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

First post First post First post
Author
Mindo Junde
Somnium Vita
#961 - 2014-08-14 20:36:50 UTC  |  Edited by: Mindo Junde
Doggy Dogwoofwoof wrote:
New Devblog incoming, Stream said changes to this are coming.


he also prattled on at length about how this will make WH's better with 'new' tactics. believe what you want but as was said much earlier this is happening, whether its a good idea or not.

btw that twitch thread is truly hopeless
Winthorp
#962 - 2014-08-14 21:04:39 UTC
Lenroc Elisav wrote:
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.



I have always said that i don't agree with the numbers given for this change but yes i do feel this change is a step in the right direction and CCP themselves have proven recently the will to make changes after the fact if things havn't worked out so well so i trust that they will jump in if things get dire as you all think will, i do not think it will come to that.

Sadly you need to consider the player economy though as that is probably 90% of why people come to WH space to begin with, but the state of farming in C5/6 space really needs a shakeup i hope you can agree on that part. (p.S i really don't think the majority will move out of C5/6 space at all, farmers will always adapt)

Now if that does get shaken up then you will be left with PVP entities in C5/6 space or at least PVP entities that do use their ISK to fund PVP within WH space and not the state we are in now where the great majority of the farmers use our space to fund their Null/LS PVP, that i can't abide with and that is why i support these changes.

I also don't think C4's will be a wasteland like the hysteria suggests, sure will it take a little longer to roll their unwanted connections? Yes and they will be at a touch more risk when doing so and may lose an extra BS or two but it really wont be the end of the world as they are calling it. CCP has already stated they are looking at the ISK income of WH sites so there will be extra incentive to take the extra risk that is given.

No change CCP can make will suit everyone 100% but man they needed to start somewhere because it isnt at all ideal the way it is.
Nolak Ataru
Hedion University
Amarr Empire
#963 - 2014-08-14 21:27:54 UTC
Doggy Dogwoofwoof wrote:
New Devblog incoming, Stream said changes to this are coming.


Wanna bet this won't get changed?
Zane Ziebold
Repo Industries
#964 - 2014-08-14 21:34:27 UTC
why don't you drop the distance down to like 8-10km so that's its not to far to slow boat back. If you have a large t2 bubble on the hole you should still land in it and not be so hard to get back. So its no so bad, 16-20 k away from each other is a lot better then 40k.
Nivek Steyer
Deep Core Mining Inc.
Caldari State
#965 - 2014-08-14 22:19:26 UTC
I think the idea of random spawning from a WH is a great Idea. I would also like to propose that you also consider putting in a little more chance as well. To keep things interesting in WH space with the following:
1. If you jump a fleet all at the same time say greater than x ships or within 10 seconds you have x chance of collapsing the WH and being spit back out to the starting system.
2. WH that spawn in WH space say to null sec don't appear to in null sec as well until someone jumps in.
3. Level the playing field since there is such a push for PvP and fun in WH then lets get rid of what stops PvP fun in Null sec. Local Chat. Roll Been talked about for years time to kill the free intel Roll. Would be great for WH's to be able to jump on Null sec as well! The same way they can jump us we can jump them. Or simply put a 5 to 10 min delay in the appearance of the pilots name to local.
4. Make the Rorqual useful in WH's. Develop a mod for it that: Can close a WH in one cycle of the mod say a 5 min counter with a skill that lowers the time limit by 30 seconds per level. Rorqual cant move while the mod is up, and if dies then the WH stays etc.
Cool
Chicken Exroofer
Regional Assault and Recon
#966 - 2014-08-14 22:41:04 UTC  |  Edited by: Chicken Exroofer
Nivek Steyer wrote:
I think the idea of random spawning from a WH is a great Idea. I would also like to propose that you also consider putting in a little more chance as well. To keep things interesting in WH space with the following:
..neat stuff...
4. Make the Rorqual useful in WH's. Develop a mod for it that: Can close a WH in one cycle of the mod say a 5 min counter with a skill that lowers the time limit by 30 seconds per level. Rorqual cant move while the mod is up, and if dies then the WH stays etc.
Cool




Now THIS would make a Rorqual worth leaving the bubble for. Best idea for helping the Rorq I've seen yet, that does not make it OP/invulnerable.
Anize Oramara
WarpTooZero
#967 - 2014-08-15 00:15:53 UTC  |  Edited by: Anize Oramara
Mindo Junde wrote:
Doggy Dogwoofwoof wrote:
New Devblog incoming, Stream said changes to this are coming.


he also prattled on at length about how this will make WH's better with 'new' tactics. believe what you want but as was said much earlier this is happening, whether its a good idea or not.

btw that twitch thread is truly hopeless

pride then. what a ******* joke. typical out of touch dev.

whats the point of having a csm rep for whs if stuff like this happens.

gl with your new wh then if this goes through, I know I won't be coming back. will see what happens first, getting bored of null or star citizen comes out.

