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corbexx
eXceed Inc. No Holes Barred
409
|
Posted - 2014.07.02 06:40:00 -
[1] - Quote
I'd like to start a little things thread for w-space stuff.
So please post away on what you think could be little improvements. Please try to give a reason why it should be done and explain the reasoning.
eg.
Could we get more dynamics. This could help us in a couple ways giving us access to more wormholes for pew pew or making logistics easier.
Several things.
Please be constructive. Try to keep it on topic, I appreciate this is the wh section and thats alot to ask. For the love of bob and all that is holy "POS's" are not a bob damn, mother ******* "LITTLE THING"
Corbexx for CSM 9 - Wormholes deserve better |

corbexx
eXceed Inc. No Holes Barred
409
|
Posted - 2014.07.02 06:41:00 -
[2] - Quote
Reserved.
Pos's (already put this down as I know one of you clowns will post it some where in the thread even though its not a little thing) Corbexx for CSM 9 - Wormholes deserve better |

Amak Boma
Dragon Factory
4
|
Posted - 2014.07.02 07:02:00 -
[3] - Quote
i agree we should have more dynamic connections both from wormhole to another wormhole but would be great if more connections from k-space to wormhole and vice versa.
oh the pos is not little thing except small towers loving to use those for staging or draining wormhole off sites then move out and occupy another to take all anoms/sigs well dont see anything wrong with pos in wh except the new pos modules that gonna be added , one of them is allowed in nullsec only, why not allow it to be anchored and used i wormhole.
well theres problem with flux generator upgrade it does not generate wormholes at all in upgraded nullsec systems it should be looked into and to be fixed.
|

Axloth Okiah
Future Corps Sleeper Social Club
438
|
Posted - 2014.07.02 07:04:00 -
[4] - Quote
imho the way forward is to boost number and frequency of wh connections and make isolation more difficult, so: - crank up the number of random WH connections in general - dual static C4s - autospawn new holes in lets say 5-10 minutes to prevent leaving the static closed - K162 signatures show up on overlay with delay (5-10 minutes again?) - but NOT when using probes
- absolutely great would be some change/mechanic to make crashing of unwanted holes more risky. It is currently way too safe to suddenly crash a connection even with hostiles inside and thus isolate yourself from all danger. Maybe add a warp-in deviation that gradually increases with ships mass (slowboating caps, yay)? Or some deployable to mess with holes mass to make it less predictable.
also: - make black holes less ****
crazy idea, not thought through: - it would be hilarious if there was a mechanic to increase a chance of getting visitors when farming, like a chance of escalations to spawn an on-grid WH (no idea about distance, 100-200km?) leading to somebody else Sun? Maybe with some msg in local? Or add a structure to attract these escalation holes - Sleeper Reinforcements Beacon?
W-Space Realtor |

corbexx
eXceed Inc. No Holes Barred
410
|
Posted - 2014.07.02 07:06:00 -
[5] - Quote
Amak Boma wrote:i agree we should have more dynamic connections both from wormhole to another wormhole but would be great if more connections from k-space to wormhole and vice versa.
The dynamics was just as example.
Amak Boma wrote:well theres problem with flux generator upgrade it does not generate wormholes at all in upgraded nullsec systems it should be looked into and to be fixed.
It attually does work it just doesn't work how 99% of people think and so people assume its broken. Its not ideal though I will say that Corbexx for CSM 9 - Wormholes deserve better |

Angsty Teenager
Broski North Black Legion.
487
|
Posted - 2014.07.02 07:13:00 -
[6] - Quote
It would be nice if we could exempt wormhole effects from the shader settings.
Currently the shader setting has to be on high (or maybe it was at least medium) to actually show specific colors on the actual wormhole indicating what sort of system it goes to. You can still show info to get this info, but it's annoying. I also think it doesn't show the effects related to lifetime left either.
If you turn the shader settings to low you can't see these things. I like to use low settings for everything on most of my alts just for performance reasons, and it's sort of annoying to have to manually set shaders back up to high when I'm scanning.
Edit: Maybe I will try to upload to some screenshots later to show what I'm talking about if it's not clear. |

Bleedingthrough
Raptor Navy
49
|
Posted - 2014.07.02 07:17:00 -
[7] - Quote
Could we get fixed signature IDs? Signature ID change after DT is a pain in the ass. You basically have to probe down your pipe twice if you want to be sure about connectivity.
Could we get in game information about WH-effects/class? Siggy etc. provide that information. Should be available for everyone and instantly.
Can we get ore sites that have to be probed down? Mining in w-space ... would increase the amount of targets. :-) |

Hatshepsut IV
Cascading Failure Un.Bound
119
|
Posted - 2014.07.02 07:30:00 -
[8] - Quote
[quote=Bleedingthrough]Could we get fixed signature IDs? Signature ID change after DT is a pain in the ass. You basically have to probe down your pipe twice if you want to be sure about connectivity. quote]
No. just no.
On another note, can we get the ability to split the probe scanner and d-scan from the same nested window?
You too can start failing today! Reddit-áad | Cascading Failure Public Channel | Aspiring Failure
|

Jezza McWaffle
Pandora Sphere Disavowed.
128
|
Posted - 2014.07.02 07:40:00 -
[9] - Quote
Increase the number of random spawning connections between people in the same constellation as you. I think this could be interesting as then actually choosing what constellation to live in matters and it could help any new people to wormholes in choosing a low inhabited area to live. For those of us already settled it could obviously bring more PvP but the chances of connecting to the same people again can provide some fun tactics, ie seed 3 dreads into someone system while rolling for their hole to find them, and suddenly during PvP, 3 more dreads! C6 Wormhole blog http://holelotofwaffle.wordpress.com/ |

Ahost Gceo
Probe Patrol Ixtab.
157
|
Posted - 2014.07.02 07:41:00 -
[10] - Quote
Hatshepsut IV wrote:[quote=Bleedingthrough]Could we get fixed signature IDs? Signature ID change after DT is a pain in the ass. You basically have to probe down your pipe twice if you want to be sure about connectivity. quote]
No. just no.
On another note, can we get the ability to split the probe scanner and d-scan from the same nested window?
How about you support why you would say no to that? Its an idea I think will not greatly change things for good or bad, and quite honestly I've found myself sighing in the morning while staring at the siggy list knowing I'll have to scan everything down again. I'm a friggin' banana. |

Jezza McWaffle
Pandora Sphere Disavowed.
128
|
Posted - 2014.07.02 07:43:00 -
[11] - Quote
Ahost Gceo wrote:Hatshepsut IV wrote:[quote=Bleedingthrough]Could we get fixed signature IDs? Signature ID change after DT is a pain in the ass. You basically have to probe down your pipe twice if you want to be sure about connectivity. quote]
No. just no.
On another note, can we get the ability to split the probe scanner and d-scan from the same nested window?
How about you support why you would say no to that? Its an idea I think will not greatly change things for good or bad, and quite honestly I've found myself sighing in the morning while staring at the siggy list knowing I'll have to scan everything down again.
I can't actually figure out a reason why this idea sounds good but give me 10 mins  C6 Wormhole blog http://holelotofwaffle.wordpress.com/ |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
82
|
Posted - 2014.07.02 07:48:00 -
[12] - Quote
Will edit and elaborate further when I get home.
Return Ore sites to red anomalies. The WH itself moves over DT by anywhere up to a couple of km. Update BM location option: Right Click BM, Update to current co-ords or UPdate to current selected object's co-ords. Occasionally one of the C4 Data or Relic sites spawns Sleepers off-grid. I don't know if this is fixed or I just haven't seen it in a while. New environment backgrounds. Make the C1 and C2 backgrounds more unique from one another. Green C1's ftw. Security Status reset. Over time sec status slowly resets back to 0.0 while you're in WH space. Standings (maybe just negative) as well. Epithal and Warp Core Stabilisers. Noctis and Mobile Tractor Unit. |

Hatshepsut IV
Cascading Failure Un.Bound
120
|
Posted - 2014.07.02 07:51:00 -
[13] - Quote
Ahost Gceo wrote:Hatshepsut IV wrote:[quote=Bleedingthrough]Could we get fixed signature IDs? Signature ID change after DT is a pain in the ass. You basically have to probe down your pipe twice if you want to be sure about connectivity. quote]
No. just no.
On another note, can we get the ability to split the probe scanner and d-scan from the same nested window?
How about you support why you would say no to that? Its an idea I think will not greatly change things for good or bad, and quite honestly I've found myself sighing in the morning while staring at the siggy list knowing I'll have to scan everything down again.
Fine.
Because seeing which sigs are new vs from downtime is a very usefull way to judge activity and sort likely WH canidates from systems with 20+ sigs.
If you jump into a system 16 hours into a day with only two new sigs its a good bet that the new sigs are potentially k162s. It makes chasing down activity to shoot at easier. Like following breadcrumbs. You too can start failing today! Reddit-áad | Cascading Failure Public Channel | Aspiring Failure
|

Jezza McWaffle
Pandora Sphere Disavowed.
128
|
Posted - 2014.07.02 07:57:00 -
[14] - Quote
Hatshepsut IV wrote:Ahost Gceo wrote:Hatshepsut IV wrote:[quote=Bleedingthrough]Could we get fixed signature IDs? Signature ID change after DT is a pain in the ass. You basically have to probe down your pipe twice if you want to be sure about connectivity. quote]
No. just no.
On another note, can we get the ability to split the probe scanner and d-scan from the same nested window?
How about you support why you would say no to that? Its an idea I think will not greatly change things for good or bad, and quite honestly I've found myself sighing in the morning while staring at the siggy list knowing I'll have to scan everything down again. Fine. Because seeing which sigs are new vs from downtime is a very usefull way to judge activity and sort likely WH canidates from systems with 20+ sigs. If you jump into a system 16 hours into a day with only two new sigs its a good bet that the new sigs are potentially k162s. It makes chasing down activity to shoot at easier. Like following breadcrumbs.
This wouldn't change that, hes advocating that sigs already their before DT remain the same ID's, so any new sig gets a new ID, like it is now. C6 Wormhole blog http://holelotofwaffle.wordpress.com/ |

Dominus Alterai
Explorer Corps
97
|
Posted - 2014.07.02 08:09:00 -
[15] - Quote
Beating a dead horse here, but for the love of raptor space jesus:
ALLIANCE BOOKMARKS.
Hopefully this might make it in when CCP revamps alliance/corp mechanics. Reducing your holes to a quivering mess since 2009. |

Viscis Breeze
No Vacancies
30
|
Posted - 2014.07.02 08:11:00 -
[16] - Quote
Alliance bookmarks.
Simple fix: 10 corp divisions instead of 6? Recruitment: http://bit.ly/1r4G5Pv
Website: http://www.no-vacancies.net/
Channel: No Vacancies
|

corbexx
eXceed Inc. No Holes Barred
411
|
Posted - 2014.07.02 08:12:00 -
[17] - Quote
Dominus Alterai wrote:Beating a dead horse here, but for the love of raptor space jesus:
ALLIANCE BOOKMARKS.
Hopefully this might make it in when CCP revamps alliance/corp mechanics.
Thats not a small thing and ccp know about that so don't worry Corbexx for CSM 9 - Wormholes deserve better |

corbexx
eXceed Inc. No Holes Barred
412
|
Posted - 2014.07.02 08:18:00 -
[18] - Quote
Viscis Breeze wrote:Alliance bookmarks.
Simple fix: 10 corp divisions instead of 6?
sorry you have totally lost me apart from the fact there is 7 corp divisions, how is that going to sort allaince bookmarks. Corbexx for CSM 9 - Wormholes deserve better |

Elmonky
Titans of The Short Bus Universal Consortium
70
|
Posted - 2014.07.02 08:32:00 -
[19] - Quote
I realise as I type this idea that it's not a little thing.
However I would love to be able to artificailly extend a WH lifetime via a deployable. Not by days.. but 12/24 hours would be enough. i don't know how ingrained to existing mechanics this currently is.
A way of ''owning'' a wormhole would be nice.
Wormhole Sov if you will.
An in game WH mapping tool/skill/probes - see how far the Rabbit hole goes
The ability to send scanning probes through a active wh to scan the other side. |

stup idity
51
|
Posted - 2014.07.02 08:37:00 -
[20] - Quote
some things:
- revisit c1 and c2 site loot and salvage. seems too low for the effort and risk involved and c2 sites often pay less than those in c1. - personally, i'd prefer less connections to k-space and more to w-space (dual static c5 or c6 would also be ok, if c4s are rather left as they are). - create any real incentive to do industry in wh-space, start with "fixing" mining anomalies, maybe continue with changing black holes to some idustry bonus (or even giving them guaranteed/higher frequency of ore sites).
I am the Herald of all beings that are me. |

Keith Planck
Sebiestor Tribe Minmatar Republic
809
|
Posted - 2014.07.02 08:40:00 -
[21] - Quote
Making spotting wormholes based on the sig easier so it's faster to chain-out. ******* gas and data sites clogging up mah beautiful scans T.T Hold on to your butts. |

corbexx
eXceed Inc. No Holes Barred
412
|
Posted - 2014.07.02 08:47:00 -
[22] - Quote
stup idity wrote:some things:
- revisit c1 and c2 site loot and salvage. seems too low for the effort and risk involved and c2 sites often pay less than those in c1.
I'm already on this I'm attually testing all the pve in wh space on sisi itsjust taking a while. Corbexx for CSM 9 - Wormholes deserve better |

Lloyd Roses
Artificial Memories Vertical.
648
|
Posted - 2014.07.02 08:47:00 -
[23] - Quote
Amak Boma wrote:well theres problem with flux generator upgrade it does not generate wormholes at all in upgraded nullsec systems it should be looked into and to be fixed.
It attually does work it just doesn't work how 99% of people think and so people assume its broken. Its not ideal though I will say that[/quote]
It would be great if there could be some explanation happening. I lived in a system and we dropped that upgrade. The change in wormhole spawning in this system and the constellation after installing - didn't exist. Like there was no change. None at all. So if it does work, I guess it must be affecting something different. Or: Going from ~4 holes a week to ~4 holes a week is no notable change.
So please, what does it even do!? "I honestly thought I was in lowsec"
|

corbexx
eXceed Inc. No Holes Barred
412
|
Posted - 2014.07.02 08:48:00 -
[24] - Quote
Keith Planck wrote:Making spotting wormholes based on the sig easier so it's faster to chain-out. ******* gas and data sites clogging up mah beautiful scans T.T
Are you using sig sizes to help scan? Corbexx for CSM 9 - Wormholes deserve better |

Lloyd Roses
Artificial Memories Vertical.
648
|
Posted - 2014.07.02 08:50:00 -
[25] - Quote
Hatshepsut IV wrote:Bleedingthrough wrote:
Could we get fixed signature IDs? Signature ID change after DT is a pain in the ass. You basically have to probe down your pipe twice if you want to be sure about connectivity.
No. just no.
This issue is only known to people that play around dt. Most US-players don't even know sigs do that. "I honestly thought I was in lowsec"
|

corbexx
eXceed Inc. No Holes Barred
412
|
Posted - 2014.07.02 08:52:00 -
[26] - Quote
Lloyd Roses wrote:Amak Boma wrote:well theres problem with flux generator upgrade it does not generate wormholes at all in upgraded nullsec systems it should be looked into and to be fixed.
It attually does work it just doesn't work how 99% of people think and so people assume its broken. Its not ideal though I will say that
It would be great if there could be some explanation happening. I lived in a system and we dropped that upgrade. The change in wormhole spawning in this system and the constellation after installing - didn't exist. Like there was no change. None at all. So if it does work, I guess it must be affecting something different. Or: Going from ~4 holes a week to ~4 holes a week is no notable change.
So please, what does it even do!?[/quote]
I'm 99% sure it will be NDA but I'll ask if information about it can be released, but i'm pretty sure they will say no. But as i've said it does work its just not great how it works.
Corbexx for CSM 9 - Wormholes deserve better |

Zara Arran
Aperture Harmonics No Holes Barred
75
|
Posted - 2014.07.02 09:12:00 -
[27] - Quote
Non-WH specific things:
Overview: Setting up the overview correctly is a pain.. This should be made easier, less tideous. And if you say "all ships" would be great that when CCP release a new ship, its automatically included in that overview ;) It's great that you can tweak something to the amount of detail that is now possible.
If CCP are not convinced this is needed, ask them to once set-up an overview for when flying logistics (on a character that also has contacts with standings). 
Fleet Broadcast settings: The ability to save your broad cast settings, maybe even tie them to a ship type or even integrate it with the overview. Even if you just had a right click dropdown menu to select 'armor logi' or 'shield logi' or 'dps' etc would help: set-up once, save, and you got your custom pre-set broadcast settings.
chat channels: The way the interface is set up now, if you get too many (corp, alliance, local, your intel channel, a logi channel, some public channels, than maybe you have some social channels etc), you can't read the tabs no more, or they are just hidden.. or, it blocks your entire screen. Also chat channels seem to change positions every time you log in.. "local" sometimes is not the first channel, and alliance/corp is somewhere in the middle.. I would like to be able to adjust the position as well.
Possible solution: Would be great if you could group some chats in one tab (public channels of other corporations), group a tab for private convo's, have the tabs not horizontally next to one another, but vertically (so you can read more than jsut 2 letters).
Email: Would be great to have a search function in your email. And I personally (but maybe I am the only one), would like to be able to not just tag an email with a label, but to just drag them to a folder. Also, would be great to improve mailing list moderation. |

Elmonky
Titans of The Short Bus Universal Consortium
70
|
Posted - 2014.07.02 09:15:00 -
[28] - Quote
Zara Arran wrote:Non-WH specific things: Overview:Setting up the overview correctly is a pain.. This should be made easier, less tideous. And if you say "all ships" would be great that when CCP release a new ship, its automatically included in that overview ;) It's great that you can tweak something to the amount of detail that is now possible. If CCP are not convinced this is needed, ask them to once set-up an overview for when flying logistics (on a character that also has contacts with standings). Fleet Broadcast settings:The ability to save your broad cast settings, maybe even tie them to a ship type or even integrate it with the overview. Even if you just had a right click dropdown menu to select 'armor logi' or 'shield logi' or 'dps' etc would help: set-up once, save, and you got your custom pre-set broadcast settings.chat channels:The way the interface is set up now, if you get too many (corp, alliance, local, your intel channel, a logi channel, some public channels, than maybe you have some social channels etc), you can't read the tabs no more, or they are just hidden.. or, it blocks your entire screen. Also chat channels seem to change positions every time you log in.. "local" sometimes is not the first channel, and alliance/corp is somewhere in the middle.. I would like to be able to adjust the position as well. Possible solution: Would be great if you could group some chats in one tab (public channels of other corporations), group a tab for private convo's, have the tabs not horizontally next to one another, but vertically (so you can read more than jsut 2 letters). Email:Would be great to have a search function in your email. And I personally (but maybe I am the only one), would like to be able to not just tag an email with a label, but to just drag them to a folder. Also, would be great to improve mailing list moderation.
If I could like this more than once i would. Needs more likes
|

thetwilitehour
GoonWaffe
261
|
Posted - 2014.07.02 09:35:00 -
[29] - Quote
corbexx wrote:
I'm 99% sure it will be NDA but I'll ask if information about it can be released, but i'm pretty sure they will say no. But as i've said it does work its just not great how it works.
Here is how it should work: It generates a static wormhole, just like any w-space system.
Or if that is too strong, maybe the level of it determines how long it takes for a new one to spawn after the old one collapses due to mass/time.
There should also be a disposable deployable that does the same thing, and works in k-space and w-space, which could require fuel possible (LO or heavy water or stront or who cares)
CCP should give up the ghost on the whole ice thing, and add some random ice anoms to W-space
A structure only anchorable in w-space that reduces the build cost of T3s only, similar to the build cost reductions offered by the new pos structures in Crius.
Actually rebalance T3s, make them what they are supposed to be, modular ships: what this means is you never need a depot to refit, you can refit on the fly, even while in warp.
Also probably nerf T3s stats somewhat in terms of raw dps and ehp, but add some new subsystems, a logistic subsystem, and a mass reduction subsystem (probably a navigation one) then use this as a blueprint for adding new T3s, i.e. frigate and battleship (a t3 frigate that could be a command ship for frigate roams would be particularly nice to have)
Allow people who anchor a TCU to "name" their system. I know you pubbies love to name your holes weird things.
A depoyable that is disposable, that extends the time or mass of a wormhole.
A rig or low slot item that reduces the mass of a ship (hopefully enough that battleships could enter into C2s)
A new high slot item for titans that allows them to "anchor" a wormhole, and instead of the mass of the wormhole being used up the titans fuel is used up as ships pass through the hole (only would work from k-space -> space obviously)
|

Elmonky
Titans of The Short Bus Universal Consortium
70
|
Posted - 2014.07.02 09:38:00 -
[30] - Quote
thetwilitehour wrote:[quote=corbexx]
CCP should give up the ghost on the whole ice thing, and add some random ice anoms to W-space
Actually rebalance T3s, make them what they are supposed to be, modular ships: what this means is you never need a depot to refit, you can refit on the fly, even while in warp.
Also probably nerf T3s stats somewhat in terms of raw dps and ehp, but add some new subsystems, a logistic subsystem, and a mass reduction subsystem (probably a navigation one) then use this as a blueprint for adding new T3s, i.e. frigate and battleship (a t3 frigate that could be a command ship for frigate roams would be particularly nice to have)
Allow people who anchor a TCU to "name" their system. I know you pubbies love to name your holes weird things.
A depoyable that is disposable, that extends the time or mass of a wormhole.
agreed on above points |

Rek Seven
Probe Patrol Ixtab.
1597
|
Posted - 2014.07.02 09:41:00 -
[31] - Quote
Roaming sleepers - sleepers should travel through wormhole space, not just wait in sites to be killed. the more sites you run, the more roaming sleepers you awaken.
Wormhole information window - up date the text to more acuratly describe the wormholes condition. Most of us already know what endo of live means
Sigs and session change - remember what sigs i ignored and my scan results.
CCP wormhole mapping tool - Third party development is great but it's time ccp made a mapping tool so everyone had this advantage.
New sig appearance - New sigs should not show up unless probed.
Signature ID change - IDs should not change after downtime
Ore sites - You should have to probe them to find them like in the good old days
Dual statics for everyone! - Some C3 to C6 systems should have 2 or more statics
Battleship mass reduction - A BS only mode should be introduced, which reduces the mass of battle ships to create more variety in fleets.
C5/C6 data/relic sites - Reduce the number of sleepers in these sites so small gangs or solo players have PEV content in high class wormholes.
D-scan inhibitor - These should not show up on d-scan. They should only be detectable using combat probes.
That's all... for now...
+1 |

Van Steiza
Whale Girth Grand Sky Wizards
63
|
Posted - 2014.07.02 09:43:00 -
[32] - Quote
Hatshepsut IV wrote:
On another note, can we get the ability to split the probe scanner and d-scan from the same nested window?
THIS SO MUCH! |

corbexx
eXceed Inc. No Holes Barred
414
|
Posted - 2014.07.02 09:45:00 -
[33] - Quote
thetwilitehour wrote:corbexx wrote:
I'm 99% sure it will be NDA but I'll ask if information about it can be released, but i'm pretty sure they will say no. But as i've said it does work its just not great how it works.
but add some new subsystems, a logistic subsystem, and a mass reduction subsystem (probably a navigation one) then use this as a blueprint for adding new T3s, i.e. frigate and battleship (a t3 frigate that could be a command ship for frigate roams would be particularly nice to have)
There is already a logi sub, just the range sucks. Corbexx for CSM 9 - Wormholes deserve better |

Rek Seven
Probe Patrol Ixtab.
1598
|
Posted - 2014.07.02 09:58:00 -
[34] - Quote
Van Steiza wrote:Hatshepsut IV wrote: On another note, can we get the ability to split the probe scanner and d-scan from the same nested window?
THIS SO MUCH!
Agreed +1 |

thetwilitehour
GoonWaffe
261
|
Posted - 2014.07.02 10:11:00 -
[35] - Quote
corbexx wrote:thetwilitehour wrote:corbexx wrote:
I'm 99% sure it will be NDA but I'll ask if information about it can be released, but i'm pretty sure they will say no. But as i've said it does work its just not great how it works.
but add some new subsystems, a logistic subsystem, and a mass reduction subsystem (probably a navigation one) then use this as a blueprint for adding new T3s, i.e. frigate and battleship (a t3 frigate that could be a command ship for frigate roams would be particularly nice to have) There is already a logi sub, just the range sucks.
K, well I'm talking a real logi subsystem, that turns the ship into a logi. T3s raw power should be about equivalent to a T2 cruiser in my view, however when you see a legion on d-scan you should be wondering.. is it a curse, or an absolution, or guardian, or a zealot.
And if they could refit on the fly, you could be fighting gang that swaps from "zealot mode" to "curse mode" and caps you out instead of trying to kite you. They'd be like transformers, but with less Michael Bay and more pew pew. |

Powers Sa
1366
|
Posted - 2014.07.02 10:20:00 -
[36] - Quote
There needs to be more regional NPC 0.0 to NPC 0.0 wormhole connection frequency. lol |

SemperFidelis Shi
Merchants Trade Consortium Disavowed.
2
|
Posted - 2014.07.02 10:23:00 -
[37] - Quote
thetwilitehour wrote: A rig or low slot item that reduces the mass of a ship (hopefully enough that battleships could enter into C2s)
Battleships can enter C2s. Even Orca |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
83
|
Posted - 2014.07.02 10:47:00 -
[38] - Quote
Updated my original post.
Also T3 Orca: These are used for so many different jobs as is at the moment, why not go all out and make a T3 enhanced version. Only needs one, maybe two subsystems to cover what everyone does with them. Also would be a nice boost to WH loot with the increased demand. |

RudinV
Syndicate of Death BLOOD UNION
389
|
Posted - 2014.07.02 10:48:00 -
[39] - Quote
give dscan button a HotKEY plxzplzzxkcqwjioen im beggin u |

Phoenix Jones
POS Party Try Rerolling
474
|
Posted - 2014.07.02 10:49:00 -
[40] - Quote
Thank you for the Initiative Corbexx.
My "little things list".
1) Remove ore sites from the known signatures and make people probe them out (this was a silly change to wh space).
2) The personal ship maintenance array needs to be created/released. This goes along with the fixing of pos roles but this one is a biggie for alot of corporations.
3) Someone mentioned it before. Split the Dscan and probe window into two separate detachable windows.
4) Add ice to wormhole space. Will people strip ice in wormholes, I don't know, but give them the option to do so if they so want to.
5) Remove sleepers from C1 through C3 relic/data sites. If a person daytrips in a covops and scans one down, let them do it without having to bring a combat ship.
6) Ability to build pos modules in a pos
7) Ability to assemble a T3 in a pos.
8) Allow us to create auto delete bookmarks (when creating a bookmark, add a checkmark box saying "Temporary bookmark". It auto deletes itself after 72 hours (3 days). Can make it a dropdown list also (duration, 12, 24, 48, 72 hours). With that, set a role where a corp person can only set corporation bookmarks that are temporary, and cannot delete any. Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
|

thetwilitehour
GoonWaffe
261
|
Posted - 2014.07.02 10:59:00 -
[41] - Quote
SemperFidelis Shi wrote:thetwilitehour wrote: A rig or low slot item that reduces the mass of a ship (hopefully enough that battleships could enter into C2s)
Battleships can enter C2s. Even Orca
Yeah sorry I fatfingered the number key. Meant C1s |

Bleedingthrough
Raptor Navy
49
|
Posted - 2014.07.02 11:01:00 -
[42] - Quote
Lloyd Roses wrote: This issue is only known to people that play around dt. Most US-players don't even know sigs do that.
There are some more things related to DT which are actually cool features:
- WH despawning within DT will spawn a WH at the same location but leading to a different dungeon.  - First time you warp to a WH bookmark after DT you land little further away (~8km) than the warps after that.
@Corbex if you want to test farming in a C2 or subcap farming of C5s in a static under real conditions contact me.
Not a small thing i guess: A "local delay" after jumping into k-space as long as you hold "jumping cloak" would be awesome for everyone using WHs as a platform to gank k-space people.
[QoL Improvement] Tracking Camera: Center Tracking Position
Bleedingthrough wrote:This camera setting is very useful while d-scanning (e.g. when looking for POSes, confirming a ship warped to a gate). However, in most other situation you want your default camera setting. Switching between these camera settings is a bit inconvenient since both camera settings are on different hotkeys.
Improvement request: Make the hotkey for GÇ£Tracking Camera: Center Tracking PositionGÇ¥ work like an on/off switch.
Either this or give us the checkbox back.
|

Serendipity Lost
Repo Industries
246
|
Posted - 2014.07.02 11:03:00 -
[43] - Quote
No specific idea. Just a word of caution. There are several ideas in here that will make it much easier for larger folks to wonk up on smaller groups. If WH changes are to benifit one group over the other (larger vs smaller in this case) I would hope the CSM and CCP can see the wisdom in leaning toward aiding the smaller groups. If I recall correctly, the point of WH space is to avoid blobs and large meta hoo haw. (me definition of small gang is less than 20 - not less than 100)
It seems there is an influx of prior null guys (which is great !- more guys are better), but with it there is also an increased desire to make WH space more nullish. I would hope we can resist changes that will over time creep WH space from it's roots.
Sometimes small changes have large results - please be careful. |

Shilalasar
Dead Sky Inc.
42
|
Posted - 2014.07.02 11:05:00 -
[44] - Quote
Rek Seven wrote:I also wish the map settings window didn't open every time i view the solar system map.
It doesn-¦t if you have them minimized. At least for me.
T3 rebalance will help a bit with the income in lowerclass whs. Not enough probably. Esp since incursions=out of balance ISKprinting (imho)
Very good points: Return Ore sites to sigs Make the C1 and C2 (c3) backgrounds more unique from one another. I have to admit I still tag them with the wrong class from time to time. Epithal and Warp Core Stabilisers. K162 spawns timings and visibility
Overview being a total mess. Starting with having to redo all (30+ in my case) saves every time CCP adds a new ship-(class) and entries missing so you can only add/remove them while on grid with them (Asteroid faction rats f.e.). Also a shortcut to switch between different overviewsetting would be awesome. Would effectively double the amount of tabs and it would be nice if you could quickcheck on stuff like blues,drones or warpable structures on grid instead of having to load new overview and brackets 2 times. Maybe even make the overview exportable with coloursetting and non basic-ASCII symbols. It just looks so much nicer.
Since CCP Rise loves his pop-ins so much how about one for WHs that gives the lifetime/mass info. Would save the time to load the infowindow and go to the right tab.
Make the actual Sig=the wormhole. While it is fun to have people randomly get decloaked by the sig it it not a good mechanic.
Let crit WHs collapse before their end of life. If you almost close the door to be extrasafe at farming or sieging it might close on its own  |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
83
|
Posted - 2014.07.02 11:09:00 -
[45] - Quote
thetwilitehour wrote:SemperFidelis Shi wrote:thetwilitehour wrote: A rig or low slot item that reduces the mass of a ship (hopefully enough that battleships could enter into C2s)
Battleships can enter C2s. Even Orca Yeah sorry I fatfingered the number key. Meant C1s
Just in general this'd be good. It's hard to have any sized fleet of BS's around and get safely home.
BS's are around the 100kt mark, lower WH's are 2000kt, so 20 BS jumps to crash it. If you want to go home you need to keep mass for that so 10 max heading out. If you didn't open the WH yourself the most you can guarantee going out is 10 (WH's only show Full Mass, Half Mass and Verge of Collapse), or 5 if you're heading home. If you'r fighting on a WH and other people jumping or yourself MWD'ing back to the WH it is likely you need to keep room for that too. A MWD jump with a BS is an additional half a BS.
They're too much effort at the moment to deal with. If nanofibre's dropped mass rather than adding (lol) things would be a lot easier. I vaguely remember there's a reason they don't though. |

corbexx
eXceed Inc. No Holes Barred
415
|
Posted - 2014.07.02 11:12:00 -
[46] - Quote
Phoenix Jones wrote:Thank you for the Initiative Corbexx.
My "little things list".
1) Remove ore sites from the known signatures and make people probe them out (this was a silly change to wh space).
2) The personal ship maintenance array needs to be created/released. This goes along with the fixing of pos roles but this one is a biggie for alot of corporations.
3) Someone mentioned it before. Split the Dscan and probe window into two separate detachable windows.
4) Add ice to wormhole space. Will people strip ice in wormholes, I don't know, but give them the option to do so if they so want to.
5) Remove sleepers from C1 through C3 relic/data sites. If a person daytrips in a covops and scans one down, let them do it without having to bring a combat ship (this one is optional, some people like the sleeper loot).
6) Ability to build pos modules in a pos
7) Ability to assemble a T3 in a pos.
8) Allow us to create auto delete bookmarks (when creating a bookmark, add a checkmark box saying "Temporary bookmark". It auto deletes itself after 72 hours (3 days). Can make it a dropdown list also (duration, 12, 24, 48, 72 hours). With that, set a role where a corp person can only set corporation bookmarks that are temporary, and cannot delete any.
alot of good ones here
espically like 6) Ability to build pos modules in a pos might not be strictly wh space but will be asking about this now on skype Corbexx for CSM 9 - Wormholes deserve better |

stup idity
52
|
Posted - 2014.07.02 11:13:00 -
[47] - Quote
Shilalasar Make the actual Sig=the wormhole. While it is fun to have people randomly get decloaked by the sig it it not a good mechanic. wrote:
this has been fixed quite a while ago. I am the Herald of all beings that are me. |

corbexx
eXceed Inc. No Holes Barred
415
|
Posted - 2014.07.02 11:15:00 -
[48] - Quote
Bleedingthrough wrote:[quote=Lloyd Roses]
@Corbex if you want to test farming in a C2 or subcap farming of C5s in a static under real conditions contact me.
i'll mail you in a bit. Corbexx for CSM 9 - Wormholes deserve better |

Two step
Aperture Harmonics No Holes Barred
4688
|
Posted - 2014.07.02 11:17:00 -
[49] - Quote
Randomness in sleeper spawns. I shouldn't be able to have a list of exactly what spawns where, and which sleepers are triggers.
Sleepers occasionally camping wormholes would be nice. CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
|

corbexx
eXceed Inc. No Holes Barred
415
|
Posted - 2014.07.02 11:22:00 -
[50] - Quote
Serendipity Lost wrote:No specific idea. Just a word of caution. There are several ideas in here that will make it much easier for larger folks to wonk up on smaller groups. If WH changes are to benifit one group over the other (larger vs smaller in this case) I would hope the CSM and CCP can see the wisdom in leaning toward aiding the smaller groups. If I recall correctly, the point of WH space is to avoid blobs and large meta hoo haw. (me definition of small gang is less than 20 - not less than 100)
It seems there is an influx of prior null guys (which is great !- more guys are better), but with it there is also an increased desire to make WH space more nullish. I would hope we can resist changes that will over time creep WH space from it's roots.
Sometimes small changes have large results - please be careful.
I completely agree and tbh one of the issues is the people from bigger groups tend to be more vocal as well.
but i'm be looking everything when i sort this thread in to a short list and little people won't get **** on if i can help it.
one of my main reasons to run was to help them. and get more people moving in. Corbexx for CSM 9 - Wormholes deserve better |
|

CCP Greyscale
C C P C C P Alliance
2410

|
Posted - 2014.07.02 11:27:00 -
[51] - Quote
corbexx wrote:Lloyd Roses wrote:corbexx wrote:Amak Boma wrote:well theres problem with flux generator upgrade it does not generate wormholes at all in upgraded nullsec systems it should be looked into and to be fixed.
It attually does work it just doesn't work how 99% of people think and so people assume its broken. Its not ideal though I will say that It would be great if there could be some explanation happening. I lived in a system and we dropped that upgrade. The change in wormhole spawning in this system and the constellation after installing - didn't exist. Like there was no change. None at all. So if it does work, I guess it must be affecting something different. Or: Going from ~4 holes a week to ~4 holes a week is no notable change. So please, what does it even do!? I'm 99% sure it will be NDA but I'll ask if information about it can be released, but i'm pretty sure they will say no. But as i've said it does work its just not great how it works.
Someone cast "summon dev"?
So yeah, wormhole generators "work", they just work in a very laid back, casual way. There are a certain number of wormholes shared between all systems with each level of the wormhole generator upgrade, which scales more-or-less linearly with number of upgrades installed, and they move around between those systems in the same way that normal exploration sites do.
It's not a very good upgrade as it currently stands, but neither is it "broken" per se. (At least as far as we are aware - and the system involved is sufficiently generic and widely-used that I would be very surprised if there was anything wrong with it. If this was broken, anomalies would almost certainly be broken too, and we'd know about that.) |
|

Moloney
Mass Effect Enterprises
64
|
Posted - 2014.07.02 11:33:00 -
[52] - Quote
Simple little thing:
Disregard any comment that is directly PvP beneficial with no thought to pve players (and vice versa)
E.g. more statics / removing discovery scanner / forcing wh openings (cannot close off system)
|

Aiyshimin
Imperial Collective Unsettled.
43
|
Posted - 2014.07.02 11:34:00 -
[53] - Quote
Two step wrote:Randomness in sleeper spawns. I shouldn't be able to have a list of exactly what spawns where, and which sleepers are triggers.
Sleepers occasionally camping wormholes would be nice.
This is a good suggestion.
I'd like to see more random variation to hole mass and lifetime as well, there have been many separate changes to EVE during the years which have reduced the risk of moving around in wormholes, it would be interesting to have some of the dangers back. Yes, some people get their panties in knots over unpredictable collapsing, but getting trapped a) "creates content" using the crappiest FOTM term ever and b) leads to adventures.
|

Serendipity Lost
Repo Industries
247
|
Posted - 2014.07.02 11:34:00 -
[54] - Quote
corbexx wrote:Serendipity Lost wrote:No specific idea. Just a word of caution. There are several ideas in here that will make it much easier for larger folks to wonk up on smaller groups. If WH changes are to benifit one group over the other (larger vs smaller in this case) I would hope the CSM and CCP can see the wisdom in leaning toward aiding the smaller groups. If I recall correctly, the point of WH space is to avoid blobs and large meta hoo haw. (me definition of small gang is less than 20 - not less than 100)
It seems there is an influx of prior null guys (which is great !- more guys are better), but with it there is also an increased desire to make WH space more nullish. I would hope we can resist changes that will over time creep WH space from it's roots.
Sometimes small changes have large results - please be careful. I completely agree and tbh one of the issues is the people from bigger groups tend to be more vocal as well. but i'm be looking everything when i sort this thread in to a short list and little people won't get **** on if i can help it. one of my main reasons to run was to help them. and get more people moving in.
OK, so I'll say this. Auto spawning of a closed static is a small gourp killer. This is a great thing for large groups and a deal breaker for smaller corps. |

corbexx
eXceed Inc. No Holes Barred
415
|
Posted - 2014.07.02 11:37:00 -
[55] - Quote
Moloney wrote:Simple little thing:
Disregard any comment that is directly PvP beneficial with no thought to pve players (and vice versa)
E.g. more statics / removing discovery scanner / forcing wh openings (cannot close off system)
one slight issue is stuff has already been done like that.
wh's appearing before you jump through them is a huge benefit to pve and hurts pvp
gas sites not needing to be scanned any more makes mining a death trap (even more so than it used to be) which you can see evenby this thread that everyone pretty much agrees is a bad thing. (and in a lot of the case its the big groups who want pvp saying this) Corbexx for CSM 9 - Wormholes deserve better |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
83
|
Posted - 2014.07.02 11:38:00 -
[56] - Quote
Saying this purely to put it out there. I'm not decided one way or the other on it.
Banning the use of bubbles in C1's and C2's: For the bigger and more established corps having scan alts sprinkled throughout your system to cover getting podded out is standard operating procedure. But when you're new to W Space or are a smaller corp, being able to do this is much more limited. Not having the threat of loosing all your stuff because of a single fight or getting caught doing PvE may make the more cautious or smaller groups more willing to come out and PvP. |

Moloney
Mass Effect Enterprises
65
|
Posted - 2014.07.02 11:39:00 -
[57] - Quote
BayneNothos wrote:Return Ore sites to Red Signature: Mining in W-Space is one of the most dangerous activities you can do. Back when they were Red Signatures you at least had protection in seeing probes on Dscan. As Green Anomalies that safety is gone and the miner is at the mercy of it's natural predators. Moving these back to Red Signatures would return the degree of safety back to miners, as well as making things interesting for those who hunt them as it used to be. This only needs to be a W-Space change, K Space can stay as it is. As an addition, making the Signature harder to scan down would also be nice.
Drifting Wormhole: Over DT, something is done to the precise location of the WH. As such after DT it is in a slightly different location, anywhere from a few hundred meters up to a dozen kilometres. This means remaking bookmarks for WH's along the entire chain so they're accurate. Having the WH not drift over DT by either doing whatever is causing the shift in location at initial spawn or just not drifting it would be nice. Additional possibility: Embrace the drift. Have the WH every 15 minutes to two hours randomly drift in a random direction up to 100km. This would shake up WH camps into something a bit more chaotic.
Update BM location: Recreating bookmarks when they're wrong is a bit of an annoyance. Having inside the Right Click menu for the Bookmark the option to either update to current co-ords or update to current selected object's co-ords would be amazing.
Offgrid spawns: Occasionally one of the C4 Data or Relic sites spawns Sleepers off-grid. Sorry I can't remember which one exactly it is. I don't know if this is fixed or I just haven't seen it in a while.
New environment backgrounds: Can we get our space extra pretty as well please :) Side Note: Can the C1 and C2 backgrounds be made more different. They're pretty close at a glance currently, especially when looking at it as part of a WH effect. A nice pretty green for C1's.
Security Status reset: Currently there's no way to change your security status in W-Space. If you go in negative, stay for a few years and come out you're still negative. It's be nice if gradually over time Concord "forgot" about you. Have the Sec Status slowly degrade towards zero (From both positive and negative) the longer you stay out of K Space. Something like the equivalent of ratting a single frigate for each day. Each day beyond one the strength of the sec status change could get slightly stronger so those who don't hit K-Space in any way for long periods, months for example, would get pretty decent sec status changes.
Epithal and Warp Core Stabilisers: 4 core stabbed Epithals. Needing 5 points of disruption to stop one of these is kind of ridiculous. Especially since the stabs don't do anything negative to the performance of the hauler. A reduction of lows or changes to the warp core stabiliser to make it's negative effects something relevant to non PvP ships would be best. Noctis and Mobile Tractor Unit: The MTU has pretty much invalidated the existence of the Noctis. Can we get a rebalance on these so they have individual uses. Or better yet, send the MTU out back and burn to to death with a flamethrower.
WH Polarisation: Polarisation timers are directional A>>>B and B>>>A. For newer WH people this is confusing as from the players point of view, the WH is one object and having multiple separate timers is odd. Could these be squashed into the one timer, so A>>>B and B>>>A use the one timer. It should probably be rebalanced into a shorter timer overall as well if this is done. Additional possibility: Have the polarisation timer modify based on the ship flown. Ideally off of Sensor Strength as this'd give a nice buff to larger ships, who could transit WH's faster. It's also give a nice buff to ECCM.
Hide 0% sigs: Currently under the Discovery Scanner a layer is alerted to a new signature whenever the Discovery Scanner wIndow refreshes itself. This is done automatically by the Scanner to an invisible timer and can also be forced by changing the sort of any of the columns or toggling the anomalies button. Due to the way WH's are spawned this means that people in the arriving system know about an incoming WH before the person who initiated warp to the WH arrives at that WH. There's been talk about a delay on the signature appearing before in a megathread but ideally the fix is simple. any signature at 0% inside W Space does not show up in the Probe Scanner Window. This would revert the system to the old way. The good way.
Wtf. Create more complications, undo good changes, make PvP easier for the lazy that don't adapt to hauler changes... Is this a troll or am I your exact opposite?
|

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
83
|
Posted - 2014.07.02 11:43:00 -
[58] - Quote
Moloney wrote: Wtf. Create more complications, undo good changes, make PvP easier for the lazy that don't adapt to hauler changes... Is this a troll or am I your exact opposite?
Got any direct comments to what points you don't like? Most of these are how W Space used to be until changes for K space got added and changed W space, what I feel, for the worse. |

Vintare
Rot Front Corp SHOVEL.OF.DEATH
1
|
Posted - 2014.07.02 11:48:00 -
[59] - Quote
Aiyshimin wrote: I'd like to see more random variation to hole mass and lifetime as well, there have been many separate changes to EVE during the years which have reduced the risk of moving around in wormholes, it would be interesting to have some of the dangers back. Yes, some people get their panties in knots over unpredictable collapsing, but getting trapped a) "creates content" using the crappiest FOTM term ever and b) leads to adventures.
Oh, that magic time when holes had bigger chances of collapsing (or we did enormous amount of collapsing so that we actually got people stuck at least one a week?), it was fun to get lost and trying to get out to k-space. We had a rule of thumb - every ship collapsing a WH should have a probe launcher no matter the ship :) I had to get an orca on my own out at least twice - these was genuine fun to do - getting out of hostile C6 to k-space in an Orca was rewarding and you get a reputation for "steel balls of WH dweller" :D |

