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

First post First post First post
Author
Seraph Essael
Air
The Initiative.
#1601 - 2014-08-27 12:50:21 UTC
Bleedingthrough wrote:
Seraph Essael wrote:

Wormhole mass changes should remain implemented But the mas / spawn should be inverted. Light, fast ships spawn further. Heavier, slower ships spawn closer.

Currently the wormhole fight meta is heavier, armour ships on the hole. Inverting the spawn / mass distance could introduce a new playstyle of faster, kiting ships on wormholes as well as the heavy armour meta. It would also tie in with the new speedy, missile hole changes.


No, not like this.
The only meaningful way I see is make this based on entry speed. (= tackeled on one side > close to WH on the other)

Again, was also something that was brought up at the town hall. Both ideas were ripe with discussion and both met with decent feedback. While I do like the idea of speed in defines the out distance, I think people may abuse that specific system and tackle their own rolling ships so they spawn at 0 on the other side.

Quoted from Doc Fury: "Concerned citizens: Doc seldom plays EVE on the weekends during spring and summer, so you will always be on your own for a couple days a week. Doc spends that time collecting kittens for the on-going sacrifices, engaging in reckless outdoor activities, and speaking in the 3rd person."

Arya Regnar
Darwins Right Hand
#1602 - 2014-08-27 12:54:17 UTC
Seraph Essael wrote:
Bleedingthrough wrote:
Seraph Essael wrote:

Wormhole mass changes should remain implemented But the mas / spawn should be inverted. Light, fast ships spawn further. Heavier, slower ships spawn closer.

Currently the wormhole fight meta is heavier, armour ships on the hole. Inverting the spawn / mass distance could introduce a new playstyle of faster, kiting ships on wormholes as well as the heavy armour meta. It would also tie in with the new speedy, missile hole changes.


No, not like this.
The only meaningful way I see is make this based on entry speed. (= tackeled on one side > close to WH on the other)

Again, was also something that was brought up at the town hall. Both ideas were ripe with discussion and both met with decent feedback. While I do like the idea of speed in defines the out distance, I think people may abuse that specific system and tackle their own rolling ships so they spawn at 0 on the other side.

How is that abuse.

It seems like a creative mechanic.

EvE-Mail me if you need anything.

Seraph Essael
Air
The Initiative.
#1603 - 2014-08-27 13:00:46 UTC
Arya Regnar wrote:
Seraph Essael wrote:
Bleedingthrough wrote:
Seraph Essael wrote:

Wormhole mass changes should remain implemented But the mas / spawn should be inverted. Light, fast ships spawn further. Heavier, slower ships spawn closer.

Currently the wormhole fight meta is heavier, armour ships on the hole. Inverting the spawn / mass distance could introduce a new playstyle of faster, kiting ships on wormholes as well as the heavy armour meta. It would also tie in with the new speedy, missile hole changes.


No, not like this.
The only meaningful way I see is make this based on entry speed. (= tackeled on one side > close to WH on the other)

Again, was also something that was brought up at the town hall. Both ideas were ripe with discussion and both met with decent feedback. While I do like the idea of speed in defines the out distance, I think people may abuse that specific system and tackle their own rolling ships so they spawn at 0 on the other side.

How is that abuse.

It seems like a creative mechanic.

Oh I agree but I'm kinda thinking CCP want some ships to spawn away from the "can jump straight back in" radius. While I don't agree with this implementation (wormholes after all are not gates and have complete different mechanics), unfortunately it's there decision and what they wan't and they would probably not implement speed - mass because of that. I think that they should either rollback to how wormholes were before Hyperion, or implement one of the two community based ideas.

Quoted from Doc Fury: "Concerned citizens: Doc seldom plays EVE on the weekends during spring and summer, so you will always be on your own for a couple days a week. Doc spends that time collecting kittens for the on-going sacrifices, engaging in reckless outdoor activities, and speaking in the 3rd person."

Anize Oramara
WarpTooZero
#1604 - 2014-08-27 13:09:35 UTC
Arya Regnar wrote:
Seraph Essael wrote:
Bleedingthrough wrote:
Seraph Essael wrote:

Wormhole mass changes should remain implemented But the mas / spawn should be inverted. Light, fast ships spawn further. Heavier, slower ships spawn closer.

Currently the wormhole fight meta is heavier, armour ships on the hole. Inverting the spawn / mass distance could introduce a new playstyle of faster, kiting ships on wormholes as well as the heavy armour meta. It would also tie in with the new speedy, missile hole changes.


No, not like this.
The only meaningful way I see is make this based on entry speed. (= tackeled on one side > close to WH on the other)

Again, was also something that was brought up at the town hall. Both ideas were ripe with discussion and both met with decent feedback. While I do like the idea of speed in defines the out distance, I think people may abuse that specific system and tackle their own rolling ships so they spawn at 0 on the other side.

