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SA Crosspost: Hyperion In Review

Author
Mara Tessidar
Perkone
Caldari State
#1 - 2014-09-09 22:11:55 UTC  |  Edited by: Mara Tessidar
Someone asked me to crosspost this here.

Hyperion Wormhole Changes: A Completely Biased Opinion

I've been meaning to make this post for the last few days, but I kept getting sidetracked by Important Things. Not anymore.

Hyperion was released as a mini-expansion with a bunch of wormhole changes. More wormholes overall, new frigate-only wormholes, mass-dependent spawn distance, extra statics for C4s, wormhole effect rebalances, and a few other things were all added. Some of them were good, some of them have been terrible. I think most people who live(d) in wormholes would agree that this expansion did not deliver what had been hoped for.


Frigate-Only Wormholes

Oh man, these byproducts of Fozzie's hardon for small things are great. People are complaining everywhere "abloohoohoo I might get attacked by some frigates in wormhole space" but unless you're sitting in one of the newly rebalanced Wolf Rayets (and possibly not even then) the average Sleeper poses more of a threat. Current forecast is cloudy with a chance of dead salvaging Noctises. These uncollapsible holes are great for launching, say, a frigate fleet from Deklein to N3 renter space, or to serve as a conduit for frigate explorers. They are not great for launching wormhole invasions. In fact, this is why I love them: they are the answer to hole control during evictions. You see, the modus operandi for any invading force looking to take a giant dump on somebody's fortress of solitude is to stuff as many people as possible into the target wormhole, and gain local numeric/tactical superiority. At that point every wormhole is either collapsed (if wandering) or is rolled and then has enough mass passed through to put them on the brink of collapse. That way, the defenders are unable to bring in reinforcements, as jumping out to find a route closes the exit behind them and locks that person out of the hole. The attackers then rinse and repeat until the target POS(es) comes out of reinforced and/or they have all the reinforcements they want in-system, at which point they destroy their target(s) at their leisure.

Frigate wormholes change that. CCP said that they are extremely difficult to collapse and regenerate mass, and given that they are designed to be a huge pain in the ass if not impossible to collapse, I haven't even bothered trying myself. Now all you need to do is send a probing frigate--possibly an uncatchable interceptor instead of a scanning frigate, because Fozzie decided cheap and functional invulnerability was a good thing--through to the other side, find an entrance, and bring all your friends into your wormhole via interceptors. The attackers can't collapse the hole or stop you from warping off of it, so you just have to hand out ships to people at the POS and voila, now you can stand a chance. This right here is why frigate wormholes are fantastic: people with preparation and a bit of luck aren't totally screwed by a larger invasion force anymore.


Mass Dependent Spawn Distance


Big fat ships spawn further away from the hole now, so rolling a hole (repeatedly sending high mass ships through to collapse it until you get the desired destination) actually poses a risk, particularly with capitals. This is a good change and fairly significant. Naturally, people are Very Very Mad about it.


More Wandering Wormholes

This change could have been good except CCP went completely overboard with it. CCP's vision for wormhole space was a semi-connected network of systems with changing connections. Unfortunately instead of upping things just a bit to see how it would affect things, they decided to change the average number of wormholes in a wormhole system from like 2 to about 4 or 5. This has fairly profound implications when you consider the exponentially increasing chain sizes that results in. Running Sleeper sites in a system with that many connections is like trying to pick up pennies in the middle of a highway where every passing car is something straight out of Mad Max and filled with people who want to murder the **** out of you. People aren't that dumb, and when CCP does things like buff Incursions while making it vastly riskier to live in wormhole space they start to take the hint. Highsec stations don't have fuel or rent costs.

Furthermore, this change affects small group players vastly more than it does large wormhole alliances. If you don't have enough scouts to watch entrance holes while you run sites, you're pretty much taking your hands off the wheel and closing your eyes while you cruise down the highway. Small groups don't have that manpower; the mechanic has wound up being a tax on Little People.


