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[Phoebe] Long Distance Travel Changes - updates!

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Lord TGR
Brutor Tribe
Minmatar Republic
#2041 - 2014-11-08 21:15:38 UTC
Andy Landen wrote:
Arbitrary rules without good reasons is micromanaging. Good reasons stand up to scrutiny against the question, "If the rule did not exist, are there any other good reasons why players would not be able to adapt?" Which starts the cycle over for any "good reasons" raised against that question.

No. There are other good reasons, such as "without this rule, would the players abuse this to the detriment of the game?". Caps were definitely one thing which players not just could, but actively would use and abuse to the point where the game broke. Take a fleet full of archons which can, unless pinned down by an endless stream of dictors, move from one end of the universe to the other, plomp its fat ass down and just sit there and tank almost everything (I'm not going to bother doing the theoretical max on how many subcaps would be needed to break the archon ball in its latest iterations), unless you brought other caps/supers to deal with them, in which case the rest of the game's caps and supers would descend on that until we had the entire universe in a single system.

The fatigue system deals with this very problem, while letting the players use caps within their own space for defense, and a neighbour or an attacker which moved its base of operations close by to attack. If this had been how the whole caps feature had been designed in the first place, you would not be bitching about it, because you wouldn't feel entitled to the way caps operated pre-phoebe.

Andy Landen wrote:
There is a difference between "as they want", which implies an agenda, and meaningful structure for a sandbox. Meaningful structure avoids game breaking by setting reasonable rules which favor no side, group, or agenda. Reasonability is set by asking two critical questions, "Is there any reason that this limitation absolutely must exist?" AND "Does any other limitation seem to require this limitation?" If so, then instead of adding another complication, you can just remove the original aspect that created the problem in the first place. It turns out that instant travel of unlimited ships has made CCP think to require this new jump fatigue in order to keep the dog pile from getting too large or attracting players from too far away. It turns out that if time was required for travel, then there would be absolutely no need to reduce jump distance OR to add jump fatigue. It's ALL ABOUT ADDRESSING THE ROOT OF THE PROBLEM.

The problem with your idea is that while it does address the problem of time taken to travel, it generates a whole slew of other problems, such as the complete lack of visibility of a travelling fleet going from one side of the universe to the other, the complete inability to interdict this fleet until it arrives in its destination system, the complete lack of strategy beyond "well it'll take a little while longer to get there", as opposed to "well, most systems are out of our reach, and the system which is within our reach is covered by the defenders to the point where we'd get slaughtered if we try to go through there. Let's go around and enter their space from this other, undefended, system instead.", and of course just the fact that instead of jumping to a system and being vulnerable (or docked up, I suppose), you're left sitting there for a long time while unable to do ANYTHING ... but wait.

Andy Landen wrote:
The only game breaking elements are the ones which hand complete one side the ability to push a single button and gain instant and complete destruction of the opposition. Such was the area DD. Such also is the instant jump drive travel of unlimited numbers and masses of ships to a destination within range at the click of a button. Despite the instant travel of whs, they limit masses and therefore numbers. This eliminates the unlimited aspect of the problem.

No. Wrong. Something can be game-breaking without lending ONE side complete destruction of the other side at the push of a single button, and if you really can't see that (instead of just inventing this definition to suit your current argument, which I believe is what you're doing), then you're woefully out of touch, and thank god you're not a game designer.

The sov system's game-breaking, because it forces the attackers to amass as many people as they can to attack every single timer, or lose progress, while the defenders have to amass as many people as they can to defend at least once, leading to sub-10% tidi. That's game-breaking. Carriers amassed in a single large ball is gamebreaking because it requires a large amount of subcaps or dreads/supers to deal with it, which is in return escalated by more dreads/supers, turning into 4k B-R shitfests. That's gamebreaking.

Andy Landen wrote:
"As they want" should just be a simple sandbox without game breaking elements that they added years ago. Usually, the words "unlimited" and "instant" should be considered clear indications of what exactly is breaking any new feature. Jump fatigue does not address the "instant" or the "unlimited" for single jumps. It hardly addresses only the "instant" aspect for second jumps, and in a very convoluted way at that.

