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New WH Drifter Burners and changes to Capital Escalation

Author
Valyn Horn
Boys in Plaid
#1 - 2016-04-02 17:49:31 UTC
The o7 Show just discussed some proposed changes to Capital Escalation that at first glance sounded like a huge nerf to WH income if they don't change other things to account for the losses. I'm just looking for feedback from the forums to confirm if my understanding is correct, and see what you all think.

Link: https://youtu.be/qw0OhRGeDgA?t=3057

The changes in a nutshell:
-Changing the number and profile of the ships that spawn for escalation
-Moving the "majority" of the value of the site into a single Drifter Burner "boss"
-This boss ship will have a value of about 350 mil. But it only spawns at the END of a site.
-This boss ship is designed to put an end to multi-day farming of a single combat site.


So, regarding these new Wormhole Drifter Burners and changes to escalation... my first impression is that it sounds like a giant nerf to WH income if I am understanding the changes correctly. We can currently escalate a site 4 days in a row, pulling in about 650 mil per run for an approximate value of 2.6 billion isk per site over 4 days. And that is getting changed to most of the value being in a 350 mil isk ship whose existence is based on clearing the site fully, making it non repeatable. So, let's say we add up all the other lesser value ships and get a site value of 500 million isk, non-repeatable. Thats like an 75% reduction in the total isk that can be farmed from a single site.

If site spawn rates stay as they have been in the past, that is a real kick in the nuts. If you more than quadruple the site spawn rates, then we might achieve parity with our current income potential.

So... thoughts? Am I way off base and not understanding this? Or does it sound like they didn't think the math through correctly? Or is it pretty obvious that spawn rates will change to account for this?
Andrew Jester
Collapsed Out
Pandemic Legion
#2 - 2016-04-02 18:10:47 UTC
"Wahhhhhh"

get nerfed kid lol

If thuggin' was a category I'd win a Grammy

Adam SelbyMcClure
Black Rose Inc.
Black Rose.
#3 - 2016-04-02 18:13:44 UTC
Andrew Jester wrote:
"Wahhhhhh"

get nerfed kid lol


This coming from a nullsec carebear. All you guys do is complain and CCP does whatever you say.
Braxus Deninard
Hard Knocks Inc.
Hard Knocks Citizens
#4 - 2016-04-02 18:29:27 UTC
Adam SelbyMcClure wrote:
Andrew Jester wrote:
"Wahhhhhh"

get nerfed kid lol


This coming from a nullsec carebear. All you guys do is complain and CCP does whatever you say.


hey are u talking smack about my m8 jester
Alerita Star Walker
Blue 442 Refinement Systems
#5 - 2016-04-02 18:29:31 UTC
Andrew Jester wrote:
"Wahhhhhh"

get nerfed kid lol


2 GR8 M8 much laughs were haded
Valyn Horn
Boys in Plaid
#6 - 2016-04-02 18:30:42 UTC
Andrew Jester wrote:
"Wahhhhhh"

get nerfed kid lol



Such an eloquent post. Very rational counter argument!

Which of us just behaved like a "kid?"
Sheeth Athonille
Rabid Dogz Mining
#7 - 2016-04-02 19:45:46 UTC
First a disclaimer, I've never done a capital escalation, and only lived in a c3 for a short while.

That said, I always felt that the amount of income was way high for capital escalations. Yes, wh space is dangerous, and yes you always run the risk of a hostile connection opening up, but most of these risks can be minimized.

Sure deep null is fairly safe, but the isk in wh's is quite a bit better.

I don't know, maybe I'm underestimating the isk/hr (when you include bm's, scouting, collapsing holes, etc.). I feel like the nerf was intended overall though. Maybe it was a little harder than they intended, but I don't think it was by much.

Now it's going to be more farming your static than your home system.
Valyn Horn
Boys in Plaid
#8 - 2016-04-02 20:38:09 UTC
Sheeth Athonille wrote:
First a disclaimer, I've never done a capital escalation, and only lived in a c3 for a short while.

That said, I always felt that the amount of income was way high for capital escalations. Yes, wh space is dangerous, and yes you always run the risk of a hostile connection opening up, but most of these risks can be minimized.

Sure deep null is fairly safe, but the isk in wh's is quite a bit better.