Extra Statics for C4s

This change really made me question what the **** is going on over at CCP HQ. "Our data says people don't live in C4s. We should fix this!" So they added a second static. Either they don't understand why people live in certain wormholes over others, or they were being dishonest in their devblog about their reasons for changing things. An extra static is not extra money. An extra static is extra risk. Whoever was working on this over at CCP completely failed to address the reason people currently don't live in C4s very much: the money sucks. If you can run a C4 site, you can run a C3 site for more money.* Thus the gap between C3 and C5 wormhole activity, the lowest class in which capital escalations can occur. People choose where they live in wormhole space based on money, not PvP. You can't go and lose bazillion ISK ships--for ratting or for PvP--on an empty wallet.
Mara Tessidar
Perkone
Caldari State
#2 - 2014-09-09 22:12:02 UTC  |  Edited by: Mara Tessidar
The problem with C4s was not that they didn't have enough wormholes. It was that they were shittier versions of C3s. Extra wormholes simply mean extra risk. Yeah, great for those few souls who make their money outside of wormhole space but choose to live there anyway, looking for the fabled goodfites of yore. For everyone constrained by things like "reality" and "cost-benefit analysis" it's pants-on-head stupid.

Alternatively, CCP was being dishonest about their intentions for the change. Their original goal when Apocrypha was designed was to have players be nomads traveling through far-flung reaches of space. Turning C4s into wormhole network hubs would make sense if they were trying to go back to that.


Wormhole Effect Rebalances

Yay, black holes don't suck anymore. All the other effect changes are good too. The game could have used an update for these a little sooner than five years after they were first released, though.

Wolf Rayets are gonna be weird.

Miscellaneous Crap

Site signatures now persist throughout downtime, so scanning is a little less annoying. Wormholes that originated on one end don't appear in the other system until someone jumps through or 12+ hours have passed (after 12 hours, every couple minutes there is a chance the K162 signature will appear in the target system), so warping to a static to check it is no longer counterproductive.



I think one of the biggest letdowns for people, myself included, is that Hyperion was billed as a wormhole-focused expansion, but it didn't actually have new wormhole content. CCP just adjusted some stats, like wormhole effects, respawn rates, and mass limits. There weren't any new sites added, or any new resources, or any new activities. Just where the hell was the expansion?


*An average C4 site payout is (was?) 110 million ISK and requires 2 people. An average C3 site payout is 80 million ISK and requires one person. If you can do basic math, you can see why people live in C3s rather than C4s based on that alone. C3s also can have a static to k-space, making logistics vastly easier compared to C4s, where you have to go through at least 1 other wormhole system to get to k-space. I could go on, but I think the point is pretty obvious by now.

EveO crosspost note: Okay a bunch of people that read this forum are pretty dumb so I am going to spell it out. You can make a couple pennies in a C1, 50M/site in a C2, 80M/site in a C3, 55M/site in a C4, and quite a bit above 100M in a C5 or C6 depending on how you run things. However, the difficulty increases linearly. It is no surprise, then, that there is a gargantuan dip in C4 activity and people live in C2s where you can make about the same money while having a much easier life.
Mara Tessidar
Perkone
Caldari State
#3 - 2014-09-09 22:12:48 UTC
gonna need more space apparently
Pro TIps
Doomheim
#4 - 2014-09-09 22:34:46 UTC
Nice review.

I don't agree that frig-only holes are going to be great for defending against a siege. If you don't have such a WH in your system when the siege is happening, it's no use to you. If you do, you will still lose to the larger blob unless your POS comes out of reinforcement in an advantageous timezone. This is status-quo as far as bashing is concerned.

Many people do choose to live in a certain W-space system for PVP opportunities. Certainly the typical C4 resident was someone who wanted isolation, though; and that is the reason many (most?) C4 corps are upset.

The extra connectivity and frig wormholes have swung my corp (around 20 active in our wormhole) from billions/month profit to red ink. This is not for lack of trying / hiding in POS all day, but when you are a small corp farming low-class holes, PVP losses can wipe out days worth of PvE farming effort in a few minutes. We're not done trying, but even with half-dozen scout alts, we are still finding that we lose money because of far larger roaming gangs. The bigger chains make it much more likely they will find us while farming sites; and the changes to K162 spawn mechanics give us less warning.

