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Thread Statistics | Show CCP posts - 5 post(s) |
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CCP Fozzie
C C P C C P Alliance
9497
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Posted - 2014.03.23 19:40:00 -
[1] - Quote
Hey everyone. Team Five O has been working on a few concepts for improvements to wormhole mechanics and we wanted to run one idea by you all to start some discussion in the community. This idea has already been discussed with the CSM, and we don't currently have specific plans to implement it but we think it's at least worth getting discussion started.
We have been thinking about and discussing the way that the Sensor Overlay has affected Wormhole life, mainly in the ease with which players can now observe new wormhole signatures appearing (which often indicates that the entry of hostile players may be imminent). We investigated what would be involved with delaying the appearance of signatures on the sensor overlay, but that solution is somewhat unsatisfactory since players could always return to the old trick of spamming probe scans to check for the new sigs. Basically, the Sensor Overlay had only made the existing problem more visible, and it would be better if we could get right to the source.
The potential change would be to delay the appearance of the signature beacon when K162 dungeons spawn. This would prevent the dungeon from appearing on probe scans or the Sensor Overlay.
This change would make life in wormholes a bit less safe, and increase the sense of real danger that unknown space should include. The flipside is that actively hunting for pvp in wormholes should present more targets that have a slightly shorter notice to your arrival.
The delay could take a few potential forms, either a set timer of a couple minutes, a timer that has random elements or even one that is variable depending on the amount of mass that passes through the wormhole.
This would obviously be a very significant change to wormhole mechanics, and we think it may be a very good opportunity to shake up wormhole life and further encourage the best parts of the wormhole experience.
I'd like to repeat that this change is currently not planned for any specific release, but we would like to start community discussion on the idea and see where it goes.
Let us know what you think in this thread, and we'll be watching closely. Thanks! -Fozzie Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Ali Aras
Noir. Noir. Mercenary Group
642
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Posted - 2014.03.23 19:49:00 -
[2] - Quote
Is "appears on probe scans but not sensor overlay" not possible?
e: I can't read. It seems like "spam probes" is a sort of interesting "vigilance" option, (akin to spamming d-scan, which is already a thing)-- the careless get caught, the careful can still avoid things. OTOH, while I'm interested in this, I'm not a full-time wormholer, so I'll butt out :P http://warp-to-sun.tumblr.com -- my blog |
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CCP Fozzie
C C P C C P Alliance
9497
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Posted - 2014.03.23 19:52:00 -
[3] - Quote
Ali Aras wrote:Is "appears on probe scans but not sensor overlay" not possible?
Yes, it's very possible, but it doesn't handle the problem ass comprehensively as this.
We talked about this at the summit, remember? Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Ali Aras
Noir. Noir. Mercenary Group
642
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Posted - 2014.03.23 19:53:00 -
[4] - Quote
I'm bad at reading :( See edit. http://warp-to-sun.tumblr.com -- my blog |
Saede Riordan
Alexylva Paradox
6067
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Posted - 2014.03.23 19:53:00 -
[5] - Quote
This is a rather drastic change to the balance equations and the way wormhole space is navigated, no longer could K162s be reliably expected as methods of travel, system security would become a nightmare, wormhole travel 'direction' would become one way, down the chain.
One suggestion that I think would balance it decently: Make the signature appear when someone warps to the site. This means, if a scout K162s in, they can warp off the wormhole without the wormhole being detected, its when they go back that a signature is generated.
Torn from grace, gotta find your faith or the devils gonna claim your soul
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James Arget
Future Corps Sleeper Social Club
284
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Posted - 2014.03.23 19:55:00 -
[6] - Quote
I'll get my full post written out when this townhall is over, saving my spot in line for now. CSM 8 Representative
http://csm8.org |
Uncle Traveling Matt
Dragonfire Industries Weyr Syndicate
25
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Posted - 2014.03.23 19:56:00 -
[7] - Quote
To me this potential change reaks of another hi-sec type nerf to discourage "safe" areas of resource gathering and sig farming. IMHO, there is enough danger presented as there are always WH entrances and exits that need to be scouted/monitored while doing anything basically.
