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Thread Statistics | Show CCP posts - 18 post(s) |

Dalron
Infinite Holdings Ltd
0
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Posted - 2014.08.07 09:15:00 -
[1] - Quote
'Dons fireproof suit'
Idea : T3 / Battleship module
Activation/Wind Up Time : 12 Seconds Duration : 10 Seconds Range : 20km Any ships jumping through wormhole after module is active and running will land within 2k of the ship running the module.
Cap Fights : Jump a hard tanked T3 through and activate module and then jump cap ships through and they all land in a pile.
Rage Rolling Wormholes : Jump T3 through and burn back to hole and then activate module.
PVP Benefits : Extra high value ship to attack on the wormhole if you catch it in time. PVE Benefits : When rolling empty/dead WH's time taken to roll is significantly reduced
Problems : I'm sure someone will come up with some |

Dalron
Infinite Holdings Ltd
1
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Posted - 2014.09.03 12:22:00 -
[2] - Quote
Here's my take on what these changes will happen with these changes.
Bigger corps will continue pretty much as they are now for PvE, some will get caught rolling wormholes slightly more than others but overall pvp probabily wont actually change that much.
Smaller corps will start losing out more and more. Longer times to roll wormholes, more risk rolling wormholes, and more incoming wormholes (not just the frig wormholes but the hundreds of new C4 wormholes that are appearing everywhere). They will start losing ISK income and getting fed up. They will start to move out, slowly at first but it will continue.
Bigger wormhole corps will look for pvp but the targets will start to become scarcer as corps move out. So they will start to target the smaller corps they would previously have overlooked just so they can get kills. Some of these corps will start to leave too.
Bigger PVP oriented WH corps will leave once they have nothing to do.
We might get a cyclic occupation as prices rise people move back in to take advantage and then the cycle repeats, or a simple lower occupational level might stabilize.
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Dalron
Infinite Holdings Ltd
2
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Posted - 2014.09.04 13:00:00 -
[3] - Quote
If CCP purely wanted to lower income from wormholes then all they had to do was to lower the sell price of blue loot. This change (as I see it) was to increase pvp and decrease isolation. However I dont believe that they have sufficiently analysed how this will affect players with PVE orientation and T3 production.
Wormhole income (barring large corps purely running farmed cap escalations) is pretty average. You can make more in 0.0 space running plexes/sanctums and/or farming rats.
Now they have increased risk without improving or increasing content. I dont know if people will be happy with the lowered level of income, my opinion is that this will lead to people going to more profitable areas of the game. Having to spend an hour closing out wormholes simply so you can start making isk is making this game boring. (Or logging on to find you just cant close them and might as well log out and do something else)
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Dalron
Infinite Holdings Ltd
2
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Posted - 2014.09.08 10:06:00 -
[4] - Quote
corbexx wrote:Dalron wrote:Here's my take on what these changes will happen with these changes.
Bigger corps will continue pretty much as they are now for PvE, some will get caught rolling wormholes slightly more than others but overall pvp probabily wont actually change that much.
Smaller corps will start losing out more and more. Longer times to roll wormholes, more risk rolling wormholes, and more incoming wormholes (not just the frig wormholes but the hundreds of new C4 wormholes that are appearing everywhere). They will start losing ISK income and getting fed up. They will start to move out, slowly at first but it will continue.
Bigger wormhole corps will look for pvp but the targets will start to become scarcer as corps move out. So they will start to target the smaller corps they would previously have overlooked just so they can get kills. Some of these corps will start to leave too.
Bigger PVP oriented WH corps will leave once they have nothing to do.
We might get a cyclic occupation as prices rise people move back in to take advantage and then the cycle repeats, or a simple lower occupational level might stabilize.
This is pretty much spot on to what i expect to happen.
One week on and here's how this is going for me (and I suspect a lot of others).
Now I've been playing eve for 10 years, have a relationship etc so my play time is normally limited to 2-3 hours 5-6 times a week at best. I'd guess that a lot of other people are like that too. Additionally in wormholes I'm guessing a lot of people are drawn to them due to them being difficult and rewarding BUT not requiring nullsec power bloc membership that is too time consuming (PVP/Fleet requirements etc).
So before I could log in, scan down and close out the wormhole quickly and then do an hours worth of PVE.. maybe 1.5 hours if there were only a few wormholes. Occasionally there would be a bigger corp on the other side of the wormhole but if I was quick enough I could close it out before they even knew I was there.
Since the patch if there's anyone on the other side then it's not going to get closed out. You can try with battleships but that takes many more passes and still has too much risk if there are forces awake on the other side since they have so much more time to mobilize a fleet to come and get you AND.. since it takes so long that by the time I'm finished closing out the wormholes there's not enough time to actually go and play the game. I've managed one day of PVE in the last week, compared to 3-4 days before the patch.
If this continues then I might as well move out, and if I move out I'll probabily quit Eve again until they create some interesting content because I dont play this game to watch ships jumping through wormholes and very little else.
It's been two weeks now. CCP should be transparent to their players, we deserve to see the stats and see what CCP actually thought they were going to get out of this change and if its working.
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Dalron
Infinite Holdings Ltd
5
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Posted - 2014.09.28 06:55:00 -
[5] - Quote
I think everyone has made the right points again and again on this thread and it's reached the point where we deserve to see some stats.
It's not like CCP never show stats to back up how their changes went (they just did it with their burner missions) so CCP Fozzie how about it ?
Clear unedited facts,stats and charts so we can see what's going on? If the change was bad admit it, if you want to prove that it was right but it's going to take more time then tell us. At the moment we are in the dark. And we feel ignored. And our complaints feel justified because WH space feels emptier. |

