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[Hyperion Feedback Thread] K162 Signatures Appearing on First Jump

First post
Author
Qalix
Long Jump.
#141 - 2014-08-07 16:05:54 UTC
CCP Fozzie wrote:
Hey everyone, thanks for the feedback so far. Keep it coming.

We completely agree that the potential decrease in available connections (especially to K-space) is an issue to consider heavily. Thanks to all of you who have brought it up.

We're doing some investigating into setting a timer that will make the sig visible eventually even if nobody travels through it, and we'll let you know what we decide.

Glad the feedback is helpful.

I would like to take the opportunity to reiterate a point that is related (even though a timer takes care of it) just to keep it in mind as you go through the permutations: if the sig never spawns, the residents of the hole get all the benefits of closing a wh entrance without actually having to close an entrance. Yes, fewer connections is bad for connectivity (that was tautological...) in a general "life on the open road" sense, but since many residents want to keep themselves isolated, that line of reasoning should be kept in mind.
Meytal
Doomheim
#142 - 2014-08-07 16:27:49 UTC
CCP Fozzie wrote:
Hey everyone, thanks for the feedback so far. Keep it coming.

We completely agree that the potential decrease in available connections (especially to K-space) is an issue to consider heavily. Thanks to all of you who have brought it up.

We're doing some investigating into setting a timer that will make the sig visible eventually even if nobody travels through it, and we'll let you know what we decide.

Meytal wrote:
The real concern is one that was introduced with Odyssey in the first place: instant and free intel about what is happening in W-space. We know this is something that clearly concerns you guys given primarily the removal of API kill info from W-space. This change addresses the symptom, safety for the PvE fleets, but not the underlying root issue. It also adds issues of its own.

You guys are adding more and more complexity to all of this. More moving parts means more canwill break requiring more dev time to fix and more unhappy players complete with whining and complaining.

The Odyssey scanner changes are recent, maybe even new code. There should still be devs on staff who understand it, perhaps even the original authors. Is it worth all of this extra complexity and potential for added developer debugging time to avoid checking the type of the new item that just appeared in the system, and only showing the "Cosmic Signature" items if it's in the K-space universe or at more than 0% scanned?

It means more people will be scanning. That's good. They should be scanning in W-space.
Ang Min
CPD Adventures Pte. Ltd.
#143 - 2014-08-07 16:31:41 UTC
Meytal wrote:
The real concern is one that was introduced with Odyssey in the first place: instant and free intel about what is happening in W-space. We know this is something that clearly concerns you guys given primarily the removal of API kill info from W-space. This change addresses the symptom, safety for the PvE fleets, but not the underlying root issue. It also adds issues of its own.

In wormhole space, what we want, what you guys verbalize on the forums, and what the lore seems to support, is more unknown in W-space. Applied to this situation and signatures and the Discovery Scanner in particular, is that sigs and anomalies at 0% should not appear until scanned. Whether in the overlay in space, or whether in the scanner window, it should require probes to identify signatures in W-space. A value of 0% means you don't know anything about it, including that it even exists.

Only in W-space. Everywhere else, this is fine. It encourages exploration, and it encourages people to be exposed to wormholes more and more, ultimately leading to the increased traffic we saw when Odyssey landed.

W-space, however, should maintain its reputation for being a challenge and for being a place of unknowns. What challenge is there if you know, jumping in, what is there and what isn't unless you can already warp to it?

Because of the concerns over loss of connectivity in W-space from this, the planned change should not go into effect. Instead, as we have requested, the Discovery Scanner and the system overlay should be adjusted.

Because it would be different, some notice in the scanner window indicating that the scanner is not completely functional in W-space should be made, with the suggestion of dropping probes to fully recon the system.


The reason the timer option is bad, and that this whole idea should be scrapped, is that it removes risk. If I log into my C5 system, and I'm the first one online today and getting prepared for our farming session for the night, I'll scan the system. If I see only one wormhole, I could warp to it, see that it hasn't begun its natural cycle (or see that it has), and have a reasonable idea of whether the K162 exists, having a reasonable idea of my level of safety. I could also warp to additional wormholes, see that they are random outbound holes and thus also likely safe, and ignore them.

If, instead, I know that by warping to it that I will spawn the K162, I'm faced with a dilemna (ie, an interesting choice): do I warp to it, possibly spawning it, to verify that it hasn't already been opened, or do I take the chance that someone hasn't rolled into my system while no one was on, opened it, and then rolled off, leaving my now-opened static as the only wormhole in the system? What about that second wormhole? Is it a K162 or is it a random outbound? I have to warp to it, opening it, to find out.

Suddenly there is risk added that has less chance of existing with this change, and will most likely lead to collapsing that hole, also possibly leading to explosions.


Related to this, please also change the type of Ore sites back to signatures, instead of anomalies.