I dissaprove.
UTM
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CCP Fozzie
C C P C C P Alliance
9497
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Posted - 2014.03.23 19:56:00 -
[8] - Quote
CCP Fozzie wrote:Hey everyone. Team Five O has been working on a few concepts for improvements to wormhole mechanics and we wanted to run one idea by you all to start some discussion in the community. This idea has already been discussed with the CSM, and we don't currently have specific plans to implement it but we think it's at least worth getting discussion started.
We have been thinking about and discussing the way that the Sensor Overlay has affected Wormhole life, mainly in the ease with which players can now observe new wormhole signatures appearing (which often indicates that the entry of hostile players may be imminent). We investigated what would be involved with delaying the appearance of signatures on the sensor overlay, but that solution is somewhat unsatisfactory since players could always return to the old trick of spamming probe scans to check for the new sigs. Basically, the Sensor Overlay had only made the existing problem more visible, and it would be better if we could get right to the source.
The potential change would be to delay the appearance of the signature beacon when K162 dungeons spawn. This would prevent the dungeon from appearing on probe scans or the Sensor Overlay for up to a few minutes.
This change would make life in wormholes a bit less safe, and increase the sense of real danger that unknown space should include. The flipside is that actively hunting for pvp in wormholes should present more targets that have a slightly shorter notice to your arrival.
The delay could take a few potential forms, either a set timer of a couple minutes, a timer that has random elements or even one that is variable depending on the amount of mass that passes through the wormhole.
This would obviously be a very significant change to wormhole mechanics, and we think it may be a very good opportunity to shake up wormhole life and further encourage the best parts of the wormhole experience.
I'd like to repeat that this change is currently not planned for any specific release, but we would like to start community discussion on the idea and see where it goes.
Let us know what you think in this thread, and we'll be watching closely. Thanks! -Fozzie
Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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mkint
1090
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Posted - 2014.03.23 20:00:00 -
[9] - Quote
lol, first you add sensor overlay, then you make it mandatory because 90% of your players would shut it off altogether and that doesn't look good on a resume, and now you're realizing it's causing problems? Who'da thunk.
I'm not a WH dweller, but it makes sense to me to have no sensor overlay at all outside of empire space or maybe even have it highsec-only, especially in w-space. It removes the exploration part of exploration.
From a logical point of view, a wormhole is a wormhole. Why should it make a difference in what end it's being probed out? It's already leaning in favor of whoever's on the other side because they'll already be at 0m to the wormhole and the k162 side would still need to be probed out. The aggressors already have a time advantage.
edit: and isn't the no local supposed to be the make-it-easy-for-bored-nullbear-aggressors factor? Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |
Quincy Thibaud
Aperture Harmonics No Holes Barred
0
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Posted - 2014.03.23 20:01:00 -
[10] - Quote
This is good. I approve.
While you're at it, how about making ships that enter a null or low sec system from a WH in that system have a delayed appearance in local?
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Darren Fox
NorCorp Enterprise No Holes Barred
31
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Posted - 2014.03.23 20:02:00 -
[11] - Quote
Thank you for considering this. Today it is too easy to passively catch K162s. I am not sure I'd like the K162 being too delayed from probes though. How about 2 minute delay before it can be scanned down and 4 minutes before overlay shows it? |
Two step
Aperture Harmonics No Holes Barred
4496
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Posted - 2014.03.23 20:03:00 -
[12] - Quote
Sounds like a good change to me. Right now, many groups are farming wormholes nearly risk free. I'd like to see it based on time and on the number of ships that have passed through the hole. So maybe it takes 5 minutes +/- 2 minutes to show up, or when 2 (or maybe 3) ships jump through, whatever happens first. Perhaps the base time might be scaled on wormhole class, so C5/C6 residents have to wait longer for the K162s to show up, while the lower classes would have a little more warning time. CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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Proclus Diadochu
Obstergo Red Coat Conspiracy
1313
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Posted - 2014.03.23 20:08:00 -
[13] - Quote
By removing the option for probing and seeing a signature on scan, I feel that this will surely increase the risks and danger to wormholes. That being said, I'm of the opinion that making probing options delayed for any amount of time would unbalance the mechanic. If you can't scan, probe, see, or anything of a K162, then what option does the receiving end have?
