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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
PineappIe King
Brutor Tribe
Minmatar Republic
#661 - 2014-10-01 19:02:18 UTC
Honestly, why would I even keep playing the game with these changes?

What you propose is horrible.

Please go back to your design board and come up with a good concept!!!!
lolcorpholder alt
Aliastra
Gallente Federation
#662 - 2014-10-01 19:02:20 UTC
Cr Turist
Arcana Noctis
#663 - 2014-10-01 19:02:23 UTC  |  Edited by: Cr Turist
how about a fixed cool down timer for capital jumps say 5-10 mins. forget this silly 5ly thing and all this other madness your talking about. its quick its easy it makes sense.

this is really just to far. even if 1/4 of this gets implemented the fact that you would post something like this to your subscribers is just insane.

know your player base. i agree changes are needed in fact i agree that power projection needs to be addressed but this is just negating any form of it.

and what about deep 0.0 towers? what about moving moon goo (t2 production), what about stocking a system with ships and items? what about capital and supercap builders? how about moving services like blackfrog.

CCP to even suggest this is a insult to your players.

and to say none of this is open to discussion. we went down that road didnt we?
Monica Selle
Republic University
Minmatar Republic
#664 - 2014-10-01 19:02:26 UTC
Taram Caldar wrote:
Jump Freighters and Rorquals should be exempt from the range changes. This will severely hurt logistics, especially for folks living in deep 0.0, otherwise.


CCP Please. I imagine public freight services will likely have to stop servicing large portions of nullsec if you nerf JF range.
Ah Muzen Khab
Doomheim
#665 - 2014-10-01 19:02:32 UTC
Yesssss! Big smile

Burn nullbears, BURRRN!
Lord TGR
Brutor Tribe
Minmatar Republic
#666 - 2014-10-01 19:02:33 UTC
CCP Greyscale wrote:
Sentinel Eeex 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.


I really know very little about sov mechanics, but if I take your station and don't revoke your clone contracts (assuming that's possible), how exactly are you going to leave that station?


...good point. Adding to the to-look-at list!

Let us change the clone to a hisec station, but not lowsec/nullsec, voila. You can leave, but you can't deathclone across the universe and be in a staging system in a few seconds, you still have to actually MOVE to get there.
Valleria Darkmoon
Imperial Academy
Amarr Empire
#667 - 2014-10-01 19:02:42 UTC  |  Edited by: Valleria Darkmoon
I originally suggested something similar to this but I had left out the ability for capital ships to use gates very much on purpose. The reason for that is that if you allow caps to use gates you will start to see them supporting gate camps knowing they can deagress and jump. At the very least keep supers unable to use gates in low sec as they are so hard to tackle there anyway it's unlikely you can jump with them and tackle them on the other side using a HIC at literally a minute's notice. At least in null sec dictors are built into most fleets meaning they probably could hold a super on both sides of a gate at once. Additionally a small group of Black Ops presents a considerable danger to a Dread or Carrier being killed before they can deagress, that same group will not threaten a supercap in the same way.

My suggestion was just simply a 10 minute timer after a drive or bridge jump where you can't jump again except by using a stargate meaning you will have to stay in system if you are a capital. Opens up windows for spies to whelp capital fleets as well if they know your forces are divided and waiting out their timers.

Your ability to move in EVE has a direct impact on other entities' ability to carry out operations but there's danger in erring too far on either side of the movement speed question. Right now movement is too fast which leads to stagnation because any number of reinforcements can show up far too quickly and skyrockets the risk involved in starting any fight. If you make movement over distance too slow then stagnation results from the fact that not everyone plays 8 hours a day and simply won't be asked to go any reasonable distance from their home systems.

Reality has an almost infinite capacity to resist oversimplification.

Lyris Nairn
Perkone
Caldari State
#668 - 2014-10-01 19:02:43 UTC
I'm loving these changes.

We just need to toss some money at incentivising people to help newbees get to Deklein.

Our fortress becomes impregnable and we get to start including capitals with subcap fleets.

Yaay.

