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[Kronos] Freighters and Jump Freighters Rebalance [Updated]

First post First post First post
Author
Huang Mo
Tianxia Inc
#1421 - 2014-05-20 01:04:23 UTC
Red Frog Freight have just announced they will lower their cargo limit from 860.000m3 to 715.000m3: https://sites.google.com/site/rffguidelines/rff-service-changes

This s*cks.
Scarlett LaBlanc
University of Caille
Gallente Federation
#1422 - 2014-05-20 01:11:55 UTC
Well,
There had to be some nerf to cargo capacity. Too many fools would simply cram in T2 cargo hold rigs.

I looked forward to the ability of adding a low-friction nozzle and warp speed rig. Perhaps a hull rig for grins and moving on with faster hauling in exchange for smaller cargo hold. Frankly I rarely ran full anyway.....

Now I read the proposed numbers, and well, wow.

I'll need that hull rig now, and still be thinner skinned then before. And that cargo space, well I never needed it all. I may not even miss it that much. It does seem like a high price to pay for ability to pay more ISK to be a little faster. Take the cargo OR take the EHP. Taking both seems excessive.
Alexis Nightwish
#1423 - 2014-05-20 01:12:50 UTC
Jump freighters are OP. They are OP because of jump/cyno mechanics, not because of tank, agility, cargo, or whatever other attribute you want to haphazardly whack around with the nerf bat.

You want to make it more appealing to do industry in null, and within smaller areas? This isn't the way to do it. Instead, make jumps cost fuel relative to the distance jumped (possibly going up exponentially with distance?), and don't allow cynos to be lit within 1AU of any celestials. Suddenly JFs aren't invulnerable, and we get a nice power projection nerf at the same time. Win-win.

The T1 freighter nerfs are way too harsh. It's basically like this:

CCP: We're all about "player choice", so we're going to take a slightly UP ship class that has no alternatives to its use and nerf the **** out of it. But to make it okay we'll make sure you can get approximately the pre-nerf value in ONE area by using incredibly expensive rigs.

Freighter Pilot: So what you're saying is that you're going to kick me in the balls, and tell me it's okay because now I can buy Aspirin?

CCP: You got it! ^^

FP: So basically a nerf is totally justified so long as one nerfed aspect can be restored with all your rig slots? What a load of bull****!

Carrier Pilot: Something something Nyx...

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Dirk MacGirk
Specter Syndicate
#1424 - 2014-05-20 01:12:51 UTC  |  Edited by: Dirk MacGirk
CCP Fozzie wrote:
Good evening everyone. Just wanted to let you guys know that we haven't forgotten about you. I'm discussing a few improvements to the design with the CSM now, and we'll be able to start getting your feedback on them soon.

Have a good night!


Fozzie - hopefully the CSM is giving you good feedback, but do us all a favor and ask yourself this:

If I was introducing freighters today, what would they look like?

You guys have put in a lot of work and done a great job with rebalancing and tiericide. How about we avoid making a half-arsed change now and either leave freighters alone or devote the same kind of time to doing it right.
Delhaven
Federal Navy Academy
Gallente Federation
#1425 - 2014-05-20 01:31:55 UTC  |  Edited by: Delhaven
Delhaven wrote:
I can't wait to see what Black Frog will be doing with this. I feel bad for the folks there who will have to come up with the new load limits.
Huang Mo wrote:
Red Frog Freight have just announced they will lower their cargo limit from 860.000m3 to 715.000m3: https://sites.google.com/site/rffguidelines/rff-service-changes

This s*cks.
Interesting. Does that mean they're requiring all of their pilots to spend 80M ISK on a Cargohold Optimization Rig to reach that volume?

I'd have guessed that they'd have dropped it to 500K m3 to accommodate all of the various rigging options.
Robert Parr
Iron Tiger T3 Industries
#1426 - 2014-05-20 01:44:56 UTC
Steijn wrote:
sorry, but that is nothing more than a massive nerf.



Oh that's precious....And you were expecting what from CFCFozzie.....that guy hasn't met a ship he couldn't frack up with a nerf bat....he does not care how much effort or how many years you've spent training......ooopppss better stop...somebody might get angry or call me a care bear or something
Scarlett LaBlanc
University of Caille
Gallente Federation
#1427 - 2014-05-20 01:51:19 UTC
Delhaven wrote:
Delhaven wrote:
I can't wait to see what Black Frog will be doing with this. I feel bad for the folks there who will have to come up with the new load limits.
Huang Mo wrote:
Red Frog Freight have just announced they will lower their cargo limit from 860.000m3 to 715.000m3: https://sites.google.com/site/rffguidelines/rff-service-changes

This s*cks.
Interesting. Does that mean they're requiring all of their pilots to spend 140M ISK on a pair of Cargohold Optimization Rigs to reach that volume?

