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[Kronos] Freighters and Jump Freighters Rebalance [Updated]

First post First post First post
Author
Dracvlad
Taishi Combine
Astral Alliance
#1501 - 2014-05-20 13:06:45 UTC
Below is the type of person that I and many others think that Fozzie will listen to:

TheGunslinger42 wrote:
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.


Here is the sort of person that he should instead listen to:

Dareth Astrar wrote:
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....

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Mag's
Azn Empire
#1502 - 2014-05-20 13:15:36 UTC  |  Edited by: Mag's
Dracvlad wrote:
Below is the type of person that I and many others think that Fozzie will listen to:

TheGunslinger42 wrote:
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.


Here is the sort of person that he should instead listen to:

Dareth Astrar wrote:
It concerns me ....snip...

Funny thing is, Gunslinger was also a part of the group that informed those asking for fitting changes, what would happen. So your idea on who you think was/is listened to, is way off.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Aureus Ahishatsu
Deadspace Knights
#1503 - 2014-05-20 13:23:52 UTC  |  Edited by: Aureus Ahishatsu
Dracvlad


Very well put. I'm curious when CCP is going to realize that you can only force so much PVP action on industrialist and increased mineral costs before they just say screw this and throw in the towel. I already gave a break down how this is clearly a nerf to freighters (despite what others may say) in my earlier article.

https://forums.eveonline.com/default.aspx?g=posts&m=4613601#post4613601

If anything I had hoped than this change would justify the freighter capacities as you could fill the damn thing and put enough tank to justify what was inside. Sadly the freighter went the way of the of the "other" t1 industrial ship post change. (mammouth, bestower, itty V, tyra) which are rarely used other than nitch roles now because they increased their bay size but gave them zero tank.

edit: ok i'm going to correct this since i'm having a conversation from here on with Tippia they don't have zero tank. but they do have almost 1/2 the ehp they had previous for the same cargohold.
Tippia
Sunshine and Lollipops
#1504 - 2014-05-20 13:34:34 UTC
Aureus Ahishatsu wrote:
Very well put. I'm curious when CCP is going to realize that you can only force so much PVP action on industrialist and increased mineral costs before they just say screw this and throw in the towel. I already gave a break down how this is clearly a nerf to freighters (despite what others may say) in my earlier article.
I can't remember seeing anyone saying it isn't a nerf. And anyway, industrialists don't care about mineral costs — all those costs are transferred over to the customer anyway.

Quote:
Sadly the freighter went the way of the of the "other" t1 industrial ship post change. (mammouth, bestower, itty V, tyra) which are rarely used other than nitch roles now because they increased their bay size but gave them zero tank.

The increase in bay size means you can tank them harder than before without a loss in relative capacity. You, as a industrial pilot, choose to give them zero tank.
Silvetica Dian
Imperial Shipment
Amarr Empire
#1505 - 2014-05-20 13:42:05 UTC
Tippia wrote:


Quote:
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
That's not a comparable example. That's you making a nonsensical comparison between a pretty stupid fit and a completely idiotic fit. Let's provide an actual point of comparison instead.

1 DCU II
3 Invuln II
1.72mil EHP.

Far more tank per fitting space and far fewer wasted slots. Oh, and do you know what it was that created that boost in your example? I'll give you five guesses, and the first four don't count… In fact, let's remove that factor from the equation and just do an apples-to-apples comparison: 4× bulkheads come out as +220k EHP; 3× Invuln IIs come out as +450k EHP. Wasting slots and CPU on all those “overpowered” bulkheads give us less than half of what we get from the comparable module, on top of a crapton of downsides we really don't want to deal with.

The point is this: bulkheads' percentage-based boost is the norm for cap ships, and is in fact far lower than what you get from conventional tanking methods. This actually holds true for subcaps as well, where relative buffer size, higher resists, and higher value on other low-slot modules makes the small increase in hull HP a mere afterthought — something you might squeeze in if you have nothing better to do. It certainly isn't overpowered — the fact that you have to use a failfit to even begin to give the appearance of bulkheads being better shows this with utmost clarity.