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

Trinkets friend
Sudden Buggery
Sending Thots And Players
#968 - 2014-08-15 01:09:13 UTC
To carry on from where I left off.

The mechanism is sound to increase risk for farmers. But the changes to K162's spawning only when jumped is more effective than this. There's so many times we roll our O477 and warp to it (average 6 AU or 30s), then have to wait for our mates to warp in (because, bookmarks take forever to update) and jump in to see...wrecks and cores on scan, the elusive bear gone to ground. or drones dumped at a grav site with a can, the hulks and orca gone back to POS for some hardcore AFK PVP.

That will cause more risk for farmers. That one thing.

This doesn't cause risk for farmers, unless the farmers catch the inbound hole and/or spot you on d-scan as you jump in to gank them, and then probe it down and decide to roll. They won't decide to roll, they'll decide to go AFK PVp you, with Mjolnir Boredom Fury Level 5, or Logout tank.

The problem, as said, is that the distances your high-mass, high-value ships spawn from the wormhole (or indeed, eg, a 100MN HIC or throwaway 100MN Stabber) is excessive.

If you take the median spawn distance and make it;
Frigate - 5km +/- 2.5 km
Cruiser - 6km +/- 3 km
BS - 8km +/- 4 km
Orca - 10km +/- 5 km
Capital - 15km +/- 7.5 km
...where the deviation is on a bell curve centred on the median (expressed as 2 sigma) then, 50% of the time Frigates spawn outside jump range and 50% inside jump range. Cruisers spawn outside jump range 65% of the time. BS spawn outside jump range 90% of the time and orcas spawn outside jump range 97.5% of the time. Capitals, always.

But at the other extreme, only 2.5% of the time do capitals spawn 22.5km away. Only 2.5% of the time do Orcas spawn 15km away, or BS 12km away or cruisers 9km or frigates 7.5km (like they do now).

That's a set of numbers which I feel is acceptable. Why?

For a start, worst case scenario, your BS and Orca are still out of unheated, non-faction scram range of a ship at zero on the hole. The BS can maybe MJD off if it is fast. The Orca is still within heated web range, which allows far easier webbing off by non-Rapier support.

As for the poor capitals, most of the time they are within web range. They are also, coincidentally, within capital rep range unless you are in a Nid and want to swap capacitor. But if you fly a Nid, you are used to being unable to do that, so you'll deal with it. Best case scenario, you are only 2.5km from safety.

And yes, half the distance from what is first proposed makes it faster. But if the difference in a 7 hour rageroll is 50 vs 80, then we are hardly arguing about anything except efficiency, which is irrelevant. What matters is safety, and being within cap rep range allows a modicum of safety if you go balls deep. You are unlikely to be in refit range, but that's fine.
Ziraili Onzo
Yggdrasil Woodchoppers
#969 - 2014-08-15 06:39:32 UTC  |  Edited by: Ziraili Onzo
Just a quick bug-report i guess from doing some more testing with the new dump on SiSi today (after the 2nd static to C4 etc was added):

Seems to me like theres a minor error with the distance on the spawn mechanics. First time a frigate jumps into a hole, it spawns at 10-12k from the hole. This is ofc. not the k162 side, so i assume this is a error on the first jump cause when the "hole is born".

Then when jumping back, the frigate spawns at correct ranges according to the information given. (4-7km) If you wait out the polarized and then go back in, you again spawn in the correct range. So it really does only happen on the very first jump on all various holes (static or wandering) i have tested so far.
Pavel Sohaj
BAND of MAGNUS
#970 - 2014-08-15 07:16:47 UTC
Winthorp wrote:
Lenroc Elisav wrote:
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.



