Author |
Thread Statistics | Show CCP posts - 6 post(s) |

Rek Seven
Probe Patrol Ixtab.
1645
|
Posted - 2014.08.03 22:06:00 -
[1] - Quote
So instead of adding new features/content to wormhole space, CCP are going to make a change that will have a negative effect on wormhole space as a whole?
This type of decision is what really makes me frustrated with the developers. I think this proposed change will discourage the "rolling " of wormholes because the must vulnerable ships (capitals and battleships) will be taking the biggest risk. In the end, only the biggest groups can safely use chain rolling tactics, while smaller groups have to make the decision to either risk big, or log off.
IMO a better change would be to reduce the wormhole jump range to 2 km but set the spawn distance (when exiting a wormhole) to around 6 km.
The only positive is that fighting on a HS will be riskier. +1 |

Rek Seven
Probe Patrol Ixtab.
1647
|
Posted - 2014.08.03 23:08:00 -
[2] - Quote
CCP Fozzie wrote: Quick clarification, when I say we don't have any specific plans to implement a change I'm not lying. Nothing on this scale would be in the cards for the summer expansion, we're not going to start changing things on this scale without giving them the discussion and feedback time they deserve
We'll hold you to that here to mate. +1 |

Rek Seven
Probe Patrol Ixtab.
1647
|
Posted - 2014.08.03 23:32:00 -
[3] - Quote
Sith1s Spectre wrote:I actually like the change.
No more risk adverse people easily rolling holes
yeah why wouldn't the people from big corps like it? Easier to catch hostile collapsing capitals and they have the numbers to roll in battleships. Win! +1 |

Rek Seven
Probe Patrol Ixtab.
1648
|
Posted - 2014.08.04 08:22:00 -
[4] - Quote
Have CCP got this the wrong way round? Doesn't it make more sense for smaller ships to spawn further away, due to their ability to burn back into jump range quicker?
Hayley Enaka wrote:I think it's not an awful idea just too extreme in its current implementation. I feel like CCP is simply trying to make ships more vulnerable around wormholes rather than always having the freedom of jumping to the other side. Putting caps 40km away however is complete suicide when dropping them outside jump range at say 5 - 10km serves the same purpose without making it completely unrealistic to use them.
I agree. It's not an awful idea but the balance of mass vs. spawn range has to be planned perfectly or the change will have negative consequences.
I don't think any ship should spawn within jump rang and to me, it makes more sense if smaller ships spawn further out while capitals and BS spawn 2km and 3km out of jump range, respectively. +1 |

Rek Seven
Probe Patrol Ixtab.
1648
|
Posted - 2014.08.04 09:11:00 -
[5] - Quote
Rain6637 wrote:because it is broken...
How so?
People in low class wormholes have tend to use orcas and battleships to roll, not cruisers. They will still face the same issues but to a lesser degree. +1 |

Rek Seven
Probe Patrol Ixtab.
1648
|
Posted - 2014.08.04 09:21:00 -
[6] - Quote
Rain6637 wrote:appropriately, and just like everyone else. i mean, the only reason for using an orca to roll is the mass... it's certainly not the combat ability. to balance that shortcut of pushing a lot of mass through at one time, you end up in more danger. isn't that balance?
Not in my opinion. As you stated, an orca is not a combat ship and neither is a dread out of siege. Smaller groups will be taking a huge risk using large mass ships while large groups can do it without a second thought.
I agree that rolling shouldn't be risk free but spawning a capital (orca included) or a battleship any further out of jump range that 5km is too extreme IMO.
Rain6637 wrote:appropriately, and just like everyone else. I don't know what you mean by that. +1 |

Rek Seven
Probe Patrol Ixtab.
1648
|
Posted - 2014.08.04 09:30:00 -
[7] - Quote
Rain6637 wrote:let's be honest about the shortcut this affects. carrier + orca spawning further out is as appropriate as they are an easy button. i mean, what is the one situation you jumped a dread through a wormhole with the intention of jumping straight back (which is what this change affects).
sorry about the short reply. I realized I should explain myself and added to it.
Yeah as i said, i agree that the ships should spawn outside of jump range but 40km, even 15km for a capital ship that doesn't have a prop mod is ridiculous. +1 |