I don't know, maybe I'm underestimating the isk/hr (when you include bm's, scouting, collapsing holes, etc.). I feel like the nerf was intended overall though. Maybe it was a little harder than they intended, but I don't think it was by much.

Now it's going to be more farming your static than your home system.


It depends on how many people and ships involved, and there is always risk, we had Isogen 5 roll holes and gank us mid-escalation once. Substantial losses.

In any case, 75% reduction is pretty ridiculous. When you factor in the legwork, sealing, clearing, etc. the isk/hour when divided amongst participants was like 200-250 mil/hour with a very expensive fleet of decked out ships. Incursions achieve some reasonable parity with that isk/rate.

If our income goes down by 75% we may as well just move to Null sec renting or something. I mean, if thats what they want, fine. I am just not sure it was well thought out, and not much details yet. I guess we'll just have to see how reception goes and if they change their ideas based on feedback. They often do take feedback pretty well, and sometimes the community brings up points they didn't take into account.
unimatrix0030
University of Caille
Gallente Federation
#9 - 2016-04-02 21:04:47 UTC
The number of isk/hour never was a problem, that is way less then null sec .
The main issue was the relative safety since the new sigs instantly spawns into d-scan and the siege/triage reduction time.
It is a reduction but not the 75% you are talking about .
Since sigs need to be completed to get that last npc there will be a greater flow of sites through wh-space.
But the big question is though does it add more risk? Will you again need several people to do the sites?
Will you be longer time or shorter time on field?
Will the new npc be destroyable by dreads with non-haw weapons?

No local in null sec would fix everything!

Jack Miton
School of Applied Knowledge
Caldari State
#10 - 2016-04-04 00:27:50 UTC  |  Edited by: Jack Miton
Good change.
Yes it's a large nerf to the current farming method, yes that is the whole point.

Adam SelbyMcClure wrote:
Andrew Jester wrote:
"Wahhhhhh"
get nerfed kid lol

This coming from a nullsec carebear. All you guys do is complain and CCP does whatever you say.

You kids these days... so cute in your ignorance.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Rek Seven
University of Caille
Gallente Federation
#11 - 2016-04-04 10:12:03 UTC  |  Edited by: Rek Seven
It sounds like a pretty big nerf to wormhole income and seems to be designed to dissuade people from using capitals in PVE... How can this possibly be good for wormhole space?

Fair enough, make the escalation sleepers harder and remove the ability to run the same site multiple times but then the escalation sleeper value should be increased or at lease kept the same.

Also the Drifter should not spawn every time. There should just be a random chance of it spawning and it's value should be greatly increased (I'm thinking close to a billion ISK in loot/salvage)... Otherwise the mechanic will become predictable and boring over time, just like escalations are now.

However, I do like the fact that these drifters can build up in a system... but if you don't need to escalate the sites and only have to complete the standard waves to make the drifter spawn, this feature will get abused.
Matt Benneth
Strictly Moral Support
PURPLE HELMETED WARRIORS
#12 - 2016-04-04 10:37:13 UTC  |  Edited by: Matt Benneth
Rek Seven wrote:

Also the Drifter should not spawn every time. There should just be a random chance of it spawning and it's value should be greatly increased (I'm thinking close to a billion ISK in loot/salvage)... Otherwise the mechanic will become predictable and boring over time, just like escalations are now.


I really like this idea of random rare drifter wave spawn at the end of site and I think this should be added to combat sites in all wormhole classes. Of course difficulty of those waves should scale with wormhole class because getting instant DD'ed in C1 by wild pack of drifters would not be very fun Smile

Or maybe add random drifters scouting for wormhole combat site runners. Like make a small chance that they warp on grid if someone is running combat site and stick around for a while, but not auto aggroing. This way you have a choice to engage them for some extra dank loot (if you feel capable enough) or just ignore them otherwise until they get bored and leave.
Rek Seven
University of Caille
Gallente Federation
#13 - 2016-04-04 15:36:41 UTC  |  Edited by: Rek Seven
unimatrix0030 wrote:

Since sigs need to be completed to get that last npc there will be a greater flow of sites through wh-space.
But the big question is though does it add more risk?