We don't even have to use fits to see this. Simple maths will do.
• Bulkhead — +20% hull EHP, infers penalties on the ship, 40/1 fitting cost.
• DCII — +150% hull EHP, +18% armour EHP, +14% shield EHP, ε cap draw, 30/1 fitting cost.
• Invuln II — +43% shield EHP, decent cap draw, 44/1 fitting cost.
• EANM II — +33% armour EHP, no cap draw, 36/1 fitting cost.

Well look at that… lowest bonus, second highest fitting cost, significant penalties. Yes, that combination just screams overpowered. Roll

So: since every sensible option on a capship yields better tank for fitting space anyway (and fitting space is not something they lack so differences there are minute); since all other hull upgrades cost 0/0; since subcaps only ever fit bulkheads because they have a slot and some CPU left over; since subcaps also yield far better tank using other modules in their fewer lowslots; there is nothing that becomes imbalanced by removing the fitting costs for bulkheads as well.


The supply of people willing to get pwned by Tippia on the forums never seems to dry up.
It is hilarious watching them tie themselves in knots.

Money at its root is a form of rationing. When the richest 85 people have as much wealth as the poorest 3.5 billion (50% of humanity) it is clear where the source of poverty is. http://www.theguardian.com/commentisfree/2014/jan/20/trickle-down-economics-broken-promise-richest-85

Mar Drakar
LDK
#1506 - 2014-05-20 13:46:27 UTC
Allison A'vani wrote:
Mar Drakar wrote:
Kids how about you stop crying and deal with it.

back the day there weren't even carriers to jump around, and we dealt with it.
Then carriers came and it became much easier
then JFs came and it became "whatever"

imo this nerf isn't going far enough, and the very concept of multiple consecutive jump drive activations should be nerfed by logarithmic scale.

CCP, please MAKE NEW EDEN BIG AGAIN .

This step is a step in good direction.


"Back in the day," T2 prices were ridiculously high. Thanks to invention and the proliferation of JF (to move the region locked moon goo), you can use t2 ships and modules with out paying an obscene amount for them. Also, "back in the day," was before the high sec ice belt nurf, so isotopes were extremely cheep. You are welcome btw.


back in the day isotopes weren't used as sugar too...
back in the day you couldn't traverse the whole of eve in 15 minutes

I agree that some things went for the better (t2 invention, pos towers not used for sov anymore, carriers not allowing indys with stuff in ship bay...), but you cannot deny that eve is now SMALL, and this is THE major problem currently, and seems like CCP acknowledges this but does so by going in circles.

And before you tell me about moongoo moving, our corp had 20 large towers farm back when IRON was alive, and somehow we could survive without JF's, moon goo is no reason to have JF's in place, and moving big bulky resources across the eden SHOULD be more prohibiting task than it is now.


so my point stands MAKE EVE LARGE again.
Silvetica Dian
Imperial Shipment
Amarr Empire
#1507 - 2014-05-20 13:50:48 UTC
Mag's wrote:
Dracvlad wrote:
Below is the type of person that I and many others think that Fozzie will listen to:

TheGunslinger42 wrote:
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.


Here is the sort of person that he should instead listen to:

Dareth Astrar wrote:
It concerns me ....snip...

Funny thing is, Gunslinger was also a part of the group that informed those asking for fitting changes, what would happen. So your idea on who you think was/is listened to, is way off.


Also i read the stuff written by Dareth and got the impression that he was a very poor industrialist.
His description of huge effort for low profits amused me greatly and is the exact opposite of how i do industry.

Money at its root is a form of rationing. When the richest 85 people have as much wealth as the poorest 3.5 billion (50% of humanity) it is clear where the source of poverty is. http://www.theguardian.com/commentisfree/2014/jan/20/trickle-down-economics-broken-promise-richest-85

Aureus Ahishatsu
Deadspace Knights
#1508 - 2014-05-20 13:55:49 UTC  |  Edited by: Aureus Ahishatsu
Tippia wrote:
Aureus Ahishatsu wrote:
Very well put. I'm curious when CCP is going to realize that you can only force so much PVP action on industrialist and increased mineral costs before they just say screw this and throw in the towel. I already gave a break down how this is clearly a nerf to freighters (despite what others may say) in my earlier article.
I can't remember seeing anyone saying it isn't a nerf. And anyway, industrialists don't care about mineral costs — all those costs are transferred over to the customer anyway.

