These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
 

50% Increase in Jump Fuel

Author
DaReaper
Net 7
Cannon.Fodder
#61 - 2014-09-03 23:43:23 UTC
James Amril-Kesh wrote:
Blobskillz McBlub wrote:
what happened with Incarna that so many people left?

It was a combination of development focus having strayed away from the core of the game (spaceships), a very limited implementation of WiS (only one of the CQs was implemented, Amarr IIRC) considering the amount of time it took to release the expansion, ridiculously overpriced vanity items, and a leaked internal memo advocating the expansion of microtransactions into "pay to win" territory.



This.

It was a trifecta of crap. If incarnia had ben what they originally promised us, it would not of been a big deal. or.
If ccp had fixed a lot of things they are fixing now or
If the greed is good memo was never leaked.

The players would of been alright with 2 of the three, but toss all three together, then add the icing of the $70 monocle and you wake up the sleeping dragon that is the player base.

OMG Comet Mining idea!!! Comet Mining!

Eve For life.

Rhes
Brutor Tribe
Minmatar Republic
#62 - 2014-09-03 23:45:21 UTC
Blobskillz McBlub wrote:
what happened with Incarna that so many people left?

CCP ignored real eve content for two years to work on space barbies. The results were less than spectacular.

EVE is a game about spaceships and there's an enormous amount of work to do on the in-space gameplay before players (or developers) are ready to sacrifice it for a totally new type of gameplay - CCP Rise

Kaarous Aldurald
Black Hydra Consortium.
#63 - 2014-09-03 23:46:10 UTC
Blobskillz McBlub wrote:

what happened with Incarna that so many people left?


The entire expansion was a catastrophe, one of the biggest wastes of time in the history of video games.

To make it worse, they had basically abandoned the base game to languish unattended in order to make Incarna.

That expansion was wholly without merit.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

DaReaper
Net 7
Cannon.Fodder
#64 - 2014-09-03 23:53:42 UTC
Dinsdale Pirannha wrote:
baltec1 wrote:
Dinsdale Pirannha wrote:
baltec1 wrote:
[quote=Spaceman Jack]


That was just to try and keep some people happy about the change. Anyone who knows their stuff will know that you cant nerf power projection.


There are many ways to reduce drastically the ridiculous level of power projection that exists in the game today, and reopen null sec to many more player groups.

But none will be implemented because they will hurt the cartels.


How do you stop us dumping the fabled 1000 Megathron fleet on your head?


Gee, I dunno...let me think for second how I could stop 1000 Mega's traversing the galaxy in a couple minutes.

How about a few things, for starters:

1. Bye bye POS based jump bridges. You do realize this was how thigns were for a long time, and you still had massive blobs ala BoB, ASCN, RZR, etc. So removing jump bridges just means they blob comes at you slower. You are still gonna die. That's why the term 'steam rolled' was coined. GBC used to slow boat through systems and steam roll anyone in there path.

2. Triple the distance between star systems. Won't change much... just take more fuel and time to cycle cynos.
3. Introduce a mechanism that the more ships / mass that are jumped into a system there is a sliding scale that increases the risk of ships not jumping, jumping into the wrong system, or being destroyed in transit. Uh.. what? Do you even think these things all the way through? So if the hard cap on a system is 1k people, all I have to do is plug my system with 1k, then as you jump in to attack you lose a huge portion of your fleet. Not to mention with the other changes, you will have to prep your system for attack, thus I will know what system you are heading too and be ready. Really now, even as a FAILED alliance leader I can tell you this idea is crap

4. Introduce a limitation on how many ships a Titan can jump. Not too bad, but in the case of the CFC and PL they will just have several titans act as bridges so nothing changes
[/b
5. Every time a Titan bridges, it will automatically jump with the fleet. *shrugs* so i'll bridge you next door a few min before the fighting starts, then jump back. Will be easy to have logistics lock and recharge my cap. So nothing changes.
6. To fire up a bridge with a Titan at one end requires a Titan at the other end of the bridge. [b]Uh why? All I am going to do is drop my syspers and carries, toss them in triage with some carrier support, drop my ttian, open the bridge, bring in my fleet and then jump out. I'll have enough fleet to defend, not to mention the enemy will be coming after I locked the system cap down so they will lose a lot of there fleet.


