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[Hyperion Feedback Thread] Mass-Based Spawn Distance After WH Jumps

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Promiscuous Female
GBS Logistics and Fives Support
#1281 - 2014-08-25 18:29:49 UTC
epicurus ataraxia wrote:
I'm bored with this, there's no hope of explaining colour to a blind man.
They will never understand.
Good luck.
Maybe see you in a couple of years. If there is anything worth doing by then.

we understand bitter, entrenched entitlement better than you ever will
Promiscuous Female
GBS Logistics and Fives Support
#1282 - 2014-08-25 18:30:46 UTC
also ending every post with how little you care about the subject is sure to lend all kinds of credence to your opinion
Syndiaan
Caldari Provisions
Caldari State
#1283 - 2014-08-25 18:32:04 UTC
Promiscuous Female wrote:
epicurus ataraxia wrote:
Promiscuous Female wrote:
Syndiaan wrote:

have you ever tried rolling a c5/6 wormhole with only sub caps?

i'm sure it sucks

the alternative is to accept the risk, or (gasp) don't roll at all



That is exactly the solution, so no more PVP, shame. You do actually understand that this prevents searching for ships to shoot?

seeing as this change does not remove rolling holes and is not removing the ability to scan down chains of holes for pvp, I fail to see your point

now if you are arguing that it removes risk-free searching for PvP then yes, that is the entire point


I dont understand how you consider jumping capitals over into a system where you can get rolled out with no backup to come help you is "risk free". In nullsec you just send out scouts to find pvp and then signal the fleet to come on over, sounds a lot less risky to me.
Promiscuous Female
GBS Logistics and Fives Support
#1284 - 2014-08-25 18:32:06 UTC
see also: how many accounts you are unsubscribing due to your change

man I sure am motivated by folks using their subscription dollars as a hostage
Promiscuous Female
GBS Logistics and Fives Support
#1285 - 2014-08-25 18:36:11 UTC
Quote:
Syndiaan wrote:
seeing as this change does not remove rolling holes and is not removing the ability to scan down chains of holes for pvp, I fail to see your point

now if you are arguing that it removes risk-free searching for PvP then yes, that is the entire point


I dont understand how you consider jumping capitals over into a system where you can get rolled out with no backup to come help you is "risk free". In nullsec you just send out scouts to find pvp and then signal the fleet to come on over, sounds a lot less risky to me.

ah yes getting rolled out hrm

let's examine the mass exhaustion experience, shall we

I warp to my static with three dreads or w/e

I jump through, then jump back when my session timer exhausts

there is a 10 second window in which a counter-exhausting force could jump through, assuming the client responds in time (which it usually does)

the opposing rollers would have to be set up on your wormhole waiting for you to jump in in order to do that, and even if they did, they would be trapped on YOUR side of the wormhole by doing something so monumentally stupid

and I guess they don't have scouts where you live as by your post they are a nullsec-only feature
LT Alter
Ryba.
White Squall.
#1286 - 2014-08-25 18:38:10 UTC
CCP Fozzie wrote:
Hey guys. I wanted to post again to make sure it's clear that we are not ignoring this thread and that we will be continuing to keep a close eye on your feedback and on changes in player behavior.

I completely understand that some of you are feeling anger over the fact that we disagree about how this change will play out. We wish we could please everyone at all times but unfortunately that isn't always possible.


First off I would like to thank you for at least acknowledging the situation in this thread. I would very much like if you would continue to post your reasoning on why you think this change will play out differently than we think it will. Because right now we believe these are your three goals.

Make rage rolling harder and more risky.
Reduce the speed at which rage rolling can be done.
And give defenders more of an advantage, make it impossible for small groups to use caps effectively and give a larger advantage to bigger wormhole groups.

The last one is assumed because you have failed to post your reasoning on why the change 'must' happen in the it's current form and why it cannot be done in a way that doesn't change several fundamental parts of wormhole pvp. Since assuming it makes an ass out of you and me, why don't you clarify it?

Because there are other ways to achieve the first two goals without causing the third and many of us don't see why you don't use those other ways and insist on sticking to the one that is the reasoning behind all this anger in the thread.

