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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Bamboozlement
Caldari Provisions
Caldari State
#1201 - 2014-10-01 20:52:09 UTC
Laboratus wrote:
Congrats to CFC for winning the game.
Blue donut FTW!
After this batphones won't work and only the largest entities can muster large cap and supercap entities as others can't concentrate forces.

As for other secondary effects this will have on the game.
Basic living in 0.0 will go down the drain. Did your daily setup involve traversing a jump bridge?
Tough luck buddy, go through it twice and that ends your game time today.
T2 production? Sorry friend. Can't move missing parts from other regions in a reasonable manner anymore.

Cool downs as game mechanics are bad gameplay and should be avoided.
However if you feel the need to use them for Pete's sake, put a hardcap of 40min or something in there so that people have a reason to stay online after moving 2 jumps.


Enjoy your no-content and more and more small pvp entities like PIZZA will spawn around you, if you call that winning then yes you'll win.

LolLolLolLol

I have a Ph.D

Nazri al Mahdi
Federal Navy Academy
Gallente Federation
#1202 - 2014-10-01 20:52:21 UTC
From now on CCP, when making a change, ask yourself if the change makes the game more tedious. If the answer is yes, trash it. This game cannot stand more tedium - you forget that the players are not paid to play. Life is tedious - games should never be.

Do NOT nerf jump freighters. You are basically taking a dump down the throats of every logistics pilot in the game, and I know I speak for all of us when I say that we've already had enough. If anything JF range should be buffed so us logistics pilots can spend at least SOME time having fun in eve.
Nagarisai
Deep Core Mining Inc.
Caldari State
#1203 - 2014-10-01 20:52:23 UTC
Gillia Winddancer wrote:
Smuts Mcnasty wrote:
Gillia Winddancer wrote:
Nagarisai wrote:
bp920091 wrote:
Congratulations CCP, you've made Stain and just about every single NPC 0.0 region uninhabitable.

Good job, I couldnt have created a faster way to kill smaller groups if i tried.



totally agree from your brothers in venal!, you will cut us off logistically from the rest of new eden.........i just dont know what to say.........theres gotta be a better way that this??


Thought that there were lots of ways already. Interceptors, deep space transports, convoys....you know, all the things that the stone-age players from around 2006 used?




Yeah great now we can provide more kills for goon pets awesome idea you should try it some time.


Somehow I think that goon pets are going to be busy with a lot of other things for quite a while after this change hits EVE...


well if they are wiped out, or struggle, then whoever else takes the power vacuum, was the old Northern Coalition before goons, and band of brothers before that........and all their various pets etc etc
Obsidian Hawk
RONA Midgard Academy
#1204 - 2014-10-01 20:52:27 UTC
I would like to remind people of player stargates that are coming soon. Linking key loints of you null sec empire closer together so you can jump you caps faster

Why Can't I have a picture signature.

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

ScheenK
StatiC Ex.
Ninja Unicorns with Huge Horns
#1205 - 2014-10-01 20:52:45 UTC
These changes are just so bad, I didnt think it was possible to read such lolz. Not that anyone cares but I just returned to eve from taking a break, getting RL things done, the next reason I leave Eve will not be a simple break, it will be this. There are far better workarounds for the issues at hand than this absolute garbage.

The Cyno, limit of players jumping through to it sounds good, lets do that. or

Jumping to a diff region and putting the fatigue/timer based on that, lets try that

Skaz
Skazmanian Industries
#1206 - 2014-10-01 20:52:51 UTC
m'kay

I see how this can play in favour of other planned/discussed changes like the sov system, but I think this will be a bit of a rough patch in the short and even medium term for players.

deep nullsec will be with these changes "as propose" effectively sealed off from newer players/corps/alliances, battles will change drastically until people adapt. I'm guessing a lot of local groups and caches will be seeded.
And lowsec will get....interesting in the chinese sense.

I'm not saying all of this is bad. I really want to see how this plays out, but I don't get the feel that this has been properly gamed out by CCP.

-... ..- -.-- / -- -.-- / ... - ..- ..-. ..-. / --- -. / - .... . / -- .- .-. -.- . - / - .... .. ... / ... .. --. -. .- - ..- .-. . / .. -.. . .- / .. ... / ... .... .- -- . .-.. . ... ... .-.. -.-- / ... - --- .-.. . -.

