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Has jump Fatigue Killed the eve experience?

First post
Author
Ro Fenrios
Armilies Corporation
Domain Research and Mining Inst.
#21 - 2015-08-27 14:26:24 UTC
As a player that has always tried to stay in small groups, I can say that least we can now more comfortably use our capitals when we don't have to worry about potential super drop on our ass the moment we decide to use the few caps we have. Has given our little group chance to settle in low sec more firmly. Back in 2013 when we were starting, it was not uncommon for us to get dropped by 20 supers even when doing small cruiser roam with 5-10 peeps.

The fatigue might be somewhat harsh, agreed there, but it has also helped to make game little easier for that small guy.
Salvos Rhoska
#22 - 2015-08-27 14:28:08 UTC  |  Edited by: Salvos Rhoska
AtramLolipop wrote:


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

Valid parallel argument.

That too can be looked at, but I dont think it precludes changes to the extant Jump Fatigue mechanic.
If anything, together they can help restrict movement of such large craft across EVE, but especially as specific to Jump Freighters, in terms of deincentivizing moving so much material so far, rather than within local regions (the economicnimplications of which I elaborated on in my previous post).

The underlying impetus in CCPs new direction, is forcing localization and commitment of force at specific fronts (or in adjoining chained systems, preferably), to defend against potentially escalating aggression there. This is enacted by hampering the movement of large ships to respond elsewhere (ie: jump fatigue).

The fallout and eventual "final form" of all of this, is ot yet apparent, and is to my mind, despite the best theorycrafters in all MMOs combined prognosticating here, running through what translate as stages of typical psychological denial (Kübler-Ross model).

In aggregate, as there are so many individuals involved, I think we are currently running through stages Anger/Bargaining/Depression, depending on whom, at various %.

Anger is mostly passed in the Sov Feedback thread period, Bargaining isnhappening now on different specifics of the changes, Depression is inherently not overtly detectable, except in posting absence figures, as "depressed" people simply dont post due to apathy. Hopefully towards a final stage of Acceptance, for as many as possible, once theyve run through and overcome the others.

The model primarily deals with death of a relative superficially, but its core concern is adapting/coping with changes that you cannot reverse, such as none of us can against CCPs autonomous decisions, so it carries relevance here too.

CCP wants dispersed, dynamic and smaller fleet engamenents throughout sov, simultaneously at best.

This is the blueprint and fundamental bottomline against which to speculate, expect and act.
Scalding Holland
Doomheim
#23 - 2015-08-27 14:33:30 UTC
Jump Fatigue is a terrible mechanic.

Basically CCP forces you to log off and not play whilst you wait for your fatigue to run down,
Frostys Virpio
State War Academy
Caldari State
#24 - 2015-08-27 14:42:02 UTC
Scalding Holland wrote:
Jump Fatigue is a terrible mechanic.

Basically CCP forces you to log off and not play whilst you wait for your fatigue to run down,


Or you could play in the many way the games offer that does not require the use of jump drives.
Frostys Virpio
State War Academy
Caldari State
#25 - 2015-08-27 14:43:50 UTC
AtramLolipop wrote:


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


What do you want to limit on Cynoing?
AtramLolipop
Space Wolves ind.
Solyaris Chtonium
#26 - 2015-08-27 14:46:58 UTC
Frostys Virpio wrote:
Scalding Holland wrote:
Jump Fatigue is a terrible mechanic.

Basically CCP forces you to log off and not play whilst you wait for your fatigue to run down,


Or you could play in the many way the games offer that does not require the use of jump drives.


You could but this is a discussion about Jump Fatigue.
Jack Hayson
The Scope
Gallente Federation
#27 - 2015-08-27 14:47:34 UTC
Scalding Holland wrote:
Basically CCP forces you to log off and not play whilst you wait for your fatigue to run down,


Have you ever heard about stargates?

They work great!
AtramLolipop
Space Wolves ind.
Solyaris Chtonium
#28 - 2015-08-27 14:47:48 UTC
Frostys Virpio wrote:
AtramLolipop wrote:


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


What do you want to limit on Cynoing?