The above is CCP's intent (obviously) but those of us in small corps are bleeding. Bigger corps/alliances I assume are doing better; but your food chain is going to die off.
Mara Tessidar
Perkone
Caldari State
#5 - 2014-09-09 22:51:50 UTC
Pro TIps wrote:
Nice review.

I don't agree that frig-only holes are going to be great for defending against a siege. If you don't have such a WH in your system when the siege is happening, it's no use to you. If you do, you will still lose to the larger blob unless your POS comes out of reinforcement in an advantageous timezone.


The whole point of calling your spacefriends and getting them into the system via frigate holes is to not be outnumbered horribly.
Aquila Sagitta
Blue-Fire
#6 - 2014-09-09 23:18:03 UTC
Mara Tessidar wrote:

*An average C4 site payout is (was?) 110 million ISK and requires 2 people. An average C3 site payout is 80 million ISK and requires one person.


Umm.. back when I dualboxed c3 sites with Tengu/Mach a couple years ago I was making 40-50mil on average. Sleeper salvage has gone down since then. I don't disagree on c3's being better cause I could finish the site in like 8 mins or something, just don't want you to be misleading.

Also, c4 site requires 2 people? We're running c5 sites with solo marauders I don't see how a c4 would require 2 people...
Maduin Shi
MAGA Inc
#7 - 2014-09-10 02:50:48 UTC  |  Edited by: Maduin Shi
Mara Tessidar wrote:
Pro TIps wrote:
Nice review.

I don't agree that frig-only holes are going to be great for defending against a siege. If you don't have such a WH in your system when the siege is happening, it's no use to you. If you do, you will still lose to the larger blob unless your POS comes out of reinforcement in an advantageous timezone.


The whole point of calling your spacefriends and getting them into the system via frigate holes is to not be outnumbered horribly.


You still need the frig hole in your system at some point in the siege and it needs to open to somewhere with a k-space static. Frig holes are w-space only. You need the connecting wormhole system to be inactive and connecting to k-space with reasonable number of jumps to your buddies. Its a long shot. Almost certainly the planets will not align in this manner for you to save your tower(s).

Frig holes were a nice idea on paper. Dreams of fiery death in clashing swarms of tiny ships. But the idea had no "reality balancing" or integration into the whole wormhole ecosystem. Hence all they really do now is further screw up the balance between PvP and PvE to replace PvP losses along with all the extra "swiss cheese" random holes.
Maduin Shi
MAGA Inc
#8 - 2014-09-10 03:00:50 UTC
Aquila Sagitta wrote:
Mara Tessidar wrote:

*An average C4 site payout is (was?) 110 million ISK and requires 2 people. An average C3 site payout is 80 million ISK and requires one person.


Umm.. back when I dualboxed c3 sites with Tengu/Mach a couple years ago I was making 40-50mil on average. Sleeper salvage has gone down since then. I don't disagree on c3's being better cause I could finish the site in like 8 mins or something, just don't want you to be misleading.

Also, c4 site requires 2 people? We're running c5 sites with solo marauders I don't see how a c4 would require 2 people...


Yeah C2's are more like 25 - 30 mil for the average site.

Dunno where the OP spends his time. Seems he read the patch notes but doesn't live in w-space. Everybody has to spam their particular misinformed opinion I guess. Roll
Nolak Ataru
Hedion University
Amarr Empire
#9 - 2014-09-10 03:36:59 UTC
Would love to see you expand on your thoughts on the mass spawn distance changes other than "WH people hate it so it must be good"
Nox52
Pterygopalatine
#10 - 2014-09-10 03:44:38 UTC
Yeah gonna call bullshit on the isk numbers on the c2 and c3. The rest of the post is ok-ish but the numbers are too high. C3 sites are about 30 mil in blue loot and whatever the mnr fairy drops which is not much. One example is 10 sites for about 350 mil.