Rek Seven
Probe Patrol Ixtab.
1599
|
Posted - 2014.07.02 11:50:00 -
[60] - Quote
Two step wrote:Randomness in sleeper spawns. I shouldn't be able to have a list of exactly what spawns where, and which sleepers are triggers.
I know this isn't a discussion thread but i don't think random spawns will improve anything.
Random spawns will force everyone to run sites with the minimum number of ships (namely logistics) to run a full site. It would effectively remove small gang PVE from wormhole space and encourage corporation to grow just to make isk. +1 |

Minmatar Citizen 953102
Luv Gun Grand Sky Wizards
3
|
Posted - 2014.07.02 11:52:00 -
[61] - Quote
Moloney wrote:BayneNothos wrote:Return Ore sites to Red Signature: Mining in W-Space is one of the most dangerous activities you can do. Back when they were Red Signatures you at least had protection in seeing probes on Dscan. As Green Anomalies that safety is gone and the miner is at the mercy of it's natural predators. Moving these back to Red Signatures would return the degree of safety back to miners, as well as making things interesting for those who hunt them as it used to be. This only needs to be a W-Space change, K Space can stay as it is. As an addition, making the Signature harder to scan down would also be nice.
Drifting Wormhole: Over DT, something is done to the precise location of the WH. As such after DT it is in a slightly different location, anywhere from a few hundred meters up to a dozen kilometres. This means remaking bookmarks for WH's along the entire chain so they're accurate. Having the WH not drift over DT by either doing whatever is causing the shift in location at initial spawn or just not drifting it would be nice. Additional possibility: Embrace the drift. Have the WH every 15 minutes to two hours randomly drift in a random direction up to 100km. This would shake up WH camps into something a bit more chaotic.
Update BM location: Recreating bookmarks when they're wrong is a bit of an annoyance. Having inside the Right Click menu for the Bookmark the option to either update to current co-ords or update to current selected object's co-ords would be amazing.
Offgrid spawns: Occasionally one of the C4 Data or Relic sites spawns Sleepers off-grid. Sorry I can't remember which one exactly it is. I don't know if this is fixed or I just haven't seen it in a while.
New environment backgrounds: Can we get our space extra pretty as well please :) Side Note: Can the C1 and C2 backgrounds be made more different. They're pretty close at a glance currently, especially when looking at it as part of a WH effect. A nice pretty green for C1's.
Security Status reset: Currently there's no way to change your security status in W-Space. If you go in negative, stay for a few years and come out you're still negative. It's be nice if gradually over time Concord "forgot" about you. Have the Sec Status slowly degrade towards zero (From both positive and negative) the longer you stay out of K Space. Something like the equivalent of ratting a single frigate for each day. Each day beyond one the strength of the sec status change could get slightly stronger so those who don't hit K-Space in any way for long periods, months for example, would get pretty decent sec status changes.
Epithal and Warp Core Stabilisers: 4 core stabbed Epithals. Needing 5 points of disruption to stop one of these is kind of ridiculous. Especially since the stabs don't do anything negative to the performance of the hauler. A reduction of lows or changes to the warp core stabiliser to make it's negative effects something relevant to non PvP ships would be best. Noctis and Mobile Tractor Unit: The MTU has pretty much invalidated the existence of the Noctis. Can we get a rebalance on these so they have individual uses. Or better yet, send the MTU out back and burn to to death with a flamethrower.
WH Polarisation: Polarisation timers are directional A>>>B and B>>>A. For newer WH people this is confusing as from the players point of view, the WH is one object and having multiple separate timers is odd. Could these be squashed into the one timer, so A>>>B and B>>>A use the one timer. It should probably be rebalanced into a shorter timer overall as well if this is done. Additional possibility: Have the polarisation timer modify based on the ship flown. Ideally off of Sensor Strength as this'd give a nice buff to larger ships, who could transit WH's faster. It's also give a nice buff to ECCM.
Hide 0% sigs: Currently under the Discovery Scanner a layer is alerted to a new signature whenever the Discovery Scanner wIndow refreshes itself. This is done automatically by the Scanner to an invisible timer and can also be forced by changing the sort of any of the columns or toggling the anomalies button. Due to the way WH's are spawned this means that people in the arriving system know about an incoming WH before the person who initiated warp to the WH arrives at that WH. There's been talk about a delay on the signature appearing before in a megathread but ideally the fix is simple. any signature at 0% inside W Space does not show up in the Probe Scanner Window. This would revert the system to the old way. The good way. Wtf. Create more complications, undo good changes, make PvP easier for the lazy that don't adapt to hauler changes... Is this a troll or am I your exact opposite?
I also agree. I like the changes....noctis isnt useless...8 salvagers and go. |

Serendipity Lost
Repo Industries
247
|
Posted - 2014.07.02 11:59:00 -
[62] - Quote
Here's one that I've advocated for years. Make rats in null sec scram like they do in wh (I'm not talking about 2 frigates with scrams in a an anomoly - I'm talking about 15 points like in C5/C6 anoms) This would greatly increase wh traffic and desirablity.
This change would be a HUGE buff to wh living. I get a little dizzy every time I think about it. |

Phoenix Jones
POS Party Try Rerolling
476
|
Posted - 2014.07.02 11:59:00 -
[63] - Quote
Rek Seven wrote:Two step wrote:Randomness in sleeper spawns. I shouldn't be able to have a list of exactly what spawns where, and which sleepers are triggers.
I know this isn't a discussion thread but i don't think random spawns will improve anything. Random spawns will force everyone to run sites with the minimum number of ships (namely logistics) to run a full site. It would effectively remove small gang PVE from wormhole space and encourage corporation to grow just to make isk.
I agree with you on that point. There is a invisible cap of the amount of people you need to do a site, vs its potential payout. The lots the same, but the division of payment for the work fluxuates.
And whoever said (hide 0% scanned sigs) is god. That's a ridiculous amount of free intel. Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
|

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
83
|
Posted - 2014.07.02 12:08:00 -
[64] - Quote
Minmatar Citizen 953102 wrote: I also agree. I like the changes....noctis isnt useless...8 salvagers and go.
Personally I don't like the automation of something that was done by a person previously. It's also tougher to kill than a Noctis so sneaking in behind a gang and stealing their loot is a lot harder to do. You're also loosing loot because of it during fights. I don't like having to roll the dice with the loot fairy again after killing someone just because one or more of these is on the field. |

Jeff Kione
EVE University Ivy League
0
|
Posted - 2014.07.02 12:08:00 -
[65] - Quote
BayneNothos wrote:WH Polarisation: Polarisation timers are directional A>>>B and B>>>A. For newer WH people this is confusing as from the players point of view, the WH is one object and having multiple separate timers is odd. Could these be squashed into the one timer, so A>>>B and B>>>A use the one timer. It should probably be rebalanced into a shorter timer overall as well if this is done.
It sounds like this would mess around with the current situation that is "fight on the hole, jump out if you get low". Also, what if you accidentally jumped through the hole? Then you'd end up stuck on the other side? |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
83
|
Posted - 2014.07.02 12:23:00 -
[66] - Quote
Jeff Kione wrote: It sounds like this would mess around with the current situation that is "fight on the hole, jump out if you get low". Also, what if you accidentally jumped through the hole? Then you'd end up stuck on the other side?
Yeah it'd change things quite a bit. That may not be a bad thing tbh. This came about chatting with a guy new to W-Space last night. Never really realised how odd it is that the one WH has two separate timers that you can't see dictating how often you can jump. |

Chitsa Jason
Narwhals Ate My Duck. Narwhals Ate My Duck
1265
|
Posted - 2014.07.02 12:27:00 -
[67] - Quote
Hey Corby,
I would like to pint out a few ideas. Some of those have been pointed out previously but I think it is important to mentions them. So here is my list of small things.
1. Make black holes something else. Like an industrial wormhole for example. Wspace lack industrialists and such a thing would interest them greatly. 2. Solve C4 straight line chain issue. It can be dual statics (which I would prefer) or increased chance of dynamics. C4s should also have ability to spawn k space wh. 3. Make it so that signature names do not change after DT. It is annoying to scan out the entire chain again. 4. I know this will touch POSes but it might be not a terrible idea. Make it so you can configure access to POS structures not via roles but via corp Titles instead. This would be nice temp solution for increased POS security. 5. Hide the system name of the wormhole. People already use tools to determine how many moons and planets there are, or who lives there by looking at J sig. Make it so it is a bit harder for players to understand where they are. I know players would make sure eventually to come up with tools which tell which system it is but for a while it would be hilarious chaos. 6. Something something rorqual being useful. Clone swapping is one of long standing ideas. 7. Make it so that wormhole colors are visible under low resolution as they are become visible when jumping animation starts. So this is not a load issue. 8. Increase capital shield and armor rep power by 15% as it was done with other sized modules. 9. Ability to know what kind of effects and their strength in game. 10. Randomize signature sizes. So people can not determine what it is by just looking at the signature size. 11. Visual representation of polarization timer. It can be a bit tricky as there can be multiple polarization timers. The most simple solution to show the longest one. 12. Make some systems more useful than others by introducing dual statics in some random C6/C5/C3 and C1 WHs. 13. Make it so that there is no need to re-tag targets after someone new lands on grid. 14. Reduce battleship mass when using MJD by 50% for example. So that people can bring more battleships through Wh. 15. Add PVE content to wormholes when it is added to other spaces. Good example was gjost sites but we need more. 16. Reduce can count in Radar and Mag sites so you don't have to spend 40 minutes in order to hack all the cans. Reduction in drops might be a good idea. Especially in Radar sites. 17. Reduce the drops of non melted nano ribbon non NPC loot. It is useless right now the only thing it can be valued by the players if the drops decrease. 18. Make it so that the higher of the ship mass the further it spawns from the wormhole by jumping through. Would increase the ability to catch rolling ships, would make rage rolling slower. 19. Give lower class players something special. Higher classes have capital escalations. Lower classes should have something too. 20. Give ability to close or hide Moon analysis tab on Scanner window. No-one ever uses in in wspace. 21. Give ability to unstack dscan from probe scanner. ou sometimes want to do both at the same time. 22. Give sleepers ability to randomly drop sleeper Faction/Dead-space loot. 23. Give security status increase for killing sleepers. Drones have it now so sleepers should. 24. Ability to jump clone out of wspace to kspace but not back. Sometimes you want to get to kspace fast but dont want to kill your implants. This is connected to rorqual but could be esier to implement. 25. Include what was in CHA on kill-mails much like SMAs. Burn the land and boil the sea You can't take the sky from me |

Jack Miton
Rolled Out
3474
|
Posted - 2014.07.02 12:31:00 -
[68] - Quote
Hatshepsut IV wrote:can we get the ability to split the probe scanner and d-scan from the same nested window? ^this. would be very useful.
Other things: - Make ore sites sigs rather than anoms. currently it is WAY too easy to kill miners in WHs and as a result, no one mines in WHs. - sigs should not pop up automatically on system scanner, you should have to at LEAST have to hit scan to refresh it, if not have probes out. currently it is way too easy to spot new sigs with zero effort. - wandering WH to WH connections in C4-6 holes (C1-3 already have them). Increased traffic = increased interaction. - dual WH static for C4s. i know some people are against this but i really think it would be excellent. would increase traffic, again increasing interaction, and create a non PVE use for C4s. Stuck In Here With Me:-á http://sihwm.blogspot.com.au/
Down the Pipe:-á http://downthepipe-wh.com/ |

Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
160
|
Posted - 2014.07.02 12:41:00 -
[69] - Quote
First of all, and as has been posted before, I think any change made to W-space should:
- Not create an advantage to any player group, be them either PVP or PVE focused, big corps or small ones. - Keep the W-space feeling of "unknown space".
That said, these are my "Little Things":
Black Hole systems We know most of them are empty because their effects are mainly disadvantageous to everyone. There was this topic some months ago that tried to collect some ideas for new effects for them. In line to the beggining of this post, those effects should not be advantageous to anyone in particular, neither disadvantageous (neutral). To that, I'd add the requirement of: system effects should only affect ships themselves and their modules (as they do now) and not the system itself, its wormhole spawning rate, its signature spawning rate, etc. From that topic, 2 ideas stood out the most for me:
- Making BH's missile friendly. Right now no system effects help missiles (excepting Wolf-Rayets, partially), and BH's in particular are negative towards them. Giving BH's bonuses to, let's say, missile max speed and explosion velocity (or perhaps even explosion radius too) would make them shine on there. They could be systems where Caldari POS could be really good... if they get updated to not needing CPU to use their launchers (and thus not losing their weapons when entering reinforced mode), which by the way I think would be very reasonable. It would also help the Phoenix.
- Making BH's industry friendly. In particular, they could give bonuses to yield for mining lasers, and cycle time for ice and gas extractors. That way, any corp that wants to take advantage of the awesome resources avaliable could settle there and have a powerful and fast production going. That would help all player groups: everyone can manufacture their own stuff in their home system and have their ships, modules, ammo... ready for any activity they may want to do, or perhaps just sell the materials in K-space.
Both of these ideas could keep the current theme of high speed, low manouvering BH's have.
C4 systems Right now C4's aren't very populated either because they require more powerful fleets but they don't have capital escalations. One idea I've been tinkering about is the possibility of "mini-escalations" that spawn when enough battleships (of any kind) are brough into the sites. These mini-escalations could spawn the same advanced Sleeper battleships capital escalations feature, although less of them, thus lesser income than C5's but higher than C3's. Let's say, 1 or 2 of these advanced battleships. Or perhaps even not advanced battleships at all but instead spawning a bigger fleet of standard Sleepers.
It has also been proposed to give C4's more connectivity, in particular between W-space systems. I personally think it's not a bad idea. Can't see a con to that, excepting perhaps not benefiting PVE groups because it increases the chance of being ganked (more doors), while benefiting PVP groups for giving them more doors too. I think it should be discussed properly.
Some more Little Things I'd like to see are:
- New high-definition nebulae for W-space. The current ones are very beautiful and I love them, but they look outdated compared to K-space ones. New ones, based on the current theme and colors, would be welcome. There was a topic in this forum section where I posted the possibility of changing some colors on the scale: white-blue-green-yellow-orange-red instead of blue-dark blue-white-yellow-orange-red. Also, I'd LOVE to see a purple nebula.
- New solar flares for system effects. They too are old, although awesome. I don't know how these effects are included in the game: as part of the background or as a real "sun" located hundreds of AU away that can't be warped to (which is a common system configuration in real life space). I personally think the latter would work nicely for the Solar Flares and allow for more dynamic lighting of the objects and ships.
- More music variety for W-space. And by the way, for nullsec too. Right now we hear the same track over and over again, while highsec and lowsec have awesome track variation. I'd love to hear new tracks that keep the "mistery" of W-space.
I'd prefer not to touch the Survey Scanner topic, but I think removing its features from W-space (new sigs appearing instantly) would not hurt much anyone in particular; one reason is that it violates the "principle" of keeping the "unknown" feeling of W-space. PVE groups would have to put more attention on scanning their wormholes, although that's what they were doing before Odyssey. On the other hand, PVP groups would no longer benefit from seeing the signatures located in space, where they could point their cameras to, thus being able to use their D-Scan easily for checking for targets. But, as I said for the C4 increased connectivity idea, this should be discussed properly.
My 2 cents, hope this helps. |

Phoenix Jones
POS Party Try Rerolling
476
|
Posted - 2014.07.02 13:35:00 -
[70] - Quote
Chitsa Jason wrote: List (sorry I would have copied it but out of space/characters)
I'll comment on my top 10 from your list.
2) C4 straight line needs a fix and a dual static for C4's would be fantastic for this space, but I do not believe they should be able to spawn a Kspace. C4's are the oddball wormhole. It is the deepest wormhole you can get into and be completely isolated. There is some joy with that type of space. A dual static would be enough for this I believe.
5) I love this idea of not listing J numbers anymore in wormhole space (easy IDing), but it is terrifying at the same time. I have to admit that this makes sense, but god this would be chaotic. In wormhole space, chaos is good, but the basic tools for wormhole space don't function atm. This would frustrate more people at this time, but they could adjust (it would take ALOT of adjusting).
6) The Rorqual/Pod Clone Swap idea has been out there for a while, but why not just make a clone swap a new pos module. Heck even make killmails for it to see just how many pods you killed and the amount of implants that went boom. Its probably a easier concept to implement than a log on/log offable ship.
8) The capital shield rep module increase is a balancing issue that effects all of Eve. This is a balance issue, not a wormhole issue.
10) Randomizing signature sizes. That is more of a learned skill and not necessarily a balance issue, as it really only applies to wormhole space (or at least that is the only space people actually care about it).
14) Reducing battleship mass by 50% for those with MWD active. You run into a balance issue here, but there is another option (obviously a more ridiculously expensive option that people will hate). Marauders gain a 50% mass reduction when in Bastion Mode. That'd probably work out slightly better, but people still wouldn't risk them in a conflict (least not without backup). This still has the same balance issue problem, especially with C1 wormholes (as they can now fit a marauder fleet into it). I fear that wormhole space would wind up changing into battleship sniper gang fleets. This can be contentious.
15) Wormhole space needs more PVE industry going, sleeper loot, sleeper modules, sleeper Equipment for ships (buildable stuff based off sleeper loot and T1 blueprints, such as a Sleeper Overclocked Heavy Missile Launcher, whose damage is that of a T1 Heavy Missile Launcher, until the Launcher is Overheated, then does damage comparable to T2 or a officer/deadspace module. As the launcher gains heat damage, this increased potential is only temporary. That would increase the use of overheating subsystems, create an entire new Industrial Block, and Open up Wormhole Space to complete industrial corps (that build T3 ships and subsystems, and Sleeper High, Mid and Low Slot Equipment (call it an overclocked T1 module). Balance wise it should only use T1 ammo and navy/fed ammo (no T2 ammo).
22) Giving sleepers the chance to drop sleeper faction/deadspace loot would be fantastic. The space would actually become valuable. People need to get some special thing from time to time (omg a actual module, yaay). this should be fairly RARE though.
26) The auto appearing signature in the probe window needs to go. period.
27) Yes mining should be back to red signatures and force people to probe them out. This isn't k space. Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
|

Phoenix Jones
POS Party Try Rerolling
476
|
Posted - 2014.07.02 14:00:00 -
[71] - Quote
We should probably reduce this list to stuff CCP could actually implement within the expansion cycle. I'm thinking the following should be focused on initially.
Priorities (simple fixes)
1) Split the Dscan/Probe window into two windows 2) Remove ore sites from discovery scanner (back to Anoms) 3) Remove Auto Updating new signatures from Probe Scanner
Longer Term Wormhole Life Improvements (more complicated stuff)
1) Revamp of Black Hole Systems 2) Dual Static C4 space 3) Personal Ship Maintenance Array. 4) Temporary Timed Bookmarks (auto deleting bookmarks)
Wishlist of Wormhole life Improvements.
1) Clone Swapping (either by Rorqual or by Pos module) 2) Wormhole Industrial creation (building sleeper modules/assembly of sleeper ships, building pos modules) 3) Sleeper module loot drops (aka sleeper version of deadspace modules), and other added PVE content. 4) Ice (hey some want to do it).
.... honestly I think that is really it. Most believe wormhole space does not need a lot of changes, just some basic fixes, and some added improvements. Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
|

Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
160
|
Posted - 2014.07.02 14:07:00 -
[72] - Quote
Never thought about manufacturing Sleeper modules, structures or even ships... and I'm really liking the idea... Good one! |

Rek Seven
Probe Patrol Ixtab.
1600
|
Posted - 2014.07.02 14:24:00 -
[73] - Quote
Yup CCP could effectively kill two birds with one stone by introducing a new T3 modules like, for example, a low slot mass reducer which could stimulate the wormhole economy and make battleship fleets viable...
Sadly CCP have already said they won't be adding new wormhole content for the foreseeable future, they're just going to be focusing on fixing the things they break after every expansion.  +1 |

Phoenix Jones
POS Party Try Rerolling
479
|
Posted - 2014.07.02 14:52:00 -
[74] - Quote
Komodo Askold wrote:Never thought about manufacturing Sleeper modules, structures or even ships... and I'm really liking the idea... Good one!
I was referring to t3 assembly in arrays, but eventually I believe sleeper ships should be an option. That is way in the future.
An industrial creation for wormholes is something I think is needed. That would take quite a bit of time though to create a whole new subset of equipment. That would not be content added to wormholes, but using what is already present to create a new industrial lifestyle. Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
|

Retar Aveymone
GoonWaffe Goonswarm Federation
483
|
Posted - 2014.07.02 15:02:00 -
[75] - Quote
CCP Greyscale wrote: So yeah, wormhole generators "work", they just work in a very laid back, casual way. There are a certain number of wormholes shared between all systems with each level of the wormhole generator upgrade, which scales more-or-less linearly with number of upgrades installed, and they move around between those systems in the same way that normal exploration sites do.
It's not a very good upgrade as it currently stands, but neither is it "broken" per se. (At least as far as we are aware - and the system involved is sufficiently generic and widely-used that I would be very surprised if there was anything wrong with it. If this was broken, anomalies would almost certainly be broken too, and we'd know about that.)
Is this the same way the DED site upgrades work (which have always been assumed to be broken)? |

Mindful Visteen
Rolled Out
17
|
Posted - 2014.07.02 15:14:00 -
[76] - Quote
Rek Seven wrote:Roaming sleepers - sleepers should travel through wormhole space, not just wait in sites to be killed. The more sites you run, the more roaming sleepers you awaken.
Wormhole information window - update the text to more accurately describe the wormholes condition. Most of us already know what end of life means
Sigs and session change - remember what sigs are ignored and the scan results after a session change.
CCP wormhole mapping tool - Third party development is great but it's time ccp made a mapping tool so everyone had this advantage.
New sig appearance - New sigs should not show up unless probed.
Signature ID change - IDs should not change after downtime
Ore sites - You should have to probe them to find them like in the good old days
Dual statics for everyone! - Some C3 to C6 systems should have 2 or more statics
Battleship mass reduction - A BS only mod should be introduced, which reduces the mass of battleships to create more variety in fleets.
C5/C6 data/relic sites - Reduce the number of sleepers in these sites so small gangs or solo players have PEV content in high class wormholes.
D-scan inhibitor - These should not show up on d-scan. They should only be detectable using combat probes.
Blackhole systems - Turn them into industrial wormholes like Chitsa wanted! Increased ore sites, ice belts, bonuses to research/invention/manufacturing and better PI yields.
Bookmark visibility - We should be able to see bookmarks in space
That's all... for now...
Except for dual statics I'll +1 on this post. |

Mindful Visteen
Rolled Out
17
|
Posted - 2014.07.02 15:16:00 -
[77] - Quote
Serendipity Lost wrote:No specific idea. Just a word of caution. There are several ideas in here that will make it much easier for larger folks to wonk up on smaller groups. If WH changes are to benifit one group over the other (larger vs smaller in this case) I would hope the CSM and CCP can see the wisdom in leaning toward aiding the smaller groups. If I recall correctly, the point of WH space is to avoid blobs and large meta hoo haw. (me definition of small gang is less than 20 - not less than 100)
It seems there is an influx of prior null guys (which is great !- more guys are better), but with it there is also an increased desire to make WH space more nullish. I would hope we can resist changes that will over time creep WH space from it's roots.
Sometimes small changes have large results - please be careful.
EXACTLY. +1 |

Meytal
School of Applied Knowledge Caldari State
448
|
Posted - 2014.07.02 15:25:00 -
[78] - Quote
I'd agree with turning C4 systems into the super-highway between C1-C3 and C5-C6, and further, I'd propose making C5 and C6 the new "deep space" of W-space by reducing K-space connectivity and reducing connections between C1-C3 and C5-C6, while allowing freighters, rorquals and any future non-combat capital to move through C3-C4 connections and then into C5-C6. I'd say this should be a package deal as the increased freighter allowance is to compensate for the reduced K-space connections in C5-C6.
C1-C3 would have reduced connections to C5/C6; C4 would remain void of K-space connections; C5-C6 would have reduced connections to C1-C3 and greatly-reduced connections to K-space.
Disclaimer: while I do live in a system with a C4 static, I have not lived in a C4 or C5/C6 system, so I'm willing to accept this may be distasteful to residents of both groups of wormhole systems.
If there are any interbus customs offices left, they should be removed. Then any planet that has had no POCO for some time should have a Sleeper battleplatform constructed over downtime. To place your own POCO, you need to fight and kill the battle platform. The platform should be comparable to the interbus customs office, no reinforce timer, but it will shoot back with multiple guns of varying sizes, damages, ranges, and tracking abilities which vary based on current system class.
Unused/abandoned POCOs should eventually be replaced by the Sleeper battle platforms once an acceptable mechanic for removing the abandoned structures is determined.
Agree with the sig IDs not changing after downtime. Ideally, we wouldn't know just by the ID whether a sig is likely a wormhole or not, or a new sig or not. Long-term application of non-changing sig IDs will make this possible. Make sig IDs unique only to the current system in W-space to reduce internal tracking requirements. New sig IDs are chosen at random.
Reduce the rate of sites spawning in inactive systems. If a system hasn't been loaded for some length of time (say, a month), it is removed from the list of random systems that will be chosen for sigs to spawn. The rare gold mine systems are nice, but that just means those sigs aren't available to the active players which reduces chances for friendly player interaction.
Ore sites should be signatures instead of anomalies. When an ore site is about to spawn, there should be a very low chance that it spawns as an ice belt instead. Also, when a gas site is about to spawn, there should be a very low chance it spawns as a random type of booster gas site. Neither should appear with sufficient regularity to eliminate the need for external resources.
Allow roleStarbaseConfig to view contents of the Personal Hangar Array for other corp members, even if it is view-only permission. Perhaps do the same for POCOs since they share similar code, though POCOs are much less important. When taking the things down, stuff in them is lost. If we can't see it, we don't know that we've destroyed something. Extend this functionality to each personal- array created in the future.
If someone self-destructs a ship in the force field of a reinforced POS, or if a POS that is bubbled by a group other than the owning corp and someone self-destructs the ship while in that bubble, it should generate a killmail with the aggressing entity or bubble owner as the killer with 0 damage. Self-destructing ships should remain as a way to deny assets to the aggressor, but there should be a killmail trail attached at all times. |
|

CCP Greyscale
C C P C C P Alliance
2411

|
Posted - 2014.07.02 15:28:00 -
[79] - Quote
Retar Aveymone wrote:CCP Greyscale wrote: So yeah, wormhole generators "work", they just work in a very laid back, casual way. There are a certain number of wormholes shared between all systems with each level of the wormhole generator upgrade, which scales more-or-less linearly with number of upgrades installed, and they move around between those systems in the same way that normal exploration sites do.
It's not a very good upgrade as it currently stands, but neither is it "broken" per se. (At least as far as we are aware - and the system involved is sufficiently generic and widely-used that I would be very surprised if there was anything wrong with it. If this was broken, anomalies would almost certainly be broken too, and we'd know about that.)
Is this the same way the DED site upgrades work (which have always been assumed to be broken)?
Yup. |
|

mynnna
GoonWaffe Goonswarm Federation
3639
|
Posted - 2014.07.02 15:40:00 -
[80] - Quote
CCP Greyscale wrote:Retar Aveymone wrote:CCP Greyscale wrote: So yeah, wormhole generators "work", they just work in a very laid back, casual way. There are a certain number of wormholes shared between all systems with each level of the wormhole generator upgrade, which scales more-or-less linearly with number of upgrades installed, and they move around between those systems in the same way that normal exploration sites do.
It's not a very good upgrade as it currently stands, but neither is it "broken" per se. (At least as far as we are aware - and the system involved is sufficiently generic and widely-used that I would be very surprised if there was anything wrong with it. If this was broken, anomalies would almost certainly be broken too, and we'd know about that.)
Is this the same way the DED site upgrades work (which have always been assumed to be broken)? Yup.
The difference being that DED site upgrades "work" in a way that is at least beneficial and welcome to the owners of the space, whereas the wormhole generators are just a means to invite more bored wormhole pilots to come in and roam your space and kill your ratters.  Member of the Goonswarm Economic Warfare Cabal |

Irregessa
Obfuscation and Reflections
110
|
Posted - 2014.07.02 15:54:00 -
[81] - Quote
mynnna wrote:The difference being that DED site upgrades "work" in a way that is at least beneficial and welcome to the owners of the space, whereas the wormhole generators are just a means to invite more bored wormhole pilots to come in and roam your space and kill your ratters. 
I thought that was called "creating content"? 
from The Mittani himself:
"Ratters are the plankton of the PvP foodchain; they provide targets for gankers, and gankers provide targets for small gangs, etc etc up the scale." |

Querns
GBS Logistics and Fives Support Goonswarm Federation
667
|
Posted - 2014.07.02 16:04:00 -
[82] - Quote
CCP Greyscale wrote: Someone cast "summon dev"?
So yeah, wormhole generators "work", they just work in a very laid back, casual way. There are a certain number of wormholes shared between all systems with each level of the wormhole generator upgrade, which scales more-or-less linearly with number of upgrades installed, and they move around between those systems in the same way that normal exploration sites do.
It's not a very good upgrade as it currently stands, but neither is it "broken" per se. (At least as far as we are aware - and the system involved is sufficiently generic and widely-used that I would be very surprised if there was anything wrong with it. If this was broken, anomalies would almost certainly be broken too, and we'd know about that.)
When you say "each level of the upgrade," do you mean that each upgrade level of the wormhole generator has a separate pool? Like, would a level 1 and level 2 wormhole generator upgrade pull potential links out of a separate pool of potential links, or do all levels of the wormhole generator upgrade pull from the same potential link pool? This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Ghenghis Kralj
Big Johnson's
26
|
Posted - 2014.07.02 16:55:00 -
[83] - Quote
i had a bunch written but the forum site ate my homework. the world will never know the genius ideas i came up with! |

Ghenghis Kralj
Big Johnson's
26
|
Posted - 2014.07.02 16:56:00 -
[84] - Quote
i'll just say that spawning the static right away won't do anything. people will just crit theirs while running sites.
if anything, it might have a negative long term effect on pvp. Rage rolling will have less of a surprise factor. |

jonnykefka
Adhocracy Incorporated Adhocracy
267
|
Posted - 2014.07.02 17:04:00 -
[85] - Quote
Broadly speaking I think that changes to w-space should make things more interesting for both PvE and PvP focused organizations. Note that "more interesting" does not always mean "easier." Anyways, that's not a little thing.
Little things already mentioned:
Sig tags and DT: This seems like a small tweak that makes ruskies/aussies/DT-adjacent TZs a little less miserable. At worst it returns things to how they were before the sig-list became systematic, and while having it be systematic is a minor convenience, I at least could certainly live without.
K162 spawns and sig spawning: My opinion on this has not changed. Delaying it isn't good for anyone except chain-rollers, not even all PvPers. Rather, spawning the sig it before it's scanned, and increasing connectivity, seems like a much more interesting change that might generate more actual fights, and make it more difficult to keep a system safe/know when you are safe.
C4 connectivity: Yes good double statics going up and down. Much more interesting, much easier to live in (since if it always has a down-static, you're never more than two jumps from SOME K-space).
Black holes: Something needs to change. I've had some fun fights in lower-class black holes, but they are really annoying. For reference, WH effects that I like are things like Magnetars and Cat Vars, that change how you have to approach combat situations entirely rather than just making it more difficult for everyone involved. (Magnetars mean you have to expect up to double DPS. Cat vars mean no triage and no local tank in general). Maybe make them inverse cat vars, so no logi 4 u? With marauders for self-tanked PvE that seems viable now, maybe even too viable.
Other little things:
More unknowns: Not necessarily turning all sleeper sites into Quarantine Areas, but at least having spawn trees, so you can get different things at any given wave, e.g., "do we get the neuting wave or the dps wave?" Makes things a little more interesting without being completely unpredictable.
More unknowns: Sleepers where you don't expect them. "decoy" WH sigs that are in fact sleeper traps. Better than sleepers spawning on WHs at random because it doesn't make logistics miserable hell.
More unknowns: Little unexpected behaviors. Random and/or rare pop-ups in some sites. Mysterious ships that appear and then vanish before you can kill them, as some missions have. NPC local broadcasts surrounding some events, like a new hole spawning or a new combat site. Or better yet, things that respond to player kills.
Give us some ******* mysteries, we came here for the unknown. |

Shinjo Bajahnhosuu
Outer Ring Sleeper Collective Illusion of Solitude
14
|
Posted - 2014.07.02 17:26:00 -
[86] - Quote
This comes up for me during escalations, but please make it possible to "untag" a ship in the overview. Right now if you accidentally tag the wrong ship or want to switch to a different set of sleepers due to range you can't remove a tag. This makes things very confusing. |

Hatshepsut IV
Cascading Failure Un.Bound
126
|
Posted - 2014.07.02 17:35:00 -
[87] - Quote
Shinjo Bajahnhosuu wrote:This comes up for me during escalations, but please make it possible to "untag" a ship in the overview. Right now if you accidentally tag the wrong ship or want to switch to a different set of sleepers due to range you can't remove a tag. This makes things very confusing.
It doesn't remove the niceness of a clear tags hotkey but till they do, drop a can and use that to cycle through tags. You too can start failing today! Reddit-áad | Cascading Failure Public Channel | Aspiring Failure
|

Serendipity Lost
Repo Industries
250
|
Posted - 2014.07.02 17:35:00 -
[88] - Quote
mynnna wrote:CCP Greyscale wrote:Retar AveymoneIs this the same way the DED site upgrades work (which have always been assumed to be broken)? Yup. The difference being that DED site upgrades "work" in a way that is at least beneficial and welcome to the owners of the space, whereas the wormhole generators are just a means to invite more bored wormhole pilots to come in and roam your space and kill your ratters. [:evil: wrote:
systems with the wh upgrade should have sleepers move out into their system and scram the null bears for me. Your upgrade should come with a downside. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
669
|
Posted - 2014.07.02 17:39:00 -
[89] - Quote
Serendipity Lost wrote:Your upgrade should come with a downside. Why? This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Kynric
Sky Fighters
80
|
Posted - 2014.07.02 17:44:00 -
[90] - Quote
W-space is mostly pretty good how it is. The changes I wish for are:
- A personal SMA (the personal hangar does a fine job protecting the ammo, now how about something to protect the ships.)
- More products that utilize the sleeper loot. Currently it's value is tied to t3 cruisers. More products to diversify and give the worthless bits a value would be nice. It doesn't matter what the products are, ships, modules, drones, implants, deployables, whatever but something to give it value would be nice.
- Make the mobile scan inhibitor scoopable, it's a bit expensive to get much use in its current disposable form.
- Fewer cans at the data/relic sites, the current number is more of the hacking game than I want to sit through.
|

Serendipity Lost
Repo Industries
252
|
Posted - 2014.07.02 17:50:00 -
[91] - Quote
Why not? Give something to get something. Most upsides in eve have downsides to balance them. Mayhaps you are too accustomed to having it both ways.
Mostly, when I warp to a wh anom (C5) - I'm all in. Webbed, scrammed, neuted. I have to survive the whole thing and hold the field to loot and salvage. Comparatively the null bear warps in and out as he chooses, has local and gets bounties as he goes.
I've spent my whole eve life hearing how greater risks reap greater rewards and that's the benefit of living in null. Let's be honest - null is pretty much easy mode. Power blocks, blues, local, constellation wide intel channels. It would be nice to see a little risk for your isk.
Anytime I bring up anom rats scramming a ratter null folks are like.... OMG.... that's just dumb, and then a kitchen sink full of reasons that should never happen. You guys crack me up.
This thread is for little things to make wh life better. Null systems w/ the wh upgrade should get sleepers in system scramming them. THAT would make wh life better. |

Kynric
Sky Fighters
80
|
Posted - 2014.07.02 17:53:00 -
[92] - Quote
I would like one of those wormhole attracting upgrades that the null people apparently don't value. |

Meytal
School of Applied Knowledge Caldari State
448
|
Posted - 2014.07.02 17:53:00 -
[93] - Quote
Kynric wrote:- Fewer cans at the data/relic sites, the current number is more of the hacking game than I want to sit through.
Putting them closer together would be a great start. You shouldn't have to prepare a site perch to warp around and get to all the cans quickly, especially when there often isn't anything useful in them anyway.
mynnna wrote:The difference being that DED site upgrades "work" in a way that is at least beneficial and welcome to the owners of the space, whereas the wormhole generators are just a means to invite more bored wormhole pilots to come in and roam your space and kill your ratters. Show us on the doll where the evil wormhole pilot touched your ratting fleet.
Instead of crying, you should be thanking that bored wormhole pilot for creating content in Nullsec, improving activity in Nullsec, and boosting the economy (most likely the T2 market, ie, Nullsec).
|

Querns
GBS Logistics and Fives Support Goonswarm Federation
669
|
Posted - 2014.07.02 17:53:00 -
[94] - Quote
Serendipity Lost wrote:Why not? Give something to get something. Most upsides in eve have downsides to balance them. Mayhaps you are too accustomed to having it both ways.
Mostly, when I warp to a wh anom (C5) - I'm all in. Webbed, scrammed, neuted. I have to survive the whole thing and hold the field to loot and salvage. Comparatively the null bear warps in and out as he chooses, has local and gets bounties as he goes.
I've spent my whole eve life hearing how greater risks reap greater rewards and that's the benefit of living in null. Let's be honest - null is pretty much easy mode. Power blocks, blues, local, constellation wide intel channels. It would be nice to see a little risk for your isk.
Anytime I bring up anom rats scramming a ratter null folks are like.... OMG.... that's just dumb, and then a kitchen sink full of reasons that should never happen. You guys crack me up.
This thread is for little things to make wh life better. Null systems w/ the wh upgrade should get sleepers in system scramming them. THAT would make wh life better. Ah, yes, the "nullsec is risk free" argument. Not interested in rehashing this. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Serendipity Lost
Repo Industries
252
|
Posted - 2014.07.02 18:01:00 -
[95] - Quote
I'll take your dismissal as a sign of defeat. You have no valid argument. Perhaps you could call me a name or link some spreadsheet showing where eve subscriptions would plummet if null rats scrammed. I've seen all the 'arguments'
It would hurt your tax income, defeat most botting programs and allow WH folks to drop in and do a happy dance all over your bottom line (cuz you can't defend you systems????)
I get it. Believe me - I get it.
I still want what I want. This isn't a debate. I've been dismissed by better. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
670
|
Posted - 2014.07.02 18:05:00 -
[96] - Quote
Serendipity Lost wrote:I'll take your dismissal as a sign of defeat. You have no valid argument. Perhaps you could call me a name or link some spreadsheet showing where eve subscriptions would plummet if null rats scrammed. I've seen all the 'arguments'
It would hurt your tax income, defeat most botting programs and allow WH folks to drop in and do a happy dance all over your bottom line (cuz you can't defend you systems????)
I get it. Believe me - I get it.
I still want what I want. This isn't a debate. I've been dismissed by better. Nullsec rats do scram, though. Hell, they did an update a while back that added scrambling rats to all the top-tier anomalies. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Serendipity Lost
Repo Industries
252
|
Posted - 2014.07.02 18:08:00 -
[97] - Quote
Canada has an airforce. See my point???
I love Canada btw !!!
I'll recap and let this go.
I want sleepers to get into systems w/ a wh upgrade. Some null sec residents want to argue about it. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
670
|
Posted - 2014.07.02 18:10:00 -
[98] - Quote
Serendipity Lost wrote:Canada has an airforce. See my point??? No. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

corbexx
eXceed Inc. No Holes Barred
418
|
Posted - 2014.07.02 18:31:00 -
[99] - Quote
I've been really please with most the stuff here.
I'll give it a couple days then start to get it all in 1 post and try to sort out what are attually little things, and is a few things here that while good arent small stuff (but potentially can still be looked at).
Get a few others to look it over then. post the idea's to ccp. Corbexx for CSM 9 - Wormholes deserve better |

mynnna
GoonWaffe Goonswarm Federation
3642
|
Posted - 2014.07.02 18:49:00 -
[100] - Quote
Serendipity Lost wrote:Canada has an airforce. See my point???
I love Canada btw !!!
I'll recap and let this go.
I want sleepers to get into systems w/ a wh upgrade. Some null sec residents want to argue about it.
I'm not going to let it go. You sort of missed my point in the first place, which is that the so-called upgrade isn't. Right now it essentially reads "please voluntarily install this to get access to a area of space you don't care about and in exchange more people who want to shoot you can get to your space more easily." Needless to say there is a reason why no renter has ever asked me to install one of these upgrades, ever. You're then proposing to add the line "and oh yeah, because some wormholer believes you think this is an actual benefit, this upgrade also spawns NPC interceptors all over the place, because he's too lazy to tackle people himself."
If you want the upgrade to be changed so as to be an improvement to wspace life, give nullsec system owners a reason to actually want to install it. For example, if installing one meant that (in addition to the extra wormholes themselves) my existing anomalies also occasionally spawned small sleeper patrols, other small groups appeared on gates, in belts, etc. and larger groups appeared in their own sites, all of which could escalate based on rules similar to those in existing wspace sites, that would be attractive. That would be something I could look at and go, ok, travel and regular solo pve is a risk if I install this because of the small patrols, but on the other hand those groups and the larger ones mean a few levels of group pve content, so this is worth installing in some systems. Member of the Goonswarm Economic Warfare Cabal |

Alexander McKeon
AQUILA INC Verge of Collapse
65
|
Posted - 2014.07.02 18:54:00 -
[101] - Quote
mynnna wrote:The difference being that DED site upgrades "work" in a way that is at least beneficial and welcome to the owners of the space, whereas the wormhole generators are just a means to invite more bored wormhole pilots to come in and roam your space and kill your ratters.  Alternatively, it's a way for your small gangs to come into W-Space and potentially get fights. Sadly almost every null gang I've encountered gets to a wormhole and stops like they're missing a magic key. :(
|

Querns
GBS Logistics and Fives Support Goonswarm Federation
670
|
Posted - 2014.07.02 19:01:00 -
[102] - Quote
mynnna wrote: I'm not going to let it go. You sort of missed my point in the first place, which is that the so-called upgrade isn't. Right now it essentially reads "please voluntarily install this to get access to a area of space you don't care about and in exchange more people who want to shoot you can get to your space more easily." Needless to say there is a reason why no renter has ever asked me to install one of these upgrades, ever. You're then proposing to add the line "and oh yeah, because some wormholer believes you think this is an actual benefit, this upgrade also spawns NPC interceptors all over the place, because he's too lazy to tackle people himself."
If you want the upgrade to be changed so as to be an improvement to wspace life, give nullsec system owners a reason to actually want to install it. For example, if installing one meant that (in addition to the extra wormholes themselves) my existing anomalies also occasionally spawned small sleeper patrols, other small groups appeared on gates, in belts, etc. and larger groups appeared in their own sites, all of which could escalate based on rules similar to those in existing wspace sites, that would be attractive. That would be something I could look at and go, ok, travel and regular solo pve is a risk if I install this because of the small patrols, but on the other hand those groups and the larger ones mean a few levels of group pve content, so this is worth installing in some systems.
Quoting for the new page; this idea has some real potential. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

mynnna
GoonWaffe Goonswarm Federation
3642
|
Posted - 2014.07.02 19:06:00 -
[103] - Quote
Alexander McKeon wrote:mynnna wrote:The difference being that DED site upgrades "work" in a way that is at least beneficial and welcome to the owners of the space, whereas the wormhole generators are just a means to invite more bored wormhole pilots to come in and roam your space and kill your ratters.  Alternatively, it's a way for your small gangs to come into W-Space and potentially get fights. Sadly almost every null gang I've encountered gets to a wormhole and stops like they're missing a magic key. :(
While I can't speak for all of nullsec, we have plenty enough people roaming our regions for our small gangs to fight as it is, without opening the door for more. Maybe it's different in the eastern half of eve, what with the vast lack of NPC space for roamers to base from and live in.
Anyway, I'll bow out and stop derailing for now.  Member of the Goonswarm Economic Warfare Cabal |

