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[Phoebe] Long Distance Travel Changes - updates!

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Lord TGR
Brutor Tribe
Minmatar Republic
#1361 - 2014-10-16 21:54:16 UTC
Sgt Ocker wrote:
5; I've looked at how I would need to change my current style of play and it comes down to, not being able to use capital ships except for local ratting or on a gate camp close to my home system, unable to continue doing logistics and no jump bridge use at all with subcaps.

Then you're not looking hard enough, and the main thing limiting your sandbox experience is ... yourself.

Sgt Ocker wrote:
I don't think he is referring to the relatively safe trade hubs scattered around CFC space.

Go do some shopping in a lowsec or npc nul station, try investing billions seeding a system, then say it is not a problem selling goods.

If you go and try to shop in, or seed a system which isn't populated, then duh, of course you're going to have issues. If, however, you seed a system which is a healthy alliance's main system, then things are going to look a bit different.

Or are you saying that CFC are the only ones in the game which are actually able to seed a system where people frequent?

Sgt Ocker wrote:
I am beginning to believe you are a Greyscale alt because like him, you seem to have no idea on how nulsec really is.

You're funny.

Sgt Ocker wrote:
Your responses show exactly where the problem lies.
Your either playing the naive fool or are one.

No, please, do tell me how we're the ones with the "most isk on field" when we've more or less constantly been the ones with the least isk on field, except for when we've ground down the will to fight from the other guy so we COULD actually use our big toys with impunity.

Or you can toss out more assertions and not back them up when questioned. Your choice.
Ranamar
Nobody in Local
Deepwater Hooligans
#1362 - 2014-10-16 22:09:26 UTC
beaconBoy SavesTheDay wrote:
TL;DR: Bye bye flat rat shipping...hello, having all courier service priced by the light year (LY) and YOU paying double to triple what you use to pay to move one m3 of cargo.


TBH, I've always found "JF flat price any range" to be kind of weird anyway. (On the other hand, it made calculating prices easy. :p) Anyway, I suspect this is an effect that CCP is very much in favor of. If we figure that shipping fees generally bill for time, the implication of flat-rate shipping is that, logistically, all points are approximately the same distance apart, and this is exactly the nullsec supercapital blob complaint.

I'm sure you'll make it work, since you sound passionate about having efficient, profitable low-sec freight. Cool
Celly S
Neutin Local LLC
#1363 - 2014-10-16 22:27:57 UTC
Sgt Ocker wrote:
Lord TGR wrote:
Celly S wrote:
this is true, hence the cutting their own throat analogy I used earlier.. people can't sit there and complain that their goods don't sell in their system when every time someone shows up to buy them they get shot...

Selling goods isn't a problem in nullsec. Hope this helps.

I don't think he is referring to the relatively safe trade hubs scattered around CFC space.

Go do some shopping in a lowsec or npc nul station, try investing billions seeding a system, then say it is not a problem selling goods.

I am beginning to believe you are a Greyscale alt because like him, you seem to have no idea on how nulsec really is.



LOL, you got it...

not sure about the Greyscale alt part though, but he is seemingly ignoring things that others seem to grasp quite easily.
also, I see allot of folks that are complaining about NOT nerfing JFs as much as the rest of the caps, yet they ignore Greyscale's post regarding the current desire for where logistics should be, but that they are where they need to be at this time due to industry...

o/

Celly Smunt

Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator.

Alavaria Fera
GoonWaffe
#1364 - 2014-10-17 02:31:56 UTC
Lord TGR wrote:
Sgt Ocker wrote:
Your responses show exactly where the problem lies.
Your either playing the naive fool or are one.

No, please, do tell me how we're the ones with the "most isk on field" when we've more or less constantly been the ones with the least isk on field, except for when we've ground down the will to fight from the other guy so we COULD actually use our big toys with impunity.

Or you can toss out more assertions and not back them up when questioned. Your choice.