The issue is that overall the changes are underwhelming. Where are the pos and roles changes. where are the content updates like new sites and sleepers. Where are the t3 rebalances. Where is the salvage rebalance so that the other junk besides mnr are usefull other than take up space.
Ruffio Sepico
Hidden Agenda
Deep Space Engineering
#11 - 2014-09-10 04:53:01 UTC
Nox52 wrote:
Yeah gonna call bullshit on the isk numbers on the c2 and c3. The rest of the post is ok-ish but the numbers are too high. C3 sites are about 30 mil in blue loot and whatever the mnr fairy drops which is not much. One example is 10 sites for about 350 mil. .



Most valued combat anomaly in a c3 is the Outpost Frontier Stronghold, 32.5m in blues. Of the data/relic sites its the Unsecured Frontier Database that clocks in at 72.5m in blues. The other salvage is very random what you end up with.

For the time/effort to do these sites solo (that is solo with no alts multi boxing). You probably better of do level 4s in empire.
Just because you able to do something solo, doesn't necessary mean its a good idea to do it.

So yeah the numbers to high. (and the actual rewards to small for actual effort and risk imho).




Maduin Shi
MAGA Inc
#12 - 2014-09-10 04:58:23 UTC
Nox52 wrote:
Yeah gonna call bullshit on the isk numbers on the c2 and c3. The rest of the post is ok-ish but the numbers are too high. C3 sites are about 30 mil in blue loot and whatever the mnr fairy drops which is not much. One example is 10 sites for about 350 mil.


The issue is that overall the changes are underwhelming. Where are the pos and roles changes. where are the content updates like new sites and sleepers. Where are the t3 rebalances. Where is the salvage rebalance so that the other junk besides mnr are usefull other than take up space.



Yeah the patch didn't add any content or make any significant improvements to quality of life for wormholes... unless you only roam them for PvP and don't actually live in one. If you're a day tripper like that, Hyperion was a good patch for you. The rest of us are still waiting on all the things you listed.

Overall I would say there's less incentive to do anything in wormholes now except PI, mucking around inside the POS shield, and k-space style PvP roams (+ probers). That is, assuming you can find targets. The rest of w-space life is still happening but the changes to the mechanics are actively discouraging it.
Maduin Shi
MAGA Inc
#13 - 2014-09-10 05:20:25 UTC  |  Edited by: Maduin Shi
Ruffio Sepico wrote:

Most valued combat anomaly in a c3 is the Outpost Frontier Stronghold, 32.5m in blues. Of the data/relic sites its the Unsecured Frontier Database that clocks in at 72.5m in blues. The other salvage is very random what you end up with.

For the time/effort to do these sites solo (that is solo with no alts multi boxing). You probably better of do level 4s in empire.


Especially considering you won't lose your ship/pod and have to haul in a whole new set doing empire L4s unless you're rolling with a stupid amount of bling. And lol, I remember ppl saying C1-C2 was worse than L4s like a year ago. Now C3's even. But tbh I don't doubt there has been enough power creep and tactics/fitting optimization in that time that you can now blitz those L4s competitively with C3 all-in rates.

Edit: Also forgot that securing a WH for site running is now way more risky and time consuming. That is probably the more compelling reason why blitz L4s can outperform C3 incomes now.
Enthropic
Infinite Point
Pandemic Horde
#14 - 2014-09-10 08:01:16 UTC
Nolak Ataru wrote:
Would love to see you expand on your thoughts on the mass spawn distance changes other than "WH people hate it so it must be good"



ditto.

OP, what, in your eyes, is actually good about the mass-based spawn distance?
Im not gonna repeat here my arguments regarding this change, or the countless posts and arguments by a large number of people, which never got commented on by CCP yet.

It is clear, as Fozzie had said, you cant make everyone happy. No matter what they change, there will always be someone complaining. Thus, some (not all) people started to move out of WHs, and some (not all) stopped buying more game time for alt accounts, thats a fact. No problem, Fozzie cant make everyone happy, I get that.

So here is the con, but what is the pro actually?

In order to make it a good change, there should be benefits, no?
Do you seriously think this change will attract people from k-space to wh-space, at a rate that at least compensates for those who are leaving because of it? And if so, why?

