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Nerf Jump Freighters

Author
Simi Kusoni
HelloKittyFanclub
#1 - 2012-05-11 10:07:33 UTC
In most RPG style games, or series of RPG games, there comes a time when the developers, due to popular demand, introduce a fast travel or teleportation system. This, whilst done with the best intent, is usually detrimental to the game and destroys a large amount of the atmosphere.

Whilst it does eliminate an activity that most players profess to hate, travelling or hauling long distances, those same players suddenly find that everything has become far easier and a small part of the challenge and immersion has vanished. Where once you were forced to explore the game's world, now you merely fast travel through it and in doing so skip any real interaction beyond the activities at the start and finish of your journey.

For me, jump freighters are Eve's fast travel system. They are expensive (sort of), and require a moderate amount of time to train for*, but once bought will rarely die and characters are constantly training toward something. Jump freighter proliferation is an inevitable reality, and one that I feel is already becoming apparent in Eve.

That said, they have been introduced. They cannot merely be removed, as that would be massively unfair to their owners who have paid for them, built them and some have even created entire third party websites and corporations specialising in their use.

So what I would ask is, do you agree that jump freighters are detrimental to Eve? And if so, how would you nerf or repurpose them?

*Having said that, jump freighters do not take as long to train for as some would have you believe. Looking at a blank character in evemon it would take 50 days less to sit in a Rhea than it would to sit in a Chimera, and a Chimera would also require considerable support skills to be trained.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Robert Caldera
Caldera Trading and Investment
#2 - 2012-05-11 10:49:51 UTC
since I have and use one for transports, a nerf is a nonononono for me , if that would mean I could loose a 7b ship + cargo to some cyno camper junkies.
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#3 - 2012-05-11 10:55:10 UTC
I do not believe its a problem. It works wonders for my immersion, thank you.

Move along.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Simi Kusoni
HelloKittyFanclub
#4 - 2012-05-11 11:03:54 UTC
Robert Caldera wrote:
since I have and use one for transports, a nerf is a nonononono for me , if that would mean I could loose a 7b ship + cargo to some cyno camper junkies.

Yeah I don't really think nerfing them by putting them at risk when they cyno in would be the right way to go anyway, it would just make moving them around annoying and it's too easily circumvented by only cynoing into blue/empty systems.

I do however feel that moving 300,000m3+ around should have some kind of logistical challenge/risk involved.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Im Super Gay
Hedion University
Amarr Empire
#5 - 2012-05-11 12:22:06 UTC
Jump freighters are Eve's fast transport system. Jump bridges are eve's fast travel system. Jump bridges already were nerfed, move along...
Robert Caldera
Caldera Trading and Investment
#6 - 2012-05-11 13:38:04 UTC
Im Super Gay wrote:
Jump freighters are Eve's fast transport system. Jump bridges are eve's fast travel system. Jump bridges already were nerfed, move along...


what if I say jumpbridges were nerfed down to the level where JF already are?
Just because CCP nerfed one thing does not strictly mean everything else needs nerfing as well. Its a simple but flawed logic, we would never exit this loop anymore.
Simi Kusoni
HelloKittyFanclub
#7 - 2012-05-11 14:02:52 UTC
Im Super Gay wrote:
Jump freighters are Eve's fast transport system. Jump bridges are eve's fast travel system. Jump bridges already were nerfed, move along...

Next time you use the jump bridge network to move several hundred thousand m3 of stuff through low sec let me know, it is something I would genuinely like to see.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Nikk Narrel
Moonlit Bonsai
#8 - 2012-05-11 14:14:43 UTC
Try to keep in mind what effect they create in game, before you condemn them as detrimental.

They cannot fight, they do not try to fight, and they move less than their non jumping versions.

What they do add, however, is the logistics to place more fighting ships into pilot hangars. They help prevent blockades by jumping over them.
(A blockaded system being slowly sieged is boring, as they make an effort to NOT use fighting ships they cannot replace because of the blockade)

I believe CCP's implied position is that more fights happen when the fighting ships reach the fighting pilots, rather than burning up inside a non jumping freighter.

