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[Kronos] Freighters and Jump Freighters Rebalance [Updated]

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Author
Beofryn Sedorak
#1021 - 2014-05-18 23:14:18 UTC
Maybe the riggable freighters need to be a new set of ships in addition to the ones we have now.... A new t2 variant maybe?

This would allow people to continue using their ship exactly the way they've been using them, or train up for the riggable one with more choices as to how to fit/fly it and would also justify less of a nerf to it's stats overall.
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#1022 - 2014-05-18 23:25:18 UTC
Beofryn Sedorak wrote:
Maybe the riggable freighters need to be a new set of ships in addition to the ones we have now.... A new t2 variant maybe?

This would allow people to continue using their ship exactly the way they've been using them, or train up for the riggable one with more choices as to how to fit/fly it and would also justify less of a nerf to it's stats overall.


They suck, no one would ever use them
Beofryn Sedorak
#1023 - 2014-05-18 23:27:30 UTC
Kenneth Feld wrote:
Beofryn Sedorak wrote:
Maybe the riggable freighters need to be a new set of ships in addition to the ones we have now.... A new t2 variant maybe?

This would allow people to continue using their ship exactly the way they've been using them, or train up for the riggable one with more choices as to how to fit/fly it and would also justify less of a nerf to it's stats overall.


They suck, no one would ever use them


Good to see you used your massive intellect to realize that this would require a different balance than the ones being proposed. We're all better for your contribution.
Lara Divinity
Pidgeon Cartel
#1024 - 2014-05-18 23:39:25 UTC  |  Edited by: Lara Divinity
do we even get our skillpoints back since i was training for the regular prepatch freighter n not this piece of crap nerf that is goin to come out if i knew this sooner i wouldnt have been training for the damm freighter at all it is just goin to become a giant ganking target easy kill juicy killmail so yh ccp return me my skillpoints all the days i put into training for a ship i prolly wont even buy nomore
(can use my skillpoints that i wasted training for this thing in a better manner and for a better ship)

ill just keep hauling with a fleet of orcas
2 orcas plus mods is 1.4billion
for the price tag on the new freigthers u can get a fleet of orcas better tanked faster align and decent cargo space for what i need it to do...... move ice
so yh ccp i would like for over 20 days worth of training and skillpoints back so i can use em elsewhere since its all bout making choices now i chose not to get into the freighter buziness anymore ill just go smaller and use my not yet refunded skillpoints in an other specialization max out the orca for example instead of this insanity
not to mention the needless isk i wasted to get the damm skillbooks refunding the skillpoints is a fair deal in my opinion for those who have been training for somthing that has become utterly pointless to get
Max Kolonko
Caldari Provisions
Caldari State
#1025 - 2014-05-18 23:49:19 UTC
Fozzie, while I like overall changes to allow more versatile fittings on Freighter (speed vs tank vs cargo vs mix of some) there is one aspect of that changes I don't like - EHP reduction for T1 freighters (can't really tell for T2 as I dont use JF's)

While on paper its seems ok to have it slightly (20% or so) reduced it really have almost no influence on any "normal" pvp situation (when You caught one where You are allowed to shoot him - little less or little more EHP have almost no effect on survival chances) but really have effect on suiciding. We are living in environment driven by suicide ganking, that is being more and more powerful with every change introduced (destroyer rebalance, tier 3 bc's and now ehp reduction of freighters).

So in the end this will increase amount of suicide ganks on all except heavily tanked freighters. While I agree that suciding is valid and important game-play choice I'm not sure it should be made more powerfull by default.

While it requires only single tanking module to get back to pre-nerf level which is fine in my book it dampens cargo to the point where two T2 cargo rigs only get it back to 80'sh % of curent cargo.


So in effect:

To get better tank than pre-nerf You need to sacrifice a lot of cargo - GOOD
To get better cargo than pre-nerf You need to lover EHP = more ganks = GOOD
To get pre-nerf cargo level You need to expose Yourself to more ganking than before the change - NOT so good

Overall this will reduce ammount of cargo being transported by 10%-20% because everyone will try to get at least pre-nerf EHP loosing 10-20% cargo or even go full EHP and loose 50% cargo to avoid as much ganking as possible. The ammount of catalyst needed to gank You should stay the same for the same cargo level as before, so that choices You make during fitting are in comparison to current ganking resistance of freighter.