Quote:
Sadly the freighter went the way of the of the "other" t1 industrial ship post change. (mammouth, bestower, itty V, tyra) which are rarely used other than nitch roles now because they increased their bay size but gave them zero tank.

The increase in bay size means you can tank them harder than before without a loss in relative capacity. You, as a industrial pilot, choose to give them zero tank.


There are several on here saying it isn't a nerf and gives better flexibility. however it does not. And further more not all of us use freighters for the industrial purposes you mentioned. for example now i'll need two different freighters to do the task of one. as it is used of multitude of purposes ranging from high value low space material to low value high m3 ice. are you going to destroy your cargo rigs used to transport ice? no that's a huge loss when you need to transport something of value. The fact this so called "flexibility" is sem-permanent is the problem.

As for the second statement yes they DID nerf the tank of the 2nd t1 industrial ships all around which you can go read here https://forums.eveonline.com/default.aspx?g=posts&m=3263705. As you can see everyone one of these ships had a mid slot removed which is far more valuable than a small 200 (yes hundred not thousand) shield hp increase.
Sael Va'Tauri
Morgan Industry
Silent Infinity
#1509 - 2014-05-20 14:11:37 UTC
Given the fact that cargo is taking around a 30% nerf, I assume the material components of building freighters is going to drop by 30% as well? Since we purchase freighters to haul things, and we're going to have to buy rigs to bring them back to their pre nerf status, its only logical to reduce the cost of freighters so we keep everything the same, right?
Tippia
Sunshine and Lollipops
#1510 - 2014-05-20 14:15:44 UTC
Aureus Ahishatsu wrote:
Ok so i''m going to be nice about this but clearly you didn't read my post earlier so don't say it was not a nerf unless you can counter what i already posted.
You know… if you're going to respond to a post, it helps if you actually read the post first. Otherwise, you risk ending up — as you have done now, and as you did in your previous post — with some pretty silly fallacies. I would suggest that you read my post and try again.

Quote:
As for the second statement yes they DID nerf the tank of the 2nd t1 industrial ships all around which you can go read here https://forums.eveonline.com/default.aspx?g=posts&m=3263705. As you can see everyone one of these ships had a mid slot removed which is far more valuable than a small 200 (yes hundred not thousand) shield hp increase.

404 Page not found. Lol
But I'll blame the forum's autolinking for that one.

If you read through that thread, you'll notice a few things: most of them get some minor tank buff. Most of them get more slots that can be used for tanking, and as mentioned: by giving them more base cargo, you can tank them harder. CCP did not give them “zero tank”. In fact, they made it a lot easier to tank them well. Only you, the pilot, can give them zero tank that through your fitting decisions. You can also decide to not do that but instead make them more sturdy. The only real exception was the Itty V, which was a bit out of line with how good it was in relation to the other old tier-2 haulers.
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#1511 - 2014-05-20 14:22:05 UTC
Sael Va'Tauri wrote:
Given the fact that cargo is taking around a 30% nerf, I assume the material components of building freighters is going to drop by 30% as well? Since we purchase freighters to haul things, and we're going to have to buy rigs to bring them back to their pre nerf status, its only logical to reduce the cost of freighters so we keep everything the same, right?


Same for JF??
baltec1
Bat Country
Pandemic Horde
#1512 - 2014-05-20 14:23:00 UTC
Sael Va'Tauri wrote:
Given the fact that cargo is taking around a 30% nerf, I assume the material components of building freighters is going to drop by 30% as well? Since we purchase freighters to haul things, and we're going to have to buy rigs to bring them back to their pre nerf status, its only logical to reduce the cost of freighters so we keep everything the same, right?