This option gives the leg up to the aggressor without providing an alternative to those who are proactive on the receiving end of a wormhole. I am all for changing the discovery scanner to only allow an update upon session change or probing for new signatures, but making a K162 unprobable is not an option I support, Fozzie :)
Thanks for pushing discussion from the CCP side, you are doing good things. Let's go ahead and require probing to be required for Grav sites again. That is a fix that would help wormholes too. Thanks CSM9 Candidate | Twitter: @autoritare | Gmail: [email protected] Campaign Thread: http://forums.eveonline.com/default.aspx?g=posts&t=325889 My Blog: http://casualcapsuleer.wordpress.com | No-Local News Writer/Editor |
Malcolm Shinhwa
Bad Touches
1362
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Posted - 2014.03.23 20:19:00 -
[14] - Quote
Something has to be done. But just when miners were getting excited about the possibilities of wh mining again based on compression arrays, now they will flee because their ore is all in anoms. I love ganking me some miners, but it hardly seems fair to leave them as sitting ducks for 2 minutes. They might as well warp to anom and set the self destruct timer. I know violence isn't the answer. I got it wrong on purpose. |
Klarion Sythis
Sky Fighters Sky Syndicate
241
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Posted - 2014.03.23 20:25:00 -
[15] - Quote
I like the change.
Wormholes are billed as the "dangerous unknown" part of EVE and this would get some of that feel back.
Specifically, I like the idea of delaying k162s from being probed for a period of time, and delay their appearance on the discovery scanner for a longer period of time. There are still ways to get some advance warning even if you can't probe down the sig, so I'm ok with not returning us to a previously mastered status quo. |
Alytus
ROC Deep Space The ROC
0
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Posted - 2014.03.23 20:27:00 -
[16] - Quote
CCP Fozzie wrote:
This change would make life in wormholes a bit less safe, and increase the sense of real danger that unknown space should include. The flipside is that actively hunting for pvp in wormholes should present more targets that have a slightly shorter notice to your arrival.
It would present more gank targets for sure. I'm all for the idea of making unknown space a bit more so, but asynchrony of information will lead to combat only when it heavily favors the party with the information. So in most cases that will lead to more dead ratters. Not entirely opposed to the idea, I just want to be honest about what kind of conflict it will create.
Perhaps there are other conflict drivers to consider? Though that is almost certainly outside the scope of this proposal. |
Nyx STeeLGamers
Murderous Inc
3
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Posted - 2014.03.23 20:27:00 -
[17] - Quote
I don't know how this change in k162 appearance delay will affect the quality of pvp for entities already willing to fight. I do know that this will lead to a decrease in Wh population for people living just for pve. The same sort of thing happened to c6 space where big groups purged pve entities in c6's. Don't think c6 is better off as a result. From what you are proposinf ccp fozzie, the quality of consensual pvp will remain unchanged but Wh ganking will increase. I'm not sure that's best for W-space. But hey, if you go through with this, we'll adapt. |
Klarion Sythis
Sky Fighters Sky Syndicate
241
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Posted - 2014.03.23 20:29:00 -
[18] - Quote
Saede Riordan wrote:This is a rather drastic change to the balance equations and the way wormhole space is navigated, no longer could K162s be reliably expected as methods of travel, system security would become a nightmare, wormhole travel 'direction' would become one way, down the chain.
One suggestion that I think would balance it decently: Make the signature appear when someone warps to the site. This means, if a scout K162s in, they can warp off the wormhole without the wormhole being detected, its when they go back that a signature is generated.
I think you've drastically missed what this change is talking about. K162s will still exist, can still be probed, and can still be navigated. There's just some undecided amount of delay before you can do so. Probably irrelevant in most cases except in the if a hostile fleet is already formed up on the other side.
Uncle Traveling Matt wrote:To me this potential change reaks of another hi-sec type nerf to discourage "safe" areas of resource gathering and sig farming. IMHO, there is enough danger presented as there are always WH entrances and exits that need to be scouted/monitored while doing anything basically.