Sky Captain of Your Heart

Reddit: lyris_nairn Skype: lyris.nairn Twitter: @lyris_nairn

SuperSpy00bob
North Eastern Swat
#669 - 2014-10-01 19:02:50 UTC
Just make moving your clone follow the same mechanics as setting a jump clone (ie have a time-out as required my the infomorph skill)
Warde Guildencrantz
Caldari Provisions
Caldari State
#670 - 2014-10-01 19:03:13 UTC
Come phoebe you people will all tremble in fear of the mighty battle rorqual fleet! In terms of lowsec, I have zero complaints. There were too many large groups dropping all over lowsec in what could have been nice small scale fights. These changes allow safer roams, less one-sided cyno hotdrop scenarios, and bring out the potential for good old small gang pvp. Black ops remain largely intact, being a great fleet doctrine with completely reasonable weaknesses.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Andski
Science and Trade Institute
Caldari State
#671 - 2014-10-01 19:03:36 UTC
With these changes, the west is practically guaranteed to be held by us until either our organizational structure collapses or the servers die. But apparently it's ~goon tears top kek~

Twitter: @EVEAndski

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

Bolur Freir
Brutor Tribe
Minmatar Republic
#672 - 2014-10-01 19:03:42 UTC
Jump range is not the problem with capital fleets, the main problem is that there is no counter to super capital fleets other than a bigger super cap fleet. If you fix that imbalance none of these changes are necessary. What you have just makes it more annoying to move capital fleets to a fight, it doesn't change the outcome of the first reinforce timer that the fleet is going to, they just need to form up sooner.
bp920091
Black Aces
Goonswarm Federation
#673 - 2014-10-01 19:03:52 UTC
CCP, have you even considered the effect this will have on the T2 market?

This will do nothing but drastically decrease supply on crucial R8/32 materials, and as a result, prices on all t2 ships/mods go up to an inimaginable degree.

Perhaps you have fond memories of when a covert cloak was 110m when BOB controlled everything, but the rest of us like to think that we're past that.
Tuska Rich
School of Applied Knowledge
Caldari State
#674 - 2014-10-01 19:03:53 UTC
Very, very good news.

More funfleets in subcaps with my main and I can cancel my two capital accounts because they become useless.

Win win, nice done CCP!


Jessica Danikov
Network Danikov
#675 - 2014-10-01 19:03:57 UTC
X ATM092 wrote:
JFs and Rorqs are getting a 90% reduction to fatigue for obvious reasons, they're logistical ships not a part of power projection which are likely to be doing a lot of back and forth. However you need to add regular freighters to that list because you don't need a jump drive to get jump fatigue, being bridged gets it too. Please add, I'm reasonably sure it's an oversight but if it's not then it needs some explaining.


By that note, should be extended to all industrial ships that may jump bridge or whatever.
Axhind
Eternity INC.
Goonswarm Federation
#676 - 2014-10-01 19:04:01 UTC
Now that we know what CCP plans to do about its declining economy could we get a devblog about how you plan on fixing 0.0 sov?
Jenn aSide
Soul Machines
The Initiative.
#677 - 2014-10-01 19:04:23 UTC
Makari Aeron wrote:
As it stands, I believe this plan, while interesting is going to kill off T2 production in EVE, especially nullsec. There is no possible way to move large quantities of moongoo easily anymore.

This also means that normal cynos in space are going to be extra vulnerable. HOWEVER, this will significantly reduce hotdrops....so that's a plus of sorts.


Reducing the number of hot drops in a game whose economy depends on ships going boom is not and never can be a good thing. CCP is making a bad move here, it remains to be seen how long after it's implemented for this to sit in with them. I expect 'un-nerfs' within 6 to 12 weeks of this change.
Lady Cuno
HGB Corporation
#678 - 2014-10-01 19:04:36 UTC
Dear CCP

plz remove Capitals from the so called "sandbox". This is better than this changes !

If this comes to eve - i quit.



Lyris Nairn
Perkone
Caldari State
#679 - 2014-10-01 19:04:44 UTC
Samahiel Sotken wrote:
Lyris Nairn wrote:

Just deploy ships to each of the CFC FOBs like you were supposed to be doing all along. Every pilot in the CFC should have CFC doctrine ships and jump clones already in FOB North (previously VFK, now YA0), FOB West (F2OY), and FOB South (4-EP). In the event of a deployment, you jump clone to your cache of ships. If you don't already have your clones and ships in order then take the time leading up to the patch to get them staged.


Thanks to our forever wars I have jump clones, interceptors, and battleships in a arc from Curse all the way around to Geminate. I don't think people have realized CCP just handed the CFC New Eden on a silver platter.


Judging by all the "SWEET NULL BEAR TEARS :twisted: :twisted: :twisted:"-style comments in this thread I am guessing that people are completely unaware of it despite me going out of my way to post to the contrary.

Sky Captain of Your Heart

Reddit: lyris_nairn Skype: lyris.nairn Twitter: @lyris_nairn

Bamboozlement
Caldari Provisions
Caldari State
#680 - 2014-10-01 19:05:49 UTC
Andski wrote:
With these changes, the west is practically guaranteed to be held by us until either our organizational structure collapses or the servers die. But apparently it's ~goon tears top kek~


Enjoy your nocontent go rat in you're ishtar goonie. LolLolLolLol

I have a Ph.D