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Wormholes

 
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@ccp/csm/corbexx too much power to the players?

First post
Author
Tim Nering
R3d Fire
#1 - 2015-05-12 07:30:33 UTC  |  Edited by: Tim Nering
Dear ccp/csm/corbexx,
i meant to write this a long time ago... i am worried about some of the things that were said in the structure presentation at fanfest especially in regard to wormholes.

now i understand it was fanfest and it was REALLY clear that the structures situation was very early. and yesyesyesyesyes that stuff isnt final. it was fanfest and CCP wanted to show SOMETHING. so we got this ultra vauge presentation of "maybe this might be a thing one day maybe kinda". we were kinda hoping for the new POS reveal and it totally wasn't. and thats not a complaint btw, thanks for showing what you had! it left me wanting more.

the biggest theme in general as far as the eve development goes over the last year is to take NPC power away and buff player power and i think thats a great idea. however there are a lot of mechanics that need to be left for the "game".

the biggest red flag was mention that gates that can increase or decrease the spawning of wormholes. this is a huge insult to what wormhole space is because wormholes are supposed to be random and completely out of the players control. thats the biggest downside/risks of wormhole space.

especially in nullsec I find it is totally not ok for someone to make the wormhole spawn chance half as much, have local, have intel networks and rat in even more peace. it is already hard enough to jump out of a wormhole figure out whats going on and tackle stuff before they warp off or even worse the bot warps off.

i hope that wormholes stay random and moreover wormhole space stays spooky and out of control. anything to increase the danger of people ignoring new wormholes being there is great. if you want to rat in peace they should be forced to roll it and take some RISK! maybe they get stuck on the wrong side! if this gate change means that the alliance this person is in checks a few boxes on a gate and now the are X% safer.....cmon...thats bs. or even if they had to grind for it, still lame!

it also has become really fashionable on this forum recently to talk about a magical structure that spawns a new static. NO! you cant control it! more holes/ less holes doesnt matter, it is not a player's decision to make!! it is supposed to be dangerous and random! if ccp wants to add new statics c6s or whatever systems im all for it, but a player cant be controlling this. i like the idea that the wormhole is trying to kill you at all times and you have to fight it to stay alive.

i hope this resonates in the design of the new structures. im excited to see what comes out. i just wanted to get this off my chest for ccp or csm to read. if this kind of thing made it into the game and i never said anything id be able to fuel my pos with salty tears.

TLDR keep wormholes dangerous. players shouldn't be able to control them.

....and while were at it lets add some more danger

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Bloemkoolsaus
Deep Core Mining Inc.
Caldari State
#2 - 2015-05-12 08:46:33 UTC
Tim Nering wrote:
the biggest red flag was mention that gates that can increase or decrease the spawning of wormholes. this is a huge insult to what wormhole space is because wormholes are supposed to be random and completely out of the players control. thats the biggest downside/risks of wormhole space.


You must not be aware of the Quantum Flux Generator. It is a sov upgrade in null that increases wormhole spawnrate.

The structure presentation at fanfest talked about giving basic structures hardpoints like we have on ships. Giving a stargate a `module` that replaces the quantum flux generator is fine imo. The wormholes are still random, there wil just be a bit more. I think it's fine.
Daerrol
Republic University
Minmatar Republic
#3 - 2015-05-12 16:45:35 UTC
I strongly doubt this will effect K162's.
calaretu
Honestly We didnt know
#4 - 2015-05-12 16:58:57 UTC
Tim. You actually have the same power as Corbexx to influence CCP. Just get involved in the discussions
Gary Bell
Therapy.
Brave Collective
#5 - 2015-05-12 17:01:56 UTC  |  Edited by: Gary Bell
LOL.. I dont think they will end up on gates.. prob on one of the other structures.. and when did they say they would lessen the spawn rate? They have only ever increased the chance of them spawning for people who who wants a system with whs to farm or now more so for people who need them for logistics. I think it is a good idea.. lowering no raise it yes it gives way far out groups a chance at easy logistics to empire for the trade off of opening into a wh group that camps you for 24 hours.

I dont think any of the structures were ever intended to be in a Wh they would rely on sov level even if they do end up on citidels meaning you cant use them..

And WH stabilizers have been a running joke and brought up sense the begining of WHs and ccp has said over and over we wont do that its stupid
TurboX3
Pulling The Plug
PURPLE HELMETED WARRIORS
#6 - 2015-05-12 20:06:47 UTC
Bloemkoolsaus wrote:
Tim Nering wrote:
the biggest red flag was mention that gates that can increase or decrease the spawning of wormholes. this is a huge insult to what wormhole space is because wormholes are supposed to be random and completely out of the players control. thats the biggest downside/risks of wormhole space.


You must not be aware of the Quantum Flux Generator. It is a sov upgrade in null that increases wormhole spawnrate.

