These forums have been archived and are now read-only.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
John McCreedy
Eve Defence Force
#121 - 2014-10-01 17:36:24 UTC
If you want people to move back to null sec and improve the life of people who dwell there, nerfing logistics is not the way to go about it. Jump-based travel is not exclusive to the large alliances with monstrous Capital and Super Capital fleets. Rather, it's used primarily as a logistics tool by Jump Freighters for seeding markets locally so that we don't have to go to market hubs where every Tom, Richard and Harry who has declared war on us is sitting in wait.

Jump Fatigue will do nothing to stop Super Cap blobbing or Capital Hot Dropping because any commander worth his salt is going to factor it in to their pre-engagement planning. People will just base those fleets nearer to the source in order to avoid Jump Fatigue. If it takes a bit longer to move sub-Cap fleets through multiple Titan bridges fleets will either jump from a closer distance or fleets will form up earlier to compensate for Jump Fatigue. You achieve nothing by doing this other than to annoy the very people who live there.

All this will achieve will be to further drive people from null sec and back to Empire where you can find more entertaining PvP, make more ISK and have easier logistics. At the very least I would suggest that Jump Freighters are given a role bonus of -100% Jump Fatigue and are exempt from the Jump Range nerf. Eve will still feel bigger than it does now without damaging null sec economies with ill thought-out nerfs to logistics.

13 years and counting. Eve Defence Force is recruiting.

Rhamnousia Nosferatu
Brutor Tribe
Minmatar Republic
#122 - 2014-10-01 17:36:28 UTC
I'm not big on caps, but seeing this river of tears from blue doughnut nullbears flooding the topic, I'm guessing CCP must have done something right.

Also - it would have been nicer had JF not had the range nerfed and instead got full pilot fatigue, but OK.
Toriessian
Helion Production Labs
Independent Operators Consortium
#123 - 2014-10-01 17:36:31 UTC
Soldarius wrote:
BLOPS/T3 fleets OP now?


No reread it. Any ship using any portal is affected to.
BLOPS is being nerfed into the floor w this change.

Every day I'm wafflin!

Rommiee
Mercury Inc.
#124 - 2014-10-01 17:36:32 UTC
Awesome stuff.

CCP, you really are completely clueless aren't you ?
Helios Black
Viziam
Amarr Empire
#125 - 2014-10-01 17:37:01 UTC
RIP Fishing. Thanks for ruining one of the only things I find fun in this game anymore.
Obsidian Hawk
RONA Midgard Academy
#126 - 2014-10-01 17:37:01 UTC
It looks like everyone rage quitting are CFC, N3 and PL.


In other news, smaller alliances, and other groups that only dreamed of 0.0 w/o being subject to the blue dohnut overlords are now getting ready to move out there.

Why Can't I have a picture signature.

Also please support graphical immersion, bring back the art that brought people to EvE online originaly.

TheButcherJohn
Blackwater USA Inc.
Pandemic Horde
#127 - 2014-10-01 17:37:14 UTC
The best part is. CCP doesn't give a **** about player feedback even though they say they read it and take it into account. Look at wormholes for example, they broke them, and decided "meh, **** this 100 page forum thread of why we shouldn't do it, let's do it anyways."

This time though, they're going to make a lot more people upset, and they're going to basically have to fire most of their staff just like in monocle-gate.

But don't worry CCP devs, I heard Riot Games is still hiring, and if you want to abandon ship before this game dies a slow, painful death. I'm sure you could get a job over there.

Thanks fozzie, thanks rise. You guys have done "so much" for this game in terms of balance. Dunno what we'd all do without you... Other than still playing Eve Online of course.
Legetus Shmoof Metallii
Resilience.
The Initiative.
#128 - 2014-10-01 17:37:38 UTC
My two cents.

Scale jump distance by ship type.
JF can jump the farthest
Carriers and Dreads less than Jump Freighters
Supercarriers less than Carriers and Dreads
Titans less than Supercarriers

With the 5 LY being for Supercarriers or Titans

I'm not able to use any jump capable ships, but this is my two cents.

O tempora o mores!

Prince Kobol
#129 - 2014-10-01 17:37:50 UTC
Cant say I am not surprised.

I have said repeatedly that CCP neither have the technical expertise, manpower and imagination available to make any changes that involves a large amount of coding.

These changes amount to somebody changing a few a numbers in a pre existing database and the odd line of code.

Damn I miss CCP Soundwave.. good thing I see him often on the Riot Forums Big smile


Ransu Asanari
Perkone
Caldari State
#130 - 2014-10-01 17:37:52 UTC
Quote:
You will only be able to move your medical clone to the station you are currently docked at. This prevents obvious movement workarounds with suicide-cloning


Please reconsider this, or at least walk it back a little bit. This change really hurts the accessibility of Nullsec corporations for new/inexperienced players.

As others have said, new pilots joining Nullsec corporations won't have the skills to navigate from Highsec to staging points with any kind of success. They won't be trained to fly Interceptors, Stealth Bombers, Recon Frigates, or any other ship that might be able to make it to the destination with some sort of reliability. They also won't have the skills to evade gate camps. They won't understand wormhole mechanics, and finding reliable connections to bring them through would be very difficult.

This is all stuff we teach our new pilots once they join us.