June Ting
Valkyries of Night Of Sound Mind
83
|
Posted - 2014.07.02 19:24:00 -
[104] - Quote
Tying it to military index is suicidal. I'd be stupid to install it in my most populated ratting systems from a self-interest perspective.
If it were tied to sov index rather than to military index, it would make a ton of sense -- I could install it for better roaming opportunities starting from a non-ratting staging/waypoint system that I'd controlled for a while. I fight for the freedom of my people. |

chickenandbiskets
Anoikis Vergence Critically Unstable
4
|
Posted - 2014.07.02 20:05:00 -
[105] - Quote
The little things? Lol how could everyone miss the fact that sleepers still don't have moving turrets? I mean great hulls in all but the Lasers and missiles still appear out of thin air (well space) usually several km from the ship itself. On top of that introduce sleeper version of mods by way of fragmented sections of blueprints in order to make a complete BP or something to that effect. That way the wormhole community can have its own monopoly on something in the game besides fun.
- Ice spawns - Personnel ship array - Same sig ID after DT - Roaming sleepers - Ability to send probes into a wormhole only if your within 500km - Dual statics in all systems - No true closed system - Fix C1/C2 wormhole color - Ore sites return to scan sites - Sleeper capital ships - Mid warp T3 mod changes - Industry bear Black Hole haven - BOB as super rare spawn that nobody can defeat but his minions drop fat loot or lore books if your into that sort of thing. |

Aiyshimin
Imperial Collective Unsettled.
45
|
Posted - 2014.07.02 20:52:00 -
[106] - Quote
mynnna wrote: I'm not going to let it go. You sort of missed my point in the first place, which is that the so-called upgrade isn't. Right now it essentially reads "please voluntarily install this to get access to a area of space you don't care about and in exchange more people who want to shoot you can get to your space more easily." Needless to say there is a reason why no renter has ever asked me to install one of these upgrades, ever. You're then proposing to add the line "and oh yeah, because some wormholer believes you think this is an actual benefit, this upgrade also spawns NPC interceptors all over the place, because he's too lazy to tackle people himself."
If you want the upgrade to be changed so as to be an improvement to wspace life, give nullsec system owners a reason to actually want to install it. For example, if installing one meant that (in addition to the extra wormholes themselves) my existing anomalies also occasionally spawned small sleeper patrols, other small groups appeared on gates, in belts, etc. and larger groups appeared in their own sites, all of which could escalate based on rules similar to those in existing wspace sites, that would be attractive. That would be something I could look at and go, ok, travel and regular solo pve is a risk if I install this because of the small patrols, but on the other hand those groups and the larger ones mean a few levels of group pve content, so this is worth installing in some systems.
Most common wormhole in C5s is a K162 from null sec, so obviously there is interest to using wormhole space, most commonly nullseccers use wormholes as routes to empire space.
However the second part I don't understand. You already have an upgrade that spawns wormholes into an easily secured system containing sleepers worth of billions, but you'd want some mini-versions to spawn inside your null sec system instead? Why not simply raid the wormhole system for the anoms? |

Sulo Hayha
Unseen Nomads Exiled Ones
8
|
Posted - 2014.07.02 20:59:00 -
[107] - Quote
Hatshepsut IV wrote:On another note, can we get the ability to split the probe scanner and d-scan from the same nested window?
Oh god YES.
While you're at it, make "Recover Active Probes" button either require confirmation or make the gap between that and "Analyze" a BIT larger. Also - shortcut for "Analyze" would be nice.
Rek Seven wrote:Roaming sleepers - sleepers should travel through wormhole space, not just wait in sites to be killed. The more sites you run, the more roaming sleepers you awaken.
Why not make sleepers also spawn on WH grid if lots of ships jumped through? Ammount based on number of jumps and system class. Also - make them appear randomly near POS or POCO. You know, 'coz Sleepers are evil and we are trespassing here.
Chitsa Jason wrote:5. Hide the system name of the wormhole. People already use tools to determine how many moons and planets there are, or who lives there by looking at J sig. Make it so it is a bit harder for players to understand where they are. I know players would make sure eventually to come up with tools which tell which system it is but for a while it would be hilarious chaos.
Sounds evil. I love it :D
Chitsa Jason wrote:11. Visual representation of polarization timer. It can be a bit tricky as there can be multiple polarization timers. The most simple solution to show the longest one.
Could work if it used UI like the one in Mobile Depot (while anchoring or in RF).
Chitsa Jason wrote:22. Give sleepers ability to randomly drop sleeper Faction/Dead-space loot.
23. Give security status increase for killing sleepers. Drones have it now so sleepers should. (ran out of allowed quotes per post...)
22. Or just T3 stuff so they dont have to make whole new line of deadspace stuffs.
23. Drones reside in K-Space, CONDORD does not give a flying **** about Sleepers in W-Space.
My 2 cents: W-Space was supposed to be unknown and dangerous, yet people started moving in, almost every bit of mechanic behind wormholes has already been figured out so why not change some stuff? - Static wormholes are making living here too easy, IMHO the static wormhole should lead not to specific class but ANYWHERE in W-Space (and K-Space for C1-3), wormholes should spawn without the need for player to probe it, more wandering wormholes, less connections to K-Space (especially 0.0) and more to W-Space. - Special wormholes, you know, they are supposed to be unstable and unknown, yet in reality they are neither, sure the regular wotmholes are necesary but just take the "Unstable" out of their name and instead make REAL "Unstable Wormholes", the kind that might collapse anytime, lead to anywhere, even change the destination or damage your ship while jumping through. - Site spawns should be more or less random like Quarantaine Area, but a bit more limited (for example: any cruiser can be the trigger), there should also be extra spawn(s?) if you stay on site grid long enough. - More system effects (weapon range upgrade? 2x more sleepers?) also some extremely hostile ones and the kind that fucks with your basic ship functions in C6 (disabled Shields, all missiles are FoF, corrosive clouds, random engine/warp failures) - New Sleeper content, 0.0 has their DED why not make something similar for W-Space? Also, maybe Sleeper Capital Ships in C5/6 capital escalations (might want to make them require 3-4 same capitals on grid though instead of regular 1-2) or just special anomaly (kinda like the incursions)? - Not WH-Specific but.. abandoned structures like POSes, POCOs, Bubbles, Mobile Depots.. (and so on) should auto-unanchor if not used for a long time
TL;DR? W-Space should be more unknown and dangerous than it is now. |

LUMINOUS SPIRIT
The Dark Space Initiative Scary Wormhole People
436
|
Posted - 2014.07.02 21:29:00 -
[108] - Quote
1. Ability to resize probe and map windows dynamically. Right now probes window cannot be downsized beyond a certain size, and the window with buttons Solar Map and Star Map cannot be resized at all. its clunky.
The idea is to have minimal clutter on the screen while probing and shifting between solar system map and star map.
2. Ability to deploy more then 8 probes - a dedicated max skilled prober should be able to monitor more then 2 locations at once.
3. Ability to move probe clusters around independent of one another. lets say I launch 2 clusters of probes, 4 each, and monitor 2 distinct locations on the solar map - a gate and station for example - this is for PvP obviously. Then if I need to move 1 set of probes from station to another gate, I would need to drag individual probes down to new position via shift-key. it should be quick. a pre-set deploys 4 combat probes, they are grouped into cluster A. another click deploys another set, cluster B. Can move and re-size clusters independently of one another.
4. Delayed k162 spawn timer, by like 30 seconds or so.
5. Enable smartbombing on wormholes - or exclusively in red giants. it can get gay I know, but as it stands smartbomb camps should be viable in a red giant.
6. More relic sites and low-sec connections to c5-c6 please :)
|

LUMINOUS SPIRIT
The Dark Space Initiative Scary Wormhole People
436
|
Posted - 2014.07.02 21:38:00 -
[109] - Quote
corbexx wrote:Lloyd Roses wrote:well theres problem with flux generator upgrade it does not generate wormholes at all in upgraded nullsec systems it should be looked into and to be fixed.
It attually does work it just doesn't work how 99% of people think and so people assume its broken. Its not ideal though I will say that
Im fairly certain that flux generator does establish more incoming connections, but they are k162 incoming, therefore they must be opened from the other side to appear in your null. So, potential wormholes are there, but to activate you need dudes on the other side. Which, obviously, makes it useless. |

corbexx
eXceed Inc. No Holes Barred
419
|
Posted - 2014.07.02 21:42:00 -
[110] - Quote
LUMINOUS SPIRIT wrote:corbexx wrote:Lloyd Roses wrote:well theres problem with flux generator upgrade it does not generate wormholes at all in upgraded nullsec systems it should be looked into and to be fixed.
It attually does work it just doesn't work how 99% of people think and so people assume its broken. Its not ideal though I will say that Im fairly certain that flux generator does establish more incoming connections, but they are k162 incoming, therefore they must be opened from the other side to appear in your null. So, potential wormholes are there, but to activate you need dudes on the other side. Which, obviously, makes it useless.
CCP Greyscale has posted already about it here in the thread
https://forums.eveonline.com/default.aspx?g=posts&m=4765751#post4765751 Corbexx for CSM 9 - Wormholes deserve better |

Serendipity Lost
Repo Industries
254
|
Posted - 2014.07.02 21:45:00 -
[111] - Quote
Aiyshimin wrote:mynnna wrote:
Mynna puts hand out begging for even more free stuff within safety of local and intel channels (no real risk)
Most common wormhole in C5s is a K162 from null sec, so obviously there is interest to using wormhole space, most commonly nullseccers use wormholes as routes to empire space. However the second part I don't understand. You already have an upgrade that spawns wormholes into an easily secured system containing sleepers worth of billions, but you'd want some mini-versions to spawn inside your null sec system instead? Why not simply raid the wormhole system for the anoms?
That should clear it up for you. They don't want to come into a wh, that's pretty much proven all day every day. They want more free stuff while wrapped all comfy in the cover of cynos/jump and titan bridges. You're looking at what they are saying from a wh perspective. Put on that risk averse bonnet you discarded years ago and look again. All will be clear. They don't want engaging content they want to steamroll with superior numbers and massive assets.
And that's fine - they have amassed an empire, so it's natural to want to wield it. All I want to do is come out of my wh and gank the crap out of them before they can run to safety.
There are no white knights here. We are both indulging in self interest. |

LUMINOUS SPIRIT
The Dark Space Initiative Scary Wormhole People
437
|
Posted - 2014.07.02 21:50:00 -
[112] - Quote
Most important.
delayed local while jumping from wh to k-space for pvp.
I need....just.....10....seconds...... to get a warp-able hit on that ratting ishtar :) |

Rek Seven
Probe Patrol Ixtab.
1607
|
Posted - 2014.07.02 22:40:00 -
[113] - Quote
mynnna wrote: I'm not going to let it go. You sort of missed my point in the first place, which is that the so-called upgrade isn't. Right now it essentially reads "please voluntarily install this to get access to a area of space you don't care about and in exchange more people who want to shoot you can get to your space more easily." Needless to say there is a reason why no renter has ever asked me to install one of these upgrades, ever. You're then proposing to add the line "and oh yeah, because some wormholer believes you think this is an actual benefit, this upgrade also spawns NPC interceptors all over the place, because he's too lazy to tackle people himself."
If you want the upgrade to be changed so as to be an improvement to wspace life, give nullsec system owners a reason to actually want to install it. For example, if installing one meant that (in addition to the extra wormholes themselves) my existing anomalies also occasionally spawned small sleeper patrols, other small groups appeared on gates, in belts, etc. and larger groups appeared in their own sites, all of which could escalate based on rules similar to those in existing wspace sites, that would be attractive. That would be something I could look at and go, ok, travel and regular solo pve is a risk if I install this because of the small patrols, but on the other hand those groups and the larger ones mean a few levels of group pve content, so this is worth installing in some systems.
I'm don't think people in null sec should have the benefits of wormhole space without actually going into wormholes. If the upgrade worked "properly" it would be used by people looking, pretty much exclusively, for wormhole PVP/PVE.
IMHO a group wishing to use the quantum flux generator should not have to mess around with all that military index rubbish. They should be able to put these structures up to effectively create a set number of statics in a specific null sec system. This would clearly need to be designed carefully to prevent null groups from dominating wormhole space.
In your opinion, do you think more renter would use the upgrade if it was changed in such a way?
Edit: corbexx, sorry for going off topic... +1 |

Zara Arran
Aperture Harmonics No Holes Barred
83
|
Posted - 2014.07.02 22:49:00 -
[114] - Quote
LUMINOUS SPIRIT wrote:Most important.
delayed local while jumping from wh to k-space for pvp.
I need....just.....10....seconds...... to get a warp-able hit on that ratting ishtar :)
To be honest.. It should not just be delayed, but until you reach a gate or a station, it shouldn't even detect there is someone in local, let alone the name of the pilot. Local supposedly exists only due to detection when someone jumps through the gate.. not on grid with a gate should mean not in local.
And Chitsa... I think i proposed your nr.5 idea on the eve online forums when you were in the CSM ;) Funny to see it coming back from you proposed to your successor.
Other things:
Managing corp/alliance roles Small things like: directors also getting the notification when people leave the corp, perhaps the ability to tie alts to a main for the corporation leadership, etc would help. Bigger fixes (but needed) are: the corporation roles are also a mess: the number of clicks and drop down menus and the difference between grantable roles/ titles, and between headquarters/stationed at etc.. not clear and tideous.
Corporation asset management: The interface and possibilities of corporation management is out of date. In any system, you would think that the technology would allow for people to register per corp at the very least how many POSes are in a system, how much fuel/stront they have, and to be able to assign assets/people per POS and track them. Not going into the POSes themselves as requested...
|

Rek Seven
Probe Patrol Ixtab.
1607
|
Posted - 2014.07.02 22:55:00 -
[115] - Quote
Zara Arran wrote:LUMINOUS SPIRIT wrote:Most important.
delayed local while jumping from wh to k-space for pvp.
I need....just.....10....seconds...... to get a warp-able hit on that ratting ishtar :) To be honest.. It should not just be delayed, but until you reach a gate or a station, it shouldn't even detect there is someone in local, let alone the name of the pilot.
I think a simple "fix" to local would be to delay it until your session change cloak ends... I don't understand why it hasn't be addressed already as ccp have already said the free and instant intel mechanic is bad. +1 |

Jack Miton
Rolled Out
3479
|
Posted - 2014.07.02 23:29:00 -
[116] - Quote
LUMINOUS SPIRIT wrote:2. Ability to deploy more then 8 probes - a dedicated max skilled prober should be able to monitor more then 2 locations at once.
3. Ability to move probe clusters around independent of one another. lets say I launch 2 clusters of probes, 4 each, and monitor 2 distinct locations on the solar map - a gate and station for example - this is for PvP obviously. Then if I need to move 1 set of probes from station to another gate, I would need to drag individual probes down to new position via shift-key. it should be quick. a pre-set deploys 4 combat probes, they are grouped into cluster A. another click deploys another set, cluster B. Can move and re-size clusters independently of one another.
4. Delayed k162 spawn timer, by like 30 seconds or so.
5. Enable smartbombing on wormholes - or exclusively in red giants. it can get gay I know, but as it stands smartbomb camps should be viable in a red giant. and we were going so well.... all of these are real bad ideas that make scanning WAY too easy and SB on WHs? yeah, go to lowsec for that kind of crap Stuck In Here With Me:-á http://sihwm.blogspot.com.au/
Down the Pipe:-á http://downthepipe-wh.com/ |

Alexis Nightwish
State War Academy Caldari State
16
|
Posted - 2014.07.02 23:41:00 -
[117] - Quote
LUMINOUS SPIRIT wrote: 2. Ability to deploy more then 8 probes - a dedicated max skilled prober should be able to monitor more then 2 locations at once.
Oh hell no. Getting warpables would be broken fast. I think that non-recon oriented ships should be limited to less than 8 actually.
LUMINOUS SPIRIT wrote: 3. Ability to move probe clusters around independent of one another. lets say I launch 2 clusters of probes, 4 each, and monitor 2 distinct locations on the solar map - a gate and station for example - this is for PvP obviously. Then if I need to move 1 set of probes from station to another gate, I would need to drag individual probes down to new position via shift-key. it should be quick. a pre-set deploys 4 combat probes, they are grouped into cluster A. another click deploys another set, cluster B. Can move and re-size clusters independently of one another.
Oh hell yes. Select some probes in the window then hit a formation button and it only affects those selected probes plus an easy way to move probe subsets around? Do want. |

mynnna
GoonWaffe Goonswarm Federation
3644
|
Posted - 2014.07.03 01:41:00 -
[118] - Quote
Serendipity Lost wrote:
And that's fine - they have amassed an empire, so it's natural to want to wield it. All I want to do is come out of my wh and gank the crap out of them before they can run to safety.
Sure. Sounds great. Want that, think of a compelling reason for me to install the thing in the first place. I don't actually care what (and am in fact just fine with them staying worthless, less work doing upgrades in renter space for me) but since it's so important to you to not have to tackle on your own I figured I'd give you an example to work with.
Rek Seven wrote:
In your opinion, do you think more renter would use the upgrade if it was changed in such a way?
Edit: corbexx, sorry for going off topic...
Nope. If people in null wanted to be in wspace, they'd go to wspace. Member of the Goonswarm Economic Warfare Cabal |

Iyokus Patrouette
Sin Factory Infinite Anarchy
159
|
Posted - 2014.07.03 03:13:00 -
[119] - Quote
How about just fixing small POS then? they're a little thing, relatively speaking.
More seriously though if we're looking at small changes how about making it possible to fly Capital ships OUT of those lower class wormholes, even if it was only through connecting Low sec and Null sec wormholes.
Some PvP corps might find it worth attacking those systems to steal floating capital ships. and the indy corps in those lower classes might start producing more capitals to sell.
could be dumb, could need some tweaking, but it might remove the feeling of safety people have by building a capital in those holes. and attacking them could yield some interesting results instead of just a self destructed capital ship.
---- Advocate for the initiation of purple coloured wormholes---- |

Seraph Essael
Devils Diciples League of Infamy
721
|
Posted - 2014.07.03 04:36:00 -
[120] - Quote
Iyokus Patrouette wrote:How about just fixing small POS then? they're a little thing, relatively speaking.
More seriously though if we're looking at small changes how about making it possible to fly Capital ships OUT of those lower class wormholes, even if it was only through connecting Low sec and Null sec wormholes.
Some PvP corps might find it worth attacking those systems to steal floating capital ships. and the indy corps in those lower classes might start producing more capitals to sell.
could be dumb, could need some tweaking, but it might remove the feeling of safety people have by building a capital in those holes. and attacking them could yield some interesting results instead of just a self destructed capital ship.
Hell no, the moment you let capital ships move out of low class WHs is the day the only ship you'd ever see is Capitals in low class wormholes.
I had a fight the other day in a C2 where I engaged a ratting Raven, about half way through the fight I see a Sabre and Chimera on Dscan. I naturally bugged out quick. I cloaked up and warped to their POS, all three pilots online and sat at it (possibly the same guy who knows). More to the point, had I stuck around I was probably going to see fighters assigned to that Sabre.
There are already too many lowclass wormholes with caps in them, the moment you allow them to start moving in and out freely is the day WH space becomes dead. Quoted from Doc Fury: "Concerned citizens: Doc seldom plays EVE on the weekends during spring and summer, so you will always be on your own for a couple days a week. Doc spends that time collecting kittens for the on-going sacrifices, engaging in reckless outdoor activities, and speaking in the 3rd person." |

O'nira
United System's Commonwealth
18
|
Posted - 2014.07.03 04:51:00 -
[121] - Quote
Komodo Askold wrote: - Making BH's missile friendly. Right now no system effects help missiles (excepting Wolf-Rayets, partially), and BH's in particular are negative towards them. Giving BH's bonuses to, let's say, missile max speed and explosion velocity (or perhaps even explosion radius too) would make them shine on there. They could be systems where Caldari POS could be really good... if they get updated to not needing CPU to use their launchers (and thus not losing their weapons when entering reinforced mode), which by the way I think would be very reasonable. It would also help the Phoenix.
Pulsar increase your sig radius wich directly helps missiles, phoenix is a complete monster in a pulsar since it gets easier to hit with it and it also increases the shield hp wich makes the resist and lots of mid slots insanely powerful.
i'd like to be able to swap out clones with a rorqual, it doesn't have to be a rorqual just about kinda of pos mod or structure or whatever really. I would just like to be able to switch to cheap clone so i can go and pvp without worrying over my clone and this wouldn't have be a wh only type thing, this would only increase pvp everywhere as long as you can't jump to it and only can swap clones when you are the location i don't think it will do anything bad to the game.
i'd like to have some systems with dual statics or even triple statics, just something for the top corps to fight over - systems with dual statics should be rare, like 5-10 total systems with it. (this could be a bad idea as well since it would make defense easier)
Ice belts in whs would be cool, especially if its a green anom like the ore sites are.
i like the name the system with a TCU idea
i'd like sig Ids to stay after dt, i simply close the static right before dt to not have to deal with it atm but i would prefer if i didn't have to.
i'd like it if poses started degenerating shields once they are offline, this would make players possibly want to shoot at them for easy pos mods/pos killmails wich would reduce the huge amount of space trash in whs. it also just makes no sense that the shield is operational if both the force field is not and the tower itself is offline. this might be hard to do since the pos code is such a mess.
i'd like people not showing up in local until they lose the jump in cloak |

Keriana Natinde
The 0rigin Illusion of Solitude
0
|
Posted - 2014.07.03 06:06:00 -
[122] - Quote
More unknown and random effects like: - All or at least some WHs have random static. Sometimes it leads to lowsec and sometimes to C4 etc. - Increase random factor of time and mass of WHs. One day wh stays up only 4 hours, other day 24 h. Anyway you could tell status either from info or graphics. - Similar escalation what kspace combat sites and anoms randomly give. Rare thing but it gives you secret site location from another wh. Timer has to be much longer than 24h, maybe one month as finding correct hole is difficulty. Loot should be worth the effort. Maybe new type sleeper mods or ghost site type things. - Random things happen when you pass WH. Passing through randomly could offline one/some of your mods or possibly even destroy. Passing trough could drop you random place in system or even to different system sometimes. - C4 should have random kspace exit - Possibility to separate probe and dscan |

Darren Fox
NorCorp Enterprise No Holes Barred
41
|
Posted - 2014.07.03 07:11:00 -
[123] - Quote
I just want to give +1 to some little things that are annoying:
-Split Dscan and Probe scan. Two windows please -Hotkey for Dscan analyze -Move Probe analyze and recall probes further away, or make it harder to chose the wrong botton. Too often I have recalled drones due to insufficient levels of caffeine in the morning..
Then I have some more: -More hotkeyes for scanning in general. I would love to be able to scan for a long time without inducing carpal tunnel syndrome.. |

Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
161
|
Posted - 2014.07.03 08:02:00 -
[124] - Quote
Wow, I'm really liking several ideas...
jonnykefka wrote:Other little things:
More unknowns: Not necessarily turning all sleeper sites into Quarantine Areas, but at least having spawn trees, so you can get different things at any given wave, e.g., "do we get the neuting wave or the dps wave?" Makes things a little more interesting without being completely unpredictable.
More unknowns: Sleepers where you don't expect them. "decoy" WH sigs that are in fact sleeper traps. Better than sleepers spawning on WHs at random because it doesn't make logistics miserable hell.
More unknowns: Little unexpected behaviors. Random and/or rare pop-ups in some sites. Mysterious ships that appear and then vanish before you can kill them, as some missions have. NPC local broadcasts surrounding some events, like a new hole spawning or a new combat site. Or better yet, things that respond to player kills.
Give us some ******* mysteries, we came here for the unknown. I'm really liking this. And about the first idea, it's a system that could also be used to refresh PVE in K-space (sites, missions...).
chickenandbiskets wrote:The little things? Lol how could everyone miss the fact that sleepers still don't have moving turrets? I mean great hulls in all but the Lasers and missiles still appear out of thin air (well space) usually several km from the ship itself. On top of that introduce sleeper version of mods by way of fragmented sections of blueprints in order to make a complete BP or something to that effect. That way the wormhole community can have its own monopoly on something in the game besides fun. Yup, I don't know how could I forget about the moving turrets and missile launchers! They do deserve it and could provide models for these new Sleeper modules... I've always thought those big badass particle cannons Sleeper battleships have at their broadsides could look awesome as actual moving turrets, and their missile launchers to be some kind of revolver-action, cylindrical one (I'm looking at this Sleeper's cylinder located on its upper back, poiting towards the camera).
O'nira wrote:Pulsar increase your sig radius wich directly helps missiles, phoenix is a complete monster in a pulsar since it gets easier to hit with it and it also increases the shield hp wich makes the resist and lots of mid slots insanely powerful. Well, you've got a reasonable point... although sig radius also help turrets and drones, and pulsars don't benefit armor missile boats. I still think, however, that POS missile launchers should not need CPU (only powergrid) so Caldari POS could actually be used. |

Janeway84
Masters Of Destiny Pride Before Fall
82
|
Posted - 2014.07.03 10:00:00 -
[125] - Quote
More roaming c4 connectors
pulsar can get a buff to target painter , missiles, drones
would be cool with a pos mod that can remot repair armor, shield or hull for those that dont have many friends online or displaced their rep mods.
maybe give some new effects to wormholes using some of the new mods like micro jump drives etc.. stuff that where introduced after the wh expansion?
Give marauders +2 warp strenght when outside of bastion mode
Give marauders 100% more range to smart bombs?
Give loki more capacitor,
new sig should only show when you put probes out or when logging in?
Maybe new graphics for wh, like show if ship is on the other side of the wh the graphics could display a little change on the wh fx?
Make sleepers not so static, have them roam around a little or orbit wormholes after X amount of time after wh has been gridded or something?
Offline pos structures shouldnt have shields on..
Make T3 industrial ships mining ships, battleships
Make wh loose mass twice more if more ships jump in at same time rather than one at a time?
maybe add sleeper site structure that can be blown up or hacked to recieve t3 components needed for higher end t3 ships like t3 battleships?
More new music
wh with wh effects that boost industry could be intresting, maybe adding new resources ?
i heard rumours that there was gonna be a 5th subsystem back in the day 
Maybe having a new type of bookmarks fleet bookmarks?
Give t2 bs faster warp speed
maybe give warp disruptors +2 scram if you overheat them? and scrams get extra 7000 m range when you overheat and +3 strenght?
|

HerrBert
V0LTA Triumvirate.
408
|
Posted - 2014.07.03 11:37:00 -
[126] - Quote
(FOCUS BERT THIS IS YOUR MOMENT FOOOCUS)
I cast complicated Synapsis and Drugs: Wormhole Changes:
-Lift C4 Space from the Unsocialpocket -¦ = Dualstatics / Random Highsec connection but for the Love of Bob keep the Cap Limitations
Reason: C2 Masterrace needs a hole to upgrade without having to force people to fly Capitals
- PvE Randomness making organized Players earn more then 7b an Hour = The static Spawning of Escalations waves and Reinforcment waves made it to predictable, also the limited amount of ECM Warfare makes the PvE expierence very limited and not really RISKY
Reason: Dear CCP your sleepers are broken, the exploitation for VAST AMOUNTS of MONEY is already happening while Contentwise it ranks behind Incursions
- The ability to Instantly track opening wormholes is AMAZING = Honestly when I was sieging I just warped a crashing crew to the new hole and crashed it .. **** the fleet on the other side .. if they cant force a hic through as soon as the open right?....
Reason: Took waaaaay too much of ********* Surprise away from Wormholes
- The Game of MASS = The Game of Mass is my favorite Mechanic about Wormholes, essentially being the backbone of EVERY encounter... sadly its too easy, MORE STAGES and higher deviation
Reason: Make it hard YO!
- The Miner (aka Poor mans food) = Many low class dwellers already enjoy the occasional Highsec miner that dips his toe in a C2 Mining site... sadly there is no real "incentive" for miners to go deeper (ICE would be a good example). YES there are "better" belts in the Highclass Systems but "are they better" or just having more of the same **** ... (Where are the tier sized ores like condensed Veldspar)
Reason: Increasing other "activities" in Wormhole Space and hmaking use of the upcoming crius expansion for wormholes
- REMOVE THE ******* HACKING GAME FROM RELIC/DATA Sites
JUST DO IT! Like really KILL It.....or show me the Number that Can Looting has increased since its implementation
Reason: Do i really need to tell you how bad it is? Here a hint.. i have more Fun playing Minesweeper
And my favorite and this is really gonna make some people ... Dafuq?
- GIMME A 5th Propulsion Subsystem ... for MicroJumpDrive and make it 50km and the rest are Skilllevels .. soo per level 10Km...birthing a new breed of T3 ...
Reason: Fights should be not on the Hole ... they should utilize the entire grid.
Edit: The Camper = Basicly the Orca but Slimmer... you cant store as much 10k m-¦ for Ammo and maybe 3 cruiser Hulls, it has a refitting option and a Fleet hangar of 2000m-¦. It also has the nice Blackops Feature of moving faster when cloaked and should be in the BS - Size Hull family.
Reason: I LOVE CAMPING My mind does not reflect my corp ... it just shows you what they care about... The Pontiff of Wormholes --áhttp://www.youtube.com/user/HerrBertism Jibbychiggawooooow - CSM 9 Corbexx
|

Zara Arran
Aperture Harmonics No Holes Barred
83
|
Posted - 2014.07.03 11:44:00 -
[127] - Quote
People might get angry with me for this one but... oh well.
Why are sleepers not affected by the system effect? If you take a system and use the advantages, you should also deal with the fact the sleepers have these advantages too. |

HerrBert
V0LTA Triumvirate.
408
|
Posted - 2014.07.03 11:46:00 -
[128] - Quote
Zara Arran wrote:People might get angry with me for this one but... oh well.
Why are sleepers not affected by the system effect? If you take a system and use the advantages, you should also deal with the fact the sleepers have these advantages too.
Coming from a C6 Magnetar thats BALLSY :) My mind does not reflect my corp ... it just shows you what they care about... The Pontiff of Wormholes --áhttp://www.youtube.com/user/HerrBertism Jibbychiggawooooow - CSM 9 Corbexx
|

Moth Eisig
Soliloquy Against Death
49
|
Posted - 2014.07.03 15:19:00 -
[129] - Quote
The good--
- Split D-scan and Probe scan windows
- Sigs keep the same designation until they despawn
- Sleeper wave trees
- Roaming sleeper gangs
- Doable but difficult content for solo covops frigs. One of the most fun things I've tried in a wormhole has been trying to solo the 3BS initial spawn C5 relic/data sites in a Helios, but I was just barely breaking even with bookmarking the site and coming back to loot my wrecks from the times the turrets got lucky hits in after it despawned.
- Separating the recall probes and analyze buttons or making it harder to press the wrong one (I do this all the time, just think how hard it must be for DBRB...or maybe I should just never be a Titan pilot)
- Blackhole effect redo (I too like the industry ideas)
- Fewer cans in data/relics
The bad--
- Double statics/kspace connections for C4s. As they are, c4s are great for small groups that can't compete with the numbers that show up frequently in other WH classes. The poorer isk/hour due to site difficulty and the difficult logistics are a fair trade off for the seclusion and create a unique play space. Although I do like the idea of maybe giving *some* higher class wormholes double statics.
- Delayed local when jumping into k-space. If you want zero effort kills go join CODE.
The Ugly--
- T3 rebalance. It might not be pretty, but can we please just get it over with?
- Wormhole/ship mass adjustments and variability. Maybe a small scaling (like how wormhole effects scale in different classes) addition to the total mass limits of wormholes but not to the mass per jump? Would make collapsing holes harder and more dangerous and also make battleships more viable, especially in higher classes. A lot of people seem to think this needs fiddled with, but there doesn't seem to be much consensus on how.
|

Moonlit Raid
State War Academy Caldari State
191
|
Posted - 2014.07.03 19:33:00 -
[130] - Quote
Supercaps have a small chance of creating (and disappearing into) W space wormholes when activating jump drives. The created wormhole has enough mass for a couple jumps of the ship that created it but spawns in a random location in the two solar systems. If brute force isn't working, you're just not using enough. |

Verisimilidude 001
Future Corps Sleeper Social Club
3
|
Posted - 2014.07.03 20:13:00 -
[131] - Quote
My little things:
-Split D-Scan and Probe windows. -Keybind for D-scan (For the love of Bob)
Not-quite-so-little things: -You should not appear in local when zoning into K-space from a WH until you land on grid with a gate or a station.
I would metaphorically set fire to an orphanage for this change. "Sorry your parents didn't love you!" *WHOOSH!* |

ArmEagle Kusoni
Knights of Nii The 20 Minuters
34
|
Posted - 2014.07.03 20:17:00 -
[132] - Quote
Pff, finally at the end. It would dhelp if people actually kept the discussion on point; W space LITTLE things.
My truly little thing: - A hotkey for jumping wormholes, just like jumping a stargate, preferrably the same (I think it's d?). I got this under the attention of some CCP staff through Twitter once. You'd think a real little hting like this would have made it in by now.
Not really little: - Assuming our (small corp's) feeling about them is right; fix loot from relic/data cans. Playing the minigame takes a long time and the reward is much less than simply running more sites. At least the scatter mechanic is gone. But there's a compete imbalance in you needing a group to clear the site and then having a minigame for just one player, relatively taking ages. We reluctantly run these sites now because they're useless. - What's the point of the low end gas sites (minor, token, etc)? It's not worth anyone's time to mine them, especially with the risk involved. And they clog up the list of signatures. Not having sig ids change over DT would help with the clogging though. - The personal storage is nice. But I'd actually like to give specific other people access to my storage so I could use it between alts. Basically the only other option is to have my own tower, but corp permissions still make that hard also. + Same for when you introduce a personal SMA.
(ps. THANK YOU for the editing draft system here!) |

Cylin Rath
14
|
Posted - 2014.07.03 22:07:00 -
[133] - Quote
I'm not sure how 'little' it is but I would really like to repackage ships at a POS in a ship assembly array or similar structure/deployable. It would definitely make moving holes so much better. |

Jack Miton
Rolled Out
3483
|
Posted - 2014.07.03 22:49:00 -
[134] - Quote
Zara Arran wrote:People might get angry with me for this one but... oh well.
Why are sleepers not affected by the system effect? If you take a system and use the advantages, you should also deal with the fact the sleepers have these advantages too. they used to get effected by some but not others. was inconsistent so it all went away.
I dont think they should be. would make it almost impossible to run sites in a magnetar, and really damn easy in a pulsar. Stuck In Here With Me:-á http://sihwm.blogspot.com.au/
Down the Pipe:-á http://downthepipe-wh.com/ |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
674
|
Posted - 2014.07.03 23:26:00 -
[135] - Quote
Jack Miton wrote:Zara Arran wrote:People might get angry with me for this one but... oh well.
Why are sleepers not affected by the system effect? If you take a system and use the advantages, you should also deal with the fact the sleepers have these advantages too. they used to get effected by some but not others. was inconsistent so it all went away. I dont think they should be. would make it almost impossible to run sites in a magnetar, and really damn easy in a pulsar.
Hah yeah the sig bloom + armor debuff is hilarious for escalations it also bugged out POSs pretty badly if it was applied to everything - not sure if I've still got the screenshot of the management screen with the pulsar effect affecting a domi POS in a C5 pulsar but it was kind of funky.
|

Zara Arran
Aperture Harmonics No Holes Barred
85
|
Posted - 2014.07.04 07:37:00 -
[136] - Quote
Come on guys... it is an idea that shouldn't be implemented without tweaking it. The idea is that if you choose a system for its affect, it is odd that you have the advantages of that while running sites, but not the disadvantages. There should be changes made to make it more equal. But sleepers being not affected by it at all is also not equal over all effects... |

Sandslinger
NorCorp Enterprise No Holes Barred
165
|
Posted - 2014.07.04 09:21:00 -
[137] - Quote
Zara Arran wrote:Come on guys... it is an idea that shouldn't be implemented without tweaking it. The idea is that if you choose a system for its affect, it is odd that you have the advantages of that while running sites, but not the disadvantages. There should be changes made to make it more equal. But sleepers being not affected by it at all is also not equal over all effects...
To be honest it just makes PVE in some systems insanely overpowered, In such a way that jumping people in sites in those systems becomes nigh on impossible for a regular wh size crew. Don't need more reasons to get even larger =).
|

HerrBert
V0LTA Triumvirate.
410
|
Posted - 2014.07.04 11:29:00 -
[138] - Quote
Chitsa and I were bullshitting around about me sperging some opinions like i always do....but during that process we may started coming up with a new type of PvE...
While Chitsa said in his proposal something about "Special" Loot from sleepers in terms of modules, i highly disagreed with being .. just another Pay to Win Mechanic within Wormholes and would just increase Iskies but then again.
Eve already has a really wierd Exploration Mechanic, many have tried in Nullsec. Its the one where you jump through Systems in between RedCrosses and you get one Escalation after another until you hit the end with an X-Type Dropping Thingy. it's a fun game if you are not the current resident of that region and have to go through dangerous terretory.
Now lets get this into Wormholes? Well some minor changes would be implied and scaling needs to be definitly adjusted, but the general Idea goes like this:
- Timer for Exploration: Many Wormhole Residents have prooven to be in Wormholes for the Longrun, so they actually manage to see the same system twice. Yes it takes time, but within a 3 Month period you can travel alot of Wormholespace. So instead of a 24Hour Deadline you have a 3 month Period of finding that system, to continue that "Exploration Quest".
Now how would the challenge be shaped? This is an interesting question and definitly needs looking at but it should keep the theme of the Class it was started in while the actual quest leads you across all of new eden (High/ Low / Null / Wormhole Classes 1-6). So if you start your Arc in a Class 5 you can expect a "Core Garrison" Type Event in the Destination system (no matter which part of space it occupies). This would also mean that Sleepers are starting to venture into new eden, while only be accessable for Wormholers as the Defense Frontier, it gets supplemented by the Lore of the First Pilots of New Eden to explore wormholes themself.
The glorious thing about it, while there is nice loot to be gotten, as you do the Class 6 / 5 arcs you will need a group enviroment to do them, almost like a minor expo crew. So you have the challenge of logistics and capital moving "maybe".
Now the problem of a 3 month window would be to keep track of the missions in the individual player journals, this could be addressed by "Corp Exploration Journal", so that an unlocked mission goes there for everybody to follow up on the progress and goals (Location for example). Also a notification once a corp member enters a target system would be nice.
Just checking in the Class 2 Arc would be doable in a Drake.. :D
So what would be the endgame? Well this is where i can only give you my imagination which will exceed CCPs Budget but .. hey one can dream. What if in the end your Corp has a super narrow time window (24 hours) to gain access to a "Class 7" (the wormholers version not the CCP one) Sleeper dreadnaught... *Squuuueeeeeeeeel*
But yeah the incentive to venture out to these sites definitly needs to be higher then the loot payout of a core garrison type event (Special Loot??????) "otherwise this idea would sound pretty stupid like... NOW YOU CAN SHOOT SLEEPERS IN DIFFERNT PLACES... for one site... yeah no..."
Of course your corp in time aquires more access to those missions ... so you have 10 - 20 destinations... My mind does not reflect my corp ... it just shows you what they care about... The Pontiff of Wormholes --áhttp://www.youtube.com/user/HerrBertism Jibbychiggawooooow - CSM 9 Corbexx
|

Chitsa Jason
Narwhals Ate My Duck. Narwhals Ate My Duck
1269
|
Posted - 2014.07.04 11:42:00 -
[139] - Quote
Thats definitely not a small thing but I approve it :) Burn the land and boil the sea You can't take the sky from me |

Kalel Nimrott
1086
|
Posted - 2014.07.04 13:08:00 -
[140] - Quote
Revert back the "I can see all sigs without launching probes bullshit", please. Brasil, decime qu+¬ se siente / tener en casa a tu pap+í / Te juro, que aunque pasen los a+¦os / nunca nos vamos a olvidar / Que el Diego te gambete+¦ / que Cani te vacun+¦ / que est+ís llorando desde Italia hasta hoy |

Undermine Dahl
Revenant Tactical Ineluctable.
0
|
Posted - 2014.07.05 11:00:00 -
[141] - Quote
So you could say my corp is part of the smaller gang groups (don't mind the alliance they never come to W-space...yet..) we generally roll with about 15-20 people including scouts.
1) Make the sigs not appear on the probe scanner unless someone has active probes out and is scanning. I think this is good as it takes away "free intel" but still allows for the intel to be there just you need to do a little extra. I believe this is a good median between a full delay on sigs showing and how it is now although you could even do that the sig pops up after 5-10 minutes without probes but you can get it within 10 seconds of hitting the probe button. it will allow our scouts to find targets easier and it will hopefully give us a few more ganks and such. keep wh space scary :)
2) More random k-space. exits and entrances We live in a c4>c3 and dont really mind not having more then one static. thats just fine. we don't have anything against having a random null or low into our hole as it just brings more content and it does not nerf anything that we do that I can see. it will also make c4 space less of a pain to live in as I know a few people that live in c4>c4 and they will generally find their own wh back before they find a k-space.
3) Moving WHs I saw this one before and it seems kind of hilarious. it would only be cool if it was very very rare as otherwise it would become a pain. and it would be most funny if it moves around at about 2000m/s but always stays withing about a hundred km from its starting point. maybe the other side does not move or moves slower. I can just imagine a fleet jumping through and being all spread out. this could be used as a tactic as well especially for covops groups. but I can see this will cause some hate so if it gets implemented it would need to be very very rare. It would also make wh space even more different from k-space in that some gates move around :)
4) Make ore sites scannable and add ice belts take the place of current ore anoms Im not really an industry guy but I know a few and for them do go mining we generally close of the exits because its just too easy for a cloaky to jump in. check Dscan then log on his saber character or get a friend and jump in and warp to the site. Im not really sure what the effects of ice in w-space would be but one thing I can see is even less dependence on k-space as then fuel can be completely produces in w-space (I think as I said im no industry guy) and this would be a huge thing for c4>c4 or other places that never really get an easy HS. this could also be a specific thing for affects such as a black hole affect that it spawns more indy sites (not my idea it was in the thread before as well)
5) Downtime sig IDs I dont personally play too much around this time but its just annoying for people that already have a half hour in their playtime that the server is down it. it will just make it easier for them and wont affect really anyone else that I can think of. Its just making it hard for one tz while not affecting any other people. I just believe that this makes no sense. as most wormholes have life less then 24 hours it does not effect late eu and early us but effect right in the middle. if there is a reason for this please im all ears.
6) Split probe scanner and Dscan This is just an easy life improvement. Its nice to be able to check Dscan while scanning a system
so here are my first few ideas. please keep up the good work, its nice to see someone looking out for w-space and being active about it. not everything I have just said comes just from me so please don't be anoyed if i re said some things its just I find these all good ideas. keep the thread going guys and feel free to reply for clerification.
Fly free, Undermine |

Vukae Dhoul
EVE University Ivy League
1
|
Posted - 2014.07.06 07:44:00 -
[142] - Quote
Just one to add that I haven't seen (apologies if it has been mentioned):
The ability to repair and repackage (heat) damaged or broken modules in a CHA/PHA. |

Epigene
Z3R0 Return Mining Inc. Illusion of Solitude
40
|
Posted - 2014.07.06 11:38:00 -
[143] - Quote
Thanks for creating this thread, much of what is suggested here is relatively minor, I take that as a sign that WH in general is still well balanced. Having said that, here are some thoughts
1. Meaningful deployables. I wrote some time ago about WH generators. Basically, you plop down a "C2" generator and a new hole spawns. 1 / system, dies after e.g. 2 hours and its fairly expensive. Other meaningful deployables could be mobile anom / sig generators for various types. Of course, nothing is as simple as that, it requires thought. But it would go in-line with CCP's desire to make players more "in charge" of their environment.
2. Put the ore sites back into signatures. I personally do not mine but with the new compression array, WHs could be more lucrative for industrial corps. Mining however is too dangerous, especially in holes with many connections. We _want_ industrial corps in WH space. Each indy corp has a few scouts, a few site runners and a few guys who want to PvP. The concept of EVE / WH space being all PvP is not sustainable in the long run.
3. Add value to "lower tier" WHs. Without PI, C1 and C2 life becomes unsustainable. The fuel prices are the same as for a C6 but the income is pitiful. And PI... see below.
4. Fix PI. Not WH specific but the clickfest to manage a planet is asinine. Its much more mental torture than part of a game. Everyone loves the ability to make ISK without danger but it likely caused thousands of carpal tunnel syndromes already.
5. Hauler balance. What happened to the whole concept of "trade-off" in ship balance? A warp-stabbed Epithal is near invulnerable. How did that slip past the CSM 8 (was it CSM 8?). The idea of dedicated PI bays is neat but there has to be a consequence for maxing its cargohold.
6. Moon mining, yes, its a low / nullsec thing. But we have nullsec Planets, why not moons? Don't make it a big thing, 1 moon / system with limited resource layer. It would give WH corps more incentives to roam, evict and move their homes. It would give smaller corporations more staying power and reasons to fights (and to evict others). How about scaling it reversely: The most valuable moons go into C1/2? Now that would get some activity in those neglected places (I am not entirely serious about that)
5. C1-4 Escalations. C5-C6 have escalations, why not the other WHs? Instead of a Cap to initiate, use a BS to do so in C2-C3 and a BC in C1. Spawn a couple of battleship rats, maybe scram to make it more dangerous.
6. Alliance / corp based market place. SugarKyle recently wrote about the role of Alliances. Basically, allow corporations and alliances to generate tradehubs out of POS-es. The access to the market is defined by the access to the POS (in WH space thats pretty limited, I know) and the the volume can not exceed the dedicated hangar. But it would allow corps / alliances to sell to their members directly instead of using some complicated spreadsheet and it would allow WH alliances to put up markets inside their holes / in k-space for their alliance mates. And in Wormhole space, nobody pays taxes, of course.
7. Hack towers. There must be a thread somewhere but WH space has too many dead towers sitting around. A dead tower should be "hackable", then take it down and with you. It cleans up space, removes (to some extent) the defense against invaders and could generate a little cottage industry of WH divers who make ISK from it (and hence become targets).
8. Balance hacking sites. I don't know what most people do but we don't even bother with hacking our Data and Relic Sites. To run them (C4) needs a team, its not efficient to hack the containers, it is much more efficient to run the next anom or signature. We would do it if they contained something more valuable (even if it was rare).
Thats it for now. I am sure I can think of more later.
www.splatus.wordpress.com-á |

