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Player Features and Ideas Discussion

 
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Make Jump Fatigue Recovery Agent actually work

Author
Tina Twinkletwhat
Blitzkrieg Collection
#1 - 2015-07-01 07:35:12 UTC
I think it would be incredibly interesting if the Jump Fatigue Recovery Agent actually worked.

There is a finite amount of it in game so it's not something that can really be abused. As the supply of Recovery Agent goes down, the price of the Recovery Agent will increase dramatically making its use have severe financial repercussions.

Looking deeper at this commodity, it the jump fatigue system continues to remain in game, maybe it would be possible to introduce this as an actual commodity that could be manufactured and sold (for a very very very high isk price) similar to how boosters are now. Adding to the price and rarity of the finished commodity, the gas clouds needed to start the process could be incredibly rare and very difficult to scan down.

Each unit of Recovery Agent consumed would produce a 'booster' effect for one hour and would only reduce existing fatigue by 2.5% per level of Jump Drive Calibration (up to a max of 12.5% per dose). Another dose of the Recovery Agent could not be consumed while the effect is active. The effect persists through death. The Recovery Agent will not reduce or remove the Jump Drive Activation timer. This means a player could realistically find themselves in a situation where they have a longer activation timer than they do a fatigue timer.

This will not undo all the hard work by CCP to nerf force projection, especially if it is only the existing special edition stock that gets made in to a usable product. Even if its an item introduced to game, the rarity of the source materials and the cost of the finished product should only make this a viable solution for pilots in extreme cases of fatigue.

Please feel free to discuss
Lugh Crow-Slave
#2 - 2015-07-01 08:00:59 UTC
so all this does it put the fatigue changes on hold so a few people can make a quick buck?


-1
Tina Twinkletwhat
Blitzkrieg Collection
#3 - 2015-07-01 08:18:07 UTC  |  Edited by: Tina Twinkletwhat
Lugh Crow-Slave wrote:
so all this does it put the fatigue changes on hold so a few people can make a quick buck?


-1



I wouldnt say that it puts them on hold at all. Say you have 30 days of fatigue (the max). Thats 720 hours of fatigue.....one dose of recovery agent at the max of 12.5% would only shave 90 hours off, leaving you with 630 hours (26 days, 6 hours) of fatigue. Now you must wait an hour before consuming another dose. You are left with 629 hours of fatigue and your next dose will take off 78.625 hours leaving you with 550.375 hours (22.9322916~, heck, lets call it 23 days) and another hour long effect before you can take another dose. Now you are down to 549.375 hours. Your next dose will remove 68.671875 hours, leaving you with 480.703125 hours (20.029296 days) and another hour cooldown before your next dose. And so on (I could do the math all the way down, but i dont think its necessary to demonstrate the point)

Please, explain to me how this puts the current system on hold
Since the reduction is based on a percent, it produces diminishing returns the lower your fatigue timer becomes.
Anthar Thebess
#4 - 2015-07-01 08:23:37 UTC
Uh NO.
Tina Twinkletwhat
Blitzkrieg Collection
#5 - 2015-07-01 08:24:47 UTC
Anthar Thebess wrote:
Uh NO.


care to elaborate on why you think its a bad idea?
Samillian
Angry Mustellid
#6 - 2015-07-01 08:34:05 UTC
Personally I'm very happy with jump fatigue as it stands, anything that mitigates or reduces it is just working against the effect it has had on power projection and should avoided like the plague.

Not supported.

NBSI shall be the whole of the Law

FireFrenzy
Cynosural Samurai
#7 - 2015-07-01 11:19:47 UTC
It is working as intended!

*gets off soapbox*
FT Diomedes
The Graduates
#8 - 2015-07-01 11:38:12 UTC
I have a love/hate relationship with jump fatigue. On the one hand, it helped make Eve big again. It promotes localized use of capitals and super capitals. Those are good things. On the other hand, it is pretty poor gameplay waiting in the station or safe spot for it to wear off.

I would have preferred a different solution, such as changing the map to make the connections between regions further apart. But, for better or worse, we have jump fatigue.

As for the merits of your idea, I don't support it. Adding a consumable to decrease the effect will just make it a pretty much mandatory consumption item. If it is powerful enough to make a difference in the outcome of a super capital fight, then it is too powerful because it undercuts the very reason we delay the arrival of the blob.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Lloyd Roses
Artificial Memories
#9 - 2015-07-01 11:55:30 UTC  |  Edited by: Lloyd Roses
FT Diomedes wrote:
I have a love/hate relationship with jump fatigue. On the one hand, it helped make Eve big again. It promotes localized use of capitals and super capitals. Those are good things. On the other hand, it is pretty poor gameplay waiting in the station or safe spot for it to wear off.


This increased window in vulnerability just doesn't pay off at the moment. Just wait until your SOV observatories tell you about the system with that jump fatigued cap gang in it in realtime, adaptions due to such an increase in information on your home turf would surely shake things up.

I like the current state of they came - they went - now they're stuck whereever they are for a short (or long) time. Just finding someone *somehwere within a few ly* can be challenging already with a map updating in 30min intervals, atleast without deploying a ceptor search squad. Metagaming/Locators change that, but that's a different thing.
Donnachadh
United Allegiance of Undesirables
#10 - 2015-07-01 13:37:51 UTC
You know this gets the same answer from me as the remove jump fatigue posts do.
Jump fatigue IS part of a larger series of changes to the game that have not been fully implemented yet.
When they ARE fully implemented and the players have some time to adapt to the new normal, AND CCP has had some time to see how this all works out long run THEN we can talk about changes like this if they are needed.

So for now -1, because now is not the time to be discussing or implementing this type of change.