But like I said, not a chance any of these changes to the game mechanisms will occur. Not a chance the cartels will let them pass.



No your ideas will not be implemented because they are stupid. Take them to there logical conclusion and you will see that it all fails. Once again you prove that you truly have no idea what you are talking about. But like Alex Jones will keep rambling whatever garbage you decide to **** out as if it were gold.

OMG Comet Mining idea!!! Comet Mining!

Eve For life.

PotatoOverdose
Handsome Millionaire Playboys
Sedition.
#65 - 2014-09-04 02:18:06 UTC
Rowells wrote:
Sadly, no matter how badly you nerf power projection short removing ability to leave any system ever, having more friends will always mean you have an advantage.

So what it really comes down to is convincing those guys that your side is the best. "Come join [insert group here] we have kittens!"

That's how the real world tends to work. Even within the groups themselves (I'm looking at you, Un-named political system).

^This is absolutely, 100% correct. No matter what new sov system is implemented, as long as N+1 anything is the winning strategy, eve will continue to reside in this nadir of bipolar stagnation.

There are ways to get around this (e.g. remove timers, reduce structure ehp for all the sov things such that ten intys can flip a system), but most of these ways would result in the return of sov/station "ping pong," which is also undesirable.

As to the isotope consumption changes: people got their panties in a bunch about jump drives for w/e stupid reason (some thought nerfing power projection would make sov better or some equally dumb sh*t), and ccp saw an opportunity to subsidize the ice market (for no good reason imo as per this post) while at the same time adding an incentive not to use jump drives as much.

Naturally, the big talking points have shifted since then, as they always do. Now the word of the day being parroted by the drones is "apex force" with some dimly muted mumbling in the background of nerfing remote reps. Neither of those will fix the issue; the issue being that most of the player base is aggregating into two ridiculous blobs merely to survive (as sov entites) in a game where N+1 is so dominant.
Kaarous Aldurald
Black Hydra Consortium.
#66 - 2014-09-04 02:29:22 UTC
Don't be too eager to get out the pitchforks for "N+1" as a force multiplier.

Since this isn't a flight sim and thus skill has no real bearing on the game, your major force multipliers that come outside of fleet comp are numbers and pricetag.

And pricetag is immeasurably worse for the health of the game than numbers. This is because pricetag shuts out new players from participating. New players, by virtue of the game's skill system, cannot overmatch a veteran player save in one way. And that way is numbers.

Furthermore, if pricetag becomes the game's primary force multiplier, it essentially becomes an arms race for the most effective and expensive ship. And as we learned from Titan proliferation, eventually that stops being a barrier. And then of course you have "N+1" gameplay anyway, just with an enormous isk wall in front of it.

So like I said, don't be too eager to ladle on the hate for "N+1". It's a multiplayer RPG, the reality of it is that numbers do play a large part, and they should.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

PotatoOverdose
Handsome Millionaire Playboys
Sedition.
#67 - 2014-09-04 02:46:16 UTC  |  Edited by: PotatoOverdose
Kaarous Aldurald wrote:
Don't be too eager to get out the pitchforks for "N+1" as a force multiplier.

Since this isn't a flight sim and thus skill has no real bearing on the game, your major force multipliers that come outside of fleet comp are numbers and pricetag.

And pricetag is immeasurably worse for the health of the game than numbers. This is because pricetag shuts out new players from participating. New players, by virtue of the game's skill system, cannot overmatch a veteran player save in one way. And that way is numbers.

Furthermore, if pricetag becomes the game's primary force multiplier, it essentially becomes an arms race for the most effective and expensive ship. And as we learned from Titan proliferation, eventually that stops being a barrier. And then of course you have "N+1" gameplay anyway, just with an enormous isk wall in front of it.

So like I said, don't be too eager to ladle on the hate for "N+1". It's a multiplayer RPG, the reality of it is that numbers do play a large part, and they should.