I dissaprove.
UTM
Wormhole space is not highsec and should not be anything like it. There are other areas of space that offer varying degrees of safety, but wormhole space was never billed as being anything other than the most dangerous of space. |
Kiri Dasmijn
4 Marketeers Rura-Penthe
0
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Posted - 2014.03.23 20:31:00 -
[19] - Quote
Since I am a wormhole dweller, I will respond.
Not sure why the original changes to the Scanner Overlay were made to begin with. The old way is closer to what you are proposing.
In either case, I would remove all signatures as populating automatically in a wormhole. All would require a scan. (That's the old way, I suppose?). That was more 'dangerous'.
As for a delay, just plain silly. Breaks logic. I would not make them populate into the scanner without a scan. But we currently have this Sensor Overlay. So it only works in Hi/low/null sec? Breaks logic again.
If a delay is coming irregardless, then either dependent on mass, and/or number of activations.
The proposed change makes vigilance pointless and seems to punish those that are. Or the reverse, it just paves the way for free sneak attacks that are already pretty easy considering the probe scanner list populates everything except data/relic/wormholes.
In the above I am referencing Scanner Overlay and Probe Scan List separetely.
Wormhole PvP is not centered around detection (well, sort of but not in the way you think) in either case, it is centered around the life/mass/polarization of a womrhole. 99% of battles are on the wormhole, not out in the system. Ships don't warp off to that ore site to bait you, they wait at the hole with support on the other side. So doubt even if this was implimented things would change, except the bait would have to wait X time to be noticed. |
Intana Kreis
The Red Circle Inc.
1
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Posted - 2014.03.23 20:32:00 -
[20] - Quote
Klarion Sythis wrote: I think you've drastically missed what this change is talking about. K162s will still exist, can still be probed, and can still be navigated. There's just some undecided amount of delay before you can do so. Probably irrelevant in most cases except in the if a hostile fleet is already formed up on the other side.
The problem is not in the mechanic in and of itself - but in the fact that there is no good counter at all. Which is why the earlier suggestions of not allowing them to be passively detected - but allowing active detection seems to be better.
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Schwa Nuts
GoonWaffe Goonswarm Federation
27
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Posted - 2014.03.23 20:33:00 -
[21] - Quote
Two step wrote:Sounds like a good change to me. Right now, many groups are farming wormholes nearly risk free. I'd like to see it based on time and on the number of ships that have passed through the hole. So maybe it takes 5 minutes +/- 2 minutes to show up, or when 2 (or maybe 3) ships jump through, whatever happens first. Perhaps the base time might be scaled on wormhole class, so C5/C6 residents have to wait longer for the K162s to show up, while the lower classes would have a little more warning time.
I completely disagree with the notion that you can farm wormholes nearly risk free. Twice in two months I've lost my C5 capital fleet to logoff traps, and I had friends evicted from theirs just a few weeks ago. The merits of the change I'm still vascillating on, but the statement that its nearly risk free to farm wormholes is, in my opinion, just not true.
There seems to be a lot of angry ranting from gankers who feel like they should be given as many advantages as possible in order to win a fight. If there is enough preparation on the side of those looking for the fight, they have, as it stands, a pretty clear advantage already. |
Nyx STeeLGamers
Murderous Inc
7
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Posted - 2014.03.23 20:35:00 -
[22] - Quote
If you really would like to make wormholes more fun and pvp oriented CCP Fozzie then please change the mechanic where a wormhole doesn't spawn on the other side till its warped to. Change it to spawning on both sides the minute it appears on static side. This is a much better change than delaying it on the k162 side. |
Raddan Eldre'Thalas
4 Marketeers Rura-Penthe
3
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Posted - 2014.03.23 20:38:00 -
[23] - Quote
I have to disagree with this change,
Wormholes are already dangerous, even if your on your A-game the situation can change in a matter of moments. Most of the hunting that takes place in wormholes is done directly on the hole. Now we just have a bunch of ships sitting around a hole for X-amount of minutes waiting for the sig to pop up.
