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[Kronos] More lowsec K-K wormholes

First post First post
Author
CCP Fozzie
C C P
C C P Alliance
#41 - 2014-05-13 18:36:00 UTC
Swiftstrike1 wrote:
Does this come at the expense of Lowsec --> w-space WH spawn rate?


Nope, these changes don't affect the spawn chance of any other wormholes.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
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Max Kolonko
Caldari Provisions
Caldari State
#42 - 2014-05-13 18:37:40 UTC  |  Edited by: Max Kolonko
stoicfaux wrote:
Any chance of these wormholes having a means of identifying just how far away they go? E.g. a dark red wormhole's exit would be within ~X lightyear radius, whereas a bright blue/white wormhole would exit, far, far, far away.

I ask because jumping into random wormholes gets a bit tedious.

Or maybe a skill/module that provides some analysis of the wormhole's exit, on the grounds we've had enough experience with wormholes to tease out some of the science behind them?




with shader sets to decent level You can see the background of the region you are jumping to. So You can know what region you are jumping into by looking at the whole graphics (and knowking how backgrounds looks in diffrent regions)
Mournful Conciousness
Embers Children
TOHA Conglomerate
#43 - 2014-05-13 18:38:05 UTC
well I guess this means we can get our sleeper loot to a trade hub more easily.

yay!

Big smile

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Max Kolonko
Caldari Provisions
Caldari State
#44 - 2014-05-13 18:38:28 UTC
Mournful Conciousness wrote:
well I guess this means we can get our sleeper loot to a trade hub more easily.

yay!

Big smile


and get caps in easier :)
Ravcharas
Infinite Point
Test Alliance Please Ignore
#45 - 2014-05-13 18:40:53 UTC
Do it. If you see undesired results, undo it.
Leslie Aucie
Caldari Provisions
Caldari State
#46 - 2014-05-13 18:49:28 UTC
Think we could see a small bump in High - Null WH spawn rate?
Zenzija
Center for Advanced Studies
Gallente Federation
#47 - 2014-05-13 18:50:51 UTC  |  Edited by: Zenzija
Querns wrote:
Regarding the "small fleet" angle of these holes, is it possible to mass-limit these types of holes so that they are primarily used for pvp, instead of as logistics shortcuts for freighters?



You must learn to live in a wormhole. Freighters can only enter C5/C6 Holes. Let me break it down for you

Class 6 to High Sec = Freighters
Class 6 to Low Sec = Freighters, Carriers, etc..

Class 6 to Class 2 = NO Bueno

So essentially, anything coming out of a C4 to C1 can't have a capital brought through it, besides an orca.


I'm not sure HOW I like this. I live in a c2c3hs wormhole, and within the last 2 weeks, I've had 3 - 5 sigs in my home system, 2 - 3 being kspace holes. Frankly, I don't like it.

Seems as if CCP is determined to kill wormholes.

Leslie Aucie wrote:
Think we could see a small bump in High - Null WH spawn rate?


I don't think so. You just want a quick exit to bring more crap down. Nope. You live in null, stop trying to find easier ways to move crap out. Unlike you, we can't pop a cyno, and jump a JF. We actually have to WORK to get assets out.

Though, this would increase ganking too. I still believe null should have a 30 - 60s local delay.
350125GO
Nobody in Local
Of Sound Mind
#48 - 2014-05-13 18:51:11 UTC
stoicfaux wrote:
Any chance of these wormholes having a means of identifying just how far away they go? E.g. a dark red wormhole's exit would be within ~X lightyear radius, whereas a bright blue/white wormhole would exit, far, far, far away.

I ask because jumping into random wormholes gets a bit tedious.

Or maybe a skill/module that provides some analysis of the wormhole's exit, on the grounds we've had enough experience with wormholes to tease out some of the science behind them?



That system already exists, it's called a scout. Jump in the hole, see where it is, report on comms. If you're doing logistics in low/null without a scout, you deserve the high risk of getting ambushed.

If you don't want the tedium of scouting, then set your autopilot and just jump the normal route. This mechanic is being added to increase interaction.

You're young, you'll adjust. I'm old, I'll get used to it.

TheMercenaryKing
Ultimatum.
#49 - 2014-05-13 18:54:50 UTC
Zenzija wrote:
Querns wrote:
Regarding the "small fleet" angle of these holes, is it possible to mass-limit these types of holes so that they are primarily used for pvp, instead of as logistics shortcuts for freighters?



You must learn to live in a wormhole. Freighters can only enter C5/C6 Holes. Let me break it down for you

Class 6 to High Sec = Freighters
Class 6 to Low Sec = Freighters, Carriers, etc..

Class 6 to Class 2 = NO Bueno

So essentially, anything coming out of a C4 to C1 can't have a capital brought through it, besides an orca.


I'm not sure HOW I like this. I live in a c2c3hs wormhole, and within the last 2 weeks, I've had 3 - 5 sigs in my home system, 2 - 3 being kspace holes. Frankly, I don't like it.

Seems as if CCP is determined to kill wormholes.

Leslie Aucie wrote:
Think we could see a small bump in High - Null WH spawn rate?


I don't think so. You just want a quick exit to bring more crap down. Nope. You live in null, stop trying to find easier ways to move crap out. Unlike you, we can't pop a cyno, and jump a JF. We actually have to WORK to get assets out.

Though, this would increase ganking too. I still believe null should have a 30 - 60s local delay.

These are NOT adding new wormhole spawns to w space.
Michael Harari
Genos Occidere
HYDRA RELOADED
#50 - 2014-05-13 18:58:55 UTC  |  Edited by: Michael Harari
CCP Greyscale wrote:
Hi everyone,

During the lowsec roundtable at Fanfest, we were discussing the merits of lowsec, and someone said "a great thing about lowsec is that it's one of the best-connected areas of space".