This analysis is well thought out and spot on. Sadly, I fear it will fall on deaf ears, as CCP just seems hell bent on plowing forward with these changes, regardless of all the objections and suggestions for better alternatives. :(
Qual
Knights of a Once Square Table INC.
#144 - 2014-08-07 17:03:08 UTC
LT Alter wrote:
Would it be possible for it to be made scannable when a ship lands on grid with the wormhole rather than on first jump. The time difference would be very small, but the difference that the people in the parent hole can't just warp to the wormhole and start it's life cycle without ever making it scannable on the other side. I feel that makes things a little bit too safe for wormhole residents in general, even though I am on myself.


+1

Spawning the other side when someone arrives on grid is a far better solution. This way a dedicated hunting group still keeps it edge, and the other hand holes will still be spawning due to normal searching, as you cant know the hole type without jumping on grid.
Constans Macob
Satori Inc.
#145 - 2014-08-07 17:21:10 UTC
Marox Calendale wrote:
Constans Macob wrote:
Why is this change being made? When scouting an unstable wormhole you warp to it, bookmark it while approaching and then jump. In a covert ops frig the reduced warning for the hunted parties from this change is a matter of seconds.

If the scouts are warping to the unstable wormhole, bookmarking it and then continuing to scout the current system rather than jumping through they're doing it wrong. They should bookmark the multiple unstable wormhole sigs (named differently so that nobody uses that bookmark for travel) then after scanning all sigs they should warp to the sig bookmark, remove the bookmark while in warp, upon landing bookmark the wormhole and jump through.

I don't see why this change is needed. Don't compensate for bad scouts with game mechanic changes.


Because ist not made to compemsate bad Scout, but to give pvp fleets better time to prepair for rushing into a hole. Forget the Scout. Just wait until all fleet members arrive at the hole and then jump into with the whole fleet. 1 Bubble + 1 dps in each belt and each combat site and catch what is possible...


So, you advise forming a fleet for an unknown target and then jump that fleet into an un-scouted hole.

Note to self, never join one of Marox Calendale's fleets.
Ang Min
CPD Adventures Pte. Ltd.
#146 - 2014-08-07 17:22:39 UTC
umnikar wrote:
Well I liked the old mechanic when signatures did not appear in dscan at all and we used deep space probes.


Yup. Those mechanics worked fine for over 4 years, and clearly fell into the "if it ain't broke, don't fix it" category. Yet they felt compelled to "fix" it in the Odyssey release anyway, and are now trying to throw more kluges into Hyperion to fix what was broken by the Odyssey "fix," rather than just admit they were wrong and revert it.

I attended both FanFest 2011 and 2013, and sat in on every w-space related forum, and the loud and clear message from the overwhelming majority in the room was: "Don't mess with wormhole space!" The devs and everyone agreed that it was one of the few things in Eve that was done right from the start. And yet here they are now mucking it all up. :(

Now, I would not mind some changes to spruce up w-space, but they should be related to content and what you can do in there, NOT to the mechanics and things that worked just fine.
Kirasten
Perkone
Caldari State
#147 - 2014-08-07 17:39:33 UTC
We asked for sigs to need to be scanned down with probes, you give us this. Is there a reason you just ignore the good suggestions we ask for?
No Inspiration
Eldar Army
#148 - 2014-08-07 18:00:47 UTC  |  Edited by: No Inspiration
I for one like this change.
Kudos.

Those talking about loss of w-space connectivity may have missed the "More and New Randomly Spawning Wormholes" and "Second Static for Class 4 Wormholes" parts.

CEO, Eldar Army.

Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#149 - 2014-08-07 18:05:45 UTC
CCP Fozzie wrote:

We're doing some investigating into setting a timer that will make the sig visible eventually even if nobody travels through it, and we'll let you know what we decide.

Nice! Best of both worlds then :)
Ang Min
CPD Adventures Pte. Ltd.
#150 - 2014-08-07 18:08:47 UTC
CCP Fozzie wrote:
Hey everyone, thanks for the feedback so far. Keep it coming.

We completely agree that the potential decrease in available connections (especially to K-space) is an issue to consider heavily. Thanks to all of you who have brought it up.

We're doing some investigating into setting a timer that will make the sig visible eventually even if nobody travels through it, and we'll let you know what we decide.


So, does this mean you're not investigating any of the many alternative suggestions people have posted? Sad

Ok, you let us know what you decide to ram down our throats, and we'll let you know when we decide to cancel our subscriptions and spend our money on Star Citizen and Elite Dangerous instead. Big smile
unimatrix0030
University of Caille
Gallente Federation
#151 - 2014-08-07 18:34:08 UTC
This change is good it restores balance between hunter and prey.
I would rather have the situation before oddesey but i take this.
The timers for the spawn of the k162 as sugested will be quite important though.
To less they prey will be hurt to much, to high and pve will be to easy.
My best geuss is between 1-4 hours.

No local in null sec would fix everything!

Maduin Shi
MAGA Inc
#152 - 2014-08-07 19:06:01 UTC
With a reasonable timer to automatically spawn the K162 on the other side of the new wormhole, this looks like a great change and will restore balance between hunters and site runners without destroying connectivity to K-space or allowing site runners to isolate their hole from the outside.