Rek Seven
Probe Patrol Ixtab.
1648
|
Posted - 2014.08.04 09:33:00 -
[8] - Quote
Winthorp wrote: I have never seen half the people in this thread bitching about how this is so game breaking ever come to Wh forums to come to discuss any WH mechanics or ideas until their perfect little world of insta rolling away issues is threatened.
People don't complain about things they consider to be working reasonably well...
Do you think this change will result in more activity in wormhole space (more wormhole connections, more people running sites, more people rolling) or less? Please explain your answer. +1 |

Rek Seven
Probe Patrol Ixtab.
1652
|
Posted - 2014.08.04 12:00:00 -
[9] - Quote
Winthorp wrote: People don't complain when they think things are stale and boring either, they just leave to do other things in the game or leave the game all together. Look at current login player numbers over a week period, look at the breakup of so many groups and their major consolidation of WH groups into only a few players and tell me you think everyone is happy with the current form of WH's.
Do you really think the way WH's are at the moment are in anyway interesting and fun? (trying not to answer a question with a question but..)
If by your own arguments it will stop rage rolling in its tracks then won't people by that same argument be more inclined to run sites if they feel safer that less people are rolling? Won't they then leave their chain open for you to find them? Or bubble it up now for "safety"?
You guys need to accept this is happening and you are probably too late to stop it and instead start working on ideas and iterations on how you think they could make it better TBH.
I'm one of the people that is not happy with the lack of ccp development and the general state of wormhole space, and I'm always on the forums requesting the CCP devote more resources to get wormhole space interesting. I think this change will contribute to falling number because if there is nothing to do in your chain and you don't have the numbers to roll, you can't play the wormhole game.
Yes, perhaps people will feel safer running sites because, theoretically, there will be less hunter rolling but if they have a hostile wormhole in system that they don't want to risk rolling, they may choose to log off instead. If this happens enough, they may leave wormhole space all together.
If was only looking at this from my own selfish perspective, i would consider this a good change for bigger groups. We'll use 15 battleships and roll safer and faster than ever but what concerns me is the effect it will have on the smaller groups and the knock-on effect that will have on general activity in wormhole space.
At the end of the day i'm okay with CCP making little changes here and there but those changes should be accompanied by some fun/new features/gameplay once in a while... and i'm not talking about crap like ghost sites that are as rare as rockinghorse shite.
So yeah, bring on the change on for all i care. If this change and the lack of developer created content kills wormhole space, CCP only have themselves to blame.
+1 |

Rek Seven
Probe Patrol Ixtab.
1652
|
Posted - 2014.08.04 12:38:00 -
[10] - Quote
Rain6637 wrote:Rek Seven wrote:I think this change will contribute to falling number because if there is nothing to do in your chain and you don't have the numbers to roll, you can't play the wormhole game. Yes, perhaps people will feel safer running sites because, theoretically, there will be less hunter rolling but if they have a hostile wormhole in system that they don't want to risk rolling, they may choose to log off instead. If this happens enough, they may leave wormhole space all together. if a wormhole corp's numbers are low, there's going to be more to farm in the wormhole. this imaginary group of players who can't scout themselves while closing holes... are they patient enough to last in EVE anyway?
I'm not really concerned with farming but some of our members in quiet time zones roll our c5 static in search of low class wormholes to farm. They will not be able to do that after the change so they will probably quit.
I don't believe eve should be designed to only accommodate one playstyle but as you refute the existence of small/inexperienced corps, there's no point me commenting if you are right for eve or not.  +1 |

Rek Seven
Probe Patrol Ixtab.
1652
|
Posted - 2014.08.04 12:44:00 -
[11] - Quote
I log off if there is no PVP. That's just me though. +1 |

