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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Maraner
The Executioners
#821 - 2014-10-01 19:35:02 UTC
I would suggest looking at the warp speed of capital.

I never liked the reduction in warp speed of the larger ships to < 3.

It seemed counter to logic, big ship should mean more power for propulsion. If caps are going to be able to jump gates at least allow them to warp across the system in a meaningful way.

btw this thread needs suggestions and meaningful comments and less QQ.
Gaizka Alud
Helix Initiative
Pretenders
#822 - 2014-10-01 19:35:51 UTC
We can give CCP some credit for actually tackling the issue.
We can give CCP some credit for being prepared to apply a heavy nerf to the issue they wish to tackle.
We can give CCP more credit for putting it out with sufficient time to bash it around and come back with better ideas (let's hope).

But....this is the sort of proposal that only looks good on a whiteboard in a room full of coders.

Now we'll need a spreadsheet to calculate jump range and times? Come on CCP, you couldn't have made it more convoluted if you had tried (maybe you did try).

Whatever you end up doing, and I trust it will not be this, it should be:
- easy to understand;
- not too hard to incorporate into plans/tactics
- reasonably accesible to most players.

For many people (not that there are that many of us left), EVE is a few hours after a long day of real life.
The changes you make should encourage bored and lapsed players to become more active again.
It would be truly enlightening to hear a decent argument for why anyone thinks this might do that.
Lord TGR
Brutor Tribe
Minmatar Republic
#823 - 2014-10-01 19:36:12 UTC  |  Edited by: Lord TGR
Grath Telkin wrote:
Lord TGR wrote:
Grath Telkin wrote:
This is an amazing change and I think people are failing already to see the long term implications of what you're doing here today.

Change nothing (you dont need to effect Jump Clones since at best you can only use that to move every 19 hours) and ship it as is, dont cave to any whining about any of it.

You either use gates, or you pay the price to move through teleportation for any ship in EVE.


I expect a lot more roaming coming into our Eve.

This isn't what you said the last time something like this was brought up on kugu. Funny, that.


Funny how this also addresses Sub Caps using bridges to cross EVE instantly, something you and yours didn't see as a problem that needed to be addressed

Watch as we give absolutely no fucks, until the sov system changes to something which doesn't give us a week's response time.

Edit: And even then we won't care, because we'll be too busy flying around and having fun because we'll hopefully have a sov system which isn't absolute ****.
Medalyn Isis
Doomheim
#824 - 2014-10-01 19:36:19 UTC
CCP Greyscale wrote:
Can supers use gates after this change?
Yes.

Does this make it too difficult for new pilots to get out into 0.0?
Yes, it probably does. We are going to look at this tomorrow to try and make this easier.

Is the balance for Black Ops final?
No. Please give feedback!

The math about the minimum jump timer is inconsistent in the blog, right?
Yes, it is, I'll fix it as soon as I have time, thread's moving too fast atm!

Very large fatigue values will take a loooong time to decay, is this too much?
Possibly yes, we'll have a look at this.

CCP Greyscale = Best Dev. This is an awesome change, thank you for being bold in these changes, and also for the great Industry changes. I can't wait to see what else you have in store for Null Sov in future.

Also I don't see why it is too difficult for new pilots to get into 0.0, they just need a wormhole or to use an interceptor, then the alliance should provide everything else they need in 0.0 space for them.
TheButcherJohn
Blackwater USA Inc.
Pandemic Horde
#825 - 2014-10-01 19:36:19 UTC
Ncc 1709 wrote:
Whats the point in cyno jammers now?


The point now, is that you can screw someone's route, forcing them to wait another thousand irl years to get to their destination. So, they seem pretty overpowered if you can take the right system, since with these distance changes, going around cynojammed systems is going to be a btich.
Kat Ayclism
Republic Military School
Minmatar Republic
#826 - 2014-10-01 19:36:21 UTC
Ahahaha, full ****** achieved. WTB characters so I can fatigue them to infinite before flipping them.
Cpt Patrick Archer
I HAVE THE POWER OF GOD AND ANIME ON MY SIDE
Blue Eyes and Exodia Toon Duelist Kingdom Duelers
#827 - 2014-10-01 19:36:25 UTC
Eigenvalue wrote:
Mira Meroda wrote:

I am not playing a game to WAIT.


So much this. So so much.

Timers are a flaw in eve, not a feature. They're an unthinking response to an unbalanced structure.

Sov null doesn't need *more* timers for game play ffs.



