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Distance that you're being ejected out of a wormhole depends on mass

First post First post First post
Author
Jack Miton
School of Applied Knowledge
Caldari State
#321 - 2014-08-04 05:26:38 UTC
Winthorp wrote:
Now for the rest of you risk adverse carebears to roll over like this guy...

there's a difference between adding risk and adding mindless tedium. this change adds tedium, not risk.

There is no Bob.

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Paikis
Vapour Holdings
#322 - 2014-08-04 05:26:48 UTC
Winthorp wrote:
I always find it hard to get a lock on a really slow to warp BS 15km off a WH... Roll

Do you guys even believe some of the crap you write?


I think that's the problem. The more I think about this change the less I think I care. Especially if it is also applied to cyno mechanics.
pyropwnsu
Aliastra
Gallente Federation
#323 - 2014-08-04 05:28:55 UTC
BayneNothos wrote:


You're going to have to explain how this will cause less fights as I'm not seeing it. I can see it increasing the viability of fleet comps for sure. It'll mean there's more chance to catch stragglers alone.

The only way the ratio would change is if you get more ganks, nothing wrong with that. Who knows, maybe those ganks will escalate into a fight.


The entertainment value of the increase in ganks does not outweigh the increase in rolling time, in my opinion. More X-logs = Less people to shoot at = wormhole space is more quiet than it already is.

The cons very very heavily outweigh the pros.
Winthorp
#324 - 2014-08-04 05:31:09 UTC  |  Edited by: Winthorp
pyropwnsu wrote:
BayneNothos wrote:


You're going to have to explain how this will cause less fights as I'm not seeing it. I can see it increasing the viability of fleet comps for sure. It'll mean there's more chance to catch stragglers alone.

The only way the ratio would change is if you get more ganks, nothing wrong with that. Who knows, maybe those ganks will escalate into a fight.


The entertainment value of the increase in ganks does not outweigh the increase in rolling time, in my opinion. More X-logs = Less people to shoot at = wormhole space is more quiet than it already is.

The cons very very heavily outweigh the pros.


So by extra time you mean the few minutes it would take to warp away and back the dread and Orca to your C5/5. So much inconvenience that i am unsure how you get up in the morning...

While rage rolling with non retards takes 5-6mins per roll and scan this change would push this to 9-10mins (Assuming you have jack Milton level scanners). How much of an inconvenience is this?
Marlona Sky
State War Academy
Caldari State
#325 - 2014-08-04 05:32:06 UTC
Winthorp wrote:
Now for the rest of you risk adverse carebears to roll over like this guy...


ad·verse
- preventing success or development; harmful; unfavorable.

a·verse
- having a strong dislike of or opposition to something.

I think you need to start dropping the letter D?
Winthorp
#326 - 2014-08-04 05:32:43 UTC  |  Edited by: Winthorp
Jack Miton wrote:
Winthorp wrote:
Now for the rest of you risk adverse carebears to roll over like this guy...

there's a difference between adding risk and adding mindless tedium. this change adds tedium, not risk.


Cmon jack, yes it adds tedium but are you really going to say it adds no risk WTF?

Before you were saying it adds so much risk that people would never roll holes and never pvp.... What story are you going to stick with?
Winthorp
#327 - 2014-08-04 05:33:33 UTC
Marlona Sky wrote:
Winthorp wrote:
Now for the rest of you risk adverse carebears to roll over like this guy...


ad·verse
- preventing success or development; harmful; unfavorable.

a·verse
- having a strong dislike of or opposition to something.

I think you need to start dropping the letter D?


#rekt

You got me. Blink
unimatrix0030
University of Caille
Gallente Federation
#328 - 2014-08-04 05:39:59 UTC
Not being able to roll the hole will get small corp out of w-space.
Because if there is nothing in the chain you bether log of.
I have scanned chains as long as 6 hole from the "home" hole with nothing in it.
Not being able to roll will just leave you with one option : log off.
I remember the days in a corp where we coudn't roll the hole, it died because people didn't show up because there was never any content. Wich made less people log in wich mean even less people to be able to roll the hole... .
Large corp will need to wait untill there are engough people online to be able to roll the hole safely.
Even more waiting will mean more people playing world of tanks like you said whinthorp.
It will make w-space even more slower then it already is.
Now people who wants fast kills left us for low sec. Farmers left us for incursions.
We need more reasons for people to go to w-space not less.