Tina Twinkletwhat
Blitzkrieg Collection
#11 - 2015-07-01 18:45:31 UTC  |  Edited by: Tina Twinkletwhat
Lloyd Roses wrote:
Just wait until your SOV observatories tell you about the system with that jump fatigued cap gang in it in realtime


Im sorry but I dont see that effect listed anywhere in the proposed observatory capabilities. If this was something that was slated to happen, great, otherwise, you are just waving an imaginary carrot around yelling "look at how cool this thing will be (if it actually happens)". From what I've read, yea, MAYBE the observatory will tell you if there are players there, and then MAYBE it will tell you their ship types, and MAYBE (a BIG BIG MAYBE here) it will tell you if they have active fatigue/reactivation timers.

Do you see how you took something that doesnt even exist yet, added three more conditions (possible avenues of failure for the end goal) and said "look at how awesome this **** is going to be"?


Below is a quick view of some things under the current system:
Passari -> Aunenen -> Innia -> Ienakkamon -> Athounon -> Chardalane

Waiting no time longer than your jump reactivation timer
http://i.imgur.com/Mlx1okC.png
This route takes about 2 1/2 hours to travel and leaves you with 28+ days of fatigue. So to save 30 minutes, you ruin 28 days.

Waiting for fatigue to drop to at least 10 minutes
http://i.imgur.com/Yw4mLaj.png
This route takes about 3 hours to travel and leaves you with 1 hour of fatigue

The only thing the powder would do, as i proposed it, is allow the pilot who saved 30 minutes to spend tons of isk to get his fatigue timer back down to about 10 days.
Tina Twinkletwhat
Blitzkrieg Collection
#12 - 2015-07-01 18:50:32 UTC  |  Edited by: Tina Twinkletwhat
made a double post by mistake. Sorry ISD
Serendipity Lost
Repo Industries
#13 - 2015-07-01 19:01:44 UTC
Tina Twinkletwhat wrote:
Anthar Thebess wrote:
Uh NO.


care to elaborate on why you think its a bad idea?



On the one hand - trying to swim across the ocean is a bad idea and needs no explanation just a healthy - Uh NO. I would put your idea in this catagory.

On the other hand - Uh NO because jump fatigue is helping to do what it was designed to do. Your idea has 2 bad effects on the game. It allows quick profiteering of a currently worthless resource. (it may already be hoarded and stockpiled in hopes that this lottery ticket you're trying to play actually wins). The other - it's a handout to the ultra rich in game. I'm not for penalizing folks for being good at aquiring isk, but I am against giving them relatively free stuff.

Uh NO
Tina Twinkletwhat
Blitzkrieg Collection
#14 - 2015-07-01 19:18:45 UTC  |  Edited by: Tina Twinkletwhat
Serendipity Lost wrote:
On the one hand - trying to swim across the ocean is a bad idea and needs no explanation just a healthy - Uh NO. I would put your idea in this catagory.

On the other hand - Uh NO because jump fatigue is helping to do what it was designed to do. Your idea has 2 bad effects on the game. It allows quick profiteering of a currently worthless resource. (it may already be hoarded and stockpiled in hopes that this lottery ticket you're trying to play actually wins). The other - it's a handout to the ultra rich in game. I'm not for penalizing folks for being good at aquiring isk, but I am against giving them relatively free stuff.

Uh NO


Case 1: If this is based on only the special edition commodity stock, then yes, its a handout and the people who saved it/bought lots of it will make a healthy profit for doing nothing other than placing market orders and holding inventory (geckos anyone?, Quafe Ultra?). CCP has a documented history of giving players things that become more valuable as they become more rare or are hoarded.

Case 2: If this is based on a new commodity introduced to game that is able to be manufactured by players (as suggested in my original post) would take away this sense of players being given something for free. They would have to spend time, effort, and probably isk to make this product. Basically the same way any other player manufactured item with really rare materials works.

I do appreciate you taking the time to explain your answer and provide some reasoning behind it.
Serendipity Lost
Repo Industries
#15 - 2015-07-01 19:52:58 UTC
Just no to anything that messes with jump fatigue. Look around eve. It's waking up from a several year slumber. Breath it in deeply, stretch, go do some meaningful pew.

These are exciting times.
FireFrenzy
Cynosural Samurai
#16 - 2015-07-01 20:10:34 UTC
well it will once fozzie sov drops:P

so far its sleeping in before the big game
Tina Twinkletwhat
Blitzkrieg Collection
#17 - 2015-07-03 17:07:04 UTC
Based on the feedback I have received so far, it seems like the possibility of this change is not supported by the community.

As such, I would appreciate if ISD could lock the thread and I will re-post it once all the fozzie sov changes have hit. The reason for this is that the only legitimate feedback received so far has been "there are lots of other changes in the works and changing jump fatigue before those are implemented would be considered premature"

I thank those who took the time to read this suggestion and provide constructive feedback on why they do not support this proposal.
Frostys Virpio
State War Academy
Caldari State
#18 - 2015-07-03 19:06:29 UTC
FT Diomedes wrote:
I have a love/hate relationship with jump fatigue. On the one hand, it helped make Eve big again. It promotes localized use of capitals and super capitals. Those are good things. On the other hand, it is pretty poor gameplay waiting in the station or safe spot for it to wear off.

I would have preferred a different solution, such as changing the map to make the connections between regions further apart. But, for better or worse, we have jump fatigue.

As for the merits of your idea, I don't support it. Adding a consumable to decrease the effect will just make it a pretty much mandatory consumption item. If it is powerful enough to make a difference in the outcome of a super capital fight, then it is too powerful because it undercuts the very reason we delay the arrival of the blob.


Making the map "physically" larger instead of jump fatigue would of resulted in more total jumps to get somewhere but you would still cross the universe faster in a cap than any nimble ship.