
HerrBert
V0LTA Triumvirate.
507
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Posted - 2014.09.10 12:36:00 -
[1] - Quote
Hum? Wasn't he next in line anyway? Doesnt that mean he has the appropiate fellowship but it lacked "voice" during the real run?
First off the changes are here. CCP made clear that they wont go back, so deal with it, well thats kinda of the M.O.
Is Hyperion good? In my twisted and confused mind the only people that are complaining are the people that know how much work it is to do anything in Wormholes. I do have to admit that the average Person had way to much Solo ability to do most of the things in Wormholespace, lets just go through some of the activities I know for a fact you were able to do with one guy partially drunk.
- Rage rolling (pre Hyperion) was one of the easiest thingys you could do if you had 3 active accounts... 1 Dread 1 Orca and 1 Scanner. Easy! - Sieging: Now this game has completly changed, kinda... but thats need some explanation. As proofen on my Youtube Channel (shameless plug) you can Siege a small corp with just some mental warfare and 72 hour easy hole control. Here some insight of the Timeschedule of Player activity during that siege:
Day 1: Inserting and hiding dreads, prepping Tower and Equitment in Highsec Day 2: 2 Dreads RF the tower, Orca constantly on the other side of the static ready to crash Day 2.5: The Locals try to run we call in 5 Treci Boys for support they stick around for a couple of hours Day 3: LOOT ALL THE THINGS
During that time we even managed to scare the locals from not using their capitals (they had 10 we 2),,,, aaaaannyway Sieging is too easy. Now the #whenIm40offthehole + Frigate holes mechanics are a great way to help against one of the biggest shitstorms ... The Podexpress. (Funfact i was rage scanning yesterday for a wormhole to stain because Quantum Explosion was farming with an open Frigate hole, sadly ... didnt find a connection. But trust me MY FRIGATES WOULD HAVE BLOCKED OUT THE SKY!) Anyway Hyperion helped every oversized carebear to feel a little more safer with the downside of requiring more "Teamwork".
Which brings me to the next issue scaling: A Big Problem of this Forum is the "Can I solo that schei+ƒ with this schei+ƒ?"-Threads As far as scaling goes Wormholespace was always rather simple. The problem comes with Highskilled players, i dont know the exact number but i expect the average player to be at 20m SP. Which in terms of scaling wormholes sounds more then reasonable. So the option of "Solo-ing" a c4 is kinda not in the scale in fact you could be considered professional. The higher the class the more Teamwork would be required by scaling, with the top of the C6 Space that required at least 5-7 Players being a good team. Dont get me wrong "Solo-ing" is still a thing buuuut it has more work to it. Which is not a problem in a purely teambased enviroment.
Thing is that most "Skeleton Crews" are 1-2 players (that was the **** BU and QE were hunting). With the Ribbon prices in the toilet these skeleton crews would never care how low they dropped becaue the payout is still sufficent, while for lowclass operations or medclass crews the payout which they were sharing would completly tank. Which is a completly new definition on bringing Solo back.
Thank Bob solo got harder.
And now going for my favorite Topic:
DEAR BOB WHY DO I HAVE SO MANY WORMHOLES? Be motherfucking happy about it. Lets skip back to 2011 when i started having a C6>C3. We had some Issues with hole control back then, since we had to have constantly h probes out and a "guy" on the open holes we couldnt close. That was fairly "player" intense. We had some wierd ideas about hiring a mining crew that could "keep" constant eyes out. So they could mine while we defend and they are our eyes in the Homesystem. (Synergy between Industry and PvE) We even found some miners that were up to it but he died 3 times because he fell asleep. Kinda bad when your security system is busy of dreaming to make out with Jessica Alba.
With alot of patching and changing these "ideas" kinda got obsolete but the "difficulty" had more effect at "thinking outside" the box then the current wormholes with condoms.
Since 2011 all what CCP did was making it easier and easier to a point where you cannot find anyone from the old guard actually going for a "pure" Wormhole expierence (dont wanna **** off noho, but even aharm knows that most of the old players from back then moved out or went afg). Hyperion was the first addon that made it a little bit more inconvinient and I HAVE No problem with that if that means you shitheads have to work more with each other instead of bitching on the forums about how "SMALL CREWS have it hard". (MaxDel would argue that the API Removal did that but i play the ACTUAL FIRST API REMOVAL of the Jumps per system, at least you knew that **** was going with that)
Lets now introduce a scaling methode for you guys that the Average Player for Wormholes CAN UNDERSTAND. I give you the Player indicator for wormhole classes aka Class n. (n = Number of players you need for a decent expierence)
Lets see if you are in Class 1 system, that would mean n = 1 so you need one player. Class 3, that would mean 3 players. Simple. What ships justify this? I would say Fozzies Hard-On for Cruisers. So you have a simple reminder on how many players your team needs to actually run the class of wormhole space you inhabit. (Friendly reminder Class 6 would mean 6 Players, if some confusion comes up) (Warning Player does not mean ACCOUNTS) If you cant motivate your Players to do the things that are required to be in Wormholes it should be at a time for you to move. But here we come against one of the biggest problems. EVERYBODY is a big fat loot pinata and "moving" to richer hunting grounds is never possible. Or admitting that maybe downscaling a class is an option. TL:DR "I ve lived here for years" is one of the sadest statements for a community that gets praised for its adaption.
Community-Challenge: Make Jack Miton sing a Duett with me. http://www.youtube.com/user/HerrBertism Jibbychiggawooooow - CSM 9 Corbexx
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