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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Metal Icarus
Star Frontiers
Brotherhood of Spacers
#3321 - 2014-10-02 14:44:55 UTC
I think these changes are great!

Even if it means that there will be no low-sec in range of Curse due to that huge gap between Doril and Sendaya. Closest lowsec system is 5.0029 Ly away.

Harder for anyone to resupply, including myself, yes..... Better for Eve, Yes.
Serendipity Lost
Repo Industries
#3322 - 2014-10-02 14:45:03 UTC
Dalia Rensini wrote:
Longdrinks wrote:
looking forward to these changes :yes:


Here we go, congrats, all you gonna get is more PASTA like gate camps in null sec, how does this improve chances of smaller alliances to get into sov null?

All this change does is make people jump and go play another game or watch TV while their cool down expires,
do you actually want people play your game or you prefer us to sit in stations and spin while waiting for some timer to expire????



Current Eve:
Play other games, watch movies.
Wait for sov timer to count down to 40-60 min
Get in super fleet
Teleport to timing device
Win
Teleport home
Go back to playing other games etc

Post Fatigue:
Get in super fleet
Not teleport to desired location
Get fatigue timer
play other game
get fatigue timer
play other game
arrive at destination
win

The fatigue takes away the win now and go back afk practice that just sux for folks trying to play the game. Just imagine owning a vast empire. It would really be not good if you 'owned' a vast empire. Add in a bunch of midpoints where your super fleet can get pecked away in route and suddenly eve is on the comback to it's glorious past. Explosions everywhere. It may become a pvp game again.

Couple this with no change to NPC stations in null (jump clone work around prevented) and eve has a fighting chance.

SaWeeeeet!
Iece Quaan
Deep Core Mining Inc.
Caldari State
#3323 - 2014-10-02 14:45:09 UTC
Just shelve this and do the occupational sov changes first.

Jump distance nerfing won't shake up the map when you still have to have supers to grind dominion sov.

What you want is to implement a system that will normalize the map to occupation WITHOUT PLAYER INTERVENTION, creating a space that other players can take advantage of- without having to leverage supers in order to do it.

If occupation sov goes in, and players can take vacant space without having to use caps to do it- THEN, and ONLY THEN, look at power projection. Because who cares who can super blob whom when no one is deploying them to take vacant space?
Skia Aumer
Planetary Harvesting and Processing LLC
#3324 - 2014-10-02 14:45:21 UTC
Ravcharas wrote:
Yroc Jannseen wrote:
I seem to recall CCP Seagull talking about the importance of "enablers", small groups of players that "enable" other players to enjoy the game. Well your JF/Rorq pilots are certainly in those groups.

I seem to remind people all too often that the end of that quote from Seagull was "we kind of have a history of treating these people like... ****"

Everything old is new again, indeed.

+1
Bravo!
Baali Tekitsu
AQUILA INC
Verge of Collapse
#3325 - 2014-10-02 14:45:36 UTC
Varos Kang wrote:
So here's something I think nobody has talked about yet. It's not huge, but it's an interesting consequence of the math they are using for this. If a pilot lets their fatigue value drop to 1 (not zero) it will no longer have an effect on their new fatigue value. Further, if it is less than 1 but over zero, it will actually make the new timer shorter than it would otherwise be. I'm assuming CCP has thought of this already and made it not happen, but I haven't found anything in writing about it.

An example:

Varos Kang jumps his non-existent carrier and accrues some fatigue. Nobody cares how much because that's not the purpose of the example. He waits until it is sitting at 0.2. He then makes another 5LY jump, bringing his new fatigue value to

0.2(1+5) = 1.2

Varos is very happy, because this is much less than the minimum he would have gotten if his fatigue was decayed to zero. He is also very happy because he somehow made a jump to another system without being able to use any jump-capable ship. :)

Seriously though, if this loophole in the math isn't already fixed, it needs to be. If I'm somehow missing something here, sorry to have wasted your time. Carry on as if you were normal.


If you have no fatigue you gain a minimum fatigue of 1+jump distance, that was explained in the dev blog.

RATE LIKE SUBSCRIBE

Armagast Sin Truth
Blackstone and Fairfield Transuniversal
Sentinels of Sukanan Alliance
#3326 - 2014-10-02 14:45:55 UTC
My First Post So be Gentile (Naw that won't happen) Ok, having just read the description of the proposed new Jump Fatigue system I have one obvious question.