Joran Sothos
The Nexus 7's
3
|
Posted - 2014.07.06 12:02:00 -
[144] - Quote
Serendipity Lost wrote:corbexx wrote:Serendipity Lost wrote:No specific idea. Just a word of caution. There are several ideas in here that will make it much easier for larger folks to wonk up on smaller groups. If WH changes are to benifit one group over the other (larger vs smaller in this case) I would hope the CSM and CCP can see the wisdom in leaning toward aiding the smaller groups. If I recall correctly, the point of WH space is to avoid blobs and large meta hoo haw. (me definition of small gang is less than 20 - not less than 100)
It seems there is an influx of prior null guys (which is great !- more guys are better), but with it there is also an increased desire to make WH space more nullish. I would hope we can resist changes that will over time creep WH space from it's roots.
Sometimes small changes have large results - please be careful. I completely agree and tbh one of the issues is the people from bigger groups tend to be more vocal as well. but i'm be looking everything when i sort this thread in to a short list and little people won't get **** on if i can help it. one of my main reasons to run was to help them. and get more people moving in. OK, so I'll say this. Auto spawning of a closed static is a small gourp killer. This is a great thing for large groups and a deal breaker for smaller corps.
It's only a killer if you activate the new static. If you don't activate it, and remember ALL statics are outgoing, no one can use it. |

T0SHI KONI
Merchants Trade Consortium Disavowed.
3
|
Posted - 2014.07.06 12:51:00 -
[145] - Quote
Phoenix Jones wrote:Chitsa Jason wrote: List (sorry I would have copied it but out of space/characters) 6) The Rorqual/Pod Clone Swap idea has been out there for a while, but why not just make a clone swap a new pos module. Heck even make killmails for it to see just how many pods you killed and the amount of implants that went boom. Its probably a easier concept to implement than a log on/log offable ship. .
I agree with the idea of the POS mod. It should not allow to jump between systems or even between two different POSes, only to swap heads in the same in the same POS. |

Mick Straih
Wormhole Engineers Greater Realms
5
|
Posted - 2014.07.06 13:46:00 -
[146] - Quote
- Increase size of Personal Hangar Arrays or add a large version, 500k-1M would be more sensible than the bad joke we have now. - Personal SMA, or if that's too complicated - increase size of PHA even more, so people can store assembled ships in it, 10M-15M m3 would work. (it's a bad hack but i imagine changing a number is easier than adding a new structure) |

Trinkets friend
Sudden Buggery
1493
|
Posted - 2014.07.06 14:21:00 -
[147] - Quote
thetwilitehour wrote: And if they could refit on the fly, you could be fighting gang that swaps from "zealot mode" to "curse mode" and caps you out instead of trying to kite you. They'd be like transformers, but with less Michael Bay and more pew pew.
Its called a Mobile Depot and a safe spot, basically.
To the guy who said there should be a module or deployable which drops people out of warp at random ranges from the wormhole, I say "DICtor or HICtor" basically.
My Little Things
* bring back bumping of wormholes. YES I SAID IT.
* C1 should be purple so everyone can see the rainbow carebear holes.
* +1 for splitting d-scan and probe scan
* +1 for delay of WH sigs turning up in Discarebeary Probe Scaredycat
* +1 for d-scan inhibitors not turning up on d-scan. Its....odd.
* Warp Core Stabs make your ship turn pink and/or align slower or nerf cargo by 90% per module. However, i will say, cloaked alpha panther is an appropriate counter to a PI corp who abuse WCS.
* Black Holes should provide a nerf to explosion velocity, tracking and agility and a boost to MWD and AB speed multiplier (yes, this will be even worse than currently, but it will result in everyone clamouring for the current modifiers to be reinstated, ending the whining instantly) and a reduction in MJD reload
* WR should increase mass penalty for armour plates.
J's before K's. ::brofist:: http://www.localectomy.blogspot.com.au
|

Uncle Gagarin
Caldari Provisions Caldari State
44
|
Posted - 2014.07.06 19:20:00 -
[148] - Quote
Hi,
Wouldn't it be good/comfortable/helpfull if some logic will be hidden in WH signature. I.e.:
Letter - WH type: S - Static W - Wandering (bonus) X - exit (for K162 replacement)
1st and 2nd digit - class of source/target system: 0 - null, 1-6 C1...C6 7 LS 8 HS
3rd digit - maximum lifetime of WH in 4 hour increment (0 means 10x)
4rth digit - maximum allowed mass per jump
5th digit - maximum allowed total mass
So for example actual N110 definition is:
Name Type Departs from Region Constellations Total Count Lifetime mass/Jump max mass Sig Str N110 static Class 1 2 & 3 all 215 24 hrs 20 Gg 1000 Gg 10.0%
That WH will be named:
S-18611and related K162 will became X-81611 .
This will make navigation in WH a lot easier to memorize.
Similar change could be done to J names of w-systems.
BR, Uncle |

Winthorp
1826
|
Posted - 2014.07.06 19:44:00 -
[149] - Quote
Uncle Gagarin wrote:Hi,
Wouldn't it be good/comfortable/helpfull if some logic will be hidden in WH signature. I.e.:
Letter - WH type: S - Static W - Wandering (bonus) X - exit (for K162 replacement)
1st and 2nd digit - class of source/target system: 0 - null, 1-6 C1...C6 7 LS 8 HS
3rd digit - maximum lifetime of WH in 4 hour increment (0 means 10x)
4rth digit - maximum allowed mass per jump
5th digit - maximum allowed total mass
So for example actual N110 definition is:
Name Type Departs from Region Constellations Total Count Lifetime mass/Jump max mass Sig Str N110 static Class 1 2 & 3 all 215 24 hrs 20 Gg 1000 Gg 10.0%
That WH will be named:
S-18611and related K162 will became X-81611 .
This will make navigation in WH a lot easier to memorize.
Similar change could be done to J names of w-systems.
BR, Uncle
No. *Snip* Please refrain from discussing forum moderation. ISD Ezwal. |

Winthorp
1826
|
Posted - 2014.07.06 19:49:00 -
[150] - Quote
Undermine Dahl wrote: 5) Downtime sig IDs I dont personally play too much around this time but its just annoying for people that already have a half hour in their playtime that the server is down it. it will just make it easier for them and wont affect really anyone else that I can think of. Its just making it hard for one tz while not affecting any other people. I just believe that this makes no sense. as most wormholes have life less then 24 hours it does not effect late eu and early us but effect right in the middle. if there is a reason for this please im all ears.
^ This
It is bad enough that every night in my prime time you turn the game off and force me to converse with my wife for 30-50 mins but then when the game is back i have to drop probes and fix all the sig ID's up is lame.
Often what ends up happening if you don't have a lot of time after DT to play you just don't come back due to the hassle. *Snip* Please refrain from discussing forum moderation. ISD Ezwal. |

Trinkets friend
Sudden Buggery
1495
|
Posted - 2014.07.06 20:54:00 -
[151] - Quote
Ah, but the corrolary of that is that before downtime it's an absolute cakewalk to roll holes and scout and fix the wormholes. Eg, with 20 sigs in system all of them {}UX- or {}UY- it is easy to figure out SUK-567 and FUK-001 and COK-999 are all wormholes, at least till downtime, when everything gets reset to BLA-001 etc.
This is a whinge for the yanks and eurotrash. The real men only need to worry about souting before downtime, bearing after. J's before K's. ::brofist:: http://www.localectomy.blogspot.com.au
|

Tianve Lave
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
0
|
Posted - 2014.07.06 21:32:00 -
[152] - Quote
My rants on improvements/changes to wh space:
1) Let the Sig ID's be the same after downtime.
2) Keep scanned down Red sigs visible after jumps between wh's. As it is now, all scanned down WH red sigs dissapear after coming back into the scanned system. For cloaky hunting purposes, it is vital to know to which sig your prey warped to.
3) Indy ships warp core stabilisers... as BayneNothos stated, its ricidulous..there must be some risk again in PI hauling.
4) Update of the WH polarisation description. nothing really usefull, but somehow misleading. It might imply that the Ships warp coils are polarised and not the ones of the pod.
5) Just an idea. How about a device that instantly generates a wormhole in your system it is deployed. Device is destroyed in the process, which could make for a very stunning effect that may or may not be even visible in the system the exit will lead to. The kind of wh depends on a skill to be trained/kind of device used, or both. Only usable once every 4 hour. No, not like the quantum flux generator.
6) Get rid of region bound wh connections. Let a static be spawned in every region, in regard of their normal static. Like a C4 with static C2, that C2 can spawn in any region possible. Makes more diversity and longer chains. It happens that you see the same static again and you just know your chain is going to suck.
7) Repairing fried mods because of excessive overheat in the pos. its just silly, you can build lots of things in wspace, but no repairing ? doesn't fit together..
Those are my 2 cents for now. I might come up with some more, but these are the most prominent things
Fly Safe! |

Von Keigai
40
|
Posted - 2014.07.07 04:08:00 -
[153] - Quote
I am up to page five and nobody has mentioned the worst little thing about wspace IMO. The z-arrow in scanning. How much time have you wasted scanning when you accidentally hit the z-arrow and had your probes zoom off 100 AU in Z? Not only is it painful to get them back, but often when you shoot them out that far their pattern gets compressed down to all probes centered at the same place. (That last bit is a bug, but can be easily worked around via hitting the scan presets. The position cannot.) Corbexx please make CCP see.
(more on this at http://vonkeigai.blogspot.com/2013/07/against-z-axis-arrows-in-scanning.html ) vonkeigai.blogspot.com |

Daenika
MMO-Mechanics.com
111
|
Posted - 2014.07.07 06:56:00 -
[154] - Quote
Rek Seven wrote:Two step wrote:Randomness in sleeper spawns. I shouldn't be able to have a list of exactly what spawns where, and which sleepers are triggers.
I know this isn't a discussion thread but i don't think random spawns will improve anything. Random spawns will force everyone to run sites with the minimum number of ships (namely logistics) required to run a full site. It would effectively remove small gang PVE from wormhole space and encourage corporation to grow just to make isk..
Not necessarily. Quarantine Areas in C5's are already random-spawn (can even be the sentry turrets in the initial wave). The method of dealing with this is simply marking everything in the initial group 1 or A, then the next group 2 or B, and so on. You kill all the 1/A sleepers before starting on the 2/B's. Unless they change it so literally anything on grid at any point can spawn the next wave, then random spawns just mean everything gets run like Quarantine Areas.
Incidentally, I dislike the idea of making them like this. Quarantine areas are almost impossible to effectively escalate multiple days in a row, and if applied to Data/Relic sites, it would make ninjaing the hacking loot (something *very* commonly done) next to impossible. |

Janeway84
Masters Of Destiny Pride Before Fall
82
|
Posted - 2014.07.07 08:47:00 -
[155] - Quote
Agree with indy ships and warp core stabs to an extent, but sometimes they can be caught if you time your warp in and use prop mod to bump with and a friend with sabre helps too 
Im not sure i like the idea of having more structures to control the number of sleeper sites spawn, it would take away some of the mystery feeling imo..
Escalations for low class wormholes could shake things up a little and maybe prepare players looking to move up the chain. Im not sure its great if you drop battleships to escalate in a c1, imo would make more sense if the escalations scaled with the class of wormhole. Say a c1 gets 10x cruisers if a battlecruiser or higher warps in, c2 gets 10x frigates, cruisers and 2 battleships, c3 gets a mix of frigates cruiser and 3 battleships and c4 gets 10x frigates, cruisers and 4 battleships. Could have the number of ships that scram in the escalation waves escalate in each class of wormhole too, like 25% in c1, 40% in c2 and 70% in c3 and 100% in c4.
Fleet bookmarks would be cool, they could be saved temporary in the fleet bookmarks, so evey1 in fleet can warp to them as long as they are in fleet. Helps small alliances do things togheter easier. |

Meytal
School of Applied Knowledge Caldari State
453
|
Posted - 2014.07.07 12:06:00 -
[156] - Quote
Daenika wrote:escalate multiple days in a row Thank you for reminding me!
Fix the broken respawn mechanics whereby it is possible to escalate C5/C6 sites, and shoot respawning battleships in L4 mission sites, multiple days in a row. You should get one set of escalations per site, and you should get one set of mission battleships per L4 site. It's easier to code the current method where you don't keep track and just reset everything at downtime, but it vastly over-inflates the value of capital escalations. And this is coming from someone who periodically benefits from capital escalations run over multiple days.
|

Ab'del Abu
Atlantis Ascendant
56
|
Posted - 2014.07.07 13:38:00 -
[157] - Quote
Meytal wrote:Daenika wrote:escalate multiple days in a row Thank you for reminding me! Fix the broken respawn mechanics whereby it is possible to escalate C5/C6 sites, and shoot respawning battleships in L4 mission sites, multiple days in a row. You should get one set of escalations per site, and you should get one set of mission battleships per L4 site. It's easier to code the current method where you don't keep track and just reset everything at downtime, but it vastly over-inflates the value of capital escalations. And this is coming from someone who periodically benefits from capital escalations run over multiple days.
But but but ... It wouldn't really affect small corps such as mine and certainly annoy farmers :) But: Large corporations would probably be f*** over quite thoroughly by such a change.
I don't believe that nerfing stuff can be any good atm, be it efficiency, overall resources or else. It's not like wormholes are being overrun by players ... they just don't seem to be THAT good to appeal to more people. |

roxtarr
Xolti Sect
13
|
Posted - 2014.07.07 16:02:00 -
[158] - Quote
An expiration date for bookmarks that delete themselves. There's too many big things in this thread. |

Icarus Able
Revenant Tactical Ineluctable.
409
|
Posted - 2014.07.07 16:08:00 -
[159] - Quote
Tianve Lave wrote:My rants on improvements/changes to wh space:
5) Just an idea. How about a device that instantly generates a wormhole in your system it is deployed. Device is destroyed in the process, which could make for a very stunning effect that may or may not be even visible in the system the exit will lead to. The kind of wh depends on a skill to be trained/kind of device used, or both. Only usable once every 4 hour. No, not like the quantum flux generator.
Fly Safe!
Yes please. rolling is boring. |

Hiljah
Complex Systems
16
|
Posted - 2014.07.07 17:12:00 -
[160] - Quote
https://forums.eveonline.com/default.aspx?g=posts&m=3980438#post3980438
Allow black ops to use their jump portal generators to create small random wormholes by giving the generators an emergency jump option. Range limited, w to w space or k to k space only, long cooldown. I would rather have this instead of a deployable: "5) Just an idea. How about a device that instantly generates a wormhole in your system it is deployed. Device is destroyed in the process, which could make for a very stunning effect that may or may not be even visible in the system the exit will lead to. The kind of wh depends on a skill to be trained/kind of device used, or both. Only usable once every 4 hour. No, not like the quantum flux generator."
I also like the mini escalation for C4 sites idea. |

Daenika
MMO-Mechanics.com
113
|
Posted - 2014.07.07 23:45:00 -
[161] - Quote
Meytal wrote:Daenika wrote:escalate multiple days in a row Thank you for reminding me! Fix the broken respawn mechanics whereby it is possible to escalate C5/C6 sites, and shoot respawning battleships in L4 mission sites, multiple days in a row. You should get one set of escalations per site, and you should get one set of mission battleships per L4 site. It's easier to code the current method where you don't keep track and just reset everything at downtime, but it vastly over-inflates the value of capital escalations. And this is coming from someone who periodically benefits from capital escalations run over multiple days.
That would demolish a lot of C5 and C6 corps, small and large alike. A 4-capital escalation is worth 560m in blue loot, and around 100-120m in salvage, on average. For my corp, second and third day escalations formed approximately 50% of our overall income over the last 3 months. That's a massive cut in corp income just because the mechanics seem wonky.
If they were to cut 2nd and 3rd day escalations, they'd need to massively boost the value of the escalation waves themselves to compensate. Entire corporation infrastructures are based around average site income, changing that, especially by the margin you suggest, would be flat catastrophic.
I mean, as someone else pointed out, it's not like people are insanely exploiting that it (like they are Incursions). The logistics of living in WH space, the effective cap on the number of people that can comfortably live out of a POS, the very real risk of being evicted from your home on any particular day, and the lack of any reliable lines of backup or supply, already make WH life rather unstable. The rather lucrative escalation loot income is really the only thing that balances the risk of having the capitals in there to start with (since hot-dropping doesn't really exist as a concept in WH, at least compared to null). |

Kalel Nimrott
1092
|
Posted - 2014.07.08 00:12:00 -
[162] - Quote
Let's see. Title says little things, people write walls of text. Forum working as intended Brasil, decime qu+¬ se siente / tener en casa a tu pap+í / Te juro, que aunque pasen los a+¦os / nunca nos vamos a olvidar / Que el Diego te gambete+¦ / que Cani te vacun+¦ / que est+ís llorando desde Italia hasta hoy |

Jack Miton
Isogen 5
3495
|
Posted - 2014.07.08 00:23:00 -
[163] - Quote
Kalel Nimrott wrote:Let's see. Title says little things, people write walls of text. Forum working as intended yeah, like all WH threads, this one ran its course of the first 3-4 pages. Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ Down the Pipe:-á http://downthepipe-wh.com/ |

Winthorp
1831
|
Posted - 2014.07.08 00:40:00 -
[164] - Quote
Jack Miton wrote:Kalel Nimrott wrote:Let's see. Title says little things, people write walls of text. Forum working as intended yeah, like all WH threads, this one ran its course of the first 3-4 pages.
I think everyone could see it heading this way TBH. And if people keep rehashing the same heavy dev time intensive things we have asked for for the last years and been ignored.
But then with all the absurd request people have made..... *Snip* Please refrain from discussing forum moderation. ISD Ezwal. |

HerrBert
V0LTA Triumvirate.
427
|
Posted - 2014.07.08 02:06:00 -
[165] - Quote
ISDs First Day in the Wormholeforum Community-Challenge: Make Jack Miton sing a Duett with me. http://www.youtube.com/user/HerrBertism Jibbychiggawooooow - CSM 9 Corbexx
|

Jack Miton
Isogen 5
3495
|
Posted - 2014.07.08 02:47:00 -
[166] - Quote
More like this TBH: https://www.youtube.com/watch?v=-5Pku48YPFo Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ Down the Pipe:-á http://downthepipe-wh.com/ |

Paikis
Lycosa Syndicate Surely You're Joking
1265
|
Posted - 2014.07.08 03:10:00 -
[167] - Quote
Hey! I resemble that remark! |

Hatshepsut IV
Cascading Failure Un.Bound
132
|
Posted - 2014.07.08 06:55:00 -
[168] - Quote
A strip all roles button for CEOs.
The ability to partition SMA's with divisions would be a nice compromise to the personal SMA's everyone clamors for but CCP doesn't want to give us. You too can start failing today! Reddit-áad | Cascading Failure Public Channel | Aspiring Failure
|

Kynric
Sky Fighters
92
|
Posted - 2014.07.08 12:39:00 -
[169] - Quote
Hatshepsut IV wrote:A strip all roles button for CEOs.
Have you tried the right - click "edit member" panel? Also you can search your corp by role under the corp management panel. It's not bad compared to many features of the corp management interface.
I find it laughable that "quit corp" springs up so readily when trying to leave fleet, as if ccp was concerned we might be in a hurry to and just couldn't find the button. |

corbexx
eXceed Inc. No Holes Barred
424
|
Posted - 2014.07.08 13:46:00 -
[170] - Quote
So everything is starting to slow down. I'll give it a day or so then get all the decent ideas in one place.
I'm not to fussed if some stuff isn't small things as alot isn't, but good ideas are good ideas so I can still pass them on. Corbexx for CSM 9 - Wormholes deserve better |

Alundil
Garoun Investment Bank Gallente Federation
581
|
Posted - 2014.07.08 14:40:00 -
[171] - Quote
FFS - EveO forum software strikes again and eats a post. And the ******** draft feature is more of a daft feature failing to save accurately. So won't bother re-typing it.
CCP, your forum software needs to be fixed, for the sake of Wormhole space.
|

Phoenix Jones
Isogen 5
492
|
Posted - 2014.07.08 15:25:00 -
[172] - Quote
Keep it simple. Yaay!!!! |

epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
820
|
Posted - 2014.07.08 23:01:00 -
[173] - Quote
Being as it is pretty clear that the nestor is never going to get the covert ops cloak and no one in their right mind will choose to take it out of their home wormhole system, even if they were just mad enough to buy it in the first place, how about making it something that would encourage its use?
Make the nestor able to be a heavy Hic, able to bubble in combat, and more importantly double bubble to enable it to be a combat hole roller.
Fulfils a valuable role and encourages use of the ship.
Yes the suggestion could be regarded as quite evil, but think it through...... There is one EvE. Many people. Many lifestyles. WE are EvE |

Kynric
Sky Fighters
94
|
Posted - 2014.07.08 23:51:00 -
[174] - Quote
As a little thing, please consider allowing the deposit and removal of materials from online silos. The current offline requirement requires roles to offline the device for servicing which makes it impractical for corp membership to participate in. |

Kynric
Sky Fighters
94
|
Posted - 2014.07.09 00:07:00 -
[175] - Quote
When interacting with bookmarks, it would be nice if I could edit the text or change its folder from the in space right click menu. |

Kynric
Sky Fighters
94
|
Posted - 2014.07.09 00:16:00 -
[176] - Quote
A bracket setting that displays bookmarks in space would be nice if I could align or warp to the object by interacting with the brackets in the same way we currently can with celestials. |

Kynric
Sky Fighters
94
|
Posted - 2014.07.09 00:24:00 -
[177] - Quote
If grav sites are returned to scannable objects from the green, please consider adding a few belts to each system as content locations. If anyone is crazy enough to mine there they deserve the ore...
While at it give the rorq a super strip miner that does the work of three hulks or some other feature to tempt it to spend time in space. Ships should be in space and not eternally within a forcefield. |

Agrippa Hurt
The Coven's Spoon Corner Pub
2
|
Posted - 2014.07.09 00:33:00 -
[178] - Quote
If you were successful at defending your POS, ir shouldn't be so boring and obnoxious to rep your incapacitated mods. Make it easier or faster to rep them, even if it is like, for days after the incap. |

Agrippa Hurt
The Coven's Spoon Corner Pub
2
|
Posted - 2014.07.09 00:37:00 -
[179] - Quote
Cut in half the time to anchor/unanchor POS in wh space. This will get more peeps here, will make it more dynamic, and will make pvp better, since some guys get bored having to wait more than 1h to gank those poor ninja unanchoring-scooping peeps. |

Agrippa Hurt
The Coven's Spoon Corner Pub
2
|
Posted - 2014.07.09 00:40:00 -
[180] - Quote
Fix the epithal. |

Agrippa Hurt
The Coven's Spoon Corner Pub
2
|
Posted - 2014.07.09 00:44:00 -
[181] - Quote
Fix look-at while prey is initiating warp. I wanna see where my target is warping to. <3 luv u penny |

Agrippa Hurt
The Coven's Spoon Corner Pub
2
|
Posted - 2014.07.09 00:45:00 -
[182] - Quote
Do we really have to mess with the T3s? I thought instead we could improve their sig res? ?? |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
90
|
Posted - 2014.07.09 00:56:00 -
[183] - Quote
Agrippa Hurt wrote:Fix look-at while prey is initiating warp. I wanna see where my target is warping to. <3 luv u penny
I was going to write this myself but I tested it against an alt beforehand and it seemed to be working properly again. I dunno if CCP stealth fixed a bug in it or it's only a sometimes happens bug or what. A confirmation on whats up with it would be nice.
|

Agrippa Hurt
The Coven's Spoon Corner Pub
2
|
Posted - 2014.07.09 01:45:00 -
[184] - Quote
While at it, RF timer for mobile depots is too large. Maybe consider reducing the POCO one too? |

Alundil
Garoun Investment Bank Gallente Federation
583
|
Posted - 2014.07.09 02:07:00 -
[185] - Quote
Damn Kynric, four good ones in a row.
|

Alundil
Garoun Investment Bank Gallente Federation
583
|
Posted - 2014.07.09 02:08:00 -
[186] - Quote
Agrippa Hurt wrote:Fix look-at while prey is initiating warp. I wanna see where my target is warping to. <3 luv u penny I haven't noticed any issues with this
|

Kristalll
The Dark Space Initiative Scary Wormhole People
307
|
Posted - 2014.07.09 06:07:00 -
[187] - Quote
Jezza McWaffle wrote:Hatshepsut IV wrote:
Because seeing which sigs are new vs from downtime is a very usefull way to judge activity and sort likely WH canidates from systems with 20+ sigs.
If you jump into a system 16 hours into a day with only two new sigs its a good bet that the new sigs are potentially k162s. It makes chasing down activity to shoot at easier. Like following breadcrumbs.
This wouldn't change that, hes advocating that sigs already their before DT remain the same ID's, so any new sig gets a new ID, like it is now.
You seem to be ignoring that DT sig IDs follow a specific pattern that dynamic sigs don't. GÇ£Die tryingGÇ¥ is the proudest human thing. |

Nero Pantera
Whale Girth Grand Sky Wizards
56
|
Posted - 2014.07.09 15:06:00 -
[188] - Quote
Daenika wrote:Meytal wrote:Daenika wrote:escalate multiple days in a row Thank you for reminding me! Fix the broken respawn mechanics whereby it is possible to escalate C5/C6 sites, and shoot respawning battleships in L4 mission sites, multiple days in a row. You should get one set of escalations per site, and you should get one set of mission battleships per L4 site. It's easier to code the current method where you don't keep track and just reset everything at downtime, but it vastly over-inflates the value of capital escalations. And this is coming from someone who periodically benefits from capital escalations run over multiple days. That would demolish a lot of C5 and C6 corps, small and large alike. A 4-capital escalation is worth 560m in blue loot, and around 100-120m in salvage, on average. For my corp, second and third day escalations formed approximately 50% of our overall income over the last 3 months. That's a massive cut in corp income just because the mechanics seem wonky. If they were to cut 2nd and 3rd day escalations, they'd need to massively boost the value of the escalation waves themselves to compensate. Entire corporation infrastructures are based around average site income, changing that, especially by the margin you suggest, would be flat catastrophic. I mean, as someone else pointed out, it's not like people are insanely exploiting that it (like they are Incursions). The logistics of living in WH space, the effective cap on the number of people that can comfortably live out of a POS, the very real risk of being evicted from your home on any particular day, and the lack of any reliable lines of backup or supply, already make WH life rather unstable. The rather lucrative escalation loot income is really the only thing that balances the risk of having the capitals in there to start with (since hot-dropping doesn't really exist as a concept in WH, at least compared to null).
I agree 100% most cap escaltions are ran in home...divided amungst multiple corp members. Running them frequently only causes a few sites per day....running them multiple days are needed or else you'll just see more farming wormho les where people won't have their mains in home for pvp.
Things I like. - cloan swapping at a pos mod. Will deversify wh pilots that like to roam null but are reluctant too because of their current cloan. - split dscan is great. - repairing over heated modules is a great idea...hauling cspital mods out to repair or spend a heap on paste... - I still think it would be cool to see a sleeper dreadnught or have a sleeper triage carrier you have to kill first.
Things I don't like. - roaming sleepers is a horrible idea. It will get in the way of hunting. Just imagine you found some targets in a site or sitting on a hole and youre a few jumps back...you move your fleet and awesome your devotor is tackled after you fleet warped so now you have to head back to help him out......idk just seems more nullsec-ish to me.
I saw the idea of making whs more unknown and removing the jsig....well I think it would be great to do the opposite. Not like sov or anything but say if you drop the territorial claim unit...you actually get to change the name of the system. So if someone jumped into our home they would see olympus instead of the jsig. Give whs the sense of ownership of their space. I know whs weren't ment to be colonized but it has and im glad its been my home since they came out.
I also don't see how other ships.can fit off a carrier but a carrier can't use it's own bays to refit....not wh related...just a thought. |

poerkie
Viperfleet Inc. Disavowed.
7
|
Posted - 2014.07.09 16:52:00 -
[189] - Quote
Please fix the mail bug when you send a corp mail that the new mail thigs get triggerd every time you log in. plase do that before everythign else... |

Wild BuffaloBill
Einstein-Rosen Constructions
3
|
Posted - 2014.07.09 18:24:00 -
[190] - Quote
When I recall my probes, can you stack them back up please, my cargohold is a mess after probing multiple systems.
That is all |

Agrippa Hurt
The Coven's Spoon Corner Pub
5
|
Posted - 2014.07.10 01:44:00 -
[191] - Quote
Probe scanning: 1. consider a right-click menu over the white box, allowing people to center it in the sun automatically (it sucks to drag and drop the box 2-4 times to reach that specific sig)
2. auto hide all celestials overlapped by the probes box, it's annoying to try and click on the box while ditching them. I mean, when you hover over the box, auto hide any celestials\bm's overlapping it
3. i forgot, but i'll remember soon enough. |

Agrippa Hurt
The Coven's Spoon Corner Pub
5
|
Posted - 2014.07.10 01:49:00 -
[192] - Quote
Ah it just happened again! Now i remember.
PLZ PLZ allow us to rename bm's on the fly. I mean, when you probe and warp to a hole, you sometimes dunno what 's beyond, but you just don't wanna jump yet, not before bm'ing the other holes, then you save it as w?, or w1, or whatever. But, once you jump there and jump back, you have to 1. erase it and 2. save it again. That sounds dull. Maybe I'm doing it the wrong way? Anyway, you could just right-click in space and, right-click said bm, and rename it, i.e., Jita, or VFK, or Nova, or whatever. |

Madam Lash
1
|
Posted - 2014.07.10 04:45:00 -
[193] - Quote
Agrippa Hurt wrote:Probe scanning:
2. auto hide all celestials overlapped by the probes box, it's annoying to try and click on the box while ditching them. I mean, when you hover over the box, auto hide any celestials\bm's overlapping it
This... a thousand times this! |

Foedus Latro
Isogen 5
20
|
Posted - 2014.07.10 05:11:00 -
[194] - Quote
Kynric wrote:When interacting with bookmarks, it would be nice if I could edit the text or change its folder from the in space right click menu.
This, this is what I want out of any of the little things. As a scout, editing bookmarks from the drop down menu rather than deleting the old one and making a new BM is more ergonomic. This is where my signature would go. http://i.imgur.com/plB7zCR.jpg |

Meytal
School of Applied Knowledge Caldari State
455
|
Posted - 2014.07.10 11:56:00 -
[195] - Quote
You can edit bookmarks from People & Places, though it isn't as convenient. But you don't have to delete them and recreate them. The right-click in space option would be nice.
Not necessarily W-space specific, but it would be nice if changes in the corp wallet didn't cause wallet icons to blink for people who don't have access to it, such as when people do PI and pay taxes, corp payouts, etc.
|

Bronya Boga
Isogen 5
391
|
Posted - 2014.07.10 14:07:00 -
[196] - Quote
Meytal wrote:You can edit bookmarks from People & Places, though it isn't as convenient. But you don't have to delete them and recreate them. The right-click in space option would be nice.
Not necessarily W-space specific, but it would be nice if changes in the corp wallet didn't cause wallet icons to blink for people who don't have access to it, such as when people do PI and pay taxes, corp payouts, etc.
If you are sitting on the wormhole it is way faster to just remake the bookmark rather then look for it in people & places.
My Opinions are my own and do not reflect my corp Host of Down The Pipe-á www.downthepipe-wh.com Ingame Channel DTP Podcast |

Meytal
School of Applied Knowledge Caldari State
456
|
Posted - 2014.07.10 20:44:00 -
[197] - Quote
Bronya Boga wrote:Meytal wrote:You can edit bookmarks from People & Places, though it isn't as convenient. But you don't have to delete them and recreate them. The right-click in space option would be nice.
Not necessarily W-space specific, but it would be nice if changes in the corp wallet didn't cause wallet icons to blink for people who don't have access to it, such as when people do PI and pay taxes, corp payouts, etc.
If you are sitting on the wormhole it is way faster to just remake the bookmark rather then look for it in people & places. I believe the issue described was incorrect identification of the system you were about to jump into, where only after you jump into the system do you find out that you were incorrect. You are no longer sitting on the wormhole on the correct side; right-clicking in space will not provide the bookmark for you any longer. Anyone for whom you are scouting can edit the entrance in your proxy. And this does not require anyone else to be at the hole on the entrance side, or even in the system.
Yes. I agree. It would be much more convenient to right-click in space, and then right-click the bookmark to edit it. That option does not exist. I suggested an alternate method to supplement the one presented as the only option. Obviously do as you will, and forum-whine as appropriate, but don't change the description of the problem mid-stride.
|

Bronya Boga
Isogen 5
392
|
Posted - 2014.07.10 21:08:00 -
[198] - Quote
Meytal wrote:Bronya Boga wrote:Meytal wrote:You can edit bookmarks from People & Places, though it isn't as convenient. But you don't have to delete them and recreate them. The right-click in space option would be nice.
Not necessarily W-space specific, but it would be nice if changes in the corp wallet didn't cause wallet icons to blink for people who don't have access to it, such as when people do PI and pay taxes, corp payouts, etc.
If you are sitting on the wormhole it is way faster to just remake the bookmark rather then look for it in people & places. I believe the issue described was incorrect identification of the system you were about to jump into, where only after you jump into the system do you find out that you were incorrect. You are no longer sitting on the wormhole on the correct side; right-clicking in space will not provide the bookmark for you any longer. Anyone for whom you are scouting can edit the entrance in your proxy. And this does not require anyone else to be at the hole on the entrance side, or even in the system. Yes. I agree. It would be much more convenient to right-click in space, and then right-click the bookmark to edit it. That option does not exist. I suggested an alternate method to supplement the one presented as the only option. Obviously do as you will, and forum-whine as appropriate, but don't change the description of the problem mid-stride.
No need for hostilities dear NPC alt. Once you jump the wormhole it wont show up in your right click menu anyways since it is a different system. Also you should be able to tell what kind of wormhole you are looking at by its color. The issue is when you are on a wormhole and you mislabel it by accident.
My Opinions are my own and do not reflect my corp Host of Down The Pipe-á www.downthepipe-wh.com Ingame Channel DTP Podcast |

Jack Miton
Isogen 5
3506
|
Posted - 2014.07.10 23:05:00 -
[199] - Quote
Can you no longer rename BMs by rclick on the map screen? you used to be able to. Stuck In Here With Me:-á http://sihwm.blogspot.com.au/
Down the Pipe:-á http://downthepipe-wh.com/ |

Kynric
Sky Fighters
108
|
Posted - 2014.07.10 23:32:00 -
[200] - Quote
The idea is that I would like to change a bookmarks description or folder location while in space without opening a map or people and places. From time to time someone miss labels a mark or I want to add supplemental information to it or I dropped it in the wrong folder and I want to move it without the lag of opening a folder with 4000 marks in it. |

Jack Miton
Isogen 5
3506
|
Posted - 2014.07.11 00:02:00 -
[201] - Quote
Pretty sure the required infrastructure for something like that doesnt even remotely exist in eve Stuck In Here With Me:-á http://sihwm.blogspot.com.au/
Down the Pipe:-á http://downthepipe-wh.com/ |

Kynric
Sky Fighters
111
|
Posted - 2014.07.11 00:40:00 -
[202] - Quote
Jack Miton wrote:Pretty sure the required infrastructure for something like that doesnt even remotely exist in eve
Perhaps, but I can currently delete bookmarks that way (remove location) so perhaps it would be a small thing to edit it. I have no idea, just tossing it out there as a feature I would use. |

Kynric
Sky Fighters
111
|
Posted - 2014.07.11 00:44:00 -
[203] - Quote
One of my corp mates imagined it would be cool to have the rorq tractor in an asteroid into its clutches where it would sit on the thing and be stuck while it digests the rock like a snake. I don't care for mining but I'm sure someone would enjoy doing that. I would enjoy creeping up on that bloated creature in a hound while playing the jaws music.
|

Kynric
Sky Fighters
111
|
Posted - 2014.07.11 00:47:00 -
[204] - Quote
Make the mobile scan inhibitior permanent and reuseable (like bubbles), its current form makes it unattractive and it doesnt see much use. |

Foedus Latro
Isogen 5
22
|
Posted - 2014.07.11 01:11:00 -
[205] - Quote
Jack Miton wrote:Can you no longer rename BMs by rclick on the map screen? you used to be able to.
TIL
Yeah, you still can.
But like Kynric explained, being able to edit BMs by right clicking in space would be awesome This is where my signature would go. http://i.imgur.com/plB7zCR.jpg |

Alundil
Garoun Investment Bank Gallente Federation
590
|
Posted - 2014.07.11 01:46:00 -
[206] - Quote
Foedus Latro wrote:Jack Miton wrote:Can you no longer rename BMs by rclick on the map screen? you used to be able to. TIL Yeah, you still can. But like Kynric explained, being able to edit BMs by right clicking in space would be awesome I often keep up bookmark names updated through rclick in the map. But a good suggestion is a good suggestion.
|

Quinn Corvez
Probe Patrol Ixtab.
244
|
Posted - 2014.07.11 15:16:00 -
[207] - Quote
You are all wrong about ore sites being returned to scannable anomalies. Proof |

corbexx
eXceed Inc. No Holes Barred
426
|
Posted - 2014.07.12 11:34:00 -
[208] - Quote
Ok been through and sorted a short list , by short I mean 1 and a half pages of little things and 1 page of bigger things.
Corbexx for CSM 9 - Wormholes deserve better |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
94
|
Posted - 2014.07.13 09:51:00 -
[209] - Quote
corbexx wrote:Ok been through and sorted a short list , by short I mean 1 and a half pages of little things and 1 page of bigger things.
Cool.
Can we see said list? Also how has the response from CCP been so far? |

EndersChild
Anomalous Existence Low-Class
20
|
Posted - 2014.07.13 11:33:00 -
[210] - Quote
5 minute Limited Weapons Timer Cause: Aggression against another Corporation or Alliance Consequence: The Corporation or Alliance may freely engage you while timer is active
Remove HS games from WH space
|

Zeras Allyndar
Task Force Proteus Protean Concept
18
|
Posted - 2014.07.13 19:42:00 -
[211] - Quote
Axloth Okiah wrote: - crank up the number of random WH connections in general
ISD Ezwal: "Well, lets put it this way, if I would clean this thread by the forum rules, there would be very little left." |

Justin Cody
AQUILA INC Verge of Collapse
234
|
Posted - 2014.07.14 07:23:00 -
[212] - Quote
CCP Greyscale wrote:corbexx wrote:Lloyd Roses wrote:corbexx wrote:Amak Boma wrote:well theres problem with flux generator upgrade it does not generate wormholes at all in upgraded nullsec systems it should be looked into and to be fixed.
It attually does work it just doesn't work how 99% of people think and so people assume its broken. Its not ideal though I will say that It would be great if there could be some explanation happening. I lived in a system and we dropped that upgrade. The change in wormhole spawning in this system and the constellation after installing - didn't exist. Like there was no change. None at all. So if it does work, I guess it must be affecting something different. Or: Going from ~4 holes a week to ~4 holes a week is no notable change. So please, what does it even do!? I'm 99% sure it will be NDA but I'll ask if information about it can be released, but i'm pretty sure they will say no. But as i've said it does work its just not great how it works. Someone cast "summon dev"? So yeah, wormhole generators "work", they just work in a very laid back, casual way. There are a certain number of wormholes shared between all systems with each level of the wormhole generator upgrade, which scales more-or-less linearly with number of upgrades installed, and they move around between those systems in the same way that normal exploration sites do. It's not a very good upgrade as it currently stands, but neither is it "broken" per se. (At least as far as we are aware - and the system involved is sufficiently generic and widely-used that I would be very surprised if there was anything wrong with it. If this was broken, anomalies would almost certainly be broken too, and we'd know about that.)
well if wh's spawned randomly in the same system after they are collapsed then you'd be correct...because that is how anoms work in sov space. If you're talking about the random anoms that can spawn in any npc null..ok well then that makes the WH upgrade look like crap...especially since you can't control at all what types of WH's you get. You can however have some influence over what anoms spawn in your system.
|

Amak Boma
Dragon Factory
7
|
Posted - 2014.07.14 09:10:00 -
[213] - Quote
yeah this "wormhole generator" need to be revised and fixed |

Humang
Sefem Velox Swift Angels Alliance
75
|
Posted - 2014.07.14 11:22:00 -
[214] - Quote
Any chance of making small mobile "hybrid" siphon units scoop-able?
I mean there is no way to tell whats being reacted, unless you have access to the POS or someone is really bad at naming and access to the system is limited to the life of the connecting wormhole.
Would be nice is all.
EDIT: Oh ans sorry if its already been suggested (and not entirly wh related) but how about bookmark folders in folders? AFK Cloaking Thread summary - Provided by Paikis
-á-á-á-á-á - Witty Comment Here - |

Bleedingthrough
Raptor Navy
55
|
Posted - 2014.07.14 12:04:00 -
[215] - Quote
One little thing with big impact would be:
Create Tabs like they exist for Corporation Hangars for Ship Maintenance Arrays.
ATM even small groups need multiple towers with different passwords if they want any protection from corp thieves. This change would solve a lot of issues we have with asset security and the numbers of towers needed to achieve this.
If this is doable with little effort from CCP plz make this happen! It is the next closest thing to functional POSes. |

Shilalasar
Dead Sky Inc.
47
|
Posted - 2014.07.14 12:18:00 -
[216] - Quote
BayneNothos wrote:corbexx wrote:Ok been through and sorted a short list , by short I mean 1 and a half pages of little things and 1 page of bigger things.
Cool. Can we see said list? Also how has the response from CCP been so far?
The list is probably for when corbexx is in iceland and what happens there is NDA until the minutes. |

Loris Fritz
Negative Density No Response
11
|
Posted - 2014.07.14 13:58:00 -
[217] - Quote
Make the hotkey for jumping through a stargate (default D) useable on WHs on your overview. |

dirtydebbs
the wreking crew
13
|
Posted - 2014.07.14 14:17:00 -
[218] - Quote
only two suggestions
beign able to have 16 combats loaded at onece in th e expanded probe launcher maybe using the sisters version u can fit 16
to stop a lot of farmers not logging in for days apon end having all anoms on a 4 day cycle if not run or even spawnd within the 4 days then it de-spawns
this way every one has to be on to run sites or end up losign them all, kncok on effect more peopel active in wh space especialy c4 space and c5/6 space with lower statics |

Rei Moon
School of Applied Knowledge Caldari State
3
|
Posted - 2014.07.14 15:43:00 -
[219] - Quote
corbexx 1. sorry for NPC alt posting 2. remove region mechanics. I don't care if guys have seeded caps in other systems in same region... it's plain boring to find the same wh's again and again and again. 3. ty for reading.
<3
sexy.
 |

corbexx
eXceed Inc. No Holes Barred
428
|
Posted - 2014.07.14 17:05:00 -
[220] - Quote
Shilalasar wrote:BayneNothos wrote:corbexx wrote:Ok been through and sorted a short list , by short I mean 1 and a half pages of little things and 1 page of bigger things.
Cool. Can we see said list? Also how has the response from CCP been so far? The list is probably for when corbexx is in Iceland and what happens there is NDA until the minutes.
The list isn't really NDA, at the end of the day its all your ideas so its not like you don't already know about them.
I showed them to CCP Greyscale this morning and he went through them saying how much work stuff would be from a programming POV (big thanks to him for that). This isn't to say they will be done just how much work they would all be.
I now need to re sort the list taking this in to account. Then get some imput from the other CSM.
Then I'll see about getting the short list up for everyone. Then it will be discussing it with CCP, that's the bit that will be NDA
I will say the most popular by far was:-
Ablity to unstack dscan and probe scanner.
Grav sites having to be scanned down again
PS keep posting stuff as its easy for me to add to the list. Corbexx for CSM 9 - Wormholes deserve better |