I told you, history has already been rewritten so we were always the carrier and supercap blobbers.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Andy Landen
Deep Core Mining Inc.
Caldari State
#1365 - 2014-10-17 03:10:23 UTC  |  Edited by: Andy Landen
Lord TGR wrote:

"I put x isk on field, that means I should win, or at least take down my equivalent in isk!" is the worst possible train of thought you could come up with. Stop doing that.

I'll put it in a different way.

The idea that a punk frigate with puny dps should be able to take down a battleship is beyond absurd. A battleship's tank far exceeds the frigate's dps. This is an issue of size.

The idea that a punk frigate with puny mass should be able to bump a battleship is also beyond absurd. The battleship's inertia far exceeds the frigate and should hardly be affected. The frigate should just splat on the window. That would be funny. This is an issue of size.

Other issues of size are targeting range, ECCM strength, and cap. Other issues which should be of size are warp core strength, jump drive strength, etc.

When the argument of either risk or fairness is leveled, the idea of risking little (frigate) to gain large rewards (cap km) flies in the face of common sense. A pilot of an expensive ship will not fly to a gate and risk it to an easy kill by some small group flying cheap ships, but he will fly it to a gate to kill more expensive ships. If the odds of survival are low for a high ISK ship, one must ask why anyone would expect pilots to risk so much ISK in a fight; the answer is obviously that he won't risk it. Casual capital gate travel WILL NEVER happen so long as poor ship bonuses make the risk of losing it high. Capital stargate travel will ONLY OCCUR when the capital pilot knows that he has a large enough fleet to assure victory; which will only happen when the op goal is strictly pvp focused and not solely travel focused.

Warp bubble immunity, +2-4 to warp core strength, and capital jump drives (warp 100km in any direction) all combine to increase the chance of survival when traveling to a gate sufficient to allow capital players to consider visiting gates without necessarily having overwhelming force on their side every time!

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

baltec1
Bat Country
Pandemic Horde
#1366 - 2014-10-17 03:43:20 UTC  |  Edited by: baltec1
Sgt Ocker wrote:
Lord TGR wrote:

"I put x isk on field, that means I should win, or at least take down my equivalent in isk!" is the worst possible train of thought you could come up with. Stop doing that.

You haven't been a Goon long and never participated in one of their wars have you..
Either that or you are simply a hypocrite.

Goons have been ruling their part of nulsec with "most isk on field" for years


I can recall several wars when we did not have the most isk on field. That we have done nothing but win for the last few years is something different.

Sgt Ocker wrote:


5; I've looked at how I would need to change my current style of play and it comes down to, not being able to use capital ships except for local ratting or on a gate camp close to my home system


That makes you a bad pilot. I'm training up for a dread because of these changes.
baltec1
Bat Country
Pandemic Horde
#1367 - 2014-10-17 03:51:32 UTC
Andy Landen wrote:
Lord TGR wrote:

"I put x isk on field, that means I should win, or at least take down my equivalent in isk!" is the worst possible train of thought you could come up with. Stop doing that.

I'll put it in a different way.

The idea that a punk frigate with puny dps should be able to take down a battleship is beyond absurd. A battleship's tank far exceeds the frigate's dps. This is an issue of size.

The idea that a punk frigate with puny mass should be able to bump a battleship is also beyond absurd. The battleship's inertia far exceeds the frigate and should hardly be affected. The frigate should just splat on the window. That would be funny. This is an issue of size.

Other issues of size are targeting range, ECCM strength, and cap. Other issues which should be of size are warp core strength, jump drive strength, etc.

When the argument of either risk or fairness is leveled, the idea of risking little (frigate) to gain large rewards (cap km) flies in the face of common sense. A pilot of an expensive ship will not fly to a gate and risk it to an easy kill by some small group flying cheap ships, but he will fly it to a gate to kill more expensive ships. If the odds of survival are low for a high ISK ship, one must ask why anyone would expect pilots to risk so much ISK in a fight; the answer is obviously that he won't risk it. Casual capital gate travel WILL NEVER happen so long as poor ship bonuses make the risk of losing it high. Capital stargate travel will ONLY OCCUR when the capital pilot knows that he has a large enough fleet to assure victory; which will only happen when the op goal is strictly pvp focused and not solely travel focused.