I'd have guessed that they'd have dropped it to 500K m3 to accommodate all of the various rigging options.


I don't think you have to be able to haul the max to fly for them. Clearly your choice of contracts will be smaller if you can't though.

Either way that is a 17% increase in the cost of hauling raw materials. That will get passed on in the finished product price to the consumer. Not a huge issue on its own, but in July when we pass on the job install costs that might get "interesting".

I'm curious how many other unintneded consequences will cascade from this?
Grath Telkin
Amok.
Goonswarm Federation
#1428 - 2014-05-20 01:57:46 UTC
Remove jump freighters from the game, turn them all into regular freighters, refund the skill points on the pilots in question.


Thanks

Wren

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

Valterra Craven
#1429 - 2014-05-20 02:05:09 UTC  |  Edited by: Valterra Craven
Tippia wrote:
See the post that started it, perhaps? And the one that followed. Of course, you'll just claim that you didn't say what you said like last time…


You mean the one where you accused me of trolling or the one where you accused me of spamming? See the thing is you know that you started this BS in the first place. So I'm not sure how you have the right to argue such points when I've done no such thing but respond to your posts showing the hypocrisy of your words.

Tippia wrote:
Oh my… you don't even know what hull upgrades are. UghWe're not talking about repair modules here.


Correct, I misunderstood what you were implying. I thought you were trying to that because you don't believe bulkheads are unbalanced that hull tanking is viable and thus were bringing repair mods into the discussion. That aside, I also know that just because a mod rests in a certain spot in the market list doesn't mean that that is how the modules are balanced. The other hull upgrades ARENT tanking modules and are thus not balanced like they are. Bulkheads are a tank module and as such rightly have fitting requirements even though in the current meta their benefit is woefully overpowered to their fitting cost.

Tippia wrote:
More accurately, your argument doesn't work for freighters either, since expanders are not part of the tanking arsenal, and in the end, it turns out that bulkheads are actually underpowered compared to all the other options. Since their fitting requirements have no effect on that particular characteristic, lowering them to 0/0 makes no difference for that balance.


I have no idea what you trying to say here. But at least we agree one one thing: Expanders are not tanking modules and bulkheads are.

Tippia wrote:

The example you used proved that you have no idea how capships are fitted. What you actually and accidentally proved was that bulkheads are underpowered; that if there is a balance problem, it's in the opposite of the direction you're thinking; and that reducing their fitting requirements to be in line with the other hull upgrades won't create or inflate any kind of imbalance.


The problem is that we are arguing at two ends of the spectrum. I'm arguing that hull tanking isn't viable on more than one ship due to the meta. You are arguing that bulkheads aren't overpowered when their benefits are applied to the cap ship class.

So on point: *Sigh* Right, do you really think someone thats been in game since 2005 would actually fit a capship that way? What I actually proved was that in terms of their fitting costs that they give orders of magnitudes more effective HP than comparable modules.

But as usual you have to keep moving the goal posts even though you are only argueing that bulkheads aren't overpowered and DCU's are not bulkheads. So lets look at another comparable example. If you were to make a similar fit comparison and did just invuls and extenders and then did a DCU and bulkheads, the outcome is still the same. Orders of magnitudes better buffs than comparable.

1 DCU t2
4 bulkheads t2
1.3mil effective hp boost

1 t2 invul
4 t2 large extenders
164k effective hp boost

But lets keep going... even at the best case of 5 t2 invuls thats still only half a mil effective HP boost.

My point is merely this: bulkheads percentage based boosts for cap ships are overpowered given the huge amount of hull they all have. The ONLY reason people don't hull tank cap ships is because there are no cap ship hull repair mods. (Assuming of course these were properly balanced to give decent amounts of hull hp for cap used if they even existed)
Huang Mo
Tianxia Inc
#1430 - 2014-05-20 02:12:17 UTC
Scarlett LaBlanc wrote:
Either way that is a 17% increase in the cost of hauling raw materials
Actually, it is a 20% increase in hauling cost per m3. But otherwise you're right: It will eventually filter down to miners and consumers. Solo players, medium corps, and small alliances will be hurt. Big rich alliances will just shrug it off.
KIller Wabbit
MEME Thoughts
#1431 - 2014-05-20 02:39:40 UTC
Is someone taking a dump before heading off to LoL land?
Ben Hatton
Science and Trade Institute
Caldari State
#1432 - 2014-05-20 02:44:03 UTC
Delhaven wrote:
Delhaven wrote:
I can't wait to see what Black Frog will be doing with this. I feel bad for the folks there who will have to come up with the new load limits.
Huang Mo wrote:
Red Frog Freight have just announced they will lower their cargo limit from 860.000m3 to 715.000m3: https://sites.google.com/site/rffguidelines/rff-service-changes

This s*cks.
Interesting. Does that mean they're requiring all of their pilots to spend 80M ISK on a Cargohold Optimization Rig to reach that volume?