Limit??? I didn't say limit. Stop putting imaginary words in what I wrote.
Frostys Virpio
State War Academy
Caldari State
#29 - 2015-08-27 14:49:27 UTC
AtramLolipop wrote:
Frostys Virpio wrote:
Scalding Holland wrote:
Jump Fatigue is a terrible mechanic.

Basically CCP forces you to log off and not play whilst you wait for your fatigue to run down,


Or you could play in the many way the games offer that does not require the use of jump drives.


You could but this is a discussion about Jump Fatigue.


Did you notice the post I was quoting and maybe though I could be replying to that comment in particular?
Frostys Virpio
State War Academy
Caldari State
#30 - 2015-08-27 14:50:27 UTC
AtramLolipop wrote:
Frostys Virpio wrote:
AtramLolipop wrote:


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


What do you want to limit on Cynoing?


Limit??? I didn't say limit. Stop putting imaginary words in what I wrote.


Fine, have it your way. How would you change cynos then if the focus should be put on that?
AtramLolipop
Space Wolves ind.
Solyaris Chtonium
#31 - 2015-08-27 15:01:30 UTC  |  Edited by: AtramLolipop
Salvos Rhoska wrote:
AtramLolipop wrote:


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

Valid parallel argument.

That too can be looked at, but I dont think it precludes changes to the extant Jump Fatigue mechanic.
If anything, together they can help restrict movement of such large craft across EVE, but especially as specific to Jump Freighters, in terms of deincentivizing moving so much material so far, rather than within local regions (the economicnimplications of which I elaborated on in my previous post).

The underlying impetus in CCPs new direction, is forcing localization and commitment of force at specific fronts (or in adjoining chained systems, preferably), to defend against potentially escalating aggression there. This is enacted by hampering the movement of large ships to respond elsewhere (ie: jump fatigue).

The fallout and eventual "final form" of all of this, isnot yet apparent, and is to my mind, despite the best theorycrafters in all MMOs combined prognosticating here, running through what translate as stages of typical psychological denial (Kübler-Ross model).
In aggregate, as there are so many individuals involved, I think we are currently running through stages Anger/Bargaining/Depression, depending on whom, at various %. Hopefully towards a final stage of Acceptance, for as many as possible, once theyve run through and overcome the others. The model primarily deals with death of a relative superficially, but its core concern is adapting/coping with changes that you cannot reverse, such as none of us against CCPs autonomous decisions, so it carried relevance here too.

CCP wants dispersed, dynamic and smaller fleet engamenents throughout sov, simultaneously at best.

This is the blueprint and fundamental bottomline against which to speculate, expect and act.


Good points problem is:

People need to go to highsec to source the things they need, they cannot support themselves with a pocket of space because the resources just simply is not there.
I actually like the fact that forces are being forced into either making a decision to go after a target and risk being out of positions getting there or deciding that actually it's better to stay where we are. (still doesn't stop large cap fleets using gates as a form of travel though).

Personally the cyno mechanic could be something so much more than just LO in cargo hold and a module that an ibis or 2 week old character can deploy. Imagine some of the mechanics that could be played out through making cyno more about the force that is wanting to be jumped (the bigger the force the bigger the amount of fuel needed, e.g. a large cap fleet needs a large ship to provide the cyno), how far they are jumping from (the bigger the distance, the more spoil up time needed to create the beacon for the caps to jump to). Imagine seeing a carrier being the only ship that a capital can jump... Just tossing idea's around but I really do think that preventing people from getting content is wrong, whilst i also hate seeing blocks deploy a 10 man capitals fleet including titans to squash small entitles who are trting to get a piece of the pie (we still see blocks on moons making them a ton of ISK, while they are actually 20 jumps away).

Adding to this, i know CCP wants people to work together in massive groups and the more rewarding aspects of the game promote this mentality. The real situation is that people would rather play in small groups and get things done quicker, the expectations of today's gamer is that they want things done now and they wanted it yesterday. I know that this might be hard to understand for some of the different generations that play the game, but all you have to do is apply that thinking to the workplace and it's everywhere. I also know that Eve plays on the fact that because you have invested real time into something it creates that feeling of loss which keeps you coming back for more. I've not had that feeling of loss for almost 6 years...but i've played the game every single day....
Salvos Rhoska
#32 - 2015-08-27 15:48:58 UTC  |  Edited by: Salvos Rhoska
AtramLolipop wrote:
i know CCP wants people to work together in massive groups and the more rewarding aspects of the game promote this mentality. The real situation is that people would rather play in small groups and get things done quicker, the expectations of today's gamer is that they want things done now and they wanted it yesterday.


