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

First post First post First post
Author
Rek Seven
University of Caille
Gallente Federation
#381 - 2014-08-04 09:30:16 UTC
Rain6637 wrote:
let's be honest about the shortcut this affects. carrier + orca spawning further out is as appropriate as they are an easy button. i mean, what is the one situation you jumped a dread through a wormhole with the intention of jumping straight back (which is what this change affects).

sorry about the short reply. I realized I should explain myself and added to it.


Yeah as i said, i agree that the ships should spawn outside of jump range but 40km, even 15km for a capital ship that doesn't have a prop mod is ridiculous.
Rek Seven
University of Caille
Gallente Federation
#382 - 2014-08-04 09:33:42 UTC  |  Edited by: Rek Seven
Winthorp wrote:

I have never seen half the people in this thread bitching about how this is so game breaking ever come to Wh forums to come to discuss any WH mechanics or ideas until their perfect little world of insta rolling away issues is threatened.


People don't complain about things they consider to be working reasonably well...

Do you think this change will result in more activity in wormhole space (more wormhole connections, more people running sites, more people rolling) or less? Please explain your answer.
Rain6637
GoonWaffe
Goonswarm Federation
#383 - 2014-08-04 09:48:40 UTC
absolutely agree, Rek. this is definitely not high on the list of things people would like to see changed, and this reaction is expected. it shouldn't come as a surprise that CCP's list of priorities is different from the players'. I'm not saying I know CCP's intent, but it's pretty clear who benefits from rolling a hole with 2 ships: the player(s) doing it, despite CCP and other players.

it's different from other changes like Fozzie's wormhole signature delay because there's a way to adjust for it. at least you can roll with ships of lower mass.

I'm on a break, after spending some months under the strain of so much ISK hanging out in the wind in a wormhole. but I ask myself constantly if it's time to go back. I know it's what my mates want. this change doesn't influence my decision much. my support fleet comp will be different, and be copy paste RR battleships (most likely), and maybe an empty oh **** hole closing carrier... but that's about it.
Enthropic
Infinite Point
Pandemic Horde
#384 - 2014-08-04 10:01:09 UTC
Rek Seven wrote:
Winthorp wrote:

I have never seen half the people in this thread bitching about how this is so game breaking ever come to Wh forums to come to discuss any WH mechanics or ideas until their perfect little world of insta rolling away issues is threatened.


People don't complain about things they consider to be working reasonably well...

Do you think this change will result in more activity in wormhole space (more wormhole connections, more people running sites, more people rolling) or less? Please explain your answer.


indeed. I would like to hear your answer as well, Winthorp.
Rain6637
GoonWaffe
Goonswarm Federation
#385 - 2014-08-04 10:04:16 UTC  |  Edited by: Rain6637
Rek Seven wrote:
Rain6637 wrote:
let's be honest about the shortcut this affects. carrier + orca spawning further out is as appropriate as they are an easy button. i mean, what is the one situation you jumped a dread through a wormhole with the intention of jumping straight back (which is what this change affects).

sorry about the short reply. I realized I should explain myself and added to it.


Yeah as i said, i agree that the ships should spawn outside of jump range but 40km, even 15km for a capital ship that doesn't have a prop mod is ridiculous.

it is proportional, according to one specific attribute, and affecting one direction of travel. it really narrows down what situation was meant to get hit. as a change, it's as effective as they come, with no collateral damage outside of what Fozzie is attempting to balance (from the look of it). I think this is exactly what we should hope changes look like.
Turelus
Utassi Security
The Curatores Veritatis Auxiliary
#386 - 2014-08-04 10:06:59 UTC
Rather than have it based on mass can't we just have all ships that enter appear randomly anywhere from 10-40km away from the WH? That would be fun and add an element of unknown when jumping in or out.

