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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Skia Aumer
Planetary Harvesting and Processing LLC
#3401 - 2014-10-02 15:30:30 UTC
Skia Aumer wrote:
And the ****-storm is not even calming down, but I still need to ask a serious question.
You are about to make life in nullsec much harder. I dont mean warfare for PVP entities, I mean life for so-called 'citizens', who mine, build, run moon reactions and lose their ships to belt rats. And by 'much harder' - I mean MUCH HARDER, like before and after.

Do you have any plans to increase rewards as well?

Because mining 'rich' ice with 17% more isotope contents is not that kind of initiative, and even a 10% material discount at amarr outpost is not at all attractive if you cant export your products to the empire to compete with hisec bears.

So again - why would I go to nullsec except to get shot?

CCP, could you answer this question - I didnt see it was brought up by anyone else, but I believe it's quite important.
Retar Aveymone
GoonWaffe
Goonswarm Federation
#3402 - 2014-10-02 15:31:11 UTC
Isengrimus wrote:


So why do you even bother complaining about these changes? If "CFC will adapt" and "small entities will not benefit", why there is that much outrage from CFC and N3/PL members about it?


We are better off strategically, however quality of life for our members goes down. We are complaining about the quality of life issues, which just make day to day gameplay less pleasant with no corresponding benefit.
Grave Digger Eriker
Doomheim
#3403 - 2014-10-02 15:31:19 UTC
Aryth wrote:
What everyone hates is the quality of life nerfs. This is specifically referring to JF/Rorq/JBs. ~ This hurts the average member just trying to get basic goods from Jita. It requires an insane amount of new cyno chars which is a pretty silly nerf for CCP to do. Cynos to begin with are a stupid mechanic. Requiring half a dozen alts just to move your JF is the height of stupidity.

So if you are Joe member who just wants to travel around a region and find a nice place to make some ISK, or move some goods in from Jita, or just semi quickly get to the next door region this is a massive nerf. If we had the ability to make null better this wouldn't be near as bad. However, CCP has chosen to implement huge nerfs before any of that sees the light of day.
My Gods someone in a large coalition that actually understands that these JF changes will kill the player/small corp logistics system.

Aryth wrote:
Personally I would like to see the fatigue cut in half. JF's and Rorqs exempt or with some big role bonus. Then somehow eliminate the need for cyno alts at all.
Now that's novel thinking that should have been brought up in Iceland!


Alexis Antollare
Phoenix Freight
#3404 - 2014-10-02 15:32:20 UTC
Capqu wrote:
Alexis Antollare wrote:
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.


    small ships already have the advantage when it comes to fatigue in that they can move faster without jumps

    no need to compound that advantage by lower fatigue as well


    In general you might be right. But an excessive cool down on a frig (or a bomber) on a BLOP risks leaving it stranded behind enemy lines.... which as I see it defeats the purpose of a BLOP.
    Zetaomega333
    High Flyers
    #3405 - 2014-10-02 15:33:08 UTC
    How do you plan on dealing with the fact that from provi to cobalt edge the distance between lowsec and nullsec is greater than 5ly and the few obv gated entrys will always be camped. Was this an oversight or do you intend for most of the east of nullsec to become completly deserted?

    You want people to be self sustainable but with the way moogoo is its impossible to react and build locally. Its also next to impossible to build t1 locally without importing due to the massive lack of mex in nullsec.

    How are people supposed to reach stain, npc delve, npc fountain? If your goal is to depopulate 1/3 or more of nullsec and make it next to unlivable then your acheiving that goal.
    Zloco Crendraven
    BALKAN EXPRESS
    Shadow Cartel
    #3406 - 2014-10-02 15:33:27 UTC
    The only negative about the changes is the LS domsday!
    I mean we finally could have our little skirmishes with subcaps and few caps here and there.
    Cmn CCP even we a lone corp have 5 titans. Titans will kill small capital skirmishes around LS

    BALEX, bringing piracy on a whole new level.

    Frostys Virpio
    State War Academy
    Caldari State
    #3407 - 2014-10-02 15:33:59 UTC
    ugly inside wrote:
    Frostys Virpio wrote:
    ugly inside wrote:
    Min Mar wrote:
    Dave Kitaro wrote:
    Someone explain how 'jump fatigue' works according to the laws of physics in New Eden? Like, what are the actual mechanics of it?


    It's like truck driving: The law says you have to stop and take naps. Same principle applied to internet spaceships. It's so logical, I don't see why they didn't do it sooner....


    i guess you could say its LOGIcal to be in the business of LOGIstics?


