Forums » Suggestions

Wormhole ganking/camping

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Dec 13, 2004 Starfisher link
In another thread ( http://www.vendetta-online.com/x/msgboard/3/8090 ) about possible solutions to running away, I had an idea to solve the complaints about wormhole ganking. Which, for those of you who haven't heard of it, the practice of waiting by a wormhole and ambushing people just as they exit warp.

Theoretically the warp invulnerability gives them the chance to wake up and look around, but since that time is taken up by the warp animation it might as well not exist. In fact, all it does is give a pirate a few extra seconds to get in position as the prey cannot manuever during the cut scene.

I propose that whenever someone exits a wormhole it produce a sort of concussion mine effect, blowing anyone nearby away without damaging their ship. We have these big flashing lights and particles streaming everywhere to explain the sudden impact in terms of immersion. I won't make random guesses as to how powerful the blast should be, but ideally it should be timed so that whoever just came through the wormhole has a second or two to glance at their radar and identify threats.

Again, I suggest this as a two fold solution - one to the existing problem of ganking, and again as a solution to the potential problems raised in the thread I linked above.
Dec 13, 2004 wylfing link
What if the exit point from a jump was over a much wider random area?
Dec 13, 2004 gamejunky link
The wormhole area is 2000m wide all around. I think it's fine, i never have a problem with ganking/camping. You cannot harm a player as they come out of a jump for 2 or 3 seconds though. Maybe they should increase that. Make it so when you exit a wormhole you cannot hurt anyone or get injured for 5 full seconds. Fixes woemhole abusal on both sides of the playing field.
Dec 13, 2004 Spellcast link
nooooooo

dont make it longer again. it was shortened because that 5 seconds let the pirates get literally right on top of a trader without the trader being able to do anything to fend him/her off.
Dec 13, 2004 Shapenaji link
Ok, piracy is nearly impossible already and you want to do what?!
Dec 14, 2004 Starfisher link
Get rid of wormhole ganking. Read the other thread, shape. The guy would have one or two seconds to know you were there, and if hes a trader full of cargo his acceleration will be crap anyway. Then you get your hits in, and its even worse. A Valk or Vult with an FC in skilled hands should eb able to get enough hits in that its superior acceleration would allow it to make the kill.
Dec 14, 2004 myko link
im still not sure that the solution to this problem has to focus on trader vs pirate balancing...id prefer to see the soultion being player based i.e. escorts for traders (they could just be in buses to act as decoys, or could be in vultures or whatever to actually kill the ganker).
Dec 14, 2004 CrazySpence link
Player solutions before crappy nerfing please.

game is already nerfed enough as it is.

nerfing = less player interactions

force them to hire escorts

"escorts cannot stop me!!!"

how about a squad of jack hammer hogs then captain killall! even the most invincible pirate is still going to get totalled in a crossfire of fast moving proximity rockets or atleast dodge enough for the target to flee.

player solutions please

co-operative solutions will create a happier universe and jobs for those who hate to trade
Dec 14, 2004 Starfisher link
Uh.. they've had a month to hire escorts, and it isn't happening. I've yet to see an escorted trader anywhere. Truth is, they don't need escorts most of the time since they can just run from anything. The other thread proposes a partial solution to that. Being an escort would suck. You would go through wormholes first and get killed by the pirate so the trader could make it through. Who the hell wants to do be someone elses sacrificial cannon fodder?

There aren't enough players to be escorts anyhow. I challenge you to get a "how about a squad of jack hammer hogs then captain killall!" consistently.

And like I said, this is a sister change to the one in the other thread, to give traders a ghost of a chance at wormholes.
Dec 14, 2004 johnhawl218 link
Personally, I like the original posters suggestion, it's simple and makes sense. Why are we trying to make it EASIER for pirates to kill traders, that's the question I'd like to know. Screw the pirates, thats the life they choose, it's a hard one, lets not make it easier for them. Last night alone, I found 5 datapads, that I can only assume were from poor traders that got jacked by pirates, and they aren't even taking the loot anymore, it's purely player killing, not piracy. Either leave as is or add the concussion mine effect.
Dec 14, 2004 Sun Tzu link
John: i would not call "pirates" the wormhole campers who are only interested in their number of kills and don't give a f about your cargo.