How is that abuse.

It seems like a creative mechanic.

my only concern with that is it will involve waay too much new code over any and all other changes they have made being far simpler changes of existing code. the inverted mass changes is by far the best suggestion apart from scrapping it completely.

that said with the amount of damage already done it will take a long time for whs to recover even if they magically revert tomorrow at dt. the numbers will reflect what we have been saying and it will be hilarious to see when they finally go 'oh, oops'. we can argue, troll and theory craft all we want, aint going to make a tiny bit of difference anymore. I will savor that 'I told you so' I can almost taste it already.

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

epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#1605 - 2014-08-27 13:32:32 UTC  |  Edited by: epicurus ataraxia
Anize Oramara wrote:
Arya Regnar wrote:
Seraph Essael wrote:
Bleedingthrough wrote:
Seraph Essael wrote:

Wormhole mass changes should remain implemented But the mas / spawn should be inverted. Light, fast ships spawn further. Heavier, slower ships spawn closer.

Currently the wormhole fight meta is heavier, armour ships on the hole. Inverting the spawn / mass distance could introduce a new playstyle of faster, kiting ships on wormholes as well as the heavy armour meta. It would also tie in with the new speedy, missile hole changes.


No, not like this.
The only meaningful way I see is make this based on entry speed. (= tackeled on one side > close to WH on the other)

Again, was also something that was brought up at the town hall. Both ideas were ripe with discussion and both met with decent feedback. While I do like the idea of speed in defines the out distance, I think people may abuse that specific system and tackle their own rolling ships so they spawn at 0 on the other side.

How is that abuse.

It seems like a creative mechanic.

my only concern with that is it will involve waay too much new code over any and all other changes they have made being far simpler changes of existing code. the inverted mass changes is by far the best suggestion apart from scrapping it completely.

that said with the amount of damage already done it will take a long time for whs to recover even if they magically revert tomorrow at dt. the numbers will reflect what we have been saying and it will be hilarious to see when they finally go 'oh, oops'. we can argue, troll and theory craft all we want, aint going to make a tiny bit of difference anymore. I will savor that 'I told you so' I can almost taste it already.



Personally i believe that no code is better than bad code, and if one implements a bad change because it is easy to code, there is a severe disconnect with reality present.

The solution to the actual issue, leaving aside the effects this has had on community relations, needs to make things better than worse than before hyperion.

1. Changes other than the mass space spawn are questionable in isolation, the overall effect on the wormhole environment is unpredictable, I will not say that they will be good or bad, the jury is out on that, but it will need watching closely and a fast response if issues are seen.

2. Mass spawn distance change. This is the change that is so misguided, it does not add risk as such, other than the element of luck introduced, this is a seriously bad idea, a mechanic that distances itself from the concept of player "cause" leads to effect, adds nothing to the game, and devalues and makes irrelevant all player effort and input. It also fails to meet all the stated goals, and in the main makes rolling wormholes simply more tiresome, and particularly so for small corps. Coupled with the other changes it magnifies all their downsides, and negates the good. It is also impossible to adapt to "luck" one gambles or not, that is the only adaptation possible.

3. If one wishes to make the hole transit mechanic more involved, then the suggestion that speed and direction of wormhole entry determines wormhole ejection distance and direction, via a solid repeatable predictable dynamic would achieve that goal rewarding player input and tactics.
This may be harder to program, and would eliminate the majority of the concerns.

However, I do not believe that anyone in wormhole space ever complained that wormhole Jump mechanics were a great problem that needed addressing, but If CCP truly believe that it needs to change, then a method that rewards player skill, abilities, tactics and preparation is infinitely preferable to a system based on blind luck with all the destructive and damaging consequences to the game and community that result from that concept. These have been clearly and concisely stated previously and do not need repeating.

It is better Not to make changes, than to make bad ones because they are easier.

I suggest that the mass spawn change be rolled back until the effects of the other changes are seen, and a better design is discussed with our CSM representative, decided, and only then implemented.

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

crazy0146
The Federation of assorted candy
#1606 - 2014-08-27 13:44:12 UTC
I have some questions regarding this change that I would like answered, Though I don't expect some of them to be answered.

