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

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
740
|
Posted - 2014.08.03 17:17:00 -
[91] - Quote
you could get CCP to delete 2/3 of wormhole systems if you want more fights? and shouldn't there be an announcement about this on F&I, rather than just player discussion in this little irrelevant subforum I've never heard of? |

Jess Tanner
Bangworks Systems Inc.
111
|
Posted - 2014.08.03 17:20:00 -
[92] - Quote
CCP Fozzie wrote:Good afternoon everyone.
We are indeed working on some changes to how ships spawn when they jump through wormholes. This is one part of a series of wormhole iterations we are working on and that we will be publishing a dev blog on soon. We will be looking for player feedback at that time. 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).
We'll be posting a dev blog with the whole collection of proposed changes next week and we will be very interested in taking your feedback then. In the meantime I advise you all to not panic. Nobody is out to get you.
Hope you all have a great weekend.
RIP WH's cap fights, jumping into someone's home system, WH Freighter Logistics, WH Orca Logistics and the corps that rely on people being able to find something to do without spending half an hour to roll one c5 black hole...
Go with Bob, keep Him always in your heart. He is your Sword, Shield, and the Knife in your back. |

Moo Moocow
Hard Knocks Inc.
25
|
Posted - 2014.08.03 17:20:00 -
[93] - Quote
I like the idea of CCP getting around to looking at Wormholes, Its been far too long.
IMO you should be enhancing gameplay (or even income in lower class wh's if you have to.)
Something that will encourage more people to try wormholes and hopefully move into them full time.
This won't create content and is a pretty useless idea.
I'm looking forward to seeing this Dev blog though.
(people finding out on sisi isn't the way to go btw, I thought that would have been obvious by now)
btw how is the pos revamp coming :P |

Streya Jormagdnir
Alexylva Paradox Low-Class
342
|
Posted - 2014.08.03 17:20:00 -
[94] - Quote
This might make kiting viable in wspace. Whereas now you're forced to spawn within web/scram range and thus heavy armor fleets are favored, this might make faster nanoshield kiting setups more viable. I do agree that it will make it harder for smaller corps not interested in a fight to roll the hole, but give even the bears credit: they're still wormholers and can be clever adapters. As long as the profit incentive is still there, the farmers will find ways. All this really means for people on the hunt is that dictors and inties/Keres/Arazu will become more valuable for catching ships at longer ranges (30km bubble and extended longpoint range). We might even see a use for blops (FINALLY ) in that they can cloak after spawning 40km away and MWD+cloak back.
I'm pretty indifferent to these changes. They're kinda scary, but I came to wormhole space to be paranoid and scared We'll see how it goes? I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.
Destination Unreachable: the worst Wspace blog ever |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
740
|
Posted - 2014.08.03 17:22:00 -
[95] - Quote
Moo Moocow wrote:I like the idea of CCP getting around to looking at Wormholes, Its been far too long.
IMO you should be enhancing gameplay (or even income in lower class wh's if you have to.)
hopefully they get around to removing capital escalations |

Tritanium Amaranth
Coreli Corporation Ineluctable.
4
|
Posted - 2014.08.03 17:22:00 -
[96] - Quote
CCP Fozzie wrote:Good afternoon everyone.
We are indeed working on some changes to how ships spawn when they jump through wormholes. This is one part of a series of wormhole iterations we are working on and that we will be publishing a dev blog on soon. We will be looking for player feedback at that time. 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).
We'll be posting a dev blog with the whole collection of proposed changes next week and we will be very interested in taking your feedback then. In the meantime I advise you all to not panic. Nobody is out to get you.
Hope you all have a great weekend.
When you change things for ANY OTHER REGION OF SPACE, you post devblogs first, iterate on design, talk to CSM, and then implement a final design that's generally pretty good. THIS PROCESS WORKS. When you do anything at all to wormhole space, it seems to be okay to ninja change it on Sisi, and then only release a devblog at all if someone notices and calls you on it.
You don't want people to think that someone is out to get them? Really?
Un-screw your PR and you'll get a lot less rage, unless CCP already fired all the people who helped you not screw that up.
If you're not getting the point, how about this: I prefer not to be woken up in the morning on a Sunday by people who called me on the telephone, having seen this, asking if CCP is killing wormholes and it's still okay to live there, and would I please ask around on their behalf. There's lots of people who would rather be enjoying their weekend today who are now talking about / discussing / reacting to this instead: it's a big deal and pretty much the definition of a PR disaster.
|

