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What is wrong with wormhole space?

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M1k3y Koontz
House of Musashi
Stay Feral
#61 - 2013-08-09 13:17:09 UTC
Roime wrote:
Nerf T3s so other ships become comparably more viable, and I'll consider moving back to w-space. Two years of Cloaky Proteus Online was boring as hell.



Shoo.

No other ships are viable because of the requirement for high tank high DPS and low mass.
BSs have too high a mass, CSs have too high a mass, and HACs suck for WH PvP.

Live in WHs then you can comment :P

How much herp could a herp derp derp if a herp derp could herp derp.

Ya Huei
Imperial Collective
#62 - 2013-08-09 13:23:03 UTC
Ice belts in w-space. I would much rather AFK-mine or run ice mining ops so that I don't have to freighter in that junk.

POS refineries that aren't so rediculously inefficient.


M1k3y Koontz
House of Musashi
Stay Feral
#63 - 2013-08-09 13:34:20 UTC
Roime wrote:
You're missing the issue- the paper to T3 rock is another rock. Sure you can fly other stuff, we all did and do it, but it's giving your opponent one ahead "just because". And every time the **** get serious in w-space, it's T3s or go home and literally nobody disagrees with this.

It's not like I'm the only one who thinks T3 meta gets boring after a while, just like every other monotype doctrine. And this is why nerfing T3s slightly, together with the upcoming buffs to other relevant classes would add more variety on the field. Not sure why anyone would oppose variety and options.

It's dramatically different from lowsec, where people fly everything from T1 frigs to supers, and have good fights. No choice is sub-optimal.



First off, comparing Lowsec to Wormhole? That's like comparing EVE to WOW. There's a number of differences differences (Cynos, gates, no mass limits).

T3s are popular in WH space because

A) Mass, anything much large than a T3 in terms of mass is immediately kicked in the nuts by WH mass limits. Nobody wants to fly a BS fleet because it would limit the number of pilots far more than a T3 fleet, and it would increase the risk of getting trapped in a WH you might not want to be in.

B) Range. Since aggression doesn't prevent players from jumping through a WH, using a sniper doctrine doesn't work. If you're sitting out at 80km and a hostile T3 fleet jumps into you, they can just jump back, and you can't follow them because you'll be on top of a brawler fit in sniper ships. This limits sniper doctrines to jobs like system defense, since they will DIAF if they are caught on a wormhole.



Basically other options are available, but they aren't as forgiving as T3 doctrines are.

How much herp could a herp derp derp if a herp derp could herp derp.

M1k3y Koontz
House of Musashi
Stay Feral
#64 - 2013-08-09 13:44:59 UTC
Chitsa Jason wrote:
Guys you can stop talking about T3s. Its not T3 rebalance thread.


Too much suspense on the T3 balancing What?

Corp roles could also use help too, that's one I've seen a couple times and definitely could use some work (even if it isn't a strictly WH issue, POS roles do have a greater impact on us)

How much herp could a herp derp derp if a herp derp could herp derp.

Rek Seven
University of Caille
Gallente Federation
#65 - 2013-08-09 14:06:06 UTC  |  Edited by: Rek Seven
I’m mostly happy with the actual mechanics of wormhole space but i wish that CCP would add new things to wormholes.

There has been a lot of talk recently about the lack of conflict drivers in high class wormholes and I agree. See this thread: https://forums.eveonline.com/default.aspx?g=posts&t=255484

My favorite ideas are:
• The addition of 2 statics in SOME C4 – C6 wormholes
• A new POCO-like structure that encourage people to defend
• A Class 7 wormhole that has no moons but contains capital sleepers and other unknown riches.
• Roaming sleepers
• The addition of swap clones in the rorqual so people don’t have to use their armour clone when they fancy going on a shield roam in null

A revamped POS system could freshen things up but i’m not holding my breath... Ultimately, the problem with wormholes is that there are too many WH systems and too few people living in WH space.
ChaseTheLasers
Ekchuah's Shrine Comporium
#66 - 2013-08-09 14:09:19 UTC  |  Edited by: ChaseTheLasers
To answer the question "What's wrong?" - not a lot, actually. It's by far one of the best places in Eve and has been for years IMO.