The problem with your line of thinking is that you're thinking of a pure sandbox, and not a game. The restrictions are what make the game actually playable, and they're hardly "arbitrary", they're all mostly there for a reason. Otherwise you could argue why should we need gates, we can just newtonianly fly over in any ship. Why aren't caps able to jump to any system at will? Why is concord unkillable? Why didnt' subcaps use fuel to travel? Why need a titan to send subcaps to another system, why not just let them do it? Why have "arbitrary rules"?

Because it's what makes the game actually work, that's why. And while fatigue sucks for you, it's still far better than your idea ever was, by miles.
Radicat
Sebiestor Tribe
Minmatar Republic
#2042 - 2014-11-08 22:43:20 UTC
Newsletter quote: " You can normally only move your medical clone to the station you are currently docked in.
You can always set your medical clone to your starter corporation’s HQ station.
This removes the method of moving your clone and then podkilling yourself to quickly teleport at will."

...which really sucks for new players trying to get into nullsec, but maybe I'm the only one to do that. most new players are terrified of dying, or are so caught up in space society they dont want it on their kb because of what other pilots would think. they don't understand how really free they are in this sandbox universe. ["were" in this case...] they still allow others dictate their game. at any rate, the chokepoints are now only doable within the first few minutes after dt, with any hint of success as a new or solo pilot, or unless we have enough skills to get into a blockade runner. i'll be watching the updates to see if chokepoints will be addressed now that we cant use podxpress.

... nullsec should not be walled off at chokepoints, imo. bittervet gate campers need to get out and stretch their legs anyway, find a hobby.

peace out or die tryin :)


...by the way, any changes coming for that worthless bounty system? rofl i'm not holding my breath, but i can dream. you're not the boss of meh \o/

CTL + f = "bounty" no matches found.

o7

My EVE Online movie experiment: CLICK

& www.fundanger.com chat: [FUNDANGER] it's a Roadhouse in Space!

& yes, I am Roxi

Lord TGR
Brutor Tribe
Minmatar Republic
#2043 - 2014-11-08 23:03:31 UTC
Radicat wrote:
[left]Newsletter quote: " You can normally only move your medical clone to the station you are currently docked in.
You can always set your medical clone to your starter corporation’s HQ station.
This removes the method of moving your clone and then podkilling yourself to quickly teleport at will."

...which really sucks for new players trying to get into nullsec, but maybe I'm the only one to do that.

You should be able to move your clone to your new corp's HQ once a year, specifically to circumvent this.

Alternatively, and this isn't quite as newbie-friendly, you can run the gauntlet in an interceptor. Or, you could just do what I've always done when needing to get to nullsec from hisec, look up the number of kills the last hour vs 24 hours, look at how many are in that system undocked and active the last 30 minutes, move to the system which looks best, set the clone to a station next to the first low/nullsec system and run the gauntlet in a noobship. Worst case, you'll risk your clone. As a total newbie, that should mean 0 isk, as they should be below alpha clone, and thus should never need to update.

Or they can wait for the next patch, where you don't have to deal with the clone business at all, allegedly.
Radicat
Sebiestor Tribe
Minmatar Republic
#2044 - 2014-11-08 23:27:10 UTC
Lord TGR, cool xtra ideas, thanks.

I do hit F10 alot ... but clone changes in next patch?!! I'll for sure check that out.... yikes
I never bother at all with implants due to my lifestyle, but many newbies think implant$ are very important so yes that helps them become more afraid of risk which makes implants just silly/pointless imo... everything is risk so why swim against the current :)

And I bet Estel Arador Corp will get more business, they might need to hire some clerks lol

cheers

My EVE Online movie experiment: CLICK

& www.fundanger.com chat: [FUNDANGER] it's a Roadhouse in Space!