Instead of one pilot working up a large fatigue Index over 50 jumps, whats to stop large well organized groups from using relief pilots - say every 10 light-years - to pilot a ship in relays, so that every jump is just like the first? After all the goal of force projection is to get the Ship to its destination NOT the pilot.

Absent things I am unaware of (very high probability of that) it seems that large groups with many jump capable pilots could still be able to out project smaller groups that may have only one jump capable pilot. OR to get long distances in a short time without fatigue being a factor, just because they are a large group.

PS I don't have or use jump ships so I don't have a Dog In This Fight Yet, Just an Observation.
Milla Goodpussy
Garoun Investment Bank
#3327 - 2014-10-02 14:45:59 UTC
CCP GREYFail & Fozzie.

hates Jump Freighters & Rorquals.. and they hate all the big spenders in the game, they hate P.L, they Hate everybody!.. they hate supers and caps dropping on one defenseless miner!... thanks to P.L cause you were the main ones that brought this nerf bat out.. hahaha.. I hope you reprocess your caps into minerals cause now they're worthless!!!!!!!!!!!!


and that is all..

back to the tear fest.


the csm was a scapegoat in this.. they even claimed they signed off on it.. lies!! lies!!! lies!!

fire them all for this.. every last one of them.. the csm are puppets!
Frostys Virpio
State War Academy
Caldari State
#3328 - 2014-10-02 14:46:43 UTC
School Nickname Worldmonkey wrote:
Naturally cap the jump fatigue by way of a Taylor series and a jump counter (n), which resets when the fatigue drops to zero.

Greyscale I'll give you a cookie if you can give me the max possible fatigue (approx.) that can be acquired, in one line.


Fatigue is capped at how much of a tard you are while using jump drives. Let your fatigue drop before you jump again and you won't reach ridiculous high fatigue timer.
Ilaister
Binary Aesthetics
#3329 - 2014-10-02 14:47:14 UTC
Ravcharas wrote:
Yroc Jannseen wrote:
I seem to recall CCP Seagull talking about the importance of "enablers", small groups of players that "enable" other players to enjoy the game. Well your JF/Rorq pilots are certainly in those groups.

I seem to remind people all too often that the end of that quote from Seagull was "we kind of have a history of treating these people like... ****"

Everything old is new again, indeed.


Why are so many people talking about logistics being a one man job and staying that way? Have none of you read the posts from people that used to escort logistics convoys and how much fun it was? Why should an entire alliance be able to be supplied by one dude in a teleporting truck with an alt? Maybe you should look to your alliancemates to help you instead of CCP letting you dance all round the cluster whenever the mood takes you.
Fomol620 BrewGuard
School of Applied Knowledge
Caldari State
#3330 - 2014-10-02 14:48:22 UTC  |  Edited by: Fomol620 BrewGuard
im too new to know anything about Caps...but as far as logistics....seems like everyone in Nullsec is just soo LAZY now that they dont want to start arranging Logictics/newbro convoys to ADAPT to these changes.

im guessing CCP just doesnt want any more lazy fatcats to play the game...

more caps jumping through gates means more content, means more Cap production, means stronger economy..

adapt
adapt
adapt

Economy is about resource gathering and CREATION....there will be no NEW creation with out destruction first. CAPS thru gates increases the destruction of Caps, thus increasing the need for Cap production, Thus increasing the need for resource gathering....and with Jump Fatigue...all of this new bustling activity will stimulate local economies.....its like the opposite of Globalization...
Gerdan BloodELF
Tactical Farmers.
Pandemic Horde
#3331 - 2014-10-02 14:49:42 UTC
Hi Greyscale and team,

I am all for these changes. As an owner of a titan and two supercapitals and numerous capitals and JF's and black ops.

The only thing that really concerns me is this fatigue system I believe it is a bit too harsh especially when it comes to black ops. I approve of cooldowns and such forth for nerfing quick travel around the universe, I don't like the idea of spending hours moving when I could spend an hour or so moving and then pew pew.

Also is there a full rework of all capitals on the way in the next few releases?

Other than those few concerns I am loving what has been proposed.