I have always said that i don't agree with the numbers given for this change but yes i do feel this change is a step in the right direction and CCP themselves have proven recently the will to make changes after the fact if things havn't worked out so well so i trust that they will jump in if things get dire as you all think will, i do not think it will come to that.

Sadly you need to consider the player economy though as that is probably 90% of why people come to WH space to begin with, but the state of farming in C5/6 space really needs a shakeup i hope you can agree on that part. (p.S i really don't think the majority will move out of C5/6 space at all, farmers will always adapt)

Now if that does get shaken up then you will be left with PVP entities in C5/6 space or at least PVP entities that do use their ISK to fund PVP within WH space and not the state we are in now where the great majority of the farmers use our space to fund their Null/LS PVP, that i can't abide with and that is why i support these changes.

I also don't think C4's will be a wasteland like the hysteria suggests, sure will it take a little longer to roll their unwanted connections? Yes and they will be at a touch more risk when doing so and may lose an extra BS or two but it really wont be the end of the world as they are calling it. CCP has already stated they are looking at the ISK income of WH sites so there will be extra incentive to take the extra risk that is given.

No change CCP can make will suit everyone 100% but man they needed to start somewhere because it isnt at all ideal the way it is.


Maybe so, although given what ive talked about with peeps, not many are really uber excited. We for one have already moved half our stuff from our C4 which gets new C5 static, so C4 to C4 and C5. no thanks.

Its still the same, more risk, same isk. Its kind of pointless to stay there, much better off in C5 or C2, safety and isk wise.
Enthropic
Infinite Point
Pandemic Horde
#971 - 2014-08-15 14:31:23 UTC  |  Edited by: Enthropic
Im wondering what the point of this thread is anyway. Everyone besides Winthorp hates this change, and people made that very clear. Were now at almost 50 pages, the old thread had 30 before it got locked.

CCP then goes on camera on twitch and pretty much state that everyone is excited about the big changes to WHs and they gonna do it anyway. Id just like to know Fozzy what kind of feedback you want about this? Shall we go shooting a monument before you get it?

you can like or not like the change, but it is going to be a fact that player activity will decline in WH space, because it WILL be more of a pain to roll and no small corp gonna roll for a new exit when they connect to a big group that can just blob them.
Which means the PvPers get less gank targets.

how hard is that to understand really?
Ktersida Nyn'Amanyn
Querschlaeger
#972 - 2014-08-15 14:53:08 UTC
Enthropic wrote:
Im wondering what the point of this thread is anyway. Everyone besides Winthorp hates this change, and people made that very clear. Were now at almost 50 pages, the old thread had 30 before it got locked.

CCP then goes on camera on twitch and pretty much state that everyone is excited about the big changes to WHs and they gonna do it anyway. Id just like to know Fozzy what kind of feedback you want about this? Shall we go shooting a monument before you get it?

you can like or not like the change, but it is going to be a fact that player activity will decline in WH space, because it WILL be more of a pain to roll and no small corp gonna roll for a new exit when they connect to a big group that can just blob them.
Which means the PvPers get less gank targets.

how hard is that to understand really?


Winthorp is not the only one who likes the change.

As longer as i think about the more i like it. Acitvity in w-space sucks anyway. My 5 corp mates and i scan down nearly 50 to 100 wh systems a evening and in 2 to 3 systems we find something to shoot at. With the imcoming changes i estimate that we'll shoot nearly the same. Maybe little more maybe a little bit less.
Serendipity Lost
Repo Industries
#973 - 2014-08-15 15:33:08 UTC
Trinkets friend wrote:
To carry on from where I left off.

The mechanism is sound to increase risk for farmers. But the changes to K162's spawning only when jumped is more effective than this. There's so many times we roll our O477 and warp to it (average 6 AU or 30s), then have to wait for our mates to warp in (because, bookmarks take forever to update) and jump in to see...wrecks and cores on scan, the elusive bear gone to ground. or drones dumped at a grav site with a can, the hulks and orca gone back to POS for some hardcore AFK PVP.

That will cause more risk for farmers. That one thing.

This doesn't cause risk for farmers, unless the farmers catch the inbound hole and/or spot you on d-scan as you jump in to gank them, and then probe it down and decide to roll. They won't decide to roll, they'll decide to go AFK PVp you, with Mjolnir Boredom Fury Level 5, or Logout tank.