1. Was this a change that was always going to go through no matter what feedback was received?

2. Were there any Dev time allocated to having a look at this feature after receiving the feedback or had the Devs moved on to other projects?

and probably the most important:

3. Why was this change still pushed through in its current form, despite the overwhelmingly negative reaction to it, and the well reasoned feedback given. ie. why was it still thought of as a good change?
Anthar Thebess
#1607 - 2014-08-27 13:54:08 UTC
Can we add random total mass to wormholes.
Now it is just to easy - each WH have known total mass until it close.
Can we put 20% random?
Shilalasar
Dead Sky Inc.
#1608 - 2014-08-27 14:05:04 UTC
Anthar Thebess wrote:
Can we add random total mass to wormholes.
Now it is just to easy - each WH have known total mass until it close.
Can we put 20% random?


Funfact, that was my suggestion for too safe closing of C5/6s, just up the 10% deviation to 50/60%. Sadly CCP already was set on their way and never cared for alternatives.
Rroff
Antagonistic Tendencies
#1609 - 2014-08-27 14:12:45 UTC  |  Edited by: Rroff
Shilalasar wrote:
Anthar Thebess wrote:
Can we add random total mass to wormholes.
Now it is just to easy - each WH have known total mass until it close.
Can we put 20% random?


Funfact, that was my suggestion for too safe closing of C5/6s, just up the 10% deviation to 50/60%. Sadly CCP already was set on their way and never cared for alternatives.


If its really about being "too safe" too collapse just make it so that static wormholes don't cleanly collapse in one go - but once massed down below their class max mass stop being statics (which allows the new static to spawn) and becomes a new weaker wormhole with a much more limited jump mass and lifetime - would need some mechanism to prevent abuse from players trying to make 100s of the weaker wormholes.

i.e. once you've put 3Bn mass through a H296 it would shrink and become something similar to a H121 but with say 15 or 30 minutes lifetime or something along those kind of lines. Without preventing the new static H296 from spawning.

(This does reduce the amount of times people would get collapsed out accidentally due to miscalculation though kind of funny if you miscalculated and jumped an orca out only for it unable to return due to the new lower jump mass).
Terrorfrodo
Interbus Universal
#1610 - 2014-08-27 14:13:45 UTC
Talking to old corpmates (including the CEO) from a relatively big c5 pvp/pve wh corp, I'm relieved to see that most people are actually quite unconcerned about this change and w-space is not in the state of hysterical anger and grieving despair this thread makes it look to be Cool

.

Arya Regnar
Darwins Right Hand
#1611 - 2014-08-27 14:14:18 UTC  |  Edited by: ISD Ezwal
Anthar Thebess wrote:
Can we add random total mass to wormholes.
Now it is just to easy - each WH have known total mass until it close.
Can we put 20% random?

*Snip* Please refrain from personal attacks. ISD Ezwal.

They already have that.

EvE-Mail me if you need anything.

Rroff
Antagonistic Tendencies
#1612 - 2014-08-27 14:16:07 UTC
Terrorfrodo wrote:
Talking to old corpmates (including the CEO) from a relatively big c5 pvp/pve wh corp, I'm relieved to see that most people are actually quite unconcerned about this change and w-space is not in the state of hysterical anger and grieving despair this thread makes it look to be Cool


From those I've talked to there are quite a few unconcerned about it, there are quite a few who think its a bad idea to vary degrees and I've yet to find anyone who is actually for it - other than the fact they like that their scouts and blockade runners are safer than ever.
Terrorfrodo
Interbus Universal
#1613 - 2014-08-27 14:24:11 UTC
Rroff wrote:

From those I've talked to there are quite a few unconcerned about it, there are quite a few who think its a bad idea to vary degrees and I've yet to find anyone who is actually for it - other than the fact they like that their scouts and blockade runners are safer than ever.

That is not really surprising because the change does not directly benefit any individual in their daily life (except while scouting/hauling). Its sense is clearly strategic and transcending individual players or corporations, and obviously 99% of players don't get that or don't care because they only see their own short-term convenience and disruption of routines established over many years.

.

Anize Oramara
WarpTooZero
#1614 - 2014-08-27 14:31:59 UTC
Anthar Thebess wrote:
Can we add random total mass to wormholes.
Now it is just to easy - each WH have known total mass until it close.
Can we put 20% random?

uuuuh you DO know that theres already a 10% random amount on mass right? Please tell me you already knew this.

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

Rroff
Antagonistic Tendencies
#1615 - 2014-08-27 14:34:07 UTC
Terrorfrodo wrote:
Rroff wrote:

From those I've talked to there are quite a few unconcerned about it, there are quite a few who think its a bad idea to vary degrees and I've yet to find anyone who is actually for it - other than the fact they like that their scouts and blockade runners are safer than ever.

That is not really surprising because the change does not directly benefit any individual in their daily life (except while scouting/hauling). Its sense is clearly strategic and transcending individual players or corporations, and obviously 99% of players don't get that or don't care because they only see their own short-term convenience and disruption of routines established over many years.