Please monitor the gameplay after the change is implemented to see if the hunting parties have sufficient time to survey the new wormhole system and find the PvP targets before they have a chance to POS up. The Discovery Scanner may have to be delayed a bit further to the point where the first ship to *decloak* off the K162 after jumping through, makes the sig appear on Discovery Scanner.

You can perhaps tilt the balance a little bit more in favor of the PvPers and implement a small change that allows probing to pick up the new 0% sig immediately for those that want to actively scan their wormhole for better security. You could even make it so that active scanning would "spawn" the K162 if a ship had warped to it from the other side but had not jumped through yet. That would be awesome. +1

Rei Moon
Perkone
Caldari State
#153 - 2014-08-07 20:05:54 UTC
Timer? 10mins? 10 hours?

Why can't we just have wormholes as they used to be? Sigs have to be scanned down? My cap won't spawn 20km away?

Down the pole podcast "Annhhh"

Wingzero Mileghere
The Scope
Gallente Federation
#154 - 2014-08-07 20:16:31 UTC
Shaklu wrote:
-1:
This is 100% anti-PVE, and will make it almost impossible to have any security at all in WHs.

Perhaps if you allowed players to warp to the WH and it didn't spawn K162, but then after a second, or third or fifth warp to the WH it would, that would make huge fleets less likely to gather up and then explode into a system, killing everybody.

Or allow it to not spawn for 5 minutes and/or 5 warps to the WH - if you want to scout it down, and see what type it is, you can. If you want to pop 50 ships through it to gank whoever is on the other side with 0 warning, you can't

PVPers will fight PVPers whenever they can, or at least when it looks fair.. but PVE players will just die in droves - driving them out of WHs where CCP has a terrible lack of interesting PVE content. This is yet another "get in a huge corp or die" patch, it seems



Carebear much?
Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#155 - 2014-08-07 20:33:57 UTC
This sounds decent enough, though I do share concerns about people deciding not to open a wormhole when they find out what class it is reducing the number of connections.

Honestly, I would prefer it if the directionality of wormholes went away. It would be much better if, when a wormhole spawns, the other side spawns as well (as the appropriate signature type rather than 162) that way it can be opened from either side, and it isn't obvious that someone has activated the link into that system.
Bibosikus
Air
#156 - 2014-08-08 00:20:51 UTC  |  Edited by: Bibosikus
When a ship arrives on a wormhole's grid, it should appear on the other side as a scannable signature (not an anomaly).

That's W-space.

Eagles may soar, but weasels don't get sucked into jet engines.

Tas Exile
Federal Navy Academy
Gallente Federation
#157 - 2014-08-08 02:12:11 UTC
Quote:
As of Hyperion, we are planning to have K162 signatures appear as soon as the first player jumps through their wormhole connection.



I am assuming this applies to all K162 wormholes? Not just those in J-space?

It might lead to a reduction in overall K162's appearing. I know personally that I warp to a lot of wormholes to see what type they are, but I don't go through unless it is the wormhole type that I am looking for. If there are a lot of players that do that we might see fewer K162's.

PilgrimInExile.wordpress.com

Qalix
Long Jump.
#158 - 2014-08-08 02:13:20 UTC
No Inspiration wrote:
I for one like this change.
Kudos.

Those talking about loss of w-space connectivity may have missed the "More and New Randomly Spawning Wormholes" and "Second Static for Class 4 Wormholes" parts.

More spawns doesn't mean more connections if no one jumps through. That's precisely the problem.
Fluffi Flaffi
Royal Amarr Institute
Amarr Empire
#159 - 2014-08-08 07:08:37 UTC
Anize Oramara wrote:
this is another great change for the upcoming nullsec patch. this will allow us to make better use of all the wormholes we get in our ratting system (from that wh spawning upgrade) for both killing farming wormholers while at the same time keeping our ratters safe if we don't want to pvp.

+1 from me.

also what is all these wh people doing commenting on a nullsec patch?


No. I am quite sure you misunderstood that.
WHs originating from W-space to 0.0 will now only spawn as someone jumps through. So when you are happy to kill wormhole farmes they / we are happy to do the same thing with your ratters in 0.0
Anize Oramara
WarpTooZero
#160 - 2014-08-08 09:18:51 UTC
Fluffi Flaffi wrote:
Anize Oramara wrote:
this is another great change for the upcoming nullsec patch. this will allow us to make better use of all the wormholes we get in our ratting system (from that wh spawning upgrade) for both killing farming wormholers while at the same time keeping our ratters safe if we don't want to pvp.

+1 from me.

also what is all these wh people doing commenting on a nullsec patch?


No. I am quite sure you misunderstood that.
WHs originating from W-space to 0.0 will now only spawn as someone jumps through. So when you are happy to kill wormhole farmes they / we are happy to do the same thing with your ratters in 0.0

it was a sarcastic post. dont read too much into it.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3