Warp bubble immunity, +2-4 to warp core strength, and capital jump drives (warp 100km in any direction) all combine to increase the chance of survival when traveling to a gate sufficient to allow capital players to consider visiting gates without necessarily having overwhelming force on their side every time!


Isk does not buy you victory and never will. If you want warp stabs then fit them.
Lord TGR
Brutor Tribe
Minmatar Republic
#1368 - 2014-10-17 05:18:55 UTC
Andy Landen wrote:
Lord TGR wrote:

"I put x isk on field, that means I should win, or at least take down my equivalent in isk!" is the worst possible train of thought you could come up with. Stop doing that.

I'll put it in a different way.

The idea that a punk frigate with puny dps should be able to take down a battleship is beyond absurd. A battleship's tank far exceeds the frigate's dps. This is an issue of size.

The idea that a punk frigate with puny mass should be able to bump a battleship is also beyond absurd. The battleship's inertia far exceeds the frigate and should hardly be affected. The frigate should just splat on the window. That would be funny. This is an issue of size.

Let's hear you say that to the kamikaze pilots of olde, or the pilots who sank ships by hitting them with a single torpedo launched from a small plane 1/1000th the weight or cost of the BS.

Or, http://www.youtube.com/watch?v=6so9AT4UydQ

Andy Landen wrote:
Other issues of size are targeting range, ECCM strength, and cap. Other issues which should be of size are warp core strength, jump drive strength, etc.

When the argument of either risk or fairness is leveled, the idea of risking little (frigate) to gain large rewards (cap km) flies in the face of common sense. A pilot of an expensive ship will not fly to a gate and risk it to an easy kill by some small group flying cheap ships, but he will fly it to a gate to kill more expensive ships. If the odds of survival are low for a high ISK ship, one must ask why anyone would expect pilots to risk so much ISK in a fight; the answer is obviously that he won't risk it. Casual capital gate travel WILL NEVER happen so long as poor ship bonuses make the risk of losing it high. Capital stargate travel will ONLY OCCUR when the capital pilot knows that he has a large enough fleet to assure victory; which will only happen when the op goal is strictly pvp focused and not solely travel focused.

Warp bubble immunity, +2-4 to warp core strength, and capital jump drives (warp 100km in any direction) all combine to increase the chance of survival when traveling to a gate sufficient to allow capital players to consider visiting gates without necessarily having overwhelming force on their side every time!

Good thing caps aren't meant to be used casually. Scout, bring a subcap fleet or sit in your ship and quiver like a scared mouse because it's too dangerous out there, what with all those dangerous frigates (or in the case of supercaps, HICs).

I adore the fact that HICs will stop caps from taking gates when you're focus pointed.
Red Bluesteel
State War Academy
Caldari State
#1369 - 2014-10-17 05:38:09 UTC
Hey CCP,

with these changes, do you also implement an Ingame Jump Planer witch do all the calculations for us, so that we can plan things like how long we need to stay till we can Jump again / Fat Cow Timers is 0 again and this for the whole journey Question

Don't think all of us are Math geniuses or only lacy peoples Roll
Tikitina
Doomheim
#1370 - 2014-10-17 05:48:27 UTC
Sgt Ocker wrote:

...2 of 7 unsubbed, the rest over the next 2 months....




So much drama over such little changes. Learn to adapt like previous players in years past.
What about "things change, and you will need to change with them" don't players understand.

Its called adapting. Our species has done it for many years.
These self-serving alternate ideas don't help much either.

It has been far too easy for a single organization to cross the game universe to influence nearly anything they wanted to.
These are initial changes to get players used to what will be coming later.