Turelus CEO Utassi Security

Rain6637
GoonWaffe
Goonswarm Federation
#387 - 2014-08-04 10:21:24 UTC  |  Edited by: Rain6637
lol. not just that, but also with some momentum. vortex, remember

to continue my last post:

this change adds to the usefulness of T3s and T2, which in large part is their range bonus to modules. it also adds the benefit of dreads placed at optimal when they're committed to a hole with the intent to shoot something.

is this not a better version of system connections for offensive caps than stargates
Necharo Rackham
The Red Circle Inc.
Ministry of Inappropriate Footwork
#388 - 2014-08-04 10:27:42 UTC
Phoenix Jones wrote:

Hell pick one thing from the W Space Little Things Thread. There are viable concepts that are agreed by the entire wormhole community there. The community, Your Customers, And the CSM that was voted by US in YOUR Election.

Why don't you start Listening To Them.


Because fixing POS mechanics is too difficult.

Something must be done in w-space, this is something, let's do it!
Mindo Junde
Somnium Vita
#389 - 2014-08-04 10:34:06 UTC  |  Edited by: Mindo Junde
Necharo Rackham wrote:
Phoenix Jones wrote:

Hell pick one thing from the W Space Little Things Thread. There are viable concepts that are agreed by the entire wormhole community there. The community, Your Customers, And the CSM that was voted by US in YOUR Election.

Why don't you start Listening To Them.


Because fixing POS mechanics is too difficult.

Something must be done in w-space, this is something, let's do it!


Why does this sound like the most correct explanation? FFS is this the best idea they could come up with? We really are in trouble if it is.
Luscius Uta
#390 - 2014-08-04 10:43:06 UTC
Look, what's here?
Oh, it's another "great" idea from CCP "muhahaha I'm going to kill EVE" Fozzie!

Hey look Fozzie, this isn't going to cause more kills or traffic in W-space. People will stop using capitals to collapse wormholes and the only people dying because of this change will be random explorers.

If you want to encourage camping of WH entrances, increasing the jump-in distance a bit is okay, but it shouldn't be more than 12 km (like with gates) and it should not depend on the ship size.

Also I also hope you don't plan to make the 60 seconds aggression timer apply to wormholes (if you're going to do so, it's going to be an obvious sign that you tender to the interest of nullbears, as most of them don't even know that you can jump through a WH with a weapon flag), wormholes are not gates and PvP at wormholes is quite a bit different from PvP at gates (most obvious differences are that you can collapse a wormhole and trap the other party, and that capitals can jump though wormholes but not through gates).

Sadly, knowing Fozzie, he's probably going to ignore most feedback, thinking that all the forum rage is just a sign of the awesomeness of his idea. Eventually one day he's going to decide that having to scan down the wormholes is stupid and that worhmole entrances should show up as system-wide beacons that everyone could warp to (at least in K-space, as there's no need to make things too easy for those spoiled W-space residents).

Workarounds are not bugfixes.

Winthorp
#391 - 2014-08-04 10:46:20 UTC  |  Edited by: Winthorp
Rek Seven wrote:
Winthorp wrote:

I have never seen half the people in this thread bitching about how this is so game breaking ever come to Wh forums to come to discuss any WH mechanics or ideas until their perfect little world of insta rolling away issues is threatened.


People don't complain about things they consider to be working reasonably well...

Do you think this change will result in more activity in wormhole space (more wormhole connections, more people running sites, more people rolling) or less? Please explain your answer.


People don't complain when they think things are stale and boring either, they just leave to do other things in the game or leave the game all together. Look at current login player numbers over a week period, look at the breakup of so many groups and their major consolidation of WH groups into only a few players and tell me you think everyone is happy with the current form of WH's.

Do you really think the way WH's are at the moment are in anyway interesting and fun? (trying not to answer a question with a question but..)

Look the only thing i don't like about this change is it isn't showing any consistency in the goal direction of WH space from CCP and that concerns me that they are not being open with what they want from us.

- They leave instant sig overlay (carebear safe mode)
- They come up with a 5min delay for new sigs (no carebears will stay)
- Then they forget they ever mentioned the idea (back to carebear mode)
- They removed sleeper API data becauseit was too powerfull (carebears get a little safer)
- Now this change (clearly a PVP driven idea)

They need to be more consistent with the direction they want to take because they are not balancing it well currently.


