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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Janus Nanzikambe
Questionable Ethics.
Ministry of Inappropriate Footwork
#3741 - 2014-10-02 17:49:33 UTC
Master Dumi wrote:
YOU are Killing EvE again.


What is dead may never die!
Dxella
Sebiestor Tribe
Minmatar Republic
#3742 - 2014-10-02 17:50:33 UTC
i dont think Super Capitals ( Titans and Motherships ) should not be able to use gates, should be forced to jump to cyno's.
also here is my suggestion how to do this

* Dont touch the max jump ranges, keep them as they are now.
* And also the Jump Fatigue is to powerful i think,

The Jump Calibration skill should effect how much jump fatigue you will get,
instead of multiply just add a certain base jump fatigue depending on Jump Calibration level
Base fatigue + Light years Traveled + any built up fatigue
this way we who have spent alot of time training Jump cal will atleast feel a Little better =P

Jump cal level -> Base fatigue

0 -> + 15
1 -> +10
2 -> +8
3 -> +6
4 -> +4
5 -> +2

ill do an example
we will do 4 jumps, with a fully skilled carrier pilot. so Jump calibration 5.



Jumps we will do will be:

Starting in HED-GP to Dooz Distance: 14.5 ly
Since this is our first jump we wont have fatigue yet,

14.5ly + 2 = 16.5

so we will get a timer on 16 min and 30 sec for doing almost a max jump and get a 16.5 Fatigue.
We wait those those 16 mins and our fatigue will be down to 14.9

Dooz to Ofage Distance: 14.1 ly

This time we do already have fatigue so

14.1ly + 2 + 14.9 = 31

So this time we will have a timer on 31 mins and a fatigue on 31.
when we waited we should be down to 27.9 fatigue.

Ofage to 4NGK-F Distance: 8.1 ly

This jump will be shorted but we still built up quite some fatigue.

8.1ly + 2 + 27.9 = 38

so now we have a timer on 38 mins, and fatigue 38.
after our ship spinning time is done, we should almost be down to 34 fatigue

4NGK-F to WH-JCA Distance: 11.3 ly

Last jump,

11.3 ly + 2 + 34 = 47.3

so we reached our destination but we will have some time Before able to do Another jump, around 47mins and 15 sec. and a fatigue at 47.3

Total travel distance: about 48 lightyears. Time taken to get here = 1h 30 mins and we would still be having Another 47mins to wait until be able to jump next



this way, you still get quite some timers and building up fatigue but at a okey level since you can infact jump longer. That way you wont kill pilots who live Deep into null
also if you now ever wanted to let regular captials ( Carriers, Dreads, Rorq ) back into high sec you could and let super captials still be stuck in low/null space.

That's my suggestion to this idea of yours,
i dont like it but it would be surviveble.

( some numbers as fatigue might be rounded up or down )

Dxella
Imolus
#3743 - 2014-10-02 17:50:48 UTC
CCP Greyscale wrote:
Planned new feature to address new player movement:
Thoughts? Pasting this into the FAQ and also trying to get it into the blog proper.

Genuinely new players should not be going straight into nullsec unless they are well informed and had done a decent amount of research on the game.

More often than not, those players will be lost in a complex sea of game mechanics. Teleporting them all the way down to null sec without easy way back will only add to the confusion.

And worst of all, you'll be taking away a joy of their first trip through a dangerous space.

I personally strongly disagree with this proposal.
machuugoo
Kenshin.
The Initiative.
#3744 - 2014-10-02 17:50:54 UTC
wow worked so hard to get capitals now....... load of b.s.
Neera Saldana
Garoun Investment Bank
Gallente Federation
#3745 - 2014-10-02 17:50:58 UTC
Give us highsec rorquals now, no reason to restrict their movement anymore.
Jenn aSide
Dreddit
Test Alliance Please Ignore
#3746 - 2014-10-02 17:51:22 UTC
Mr Floydy wrote:
Vhaine Vhindiscar wrote:
Remember when people played games for fun? Stop killing fun. How is making logistics harder for the people that rely on that stuff to actually have fun? No person in their right fn mind wants to do a convoy op. You people put jump freighters in the darned game specifically because escort missions are dumb and boring even when we aren't talking about eve.


Flying escort sounds fun.... Pilot shipping out with a big hauler, you and your friends escort him and kill anyone who attacks it. You're safer from being blobbed than you once were due to these very changes, it makes interesting content.

Much more exciting than waiting for a fight to kick off on an organised timer and then cyno'ing 100s of ships on top of a fight in a 0.10 tidi system/


Who exactly is going to us a 'hauler' when you can stuff tings in a carrier that (with proper fit and implants) will travel faster while being able to remote rep and launch legions of fighters and drones? In this new EVE, 'escort' will be "hey dude, can you bring your nano triage carrier along?".

This illustrates a problem with these kinds of discussions. People arne't creative enough to see the obvious consequneces of a change until AFTER the change when actual creative people are shafting everyone else...because of the changes lol.
Kristian Hackett
The Dark Space Initiative
#3747 - 2014-10-02 17:51:23 UTC
The more I'm looking at this, more more I'm thinking that Jump Freighters need to get some slack cut to them in regards to range. They're already slow enough as it is, no need to make them larger targets as well.

Aircraft Maintenance - Using a high school diploma to fix what a college degree just f***ed up. "Life is too short to drink cheap beer."

Lord TGR
Brutor Tribe
Minmatar Republic
#3748 - 2014-10-02 17:51:35 UTC
Jenn aSide wrote:
Altirius Saldiaro wrote:
I wish this change was coming tomorrow.


I do too, so we could fast forward to the day after than when reality starts to sit in, right about the time the Blue donut (which at least had a hole in the middle) turns into an impenetrable blue BRICK.

That's where the sov revamp comes into play.
Demonfist
Pandemic Horde Inc.
Pandemic Horde
#3749 - 2014-10-02 17:51:40 UTC
Jenn aSide wrote:
Altirius Saldiaro wrote:
I wish this change was coming tomorrow.


I do too, so we could fast forward to the day after than when reality starts to sit in, right about the time the Blue donut (which at least had a hole in the middle) turns into an impenetrable blue BRICK.

That will only provide opportunities for new corps focused on breaking bricks, for a fee.

eBil Tycoon > we're more like megacapitalistic psychotic space cowboys with raging epeens and 3% real girls.

Phoenix Jones
The Scope
Gallente Federation
#3750 - 2014-10-02 17:52:12 UTC
Demonfist wrote:
Elsa Hayes wrote:
Shock Beer wrote:
I hope CCP backflips when the unsubs start coming through


This might actually get CCP more re-subs than whiners unsubbing over something which is not even set in stone yet.

Now IF CCP would also introduce a new ship like a heavy bomber/piloted fighter bomber that works pretty much like an upscaled fighterbomber already in game, i.e. very good vs supers, good vs caps, bad vs anything else to discourage the idea of nano, warp speed optimized carrier roams and camps to act as some sort of counter then these changes would actually be awesome!

Maybe cutting the JF a little slack and increasing its range a little above the others but other than that thumbs up CCP.

^ Good idea. Stealth Bomber's big brother. They even already have models for them they could scale up, tweak a bit and use for the ships. I would only add that they should be decent but not efficient against battleships too, to add to versatility and keep you from having to reship to do anything if the other side shows up in subcaps.


They could do that with the Heavy Interdictor, make it an artillery platform against capital ships. You'll need them to catch them in lowsec to begin with.

Yaay!!!!

Brigadine Ferathine
Presumed Dead Enterprises
Brave Collective
#3751 - 2014-10-02 17:52:37 UTC
Master Dumi wrote:
YOU are Killing EvE again.


Looks like the best reason to QUIT now :

1. Life will get impossible in deep 0.0 and Capitals will become giant old ships that nobody want them.
2. Without any benefits from Capitals players will stop learning and building them and loosing goals = loosing players
3. Sure you hate 0.0 because of the stress on your servers due to 3000 pilot fights but that is the reason ppl join EVE, that is the reason EVE is so great.
4. This will not balance the 0.0 - it will take out the pleasure of 0.0 ppl to play EvE and a lot of them will QUIT.

My advice :
You have the CSM, use those ppl to come up with ideas to improve EvE.
Stop letting employes that did not play the game for a long time to change this game.
EvE is a great great game - stop changing the game.

For the record I HATE the 3000 man fights. Secondly there is things to build other than capitals. Thirdly, time die makes me want to cry and this BLOB PvP has absolutely KILLED small gang/solo PvP. You don't need to be good as an individual you just need to put more ships on field, unstack your guns and camp gates better than the other guys. I didn't join the game for the BLOB PvP sorry to burst your bubble.
baltec1
Bat Country
Pandemic Horde
#3752 - 2014-10-02 17:52:53 UTC
Imolus wrote:
CCP Greyscale wrote:
Planned new feature to address new player movement:
Thoughts? Pasting this into the FAQ and also trying to get it into the blog proper.

Genuinely new players should not be going straight into nullsec unless they are well informed and had done a decent amount of research on the game.

More often than not, those players will be lost in a complex sea of game mechanics. Teleporting them all the way down to null sec without easy way back will only add to the confusion.

And worst of all, you'll be taking away a joy of their first trip through a dangerous space.

I personally strongly disagree with this proposal.


Thats only true if you are a terrible organisation. Our newbees have a much higher retain rate than the ones left in high sec.
flakeys
Doomheim
#3753 - 2014-10-02 17:53:15 UTC
CCP Greyscale wrote:
Charlotte Ginger wrote:

There is no need for this what so ever. Grab a Frig, and FLY

Seriously?


Anything that makes it easier for new players to start doing interesting stuff straight away is a thing that we are interested in supporting :)

Komi Toran wrote:

No: if you're less than 30 days old, one free move per new corp

If you're over 30 days old, one free move per year, corp has nothing to do with it




And yet you removed 30+ channels without giving a blink or any update besides creating a thread a week in advance saying '' We're gonna kick this **** out'' and sign it with a big smiley face.


If you can't see that that change destroyed the choice of new/trial players to stay in eve more then having to fly to a new home base in a frig just once amazes me.

But let me not derail this thread with stuff important to newbies , let's get back to us bittervets and how we may have some inconvenience with our supercapitals ... Roll

We are all born ignorant, but one must work hard to remain stupid.

MiliasColds
Strategic Incompetence
Blue Sun Interstellar Technologies
#3754 - 2014-10-02 17:53:33 UTC
on the JF and jump ranges note, in general I like the changes a lot, just was thinking some places EG drone regions are now essentially cut off but for a handful of routes, that undoubtedly will be perma gatecamped, which even with escorts becomes problematic.

Just consider the effects that there are some regions that are much more isolated at 5 LY jumps that are not self sufficient in terms of GOO, and many other things, so unless you make it more reasonable to do everything on site, or most everything, the JF nerf makes them much more annoying to live in.
Capqu
Half Empty
#3755 - 2014-10-02 17:53:46 UTC
Querns wrote:
Capqu wrote:
CCP Greyscale wrote:
Planned new feature to address new player movement:

For players less than thirty days old, once per player corporation joined, and
For all players, once a year

You may push a button in your corp interface (while a member of a player corp and docked) that:
- Moves your medical clone to a station designated by your corporation, and
- Automatically moves you to your medical clone

Exact method of corporations designating target station still being ironed out, but it will involve at the very least being able to designate a default station for all corp members, and will likely be allowed for *any* station with a corp office, regardless of system sec status.


This seems to us like it solves the "I want to recruit people to nullsec" concern, and also gives non-nullsec recruiters an easier way to get genuinely new players to the right location easily.



Thoughts? Pasting this into the FAQ and also trying to get it into the blog proper.


oh ur older than 30 days and have already tried one corp? sorry well ur gonna have to wait a year to join us cya

30d is long enough to have trained an interceptor


sure its long enough to have done it i guess but how many newbies go straight to ceptor? 6 months is more reasonable a period of time for a newbie to be able to travel in null, 1 month really isn't
Demonfist
Pandemic Horde Inc.
Pandemic Horde
#3756 - 2014-10-02 17:53:51 UTC
Jenn aSide wrote:
Mr Floydy wrote:
Vhaine Vhindiscar wrote:
Remember when people played games for fun? Stop killing fun. How is making logistics harder for the people that rely on that stuff to actually have fun? No person in their right fn mind wants to do a convoy op. You people put jump freighters in the darned game specifically because escort missions are dumb and boring even when we aren't talking about eve.


Flying escort sounds fun.... Pilot shipping out with a big hauler, you and your friends escort him and kill anyone who attacks it. You're safer from being blobbed than you once were due to these very changes, it makes interesting content.

Much more exciting than waiting for a fight to kick off on an organised timer and then cyno'ing 100s of ships on top of a fight in a 0.10 tidi system/


Who exactly is going to us a 'hauler' when you can stuff tings in a carrier that (with proper fit and implants) will travel faster while being able to remote rep and launch legions of fighters and drones? In this new EVE, 'escort' will be "hey dude, can you bring your nano triage carrier along?".

This illustrates a problem with these kinds of discussions. People arne't creative enough to see the obvious consequneces of a change until AFTER the change when actual creative people are shafting everyone else...because of the changes lol.

Not all of Eve are bittervets that throw carriers around to solve all problems. Just sayin.

eBil Tycoon > we're more like megacapitalistic psychotic space cowboys with raging epeens and 3% real girls.

Jenn aSide
Dreddit
Test Alliance Please Ignore
#3757 - 2014-10-02 17:54:20 UTC
Demonfist wrote:
Jenn aSide wrote:
Altirius Saldiaro wrote:
I wish this change was coming tomorrow.


I do too, so we could fast forward to the day after than when reality starts to sit in, right about the time the Blue donut (which at least had a hole in the middle) turns into an impenetrable blue BRICK.

That will only provide opportunities for new corps focused on breaking bricks, for a fee.


How much isk would you care to bet on this?
Kat Ayclism
Habitual Euthanasia
Pandemic Legion
#3758 - 2014-10-02 17:54:34 UTC  |  Edited by: Kat Ayclism
With the changes to movement there's something else that needs looked at a bit more closely

Anchorable Bubbles

The cost on them is quite low, the only require maintenance if killed off, and they are quite hellacios for capitals with low mobility to get out of.

Rather than suggest a capital MJU or something silly, I'd like to suggest that anchorable bubbles be tweaked to require some amount of maintenance.

Be that fueling them as with POSes or with redeploying them as one currently does with the mobile depots/mobile cyno jammers/etc...

The amount of safety that set-it-and-forget-it anchorable bubbles provide in an environment of much lower mobility is completely out of skew. So make it something that requires maintenance and actively being in that area to some amount in order to disrupt movement. This introduces an amount of risk as you may get caught out while maintaining your bubbles and it means you're in the area so you may draw someone hunting you after going all "grr bubbles." This also prevents a single person from creating a highly disruptive bubble path- it does not stop a focused entity from doing it though, and actually makes it more rewarding to have people focused on disruptive behavior, which opens up a lot of tactical gameplay.

A period of 30min or so would put them as a good option in comparison to dictors, while still leaving dictors with their uniquely disruptive capabilites.
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#3759 - 2014-10-02 17:54:48 UTC
Capqu wrote:
oh ur older than 30 days and have already tried one corp? sorry well ur gonna have to wait a year to join us cya

If by that point you are incapable of flying to a destination in null you should probably quit the game.
Demonfist
Pandemic Horde Inc.
Pandemic Horde
#3760 - 2014-10-02 17:55:13 UTC
Capqu wrote:
Querns wrote:
Capqu wrote:
CCP Greyscale wrote:
Planned new feature to address new player movement:

For players less than thirty days old, once per player corporation joined, and
For all players, once a year

You may push a button in your corp interface (while a member of a player corp and docked) that:
- Moves your medical clone to a station designated by your corporation, and
- Automatically moves you to your medical clone

Exact method of corporations designating target station still being ironed out, but it will involve at the very least being able to designate a default station for all corp members, and will likely be allowed for *any* station with a corp office, regardless of system sec status.


This seems to us like it solves the "I want to recruit people to nullsec" concern, and also gives non-nullsec recruiters an easier way to get genuinely new players to the right location easily.



Thoughts? Pasting this into the FAQ and also trying to get it into the blog proper.


oh ur older than 30 days and have already tried one corp? sorry well ur gonna have to wait a year to join us cya

30d is long enough to have trained an interceptor


sure its long enough to have done it i guess but how many newbies go straight to ceptor? 6 months is more reasonable a period of time for a newbie to be able to travel in null, 1 month really isn't

I'd have to agree. Most new players I've talked to get that glossy eyed deer-in-headlights look just from being told they'll lose the Rookie channel after the first 30 days.

eBil Tycoon > we're more like megacapitalistic psychotic space cowboys with raging epeens and 3% real girls.