Nelly Uanos
Quebec's Underdog League Quebec United Legions
22
|
Posted - 2014.07.14 23:34:00 -
[221] - Quote
corbexx wrote:
I will say the most popular by far was:-
Ablity to unstack dscan and probe scanner.
Grav sites having to be scanned down again
PS keep posting stuff as its easy for me to add to the list.
Yuck... more sig to scan in all these empty black hole... 
But it probably mean more miner that will think they are safer... until they go AFK... 
(Not joking, I killed way more un-cloaked scanner than miner in the last 2-3 month.) |

Jill Chastot
Oath of the Forsaken Sanguis Ignis Prosperitum
294
|
Posted - 2014.07.15 00:59:00 -
[222] - Quote
CCP Greyscale wrote:corbexx wrote:Lloyd Roses wrote:corbexx wrote:Amak Boma wrote:well theres problem with flux generator upgrade it does not generate wormholes at all in upgraded nullsec systems it should be looked into and to be fixed.
It attually does work it just doesn't work how 99% of people think and so people assume its broken. Its not ideal though I will say that It would be great if there could be some explanation happening. I lived in a system and we dropped that upgrade. The change in wormhole spawning in this system and the constellation after installing - didn't exist. Like there was no change. None at all. So if it does work, I guess it must be affecting something different. Or: Going from ~4 holes a week to ~4 holes a week is no notable change. So please, what does it even do!? I'm 99% sure it will be NDA but I'll ask if information about it can be released, but i'm pretty sure they will say no. But as i've said it does work its just not great how it works. Someone cast "summon dev"? So yeah, wormhole generators "work", they just work in a very laid back, casual way. There are a certain number of wormholes shared between all systems with each level of the wormhole generator upgrade, which scales more-or-less linearly with number of upgrades installed, and they move around between those systems in the same way that normal exploration sites do. It's not a very good upgrade as it currently stands, but neither is it "broken" per se. (At least as far as we are aware - and the system involved is sufficiently generic and widely-used that I would be very surprised if there was anything wrong with it. If this was broken, anomalies would almost certainly be broken too, and we'd know about that.)
So Theres a "pool" of wormholes exclusive to a generator upgrade? So then it doesn't quite work how we believe and because they are already in existance somewhere they aren't coming and popping up in other systems that have that upgrade installed?
https://forums.eveonline.com/default.aspx?g=posts&t=298596&find=unread OATHS wants you. Come to the WH "Safety in eve is the greatest fallacy you will ever encounter. Once you accept this you will truely enjoy this game."
|

Quinn Corvez
Probe Patrol Ixtab.
246
|
Posted - 2014.07.15 12:03:00 -
[223] - Quote
corbexx wrote: I will say the most popular by far was:-
Ablity to unstack dscan and probe scanner.
Grav sites having to be scanned down again
PS keep posting stuff as its easy for me to add to the list.
I think that would be hard to judge without conducting a poll...
|

Meytal
School of Applied Knowledge Caldari State
458
|
Posted - 2014.07.15 12:38:00 -
[224] - Quote
Quinn Corvez wrote:I think that would be hard to judge without conducting a poll... CCP should be looking at the list from a design perspective and determining what changes would improve wormhole space. I would rather see 1 big thing for wormholes that 10 little things... but then pigs might fly  My intent is not to be offensive, but I don't believe CCP knows what would improve W-space in the eyes of those who live here. CCP and the players haven't seen eye-to-eye about W-space since it was released: their apparent intentions for W-space were thrown out the window shortly after we moved here. CCP has since left it alone, comparatively speaking, and I still say that's one of the best things they could have possibly done for W-space.
Instead of waving our hands and vaguely asking CCP to "improve things", we should make a list of changes, focused and detailed, that we would like them to make to improve life here. Something like what Corbexx is putting together. |

Billy Hardcore
Jaded.
116
|
Posted - 2014.07.15 19:37:00 -
[225] - Quote
Meytal wrote:Quinn Corvez wrote:I think that would be hard to judge without conducting a poll... CCP should be looking at the list from a design perspective and determining what changes would improve wormhole space. I would rather see 1 big thing for wormholes that 10 little things... but then pigs might fly  My intent is not to be offensive, but I don't believe CCP knows what would improve W-space in the eyes of those who live here. CCP and the players haven't seen eye-to-eye about W-space since it was released: their apparent intentions for W-space were thrown out the window shortly after we moved here. CCP has since left it alone, comparatively speaking, and I still say that's one of the best things they could have possibly done for W-space. Instead of waving our hands and vaguely asking CCP to "improve things", we should make a list of changes, focused and detailed, that we would like them to make to improve life here. Something like what Corbexx is putting together.
^ To go agaisnt the Church is to go against BOB- Enforcer of the Faith-áBilly Hardcore |

Quinn Corvez
Probe Patrol Ixtab.
248
|
Posted - 2014.07.15 20:19:00 -
[226] - Quote
agreed |

Phoenix Jones
Isogen 5
501
|
Posted - 2014.07.15 22:34:00 -
[227] - Quote
I believe more people are concerned about the discovery scanner and wormholes instantly showing up without having to drop probes.
Its a timeframe concern though, as CCP can easily say (well look into it) then completely forget about it as nobody is assigned to handling wormholes at all. Yaay!!!! |

Maduin Shi
Perkone Caldari State
6
|
Posted - 2014.07.16 15:30:00 -
[228] - Quote
Phoenix Jones wrote:I believe more people are concerned about the discovery scanner and wormholes instantly showing up without having to drop probes.
Indeed. I've seen a lot of old-timer w-spacers and PvP junkies flat out saying they want discovery scanner removed entirely in w-space, or at least 0% sigs.
However, I spend a whole lot of time probing for my small w-space corp and frankly its about as fun as brushing your teeth with a machete. The probing mini-game gets old and repetitive awfully quick and that is putting it nicely. Now, having to have those probes out to do anything outside the POS shield without the discovery scanner function will probably drive me batty, or (more likely) it will drive folks like me to f*** all and bring my corp out to become null renters.
Already have to spam dscan to run sites, but then on top of that spamming the probe analyze button on your alt etc, it is really just crap gameplay (dscan spamming by itself is already crap gameplay).
A more elegant solution would be to get invading K162's to spawn and show up on discovery scanner only when someone has passed through, rather than spawning when someone warps to it (which favors PvErs too heavily). Or some variation along those lines. That would be more balanced and less of a headache to do what you can to protect yourself if you are "prey". Because lets face it, site runners will take every precaution to avoid losing ships, including the most face-melting boring/maddening things if it means fewer losses. So why make it a requirement to do face-melting boring/maddening stuff?
An alternative solution would be to remove 0% sigs in C4 - C6 and implement my suggested K162 spawn mechanic in C1 - C3. Yeah more programming time, but hey that way highsec indy corps can get their "feet wet" in a C1-C3 and spend less time probing and have a bit less danger in preparation to move to a C4 - C6 where "true w-space" lies. That would be better variety and satisfy more players.
|

Maduin Shi
Perkone Caldari State
6
|
Posted - 2014.07.16 15:39:00 -
[229] - Quote
Other thing w-spacers need is a specialty hauler for 1. POS batteries/arrays/towers and 2. Ice products (assuming no w-space ice anoms are implemented). Couple of ships that can haul massive quantities in either or both categories. This would keep logistics people from getting burned out because setting up even a couple of POSes in w-space and keeping them fueled is a job nobody wants nowadays. |

corbexx
eXceed Inc. No Holes Barred
434
|
Posted - 2014.07.16 16:18:00 -
[230] - Quote
Phoenix Jones wrote:I believe more people are concerned about the discovery scanner and wormholes instantly showing up without having to drop probes.
Its a timeframe concern though, as CCP can easily say (well look into it) then completely forget about it as nobody is assigned to handling wormholes at all.
They know about this and its something that i'll be bringing up at the summit so don't worry about that. Corbexx for CSM 9 - Wormholes deserve better |

Kynric
Sky Fighters
113
|
Posted - 2014.07.16 16:21:00 -
[231] - Quote
A scanning change I would like is to have the threshold at which the category of a signature (wormhole, data, gas, combat, relic) were adjusted so that I can identify which category a particular signature belongs to sooner. This Would offset the increased time burden to scout chains if grav sites are returned to scannable. While I would like grass to be scannable I would prefer it not take longer to advance down a new chain than it does now. |

Phoenix Jones
Isogen 5
502
|
Posted - 2014.07.16 20:02:00 -
[232] - Quote
corbexx wrote:Phoenix Jones wrote:I believe more people are concerned about the discovery scanner and wormholes instantly showing up without having to drop probes.
Its a timeframe concern though, as CCP can easily say (well look into it) then completely forget about it as nobody is assigned to handling wormholes at all. They know about this and its something that i'll be bringing up at the summit so don't worry about that.
Cool Thank You Corbexx. Yaay!!!! |

Foedus Latro
Isogen 5
23
|
Posted - 2014.07.16 20:08:00 -
[233] - Quote
Kynric wrote:A scanning change I would like is to have the threshold at which the category of a signature (wormhole, data, gas, combat, relic) were adjusted so that I can identify which category a particular signature belongs to sooner. This Would offset the increased time burden to scout chains if grav sites are returned to scannable. While I do not mind if grav sites have to be scanned down, I do mind it taking longer to advance through the chain to find content.
I would like to see the grav sites identified sooner than the gas sites tbh. This would leave all other sites the same difficulty to identify. This way a scout could just set probes over the planet(s) cluster the signatures are near to see if there are any ore sites to scan down while still keeping the same difficulty for data/relic/wh sigs.
In changing grav sites to this miners would have a chance to respond to the probes, but still in an easily scanned site to where it would still be harder to combat scan down the barge rather than core scanning the signature. This is where my signature would go. http://i.imgur.com/plB7zCR.jpg |

Andrew Jester
Origin. Black Legion.
447
|
Posted - 2014.07.16 20:56:00 -
[234] - Quote
Gas sites (sans the two highest tier ones) and relics + datas are on opposite ends of scan difficulty spectrum, WH statics sit sorta in the middle. If gravs were made scannable, have them closer to gas than WH in that spectrum would keep it easy to identify what's what. If thuggin' was a category I'd win a Grammy |

corbexx
eXceed Inc. No Holes Barred
435
|
Posted - 2014.07.16 23:55:00 -
[235] - Quote
BayneNothos wrote: Offgrid spawns: Occasionally one of the C4 Data or Relic sites spawns Sleepers off-grid. Sorry I can't remember which one exactly it is. I don't know if this is fixed or I just haven't seen it in a while.
I believe its the unsecured frontier trinary hub , and i've already let them know. Corbexx for CSM 9 - Wormholes deserve better |

Winthorp
1882
|
Posted - 2014.07.17 00:48:00 -
[236] - Quote
Kynric wrote:A scanning change I would like is to have the threshold at which the category of a signature (wormhole, data, gas, combat, relic) were adjusted so that I can identify which category a particular signature belongs to sooner. This Would offset the increased time burden to scout chains if grav sites are returned to scannable. While I do not mind if grav sites have to be scanned down, I do mind it taking longer to advance through the chain to find content.
You know its pretty easy to tell them apart already right?..... |

Winthorp
1882
|
Posted - 2014.07.17 00:50:00 -
[237] - Quote
Maduin Shi wrote:Phoenix Jones wrote:I believe more people are concerned about the discovery scanner and wormholes instantly showing up without having to drop probes.
Indeed. I've seen a lot of old-timer w-spacers and PvP junkies flat out saying they want discovery scanner removed entirely in w-space, or at least 0% sigs. However, I spend a whole lot of time probing for my small w-space corp and frankly its about as fun as brushing your teeth with a machete. The probing mini-game gets old and repetitive awfully quick and that is putting it nicely. Now, having to have those probes out to do anything outside the POS shield without the discovery scanner function will probably drive me batty, or (more likely) it will drive folks like me to f*** all and bring my corp out to become null renters. Already have to spam dscan to run sites, but then on top of that spamming the probe analyze button on your alt etc, it is really just crap gameplay
Why are you even in WH's. Fuckoff back to HS.
It annoys me that CCP panders to lazy carebears whenever they touch WH's |

Maduin Shi
Perkone Caldari State
6
|
Posted - 2014.07.17 04:27:00 -
[238] - Quote
Winthorp wrote:
Why are you even in WH's. Fuckoff back to HS.
It annoys me that CCP panders to lazy carebears whenever they touch WH's
Easy fella. If you read my whole post you would see that I'm in favor of having changes made that would "make w-space harder" and tilt the balance more in favor of the gankers and predators, but without having the gameplay turn (back?) into "clicking two buttons over and over to stay safe" 
It IS terrible gameplay, more along the lines of planetary interaction clickfesting than what I feel is necessary. In order to understand what I'm talking about you have to:
1) understand that I'm in a small corp that brings highsec noobs and introduces them to w-space (this is what everyone wants and is a good thing).
2) because w-space ratting is difficult even for pilots with 10 - 20 million SP, we need everyone to focus on tanking and DPS and be in the site shooting things. I'm the only one who has an alt on a separate account with probing skills. which means
3) I get to be in the site helping to kill sleepers, having to spam the dscan button and (if discovery scanner is totally removed) hitting the probe scanner "Analyze" button over and over and over and over again.
And this is for site values in what, the 10-20 million range for C1/C2's? Yeah. That would not be cool. Maybe I'm an isolated case, but I don't think so. This would be a problem for most smaller groups who cannot afford to delegate the "Analyze" spam to a dedicated player.
Well anyhow, there are better ways to implement K162's without resorting to that, and that's what I was trying to communicate in my earlier post. W-space should be harder in immersive and interesting ways, not annoying and immersion-breaking ways.
|

mulgrew Zero
Weyland Mulgrew Corporation Dominatus Atrum Mortis
4
|
Posted - 2014.07.17 04:59:00 -
[239] - Quote
Hatshepsut IV wrote:Bleedingthrough wrote:
Could we get fixed signature IDs? Signature ID change after DT is a pain in the ass. You basically have to probe down your pipe twice if you want to be sure about connectivity.
No. just no. On another note, can we get the ability to split the probe scanner and d-scan from the same nested window?
yes great idea to split these windows |

unimatrix0030
Viperfleet Inc. Disavowed.
119
|
Posted - 2014.07.17 13:08:00 -
[240] - Quote
I don't know if it is mentioned already but maybe we could have the wormhole effects under the system name just like in incusion and fw systems? Should be relativly easy to do. And is even what the design filosofie is , because at present you can't get that information from the ingame client. Sure you can sometime see the effect thanks to the background but between c1-c6 the % -tage difference of the effects is not to be found in-game. Maybe they can even add the class of the wormhole. Sure for veterans that will not matter much but it will for new people! |

Bloemkoolsaus
Viperfleet Inc. Disavowed.
169
|
Posted - 2014.07.17 14:10:00 -
[241] - Quote
unimatrix0030 wrote:And is even what the design filosofie is , because at present you can't get that information from the ingame client. Yes you can. You get a nice popup if there IS a systems effect. There will be a visual `thing` (almost like a 2nd star in system) that will tell you what effect there is. https://wiki.eveonline.com/en/wiki/Wormhole_environment_effects has images of how all the effects look. |

Kontract Killa
That Escalated Quickly Nerfed Alliance Go Away
4
|
Posted - 2014.07.17 18:44:00 -
[242] - Quote
Ore site sigs be returned to having to be probe scanned to warp to.
Make Black Hole systems more attractive to live in.
Truly Unstable Wormholes I'd like to see random, short lived, random mass wormholes. Maybe they last between 10 minutes and 1 hour. make their mass be random, so its completely unpredictable as to what can/will collapse it. Make their chances of spawning in a system so random that you might get 30+ in one day, or none. They only last 10-60 minutes so its not like its there all day. |

Hatshepsut IV
Cascading Failure Un.Bound
145
|
Posted - 2014.07.18 02:57:00 -
[243] - Quote
How bout the ability to move more then 5 bookmarks at a time, even if its just 10 it would be a nice timer saver. You too can start failing today! Reddit-áad | Cascading Failure Public Channel | Aspiring Failure
|

corbexx
eXceed Inc. No Holes Barred
439
|
Posted - 2014.07.18 09:05:00 -
[244] - Quote
Hatshepsut IV wrote:How bout the ability to move more then 5 bookmarks at a time, even if its just 10 it would be a nice timer saver.
I brought this up about 6 weeks ago so way ahead of you there. Corbexx for CSM 9 - Wormholes deserve better |

MaxDEL
Quantum Explosion E X P L O S I O N
61
|
Posted - 2014.07.18 14:19:00 -
[245] - Quote
Statistics back that was over API - PVP in WH is die. Your contractual fights are not wanted. We roll WH 6-8 hours at time, but random gives nothing in our prime time. Before there was a sense it's stupid now. No point in playing this game. |

Quinn Corvez
Probe Patrol Ixtab.
248
|
Posted - 2014.07.18 15:20:00 -
[246] - Quote
^ Someone translate please |

Andrew Jester
Origin. Black Legion.
472
|
Posted - 2014.07.18 15:27:00 -
[247] - Quote
Russian TZ is dead so QEX can't find ****. They relied on API before to seed. They're mad that API is gone. With PvE API data they could alarm clock when people were farming, but without it they'd have to watch each hole to figure it out. If thuggin' was a category I'd win a Grammy |

Quinn Corvez
Probe Patrol Ixtab.
248
|
Posted - 2014.07.18 15:34:00 -
[248] - Quote
Oh... Work is hard work i guess. |

unimatrix0030
Viperfleet Inc. Disavowed.
120
|
Posted - 2014.07.18 20:50:00 -
[249] - Quote
You see that there is an effect. The background show you wich type, but you still need to look up wich type of wormhole it is to know the exact numbers. So basicly if you need to look it up it is not in game.
|

Meytal
School of Applied Knowledge Caldari State
470
|
Posted - 2014.07.18 21:41:00 -
[250] - Quote
MaxDEL wrote:Statistics back that was over API - PVP in WH is die. Your contractual fights are not wanted. We roll WH 6-8 hours at day, but random gives nothing in our prime time. Before there was a sense it's stupid now. No point in playing this game. Can I have your stuff?
On a more serious note, when we're moving through W-space, we see more Russian-owned assets than we see anything else. It's just the middle of the night for you guys, so it's rare for anyone to be awake.
Russian timezone has a lot of people. They just may not be in your static, so try branching out a little further. It's also a good time to get some systems mapped out in advance of the Euros waking up, so you can catch them moving things around. Again, you have to go further than your static.
|

Rei Moon
School of Applied Knowledge Caldari State
5
|
Posted - 2014.07.19 01:47:00 -
[251] - Quote
MaxDEL wrote:Statistics back that was over API - PVP in WH is die. Your contractual fights are not wanted. We roll WH 6-8 hours at day, but random gives nothing in our prime time. Before there was a sense it's stupid now. No point in playing this game.
Quit it then. Who needs lazy logoff trap hunters anyways. Or, go suicide ganking in hisec... it's way more funny |

Rei Moon
School of Applied Knowledge Caldari State
5
|
Posted - 2014.07.19 01:48:00 -
[252] - Quote
unimatrix0030 wrote:You see that there is an effect. The background show you wich type, but you still need to look up wich type of wormhole it is to know the exact numbers. So basicly if you need to look it up it is not in game.
It's way easier to just check the names of the anomalies no? |

Icarus Able
Revenant Tactical Ineluctable.
411
|
Posted - 2014.07.19 02:40:00 -
[253] - Quote
Can we have a ship spin counter in POS please???
I would like to know how many spins it takes for certain people to scout the chain. Much more reliable than the Eve clock. |

MaxDEL
Quantum Explosion E X P L O S I O N
64
|
Posted - 2014.07.19 04:31:00 -
[254] - Quote
How many smart people are trying to troll me, huh Rei Moon and Meytal ? Show what you have done great but killing red crosses? You could even hide his true face under neutral character |

Token Rusguy
Quantum Implosions
2
|
Posted - 2014.07.19 04:54:00 -
[255] - Quote
MaxDEL wrote:How many smart people are trying to troll me, huh Rei Moon and Meytal ? Show what you have done great but killing red crosses? You could even hide his true face under neutral character
I fervently feel that any trolling of glorious API pvping empire be meet with accusations of carebearhood.
TL:DR For the Volga? |

Pestilen Ratte
Artimus Ratte
0
|
Posted - 2014.07.19 11:05:00 -
[256] - Quote
It would be interesting to see CCP use NPC assault fleets against WH players POS facilities.
This would drive player fleet participation (fleets could arrive in relative size to the defending corp active ships) and also provide a source of revenue.
In essence, use the existing game mechanics to make WH space more profitable, and more risky to balance the profits and keep the economy stable. Drive fleet behaviours by forcing corps to gather at set times or be wiped clean from this supposedly hostile place. Where the natives NEVER band together and push out the settlers. Wtf?
I feel too much of Eve is concerned with the offensive arts of ambush and deep fleet wars between alliances. These are great stuff, but there is also the defensive art of repelling a siege of superior force with good intelligence and good planning.
If being in a wormhole was 2150% more profitable, but every week you face a onslaught of sleeper forces to keep your place, and every week the onslaught grows 15% more imbalanced against your active ships...... and every week the 15% was based on the number of ships present the week prior OR the week in question.....
In this way players could plan ambush raids and strategic war in PVP, and play another sort of strategy when plundering sleeper territories for their riches.
I would make the mechanic impossible to defeat forever, quite deliberately, because over time this would create a league of how many weeks each WH corp could hold out in WH space. As player corps got better at the defence, there would arise spectacular battles against great odds.
And that is excellent for everyone's ecomony. |

Pestilen Ratte
Artimus Ratte
0
|
Posted - 2014.07.19 11:17:00 -
[257] - Quote
If one thinks of role playing games in the traditional D&D genre, there was always the dungeon scenario.
You are walking along, and you come to a hole. Or an acceleration gate. Etc, you go room to room.
Then we have the "risk" scenario, with a strategic battle for territory based on resources. This is alliance Pvp, and faction war.
But D&D also had a fantastic siege mechanic, or set of mechanics, which allowed for a whole new set of game play strategies, character skills sets and specialist tools of the trade.
The POS defence does a great job, but my feeling is that WH space is the perfect place to take the defensive game play a step or three further.
Why?
Because it is the frontiers, where sleepers abound! It makes sense that the sleepers would organize and repel the weak, scattered invaders. It makes inherent sense that forays into WH space are increasingly dangerous as time goes on, and that sooner or later the natives are going to come for you, like they did for custer at bighorn, and so you better build a big fort and make hay while the sun shines. |

Rei Moon
School of Applied Knowledge Caldari State
5
|
Posted - 2014.07.21 14:43:00 -
[258] - Quote
Make it viable to remove dead sticks from wh space. Now with Crius, i guess it will become way easier to just produce them and mark all the moons in a wh system, probably an annoying feat for hunters, invaders and scouts in general. To counterbalance it, i would suggest a profitable or easier way of getting rid of the dead sticks.
TY
<3 |

Andrew Jester
Origin. Black Legion.
487
|
Posted - 2014.07.21 16:12:00 -
[259] - Quote
Rei Moon wrote:Make it viable to remove dead sticks from wh space.
Do you even dread/afktar fleet? Already easy and viable If thuggin' was a category I'd win a Grammy |

Jack Miton
Isogen 5
3529
|
Posted - 2014.07.21 22:48:00 -
[260] - Quote
MaxDEL wrote:Statistics back that was over API - PVP in WH is die. Your contractual fights are not wanted. We roll WH 6-8 hours at day, but random gives nothing in our prime time. Before there was a sense it's stupid now. No point in playing this game. Logoff ganking is roughly equivalent to HS suicide ganking in terms of skill and effort required. sure it's entertaining once in a while but if that's the only reason youre in WHs I feel pretty bad for you. Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ Down the Pipe:-á http://downthepipe-wh.com/ |

Rei Moon
School of Applied Knowledge Caldari State
6
|
Posted - 2014.07.22 05:01:00 -
[261] - Quote
Andrew Jester wrote:Rei Moon wrote:Make it viable to remove dead sticks from wh space. Do you even dread/afktar fleet? Already easy and viable
I was thinking about something more... viable.. for small corps, Mr. Jester. Anyway, Erica told me to ignore you...
|

Jack Miton
Isogen 5
3532
|
Posted - 2014.07.22 06:08:00 -
[262] - Quote
Rei Moon wrote:Andrew Jester wrote:Rei Moon wrote:Make it viable to remove dead sticks from wh space. Do you even dread/afktar fleet? Already easy and viable I was thinking about something more... viable.. for small corps, Mr. Jester. Anyway, Erica told me to ignore you... just ignore them? hell we have one in our home we havent bothered shooting yet. Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ Down the Pipe:-á http://downthepipe-wh.com/ |

Erica Dusette
Nighthawk Exploration Anoikis Ronin
14009
|
Posted - 2014.07.22 07:15:00 -
[263] - Quote
Rei Moon wrote:Andrew Jester wrote:Rei Moon wrote:Make it viable to remove dead sticks from wh space. Do you even dread/afktar fleet? Already easy and viable I was thinking about something more... viable.. for small corps, Mr. Jester. Anyway, Erica told me to ignore you... Please refrain from dragging my fine family name into you thread derailment attempts, or mentioning it in the same sentence as "Jester".
Jack Miton wrote:just ignore them? hell we have one in our home we havent bothered shooting yet. Can confirm two of us in fact visited Iso5 home yesterday and didn't get shot.
Although I was kinda hoping Jack would lock me up .... 
You know .. tackle me .. maybe.
Gÿá Part-time wormhole pirate | GÖí Full-time super model WH Blog | #420roloswag | Bio |

Caleb Seremshur
The Atomic Fallout Kids
332
|
Posted - 2014.07.22 08:19:00 -
[264] - Quote
Rei Moon wrote:MaxDEL wrote:Statistics back that was over API - PVP in WH is die. Your contractual fights are not wanted. We roll WH 6-8 hours at day, but random gives nothing in our prime time. Before there was a sense it's stupid now. No point in playing this game. Quit it then. Who needs lazy logoff trap hunters anyways. Or, go suicide ganking in hisec... it's way more funny
if logging off made you spawn randomly in the system within 4au of a celestial it still would not change your sentiments. So long as it exists within game then it's a valid tool to use (although a small part of died saying it) https://forums.eveonline.com/default.aspx?g=posts&t=348015 T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346 LP faction weapon store costs rebalancing
|

Jack Miton
Isogen 5
3533
|
Posted - 2014.07.22 10:29:00 -
[265] - Quote
Erica Dusette wrote:Rei Moon wrote:Andrew Jester wrote:Rei Moon wrote:Make it viable to remove dead sticks from wh space. Do you even dread/afktar fleet? Already easy and viable I was thinking about something more... viable.. for small corps, Mr. Jester. Anyway, Erica told me to ignore you... Please refrain from dragging my fine family name into you thread derailment attempts, or mentioning it in the same sentence as "Jester". Jack Miton wrote:just ignore them? hell we have one in our home we havent bothered shooting yet. Can confirm two of us in fact visited Iso5 home yesterday and didn't get shot. Although I was kinda hoping Jack would lock me up ....  You know .. tackle me .. maybe. calm down woman! you get your own bunk. Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ Down the Pipe:-á http://downthepipe-wh.com/ |

Erica Dusette
Nighthawk Exploration Anoikis Ronin
14136
|
Posted - 2014.07.22 10:38:00 -
[266] - Quote
Jack Miton wrote: calm down woman! you get your own bunk.
But .... Jack. 
It's The Federal Bandit, isn't it? 
Welp.
Gÿá Part-time wormhole pirate | GÖí Full-time super model WH Blog | #420roloswag | Bio |

Andrew Jester
Origin. Black Legion.
489
|
Posted - 2014.07.22 13:34:00 -
[267] - Quote
Erica Dusette wrote:Jack Miton wrote: calm down woman! you get your own bunk.
But .... Jack.  It's The Federal Bandit, isn't it? Welp.
Dun worry Dusette, it'll be k. I can't believe you went to visit without me :< If thuggin' was a category I'd win a Grammy |

Erica Dusette
Nighthawk Exploration Anoikis Ronin
14206
|
Posted - 2014.07.22 14:28:00 -
[268] - Quote
Andrew Jester wrote: I can't believe you went to visit without me :< I was invited and it was an extreme emergency of extreme proportions that couldn't wait.
Unbelievably there are some people who still appreciate us as more than mere pixelated meat.
Gÿá Part-time wormhole pirate | GÖí Full-time super model WH Blog | #420roloswag | Bio |

Borsek
A.A.A
206
|
Posted - 2014.07.22 14:37:00 -
[269] - Quote
We probably need some fresh content, maybe in the form of new anomalies or maybe in the form of new buildable ships from sleeper/wh loot. Rather than focusing on c5 space, do some focus to attract the merry young pilots, fresh blood, to w-space. If you balance low-end hole content, perhaps to give out more blue goo, or if the alleged new orcas or whatever they are supposed to be (t3 industrials were mentioned late in the wormhole roundtable at fanffest) make it out, the market eventually will balance itself out, possibly to give more income to the lower classes.
Sadly, I can't think of much that has not yet been mentioned in this thread, or anything that couldn't be massively abused. Being able to anchor mobile tractor units for corp, alliance bookmarks and such ideas have all already been discussed, and will ideally be implemented soon (tm). The only real little thing that keeps me lying awake at night is not being able to assemble T3 ships in w-space. It is a huge issue not only because it means that pod pilots are sadly forced to go to k-space to assemble the shinies they can build entirely in wormhole space. This could probably be easily fixed by resizing the personal hangar array to about 200k m3, so we could assemble strategic cruisers inside them. Hopefully this comes befor the distant POS revamp.
First letter of every line. |

Andrew Jester
Origin. Black Legion.
490
|
Posted - 2014.07.22 14:40:00 -
[270] - Quote
Erica Dusette wrote:Andrew Jester wrote: I can't believe you went to visit without me :< I was invited and it was an extreme emergency of extreme proportions that couldn't wait. Unbelievably there are some people who still appreciate us as more than mere pixelated meat.
Don't lie to yourself about what you truly are.
Now Candi on the other hand... If thuggin' was a category I'd win a Grammy |

Erica Dusette
Nighthawk Exploration Anoikis Ronin
14212
|
Posted - 2014.07.22 14:55:00 -
[271] - Quote
Andrew Jester wrote:Erica Dusette wrote:Andrew Jester wrote: I can't believe you went to visit without me :< I was invited and it was an extreme emergency of extreme proportions that couldn't wait. Unbelievably there are some people who still appreciate us as more than mere pixelated meat. Don't lie to yourself about what you truly are. Now Candi on the other hand... Exactly why Candi wasn't allowed to come.
Only so much class you can fit into a fleet, and thanks to Jack it was almost at capacity even before we arrived.
Gÿá Part-time wormhole pirate | GÖí Full-time super model WH Blog | #420roloswag | Bio |

Andrew Jester
Origin. Black Legion.
490
|
Posted - 2014.07.22 15:05:00 -
[272] - Quote
Erica Dusette wrote:Andrew Jester wrote:Erica Dusette wrote:Andrew Jester wrote: I can't believe you went to visit without me :< I was invited and it was an extreme emergency of extreme proportions that couldn't wait. Unbelievably there are some people who still appreciate us as more than mere pixelated meat. Don't lie to yourself about what you truly are. Now Candi on the other hand... Exactly why Candi wasn't allowed to come. Only so much class you can fit into a fleet, and thanks to Jack it was almost at capacity even before we arrived.
Should've brought me(( I can bring the class of a fleet to that of a whorehouse If thuggin' was a category I'd win a Grammy |

Erica Dusette
Nighthawk Exploration Anoikis Ronin
14217
|
Posted - 2014.07.22 15:31:00 -
[273] - Quote
Andrew Jester wrote:Should've brought me(( I can bring the class of a fleet to that of a whorehouse Well fair point there.
+1
Gÿá Part-time wormhole pirate | GÖí Full-time super model WH Blog | #420roloswag | Bio |

Brutus Crendraven
Stryker Industries Ocularis Inferno
4
|
Posted - 2014.07.22 15:42:00 -
[274] - Quote
BayneNothos wrote:Return Ore sites to Red Signature: Mining in W-Space is one of the most dangerous activities you can do. Back when they were Red Signatures you at least had protection in seeing probes on Dscan. As Green Anomalies that safety is gone and the miner is at the mercy of it's natural predators. Moving these back to Red Signatures would return the degree of safety back to miners, as well as making things interesting for those who hunt them as it used to be. This only needs to be a W-Space change, K Space can stay as it is. As an addition, making the Signature harder to scan down would also be nice.
Drifting Wormhole: Over DT, something is done to the precise location of the WH. As such after DT it is in a slightly different location, anywhere from a few hundred meters up to a dozen kilometres. This means remaking bookmarks for WH's along the entire chain so they're accurate. Having the WH not drift over DT by either doing whatever is causing the shift in location at initial spawn or just not drifting it would be nice. Additional possibility: Embrace the drift. Have the WH every 15 minutes to two hours randomly drift in a random direction up to 100km. This would shake up WH camps into something a bit more chaotic.
Update BM location: Recreating bookmarks when they're wrong is a bit of an annoyance. Having inside the Right Click menu for the Bookmark the option to either update to current co-ords or update to current selected object's co-ords would be amazing.
Offgrid spawns: Occasionally one of the C4 Data or Relic sites spawns Sleepers off-grid. Sorry I can't remember which one exactly it is. I don't know if this is fixed or I just haven't seen it in a while.
New environment backgrounds: Can we get our space extra pretty as well please :) Side Note: Can the C1 and C2 backgrounds be made more different. They're pretty close at a glance currently, especially when looking at it as part of a WH effect. A nice pretty green for C1's.
Security Status reset: Currently there's no way to change your security status in W-Space. If you go in negative, stay for a few years and come out you're still negative. It's be nice if gradually over time Concord "forgot" about you. Have the Sec Status slowly degrade towards zero (From both positive and negative) the longer you stay out of K Space. Something like the equivalent of ratting a single frigate for each day. Each day beyond one the strength of the sec status change could get slightly stronger so those who don't hit K-Space in any way for long periods, months for example, would get pretty decent sec status changes.
Epithal and Warp Core Stabilisers: 4 core stabbed Epithals. Needing 5 points of disruption to stop one of these is kind of ridiculous. Especially since the stabs don't do anything negative to the performance of the hauler. A reduction of lows or changes to the warp core stabiliser to make it's negative effects something relevant to non PvP ships would be best. Noctis and Mobile Tractor Unit: The MTU has pretty much invalidated the existence of the Noctis. Can we get a rebalance on these so they have individual uses. Or better yet, send the MTU out back and burn to to death with a flamethrower.
WH Polarisation: Polarisation timers are directional A>>>B and B>>>A. For newer WH people this is confusing as from the players point of view, the WH is one object and having multiple separate timers is odd. Could these be squashed into the one timer, so A>>>B and B>>>A use the one timer. It should probably be rebalanced into a shorter timer overall as well if this is done. Additional possibility: Have the polarisation timer modify based on the ship flown. Ideally off of Sensor Strength as this'd give a nice buff to larger ships, who could transit WH's faster. It's also give a nice buff to ECCM.
Hide 0% sigs: Currently under the Discovery Scanner a layer is alerted to a new signature whenever the Discovery Scanner wIndow refreshes itself. This is done automatically by the Scanner to an invisible timer and can also be forced by changing the sort of any of the columns or toggling the anomalies button. Due to the way WH's are spawned this means that people in the arriving system know about an incoming WH before the person who initiated warp to the WH arrives at that WH. There's been talk about a delay on the signature appearing before in a megathread but ideally the fix is simple. any signature at 0% inside W Space does not show up in the Probe Scanner Window. This would revert the system to the old way. The good way.
Sigs after DT have a minor bug. First person to warp will find them slighly off the BM location. Next person will not have the same problem.
I can see both sides of the mining point. Given the current situation take your Orca and roll your statics and you can sit mining in relative safety. No change needed. Just play the mechanics. Sec Status is irrelevant to WH space. WH is not policed you can be red all day :) No change needed. Reintroduce Local please (LOL)
WH space is dangerous space, make it so. Flex the mass limits more. Randomise statics so you no longer have access to HS everytime.
Enhance the danger / risk ration.
C1 Actually good isk for a small corp. C2 Terrible sleeper loot, but nice access to HS C3 Good isk for small corp. C4 Pointless C5 Excessive ISK C6 Excessive ISK
Make all wormholes escalate. C1 with Battleships (I know you can't fly a BS into a C1)
|

corbexx
eXceed Inc. No Holes Barred
461
|
Posted - 2014.07.22 16:17:00 -
[275] - Quote
Brutus Crendraven wrote: Enhance the danger / risk ration.
C1 Actually good isk for a small corp. C2 Terrible sleeper loot, but nice access to HS C3 Good isk for small corp. C4 Pointless C5 Excessive ISK C6 Excessive ISK
God damn are you related to Adriana Nolen.
please provide numbers and stuff, not just total crap like that. seriously i posted some stuff already on another thread showing numbers, C1 and C2 is terrible isk and heavily reliant on nano ribbons. C3 is better and C4 is considerably better.
So this is what you need to do.
Make a spread sheet with every site on it in wh space (I've obviously split mine up in to classes) Important stuff thats worth noting, ship used (and skills) how long each site took, total isk from blue books, average nano ribbons (i'm running every site 10 times) total isk from BB and nanos, from this you can then work out a isk per hour for each site. which will show which site is best to run (most this is already known but i need exact numbers) You could take a average of the 4 combat sites if you wanted.
If you want to do extra stuff as i have feel free to include how far each wave is from a 0 warp in and also how far they are from each other, pics are also great along with time to clear each wave.
Ooh and then do it for all the relic and data sites and include all the relic and data stuff as well. thats close to 500 sites. remember alot cant be done on your own so you need mates.
Once you have done that then come to me with proper god damn numbers not crap you've pulled out of thin air.
I figure i still have a month or so to finish I really hope i can get it done before the summer summit.
C5 and C6 are decent isk for the cap escalations but they are limited after that it drops off real fast.
P.S c1 and c2 income is total crap for the sites you are way way better and a hell of alot safer to go hisec and run incursions. Corbexx for CSM 9 - Wormholes deserve better |

Andrew Jester
Origin. Black Legion.
493
|
Posted - 2014.07.22 16:57:00 -
[276] - Quote
If you're using Tengus Pro-tip for C4s: Warp Frontier Barracks at 100km, you'll either land within missile range or far enough out that you have to burn only a few km to warp-in or you can warp-in immediately.
Also, in C4s don't run anything but Sleeper Information Sanctums and Frontier Barracks. The rest are pretty ****** isk/hr
Sorry Corbexx, don't have numbers to back this up, this is just experience from living in C4s for a while. If thuggin' was a category I'd win a Grammy |

corbexx
eXceed Inc. No Holes Barred
464
|
Posted - 2014.07.22 17:44:00 -
[277] - Quote
Andrew Jester wrote:If you're using Tengus Pro-tip for C4s: Warp Frontier Barracks at 100km, you'll either land within missile range or far enough out that you have to burn only a few km to warp-in or you can warp-in immediately.
Also, in C4s don't run anything but Sleeper Information Sanctums and Frontier Barracks. The rest are pretty ****** isk/hr
Sorry Corbexx, don't have numbers to back this up, this is just experience from living in C4s for a while.
aye cheers had a fair few people give me advice on c4 space (pretty bad considering my alt corp lives in a c4-c3) and yeah basically only thing run is the frontier. but I'll be doing them all so i have proper numbers. Corbexx for CSM 9 - Wormholes deserve better |

Andrew Jester
Origin. Black Legion.
494
|
Posted - 2014.07.22 18:50:00 -
[278] - Quote
corbexx wrote:Andrew Jester wrote:If you're using Tengus Pro-tip for C4s: Warp Frontier Barracks at 100km, you'll either land within missile range or far enough out that you have to burn only a few km to warp-in or you can warp-in immediately.
Also, in C4s don't run anything but Sleeper Information Sanctums and Frontier Barracks. The rest are pretty ****** isk/hr
Sorry Corbexx, don't have numbers to back this up, this is just experience from living in C4s for a while. aye cheers had a fair few people give me advice on c4 space (pretty bad considering my alt corp lives in a c4-c3) and yeah basically only thing run is the frontier. but I'll be doing them all so i have proper numbers.
Sleeper Information Sanctums are the by far the fastest and have either one more or the same amount of BS as a Frontier Barracks. You also don't have to muck around with warpins on them which is beautiful.
When I lived in a C4, we used RR Tengus. Maybe not the most efficient thing, but it worked. Every site except SIS you can run with 2 RR Tengus. SIS requires 3. If you have good missile skills and a booster, you can don't need to move too much from the warp in of the Frontier Barracks, and if you know where the spawns are, you can be constantly applying DPS. If thuggin' was a category I'd win a Grammy |

Hatshepsut IV
Cascading Failure Un.Bound
154
|
Posted - 2014.07.22 19:12:00 -
[279] - Quote
Brutus Crendraven wrote:
...Enhance the danger / risk ration.
C1 Actually good isk for a small corp. C2 Terrible sleeper loot, but nice access to HS C3 Good isk for small corp. C4 Pointless C5 Excessive ISK C6 Excessive ISK...
These represent nothing more then your own personal opinion formed about the amount of isk pulled in.
C4s are far from pointless and are actually some of the best isk to be made for small/solo groups and its a good deal safer half the time then c2/3 with its higher traffic.
c5/6 isk is really only good when you are doing it solo/few people double boxing. When done this way you are a giant target. For the mid/larger groups that isk divided up between all the people doing it and taxed to support the corp/alliance cost its really not what you and all the other cry foul high class people have all the toys make it out to be. You too can start failing today! Reddit-áad | Cascading Failure Public Channel | Aspiring Failure
|

Phoenix Jones
Isogen 5
511
|
Posted - 2014.07.23 03:58:00 -
[280] - Quote
You start running numbers on loot and asking for adjustments, you will get nothing but nerfs.
C1, good for a small corp, being 10 people. Anything over that and you will wipe out every site in there easily. Issue is that the only C1's generally occupied are C1 HS's, and the occasional C1 lowsec. Virtually nobody occupies a C1 nullsec (because the hole takes 20+ retrievers to roll).
C2 isn't about farming the C2, its about farming the static. In most cases, nobody is complaining about them.
C3 has the same issue the C1 has, minus the issue of rolling the hole. Its pretty isolated but people like it. Better loot.
C4 has its own qualities. Its the deepest wormhole you can get into and the most isolated with 0 k-space connections. This is a fantastic benefit for people that want to live in deep space wormholes, but not deal with capitals (think of it as lowsec without hot drops of dreads). The issue with C4's is that being so isolated, it only has one way in or out. It seriously should have two statics. Some people will hate it, but they should be less of a farming bear hole and more onpar with C2's.
C5's and C6's we all know about.
If I were to address loot, it would not be about adjusting loot drops or finding the optimum isk per hour change for sites, as there are highsec, lowsec and nullsec sites that are garbage isk for hour. I would look at is as a method of solo and gang oriented gameplay. Wormholes are a progression, and the progression should be nurtured from the bottom up.
1) C1's should be easier to roll. The max mass though is 20,000,000 (which is a retriever). This needs to be looked at. 60,000,000 max mass should not be much of an issue for a C1 wormhole entrance. (allows hulks in, disallows battleships except the Nestor).
2) C2's are pretty much fine.
3) C3's are in most cases fine also.
4) For C1 through C3 space, all relic/data and gas sites should have its sleeper spawns removed from it. This allows explorers in lower wormholes or day tripping to do just that, explore, without having to leave the wormhole, get their combat ship, fly back, blow the rats, leave, get their exploration ship, then run the damn site. The sleepers that were in the C1-C3 relic/gas/data sites should be readded to the combat sites of C1's through C3's. C4's through C6 are unaffected.
This makes C1's through C3's combat sites a bit tougher, but rewards explorers with gaining access to new loot (basically it makes the newbies a bit happy as there is something they can actually DO without having a Battlecruiser with them). It rewards probing wormholes, exploring chains, then getting a site you can do in your covert ops.
5) C4's should have two statics (this has been floated around alot). Its the deepest of wormhole space, it should also be one of the most heavily trafficed area's. This would also help alleviate the C4 superhighway people run into from time to time.
Most of this stuff has been talked about though. Yaay!!!! |

