These forums have been archived and are now read-only.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

 
  • Topic is locked indefinitely.
 

Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
SaulKripke
Saul's Super Fancy Faction War Corp
#81 - 2014-10-01 17:28:00 UTC
After waiting for 23.5 minutes at the convenient local station, his fatigue is down to 119.79. He jumps again, to 2R-CRW – 4.9 LY. At this point his cooldown timer is 2 hours 2 minutes 8 seconds, and his fatigue is 706.74. At this point his total distance travelled is 17.51 LY, leaving him with 37.04 LY to go. He looks at his map, and finds a 40-route jump through nullsec to get to the same destination, and figuring two minutes per system, his warp travel time for the whole journey is a bit over half the cooldown for his next jump. He decides to quit eve and then kill himself.
Brutus Crendraven
The Scope
Gallente Federation
#82 - 2014-10-01 17:28:28 UTC
Good News!!!

Plenty of space in wormholes. No Jump issues. No Tidi
colera deldios
#83 - 2014-10-01 17:28:30 UTC
I mean if CCP just want's to kill the game and move on to other projects they could just shut down the servers and move on. No point in killing this game so slowly.
Bianca Reeves
The Scope
Gallente Federation
#84 - 2014-10-01 17:28:38 UTC
iskflakes wrote:
I quit.

Same.

Null is unplayable like that.
Retar Aveymone
GoonWaffe
Goonswarm Federation
#85 - 2014-10-01 17:28:38 UTC
Having thought this through, it's clear three aspects of this were very poorly thought out and I suspect shoveled in at the last minute:

1) Jump bridges causing jump shock: this doesn't make sense in the overwhelming majority of situations as it's a massive nerf to basic jump bridge use by subcaps in routine situations. It adds nothing and is a pain in the ass for subcaps with no corresponding benefit (and a nerf to basic industrial activity). I assume you can still keep the code in that caps can't use it - great, keep em out, and you've fixed the potential use of those to short-circuit the range restrictions on capitals. I see no benefit here to making the game actually better by subjecting subcaps to jump shock. Titan bridges - eh, I can see the value, but I am not sure enough thought has been put into it and that thought should be put into it and a clear explanation given of the goals.

2) It seems like you've massively nerfed rorqual/jump freighter range, without offering a good reason why. It doesn't make jump freighters any more vulnerable (just more of a pain in the ass), and it just makes basic tower fueling logistics more of a pain in the ass. These were special-cased from the fatigue, and should be special-cased from the range as well. They do not allow you to offensively deploy in the sort of way that has caused power projection issues.

3) Killing pod-jumping is a giant, giant change that makes the game worse for everyone. I mean everyone, from the rawest dirt-scratching peasant in highsec mining veldspar all the way to me. It makes it impossible to go get skills easily, it makes it impossible for newbies to join their corp, it makes it impossible to decide to leave a warzone, it is a massive change and it seems to have not been thought through. Instead, this seems to me like someone thought of an issue (dread caches, not as big an issue as you think) and put in the first fix they thought of.
Bacchanalian
Stimulus
Rote Kapelle
#86 - 2014-10-01 17:28:52 UTC
Tell me whose babies I need to have. This is amazing. Finally a chance to shake up nullsec for the smaller fish in the pond using proper guerrilla tactics.
Mr Omniblivion
Ministry of War
Amarr Empire
#87 - 2014-10-01 17:29:20 UTC
Oh my god, what an awful idea.

I was going to list a bunch of reasons why this implementation is a bad idea, but :CCP:.
Bamboozlement
Caldari Provisions
Caldari State
#88 - 2014-10-01 17:29:48 UTC  |  Edited by: Bamboozlement
I just came to drink f1 monkey tears.

LolLolLol

*unzip tear bottle*

Thank you CCP Games I approve of these changes, I love it you are starting to understand why the player retention is so low for EVE Online.

God bless CCP Greyscale, love it guys

I have a Ph.D

VLAD VIRONS
Evolve Xcellence
#89 - 2014-10-01 17:30:11 UTC
lol and shame on you !Big smile Ive just reactivated my Acc and there goes my Nidhogur, damn CCP, YOU CAN!

o7 SoLongInEVEthanks4All
Soldarius
Dreddit
Test Alliance Please Ignore
#90 - 2014-10-01 17:30:12 UTC
BLOPS/T3 fleets OP now?

http://youtu.be/YVkUvmDQ3HY

Marsha Mallow
#91 - 2014-10-01 17:30:20 UTC
Sold! P

Having dozens of alts rather than supers seems like a wise investment now.

Love the lowsec DD addition. Caps through gates is going to be diabolically funny, already looking forward to that. Re clone jump timers, a vicinity based cooldown would be preferable to allow people to still use their implant specific clones reasonably quickly provided they aren't too spread out.