You sir, make a very good point.
Nimrodion
Xanthium Prime
#828 - 2014-10-01 19:36:27 UTC
IMHO, CFC/N3/PL tears galore mean CCP is doing something right - +1 from me! LolLolLol

P.S. http://youtu.be/TxZDXUmGGsU
beakerax
Pator Tech School
#829 - 2014-10-01 19:36:41 UTC
CCP Greyscale wrote:
We are going to allow capital ships to use gates in lowsec/nullsec

What?
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#830 - 2014-10-01 19:36:53 UTC
I haven't read the entire thread, but have read the Dev Posts.

Has anyone considered the movement of materials via Jump Bridge using industrials with this change? Example that comes to mind is Mining and refining in a Minmatar station, and then using a Kyros to move the minerals at a latter stage to an Amarrian station for the use of capital production. Because lets face it that kind of movement isn't what I think CCP was trying to nerf. Possible solution would to be include all Industrials/Shuttles/Mining Barges/any other non combat ship in the JF/Rorq exception list.
Lyris Nairn
Perkone
Caldari State
#831 - 2014-10-01 19:37:08 UTC
Eigenvalue wrote:
Lyris Nairn wrote:

A fully fit boot/slowcat only costs like 2.5b which is less than a week of ratting or mission running on a casual schedule.


Most mission runners are doing good at 100M/hour. Ratting in decent sov null is essentially equivalent. That's 25 hours of grinding. Are you considering grinding as a part time job a casual schedule?

Yes. That comes out to 3 hours a day for a week, which if you're going to play a video game as your primary hobby is not unreasonable especially for a MMO. There are many, many people who play EVE or other MMOs upwards of 6 hours a day, every day. If you are not one of those people, then it will take you longer; or, you might find a more profitable


Eigenvalue wrote:
Lyris Nairn wrote:

The initial price tag may seem daunting but they are fully insurable t1 ships and every nullsec entity reimburses them for the full price of the hull and required fittings (or they just give you a replacement ship) if you lose it on an op with an approved FC.


Sorry, I thought these changes were meant to enable smaller entities to have a chance in sov null not just established wealthy entities?

That may have been the intention. That will not be the result.


Eigenvalue wrote:
New entities to sov null do not have the resources to fund SRP on capitals. Ask HERO about their capital SRP program, which essentially involves funding topes only. Hopefully some day it'll have enough revenue flowing to be able to do full SRP on capital loss, but that day is not visible to me.

And even once it arrives, I'm not sure its budget will handle massive welps on gates to roaming CFC T3 gangs.

This level of expense is limited to long established entities my friend.

I agree entirely. You see now why goons and CFC are all smug about this, and I am decrying it as harming the little guy.

Sky Captain of Your Heart

Reddit: lyris_nairn Skype: lyris.nairn Twitter: @lyris_nairn

Rommiee
Mercury Inc.
#832 - 2014-10-01 19:37:27 UTC
Overman wrote:
The worst part of this, is that probably most of EVE agrees that capital projection needed to be fixed and CCP still managed to enrage so many people.

* There's so many ways for this fix to be achieved but, in typical CCP fashion, they decided to use a hammer instead of a surgical tool. You can't and won't fix the problems in EVE in a few piece-meal fixes. You need to take your time on this and really think about it. A token meeting with CSM idiots and a round table in Iceland isn't enough. Eve is organic and CCP loves to advertise it as a sandbox. Well, that sandbox has many variables and dynamics that will be affected here. Many of which are welcome but many are not. However, they needed to be accounted for and weighed appropriately.

* I guess what bothers me is CCP's approach. There are certain things that are not working well in this game. (Cap Projection ofc/null stagnation/Sov Mechanics/Actual utility of Sov/Conflict Drivers/Supers/)... I believe these are all interwoven and need to be addressed together.

* I don't think a half-assed dev blog proceeded by a meeting or two the month before adequately shows me, as a CCP customer, that you've put the proper thought, testing, and brainstorming into this that I would expect from a company i'm investing in. That's disheartening and I think the rough nature of this blog is where much of the animosity from the user base stems from. Various departments need to scour ideas and fixes and CCP needs to spends months trying to understand how these are going to fit together for a further of EVE online while still intriguing existing and new customers. Not only do these departments need to have a variety of alternatives available to balance their area, but these need to be discussed and gone over en mass BEFORE sweeping changes are implemented.