If you bother to post your own review of Hyperion here, would it be possible to give a fair analysis why you think this change is good?
Shilalasar
Dead Sky Inc.
#15 - 2014-09-10 08:12:11 UTC
Maduin Shi wrote:
Dunno where the OP spends his time. Seems he read the patch notes but doesn't live in w-space. Everybody has to spam their particular misinformed opinion I guess. Roll


The SA part should have been a hint. He is a goon and sticks exactly with their postingline since the changes were announced. Just compare it with f.e. some Querns posts in the stickies.
And esp the entire part about C4s shows he has no real knowledge about wormholes.
My favorite is just at the start where he did not see the one change (c4dualstatics) people were asking for for years coming...
Also his numbers are bad, I´m sorry but I do not earn 250+M/h in a c3 or earned 400M/h with higher ribbonprices.
O'nira
Science and Trade Institute
Caldari State
#16 - 2014-09-10 10:36:21 UTC
Maduin Shi wrote:
Mara Tessidar wrote:
Pro TIps wrote:
Nice review.

I don't agree that frig-only holes are going to be great for defending against a siege. If you don't have such a WH in your system when the siege is happening, it's no use to you. If you do, you will still lose to the larger blob unless your POS comes out of reinforcement in an advantageous timezone.


The whole point of calling your spacefriends and getting them into the system via frigate holes is to not be outnumbered horribly.


You still need the frig hole in your system at some point in the siege and it needs to open to somewhere with a k-space static. Frig holes are w-space only. You need the connecting wormhole system to be inactive and connecting to k-space with reasonable number of jumps to your buddies. Its a long shot. Almost certainly the planets will not align in this manner for you to save your tower(s).

Frig holes were a nice idea on paper. Dreams of fiery death in clashing swarms of tiny ships. But the idea had no "reality balancing" or integration into the whole wormhole ecosystem. Hence all they really do now is further screw up the balance between PvP and PvE to replace PvP losses along with all the extra "swiss cheese" random holes.



Frig holes are not w-space only and even if they were you would just need a k-space exit anywhere in that chain and then your army of interceptors can go.

while i think frig holes are a pile of **** they do make it easier to defend a wh, as long as you are lucky enough to get a frig hole while getting sieged anyways
Maduin Shi
MAGA Inc
#17 - 2014-09-10 11:58:05 UTC  |  Edited by: Maduin Shi
O'nira wrote:
Maduin Shi wrote:
Mara Tessidar wrote:
Pro TIps wrote:
Nice review.

I don't agree that frig-only holes are going to be great for defending against a siege. If you don't have such a WH in your system when the siege is happening, it's no use to you. If you do, you will still lose to the larger blob unless your POS comes out of reinforcement in an advantageous timezone.


The whole point of calling your spacefriends and getting them into the system via frigate holes is to not be outnumbered horribly.


You still need the frig hole in your system at some point in the siege and it needs to open to somewhere with a k-space static. Frig holes are w-space only. You need the connecting wormhole system to be inactive and connecting to k-space with reasonable number of jumps to your buddies. Its a long shot. Almost certainly the planets will not align in this manner for you to save your tower(s).

Frig holes were a nice idea on paper. Dreams of fiery death in clashing swarms of tiny ships. But the idea had no "reality balancing" or integration into the whole wormhole ecosystem. Hence all they really do now is further screw up the balance between PvP and PvE to replace PvP losses along with all the extra "swiss cheese" random holes.



Frig holes are not w-space only and even if they were you would just need a k-space exit anywhere in that chain and then your army of interceptors can go.

while i think frig holes are a pile of **** they do make it easier to defend a wh, as long as you are lucky enough to get a frig hole while getting sieged anyways



https://forums.eveonline.com/default.aspx?g=posts&m=4883282#post4883282

This is not a personal attack but please do your due diligence before posting.

I'm not saying it'll never happen that a frig hole won't defeat a siege, but its certainly a fortuitous outcome and cannot be relied upon. You need the frig hole (obviously), and the siege will obviously not even start until there's no frig holes so you'd have to be super-duper lucky by getting one to spawn during the siege. Siegers can't be smartbombing the **** out of it (they will be, this is theorycrafting right?) and your batphoned buds would all need to be able to fly interceptors (else you would need all the other conditions in place that I wrote in my earlier post, and the k-space exit would probably have to be of the high/low variety. Oh and irregardless you'd need to flood the entry with targets with the expectation of eventually getting enough past the camp).

