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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Sered Woollahra
No Fixed Abode
Solyaris Chtonium
#1761 - 2014-10-01 23:05:02 UTC
So CCP saw it fit to kill off Blops...

...but afk cloaky camping remains perfectly viable.

Good job, CCP, good job..

Blops can be avoided and countered: be alert, stay aligned et cetera. There's no viable counter measure against cloaky camping. Please explain why killing off blops is a good thing, instead of killing off cloaky camping?

Obsidian Hawk
RONA Midgard Academy
RONA Directorate
#1762 - 2014-10-01 23:05:09 UTC
Ok so here is the tl;dr of constructive ideas.

Have a fatigue cap. Make it 2-5 hours or something.

JF range should be increased.

Cool down on fatigue should be .25 instead of 1.

Fatigue should scale based on the size of the capital, not a flat rate.

Jump range should be between 6-10 light years.

Additional skills to speed up cool down timer on fatigue.

Why Can't I have a picture signature.

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

Edgarr Friendly
Brave Newbies Inc.
Brave Collective
#1763 - 2014-10-01 23:05:14 UTC
This sounds like they are bringing the worst parts of a free to play MMO (cooldowns timers, etc) and including it in a subscription based MMO. I wanted to move to nullsec at some point but being in a small corp This will make it really hard to get in and out.
The Fork
Clever Use of Neutral Toons
#1764 - 2014-10-01 23:05:17 UTC
Oh if they gonna be able to use gates why dont you enable them to dock in stations?
So players can store them before they leave this game.
Allison A'vani
Native Freshfood
Minmatar Republic
#1765 - 2014-10-01 23:05:45 UTC
gascanu wrote:
CCP Greyscale wrote:

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.

It's going to have a significant impact, to be sure, and that's something we need to keep an eye on. At the same time, though, people built T2 ships and modules before jump freighters existed, so we're somewhat skeptical of the argument that that T2 construction is impossible without JFs.

really? really???
do i need to remind you that before JFs existed you where able to move 60k-90k m3 of stuff with a dread or carrier?
do i need to remind you that when you first introduced the damn jfs, no one was really using them? that you guys had to do a number of nerfs on carriers and dreads so that ppl will finally start using jfs in large numbers?

and now you are telling us this crap? where you even working at ccp when that change happent?

Grayscale, do you not remember that t2 ships cost 10x as much as they do now for this very reason?
Gladiators of Rage
Goonswarm Federation
#1766 - 2014-10-01 23:05:51 UTC
Aryth wrote:

It actually works in the opposite way right now. Defenders have a massive advantage with current mechanics. Those who own SOV today and can reasonably respond within a few days can easily hold it if they want.


Yep, for now defenders will have the up hand but CCP is just starting to change 0.0 mechanics. Give it time to see what comes next.

For now the renter empires are just dead. The Big renter enthities like NC. and PL just dont have the numbers to be everywhere at the same time.

The CFC alliances far away from the main cluster will also find them selves pretty much alone to face an attack from some other alliances looking to take some land. Today like it is, these 2 situations would be pretty much impossible to happen.
Skyjack industries
#1767 - 2014-10-01 23:06:19 UTC
WOW, what a bad move.

Can we at least have a module that increases jump drive distance ? only able to be fittted to carrier / JF / Rorq ?

Maybe something that you could stack, but was too big to have more than 2 in a carrier fleet hanger. Or even if it was just able to be fitted to logistic ships. then at least we would have a choice of distance / tank / cargo capacity
Aleks Cave
#1768 - 2014-10-01 23:06:25 UTC
WTS Pacifiers, 250m per pacifier

Zel Juk
#1769 - 2014-10-01 23:06:28 UTC
Most of the tears in this thread seem to be a general knee-jerk fear of change,

No one has any idea how these changes will pan out once implemented. Everyone saying they do is either lying, talking out of their arse, or a total idiot.

Many eve players spend vast quantities of their time and effort complaining that CCP have been reluctant to make big changes, preferring tinkering and balancing, which is a valid point.

CCP have come up with a fairly ballsy change that will certainly change things. For good or bad (I'll say again WE HAVE NO IDEA) cudos to CCP for having the balls to make dramatic changes to EVEs greatest asset, that unfortunately have been rendered safe and predictable.

We all need to get over Incana. We have to let CCP make the changes they feel are necessary. They are some of the few people involved in this game who do not have a personal interest in a set of specific game mechanics. I'd sooner listen to them than a bunch of nulbear shills just reacting without considering the game as a whole.

I know things will eventually slide into another comfortable predictable formulaic nul-sec, but it'll be interesting for the months when everyone is still working it out, at the very least.
Builder AlphaOne
Deep Core Mining Inc.
Caldari State
#1770 - 2014-10-01 23:06:42 UTC
84 pages and counting. Looks like the scowls lead the grins by at least three to one.

toward the end, one poster finally got the effect on logistics right -- when you can't resupply most of null by jumping out there with a JF, your coalition or alliance will find it NECESSARY to control both sides of the few star gates that allow you to control your supply line.

For example: HERO will absolutely have to control both HED-GP and Keberz. They'll literally have to have capital ships and fleets of subcaps pre-positioned in both systems to fight -- because without that control, they can't resupply themselves and that would mean that they're dead.

Get out the universe map and check to see how many null regions can actually be reached by any jump of less than 5 light years. Dang few.

Then count the number of places where a long range star gate connection makes it possible to get out to null -- EVERY ONE of those system pairs is going to become a battle zone -- practically all the time.

