

so now it takes 8min to rageroll. thats 52 holes a night. now call me a wizzard but 52 sure does seem an awefull lot like less than 84. I guess if you want to be anal about it they're still ragerolling 7h so not less ragerolling, just less holes, less content, more bad.

but hay how many holes you poke your scout in a night is none of my business.

ps. numbers are only representative. if someone could be so kind as to give normal average minutes per hole that'd be grand. alsp yey hole jokes.


I don't know about anyone else but when we roll for caps, we spend an hour at most. We will probably role 10 wormholes in that time and if we don't find anything, we scan the chain or head out to null for our pvp fix.

After the changes we will probably be able to warp a dread off and back to the hole within 2 minutes, so we'll only be extending our current rolling session by 20 minutes, which is nothing.

So in our case nothing will change apart from the farmer having, in theory, an additional 2 minutes to finish their siege/triage cycles and warp out... Would you feel anymore safer with those odds? Blink

Edit: the only people that roll for 7 hours are people looking to evict someone. There is an argument to be made that, due to the changes, evictions and giant blue blobs are going to become a thing of the past, which is a good thing IMO.
Anize Oramara
WarpTooZero
#948 - 2014-08-14 15:45:27 UTC
Rek Seven wrote:
Anize Oramara wrote:

lets say a corp rage rolls for 7h a night (nice big corp with a wide actice tz)

lets say it takes 5min (not sure on normal time) to rage roll a hole. thats 84 holes a night.

now with this change lets say it takes an average extra 3minutes to slowboat back (170sec for a moros at 15km, 220 sec at 20km)

so now it takes 8min to rageroll. thats 52 holes a night. now call me a wizzard but 52 sure does seem an awefull lot like less than 84. I guess if you want to be anal about it they're still ragerolling 7h so not less ragerolling, just less holes, less content, more bad.

but hay how many holes you poke your scout in a night is none of my business.

ps. numbers are only representative. if someone could be so kind as to give normal average minutes per hole that'd be grand. alsp yey hole jokes.


I don't know about anyone else but when we roll for caps, we spend an hour at most. We will probably role 10 wormholes in that time and if we don't find anything, we scan the chain or head out to null for our pvp fix.

After the changes we will probably be able to warp a dread off and back to the hole within 2 minutes, so we'll only be extending our current rolling session by 20 minutes, which is nothing.

So in our case nothing will change apart from the farmer having, in theory, an additional 2 minutes to finish their siege/triage cycles and warp out... Would you feel anymore safer with those odds? Blink

Edit: the only people that roll for 7 hours are people looking to evict someone. There is an argument to be made that, due to the changes, evictions and giant blue blobs are going to become a thing of the past, which is a good thing IMO.

so it will take you more time, hurting bigger corps causing less content.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Rroff
Antagonistic Tendencies
#949 - 2014-08-14 15:53:16 UTC
Rek Seven wrote:


I don't know about anyone else but when we roll for caps, we spend an hour at most. We will probably role 10 wormholes in that time and if we don't find anything, we scan the chain or head out to null for our pvp fix.

After the changes we will probably be able to warp a dread off and back to the hole within 2 minutes, so we'll only be extending our current rolling session by 20 minutes, which is nothing.

So in our case nothing will change apart from the farmer having, in theory, an additional 2 minutes to finish their siege/triage cycles and warp out... Would you feel anymore safer with those odds? Blink

Edit: the only people that roll for 7 hours are people looking to evict someone. There is an argument to be made that, due to the changes, evictions and giant blue blobs are going to become a thing of the past, which is a good thing IMO.


That is similar to the behaviour of most of the more organised 5/6 entities, but that extra few minutes of each time that as far as I can see serves no real purpose and doesn't in any way enhance the experience for anyone except maybe in edge 1% cases is going to make people bored sooner rather than later IMO and its probably only 5-6 holes will get rolled before its decided to call it a night rather than 10-15.

People also rage roll to try and assist other entities not just to evict them, granted it doesn't happen that often but its been a mechanic of w-space for a long time and I think overall it will only dilute down the experience if those odd time things really do kick off in spectacular style the chances of being able to chain roll into the action are considerably diminished.
Rek Seven
University of Caille
Gallente Federation
#950 - 2014-08-14 15:54:16 UTC  |  Edited by: Rek Seven
Anize, if that's what you take away from what i said, sure, whatever man. Roll
Rek Seven
University of Caille
Gallente Federation
#951 - 2014-08-14 15:55:10 UTC  |  Edited by: Rek Seven
True Roff but i think the extra time is just a byproduct of the CCP wanting to make it riskier for people to roll which i think is a good decision.

Do you think CCP needs to give us the same level of control that the current rage rolling process allows? e.g. player made wormhole generators?
Ettig Grunar
Federal Navy Academy
Gallente Federation
#952 - 2014-08-14 16:12:17 UTC  |  Edited by: Ettig Grunar
Jack Branigan wrote:
Anize Oramara wrote:

I will be super surprised if this change doesn't go through. CCP's track record is abysmal for listening to their playerbase.

....