What does need doing is a bit of iteration of content as discussed at Fanfest. The general consensus was not to change anything inherently core to WH mechanics, but improve and make life there more enjoyable.

My wants anyway:

Alliance Bookmarks

Sub-system changes

Rorqual clone bays usable for jump clone changing. Not for jumping in / out of a wormhole, but for having different clones with different implants while in the same wormhole. I'd have lost so many more ships / pods if I could have changed clones.....and losing stuff is good for the economy, right?

Music - I know the jukebox was removed, but the drones (music drone that is) in wormhole space are unbearable. It got old after 10 minutes of the changes. No solution other than bring the jukebox back *Cough* VLC Python Binding *Cough*

D-scan overhaul - not strictly WH related but at least give me a dropdown in AU as opposed to keep punching numbers in.

Do not change the frequency of current site spawning, but add another site as talked about at Fanfest - Sleeper capitals. They should remote rep other sleepers and be deadly. They should be subject to normal game mechanics like being neuted - it would give us a reason to have bhaalgorn's for more than just attacking other peoples caps. I can just imagine the crys on teamspeak now: "But we lost our bal to the sleepers last night".
Make them spawn in C5/6, but the risk must match the rewards. They could even be infrequent.


There have been a few rumblings in the past from CCP about people living in wormholes and how this was unexpected. I think the current way things work is actually quite good - they allow people who don't want to go to nullsec to 'have' a system, as long as they can defend it.
But, there is very little place for 'hit and run' style operations in wormholes. They pretty much have to have a POS in for any decent income, certainly when you start taking big ships in / high value stuff. I am not against this.
What would be really cool is a new class of wormhole that changes the current rules a bit.
Imagine something like this:

"Class A" wormhole:

No POSes allowed - you have have sleeper structures on the moons or something.
No anchoring at all - including containers and bubbles.
No ships bigger than a battleship. Industrials should be allowed, but not Orcas.
Wormhole negative bonus - No remote rep, or vastly reduced to stop huge logi chains.
A much longer time limit - say 48 hours.
A larger total mass to suit.
A larger number of connections than normal.
Contains ice and ABC ores.
Both the ICE and ABC belts should have smaller sleepers that spawn often.

The idea is that people can't live in these places, but can take smaller ships in an 'all or nothing' fashion. Fast operations are key - once these holes have been found, people would be flocking to them (helped by the larger number of connections). The smaller ship requirement and reduction of logi means people are going to die, often.
The resources should be changing hands often, with it being very difficult, if not impossible to 'secure' the hole. Said resources could be depleted with a slow respawn if needed.

These are just a few random ideas to add a faster pace of play to a new WH type - tweak as needed.
Phoenix Jones
Small-Arms Fire
#67 - 2013-08-09 14:16:04 UTC  |  Edited by: Phoenix Jones
I'll put down some specifics (issues I've run into) while being in wormhole space.

I recently closed my buyout program I had (cute little system), for several reasons, but the main three were:

1) Ore I purchased I could not get a viable value for, as I could not reprocess it in wormhole space without losing 25%
2) I could not set a secure dropoff location in my pos without ruining security protocols within the pos.
3) Hauling out of the buyout (will somewhat be corrected in odyssey 1.1)

We all know the issues with #1, but I'll delve into #2 a bit more. We upped our security standards in locking down our pos's and removing whats known as a "community pos", a pos open to the corporation to do.. basically whatever they want. We based our buyout on dumping materials into one of the open hangers. With the shift in security and shutting down of the community pos, I could not continue in the way I wanted because I did not want to open up my pos to the corp (security issue with the people who have shared tab access), I could not assign a array/hanger as a dump without upping roles on the people in my pos, and I could not stop people from "doing what I call, dropping enormous container crap" in my tower, leaving me the only way to clean those cans up by using a freighter "which I don't keep in a wormhole").