Prolonged conflict is good. Rapidly resolved fights equals peace. Peace = Z z Z z Z z Z z....
Simi Kusoni
HelloKittyFanclub
#9 - 2012-05-11 14:44:59 UTC  |  Edited by: Simi Kusoni
Nikk Narrel wrote:
Try to keep in mind what effect they create in game, before you condemn them as detrimental.

They cannot fight, they do not try to fight, and they move less than their non jumping versions.

The only limiting factor on the cargo capacity of jump freighters is that they cannot carry outposts. Moving them via a cyno chain is so trivial that for moving large amounts of smaller volume items, once you have the chain set up, making multiple trips is the work of moments.

Nikk Narrel wrote:
What they do add, however, is the logistics to place more fighting ships into pilot hangars. They help prevent blockades by jumping over them.
(A blockaded system being slowly sieged is boring, as they make an effort to NOT use fighting ships they cannot replace because of the blockade)

This is an extremely niche situation, but pretending for one moment that it isn't how do you think those ships would arrive if not by jump freighter? They would be moved in an alliance fleet op, a fleet op that would be vulnerable to attack by third parties.

Instead ships and resources are teleported to location, rendering the idea of a vulnerable logistics chain a somewhat laughable concept.

But beside that, that is not the most common use of jump freighters. Most alliances that I know of move the majority of their actual combat ships via carrier, with everyone in each corp contracting the ships over to those that can move them for them when it is time to deploy.

Jump freighters in the example you chose to use remove the possibility of attacking a logistics chain, not to mention it being a large contributing factor to the in game issues concerning force projection. It does not add to conflict, it detracts from it.

Nikk Narrel wrote:
I believe CCP's implied position is that more fights happen when the fighting ships reach the fighting pilots, rather than burning up inside a non jumping freighter.

Prolonged conflict is good. Rapidly resolved fights equals peace. Peace = Z z Z z Z z Z z....

I don't think more fights happen, I think more fights are avoided.

Say what you will, but hundreds of thousands of m3 of minerals, technetium, ships, ammo... everything a modern alliance exports and imports would otherwise require considerable scouting and escort fleets to move. Now we have reached a point in Eve where even outposts are merely moved in freighters that are jumped about via a titan bridge.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Tobiaz
Spacerats
#10 - 2012-05-11 14:55:50 UTC  |  Edited by: Tobiaz
Jump Freighters should be nerfed, as should all jump and bridge mechanics. Mainly by increasing the price a few orders of magnitude.

They should all be used solely in cases of major strategic importance of corporate or even alliance level, never for personal convenience or simply 'making easy money'. Make it so expensive no member can afford frequent use for their own petty personal reasons.

Many people thought the rogue drones dropping minerals were driving miners in empire out of a job, but they completely forget that this was only made possible because jumpfreighters and bridged freighters allowed safe and easy mass-transport of these minerals in the first place. Using jump-mechanics should never be abused as a way to make risk-free and effortless money.

The same goes for excessive blobbing, KM-whoring hotdrops in low-sec and alliances being able to NAP their entire side of the map and then curbstomping smaller alliances on the other side of the galaxy as a weekend trip.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Gabriel Kaile
Caldari Provisions
Caldari State
#11 - 2012-05-11 15:44:26 UTC
Tobiaz wrote:
Jump Freighters should be nerfed, as should all jump and bridge mechanics. Mainly by increasing the price a few orders of magnitude.

They should all be used solely in cases of major strategic importance of corporate or even alliance level, never for personal convenience or simply 'making easy money'. Make it so expensive no member can afford frequent use for their own petty personal reasons.

Many people thought the rogue drones dropping minerals were driving miners in empire out of a job, but they completely forget that this was only made possible because jumpfreighters and bridged freighters allowed safe and easy mass-transport of these minerals in the first place. Using jump-mechanics should never be abused as a way to make risk-free and effortless money.

The same goes for excessive blobbing, KM-whoring hotdrops in low-sec and alliances being able to NAP their entire side of the map and then curbstomping smaller alliances on the other side of the galaxy as a weekend trip.


