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[ASCENSION] Jump Range Changes

First post First post
Author
Emmy Mnemonic
Royal Amarr Institute
Amarr Empire
#81 - 2016-10-11 16:07:17 UTC
This is a good change. I fully endorse it!

The timing of this descision however...and the strange causality-aspects of certain facts in the stageing meta recently, are....interesting. Or as George Orwell put it; -"All animals are equal, but some animals are more equal than others".
(i.e. I'm clearly not one of the "Orwellian pigs" in EVE-Online. But others obviously are! Q.E.D.)

Ex ex-CEO of Svea Rike [.S.R.]

Soldarius
Dreddit
Test Alliance Please Ignore
#82 - 2016-10-11 16:17:15 UTC
Please don't.

http://youtu.be/YVkUvmDQ3HY

Ruby Gnollo
#83 - 2016-10-11 16:18:39 UTC
TuDDi wrote:
Congrats on listening to your customers for 1st time in 13 years.


You mean : the usual very small minority of their customers represented by the CSM
Hakeem Skywalker
Republic Military School
Minmatar Republic
#84 - 2016-10-11 16:22:07 UTC
So, basically this is a 1 LY increase to force projection? why bother that is not going to bring anyone back to the game.
Jenn aSide
Soul Machines
The Initiative.
#85 - 2016-10-11 16:23:11 UTC
Thank you space Jesus and/or Santa Claus.
Mostlyharmlesss
Republic Military School
Minmatar Republic
#86 - 2016-10-11 16:26:06 UTC
Jump Fatigue is still completely flawed at its core and this isn't going to change the vast majority of complaints surrounding it. This change needs to be released with changes to the Fatigue system as well.

Follow me on Twitter for the latest regarding GoonSwarm Federation and our recruitment drives!

The One TrueMorty
Frontier Heavy Industries
#87 - 2016-10-11 16:48:11 UTC  |  Edited by: The One TrueMorty
There should be a distinguishing mechanic for 'offensive' and 'defensive' jumping, which should work like this:

lowsec/sovless null = current fatigue timer + the proposed jump range changes + nothing to factor in being lowsec/sovless.

Sov that your alliance owns = system ADM level factors in to reduce fatigue. This would fall into the defensive category.

Sov that your alliance does not own (including blue sov of another alliance) = system ADM level factors in to increase fatigue.

I don't know the first thing about coding a video game, but i do know that CCP is trying to nerf the ability for bigger alliances from jumping across the universe too easily, in an offensive manner... to give the little guy a chance.

At the end of the day, it seems to me that it would balance out well. A smaller alliance could still potentially overthrow the sov of a larger alliance, even one with a helluva cap QRF. But if said smaller alliance just tries to blobbrawl their way through it, they probably wouldn't have succeeded anyways, buffed jumps for defending caps or no.

Who knows, perhaps more caps will die and we might reverse the mineral price drop coming with 8bill a day one man rorq mining fleets :p

EDIT: changed idea from strategic ADM to overall system ADM. Being that strategic takes relatively little to no effort, makes more sense that the system would work on overall adm levels. (kind of like entosising already does)
Crystalline Entity
Black Dragon PHP
#88 - 2016-10-11 16:54:13 UTC
So just before NC deploy south in force (Winter) jump ranges will change..

Interdasting...
Grath Telkin
Amok.
Goonswarm Federation
#89 - 2016-10-11 17:02:47 UTC
Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Skia Aumer
Planetary Harvesting and Processing LLC
#90 - 2016-10-11 17:03:46 UTC
+1 for increased range for capships.
But I'd rather leave supers with 5 ly max range.

As of future changes, what do you think about rigs that increase jump range?
Skia Aumer
Planetary Harvesting and Processing LLC
#91 - 2016-10-11 17:22:49 UTC  |  Edited by: Skia Aumer
del

My math is really bad today.
Makeleth Riatu Solette
The Scope
Gallente Federation
#92 - 2016-10-11 17:25:39 UTC
I approve, but am also with the sizeable camp that jump fatigue needs some serious rework.