To clarify my point, we don't care about slower and more risky rage rolling (At least the majority of us). We do care the the fundamental aspects of wormhole pvp are being changed in such a way that many more advantages are being given to larger groups and the defending side of a wormhole. So what is preventing you from catering the change to achieve your specific goals you have stated in your dev blog and in this thread without causing the third goal.
Rroff
Antagonistic Tendencies
#1287 - 2014-08-25 18:40:14 UTC
Promiscuous Female wrote:

ah yes getting rolled out hrm

let's examine the mass exhaustion experience, shall we

I warp to my static with three dreads or w/e

I jump through, then jump back when my session timer exhausts

there is a 10 second window in which a counter-exhausting force could jump through, assuming the client responds in time (which it usually does)

the opposing rollers would have to be set up on your wormhole waiting for you to jump in in order to do that, and even if they did, they would be trapped on YOUR side of the wormhole by doing something so monumentally stupid

and I guess they don't have scouts where you live as by your post they are a nullsec-only feature


No offence but in the context of wormhole space that is one the of the daftest posts I've read in awhile... kindly do yourself a favor and head on down to Features & Ideas Discussion or something where you might be a little less out of your depth.
Maduin Shi
MAGA Inc
#1288 - 2014-08-25 18:40:19 UTC
Promiscuous Female wrote:
Maduin Shi wrote:
Retar Aveymone wrote:

Nullsec has been desperately agitating for changes. As nullsec requires adaptability nullsec does not have the same reflexive rage at changes in mechanics that require you to adapt: in fact, veterans relish mechanics changeups that force us out of sclerotic ways of doing things that were optimized years ago and force us to use our noggins.


Great lets put this change on cynos, jump bridges and nullsec stargates and we'll see how you guys "adapt". I would relish the feedback thread.

the distance thing already exists on gates, is meaningless on jump bridges, and anything that comes through a cyno in nullsec has the EHP to deal with it

but by all means continue tossing darts at the Perceived Nullsec Entitlement board to see if you can get a bullseye


Its only a question of adding more randomness and/or spacing between ships before it becomes a problem for you too, whether you choose to acknowledge it or not. Then you'll see where we're at with this thing. I have no beef with null, but the idea that you can "adapt" to random spawns (aside from deciding not to spawn) is foolishness.
Syndiaan
Caldari Provisions
Caldari State
#1289 - 2014-08-25 18:40:32 UTC
Promiscuous Female wrote:
Quote:
Syndiaan wrote:
seeing as this change does not remove rolling holes and is not removing the ability to scan down chains of holes for pvp, I fail to see your point

now if you are arguing that it removes risk-free searching for PvP then yes, that is the entire point


I dont understand how you consider jumping capitals over into a system where you can get rolled out with no backup to come help you is "risk free". In nullsec you just send out scouts to find pvp and then signal the fleet to come on over, sounds a lot less risky to me.

ah yes getting rolled out hrm

let's examine the mass exhaustion experience, shall we

I warp to my static with three dreads or w/e

I jump through, then jump back when my session timer exhausts

there is a 10 second window in which a counter-exhausting force could jump through, assuming the client responds in time (which it usually does)

the opposing rollers would have to be set up on your wormhole waiting for you to jump in in order to do that, and even if they did, they would be trapped on YOUR side of the wormhole by doing something so monumentally stupid

and I guess they don't have scouts where you live as by your post they are a nullsec-only feature


That is not true at all, they can have a capital ship cloaked up on your side and as soon as you jump your cap over to roll it they uncloak and jump theirs. you are now stuck on their side with a capital in your face and a subcap fleet showing up on D-scan.

Granted yeah if you are rage rolling that is not an issue because you will have eyes on the hole the whole time. I still do not see how you can sit there and say "wahhhh, risk free boat is over" when all you guys do is use intel channels and frigate scouts.
Rroff
Antagonistic Tendencies
#1290 - 2014-08-25 18:42:58 UTC  |  Edited by: Rroff
Syndiaan wrote:


That is not true at all, they can have a capital ship cloaked up on your side and as soon as you jump your cap over to roll it they uncloak and jump theirs. you are now stuck on their side with a capital in your face and a subcap fleet showing up on D-scan.

Granted yeah if you are rage rolling that is not an issue because you will have eyes on the hole the whole time. I still do not see how you can sit there and say "wahhhh, risk free boat is over" when all you guys do is use intel channels and frigate scouts.


Ah the good old cloaky thanny :D (only done it once myself but had a few try it on us - so far unsuccessfully).


EDIT: Honestly though if your rage rolling the chances of the people you open into having probes already out and a fleet on standby to take advantage of the window while your cap is bouncing or slowboating is fairly small - most likely their fleet will land as your about to jump back anyhow and thats assuming they are on the ball and ready to commit to a fight without knowing what they are up against. That extra turn around time to collapse just due to increasing risk which only actually applies in fringe cases is daft.
Maduin Shi
MAGA Inc
#1291 - 2014-08-25 18:44:44 UTC
epicurus ataraxia wrote:
Rroff wrote:
Funny how the only people who support this change are... well pretty much goonswarm...



Yes, we know who decided this change.
Never thought I would say Dinsdale was right.