I think it should be possible to fit ship to get pre-nerf'ish EHP and pre-nerf'ish cargo by simple reducing penalty to cargo on hull rigs. I think that ideal situation should be where You fit T2 cargo, T1 cargo and T1 hull to get the same EHP and cargo as before.
Vigilanta
S0utherN Comfort
#1026 - 2014-05-18 23:57:07 UTC
Ray Kyonhe wrote:
Vigilanta wrote:

Do remember that you are already effectively nerfing JF;s with the jump fuel consumption changes, im not seeing why they need additional nerfs. Nor do I see how JF's were contributing to power creep as since empire is central, and jfs move goods from the central location empire to the war front, not matter which front your fighting on HS is usually about the same distance away for both sides. Living in Deep null, it is already pretty expensive to move out to null and back, a 50% increase in cost is going to make a big difference in cost for those of us that are 5 jumps deep.

It has already been stated that it was exactly the reason why they were nerfed. You aren't supposed to import all you want, you have to think about founding some local infrastructure. And you are not supposed to dump all the goods you want to highsecs' markets and dominate them, after the summer's industry changes which will improve somewhat nullsecs industry's capacities.


Yea except for the fact that the margins on most industry require mass production, and that mass producation capacity cant be bought up in nullsec. It has to go somewhere, additionally, there is alot of stuff you jsut cant get in 1 area of nullsec or another. Nullsec is realistically too hostile of a place to harbor the # of miners required to supply the kind of industry you are talking about either. Especially with the global this system has miners index viewable by all players.
Maldiro Selkurk
Radiation Sickness
#1027 - 2014-05-19 00:07:02 UTC  |  Edited by: Maldiro Selkurk
Dave Stark wrote:
Maldiro Selkurk wrote:
Dave Stark wrote:
[quote=Maldiro Selkurk]I want gank pilots to have to scan my Charon to see what defenses (or k thereof) I have on my ship.
[/qu,ote]
so you're willing to take a massive freighter nerf, just so gankers have to click 1 more button before they gank you?


There is no nerf, if rigs AND MODS are added to freighters it just makes them like all the other ships in the game (i.e. meaningful choice at a cost).

Let me ask you this, what if every ship in the game had no rigs and no mods, you got hull bonuses and that was it?

Would you even be playing this game?


alternatively, you could just answer the question that i put to you.


There is no nerf under the plan I proposed no matter how many times I have to restate that fact it isn't going to change. You can adjust the hulls and then make rigs - mods to either put it back exactly like it is now or choose to rig + mod differently if you so choose just like all the other ships in the game.

Now its my turn to ask you to respond to my question because it is relevant to the seriously restricted options currently available to freighter pilots.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Vigilanta
S0utherN Comfort
#1028 - 2014-05-19 00:34:52 UTC
Tippia wrote:


Quote:
Realistically, freighters were in dire need of a buff, as someone who has been bumped around madrimille for 15 minutes there is no way one can consider the current gank meta fair or balanced.
Sure it is. There are ways of escaping from that kind of trap but nothing sane or sensible done to the freighters themselves could ever help you there. What you have there is a one-vs-many “problem”, not a ship problem. Not the quotation marks on the first since it's entirely fair and balanced that many pilots working together can beat one. Realistically, freighters were so far from needing a buff that the best you could hope for was that they remained the same. Instead, we got rigs and all the nerfs that had to follow.

Freighters were in an excellent position if people just flew them properly. Jump freighters were, if anything, slated for a slight nerf but many thought it would stop with the fuel changes.

As for your suggestions, yes, they would all make the nerfs sting less. The question is, why should they? They're already mild compared to what could have been, and all you're really doing is creeping back towards not having rigs to being with.



Not many good ones that I know of to the first but granted for me it is just a here and there thing, not a way of life. I just dont think the current gank mechanics vs what a freighter can do to defend itself are very realistic. And even if i brought 8 friends any gank group with half a brain will always win because they are based on 1-2 volley, 7 guys cant stop the 2 volley without some very lucky jams. so its not an issue of one vs many its an issue of easy to alpha. Your only way around it is webs which is akin to increased agility (mind blown).