I'd have guessed that they'd have dropped it to 500K m3 to accommodate all of the various rigging options.


Its not an unreasonable request, as when joining any corp you have your doctrine fits.
Tora Hamaji
Republic University
Minmatar Republic
#1433 - 2014-05-20 02:56:49 UTC
your stupidity is beyond belief!

you take a fine class of ships and f*** it in every way possible. now it's

less cargo

less EHP

fuckton more expensive.

whatever you think you're doing, you've got **** for brains.
stoicfaux
#1434 - 2014-05-20 02:59:50 UTC
Grath Telkin wrote:
Remove jump freighters from the game, turn them all into regular freighters, refund the skill points on the pilots in question.


Thanks

Wren

Nah. Better idea. Turn all freighters into ship haulers. Put your cargo into industrials, load/attach/dock the industrials to your freighter, and *presto* instant container ship.


Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Huang Mo
Tianxia Inc
#1435 - 2014-05-20 03:02:45 UTC  |  Edited by: Huang Mo
Delhaven wrote:
Interesting. Does that mean [Red Frog Freight are] requiring all of their pilots to spend 80M ISK on a Cargohold Optimization Rig to reach that volume?
As I understand it, they require their pilots to have one rig.
stoicfaux
#1436 - 2014-05-20 03:02:48 UTC  |  Edited by: stoicfaux
Robert Parr wrote:
Steijn wrote:
sorry, but that is nothing more than a massive nerf.



Oh that's precious....And you were expecting what from CFCFozzie.....that guy hasn't met a ship he couldn't frack up with a nerf bat....he does not care how much effort or how many years you've spent training......ooopppss better stop...somebody might get angry or call me a care bear or something

Well, to be fair, people have been calling for a medium freighter for quite some time now... Shame on us for assuming we would get a new hull. =/

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Xavier Thorm
Caldari Provisions
Caldari State
#1437 - 2014-05-20 03:02:48 UTC
stoicfaux wrote:
Grath Telkin wrote:
Remove jump freighters from the game, turn them all into regular freighters, refund the skill points on the pilots in question.


Thanks

Wren

Nah. Better idea. Turn all freighters into ship haulers. Put your cargo into industrials, load/attach/dock the industrials to your freighter, and *presto* instant container ship.




I'm not sure if you're joking, but I actually really like this idea. I can't really imagine it happening though, too much butthurt.
Allison A'vani
Native Freshfood
Minmatar Republic
#1438 - 2014-05-20 03:06:48 UTC  |  Edited by: Allison A'vani
Xavier Thorm wrote:
stoicfaux wrote:
Grath Telkin wrote:
Remove jump freighters from the game, turn them all into regular freighters, refund the skill points on the pilots in question.


Thanks

Wren

Nah. Better idea. Turn all freighters into ship haulers. Put your cargo into industrials, load/attach/dock the industrials to your freighter, and *presto* instant container ship.




I'm not sure if you're joking, but I actually really like this idea. I can't really imagine it happening though, too much butthurt.



Lol its a pretty obvious troll. Though, if hypothetically JF were removed from the game, t2 prices would skyrocket overnight.
Dirk MacGirk
Specter Syndicate
#1439 - 2014-05-20 03:11:43 UTC
Huang Mo wrote:
Scarlett LaBlanc wrote:
Either way that is a 17% increase in the cost of hauling raw materials
Actually, it is a 20% increase in hauling cost per m3. But otherwise you're right: It will eventually filter down to miners and consumers. Solo players, medium corps, and small alliances will be hurt. Big rich alliances will just shrug it off.


This kind of logic still continues to baffle me. Do you think the big alliances and coalitions move all our personal things? Sure they may pay for fuel to move our combat-related gear, but when it comes to our personal stuff, or output related to industry, or loot that needs to be sold, that's on us. Now some of us may be personally better off than others, but I'm pretty sure the average pilot in a big nullsec alliance has the same issues as anyone else.
Dirk MacGirk
Specter Syndicate
#1440 - 2014-05-20 03:14:05 UTC
Allison A'vani wrote:
Xavier Thorm wrote:
stoicfaux wrote:
Grath Telkin wrote:
Remove jump freighters from the game, turn them all into regular freighters, refund the skill points on the pilots in question.


Thanks

Wren

Nah. Better idea. Turn all freighters into ship haulers. Put your cargo into industrials, load/attach/dock the industrials to your freighter, and *presto* instant container ship.




I'm not sure if you're joking, but I actually really like this idea. I can't really imagine it happening though, too much butthurt.



Lol its a pretty obvious troll. Though, if hypothetically JF were removed from the game, t2 prices would skyrocket overnight.


I'm pretty sure that if JFs were eliminated altogether that PL would immediately form a titan bridging freighter service we could all use.