And then only the alliances that have a huge bankroll will be able to have large swaths of space. This would be detrimental to smaller alliances, as they won't have the isk to fight back or even move their fleets around.
Aqriue
Center for Advanced Studies
Gallente Federation
#12 - 2012-05-11 15:47:25 UTC
Hey guess what....JF are fine. Like OP says, they are massively expensive and require two accounts to act in concert. CCP wants you to spend extra money for convience, because the pissy players refuse to buy gold ammo. Also, its your duty to cripple those logistic chains as a JF is ment to avoid the enemy (by bypassing those gate camps, unless you really enjoy those kinds of things)which means you go find them and if you can't / won't....then its your fault and you are stuck dealing with the problems that occur after the ship reaches the destination.

And how is a JF avoiding risk? Its not...its putting expensive amounts of cargo to travel from null through low to highsec and back. Its also the tool to get people into null...guess what if you hit that one smal normall freighter convoy that is boring as hell and suddenly they loose billions...they won't go back to nullsec. Really, big losses are discouraging but you do want people in nullsec do you want? So why push them away when you want them there in the first place.

But hell, if everyone wants risk I keep suggesting that you lose skillpoints when your ship goes pop. Why stay so focused on a JF or moving level 4s to lowsec....just go full out and lose it all. Trust me, even you will not like risk that costs you time you cannot get back Twisted.
Nikk Narrel
Moonlit Bonsai
#13 - 2012-05-11 15:52:23 UTC
Simi Kusoni wrote:
Jump freighters in the example you chose to use remove the possibility of attacking a logistics chain, not to mention it being a large contributing factor to the in game issues concerning force projection. It does not add to conflict, it detracts from it.

Nikk Narrel wrote:
I believe CCP's implied position is that more fights happen when the fighting ships reach the fighting pilots, rather than burning up inside a non jumping freighter.

Prolonged conflict is good. Rapidly resolved fights equals peace. Peace = Z z Z z Z z Z z....

I don't think more fights happen, I think more fights are avoided.

Say what you will, but hundreds of thousands of m3 of minerals, technetium, ships, ammo... everything a modern alliance exports and imports would otherwise require considerable scouting and escort fleets to move otherwise. Now we have reached a point in Eve where even outposts are merely moved in freighters that are jumped about via a titan bridge.

You make a strong point.

I counter with this. The result justifies the means.

CCP appears to want fighting ships in pilots hangars, with the express purpose of causing explosions.
If that means that a corp or alliance needs a little help from game mechanics to get the ore, process it, and build ships from that... then it seems this is what must happen.
mxzf
Shovel Bros
#14 - 2012-05-11 15:55:03 UTC
From what I've seen, I don't think that JFs are specifically bad for the game. I agree with Nikk Narrel that they help promote good fights and cut down on some of the boredom. Putting gate camps aside, hauling things out in a freighter would still be risky and end up getting killed at times. JFs help minimize the situation where you have a group saying "Well, I guess I'm just going to log off for the night because we couldn't get any ships here to fight in", which isn't really fun for anyone.

Yes, they are a powerful tool, but they are also extremely expensive to all but the richest of entities and they're certainly not invincible, there are 13 JF KMss on Eve-Kill this month so far and 40 last month. They cut down on the boredom, stress, and danger of one of the more important and under-appreciated roles in an alliance and help fights happen by getting ships and supplies to the people who need them.
Fon Revedhort
Monks of War
#15 - 2012-05-11 16:02:20 UTC
Robert Caldera wrote:
since I have and use one for transports, a nerf is a nonononono for me , if that would mean I could loose a 7b ship + cargo to some cyno camper junkies.

So your views on game balance are based on you (ab)using something particular rather than considering how it affects the entire world? Nice.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Simi Kusoni
HelloKittyFanclub
#16 - 2012-05-11 16:40:15 UTC
Gabriel Kaile wrote:
And then only the alliances that have a huge bankroll will be able to have large swaths of space. This would be detrimental to smaller alliances, as they won't have the isk to fight back or even move their fleets around.

To be honest if you have any sov space at all, then you probably have the numbers to escort a transport ship occasionally.