Having entry and egress to null controlled by the biggest coalitions will absolutely KILL all of the smaller outfits in null. They'll be unable to resupply at all; they can dock only in NRDS and NPC regions already and thus are cut off from the markets.


And for you ccp supporters in this -- I remember when Fountain had only two ways to get in and the Fountain Alliance gate camped both of those entry ways 24/7. And that was before a large mobile warp disruptor could be plunked down to cover the entire 15km radius sphere of anyone jumping in. Who'll be able to get through at all when those bubbles are protected by 50 or more guys 24/7?? a few interceptors, maybe. Won't matter if a cloaky SB manages to sneak in -- because the range of a blops drop isn't long enough to get any substantial force in behind them.

Null will become more the exclusive province of the huge alliances and the small guys will be squeezed out of even Great Wildlands.


in math terms, reducing JF range like this will severely reduce connectivity between regions. That focuses traffic and value into the far fewer connections left. Which will, of necessity, lead to incessant fighting in those connections, which will be won by the people who can bring in the largest forces. Which surely isn't the smaller groups.

Recommendation -- back to the drawing board for CCP and CSM.

-- older than dirt. older than EVE, too.
Bradford Clear
Anomalous Existence
Wrong Hole.
#1771 - 2014-10-01 23:07:04 UTC
So I'm slightly happy about the changes. Only if I can DD people in low sec. Everything else is stupid about the patch lol. Jump fatigue... Now I'll need 20 Titan pilots to bridge my fleet around.

Join : Bradford's 3rd Party Channel For all third party Services, and check out my thread.

Forum Link

Marc Durant
#1772 - 2014-10-01 23:07:46 UTC
I bet the 0.0 sock puppet CSMs are lobbying like mad atm.

Yes, yes I am. Thanks for noticing.

Ganja Labs
#1773 - 2014-10-01 23:08:27 UTC
So what about people who live in 00? what kind of bullshit is this to the people who live deep in nullsec? how are they supposed to move anything around? What about those that live in the npc nullsec?

First you make it cost more to do jumps now your going to cut our jump range by a third and add a timer...

Do you people even think?
Kun'ii Zenya
Goonswarm Federation
#1774 - 2014-10-01 23:08:34 UTC
Innominate wrote:
Dear CCP,

Why do you keep letting Greyscale work on nullsec mechanics? No CCP developer has a longer and more storied history of making bad changes to nullsec. He has no understanding of why nullsec works the way it does or how a given change will affect it. Worse, he seems to believe that he does.

These changes make power projection more painful and a bit slower, again promoting those players willing to endure the worst Eve has to offer. They successfully stop the fast reaction capital fleets from crossing the galaxy but at a great cost to everything else in nullsec, and have little effect on the ability of capital fleets to show up on a schedule.

These changes are not the power projection nerf advertised. They are being used to backdoor revamping nullsec into some 2005 era "freighter escort ops" vision of nullsec that nobody wants except for the people who want to see nullsec dead.

Can someone maybe convince Riot to hire Greyscale for the sake of Eve?

I have to say the idea of trying to break up the existing power blocks by making it harder to simultaneously both attack and defend strikes me as a bad idea.

Making logistics harder for the deeper regions of null also strikes me as a bad idea too. To live there the people will need to have some sort of agreement in place with those who control null closer to empire to secure both their imports and exports.
Sons of Sylph
#1775 - 2014-10-01 23:08:41 UTC
Aleks Cave wrote:
See, all you fekkers make fun of Proviblock...


Damm panzies!

Nope. We actually love the idea of fighting BNI on even terms, without the PL batphone dropping 20 supers to save them :P

Besides, provi borders hisec. Less than 5 LY :P
Retar Aveymone
DJ's Retirement Fund
Goonswarm Federation
#1776 - 2014-10-01 23:09:05 UTC
Summer Isle wrote:
FalconX Blast wrote:
This thread is some of the best content generation to come from CCP :-)
This dev blog has increased the CFC smug to dangerous levels, our egos really didn't need this buff, but thanks! Twisted

CFC / Goon opinions are actually quite split, with some screaming bloody murder and threatening to unsub, while others claiming that it only reinforces their dominance.

to be fair our intelligent enemies are agreeing this reinforces our dominance

it is not just us saying it
Melissa Redoran
#1777 - 2014-10-01 23:09:09 UTC  |  Edited by: Melissa Redoran
Guess it may be time to rethink the tradehub structures in eve...
...maybe moving into locations at the outer boundaries of highsec so traders could get easily deeper into null at every direction
could give the whole market a new landscape

market is in chaos anyway these days

interesting possibilities
dont know what to think about that whole thing, yet
Kun'ii Zenya
Goonswarm Federation
#1778 - 2014-10-01 23:09:34 UTC
zentary wrote:
So what about people who live in 00? what kind of bullshit is this to the people who live deep in nullsec? how are they supposed to move anything around? What about those that live in the npc nullsec?

First you make it cost more to do jumps now your going to cut our jump range by a third and add a timer...

Do you people even think?

So while you wait out your timer you can go play other games, and who knows you might find one you like even more than Eve...oh wait, was I not supposed to say that?
Aleks Cave
#1779 - 2014-10-01 23:09:38 UTC

CCP Nullarbor
C C P Alliance
#1780 - 2014-10-01 23:09:51 UTC
FYI jump fatigue and jump activation timers will NOT be affected by TiDi. They will also continue running during downtime or while an account is lapsed.

CCP Nullarbor // Senior Engineer // Team Game of Drones