RafisH
Caldari Provisions
Caldari State
#1207 - 2014-10-01 20:52:52 UTC  |  Edited by: RafisH
CCP Greyscale wrote:
Ncc 1709 wrote:
Will cyno jammers stop caps jumping in through your gate?


Nope, that's what bubbles are for.





so bubbles prevent you from jumping through gates?

this isnt funny anymore ...

btt

-for what did i train my chars years to fly caps at all?
-i dont want to travel for hours in tidi!
-i dont want 0.0 logistics anyways!

and you see this as new content creator? where people dont want to move their **** at all?
if this is the jesus feature, you can stick it up y..........
Mona Zoid
School of Applied Knowledge
Caldari State
#1208 - 2014-10-01 20:53:05 UTC
If CCP have problem with 4000 ppl fights just set hard limit to 1000 people in a system and stop doing such awesome workarounds...
Axhind
Eternity INC.
Goonswarm Federation
#1209 - 2014-10-01 20:53:23 UTC
Bienator II wrote:
CCP Greyscale wrote:

Nova Fox wrote:
So...

1. Jump Ship
2. Clone Exits Ship
3. Fresh Clone Enters Ship
4. Jump Ship
5. Exited Clone Body Jumps Home
6. Rinse Repeat Until destination.


The actual logistics of doing this for a reasonable range of target systems are sufficiently involved that we do not expect it to happen in practice.

nobody would ever put a pos into a WH because ~effort~?

edit: the fix is probably to make the timer stick to the moved asset AND the body



Ships are far cheaper than accounts. I realise that CCP is desperate for more € and is trying to force their current customers to get more accounts but at some point things will break.
Tennebrae Umbrascen
Cerulean Dynamics
xXPlease Pandemic Citizens Reloaded Alliance.Xx
#1210 - 2014-10-01 20:53:29 UTC
While the UI elements for displaying current fatigue/CD are nice, would it also be possible to add some sort of element to the jump location dropdown that would display projected jump fatigue after jumping to that location? Or at least giving an option/column to sort by in regards to that in the capital navigation section?
Pavlakakos
W.A.S.P
Curatores Veritatis Alliance
#1211 - 2014-10-01 20:53:59 UTC
Lecksi wrote:
I'm looking at the bright side. My 25 paid monthly reoccurring accounts will be going down to 3 if I even keep playing.


I don't see this helping null sec. Its going to make it so hard to get anywhere no one will bother.



WOW! 25?!?!?!?

Here are some tips for you...

If you walk out the door and see a bright shiny ball above... fear not. It's called "Sun"......

.....and yes, the true color of the sky is blue.
Jessica Duranin
Doomheim
#1212 - 2014-10-01 20:54:35 UTC
Laboratus wrote:
Congrats to CFC for winning the game.
Blue donut FTW!
After this batphones won't work and only the largest entities can muster large cap and supercap entities as others can't concentrate forces.

Yes, please concentrate your forces. That way small entities can freely take your space because your entire fleet is at the wrong end of the galaxy.
David Magnus
#1213 - 2014-10-01 20:55:00 UTC
CCP Greyscale wrote:
Tenguboi wrote:
CCP Greyscale can you confirm this will affect anchroed jumpbridges too?


Yes, it will.

Two step wrote:
A couple more questions (and thanks for replying to my first comment):

1) In the past you guys have said that CCP will be attempting to measure the effects of changes that have been made to evaluate the change. What criteria will you be using to measure this change? What measurable things will you be looking at to decide if this change was good or bad?

2) POS jump bridges are supposed to be a reward for holding space. Shouldn't there be some sort of reduce fatigue from using them vs using a titan bridge? Otherwise, why would sovholding alliances build and pay for them?


1) Don't have that to hand atm.

2) "Supposed to be"?

If an alliance wants to rip down all its bridges and just use titans, best of luck to them.



On the one hand you have tiericide trying to make no modules worthless, on the other hand you answer that you are ok with making game mechanics useless.