Rek Seven
Probe Patrol Ixtab.
1654
|
Posted - 2014.08.04 13:08:00 -
[12] - Quote
Rain6637 wrote:Rek Seven wrote:I log off if there is no PVP. That's just me though. lol. yeah and we also know groups like yours poach players who are PVP capable, so who's more guilty of stripping that capability from small wormhole groups.
Again i can't speak for anyone else but our corp doesn't need to poach people. Players come to us because we can offer free POS fuel, SRP and the safety in numbers that small corps can't. +1 |

Rek Seven
Probe Patrol Ixtab.
1659
|
Posted - 2014.08.04 15:40:00 -
[13] - Quote
Is is true that chitsa jason is behind this proposal?  +1 |

Rek Seven
Probe Patrol Ixtab.
1664
|
Posted - 2014.08.04 21:48:00 -
[14] - Quote
I'm starting to come round on the idea. With some refinements it could mix things up in a good way. Sure it will negatively effect rolling and small groups but the gameplay of ambushing and fighting on wormholes may improve.
I still want new content though! A wormhole generator or a ship that can gradually reduce the mass of a wormhole without jumping would counteract this change in a small way... +1 |

Rek Seven
Probe Patrol Ixtab.
1664
|
Posted - 2014.08.04 21:53:00 -
[15] - Quote
unimatrix0030 wrote:Blodhgarm Dethahal wrote: So what? i draw the line at 6 holes deep who are empty before i stop , get someone else to roll the hole or do something else or try to roll the hole myself. We have lots of scanners who go way beyond that. But let me ask you , where did you find pvp in that chain? And would the change discussed here improve that?
If larger chains like that become the norm, it kind of sucks that we can no longer monitor api data, as nobody will assign scouts to monitor all those systems. +1 |

Rek Seven
Probe Patrol Ixtab.
1665
|
Posted - 2014.08.04 22:21:00 -
[16] - Quote
Cirillith wrote:Rek Seven wrote: A wormhole generator...
Well - please forgive me a bit of criticism - so wormhole under POS? just outside grid of it? - I do not think it would be the best idea. Rek Seven wrote: or a ship that can gradually reduce the mass of a wormhole without jumping would counteract this change in a small way...
This would only help to rageroll.... No help with pvp part - you know capitals and support shattered across grid around hole UPDATE: Forgot to mention surprise feeling of that conventional rolling crew which will encounter someone with that ship ^^
For the generator it could be a deployable that is anchored at the sun or near a planet, just like a poco.
For collapsing without mass, maybe there could be a BS only mod that slowly reduces mass (e.g. 5 minutes per stage) and the mod could prevent the ship moving or jumping while it is active.
Just a thought... I know some people won't like the idea and would just prefer CCP don't make the proposed change but I don't think that's going to happen. +1 |

Rek Seven
Probe Patrol Ixtab.
1667
|
Posted - 2014.08.05 08:11:00 -
[17] - Quote
Rek Seven wrote:I still want new content though! A wormhole generator or a ship that can gradually reduce the mass of a wormhole without jumping would counteract this change in a small way...
Since i didn't get shouted at, i'm going to assume you guys love the idea... Your welcome 
+1 |

Rek Seven
Probe Patrol Ixtab.
1669
|
Posted - 2014.08.05 09:49:00 -
[18] - Quote
Papa Django wrote: Nobody have already given a good reason to do that tweak.
There are reason but i don't know if you would think they are good or not. Basically it's going to benefit cloaky hunters quite a lot and big groups won't be able to use range rolling to get easy cap kills or find invasion systems as effectively.
To move the discussion on, we all need to accept that rolling with capitals will no longer be viable, so with that out the way, what are the remaining problems? +1 |

Rek Seven
Probe Patrol Ixtab.
1669
|
Posted - 2014.08.05 10:44:00 -
[19] - Quote
I understand what you mean by ccp showing a lack of consideration for the wormhole community. Usually a change posted and discussed on the features and ideas forum but they didn't see fit to do it this time.
Could you explain why rolling is "mandatory" for your corp? What class of wormhole do you live in? How many active people do you have in your peak time zone? +1 |