Meytal
School of Applied Knowledge Caldari State
482
|
Posted - 2014.07.23 13:35:00 -
[281] - Quote
Phoenix Jones wrote:(good stuff) All of this is good except removing the sleepers from the gas/ore sites in C1-C3, gas in particular. That group of systems will spawn all gas sites except the C5/C6 Core sites with C320 and C540. The rest of the gas is already less profitable to harvest than it is to go ice mining, and removing sleepers would make it even more so.
I'm not sure how the dynamic would change if you removed sleeper spawns from ore sites, though I know Nullbears would throw a royal tantrum, so it's not likely to happen anyway.
There appear to be two main viewpoints of W-space. One is that you're progressing deeper into the unknown as you move from C1 to C6. You have an interconnected web of systems leading across unknown space with K-space connectivity an incidental, not essential, feature. The focal point-of-view is W-space; W-space is the origin, W-space is the destination, W-space is the purpose. Most players who live in W-space seem to hold this viewpoint based on conversation and posts.
The database itself which separates out W-space into its own universe would tend to support this W-space centric point of view as well. You have K-space, you have W-space, and you have random and varying connections between the two.
The other viewpoint is that they're all somewhat equally accessible (except C4) from K-space, though some have harder (PvE) content than others. W-space systems are not necessarily much more than exploration sites you can find in K-space, though harder and more dangerous. The focal point-of-view is K-space; W-space is a temporary diversion from K-space. CCP, particularly in recent discussion around C4 ideas with consideration to adding K-space connections to C4, seemed to hold this point of view. I asked, but they would not clarify their purpose and goals for W-space.
What they do to W-space depends greatly on their point of view of what W-space is and how it is to be approached.
Personally, I'd like to see the first concept more fully realized:
- C1 and C2 would basically be unchanged, though C2 would lose C5 and C6 statics. - C3 would remain similar, though increased wormhole mass allowances to permit freighter traffic. - C4 would gain a second static: one static for C1-C3 space, and one static for C5-C6 space. Freighter traffic permitted. - C5 and C6 would have fewer K-space connections, and lose direct connectivity to C1-C3.
Then introduce short-lived, random wormholes, some large and some small, that could connect any W-space system to any other W-space system, C1 through C6.
After that, new regions of space could be added to the game that use W-space as the transit between current K-space universe and the new K-space universe. You could, for example, create a constellation-centric universe (as opposed to the system-centric universe of W-space) where you build a mini-empire throughout the entire constellation, cynos work within the constellation, stargates could be constructed between systems within the constellation, etc. You would travel through wormholes (sometimes into W-space) to travel between constellations. It could be similar to Nullsec except you can only project power within your own constellation, allowing small groups to build an empire where it is impossible now in Nullsec without kissing someone's pinky ring.
C6 and maybe C5 systems could be the connecting systems to this new region of space. It's not quite C7, it's not quite Nullsec, and it's not quite W-space. Needless to say it is also not like Hisec, though I suspect you'd still have to pay silly industry taxes out there.
|

Andrew Jester
Origin. Black Legion.
499
|
Posted - 2014.07.23 13:49:00 -
[282] - Quote
Phoenix Jones wrote:mostly good with some questionable stuff
Don't remove sleepers from relic/data. No reason to make WHs the same as k-space. Plenty of newbros do exploration in null. They can keep doing it there until they're able to fly a ship to clear the sites.
The current reward for probing a chain is a null sec leading out somewhere. Pretty sure you'd bump up the difficulty of all holes by replacing current sleepers with those from relic/datas. C3s would be C4s with less money because, if I remember correctly, the difficulty of sleepers in datas and relics are on par with those from a class up.
No need to make WH more of a carebear land than it already is.
Meytal wrote: Personally, I'd like to see the first concept more fully realized:
- C1 and C2 would basically be unchanged, though C2 would lose C5 and C6 statics. - C3 would remain similar, though increased wormhole mass allowances to permit freighter traffic. - C4 would gain a second static: one static for C1-C3 space, and one static for C5-C6 space. Freighter traffic permitted. - C5 and C6 would have fewer K-space connections, and lose direct connectivity to C1-C3.
Personally I don't like this idea. C2 -> NS/C5 holes are a great amount of fun and give a lot of PvP opportunities. I think I've only seen one or two C2 -> NS/C6, but they aren't as great. Why would freighter traffic need to be allowed into C3s? You can just fly your freighter to your entrance and itty haul from there...
The C4 I mostly agree with, but I don't understand why you're so hard for freighters...
I hate the second part of your C5/6 idea. C5->3/2 are great holes 5->2 probably more so than a 5->3. They're good for corps who want to live in a C5 (usually because escalations) but don't have the man power to fight other large C5 entities. These corps can go brawl with smaller low class corps so that's cool. If thuggin' was a category I'd win a Grammy |

corbexx
eXceed Inc. No Holes Barred
468
|
Posted - 2014.07.23 14:14:00 -
[283] - Quote
Meytal wrote:Phoenix Jones wrote:(good stuff) All of this is good except removing the sleepers from the gas/ore sites in C1-C3, gas in particular. That group of systems will spawn all gas sites except the C5/C6 Core sites with C320 and C540. The rest of the gas is already less profitable to harvest than it is to go ice mining, and removing sleepers would make it even more so. I'm not sure how the dynamic would change if you removed sleeper spawns from ore sites, though I know Nullbears would throw a royal tantrum, so it's not likely to happen anyway. There appear to be two main viewpoints of W-space. One is that you're progressing deeper into the unknown as you move from C1 to C6. You have an interconnected web of systems leading across unknown space with K-space connectivity an incidental, not essential, feature. The focal point-of-view is W-space; W-space is the origin, W-space is the destination, W-space is the purpose. Most players who live in W-space seem to hold this viewpoint based on conversation and posts. The database itself which separates out W-space into its own universe would tend to support this W-space centric point of view as well. You have K-space, you have W-space, and you have random and varying connections between the two. The other viewpoint is that they're all somewhat equally accessible (except C4) from K-space, though some have harder (PvE) content than others. W-space systems are not necessarily much more than exploration sites you can find in K-space, though harder and more dangerous. The focal point-of-view is K-space; W-space is a temporary diversion from K-space. CCP, particularly in recent discussion around C4 ideas with consideration to adding K-space connections to C4, seemed to hold this point of view. I asked, but they would not clarify their purpose and goals for W-space. What they do to W-space depends greatly on their point of view of what W-space is and how it is to be approached. Personally, I'd like to see the first concept more fully realized: - C1 and C2 would basically be unchanged, though C2 would lose C5 and C6 statics. - C3 would remain similar, though increased wormhole mass allowances to permit freighter traffic. - C4 would gain a second static: one static for C1-C3 space, and one static for C5-C6 space. Freighter traffic permitted. - C5 and C6 would have fewer K-space connections, and lose direct connectivity to C1-C3. Then introduce short-lived, random wormholes, some large and some small, that could connect any W-space system to any other W-space system, C1 through C6. After that, new regions of space could be added to the game that use W-space as the transit between current K-space universe and the new K-space universe. You could, for example, create a constellation-centric universe (as opposed to the system-centric universe of W-space) where you build a mini-empire throughout the entire constellation, cynos work within the constellation, stargates could be constructed between systems within the constellation, etc. You would travel through wormholes (sometimes into W-space) to travel between constellations. It could be similar to Nullsec except you can only project power within your own constellation, allowing small groups to build an empire where it is impossible now in Nullsec without kissing someone's pinky ring. C6 and maybe C5 systems could be the connecting systems to this new region of space. It's not quite C7, it's not quite Nullsec, and it's not quite W-space. Needless to say it is also not like Hisec, though I suspect you'd still have to pay silly industry taxes out there.
why do you want freighters in c3 and c4 that would make logi really easy for them Corbexx for CSM 9 - Wormholes deserve better |

Andrew Jester
Origin. Black Legion.
499
|
Posted - 2014.07.23 14:19:00 -
[284] - Quote
corbexx wrote: why do you want freighters in c3 and c4 that would make logi really easy for them
pls keep carebear gloves far away. Ittys worked before they can work now. Put the freighter in a station if in LS, or on the hole if in HS, and just haul from there. If thuggin' was a category I'd win a Grammy |

Phoenix Jones
Isogen 5
512
|
Posted - 2014.07.23 15:02:00 -
[285] - Quote
Andrew Jester wrote:corbexx wrote: why do you want freighters in c3 and c4 that would make logi really easy for them
pls keep carebear gloves far away. Ittys worked before they can work now. Put the freighter in a station if in LS, or on the hole if in HS, and just haul from there.
A year ago dealing with logistics sucked. Nowadays it is a bit easier. T1 industrials are now around that can haul ore/compressed ore, large amounts of PI, and Refined minerals. T2 deep space transports can how haul in more general stuff as needed too. In addition, pos modules can now be made in POS's (I believe this is now so, which was usually the major hauling point for stuff).
Nowadays, hauling is manageable (it still sucks but at least I don't want to tear my head off now).
Regarding the Relic/Data of C1's through C3's. I've always found it odd that these would be so firmly garded, yet people really don't want to be bothered very much with them. I do believe that explorers/scouts "newbros" in C1's through C3's should have a option for accessing relic/data sites in wormhole space besides what shows up in their wormhole. Part of wormhole space is exploration, and not just farming sleepers. I don't want them nerfed, I want the combat to be put into combat sites and the relic/data sites to be made more of a exploration gift/challenge to your scouts and probers.
If it makes people probe more for the chance at loot in C1's through C3's, I say it is a viable option. The combat sites in C1's through C3's will have more sleepers to pew (increasing their Isk per hour), and the relic/data sites will be a free for all for scouts, hunters, explorers, and both newbros and old salts who relegate hours of their time to probing out wormhole space, just to see it wiped out the next day when the hole collapses. It gives them some "incentive" and possibly great rewards for probing out wormhole space, and finding such sites that are readily accessable to them, without having to shift into combat mode to kill sleepers, then salvage mode to scoop crap, then back to scan mode to scan down the stuff. There are too many steps in the lower end holes (higher end holes, c4-c6, no problem with them as they are supposed to be dealt with as a team). The lower end relic/data sites in C1-s through c3's should function as they do in low and null as this would essentially be more of a training ground and stepping stone for explorers, especially when they upgrade to higher end holes.
To summarize my thought process. C1's through C3's relic/data sites should not have sleeper pve combat in it. Move those sleepers to the other combat sites in C1's through C3's, increasing their isk per hour, and leave the relic/data sites to more of an exploration type site in these lower end wormholes.
No nerf, sleepers moved around a little, isk per hour and time spent increased for combat oriented players in lower wormholes. Yaay!!!! |

Himnos Altar
An Errant Venture
448
|
Posted - 2014.07.23 15:06:00 -
[286] - Quote
Phoenix Jones wrote:Andrew Jester wrote:corbexx wrote: why do you want freighters in c3 and c4 that would make logi really easy for them
pls keep carebear gloves far away. Ittys worked before they can work now. Put the freighter in a station if in LS, or on the hole if in HS, and just haul from there. A year ago dealing with logistics sucked. Nowadays it is a bit easier. T1 industrials are now around that can haul ore/compressed ore, large amounts of PI, and Refined minerals. T2 deep space transports can how haul in more general stuff as needed too. In addition, pos modules can now be made in POS's (I believe this is now so, which was usually the major hauling point for stuff). Nowadays, hauling is manageable (it still sucks but at least I don't want to tear my head off now). Regarding the Relic/Data of C1's through C3's. I've always found it odd that these would be so firmly garded, yet people really don't want to be bothered very much with them. I do believe that explorers/scouts "newbros" in C1's through C3's should have a option for accessing relic/data sites in wormhole space besides what shows up in their wormhole. Part of wormhole space is exploration, and not just farming sleepers. I don't want them nerfed, I want the combat to be put into combat sites and the relic/data sites to be made more of a exploration gift/challenge to your scouts and probers. If it makes people probe more for the chance at loot in C1's through C3's, I say it is a viable option. The combat sites in C1's through C3's will have more sleepers to pew (increasing their Isk per hour), and the relic/data sites will be a free for all for scouts, hunters, explorers, and both newbros and old salts who relegate hours of their time to probing out wormhole space, just to see it wiped out the next day when the hole collapses. It gives them some "incentive" and possibly great rewards for probing out wormhole space, and finding such sites that are readily accessable to them, without having to shift into combat mode to kill sleepers, then salvage mode to scoop crap, then back to scan mode to scan down the stuff. There are too many steps in the lower end holes (higher end holes, c4-c6, no problem with them as they are supposed to be dealt with as a team). The lower end relic/data sites in C1-s through c3's should function as they do in low and null as this would essentially be more of a training ground and stepping stone for explorers, especially when they upgrade to higher end holes. To summarize my thought process. C1's through C3's relic/data sites should not have sleeper pve combat in it. Move those sleepers to the other combat sites in C1's through C3's, increasing their isk per hour, and leave the relic/data sites to more of an exploration type site in these lower end wormholes. No nerf, sleepers moved around a little, isk per hour and time spent increased for combat oriented players in lower wormholes.
No.
Bob no.
Do you not remember Odyssey? Exploration market spiked (IIRC) for an hour or two after launch, a day, maybe, then crashed and still hasn't recovered--and probably won't. Because there aren't any sleepers.
The reason for this is the only danger in data/relic sites is someone coming in to pop you. Otherwise you could spend an hour per site with no repercussions (though if you spend an hour doing one relic/data site you are a bad and should feel bad).
Wspace Data/Relic sites suck enough. Please don't make them completely worthless--as opposed to the mostly worthless they are now in low-class Wspace sites. |

Phoenix Jones
Isogen 5
513
|
Posted - 2014.07.23 15:26:00 -
[287] - Quote
I don't see it. The "explorers" would be able to hack/analyze some wrecked sleeper pieces (basically BPC's), and/or some data cores, decryptors in c1's through C3's. The combat pve pilots would get new spawns of sleeper mobs, increased combat, more loot in a condensed timeframe. Basically it makes the combat people do combat in the combat sites, and the exploration people do exploration in the exploration sites.
This kills no market, as there was no real market for the stuff to begin with. This is more of a teaching/educational training step for newbros and old salts for living and exploring wormholes (brings back a little bit of adventure). Also gives a person something to do inbetween scanning down there 11th wormhole in their scanning ship.
Will the veteran wormhole pilots in C1's through C3's really bother with hacking these sites? Probably not. Will the new people want to? I'm sure they'll give it a go. Yaay!!!! |

Andrew Jester
Origin. Black Legion.
499
|
Posted - 2014.07.23 15:34:00 -
[288] - Quote
If you're a dedicated scanner and you have relic/data analyzer fit you're probably pretty bad anyways.
Moving sleepers out of relics/datas reduces chance of combat. Plenty to gain with less on the field than is currently required. It wouldn't promote people living in WHs, it would promote people who already do exploration just hopping through WHs and snagging those sites as they go.
The only training/teaching it would supply is learning to cloak when you see something on dscan. I see no real benefit from moving sleepers out of these sites.
There're plenty of places for exploration to happen. WHs naturally have a higher SP requirement than other places. No reason to lower that.. If thuggin' was a category I'd win a Grammy |

Meytal
School of Applied Knowledge Caldari State
485
|
Posted - 2014.07.23 15:36:00 -
[289] - Quote
corbexx wrote:why do you want freighters in c3 and c4 that would make logi really easy for them The freighters in C3/C4 would accompany the reduction in K-space connectivity for C5/C6. I included it solely to allow freighter use to continue between Hisec and C5/C6 via C3/C4 since there would be fewer direct Hisec/C5/C6 wormholes spawning under such a system.
Since a direct Hisec into C5/C6 is random, and not guaranteed like a static, perhaps the answer might be to only have random, short-lived heavy wormholes that can be used for freighter traffic. Freighter traffic would still be possible, and it would still be opportunistic as it is now for C5/C6 instead of guaranteed via static.
It doesn't really matter to me personally either way, since we're in a C2 and have zero plans whatsoever to move. It might increase freighter traffic resulting in more freighter explosions, though it might also reduce indy traffic resulting in fewer indy explosions. On hisec, things are often impossible to catch if scouted and people aren't stupid, so it probably doesn't really matter much for C3 traffic; I guess it could reduce annoyance. But mass reduction traps work for Orcas, so they'll work for Freighters as well, with even better results :)
If the W-space community even supports such a proposal, and if CCP ever looked at it, I would be fine with whatever they would decide about freighters. |

Kynric
Sky Fighters
122
|
Posted - 2014.07.25 00:50:00 -
[290] - Quote
Meytal wrote: The freighters in C3/C4 would accompany the reduction in K-space connectivity for C5/C6. I included it solely to allow freighter use to continue between Hisec and C5/C6 via C3/C4 since there would be fewer direct Hisec/C5/C6 wormholes spawning under such a system.
I would not mind seeing more freighters in Anoikis. Perhaps they could even be utilized to pick up PI materials from pocos. If anyone elects to do that please share water adventures result; it has been too long since I heard a good story. |

Alundil
Garoun Investment Bank Gallente Federation
595
|
Posted - 2014.07.25 02:14:00 -
[291] - Quote
Kynric wrote:Meytal wrote: The freighters in C3/C4 would accompany the reduction in K-space connectivity for C5/C6. I included it solely to allow freighter use to continue between Hisec and C5/C6 via C3/C4 since there would be fewer direct Hisec/C5/C6 wormholes spawning under such a system.
I would not mind seeing more freighters in Anoikis. Perhaps they could even be utilized to pick up PI materials from pocos. If anyone elects to do that please share whatever adventures result; it has been too long since I heard a good story. You wouldn't be talking about something like this would you?
|

Winthorp
2349
|
Posted - 2014.07.25 06:03:00 -
[292] - Quote
This whole Freighter idea is bad and it opens pandoras box to getting other large capital class ships into low end WH space.
You would just start rolling holes easilly with a freighter, (I know i would) you just need to learn to suck it up and fly itty V's like the rest of us. |

stup idity
57
|
Posted - 2014.07.25 08:29:00 -
[293] - Quote
Brutus Crendraven wrote: Sigs after DT have a minor bug. First person to warp will find them slighly off the BM location. Next person will not have the same problem.
I consider this a feature, not a bug. I am the Herald of all beings that are me. |

Winthorp
2350
|
Posted - 2014.07.25 08:44:00 -
[294] - Quote
stup idity wrote:Brutus Crendraven wrote: Sigs after DT have a minor bug. First person to warp will find them slighly off the BM location. Next person will not have the same problem.
I consider this a feature, not a bug.
This.
But if we could make it so sigs don't change ID's after DT i feel it would be a thankyou to all the AU players that put up with having to scan pre DT and then having to rescan straight after DT. And something you should consider since we have DT during our prime time every night... |

Ya Huei
Imperial Collective Unsettled.
169
|
Posted - 2014.07.25 10:20:00 -
[295] - Quote
I think C3's should be changed so that they also have a w-space static. While ISK/HR in these systems is adequate, the absence of a w-space wh makes it hard for corps living there to grow and make money in w-space without relocating.
A consequence of this is that most people living in systems with a C3 static have a hard time finding people to shoot at (This is from personal experience after living in a c5-c3 EUTZ for about a year)
|

Zara Arran
Aperture Harmonics No Holes Barred
92
|
Posted - 2014.07.25 11:50:00 -
[296] - Quote
Ya Huei wrote:I think C3's should be changed so that they also have a w-space static. While ISK/HR in these systems is adequate, the absence of a w-space wh makes it hard for corps living there to grow and make money in w-space without relocating.
A consequence of this is that most people living in systems with a C3 static have a hard time finding people to shoot at (This is from personal experience after living in a c5-c3 EUTZ for about a year)
I understand where you are coming from, and would agree if I was living in a C3. However, perhaps if this (having a w-space static) is what you want, you should consider moving to a different class permanently. I do like the fact that the different classes all have different pro's and cons. I would prefer to have more variety between the class rather than less (just a personal opinion). |

ExookiZ
The Dark Space Initiative Scary Wormhole People
259
|
Posted - 2014.07.25 12:02:00 -
[297] - Quote
I think Wh relic/data site cans should explode after failing twice. you know, like everything else in eve. The Wormhole Kid |

Ya Huei
Imperial Collective Unsettled.
170
|
Posted - 2014.07.25 12:36:00 -
[298] - Quote
Zara Arran wrote:Ya Huei wrote:I think C3's should be changed so that they also have a w-space static. While ISK/HR in these systems is adequate, the absence of a w-space wh makes it hard for corps living there to grow and make money in w-space without relocating.
A consequence of this is that most people living in systems with a C3 static have a hard time finding people to shoot at (This is from personal experience after living in a c5-c3 EUTZ for about a year)
I understand where you are coming from, and would agree if I was living in a C3. However, perhaps if this (having a w-space static) is what you want, you should consider moving to a different class permanently. I do like the fact that the different classes all have different pro's and cons. I would prefer to have more variety between the class rather than less (just a personal opinion).
Thats exactly what we did. My motivation however is to improve w-space to support active corps in all parts of w-space. Right now C3's seem to be inhabited by corps that are inactive most of the time.
Sure the people living there might be happy to just leave to k-space once they are done farming in their home, but that doesn't really contribute much to w-space as a whole.
at least from my pov.
|

Foedus Latro
Isogen 5
25
|
Posted - 2014.07.25 13:00:00 -
[299] - Quote
ExookiZ wrote:I think Wh relic/data site cans should explode after failing twice. you know, like everything else in eve.
Why does WH space have to be the same as everywhere else in Eve?
You also currently don't have to fight through "hordes" of NPCs in order to hack Kspace sites while in WHs you do.
This is where my signature would go. http://i.imgur.com/plB7zCR.jpg |

ExookiZ
The Dark Space Initiative Scary Wormhole People
259
|
Posted - 2014.07.25 13:12:00 -
[300] - Quote
Foedus Latro wrote:ExookiZ wrote:I think Wh relic/data site cans should explode after failing twice. you know, like everything else in eve. Why does WH space have to be the same as everywhere else in Eve? You also currently don't have to fight through "hordes" of NPCs in order to hack Kspace sites while in WHs you do.
In their current state the sites do not reward you for being "good" at hacking/analyzing. Since there is no penalty for failure its easier and quicker to just spam click till you lose and restart than actually take your time breaking through the defenses.
Plus this would decrease the supply, thus making the loot more valuable, as it stands relic/data sites are almost worthless, the market is oversaturated with all of it from the loot spew fiasco.
The "hordes" of sleepers dont really do much, anyone with a good fit ship can solo them. They add to the loot value if anything.
knowing that the minigame matters, makes them much more fun/interesting in my opinion. It feels like less of a chore if when i dont do a good job my loot explodes rather than "damn, i didnt find the system core int he first 10 clicks, better close it and open again" The Wormhole Kid |

Foedus Latro
Isogen 5
25
|
Posted - 2014.07.25 13:42:00 -
[301] - Quote
ExookiZ wrote:Foedus Latro wrote:ExookiZ wrote:I think Wh relic/data site cans should explode after failing twice. you know, like everything else in eve. Why does WH space have to be the same as everywhere else in Eve? You also currently don't have to fight through "hordes" of NPCs in order to hack Kspace sites while in WHs you do. In their current state the sites do not reward you for being "good" at hacking/analyzing. Since there is no penalty for failure its easier and quicker to just spam click till you lose and restart than actually take your time breaking through the defenses. Plus this would decrease the supply, thus making the loot more valuable, as it stands relic/data sites are almost worthless, the market is oversaturated with all of it from the loot spew fiasco. The "hordes" of sleepers dont really do much, anyone with a good fit ship can solo them. They add to the loot value if anything. knowing that the minigame matters, makes them much more fun/interesting in my opinion. It feels like less of a chore if when i dont do a good job my loot explodes rather than "damn, i didnt find the system core int he first 10 clicks, better close it and open again"
^Which is why I said hordes in quotations. It's easy to solo the sites when the sites' DPS and neut potential are known ahead of time.
Although I see what you're getting at in decreasing the supply of data/relic loot from WH space, the loot currently is just superfluous income from the sleepers themselves in most cases. There are niche cases where a pilot can partially complete and ninja the Talocan hull, but otherwise there's usually more profit in the sleepers themselves.
In my experience with them the data/relic sites in c2 all the way to c6 space have been completed, kept open with a ship on grid, and then left open for anyone with any interest of hacking the cans. I've seen both newer and older pilots complete them whether it's for the experience or they're just bored. This is where my signature would go. http://i.imgur.com/plB7zCR.jpg |

ExookiZ
The Dark Space Initiative Scary Wormhole People
259
|
Posted - 2014.07.25 13:50:00 -
[302] - Quote
Aye, I just want to see the actual cans themselves be returned to being worth doing, the sleepers are worth more than the cans theyre guarding. The Wormhole Kid |

Zara Arran
Aperture Harmonics No Holes Barred
92
|
Posted - 2014.07.25 14:35:00 -
[303] - Quote
Ya Huei wrote:Zara Arran wrote:Ya Huei wrote:I think C3's should be changed so that they also have a w-space static. While ISK/HR in these systems is adequate, the absence of a w-space wh makes it hard for corps living there to grow and make money in w-space without relocating.
A consequence of this is that most people living in systems with a C3 static have a hard time finding people to shoot at (This is from personal experience after living in a c5-c3 EUTZ for about a year)
I understand where you are coming from, and would agree if I was living in a C3. However, perhaps if this (having a w-space static) is what you want, you should consider moving to a different class permanently. I do like the fact that the different classes all have different pro's and cons. I would prefer to have more variety between the class rather than less (just a personal opinion). Thats exactly what we did. My motivation however is to improve w-space to support active corps in all parts of w-space. Right now C3's seem to be inhabited by corps that are inactive most of the time. Sure the people living there might be happy to just leave to k-space once they are done farming in their home, but that doesn't really contribute much to w-space as a whole. at least from my pov.
There are also people that choose to live in a C3 (or a WH with a static C3) because of the K-space static however. a C3 is a great WH for K-space diving or for starting corporations to grow. I like that there is a natural progression, making people want to move to higher classes WHs.. Not sure what the activity level of C3s is compared to the other classes, so can't comment on this.
(sorry for the derail corbexx). |

Rek Seven
Probe Patrol Ixtab.
1631
|
Posted - 2014.07.25 14:51:00 -
[304] - Quote
^ Maybe it would be more of a natural progression if C4 wormholes had 1 k space and one WH static...
Corbex, after we get the 5 or so legitimate "little things" implemented from this thread, how likely do you think we are to see some new developer created content for wormhole space in the next 12 months? +1 |

Kynric
Sky Fighters
123
|
Posted - 2014.07.25 15:10:00 -
[305] - Quote
ExookiZ wrote: It feels like less of a chore if when i dont do a good job my loot explodes rather than "damn, i didnt find the system core int he first 10 clicks, better close it and open again"
Perhaps it would feel like less of a chore if there weren't 20 of the cans to dig through. Twenty cans is a lot more of the mini game than I want to do in one sitting. 5 or so would better fit my pain threshold. |

ExookiZ
The Dark Space Initiative Scary Wormhole People
259
|
Posted - 2014.07.25 15:14:00 -
[306] - Quote
Kynric wrote:ExookiZ wrote: It feels like less of a chore if when i dont do a good job my loot explodes rather than "damn, i didnt find the system core int he first 10 clicks, better close it and open again"
Perhaps it would feel like less of a chore if there weren't 20 of the cans to dig through. Twenty cans is a lot more of the mini game than I want to do in one sitting. 5 or so would better fit my pain threshold.
I agree with that sentiment The Wormhole Kid |

Kynric
Sky Fighters
123
|
Posted - 2014.07.25 15:16:00 -
[307] - Quote
Here is another little thing. Can we get the default permissions of a newly anchored module which contains storage changed from fuel tech (look) / config (take) to corp / corp. It would be easier for my pilots to maintain their own towers if I didn't need to manually adjust each module that they lay down. |

Andrew Jester
Origin. Black Legion.
511
|
Posted - 2014.07.25 15:46:00 -
[308] - Quote
Kynric wrote:Here is another little thing. Can we get the default permissions of a newly anchored module which contains storage changed from fuel tech (look) / config (take) to corp / corp. Or perhaps make it track with whatever the associated towers anchor/online (but not offline/unanchor) permissions are at the time that the module is anchored. It would be easier for my pilots to maintain their own towers if I didn't need to manually adjust each module that they lay down.
I could see corp/corp becoming a little dangerous if there's a bit of oversight If thuggin' was a category I'd win a Grammy |

corbexx
eXceed Inc. No Holes Barred
478
|
Posted - 2014.07.25 16:57:00 -
[309] - Quote
Rek Seven wrote:^ Maybe it would be more of a natural progression if C4 wormholes had 1 k space and one WH static...
Corbex, after we get the 5 or so legitimate "little things" implemented from this thread, how likely do you think we are to see some new developer created content for wormhole space in the next 12 months?
thats totally NDA. And yeah that sucks cos as i've said before its much easier letting people know than them worrying over stuff thats doesn't need worrying about.
I can say I will be at the summit in september, so hoping I can get some stuff sorted and as soon as I can say stuff, you guys will know.
I'm also still keeping a eye on this thread and updating my sheet as it goes.
I'll probably sort something so people can see what's on it.
one thing that was suggested has already been implemented making pos mods in a pos. Corbexx for CSM 9 - Wormholes deserve better |

corbexx
eXceed Inc. No Holes Barred
478
|
Posted - 2014.07.25 17:00:00 -
[310] - Quote
Infact you could ask CCP Seagull on
http://www.reddit.com/r/Eve/comments/2bp2cp/i_am_andie_nordgren_ccp_seagull_the_new_executive/
She's now the new executive producer. She may say something. Corbexx for CSM 9 - Wormholes deserve better |

Andrew Jester
Origin. Black Legion.
511
|
Posted - 2014.07.25 17:57:00 -
[311] - Quote
It's over now, but try asking questions anyways since she may revisit it over the weekend. If thuggin' was a category I'd win a Grammy |

Kynric
Sky Fighters
124
|
Posted - 2014.07.26 02:52:00 -
[312] - Quote
Please move boosters (drugs) to the charged items category. It is anoying to have to clean the cargo holds before storing the ships. |

Jack Miton
Isogen 5
3540
|
Posted - 2014.07.26 04:05:00 -
[313] - Quote
Kynric wrote:Please move boosters (drugs) to the charged items category. It is anoying to have to clean the cargo holds before storing the ships. ^this. also would making drugs contractable be so bad? every time i need to move a dread between chars i need to fly to whatever arse end LS **** hole i left it in, gets old.
PS: yeah i know it's not a WH issue Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ Down the Pipe:-á http://downthepipe-wh.com/ |

HerrBert
V0LTA Triumvirate.
465
|
Posted - 2014.07.26 10:34:00 -
[314] - Quote
Jack Miton wrote:Kynric wrote:Please move boosters (drugs) to the charged items category. It is anoying to have to clean the cargo holds before storing the ships. ^this. also would making drugs contractable be so bad? every time i need to move a dread between chars i need to fly to whatever arse end LS **** hole i left it in, gets old. PS: yeah i know it's not a WH issue
Would you like to by a Blue Pill? Community-Challenge: Make Jack Miton sing a Duett with me. http://www.youtube.com/user/HerrBertism Jibbychiggawooooow - CSM 9 Corbexx
|

muhadin
Hard Knocks Inc.
178
|
Posted - 2014.07.27 14:08:00 -
[315] - Quote
Small Things:
-Give c4's 2-4 statics and/or: -Higher chance of spawning wandering holes that can open to c1-c6.
-Black Holes are terrible, too much downside not enough upside. Add missile bonuses? -Larger fluctuation in mass for c4-c6 whs.
Medium/Big things:
-NPC Kill total in last 24-48 hours for the wormhole system you're in. (Its on the global kspace map, why can't we have it in whs?) -Wormhole Depoyable Structures. This could be many things, but things like wh duration/total mass. "Love the Life you Live, Live the Life you Love" |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
677
|
Posted - 2014.07.27 14:26:00 -
[316] - Quote
muhadin wrote: -Black Holes are terrible, too much downside not enough upside. Add missile bonuses?
I kind of wouldn't want to see Black Holes balanced out, some quirks give character, but as a trade off it wouldn't go amiss to add some other feature to black holes to make them more interesting even if its something like site spawns that only exist in those systems or a unique wormhole spawning setup of some kind. |

Bleedingthrough
Raptor Navy
57
|
Posted - 2014.07.29 15:29:00 -
[317] - Quote
POD express The pod express to HS makes many people risk averse. You cannot afford not to have key players in your WH if **** hits the fan! Introducing a structure (something as bulky as a XL SMA) or ship (roqual) that allows you to activate a new clone if it died in the same system (J-number) would mitigate this. In case of an eviction this would give the defender an advantage.
Capital escalations is twofold bad game design 1. Capital escalations hamper meaningful player interaction by promoting a GÇ£closed doors modeGÇ¥ with only a small risk of interacting with others. Remove/modify them and give groups more incentive to steal their neighbors sites. This has so many advantages I have no clue anyone interested in PvP wants these capital escalations except farmers:
- play the game of mass with hard knox while they run sites in their static. Yea get to fight a group you could not touch on their home turf. - Farmers GǪ well they stay farmers but they wont be that space rich anymore. - Tiericide of w-space: WHs are much more defined by their statics. That is where you make your living! - Double the chance of K162s. Neighbors logs in and do silly stuff. - More ppl involved. You want to have scouts in home and neighboring system.
2. Also capital escalations allows groups to grow in quantity and quality of players that forbids meaningful interaction with many groups that donGÇÖt exploit the same mechanic.
Very simple calculation: 1 site spawning per day (more if you have alts despawning them in your region) *4 (you run em on 4 days)*7 (for a week)*800 mil (that is what you get for a full cap escalation) = 22 bil/week GǪ this is why we cannot have good fights with c3 guys that run their home sites.
|

corbexx
eXceed Inc. No Holes Barred
483
|
Posted - 2014.07.29 16:19:00 -
[318] - Quote
Bleedingthrough wrote:POD express The pod express to HS makes many people risk averse. You cannot afford not to have key players in your WH if **** hits the fan! Introducing a structure (something as bulky as a XL SMA) or ship (roqual) that allows you to activate a new clone if it died in the same system (J-number) would mitigate this. In case of an eviction this would give the defender an advantage.
NO NO NO maybe a pos mod to swap clones but not for coming back in to your wh.
One of the main things of a invasion is to pod people out, Defender already has a huge advantage of loads of ships and capitals and more pos's etc etc.
Bleedingthrough wrote:POD express Capital escalations is twofold bad game design 1. Capital escalations hamper meaningful player interaction by promoting a GÇ£closed doors modeGÇ¥ with only a small risk of interacting with others. Remove/modify them and give groups more incentive to steal their neighbors sites. This has so many advantages I have no clue anyone interested in PvP wants these capital escalations except farmers:
- play the game of mass with hard knox while they run sites in their static. Yea get to fight a group you could not touch on their home turf. - Farmers GǪ well they stay farmers but they wont be that space rich anymore. - Tiericide of w-space: WHs are much more defined by their statics. That is where you make your living! - Double the chance of K162s. Neighbors logs in and do silly stuff. - More ppl involved. You want to have scouts in home and neighboring system.
2. Also capital escalations allows groups to grow in quantity and quality of players that forbids meaningful interaction with many groups that donGÇÖt exploit the same mechanic.
Very simple calculation: 1 site spawning per day (more if you have alts despawning them in your region) *4 (you run em on 4 days)*7 (for a week)*800 mil (that is what you get for a full cap escalation) = 22 bil/week GǪ this is why we cannot have good fights with c3 guys that run their home sites.
apart from this being terrible as well.
I dont get your maths Bleedingthrough wrote:
Very simple calculation: 1 site spawning per day (more if you have alts despawning them in your region) *4 (you run em on 4 days)*7 (for a week)*800 mil (that is what you get for a full cap escalation) = 22 bil/week GǪ this is why we cannot have good fights with c3 guys that run their home sites.
1 site a day that you run for 4 days * a week. cos if you run it for 4 days then why are you * by a week. cos if you mean 1 site that you can run for a week thats 5.6b using your number of 800m
please clarify that bit for me as the 22b you have is 27.5 sites worth of isk which is running 4 sites a day for a week. Corbexx for CSM 9 - Wormholes deserve better |

Hatshepsut IV
Cascading Failure Un.Bound
168
|
Posted - 2014.07.29 17:33:00 -
[319] - Quote
How about the ability to flag certain bookmarks/folders undeletable? You too can start failing today! Reddit-áad | Cascading Failure Public Channel | Aspiring Failure
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Andrew Jester
Origin. Black Legion.
528
|
Posted - 2014.07.29 17:35:00 -
[320] - Quote
Hatshepsut IV wrote:How about the ability to flag certain bookmarks/folders undeletable?
Truly a small thing because it's easily avoidable if you're not dumb, but it would be really nice to just be able to ctrl+a delete everything instead of having to be selective. If thuggin' was a category I'd win a Grammy |

Hatshepsut IV
Cascading Failure Un.Bound
169
|
Posted - 2014.07.29 17:37:00 -
[321] - Quote
Andrew Jester wrote:Hatshepsut IV wrote:How about the ability to flag certain bookmarks/folders undeletable? Truly a small thing because it's easily avoidable if you're not dumb, but it would be really nice to just be able to ctrl+a delete everything instead of having to be selective.
Exactly my thinking, would make it nice for newbros to just have them nuke the BMs when a chain gets rolled and not worry bout other stuff getting the axe. You too can start failing today! Reddit-áad | Cascading Failure Public Channel | Aspiring Failure
|

Andrew Jester
Origin. Black Legion.
528
|
Posted - 2014.07.29 17:39:00 -
[322] - Quote
Hatshepsut IV wrote:Andrew Jester wrote:Hatshepsut IV wrote:How about the ability to flag certain bookmarks/folders undeletable? Truly a small thing because it's easily avoidable if you're not dumb, but it would be really nice to just be able to ctrl+a delete everything instead of having to be selective. Exactly my thinking, would make it nice for newbros to just have them nuke the BMs when a chain gets rolled and not worry bout other stuff getting the axe.
Giving newbros comm officer is frightening. You could make a "Chain" folder and then just nuke that. If thuggin' was a category I'd win a Grammy |

Bleedingthrough
Raptor Navy
58
|
Posted - 2014.07.29 17:44:00 -
[323] - Quote
The PoD express is something our prophet came up with. TBH escalations as conflict drivers makes not much sense to me. Enough free w-space. Boring for everyone involved. Rather fight over sites and expose a ratting fleet outside home fortress.
corbexx wrote: please clarify that bit for me as the 22b you have is 27.5 sites worth of isk which is running 4 sites a day for a week.
Been a while since i have been in C6 space:
You get roughly 1 new site spawn per day. You run all sites (including the newly spawned) for 4 days Each time you run a site it pays you something like 800 mil So all these factors stack multiplicative:
1*7*4*800mil = 28 capital escalations per week = 22.4 bil/week
Not sure if 800 mil is right but then you clear em on your 4th day for a slightly better payout.
|

corbexx
eXceed Inc. No Holes Barred
483
|
Posted - 2014.07.29 17:49:00 -
[324] - Quote
Bleedingthrough wrote:The PoD express is something our prophet came up with. TBH escalations as conflict drivers makes not much sense to me. Enough free w-space. Boring for everyone involved. Rather fight over sites and expose a ratting fleet outside home fortress. corbexx wrote: please clarify that bit for me as the 22b you have is 27.5 sites worth of isk which is running 4 sites a day for a week.
Been a while since i have been in C6 space: You get roughly 1 new site spawn per day. You run all sites (including the newly spawned) for 4 days Each time you run a site it pays you something like 800 mil So all these factors stack multiplicative: 1*7*4*800mil = 28 capital escalations per week = 22.4 bil/week Not sure if 800 mil is right but then you clear em on your 4th day for a slightly better payout.
its probably closer to 700m, but its much easier to say you run 4 sites on average a day
22b isnt much at all for a fire sized allaince espeically when the fleet to run the sites cost more than that. Corbexx for CSM 9 - Wormholes deserve better |

Hatshepsut IV
Cascading Failure Un.Bound
169
|
Posted - 2014.07.29 18:09:00 -
[325] - Quote
Nullsec gets moongoo income. We get escal income. Which doesn't even come close but it works we like it. Anyone suggesting to remove the escals for multiple days that benefits 2-3 farming corps more. They still get their payouts while alliances get their ability to fund fuel and srp and such slashed. You too can start failing today! Reddit-áad | Cascading Failure Public Channel | Aspiring Failure
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Alundil
Isogen 5
610
|
Posted - 2014.07.29 18:25:00 -
[326] - Quote
Bleedingthrough wrote:The PoD express is something our prophet came up with.
AS much as I would like to say that "Bob" created the Pod Express - I am relatively certain that 0.0 has been utilizing that long before apocrypha
I'm right behind you |

Kynric
Sky Fighters
131
|
Posted - 2014.07.29 18:27:00 -
[327] - Quote
corbexx wrote:One of the main things of a invasion is to pod people out, Defender already has a huge advantage of loads of ships and capitals and more pos's etc etc.
I am not advocating the OP position, however, the statement that the defender is in general advantaged is not correct either. When thinking back through the history of system assaults which I have been involved with I can not think of a single one where the defender had the advantage. The nature of New Eden is that the attacker withholds pressing forward with the operation until he believes that he has not just a superior position but a vastly superior one.
I do think that the difficulty of getting forces back in contributes to the unwillingness to fly ships that are already likely lost. As such when given the choice of logging valuables off or of fighting most pick logging their stuff out. Allowing the defenders or attackers re - entry via a clone jump might not be the best answer but that inability is central to why invasions are the way they are. Perhaps running the other side out of ships would be more interesting than the current lack of engagements. Instead of dismissing it based on the idea that it eliminates the current tactic of victory via the other side not having any pilots, perhaps we should look at the bigger picture of what would be more interesting gameplay. |

HerrBert
V0LTA Triumvirate.
474
|
Posted - 2014.07.29 18:39:00 -
[328] - Quote
Kynric wrote:corbexx wrote:One of the main things of a invasion is to pod people out, Defender already has a huge advantage of loads of ships and capitals and more pos's etc etc. I am not advocating the OP position, however, the statement that the defender is in general advantaged is not correct either. When thinking back through the history of system assaults which I have been involved with I can not think of a single one where the defender had the advantage. The nature of New Eden is that the attacker withholds pressing forward with the operation until he believes that he has not just a superior position but a vastly superior one. I do think that the difficulty of getting forces back in contributes to the unwillingness to fly ships that are already likely lost. As such when given the choice of logging valuables off or of fighting most pick logging their stuff out. Allowing the defenders or attackers re - entry via a clone jump might not be the best answer but that inability is central to why invasions are the way they are. Perhaps running the other side out of ships would be more interesting than the current lack of engagements. Instead of dismissing it based on the idea that it eliminates the current tactic of victory via the other side not having any pilots, perhaps we should look at the bigger picture of what would be more interesting gameplay.
You Sir
And people think i m random...
But corbexx so you understand Kynrics point:
Wormhole Sieges 2012 to 2014
Almost 2 years and i only got better at editing xD Community-Challenge: Make Jack Miton sing a Duett with me. http://www.youtube.com/user/HerrBertism Jibbychiggawooooow - CSM 9 Corbexx
|

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
677
|
Posted - 2014.07.29 19:04:00 -
[329] - Quote
Kynric wrote: I am not advocating the OP position, however, the statement that the defender is in general advantaged is not correct either. When thinking back through the history of system assaults which I have been involved with I can not think of a single one where the defender had the advantage. The nature of New Eden is that the attacker withholds pressing forward with the operation until he believes that he has not just a superior position but a vastly superior one.
I do think that the difficulty of getting forces back in contributes to the unwillingness to fly ships that are already likely lost. As such when given the choice of logging valuables off or of fighting most pick logging their stuff out. Allowing the defenders or attackers re - entry via a clone jump might not be the best answer but that inability is central to why invasions are the way they are. Perhaps running the other side out of ships would be more interesting than the current lack of engagements. Instead of dismissing it based on the idea that it eliminates the current tactic of victory via the other side not having any pilots, perhaps we should look at the bigger picture of what would be more interesting gameplay.
As much as anything I've generally seen people lose systems due to being unprepared, whether its naivety, hubris, a lack of foresight or just being sloppy - maybe with the mentality of "it happens to other people not me" then when someone does siege their system they are on the back foot even though they should have had the advantage.
Do agree though that most people don't attack unless they have a significant advantage when sieging a system - not always the case though. |