No local in null sec would fix everything!

unimatrix0030
University of Caille
Gallente Federation
#329 - 2014-08-04 05:40:46 UTC
Winthorp wrote:
[quote=unimatrix0030]

I always find it hard to get a lock on a really slow to warp BS 15km off a WH... Roll

Do you guys even believe some of the crap you write?

And battleships will be the only thing you have left to catch.

No local in null sec would fix everything!

Winthorp
#330 - 2014-08-04 05:42:54 UTC
unimatrix0030 wrote:
Winthorp wrote:
[quote=unimatrix0030]

I always find it hard to get a lock on a really slow to warp BS 15km off a WH... Roll

Do you guys even believe some of the crap you write?

And battleships will be the only thing you have left to catch.


Why would you not catch the other normal stuff that you catch now?

Do try to make some sense.
Winthorp
#331 - 2014-08-04 05:43:49 UTC
unimatrix0030 wrote:
Not being able to roll the hole will get small corp out of w-space.
Because if there is nothing in the chain you bether log of.
I have scanned chains as long as 6 hole from the "home" hole with nothing in it.
Not being able to roll will just leave you with one option : log off.
I remember the days in a corp where we coudn't roll the hole, it died because people didn't show up because there was never any content. Wich made less people log in wich mean even less people to be able to roll the hole... .
Large corp will need to wait untill there are engough people online to be able to roll the hole safely.
Even more waiting will mean more people playing world of tanks like you said whinthorp.
It will make w-space even more slower then it already is.
Now people who wants fast kills left us for low sec. Farmers left us for incursions.
We need more reasons for people to go to w-space not less.



/sigh.

Can i have your stuff also?
Saisin
Chao3's Rogue Operatives Corp
#332 - 2014-08-04 05:47:34 UTC
I like the idea of having the mass of ships affect the distance of popping out on the other side of a WH.

Scouting the other side is not going to be affected, so this is good.

I do like that ranges will not be as obvious to anyone once this change is implemented, forcing some quick decisions making on all parts.

I also do like that it will make logistics operations more difficult in WH, as WH space should remain a difficult place to call home.
I have no specific experience with capitals, but anything that makes use of capitals more difficult in WH is also a positive in my mind.

+1 from me.

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BayneNothos
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#333 - 2014-08-04 05:49:43 UTC
pyropwnsu wrote:
BayneNothos wrote:


You're going to have to explain how this will cause less fights as I'm not seeing it. I can see it increasing the viability of fleet comps for sure. It'll mean there's more chance to catch stragglers alone.

The only way the ratio would change is if you get more ganks, nothing wrong with that. Who knows, maybe those ganks will escalate into a fight.


The entertainment value of the increase in ganks does not outweigh the increase in rolling time, in my opinion. More X-logs = Less people to shoot at = wormhole space is more quiet than it already is.

The cons very very heavily outweigh the pros.


You're adding literally two short warp jumps for each BS jump. +150km from WH and back to the WH. That's a bit over a minute. Not that it matters as you'll still have the polarisation timer to deal with.
Angrod Losshelin
Imperial Academy
Amarr Empire
#334 - 2014-08-04 05:58:06 UTC
BayneNothos wrote:
pyropwnsu wrote:
BayneNothos wrote:


You're going to have to explain how this will cause less fights as I'm not seeing it. I can see it increasing the viability of fleet comps for sure. It'll mean there's more chance to catch stragglers alone.

The only way the ratio would change is if you get more ganks, nothing wrong with that. Who knows, maybe those ganks will escalate into a fight.


The entertainment value of the increase in ganks does not outweigh the increase in rolling time, in my opinion. More X-logs = Less people to shoot at = wormhole space is more quiet than it already is.

The cons very very heavily outweigh the pros.


You're adding literally two short warp jumps for each BS jump. +150km from WH and back to the WH. That's a bit over a minute. Not that it matters as you'll still have the polarisation timer to deal with.