Rek Seven
Probe Patrol Ixtab.
1669
|
Posted - 2014.08.05 10:51:00 -
[20] - Quote
epicurus ataraxia wrote: If you drive farmers out, and making things unpleasant will do this, then there is No one to shoot. Some great fights happen with people others might label as farmers, true farmers left long ago or get evicted. If one Makes things impossible for those who are willing to fight as well as PvE and you have a desert.
How does this change make it impossible for farmers to run sites?
Instead of them criting the hole or rolling it and using the exploit of not warping to the new wormhole so it doesn't spawn, can't they just anchor a bubble and or put a scout on the WH? +1 |

Rek Seven
Probe Patrol Ixtab.
1669
|
Posted - 2014.08.05 11:04:00 -
[21] - Quote
epicurus ataraxia wrote:Rek Seven wrote:epicurus ataraxia wrote: If you drive farmers out, and making things unpleasant will do this, then there is No one to shoot. Some great fights happen with people others might label as farmers, true farmers left long ago or get evicted. If one Makes things impossible for those who are willing to fight as well as PvE and you have a desert.
How does this change make it impossible for farmers to run sites? Wouldn't less farming increase the value of sleeper salvage and solve the income issue with low class wormholes? Instead of them criting the hole or rolling it and using the exploit of not warping to the new wormhole so it doesn't spawn, can't they just anchor a bubble or put a scout on the WH? When one describes a core wormhole mechanic as an exploit, then nothing said will influence your thinking. Pity. But I will try, this is not referring to making running sites impossible, it is about making functional wormhole life impossible.
Exploit definition: make full use of and derive benefit from (a resource)
Seems like an apt description to me. I can only assume that your unwillingness answer my questions means you have no valid arguments. +1 |

Rek Seven
Probe Patrol Ixtab.
1669
|
Posted - 2014.08.05 11:13:00 -
[22] - Quote
Pavel Sohaj wrote:... let people crit the hole and farm in peace.
Whats wrong with that?
There's nothing wrong with it but wormholes are supposed to be the most dangerous place to operate, so farming shouldn't be easy or peaceful IMO.
If you want to crit your hole, then you risk your ship getting caught off the hole and if you don't want to take the risk, you bubble your hole in an attempt to slow hostiles down a bit. +1 |

Rek Seven
Probe Patrol Ixtab.
1669
|
Posted - 2014.08.05 11:24:00 -
[23] - Quote
epicurus ataraxia wrote:Rek Seven wrote:epicurus ataraxia wrote:Rek Seven wrote:epicurus ataraxia wrote: If you drive farmers out, and making things unpleasant will do this, then there is No one to shoot. Some great fights happen with people others might label as farmers, true farmers left long ago or get evicted. If one Makes things impossible for those who are willing to fight as well as PvE and you have a desert.
How does this change make it impossible for farmers to run sites? Wouldn't less farming increase the value of sleeper salvage and solve the income issue with low class wormholes? Instead of them criting the hole or rolling it and using the exploit of not warping to the new wormhole so it doesn't spawn, can't they just anchor a bubble or put a scout on the WH? When one describes a core wormhole mechanic as an exploit, then nothing said will influence your thinking. Pity. But I will try, this is not referring to making running sites impossible, it is about making functional wormhole life impossible. Exploit definition: make full use of and derive benefit from (a resource). or Make use of (a situation) in a way considered unfair or underhandSeems like an apt description to me. How does this prevent people from functioning? I agree that it changes the way or what people will do in wormhole space but i disagree that people will not be able to function. Sorry, disagree with you completely, by your definition all of wormhole space is an exploit if you see that as underhand . is that what you are trying to say? Making life as unpleasant as possible, introducing a deliberate new mechanics to do so, (over and above the "accidental " ones that occur ) and disregarding the occupants of wormhole space, are not good decisions either from a respect viewpoint, a practical viewpoint, or a commercial one. I do not have or choose a role as an educator here. If you are unaware of the current functionality of wormhole life, they can be a very enjoyable lifestyle, I encourage you to try it for a few months, and then you will understand it is a complex fragile ecosystem, where changing the core physics has massive effects. Try changing the freezing point of water by 2 degrees in the real world and see life expire.
Dude, right under my name, take a look at the alliance i'm with.... I'm not the one from a scrub alliance so you couldn't even begin to educate me on wormhole space.
Disagree with me all you want and continue to share your personal feelings with everyone but until you answer the questions i originally asked you, i'll take it as you not having any valid arguments.
For your convenience:
How does this change make it impossible for farmers to run sites? Wouldn't less farming increase the value of sleeper salvage and solve the income issue with low class wormholes? Instead of them criting the hole or rolling it and using the exploit of not warping to the new wormhole so it doesn't spawn, can't they just anchor a bubble or put a scout on the WH?
+1 |