    The RL truckers dealing with those laws aren't doing logistic work? You will either spread the load more onto more player to do logistic work or lose player because you are starving at the end of a small logistical chain until your current setup can keep up. The people sharing the load the best will be able to keep themself at a higher level than those who rely on too few dudes.



    if we are to compare this to REAL LIFE truckers.. and warping to star gates = truck driving.. whats jump drive = to truck driving? remember jump drives are instant traveling.


    Driving so fast it require a level of concentration which cause extreme fatigue? Pass that load to another trucker if you want it to go further. Either an alt or someone else helping corp/alliance logistics.
    CCP Greyscale
    C C P
    C C P Alliance
    #3408 - 2014-10-02 15:34:02 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.


    We're probably just going to put a hard cap on the max fatigue.

    As it stands now though, a little under 8000 years.

    Retar Aveymone wrote:
    This is making me go even more :wtf: over the jump freighter changes:

    Quote:
    TMC: Does CCP consider it as important that Empire be more "distant" from nullsec space as they do that nullsec should be more difficult to traverse? How does CCP see this interacting with recent developments that makes nullsec less dependent upon highsec industry?

    CCP Greyscale: Not especially, no. Obviously the effect here is hugely dependent on how far out into null you live, but we aren’t explicitly trying to lengthen the Jita<->2R-CRW distance. We do want nullsec to be more self-sufficient in industrial terms, but that’s a longer-term project that only somewhat overlaps with the changes we’re making here.


    http://themittani.com/features/ccp-greyscale-long-distance-travel-changes

    I mean, you've just changed it from 1 midpoint to 4, a 250% increase in effective 'distance' (time spent traveling) because of the jump freighter range nerf - and that is virtually the only effect of the jump range nerf (the other being making certain NPC sov absolutely inaccessible without midpointing in sov space). How on earth does this makes sense if your goal wasn't to lengthen the distance?


    Jump length distance has almost no impact on travel time, number of midpoints is largely irrelevant to travel time when fatigue is a factor.

    John McCreedy wrote:
    CCP Greyscale wrote:

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


    I expect people to get an escort.


    Quite frankly you're living in cloud cuckoo land if you think that's the end result of your changes. Pilots will simply adjust and factor in travel time. It may slow down the movement of them, it may stop people rushing across half of Eve to get in on a Super Cap fight, but it won't result in people using gates with escorts.


    That's fine too.

    The Ironfist wrote:
    CCP Greyscale Do you guys have someone asking the question "is this fun?" during the development process? Just how much time do you think people are willing to spend on a game that is not fun at all. Right now logistics from deep null-sec to empire spaces takes about half an hour. After this change it will be around 7 hours do you really think people are willing to spend that amount of time on a game for literally no progress or reward?

    I'm sure this is just a first draft but seriously ask the question is this fun? Will this be fun gameplay? I look forward to your reply.


    We ask "is this going to add net positive value to the overall game experience for a sufficient number of players to justify its downsides".
    Murauke
    Space Wolves ind.
    Solyaris Chtonium
    #3409 - 2014-10-02 15:34:21 UTC  |  Edited by: Murauke
    Slept on this since yesterday and I still think that Jump Fatigue is not the way to resolve the force projection issue.

    To me its seams to be a complicated solution to something that is actually a simple problem.

    Scenario -
    Alliances have spread out over vast systems and occupy them but do not utilise them.
    Entities use the "Bat phone" when defending assets and attacking.
    Current ease of how fleets are projected from one side of eve

    All these scenarios happen because either "we can and "we're bored".

    To stop the force projection it's not a case of implementing a complicated system such as Jump Fatigue and some calculation which will probably have associated Skill books to reduce said penalty.

    In my eyes forcing someone to "wait" for enjoyment will only feed the unsubs. The reason why force projections occurs is because of the immediate chest beating and release of hormones which makes Eve so addictive. Removing this will hurt the game.

    The only way in my eyes to stop force projection and allow small entities their piece of the pie i to have a system that caters for a little bit of yo-yo-ing and permit entites to "castle" themselves in a region. Cyno jammers will become useless if this changes goes through, on the other hand designated cyno ships that act as a beacon for certain capitals will make force projection difficult since a "capital cyno ship" spells danger.

    The problem I see with our current system is how easy it is to put up a cyno. Forget cyno generators they've already been been through the grind hammer.

    [u]Change the ease to which a cyno is deployed for capital ships/u] and you change the status quo of force projection.