If the goal is to mitigate workarounds to the movement limitation, instead why not make it part of the system? If you "death clone" to an office station which is very far away - , you incur a HUGE Jump Activation Cooldown, and Jump Fatigue penalty. You could incur an additional penalty on top of the jump range, to make it undesirable unless it is a semi-permanent move.

This might have the additional impact that if you fight very far away from your medical clone location, and die, it has a lasting impact, unless you take the time to reset your clone location beforehand. This could even make it harder to reship and return to a fight, or have secondary impacts later on - if another fight breaks out closer to home, you might not be able to take a Titan bridge due to the incurred cooldown penalty.

Nors Phlebas Sabelhpsron
The Red Circle Inc.
Ministry of Inappropriate Footwork
#131 - 2014-10-01 17:37:53 UTC
All you people rage-selling your caps; I'm in the market for a couple of archons Big smile
Lyn Fel
Black Frog Logistics
Red-Frog
#132 - 2014-10-01 17:38:00 UTC
CCP, why did you kill my corp?

Yes, I know the jump fatigue isn't as bad in a jump freighter but with the new jump ranges we will simply be unable to deliver to some systems. Our customers should expect much slower service and limited delivery areas after this change.
ajduB
Militaris Industries
Northern Coalition.
#133 - 2014-10-01 17:38:01 UTC
Classic CCP, treat the symptoms and not the cause, I for one agree that the best thing to eliminate power projects is the ability to get to fights! Can't get to the fight means no blobs!
TheVault
Hogyoku
Goonswarm Federation
#134 - 2014-10-01 17:38:05 UTC
This is all a ploy to get more people into wormholes... there are now more wormhole sigs all over...look here is easier way to travel!

Mess with 0.0 but leave wormholes untouched?

An idea for wormholes:

Wormholes:
- remove all caps from wormholes and remove the possibility to jump caps into and from wormholes
- remove PI from wormholes or lower it to high sec levels
- remove star bases in wormholes

0.0 suffers, so should the wormholers...








JackEuchre
Aliastra
Gallente Federation
#135 - 2014-10-01 17:38:16 UTC
So much hate and drama. On the feedback forum, all I saw was reduce force projection. CCP does so and now drama.

OK, point 1. Seems a bit extreme, capping max cool down to 15 minutes would have accomplished the same without causing bobby to quit eve...

Point 2. Bobby should get the Helios out of his ship maintain bay, find a wormhole, hopefully class 5 or even to lowsec...bookmark and hopefully create a path that gets him from 50 ly to 8 ly. Issue fixed.

Wormhole travel is so much more capable. For those in stain, find a c3, it will usually have a high sec or low sec exit. Not that hard.

Jack.
The Cue
Violence is the Answer
#136 - 2014-10-01 17:38:18 UTC
I love the tears. It's funny how the cries are always the same when something gets nerfed. "Whaaaa, you broke my fun, so I'm quitting."

Two questions though:

Will warp speeds be adjusted? Capitals warp exceptionally slow as it is.

Will supers and titans be able to jump through gates or only capitals? I like the idea that supers are totally restricted by jump fatigue while capitals can project themselves farther.
Sym Biotic
Star Frontiers
Brotherhood of Spacers
#137 - 2014-10-01 17:38:21 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 fly there directly rather than trying to jump any further."


I love how you got so bored, in the what 10 mins it took writing this example of hours worth of cool downs, that they quit half way. I completely understand how you would hate to spend any longer doing something that does not bring you joy such as writing this example or idk station spinning waiting for a poorly (wanted to use different words but my wife convinced me otherwise) conceived cool down timers.
Soldarius
Dreddit
Test Alliance Please Ignore
#138 - 2014-10-01 17:38:23 UTC
Literally Space Moses wrote:
Have you considered the rather long distances between regions? I haven't actually checked the numbers, but I can imagine some regions being nigh impossible to assault, just because no capital ships can actually jump far enough to reach them, or can only reach one or two systems.

e: can caps even reach the drone regions via jump drives after this change?


Welcome to Fortress Period Basis.

http://youtu.be/YVkUvmDQ3HY

Noelle Civire
Aliastra
Gallente Federation
#139 - 2014-10-01 17:38:26 UTC
Obsidian Hawk wrote:
It looks like everyone rage quitting are CFC, N3 and PL.


In other news, smaller alliances, and other groups that only dreamed of 0.0 w/o being subject to the blue dohnut overlords are now getting ready to move out there.



There's already small groups out there and now they're trapped and can't realistically supply themselves. It hurts them more than large alliances. The small groups rely on jump ranges, black ops, ninja supply trains to get their **** around. All nerf'd in this patch.

GG

- 4 accounts
CopyCatz
gaming is not a crime
AddictClan
#140 - 2014-10-01 17:38:28 UTC
As a 10+ year veteran who gets bored by Eve very easily these days, and seeing new players quit because of the slow/tedious progress they make, I don't think it would be wise to make Eve even more tedious. For me this will probably be the end of jump travel, I'll just settle in some pocket and live there until I get bored enough to quit altogether. If that is the intended outcome for these changes, so be it. If any I would advise opening up empire at the same these changes take effect so that people can at least fly around in hi sec with their caps instead of station spinning or dumping on the market. I predict a cap price crash...