CCP Fozzie wrote:MT Sackett wrote:Ok I think I have read every post in dozens and dozens of pages in several threads, I have yet to see a CCP comment or reason on making the grav sites into anoms. There are plenty of ores in belts to mine in all but wormholes, so its not a lack of mining areas. Wanting to make wormhole mining easier ? Worm hole life is supposed to be hard. Wanting to make more parts of game easy to acess? Well if that is the reason, wow. How about putting on a probing module and go look. Exploring is supposed to be a bigger deal ? Now the grav sites will be on your screen and one click away ? That is not exploring.
What is the purpose of the change of grav sites to anoms ?
Thanks
We'd rather have the challenge provided by other players than by us.
The problem I see is that if you shift the equation too much in the favor of the predator you will reduce the supply of prey,
This is exactly why I think the changes to combat anoms are so poorly conceived as it's based on the same faulty logic that has so many people calling for moving L4's to low sec.
Increase the risk too much and people will find alternative activities and the only ones that continue in said activities will be those most prepared. This is why hunters use blinds and try to remain silent, because it's damned hard to bag a deer that has heard humans in the area, they'll be skittish and quick to bolt. Where as if they feel secure and safe they'll just stand around doing their things.
Having grav sites so that they had to be probed down provided a heightened sense of security to those who mined in them. This heightened sense of security would tend to make them slower to react to danger which in turn provided opportunities that skilled predators could take advantage of.
If you really want to increase the amount of conflict, then you need to create greater incentives for people to have their ships in space. Preferably low or null space. You also have to give the prey a fighting chance otherwise you end up with a situation where they are hunted to extinction which in this case means players cease engaging in the dangerous activity.
Consider Forsaken hubs, you think the problem is that they are too easy which prevents other anoms from being used, so rather than adjust the other anoms to be more similar to the popular forsaken hubs you change the forsaken hubs to suck just as much as the others. You do this without understanding why Forsakens are so popular a choice in the first place, you seem to think it's the lack of scrams that are their primary draw, while the thing that actually makes the other anoms unpopular is not the scram part but the fact that you can not effectively engage frigates with the ships required to tank them or the weapon systems most suitable for dealing with larger ships.
The lack of scramblers is a nice bonus but it's not the reason why people avoid the other anoms. Don't believe me, leave the frigates out and put warp disruptors on the dire cruisers and see if that changes which anoms are used the most.
The problem is that for the most part mission rats orbit at long range, requiring the use of long range weaponry/ammo that is poorly suited for use against close orbiting high speed targets (frigates) the AI changes further complicated matters because it effectively removed the traditional counter for frigates in PVE content, since drones are on the KOS list of the rats they are extremely difficult to use to deal with rats that can get in under those long range weapon systems that are required to engage the cruisers and above.
The hub change will not cause people to team up to make poorer rewards than they could get running L4's in high sec (which is actually pretty pathetic isk/hr if you don't play the LP market) They will move to other activities (high sec L4 alts for example) which will make null even more of a ghost town than it normally is.
What you should be doing is figuring out ways to increase the numbers of ships flying in space. Remove the frigates from more anoms, increase the bounties on the frigates in the lower level anoms so that there is some incentive to run them. Hell why not be able to make decent isk/hour on all those little frig heavy anoms, give people the option to speed boat them in smaller ships built specifically to fight frigates. Would it really be all that horrible if a newer player in rifter could make 10 mil or so a tick running the basic anoms?
As it stands now a fully upgraded system in null can support 2-3 ratters. 2-3 while there are what 20+ anoms in those systems that are being ignored because they just aren't worth messing with. If those other anoms were changed to make them more attractive then you'd have more pilots in null earning their isk, creating more targets for the roaming gangs to hunt. Driving more conflict and generating more content.
Not to mention the fact that making the content more difficult introduces a selection bias towards harder to kill prey, So not only will the change to Forsaken hubs decrease the number of potential targets it will result in those remaining targets being better prepared and harder to catch/kill.