Only as pointed out it largely doesn't address the issue(s) it was supposed to while having a largely negative aspect on day to day activities for the sake of mixing up the dynamic in some fringe cases. If the concerns of "safe" collapsing and frequency of collapsing are really such an issue there are much better ways to address that (technical considerations aside) while there are some potential ways this kind of mechanism could be used to mix up the meta a bit without impacting on the tedious day to day activities.
Aureus Ahishatsu
Deadspace Knights
#1616 - 2014-08-27 14:41:20 UTC
Terrorfrodo wrote:
Talking to old corpmates (including the CEO) from a relatively big c5 pvp/pve wh corp, I'm relieved to see that most people are actually quite unconcerned about this change and w-space is not in the state of hysterical anger and grieving despair this thread makes it look to be Cool


You're kidding right? I'm pretty sure people have stopped venting mostly because CCP gave people the finger and said "we don't care we're doing it anyway" despite telling people they were going to listen to their feedback. When someone says they're going to listen to you but ignores everything you say eventually you just find something else to do and say "f*@k that a$$hole".
Terrorfrodo
Interbus Universal
#1617 - 2014-08-27 14:45:36 UTC
Rroff wrote:
Only as pointed out it largely doesn't address the issue(s) it was supposed to while having a largely negative aspect on day to day activities for the sake of mixing up the dynamic in some fringe cases. If the concerns of "safe" collapsing and frequency of collapsing are really such an issue there are much better ways to address that (technical considerations aside) while there are some potential ways this kind of mechanism could be used to mix up the meta a bit without impacting on the tedious day to day activities.

With no reasons officially given, I assume that the intent is to discourage collapsing in general. This assumption is supported by the fact that we got a huge amount of additional connections to compensate. My conclusion is that someone wants us to stop collapsing holes and this someone thinks that it is better to have a more persistent web of connected systems instead of the countless islands of isolation we have now. People are being forced to exert control over space instead of control over connections.

I happen to like this thinking. Most people here apparently don't. I think they will change their mind eventually, or be replaced by people who embrace the new environment. But I could be wrong. Or maybe there was no plan at all and Fozzie just hates us, who knows ^^

.

Rroff
Antagonistic Tendencies
#1618 - 2014-08-27 14:49:08 UTC
Terrorfrodo wrote:

or be replaced by people who embrace the new environment. But I could be wrong. Or maybe there was no plan at all and Fozzie just hates us, who knows ^^


I'm fairly sure this is largely what will happen... but in no shape or form is this a good thing - especially not in a game that pretends to be about playing the long game.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#1619 - 2014-08-27 14:53:04 UTC
There's really no point having anything above a destroyer aside from a double-bubble HICtor now, because to take advantage of this gigantic web of holes crap you need to be able to traverse the frig holes.

If I want gates, i'll go to k-space.

if i want frig-only combat, i'll go beat my head against a wall in FW again.

This risks being th death knell of wormholes as something diffferent from all the rest of EVE. A lace where you can hunt. A place where you can brawl, in its purest form. A place where you can't gate camp with a ceptor and vigilant or a daredevil and osprey toon, forever, amen, end of story. A place where quality beats quantity.

No longer. Webs of frigate only holes connecting everywhere, all the time, persistently? What kind of madness is this.

Adaptable. Yes. But then indistinguishable from nullsec or lowsec. Whoopee.
Anize Oramara
WarpTooZero
#1620 - 2014-08-27 14:55:48 UTC
Terrorfrodo wrote:
Rroff wrote:
Only as pointed out it largely doesn't address the issue(s) it was supposed to while having a largely negative aspect on day to day activities for the sake of mixing up the dynamic in some fringe cases. If the concerns of "safe" collapsing and frequency of collapsing are really such an issue there are much better ways to address that (technical considerations aside) while there are some potential ways this kind of mechanism could be used to mix up the meta a bit without impacting on the tedious day to day activities.

With no reasons officially given, I assume that the intent is to discourage collapsing in general. This assumption is supported by the fact that we got a huge amount of additional connections to compensate. My conclusion is that someone wants us to stop collapsing holes and this someone thinks that it is better to have a more persistent web of connected systems instead of the countless islands of isolation we have now. People are being forced to exert control over space instead of control over connections.

I happen to like this thinking. Most people here apparently don't. I think they will change their mind eventually, or be replaced by people who embrace the new environment. But I could be wrong. Or maybe there was no plan at all and Fozzie just hates us, who knows ^^

soooo more like null? but without any of the dozens of safety features and force projection mechanics present in null.

and now you want us to siege capitals in sites with rats that point out to 60km+?

would you drop a carrier in a nullsec anom if you had no local, no exit cyno, and no coalition intel channel?

hell we are forbidden from ratting with carriers WITH all those things.

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