& yes, I am Roxi

Rowells
Blackwater USA Inc.
Pandemic Horde
#2045 - 2014-11-08 23:51:16 UTC
I believe the caveat applies to players under 30 days old, you can move your clone to corp HQ more than normal.
Andy Landen
Deep Core Mining Inc.
Caldari State
#2046 - 2014-11-09 00:48:29 UTC  |  Edited by: Andy Landen
Quote:
to the detriment of the game

.. is a bad reason because it can mean whatever Player X wants it to mean. The best translation of that perspective is:
Quote:
to the detriment of Player X's "game"

The only things that actually hurt "the game" are things with the words "instant", "unlimited", "infinite", "arbitrary", and "dealing out benefits or punishments only to Player/Corp/Alliance/Group X's game(s)."

These words are so game breaking because they are either rooted in the word infinite (or near infinite), or they are crafted to advance an agenda of benefiting a certain group with convenient "reasons" which are actually bad reasons because any number of other situations can just as easily be imagined (like a sun or asteroid belt with two pos near it). One might imagine issue with two pos in a belt, but since such a mechanic would not be rooted in "infinite", other players can also counter it with other non-infinite mechanics. So reasons for only one pos on moons only are arbitrary because it doesn't have to be that way for a completely and easily playable and fun and meaningful sandbox..

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

Lord TGR
Brutor Tribe
Minmatar Republic
#2047 - 2014-11-09 01:19:07 UTC  |  Edited by: Lord TGR
Andy Landen wrote:
Quote:
to the detriment of the game

.. is a bad reason because it can mean whatever Player X wants it to mean. The best translation of that perspective is:
Quote:
to the detriment of Player X's "game"

The only things that actually hurt "the game" are things with the words "instant", "unlimited", "infinite", "arbitrary", and "dealing out benefits or punishments only to Player/Corp/Alliance/Group X's game(s)."

These words are so game breaking because they are either rooted in the word infinite (or near infinite), or they are crafted to advance an agenda of benefiting a certain group with convenient "reasons" which are actually bad reasons because any number of other situations can just as easily be imagined (like a sun or asteroid belt with two pos near it). One might imagine issue with two pos in a belt, but since such a mechanic would not be rooted in "infinite", other players can also counter it with other non-infinite mechanics. So reasons for only one pos on moons only are arbitrary because it doesn't have to be that way for a completely and easily playable and fun and meaningful sandbox..

It's not CCP's fault one group of players decided to hedge their bets on what everyone with half a brain could see would be deemed unbalanced the instant it began prolifering. I called it fairly quickly, but Grath kept muttering about how it was "the counter to blobs", and "we're fewer, so we have to use this tactic to win, and it's our right since we have more SP than you".

What he forgot to mention was that this strategy hinged on everyone else not adopting the same tactic, at which point it would turn into who had over critical mass carriers, then over critical mass dreads and supers, and when tidi hit sub-10%, who had the most titans with DDs which always cycled every 10 minutes in real time. And when one such engagement happens, and one side has had bigger losses than the other side, what do you think'll happen the next time there's an engagement? Yep, they'll lose even harder. And before you know it, one side doesn't have a snowball's hope in hell of winning an engagement, and nullsec stagnates with a single entity controlling the entire space.

That's one of two outcomes which would've happened down the road if CCP hadn't begun making changes. It's either that one, or both sides would just keep going "fight over sov? hell naw, **** that ****" and continue to let nullsec/the game stagnate as it slowly dies.

So yes, caps travelling instantaneously across the entire eve universe were game-breaking, and changes needed to be made. If you still don't want to realize that, then that's your problem, not mine. I'm not the one who hedged all my bets on one horse, and is leaving the game in a huff. I'll probably be using my caps more from now on, not less.

Oh, and speaking of "arbitrary limits", why can't guns hit every ship perfectly, no matter how far away they are or how high their transversal is? Why can't I move around in a system instantly? Why do I have to have 75% speed to warp? Why doesn't a megathron automatically win over an iteron 5 in a 1v1?

Oh, right, these "arbitrary limits" are put upon the sandbox because it's a game, specifically a game of strategy and tactics, where luck, player skill, character skill AND ship setup all combine to determine what the outcome is, instead of just being "lol I'm bigger than you, I automatically win".
Alavaria Fera
GoonWaffe
#2048 - 2014-11-09 02:01:14 UTC
Lord TGR wrote:
It's not CCP's fault one group of players decided to hedge their bets on what everyone with half a brain could see would be deemed unbalanced the instant it began prolifering. I called it fairly quickly, but Grath kept muttering about how it was "the counter to blobs", and "we're fewer, so we have to use this tactic to win, and it's our right since we have more SP than you".