Lemonades
Viperfleet Inc. Disavowed.
53
|
Posted - 2014.08.03 17:23:00 -
[97] - Quote
Rest in peace W-Space 10/03/2009 - 08/03/2014 |

Erasmus Phoenix
Balls to the Walls No Response
114
|
Posted - 2014.08.03 17:24:00 -
[98] - Quote
TrouserDeagle wrote:Moo Moocow wrote:I like the idea of CCP getting around to looking at Wormholes, Its been far too long.
IMO you should be enhancing gameplay (or even income in lower class wh's if you have to.)
hopefully they get around to removing capital escalations
Sure. and make cynos work in wormholes. and make it so you can have titans there. And add gates and stations!
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Freya Myst
Negative Density No Response
1
|
Posted - 2014.08.03 17:26:00 -
[99] - Quote
My suggestion would be to INCREASE the statics to each WH system or DYNAMICS maybe give all 2 statics or 1 static and 2 dynamics.. but that would change the fact that we cant find pvp.. alot of people would agree that increasing static's would give any pvp corp an easier way to find others for a fight.. whether or not u change this 40km wh jump issue is up to you but alot of people will either quit or leave wh space due to major changes.. first we dont allow super caps into wh space.. thats one restriction.. now u want to make us move 40km away from the wh in caps?? wheres the nerf in Null sec??? at least do sumthing that is WORTH changing.. (would be decent if u only did this to battleship class and below and remove caps from this change.. i do not agree with the change and hope u guys realize the drastic hit wh'ers will have if this comes into fruition.. |

Sari Jasra
Hard Knocks Inc.
11
|
Posted - 2014.08.03 17:27:00 -
[100] - Quote
Where were you when wormholes was kill? |

biz Antollare
Merchants Trade Consortium Disavowed.
14
|
Posted - 2014.08.03 17:29:00 -
[101] - Quote
all the reasons that I thought made this change terrible were already mentioned.
Fozzie I know you have wanted to make changes to WH space for a while. Have some devs move into a 6-6 or a 5-5 for 3-6 months and have them give you feedback on the changes we need, and more importantly the ones we DONT need.
Get involved in WH pvp and WH logistics. Its very obvious the amount of time spent in WH space is much different from the way we spend our time.
You guys would then probably have better ideas for once. or just break the game and watch people quit which will start the failscade of CCP.
If this is just the beginning of ridiculous change.... I will move out of WH space. I will then most likely quit the game and book a plane ticket to Iceland and remove my name from that monument.
|

Lemonades
Viperfleet Inc. Disavowed.
54
|
Posted - 2014.08.03 17:32:00 -
[102] - Quote
Sari Jasra wrote:Where were you when wormholes was kill? at work my work is sell fish in fish stand sell fish friend call to me while at working 'enter wh is kill' 'no' |

Thom Mangum
Blue-Fire
16
|
Posted - 2014.08.03 17:40:00 -
[103] - Quote
Counterproductive Conniving People
-1 |

xpaulx
Codename-47
7
|
Posted - 2014.08.03 17:45:00 -
[104] - Quote
CCP please get out.
- Codename-47 |

Crispinius
Negative Density No Response
0
|
Posted - 2014.08.03 17:45:00 -
[105] - Quote
Go and Shoot the Monument in Jita to Get more Attention.
I'll be there - this can't stay hidden.
Go out and Fight for your Space! |

Jess Tanner
Bangworks Systems Inc.
111
|
Posted - 2014.08.03 17:48:00 -
[106] - Quote
corbexx wrote:Chitsa Jason wrote: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.
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.
This didn't make it on to my little things sheet btw.
Not surprised, given that his only other contributions to W-space was trying to get all of w-space involved in nullsec politics and tidi fleets, or go mining in a black hole system because " "industry buffs" "........ Go with Bob, keep Him always in your heart. He is your Sword, Shield, and the Knife in your back. |