It might make life a little more difficult, but then Eve is supposed to be a challenge. And having some real logistics going on might even give those little alliances roaming gangs, or pirates of whatever type, something real to shoot at. Instead of them just picking off the odd idiot who stumbles into them.

mxzf wrote:
From what I've seen, I don't think that JFs are specifically bad for the game. I agree with Nikk Narrel that they help promote good fights and cut down on some of the boredom. Putting gate camps aside, hauling things out in a freighter would still be risky and end up getting killed at times. JFs help minimize the situation where you have a group saying "Well, I guess I'm just going to log off for the night because we couldn't get any ships here to fight in", which isn't really fun for anyone.

Well to be honest I'm kind of against force projection being easy anyway, at the moment the situation you and Nikk are using is the typical one of a large alliance cynoing a load of ships to the other side of Eve and rolling all over a few random smaller alliances for the lolz.

In my view long distance attacks of this sort should take considerable effort, and the defender should always have an advantage for being at home. Sub capitals should be moved into position by the attacker before hand, and if you start running out of ships before the job is done, or faster than you can replace them, then you failed and you should go home.

mxzf wrote:
Yes, they are a powerful tool, but they are also extremely expensive to all but the richest of entities and they're certainly not invincible, there are 13 JF KMss on Eve-Kill this month so far and 40 last month.

I don't really think they are particularly expensive, especially not for what they do. Their price makes them expensive, but not unrealistically so for a solo pilot to buy. And the number that die is relatively low for how common they are.

mxzf wrote:
They cut down on the boredom, stress, and danger of one of the more important and under-appreciated roles in an alliance and help fights happen by getting ships and supplies to the people who need them.

Well if they are used primarily to move ships and supplies, why not make the cargo bay considerably smaller, and give them a ship hangar in it's place?

The reality is they are not use primarily to transport ships, combat or otherwise. They are used primarily to transport minerals, moon mats and NPC loot/salvage etc.

Personally I would like to see them changed into something with a similar high capacity, that cannot jump. And just make it insanely good at getting round instead. Like a giant, nullified, cloak capable transport ship with (moderately) good align time for it's size. At least then it would still be reasonably safe, but would still require scouting and some coordination/effort.

Anything would be better IMHO than something that can teleport across Eve in a few minutes.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#17 - 2012-05-11 17:34:46 UTC
Tobiaz wrote:
should be nerfed... blah blah...

. Mainly by increasing the price a few orders of magnitude.

more stuff....

Make it so expensive no member can afford frequent use for their own petty personal reasons.


This is exactly what I think of sub caps. Give us 100 mil isk rifters so that we can put an end to the blob and casual PvP for personal enjoyment.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Simi Kusoni
HelloKittyFanclub
#18 - 2012-05-11 18:54:23 UTC  |  Edited by: Simi Kusoni
Asuka Solo wrote:
Tobiaz wrote:
should be nerfed... blah blah...

. Mainly by increasing the price a few orders of magnitude.

more stuff....

Make it so expensive no member can afford frequent use for their own petty personal reasons.


This is exactly what I think of sub caps. Give us 100 mil isk rifters so that we can put an end to the blob and casual PvP for personal enjoyment.

Nerf jump freighters, increase mineral prices. Voila, more expensive rifters.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Danika Princip
GoonWaffe
Goonswarm Federation
#19 - 2012-05-11 21:40:50 UTC
Try escorting a freighter convoy anywhere at any time without getting hotdropped by literally everyone with a cyno alt...
Simi Kusoni
HelloKittyFanclub
#20 - 2012-05-11 22:23:33 UTC
Danika Princip wrote:
Try escorting a freighter convoy anywhere at any time without getting hotdropped by literally everyone with a cyno alt...

To be honest this I why I'd rather see JF's role changed, rather than an outright nerf.

I'd prefer to see a giant, expensive, nullified T2 transport than something that can literally traverse Eve in moments with little effort. Hell, give it an inbuilt covert ops cloak and warp core bonus for all I care. It'd be damn hard to catch, you could move it quickly with a fast fleet for protection and the only way to catch it would be to warp in between the ship and the scout, decloak and get enough points on it to kill it.

It'd still be better than teleporting. The current system just makes Eve smaller, kills local markets and aids power projection. I honestly can't see a single upside other than cheaper minerals and life in Eve being made easier, neither of which are necessarily upsides.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

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