That turns into a 2-3 min warp in a dread plus a 30 second align

so still with the 6 mins added on. That equates to a 600% increase in WH rolling time....serously 600% wtf?

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BayneNothos
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#335 - 2014-08-04 06:06:18 UTC
Angrod Losshelin wrote:
BayneNothos wrote:


You're adding literally two short warp jumps for each BS jump. +150km from WH and back to the WH. That's a bit over a minute. Not that it matters as you'll still have the polarisation timer to deal with.


That turns into a 2-3 min warp in a dread plus a 30 second align

so still with the 6 mins added on. That equates to a 600% increase in WH rolling time....serously 600% wtf?



LOLWUT. If it's taking you 2-3 minutes to warp 150km, you're failing somewhere.

Lets put it this way. Time on far side of WH. You have to warp to your side no matter what. All that matters is time on the far side.
Currently: 1-2 seconds.
Under this system: ~1 minute.

That's hardly the epic disaster of game ending proportions you think it is.
Seraph Essael
Air
The Initiative.
#336 - 2014-08-04 06:06:28 UTC
This is a ridiculous mechanic that should not even have made it onto the test server.

Adding more time to an already tedious job of rolling (yes some of us dont have 10 pilots in Battleships to throw at a hole plus a 15 man PvP fleet on stand by especially on weekdays) will not allow for more fights, people just wont bother connecting their chains and will just log off or go to nullsec for fights.

Combat rolling is a viable tactic to maintain hole control if the enemy fleet out numbers you. This tactic will no longer be an option meaning some pilots just wont bother fighting outnumbered anymore.

This is a bad idea, one that will only slow things down in WHs.

Why am I not looking forward to this up coming Dev blog?

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Rain6637
GoonWaffe
Goonswarm Federation
#337 - 2014-08-04 06:08:45 UTC
yeah there's that option, of getting a warp-out for your rollers.

Hatshepsut IV wrote:
The language is perfectly apt to the situation. Yes the logic of my point is based in the status quo because it works perfectly and it's near unanimous from the dwellers in bobs space that of all the things whs could use this isn't one. I care very strongly about w-space I call it home and will passionately expose my views and/opinions as such.


The status quo of ice cream is that it is cold, the status quo of a toilet is that you flush it and it flushes the excrement away. Neither or these needs changing/fixing.


Simply becaus something is a status quo doesn't make that a bad thing.

let's agree to disagree.

I'm upgrading my opinion of this change from elegant to brilliant. I was too busy pwning cap holes with two characters to consider a change of such surgical precision.

Paikis wrote:
Winthorp wrote:
I always find it hard to get a lock on a really slow to warp BS 15km off a WH... Roll

Do you guys even believe some of the crap you write?


I think that's the problem. The more I think about this change the less I think I care. Especially if it is also applied to cyno mechanics.

not the most valid comparison. cynos are primarily a capital gameplay mechanic. the use of capitals in wormholes is predominantly as a workaround to wormhole lifespan. applied to cyno mechanics, the cyno dies after 2 capitals jump through.
Rain6637
GoonWaffe
Goonswarm Federation
#338 - 2014-08-04 06:11:58 UTC  |  Edited by: Rain6637
unimatrix0030 wrote:
Winthorp wrote:
unimatrix0030 wrote:


I always find it hard to get a lock on a really slow to warp BS 15km off a WH... Roll

Do you guys even believe some of the crap you write?

And battleships will be the only thing you have left to catch.

I've considered throwing an empty carrier through a hole to trap a dread... several times. those caps were never something you could catch anyway.

Winthorp wrote:

#rekt

You got me. Blink

yeah stop mongering the D bro
Paikis
Vapour Holdings
#339 - 2014-08-04 06:12:28 UTC
Rain6637 wrote:
the cyno dies after 2 capitals jump through.


It'd be 3 jumps, but I'd be OK with this change also.
Rain6637
GoonWaffe
Goonswarm Federation
#340 - 2014-08-04 06:16:42 UTC
we can dream. thankfully, 3 cap jumps still crash a wormhole.