Two Step asks two very decent question here, your answers are a bit scary.

http://soundcloud.com/davidkmagnus/fight-us-maybe

http://soundcloud.com/davidkmagnus/winterupdate

http://soundcloud.com/davidkmagnus/supercaps

http://soundcloud.com/davidkmagnus/pandemiclegion

Alice LaMarke
Center for Advanced Studies
Gallente Federation
#1214 - 2014-10-01 20:55:07 UTC
So lets see, there is a possible fight happening in neighboring region 25 jumps away, lets spend two hours moving subcapital fleet in TiDi there, the fight in the end doesnt happen, lets spend two hours going back.

So what happened there?

You have three hundred annoyed, bored players that spent their whole evening doing nothing interesing or fun. Lets do that again in two weeks.

Fixing supercapital power projection by f*****g over everyone in nullsec is not the way.

Seriously, this devblog feels like highschool essay that must have atleast ten pages, done by fifteen year old, high on weed and their sixth redbull at three in the morning on the deadline day about a topic they saw one tumblr post about.
Axhind
Eternity INC.
Goonswarm Federation
#1215 - 2014-10-01 20:55:09 UTC
Mona Zoid wrote:
If CCP have problem with 4000 ppl fights just set hard limit to 1000 people in a system and stop doing such awesome workarounds...


Or even better. Introduce instancing. Each region is it's own server. That would remove the power projection and evil blocs!
FusionProGamer
Universal Fleet Operations
#1216 - 2014-10-01 20:55:28 UTC  |  Edited by: FusionProGamer
CCP you do know that this will only hurt small groups as much if not more then large ones right? On top of that what capital pilot would ever use a gate unless he is with a massive fleet. No Cap or super pilot in their right mind would even consider that as a option period.

I like the out of the box thinking and these ideas aren't necessarily bad. You guys are just implementing them on to large a scale. Reduce the timers and increase the range and it will work a lot better. Hot Drops will be a pain to do and you wont be crippling logistics and Super use. Changes should be meant to improve not cripple.

P.S I like the change to death clones. It's not a big issue but one that I feel should be fixed or at least attempted to be fixed
Bamboozlement
Caldari Provisions
Caldari State
#1217 - 2014-10-01 20:55:52 UTC
Mona Zoid wrote:
If CCP have problem with 4000 ppl fights just set hard limit to 1000 people in a system and stop doing such awesome workarounds...


Won't fix the stagnation, won't fix the big groups bullying small/newcomers in an extreme risk-averse way, won't fix the lack of content with easy logistics, etc.

Remember when eve had no JF?

I have a Ph.D

KatanTharkay
Federal Navy Academy
Gallente Federation
#1218 - 2014-10-01 20:55:54 UTC
Members of the BotLRD non aggression pact, please don't complain too much, your supers weren't seeing much action anyway. This is a harsh move from CCP's part, but I believe we will adapt. This will create capital bottleneck systems where you will be able to use your supers much more than you are using them now.
With the logistics change, probably T1 ships will start being produced locally.
Lando Cenvax
The Nose Picker Clown Group
#1219 - 2014-10-01 20:56:19 UTC
Wow... this is ******** in so many ways.
Seriously... if you guys want to slow down capital deployment or nerf hot drops, use other mechanics. These timers are by far the most stupid way to achieve this goal. By far.
Cyno-Time-delay depending on range between Cyno and Ship would be another solution. 1-2 Minutes time-delay per light year (reduced by skill). For 13 LYs that would mean 13 to 26 mins to lock on to the cyno. Time in which the Cyno is vulnerable. Fair enough. No complex timer involved...

But nerfing range is a damn stupid idea... You guys do realize that this will require a lot more cynos or will every null/low-sec NPC Station now have a built-in cyno?
My typical jump-distance is 7,4LY which I use for hauling stuff. This will not be possible anymore after this ******** change. At least not without another Cyno. My fuel-efficient carrier does 6,5LY without skills and now you want to nerf that down to 5LY AFTER skills? And no, as "the small guy" I can't afford a Jump Freighter.

You guys want to fix null-sec? Please go ahead... but not by nerfing jump drive travelling. Travelling in EVE is already enough pain in the arse.
Yuri Thorpe
Volatile Restability
PURPLE HELMETED WARRIORS
#1220 - 2014-10-01 20:56:54 UTC
Now they just made 300 man carrier spidertanking slowcat fleets something that can now roam...

Oh boy, cant wait for that