I would direct your attention to fac war, where in the Gallente-Caldari war the Gallente have repeatedly taken the entire war zone despite being outnumbered as a faction overall (the caldari have also taken most of the war zone at times in the past). Fac war, which is less reliant on N+1 overall due to the conflict being spread over multiple systems/constellations, and conflicts are resolved over multiple small ten minute timers in plexes, is markedly healthier than nullsec atm. Fac war is dynamic.

Likewise, bling ships are by no means the be all and end-all of fac war compositions, quite the opposite in fact. This would seem to suggest that what you say is not quite correct.

N+1 leads to a bipolar, stagnant eve. We know that now, we see that now. Though hindsight being 20/20, it seems rather obvious. You can't have one supra-entity because no content, so you have two. Smaller sov entities and leaders don't like being feed for larger entites so they pick a side, and they too get to "win" Roll. And when those two supra-entities decide not to fight, sh*t stagnates.

For eve as a whole, this is a nadir. You can have N+1 archons or you can have N+1 celesti, it really doesn't matter because the counter to either of those is still N+1 something. And that's boring. But hey, maybe this boredom is better than the alternative, who knows. Cool

Kaarous Aldurald
Black Hydra Consortium.
#68 - 2014-09-04 03:03:06 UTC
The Caldari have the advantage in number of raw pilots in the militia, not in actual living pilots being fielded.

Caldari has more people enlisted because their LP is the most valuable of all of them, since Caldari Navy ammo is used for two weapon systems. Which means they have more bot farming accounts.

Quote:
Likewise, bling ships are by no means the be all and end-all of fac war compositions, quite the opposite in fact. This would seem to suggest that what you say is not quite correct.


You miss the point, it seems.

I am not saying that pricetag is the major force multiplier right now. What I am saying is that everyone who cries "nerf having friends!" fails to realize is that if they get their way, pricetag will become the major force multiplier afterward, and they still won't get what they want. And it will hurt the game besides.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

PotatoOverdose
Handsome Millionaire Playboys
Sedition.
#69 - 2014-09-04 03:29:15 UTC  |  Edited by: PotatoOverdose
Kaarous Aldurald wrote:
The Caldari have the advantage in number of raw pilots in the militia, not in actual living pilots being fielded.

Caldari has more people enlisted because their LP is the most valuable of all of them, since Caldari Navy ammo is used for two weapon systems. Which means they have more bot farming accounts.

Quote:
Likewise, bling ships are by no means the be all and end-all of fac war compositions, quite the opposite in fact. This would seem to suggest that what you say is not quite correct.


You miss the point, it seems.

I am not saying that pricetag is the major force multiplier right now. What I am saying is that everyone who cries "nerf having friends!" fails to realize is that if they get their way, pricetag will become the major force multiplier afterward, and they still won't get what they want. And it will hurt the game besides.

What I'm saying is that niether having more friends nor having blingier ships is the "major force multiplier" in fac war. Looking at Caldari-Gallente as an example, both caldari and gallente have had near-total regional control on multiple occasions over the past few years, and in both cases the majority of war zone control was established by small (1-10 man) gangs in t1 or t2 frigs fighting over control of hundreds of little plexes every day. This occurred and continues to occur despite there being tens of thousands of pilots involved in fac war, many of them with rather impressive bank rolls from months and years spent in fac war.


I'm disagreeing with your point that in the absence of N+1, raw isk will be the deciding factor because in fac war, neither of those things are occurring. It is an existing system, live in eve, where neither N+1 or "pricetag" is the dominant strategy. I am using it as a counterexample to your assertion that the only way other than victory by N+1 is victory by pricetag.
Kaarous Aldurald
Black Hydra Consortium.
#70 - 2014-09-04 03:43:03 UTC
PotatoOverdose wrote:

I'm disagreeing with your point that in the absence of N+1, raw isk will be the deciding factor because in fac war, neither of those things are occurring. It is an existing system, live in eve, where neither N+1 or "pricetag" is the dominant strategy. I am using it as a counterexample to your assertion that the only way other than victory by N+1 is victory by pricetag.


And that is as a result of a heavily railroaded system, forcibly decentralized that as a result is highly vulnerable to abuse from afk farmers and timezone ping pong. It's also largely free of capitals, to boot.