Xuixien
The Dark Space Initiative Scary Wormhole People
1318
|
Posted - 2014.07.29 20:14:00 -
[330] - Quote
BayneNothos wrote:Return Ore sites to Red Signature: Mining in W-Space is one of the most dangerous activities you can do. Back when they were Red Signatures you at least had protection in seeing probes on Dscan. As Green Anomalies that safety is gone and the miner is at the mercy of it's natural predators. Moving these back to Red Signatures would return the degree of safety back to miners, as well as making things interesting for those who hunt them as it used to be. This only needs to be a W-Space change, K Space can stay as it is. As an addition, making the Signature harder to scan down would also be nice.
I disagree. More ships exploding is better than less ships exploding. It's the risk you take if you want to reap the ABCM reward of mining in a WH. You can already mitigate the risk by a) not being afk b) watching dscan c) mining in cheap throwaway ships. Epic Space Cat |

Shilalasar
Dead Sky Inc.
52
|
Posted - 2014.07.29 20:44:00 -
[331] - Quote
Kynric wrote:corbexx wrote:One of the main things of a invasion is to pod people out, Defender already has a huge advantage of loads of ships and capitals and more pos's etc etc. I am not advocating the OP position, however, the statement that the defender is in general advantaged is not correct either. When thinking back through the history of system assaults which I have been involved with I can not think of a single one where the defender had the advantage. The nature of New Eden is that the attacker withholds pressing forward with the operation until he believes that he has not just a superior position but a vastly superior one. I do think that the difficulty of getting forces back in contributes to the unwillingness to fly ships that are already likely lost. As such when given the choice of logging valuables off or of fighting most pick logging their stuff out. Allowing the defenders or attackers re - entry via a clone jump might not be the best answer but that inability is central to why invasions are the way they are. Perhaps running the other side out of ships would be more interesting than the current lack of engagements. Instead of dismissing it based on the idea that it eliminates the current tactic of victory via the other side not having any pilots, perhaps we should look at the bigger picture of what would be more interesting gameplay.
A lot of the advantage goes away because of armor T3s or gtfo. You can-¦t just look at what the attackers bring and then use the counterships from your SMAs. Also the brawling nature means you are almost always bubbled when your ship goes poof. I remember fighting the starbridge Tengus or some macharielfleets where your pod wasn-¦t forfeit when you tried fighting against the odds. The other advantages are POSdefenses, normally countered by just bringing enough people, and moar capital in system. But by now capseeding beforehand or with holecontrol has become pretty easy, with pilots having more funds for spare caps, higher SP levels and better knowledge. The ability for recloning back inside the hole would probably just lead to defenders throwing welpcanes or alphanados at the other party until they run out of caps or ships. Ofc that could be fun too 
|

Xuixien
The Dark Space Initiative Scary Wormhole People
1318
|
Posted - 2014.07.29 20:54:00 -
[332] - Quote
@ People suggesting stations in WH's - Station games are terrible. The only way I can see stations working in WH's is -
- They had to be anchored at a POS. This removes station games and replaces it with "forcefield games" which I've never heard of.
- They could only be built in an unshielded structure anchored at a moon and appear on Overview.
- Their fittings were such that you anchor them at a Large POS and you only have room for rudimentary defenses on that tower.
- They had limited storage space (like an XLSMA)
- You could not dock capitals into them
- Only a limited number of players can dock at them
- Docking makes you appear in Local until you undock
- I'm undecided regarding clones - if multiple people died and respawned to the station it could be exploitable to put more people in station than it could hold
- Undecided about science and indy slots.
- Can be stolen if they take the POS down, with everything inside.
Epic Space Cat |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
677
|
Posted - 2014.07.29 20:59:00 -
[333] - Quote
I suspect station games in w-space would see w-space become barren rather quickly, while that could be argued over whether it would be a good thing or not ultimately it would bring a good amount of what is wrong with nullsec to w-space.
While I'm not in favor of being able to clone jump into w-space in any shape and form if it was implemented then at the very least it would have to be 1 shot i.e. you need to physically bring the clone in initially to be able to jump back into it and jumping into the wormhole in that manner wouldn't let you install another clone to repeatedly do that with. |

Alundil
Isogen 5
611
|
Posted - 2014.07.29 22:11:00 -
[334] - Quote
I would argue again clone jumping into/out of wspace. Even in the suggestion I made related to this a long while back I only advocated swapping clones in POS Clone Vat or Rorq. Not jumping into or out of the system. In wspace warfare, if eviction is the desire podding them residents out is the only way to ensure that you slowly gain system control (barring diplomatic talks of surrender and graceful exit, etc).
I'm right behind you |

Kynric
Sky Fighters
131
|
Posted - 2014.07.29 22:35:00 -
[335] - Quote
Alundil wrote:In wspace warfare, if eviction is the desire podding them residents out is the only way to ensure that you slowly gain system control (barring diplomatic talks of surrender and graceful exit, etc).
I disagree. If clone jumping were possible system control would be established and held the same way it is everywhere else in New Eden, by removing offensive ships and structures. Whether this is a good change or not is not clear. But what is clear is that the existing siege mechanic where one side hopes for rescue from outside while preserving their ability to log out one ship is terribly dull and not very much fun for either side. It is strange that we cling so fiercely to maintain a pretty terrible status quo where both the attacker and defender have a dreadful weekend. |

Kynric
Sky Fighters
131
|
Posted - 2014.07.29 22:44:00 -
[336] - Quote
Rroff wrote: Atleast as much as anything else I've generally seen people lose systems due to being unprepared, whether its naivety, hubris, a lack of foresight or just being sloppy - maybe with the mentality of "it happens to other people not me" then when someone does siege their system they are on the back foot even when they should have had the advantage.
Do agree though that most people don't attack unless they have a significant advantage when sieging a system - not always the case though.
In my experience the successful defenses have been when a third party rolled in to save the defenders. Preparation other than maintaining good diplomacy mattered little. In all other cases that I can think of the defender lost terribly. The attacker has the advantage because he has a good idea what to expect from the defender and will simply bring more than enough. In other words losing at a siege is most likely either an unforseen third party arriving or a complete failure on the attackers part. |

Kynric
Sky Fighters
131
|
Posted - 2014.07.29 22:45:00 -
[337] - Quote
Shilalasar wrote:The ability for recloning back inside the hole would probably just lead to defenders throwing welpcanes or alphanados at the other party until they run out of caps or ships. Ofc that could be fun too 
That sounds like a lot more fun than any siege I can remember. |

Kynric
Sky Fighters
135
|
Posted - 2014.07.29 23:15:00 -
[338] - Quote
Xuixien wrote:@ People suggesting stations in WH's - Station games are terrible. The only way I can see stations working in WH's is -
- They had to be anchored at a POS. This removes station games and replaces it with "forcefield games" which I've never heard of.
- They could only be built in an unshielded structure anchored at a moon and appear on Overview.
- Their fittings were such that you anchor them at a Large POS and you only have room for rudimentary defenses on that tower.
- They had limited storage space (like an XLSMA)
- You could not dock capitals into them
- Only a limited number of players can dock at them
- Docking makes you appear in Local until you undock
- I'm undecided regarding clones - if multiple people died and respawned to the station it could be exploitable to put more people in station than it could hold
- Undecided about science and indy slots.
- Can be stolen if they take the POS down, with everything inside.
That seems way too complicated. Why not just park the ships of everyone inside the station in a little invulnerable clump right next to the station. That way they show on overview and dscan just like they do now. Add in some pos defenses and for most practical purposes you won't have games. What games you do have would be essentially identical to the nose outside the forcefield games you have now. Then adjust the reinforcement timer to be more or less like a pos and whatever differences remain probably don't matter. I'm not really for it as it doesn't add anything that I don't have now but if framed in this way I wouldn't be against it either as it is pretty much what I have now.
The only advantage I see is it sidesteps the issues we have with the terrible pos experience that persisted for so long because the rest of eve lives in a different way. That experience is much better now than it was but we still have silliness like fetching things from containers in a CHA or the really long pause after d ping a stack all in a CHA. The more mainstream our home the more likely t he code will be clean and maintained and little annoying things repaired. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
97
|
Posted - 2014.07.30 05:39:00 -
[339] - Quote
Xuixien wrote:BayneNothos wrote:Return Ore sites to Red Signature: Mining in W-Space is one of the most dangerous activities you can do. Back when they were Red Signatures you at least had protection in seeing probes on Dscan. As Green Anomalies that safety is gone and the miner is at the mercy of it's natural predators. Moving these back to Red Signatures would return the degree of safety back to miners, as well as making things interesting for those who hunt them as it used to be. This only needs to be a W-Space change, K Space can stay as it is. As an addition, making the Signature harder to scan down would also be nice. I disagree. More ships exploding is better than less ships exploding. It's the risk you take if you want to reap the ABCM reward of mining in a WH. You can already mitigate the risk by a) not being afk b) watching dscan c) mining in cheap throwaway ships.
That's exactly why I want this to go back to a red. Being a green is just way too dangerous as such very few people mine unless they do as you indicated, in which case they're back in POS before I even jump the WH. A a red, it gives that extra layer of security. That extra layer breeds complacency, don't need to watch the Fail Scanner when you can watch Dscan for probes etc. Complacency is what allows a hunter to catch it's prey out here. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
97
|
Posted - 2014.07.30 05:46:00 -
[340] - Quote
Alundil wrote:I would argue against clone jumping into/out of wspace. Even in the suggestion I made related to this a long while back I only advocated swapping clones in a POS Clone Vat or Rorq. Not jumping into or out of the system. In wspace warfare, if eviction is the desire podding the residents out is the only way to ensure that you slowly gain system control (barring diplomatic talks of surrender and graceful exit, etc).
Personally I'd like to see a POS module with CPU (So it turns off under siege) that allows you a jump back in. Can always make it an expensive jump to make but having something that'd allow me to reship quick from a podding and get back out in the fight again would be nice.
Would be extra nice if we had to build the clones that go in it too. Maybe off corpses  |

Erufen Rito
The Dark Space Initiative Scary Wormhole People
338
|
Posted - 2014.07.30 12:13:00 -
[341] - Quote
Updated nebulae please. How hard can this be? This is as nice as I get. Best quote ever https://forums.eveonline.com/default.aspx?g=posts&m=4137165#post4137165 |

Bleedingthrough
Raptor Navy
58
|
Posted - 2014.07.30 12:15:00 -
[342] - Quote
corbexx wrote: apart from this being terrible
You might have misunderstood me or have a very different perspective on what is good for w-space than I do. Let me get this straight: I am not for starving the big groups to death but I think we need a new paradigm that focuses on interesting gameplay more than conserving an arbitrary status quo. Both my suggestions trend towards this.
corbexx wrote: 22b isnt much at all for a fire sized allaince espeically when the fleet to run the sites cost more than that.
This makes no sense to me. We are not talking about income for an ally but income for one WH for doing home sites exclusively. And if you say it is not much what are you comparing it to? PL rent income or a C3 WH group doing exactly the same (running their home sites)? You did some testing on income, you can do the math.
And since when does the income of an activity in eve scale linear with the value of assets needed to do this? And please donGÇÖt pull the siege/triage = risk card. We all know that 95% of groups that spot such a fleet cannot attack it whereas everyone jumps on a Tengu that is tackled by sleepers.
If you donGÇÖt see a problem with a two orders in magnitude higher income for doing exactly the same thing (ratting in home) I donGÇÖt know what to say or I have to assume you are cool with there being no meaningful/interesting interactions between those two groups.
Besides all this carebear-talk: The problem with WH space is not the income it is the lack of opportunities to lose ISK. Balancing the income side between different classes/activities can only achieve anything if interesting gameplay emerges from this. Why is C5+ space so dull that they fight in null? Why do people only log in for pings?
And since you donGÇÖt want to touch it (I would not want to mess with my peer group either) I have to point my finger towards capital escalations and the bad they do. Out of Proportion compared to anything else in eve.
Now read my initial post again and call me terrible if you still wish so or come up with a better solution (and I am sure there are some).
|

Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
209
|
Posted - 2014.07.30 12:35:00 -
[343] - Quote
Whilst I can see pros, cons and lots of opinions for allowing jump cloning to and from wormholes.
Does anyone actually object to the idea of swapping clones within a wormhole on a POS mod of some form? ie swapping from an armour clone to a shield clone... |

Andrew Jester
Origin. Black Legion.
532
|
Posted - 2014.07.30 13:15:00 -
[344] - Quote
Can we all take a moment to appreciate what it's like to have a CSM that's active on the forums..? Shout out to corbexx for not being complete ****.
Regarding clone swap - I'd be pretty keen If thuggin' was a category I'd win a Grammy |

Ridvanson
9
|
Posted - 2014.07.30 13:45:00 -
[345] - Quote
Bleedingthrough wrote: Nerf escalations
You claim capital escalations is bad game design because they promote a "closed doors mode". Newsflash: this isn't specific to C5/C6 gameplay. Wormholes are collapsed all over the place before sites are run (safe for C1 holes maybe) ... at least by those people who can be bothered to have an orca at hand.
As for escalations allowing groups to grow in quantity and quality of players: I suppose that's working as intended. Consider those 90b shared amongst a larger group of players (let's say 30-50 real players. That's ~2-3b on average, really not that much. Same goes for the isk/h/pilot ... it's really not that much better than certain k-space activities that you can do with just as much safety.
If you want to establish a better balance with regards to risk/reward in wormhole space, buffing C1-C3 holes is certainly better than nerfing escalations into the ground. The former will get fresh people into wormholes while the later will simply make people leave ... it's as simple as that. |

Meytal
School of Applied Knowledge Caldari State
495
|
Posted - 2014.07.30 14:15:00 -
[346] - Quote
Bleedingthrough wrote:POD express The pod express to HS makes many people risk averse. You cannot afford not to have key players in your WH if **** hits the fan! Introducing a structure (something as bulky as a XL SMA) or ship (roqual) that allows you to activate a new clone if it died in the same system (J-number) would mitigate this. In case of an eviction this would give the defender an advantage. Absolutely do not want, for the exact reasons Corbexx mentioned. Clone-swapping to switch implant sets only, AND you have to transport any such clones into the system manually. At any point in time those clones can be destroyed by someone attacking the transport or storage location.
Bleedingthrough wrote:Capital escalations is twofold bad game design I could agree that allowing repeat escalations over the course of multiple days is bad design, if I were convinced that it was designed to happen that way as opposed to just being a relic of not keeping track of the status of each individual site and carrying that status across downtimes.
However, the capital escalation mechanic, supposedly intended in the beginning to discourage use of capital ships to blast through combat sites in W-space the way the Nullbears use them in Nullsec, is not a bad mechanic. You increase your risk and costs on the field by introducing capital ships, and you are rewarded with an extra payout.
Personally, I think it should be one escalation per site (and feel the same way about farming hisec missions in a similar manner), but that doesn't mean the whole idea is bad.
Xuixien wrote:force field games This is where someone pokes his or her nose out of the force field to take a few pot shots at one of the siegers, while the sieger then bumps that person fully out of the shields and they die. Even if you don't land a good bump or destroy the ship with high burst damage, getting them into low armour before they can turn around and get back in the shields is effective enough after a couple times that they stop.
Thankfully I haven't participated in too many tower bashes, but the times when the targets started to play games, either they died or it didn't last long. Force field games are not an issue at all, as you correctly observed.
Bleedingthrough wrote:Besides all this carebear-talk: The problem with WH space is not the income it is the lack of opportunities to lose ISK. Balancing the income side between different classes/activities can only achieve anything if interesting gameplay emerges from this. Why is C5+ space so dull that they fight in null? Why do people only log in for pings? The one issue, about the lack of danger, is often complained over and CCP is well aware of: namely, the instant, free, intel about sigs. If they choose to do something about it is another matter.
The C5 entities that I've had direct interaction with have generally rolled their static, look for targets, and roll their static again, on repeat. It's super easy, and requires a single round-trip from only three ships. It's much easier than scanning multiple systems to form chains for exploring.
Roaming Null/Low is just an extension of that. No scanning, just jump from gate to gate looking for anyone who wants to fight.
People likely roam Null and Low instead of scanning in W-space because it's easier and it's faster. You may end up with the same results: people dock up the second you enter local, compared to people who POS up the moment a new sig spawns, but you've expended much less effort (no scanning) to achieve comparable results. They live in W-space, but operate in K-space. It's better than living in Null because each day you get new territory to explore.
People who don't or refuse to roam Null or Low either like scanning, don't mind scanning, or prefer to hunt and stalk prey instead of looking for quick and easy ganks. Or maybe other various reasons. Quality over Quantity, or something like that. These people live in W-space and operate in W-space. Often, as is the case with my corp, these types will also use K-space as a highway to more W-space.
It doesn't matter who you are or which you prefer, because EVE caters to and allows for both playstyles.
|

Alundil
Isogen 5
613
|
Posted - 2014.07.30 14:23:00 -
[347] - Quote
Kynric wrote:Alundil wrote:In wspace warfare, if eviction is the desire podding them residents out is the only way to ensure that you slowly gain system control (barring diplomatic talks of surrender and graceful exit, etc). I disagree. If clone jumping were possible system control would be established and held the same way it is everywhere else in New Eden, by removing offensive ships and structures. Whether this is a good change or not is not clear. But what is clear is that the existing siege mechanic where one side hopes for rescue from outside while preserving their ability to log out one ship is terribly dull and not very much fun for either side. It is strange that we cling so fiercely to maintain a pretty terrible status quo where both the attacker and defender have a dreadful weekend.
The only issue with your comment about system control in other places in New Eden is this: Hole Control = Gate Camping 'Bubble' Cage = Hell Camping (station)
We don't have to worry about Cynojamming a system for obvious reasons. But other than that, there's very little difference mechanically to how we control a system than in other places. Even in the scenario where pilots are podded back to the same station you're trying to flip given bubbles and sufficient attacker numbers on the station undock there is literally nothing the defender can do. This is why so many 00 pilots have assets station locked in places that they can no longer dock at (something something alts and courier contracts but a separate discussion). Because they literally could not get them out.
So - basically it boils down to:
"Aggressive/defensive structure-based conquest in EVE is a soul-crushing experience regardless of what side you are on or what type of space you are in (barring HS since no bombers, smartbombs on undocks, or capitals)."
Giving wspace the means to death clone back into system (or clone jump at death into a clone in system) doesn't change the fact that if the attacker is prepared (and by your own admission they most likely will be - we were when we did these things in Sky) then nothing functionally changes. Pilots won't undock/float out of shields for a guaranteed loss mail and insta-blap (whether dread or ishtar/domi ball doesn't matter). Pilots also won't hesitate to "deny victory" by SDing everything that they can because there's literally no penalty to doing so since those ships were already lost.
You want hotly contested fights for eviction/home defense? Put pilot/corporation/alliance 'statistics' on the line and generate lossmails for things SD'ed inside of a POS shield. With all of the juicy loot/salvage that might drop from them too. (Might be a good time to ensure that structures like POSes and POS mods drop wrecks/salvage also - since these things can be built inside of POSes themselves now). If POS is bubbled = killmail goes to pilot(s) with bubbles or corp that anchored bubbles - it would look similar to kills by a tower listing only the corp IF POS is not bubbled = no killmail - allows zero penalty SDing as there are some legitimate reasons for it that don't need a km
--Al
I'm right behind you |

Shilalasar
Dead Sky Inc.
54
|
Posted - 2014.07.30 14:32:00 -
[348] - Quote
Erufen Rito wrote:Updated nebulae please. How hard can this be? If you are talking about the skyboxes, CCP stated those were incredible expensive and while we all would love to get them it is not going to happen.
Andrew Jester wrote:Regarding clone swap - I'd be pretty keen
I vaguely remember a dev talking about this. Would require a new POS module, so no way before the structure rework next year(tm).
Meytal wrote:The C5 entities that I've had direct interaction with have generally rolled their static, look for targets, and roll their static again, on repeat. It's super easy, and requires a single round-trip from only three ships. It's much easier than scanning multiple systems to form chains for exploring.
That is why I think lowends are better. Rolling requires way more people to be done in one go and chances for a fight on the hole, while one side tries to roll it, are much higher. If a c5 manages to pass one cap through before your fleet is ready and in position you need a lot more t3s than the other group. |

Andrew Jester
Origin. Black Legion.
534
|
Posted - 2014.07.30 14:37:00 -
[349] - Quote
Shilalasar wrote:Andrew Jester wrote:Regarding clone swap - I'd be pretty keen I vaguely remember a dev talking about this. Would require a new POS module, so no way before the structure rework next year(tm).
It'd honestly be fine if they let you do it in a Rorq. Would make the thing actually useful... If thuggin' was a category I'd win a Grammy |

Alundil
Isogen 5
613
|
Posted - 2014.07.30 14:59:00 -
[350] - Quote
Andrew Jester wrote:Shilalasar wrote:Andrew Jester wrote:Regarding clone swap - I'd be pretty keen I vaguely remember a dev talking about this. Would require a new POS module, so no way before the structure rework next year(tm). It'd honestly be fine if they let you do it in a Rorq. Would make the thing actually useful... This was the verbiage of my suggestion a while back:
Alundil wrote: 2. Ability to swap clones within w-space. Either from a POS Clone Vat bay or a Rorq clone vat bay. These are possibly the most underused POS mods and capital mods in the game. Note: this is not to clone jump out of w-space or back into w-space. Only to swap clones within the clone vat. All other jump clone timers/rules apply. This has been requested numerous times over the years because wh combat gang compositions change rapidly depending on who you might be fighting or expecting to fight, and/or what effects the wh you're planning a fight in has. Jumping out to some empire location, to the JC, possibly on the other side of the universe from the location you found then slow boating back means that JCs aren't used to their full potential by worm(hole) players. This also offers added targets of interest in wormhole space as roaming groups could potentially destroy several high value clones by destroying an online clone vat bay.
I'm right behind you |

Andrew Jester
Origin. Black Legion.
536
|
Posted - 2014.07.30 15:15:00 -
[351] - Quote
Alundil wrote: This was the verbiage of my suggestion a while back
implying I read anything in a thread before commenting If thuggin' was a category I'd win a Grammy |

Alundil
Isogen 5
613
|
Posted - 2014.07.30 15:27:00 -
[352] - Quote
Andrew Jester wrote:Alundil wrote: This was the verbiage of my suggestion a while back
implying I read anything in a thread before commenting To be fair - I made that comment several months ago in F&I so you're excused :p
I'm right behind you |

corbexx
eXceed Inc. No Holes Barred
485
|
Posted - 2014.07.30 15:30:00 -
[353] - Quote
Bleedingthrough wrote:corbexx wrote: apart from this being terrible
You might have misunderstood me or have a very different perspective on what is good for w-space than I do. Let me get this straight: I am not for starving the big groups to death but I think we need a new paradigm that focuses on interesting gameplay more than conserving an arbitrary status quo. Both my suggestions trend towards this. ok so going back to your first post
pod express a) getting instantly back in to your wh terrible idea and more to the point CCP will never buy it. b) changing clones in a wh I like.
ok capital stuff you mention. you want it so people will farm stuff in there static meaning more people will jump them while they run sites. this can happen already even in your home system closing wh's doesnt help when people roll in to you. Also the amount of isk you earn running c5 or c6 sites with out cap wave you could almost make more doing lower class wh's, or you could farm hisec incursions for alot better isk and do it all day long in pretty much total safety (and there are already loads of people who do this)
farmers wont be as rich, I dont see the issue here. I dont like farmers and want to gank them but them making more or less isk I'm not worried about cos the more they run sites more chance people can gank them.
tiercide where wh's are defined by there statics where you make the isk. people want there staic for pvp in c5 or c6 and some of the lower class might want it for a mix of pvp and pve. really not sure what your getting at with this.
doubling k162s? I think you mean dynamics here which yeah could be cool but wtf has that to do with cap escalations. unless your assuming everyone will always be running sites in static so more connections?
more people involved sure I guess you will have a second scout to run sites maybe more but they are often alts.
All I see is your making people spend more time on stuff they dont want to do. atleast the bigger groups which is pve.
Bleedingthrough wrote:corbexx wrote: 22b isnt much at all for a fire sized allaince espeically when the fleet to run the sites cost more than that.
This makes no sense to me. We are not talking about income for an ally but income for one WH for doing home sites exclusively. And if you say it is not much what are you comparing it to? PL rent income or a C3 WH group doing exactly the same (running their home sites)? You did some testing on income, you can do the math. And since when does the income of an activity in eve scale linear with the value of assets needed to do this? And please donGÇÖt pull the siege/triage = risk card. We all know that 95% of groups that spot such a fleet cannot attack it whereas everyone jumps on a Tengu that is tackled by sleepers. If you donGÇÖt see a problem with a two orders in magnitude higher income for doing exactly the same thing (ratting in home) I donGÇÖt know what to say or I have to assume you are cool with there being no meaningful/interesting interactions between those two groups. Besides all this carebear-talk: The problem with WH space is not the income it is the lack of opportunities to lose ISK. Balancing the income side between different classes/activities can only achieve anything if interesting gameplay emerges from this. Why is C5+ space so dull that they fight in null? Why do people only log in for pings? And since you donGÇÖt want to touch it (I would not want to mess with my peer group either) I have to point my finger towards capital escalations and the bad they do. Out of Proportion compared to anything else in eve. Now read my initial post again and call me terrible if you still wish so or come up with a better solution (and I am sure there are some).
Ok so the income I'v comparing it to a few things Now lets assume 10 people (less could be less could be alts but lets stick to 10 character) thats 2.8b a day or 280m a character for that you are risking 25b plus or even more if you use extra dreads
compared to c3 where your making 100m a hour and risking a 400m - 500m tengu you can still close your wh's so you only need to worry about incoming wh's (more on this later)
or hisec incruisons where you can make anything from 150m to 300m (these are numbers i have been told and I havent tested them) is a pretty much risk free enviroment and you can do it 24/7
the cap escalations you cant and if you ahd to farm the static which some do (hell people in noho do) the isk drops loads we normally do them in rr tengus as we're terrible at solo them in marauders and thats about 120 to 140m isk pp a hour not much more than a c4 so if you have a static c4 to c6 you can make over 100m a hour meaning the only ones who basically cant keep up with homesite income is people win c5 or c6 and anyone with a c1 and c2 static (which needs increasing)
AS for attacking most people big groups will often try attackingother big groups in site, so not sure what you mean by 95% can't everone normally go after farmers running sites.
so yeah besides the carbear talk (which considering i am spending 3 hours a day doing it on sisi for testing is really ******* depressing). the problem is the lack of opertunity but as others have said this is down more to the fact you can see wh's appear before others even find you, which is something i want to change.
on the
Quote:Balancing the income side between different classes/activities can only achieve anything if interesting gameplay emerges from this
Your assuming people only make the income from sites (which not everyone does) I make all mine from indy as do alot of others. if you stopped cap escalation my personal view is your just going to **** off the peopel who do them.
as for not wanting to do something cos it will mess with my peer group you really don't know me well. If its the right thing to do i'll do it Corbexx for CSM 9 - Wormholes deserve better |

corbexx
eXceed Inc. No Holes Barred
485
|
Posted - 2014.07.30 15:33:00 -
[354] - Quote
as for out of proportioned its hardly that your limited on sites so once they're done there done most other things arent others can still keep up there average income doing stuff in there static.
hell out of proportion . have you even looked at god damn hisec incursions.
anyway spent enough time on these posts so will send you some details so you can talk to me in person as you obviously have a issue with this. Corbexx for CSM 9 - Wormholes deserve better |

Andrew Jester
Origin. Black Legion.
538
|
Posted - 2014.07.30 15:46:00 -
[355] - Quote
corbexx wrote:will send you some details so you can talk to me in person as you obviously have a issue with this.
CSM of our hearts
corbexx wrote:hell out of proportion . have you even looked at god damn hisec incursions.
HS incursions can be limited. If an incursion group gets super butthurt or some group wants some lulz, they can effectively shut down all incursions for however long they decide to keep it up. But, since that rarely happens, it's essentially a free faucet.
One of the selling points of WH escalations should be that you can make good isk without having to deal with the autistic incursion community.
If thuggin' was a category I'd win a Grammy |

Shilalasar
Dead Sky Inc.
54
|
Posted - 2014.07.30 16:34:00 -
[356] - Quote
Sadly everything bar escalations is out of proportion compared to any other PvE activity. Incursions are just the worst, but lvl5s, T4/5-FW missions, piratemissions, nullsec DEDs all make more, are less risky and more reliable than wormholesites. Hell, with ESS and fighterchanges you can now easily make 150m/h even in bad dronespace. The only reason for running non-escalationsites is because you love wormholespace. |

Maduin Shi
Perkone Caldari State
14
|
Posted - 2014.08.01 02:11:00 -
[357] - Quote
Shilalasar wrote:Sadly everything bar escalations is out of proportion compared to any other PvE activity. Incursions are just the worst, but lvl5s, T4/5-FW missions, piratemissions, nullsec DEDs all make more, are less risky and more reliable than wormholesites. Hell, with ESS and fighterchanges you can now easily make 150m/h even in bad dronespace. The only reason for running non-escalationsites is because you love wormholespace.
This +1.
Even C1/C2 is more dangerous than any of these activities because of no local while the site payout is absolute garbage. These holes are now used basically for PI and industry (passive income w/ zombie towers) for export to k-space and that is sad. |

Axloth Okiah
Future Corps Sleeper Social Club
463
|
Posted - 2014.08.01 13:05:00 -
[358] - Quote
Maduin Shi wrote:Shilalasar wrote:Sadly everything bar escalations is out of proportion compared to any other PvE activity. Incursions are just the worst, but lvl5s, T4/5-FW missions, piratemissions, nullsec DEDs all make more, are less risky and more reliable than wormholesites. Hell, with ESS and fighterchanges you can now easily make 150m/h even in bad dronespace. The only reason for running non-escalationsites is because you love wormholespace. This +1. Even C1/C2 is more dangerous than any of these activities because of no local while the site payout is absolute garbage. These holes are now used basically for PI and industry (passive income w/ zombie towers) for export to k-space and that is sad. This could be fixed by increasing demand for sleeper salvage, ie. adding new things to build from it. And not necessarily only T3 frigs or BSs - could be T3 modules, rigs, ammo or even some special structures/deployables. Making salvage worth more would help low-class and non-escalating wormholers disproportionately more than C5/6 capital farmers (as those mostly rely on blue loot).
W-Space Realtor |

Winthorp
2450
|
Posted - 2014.08.01 13:13:00 -
[359] - Quote
Axloth Okiah wrote:]This could be fixed by increasing demand for sleeper salvage, ie. adding new things to build from it. And not necessarily only T3 frigs or BSs - could be T3 modules, rigs, ammo or even some special structures/deployables. Making salvage worth more would help low-class and non-escalating wormholers disproportionately more than C5/6 capital farmers (as those mostly rely on blue loot).
This. |

ExookiZ
The Dark Space Initiative Scary Wormhole People
267
|
Posted - 2014.08.01 13:25:00 -
[360] - Quote
Winthorp wrote:Axloth Okiah wrote:]This could be fixed by increasing demand for sleeper salvage, ie. adding new things to build from it. And not necessarily only T3 frigs or BSs - could be T3 modules, rigs, ammo or even some special structures/deployables. Making salvage worth more would help low-class and non-escalating wormholers disproportionately more than C5/6 capital farmers (as those mostly rely on blue loot).
This.
this The Wormhole Kid |

corbexx
eXceed Inc. No Holes Barred
485
|
Posted - 2014.08.01 13:32:00 -
[361] - Quote
Axloth Okiah wrote:This could be fixed by increasing demand for sleeper salvage, ie. adding new things to build from it. And not necessarily only T3 frigs or BSs - could be T3 modules, rigs, ammo or even some special structures/deployables. Making salvage worth more would help low-class and non-escalating wormholers disproportionately more than C5/6 capital farmers (as those mostly rely on blue loot).
I do like this and its something that i've already suggested in passing to some people down side is its not really a "little thing" but will add it to the list of stuff. Corbexx for CSM 9 - Wormholes deserve better |

Kynric
Sky Fighters
141
|
Posted - 2014.08.01 13:34:00 -
[362] - Quote
Axloth Okiah wrote:Maduin Shi wrote:Shilalasar wrote:Sadly everything bar escalations is out of proportion compared to any other PvE activity. Incursions are just the worst, but lvl5s, T4/5-FW missions, piratemissions, nullsec DEDs all make more, are less risky and more reliable than wormholesites. Hell, with ESS and fighterchanges you can now easily make 150m/h even in bad dronespace. The only reason for running non-escalationsites is because you love wormholespace. This +1. Even C1/C2 is more dangerous than any of these activities because of no local while the site payout is absolute garbage. These holes are now used basically for PI and industry (passive income w/ zombie towers) for export to k-space and that is sad. This could be fixed by increasing demand for sleeper salvage, ie. adding new things to build from it. And not necessarily only T3 frigs or BSs - could be T3 modules, rigs, ammo or even some special structures/deployables. Making salvage worth more would help low-class and non-escalating wormholers disproportionately more than C5/6 capital farmers (as those mostly rely on blue loot).
I agree. However, the problem is slightly complicated by the fact that there is no loot or gas that resides in low class holes that is not also found in c6 holes. As such anything that increases income in low class wormholes will also increase it in the high end ones as well. |

Winthorp
2451
|
Posted - 2014.08.01 13:34:00 -
[363] - Quote
corbexx wrote:Axloth Okiah wrote:This could be fixed by increasing demand for sleeper salvage, ie. adding new things to build from it. And not necessarily only T3 frigs or BSs - could be T3 modules, rigs, ammo or even some special structures/deployables. Making salvage worth more would help low-class and non-escalating wormholers disproportionately more than C5/6 capital farmers (as those mostly rely on blue loot).
I do like this and its something that i've already suggested in passing to some people down side is its not really a "little thing" but will add it to the list of stuff.
I do like where your thought process heads on this and i have no concerns i wouldn't like any idea to do with T3 products but as you are a large T3 sub/ship builder doesn't that go to conflict of interest almost? |

ExookiZ
The Dark Space Initiative Scary Wormhole People
267
|
Posted - 2014.08.01 13:43:00 -
[364] - Quote
Ive always imagined all the CSM reps fight for what would benefit their portion of EVE, while it still may be a conflict of interests, I think it is a expected one. The Wormhole Kid |

corbexx
eXceed Inc. No Holes Barred
485
|
Posted - 2014.08.01 13:43:00 -
[365] - Quote
Winthorp wrote:corbexx wrote:Axloth Okiah wrote:This could be fixed by increasing demand for sleeper salvage, ie. adding new things to build from it. And not necessarily only T3 frigs or BSs - could be T3 modules, rigs, ammo or even some special structures/deployables. Making salvage worth more would help low-class and non-escalating wormholers disproportionately more than C5/6 capital farmers (as those mostly rely on blue loot).
I do like this and its something that i've already suggested in passing to some people down side is its not really a "little thing" but will add it to the list of stuff. I do like where your thought process heads on this and i have no concerns i wouldn't like any idea to do with T3 products but as you are a large T3 sub/ship builder doesn't that go to conflict of interest almost?
not really as alot of the stuff could be modules or things which i wouldnt be part of at all. Anything affectiing the price of the nanos would just be passed on to customers
Corbexx for CSM 9 - Wormholes deserve better |

corbexx
eXceed Inc. No Holes Barred
485
|
Posted - 2014.08.01 13:45:00 -
[366] - Quote
Kynric wrote:Axloth Okiah wrote:Maduin Shi wrote:Shilalasar wrote:Sadly everything bar escalations is out of proportion compared to any other PvE activity. Incursions are just the worst, but lvl5s, T4/5-FW missions, piratemissions, nullsec DEDs all make more, are less risky and more reliable than wormholesites. Hell, with ESS and fighterchanges you can now easily make 150m/h even in bad dronespace. The only reason for running non-escalationsites is because you love wormholespace. This +1. Even C1/C2 is more dangerous than any of these activities because of no local while the site payout is absolute garbage. These holes are now used basically for PI and industry (passive income w/ zombie towers) for export to k-space and that is sad. This could be fixed by increasing demand for sleeper salvage, ie. adding new things to build from it. And not necessarily only T3 frigs or BSs - could be T3 modules, rigs, ammo or even some special structures/deployables. Making salvage worth more would help low-class and non-escalating wormholers disproportionately more than C5/6 capital farmers (as those mostly rely on blue loot). I agree. However, the problem is slightly complicated by the fact that there is no loot or gas that resides in low class holes that is not also found in c5/6 holes. As such anything that increases income in low class wormholes will also increase it in the high end ones as well.
I wouldnt worry to much about that as tbh speaking for noho the only stuff people gas is the c540 and c320 maybe if they are really really bored d28 and c32. and if stuff like taht was a issue the low end gas sites could always be removed from c5 and c6's Corbexx for CSM 9 - Wormholes deserve better |

Rek Seven
Probe Patrol Ixtab.
1644
|
Posted - 2014.08.01 14:02:00 -
[367] - Quote
Feature/idea: Add a solar energy harvesting array that reduces the fuel cost of all POSs in a system. Requires sleeper loot to build and can only be anchored next to the sun.  +1 |

Kynric
Sky Fighters
141
|
Posted - 2014.08.01 14:03:00 -
[368] - Quote
corbexx wrote:Kynric wrote:Axloth Okiah wrote:Maduin Shi wrote:Shilalasar wrote:Sadly everything bar escalations is out of proportion compared to any other PvE activity. Incursions are just the worst, but lvl5s, T4/5-FW missions, piratemissions, nullsec DEDs all make more, are less risky and more reliable than wormholesites. Hell, with ESS and fighterchanges you can now easily make 150m/h even in bad dronespace. The only reason for running non-escalationsites is because you love wormholespace. This +1. Even C1/C2 is more dangerous than any of these activities because of no local while the site payout is absolute garbage. These holes are now used basically for PI and industry (passive income w/ zombie towers) for export to k-space and that is sad. This could be fixed by increasing demand for sleeper salvage, ie. adding new things to build from it. And not necessarily only T3 frigs or BSs - could be T3 modules, rigs, ammo or even some special structures/deployables. Making salvage worth more would help low-class and non-escalating wormholers disproportionately more than C5/6 capital farmers (as those mostly rely on blue loot). I agree. However, the problem is slightly complicated by the fact that there is no loot or gas that resides in low class holes that is not also found in c5/6 holes. As such anything that increases income in low class wormholes will also increase it in the high end ones as well. I wouldnt worry to much about that as tbh speaking for noho the only stuff people gas is the c540 and c320 maybe if they are really really bored d28 and c32. and if stuff like taht was a issue the low end gas sites could always be removed from c5 and c6's
My point was that if increasing c1 income is the goal, and if that is approached by greatly increasing the demand for c50 or powdered graphite or some other low value object, you will in effect increase the income of the entire food chain. As such the required solution probably takes more effort than simply adding demand. Unless of course the goal is to increase the income for all. I think the demand increase is one half of the solution not the entire solution. |

Axloth Okiah
Future Corps Sleeper Social Club
464
|
Posted - 2014.08.01 18:07:00 -
[369] - Quote
Thats why I said sleeper salvage and not gas. W-Space Realtor |

Jez Amatin
Enso Corp
0
|
Posted - 2014.08.02 11:01:00 -
[370] - Quote
Not sure if this has been mentioned already, but ill throw it anyway. On dscan, when message box pops up with: "Your scanner is recalibrating ..."
I'd like my dscan to receive an upgrade so this doesn't happen as often. I think the problem is made worse by the new UI where it thinks each increment of range is a scan (may be wrong, but that's what it seems like).
|

epicurus ataraxia
Lazerhawks
856
|
Posted - 2014.08.02 15:05:00 -
[371] - Quote
1.A tiny boost to ninja gas mining would be nice, allow SOME variation in the timer so that sometimes you can gain a little more opportunity to suck gas? The prospect does not really enhance ninja gassing with it's larger bay as the frigging rats always come before your hold is full with a venture unless boosted.
2. I was going to suggest marking activated sites somehow, so that you had less stress when warping in to gas and getting immediately whelped by rats, but I suppose that thats part of the "charm" even though thats not exactly fun? There is one EvE. Many people. Many lifestyles. WE are EvE |

Maduin Shi
Perkone Caldari State
16
|
Posted - 2014.08.02 15:25:00 -
[372] - Quote
corbexx wrote:Axloth Okiah wrote:This could be fixed by increasing demand for sleeper salvage, ie. adding new things to build from it. And not necessarily only T3 frigs or BSs - could be T3 modules, rigs, ammo or even some special structures/deployables. Making salvage worth more would help low-class and non-escalating wormholers disproportionately more than C5/6 capital farmers (as those mostly rely on blue loot).
I do like this and its something that i've already suggested in passing to some people down side is its not really a "little thing" but will add it to the list of stuff.
Corbexx, if you can come up with a short-term fix for non-escalation site income in lower class wormholes, then this could become a "little thing". It could be something as simple as ramping up salvage consumption other than nanoribbons in the construction of T3's and subsystems and then making a couple of adjustments to the loot tables so that certain salvage only drops from low tier sleepers in non-escalation sites. Can simply edit existing code to do it I would think.
Also, if there's a short term "quick fix" for the Discovery Scanner, like just approximating the length of time for a covops frig or T3 to spawn and warp to the K162 and jump through (align time + warp speed * distance to the K162 + session change time) and then adding that in as a delay for the K162 to appear on the Discovery Scanner, it could probably be a "little thing" as well, and good enough to make a lot of folks happier. Then we can sit around and wait until CCP gets around to a complete revamp. |

epicurus ataraxia
Lazerhawks
856
|
Posted - 2014.08.02 16:08:00 -
[373] - Quote
Maduin Shi wrote:corbexx wrote:Axloth Okiah wrote:This could be fixed by increasing demand for sleeper salvage, ie. adding new things to build from it. And not necessarily only T3 frigs or BSs - could be T3 modules, rigs, ammo or even some special structures/deployables. Making salvage worth more would help low-class and non-escalating wormholers disproportionately more than C5/6 capital farmers (as those mostly rely on blue loot).
I do like this and its something that i've already suggested in passing to some people down side is its not really a "little thing" but will add it to the list of stuff. Corbexx, if you can come up with a short-term fix for non-escalation site income in lower class wormholes, then this could become a "little thing". It could be something as simple as ramping up salvage consumption other than nanoribbons in the construction of T3's and subsystems and then making a couple of adjustments to the loot tables so that certain salvage only drops from low tier sleepers in non-escalation sites. Can simply edit existing code to do it I would think. Also, if there's a short term "quick fix" for the Discovery Scanner, like just approximating the length of time for a covops frig or T3 to spawn and warp to the K162 and jump through (align time + warp speed * distance to the K162 + session change time) and then adding that in as a delay for the K162 to appear on the Discovery Scanner, it could probably be a "little thing" as well, and good enough to make a lot of folks happier. Then we can sit around and wait until CCP gets around to a complete revamp.
Trying to see what you are trying to achieve with this delay? If someone is Dscanning every couple of seconds, do you want to be able to seed a covert ops before he can see the hole spawn? They are pretty hard to see with dscan as the only need less than a second to decloak/enter warp/cloak? So is this using the failiure of the dscan interface,coupled with a new spawn mechanic to make it impossible, no matter how alert, to make some attempt to protect yourself?
So the first an occupant would know would be combat ships warping to zero to pre prepared and pre scouted attack positions?
If so this would significantly reduce targets and activity in wormholes as they have just become suicide zones to do anything in.
So tl;dr it would Not make either PvE. Or PvP players happy at all........
After the first weeks carnage, there is nothing left to hunt.
If there's nothing to hunt, why would I stay? There is one EvE. Many people. Many lifestyles. WE are EvE |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
97
|
Posted - 2014.08.02 16:55:00 -
[374] - Quote
New little thing just found.
Last patch CCP added to the preview window a camera movement from the front of the ship to a 45degree look. It lasts about 2 seconds and during it you can't rotate the camera in the preview window. It also plays EVERY TIME you select a subsystem to look at. It's really irritating when trying to intel a T3 you're looking at to see what it has.
Can we get a button to turn this off or turn it off when changing subsystems. |