The way you played before is over. If this doesn't do it CCP will do more to make it so.
Get used to it and find new ways to have fun. Its not hard. (like they nano nerf whiners who didn't rage:quit for reals did)


And yes, it is their game, not yours, no matter how many game months/years you have played on your 20+ accounts.
Although they will take reasonable feedback at times, they don't have too.

Yes,... it is CCP's game. And no, the customer isn't always right, even though they insist they are, nearly all the time.

Tikitina
Doomheim
#1371 - 2014-10-17 05:53:38 UTC
Balder Verdandi wrote:


Please .... if you haven't done null logistics, don't speak on it.


I'm sure there will be new ways of doing things that will make your ways obsolete, so it probably doesn't matter.
I'm sure everyone's feedback is desired, even those who always assume they know best, because they did it an old way.

Btw, there is more than one way to do logistics.

Been there, done that. Got the "bored to tears" tee-shirt.
Josef Djugashvilis
#1372 - 2014-10-17 07:29:59 UTC
Sgt Ocker, do you think that Capital ships being able to cross the entire Eve universe very quickly to hot drop cruisers in an issue?

If you don't, then you have made the right decision to quit the game.

If you do, then this is exactly what CCP is trying to fix.

This is not a signature.

Megarom
Shiva
Northern Coalition.
#1373 - 2014-10-17 07:33:24 UTC
CCP Greyscale wrote:

Megarom wrote:
Couple of questions for Grayscale
The big general one:
Why is there any need for the fatigue math do more than limit the sustained speed to 0.1?

Smaller more specific ones, but:
1. Why so complicated model when a simple model satisfies the main requirement and situations in which the complex one is different very very rare anyway, assuming near max range jumps.
2. What purpose does it serve that you get bigger fatigue if you make two 1 LY jumps back to back compared to one 2 LY jump?
3. What purpose does it serve that you get bigger fatigue if you
1. jump 2. wait 6 minutes 3. jump 4. wait 50 minutes 5. jump
vs
1. jump 2. wait 50 minutes 3. jump 4. wait 6 minutes 5. jump
?


For the primary goal, the math doesn't need to do more than that. We feel like the additional complexity allows us to hit some secondary goals (increasing the importance decision-making around short-range drops, bridges and so on). The model you suggest there, though, is quite possibly a cleaner implementation to hit the primary goal - I need to think about it some more and see how it stacks up against all the other stuff we're doing.

To briefly address the other points: given a non-linear scaling we wanted to be sure that the optimal play wasn't many short hops rather than few long ones; and sometimes you really want to make the second jump less than 50 minutes after the first one. I suspect the optimal play for most trips is not to wait for the full 50, at least considering just that journey.


The linked to the simple model basically just to get a reaction out of youEvil. I'm in no way convinced that it is the best. There is also a cloud of optional models that combine linear fatigue accumulation, the decay rate limiting the travel speed, but cooldown is function of the fatigue. I arrived at the simple model through one of these detailed here, but the cooldown function can be almost anything as long as the cooldown at some point goes over the 50 minute that it takes to for the fatigue to decay to pre jump value of a 5 LY jump and thus actually ends up limiting the travel speed to the desired value. The simple model also fits into this framework with cooldown function as 10 * max(fatigue - 10,0) (minutes)

Now if the fuction was 10*max(fatigue - 10,1) (minutes) for example that would penalize short jumps maybe even too much, easily tweakable number anyway. Session changes penalize many short jumps too don't they? Thought I wouldn't make a system that relies on that because some codewizard might make them shorter later on.

While I do enjoy brainstorming different models I'm really glad I'm not the one who has to pick one. Rather you than me.
Rammix
TheMurk
#1374 - 2014-10-17 08:08:57 UTC
I think eve needs more effective guerilla warfare instruments, able to strategically counter supercapital forces to some extent. And I think Black Ops should be boosted for that (including more range like +2 l.y., less or no fatigue, +10..+15% overall tanking ability). Plus covert logis would be good too, with some drawbacks in comparison to 'normal' logis.

