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Has jump Fatigue Killed the eve experience?

First post
Author
Don Kartel
Native Freshfood
Minmatar Republic
#1 - 2015-08-27 10:21:51 UTC

After returning after a short break I found that after a couple of jumps in a carrier I now have to wait 2-3days before I can jump again?

I understand why it was introduced but look what it has done to the game play and the experience for the players. This is a bad mechanic and restricts heavily the ability for players to play the game so as a result they don't play.

to put it into perspective the reason I was jumping in my carrier which used to be able to jump 10ly but now does 5ly was because I was situated in a solar system on the edge of eve. I am trying to get closer to empire because this new mechanic is such a chore but only got 1/3 of the way there before I found myself in a situation where I need to wait 2-3 days for every jump.

So it will probably take me 3-4 jumps for the remainder of the distance which is going to take about a week to complete. so is it reasonable for it to take 2 weeks to move one carrier ? Surely I would just lose interest in the game and find something else to play in that time?

The game has lost pace and is no longer fun. I want to still play eve but currently while we have mechanics like this then its doubtful I will. I'm not even going to log my titan in with its 2.5ly restriction which will probably take a month to move.

regards

A very concerned veteran
Neuntausend
Republic Military School
Minmatar Republic
#2 - 2015-08-27 10:31:22 UTC  |  Edited by: Neuntausend
Jump fatigue is not a bad thing and a solution to a very bad problem Eve had in 2013, 2014. However, I (and others as well) think, that it's too harsh. One can barely even cross a single region with a capital without taking a day off work to do it. It needs to be tweaked in order to work well. Jump Fatigue/Reactivation timers should be toned down a bit, and the Reactivation timer should be capped at a few days, not a ******* month!

On top of this, right now the mechanic is useless anyway, since the new "Apex Force" is not Archons and Nyxes/Aeons, as it used to be, but Taranises and Claws.
Yang Aurilen
State War Academy
Caldari State
#3 - 2015-08-27 10:32:20 UTC
Jump through stargates.

Post with your NPC alt main and not your main main alt!

Anize Oramara
WarpTooZero
#4 - 2015-08-27 10:33:00 UTC
Capitals are now only a 'sometimes' ship.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

baltec1
Bat Country
Pandemic Horde
#5 - 2015-08-27 10:33:32 UTC
I enjoy not having caps dumped on my head everywhere I go.
Inxentas Ultramar
Ultramar Independent Contracting
#6 - 2015-08-27 11:18:24 UTC
Jump Fatigue is great. We can now fight gang VS gang in lowsec without getting 3rd partied by much richer null dudes most of the time.

Heck, it's actually an incentive to train for Dreads to me because it's more likely I will lose it to people that actually matter in shaping our immediate area. The moons and pocos there no longer serve as bait for null dudes to kill lowsec dudes, but actually matter to the groups living there. No more 20+ T3 fleets dropping on a 5 man gang in T1 ships is a good thing also.
Nicolai Serkanner
Incredible.
Brave Collective
#7 - 2015-08-27 11:21:23 UTC
Don Kartel wrote:

After returning after a short break I found that after a couple of jumps in a carrier I now have to wait 2-3days before I can jump again?

I understand why it was introduced but look what it has done to the game play and the experience for the players. This is a bad mechanic and restricts heavily the ability for players to play the game so as a result they don't play.

to put it into perspective the reason I was jumping in my carrier which used to be able to jump 10ly but now does 5ly was because I was situated in a solar system on the edge of eve. I am trying to get closer to empire because this new mechanic is such a chore but only got 1/3 of the way there before I found myself in a situation where I need to wait 2-3 days for every jump.

So it will probably take me 3-4 jumps for the remainder of the distance which is going to take about a week to complete. so is it reasonable for it to take 2 weeks to move one carrier ? Surely I would just lose interest in the game and find something else to play in that time?

The game has lost pace and is no longer fun. I want to still play eve but currently while we have mechanics like this then its doubtful I will. I'm not even going to log my titan in with its 2.5ly restriction which will probably take a month to move.

regards

A very concerned veteran


You can use gates and that doesn't cause fatigue. Learn to adapt veteran.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#8 - 2015-08-27 11:34:14 UTC  |  Edited by: Steve Ronuken
Things aren't quite the way you describe them.

When you jump, you pick up 2 timers:
A cooldown timer, which stops you from jumping
A fatigue timer, which ticks down at 1 tenth the rate of the cooldown timer, and is used to multiply the cooldown timer.