Brutus Crendraven
Stryker Industries
24
|
Posted - 2014.08.03 17:53:00 -
[107] - Quote
CCP,
Before you expend significant effort on effecting changes on Wormholes may I suggest that you consider what your customer requires from Wormhole space.
The occupation of wormholes to my mind has dropped off, last night I even found a C3 with a static HS and no one lived there. I couldn't believe it and had to jump around the system several times to confirm. The WH had excellent PI and no effects (no I'm not selling it's entrance).
A number of customers have already made significant comment on forums in respect of ideas for changing Wormholes. I'm sure there wasn't a lot of support if any for such a change to wh dynamics. Was this even an idea suggested by the customer base.
The problem with wh's is that not enough people are setting up home in them. When poeple setup home they will create their own content.
A few thoughts,
PVP (method of destroying isk to generate a level of income for CCP) A lot is found by rage rolling but this was nert'd when CCP introduced sigs appearing automatically. Maybe CCP could provide anaylsis on how previous changes have impacted Wormholes. Such as ISK lost. Post Patches
Covops is the equivalant (fair to my mind) of the idle pod sitting on a low sec gate. Maybe something new that wouldn't take a lot of coding but a bomb or ECM burst that disrupts cloaks with in a small radius. ( thought I should provide positive ideas aswell)
POS mechanics - small fixes but the major overhaul is still pending (coming soon)
Maybe even a new mechanic of random wormholes that only allow entry.
Debatable ideas, cloak polarization. You jump into a wh your cloak won't function for 20 seconds you jump in a second or back and it won't function for 40 seconds.
Anyways, don't for pity sakes nerf fundamentals look for new code or improvements;.
Oh anyone seeing many ghost sites?
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Pseudo Ucksth
B0rthole
189
|
Posted - 2014.08.03 17:53:00 -
[108] - Quote
Beffah wrote:Dear CCP,
Are you seriously trying to make this game COMPLETELY unplayable? What was the reasoning behind this crackpot idea? Because seriously, that's what it is: literally pants-on-head-********. Do any of you spend any time in wormholes whatsoever, as a normal account/player? Its clear you don't, because this potentially breaks wormholes.
As the people before me have expressed (rather eloquently, I might add) this can really only lead to the stagnation of wormholes. So much combat comes into play when you have caps on holes, and a random-distant spawn point is going to lead risk-averse groups into not committing caps, full-stop.
Wormholes aren't broken (comparitively speaking) - stop trying to fix them. Instead, please focus your attention on things that DO need fixing: POS mechanics, corporation mechanics, sovereignty, the still-soul-crushing new player experience.
What Her Pointiness Queen LaBeefah said.
Like most recent attempted changes to wormhole mechanics, the spirit of the change is good, but the execution leaves something to be desired. It just doesn't feel like a reasonable change.
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a DAMN PATRIOT
Dropbears Anonymous Brave Collective
9
|
Posted - 2014.08.03 17:56:00 -
[109] - Quote
For me one of the great things about wormholes is that they behave in variable but somewhat predictable ways. This rewards the experienced player who can calculate jump mass on the fly, and use the mechanics to their advantage.
Like many players have said, this change would make rage rolling a pain in the ass, and prevent smaller groups from being able to manipulate hole mass to their advantage, and make yoloswag420ing caps into a brawl much less favorable.
This is one change basically everyone seems to agree is a horrible idea. CCP what are you doing, plz stop |

Erasmus Phoenix
Balls to the Walls No Response
114
|
Posted - 2014.08.03 17:56:00 -
[110] - Quote
Brutus Crendraven wrote: PVP (method of destroying isk to generate a level of income for CCP)
I feel the need to point out that PvP doesn't destroy isk, it destroys materials. The isk is in the hands of whoever sold the PvPers those ships.
If anything, isk is created through the insurance system. |