OpenSUSE Leap 42.1, wine >1.9

Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread

Andy Landen
Deep Core Mining Inc.
Caldari State
#1375 - 2014-10-17 10:40:20 UTC  |  Edited by: Andy Landen
In order to counter a capital being caught in a bubble at a gate and having to slow boat through it, I propose warp bubble immunity just like for interceptors and T3s. The capital ship's drives are certainly much larger and more advanced.

In order to counter sub cap ships being able to quickly target, bump and hold a capital on a gate, I propose that capital ships get +2 to warp core strength just like blockade runner transport ships. Their warp drives are certainly much larger and more powerful.

Fighters are practically cruisers with pilots in them and therefore should be given a warp disruption point each to assist a carrier being held down and bumped on a gate by many frigates or cruisers. Same for fighter bombers.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Lord TGR
Brutor Tribe
Minmatar Republic
#1376 - 2014-10-17 11:07:00 UTC  |  Edited by: Lord TGR
Andy Landen wrote:
In order to counter a capital being caught in a bubble at a gate and having to slow boat through it, I propose warp bubble immunity just like for interceptors and T3s. The capital ship's drives are certainly much larger and more advanced.

No. T3s and interceptors having bubble immunity's bad enough as it is, we don't need more ship types with that functionality.

Andy Landen wrote:
In order to counter sub cap ships being able to quickly target, bump and hold a capital on a gate, I propose that capital ships get +2 to warp core strength just like blockade runner transport ships. Their warp drives are certainly much larger and more powerful.

No. They already have a get out of/avoid jail card in the jumpdrive, they don't need even more help.

Don't want to get caught on a gate bubble? Use the subcap support fleet. It's what it's there for. Or circumvent the system by using the jumpdrive. Or nut up and go in anyways and see what happens.

Edit: Hurr spelling is hard mmkay
Dwissi
Miners Delight Reborn
#1377 - 2014-10-17 11:18:37 UTC
While we are at it - it would actually be great if CCP would eliminate jump bridges as a whole. If i am not mistaken there will be player created jump gates one day - so jump bridges should be obsolete latest at that stage of changes. It would perfectly fit to the currently announced changes.

Proud designer of glasses for geeky dovakins

Before someone complains again: grr everyone

Greed is the death of loyalty

Celly S
Neutin Local LLC
#1378 - 2014-10-17 11:25:01 UTC
Andy Landen wrote:
In order to counter a capital being caught in a bubble at a gate and having to slow boat through it, I propose warp bubble immunity just like for interceptors and T3s. The capital ship's drives are certainly much larger and more advanced.

In order to counter sub cap ships being able to quickly target, bump and hold a capital on a gate, I propose that capital ships get +2 to warp core strength just like blockade runner transport ships. Their warp drives are certainly much larger and more powerful.

Fighters are practically cruisers with pilots in them and therefore should be given a warp disruption point each to assist a carrier being held down and bumped on a gate by many frigates or cruisers. Same for fighter bombers.


The only problem with that is that turning capitals into overgrown ceptors is contrary to part of the purpose of these changes, and removes the added risk to them that CCP wants in the mix.

Its almost like having your old work car that you drive every day (sub caps and such) and then the nice car that sits in the garage waiting on a special occasion (cap combat ships) in order to be driven.

CCP wants folks to use those "special" cars in a more strategic manner, not as the current ho-hum everyday vehicle.
proposing "adjustments" to the ships that nullify the entire point of the changes CCP is making will only serve to bolster the current status quo which CCP has already stated they wish to change.

I know that because of language differences some folks might not get the analogy, and for that I apologize in advance, that's simply the best way I know how to say it. :)

o/
Celly Smunt




Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator.

Celly S
Neutin Local LLC
#1379 - 2014-10-17 11:50:40 UTC
Dwissi wrote:
While we are at it - it would actually be great if CCP would eliminate jump bridges as a whole. If i am not mistaken there will be player created jump gates one day - so jump bridges should be obsolete latest at that stage of changes. It would perfectly fit to the currently announced changes.