The structure presentation at fanfest talked about giving basic structures hardpoints like we have on ships. Giving a stargate a `module` that replaces the quantum flux generator is fine imo. The wormholes are still random, there wil just be a bit more. I think it's fine.



Quantum Flux Generator don't work.... really really crap when we set one up in NC.
Orange Aideron
Voidlings
V0IDLINGS
#7 - 2015-05-13 07:53:16 UTC
VOTE TIM FOR CSM!

Hey if chance can do it, anybody can right?
Winthorp
#8 - 2015-05-13 08:05:42 UTC
Orange Aideron wrote:
VOTE TIM FOR CSM!

Hey if chance can do it, anybody can right?


No.
Axloth Okiah
Sebiestor Tribe
Minmatar Republic
#9 - 2015-05-13 13:18:26 UTC
To be fair, Chance never ran as "WH CSM". He ran as a NPE CSM with some exploration on top. He was pretty clear about it during his campaign, so it doesnt seem very fair to bash him for not being terribly interested in wormholes and wormholers, because he never claimed to represent us.
Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#10 - 2015-05-13 17:26:30 UTC
I am inherently interested in w space but let's face it, me and my corporation are backpackers, so I cannot pretend to have the same in depth knowledge of every aspect of w life as Corbexx or anyone living out of a home system POS.

That said I do share some apprehensions about removing the random elements of wormholes, but as stated here things are early on and I wouldn't worry that players will be controlling wormholes any time soon.

That said I am more interested in preserving the other elements of structures in w space and looking at the way docking/mooring/linking work, as well as structure destruction and asset loss/theft.

You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT

Proclus Diadochu
Mar Sarrim
Red Coat Conspiracy
#11 - 2015-05-13 20:05:10 UTC
TurboX3 wrote:
Bloemkoolsaus wrote:
Tim Nering wrote:
the biggest red flag was mention that gates that can increase or decrease the spawning of wormholes. this is a huge insult to what wormhole space is because wormholes are supposed to be random and completely out of the players control. thats the biggest downside/risks of wormhole space.


You must not be aware of the Quantum Flux Generator. It is a sov upgrade in null that increases wormhole spawnrate.

The structure presentation at fanfest talked about giving basic structures hardpoints like we have on ships. Giving a stargate a `module` that replaces the quantum flux generator is fine imo. The wormholes are still random, there wil just be a bit more. I think it's fine.

Quantum Flux Generator don't work.... really really crap when we set one up in NC.

Seconded. We tried this in Delve a while back. They don't work.

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Shilalasar
Dead Sky Inc.
#12 - 2015-05-13 20:45:17 UTC
Proclus Diadochu wrote:
TurboX3 wrote:
Bloemkoolsaus wrote:
Tim Nering wrote:
the biggest red flag was mention that gates that can increase or decrease the spawning of wormholes. this is a huge insult to what wormhole space is because wormholes are supposed to be random and completely out of the players control. thats the biggest downside/risks of wormhole space.


You must not be aware of the Quantum Flux Generator. It is a sov upgrade in null that increases wormhole spawnrate.

The structure presentation at fanfest talked about giving basic structures hardpoints like we have on ships. Giving a stargate a `module` that replaces the quantum flux generator is fine imo. The wormholes are still random, there wil just be a bit more. I think it's fine.

Quantum Flux Generator don't work.... really really crap when we set one up in NC.

Seconded. We tried this in Delve a while back. They don't work.



Yet every time someone complains about that to CCP they just smile and tell you "yes, it works. Just not the way you maybe think it does"
TurboX3
Pulling The Plug
PURPLE HELMETED WARRIORS
#13 - 2015-05-13 20:45:57 UTC
Proclus Diadochu wrote:
TurboX3 wrote:
Bloemkoolsaus wrote:
Tim Nering wrote:
the biggest red flag was mention that gates that can increase or decrease the spawning of wormholes. this is a huge insult to what wormhole space is because wormholes are supposed to be random and completely out of the players control. thats the biggest downside/risks of wormhole space.


You must not be aware of the Quantum Flux Generator. It is a sov upgrade in null that increases wormhole spawnrate.

The structure presentation at fanfest talked about giving basic structures hardpoints like we have on ships. Giving a stargate a `module` that replaces the quantum flux generator is fine imo. The wormholes are still random, there wil just be a bit more. I think it's fine.

Quantum Flux Generator don't work.... really really crap when we set one up in NC.

Seconded. We tried this in Delve a while back. They don't work.


We got the alliance to get our Sov sec L5 but hardly anyh wormholes for pew, love it if CP actually fixed that issue before creating more problems.
TurboX3
Pulling The Plug
PURPLE HELMETED WARRIORS
#14 - 2015-05-14 12:28:16 UTC
Chitsa Jason CSM8 best CSM from behind the scenes laid the blueprint for Corbexx to take the credit...