Just because you can still die from X does not mean we have to remove Y from the game ‘as it causes death too!’. Why not have both mechanics to allow players to get surprised and killed?
In null sec you can be surprised by roaming covops cyno hunters (no way to close gates here…) but that does not mean we should not also be able to get surprised by a filament gang that can spawn in your system next to your sieged dread.
So what does it matter that your dreads in wormholes can already be killed by another mechanic, for the discussion about the risk of frigate holes?
Or are you taking my ‘no space should ve without risk’ too literal and are you pointing out that you already have risk and therefore do not need the additional risk of frigate holes?
This was evident in the fact that you don’t even know the most common Jspace ganking mechanic used
You actually thought eliminating frigholes would make it perfectly safe because you had NO IDEA other mechanics existed in the game that posed a threat.
If you don’t even know the basic ways people get ganked in wormholes, imagine all the other stuff you don’t know about wormholes; especially when it comes to ratting and risk v. reward of jspace sites.
I could probably write a 20 page paper on all the stuff you don’t know about jspace, yet you make stupid claims like ‘no frig hole = absolute safety’ despite having a well of zero knowledge to draw upon.
Now you’ve made it to ‘well, just a bit safer’ because a wormholer explained to you a basic function, with even more knowledge you’d start to understand why people don’t like frigholes, right now you operate entirely on false assumptions.
You wouldn’t send a preppy suburban kid to the ghetto and have to him say “I know how things work around here, I’m going to comment on how things should be done”.
Don’t comment on stuff you know nothing about dude. You don’t even know all the stuff you don’t know about jspace. Stick to what you know.
What does a dread have to do with frig holes or new holes spawning? Are they the only ones at risk?
A new hole spawn, either wandered or k162’d, poses a threat to everyone in the hole. I can link fleet loss KMs just like I linked Dread KMs. The points on PvE sites can last for up to 15 minutes, with the trigger often being the point — so to eliminate points you usually have to work entirely through the site. It doesn’t matter whether you are a dread or a fleet, you are staying there til you kill the points or abandon the ships pointed.
Your focus on siege timers just further tells me you don’t know this and you think the primary reason people are getting caught out is because of the siege timer (and assuming other ships get away just fine).
Again, your assumptions are massive – but necessary – since they are filling in gaps of missing knowledge.
Who do you think killed all those dreads in the KMs I sent you?
You think those other wormholers are going to allow all content to be stripped from them and everyone is just going to rat and sing kumbaya? And you don’t think the farmers also gank others themselves? All wormholers both farm and PvP – its inherent to wormholes. Unlike nullsecc’rs, we can’t put an alt in each system 3 gates out and watch local.
There are some situations where 1vMultiple is perfectly fine and viable, and I quite enjoy them when the gang size is reasonable. Have had a few great fights in Ravens VS multiple random FW lowsec ships.
I’ve also seen some people fight small to midsized subcap fleets in HAW dreads, and personally aspire to do that sort of pvp sometime too, but idk if that sort of situation happens anymore or how I’d get intel on such fleets going about lol.
That said, a pve dread is absolutely not going to handle a not-shitty WH hunting gang, and for the most part if one shows up you should write it off as a loss as soon as they show up