You would also need to have a lot of useful PvP ships and mods stashed in your SMA that just happen to match well with the skills of your friends and just happen to counter or outnumber what the sieging fleet has on field. You can theorycraft a lot of things, but reality is usually not even close to being this forgiving.
LUMINOUS SPIRIT
Caldari Provisions
Caldari State
#18 - 2014-09-10 15:26:58 UTC
Maduin Shi wrote:
Frig holes are w-space only. You need the connecting wormhole system to be inactive and connecting to k-space with reasonable number of jumps to your buddies.


This is incorrect, there are frig holes from w-space to k-space, just took some last night.
Durzel
Questionable Ethics.
Ministry of Inappropriate Footwork
#19 - 2014-09-10 17:47:51 UTC  |  Edited by: Durzel
Enthropic wrote:
Nolak Ataru wrote:
Would love to see you expand on your thoughts on the mass spawn distance changes other than "WH people hate it so it must be good"



ditto.

OP, what, in your eyes, is actually good about the mass-based spawn distance?
Im not gonna repeat here my arguments regarding this change, or the countless posts and arguments by a large number of people, which never got commented on by CCP yet.

It is clear, as Fozzie had said, you cant make everyone happy. No matter what they change, there will always be someone complaining. Thus, some (not all) people started to move out of WHs, and some (not all) stopped buying more game time for alt accounts, thats a fact. No problem, Fozzie cant make everyone happy, I get that.

So here is the con, but what is the pro actually?

In order to make it a good change, there should be benefits, no?
Do you seriously think this change will attract people from k-space to wh-space, at a rate that at least compensates for those who are leaving because of it? And if so, why?

If you bother to post your own review of Hyperion here, would it be possible to give a fair analysis why you think this change is good?

There is no "pro" really, it's a straight up nerf.

You could make the argument that C5+ residents had it too easy with the relative ease (easier than lower classes, bizarrely) with which you could control routes into your space, relative to the amount of ISK that C5+ sites with full capital escalation made.

But, if risk vs reward imbalance was the primary motivator they could've just stopped people farming by preventing respawning Sleepers after downtime. They could've done that and let the dust settle to see what effect it had.

CCP doesn't really do light touches though, so everyone got battered by sweeping changes equally, even the guys in low class wormholes that are too small to survive in C5+ (else why would they even be there when the ISK making potential is so disparate?). I honestly do not know why CCP felt that low class wormhole guys had to eat this change as well, or tourists coming from highsec for that matter - who now run the risk of landing in a webby highsec WH camp when previously they did not (imo one of the original key strengths of WH space - manageable risk). Did anyone ever cry about the life people in C2s and C3s were having?

So yeah - there's no upside. You have the same sites with the same rewards, only you probably can't run them half the time anymore because your wormhole - which have an earning potential considerably less than Incursions do by orders of magnitude - is swiss cheese.

As the member of a C5 resident corp I don't have a problem with the spirit of the mass distance change, at least for C5+ where the serious money is made, but the blunt and narrow minded way it was applied - I do. Worst of all it is done in the very same expansion that Incursions were buffed in. You'd think CCP really don't want people to bother living in W-space, frankly, which is a shame because it's so cool.
Maduin Shi
MAGA Inc
#20 - 2014-09-10 19:33:44 UTC
LUMINOUS SPIRIT wrote:
Maduin Shi wrote:
Frig holes are w-space only. You need the connecting wormhole system to be inactive and connecting to k-space with reasonable number of jumps to your buddies.


This is incorrect, there are frig holes from w-space to k-space, just took some last night.


My bad, they can lead directly to nullsec but not directly to higher security space. I....don't think that changes my overall opinion on these things with respect to sieges though. I haven't seen hardly any frig holes out of my system or in any statics since they reduced their spawn probability a week or two ago. Much less one leading out to null. But I'm lower class so *shrug*

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