Now that being said I hope they listen to the screaming masses on this topic. This idea is terrible. As multiple others have said it's not going to create PVP content at all. More prevent it and loss of subs will follow.

I myself have been training for the last 6 months to fly a Nag with near perfect skills. Now within 3 weeks of being able to fly it they drop this bomb. My corp has already talked about leaving our WH as we would not be able to effectively defend a dread 20 km from the hole and closing with BS would take so long it wouldn't even be worth while. If my corp does decide to exodus out of our WH I will have essentially spent the last half a year wasting training time. THAT in itself is enough that I won't feel like playing this game anymore. I know I can go to null sec for capital fights but that's not what I enjoyed about eve. I continued playing because I enjoyed wh space. Other than the lack of spawning k162's this entire patch just feels like an assault on WH dwellers.


/mostly agree with the above !!!

Ktersida Nyn'Amanyn wrote:
+1 for the change. i know this is bad for the high class groups but to be true. it's too easy atm.


"its too easy" ?! ... are u kidding me! "Easy" does not mean not Dangerous!

CorranCHalcyon wrote:
I have held off on posting feed back as to ensure I have a calm mind. So CCP, let us begin.

I must say the new suggested Mass Based Spawn Distance mechanic does not sit well with me. I do not own any capitol but, I still think this is a miss step on CCP's part.

This particular WH mechanic was fine first go. CCP Seagull has already state that she knows this will affect rage rolling. And it will. Rage rolling is a great way to hunt for targets when your chain is quiet or just dead. By implementing this new mechanic PVP and thus content creation will slow in W-space. This adds to the grind factor for players, as well as the delay/downtime for fleets when they are working to find PVP/content.


/agree on that

CorranCHalcyon wrote:
This adds unneccesary delay to game play and provides capitol ships a nice distance away from the hole as to have a good chance of avoiding a dictor bubble.


oh, noo! do u know the range of a bubble and the warping/align speed of a cap ?! ;-) "avoiding" bubbles cant be an argument :)


also, i wanted to say something to Sith´s and Anize on going conversation - but too many quotes in the posts and to do everyone a favor i dont quote again.

soo, too sum it up with my opinion:

> rolling holes at current state is dangerous enough

> yes it can be quite fast, compared to having slow boat to the hole, but as some posters said before with the right scouting and setup a fleet, in the present state of the game, the agressor still can decide whether to engage the rolling target or not. yes ok, right now u need timing and fast reaction. and patch might give the agressor more time. the patch might also just give agressor ( me includedCool) less rolling cap to agress.

> i personally will really think about rolling holes on a sunday morning with a coffee in my hand once this patch come out and nobody in corp or alliance on yet. i lost a cap before trying to roll a hole on my ownCry (which was scouted out already by the enemy - bad for me). making this process take even longer and dangerous wont help rolling at all. it will just keep connections open for a certain amount of time and for certain WH´s. well maybe i shouldnt roll a hole on my own - i knowLol. but after the patch i def. wont roll on my own. so this will take away content for me and smaller groups. maybe i dont like the content in the chain and then i would think its too dangerous/takes too long to roleShocked.

> the real big entities will roll anyways with their blobb fleets trying to catch farmers. they wont care about 2 more mins once they get used to it.Roll

> on some numbers, how much u can make in a WH in an hour with escalation, i disagreeUgh. those numbers are a really high optimum imo. most of the times sth. unexpected happens like a sig popping up, or worst case someone rolling into u, what disturbes the farming/Isk-hours anyways (in case i sound like a bear, i am not :) i rather roll for them :))
Ettig Grunar
Federal Navy Academy
Gallente Federation
#953 - 2014-08-14 16:19:32 UTC
Rek Seven wrote:
True Roff but i think the extra time is just a byproduct of the CCP wanting to make it riskier for people to roll which i think is a good decision.


yes riskier to roll. but isnt it risky enough for smaller groups atm ?!

Rek Seven wrote:


Do you think CCP needs to give us the same level of control that the current rage rolling process allows? e.g. player made wormhole generators?


mhh good point...

i dont wanna say "but", but Big smileLol i still think it would take away content for smaller groups not willing to roll anymore.

other WH changes r just fine with moar spawning k162 etc etc.

Lucius Kalari
University of Caille
Gallente Federation
#954 - 2014-08-14 16:20:19 UTC
I don't think I need to repeat what people have already said, I too think this change is bad, but for me the real question is, why haven't we had an answer from Fozzie or anyone from CCP ?

Anize Oramara
WarpTooZero
#955 - 2014-08-14 16:25:43 UTC
Rek Seven wrote:
Anize, if that's what you take away from what i said, sure, whatever man. Roll

I had a longer reply but it got swallowed by the forums. I reread my reply and apologise for the tone. I just didnt want the point I was trying to make be implied as insignificant.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Rroff
Antagonistic Tendencies
#956 - 2014-08-14 16:26:49 UTC
Rek Seven wrote:
True Roff but i think the extra time is just a byproduct of the CCP wanting to make it riskier for people to roll which i think is a good decision.


