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Player Features and Ideas Discussion

 
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[Rubicon] Warp Speed and Acceleration

First post First post
Author
baltec1
Bat Country
Pandemic Horde
#261 - 2013-10-07 16:12:11 UTC
Its going to be a fair bit harder to take my mega on frigate runsSad
Altrue
Exploration Frontier inc
Tactical-Retreat
#262 - 2013-10-07 17:06:04 UTC
CCP Fozzie wrote:

3 - Your raptor will actually make virtually any practical warp faster after these changes than before. The increase in acceleration rate more than counteracts the decrease in max warp speed.


Thanks for answering ! The comment was just humouristical since I knew the increase in warp acceleration / deceleration would beat any decrease in warp speed.

After trying this out on Sisi, I now see that it litteraly EXPLODES everything I could have immagined so far :D I warp gate to gate (40Au) in 8 seconds with a T2 rigged interceptor, that's cool !
Is it short ? Hell yes it is ! But is it a good change ? OF COURSE !

It will entierly change the meta and affect even apparently distant gameplay like PvE in wormholes (D-scan when the ship can be on grid after 5 seconds ? ^^)... And that's cool ! Some people will probably complain about it, but I believe we now give a true role to smaller ships and especially interceptors. I was affraid that this change would shrink the galaxy, but since this was not a global increase in warp speed for every ship, so far it looks balanced. (And I tried with a freighter to compare fastest / slowest)

So, this is a "simple" change (even if from what I understood it was a lot of backend work) but both a needed one and a brilliant one.

G.G.

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Tikitina
Doomheim
#263 - 2013-10-07 17:06:16 UTC  |  Edited by: Tikitina
Callic Veratar wrote:

It doesn't need to be removed to make things slower. Give jumping a spool up timer, have the jump transition take time (0.1ly/s?), reduce jump distance, or increasing fuel consumption would all make it harder to jump so quickly.


I agree that there could be other ways to do this such as a jump-drive-recharge-timer not related to the capacitor, but...
I do like the idea of Cap fleets using the gate network, thus requiring proper support to move in addition to combat.

The threat of trapping a Cap fleet while in transit would be of significant concern to most wanting to field Cap ships.
This would make moving a Cap Fleet around even more of a major decision than it is now.

I would suggest that the Siege timers either be dramatically reduced or removed if jump drives were removed though.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#264 - 2013-10-07 18:22:55 UTC
I would just like to say again that this is the best change ever, please keep it as is

https://www.youtube.com/watch?v=AdQRyRZur8U

I might need a new pair of pants after watching this..

BYDI recruitment closed-ish

ilammy
Amarr Empire
#265 - 2013-10-07 18:57:33 UTC
Malcanis wrote:
You're wrong about nullsec: this is going to change the nullsec PvP meta a lot.
More titan-hugging due to more sheer speed diversification?

Everybody knows that CCP has Unforseen Consequences V.
Dominous Nolen
The Graduates
The Initiative.
#266 - 2013-10-07 19:17:03 UTC  |  Edited by: Dominous Nolen
All i can say is Wow... Awesome change.

Oh and... First thought on see the warp change in action

@dominousnolen

"Fly dangerously, Fly safe, Fly whatever, just keep Flying." - Lee Blackwood

Falkor1984
The Love Dragons
#267 - 2013-10-07 19:43:52 UTC
CCP Fozzie wrote:
And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.

Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.

Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time.


So basically you are asking for feedback and then tell us you dont care what we say. So I guess Im done posting here.

There is nothing balanced about LONGER travel times for freighters, thats not hard to understand. It IS back braking since it doesnt add anything in gameplay. Why would you want to make it slower to make the game better? There is no bigger chance of freighters getting caught by this, since they move like a brick compared their hunters already anyway. It just adds TIME in travel where you cannot interact with the game at all.

But yeah like I said, asking for feedback and then saying "we are not gonna change it anyway", is asking for no feedback in the future. GG.
Matthias Thullmann
Dynatron Inc.
#268 - 2013-10-07 20:12:29 UTC
CCP Fozzie wrote:
I'm gonna reply to a bunch of questions now.

Do you plan on nerfing ceptor dps, lock time, or any other factor to make up for this improvement in the future?

TrouserDeagle wrote:
You should look at jump drive travel if you want to make the galaxy big again.

THIS
THIS
THIS

Jump capable ships and jump bridges need a range nerf, speed nerf or complete removal. Having something move several systems in the blink of an eye should be limited to titans and supercarriers only.

Someone said spool up timer, that's a good idea. Give like a 5 min timer from jump initiation until jump is over.

Sizeof Void wrote:
ADD-inflicted FPS-addicted younger generation of gamers

lol not sure about him but I'm actually in the older balance of EvE players and I still like FPS over all other games. I think it's more to taste, or how much time you have to spend in a day, rather than age or lack of patience. Like I posted before ITT, a long trip in a battleship will eat into 90% of my play time.
Montevius Williams
The Scope
Gallente Federation
#269 - 2013-10-07 20:28:59 UTC
CCP, the new warp speeds are AMAZING!!!!!!!!!!! EXCELLENT job guys!!

"The American Government indoctrination system known as public education has been relentlessly churning out socialists for over 20 years". - TravisWB

David Laurentson
Laurentson INC
#270 - 2013-10-07 20:35:30 UTC
CCP Fozzie wrote:
And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.

Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.

Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time.