It sounded to me like we are going to have to kill every sleeper in the site before the drifter appears. If the drifter uses a super weapon and there is not a guaranteed way to avoid loosing a ship to it, 350 mil isn't going to be worth the risk. The majority of sites will simply be left incomplete, and so the spawn rate may not be as high as you think.

People will just design a subcap fleet to complete the sleeper sites in their static, in the shortest time possible and they will just leave the drifter to harass the residents or not even bother spawning the drifter.
Mimiko Severovski
Zero Fun Allowed
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#14 - 2016-04-04 17:32:42 UTC
Jack Miton wrote:
Good change.
Yes it's a large nerf to the current farming method, yes that is the whole point.


10-15min per site in no effect c6 wh with 1.1-1.2b per site payout, easy solo-able, not even that big of a nerf.
Bleedingthrough
#15 - 2016-04-05 05:21:10 UTC  |  Edited by: Bleedingthrough
Mimiko Severovski wrote:
Jack Miton wrote:
Good change.
Yes it's a large nerf to the current farming method, yes that is the whole point.


10-15min per site in no effect c6 wh with 1.1-1.2b per site payout, easy solo-able, not even that big of a nerf.


Will these drifter also spawn if you clear site with a subcap fleet?

NVM: I found that Fozzie thread: https://forums.eveonline.com/default.aspx?g=posts&t=476010&find=unread
Jack Miton
School of Applied Knowledge
Caldari State
#16 - 2016-04-05 23:57:14 UTC
Mimiko Severovski wrote:
Jack Miton wrote:
Good change.
Yes it's a large nerf to the current farming method, yes that is the whole point.

10-15min per site in no effect c6 wh with 1.1-1.2b per site payout, easy solo-able, not even that big of a nerf.

your math seems off but even assuming it isnt, that's a 75% reduction since you cant farm sites across DT.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Mimiko Severovski
Zero Fun Allowed
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#17 - 2016-04-06 12:07:12 UTC
Jack Miton wrote:
Mimiko Severovski wrote:
Jack Miton wrote:
Good change.
Yes it's a large nerf to the current farming method, yes that is the whole point.

10-15min per site in no effect c6 wh with 1.1-1.2b per site payout, easy solo-able, not even that big of a nerf.

your math seems off but even assuming it isnt, that's a 75% reduction since you cant farm sites across DT.




You really lack the understanding of how high class wh space anom mechanics work in order to call anyone's math wrong.
But please continue to spew anal pain about something that doesn't concern you, nor you know anything about mr c2 man.
Rek Seven
University of Caille
Gallente Federation
#18 - 2016-04-06 13:09:55 UTC
Your math is off though, and it is based in the current system where you can farm your home systems with multiple caps.
Fiendish Dr Wu
Garoun Investment Bank
Gallente Federation
#19 - 2016-04-06 13:12:35 UTC
Honestly I like these changes. Having sites persist across downtime and the escalation waves respawn was silly.
However it is worrying just how much less profitable a site is now, especially with the possibility of sleeper doomsday weapons.
I hope they increase the spawn rate to compensate: if we're running the same site less times they should at least give us more sites to run.
Interested to see how this pans out.
Jack Miton
School of Applied Knowledge
Caldari State
#20 - 2016-04-07 04:35:39 UTC  |  Edited by: Jack Miton
Mimiko Severovski wrote:
Jack Miton wrote:
Mimiko Severovski wrote:
Jack Miton wrote:
Good change.
Yes it's a large nerf to the current farming method, yes that is the whole point.

10-15min per site in no effect c6 wh with 1.1-1.2b per site payout, easy solo-able, not even that big of a nerf.

your math seems off but even assuming it isnt, that's a 75% reduction since you cant farm sites across DT.

You really lack the understanding of how high class wh space anom mechanics work in order to call anyone's math wrong.
But please continue to spew anal pain about something that doesn't concern you, nor you know anything about mr c2 man

Yes, you are clearly correct. i have no idea how C5-6 sites work. I have certainly never run them in my life. definitely not solo, or with friends, or with or without caps, 100% positively never fully escalate sites by myself. ive certainly never written multiple guides on how to run them, nor taught several groups how to do them. and further, Ive never farmed sites across multiple DTs, hell, you are right, I dont actually leave C2 space, that would be scary!

you lack of tact, not to mention basic decency, truly is staggering.

PS: good luck trying to solo drifers

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

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