But that aside, i just would like to see a higher barrier to entry on ganking, I.E. hit point increase via rigs or otherwise, with marginal reduction in cargo, based on the numbers ive seen im not going to be able to acheive say, 750k m3 cargo and greater hitpoints that current. (correct me if im wrong, who knows)

Valterra Craven
#1029 - 2014-05-19 00:56:00 UTC
Fozzie, I know you guys see these posts, and I know you can't comment on everything, and lastly I know that introducing art assets to the game takes time. However this is my proposal and will likely be far more appeasing to all parties involved than the current changes.

Leave the current freighters as they are.

Make smaller new freighters.

Make them have half the cargo, hit points, align time and build cost and double the warp speed.

Give them 3 rig slots

Win

OR

Leave the current freighters alone

Make ONE new freighter in the ORE line with the above stats and say that ORE needed something with better agility for deep space mining or some mobo jumbo like that.
X Alias
Twin Tech
#1030 - 2014-05-19 01:02:36 UTC
I think they are doing this so we all build our own stargates when they roll that out. But that will not be for several expansions.
Redo Kor
Native Freshfood
Minmatar Republic
#1031 - 2014-05-19 01:27:41 UTC
This seems like such a poorly thought out change. This nerf is not just a nerf to Haulers but a nerf to all of EVE. A restriction in logistics in general will always result in a increase in prices. A 20% decrease in space might as well be listed as we are putting an additional tax on all goods sold on the market.


The thought that things in this game could become even more expensive is especially ridiculous considering the recent conversations about the lack of New player retention. A higher cost to entry in a game with an already daunting learning curve seems like a poor move for a game like EVE and a company in the position of CCP.

Finally, I came to EVE on the sale that this was a Space Sandbox game, a game where you could play the way you want to play and make a mark in space for yourself. I have increasingly seen how this has been pushed out of existence as CCP continues to push people into the larger Alliances to be able to efficiently continue to play this game. Making industry harder for those who already put up with TERRIBLE mechanics deployed by CCP seems like the best way to make sure that these individuals find a game where the company cares for their game play more. I for one will be paying close attention to this and my 16 accounts will be as well.
Thandi Uhura
Imperial Shipment
Amarr Empire
#1032 - 2014-05-19 01:37:52 UTC
CCP Fozzie wrote:
T1 rigs are easily enough to bring normal freighters above their current cargo values.


Sure, what's a couple of billion extra for a hauler to earn with a smaller cargo bay to carry less freight and a thinner hull to be more easily ganked.

The Haulers Channel is a meeting place for independent couriers where contractors can arrange to have their goods moved and new haulers can learn the tricks of the trade.

Dirk MacGirk
Specter Syndicate
#1033 - 2014-05-19 01:38:40 UTC
Aerissa Nolen wrote:
I've been working on a web tool to help wrap my head around these changes. Fairly limited right now but gets some basic info across. Works in IGB as well, does not require trust.

http://xyjax.com/optimizer_kronos/index.html


You sir, are a fricken boss.
Alp Khan
The Scope
Gallente Federation
#1034 - 2014-05-19 02:06:02 UTC
Changes proposed in the original post of Fozzie appear to me as poorly thought and planned.

As somebody that has stakes at both sides of freighter business (I do null logistics, empire logistics and freighter ganking), I would recommend CCP to leave the freighters and Jump Freighters as they are, or if they really must be changed, consider getting a team on the job that actually has knowledge about the usage of these ships, and can propose and implement useful changes that does not break the balance between viable logistics capability and piracy in EVE.

Overall, these changes are by no means beneficial to either gankers, or people who do null or empire logistics. Quite the contrary, both sides of the fence suffer from these so called 'freighter buffs'. New ISK sinks are created and even with those sinks, the utility of Jump Freighters and Freighters in their current form will not be attained by logistics people if these ridiculous changes go into effect, while on the other hand, with maximum tank rigged freighters (albeit with useless and gutted cargo space) ganking meta will shift into more expansive ships fit with high end modules and specialized ammo.

I'm terribly sorry to state this Fozzie (and to an extent, Rise) but you two seem to have taken the "changes for the change's sake" mantra lately. I have witnessed the same pattern in the Rattlesnake changes, in which, you two have gutted the ship largely against frigate sized opponents by severely restricting their utility to drones of specific sizes and attempted to explain this uncalled for nerf as "Well, you can fit Rapid Light Missile launchers to counter frigates", which in reality actually cut back the Rattlesnake's DPS to insignificant levels as compared to current ungutted Rattlesnake combination of Cruise Missiles/Torpedos and sets of Scout/Heavy/Sentry drones.