Do you think this change will result in more activity in wormhole space (more wormhole connections, more people running sites, more people rolling) or less? [i] Please explain your answer. [/i


I think if they wanted to do something that resulted in more people in WH space they could have chosen something else entirely instead of this, i have never once said this will result in more people in Wh's. The above carebear mode changes have resulted in more people in wh space (You can't deny that)

What i have said is the current way all these players in Wh space interact with each other is stale and SAFE. The people in this thread that are trying to say its not perfectly safe to roll away hostile chains are ******* delusional. There is only very situational times that you can ever kill people rolling away a C5/6 chain on you.

How many times have you found a group you thought would and could fight you only to hear your scout say "nevermind they are rolling" when they want to do it is all over by then with not a thing you can do and that group then picks and chooses its interactions with whoever they want in what is supposed to be a dangerous area of the game.

I actually do feel this will lead to more fun had by WH people and more interactions, the larger groups will still roll holes like they always have with it only taking them a few minutes longer and yes the smaller groups may be more hesitant to do so but now instead of them safely picking the perfect chain whenever they want they will be forced to scan a chain they may have just rolled away because they saw a known entity in the chain.

So yes i think it will lead to less people rolling chains but maybe they shouldn't be rolling away non optimal chains and be forced to interact with other players in an MMO. If you want a safe escalation period and roll away or crit your static you should be at risk to make that happen. if you want to get your 30B or so escalation loot to HS or replace that fleet you just lost you should have to risk more then just rolling the C5 or C6 untill you get a C2/3 HS, you should have to go down some more risky chains or be forced to risk a little more to roll that chain to get the one you want.

The way it is is too easy and too safe. Not only is it safe to roll now it is STOPPING interactions with other players by the chains you get to pick and choose at will in perfect safety at no cost.

If by your own arguments it will stop rage rolling in its tracks then won't people by that same argument be more inclined to run sites if they feel safer that less people are rolling? Won't they then leave their chain open for you to find them? Or bubble it up now for "safety"?

You guys need to accept this is happening and you are probably too late to stop it and instead start working on ideas and iterations on how you think they could make it better TBH.

EDIT: Loving the hate mail from your alts by the way guys, i feed off that thanks.
Serendipity Lost
Repo Industries
#392 - 2014-08-04 10:52:50 UTC
As you work for a compromise on this I will point out the smaller corp perspective. There are 2 ranges you can pop out of a wh.

1. Inside jump range - this is were you can use mechanics, skill and what not to have a chance to fight above your weight class. The option to close wh allows a lot of interesting game play that is not based on bigger numbers winning.

2. Outside of jump range - this is where jumping through a wh for pvp becomes a more is better and will win 99 times out of 100.



So as you compromise don't try to fool yourself that 20 km is ok. It's in jump range where you can use wh mechanics or not in jump range where numbers win.

This is a small corp killer. It's not a wh killer, but little guys will get snuffed out like a discarded smoke on a sidewalk. Corp death by new jump range feature slaughter or pos spinning to avoid slaughter. You're listening to the wrong folks on this one. Seriously, if you take away the ability to use wh jump mechanics (mass and polarization) what do we have left??
Serendipity Lost
Repo Industries
#393 - 2014-08-04 10:54:50 UTC
We have numbers win as a new feature. (in case you were at a loss for what is left)
Kalel Nimrott
Caldari Provisions
#394 - 2014-08-04 10:56:54 UTC  |  Edited by: Kalel Nimrott
Winthorp wrote:
Jack Miton wrote:
Winthorp wrote:
My response to this thread are not trolling at all, these are my legitimate views that this change is a move in the right direction for WH space.

what 'right direction' is that?
one where people don't roll holes?
one where people cannot roll holes quickly in order to cycle for content?

this change reduces the likelyhood of PVP, it does NOT increase it.

you really think people will continue rage rolling if they need to do it in a subcap fleet?
you really think people will blindly try close incoming hostile holes with caps or BSs if they spawn outside of jump range?

ive killled more than a few people closing holes in all sorts of ships that were stabbed out the ass or 'safe' cos they insta roll. it isnt hard to catch these ships, making them spawn out of range will guarantee you wont catch them as they'll never leave the POS.