The problem, as said, is that the distances your high-mass, high-value ships spawn from the wormhole (or indeed, eg, a 100MN HIC or throwaway 100MN Stabber) is excessive.

If you take the median spawn distance and make it;
Frigate - 5km +/- 2.5 km
Cruiser - 6km +/- 3 km
BS - 8km +/- 4 km
Orca - 10km +/- 5 km
Capital - 15km +/- 7.5 km
...where the deviation is on a bell curve centred on the median (expressed as 2 sigma) then, 50% of the time Frigates spawn outside jump range and 50% inside jump range. Cruisers spawn outside jump range 65% of the time. BS spawn outside jump range 90% of the time and orcas spawn outside jump range 97.5% of the time. Capitals, always.

But at the other extreme, only 2.5% of the time do capitals spawn 22.5km away. Only 2.5% of the time do Orcas spawn 15km away, or BS 12km away or cruisers 9km or frigates 7.5km (like they do now).

That's a set of numbers which I feel is acceptable. Why?

For a start, worst case scenario, your BS and Orca are still out of unheated, non-faction scram range of a ship at zero on the hole. The BS can maybe MJD off if it is fast. The Orca is still within heated web range, which allows far easier webbing off by non-Rapier support.

As for the poor capitals, most of the time they are within web range. They are also, coincidentally, within capital rep range unless you are in a Nid and want to swap capacitor. But if you fly a Nid, you are used to being unable to do that, so you'll deal with it. Best case scenario, you are only 2.5km from safety.

And yes, half the distance from what is first proposed makes it faster. But if the difference in a 7 hour rageroll is 50 vs 80, then we are hardly arguing about anything except efficiency, which is irrelevant. What matters is safety, and being within cap rep range allows a modicum of safety if you go balls deep. You are unlikely to be in refit range, but that's fine.



Let me walk you through rolling a wh, so you can see where the risk currently is.

1. Pick your ships to roll with (no risk in this, you're not yet committed to do anything)
2. Warp your rolling ships to the wh (ok, now you are totally committed w/ whatever rolling ships you like - you can't unwarp)
3. You land on the wh (still totally committed - anyone w/ a bubble or hic can engage you and you have to fight)
4. You jump in to mass down the wh (still totally committed as in 3 above)
5. You jump back further massing down the wh or closing it (still totally committed as in 3 above)
6. You warp back to you pos (phew once in warp it's over)

Currently the rolling folks put their rolling ships totally 100% at risk as soon as they get in warp at step 2. From step 2 through step 5 their risk is 100% of the ships that are in warp. The mass range thing doesn't increase their risk - they are already committed.

I'll say it again for emphasis. If you watch someone roll a wh safely it's because you allowed it. At any point from step 2 through 5 you have the option to jump the wh and force a fight. That's force a fight. They don't have a choice. The choice to fight or is soley in the hands of the non rolling party. They have the option to engage or not engage. There is currently no safe way to roll any wh except for maybe a hs wh. (which is fine - wh space has to interface w/ concord at least one place in eve)

Mechanic wise what does this change do? It allows the ganking party the luxury of picking off out of jump range rolling ships from the safety of their own wh. It doesn't add risk to rolling fleets it takes away risk from ganking fleets. So if you're in a large wh corp you can bring enough assets to the wh to remove all risk involved w/ anyone jumping into your wh. (it's the equivalent of a cyno jammer in null - no one can directly bring in enough wooosh to endanger your system)

This doesn't add risk to rolling at all, it just allows larger corps to claim rolling ships w/ pretty much zero risk. This is a deal breaker for anyone that can do basic pvp math. Can it be overcome w/ any number of counters - sure. My point is why is CCP handing rolling pinatas over to the home system owners in the name of pvp? It doesn't make sense (unless you're a large wh entity that doesn't like the risk or extra effort of going all in against a rolling party)

There are some corps out there that go all in on rollers often and get good fights out of it. Why not push pvp toward that in lieu of the duck shoots this change creates?
Teoshen
Transcendent Innovations Incorporated
#974 - 2014-08-15 16:25:23 UTC  |  Edited by: Teoshen
CCP Fozzie wrote:
Hey guys, thanks for the feedback so far. Special thanks to those who are providing lots of text about the reasoning behind your feelings, as those are the most useful posts.