Chesterfield Fancypantz
Radical Astronauts Plundering Eve WormHole Occupation and Resource Exploitation
8
|
Posted - 2014.08.03 17:58:00 -
[111] - Quote
a DAMN PATRIOT wrote:For me one of the great things about wormholes is that they behave in variable but somewhat predictable ways. This rewards the experienced player who can calculate jump mass on the fly, and use the mechanics to their advantage.
Like many players have said, this change would make rage rolling a pain in the ass, and prevent smaller groups from being able to manipulate hole mass to their advantage, and make yoloswag420ing caps into a brawl much less favorable.
This is one change basically everyone seems to agree is a horrible idea. CCP what are you doing, plz stop
I think thats the most important thing to note here.
Its an almost universal hatred for the change, its rarely seen. |

Steven Hackett
Future Corps Sleeper Social Club
34
|
Posted - 2014.08.03 17:59:00 -
[112] - Quote
So this is what CCP is up to when they don't work on POS's, corp roles, stuff from the list of small things or anything else useful..
I wonder what CSM member(s) have advocated this change or if the CSM have even been given a chance for feedback. That would be very nice to know, thx :) |

MurinA 7o9
Omega LLC
0
|
Posted - 2014.08.03 17:59:00 -
[113] - Quote
hi .can we get more information why this particular change is being done and what are other changes u guys and girls are cooking for future in wormhole life.thanks
rolling static to iceland |

Brutus Crendraven
Stryker Industries
24
|
Posted - 2014.08.03 18:01:00 -
[114] - Quote
Erasmus Phoenix wrote:Brutus Crendraven wrote: PVP (method of destroying isk to generate a level of income for CCP)
I feel the need to point out that PvP doesn't destroy isk, it destroys materials. The isk is in the hands of whoever sold the PvPers those ships. If anything, isk is created through the insurance system.
It's not the main point of the post, but for simples:
If something is detroyed then someone will replace. They may replace by going and licking a roid for several hours or they might go and grab a plex.
But the essence is isk is removed from the economy and has to be replaced. |

Jen Talbot
Free Trade Monopoly You Are Being Monitored
0
|
Posted - 2014.08.03 18:02:00 -
[115] - Quote
I won't be unsubscribing due to this change, but that's mainly because I have characters in other areas of space than wormholes. I can see how for many people whose entire game centers around living in a wormhole and farming their static for kills or sites, this change could severely hamper their enthusiasm for logging on every morning. I can understand a change that would spawn your ship *just* out of reach of the wormhole, so you'd maybe have to slowboat 5-10km back, but 40km is excessive. If wormholes are meant to be a mysterious and uninhabited frontier, that's just what they're about to become for anyone other than the massive groups who are already well-established in J-space. Jumping into a hostile hole with anything short of a sizable fleet with long-range weapons (nagas, ishtars and tengus, anyone?) backing you up is about to become very, very risky. I came to wormholes to get a break from the powerblocs of nullsec; it's a pity that only powerblocs are going to be able to survive long-term in high-class wormholes now as well. |

Erasmus Phoenix
Balls to the Walls No Response
114
|
Posted - 2014.08.03 18:03:00 -
[116] - Quote
The isk is not removed from the economy. It's removed from the wallet of the player who lost the ship, should they choose to replace it. There IS a difference. |

Seras VictoriaX
Relentless Grind
41
|
Posted - 2014.08.03 18:03:00 -
[117] - Quote
So when can we see this same change applied to Cyno's ?
Titans landing 80km off the cyno.
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Kupena
Enso Corp
6
|
Posted - 2014.08.03 18:13:00 -
[118] - Quote
Oh man, love this idea. From my perspective this is going to be a fresh breath to already great environment.
- more strategic approach to deploying forces through a wh, have to take the spread in consideration - means rolling will be harder - easier to catch someone out, incentive to have fights - less chance of having bigger hulls dropped right on you when fighting on wh's. - could be that the small mass of frigs will drop them right on the hole, less than 2k off - easier to catch and kill - cov-ops T3 might be dropped more than 2k off meaning it's easier to cloak up and warp off or whatever. It was too random previous to that
Adapt or die, hail bob. |