Rek Seven
Probe Patrol Ixtab.
1669
|
Posted - 2014.08.05 11:29:00 -
[24] - Quote
Papa Django wrote:Rek Seven wrote: Could you explain why rolling is "mandatory" for your corp?
Seriously ? Ok, maybe CCP will read this, at least i am sure WH CSM is reading this. Collapsing wh allow me to : - Close our system if we want to farm or mine ore. - Close a connexion we don't want if we can. If there is too many hostiles on that hole you cannot close it. - Reroll the static to get a different content. Looking for, pve, pvp, HS or NS exit. - Reroll the static because it is end of life and we don't know how many time is remaining. Rek Seven wrote: What class of wormhole do you live in?
Something between C1 and C6. Rek Seven wrote: How many active people do you have in your peak time zone?
A small number because i am in a small corp.
Well you will be happy to know that you can still do all this but it will be riskier and more time consuming. Glad i could help 
I know it sucks for smaller groups, which is why i think CCP should add a new way to close a hole... but that's a topic for another thread. +1 |

Rek Seven
Probe Patrol Ixtab.
1669
|
Posted - 2014.08.05 11:59:00 -
[25] - Quote
It seems clear to me that CCP has two goals with this change:
1. Make it more difficult to rage roll 2. Make it riskier to roll in general
If you're against this, they will want to know why. Saying don't change it because it's always been this way will not persuade them to cancel their plans.
I'm only trying to help here guys! +1 |

Rek Seven
Probe Patrol Ixtab.
1669
|
Posted - 2014.08.05 12:11:00 -
[26] - Quote
Serendipity Lost wrote: These 3 things are what made/makes wh space what it is. Decloaking out of jump range takes away 1 of the 3 pillars of wh PVP - the ability to control wh mass. This change will take away that control. Some will argue it just adds risk to wh control.
But was the ability for players to manipulate mass mechanics ever a design decision or was it a way to limit fleet/ship sizes to encourage small gangs? +1 |

Rek Seven
Probe Patrol Ixtab.
1669
|
Posted - 2014.08.05 12:34:00 -
[27] - Quote
You all make some very valid points... I'll be interested to see if CCP respond to these concerns and refine their plans.
Ps. i love the ground glass comment and can't disagree that wormhole need more content over mechanic change.  +1 |

Rek Seven
Probe Patrol Ixtab.
1669
|
Posted - 2014.08.05 12:53:00 -
[28] - Quote
Serendipity Lost wrote: Explain to me how this change (the 40km thing) will make anything better. Please use only facts and stear clear of speculation and extrapolated BS.
Facts: CCP Fozzie wrote: The version of the code that is on SISI is absolutely not the final version, and is not running final numbers (the ranges we are working with internally are quite a bit closer than what is on this build of SISI).
Anything else and i would just be speculating or giving you my personal opinion. +1 |