Don't act like faction warfare is perfect either.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

PotatoOverdose
Handsome Millionaire Playboys
Sedition.
#71 - 2014-09-04 04:04:14 UTC
Kaarous Aldurald wrote:


Don't act like faction warfare is perfect either.

Never said it was, but it is an example of a system where neither N+1 nor "pricetag" are the dominant strategies. Fac war is, arguably, in a pretty good state. No one's clamoring for a huge overhaul. The same cannot be said of sov.

Most everyone agrees on what undesirable symptoms sov currently exhibits: stagnation, and being bi-polar. Those symptoms are a result of N+1 anything being the dominant strategy. As long as N+1 is dominant, smaller entities will either leave sov, or join one of the two supra-entites so that they too can "win" and claim to have "more friends" than the other guy.

Rowells said it perfectly:
Rowells wrote:
Sadly, no matter how badly you nerf power projection short removing ability to leave any system ever, having more friends will always mean you have an advantage.

So what it really comes down to is convincing those guys that your side is the best. "Come join [insert group here] we have kittens!"

In an N+1 system, that is your only option. It's the system we have now, and many people are extremely dissatisfied with it.

I'm just a bit tired of the schizophrenic pitchfork mobs: jump freighters, power projection, apex forces, remote reps. A bored mass of players looks every which way to alleviate it's boredom. But it is all in vain, and perfectly functional aspects of this game are put on the chopping block, like the subject of this thread.
Kaarous Aldurald
Black Hydra Consortium.
#72 - 2014-09-04 04:12:37 UTC
Well, before I address anything else, you're crazy if you think people aren't clamoring to fix faction warfare. They do this every day, loud enough that they devoted a balance pass to buttons recently, making cloaking devices useless and accidentally dramatically improving the quality of life for every defensive plexing bot farmer in the game.

It's broken, every bit as much as sov. They just aren't as loud about it, nor is the problem as visible or as long standing.

Unless you're willing to put in arbitrary ship size class exceptions into whatever Macguffin you plan on using for sov fights, you will not get what you are aiming for from faction warfare transplanted into sov.

Because the ship restrictions? Those are the major driving force behind faction warfare being dynamic in any way.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Vyl Vit
#73 - 2014-09-04 04:13:17 UTC
The following statement is true.
The previous statement is false.

Paradise is like where you are right now, only much, much better.

Kaarous Aldurald
Black Hydra Consortium.
#74 - 2014-09-04 04:16:46 UTC
Vyl Vit wrote:
The following statement is true.
The previous statement is false.


That's nice?

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

PotatoOverdose
Handsome Millionaire Playboys
Sedition.
#75 - 2014-09-04 04:27:42 UTC  |  Edited by: PotatoOverdose
Kaarous Aldurald wrote:
Well, before I address anything else, you're crazy if you think people aren't clamoring to fix faction warfare. They do this every day, loud enough that they devoted a balance pass to buttons recently, making cloaking devices useless and accidentally dramatically improving the quality of life for every defensive plexing bot farmer in the game.

It's broken, every bit as much as sov. They just aren't as loud about it, nor is the problem as visible or as long standing.

Fac war has more working bits than broken bits. It ain't perfect, but people are having fun, war zone control is shifting, and it's been dynamic for years. I've been in fac war, and I've been in sov. I think fac war is much, much better in it's current state, but that's just my opinion. I used fac war as a counterexample to your assertion that "No N+1"-->"More isk wins."

As you put it: "nor is the problem as visible." I think having fewer visible, glaring flaws is the best we can hope for in eve.
Kaarous Aldurald wrote:

Unless you're willing to put in arbitrary ship size class exceptions into whatever Macguffin you plan on using for sov fights, you will not get what you are aiming for from faction warfare transplanted into sov.

Because the ship restrictions? Those are the major driving force behind faction warfare being dynamic in any way.

I'm not proposing any particular solution, there's been enough ideas spitballed on the eve-o forums for a hundred sov overhauls. Some of them are good, some of them are bad, and CCP will use none of them. CCP will come up with their own idea. Maybe it will be good, maybe it won't. The best we'll be able to do is provide a bit of feedback.

