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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
MajorBean
HandelsGilde-De
Outsmarted
#501 - 2014-10-01 18:34:38 UTC
Retar Aveymone
GoonWaffe
Goonswarm Federation
#502 - 2014-10-01 18:34:43 UTC
Querns wrote:
CCP Greyscale wrote:
Retar Aveymone wrote:
The abolition of podjumping makes it massively difficult for our newbies to join us in Deklein. Has any thought been put into that?


Yes, but it's a thing we're still not happy with the state of. We're going to discuss this specific issue more tomorrow, with the aim of coming up with a reasonable solution that deals with the newbie use case without opening the door to more general problems. Stay tuned for more info.

Maybe apply the same changes to podjumping that capital jumps have -- only available targets are inside a 5LY jump range, and you incur jump fatigue. Maybe perhaps also allow an emergency podjump to your "home" system (the one you get assigned to if you get locked out of your existing medical clone location) once every 20h or something. This would let people exit warzones and aid people in getting to your alliance's space for the first time without allowing instantaneous travel throughout the galaxy.

Your home system can't be an outpost, so that doesn't work.
Seraph Essael
Air
The Initiative.
#503 - 2014-10-01 18:34:47 UTC
VauXurne wrote:
So cynojammers are nerfed too? Now you can just jump your caps through the gate.

Put your fleet on the other side of the bubbled gate and wait for them. Place Inties and T3s to catch and pod scouts...

Quoted from Doc Fury: "Concerned citizens: Doc seldom plays EVE on the weekends during spring and summer, so you will always be on your own for a couple days a week. Doc spends that time collecting kittens for the on-going sacrifices, engaging in reckless outdoor activities, and speaking in the 3rd person."

Prince Kobol
#504 - 2014-10-01 18:34:52 UTC
Lyris Nairn wrote:
Pine Marten wrote:
Im very interested and excited about capital changes. Can't wait to see some epic null-->lowsec blobcamps get crashed by an incoming capital fleet through the gate lol

Where are these "epic" camps? Please forward intel to me in game. :)

edit: What the christ even posting has a timer limit now?


They don't currently exist but they sure will after these changes.
Niclas Miula
Center for Advanced Studies
Gallente Federation
#505 - 2014-10-01 18:35:15 UTC
I just saw your announcement.

Arche Age Download 7 %.
Bobmon
Imperial Academy
Amarr Empire
#506 - 2014-10-01 18:35:22 UTC
And I quote CCP Guard =

''We're CCP! We march on fearlessly!
Excellent is what we strive to be!
If you're going to follow us to the top
HARDEN THE **** UP!''

https://www.youtube.com/watch?v=VgvM7av1o1Q

@BobmonEVE - BOBMON FOR CSM 12

Airi Cho
Dark-Rising
Wrecking Machine.
#507 - 2014-10-01 18:35:25 UTC
Alekseyev Karrde wrote:
How closely have you considered the impact of the jump shock stacking to primarily black-ops PVP groups? Those pilots will be taking black ops bridges from target to target accruing high amounts of the jump penalty.

When I think of power projection problems, small gang black ops bombers and recons are not the kind of thing I think of.


If they leave that door open we might see a lot of switching to blops capable things for fighting.
Insidious
Imperial Academy
Amarr Empire
#508 - 2014-10-01 18:35:27 UTC
*ahem* racial jump fuel in every region *cough*
Obsidian Hawk
RONA Midgard Academy
#509 - 2014-10-01 18:35:39 UTC
You could reduce the jump fatigue timer by 50%


you know 1 + (Light years * 0.50)

Also the jump range should be 7.5 light years.

This will stll greatly nerf power projection but still make capitals useful.

Why Can't I have a picture signature.

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

Xavier Holtzman
Sith Interstellar Tech Harvesting
#510 - 2014-10-01 18:36:03 UTC
Eve is probably the slowest moving video game on the market .... and you're making it slower .... Roll

I do not like the men on this spaceship. They are uncouth and fail to appreciate my better qualities. I have something of value to contribute to this mission if only they would realize it. - Bill Frug

Celldoom
Aliastra
Gallente Federation
#511 - 2014-10-01 18:36:11 UTC
Honestly this feels really bad. "Jump fatigue"? machines don't get tired...

Artificial limits on a mechanic like this feels very tacked on. It just feels bad.

The mechanics should be emergent, not forced (i know, kinda contradictory...).

My armchair-game-dev idea:

Make it so that there's only one gate in each system. Allow all ships to gate-jump to any other gate within the ships range. Gate-jumping like this would take time and not instant. We would see the stars move around just like an interplanetary jump with the planets with a regular warp drive.

Things affecting jumps:

  • Ship Role. A venture will have a small range while an Atron might have the highest gate-jump range of frigates.
  • Fittings. Equipment or rigs that can alter the gate-jump range or speed of a ship.
  • Fuel - "ammo" for the engine. Higher meta level fuel costs more and is more efficient.
  • Ship's jump speed - jumping across the stars takes time. Each ship would have its own jump speed across the stars so i you want a mobile fleet you will bring certain ships over others.


This way capital ships would have longer ranges by naturally having bigger fuel reserves (and consuming more ofc). Frigates would be much faster than capitals because of much higher jump acceleration during short jumps.
Andy Koraka
State War Academy
Caldari State
#512 - 2014-10-01 18:36:18 UTC
Black Ops need more special casing than retaining their jump range (take that for all I care) because the fatigue breaks their entire gameplay niche.