Maduin Shi
Perkone Caldari State
16
|
Posted - 2014.08.02 18:24:00 -
[375] - Quote
Maduin Shi wrote:Axloth Okiah wrote: Corbexx, if you can come up with a short-term fix for non-escalation site income in lower class wormholes, then this could become a "little thing". It could be something as simple as ramping up salvage consumption other than nanoribbons in the construction of T3's and subsystems and then making a couple of adjustments to the loot tables so that certain salvage only drops from low tier sleepers in non-escalation sites. Can simply edit existing code to do it I would think.
Also, if there's a short term "quick fix" for the Discovery Scanner, like just approximating the length of time for a covops frig or T3 to spawn and warp to the K162 and jump through (align time + warp speed * distance to the K162 + session change time) and then adding that in as a delay for the K162 to appear on the Discovery Scanner, it could probably be a "little thing" as well, and good enough to make a lot of folks happier. Then we can sit around and wait until CCP gets around to a complete revamp.
Trying to see what you are trying to achieve with this delay? If someone is Dscanning every couple of seconds, do you want to be able to seed a covert ops before he can see the hole spawn? They are pretty hard to see with dscan as the only need less than a second to decloak/enter warp/cloak? So is this using the failiure of the dscan interface,coupled with a new spawn mechanic to make it impossible, no matter how alert, to make some attempt to protect yourself?
Right now the way it works is, as soon as a ship warps to the wormhole signature, the wormhole spawns immediately. It takes maybe 30 - 60 seconds or so for the invading ship to align, warp to the new K162 and jump through. During that time the new K162 is visible immediately on the Discovery Scanner. The timing heavily favors potential "prey" if they are watching the Discovery Scanner. They POS up, and it ends there.
Now, I would prefer a revamp to the wormhole spawning mechanics wholesale, where the K162 signature doesn't appear on the Discovery Scanner until a ship has actually jumped through it and is given maybe a 5 second session timer. But that's probably not a "little thing".
Maybe a "little thing" would be simply a rough delay that's implemented for all 0% sigs (align time + warp speed * distance to the K162 + session change time). Others have suggested eliminating the Discovery Scanner entirely or removing 0% sigs until probed, which I would be OK with if the non-escalation combat site values went up CONSIDERABLY to compensate for the risk. It'd have to be better payouts than null ratting anoms, at the very least, so cost of ship and pod is covered.
Axloth Okiah wrote: If anything we want to encourage more activity not a mechanic to give a quick boost and then nothing...... Forever........system after system.....empty.
Take a look around...we're there already cuz the financial incentive isn't there to begin with :P |

umnikar
Fishbone Industries
16
|
Posted - 2014.08.03 08:08:00 -
[376] - Quote
As soon as I enter certain sites, specially "Sleeper Information Sanctum" in C4 my PC starts to overheat and lags like hell. If I move in more than 1 client in, fps drops to dia show on at least 1 client - not on all. I am loosing ships cause of that... I don't have this issue in other sites. I already play on lowest possible gfx settings.
AMD phenom II x4 940be, 8gb ram, nvidia gtx 560ti with 2gb
|

Shilalasar
Dead Sky Inc.
57
|
Posted - 2014.08.03 08:19:00 -
[377] - Quote
That is a problem with the clouds in some sites and even some missions. CCP have known about it for years, just evesearch for it. Turning particles off and not having them on the monitor helps a lot. |

Lloyd Roses
Artificial Memories Vertical.
675
|
Posted - 2014.08.03 09:55:00 -
[378] - Quote
One thing driving me nuts from time to time are lowclass-sentries, those Argos (I believe) that force you to run c1/c2 anoms with a HAC/BC/Gila atleast. While some are painfully slow, some are mindnumbing expensive for the money you earn that way. The whole idea of treating pve more like pvp (i.E. noobs in their wolves/hawks running anoms) simply doesn't work cause *those sentries*. Better: You can only run 1 or two types of anoms unless you take the ONE DRAKEFIT to run it at low SP. Wormholes are hostile enough to low-SP players as is, it would be sweet if the options to generate money inside a hole would allow you to go in in smaller ships by being a better pilot (durr, transversal)
It's simply, I've taken many noobs (~1-2mil SP) into c1/c2 to show them around holes and run some anoms with them using rifters - while it works in (for example) perimeter hangars/c2 (running 3-4 rifters works just fine), a perimeter camp/c1 will simply slaughter you one by one even though it's supposed to be easier just cause 2 sirius pop you on warp-in. The necessity to take out expensive ships is quite contraproductive to getting new people into wormholes (better now, used to be HAC/T3 or get out).
To top it off, sleeper sentries don't switch targets. So oldschool. So dumb. And as many people pointed out, afk-mining in highsec is usually way superior to running sites in a poorly skilled drake, dafuq. At least given that in a c2, 25mil an hour from a single drake with some proper MNR drops is quite wonderful with your puny 230dps, while 15mil/hr/toon having some miners active on a roid is almost a laughable revenue for that sort of activity, and then you're even in highsec, the only threat being overzealous suicide gankers (use dcu if you like to go afk). Since wormholes got introduced, trit went up by 150% in value (2.3 -> 5.2 atm?), while valuables you get out of wormholes dropped from ~7mil/MNR to the current ~3mil. (excluding the spikey near 10mil from 2011 to 2012)
Really about time for a wormhole-mats/payout revamp.
"I honestly thought I was in lowsec"
|

Rek Seven
Probe Patrol Ixtab.
1645
|
Posted - 2014.08.03 12:41:00 -
[379] - Quote
Can anyone tel me if the capital-sma bug (where you could access it from outside the force field) has been fixed? A link to the patch notes / dev post would be nice too. +1 |

Michael1995
Lazerhawks
151
|
Posted - 2014.08.03 13:37:00 -
[380] - Quote
Rek Seven wrote:Can anyone tel me if the capital-sma bug (where you could access it from outside the force field) has been fixed? A link to the patch notes / dev post would be nice too.
http://community.eveonline.com/news/patch-notes/patch-notes-for-kronos
Quote:The physical size of the X-Large Ship Maintenance Array and Capital Ship Assembly Array has been reduced slightly to ensure that they fit within starbase forcefields. The capacity of these structures is not affected by this change.
Quote:A ship on the edge of a starbase forcefield that is also within 5km of a structure will not be allowed to access that structure unless it has appropriate corp roles and either a) has entered the correct forcefield password or b) the forcefield is configured to allow corp/alliance access.
IIRC, when I tested it you couldn't access the XL SMA from outside the forcefield if it's on a large tower. But you still can access it on a medium.  One does not simply buy their way into Goonswarm. |

corbexx
eXceed Inc. No Holes Barred
490
|
Posted - 2014.08.03 13:44:00 -
[381] - Quote
Rek Seven wrote:Can anyone tel me if the capital-sma bug (where you could access it from outside the force field) has been fixed? A link to the patch notes / dev post would be nice too.
yeah that should all be sorted now. Corbexx for CSM 9 - Wormholes deserve better |

Axloth Okiah
Future Corps Sleeper Social Club
464
|
Posted - 2014.08.03 16:41:00 -
[382] - Quote
corbexx wrote:Axloth Okiah wrote:This could be fixed by increasing demand for sleeper salvage, ie. adding new things to build from it. And not necessarily only T3 frigs or BSs - could be T3 modules, rigs, ammo or even some special structures/deployables. Making salvage worth more would help low-class and non-escalating wormholers disproportionately more than C5/6 capital farmers (as those mostly rely on blue loot).
I do like this and its something that i've already suggested in passing to some people down side is its not really a "little thing" but will add it to the list of stuff. How about T3 mass reducing rigs? (only in subcap sizes of course)
W-Space Realtor |

Rek Seven
Probe Patrol Ixtab.
1645
|
Posted - 2014.08.03 22:16:00 -
[383] - Quote
Hmmm T3 rigs you say... +1 |

Gospadin
School of Applied Knowledge Caldari State
178
|
Posted - 2014.08.04 03:00:00 -
[384] - Quote
How about mini-escalations for smaller wormholes?
If you bring a BC into a C1 combat site, it spawns a neuting battleship. If you bring a T3 or a Battleship into a C2 combat site, it spawns two neuting battleships. If you bring more than four T3s or battleships into a C3 combat site, you get 4 additional battleships to fight.
etc. |

Gospadin
School of Applied Knowledge Caldari State
178
|
Posted - 2014.08.04 03:10:00 -
[385] - Quote
BayneNothos wrote:New little thing just found.
Last patch CCP added to the preview window a camera movement from the front of the ship to a 45degree look. It lasts about 2 seconds and during it you can't rotate the camera in the preview window. It also plays EVERY TIME you select a subsystem to look at. It's really irritating when trying to intel a T3 you're looking at to see what it has.
Can we get a button to turn this off or turn it off when changing subsystems.
I filed this as a bug. So annoying that you can't override it with the mouse, like you can with the PI animation. |

Sales Alt negrodamus
SalesAltCorp
5
|
Posted - 2014.08.04 11:05:00 -
[386] - Quote
can black hole effects be made useful?
my suggestion is to delete the inertia modifier. or even better, invert it so things move and turn faster.
death to the shortbus bonus! |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
99
|
Posted - 2014.08.04 15:18:00 -
[387] - Quote
Sales Alt negrodamus wrote:can black hole effects be made useful?
my suggestion is to delete the inertia modifier. or even better, invert it so things move and turn faster.
death to the shortbus bonus!
You know what'd be cool, an RR nerf in there. Make them the Anti-Cataclysmic Variable |

Andrew Jester
Origin. Black Legion.
557
|
Posted - 2014.08.04 15:27:00 -
[388] - Quote
BayneNothos wrote:Sales Alt negrodamus wrote:can black hole effects be made useful?
my suggestion is to delete the inertia modifier. or even better, invert it so things move and turn faster.
death to the shortbus bonus! You know what'd be cool, an RR nerf in there. Make them the Anti-Cataclysmic Variable
Nerf RR and keep speed buff? Or add a different buff? I think we all know buffing self-rep would be absolutely broken in 5/6. If thuggin' was a category I'd win a Grammy |

Ab'del Abu
Atlantis Ascendant
67
|
Posted - 2014.08.04 15:39:00 -
[389] - Quote
Andrew Jester wrote: Nerf RR and keep speed buff? Or add a different buff? I think we all know buffing self-rep would be absolutely broken in 5/6.
Cap recharge rate could be nerfed to balance use in PVE
|

Andrew Jester
Origin. Black Legion.
557
|
Posted - 2014.08.04 15:52:00 -
[390] - Quote
Ab'del Abu wrote:Andrew Jester wrote: Nerf RR and keep speed buff? Or add a different buff? I think we all know buffing self-rep would be absolutely broken in 5/6.
Cap recharge rate could be nerfed to balance use in PVE
Scaling it up would make it really annoying I'd think. I wouldn't balance around PvE tbh, people are going to do it one way or another.
If they did it right (lolccp) it might not be too bad for PvP depending on the amount. If thuggin' was a category I'd win a Grammy |

Snakes-On-A-Plane
10
|
Posted - 2014.08.04 18:15:00 -
[391] - Quote
Meytal wrote:Bleedingthrough wrote:Besides all this carebear-talk: The problem with WH space is not the income it is the lack of opportunities to lose ISK. Balancing the income side between different classes/activities can only achieve anything if interesting gameplay emerges from this. Why is C5+ space so dull that they fight in null? Why do people only log in for pings? The one issue, about the lack of danger, is often complained over and CCP is well aware of: namely, the instant, free, intel about sigs. If they choose to do something about it is another matter. The C5 entities that I've had direct interaction with have generally rolled their static, look for targets, and roll their static again, on repeat. It's super easy, and requires a single round-trip from only three ships. It's much easier than scanning multiple systems to form chains for exploring. Roaming Null/Low is just an extension of that. No scanning, just jump from gate to gate looking for anyone who wants to fight. People likely roam Null and Low instead of scanning in W-space because it's easier and it's faster. You may end up with the same results: people dock up the second you enter local, compared to people who POS up the moment a new sig spawns, but you've expended much less effort (no scanning) to achieve comparable results. They live in W-space, but operate in K-space. It's better than living in Null because each day you get new territory to explore. People who don't or refuse to roam Null or Low either like scanning, don't mind scanning, or prefer to hunt and stalk prey instead of looking for quick and easy ganks. Or maybe other various reasons. Quality over Quantity, or something like that. These people live in W-space and operate in W-space. Often, as is the case with my corp, these types will also use K-space as a highway to more W-space. It doesn't matter who you are or which you prefer, because EVE caters to and allows for both playstyles. We're on the same page with that
And just to state my bias in the interests of transparency - I am a hunter type. I'll stalk for hours, and often scan down 100 sigs to expand my target opportunities.
I personally believe this should be the gold standard of activity, and that we should not be catering to entities that want lazier play in wormholes to reap equal reward. Since there is competition for targets, that just puts everyone (both the hard working, and the lazy) on equal footing.
If they want quick action, let them roam null. What's wrong with that? Instant action was never a selling point for J-space, and trying to shoehorn it in, is only going to diminish the uniqueness of our environment.
Also, I perceive that J space is a harsh environment that provides many challenges to a corp, and one of those challenges is inspiring people with little self-motivation to get out there and do something. Again, I don't see a problem with this. Wormholes aren't supposed to be easy, or cater to the lazy. A corp that grows should *definitely* be feeling a lot of pressure to trim down and cut the fat of lazy members. Just my opinion though. |

Andrew Jester
Origin. Black Legion.
560
|
Posted - 2014.08.04 19:13:00 -
[392] - Quote
I think the most important w space little thing is for CCP to stop ******* over WHs If thuggin' was a category I'd win a Grammy |

Kaede Hita
Science and Trade Institute Caldari State
0
|
Posted - 2014.08.04 20:41:00 -
[393] - Quote
My choices for little changes in the WH would be :
- NO 100% sites. At all. You should have to scan everything down. It should not be that easy to spot PVE jackpots. - Make active sites more easily scannable. When someone is farming (sleepers/ore/data/relic) it should be easier to pinpoint location, to "help" farmers into PVP. - Activate WH on character login in the system, not on warp to WH. Not sure if it is a good idea, you would have to crit your static before doing sites in peace so it could just add a lot of work on servers for little game change. It could make WH mazes longer and that is a good thing.
- Make escalated sites despawn after a few hours. As stated before, adding 84 BS of loot as an exploit is... well an exploit. As a fix, first escalation could trigger the second wave if not spawned already, second escalation could trigger the third wave and so on. I do like the idea of random escalation waves to make things more interesting. - Make sites spawn more often. Unless you want sleeper loot and T3 prices to get to nestor's current price, people will need more sites to farm to provide the rest of the universe the same amount of loot. This could help lower class WH, making them more juicy ISK-wise, drawing more people into them. |

Sen Cate
United System's Commonwealth
7
|
Posted - 2014.08.04 21:15:00 -
[394] - Quote
(This has probably been mentioned but that's because its REALLY important)
Please oh please do something about the WH Foghorn Orchestra that seems to love tuning up rather than actually playing any music.
Back in the day the jukebox was absolutely spellbinding and one of the best bits of the game. I haven't had the in-game music on in absolutely ages. Alt-tabbing to the CCP Soundcloud to manually pick tunes severely hampers my ability to mash the dscan button.
TL;DR Please give us some WH music worth turning on! |

Andrew Jester
Origin. Black Legion.
564
|
Posted - 2014.08.04 21:23:00 -
[395] - Quote
Sen Cate wrote:(This has probably been mentioned but that's because its REALLY important)
Please oh please do something about the WH Foghorn Orchestra that seems to love tuning up rather than actually playing any music.
Back in the day the jukebox was absolutely spellbinding and one of the best bits of the game. I haven't had the in-game music on in absolutely ages. Alt-tabbing to the CCP Soundcloud to manually pick tunes severely hampers my ability to mash the dscan button.
TL;DR Please give us some WH music worth turning on!
You don't need music only hole activations If thuggin' was a category I'd win a Grammy |

Undermine Dahl
Revenant Tactical Ineluctable.
2
|
Posted - 2014.08.04 22:27:00 -
[396] - Quote
Corbexx I guess you have heard about the new capital thing on sisi. A small thing to change to wormhole space is keep ccp from fixing things that are not broken
Im willing to let the devblog come out and see what their thoughts are but this seems like a ******** idea. People roll holes to get fights so making it hard to rol hole is going to make is harder to find targets. plus thats just a fact about w-space is that if you dont like your neighbors then you warp some stuff to the hole and jump back and forth. I am fairly sure I have not heard of anything really interesting or fun that can come out of this.
A reason this would have been bad is my corp has just invaded a c5 with a c3 static to get more pvp, isk and so on. When we had the op planned we had our scout report that Ixtab had a hole open and was scouting our target. There was a stratios and a scanning frig in the target hole so we waited until it looked good. we logged on the seeded caps and crashed the hole as our support t3s landed to hopefully keep our caps safe. we ended up trapping the strat and killing it. If we where not able to quickly crash a hole by roundtripping the stage 2 hole with 3 t3s and a carrier then we would have had to wait for either ixtab to warp stuff to the hole and close it (which would also take longer because of either a bunch of battleships or caps having to burn or bounce) or we would have to wait until it crashed in 24 hours. This does not sound like any fun as we where already going to be bashing the inactive peoples pos so we could use it for pvp.
If someone sees a way around this please explain how this could have been done better if the new sisi mass-distance thing was added |

Rei Moon
Murderous Inc
7
|
Posted - 2014.08.04 23:20:00 -
[397] - Quote
=> CCP stop messing with WHs.
Like so many newbros, i'm just trying to move into it. I know it's supposed to be the endgame in EvE, but even so, ships spawning 10, 20 or 40 km away from a hole is a really bad idea for small corps.
Numbers game.
Stop favouring nullblocks, it looks like this idea is intended to please them.
Or maybe some big WH corps. |

Andrew Jester
Origin. Black Legion.
565
|
Posted - 2014.08.04 23:30:00 -
[398] - Quote
Rei Moon wrote: I know it's supposed to be the endgame in EvE.
tbh you don't know much if you think this is true
If thuggin' was a category I'd win a Grammy |

Rei Moon
Murderous Inc
7
|
Posted - 2014.08.04 23:36:00 -
[399] - Quote
Andrew Jester wrote:Rei Moon wrote: I know it's supposed to be the endgame in EvE. tbh you don't know much if you think this is true
That's why i'm a newbro damnit...
(Even tho i already have heard you are a troll Mr. Jester) |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
99
|
Posted - 2014.08.05 00:11:00 -
[400] - Quote
Andrew Jester wrote:BayneNothos wrote:Sales Alt negrodamus wrote:can black hole effects be made useful?
my suggestion is to delete the inertia modifier. or even better, invert it so things move and turn faster.
death to the shortbus bonus! You know what'd be cool, an RR nerf in there. Make them the Anti-Cataclysmic Variable Nerf RR and keep speed buff? Or add a different buff? I think we all know buffing self-rep would be absolutely broken in 5/6.
I don't think you'de give a bonus to self rep, just a negative to RR and cap Xfer. Keep the speed bonus as the positive and you'de have a pretty sweet and very different system. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
746
|
Posted - 2014.08.05 15:51:00 -
[401] - Quote
stup idity wrote:- create any real incentive to do industry in wh-space, start with "fixing" mining anomalies, maybe continue with changing black holes to some idustry bonus (or even giving them guaranteed/higher frequency of ore sites).
Actually, this kind of makes sense from a lore perspective. Perhaps say the density and frequency of materials in the vicinity of a Black Hole is higher because of the gravity pulling stuff closer.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥ -Grath Telkin, 2014.
Free PASTA! |

Sum Olgy
Future Corps Sleeper Social Club
66
|
Posted - 2014.08.05 20:35:00 -
[402] - Quote
Soldarius wrote:stup idity wrote:- create any real incentive to do industry in wh-space, start with "fixing" mining anomalies, maybe continue with changing black holes to some idustry bonus (or even giving them guaranteed/higher frequency of ore sites). Actually, this kind of makes sense from a lore perspective. Perhaps say the density and frequency of materials in the vicinity of a Black Hole is higher because of the gravity pulling stuff closer.
This has been mentioned before and I think buffing Black Holes in this way is worth exploring. |

Kusum Fawn
State Protectorate Caldari State
512
|
Posted - 2014.08.05 21:06:00 -
[403] - Quote
BayneNothos wrote:Andrew Jester wrote:BayneNothos wrote:Sales Alt negrodamus wrote:can black hole effects be made useful?
my suggestion is to delete the inertia modifier. or even better, invert it so things move and turn faster.
death to the shortbus bonus! You know what'd be cool, an RR nerf in there. Make them the Anti-Cataclysmic Variable Nerf RR and keep speed buff? Or add a different buff? I think we all know buffing self-rep would be absolutely broken in 5/6. I don't think you'de give a bonus to self rep, just a negative to RR and cap Xfer. Keep the speed bonus as the positive and you'de have a pretty sweet and very different system.
cant tell if serious Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
101
|
Posted - 2014.08.06 00:23:00 -
[404] - Quote
Kusum Fawn wrote:BayneNothos wrote:
I don't think you'de give a bonus to self rep, just a negative to RR and cap Xfer. Keep the speed bonus as the positive and you'de have a pretty sweet and very different system.
cant tell if serious
Why not? It'd be very different from the current effects and would provide an area where large RR gangs don't really thrive. |

Serendipity Lost
Repo Industries
372
|
Posted - 2014.08.06 11:01:00 -
[405] - Quote
Serendipity Lost wrote:No specific idea. Just a word of caution. There are several ideas in here that will make it much easier for larger folks to wonk up on smaller groups. If WH changes are to benifit one group over the other (larger vs smaller in this case) I would hope the CSM and CCP can see the wisdom in leaning toward aiding the smaller groups. If I recall correctly, the point of WH space is to avoid blobs and large meta hoo haw. (me definition of small gang is less than 20 - not less than 100)
It seems there is an influx of prior null guys (which is great !- more guys are better), but with it there is also an increased desire to make WH space more nullish. I would hope we can resist changes that will over time creep WH space from it's roots.
Sometimes small changes have large results - please be careful.
Well, don't I feel silly now. |

Andrew Jester
Origin. Black Legion.
577
|
Posted - 2014.08.06 13:23:00 -
[406] - Quote
BayneNothos wrote:Kusum Fawn wrote:BayneNothos wrote:
I don't think you'de give a bonus to self rep, just a negative to RR and cap Xfer. Keep the speed bonus as the positive and you'de have a pretty sweet and very different system.
cant tell if serious Why not? It'd be very different from the current effects and would provide an area where large RR gangs don't really thrive.
People probably wouldn't engage if they have logi as their reps go to ****. So still probably not going to be popular If thuggin' was a category I'd win a Grammy |

Jez Amatin
Enso Corp
5
|
Posted - 2014.08.10 11:24:00 -
[407] - Quote
Not sure if this has been listed in here yet, but I'd like to have my cans to appear consistently in CHA. Occasionally we get the disappearing can scenario... member A takes can and does whatever then puts can back, member B needs to access can but cant see it (even tho member A can see it) and has to wait... sometimes for a long time for the can magically reappears, other times you just have to relog.
I have no idea if this is a long time POS bug, but would be nice if it was fixed. |

Marox Calendale
Human League
28
|
Posted - 2014.08.11 11:31:00 -
[408] - Quote
Sorry, but I didn't read all what is written here, so I am not sure if the following is already proposed or not.
Add Capital Escalations to C1 - C4 Wormholes.
The risk in wormholes is getting increased by the changes coming with Hyperion even in low class wormholes. But at this point, the reward will not be changed in any way. So this may force people to leave WH-Space instead of encouraging them to settle in. Capital Escalations would increase the income in low class wormholes for settled corps, as they must be build inside the hole. So day trippers won-¦t be affected. There shouldn-¦t be so much capitals in it. Just enough to get a better relation between risk and reward. |

Phoenix Jones
Isogen 5
674
|
Posted - 2014.08.15 16:13:00 -
[409] - Quote
Wormhole little thing addressed. Sigs persisting over downtime.
Another notch for Corbexx. Yaay!!!! |

dirtydebbs
the wreking crew
13
|
Posted - 2014.08.16 12:51:00 -
[410] - Quote
with the new upcoming micro whs for frigs/dessy hulls includign the hics for a reason to make more content or activity within wh space whats the chances of upgrading that idea a litttle? ( not sure exactly if it is at all possible mind ),
one of the reasons that some groups to partake in pixel explosions is the risk factor ie blobbing so there more than likely to pos and log off if there in the minority,
what if these w-spaces micor whs not the null sec one are able to open up into activ whs but proportional to the activity of ure own?
as in 5 man corp gets a micro wh appear when they jump through the activity in the k162 wh is proportinal to there iwn give and take ofc,
with this it might make people more riskier to do soemthign with out the thought oh no a 30+ man gang is probably on that other side lets not bother
that way you stil have ure statics as usual but with the new whs its possible to get opertunaties on tap but as there random so not constant |

Nolak Ataru
Incursion Osprey Replacement Fund LLC
148
|
Posted - 2014.08.19 15:45:00 -
[411] - Quote
Either remove the mass spawn distance for wormholes, or add the same mechanic to nullsec cynos. |

Jez Amatin
Enso Corp
5
|
Posted - 2014.08.20 11:02:00 -
[412] - Quote
just a thought, why not make it so you can probe wrecks down? |

Phoenix Jones
Isogen 5
682
|
Posted - 2014.08.20 13:10:00 -
[413] - Quote
Jez Amatin wrote:just a thought, why not make it so you can probe wrecks down?
A pure guess, would probably lag out the probing system in highsec with the thousands of wrecks that are left and or abandoned. Yaay!!!! |

Rek Seven
Probe Patrol Ixtab.
1751
|
Posted - 2014.08.21 10:05:00 -
[414] - Quote
Why don't we have roaming sleepers yet? +1 |

Pavel Sohaj
Anoikis Exploration
42
|
Posted - 2014.08.21 14:09:00 -
[415] - Quote
Phoenix Jones wrote:Wormhole little thing addressed. Sigs persisting over downtime.
Another notch for Corbexx.
Can we have the signature codes persist too plox? |

Nolak Ataru
Incursion Osprey Replacement Fund LLC
150
|
Posted - 2014.08.23 00:53:00 -
[416] - Quote
Rek Seven wrote:Why don't we have roaming sleepers yet?
sleeper siege fleets that randomly attack a POS or are parked on a hole... |

Paikis
Vapour Holdings
1378
|
Posted - 2014.08.23 00:56:00 -
[417] - Quote
Remove J-sig from top of screen. Nothing changes, you just can't see exactly which system you're in and who has died when and to what. |

Winthorp
2611
|
Posted - 2014.08.23 01:01:00 -
[418] - Quote
Paikis wrote:Remove J-sig from top of screen. Nothing changes, you just can't see exactly which system you're in and who has died when and to what.
I can't agree with this one, it wouldn't affect the majority of us as we have mappers that will update us with info and links to further info but the average new guy to WH's just exploring around does need that info to navigate around and explore and learn. |

Paikis
Vapour Holdings
1378
|
Posted - 2014.08.23 01:11:00 -
[419] - Quote
Winthorp wrote:Paikis wrote:Remove J-sig from top of screen. Nothing changes, you just can't see exactly which system you're in and who has died when and to what. I can't agree with this one, it wouldn't affect the majority of us as we have mappers that will update us with info and links to further info but the average new guy to WH's just exploring around does need that info to navigate around and explore and learn.
Oh, sorry, yes. Remove that **** from the API as well, screw your mappers.
You should be able to look at a wormhole and tell me where it goes and where it is from. If you can't, then it's time to start googling. Same for system effects.
I know this isn't going to be a popular suggestion, but it needs to be made. |

Hatshepsut IV
Cascading Failure Un.Bound
232
|
Posted - 2014.08.23 02:24:00 -
[420] - Quote
Ability to tell if a module or drone is damaged at a glance from CHA/PHA You too can start failing today! Reddit-áad | Cascading Failure Public Channel | Aspiring Failure
|

Winthorp
2611
|
Posted - 2014.08.23 02:34:00 -
[421] - Quote
Paikis wrote:I know this isn't going to be a popular suggestion, but it needs to be made.
It really wouldn't be popular at all and not something i think even benefits us at all. How would this change even make WH space better, can you elaborate on design goals and subsequent adaptions and outcomes? Also why does it need to be made? |

Winthorp
2611
|
Posted - 2014.08.23 02:36:00 -
[422] - Quote
Hatshepsut IV wrote:Ability to tell if a module or drone is damaged at a glance from CHA/PHA
Hmm interesting idea, maybe a damaged module could appear fractured or splintered on your HUD. |

Hatshepsut IV
Cascading Failure Un.Bound
232
|
Posted - 2014.08.23 02:41:00 -
[423] - Quote
Winthorp wrote:Hatshepsut IV wrote:Ability to tell if a module or drone is damaged at a glance from CHA/PHA Hmm interesting idea, maybe a damaged module could appear fractured or splintered on your HUD.
That or a red bar/dot something to indicate something's not a 100 percent mod. You too can start failing today! Reddit-áad | Cascading Failure Public Channel | Aspiring Failure
|

Architeuthis Rex
Sefem Velox Swift Angels Alliance
17
|
Posted - 2014.08.26 11:28:00 -
[424] - Quote
More on the Scanning Interface, not so much wormholes per say, but I'd like to have the arrows around the probes made 3D, so that that you don't get to the point where you are scanning and have to click a 1px thick arrow to move the probes (or you could just rotate the screen), small little thing but it would be a nice little tweak. |

Elyas Crux
Sefem Velox Swift Angels Alliance
1
|
Posted - 2014.08.27 07:20:00 -
[425] - Quote
Can W-Rs give a bonus to rocket damage because they currently affect all small turrets and light missiles (including RLML but there is a UI bug that stops it being displayed). I understand why small drones are not included but rockets being left out seems more like an oversight than a decision. |
|

CCP Fozzie
C C P C C P Alliance
11178

|
Posted - 2014.08.27 11:11:00 -
[426] - Quote
Elyas Crux wrote:Can W-Rs give a bonus to rocket damage because they currently affect all small turrets and light missiles (including RLML but there is a UI bug that stops it being displayed). I understand why small drones are not included but rockets being left out seems more like an oversight than a decision.
The W-R effect does apply to Rockets (although they suffer the same display issue as light missiles). If you find a system where that bonus is not working please file a bug report and we'll look into it. Thanks. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Moloney
Mass Effect Enterprises
75
|
Posted - 2014.08.27 16:33:00 -
[427] - Quote
1. Remove mass based Jumps 2. Remove Frigate sized WHs or make them collapsible 3. Revert all WH mechanics apart from Blackholes 4. Get a Dev to play in WHs for 6 months to a year before going anywhere near the WH code base ever again.
Edit: Forgot one. Fire Fozzie for a complete lack communication skills. Or give his sick leave until he can read again. |

Arya Regnar
Darwins Right Hand
551
|
Posted - 2014.08.28 00:41:00 -
[428] - Quote
Moloney wrote:1. Remove mass based Jumps 2. Remove Frigate sized WHs or make them collapsible 3. Revert all WH mechanics apart from Blackholes 4. Get a Dev to play in WHs for 6 months to a year before going anywhere near the WH code base ever again.
Edit: Forgot one. Fire Fozzie for a complete lack communication skills. Or give his sick leave until he can read again. I second this. I always told people he was a monster and they laughed. Nobody is laughing now.
EvE-Mail me if you need anything. |

ROSSLINDEN0
Origin. Black Legion.
268
|
Posted - 2014.08.29 00:32:00 -
[429] - Quote
Moloney wrote:1. Remove mass based Jumps 2. Remove Frigate sized WHs or make them collapsible 3. Revert all WH mechanics apart from Blackholes 4. Get a Dev to play in WHs for 6 months to a year before going anywhere near the WH code base ever again.
Edit: Forgot one. Fire Fozzie for a complete lack communication skills. Or give his sick leave until he can read again.
I like this guy, add on Rise to your list and ill have your babes |

TomyLobo
U2EZ
136
|
Posted - 2014.08.29 06:13:00 -
[430] - Quote
Seems like wh space is even more connected that highsec atm. Every system has at least 5 to 7 whs. |

Kynric
Sky Fighters
158
|
Posted - 2014.08.31 19:37:00 -
[431] - Quote
It would be nice if the frigate sized wormholes had a different appearance than other wormholes. Perhaps they could have an oval/eyeball/squeezed down circle shape rather than the usual round shape to set them apart visually. Currently there is no way to tell from the k162 side if you will be able to jump through or not prior to approaching it and trying it out. |

Sinwalker
Anomalous Existence Low-Class
13
|
Posted - 2014.08.31 19:57:00 -
[432] - Quote
Kynric wrote:It would be nice if the frigate sized wormholes had a different appearance than other wormholes. Perhaps they could have an oval/eyeball/squeezed down circle shape rather than the usual round shape to set them apart visually. Currently there is no way to tell from the k162 side if you will be able to jump through or not prior to approaching it and trying it out.
Naw, it's cool my proteus is just decloaked on this wormhole like an idiot trying to jump thru it. Even putting it in the show info would be great. So doge! Much wow!
And yes, now my home system has 7 connecting wormholes and it's just tumbleweeds. Scanned 28 wormholes just this morning, the maps are getting a bit ridiculous. |

Kynric
Sky Fighters
158
|
Posted - 2014.08.31 21:11:00 -
[433] - Quote
Sinwalker wrote: And yes, now my home system has 7 connecting wormholes and it's just tumbleweeds. Scanned 28 wormholes just this morning, the maps are getting a bit ridiculous.
To me the problem is not the number of connections, rather that almost all of them are empty. It is an important distinction as the solutions might be very different depending on how the problem is defined. |

Aquila Sagitta
Blue-Fire
446
|
Posted - 2014.08.31 22:27:00 -
[434] - Quote
Obviously ccp just needs to reduce the number of wh systems by 50% or more  Blue-Fire Best Fire |

Kirasten
No Vacancies
64
|
Posted - 2014.08.31 22:39:00 -
[435] - Quote
The problem with this patch is that people are leaving in mass. Wormholes are more ghost towns than they were before.
One could go on and on about how frigate sized holes are useless to w-space, and a regenerating cruiser sized hole would have at least allowed us to fly meaningful boats. Or about how the jump mass changes occasionally bring content to a screeching halt.
Most of the other changes I think people would adapt around. With the increased risk and tedium (whether real or imagined), the real problem has and always will be, less people living in wormholes because of these changes. |

MaxDEL
Quantum Explosion E X P L O S I O N
106
|
Posted - 2014.09.01 04:52:00 -
[436] - Quote
Return API Statistics back. This will facilitate the move in W-Space and more pvp. And burn Fozzie ))) He's just a talker, who does not know this game. |

epicurus ataraxia
Lazerhawks
1183
|
Posted - 2014.09.01 15:19:00 -
[437] - Quote
Jez Amatin wrote:just a thought, why not make it so you can probe wrecks down?
Because it has always been recognised as a really bad idea.
Coupled with the fact that, there would be no point in there being low signature ships, no need to scan signatures down, no need to scan ships down when the site is no longer a sig but someone is coming to salvage/loot
Infinite free kills until there is no one left to kill.
So in short an even worse change than they have just done, we probably should expect to see it implemented next week, as bad ideas seem to rise to the top of the pile. There is one EvE. Many people. Many lifestyles. WE are EvE |

Trinkets friend
Sudden Buggery
1602
|
Posted - 2014.09.02 00:24:00 -
[438] - Quote
How's about....
- When you are doubletapped, no splash screen comes up that you have to manually close? I suspect this has NEVER been mentioned before, so I'm just going out on a limb here.
- my suggestion is Aura says in her sexy cosmopolitan voice "You are polarised." Mmmm, I can imagine sitting there spanking the jump button (as i call it) having a distant-sounding female berate me for being polarised.
- Timers for your polarisation, similar to aggro. The icon should be of two hands coming in from left and right and gripping a circle, representing that you cannot jump through the hole. It should be red, of course, and flash a lot.
J's before K's. Sudden Buggery is recruiting w-nerds and w-noobs. Mail your resume in today! http://www.localectomy.blogspot.com.au
|

Hatshepsut IV
Cascading Failure Un.Bound
254
|
Posted - 2014.09.06 16:23:00 -
[439] - Quote
Trinkets friend wrote:How's about....
- Timers for your polarisation, similar to aggro. The icon should be of two hands coming in from left and right and gripping a circle, representing that you cannot jump through the hole. It should be red, of course, and flash a lot.
I might be remembering wrong but I believe Fozzie mentioned this during the last WH townhall and he said they would like too but its a little complex.
You too can start failing today! Reddit-áad | Cascading Failure Public Channel | Aspiring Failure
|

scorchlikeshiswhiskey
interstellar initiative Incorporated
247
|
Posted - 2014.09.06 18:03:00 -
[440] - Quote
Hatshepsut IV wrote:Trinkets friend wrote:How's about....
- Timers for your polarisation, similar to aggro. The icon should be of two hands coming in from left and right and gripping a circle, representing that you cannot jump through the hole. It should be red, of course, and flash a lot.
I might be remembering wrong but I believe Fozzie mentioned this during the last WH townhall and he said they would like too but its a little complex. The server already keeps track of your timers, it's just behind the scenes to keep the lines of code down. Or so I would imagine. However, why not add a bit of code so that the players can enable a visible timer for the system they are in, and have that particular portion run client-side so the player can choose that option if their particular rig can handle the load? Is it a small, niche thing? Yes. But this is a thread for little things....
On a somewhat related note, it strikes me that if CCP would release some details about their code, just the basics, any coders/programmers that play Eve could write and submit code like this to CCP for review and implementation. The idea being that I write a code for visible timers to be displayed from client-side, I submit it to CCP and they review it for safety/compliance stuff and input their proprietary lines of code and release it. Basically like an app, but CCP is the only entity doing the releasing. So instead of having threads for "little things" that we would like CCP to do, we could code them ourselves and forward them to CCP, thus decreasing their total workload and hopefully increasing the number of little things that get implemented. To reduce the spam load, CCP could pick and choose the little things that they are willing to accept code for as well. Just a thought, and I know it will probably never happen.
More coffee..... |

Aquila Sagitta
Blue-Fire
467
|
Posted - 2014.09.06 18:20:00 -
[441] - Quote
Detach Map view zoom from in space view zoom. As I'm scanning I constantly switch between map view and inspace view to visually inspect wh's I scan. This means I'm constanly zooming in when coming out of map view and zooming out when I go back to scanning.
Could you please make the map view remember what zoom level you were at. Blue-Fire Best Fire |

Asayanami Dei
Adhocracy Incorporated Adhocracy
751
|
Posted - 2014.09.12 11:24:00 -
[442] - Quote
We are working on consolidating the list, should have something soon to show you guys soon(tm). I'm a leaf on the wind, watch how I-- THE CAPACITOR IS EMPTY Youtube: http://www.youtube.com/user/asayanami Twitter: https://twitter.com/Asayanami Twitch: http://www.twitch.tv/Asayanami
|

Noxisia Arkana
Deadspace Knights Galactic Skyfleet Empire
388
|
Posted - 2014.09.12 13:02:00 -
[443] - Quote
I remember making a list last time that was completely ignored (minus changing black holes).
It's a trap. |

Maduin Shi
Perkone Caldari State
101
|
Posted - 2014.09.13 06:40:00 -
[444] - Quote
Noxisia Arkana wrote:I remember making a list last time that was completely ignored (minus changing black holes).
It's a trap.
This list will have CSM backing and hopefully will be brought to the devs at the CSM summit. A good chunk of it could make it into a dev cycle. |

Ktersida Nyn'Amanyn
Querschlaeger
5
|
Posted - 2014.09.13 09:11:00 -
[445] - Quote
Asayanami Dei wrote:We are working on consolidating the list, should have something soon to show you guys... soon(tm).
I hope you added something to your list, that WH space get something that k-space demands in addition to T3s. Anything else is more or less unimportant to improve the situation WH space. |

Asayanami Dei
Adhocracy Incorporated Adhocracy
759
|
Posted - 2014.09.13 09:24:00 -
[446] - Quote
Ktersida Nyn'Amanyn wrote:Asayanami Dei wrote:We are working on consolidating the list, should have something soon to show you guys... soon(tm). I hope you added something to your list, that WH space get something that k-space demands in addition to T3s. Anything else is more or less unimportant to improve the situation WH space. "More industry things based on W-space resources" is on the list if that's what you mean? I'm a leaf on the wind, watch how I-- THE CAPACITOR IS EMPTY Youtube: http://www.youtube.com/user/asayanami
Twitter: https://twitter.com/Asayanami
Twitch: http://www.twitch.tv/Asayanami
|

Maduin Shi
Perkone Caldari State
102
|
Posted - 2014.09.13 09:55:00 -
[447] - Quote
Asayanami Dei wrote:Ktersida Nyn'Amanyn wrote:Asayanami Dei wrote:We are working on consolidating the list, should have something soon to show you guys... soon(tm). I hope you added something to your list, that WH space get something that k-space demands in addition to T3s. "More industry things based on W-space resources" is on the list if that's what you mean?
YES, if possible more salvage consumption by T3 industry besides MNR's. Also, lowsec got a specialty POS array for building capitals. There should be some competitive advantage for building sleeper technology in w-space. Ideally, the whole T3 production chain including hulls and subsystems should be the most cost-effective to produce in w-space and not have any involvement with highsec. Maybe like a large increase in salvage consumption and then add a partially offsetting ME bonus to the POS arrays involved in T3 production (but only specific to T3 subsystems and hulls) if they are anchored in a J-system.
tl;dr anything to get more active towers into w-space and make sites more worthwhile to run without creating an isk faucet. |

Ktersida Nyn'Amanyn
Querschlaeger
5
|
Posted - 2014.09.13 11:12:00 -
[448] - Quote
Asayanami Dei wrote:Ktersida Nyn'Amanyn wrote:Asayanami Dei wrote:We are working on consolidating the list, should have something soon to show you guys... soon(tm). I hope you added something to your list, that WH space get something that k-space demands in addition to T3s. Anything else is more or less unimportant to improve the situation WH space. "More industry things based on W-space resources" is on the list if that's what you mean?
Exactly, wh space should provide resources that k-space needs like we in wh space need pos fuel, ore for Caps and moongoo for T2 prod and so on. That will really increase the value of low and high class wh space. At the moment there is nothing that the k-space inhabitants need from w-space except T3s and the demand for them isn't high enough to make a good economic base for 2500 w-space solar systems.
|

Lax Aivo
State War Academy Caldari State
3
|
Posted - 2014.09.14 11:39:00 -
[449] - Quote
Finding the changes to wormspace very hard to tolerate at the moment.
Spent the weekend collapsing unwanted wormholes to secure the corps system, log off for a few hours only to find more wormholes have spawned.
The frequency of spawn rate I find completely ridiculous. What's more is the Q003 small ship wormholes usually leading to nullsec we cannot collapse without having to ram countless frigates through it which is such a time waste. I don't understand the point of the Q003, nullseccers can only bring frigs through from their side which is then a drastically unfair pvp playing field for them as the wormhole pilots have the ability to use any ship type. Therefore I have yet to see anyone using the Q003 from the nullsec side. We can't get rid of it, so whats the point?
Also noticed that despite the risk factor going up the spawn rates of anomalies seems to have worsened. Few of my corp have now stopped subscribing to Eve. Is CCP trying to kill this MMO off on purpose?
Wormspace needs further tweaks to ensure balance. I read that these changes were to entice more people to wormspace. Those who I have spoken to from other corps are ready to move back to K-space or quit Eve completely. Nice job. |

Lax Aivo
State War Academy Caldari State
3
|
Posted - 2014.09.14 11:41:00 -
[450] - Quote
Moloney wrote:1. Remove mass based Jumps 2. Remove Frigate sized WHs or make them collapsible 3. Revert all WH mechanics apart from Blackholes 4. Get a Dev to play in WHs for 6 months to a year before going anywhere near the WH code base ever again.
Edit: Forgot one. Fire Fozzie for a complete lack communication skills. Or give his sick leave until he can read again.
Just spotted this post, well said.
|

Asayanami Dei
Adhocracy Incorporated Adhocracy
761
|
Posted - 2014.09.14 14:52:00 -
[451] - Quote
Asayanami Dei wrote:We are working on consolidating the list, should have something soon to show you guys... soon(tm). https://forums.eveonline.com/default.aspx?g=posts&m=5018619#post5018619 here you go I'm a leaf on the wind, watch how I-- THE CAPACITOR IS EMPTY Youtube: http://www.youtube.com/user/asayanami
Twitter: https://twitter.com/Asayanami
Twitch: http://www.twitch.tv/Asayanami
|

Bebeth Jasmone
Adhocracy Incorporated Adhocracy
0
|
Posted - 2014.09.14 16:55:00 -
[452] - Quote
Moloney wrote:1. Remove mass based Jumps 2. Remove Frigate sized WHs or make them collapsible 3. Revert all WH mechanics apart from Blackholes 4. Get a Dev to play in WHs for 6 months to a year before going anywhere near the WH code base ever again.
Agree 100%
Moloney wrote: Also noticed that despite the risk factor going up the spawn rates of anomalies seems to have worsened. Few of my corp have now stopped subscribing to Eve. Is CCP trying to kill this MMO off on purpose?
I don't think so :) but the fact that they didn't listen to the w-space community made me lost most of my confidence for CCP. Pretty much everyone shouted, we don't want that ****! Still we got it. |

LazyDeer
Deep Core Mining Inc. Caldari State
16
|
Posted - 2014.09.15 04:57:00 -
[453] - Quote
Adding security to miners in Wormholes, by either making some mining sites require probe scanning or adding ore to sites such as relic/data/etc sites. |
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