To my reading and understanding of CCPs most recent goals, that is exactly the direction they are now taking and designing along.

Huge fleets engagements are being phases out in favor of dynamic, dispersed, simultaneous conflict between smaller fleets, with faster capture.

All of the stated dev goals support this deduction.

Its a huge change (arguably polar) in Sov conflict design philosophy.

I think a large part of sov occupants are not aware of that, and dont yet realize that CCP has essentially charted a completely new course to a different destination than they are (understandably) used to expecting it to sail towards. CCP is very clear in its new goals, but I dont think the enormity ofnhow different they are, and consequence has really sunk in for many yet.

They expected something else, on different presumptions, and have not yet realised that CCP plans are almost the exact opposite.

Its a good direction, imo, to hopefully turning Sov space into a place of constant and dispersed conflict between large coalitions, as well as their smaller neighbours, and between those too, without imminently arriving overbearing wuantity and quality of force being the single so dominant factor (aside from force composition, which certainly also can use looking into alongside this).

Huge fleet engagements may, and hopefully will, still occur, but not directly as a result of the mechanics themselves, rather than from player impetus/interests and resulting escalation of force in some specific systems and circumstances.

So there is that too still for "F1 monkeys" in huge fleets, and I dont say that badly, as I also understand that some players like that, and want it. A feeling of being part of a much larger effort, of a place in organisation, doing their part in something important, winning a war. Its easy to get elitist against that, but Im certainly in no position to do so, and am not. It may not be a fair comparison, but its a quite related to a WoW raid, where an FC/raid leader/GM calls the actions, and everyone else obeys, and the success is dependsnt on how well each monkey follows their orders. With a small military background, I appreciate the reward, efficacy and necessity of that all the more.

But. That can and does also happen in well run smaller fleets, and the potential for several FC intercommunication in larger campaigns crossing several systems, in parallel and laddered chains of command, (if mechanics can be made to work conducive to that) inspire a huge potential for Sov.

Imagine 2-X fleets, of various compositions and size, simultaneously aggressing in multiple systems under a unified laddered chain of command with officers interlocuting fleet resources in real time, along a planned grand strategy.
Imagine reserve forces held in key backup positions, ready to deploy, depending on gate/jump topography.
Imagine feints to force opponent commitment, whilst another fleet moves in elsewhere and capitalises.
Imagine the kind of fleet composition complication and specialisation this would enable.

All of this, and more, instead of the largely current "my fleet is bigger than yours"...

The potential is huge and extremely exciting, if it can be made to work.

Jump Freighters just happen to be relevant enough to catch a hit on a flank from these changes, and to my mind, for good and constructive reasons as detailed in my earlier post along the lines of forestalling ease of HS-NS market/resource exploitation and material transport, rather than local sourcing and commitment.
Ben Fenix
Deep Core Mining Inc.
#33 - 2015-08-27 16:05:51 UTC
They broke capitals to try and fix the goon squad issue.

It's not working because numbers are the issue, not capitals.

#Soup

Val'Dore
PlanetCorp InterStellar
#34 - 2015-08-27 16:28:37 UTC
What actually killed the EvE Experience is capital ships. They never should have existed the way they did then nor the way they do now.

Battleships should have been where it stopped, or at the most the One Up Class that Frigates and Cruisers got in Destroyers and Battlecruisers, but also for Battleships.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Harry Forever
Pandemic Horde Inc.
Pandemic Horde
#35 - 2015-08-27 16:51:11 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


jump fatigue is the single best mechanic introduced recently, titan pilots are so bored they warp around deklein and do stupid things, now we can shoot them all down and have fun... be a good prey and do your job... I would say works like intendet
AtramLolipop
Space Wolves ind.
Solyaris Chtonium
#36 - 2015-08-27 17:02:23 UTC
Salvos Rhoska wrote:
AtramLolipop wrote:
i know CCP wants people to work together in massive groups and the more rewarding aspects of the game promote this mentality. The real situation is that people would rather play in small groups and get things done quicker, the expectations of today's gamer is that they want things done now and they wanted it yesterday.