Thing is for me I don't really see it as riskier for a lot of people and when it does increase the risk it generally puts the pressure on the smaller entities rather than the bigger ones. While admittedly I've not been very active lately when I have collapsed holes the vast majority of the time the increased risk from spawning further out would be between tiny and non-existent.

Rek Seven wrote:

Do you think CCP needs to give us the same level of control that the current rage rolling process allows? e.g. player made wormhole generators?


Don't really have my head around all the pros and cons of that one to give an answer. Being able to reuse quantum flux generators in w-space to toggle on and off depending if you were wanting more activity or not could possibly have some potential.
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#957 - 2014-08-14 18:25:43 UTC  |  Edited by: epicurus ataraxia
It still seems that after all these pages, all these posts, and all the discussion we are still at the same point.

This Idea is just Bad and no good can be salvaged from it.

Large corps medium corps and small corps all can see the effects, and whilst a few extra kills will occur in the initial chaos, we will be left with a much less vibrant and poorer home.

The Idea is still universally despised, and I am still unable to see a good side, even though some have tried very hard to find one, there is still no argument that shows we will be better off with it than before it was suggested.

The other changes, whilst not being popular to all, have benefitted from the feedback process, and now OVERALL look like they will benefit the game.

Unfortunately this single Idea has singularly failed to improve, as the core concept is without merit, so no tweaking will change things.

CCP will have to decide to either Implement this knowingly against the extremely strong and clear wishes and views of the wormhole community. Damaging and undermining all they have tried to improve over the last few years in terms of player relations.

Or they will decide to withdraw it, having listened to the clear views of the community, and taken them into account, thanking them for putting their views forward in such a clear and knowledgeable manner, thereby IMPROVING their player relations and building on their years of work in this direction.

One cannot expect them to be posting regular updates in this thread, once it has reached a state of such clarity, they have clearly said they are reading and listening to this thread.
I anticipate, we will either hear something announced at the Wormhole town hall, or just before release in a new Dev blog.

That would be the most sensible action for them and gain the best reaction overall.

These are the choices open to them, The choice is ultimately theirs, but the answer will be clear and unambiguous either way.

There is one EvE. Many people. Many lifestyles. WE are EvE

Lenroc Elisav
Lenny'S TAX evasion 101
#958 - 2014-08-14 18:27:37 UTC  |  Edited by: Lenroc Elisav
Winthorp wrote:

In my opinion it is of no great loss if a smaller PVE group logs off when they see hostiles, there is no difference from that lack of interaction to the lack of interaction with others if they close their Wh safely and then just farm. Both situations result in no interactions with anyone.

The only interactions that they have with other people if they roll their chain is they are cheap ganks for groups that roll in.

So if they log off they log off, no great loss honestly. We talk all the time of the lack of ISK in low class Wh's and yet we are ok with small groups rolling away any danger and jewing away quietly thus lowering MNR prices that is the main ISK source for low class WH's.

Again i say let them log off, no great loss and only benifit to other people in lower class Wh's.


OK I understand your position but it seem that you advocate for less populated C5/C6 because all the small corps that are now making a living there will be moving out or sparsely play. It also seems that you think they'll "downgrade" and go live in C4s or smaller but with the increase connectivity for C4s and new frig holes I doubt you are correct but, hey, that's opinion vs opinion so....
On a side note I really don't give a rats arse about the player driven economy (I know others do and I agree is a matter of play-style) but if CCP continues to remove people from space by diminishing the incentives to be there I'm afraid they'll end up with spreadsheets in station instead of spreadsheets in space.

And finally Winthorp do you really think this change is the best way to increase the risk of rolling worm-holes? I bet people will find ways to roll with BS's effectively (if they can be bothered too) and we are going to be stuck with incapacitated offensive capitals (yes Nestors I know) and with a weakness against null alliances that will be better suited to control wh-null worm-holes and will always have the numbers advantage.
Witchway
Federal Navy Academy
Gallente Federation
#959 - 2014-08-14 19:14:19 UTC  |  Edited by: Witchway
Rek Seven wrote:
Do you think CCP needs to give us the same level of control that the current rage rolling process allows? e.g. player made wormhole generators?

The reality is they created a hard and defined system based on nothing but math when it comes to a wormholes size, jump mass and time of life with a reasonable assumption to be in range of the hole on the jump through for the last few years.

Now all we are doing is taking one of those values and arbitrarily modifYing the value to produce vastly different results for very minimal change. In my opinion if you are going to just start messing with numbers you might as well just make it all random and call it a day.

Will your fleet get trapped? Not as it stands if you know what you're doing but turn up the rng on the mass point of wormholes and let's see the poo start flinging.

Also, this game is a sandbox. You can't make a system based on hard values and expect people not to figure it out. Sandbox are about adapting and learnjng, if they didn't want us to figure out a way to make our own wormhole generators they should have designed it more betterer.

Official Shit Talking Captain, Bastard of Hard Knocks Inc.

Doggy Dogwoofwoof
New Eden Corporation 98713347
Brotherhood of Spacers
#960 - 2014-08-14 20:32:03 UTC
New Devblog incoming, Stream said changes to this are coming.