That 30% cargo space is empty space, technically from an RP point of view there would be more cost as you filling that empty space with the systems and fittings to host the new rigs.
Dave stark
#1513 - 2014-05-20 14:25:41 UTC
Carniflex wrote:
Dave Stark wrote:
Carniflex wrote:

The same warm feeling a JF pilot is getting from fitting these nice T2 rigs for getting back where it was. Like the fuel consumption increase would not have been enough to poke the smaller entities in the eye.


you haven't answered the question.

if you're going to nerf guns by 40%, what is being given to players?



That was the answer. The "warm feeling". The same thing the JF pilots are getting :)

no, JF pilots get rigs.

so again; what do i get if guns get a 40% nerf?
Dracvlad
Taishi Combine
Astral Alliance
#1514 - 2014-05-20 14:30:28 UTC
Silvetica Dian wrote:
Mag's wrote:
Dracvlad wrote:
Below is the type of person that I and many others think that Fozzie will listen to:

TheGunslinger42 wrote:
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.


Here is the sort of person that he should instead listen to:

Dareth Astrar wrote:
It concerns me ....snip...

Funny thing is, Gunslinger was also a part of the group that informed those asking for fitting changes, what would happen. So your idea on who you think was/is listened to, is way off.


Also i read the stuff written by Dareth and got the impression that he was a very poor industrialist.
His description of huge effort for low profits amused me greatly and is the exact opposite of how i do industry.


And yet your alliance...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Kosh Seere
Viziam
Amarr Empire
#1515 - 2014-05-20 14:40:25 UTC
baltec1 wrote:
Sael Va'Tauri wrote:
Given the fact that cargo is taking around a 30% nerf, I assume the material components of building freighters is going to drop by 30% as well? Since we purchase freighters to haul things, and we're going to have to buy rigs to bring them back to their pre nerf status, its only logical to reduce the cost of freighters so we keep everything the same, right?


That 30% cargo space is empty space, technically from an RP point of view there would be more cost as you filling that empty space with the systems and fittings to host the new rigs.

Ye, that doesn't make sense at all, nor is it in any way a sound logic. Cap cargo rigs take up 40m3 each and if a 30% drop in cargospace is justified through the need for space for rigs I'd like to see more calibration points and more rig slots.

Skill yourself!

Delhaven
Federal Navy Academy
Gallente Federation
#1516 - 2014-05-20 14:41:17 UTC
Some random thoughts:

1. Why not just nerf capital cargohold rigs and increase the base amount of cargo space on Freighters and Jump Freighters? They only other ship that they might get used on is the Rorqual, but it's due for a rebalance soon anyway and it could be accommodated then.

2. Will the Orca be getting capital-sized rigs next? It is, after all, also a capital ship. If not, can this exception also be used with Freighters and Jump Freighters so that they can also use large rigs? I like the idea of being able to customize my freighters, and having spent most of yesterday playing with the numbers, I'm not completely opposed to the changes as they stand. My beef is that the cost of capital rigs will eliminate any flexibility.

3. Can the Freighter and Jump Freighter changes be put off until after the big industry patch? With the changes in refining, I’m guessing there will be a lot more ore moved, and a lot less minerals. Personally, I’d like to see how the market shakes out before I commit to spending a couple of hundred million ISK on rigs only to find out I’ll have to change them later because the economy is completely different.
Jattila Vrek
Green Visstick High
#1517 - 2014-05-20 14:43:54 UTC
Aureus Ahishatsu wrote:
There are several on here saying it isn't a nerf and gives better flexibility. however it does not. And further more not all of us use freighters for the industrial purposes you mentioned. for example now i'll need two different freighters to do the task of one. as it is used of multitude of purposes ranging from high value low space material to low value high m3 ice. are you going to destroy your cargo rigs used to transport ice? no that's a huge loss when you need to transport something of value. The fact this so called "flexibility" is sem-permanent is the problem.

You don't need cargo rigs to move high volume low value items, use warp speed rigs, which will give you almost the same m3/hr moved as cargo rigs. Warp speed rigs work for both cases.
Aureus Ahishatsu
Deadspace Knights
#1518 - 2014-05-20 14:52:25 UTC  |  Edited by: Aureus Ahishatsu
Tippia wrote:
Aureus Ahishatsu wrote:
Ok so i''m going to be nice about this but clearly you didn't read my post earlier so don't say it was not a nerf unless you can counter what i already posted.
You know… if you're going to respond to a post, it helps if you actually read the post first. Otherwise, you risk ending up — as you have done now, and as you did in your previous post — with some pretty silly fallacies. I would suggest that you read my post and try again.