Good luck with the incoming 'feedback' monsoon, I'm already laughing my head off at the responses. Hopefully we'll see multiple 'proclamations' being issued in response, bahaha. Anyway, well played for hitting the biggest issue first. If the moaning gets too much reduce the LY range again.

Ripard Teg > For the morons in the room:

Sweets > U can dd my face any day

Sam Mayhem
The Scope
Gallente Federation
#92 - 2014-10-01 17:30:31 UTC
I don't normally post on the forums but this dev blog affects me severely and I am against the majority of points on this dev blog.

I disagree that lowering the jump range of caps down to 5ly will help anyone.
I disagree that suicide jumping needs to be removed.
I disagree with allowing capitals through stargates.

If the changes go ahead I will be packing my bags and leaving eve.
Hicksimus
Torgue
#93 - 2014-10-01 17:30:32 UTC
I don't even live in nullsec any more and I'm skeptical.

+1 to the clone changes though. People in nullsec have the opportunity to make incredible piles of isk while AFK.....the least they can do is fly somewhere when they want to slap somebody down with their economic advantage.

Recruitment Officer: What type of a pilot are you? Me: I've been described as a Ray Charles with Parkinsons and a drinking problem.

Saidin Thor
The Odin Conspiracy
#94 - 2014-10-01 17:30:53 UTC
This makes cyno jammers much less useful. If nothing changes though, it's still what, 20M/day to have the ihub upgrade installed? And there's no way to remove it without unanchoring the ihub and destroying all the upgrades.
Solanus Omaristos
The Antonine Kings
#95 - 2014-10-01 17:30:54 UTC
Are you out of your mind, CCP? Do you want to kill off a large chunk of your playerbase?
Grookshank
Center for Advanced Studies
Gallente Federation
#96 - 2014-10-01 17:30:58 UTC  |  Edited by: Grookshank
Why do you want to kill Null-Sec travel for subcaps? With the proposed changes taking multiple jump bridges will be impossible. Image an Alliance living in different parts of one region.

To assemble a fleet it will already put a lot of their pilots on different timers and fatigues values. When they try to reach their goal, they will a) all have to wait for the people with the longest timers or b) drop people at jump bridges.

When poded players want to reship and rejoin the fleet, they will also have to wait out multiple timers.

How does disabling people to take multiple jump bridges make NULL-SEC less static?

The incredibly bad part of having the same changes aimed for caps, applied to subcaps and jump bridges is that you will kill/split of fleets. That's a horrible idea.
Arkumord Churhee
Nice Try.
#97 - 2014-10-01 17:31:26 UTC
So, people are gonna breed "jump alts" to move their caps and seed them around the galaxy... they jump it 2-3 times, then the next alt takes over the ship, while the actual combat pilot is having a sandwich and then jumpcloning to the meeting point to do the final jump and the kill / grind
Liang Nuren
No Salvation
Divine Damnation
#98 - 2014-10-01 17:31:41 UTC  |  Edited by: Liang Nuren
It's an interesting take on a somewhat intractable problem. Good luck with this. Also, thanks for the explanation paragraph at the bottom.

-Liang

Ed: I think a better solution would have been to add more null sec space that was more spread out than current null sec. Letting people choose their sandbox is generally better than yanking the rug out of from under them. But, good luck!

I'm an idiot, don't mind me.

Toriessian
Helion Production Labs
Independent Operators Consortium
#99 - 2014-10-01 17:31:42 UTC  |  Edited by: Toriessian
Thead Enco wrote:
Does this **** include BLOPS?


If I'm reading the changes right and I'm pretty sure I am, this completely destroys the black ops fleet doctrine. After the first BLOPS drop and the return trip you are essentially done. They need to exclude blacks ops portals and drives from this as, whats the point of black ops at all if you can't bridge and jump?

THIS CHANGE DOESN'T AFFECT JUST THE SHIPS WITH JUMP DRIVES. Ships being bridged are affected too!
"Every time you use any jump drive, jump bridge or jump portal you will accumulate jump fatigue."

first jump - 1 minute, plus 4.85 minutes for the distance travelled, for a total of 5.85 minutes, or 5 minutes 51 seconds. He also gains a jump fatigue value of 5.85. - This gets a BLOPS fleet TO the fight.

second jump - In this time his jump fatigue decays down to 5.27. He then makes his next jump – 3.57 LY to LEK-N5. He gets a 5 minute 16 second jump cooldown timer - BLOPS fleet make it home

third jump - He waits out his timer, which also reduces his fatigue to 23.53. third jump.He gains a jump cooldown timer of 23 minutes 32 seconds, and his fatigue is multiplied by 5.19, up to 122.14.

These are all distances that are within reason for a BLOPS fleet.

Every day I'm wafflin!

Axandrias Darkstar
Blackwater USA Inc.
Pandemic Horde
#100 - 2014-10-01 17:31:52 UTC
I have been looking for a reason to stop playing this game. Thank you CCP RL is calling.