If something is not broken, I would rather have you two refrain from fixing it. Or you know, if you want to improve something without disturbing the balance of certain aspects of the game, have someone look into it with actual experience and insight. I do not think that you two are paying attention and actually considering the greater affect of the ridiculous changes you keep pushing for.

I have paid attention to Rise and Fozzie continually referring to a set of rules that they have stated they must adhere to for making ship changes. While they are continuing to gut more and more ships with their changes, perhaps they should let us know whatever set of rules is making them appear to have committed to create an elephant in china shop impression as far as ship balance in EVE is concerned.
FT Diomedes
The Graduates
#1035 - 2014-05-19 02:06:20 UTC  |  Edited by: FT Diomedes
If you really want to make it harder to do null sec logistics, without making it more painful to fly the ships, you need to seriously nerf the cargo holds on freighters and jump freighters. I think somewhere between 25% and 40% would do it (all freighters could still carry an IHub upgrade). So, max size approximately 500-600k m3 (before rigs) and 200-250k m3 (before rigs).

High sec folks should not care about this because you cannot efficiently fill a freighter with anything useful and stay below the 1b ISK mark, except maybe shrink-wrapped, unpackaged ships.

WH folks will still be able to move in fuel, because mass is not affected, only volume. They might have to do it more often, but life is imperfect. So will the rest of us...

Well-organized groups can still Titan bridge freighters down to 0.0, without changing the ability to move fleets, but it becomes less cost effective because they are moving 30% less per freighter. And they still have to get that freighter from high sec to the Titan...

Jump freighters become more expensive per m3 to move, because they lose 30% of their space. This is on top of the other changes to jump drives. Jump freighters now get used less for every day or bi-weekly stuff, because more people find it cost effective to use a BR or some other ship. More pilots moving stuff is a good thing.

In return, players get a straight up agility and warp speed buff of 30%, to make it less painful to pilot the ship. The ships get no nerf to tank. On top of that, players can still rig for warp speed, tank, agility, cargo, etc.

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

I Love Boobies
All Hail Boobies
#1036 - 2014-05-19 03:51:54 UTC
Valterra Craven wrote:
Fozzie, I know you guys see these posts, and I know you can't comment on everything, and lastly I know that introducing art assets to the game takes time. However this is my proposal and will likely be far more appeasing to all parties involved than the current changes.

Leave the current freighters as they are.

Make smaller new freighters.

Make them have half the cargo, hit points, align time and build cost and double the warp speed.

Give them 3 rig slots

Win

OR

Leave the current freighters alone

Make ONE new freighter in the ORE line with the above stats and say that ORE needed something with better agility for deep space mining or some mobo jumbo like that.


Already in game... it's called an Orca.
Beofryn Sedorak
#1037 - 2014-05-19 04:16:23 UTC  |  Edited by: Beofryn Sedorak
I Love Boobies wrote:
Valterra Craven wrote:
Fozzie, I know you guys see these posts, and I know you can't comment on everything, and lastly I know that introducing art assets to the game takes time. However this is my proposal and will likely be far more appeasing to all parties involved than the current changes.

Leave the current freighters as they are.

Make smaller new freighters.

Make them have half the cargo, hit points, align time and build cost and double the warp speed.

Give them 3 rig slots

Win

OR

Leave the current freighters alone

Make ONE new freighter in the ORE line with the above stats and say that ORE needed something with better agility for deep space mining or some mobo jumbo like that.


Already in game... it's called an Orca.


This.
Axe Coldon
#1038 - 2014-05-19 04:35:39 UTC
Dr Mr CCP Fozzie,

I get that you want to change the Meta Game and shake things up. I think we all do. And maybe you do want us to do more in null. I rather think you just want to enable us to make more in null. That I approve of. But null doesn't operate the same as high sec. It can't. I would like to see more hulls made there and most cap's. But its too big an operation to make the hundreds (or thousands) of modules rigs and other stuff that goes into ships. The big guys can do it..their home turf is more stable. But if you want to mess up the Meta Game..one assumes that is give others a chance to come into power, cause wars over resources and such nerfing freighters does none of that.

With all the buffing you have being doing to indies..and mining barges..a massive nerf to freighters was very unexpected. That is alot of the uproar. We all assumed we were getting a buff.