I don't know what station you've been spinning in lately but your 'opinion' here is WAY off the mark.


You really think you should have the right to safely roll away a hostile incoming Wh with perfect safety with your dread and Orca?

you really think people should be able to rage roll as it stands now with only a few people active while the rest sit on TS sperging about the other games they are activily playing while those few people SAFELY rage roll? Is that how it should be? LOL

You really think it should be ok that when skirmish's happen they are allowed to safely jump the subcap fleet then the dread home when the risk becomes to great for the fight they just entered into?

I really do think this would increase PVP and FORCED PVP not the near perfect safety it is done with current mechanics.


I already told you that an uncontrolled variable would only leads to stagnation and the remove of people from wh space.

Bob Artis, you will be missed.

O7

Moo Moocow
Hard Knocks Inc.
Hard Knocks Citizens
#395 - 2014-08-04 10:57:00 UTC  |  Edited by: Moo Moocow
Shogun Hogun wrote:
Keith Planck wrote:
I suggest a bell-curve based on mass.

Very small ships (scouts) and very large ships (capitals) would spawn close.
Medium sized ships would spawn farther away (guardians have a 70km range so I'd say max distance would be 35kms)


Scouts no harder to kill: Check
Capitals still somewhat safe to use on wormholes: Check
Hole rolling speed not influenced: Check
Heavy armor fleets don't have to worry about being too spread out: Check
Kite doctrines will have the option to jump into enemy fleets: Check
Hard as **** to code: Pending


i like this alot


good suggestion but I think that's an acceptance that this needs changing. I really thing there is no problem here.

I know its probably an easy change to implement and wouldn't take up much dev time,

but that dev time would be better spent elsewhere. There are threads full of better suggestions..
Winthorp
#396 - 2014-08-04 10:59:32 UTC
Kalel Nimrott wrote:
I already told you that an uncontrolled variable would only lead to stagnation and the remove of people from wh space.


I'm sorry that i don't believe your sky is falling bullshit.
Epigene
Cordata Enterprises
#397 - 2014-08-04 11:04:04 UTC
Assuming that this is really a feature, not a bug, I am confused of the intent. Did anyone complain about the ease of combat rolling holes? Its tedious, annoying and - to the WH noob - rather frustrating already. Having caps drop 40km off the hole appears counter-intuitive.

Someone above suggested the reversal - have caps drop right on the hole and scouts 40km out. I can see how that could actually be a decent method to break sieges, have newbs scout more in relative safety but to be honest, I don't see the need for this at all.

So, without any further information, I also vote "no".

Cynically, maybe some CCP Dev woke up one day and remembered that the game had this odd space called "wormholes". He asked around in the office but nobody knew what they were if people used them. So they decided to change something that nobody wanted in order to gauge if anyone notices.

Yes, CCP, people do live in wormhole space. We just keep our heads down to prevent you from screwing around with mechanics you don't understand.


wazp1
The Tarzan Foundation
#398 - 2014-08-04 11:06:01 UTC
CCP

Since ships mass would be a factor on what distance you get ejected out of a wormhole(mass * anti gravity = ejected distance from wh), would that mean that smaller ships can jump earlier (wh gravity * mass = jump range)?
Winthorp
#399 - 2014-08-04 11:09:24 UTC
Moo Moocow wrote:

but that dev time would be better spent elsewhere. There are threads full of better suggestions..


^ 100%
Lemonades
Almost Dangerous
Wolves Amongst Strangers
#400 - 2014-08-04 11:43:06 UTC
Angelique Duchemin wrote:
Couldn't you just use Nidhoggurs with inertia stabs and then have them warp to a cloaky scout and then warp back to the wormhole and jump?

You should be able to get an align time of about 10 seconds.

Why would we want nuthuggers they're pretty useless