* I do think some of the changes can be worked. A Jump timer + "fatigue" of SOME sort can work, but does CCP really believe this current mechanism is the best choice? Have a 3 minute timer, then a 6 minute timer for two successive jumps if jumped again within 30 minutes, then a 10 minute timer and it at 10 minutes for every subsequent jump thereafter. You could implement fatigue which reduces the efficacy of weapon systems. In other words, You'll be able to still jump long distances and technically move across EVE if you wait out your timers, but the fatigue can implement a negative weapons bonus to negate your ability to use drones/defensive mods/doomsdays/gunnery etc. You can have a base to where after 4 consecutive jumps, you can't use weapon systems/defensive systems for 3 hours or so. The negative weapons bonus would affect your skills irrespective of whether you're still in a carrier or not. A jump timer coupled with a fatigue that stacks negative weapon bonuses, you neuter your opportunity to dogpile into fights(cause you'll be useless), you significantly reduce the ability to jump across EVE with the timer alone, but you'll still leave opportunity for hot drops/logistics. This would permit logistic capitals to be use effectively, but coupled with death clones, would nullify the ability of alliances to dogpile into large fights multiple regions away WITHOUT already having jump clones/ships or an alt in place in that area.

Note: I spent 5 minutes thinking up a more sound alternative that would probably infuriate many less people.


* PS: Don't let capitals go through gates. FFS that just sounds stupid. It will look stupid. it's antithetical to capitals and how we've all known them. I get that changes are necessary, but if you're going to keep some form of jump, make it a necessary and not optional. There are already discussions of nano-nig gangs and its going to be stupid.


This
Aladar Dangerface
Federal Navy Academy
Gallente Federation
#833 - 2014-10-01 19:37:40 UTC
As a wh citizen I'd like to say on behalf of all wh residents: hahahahahahahahahahahahahahahahahahahahaaaaaa. Delicious tears are delicious

I don't need twitter. I'm already following you.

LuisWu
Imperial Shipment
Amarr Empire
#834 - 2014-10-01 19:37:43 UTC
My God, it's full of tears.

F*** This Game

Jenn aSide
Soul Machines
The Initiative.
#835 - 2014-10-01 19:37:44 UTC
Schmata Bastanold wrote:
Jenn aSide wrote:
Schmata Bastanold wrote:
Jenn aSide wrote:
congrats, you Just 'Malcanis Law'd' null sec and made things worse because who can afford to but new characters and PLEX for multiple character training, new guys or old players?


Caps are not ships newbies should take any interest in, I don't see Malcanis Law to apply here.


I didn't mean 'new to the game' newbies, I meant "new to low/null folks and groups".


Meh, they will manage if they really want to. And Malcanis was writing about improvements and this is frakking big nerf no matter how much rainbow propaganda spin doctors will throw at it.

At least that's how I always saw Malcanis Law. Maybe I'm wrong, I probably am as usual. Why am I keep posting in all those threads without big boy's tramp stamp on my back? Oh wait, I pay for it, that's why :)


Masochism for the win lol.

Here is the thing, you can already do anything you want "as long as you want it bad enough" It's a game, no one wants it that bad so we end up with a "stagnating" null sec and such.

I am not in favor of changes that HELP new players/groups. I walked 15 miles to jita everyday uphill in the snow and they can too. BUT, adding things to entrenches the older established players even more is just as bad as artificially trying to help new players.

I think this change, while reasonable sounding, ends up doing nothing more than making things worse. It stands to dampen conflict , make null sec pve safer and give players with money easy ways to corner several markets.
Aiken Lugre
State War Academy
Caldari State
#836 - 2014-10-01 19:37:51 UTC
A+

Love the changes.

Stay the course, ignore the squeaky wheels.
SpiritOne
Burning Napalm
#837 - 2014-10-01 19:37:53 UTC  |  Edited by: SpiritOne
Will these changes include for walking about in stations? I am tired of being locked in my room.
Amarr Citizen 1312151005
Royal Amarr Institute
Amarr Empire
#838 - 2014-10-01 19:38:23 UTC
WOOHOO making my already safe null sec anom running even safer Thank you CCP. Before I would rarely use my caps for anoms but after this change I will be making ISK hand over fist it will be great. Also less risk of losing our systems now.

On top of it all I bet we will see less active users online making it even better for me to make my ISK.
Been waiting for CCP to stomp a mudhole in the face of nullsec hot drops For any cap pilots quitting please I will take your ships and use them for my anom running.

Alice LaMarke
Center for Advanced Studies
Gallente Federation
#839 - 2014-10-01 19:38:29 UTC
Lets just watch that artificial jump fatigue timer go down, while our skill queue goes down, while we watch our remaining days of subscription go down, while nothing is going down in game.

Congratulations CCP, you have outdone yourself. Thing is the biggest pile **** you have ever put together. F*****g over every last person in nullsec, from subcap to supercaps.
CCP Greyscale
C C P
C C P Alliance
#840 - 2014-10-01 19:38:30 UTC
Ripard Teg wrote:
Haven't had time to read all 34 pages to see if anyone has already brought this up:

If this change goes in, please make jump-cloning incur jump fatigue at some (likely greatly reduced) level.

The goal: to prevent super-large, super-rich alliances from just building caches of capitals/supers at various NPC 0.0 or low-sec staging points around the galaxy, and just getting to them by jump-cloning (and in so doing, avoiding jump fatigue).