Introduce a drug that reduces the amount of jump fatigue accrued at the expense of combat capabilities.

Mail me if you'd like some marketing advice or advice in general

Hakeem Skywalker
Republic Military School
Minmatar Republic
#93 - 2016-10-11 17:40:18 UTC
You know you have made a serious mistake when the general population of your game calls your feature "aids".
Malcanis
Vanishing Point.
The Initiative.
#94 - 2016-10-11 17:41:01 UTC
Lan Wang wrote:
will blops be getting a boost in range to compensate?


Compensate for what?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Mike Azariah
The Scope
Gallente Federation
#95 - 2016-10-11 17:43:27 UTC
Alea iacta est

I find an interesting mix of complaints (low key) and thanks (also low key).

This was asked for before to cut some of the jump range chokepoints. Does it fix that?

It was not planned (and I doubt it ever will be) to set us back to pre phoebe, so lose those dreams.

m

Mike Azariah  ┬──┬ ¯|(ツ)

Oddsodz
Federal Navy Academy
Gallente Federation
#96 - 2016-10-11 17:47:38 UTC
Grath Telkin wrote:
Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming.



He should know. Please, DONT DO THIS
Malcanis
Vanishing Point.
The Initiative.
#97 - 2016-10-11 17:48:28 UTC
Hakeem Skywalker wrote:
So, basically this is a 1 LY increase to force projection? why bother that is not going to bring anyone back to the game.


Numbers can be misleading. Increasing a Dread's jumprange from 5 to 7 LY increases the volume of space it can jump within by a factor of 2.74. On average you can expect between 2-3x as many systems to be within range. That change also eliminates (or at least widens) a lot of chokepoints.

make no mistake, this proposal is quite a significant capital mobility buff.

Given that the original reasons for the power projection nerf are still very much in place - in fact I would say even more so than ever, given that there's now no plausible counterbalance to a combined N3/PL, I hope CCP monitor the stuation very, very closely. We absolutely do not need to return to anything like the dreadful, stagnant sov null situation of 2012-2014. And if anyone thinks that it wouldn't happen again if it became possible for it to happen again, I have some Arizona beachfront property they may also be interested in.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Eli Stan
Center for Advanced Studies
Gallente Federation
#98 - 2016-10-11 17:49:01 UTC
What do you all think would be the result of swapping the changes? That is, give the supers the longer distance. That would generate some edge cases where supers could be utilized but they'd be entirely without dread and FAX support. Could make for some interesting decisions by the attackers. (Of course, could entirely ruin the game - I'm just musing here.)
Malcanis
Vanishing Point.
The Initiative.
#99 - 2016-10-11 17:51:36 UTC
Grath Telkin wrote:
Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming.


The amount of historical revisionism I've seen from some people on this subject is hilarious. The situation we have in 0.0 is a glorious wonderland of patchwork diversity and independent wars compared to the pre-Phoebe situation, but it seems that many people think that this new state of affairs is some God-ordained right, rather than a direct result of sharply projecting capital power projection.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Hendrink Collie
Sebiestor Tribe
Minmatar Republic
#100 - 2016-10-11 17:57:16 UTC  |  Edited by: Hendrink Collie
Malcanis wrote:
Grath Telkin wrote:
Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming.


The amount of historical revisionism I've seen from some people on this subject is hilarious. The situation we have in 0.0 is a glorious wonderland of patchwork diversity and independent wars compared to the pre-Phoebe situation, but it seems that many people think that this new state of affairs is some God-ordained right, rather than a direct result of sharply projecting capital power projection.


I tend to agree with you, though as long as fatigue isn't touched, the increase in range isn't going to change things THAT much, just make for a few less choke points. That being said, if they start really toning down the fatigue and/or go even further with range, we may start seeing the diversity that does exist vanish into A vs B again. Sure, while the fights were large and glorious during the glory days of dominion and pre-phoebe, people tend to forget the long periods of nothing that happened between those set piece battles. At least now there is SOME content going on almost all the time.