If you, when jumping, always let the fatigue expire then you'll have a maximum of 1 hour between jumps.

If you jump, wait for the cooldown timer to expire (6 minutes on a max range jump), then jump again, your cooldown and fatigue timers will be significantly longer. do it again (around 30 minutes for the cooldown), and you'll start to see what you're saying.



So you're aware, We are talking with CCP about jump fatigue. At least some members of the CSM (I don't want to speak for everyone, as I know there are degrees of disagreement) are not happy with the current situation.


(small aside: Titans have a Jump range of up to 5 LY)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Azami Nevinyrall
172.0.0.1
#9 - 2015-08-27 11:35:52 UTC
The only people who don't like Jump Fatigue is the Nullsec "I can't blap a ratting BS with 8 Supers 50 jumps away instantly" or the "Blue everything and prevent new Alliances from getting into Nullsec, then cry because I have no content" crowd(s.)

...

s73v3n2k
School of Applied Knowledge
Caldari State
#10 - 2015-08-27 12:17:42 UTC

In my eyes this has not done the game any good. We all understand why it was introduced but its over the top. the cooldown timer is calibrated about right however the fatigue time should go no higher than 24hrs because who wants to wait longer than that to do their next jump. I simply don't see why CCP would let the timer go into months because people will just cancel their accounts rather than wait for that.

I encourage small gang warfare with sub-caps but capitals were introduced to fill a role they are no longer suitable for.

Gates are an option but the reason capitals have jump drives is because they shouldn't have to use gates.

also null sec are complaining about the new mechanic but funny enough as caps can only jump in low sec and null sec 90% of those that use caps are null sec players.

I am happy to hear this being discussed by the CSM but the previous mechanic was far better and this is just the wrong solution to the issue it was implemented to prevent.





Neuntausend
Republic Military School
Minmatar Republic
#11 - 2015-08-27 12:28:17 UTC
Also, although taking a few Gates with a Capital is probably a good thing, since it takes away from their previous nigh-invulnerability, it's also a major pain. A capital ship is about as maneuverable as a Landslide, while having all the speed and acceleration of a three legged turtle.
Anize Oramara
WarpTooZero
#12 - 2015-08-27 12:36:50 UTC
Neuntausend wrote:
Also, although taking a few Gates with a Capital is probably a good thing, since it takes away from their previous nigh-invulnerability, it's also a major pain. A capital ship is about as maneuverable as a Landslide, while having all the speed and acceleration of a three legged turtle.

Implants, rigs, modules and an alt/corpmate with a webber. I mean really.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Frostys Virpio
State War Academy
Caldari State
#13 - 2015-08-27 12:41:14 UTC
s73v3n2k wrote:

In my eyes this has not done the game any good. We all understand why it was introduced but its over the top. the cooldown timer is calibrated about right however the fatigue time should go no higher than 24hrs because who wants to wait longer than that to do their next jump. I simply don't see why CCP would let the timer go into months because people will just cancel their accounts rather than wait for that.

I encourage small gang warfare with sub-caps but capitals were introduced to fill a role they are no longer suitable for.

Gates are an option but the reason capitals have jump drives is because they shouldn't have to use gates.

also null sec are complaining about the new mechanic but funny enough as caps can only jump in low sec and null sec 90% of those that use caps are null sec players.

I am happy to hear this being discussed by the CSM but the previous mechanic was far better and this is just the wrong solution to the issue it was implemented to prevent.




It only ever creep over 24 hours to any level beyond that because you kept jumping.
Frostys Virpio
State War Academy
Caldari State
#14 - 2015-08-27 12:42:15 UTC
Anize Oramara wrote:
Neuntausend wrote:
Also, although taking a few Gates with a Capital is probably a good thing, since it takes away from their previous nigh-invulnerability, it's also a major pain. A capital ship is about as maneuverable as a Landslide, while having all the speed and acceleration of a three legged turtle.

Implants, rigs, modules and an alt/corpmate with a webber. I mean really.


You need an alt to do the jump in most case anyway so it's not like anyone has an excuse to not have one that can fit a web...
McChicken Combo HalfMayo
The Happy Meal
#15 - 2015-08-27 12:58:19 UTC
Neuntausend wrote:
Also, although taking a few Gates with a Capital is probably a good thing, since it takes away from their previous nigh-invulnerability, it's also a major pain. A capital ship is about as maneuverable as a Landslide, while having all the speed and acceleration of a three legged turtle.