To my reading and understanding of CCPs most recent goals, that is exactly the direction they are now taking and designing along.

Huge fleets engagements are being phases out in favor of dynamic, dispersed, simultaneous conflict between smaller fleets, with faster capture.

All of the stated dev goals support this deduction.

Its a huge change (arguably polar) in Sov conflict design philosophy.

I think a large part of sov occupants are not aware of that, and dont yet realize that CCP has essentially charted a completely new course to a different destination than they are (understandably) used to expecting it to sail towards. CCP is very clear in its new goals, but I dont think the enormity ofnhow different they are, and consequence has really sunk in for many yet.

They expected something else, on different presumptions, and have not yet realised that CCP plans are almost the exact opposite.

Its a good direction, imo, to hopefully turning Sov space into a place of constant and dispersed conflict between large coalitions, as well as their smaller neighbours, and between those too, without imminently arriving overbearing wuantity and quality of force being the single so dominant factor (aside from force composition, which certainly also can use looking into alongside this).

Huge fleet engagements may, and hopefully will, still occur, but not directly as a result of the mechanics themselves, rather than from player impetus/interests and resulting escalation of force in some specific systems and circumstances.

So there is that too still for "F1 monkeys" in huge fleets, and I dont say that badly, as I also understand that some players like that, and want it. A feeling of being part of a much larger effort, of a place in organisation, doing their part in something important, winning a war. Its easy to get elitist against that, but Im certainly in no position to do so, and am not. It may not be a fair comparison, but its a quite related to a WoW raid, where an FC/raid leader/GM calls the actions, and everyone else obeys, and the success is dependsnt on how well each monkey follows their orders. With a small military background, I appreciate the reward, efficacy and necessity of that all the more.

But. That can and does also happen in well run smaller fleets, and the potential for several FC intercommunication in larger campaigns crossing several systems, in parallel and laddered chains of command, (if mechanics can be made to work conducive to that) inspire a huge potential for Sov.

Imagine 2-X fleets, of various compositions and size, simultaneously aggressing in multiple systems under a unified laddered chain of command with officers interlocuting fleet resources in real time, along a planned grand strategy.
Imagine reserve forces held in key backup positions, ready to deploy, depending on gate/jump topography.
Imagine feints to force opponent commitment, whilst another fleet moves in elsewhere and capitalises.
Imagine the kind of fleet composition complication and specialisation this would enable.

All of this, and more, instead of the largely current "my fleet is bigger than yours"...

The potential is huge and extremely exciting, if it can be made to work.

Jump Freighters just happen to be relevant enough to catch a hit on a flank from these changes, and to my mind, for good and constructive reasons as detailed in my earlier post along the lines of forestalling ease of HS-NS market/resource exploitation and material transport, rather than local sourcing and commitment.


Completely agree with this. It's about time capturing Pos'es also goes through the same iteration.
Scalding Holland
Doomheim
#37 - 2015-08-27 17:03:17 UTC
Frostys Virpio wrote:
Scalding Holland wrote:
Jump Fatigue is a terrible mechanic.

Basically CCP forces you to log off and not play whilst you wait for your fatigue to run down,


Or you could play in the many way the games offer that does not require the use of jump drives.


Tell that to dedicated cap pilots
Salvos Rhoska
#38 - 2015-08-27 17:27:14 UTC  |  Edited by: Salvos Rhoska
Scalding Holland wrote:


Tell that to dedicated cap pilots


Id tell them:
-Use gates, if possible.
-Transit slow.
-Request an escort, if necessary.
-Do not accrue scaling fatigue unless ordered to for immediate needs.
-Live HERE (points at system), because we need you there to be ready to deploy to adjoining systems, as:
a) We are vulnerable in adjoining systems
or/and
b) We are staging an invasion to adjoining systems
Jenshae Chiroptera
#39 - 2015-08-27 17:35:14 UTC
I ♥ jump fatigue.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Primary This Rifter
Mutual Fund of the Something
#40 - 2015-08-27 17:41:04 UTC
Steve Ronuken wrote:
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.

And we all know how much they listen.