Dalron
Infinite Holdings Ltd
9
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Posted - 2014.10.16 05:08:35 -
[6] - Quote
Another tactic from CCP to try to increase wormhole traffic since they wont admit that this change screwed up WH space completely. Adding the improved nullsec data/relic sites into C1-C3 wormhole space to try to draw explorers into wormholes.
Cmon CCP all we want is some hard facts, you did it with burner missions and other changes, lets have it for this.
From personal experience I'm getting a lot less incoming wormholes into my space but due to these changes and frig wormholes I'm still not able to get anything done. |

Dalron
Infinite Holdings Ltd
9
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Posted - 2014.10.30 07:44:49 -
[7] - Quote
B0T0 wrote:CSM9Summer_Minutes end of page 76 wrote:Corbexx asked what's going on with the wormhole population. CCP Fozzie said they've been watching it and will continue to do so, but that numbers are pretty balanced in terms of who's leaving, who's arriving, and that kills are pretty stable. The big difference is just that the people leaving are noisier. Looks like WH space is alive ;)
Hardly. These were taken on 17th-19th September and he probably pulled the stats before that. That was less than 3 weeks after the release of Hyperion. People had not even started moving out then, waiting to see if things were going to get fixed.
CCP should learn that they can make mistakes and ignoring them, and trying other things to 'fix' it (like boosting loot value in C1-C3) just annoys people because it's so transparent. |

Dalron
Infinite Holdings Ltd
9
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Posted - 2014.10.31 07:05:58 -
[8] - Quote
Dalron wrote:B0T0 wrote:CSM9Summer_Minutes end of page 76 wrote:Corbexx asked what's going on with the wormhole population. CCP Fozzie said they've been watching it and will continue to do so, but that numbers are pretty balanced in terms of who's leaving, who's arriving, and that kills are pretty stable. The big difference is just that the people leaving are noisier. Looks like WH space is alive ;) Hardly. These were taken on 17th-19th September and he probably pulled the stats before that. That was less than 3 weeks after the release of Hyperion. People had not even started moving out then, waiting to see if things were going to get fixed. CCP should learn that they can make mistakes and ignoring them, and trying other things to 'fix' it (like boosting loot value in C1-C3) just annoys people because it's so transparent.
This might work..
https://forums.eveonline.com/default.aspx?g=posts&t=382243&find=unread
Maybe. |

Dalron
Infinite Holdings Ltd
9
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Posted - 2014.10.31 11:57:06 -
[9] - Quote
Serendipity Lost wrote:It's not going to help. The mass/range mechanic sux. This doesn't change that. It will add 1 additional poor option to the selection of poor options when rolling a wh.
This rig makes your ship slower, so using it will make the crawl back to the wh about 4 times as long. So, the mass range thing tripled your travel distance (and therefore tripled the time) back to the wh and a lot of folks pulled the D-ring on wh living. Cutting the speed of a ship by 75% and increasing the time back to the wh by a factor of 4 probably isn't going to bring them back.
Prohint: This rig makes rolling take even longer for C5/C6 which is not helping anything as far as rolling a hole goes.
Unless I'm missing something I don't see how this will help rolling (in C5/C6). In lower class wh it may be of greater use - There may be some unique fitting/ship combo that greatly improves rolling abilities with a BS or something. If it gets more guys back in the low end wh... that would be a start.
Looking in the rigs thread it cuts down warping time by around 50% so jump through, warp off to a celestial/make a BM 300km off the WH. Warp back, jump through.
Batteships becomes as big as Orcas, halves effective time/jumps for small corps to close it out. It does make you even more in trouble if there's a HIC or similar there but thats why you have a scout.
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