Essentially this comes down to roles. These are not big things, but minor headaches which bug higher ups (that and it takes allot of time....

A fix? in the POS management screen, there are 4 roles you can assign a pos module, Alliance, Corporation, Config Starbase, Config Fuel. I would love 2 extra configurations to go in there, Members A, Members B.

I'd love to set a POS module (cha/sma) to Members A, assign the pos modules to them, then assign a role to them without having to give out config fuel (own little issues with that). It would allow us to add more people to a POS, separate them out through use of Members A and B, and not have to worry about giving out Config Fuel or Starbase, or just blanket corporation. I would be able to set a hanger to Fuel, use it as a central dump, and be ok with a buyout. Its a minor issue, not really needing the attention, but I thought I would bring it up.

Other items of concern.... The Corporate Hanger Array is slightly antequated. Basically it is not worth the powergrid for its space. Most if not all wormhole corporations use X-large assembly arrays as ship storage, equipment storage, etc. I would consider chopping the powergrid of the Corporate Hanger Array by half (down to 50,000 to match up with the component assembly array which people tend to use for storage), and make it somewhat more attractive than the x-large assembly arrays (I would increase it to 2 million m3 ontop of that. 1.4 is a very odd number).

Then there comes the issue of the pos themselves. We all keep lists of who goes into whose pos, who got passwords, etc etc. There has to be a way to make access simpler. Drag and drop corp names into the pos itself, or being able to assign an actual character physically to the hanger array names themselves (we have a, b, c etc), instead for a certain cha, would read "character 1's name, character 2's name, etc). I'd like to give actual ownership of a tab in a cha or xlarge to a person, in the pos itself. Instead of going out of game to some spreadsheet I have, I can be in game and get the info I need from the pos itself. Maybe give a person a tab, then have the person set a password to that tab, so they can decide who has access. These are both security complaints and general maintenance of who comes in and out.

Like I said above, I recently tore down a pos, which sucked not because of the amount of m3 that was in it, but because trying to scoop all the gun modules was terrible. Now I know you want people outside the shield to scoop modules, I'm fine with that, but could you enable and use a highslot tractor beam to target and tractor the offlined unanchored modules to you instead of having us slowboat to each one (ever see a thanatos get tractorbeamed, should be ok'd)

Then there is the issues with the personal ship maintenance arrays. I've been doing this for a while (I think most do). I fly to my pos, go to the public sma, drop my ship off (now in pod), fly to the x-large, target my ship (lets say proteus), board it straight from the array, open up the public sma, drag my docked ship into my tab at the x-large. That is my security protocol (as the tab in the x-large is mine). We need the sma to refit ships, but why not, as a extremely cheap, and almost 3 second fix to the personal sma, allow us to store our ships in the x-large directly from space, instead of having to do this 1.2.3 merry go round we already do.


Oddly enough I would like to know who comes into my pos every so often. Just as we have passwords to a pos, we should have some sort of tracking method of who enters a pos (Similar to how modern keycard systems works). Keycards indicate the following. Name of the person, id of the card, date the card was used. Now the only things I really want to know is the character name of who came into the pos, and the time they came in. Dumping it directly into the pos itself probably isn't viable, but you could retrofit that old scanning array you made defunct as a poor mans checkpoint. Let it log who enters and leaves a pos, keep the log for a month and wipe itself out (overwrite its info).

Pos modules themselves are quite annoying to haul, requiring a station to build and assemble (its the same issue of requiring a station to assemble a t3, but t3's can only be built at POS's). Permit POS's to build POS modules. The tower themselves, ok probably not, but everything else should be fine.


I put up a Caldari Tower, anchored a ton of mods, etc, but now I would like to upgrade it, to do so, I have to tear down the mods, scoop everything, and shutdown the tower.

Yaay!!!!

Mr Kidd
Center for Advanced Studies
Gallente Federation
#68 - 2013-08-09 14:30:08 UTC  |  Edited by: Mr Kidd
Chitsa Jason wrote:
Guys you can stop talking about T3s. Its not T3 rebalance thread.


