# Hunting for PvP and some small changes

**URL:** <https://forums.eveonline.com/t/hunting-for-pvp-and-some-small-changes/520617>\
**Category:** Wormhole Space\
**Created:** [October 21, 2026, 11:48am UTC](https://forums.eveonline.com/t/hunting-for-pvp-and-some-small-changes/520617 "2026-10-21T11:48:56Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Lukas\_Van\_Eind](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/lukas_van_eind/32/515585_2.png) [@Lukas\_Van\_Eind](https://forums.eveonline.com/u/Lukas_Van_Eind)\
**Post date:** [October 21, 2026, 11:48am UTC](https://forums.eveonline.com/t/hunting-for-pvp-and-some-small-changes/520617/1 "2026-10-21T11:48:56Z")

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I play EVE Online for the thrill of the hunt: finding ratters, huffers, explorers and other PvP’ers. I mainly operate in wormholes as solo or in a small gang. When hunting it is all about gaining an edge which always takes work. Surprise, knowledge and preparation all create opportunities, not only in wormhole space but throughout the game.

Wormhole space has seen a significant drop in opportunities with significantly less people in the space that there once were. but I believe the following changes have adversely impacted this too.

**1. Cloaking and site geometry**

It goes without saying that cloaking helps create an advantage by allowing hunters to assess opportunities and identify windows to catch targets. The latest changes to wormhole combat anomalies make it difficult to get on grid without giving away your presence.

This has been an issue with gas sites for some time due to the size of the clouds themselves and the fact that warping in at maximum range does not guarantee remaining cloaked. A simple solution would be to ensure all collidable objects remain within 97.5 km of the warp-in point.

**2. Rat and Sleeper mechanics**

Rat and Sleeper targeting mechanics have been a problem for some time. While NPCs should be able to engage any eligible target, they often switch almost instantly to those attacking them, even when those ships are not the primary threat.

This means solo and small-gang hunters often cannot engage targets without bringing enough firepower to account for both the site and the target.

I believe the probability of NPCs switching targets should be reviewed, giving the highest priority to ships actively aggressing them while retaining a small chance of switching to others.

**3. Anomaly and signature window notifications**

The flashing of the anomaly and signature window whenever a change occurs was introduced some time ago. It has become a clear warning to anyone occupying a system that something new has appeared.

For those who rage-roll, this means targets are alerted to new signatures and often leave as a result. Reverting to the previous behavior would still allow new anomalies and signatures to be seen, while being a much less intrusive change than I believe was intended.

Players operating in any space already have numerous tools and strategies to manage risk: observation (Local in k-space, D-scan and overview), home-field advantage (location and knowledge of the environment), defensive measures (MJDs, EWAR, other players ready to assist, deployables and managing wormhole connections).

We know hunters are in the minority of the player base, but I believe we are increasingly being squeezed out of the game we enjoy. I feel this environment is slowly changing for the worse. Game mechanics and small additions are increasingly working against the challenges we already face.

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**Author:** ![Gerard\_Amatin](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/gerard_amatin/32/481361_2.png) [@Gerard\_Amatin](https://forums.eveonline.com/u/Gerard_Amatin)\
**Post date:** [October 21, 2026, 2:36pm UTC](https://forums.eveonline.com/t/hunting-for-pvp-and-some-small-changes/520617/2 "2026-10-21T14:36:43Z")

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> [@Lukas\_Van\_Eind](#):
>
> **2. Rat and Sleeper mechanics**
> 
> Rat and Sleeper targeting mechanics have been a problem for some time. While NPCs should be able to engage any eligible target, they often switch almost instantly to those attacking them, even when those ships are not the primary threat.
> 
> This means solo and small-gang hunters often cannot engage targets without bringing enough firepower to account for both the site and the target.
> 
> I believe the probability of NPCs switching targets should be reviewed, giving the highest priority to ships actively aggressing them while retaining a small chance of switching to others.

I once lost a Loki to this.

I was not aware all the rats would switch to jam and point _me_ instead of the Isthar pilot who was actively killing them.

Yes, I do think rats shouldn’t immediately focus the enemy of their enemy.