The way I read it, warps will be a bit slower on short hops, but noticeably faster on those (currently really annoying) 100-200AU warps.

Honestly? If it's worse on stuff I don't care about (small systems) and better on stuff I do (massive systems)... I'm happy. If it really bothers me, I'll get a web-buddy and end up faster anyway.
Bad Messenger
Rehabilitation Clinic
#271 - 2013-10-07 21:20:11 UTC  |  Edited by: Bad Messenger
Anyone tested how this change affect smart bombing frigates on gate?

EDIT: I did some testing and is seems pretty impossible to smart bomb frigates on gates.
Bischopt
Sebiestor Tribe
Minmatar Republic
#272 - 2013-10-07 21:51:17 UTC
Warp speed changes.

I ******* love you.
Gospadin
Bastard Children of Poinen
#273 - 2013-10-07 22:36:40 UTC
Garviel Tarrant wrote:
I would just like to say again that this is the best change ever, please keep it as is

https://www.youtube.com/watch?v=AdQRyRZur8U

I might need a new pair of pants after watching this..


Cleanup on aisle my keyboard.
BitRusher
Temporal Paradox
#274 - 2013-10-07 23:08:39 UTC
Can we get a Chart including the t2 warp rigs showing the minimum warp time. Right now on the test server I'm speeding through systems in 12-16 seconds, and besides not using t2 warp rigs, I'm doing it in a buzzard with a cov op cyno. This defiantly has the potential to absolutely ruin null risk vs reward.
Sexy Cakes
Have A Seat
#275 - 2013-10-07 23:36:59 UTC
Keep up the good work Fozzie, Rise and whoever else is on your team.

Not today spaghetti.

Mioelnir
Brutor Tribe
Minmatar Republic
#276 - 2013-10-08 00:42:05 UTC  |  Edited by: Mioelnir
David Laurentson wrote:
The way I read it, warps will be a bit slower on short hops,

Here you need to replace "a bit" with "substantially".

David Laurentson wrote:
but noticeably faster on those (currently really annoying) 100-200AU warps.

Here you need to replace "noticeably" with "slightly".

CCP Fozzie wrote:
For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.

At 28-ish DST trips per freighter load, this sounds like a massively exciting new gameplay avenue!
GeMiPaT
Bullshit Bingo Club
The Initiative.
#277 - 2013-10-08 00:59:28 UTC
Hi CCP,

Concept is great, I'm sure we'll love it, I checked the tables and I have these comments:

- T1 industrial is currently 4.5 AU/sec, not 3. it needs to remain that fast, don't nerf warp speed things that are already taking ages to align.
- Freighters need a little more love, it also takes ages to align, give him some mooooore speed in warp and a faster start/end of warp. It does have to stay slow but not SLOWER than before, its already a pain today.
- You take cruiser T1 as base, I understand your choice but I hoped that the cruisers had some love as well.
- T2 cruisers are currently 3.75 AU/sec which is 25% more than T1 cruiser, please make sure this stays valid with new system (looks like it is less)
- Please give T2 BC and T2 BS a 25% faster time as well compared to T1 hull. that's not that much, if you look at T1 frig versus T2 it's 50% so please give us a 25% on other T2 equivalent.
- I'm concerned about T2 industrial, they are currently very fast but the table does not help me a lot to figure out that they are still that fast.

Atreides 47
Sebiestor Tribe
Minmatar Republic
#278 - 2013-10-08 02:16:39 UTC  |  Edited by: Atreides 47
CCP Fozzie wrote:
ZoraTestra wrote:
Are you taking into account the Eifyr and Co. 'Rogue' Warp Drive Speed series implants?

Those will continue to work in the same way as before, but will now be useful since the attribute they affect will also affect acceleration.

You are making Battleships into Slowpoke fest because of some stupid implants that nobody will ever fit on Battleships ?? Seriously ? That doesn't make any sense. Why the hell double time ?
Looks like you are nerfing them again with Scissor hands.
Fozzie the Scissor-hands guy - http://cinematv.files.wordpress.com/2009/01/edward_scissorhands_by_mortis_artif.jpg

Nobody wants to wait freaking minutes to cross average system, NOBODY !

CCP Fozzie wrote:
Warde Guildencrantz wrote:
can we get a low slot module that increases warp speed? like a nano.

This kind of thing is very possible, we're playing around with a bunch of options now.

Leave the working mechanic alone, because after ruination crutches won't help it.

About freighters.
To Improve them you only need to allow them Astronautics rigs only.

M1k3y Koontz wrote:
IRL battleships move at pitifully slow speeds compared to their smaller, lighter armored/armored counterparts. I don't see what people are complaining about.

Do you frequently fly battleships in IRL ? U mad ?
IRL bulls**t is not valid argument here.

Long Live the Fighters !

CCP and nerfs - http://i.imgur.com/MejTGfL.jpg

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#279 - 2013-10-08 02:20:58 UTC
Frigs need to jump through gates faster =<

You spend way more time on gates than in warp now


Also i did some testing and you will have about 5-7 seconds between a inty showing up on scan and him being able to lock you.. This will change EVERYTHING (Like 3 seconds for short range scan)

Seriously, this will entirely change the way pvp works, best change ever.

BYDI recruitment closed-ish

MeBiatch
GRR GOONS
#280 - 2013-10-08 02:44:08 UTC
with the new opportunities for fast ships i really wish there was a tech III option for desies and gave me the ability to fit gang assist modules.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.