The mention of T3 in a few of the posts here are indicative of a lack of variety in w-space. As I stated and is of paramount import is nullsec's force projection which allows them to maintain a fleet's composition to be hidden while having the ability to quickly project that fleet to a specific point in space at the appropriate time.

Since w-space lacks local and force projection, cloaky ships have taken on the traditional fleet composition in w-space purely because they can tank/dps like many non-cloaky counterparts without giving their presence or composition away. Without T3's we don't have the ability to have a dps/tank fleet hidden away that can quickly respond as null does without rendering them completely useless because their response time is now going to be 30 seconds - 2 minutes depending how far away you're having to hide them.

That also means if 1) as a tackle you're able to hold a fleet for 30s to 2 minutes waiting for a DPS fleet to arrive, the targets have the opportunity to see the fleet coming and disengage minus anyone who can't get out or 2) as a tackle you're just going to die because you can't tackle anyone and survive for 30s - 2min.

W-space needs more viable cloaky DPS/TANK ships.......which fits your question "What is wrong with wormhole space?" which also has little to do with the T3 other than it's ability to adequately fit the role like no other ship that I've defined here.

Having thought about this a bit more, a role specific ship that has the ability of an area effect able to cloak non-cloaky ships while holding position and in a fleet warp would probably be extremely valuable in w-space. Perhaps use the HIC as an example. Within it's given bubble range ships would not appear on dscan and/or be visible at all limited by a certain total volume or mass of ships contained therein. Any ship that would put the total mass over limit of ships contained therein would disrupt the entire field allowing for scouts to be able to decloak the fleet.

Since this type of ship would be invaluable anywhere in any space, CCP could also make it produced from sleeper tech also offsetting any potential negative effects of them nerfing the ONLY ship that makes the w-space economy work. Sounds like a win-win to me. More variety of ships. More viability for ships that don't cloak. And it softens the incoming T3 nerf.

Don't ban me, bro!

Phoenix Jones
Small-Arms Fire
#69 - 2013-08-09 14:35:54 UTC  |  Edited by: Phoenix Jones
on the caldari tower thing. To upgrade a tower, you have to scoop everything offline, unanchor, then turn the tower off, scoop it, anchor the new tower, online it, then dump everything back.

If were going to spend the 2+ bil for a faction tower, give us an ability to upgrade it while the tower is online. Currently it takes a day to build a faction tower. So instead of having us unanchor/log everything, make it a 2 day in pos build.

You load the items needed to build it into the tower, click "Upgrade", the tower locks all modules that require cpu up for 2 days (its like a elongated reinforce mode, and yes the tower can be attacked) . The startup to upgrade mode is 12 hours itself (prevents people from using this as a optional extra stront timer). Tower's more vulnerable while going into this upgrade phase, which makes it your job to protect it. And the shield stays up.

Honestly this probably should have been the way the faction towers should have been built.

This can also be done for tower swapping, a 12 hour startup with a 2 day swap phase. Once swapped, the tower that was formerly there is destroyed (no scoopage, basically you pay for it). It would take that long just to transfer all functionality of the old tower over to the new. I would put in the additional change of offlining everything (as the tower swap would change both cpu and powergrid requirements).

Tower swaps would be.. well extremely dangerous to do, but would make for a better experience when wanting to perform such upgrades to a pos.

NOTE: We should not be able to upgrade/downgrade tower sizes. The shield radius/pos module distance and equipment in pos would cause too many conflicts. Same pos size swap only.

to sum this up,

1) would like a method of upgrading a tower to one of the fancier faction towers while its in space without having to tear it down.

2) would like a method of swapping a tower to another factions tower inspace, without having to tear everything down.

both of these applies to more than just wormhole space, but it is a much bigger headache for us as we generally don't have easy access to freighters.

Yaay!!!!

Angux Thermopyle
Negative Density
#70 - 2013-08-09 14:39:53 UTC
New Content:

Giant Space Squids..... nuff said.