What he forgot to mention was that this strategy hinged on everyone else not adopting the same tactic, at which point it would turn into who had over critical mass carriers, then over critical mass dreads and supers, and when tidi hit sub-10%, who had the most titans with DDs which always cycled every 10 minutes in real time. And when one such engagement happens, and one side has had bigger losses than the other side, what do you think'll happen the next time there's an engagement? Yep, they'll lose even harder. And before you know it, one side doesn't have a snowball's hope in hell of winning an engagement, and nullsec stagnates with a single entity controlling the entire space.

His mutterings stopped at some point, after the titians with DD happened

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 ?

Avalloc
GoonWaffe
Goonswarm Federation
#2049 - 2014-11-09 05:13:12 UTC
Alavaria Fera wrote:
His mutterings stopped at some point


Ahem. As one that "mutters" I have a question.

Has anyone proposed having characters designate a "home region" where jump fatigue isn't generated? This could have at least a multiple month reset timer so changing couldn't be exploited.
Lord TGR
Brutor Tribe
Minmatar Republic
#2050 - 2014-11-09 11:08:26 UTC
Avalloc wrote:
Alavaria Fera wrote:
His mutterings stopped at some point


Ahem. As one that "mutters" I have a question.

Has anyone proposed having characters designate a "home region" where jump fatigue isn't generated? This could have at least a multiple month reset timer so changing couldn't be exploited.

Only suggestion I can remember that's been remotely of that nature, has been to designate a "home port" for supers, and they could only move x LY away from that home port. That wasn't too well received, but at least it could be argued that your suggestion has fewer drawbacks as it doesn't stop them from flying away from their "home base", it just negates the fatigue if it's near.
OldWolf69
EVE-RO
Goonswarm Federation
#2051 - 2014-11-09 15:36:38 UTC
Lord TGR wrote:
Avalloc wrote:
Alavaria Fera wrote:
His mutterings stopped at some point


Ahem. As one that "mutters" I have a question.

Has anyone proposed having characters designate a "home region" where jump fatigue isn't generated? This could have at least a multiple month reset timer so changing couldn't be exploited.

Only suggestion I can remember that's been remotely of that nature, has been to designate a "home port" for supers, and they could only move x LY away from that home port. That wasn't too well received, but at least it could be argued that your suggestion has fewer drawbacks as it doesn't stop them from flying away from their "home base", it just negates the fatigue if it's near.

"Home Base" thing should work just for jumpbridges. Let's not pretend we don't see that. Alliance space. Period. Very easy fix.
Alavaria Fera
GoonWaffe
#2052 - 2014-11-09 15:38:47 UTC
Lord TGR wrote:
Avalloc wrote:
Alavaria Fera wrote:
His mutterings stopped at some point


Ahem. As one that "mutters" I have a question.

Has anyone proposed having characters designate a "home region" where jump fatigue isn't generated? This could have at least a multiple month reset timer so changing couldn't be exploited.

Only suggestion I can remember that's been remotely of that nature, has been to designate a "home port" for supers, and they could only move x LY away from that home port. That wasn't too well received, but at least it could be argued that your suggestion has fewer drawbacks as it doesn't stop them from flying away from their "home base", it just negates the fatigue if it's near.

There were suggestions of both types

As you can see, they didn't interest ccp

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 ?

Easthir Ravin
Easy Co.
#2053 - 2014-11-10 07:32:14 UTC  |  Edited by: Easthir Ravin
Avalloc wrote:
Alavaria Fera wrote:
His mutterings stopped at some point


Ahem. As one that "mutters" I have a question.

Has anyone proposed having characters designate a "home region" where jump fatigue isn't generated? This could have at least a multiple month reset timer so changing couldn't be exploited.