pushing a delay timer will seriously unbalance the receiving end of a K162. If you want to increase the PvP in wormholes then give people a reason to come into a wormhole rather than chase them out, like adding content to attract visitors. Bringing in more people to wormholes will surely increase the PvP. |
Kurt Konrad Rimfrost
4 Marketeers Rura-Penthe
2
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Posted - 2014.03.23 20:38:00 -
[24] - Quote
These proposed changes concern me
I do live in a wormhole, and I have traveled into other parts of wormhole space. As of right now, from my experience, I do not feel that there is "little risk" without consistent and careful scouting of your own wormhole. I don't believe that those who actively plan ahead and run recon should be penalized for their play style because roaming fleets looking for pvp can't catch the well organized corporation off guard.
We have come across wormholes plenty of times where people where running PI and doing their own thing and never even noticed that they had an incoming hole. Why? because they aren't actively keeping an eye out. As of right now, you only know you have an incoming hole if you've scanned everything else down so you know which is the new signature that has shown up on scans. Then you still have to scan it down to find out if it's a wormhole or just a gas site that has spawned. Womhole dwellers who actively keep their Combat Anomaly's clear can make spotting sigs easier, but they still have to track and label their comsic signatures.
But to be fair, here are a couple of suggestions that might help with those who are of a different opinion:
- classify all ore and combat sites within W-space as Cosmic Signatures so that everything in womrhole space MUST be scanned. This away there are many more signatures that must actively be accounted for.
- Disable the Sensor Overlay in W-Space without changing the Probe Scanner mechanics
- IF you change the timing on any of the Cosmic Signature apperances, make the timing relevant to the level of the wormhole. For istance, C1 and C2 are not effected by changes, but C3 and C4 have a slight delay (less than a minute) while C5 and C6 can have a larger delay. HOWEVER, I an personally not in favor of changing this mechanic at all.
- Increase the reasons for people to come to W-Space in the first place. Higher traffic through W-Space equals more chances of PvP
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Kastsion Strax
4 Marketeers Rura-Penthe
1
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Posted - 2014.03.23 20:38:00 -
[25] - Quote
WH are a dangerous place already, do you really think you need to complicate that area of the game further? Also I think a tunnel though space time tearing open would be a fairly significant cosmic event at the level of tech the EVE universe seems to exist at I would say its safe to bet that much energy would not go unnoticed.
Allow us to intelligently defend our selves out there CCP, not every thing needs to be a meat grinder. |
Klarion Sythis
Sky Fighters Sky Syndicate
241
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Posted - 2014.03.23 20:40:00 -
[26] - Quote
Intana Kreis wrote:Klarion Sythis wrote: I think you've drastically missed what this change is talking about. K162s will still exist, can still be probed, and can still be navigated. There's just some undecided amount of delay before you can do so. Probably irrelevant in most cases except in the if a hostile fleet is already formed up on the other side.
The problem is not in the mechanic in and of itself - but in the fact that there is no good counter at all. Which is why the earlier suggestions of not allowing them to be passively detected - but allowing active detection seems to be better. Allowing active detection or not during the delay is a valid debate, but my response above was aimed at the apparent misconception that k162s simply cannot be found...or something. The person's concerns I was addressing seemed to be based in misunderstanding.
I'm still in favor of even a probing delay, but I understand that it represents a significant risk increase and perhaps everyone wouldn't care for that. There are still things you can do to be better prepared for any chain rolling fleets though, so it isn't totally without counters. |
Anhenka
Daktaklakpak. Red Coat Conspiracy
418
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Posted - 2014.03.23 20:41:00 -
[27] - Quote
Not a fan of any system that does not permit an active player to detect incoming threats.
Removal of auto update without probes? Go ahead.
Continuing ability to use probes to detect an incoming WH as soon as it spawns? Definately.
But If a party can get open up a WH, potentially far from any other celestial, then bring people into system for several minutes before it appears on system scan or probe scan, that really tilts things far too far in the aggressors favor.