With the current formula a black ops fleet is worth a 1 jump round trip per night, fleet stood down see you tomorrow! What gameplay niche is supposed to be derived from inserting glass tanked ships once per day deep into hostile space?
Max Dread
The Scope
Gallente Federation
#513 - 2014-10-01 18:36:48 UTC  |  Edited by: Max Dread
I say make the changes Devs, It the only way you will learn the outcome.
If you not listening to the community results are catastrophic.
End of discussion.


Regards,

Max Dread
TraderJoe19
Science and Trade Institute
Caldari State
#514 - 2014-10-01 18:36:52 UTC
Partsking wrote:
Aryndel Vyst wrote:
I love how the people lauding this change are all of the high sec pubbies that mine rocks all day or shoot red crosses. Tell us more about how great this is for a change that won't impact your bubble of safety at all?


Came planning on making the same statement.

Left satisfied.




Come one, give the wh crowd a little love, most of us seem to like the change too :)
Lugor
UK Corp
Goonswarm Federation
#515 - 2014-10-01 18:36:56 UTC
Well done CCP, well done.

You should be winning the award for 'how to **** off your playerbase (again)' award next year. congratz.

Have you paid someone to come up with these silly ideas?

This will nerf JFs making it unbearable and a complete pain in the backside to supply large chunks of null.

Some people log in to for a short period of time just to have a bit of fun. If the majority of that time is now taken up by jumping why bother playing?

Capitals using gates....just dumb. People have not been crying to use the gates so why change something that does not need changing? Yes force projection needs adjusting but not to the stupid levels you are suggesting.

But hey ccp, u gotta pay ur devs to come up with 'bright ideas'.
The Slayer
GoonWaffe
Goonswarm Federation
#516 - 2014-10-01 18:36:58 UTC
CCP Greyscale wrote:
The Slayer wrote:
Chinicata Shihari wrote:
I know you wouldn't do this but just to show the facts

Spreadsheets are good for the mind https://docs.google.com/spreadsheets/d/1IjH2JyeTd0suTC43REymnoiD2TF70HxbkRWqNtJjqds/edit#gid=0

yes that is 2.43 millennium.


Just to play Devils Advocate here a bit if you wait out the fatigue timer instead of just the jump timer you can run this exact route in around 14 hours.



Yup, there's a lot of smart optimization opportunities here.



To be fair I still think 14 hours is a hell of a long time to need to wait to take your cap round space. Numbers might need a touch of work.
Dutch Motsu
Halasenzar Corporation
United Federation of Conifers
#517 - 2014-10-01 18:37:01 UTC
I am not sure how to feel about this, at all. I normally welcome change to the game, however this seems to be one of those things that will hurt the game more than it will help. Perhaps there is a better way to tackle this issue?

Jump range changes to 5ly I agree with, this will make travel more difficult, and it also makes holding outrageous amounts of space impossible... good luck charging rent on the other side of eve.

Allowing Caps to use Star gates? Good. I agree with this as well.

Cool down timers on jumps to reduce the number of jumps a player can make in a week, that also end up being incremental over time? - no, this is the part that I think goes too far. I understand the need to change how jumps work, and to make hot-drops less effective and not be as common a tactic, but this goes too far. Compensating is good, but overcompensating is not. Perhaps the Jump Drive should initiate a combat timer instead, preventing the ship from docking or using a stargate for one minute. This would mean you need to cap-bost in between jumps or keep your JD Capable ship in space for 1 minute.

In addition to the Combat timer, perhaps a cool-down should also be applied to Region jumps, similar to jumping through the same wormhole twice, to reduce the amount of long distance travel and hot dropping. a kind of "Hull Polarizing Effect" that prevents you from jumping with your Jump Drive out of Sinq-Liason for a certain amount of time (30 Minutes? 10 Minutes?) thus making region based attacks easier, but Long distance travel more difficult. To me it makes sense, different regions having different effects on your ships hull and navigation system… a navigation recalibration timer for region jumps may also benefit slightly.

I also agree with some of the other people on the forums, an increase to Nullsec would be another fix, especially with the JD range changes.

As for the clone changes? About damn time.
Soldarius
Dreddit
Test Alliance Please Ignore
#518 - 2014-10-01 18:37:45 UTC
Coldheart Jones wrote:
Welp in before Jita riots v2, another few thousand players unsubbing and ccp having to Fire off another portion of their Staff so they can just continue to run this game into the ground :)

also im selling My capitals anyone intrested?


Dude, you would have to actually be in hisec to Jita riot. No one that lives in hisec is even going to notice. There will be no Jita riots.

I seriously doubt the loss of a couple hundred accounts, or even a thousand, is going to kill eve.

Hell, even 5 years ago you could roam nul or losec and get fights without worrying about PL/BL or whomever hotdropping your fleet because they weren't in the area. Now there are so many capital pilots and ships that no matter where you are, if there is more than 5B isk on the line, you are virtually guaranteed to get some bored capital involvement in your fight.

Also...

AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHHAAHAHAHAHAHAHAHAHAHAHAHAH

To all of you saying CCP are killing nulsec, open your eyes. You killed it with your constant interference, "e-honoureable 3rd-partying", hotdrop fuckery, non-interferenece accords, and rental empires. Welcome to the house that YOU built.

http://youtu.be/dxytyRy-O1k

http://youtu.be/YVkUvmDQ3HY

Katrina Bekers
A Blessed Bean
Pandemic Horde
#519 - 2014-10-01 18:37:49 UTC
Came for the tears.

Not disappointed.

<< THE RABBLE BRIGADE >>

Andski
Science and Trade Institute
Caldari State
#520 - 2014-10-01 18:38:04 UTC
Celldoom wrote:
Honestly this feels really bad. "Jump fatigue"? machines don't get tired...


go put a cinder block on your car's gas pedal with something set up to continually feed gasoline into it

see how long it takes for your engine to explode

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar