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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Kalissis
#3881 - 2014-10-02 18:36:43 UTC
Rammix wrote:
One thing:
Please don't apply these changes to Black Ops. Leave them as they are.


No way, BLOPS are useless, buff them! And make fatigue way less for Bombers/Recons since they will be useless if applied currently discussed fatigue system.
Jean Luc Lemmont
Carebears on Fire
#3882 - 2014-10-02 18:36:51 UTC
Myfanwy Heimdal wrote:


If CCP wish to make travel a little more difficult ...


This is the misconception I was talking about earlier. CCP does not want to make travelling a little more difficult. They want to make mass force deployments across the entire cluster in the span of minutes a non starter. They want to have major players consolidate their space and actually have to be in to defend it, instead of being 80 lightyears away ratting and goofing off but able to respnd to an attack in minutes. That's what they're trying to do, and that's exatly what these changes will do.

Will I get banned for boxing!?!?!

This thread has degenerated to the point it's become like two bald men fighting over a comb. -- Doc Fury

It's bonuses, not boni, you cretins.

Yi Hyori
University of Caille
Gallente Federation
#3883 - 2014-10-02 18:36:56 UTC
Everyone is up in arms about these changes, but the largest problem is that we, as players, do not see the entire picture yet. CCP has yet to release their full plan on what they plan or wish to do with future releases. Without this information, it is difficult to gauge how these changes will affect the current sov null environment.

With that stated, I would like to put forward some of my concerns that have also been put forward by others.

Jump freighter range nerf is seriously heavy handed and having to take some of my current JF routes that are 4 -5 jumps to almost 12 jumps that go around entire regions is going to be a hassle. By adding jump freighters to the list of capital ships that are being nerfed, is CCP worried about the large moon empires that the current sov coalitions hold? Was the intended effect to reduce the number of moons that individual coalitions own reduced so that other players can come in and take them? Was the intended change also put forward to try and make a more self sufficient null sec?

If the intended effect is to reduce moons, the capital force jump nerf already reduces the ability of coalitions to defend or retake moons under siege if they are not already within their bubble of influence so I don't think that is too big of an issue. Readdressing the Jump freighter logistics chain, simply removing their bonus to fatigue and keeping their current jump range would be far superior than the current heavy handed nerf to jump freighters. The current issue with sov null and the reduction of jump range is that it requires more systems to be either blue or directly controlled to be able to have safe logistic highways back and forth from deep null. If its the intended goal of forcing deep null residents to not rely on jump freighters, then mission accomplished. People living in deep null will have to adapt.

Second concern was the direction that CCP wishes to go with these changes in null. Are your end goals for null to create a dynamic and self reliant market in nullsec space? A Jita in every region? There are a couple problems with this. The way that Sov null works is that the stations are limited to Blues. This means that a fraction of the player base can access it. Take into considerations the new jump changes look to usher in more smaller groups to take their own piece of sov, and you have entire regions divided even further into sections that cannot access a market hub. Well this can be changed via changing the standing of your entire region to blue so everyone can access your market hub, but then we're back to where we started.

Another reason for self sufficient markets in null being a pipe dream and the reason that the current null residents rely so much on import is due to the material requirements for manufacturing that are limited by region. Even with the moon rebalancing, moon goo for t2 is difficult to obtain with current moon goo spread. Datacores outside of your region is impossible and must be imported. Mineral values of nullsec sites and belts are extremely skewed to favor higher value minerals and not enough of the hisec minerals are refined from nullsec ores. Combination of these issues are what keep nullsec from being a full fledged independent market apart from Jita. Now note that I mentioned earlier that the entirety of what CCP has planned is not visible so I cannot see what CCP has planned for nullsec to address these issues, but some sort of insight on whether these issues will be tackled or are already in discussion would be extremely helpful in quelling some of the concerns of the playerbase.

In mentioning manufacturing in null, the mineral composition needs to be looked at again. With Crius, CCP added additional sources of Mexallon and Pyerite to the mineral composition of nullsec. This however is still heavily skewed towards high end minerals and importing of hisec minerals is still heavily reliant for production or export of high end minerals to get rid of excess minerals that cannot be used due to the flow of nullsec ores. This also brings forward the concern of differences between hisec and nullsec mining. The only added benefit of nullsec mining is that the belts are always respawning. However, to do this you need to sometimes go through a huge spud rock that values extremely low compared to even some hisec ores. This means that the benefit of continuous mining is dwarfed by the dangers of mining in nullsec and hourly mining is actually better in hisec. A second pass at nullsec ores might be beneficial to make nullsec mining more attractive than hisec currently is. I am not asking for a nerf to hisec mining, but rather a buff to nullsec mining. Mining is currently a rather tedious occupation that only multiboxers and low sp players tend to engage in, and thats only because they dont know or dont have the sp to rat efficiently yet. Please help some of the nullsec entities to retain their mining fleets by making it more attractive than moving back to hisec.

This is getting long, but this will be my last point.

Ran out of characters. Will finish my thoughts in second post


domino 8
League of Extraordinary Ratters
#3884 - 2014-10-02 18:37:12 UTC
I like the fact CCP are using physical conditions, like fatigue, to create ways of changing play styles.

Rumour is they intend to extend this into things like reducing the tenancy of players to form large fleets by introducing agoraphobia into the game.

For every extra fleet member over 5 you'll gain 0.1 of nervousness when it reaches 100 you won't be able to undock.
Yuri Fedorov
Deep Core Mining Inc.
Caldari State
#3885 - 2014-10-02 18:37:14 UTC
Guys it realy isnt that bad at all. You just have to wait 55 minutes for a cap or 14 minutes for a JF and the fatigue is completely gone. You will have to balance between waiting for decay to disappear on longer trips and jumping quickly for short trips then clearing the decay while you are doing things at your destination.

It's perfectly reasonable to jump a JF in 2-4 minutes with the patch and only minimally raise the fatigue to where it depletes rather quickly after you arrive at your destination.

https://docs.google.com/spreadsheets/d/1rDMQpeKE-HzGKmFRTR69HJCk4McHyHz020Qs4Rgg414/htmlview?pli=1&sle=true#gid=0

Have a look at the first column. It's not that bad at all.
Ginger Barbarella
#3886 - 2014-10-02 18:37:21 UTC
Frostys Virpio wrote:
You could always have a jump clone in your alliance staging station...


Quit being rational. It's not acceptable for this thread.

"Blow it all on Quafe and strippers." --- Sorlac

Izuru Hishido
Imperial Academy
Amarr Empire
#3887 - 2014-10-02 18:37:42 UTC  |  Edited by: Izuru Hishido
I love everything about this thread. It makes me so happy to see people whine and complain without even realizing that they were part of the problem. Maybe this will restore some fun into the game and make tactics more complex than 'wait for the titan.' 'Wait for the triage carriers.' 'Wait for the dreads to blap everything.' 'Wait for the supers to incap the entire POS' defenses.' This is gonna be fun, to be able to play without supers dictating everything at a second's notice.

Oh, and that sound you hear is just nullsec pubbies whining nonstop, you can ignore the high pitched whining. So much for the caps that can be anywhere in minutes!
Kali Aldard
Republic University
Minmatar Republic
#3888 - 2014-10-02 18:37:52 UTC  |  Edited by: Kali Aldard
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.


Why not just make corp recruiters actually have to do something other than scripting a spammer for jita?

If a player quits because his new nullsec corp won't send anyone out to highsec to scout him back, the player chose the wrong corp and probably the wrong game also.

New players don't have anything to lose. Especially not when we're talking about the alternative to undocking and self destructing a pod. We're not concerned about cargo, implants, or in most cases even SP loss at this point because none of these things are put to risk when traveling via podjump today.

P.S. I love everything about this change. No matter how inconvenienced I am going to be by it.
Lord TGR
Brutor Tribe
Minmatar Republic
#3889 - 2014-10-02 18:37:58 UTC
Vhaine Vhindiscar wrote:
Lord TGR wrote:
Eigenvalue wrote:
Every single proposed change here is about making eve slower and more boring. The predicate for doing so is that more boring will create more fights. I don't believe it.

You mean "more strategic", something which has been lacking a bit of late.


Strategically boring is still boring.

Enter the sov system.
Shuckstar
Blue Dreams Plus
#3890 - 2014-10-02 18:37:59 UTC
Give us the option to have all capital skills reimbursed if we want them to be. Also i got isk to spend at last as I'm definitely not buying a super no more Big smile

CCP Greyscale wrote:"OK, I've read every post up to page 200, and we're getting to a point in this thread where there's not a lot of new concerns or suggestions being brought up. There will be future threads (and future blogs) as we tune details, but for now I want to thank you for all of your constructive input, and wish you a good weekend :)"

Terraniel Aurelius
Center for Advanced Studies
Gallente Federation
#3891 - 2014-10-02 18:39:08 UTC
Lord TGR wrote:
Eigenvalue wrote:
Every single proposed change here is about making eve slower and more boring. The predicate for doing so is that more boring will create more fights. I don't believe it.

You mean "more strategic", something which has been lacking a bit of late.


No, pretty sure he meant slower. As in, more time is taken to achieve the same task.

Strategic would imply the means to strike an enemy in a way that cripples their means to fight in a war. Alternative, set in place strategies that would achieve goals in the long term.

Strategic gameplay is predicated on the idea that the enemy has facilities, or vulnerabilities that a clever opponent could neutralize.

Slowing the game down does not constitute an increase in strategy, only the length of time required to implement said strategy. The current proposal not only increases that time, but also limits the options that any entity has in striking out at any distant enemy.

Nullsec will now need to be owned in radial sections to control access to high sec. Unfortunately, this is already the case for most regions. The doughnut lives on, only becoming harder to flank.
Shadar Loghoth
Capital Allied Industrial Distribution
#3892 - 2014-10-02 18:39:53 UTC
Why is everybody so resistant to these changes? This is great it makes SOV warfare much more strategic and opens up new kinds of combat situations. One reason Null-Sec is a mess is because of hot dropping and bat phoning which this will help to eliminate. These changes will force ALL members to stage assets before an engagement. This makes SOV warfare more like conventional warfare where reinforcement and resupply is very important and allows one group to interrupt supply lines effectively limiting but not eliminating power projection and the seemingly limitless horde of ships that can be willy nilly tossed around the map of New Eden without care or concern. This also makes clone vat bays on your Titans and Rorqual's much more important. I wait with great anticipation to see how these changes affect war theaters across null sec and putting more emphasis on committing to the battle you brought these super weapons and big assets to fight in.

Capital Ships and Super Caps where not meant to be used as shock troops the way they presently are. They were designed with the idea that they are strategic assets and this pushes the mechanics for them to be treated as such. Don't hate the change for a system that was flawed to begin with.

To the people saying "Oh we will just use more characters for logistics lines." You are giving CCP the answer to the first problem that will be encountered with these changes. Most likely the Timer will be put on the pilot and on the Ship if this is going to be the way that players are going to circumvent these Changes.

I suspect a large number of people crying over this are simply bittervets who want EvE made easy and without risk. I guess maybe we should start calling them... Capbears Bear
Tenaya Masai
#3893 - 2014-10-02 18:40:44 UTC
JF should be excluded from this.JF is purely moving stuff around and not combat. SERIOUSLY CCP.
RenoIdo
Republic Military School
Minmatar Republic
#3894 - 2014-10-02 18:41:02 UTC

To all you complainers... is it reasonable to be mad at changes that will fix null just because you don't want your cap's mobility nerfed? Caps are too powerful for instant travel anywhere. If you disagree you are a cancer to the game.

This will fix so many issues with null and it's coming soon. For all you threatening to unsub there are plenty of people ready to play eve again and excited to finally get a chance to play in null without being in or renting from a powerbloc

If you look at other game forums like mmorpg.com and reddit you will find many people have unsubbed from eve BECAUSE of the out of control power projection and cap drops on everything.

CCP will gain many players from this, many more than you whiners complaining and threatening to quit. You complain because you care. People that care don't quit.
Endo Saissore
Afterburners of Eve'il Inc.
#3895 - 2014-10-02 18:41:22 UTC
To everyone complaing about long jump fatigue:
There are two things you aren't considering.

A) You are not suppose to jump as soon as possible. If you wait out your fatigue then timers become a lot more manageable.

B). You are not suppose to use your caps to deploy to "hot zones" across the map. The days of owning vast amounts of empty space are over. Decide what space is important to you and live in it. Coalitions will be useless since you cant help eachother over vast distances. You know, like we've been asking for the past 2 years.

Hold strong CCP. THIS IS GOOD FOR NULLSEC.
Yi Hyori
University of Caille
Gallente Federation
#3896 - 2014-10-02 18:41:59 UTC
Yi Hyori wrote:


Ran out of characters. Will finish my thoughts in second post





Continuing from previous post.


Deep null is going to be severely unattractive if these changes go in. There will be no benefit to living on the fringes of null due to logistics difficulties and being cut off from just about everyone. Some may enjoy the challenge and welcome the challenge of being in the frontier, but the income from deep null does not compare significantly enough to hisec to warrant living deep in null, cut off from hisec supply other than to simply claim that I CAN DO IT. This ties in with the mining income, but it also has to do with the ratting as well. Wormholes are logistic nightmares ( or at least were at its inceptions until players got around to rage rolling to overcome these logistics hurdles) and thus the reasoning for the high payoff of wormhole sites were generally accepted. With these changes that are put forward, deep nullsec residents will have the same logistics, if not more difficult depending on how you look at it, hurdles as wormhole residents without any of the perks. Sov is going to need some loving revamps after these changes.

Please understand that I for one have faith that CCP is going in the right direction with these changes, but without the information that CCP is privy to, the playerbase can only make knee jerk reactions to these changes as can be seen in the previous 200 pages of tears.

Partial transparency hurts when you're looking for feedback on your ideas. Some firm grounded information on what you , as a company, are taking towards sov revamp would be greatly appreciated by the playerbase in alleviating some of the concerns the players have and the massive changes this will have.
Arronicus
State War Academy
Caldari State
#3897 - 2014-10-02 18:42:09 UTC
Kun'ii Zenya wrote:
Okay, so one comment from CCP Greyscale has been that Jump Fatigue will be capped at a month (lets say 30 days for simplicity).

Why? Why such a large cap? Even 30 days seems excessive.

Lets review the issue here: Power projection--i.e. the ability of a group of players to move very, very quickly across the entire galaxy of New Eden. This ability is one of the reasons why Null Sec is stagnating. Or so the popular theory goes. But lets accept this as true for the purposes of discussion.

The story is that Group A wont want to deploy their capitals even in their own space for fear that Group B will jump even a vast distance and drop on them. Somehow this results in more NAPs and agreements and big coalitions in null and for a more boring game.

So....if the above is the reaosn, what in the Hell is the necessity for setting the jump fatigue timer cap at 30 days?

Seriously, who thought that is reasonable? Are people so blazingly fearful of a hot drop that you have to threaten those who would be hot dropping with being unable to use their jump drives for 30 days!?!?!?! Really? Even for a jump freigher?

I was trying to do the math on this (Appendix A appears to have some errors in it) and if I got it right suppose you are a JF pilot doing logistics for your alliance. You have to jump 4 times each jump is exactly 4 LY (keeping the math simple). You need to make 2 trips (this means a grand total of 12 jumps, 4 in from empire, 4 back out, 4 back in). Now, using the math described in the Dev Blog, if you jump as soon as you are allowed too jump at the end you'll have a Jump Fatigue of over 7.6 million. Isn't exponential growth fun! Now, given that this time will go down by 0.1 per minute you'll need over 76 million minutes for that to go to zero. There are 8,760 hours in a year. Even if there were 100 minutes in an hour (it makes the math easier), that would be 87,600 minutes. So even after of waiting for a year, this one instance of moving stuff around would take several years to decay away.