Which we thought was interesting, and we thought about some more, and we said "hey, more wormholes, right?".

After some further discussion, internally and with the CSM, we decided it seemed like a good idea to increase the number of k-k (ie within known space - to high, low and null) wormholes in lowsec, aimed primarily at adding opportunities for small roaming fleets.

What we're proposing is to leave the number of low->high as is at a ~1% chance per system, kicking low->null up to ~9% per system, and low->low up to ~20% per system.

Anyone see any problems with this? :)


What are the wh probabilties at the moment?

edit I should read
Aliventi
Mouth Trumpet Cavalry.
Mouth Trumpet Cavalry
#51 - 2014-05-13 19:02:04 UTC
Do the same for null to null WHs. Small gang roaming warfare is not exclusive to lowsec.
Last Wolf
Umbra Wing
#52 - 2014-05-13 19:07:01 UTC
Correct me if there is a way that I am unaware of to do this (I rarely scan for WH's due to the reason I am about to post)

Is it possible differentiate a WH sig from all other sigs? I hate spending 30 minutes scanning down every sig in 2 or 3 systems just to find out that NONE of them are wormholes. I feel like 8 probes launched at 64AU that pick up 20 sigs should be able to tell me which ones are wormholes without having to scan each and every single one down.

That awkward moment at the Gentlemen's Club when you see your sister on the stage....and you're not sure where to put the money....

Kaeda Maxwell
Screaming Hayabusa
Neo-Bushido Movement
#53 - 2014-05-13 19:08:33 UTC
CCP Greyscale wrote:
Hi everyone,

During the lowsec roundtable at Fanfest, we were discussing the merits of lowsec, and someone said "a great thing about lowsec is that it's one of the best-connected areas of space".

Which we thought was interesting, and we thought about some more, and we said "hey, more wormholes, right?".

After some further discussion, internally and with the CSM, we decided it seemed like a good idea to increase the number of k-k (ie within known space - to high, low and null) wormholes in lowsec, aimed primarily at adding opportunities for small roaming fleets.

What we're proposing is to leave the number of low->high as is at a ~1% chance per system, kicking low->null up to ~9% per system, and low->low up to ~20% per system.

Anyone see any problems with this? :)


I love you.
dexter xio
Goryn Clade
#54 - 2014-05-13 19:09:09 UTC
Neat

Dead Game.

Rain6637
NulzSec
#55 - 2014-05-13 19:09:19 UTC
MeBiatch
GRR GOONS
#56 - 2014-05-13 19:10:05 UTC
Abrazzar wrote:
stoicfaux wrote:
Or maybe a skill/module that provides some analysis of the wormhole's exit, on the grounds we've had enough experience with wormholes to tease out some of the science behind them?

Jump probe. Volume 8m³. Launched at targeted Jump Gate or Wormhole from a Expanded Probe Launcher.

Approaches Gate/Hole and activates it. Once on the other side it does a 250km directional scan and registers the system identity. Then it putters back towards the Gate/Hole and jumps back. There it uncloacks and waits for retrieval or until the flight time expires. Once retrieved the scan data can be read out.

If it doesn't come out again, something must have shot it down. Or something else may come through in its stead.

Advantage: You know where you're going.

Disadvantage: Someone knows you're looking and it slows down travelling time.


Come to think of it its odd that you cant send recon probes threw gates and wh. I am thinking something like the mount from star gate. Make them one time use only.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#57 - 2014-05-13 19:19:09 UTC
This may actually DISCOURAGE small gang roaming. It becomes a lot easier for a covops with a probe and cyno generator to hotdrop on random people in random areas of space.

Honestly, given the extremely low population of lowsec, I don't expect it to make much difference one way or the other. I'm a little leery about how this will affect null though. The potential for small scale logistics helps small corps and soloers like me, but it also makes force projection that much easier. I just hope CCP is willing to keep an eye on it and adjust as needed.
Suitonia
V0LTA
WE FORM V0LTA
#58 - 2014-05-13 19:26:35 UTC
stoicfaux wrote:
FOOLS! Are ye that blind?!?

CCP: We need to nerf force projection.
CSM (aka Goonsquad): Eeeeeeeeeeek! I mean, okay...
Goonsquad + Goonleaderwaffles: *whisper*whisper*
CSM (aka Goonsquad): We need more wormholes in low-sec.


tl;dr- More wormholes == an end run around the Force Projection Nerf!


/taking away the tinfoil doesn't make it any less true


If 10 Vagabonds or whatever roaming gang can siege and take your space you're absolutely terrible.

Contributer to Eve is Easy:  https://www.youtube.com/user/eveiseasy/videos

Solo PvP is possible with a 20 day old character! :) https://www.youtube.com/watch?v=BvOB4KXYk-o

Caleb Seremshur
Naked Oiled Bodybuilders
Parasitic Legion.
#59 - 2014-05-13 19:29:56 UTC
CCP Fozzie wrote:
Swiftstrike1 wrote:
Does this come at the expense of Lowsec --> w-space WH spawn rate?


Nope, these changes don't affect the spawn chance of any other wormholes.


Forum ate my post

Are you guys revisiting wormholes now?
Azami Nevinyrall
172.0.0.1
#60 - 2014-05-13 19:34:18 UTC
Querns wrote:
Regarding the "small fleet" angle of these holes, is it possible to mass-limit these types of holes so that they are primarily used for pvp, instead of as logistics shortcuts for freighters?

Logistics shortcuts would be amazing!

Just think of the traps you could setup!

...