We're continuing to pour over all the feedback and considering multiple options for adjustments to the plan based on what we're hearing. We probably won't have something new to announce for a couple days but we want you to know that we are listening and working hard behind the scenes in the meantime.



Your post implied you were going to follow up with the community regarding the mass changes, and I, for one, would really like to see that. Whatever the answer is, I just want to know what we're in for. There are strong feelings on both sides, and I think we all deserve to know where you are at on this.
SwagYolo420
Rogue Inferno.
Pandemic Horde
#975 - 2014-08-15 17:17:29 UTC
Someone asked for ragerolling numbers, which I can provide.

Just my friend and I collapsing (5 toons used - sabre, scanner and 3 collapsing ships because vertical), we got an average of 15 holes rolled per hour. This is without having ships to web us into warp, with normal fits (no hyperspatials), no ascendancy implants and the rolling ships landing at 6000m from the wormhole and having to slowboat over there. The time spent closing a hole and the time waiting on a new hole to spawn were about the same.

With the change which is happening, you would have to use a malediction to make an on-grid warpin on the other side of the wormhole, and webbing your capital into warp to your malediction, then warping the webbing ship over there and web again back to the wormhole. With a normal setup, this adds at least 90 seconds per hole to collapsing it, and you need 2 more toons to do it (interceptor, webber). Thus you would be able to roll 11 holes/hour at best with a normal setup after the patch.
Obil Que
Star Explorers
Solis Tenebris
#976 - 2014-08-15 18:08:50 UTC  |  Edited by: Obil Que
For those of you still concerned with this belief that the only way to find content will be by rolling your static, you may want to read this which I came across

http://collapsedbehind.blogspot.com/2014/08/setting-roots-on-fire-spoilers.html

or go do your own scanning on SISI now that the changes are in place. From these early reports, it appears that, as suspected, wormhole space is becoming significantly more organically connected even without additional connections from residents actually opening their statics (since those connections aren't likely to be opened on SISI).

If rolling your hole for protection or cap combat on the wormhole are the only activities really impacted by this change, then I have no major problem with it. If you can't support your rolling ships, then I really cannot muster much sympathy
SwagYolo420
Rogue Inferno.
Pandemic Horde
#977 - 2014-08-15 18:27:41 UTC
Obil Que wrote:


If rolling your hole for protection or cap combat on the wormhole are the only activities really impacted by this change, then I have no major problem with it. If you can't support your rolling ships, then I really cannot muster much sympathy


I'm not asking for your sympathy - I want proper game design.
Obil Que
Star Explorers
Solis Tenebris
#978 - 2014-08-15 18:35:16 UTC  |  Edited by: Obil Que
SwagYolo420 wrote:
Obil Que wrote:


If rolling your hole for protection or cap combat on the wormhole are the only activities really impacted by this change, then I have no major problem with it. If you can't support your rolling ships, then I really cannot muster much sympathy


I'm not asking for your sympathy - I want proper game design.


And what about a WH spewing ships out at increasing distances by mass is "bad design". All I've heard so far is complaints about the mechanic because

1) It will increase rage rolling times
2) It will increase risk for those rolling holes for
a) Protection
b) Isolation
3) It will increase risk for those bringing cap ships to fight on a WH by dispersing fleets rendering many tactics unusable.

The first is addressed by the increased organic connections. Yes, you may still want to roll your hole but the chains you connect to should be sufficiently long that rage rolling as a necessity is a thing of the past. The second, don't care. Too bad, so sad. Protect your rolling ships, use different rolling ships, or you aren't sufficiently prepared to roll. The last is a valid concern that I hope can be addressed through modifications of the mechanic and not by scrapping it altogether. But I leave that discussion to those cap pilots and fleet commanders that know that style of combat far more than I would.
Rei Moon
Perkone
Caldari State
#979 - 2014-08-15 21:41:01 UTC
Weren't frig holes supposed to be w-w only? ???
a frig hole to null, are you kidding me?
Now that's too much, Ccp!!!

Down the pole podcast "Annhhh"

Rei Moon
Perkone
Caldari State
#980 - 2014-08-15 21:43:24 UTC
Also, direct statics from C4 to kspace? Is it ok?

Down the pole podcast "Annhhh"