Let's give freighters jump drives then because apparently moving big ships through multiple stargates is unacceptable.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Salvos Rhoska
#16 - 2015-08-27 13:59:31 UTC  |  Edited by: Salvos Rhoska
Ive never liked that Jump Freighters exist.
Reasoning being, that Im against transit of material with such expedience between sectors of rulesets (with their associated benefits), over and past their nominal hard gate thresholds.

Easy and safe transit of material from HS to NS, and back, is not good for either sector.
It perpetuates the HS market hegemony needlessly, and bleeds resource out of local NS interests (as well as reducing incentive for local resourcr sourcing). It also cuts out the strategic interests of intervening sectors/owners to control transit with ready means past their homes.

I think Jump Fatigue was not targetted at Jump Freighters, but its associated and equal effect on them works towards my premise above.

I understand that players who have spent time and effort locating themselves, and enabling themselves, within jump ranges so as to leap over risk and resistance are upset, but imo you were aiming at the wrong markets for terminus anyways.

The sheer volume of material transit between sectors, especially HS<->NS is exploitative, and negatively influences activity in both sectors, according to their own peculiar and specific environments. LS, in particular, loses out enormously, in those relatively few topographic situations where it actually stands between the two.

The gate system exists, various craft, especially BR, can still move material in smaller amounts of high value cargo through conventional means, through conventional thresholds.

It chafes me to no end the amount of material that NS ships to HS, relatively safely, (rather than to local markets which need them) ,from a sector with higher production modifiers, to HS inorder to exploit HS market saturation. Then, on the return trip, they add to the injury by buying HS market goods at competition, and then equally safely transit even more high value goods (especially for local market sale in NS) , in the other direction, again leaping over thresholds.

Its good for profits. Fine. But its bad for HS/NS differential. Bad for the game overall.
The latter carries more weight, especially as JF are still useful for transporting material safely elswhere for local markets.
Jenn aSide
Soul Machines
The Initiative.
#17 - 2015-08-27 14:14:58 UTC
Jump Fatigue din't "kill" it, but it did dampen it. CCP doesn't seem to understand that nerfing oppurtunities for people to come together in conflict results in less conflict. The goal of "more localized conflict" sounds nice but doesn't actually work, and the fact that only the most expensive jump capable hauler ships (jump freighters) have reasonable jump ranges means that the only thing that really changed is that jump freighter pilots are getting rich lol.


I sold both my Carriers, I don't own a single capital ship right now though I am considering buying back 1 carrier to jump to friendly stations when I get an escalation. But otherwise they are just a useless hunk of ship that sits in a hanger, not even good for emergency evaccing anymore. Last night was the 1st time I saw a carrier on the field in a couple months, and it was a bait Archon in Catch.

Didn't want that Drake anyways btw.


Markus Reese
Deep Core Mining Inc.
Caldari State
#18 - 2015-08-27 14:15:34 UTC
We can use jump gates.

So if want carrier forces, get the best into carriers, then other into battleships, cruisers, etc. Consolidate and move into tactical location. If you have sov you aren't using, then why waste the effort keeping it... aside from moon poo... Darn people stealing the poo

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Neuntausend
Republic Military School
Minmatar Republic
#19 - 2015-08-27 14:18:09 UTC
Don't need Sov to get the Poo.
AtramLolipop
Space Wolves ind.
Solyaris Chtonium
#20 - 2015-08-27 14:21:43 UTC
Steve Ronuken wrote:
Things aren't quite the way you describe them.

When you jump, you pick up 2 timers:
A cooldown timer, which stops you from jumping
A fatigue timer, which ticks down at 1 tenth the rate of the cooldown timer, and is used to multiply the cooldown timer.

If you, when jumping, always let the fatigue expire then you'll have a maximum of 1 hour between jumps.

If you jump, wait for the cooldown timer to expire (6 minutes on a max range jump), then jump again, your cooldown and fatigue timers will be significantly longer. do it again (around 30 minutes for the cooldown), and you'll start to see what you're saying.



So you're aware, We are talking with CCP about jump fatigue. At least some members of the CSM (I don't want to speak for everyone, as I know there are degrees of disagreement) are not happy with the current situation.


(small aside: Titans have a Jump range of up to 5 LY)


You focused on the wrong part of jumping. You should not be punishing people for wanting to seek out a quick way to move from region to region, whether that is in search of content of logistics. You do realise that you killed half of null sec by making these changes since non of the regions can be support on their own right?

The focus should have been on the act of cynoing. This currently is a mechanic that needs drastically changing.
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