Fillet O'Soul
Team Hemi
#71 - 2013-08-09 14:44:36 UTC  |  Edited by: Fillet O'Soul
You know when you mentioned scanning down the chain. I had another idea. Not sure what other would think.

Cut wormhole life time in half. so 24 hour holes are 12 hour. 16 hour holes are 8 hour. One of the things that is a common post here is More connections, more statics. This usually comes about because when your roaming other systems and scanning down the chain so to speak, your not bringing along ships to close with. So while yes this would increase having to scan the chain down. It would lead more broken chains and new wormholes open up and more exploring. Many times on a saturday I scan down a chain in the morning. Go out and enjoy a Saturday and come home and well, your left with the same chain unless you go back and roll your own hole. Also a hole gets opened, you may come along 12 hours after the people have signed off. No Pew Pew. Where if you find a K162 you know the activity has been more recent.

Just a thought. I had not seen this one mentioned, I can't thnk of a lot of negatives to this other than people scanning chains from a C6 to high sec or something like that or a C4 > C5 > C4 > C2 logistics chain has either a short time or they have to find a new chain. So your really only messing with Logistics. However you get more connections out there.
Phoenix Jones
Small-Arms Fire
#72 - 2013-08-09 15:01:01 UTC
Also, I think sleepers should attack wormholes themselves. We have pirates camping Stargates regularly, the sleepers should camp wormhole entrances from time to time.

Yaay!!!!

Quinn Corvez
Perkone
Caldari State
#73 - 2013-08-09 16:15:44 UTC  |  Edited by: Quinn Corvez
The is hardly anything "wrong" with wormhole space. The problem is the lack of iteration and expansion on CCPs part.

Roaming sleepers is one thing that could make WHs feel more alive and at the same time, lead to more pvp opportunities.
Vassal Zeren
University of Caille
Gallente Federation
#74 - 2013-08-09 16:22:43 UTC
A tech three ship like an orca that can be a mobile base. Defenseless, but allows for operating without ever going back to high sec because it's a factory ship (makes its own ammo and crud). It can scan better than normal T2 frigs but in compromise it's very vulnerable so you need someone to actually scout and BM. Would be good for wh space where no pos's are allowed.

Tech 3 capitals: parts found in class 7-9 whs.

Jack of all trades T3 frig. 200 ish dps and can do sites in classes 1-2. made cheep for noobs looking to get into wh manufacturing and wh life.

New flavors of sleepers. The reason bad guys like the Borg in star trek didn't get old is because the good guys had to juggle those enemies along with tens of others. In addition the Borg always were trying to accomplish something. What do the sleepers try to accomplish? nothing. More interesting NPC's is partially about the lore. The sleepers have left their drones with nothing to do for too long. Winter Expansion 2013: Abyss. e.g. they're coming out of it: you're going into it. The actual sleepers are rising from secret wormholes that lead to their heartland. even more dangerous, and they are sentient now so they have a plan. Lore overhaul Graphic overhaul content overhaul = most successful expansion since Apocrypha.

A bad analogy is like a leaky screwdriver.

M1k3y Koontz
House of Musashi
Stay Feral
#75 - 2013-08-09 16:35:45 UTC
Vassal Zeren wrote:
A tech three ship like an orca that can be a mobile base. Defenseless, but allows for operating without ever going back to high sec because it's a factory ship (makes its own ammo and crud). It can scan better than normal T2 frigs but in compromise it's very vulnerable so you need someone to actually scout and BM. Would be good for wh space where no pos's are allowed.

Tech 3 capitals: parts found in class 7-9 whs.

Jack of all trades T3 frig. 200 ish dps and can do sites in classes 1-2. made cheep for noobs looking to get into wh manufacturing and wh life.