So along comes the 30 day cap. But why? Why must that pilot be forced to wait 30 days? What purpose does that kind of wait serve. People using freighters and convoys. Don't be stupid. Here is what people will do. A "big" coalition will make doing logisitics work as important as showing up to a fleet fight. So now people who can't log in for a fight can pitch in by helping with logistics. Get 3 players each with 2 JF alts and an alliance/corp JF and problem solved. The characters in question will have minor jump fatigue levels and the logistics will get done pretty much as fast as before.

And lets reveiw...who will be "hurt" by this? A coalition like the CFC or Goons? Doubt it. Goons have shown time and again that they are very good at solving these problems. Even NC. and PL will likely adapt by expanding and emphasizing the importance of the logistics of living in Null. Older and more established entities will likely adapt quite nicely.

Smaller, newer alliances with a higher share of newer players with less resources on the other hand will suffer. They wont be able to get 3-4 people logging in with 2-3 JF alts. They might not be able to put so much of their limited resources into a singel investment (a JF). Their logistics will hampered far more than established groups.

The cap on jump fatigue needs to reduced dramatically. In fact, the formula could be re-worked so that it wont go as high as fast. If the idea is to limit force projection so that a hostile entity cannot drop in on another group from the other side of the galaxy, you do not need a cap of 30 days. That is just idiotic. The mere suggestion of it is idiotic. Don't be that idiot.


This so perfectly summarizes my feelings on the cap as well, I couldn't have said it better myself. The fatigue cap is understandable to the extent of delaying travel across eve, but what purpose does anything over even a 24 hour delay serve? The exponential growth on the formula is heavy handed and ill-thought out.
Kismeteer
Bat Country
Pandemic Horde
#3898 - 2014-10-02 18:43:13 UTC
Just to clarify for those of us in rorqual/JF/Freighters:

You have 0 fatigue.
You jump 5 LY - you have (1 + 0.5) = 1.5 fatigue
You wait 5 minutes - you have 1 fatigue
You jump 5 LY - you have (1 * (1 + 0.5)) = 1.5 fatigue
Repeat

Is this correct? Mainly so we can't use the same midpiont cyno (5+5 minutes == 10)
PotatoOverdose
School of Applied Knowledge
Caldari State
#3899 - 2014-10-02 18:43:32 UTC
Kat Ayclism wrote:
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.

This is a good idea.
Lord TGR
Brutor Tribe
Minmatar Republic
#3900 - 2014-10-02 18:43:44 UTC
Terraniel Aurelius wrote:
Lord TGR wrote:
Eigenvalue wrote:
Every single proposed change here is about making eve slower and more boring. The predicate for doing so is that more boring will create more fights. I don't believe it.

You mean "more strategic", something which has been lacking a bit of late.


No, pretty sure he meant slower. As in, more time is taken to achieve the same task.

Strategic would imply the means to strike an enemy in a way that cripples their means to fight in a war. Alternative, set in place strategies that would achieve goals in the long term.

Strategic gameplay is predicated on the idea that the enemy has facilities, or vulnerabilities that a clever opponent could neutralize.

Slowing the game down does not constitute an increase in strategy, only the length of time required to implement said strategy. The current proposal not only increases that time, but also limits the options that any entity has in striking out at any distant enemy.

Nullsec will now need to be owned in radial sections to control access to high sec. Unfortunately, this is already the case for most regions. The doughnut lives on, only becoming harder to flank.

And that's where the sov system comes into play. Personally I was thinking the sov system should be done first, and then look into whether or not force projection needed to be looked at, CCP apparently decided to do it slightly differently.

I'm interested in seeing how this plays out, I think it'll be a net boon strategy-wise as it's going to be harder to just circumvent chokepoints.