Regards
G
Retar Aveymone
GoonWaffe
Goonswarm Federation
#3332 - 2014-10-02 14:50:32 UTC
I would still really like to hear what the goal is behind the JF/Rorqual range change since I'm finding it hard to discuss it without being able to tell where you're coming from on that issue and what goals you're trying to accomplish. Without that, I can tell you all I want about how I think it hurts my vision of nullsec, but that's obviously not going to be a productive discussion if you have a completely different one. So far, really the only thing I see is just nerfing them for consistency's sake and that doesn't seem to make sense given the goal of the combat capital nerfs (to hamper the rapid deployment of a fleet).
CCP Greyscale
C C P
C C P Alliance
#3333 - 2014-10-02 14:51:00 UTC
Aright, just read 100 pages, have some replies.

Poultergoose4 wrote:
CCP Greyscale wrote:
OK, I've been sitting in front of this thread for four and a half hours, I need to go home and feed myself and stuff. I'll try and check back in in an hour or two, but otherwise I'll see you all tomorrow!


Once again, good job! Big smile


Thanks :)

Grookshank wrote:
As I wrote above, it will be a horror moving subcap fleets *in your own sov* around.

https://forums.eveonline.com/default.aspx?g=posts&m=5070585#post5070585

CCP: You want us to live all in one system?


We want you to think about exactly which system you live in.

The Ironfist wrote:
CCP Greyscale once this is though and we wont or can't get to far away conflicts anymore were will we get our conflict you know content? What are you doing to make sure there will be local conflict? Because right now most nullsec space is not even worth fighting over much less holding it other then for renting it out? Are you going to address the fact that nullsec is especially worthless?


That's a question I'd suggest you ask your leaders, not us.

Rutger Centemus wrote:
Lemme guess - you expect people to web supers into warp...?


I expect people to get an escort.

Alice LaMarke wrote:
Why dont you come back in four weeks? Your forums page jump timer must be through the roof after reading all this.


Devhax, obviously.

Sheeana Harb wrote:
CCP Greyscale wrote:

Is the balance for Black Ops final?
No. Please give feedback!


Given the niche of Black Ops (jump in, kill a target and leave as fast as possible), could you please consider the jump cooldown timer affecting overall performance of Black Ops, rather than preventing it from jumping?

Let's say if a pilot is in Black Ops, he can still jump, even with the 'orange' timer, but the timer itself would penalize ship's tracking, damage, resistances, speed, ect? Black Ops usually strike with an overwhelming force, where these penalties don't matter much, but when they are counter-dropped (or when targetting something bigger), the defenders would have an upper hand.


edit:
Hats down for going through with this CCP and I sincerelly hope you will stick with this plan, because the backlash of many null-sec players will be tough.
Personally I like the changes (with the exception of anchored jump bridges) and can't wait to see how they shake up the SOV map.

Well done!


I don't know we'd want to add to the complexity like that, but we're definitely still looking at BO. Thanks for the feedback :)

Rommiee wrote:
CCP Greyscale wrote:
Ncc 1709 wrote:
Will cyno jammers stop caps jumping in through your gate?


Nope, that's what bubbles are for.




So you will be retiring cyno jammers from the game as they are now useless ?


If people stop using them entirely then yes, we'll remove them.

Manks Girl wrote:
Just reading into a lot of the changes I do have to ask about the Black Ops changes.

It states that the range isn't going to be changed however it will still have the same "effects". Considering the BLOPS can jump further it is going to be penalised and the whole point for black ops is to project itself over different areas/regions undetected. This needs to be thought through a lot more as having to use gates is going to be suicide when potentially jumping into camps due to this jump lag timer.

I would propose the same sort of cool down time as the Rorq/JF or even none at all so at least they aren't nerfed into the floor to literally never being used again.


Yup, this is a thing we're going to evaluate.

Arsine Mayhem wrote:
CCP Greyscale wrote:
OK, I've been sitting in front of this thread for four and a half hours, I need to go home and feed myself and stuff. I'll try and check back in in an hour or two, but otherwise I'll see you all tomorrow!



Go check reddit. They love the changes over there.

At least you have all the cry babies localized.


Tell reddit I said hi, and I'll have another read of the comments there once I'm done here :)

Hiply Rustic wrote:
What entities are either not seriously impacted or stand to gain from the changes?

And wtf does this even mean?