New flavors of sleepers. The reason bad guys like the Borg in star trek didn't get old is because the good guys had to juggle those enemies along with tens of others. In addition the Borg always were trying to accomplish something. What do the sleepers try to accomplish? nothing. More interesting NPC's is partially about the lore. The sleepers have left their drones with nothing to do for too long. Winter Expansion 2013: Abyss. e.g. they're coming out of it: you're going into it. The actual sleepers are rising from secret wormholes that lead to their heartland. even more dangerous, and they are sentient now so they have a plan. Lore overhaul Graphic overhaul content overhaul = most successful expansion since Apocrypha.


This is an idea I've had before, and I think that it would be a good way to add new content.

The sleepers are waking, their drones aren't capable of holding off the Capsuleer invaders, now the sleepers themselves are coming to deal with it.

New sites, new NPCs, *maybe* new systems where the sleepers have been "asleep" all this time.



Also, some mechanic that removes/allows players to unanchor enemy offlined towers would be nice. One of the things that reduces the atmosphere of the unknown in WH space is that there are offlined towers in literally every system. I jump into our static, even if nobody lives there, I find offlined towers on D-Scan. It makes WHs seem less like a frontier and more like Mount Everest, a frontier yes, but covered in the trash from people who have been there before.

How much herp could a herp derp derp if a herp derp could herp derp.

WInter Borne
Caldari Provisions
Caldari State
#76 - 2013-08-09 16:49:02 UTC  |  Edited by: WInter Borne
Tower mechanics - but you supposedly already know that

Predictability of sleepers:
Add other forms of ewar to sleepers to mix things up (sensor damp, turret disruption, ecm)
Perhaps add cruiser spawns to escalation waves with the above mentioned ewar

Leave current wormhole statics alone, but introduce more roaming wormholes or increase the frequency at which they spawn.

Fix C4's, they are the red headed step child trapped in the closet:
Simplest improvement would be additional static
Maybe up the normal sleepers in the combat sites to better differentiate it between C3's an C5's as well as increase the required number of people to complete them.

Wishlist:
Someway to better incorporate battleships into wormhole battles without absolutely trashing the wormhole

Recommendations:
Leave the mass variation of wormholes alone. If its a predictable pattern we'll all eventually figure it out and be right back to rolling wormholes every 3 minutes as needed. If its completely random then travel to other systems will become significantly harder thereby worsening the ability to move ships and material.

Try not to nerf the income of wormholes too much. While sleeper sites generate a lot of income, when you begin distributing that income over multiple people it starts to even out with other forms of income like incursions. The solo farmers in wormholes are nearly equivalent to the solo farmers in null running plexes by themselves or with a friend. Only, they are more rabidly hunted.
Onomerous
State Protectorate
Caldari State
#77 - 2013-08-09 17:00:59 UTC
Chitsa Jason wrote:
Thank you everyone for your suggestions. Please do not forget to post how your suggested change will impact the game as well.


Chitsa, Chitsa, Chitsa.... most people won't be allowed to propose changes then. It is amazing the things which get proposed with absolutely no idea how it will fubar other things. That's the biggest reason I believe in "leave it the f*ck alone" theory.
March rabbit
Aliastra
Gallente Federation
#78 - 2013-08-09 17:02:59 UTC
the first and the main problem with WHs: they was not created with name "farm". They SHOULD be unknown space and not ISK-farms.

The Mittani: "the inappropriate drunked joke"

Onomerous
State Protectorate
Caldari State
#79 - 2013-08-09 17:04:26 UTC
M1k3y Koontz wrote:
Roime wrote:
Nerf T3s so other ships become comparably more viable, and I'll consider moving back to w-space. Two years of Cloaky Proteus Online was boring as hell.



Shoo.

No other ships are viable because of the requirement for high tank high DPS and low mass.
BSs have too high a mass, CSs have too high a mass, and HACs suck for WH PvP.


Live in WHs then you can comment :P


Yes the T3 meta gets old but bold for emphasis.
Infinite Force
#80 - 2013-08-09 17:23:00 UTC  |  Edited by: Infinite Force
Ya Huei wrote:
Ice belts in w-space. I would much rather AFK-mine or run ice mining ops so that I don't have to freighter in that junk.
POS refineries that aren't so rediculously inefficient.

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