Not bad, but this still goes back to the fact that the nerf idea was crap to begin with if we have to start looking for ways to make it less crappy. We should stop trying to mitigate CCP's bad behavior and just unite in an all out assault to try and get it repealed so that they can fix the stuff that is truly broken. SOV

IN THE IMORTAL WORDS OF SOCRATES:  " I drank WHAT?!"

Jean Luc Lemmont
Carebears on Fire
#2054 - 2014-11-10 16:54:55 UTC
Easthir Ravin wrote:
Avalloc wrote:
Alavaria Fera wrote:
His mutterings stopped at some point


Ahem. As one that "mutters" I have a question.

Has anyone proposed having characters designate a "home region" where jump fatigue isn't generated? This could have at least a multiple month reset timer so changing couldn't be exploited.



Not bad, but this still goes back to the fact that the nerf idea was crap to begin with if we have to start looking for ways to make it less crappy. We should stop trying to mitigate CCP's bad behavior and just unite in an all out assault to try and get it repealed so that they can fix the stuff that is truly broken. SOV


The fact that people are trying to mitigate this nerf is not an indication that the nerf was crap - it's an indication that they refuse to adapt to the new conditions, nothing more.

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.

Rowells
Blackwater USA Inc.
Pandemic Horde
#2055 - 2014-11-10 16:58:57 UTC
Easthir Ravin wrote:
Avalloc wrote:
Alavaria Fera wrote:
His mutterings stopped at some point


Ahem. As one that "mutters" I have a question.

Has anyone proposed having characters designate a "home region" where jump fatigue isn't generated? This could have at least a multiple month reset timer so changing couldn't be exploited.



Not bad, but this still goes back to the fact that the nerf idea was crap to begin with if we have to start looking for ways to make it less crappy. We should stop trying to mitigate CCP's bad behavior and just unite in an all out assault to try and get it repealed so that they can fix the stuff that is truly broken. SOV

gonna be hard to fix sov if capitals werent changed.
X Gallentius
Black Eagle1
#2056 - 2014-11-10 18:36:39 UTC
It's amazing how much this nerf to arbitrary hot dropping has changed low sec for the better. +1 CCP.
Josef Djugashvilis
#2057 - 2014-11-10 18:38:27 UTC
Queen Lenore wrote:
Unintended consequence (or maybe it was CCP's intention to move small corps out of null sec). Now that its nearly impossible to move ships into deep null sec, small corps without the massive logistics machines that large alliances have, are being forced back to empire.

Just like all regulation, make it sound like its for the little guys while making it easier for rich and powerful to circumvent it.


Whatever the change, the rich and the powerful will be at an advantage.

Always.

This is not a signature.

Josef Djugashvilis
#2058 - 2014-11-10 18:39:48 UTC
Easthir Ravin wrote:
Avalloc wrote:
Alavaria Fera wrote:
His mutterings stopped at some point


Ahem. As one that "mutters" I have a question.

Has anyone proposed having characters designate a "home region" where jump fatigue isn't generated? This could have at least a multiple month reset timer so changing couldn't be exploited.



Not bad, but this still goes back to the fact that the nerf idea was crap to begin with if we have to start looking for ways to make it less crappy. We should stop trying to mitigate CCP's bad behavior and just unite in an all out assault to try and get it repealed so that they can fix the stuff that is truly broken. SOV


The Jita monument awaits your attention.

This is not a signature.

Jean Luc Lemmont
Carebears on Fire
#2059 - 2014-11-10 18:44:20 UTC
Josef Djugashvilis wrote:


The Jita monument awaits your attention.


Never not shoot the monument.

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.

Tikitina
Doomheim
#2060 - 2014-11-11 05:37:15 UTC  |  Edited by: Tikitina
Expecting quick changes from a group whole doesn't want to change is rather silly.
CCP seems to have a goal and this was only the first step. Stated many times.

It will be interesting to see how this turns out in the next year or so, especially after the Sov changes and Capital rebalance.
IE: Holding Sov related to activity level.

Note: I don't think crying about how everyone has decided to stop playing because it got too hard to do what they want is going to win anyone over to your side.

People will eventually get bored enough to try new things. IE, adapt to change.