    The cyno mechanic is the thing that needs to be looked at not the act of being able to jump your ship(s).
    Riddari Prowler
    State War Academy
    Caldari State
    #3410 - 2014-10-02 15:34:22 UTC
    So this change will equal the death of smaller groups trying to make a place out in null sec, in turn giving more control to the larger coalitions, and push more groups out of null sec back into high sec? By doing this it will give more control of the market and materials to the larger coalitions ruining things for the smaller groups/organizations. I understand doing these changes to capitals as far as combat ships, but seriously should reconsider the logistics side of it to give the little guys a fighting chance. Leave the JF's out of the change and apply this to combat ships only. Hurting logistics hurts the small guys more than the big guys. If CCP keeps doing these things they might as well just stop making decisions and let the coalitions control the direction of the game. Since it seems that is really all they listen to anyways. Wasn't it CCP that said they would like to see more people in Null Sec? Were they not the ones that said they would like to see those systems used more by other people looking at expanding or venturing into bigger better things away from high sec.? If so, this is just going to push that back and put more people back into high sec. In that case just make all of eve high sec and remove null sec from the game. Or start listening more to the smaller guys and see what they have to say and go from there. This change being as dramatic as it seems shows they do not consider or think before they implement a new game mechanic. Once again didn't CCP say they would like to see more people venturing into null sec.?????
    Trigalisk
    Reverse Transcription
    #3411 - 2014-10-02 15:34:39 UTC
    After reading the devblog it looks to me that nullsec jumping will be changed from OP to downright nerfed-to-oblivion. This is NOT balancing. Jump sickness lasting months is not a good design. This is a game, after all, come on...

    You, CCP, should carefully look at what your own Ytterbium, Fozzie and Rise did with ships. This is balancing. Learn from them!
    Vulfen
    Imperial Academy
    Amarr Empire
    #3412 - 2014-10-02 15:34:49 UTC  |  Edited by: Vulfen
    @ CCP Greyscale


    I asked this question once before but not nothing.

    With the advent of carriers being able to travel gates, do you think that you have just made the Nestor and all of the effort that has been put into making it what it currently is a waste?

    Does that mean that the Nestor will be passed back to Fozzie and the team to balance and find a new role for it?
    Retar Aveymone
    GoonWaffe
    Goonswarm Federation
    #3413 - 2014-10-02 15:34:59 UTC
    Grave Digger Eriker wrote:
    My Gods someone in a large coalition that actually understands that these JF changes will kill the player/small corp logistics system.

    Aryth wrote:
    Personally I would like to see the fatigue cut in half. JF's and Rorqs exempt or with some big role bonus. Then somehow eliminate the need for cyno alts at all.
    Now that's novel thinking that should have been brought up in Iceland!



    We've been saying it all thread. And the CSM has stated publicly that a number of changes weren't shown to them until the very last minute. I'm willing to bet quite a lot this was one of them.
    Jean Luc Lemmont
    Carebears on Fire
    #3414 - 2014-10-02 15:35:04 UTC
    CCP Greyscale wrote:


    Blaqsunshine wrote:
    While you are at it, make it where I can unanchor my POS and fly it around and jump through gates as well..Twisted


    Just sayin...


    Sure.


    Wait...what?? Shocked

    Will I get banned for boxing!?!?!

    This thread has degenerated to the point it's become like two bald men fighting over a comb. -- Doc Fury

    It's bonuses, not boni, you cretins.

    baltec1
    Bat Country
    Pandemic Horde
    #3415 - 2014-10-02 15:35:11 UTC
    Vulfen wrote:
    baltec1 wrote:
    MeBiatch wrote:
    CCP Greyscale wrote:

    Rommiee wrote:
    Will cyno jammers stop caps jumping in through your gate?


    Nope, that's what bubbles are for.


    You said that there are changes to interdiction bubbles. .. does this mean they will now restrict outgoing stargate jumps?


    I'm going with bigger bubbles for regional gates.


    Im going for low sec bubbles


    I just changed my mind.
    FatFreddy
    Pator Tech School
    Minmatar Republic
    #3416 - 2014-10-02 15:35:13 UTC
    I LIKE IT!
    Raelaem Eudain
    Deep Core Mining Inc.
    Caldari State
    #3417 - 2014-10-02 15:35:19 UTC
    Gerdan BloodELF wrote:
    Aryth wrote:
    It seems like most people are trying to lump this into strategic and quality of life as one big basket. Let me clarify the null leadership position.

    Everyone loves the actual intended purpose of these changes. Limiting capital and supercapital movement. This falls into the strategic area.

    What everyone hates is the quality of life nerfs. This is specifically referring to JF/Rorq/JBs. It isn't like there is some apex JF force running around eve controlling space. This hurts the average member just trying to get basic goods from Jita. It requires an insane amount of new cyno chars which is a pretty silly nerf for CCP to do. Cynos to begin with are a stupid mechanic. Requiring half a dozen alts just to move your JF is the height of stupidity.