He was right.
Promiscuous Female
GBS Logistics and Fives Support
#1292 - 2014-08-25 18:46:09 UTC
Syndiaan wrote:
Promiscuous Female wrote:
ah yes getting rolled out hrm

let's examine the mass exhaustion experience, shall we

I warp to my static with three dreads or w/e

I jump through, then jump back when my session timer exhausts

there is a 10 second window in which a counter-exhausting force could jump through, assuming the client responds in time (which it usually does)

the opposing rollers would have to be set up on your wormhole waiting for you to jump in in order to do that, and even if they did, they would be trapped on YOUR side of the wormhole by doing something so monumentally stupid

and I guess they don't have scouts where you live as by your post they are a nullsec-only feature


That is not true at all, they can have a capital ship cloaked up on your side and as soon as you jump your cap over to roll it they uncloak and jump theirs. you are now stuck on their side with a capital in your face and a subcap fleet showing up on D-scan.

Granted yeah if you are rage rolling that is not an issue because you will have eyes on the hole the whole time. I still do not see how you can sit there and say "wahhhh, risk free boat is over" when all you guys do is use intel channels and frigate scouts.

I don't get the "frigate scout" thing, it's not like covert ops frigates are banned from wspace, you guys use them too, what is even the deal with that

and yes, i was talking about rage rolling -- the idea of someone scrambling together a multi dread force in the 20, maybe 30 second window (the extra 10-20s is for your scout to bounce around the system a bit and dscan) to counter roll your hole like you describe is, frankly, ludicrous

it takes longer than that for the capital ships to even accelerate and decelerate from warp

it's that scenario in which hole rolling is safe (outside of pilot error) and the situation that this change is intending to dissolve
Rroff
Antagonistic Tendencies
#1293 - 2014-08-25 18:48:13 UTC
Promiscuous Female wrote:

it's that scenario in which hole rolling is safe (outside of pilot error) and the situation that this change is intending to dissolve


Which it absolutely does nothing to address in any meaningful way - the only time the supposed increased risk actually applies in a meaningful way is in fringe cases and in those fringe cases it has a hugely negative impact on smaller entities.

Even your own post I'm quoting part from highlights that the risk factor isn't really a factor.
Syndiaan
Caldari Provisions
Caldari State
#1294 - 2014-08-25 18:48:43 UTC
Rroff wrote:
Syndiaan wrote:


That is not true at all, they can have a capital ship cloaked up on your side and as soon as you jump your cap over to roll it they uncloak and jump theirs. you are now stuck on their side with a capital in your face and a subcap fleet showing up on D-scan.

Granted yeah if you are rage rolling that is not an issue because you will have eyes on the hole the whole time. I still do not see how you can sit there and say "wahhhh, risk free boat is over" when all you guys do is use intel channels and frigate scouts.


Ah the good old cloaky thanny :D (only done it once myself but had a few try it on us - so far unsuccessfully).


We have done it to people and people have done it to us successfully plenty of times.

Promiscuous Female
GBS Logistics and Fives Support
#1295 - 2014-08-25 18:52:19 UTC
Rroff wrote:
Promiscuous Female wrote:

it's that scenario in which hole rolling is safe (outside of pilot error) and the situation that this change is intending to dissolve


Which it absolutely does nothing to address in any meaningful way - the only time the supposed increased risk actually applies in a meaningful way is in fringe cases and in those fringe cases it has a hugely negative impact on smaller entities.

Even your own post I'm quoting part from highlights that the risk factor isn't really a factor.

cap ships landing outside of the activation range of the wormhole adds plenty of risk

a machariel is blessed with a generous top speed and cruiser-class warp speed -- it can easily land on the wormhole and bump a cap on grid before it can slowboat back to the hole

any caps attempting to warp to perches can be stymied by an interdictor, which is also blessed with a generous warp speed

sure, the caps will probably warp to their perch or celestial or whatever (luv 2 heat my mwds in caps to warp in 12s) but they sure as heck aren't making it back in range of the hole with a bubble on it

granted i am assuming perfect response times and no human error from either party in these scenarios but that is basically how everyone describes eve so here we are
Syndiaan
Caldari Provisions
Caldari State
#1296 - 2014-08-25 18:53:41 UTC
Promiscuous Female wrote:
Syndiaan wrote:
Promiscuous Female wrote:
ah yes getting rolled out hrm

let's examine the mass exhaustion experience, shall we

I warp to my static with three dreads or w/e

I jump through, then jump back when my session timer exhausts

there is a 10 second window in which a counter-exhausting force could jump through, assuming the client responds in time (which it usually does)

the opposing rollers would have to be set up on your wormhole waiting for you to jump in in order to do that, and even if they did, they would be trapped on YOUR side of the wormhole by doing something so monumentally stupid

and I guess they don't have scouts where you live as by your post they are a nullsec-only feature


That is not true at all, they can have a capital ship cloaked up on your side and as soon as you jump your cap over to roll it they uncloak and jump theirs. you are now stuck on their side with a capital in your face and a subcap fleet showing up on D-scan.

