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[Kronos] Freighters and Jump Freighters Rebalance [Updated]

First post First post First post
Author
Allison A'vani
Native Freshfood
Minmatar Republic
#1441 - 2014-05-20 03:15:15 UTC  |  Edited by: Allison A'vani
Alexis Nightwish wrote:
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...


You obviously are not part of any decently sized alliance and do not play the same game as anyone else if you really think any of that. That is possibly the stupidest post so far in this entire thread. Every major alliance in the game would no longer have any logistical back bone if that were the case.
Allison A'vani
Native Freshfood
Minmatar Republic
#1442 - 2014-05-20 03:16:21 UTC
Dirk MacGirk wrote:
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.


Welcome to how every major alliance in the game gets their solv upgrades to their space.
Sniper Smith
Center for Advanced Studies
Gallente Federation
#1443 - 2014-05-20 03:27:16 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.

Naa.. Most contracts made to them are far from the max.. They only need a handful that will hold a lot.

I'd expect most of RF's fleet to get Warpspeed rigs, to sleep up hauling..

That is, unless Fozzie has some good news for us tomorrow.. Little baffled that RF would update now and not wait a day to see what comes from Fozzie and the CSM.
Marlin Kusoni
Science and Trade Institute
Caldari State
#1444 - 2014-05-20 03:33:34 UTC
I'll just leave it here, for you, Fozzie. https://www.youtube.com/watch?v=tWbLkXhGEmo
Ben Hatton
Science and Trade Institute
Caldari State
#1445 - 2014-05-20 03:38:23 UTC
.
KIller Wabbit
MEME Thoughts
#1446 - 2014-05-20 03:43:32 UTC
At least the CSM will get an early understanding of just how powerless they really are...
Urziel99
Multiplex Gaming
Tactical Narcotics Team
#1447 - 2014-05-20 05:25:53 UTC
KIller Wabbit wrote:
At least the CSM will get an early understanding of just how powerless they really are...


You assume they disapprove of it.

As for Fozzie. Please stop hanging around Grayscale, you are acquiring his ability to ruin whatever he touches.

PS. After this disgrace don't even think about touching the Orca or Rorqual, lest you break them too.
Grath Telkin
Amok.
Goonswarm Federation
#1448 - 2014-05-20 05:56:05 UTC
Urziel99 wrote:
KIller Wabbit wrote:
At least the CSM will get an early understanding of just how powerless they really are...


You assume they disapprove of it.

As for Fozzie. Please stop hanging around Grayscale, you are acquiring his ability to ruin whatever he touches.

PS. After this disgrace don't even think about touching the Orca or Rorqual, lest you break them too.


Your eyebrows are weirding me out

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

Adrien Crosse
University of Caille
Gallente Federation
#1449 - 2014-05-20 07:31:50 UTC  |  Edited by: Adrien Crosse
Sniper Smith wrote:
Little baffled that RF would update now and not wait a day to see what comes from Fozzie and the CSM.


We're announcing it a week before we're implementing it, and we're implementing it a week before the changes go live.

Who knows when they'll come up with their new good ideas, but once they do we can still shift our numbers around if necessary.
Dave stark
#1450 - 2014-05-20 07:35:22 UTC
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!

consider the following; freighters are fine, nobody likes these changes, and the solution is to not waste your time trying to rebalance something that's already in very good shape?
Dave stark
#1451 - 2014-05-20 07:39:14 UTC
Urziel99 wrote:
KIller Wabbit wrote:
At least the CSM will get an early understanding of just how powerless they really are...


You assume they disapprove of it.

As for Fozzie. Please stop hanging around Grayscale, you are acquiring his ability to ruin whatever he touches.

PS. After this disgrace don't even think about touching the Orca or Rorqual, lest you break them too.


crucial difference; nobody has asked for dumb changes to the orca. on the other hand, people have regularly asked for fozzie to do this.
Strata Maslav
Federal Navy Academy
Gallente Federation
#1452 - 2014-05-20 08:03:02 UTC  |  Edited by: Strata Maslav
The EVE player base are a passionate bunch, and so inevitably asking them for an objective discussion without the 'do not nerf my ship' coming into effect is nigh impossible.

These changes added fitting diversity to ships which were lacking and helps to encouraging the development of local industry/economy.

The fuel costs will have a greater effect on my own play style but I can understand the importance of regulating the mobility (system to system) of commodities and of power (projection of militaristic assets).

I do predict that the logistical aspects of EVE will increase in cost as a result of these freighter changes and the increase in fuel costs. This should allow locally produced commodities to compete with those produced more efficiently but not locally, therefor lowing the barrier to entry and enabling local economies to develop.
Oxide Ammar
#1453 - 2014-05-20 08:30:36 UTC
Dave Stark wrote:
Urziel99 wrote:
KIller Wabbit wrote:
At least the CSM will get an early understanding of just how powerless they really are...


You assume they disapprove of it.

As for Fozzie. Please stop hanging around Grayscale, you are acquiring his ability to ruin whatever he touches.