"We expect the impact of these changes to be emergent, and as a consequence are unpredictable and will take a while to develop on TQ. This plays into our longer-term plans, as you’ll see in a second!"

How can something whose effects you bluntly state you don't know fit in with your long term plans, unless your long term plans are being built on a dart board?


It fits into our longer-term plans because they allow us breathing room to react to how players use these changes in practice before we get to the next phase of changes.

If we can predict the consequences of changes we make, players will be able to (some of you are always smarter than us), and changes that can be predicted are changes that can be solved, and solved problems are boring. If we can know what the exact consequences will be for changes we're making, we've already failed.

Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#3334 - 2014-10-02 14:51:33 UTC  |  Edited by: Capqu
Ilaister
Binary Aesthetics
#3335 - 2014-10-02 14:51:34 UTC
Eigenvalue wrote:

That's untrue. People sell in Jita because it's got liquidity. You sacrifice margin for liquidity. People buy in Jita because prices are better than any where else *and* there's availability of whatever you want.

You won't get that in your locally produced markets. There's no way even a large alliance has the industrial capacity to locally produce all their doctrines and fittings as well as everything else they need to produce for revenue production (ratting, anom running, etc).

Sellers also just won't see the same liquidity in a local market for their goods and they'll have a much higher inventory risk. They will also have a much greater supply risk because you'll be fully dependent on local miners/moon production/etc.

What this is equivalent to is not amazon vs local shop owners, because here's reality: local shop owners depend on the highways and interestates to supply them just as much as amazon depends on them.

What this change is equivalent to is a country voluntarily tearing up all their highways and interstates and telling everyone to live off their local land. Worked really well for the Khmer Rouge. Really enabled post-Rome Europe. Sounds fun.


If liquidity > all else then I wouldn't be able to buy anything anywhere else in the game. Nice history lesson though :D
Monica Selle
Republic University
Minmatar Republic
#3336 - 2014-10-02 14:52:18 UTC
Lyn Fel wrote:
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.


A million times this. As a PushX jump freight pilot I agree with this post. CCP you are killing public null freight businesses, please give us a way to deliver contracts to NPC null that don't involve jumping through several different alliance's sov space.
Dream Five
Renegade Pleasure Androids
#3337 - 2014-10-02 14:52:20 UTC
faRtigue - am i first to invent this term? :)
Schmata Bastanold
In Boobiez We Trust
#3338 - 2014-10-02 14:52:28 UTC
OMG soon my thrashers stacks will be worth gazzillions of ISK because price of EVERYTHING will go up.

Heheh, I love this thread. I don't even care about changes but some of rants are hilarious to read.

Invalid signature format

Alexis Antollare
Phoenix Freight
#3339 - 2014-10-02 14:53:02 UTC
GeeShizzle MacCloud wrote:


  • The other big issue that i have is the inclusion of jump fatigue on JB's. Not in a "ohh we cannot blop people anymore" issue but for the simple fact that pushing a full fleet through systems, even with the help of JB support incurs its own lag in the form of TiDi. Surely that alone adds artificial constraints to force projection already? why compound the situation?

  • I understand adding jump fatigue to JBs if you're permitting caps to use jbs as not including it means theres an obvious loophole to using your jump drive, but surely the mechanic of jumping through a jump bridge and jumping through a stargate can be separated and iterated upon separately?

    if not then reduce jump fatigue drastically on subcaps (with a scaling up on jump fatigue based on ship hull class). its already been said by devs that the amount of fatigue can be varied on an attribute attached to the ship. and from a lore sense you'd be more fatigued jumping several billion tonnes of mass as opposed to several millions.





    YES! YES YES! YES!

    I love this idea. CCP - if you add in a multiplier to the jump fatigue timer that scales fatigue with the mass of the ship (maybe using a BC as a 1.0 multiplier and scaling up/down from there), this would help me get behind these changes 100%.

    I like where you're going with this. I think you're just about there if you put in a scaling based on jump mass.
    Retar Aveymone
    GoonWaffe
    Goonswarm Federation
    #3340 - 2014-10-02 14:53:55 UTC
    By the way, it would be super if we could uninstall the cynojammer upgrade from ihubs without nuking all the other upgrades (which will be way more difficult to bring in post-patch): in most cases it will no longer be worth the money.