I still don't get how it hurts anyone to not nerf us but give us way more tank. I think its not too unrealistic to cost 1bil to gank a Freighter..(as in the old days before T3 bc's.)

What always bothered me was the high cost of a JF for how lilttle it holds. Yes I know they are the greatest thing since sliced butter. I fly one and I wouldn't give it up for nothing...not even if you nerf the hell out of it. It can jump from High sec to Low Null. No other cap ship can do that. But I don't see how nerfing it helps shake things up.

If you want some exciting conflict, give JF's Low Med and High slots. 1 or 2 each. They are T2's after all. The only T2 capital in the game. So yes. all my jf's would have cloaks on them. But think of the big battles if people wanted to change their cap modules (the 4k ones) in a big battle so they call in a JF to jump in. Hoping to get it to a safe spot and cloak. and the other side finds out and tracks it down (after all has to decloak to unload). Now that is meta game change.

For a 6 bil isk ship (more usually) its painfully sad in terms of ehp and abilities. With 1/3 the cargo approximately of a regular freighter you would think it would have heavier armor and such. And being T2 some fancy options.

Do what you want with regular freighters. As people point out, they have options. They can switch to Orca's or Indy's. We can't. Not for any serious industry production like you want. In null its JF or Rorq. but for moving goods to high you have to unload a Rorq in low and indy it to high. A scary and dangerous proposition. And some will do that. But its no reason to force them. This is a sandbox. We want choices. Not to be pushed into a corner.

I assume by "mixing up the meta game" you want to help the smaller guy. The guy without titans. The guy with out deep pockets. For that we need JF's. We don't have the logistics to keep a titan safe. So for big ticket items we pay thru the nose for a titan bridge. But the rest we haul our selves or find a buddy with a jf to haul it.

JF's should be massively buffed or you should make the cost to make them only 2 or 3 bil.

To me a Charon doesn't need any more capacity. But I would want to only have to use t1 rigs to get it where it is now. If I can afford 2 t2 cargo rigs in a charon I would expect to get more capacity then now and the trade of is I will probably die in a gank.

But a JF is T2 Capital. The ONLY ONE!. It deserves either a massive reduction in price or way way more buff. 2 slots in L M H, and rigs. I would reduce the cargo of the Rhea to 300k and the other accordingly. Keep the agile ones agile. Have each good at something. Rhea size, (I dont know the rest) one for tank one for agility one for something else).

No trees were killed in the sending of this message. However, a large number of electrons were terribly inconvenienced.

Tau Cabalander
Retirement Retreat
Working Stiffs
#1039 - 2014-05-19 05:20:56 UTC
FT Diomedes wrote:
High sec folks should not care about this because you cannot efficiently fill a freighter with anything useful and stay below the 1b ISK mark, except maybe shrink-wrapped, unpackaged ships.

You've obviously never hauled. You can fill a Charon with hisec ores and ices, and be well under 1b.

I own 4 Charons (soon 5) primarily for hauling Tritanium, and it takes several trips just for that.
Feka
Magellanic Itg
Goonswarm Federation
#1040 - 2014-05-19 05:22:54 UTC  |  Edited by: Feka
I think the attribute reductions are too strong, especially with Jump Freighters.

Hauling stuff is not fun. There is no fun game play, either. You undock, jump to your next cyno and dock again. Repeat.

Hauling, logistics in general is a job the "enablers" in this game do. They move millions and millions of ships and equipment from one place to another so everyone who likes shooting space ships actually has space ships.

You are reducing 3 attributes and giving us the means to get one of them back to where they were before spending 1b+ on T2 rigs.

The "increase" in cargo capacity especially on the Rhea is a joke (if you used a different JF before you are bad anyways). Mose JF will use cargo rigs anyways because of the way you use them: You jump from station to station.

Still it is a big disadvantage. The longer align time just makes it more not-fun to move them between a station and a POS, or from lowsec into Jita.

I can live with the tank vs cargo decision and think that could lead to interesting decision making, because either I play it safe or try to mitigate the risk of being ganked in highsec. And I mean only highsec, if you are cought in null or low, you are buggered usually and no tank in the world will save you.

But making them take longer to align at the same time is really just reducing the quality of live and time to do fun things for JF pilots.

One way to do this could be to only allow certain rigs on them, like increase of hull hitpoints or cargohold optimizers, but exclude any modifications to the propulsion system like align time etc. and put those values back to where they are now.

Never not post.