Touche I thought you were arguing at first that it was not a nerf which i quickly changed but not before you quoted it.

Tippia wrote:
Quote:
As for the second statement yes they DID nerf the tank of the 2nd t1 industrial ships all around which you can go read here https://forums.eveonline.com/default.aspx?g=posts&m=3263705. As you can see everyone one of these ships had a mid slot removed which is far more valuable than a small 200 (yes hundred not thousand) shield hp increase.

404 Page not found. Lol
But I'll blame the forum's autolinking for that one.

If you read through that thread, you'll notice a few things: most of them get some minor tank buff. Most of them get more slots that can be used for tanking, and as mentioned: by giving them more base cargo, you can tank them harder. CCP did not give them “zero tank”. In fact, they made it a lot easier to tank them well. Only you, the pilot, can give them zero tank that through your fitting decisions. You can also decide to not do that but instead make them more sturdy. The only real exception was the Itty V, which was a bit out of line with how good it was in relation to the other old tier-2 haulers.


They removed the possibility of tanking them any way other than shield by removing the majority of all other hp. but then removed mid slots which are necessary to try and fit resists. I'll relinking but the forum gods may crap on this link as well.
https://forums.eveonline.com/default.aspx?g=posts&m=3263705

The mammoth for example was capable of getting nearly 15k ehp completely passive. Now you are lucky if you can even get 7k. Not that 15k was much but 7 k is a completely joke. They also REMOVED base cargo from this ship as well and added a low which is near worthless for shield tanking when you already had 4. Anyhow that is for another forum and i will return back to the freighter talk now.
Axe Coldon
#1519 - 2014-05-20 15:00:43 UTC
Mar Drakar wrote:
Allison A'vani wrote:
Mar Drakar wrote:
Kids how about you stop crying and deal with it.

back the day there weren't even carriers to jump around, and we dealt with it.
Then carriers came and it became much easier
then JFs came and it became "whatever"

imo this nerf isn't going far enough, and the very concept of multiple consecutive jump drive activations should be nerfed by logarithmic scale.

CCP, please MAKE NEW EDEN BIG AGAIN .

This step is a step in good direction.


"Back in the day," T2 prices were ridiculously high. Thanks to invention and the proliferation of JF (to move the region locked moon goo), you can use t2 ships and modules with out paying an obscene amount for them. Also, "back in the day," was before the high sec ice belt nurf, so isotopes were extremely cheep. You are welcome btw.


back in the day isotopes weren't used as sugar too...
back in the day you couldn't traverse the whole of eve in 15 minutes

I agree that some things went for the better (t2 invention, pos towers not used for sov anymore, carriers not allowing indys with stuff in ship bay...), but you cannot deny that eve is now SMALL, and this is THE major problem currently, and seems like CCP acknowledges this but does so by going in circles.

And before you tell me about moongoo moving, our corp had 20 large towers farm back when IRON was alive, and somehow we could survive without JF's, moon goo is no reason to have JF's in place, and moving big bulky resources across the eden SHOULD be more prohibiting task than it is now.


so my point stands MAKE EVE LARGE again.


Make Eve large by expanding the universe not by nerfing ships. Let us go places no one has gone before. Discover new galaxies..idk how they implement it. But more systems not harder to travel in the ones we have.

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

Ix Method
Doomheim
#1520 - 2014-05-20 15:06:20 UTC
Probably a bit late now but with the Freighters/BR/DST all so generic now it might be an opportunity to unify them into an ORE style single skill group. Not even necessarily ORE, there's room to mess around with another minor faction.

Sure art, effort, etc. but there's potential to add more value than four kinda samey, not really racial not really interesting subsets of the same basic ships. Would we really miss having the choice between a Prov/Obelisk, Prowler/Viator, etc?

Forgive the ramble, hooray for the changes Smile

Travelling at the speed of love.