I just sent that message to CCP support, but GM Killer Koala told me to write it back here, which is a poor standardized answer that makes no sense, but here it is.
After reading the directors letter, I send you this email to complain for another more year with nothing planned for wormholes.Year after year without new content in wormhole space. And the little things that have happened so far (frigholes spawnrate, changes to marauders, ahbazon, etc.) just reduced activity and targets from the game.
I can understand, from a business perspective, that there are more customers (and potential customers) in nullsec, but wormhole players are customers too, and we pay for the game too. Would be nice that get some attention too. Good attention though, not all the bad decisions taken in the last 4 years that reduced even more the chances of content.
I would like to suggest some ideas for your consideration:
Reduce the amount of wormholes. A big cut, not a small one. 2600 systems is a ridiculous amount considering the wormhole space population. Just as a comparison that you may know, all nullsec space have around 3300 systems. If nullsec space feels empty most of the time, with system after system with no-one (or just 1 or two) guys in local, how do you guys think wormhole space feels? Even more considering the extra work that requires to move from system to system (because we don’t have warpable gates).
Change the ratio between non-shattered and shattered wormholes. Make much more, much, much more, of wormhole space shattered. Force players to:
a. Do their pve activities in open systems.
b. Aggregate with other players, instead of living by themselves in a farmhole where they barely log in), because there will be less available systems to anchor structures.
At the same time, the extra granted static of shattereds will provide more chances to find content too.
Change the wormhole space statics spawn mechanics. All wormhole statics should be open after they spawn. In other words, remove the high class mechanics where the static remains unopened (on the far side of the wormhole) for hours, allowing players to avoid anyone to get into that system by scanning.
Players who want to rat safely have enough tools (criting the hole, door stopping it, scouting the far side, anchoring bubbles o cloaking dictors, etc.). They don’t need the option of just leaving the wormhole unopened during the whole session.
All the previous suggestions are addressed to fix the “players in space” density. In my opinion, wormhole space have another major problem, there is no big goals for groups.
Big and mid-sized groups have nothing to fight for, and nothing to fight for between each other. They might want more members o some more for farms, but not much more. And because they don’t want to annoy their members, they don’t go one against each other.
Most of what you find between big groups is arranged fights just for fun and explosions, which is fine, but is not my cup of tea and I don’t think suit well with what the game is about.
The changes mentioned above will probably help with that problem, as the cut in wormholes plus the increase of the shattered systems will bring some scarcity to wormhole regions that might lead to conflict between groups, but I think that there is something else that can be done that make a bigger difference.
- Introduce very few special wormhole systems that have extra value. How many? I’m not sure, probably less than 10 or 12. Why? Because you want them to become the goal for a corporation to have them and keep them as their homehole.
What will make this systems special? Here are some suggestions:
a. The system have an extra static. For example, a non-shattered C6 with 2 statics; a C2 with NS/C5 and an extra C3 static. You get the idea.
b. Introducing wandering wormholes don’t follow normal rules. For example, a C4 that can have wandering nullsec (not just ns frigholes), lowsec or highsec wanderings.
c. The system statics do not follow normal static rules. For example, a C6 with a nullsec static.
d. The system have 2 effects. For example, a non-shattered C5 with Wolf Rayer and Cataclysmic effect; or Pulsar and Magnetar effect; or the system have a permanent non-wormhole weather, like the weathers that exist in other regions of space.
e. Make all those special systems more valuable (greater green site spawn rate, greater wandering spawn rate, better moons and planets, ice fields, etc).
In my opinion, this system will become the target for corporations to become their homes, and they will fight for them if they are valuable overtime, introducing a new and strong conflict driver into the game. Groups will grow and thrive and get control and lose those systems. And that will be awesome to see and be part of it.
Finally, there are some other minor things that I think that you guys have to consider for wormhole space. I’m not sure about how to balance them precisely, that’s on you:
Increase blue loot drop or value in low class (1-4). I know that people say that wormhole is very worth it… I disagree. I think that highclass players have more skills and accounts than the average non-wormhole player, so they are more efficient and capable than a single ishtar spinner in nullsec; and also economy inflation have reduced blue loot value overtime.
Even with that, my suggestion is just for low class. Make low class more attractive for non-wormhole players and small groups, so we can make wormhole population grow overtime.
Wormhole have to be more rewarding than nullsec, because everything here is harder (sites, logistics, no-local…) and also cause wormhole groups are less capable recruiting than nullsec groups.
Bring miners and industrials back to wormhole space. For the last years, rorquals have disappeared from wh space (yeah… some rorquals are still out there, but they are for red giant ratting). No more big mining operations, fewer industrials, less mining-focused type of player getting interested in wormholes.
Make mining and other associated activities worth it. Bring back players who like to undock and sit in a rock for hours. Is great for them and great for hunters.
Some of the previous suggestions can be hard to implement, but most not (like 3, 4 and 5) that are just a few lines of code, and will give a huge boost in wormhole activity.
I understand that influential groups might complain. It is understandable, as they might need to adjust to the changes, but those changes are good to create a new balance.
Please, don’t forget wormhole players. We are as much customers as any other customers that play somewhere else in space.