PS. After this disgrace don't even think about touching the Orca or Rorqual, lest you break them too.


crucial difference; nobody has asked for dumb changes to the orca. on the other hand, people have regularly asked for fozzie to do this.


Regarding ORCA, the vocal request is to increase the ore bay capacity since they got over shadowed by exhumers buffs, nothing else I read before requesting something different.

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.

Vigilanta
S0utherN Comfort
#1454 - 2014-05-20 08:34:04 UTC
Strata Maslav wrote:
The EVE player base are a passionate bunch, and so inevitably asking them for an objective discussion without the 'do not nerf my ship' coming into effect is nigh impossible.

These changes added fitting diversity to ships which were lacking and helps to encouraging the development of local industry/economy.

The fuel costs will have a greater effect on my own play style but I can understand the importance of regulating the mobility (system to system) of commodities and of power (projection of militaristic assets).

I do predict that the logistical aspects of EVE will increase in cost as a result of these freighter changes and the increase in fuel costs. This should allow locally produced commodities to compete with those produced more efficiently but not locally, therefor lowing the barrier to entry and enabling local economies to develop.



Local production in null/low isn't really encouraged by the freighter changes, if anything it creates a reason not to locally produce in null as its harder to move stuff to appropriate markets. The slot changes and scaling costs however are great in that aspect, they create some clear advantage to lowsec and null sec production in the from of extreme costs savings, just as the refining changes create advantages to null = greater local mineral availability, which in the lowends is a big issue in null and always has been. As someone who has dabbled in null production we were often able to buy all of our highends in null without issue and with cost savings trit and pyerite were shipped in via torpedo's though.

Will be interesting to see what adjustments are made to the changes. As i said earlier in the thread, i fully expected some nerfing because of rig introduction, fozzie just went way over the top.
Oxide Ammar
#1455 - 2014-05-20 08:34:26 UTC
Adrien Crosse wrote:
Sniper Smith wrote:
Little baffled that RF would update now and not wait a day to see what comes from Fozzie and the CSM.


We're announcing it a week before we're implementing it, and we're implementing it a week before the changes go live.

Who knows when they'll come up with their new good ideas, but once they do we can still shift our numbers around if necessary.


They already are on tight schedule since half of the features they announced for have been shifted to Cirus(?), I won't be surprised that freighters and JF changes will be postponed also.

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.

Darkblad
Doomheim
#1456 - 2014-05-20 08:35:11 UTC  |  Edited by: Darkblad
Rivr Luzade wrote:
Mag's wrote:
Rivr Luzade wrote:
Tippia wrote:
Rivr Luzade wrote:
That freighter ganks in High sec are not "exceedingly rare". Roll

If the number of them killed on an average day can be counted on the fingers of one hand, that qualifies pretty well as rare to an extreme degree. Come back when you're at least well into the double digits. Lol


I am back. :>
With yet another link that doesn't help your cause. You are a strange fellow.


She just asked me to come back when I have freighter kills per day in the double digits realm. At this late hour I cannot be bothered to search killboards for the exact numbers on that extended weekend.
Use this
And keep in mind that this is not limited to suicide Ganks alone.

The total number of (Jump) Freighter kills in Highsec from 23.04.2013 to 24.04.2014 (therefore excluding Burn Jita) is 2,385. A daily average of 6,5. But this one doesn't count.

NPEISDRIP

Dave stark
#1457 - 2014-05-20 08:35:54 UTC  |  Edited by: Dave Stark
Oxide Ammar wrote:
Dave Stark wrote:
Urziel99 wrote:
KIller Wabbit wrote:
At least the CSM will get an early understanding of just how powerless they really are...


You assume they disapprove of it.

As for Fozzie. Please stop hanging around Grayscale, you are acquiring his ability to ruin whatever he touches.

PS. After this disgrace don't even think about touching the Orca or Rorqual, lest you break them too.


crucial difference; nobody has asked for dumb changes to the orca. on the other hand, people have regularly asked for fozzie to do this.


Regarding ORCA, the vocal request is to increase the ore bay capacity since they got over shadowed by exhumers buffs, nothing else I read before requesting something different.


yeah but that's not a dumb change, that's fairly sensible. it's niche was being able to carry large volumes of ore in order to assist mining operations. between the erm... nereus? and the mackinaw that niche no longer exists, compounded by freighters being able to scoop things from space (and DSTs soon obtaining a fleet hangar).
even something as simple as swapping the 5% cargo bay to 5% ore bay would be a nice change.
Aria Jimbojohnson
University of Caille
Gallente Federation
#1458 - 2014-05-20 08:42:54 UTC
Here's to hoping Fozzie takes that job at Riot. Then again, he probably wasn't offered one Roll

Obviously, these changes are terrible. With all of the changes over the years, the cost threshold to gank freighters is ridiculously low. If anything, they need a rather large buff, and this is nothing but a straight nerf, no matter how you look at it.
Dareth Astrar
Astrar Logistics and Engineering
#1459 - 2014-05-20 08:44:43 UTC
It concerns me that to address a few points, you have made such massive structural changes to the hauling backbone that keeps this game running.