No, what I'm doing is pointing out a simple cause and effect relationship:

Effect: Eve is bi-polar and stagnant.
Cause: N+1. Smaller entities either leave sov, or join one of the two supra-entites so that they too can "win" and claim to have "more friends" than the other guy.

If the cause (N+1) is true in any new sov system, so too will the effect come to pass. Sooner or later, it is inevitable.
Kaarous Aldurald
Black Hydra Consortium.
#76 - 2014-09-04 04:39:56 UTC
War zone control is not "shifting". It goes to one side, then the other, as the farmers trade alts once they've cashed out. Binary flip flopping is precisely the kind of thing we want to avoid in sov warfare, otherwise it may as well just be NPC space across the board since actually holding and using territory will be impossible.

I for one think that if we have to have a flawed system, that erring on the side of it being worthwhile to set down roots is better. That's the whole point of sovereignty nullsec in the first place. It *should* be harder for the attacker.

And as for your cause and effect.

I dispute your cause. I think it's far more of a meta problem than a game balance problem. Numbers are required to break into sov. Good, they should be, smaller groups belong in lowsec. But what you're really bemoaning is that anyone who gives a damn has already chosen a side, and that forward momentum has caused it be broken into two sides. Which means that the organizational level required to keep things going is in short supply as well.

And that's not a game mechanics problem either. A game mechanics problem is that no one likes shooting structures, but no one can think of a better idea. A game mechanics problem is when one ship dominates the various fields of battle across the game.

What you're talking about has long since evolved past a game mechanics problem, into a meta problem. CCP sat on their hands for too long, missed too many chances to shake things up or turn it into occupancy based system control. They wasted their time and energy on space barbies instead of fixing the actual game.

There is no "quick fix" to what we have right now. The cat is out of the bag, and the lines are already drawn.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

baltec1
Bat Country
Pandemic Horde
#77 - 2014-09-04 04:49:02 UTC
PotatoOverdose wrote:

If the cause (N+1) is true in any new sov system, so too will the effect come to pass. Sooner or later, it is inevitable.


N+1 is only part of the issue and you are likely targeting the wrong thing to deal with the N+1 issue like most people.
PotatoOverdose
Handsome Millionaire Playboys
Sedition.
#78 - 2014-09-04 04:52:19 UTC
baltec1 wrote:
PotatoOverdose wrote:

If the cause (N+1) is true in any new sov system, so too will the effect come to pass. Sooner or later, it is inevitable.


N+1 is only part of the issue and you are likely targeting the wrong thing to deal with the N+1 issue like most people.

That would be difficult, given that I haven't targeted anything at all.Blink

It's up to CCP to choose what gets fixed - and when. Rather pointless to "target" something at this stage.
Kaarous Aldurald
Black Hydra Consortium.
#79 - 2014-09-04 04:54:00 UTC
baltec1 wrote:
PotatoOverdose wrote:

If the cause (N+1) is true in any new sov system, so too will the effect come to pass. Sooner or later, it is inevitable.


N+1 is only part of the issue and you are likely targeting the wrong thing to deal with the N+1 issue like most people.


I would love to hear this elaborated, to be honest.

You're rather more of a veteran of the system than I am, haven't lived in null since before I made this toon. So I would be interested to hear your take on it.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

baltec1
Bat Country
Pandemic Horde
#80 - 2014-09-04 04:59:22 UTC
PotatoOverdose wrote:
baltec1 wrote:
PotatoOverdose wrote:

If the cause (N+1) is true in any new sov system, so too will the effect come to pass. Sooner or later, it is inevitable.


N+1 is only part of the issue and you are likely targeting the wrong thing to deal with the N+1 issue like most people.

That would be difficult, given that I haven't targeted anything at all.Blink

It's up to CCP to choose what gets fixed - and when. Rather pointless to "target" something at this stage.


Oh we know what needs to be targeted.

Empire sprawl, N+1, capitals, sov. We even know in what order CCP needs to fix them and that there will be huge changes that are needed on our part.