Dasani Waters
Hard Knocks Inc.
20
|
Posted - 2014.08.03 18:15:00 -
[119] - Quote
This change discourages smaller entities from engaging larger ones.
Under the current mechanics, if there is a larger aggressor fleet on the other side of a defender's wormhole, the defenders can try using heavier ships to counteract their inferior numbers. The fact that the defenders spawn within jump range of their own hole allows them to disengage and collapse the wormhole, and pick off any aggressors who follow and get trapped. This change discourages that tactic because the defenders spawn so far outside of jump range and would not be able to leverage their heavier mass against the aggressors.
Smaller entities still would not be able to use lighter ships in an attempt to outmaneuver their attackers because lighter ships spawn closer to the wormhole, and are thus more susceptible to being scrambled and forced to return home.
The net effect of this change would be that if a group encounters a larger entity than them, their choices to engage would be more limited than they are currently, and would thus be encouraged to simply log off.
What would be more interesting, however, is an inverse relationship between mass and jump distance. In other words, having lighter ships spawn farther from the wormhole and vice versa would allow smaller groups to use lighter ships to outmaneuver their hostiles, or to use heavier ships to mass the connection.
An inverse relationship between mass and spawn distance would also still keep the logistical overhead of creating content (ie rolling wormholes) to a minimum and thus provide more opportunities for groups to interact with each other instead of wrestling with game mechanics. |

BeanBagKing
Aperture Harmonics No Holes Barred
289
|
Posted - 2014.08.03 18:15:00 -
[120] - Quote
Ok, in the interest of trying to find meaningful feedback, and keeping in mind I haven't read through everything in this thread....
Negatives: It's going to make rage rolling a pain in the arse. The easiest way to collapse high mass wormholes is with high mass ships, which are going to be spawning way out of range of the wormhole. Your choice is to either fit a prop mod on them and burn back to the hole, warp off and warp back, use a lot more lower mass ships, or just not rage roll. I'm not sure which one wormhole entities will end up doing. No matter which one is chosen it's going to slow down rage rolling and make an already boring, time consuming, and tedious job even more boring, time consuming, and tedious. If people end up just saying that it isn't worth it, lets not roll the hole, it's going to create more wormhole stagnation and much less pvp.
Positives: If people still use caps for hole rolling, it could create opportunities for more ganks and pvp. Even if they use smaller mass ships, there's still better odds that one or two will get caught. I'm not sure what distance we're looking at for cruisers and smaller, but it may make it easier to catch cloaky scouts before they can jump back through. As Traiori said, it's already an art form, but not giving them the opportunity to immediately jump back gives the camper better odds.
Basically, I absolutely hate the thought of rolling holes with this mechanic, and I'll be one of the ones who figures it's not worth the time, just let it die naturally. However, I love the thought of someone else trying to roll a hole and catching them.
My suggestions you ask? First, I love new content and additions, but this is one of those things that I can't help but think, "if it ain't broken, don't fix it". I would love to see what CCP's goals are for introducing this. They have to be thinking of spicing up wormhole space in some way, which is a good thing, I'm just not sure this is the way to go about it. Overall I have to agree with others, in it's current form this sounds like a bad idea.
The only thing I can think of (shot in the dark) is that they are trying to mitigate capital usage (blap dreads) in wormholes, and this is their way of doing it. If that's the case then I don't think this is a good idea. Residents will still be able to use caps in their home systems, but anyone trying to bring caps in for a fight are going to have them spread all over grid, as much as 80km apart. It'll reduce people bringing caps out of their own home systems, but not reduce the use in that home system. It'll compound the issue that already exists. Nobody will ever want to jump any force into another entities home.
If this is the change CCP wants to make though, then 40km is way too far away. It potentially puts capitals outside of each others support range. Make it more like stargates, say 10km from the holes. You can still jump into a wormhole and be inside the support range of your fleet, and not spread all to hell and back. However, scouts and the like aren't appearing within jump range of the hole, making them easier to catch. It'll make hole rolling with capitals a bit more time consuming, they'll have to burn 5km back to be within range of the hole, but it'll allow at least some time to catch them.
Really though it's hard to offer up suggestions and ideas to balance things without knowing what CCP is trying to get out of this. Are you trying to nerf blap dread useage in wormholes? Are you trying to give us better chances of catching scouts? Are you just throwing something out there and saying "lets see what players do with this"? Are there other changes coming that will compliment this?
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