I was concerned with the coming industrial changes, but willing to see them in practice on SiSi for a while before making final comments.

We may be a small corporation, but we had already adopted an approach of attempting to perform industry outside of a major hub. The problem has always been hauling the massive quantities of materials around to actually make it possible.

One of our regular builds used to comprise of the following:

Tritanium 1,464,196,468
Pyerite 291,120,685
Mexallon 81,465,340
Isogen 15,966,498
Nocxium 3,588,315
Zydrine 912,678
Megacyte 460,246

1,857,710,230 total units.
18,577,102.3 m3 volume.
Charon's Maxed Pilots (which we needed): 981,250 m3
Total Loads: 18.93, so 19 round trips to collect minerals

New Charon Max Load before rigs: 687,500 m3
Total Loads: 27.02, so 28 round trips. (47.37% increase in runs!!!!)

I disagree with those that say just rig it up and shut-up. Industry isn't as profitable as people seem to think, a point I may discuss greater later.

Realistically you have to make the profit to pay for the costs you are incurring. Nothing new, just the basics of any business, so realistically it's only 3xT1 Capital rigs that will be afforded regularly. So what is that impact:

New Charon Max Load with 3xT1 Capital rigs: 1,045,602 m3
Total Loads: 17.76, so 18 rounded up. Already much slower to move then 6 months ago with the warp speed and travel changes!

So with all these changes, with additional cost per ship used, we save 1 round trip. I'm sorry, but the practicality of the claimed benefit is being somewhat over claimed here, as everyone is only looking at the T2 rigged max end results only.


After many years of performing our building on a fortnightly basis, we long ago realized the time and effort, lack of fun and lacking of reliable profitability (by the time big items and build batches came out, market depreciation and peoples inability to do basic maths by consistently just undercut the lowest on market in Jita already, often negated the profit to barely average out to 1-5% after sales costs) actually had most people migrate to running Incursions or anything else to make a living AND try to get enjoyment from, what is after all a Game, and not to have it be like work which they were trying to escape!

It strikes me that there were a few things with these changes that CCP focused on, and really forgot the cause-effect of all others.

* EHP were high. Fine, so they obviously wanted to increase ganking of freighters in high sec. Not something I think is sensible given they are the backbone supporting the economy, but fine.
* Didn't want certain things to fit into freighters after the changes. Fine, the simple option is increase the volume of those things so that they don't.
* Give freighters an ability to customize a load-outs. This could have been done more easily with module slots, and at a far reduced cost to the pilots of those ships. The reason I think they did this with rigs is they realize they've created a massive array of Capital Rig BPO's that are never ever used! There are reasons for that, examine those before assuming this is a sensible option for customization.


So why did people keep asking for rigs?
I'm not going to lie, we would have liked to have seen bigger cargo holds, but with the profits being made it also has to factor in the additional costs of any change affecting the business.

Practical terms that were regular reasons:
* Size of ships packages were high. Some stupidly so, for example you could only fit 1 Orca in a charon, as they were 500k m3. Personally I would have preferred to have seen reductions in silly sizes before reductions in hauling sizes.
* CCP keep missing/ignoring the industrial points:
Ore compression is one thing, but actually what is needed is Mineral compression, so that much more can be moved in smaller number of trips. This is still lacking, and the means by which players did this with modules is now less viable, and post the industrial patch not at all viable considering the reprocessing of modules and items given the massive losses.
* Hauling is painfully slow now, and exceptionally boring for a game, nearly as boring as mining!


Sadly, all things considered it just strikes me that over the past year all the changes CCP keep making are to increase player time trying to make money, reduce the quantity they can make, and increase the cost of everything else so having fun in PvP is much greater end cost to the economy.

I know I joined for the PvP and found Industry to be an interesting mental pursuit, but with competition coming from other games in the coming year or so, I think CCP may be wise to remember this is a game for entertainment and enjoyment, not yet another form of personal work.

I've already stopped playing as much in PvP, currently not going to waste my time on industrial elements that aren't worth the time invested in terms of results and performance in isk growth, and sadly looking at these changes highly doubtful I'll bother wasting time with the new industrial changes, which will also likely be bringing additional material consumption with it.

No, I'm really not interested in taking longer to haul what we used to (given recent travel duration changes) and doing it more times just to get to the same starting point for the industrial effort to begin.

As in our own development at my place of work:

Always Stop, think first:
* Incentive/reason for the change (always requires a business benefit)
* What is the benefit to the customer paying
* Cost and time factors for us, are they reasonable for the desired feature requested. Is it a wise use of resources?
* Always keep it simple. If it's getting away, rethink.
TheGunslinger42
All Web Investigations
#1460 - 2014-05-20 08:55:20 UTC
Carebear industrialists have been demanding more tank and speed in their big spacetrucks for god knows how long - now that they're giving the option of that (but with a tradeoff, of course) they poop their spacepants and rage and rage and rage.

Good changes, and delicious tears. Great job Fozzie, more of this sort of thing.