Traders: there is a number of players/guilds offering protection to you. Why not use them if you need it?
Dec 14, 2004 johnhawl218 link
@Sun Tzu
I personally don't need the protection, I think I've died 3 times in the past week doing trade runs through grey space, my point was that I liked the suggestion that there be a "wake" to the opening of the wormhole, in effect giving a concussion effect to those too close to the opening when it happens. If you do it right, before you initiate your jump all you have to do is check who's in zone and the window will stay open through the jump and then display who's on the other side. I already know who I'm going to encounter. I was not suggestion any kind of nerf at all, just a space effect. I personally don't have a probelm with the campers of wh's but I do like Starfishers idea. Done…

[edit by Forum Mod.]
Dec 14, 2004 johnhawl218 link
@Genka
If you need more player interaction, why don't you [ask] the devs for more group oriented content. Or perhaps even try to get some groups together and go do something in game together instead of attacking those who obviously are not in the game to fight you, or are not interested at that time???

[toned down by Forum Mod]
Dec 14, 2004 genka link
Fact: you have two seconds between when you exit the animation and when you are damageable again. That's two times one second!

john: The only group activity I enjoy is blasting the snot out of each other.
Dec 14, 2004 Forum Moderator link
[It's gettting too warm in here. Some language toned down, some off-topic posts deleted (sorry, *I* laughed)]

Please keep the discussions civil.
Dec 14, 2004 harvestmouse link
Increasing the time will not help; in fact, it'll have the opposite effect. for 5 whole seconds, you can't even shoot at a pirate, who knows he can turbo straight at you for all he cares, and launch some shots. he can't damage you for 5 seconds, but he can use that five seconds to prepare. (I'm assuming you can't turbo while you're invulnerable? *not sure if that will be the case*)
Dec 14, 2004 exDragon link
The concussion effect could hit someone trying to use the wormhole how it is suppose to. If you have ever seen an active wormhole. There is someone entering or leaving every three seconds.

One suggestion is for the wormhole to through players out of it at greater then capable speeds. The players speed would gradually drop. With a 2000m radius and random through directions. This should get rid of the camping problem I have been hearing about.
Dec 15, 2004 Noduic link
When you are leaving a wormhole, I don't think that you should be traveling at a high-ish speed for one reason.

When you travel through a wormhole, you aren't enetering hyperspace, or actually "moving" in the classical sence. A wormhole is an anomaly in space that connects two different places by gravitational anomolies or however they work. This would mean that you are not actually traveling faster then you would be normally traveling. You would simply appear at the location with possibly some foreward momentum.

That being said, I do think it would be consistent with the Vendetta universe if after an in-system jump, you were moving at a higher speed (say 1/2 to 3/4 max turbo speed). However with in-system jumps you often jump in with a roid directly in front of you... so I'm not too sure that that would be a good idea either.

One thing about the concussion effect that I didn't think about until exDragon mentioned it was everyone being thrown back by the concussion wave.

Perhaps a less forceful solution is possible? No ideas at the moment, but I'm sure a solution will turn up...
Dec 15, 2004 Nya13 link
better to remove PvP from game.
actually only place we could find a fight it's at Wormholes in grey space.

Let the game die more.

really i dislike carebears.
Dec 15, 2004 wylfing link
Regarding escorts: This is in theory a good idea, but there is not sufficient benefit available to make it worthwhile to either the trader or the escort. If that can be addressed, then the wormhole ganking problem may be moot as far as traders are concerned.

I'll post some suggestions for that in a different thread.

http://www.vendetta-online.com/x/msgboard/3/8133#94834