Granted yeah if you are rage rolling that is not an issue because you will have eyes on the hole the whole time. I still do not see how you can sit there and say "wahhhh, risk free boat is over" when all you guys do is use intel channels and frigate scouts.

I don't get the "frigate scout" thing, it's not like covert ops frigates are banned from wspace, you guys use them too, what is even the deal with that

and yes, i was talking about rage rolling -- the idea of someone scrambling together a multi dread force in the 20, maybe 30 second window (the extra 10-20s is for your scout to bounce around the system a bit and dscan) to counter roll your hole like you describe is, frankly, ludicrous

it takes longer than that for the capital ships to even accelerate and decelerate from warp

it's that scenario in which hole rolling is safe (outside of pilot error) and the situation that this change is intending to dissolve


Why do you insist on wormhole people looking to find content to have to risk billions of isk in order to do so?

Yes we use cov ops to scout just like you, the difference is you don't have to roll holes or scan out the systems. Spend the time scanning out all the sigs in the chain, just to find out there is nothing there. Now we have to come back and deal with rolling the wormhole with capitals getting shot out 20km away, so the choice is to either warp off and warp back or slowboat in a capital 20km. After that is done guess what, rinse and repeat, sometimes can take 10 + times doing it before you find something worth doing.
Rroff
Antagonistic Tendencies
#1297 - 2014-08-25 18:55:45 UTC
Promiscuous Female wrote:

cap ships landing outside of the activation range of the wormhole adds plenty of risk

a machariel is blessed with a generous top speed and cruiser-class warp speed -- it can easily land on the wormhole and bump a cap on grid before it can slowboat back to the hole

any caps attempting to warp to perches can be stymied by an interdictor, which is also blessed with a generous warp speed

sure, the caps will probably warp to their perch or celestial or whatever (luv 2 heat my mwds in caps to warp in 12s) but they sure as heck aren't making it back in range of the hole with a bubble on it

granted i am assuming perfect response times and no human error from either party in these scenarios but that is basically how everyone describes eve so here we are


It adds plenty of meaningless risk if there is no one there to exploit that risk and 99 times out of 100 there simply isn't someone there to exploit that risk while in the mean time adding extra tedium just to add risk to fringe cases. Is it really that difficult to understand?
Promiscuous Female
GBS Logistics and Fives Support
#1298 - 2014-08-25 18:56:19 UTC
Syndiaan wrote:
Why do you insist on wormhole people looking to find content to have to risk billions of isk in order to do so?

Yes we use cov ops to scout just like you, the difference is you don't have to roll holes or scan out the systems. Spend the time scanning out all the sigs in the chain, just to find out there is nothing there. Now we have to come back and deal with rolling the wormhole with capitals getting shot out 20km away, so the choice is to either warp off and warp back or slowboat in a capital 20km. After that is done guess what, rinse and repeat, sometimes can take 10 + times doing it before you find something worth doing.

the point here is that you don't actually have to risk billions of isk to do so, it just makes it faster

a game mechanic becoming LESS feasible is not the same thing as making it UNFEASIBLE

the change is slowing down the rate at which you can do this by adding the risk + warp or slowboat factor
Promiscuous Female
GBS Logistics and Fives Support
#1299 - 2014-08-25 18:59:23 UTC
Rroff wrote:
Promiscuous Female wrote:

cap ships landing outside of the activation range of the wormhole adds plenty of risk

a machariel is blessed with a generous top speed and cruiser-class warp speed -- it can easily land on the wormhole and bump a cap on grid before it can slowboat back to the hole

any caps attempting to warp to perches can be stymied by an interdictor, which is also blessed with a generous warp speed

sure, the caps will probably warp to their perch or celestial or whatever (luv 2 heat my mwds in caps to warp in 12s) but they sure as heck aren't making it back in range of the hole with a bubble on it

granted i am assuming perfect response times and no human error from either party in these scenarios but that is basically how everyone describes eve so here we are


It adds plenty of meaningless risk if there is no one there to exploit that risk and 99 times out of 100 there simply isn't someone there to exploit that risk while in the mean time adding extra tedium just to add risk to fringe cases. Is it really that difficult to understand?

there's plenty of meaning -- it makes the activity interdictable by those with sharp reaction times and good planning where it could not realistically be interdicted before

the consistency at which the risk is realized is not and will never be an issue here
Rroff
Antagonistic Tendencies
#1300 - 2014-08-25 19:03:22 UTC
Promiscuous Female wrote:

there's plenty of meaning -- it makes the activity interdictable by those with sharp reaction times and good planning where it could not realistically be interdicted before

the consistency at which the risk is realized is not and will never be an issue here


The activity is already interdictable by those with sharp reaction times, good planning and the balls to go for it.