Having alts in within dscan range of every celestial after closing all incoming holes and rolling static, then constantly spamming dscan on every one and hoping that they don't get a cloaky in between 2 second pings should not be a requirement for best possible safety. (Barring having been previously seeded)
Just my two cents. |
Proclus Diadochu
Obstergo Red Coat Conspiracy
1313
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Posted - 2014.03.23 20:46:00 -
[28] - Quote
Klarion Sythis wrote:Intana Kreis wrote:Klarion Sythis wrote: I think you've drastically missed what this change is talking about. K162s will still exist, can still be probed, and can still be navigated. There's just some undecided amount of delay before you can do so. Probably irrelevant in most cases except in the if a hostile fleet is already formed up on the other side.
The problem is not in the mechanic in and of itself - but in the fact that there is no good counter at all. Which is why the earlier suggestions of not allowing them to be passively detected - but allowing active detection seems to be better. Allowing active detection or not during the delay is a valid debate, but my response above was aimed at the apparent misconception that k162s simply cannot be found...or something. The person's concerns I was addressing seemed to be based in misunderstanding. I'm still in favor of even a probing delay, but I understand that it represents a significant risk increase and perhaps everyone wouldn't care for that. There are still things you can do to be better prepared for any chain rolling fleets though, so it isn't totally without counters.
Having a PVP fleet on standby incase you are dropped seems like one of the counter options I'd imagine you are eluding, however this requires numbers, and smaller groups won't be able to achieve this counter. This idea will make lower class wormholers struggle to find any reasonable counter to a gank.
This idea is great to catch the C5/C6 capital escalating farmers and would definitely harm their game, but the other wormhole residents throughout the area, and the larger picture has to be seen. What other counters could be considered that would make this change viable? CSM9 Candidate | Twitter: @autoritare | Gmail: [email protected] Campaign Thread: http://forums.eveonline.com/default.aspx?g=posts&t=325889 My Blog: http://casualcapsuleer.wordpress.com | No-Local News Writer/Editor |
Axloth Okiah
Future Corps Sleeper Social Club
336
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Posted - 2014.03.23 20:46:00 -
[29] - Quote
I disagree with there being no way of knowing whether there is a new sig or not. If "defenders" are on the ball and actively looking for incoming wormholes, they should be allowed to find them. Such blanket delay would also make seeding practically uncounterable.
imho the delay should be on the overlay and self-populating sig list, not when using probes (5-15 minutes?)
More helpful would be automatically spawning both sides of new holes, ie. no "not warping to the static" to keep K162 unspawned.... and delayed appearance in local when exiting a wormhole to nullsec, pretty please. W-Space Realtor |
Enta en Bauldry
EVE University Ivy League
11
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Posted - 2014.03.23 20:48:00 -
[30] - Quote
TLDR: dislike
I'll preface this by saying I'm all for shaking up W-Space. Be it through added randomization, new content or just changes to mechanics considered stable.
A two minute delay essentially provides two minutes of near-absolute(except for the split-second Dscan) cover for intel gathering and preparation for the entry side. In order to turn this into an advantage you need unfriendly people in space, assuming day-to-day business. This mostly influences ganks or gives the entry side a chance to quickly roll the hole if they end up connecting to entities they don't wish to.
W-Space often doesn't have enough targets, which seems to be a stated by many people from all areas of it, except for carebears and daytrippers. If this change does increase the amount of ganks in the long run anybody who doesn't like the new risk/reward pattern will pack up and leave. They don't necessarily have to be carebears. Ex: If a C3 corp can't fund its activities anymore because they lose too many assets to ganks instead of consensual or at least interesting PvP they leave. This will generate a new equilibrium where you'll probably end up getting a similar amount of PvP compared to now, just more holes will be empty. I'll let the C5-C6 guys speak for their own thing but farming in low-end WHs take quite a long time, where(assuming C3) sites only generate ~45M in loot. I sincerely believe that getting more corps into W-Space is the answer to the "not enough action" problem, which IMO can only be solved through making W-Space more interesting.
As for the opportunity to quickly roll the fresh hole: if you get connected to somebody you don't like, too bad. Deal with it or actually risk your battleship(low class) or dread(C5-6) to get rid of them. |
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