Rek Seven
Probe Patrol Ixtab.
1669
|
Posted - 2014.08.05 13:04:00 -
[29] - Quote
Serendipity Lost wrote:Rek Seven wrote:Serendipity Lost wrote: Explain to me how this change (the 40km thing) will make anything better. Please use only facts and stear clear of speculation and extrapolated BS.
Facts: CCP Fozzie wrote: The version of the code that is on SISI is absolutely not the final version, and is not running final numbers (the ranges we are working with internally are quite a bit closer than what is on this build of SISI).
Anything else and i would just be speculating or giving you my personal opinion... But one thing i'm looking forward to is being able to kill people on a HS wormhole before they can get in jump range. So it's a bad change because you have nothing (NOTHING) good to factually say about it. All your prior posts have suddenly become empty and without meaning. (yeah I have a shocked an amazed gasp on my fice right now)
Your argument was based on 40km. I just proved why the basis for your argument was wrong.
What more do you want from me? +1 |

Rek Seven
Probe Patrol Ixtab.
1673
|
Posted - 2014.08.05 18:11:00 -
[30] - Quote
BayneNothos wrote:Just for the lulz, 8 jumps with a mega and a pod on Singularity. Dunno if this is old or new jump range numbers.
8 Plate Mega + MWD High: 9.4km Low: 8.0km Average: 8.8km
Pod High: 6.2km Low: 3.6km Average: 5.1km
Really just stopping you from auto jumping back at that distance. Anyone bored enough to go jump a carrier through some WH's a few times and do the same?
So we can kind of assume that capitals will spawn 10km away? ... which would take you around one and a half minutes to get into jump range. +1 |

Rek Seven
Probe Patrol Ixtab.
1673
|
Posted - 2014.08.05 22:40:00 -
[31] - Quote
Chitsa Jason wrote:So I read it most though the thread. In the end I do agree with a change but I do not agree with current implementation. What I think is that CCP and CSM should get more varied feedback in the form of talking to wspace community. It would be great to get game designers and some major wspace movers on same comms and just to see what happens.
My personal opinion is that this change is neither good or bad. It is more of a shakeup of wspace.
TLDR: Wspace talk to the devs, try to channel your opinions through the sources you got avialible.
I hear that you were the main proponent for this idea. In your opinion what do you consider an acceptable range limit (eg within x of wormhole) for a carrier after a wormhole jump?
To be clear, i'm not asking what you discussed with CCP, i'm asking for your personal opinion as a regular player. +1 |

Rek Seven
Probe Patrol Ixtab.
1673
|
Posted - 2014.08.05 23:12:00 -
[32] - Quote
....
Wait a minute... If what i'm hearing about polarization timers is true, you can forget everything i've said in support of the proposal.
Seriously, these two things combined will be some jita riots, call for the firing of a developer, threaten the cancel my account level of bullshit! +1 |

Rek Seven
Probe Patrol Ixtab.
1678
|
Posted - 2014.08.06 08:04:00 -
[33] - Quote
Serendipity Lost wrote:Winthorp wrote:Rek Seven wrote:.... Wait a minute... If what i'm hearing about polarization timers is true, you can forget everything i've said in support of the proposal. Seriously, these two things combined will be some jita riots, call for the firing of a developer, threaten the cancel my account level of bullshit! Look I have to agree, I support the mass/distance change but combined with the removal or polorization I have to wonder what will be next and with CCP's track record I am going to get on the concerned bandwagon I think we need to see a devblog pretty damn soon. You two crack me up. One game breaker is ok (cuz it doesn't hurt us big guys) but oh no no no this polarization thing hurts my game... this must stop.... now. Looks like 5hit just got real - hahahahaha Sadly I'll even take hypocrits on my side for this one. Welcome aboard.
Just because people don't agree with your idea of "game breaking" doesn't make them hypocrites.
I'm not sure if you are trolling or if you are dimwitted... If the polarisation timer gets removed, large groups like ours will not be affected by the range change as we can just jump 20 T3s in and out until the hole closes, without having to worry about slow-boating and polarization timers.
Nothing you say makes any sense  +1 |
|
|