Jump cloning is not a thing we want to touch more than we can help at this point, it's a larger topic.

Yes, caching is going to be something of a thing, but the amount of caches you need to get good coverage of the bulk of the cluster is large (somewhere on the order of 1 per region), and the effort involved in restocking them is distinctly non-trivial.

Tribal Trogdor wrote:
About caps jumping gates:

1) Carrier gate camps - If they sit 0 on gate, they have more than enough subcap killing potential along with enough RR potential to wait out 60 seconds of aggro if needed. This wouldn't be so bad in null as there are bubbles to keep them on the other side, but in low, how is this to be countered? Breaking a fair amount in under 60 seconds would take a fair amount of dreads, which have to siege and get stuck for 5 minutes, while the carriers are only stuck for 60. If the carriers jump out via the gate, they can align out, blap anything that might be sat on the other side to stop them (as most are stuck next door and the real DPS cant follow) and dock up. Even in null though, the dreads are still stuck out of the fight, unless of course they burn to the gate, jump in, and hope the archons hadn't reapproached in the time O.o

2) Cyno Jammers - Drop cyno next door, warp to gate, jump in. Kinda kills the point of it, yea?


- If you can get tackle on the other side, capitals generally take a while to get back to the gate. It ought to be manageable.

- There's still probably tactical advantage in forcing the enemy cap fleet to jump in through a gate.

Hendrick Tallardar wrote:
CCP Greyscale wrote:
[
Black ops balance is something that's definitely still open for discussion. Thanks for this post :)


No problem.

I don't like the exponential factoring in given the problems with cool down time others expressed. However if a set system is to be put into place, there needs to be a benefit to using a Black Ops ship. As it currently stands, there is none as it is penalized the same as a Capital ship.

Please consider this when discussing with the CSM about these changes and number balances. I wouldn't go so far as to say that BLOPs should be half the Capital ship cool down factor, but it's certainly worthy of having smaller cool down than a capital.


Yup, we'll look into this.

Rowells wrote:
some questions:

Is there expected to be a noticeable impact on isotope usage as some players opt to use gates?
Is it correct to assume that in some circumstances(for instance using regional gate from tenal to cobalt edge) the projection has increased (not overall)? < terribly worded question
Will you consider allowing us to condense the timers in the top right corner slightly? That thjing is going to be very full for a lowsec pirate with jump fatigue/cooldown/NPC aggro/Player Aggro/Weapons timer etc.
Do you expect there to be a increase in capital uasage as cyno alts are no longer required?
On that note how many cyno alt accounts do you expect to be unsubbed/repurposed?
Will there be a follow up capital ships/module tune up or rebalance soon or is that undetermined yet?


Player related questions:
Who else is going to run dread roams after patch?
How many killmails do you expect to see with inertia stabs in the lows?
Anyone can think of really out-of-the box things you can or will do with a capital after patch?


- It seems somewhat likely, yes. We'll keep an eye on isotope usage.
- Yes, in some cases access to gates makes cap movement easier; we think on average it works out as a reduction, though.
- The proliferation of timers is something we're looking at, yes.
- Over small distances, it's possible, yes. The range of use cases is sufficiently diverse that it's hard to be sure, though.
- Not sure, they're less needed in some scenarios (using gates), but more needed in others (need more to travel a given number of LY)
- I don't have info on capital balance timelines currently, sorry (everyone else has gone home)

Good questions, thanks for the post :)

Retar Aveymone wrote:
CCP Greyscale wrote:

It's going to have a significant impact, to be sure, and that's something we need to keep an eye on. At the same time, though, people built T2 ships and modules before jump freighters existed, so we're somewhat skeptical of the argument that that T2 construction is impossible without JFs.

They used carriers, which were longer range than current JFs. JFs were introduced with the carrier nerf (before then, you'd load up iterons in your carrier and it effectively held ~200km3) T2 production has never existed in any serious amount without long-range jump capability, as you'll find in the short period between Castor and Cold War (dreadnaughts can haul) there was very little t2 manufacturing (no invention, t2 expensive as all ******* hell and everyones poor).


Yup, true, although if memory serves the optimal setup was mammoth+hoarder. I've also seen it done with mundane freighter convoys in the past. It'll be harder, for sure, but let's not get ahead of ourselves and say that this change makes getting moon mins to empire *impossible*.

[quote=Anthar Thebess]Question to CCP Greyscale,
Can each Region get new gate connection to nearest NPC space , and NPC null space not connected to lowsec space at any point will get new gate connection to nearest lowsec space.

From my own yard.
Paragon Soul will get new gate to Stain.
Stain will get gate to some...