While we are at it, lets not forget that the purpose of the new gates will be to explore new regions of space, not replace existing items.

https://www.google.com/search?q=player+built+stargates
also

https://forums.eveonline.com/default.aspx?g=posts&m=3900584#post3900584

"Currently undergoing strategic expansion through multi-year roadmap introduced at EVE Fanfest 2013, where players will ultimately construct new stargates to expand the known EVE Universe for all products"
"all products" being "EvE online, Dust514, and Valkyrie"

That should help

o/
Celly Smunt


Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator.

Praal
Bearded BattleBears
#1380 - 2014-10-17 12:50:02 UTC  |  Edited by: Praal
Celly S wrote:
Which brings the question of why some of the bigger groups are so intent on killing everything they see that's not in their cliche that they cut their own throat in the process.

Because despite what people say they want, safety and stability trumps fights. Everyone wants fights, but no one is willing to risk their home or a large chunk of their assets for it.

Safety in number is a thing. And it will always be a thing, regardless of what cap changes happen.

Imagine a pocket of systems where 5 non-blue 20-man corps live. If two of them blue each other they are now at an advantage both defensively and offensively vs the others. Not only that but now they offer more safety and stability for recruitment. The other 3 will then likely respond by forming their own `coalition` of 60 people because that allows them to regain safety (relatively speaking).

But no space is an island, so the people living in the next set of systems over will notice this 60 man coalition and feel they need blues enough to overcome/counter it should it choose to invade. So they will seek out a greater group of blues. And so on and so forth until you end up with a blue donut.


CCP Greyscale wrote:
So there's two factors here: one is that we place somewhat more of the blame for the current equilibrium on jump travel than you're doing here; and the other more important one is that we felt some change was needed ASAP, and that travel changes both needed less further design work and needed less time to implement than a sov rework. They both need doing, but in this order there's a chance of something interesting happening ingame over the christmas holiday, rather than not having any changes hit before probably January.


Please realize that these changes are hurting us smaller groups significantly more than they will the large coalitions.

If you really want to make null viable for more smaller entities then the sov changes are what is needed. The influence of military might over sov holding needs to be reduced if you want small entities to shake-up null. Slowing down projection just means that if someone was to try and take (or even take) some space from either of the large coalitions they might hold it for 10 days instead of 1. In either case it's still not worth the effort and expense for us to do so knowing there is nothing we can do against their military might when they get around to bringing it to teach us a lesson.

As an interim thing, it may be more helpful to look at the way capital repairs / huge tanks compound in (super-)capital fleets in order to make it viable to contest (super)capital fleets with things accessible to smaller entities (like battleships). The huge tank means without massive alpha the target will get reps. And the huge amount of reps means once it does it won't be overcome-able. So without either a comparative fleet (which small entities don't have the capability to get) or extreme out-blobbing there is no way to counter coalition super fleets, even if your travel changes reduce their size to 1/2 or 1/3 or 1/4.

I would suggest limiting the number of capital reps that a (super)capital can receive (or adding stacking penalties to capital reps) and looking into ways to limit the ability to both apply extremely strong damage and deliver massive reps at the same time in a way that can't be easily refit on the fly.

Another idea would be specialized anti-(super)capital modules for battleships that `dampen` their repairs or their drone control, etc.

Tikitina wrote:
Its called adapting. Our species has done it for many years.
These self-serving alternate ideas don't help much either.

It has been far too easy for a single organization to cross the game universe to influence nearly anything they wanted to.
These are initial changes to get players used to what will be coming later.

Species adapt because IRL there's not the option to play something else that is more enjoyable. That logic doesn't apply to a world where participation is voluntary for purposes of fun.

I am all for changes, however, but the problem is that these specific changes will hurt far more the small entities they're advertised as helping and just further entrench those with most ISK, blues and supers. The ability to project is a problem, but not nearly as much of a problem compared to how nearly-invulnerable even a 10-20 (super)capital fleet is and the fact that a small entity can do nothing to contest it once it gets there.