    So if you are Joe member who just wants to travel around a region and find a nice place to make some ISK, or move some goods in from Jita, or just semi quickly get to the next door region this is a massive nerf. If we had the ability to make null better this wouldn't be near as bad. However, CCP has chosen to implement huge nerfs before any of that sees the light of day.

    Personally I would like to see the fatigue cut in half. JF's and Rorqs exempt or with some big role bonus. Then somehow eliminate the need for cyno alts at all.

    But all the capital/super nerfs? Go for it. Separate strategic from quality of life though.


    For the most part im shocked to say I am agreeing with a goon for "most" of this post. Fatigue needs to be cut in half or replaced with another more static mechanic.


    Alliances should be able to to produce anything they need, forcing miners to mine and builders to build... in their own space.

    I understand that there are those alliances out there that don't have an industrial wing and this will make it rough. But isn't that the point? Build your empire, make it your own and wage wars or make friends to get the things you need.

    Obviously they are saying nothing is concrete yet. Understandable. But a lot of this if not all, can't be tested before it happens.

    I would try and trust ccp on this. The number of active pilots is steadily decreasing and CCP knows it. They know people are getting bored. It would appear that they intend to keep making money from this sandbox they have created.

    But what do I know
    CCP Greyscale
    C C P
    C C P Alliance
    #3418 - 2014-10-02 15:35:38 UTC
    Keegan Teutorix wrote:
    CCP Greyscale wrote:
    Sorry, lost a few from earlier when the forum ate a post

    Chirality Tisteloin wrote:
    Exponential growth of fatigue seems to overdo it.

    Better use "logistic growth":

    At each jump:

    If Fatigue < jumpdistance:
    Fatigue = jumpdistance + 1
    else :
    Fatigue += R*Fatigue*(1-Fatigue/K)


    The parameter R controls how fast a character exhausts (could be lowered through skills / implants ...?)
    (baseline might be R=2)

    The parameter K is the "maximum" Fatigue a character can get. (something like 30-45 seems realistic)
    Fatigue decays with time as suggested in Dev blog.

    Might give designers better knobs to tune than the exponential growth model.

    Cheers, Chira.


    Nicer tuning options, yes, but we want to keep the math as simple as possible, so people can more easily wrap their heads around it.


    because complicated math is so rare in eve? In reality this will all just get put into a tool like dotlan and explained in the three sentences Chira used. This would be no worse (probably far better in fact) than the gun and missile damage formulas and only needs to be understood once you reach a certain level in the game, so a two week old character who is still trying to understand the basics will never see this. You also wouldn't need to calculate this on the fly (again compare to damage formulas), you would plan in advance and have all the time you need to do the math.

    The idea of being able to set a maximum fatigue seems reasonable. what purpose does fatigue of more than one or two weeks serve?


    No, because complicated math is already too common in EVE. Sometimes it's necessary. Here, it's not.

    Skia Aumer wrote:
    Skia Aumer wrote:
    And the ****-storm is not even calming down, but I still need to ask a serious question.
    You are about to make life in nullsec much harder. I dont mean warfare for PVP entities, I mean life for so-called 'citizens', who mine, build, run moon reactions and lose their ships to belt rats. And by 'much harder' - I mean MUCH HARDER, like before and after.

    Do you have any plans to increase rewards as well?

    Because mining 'rich' ice with 17% more isotope contents is not that kind of initiative, and even a 10% material discount at amarr outpost is not at all attractive if you cant export your products to the empire to compete with hisec bears.

    So again - why would I go to nullsec except to get shot?

    CCP, could you answer this question - I didnt see it was brought up by anyone else, but I believe it's quite important.


    It's on our radar, yes.
    Dxella
    African Atomic.
    #3419 - 2014-10-02 15:36:49 UTC  |  Edited by: Dxella
    i dont think Super Capitals ( Titans and Motherships ) should not be able to use gates, should be forced to jump to cyno's.
    also here is my suggestion how to do this

    * Dont touch the max jump ranges, keep them as they are now.
    * And also the Jump Fatigue is to powerful i think,

    The Jump Calibration skill should effect how much jump fatigue you will get,
    instead of multiply just add a certain base jump fatigue depending on Jump Calibration level
    Base fatigue + Light years Traveled + any built up fatigue
    this way we who have spent alot of time training Jump cal will atleast feel a Little better =P

    Jump cal level -> Base fatigue

    0 -> + 15
    1 -> +10
    2 -> +8
    3 -> +6
    4 -> +4
    5 -> +2

    ill do an example
    we will do 4 jumps, with a fully skilled carrier pilot. so Jump calibration 5.

    Quote:
    Jumps we will do will be:

    Starting in HED-GP to Dooz Distance: 14.5 ly
    Since this is our first jump we wont have fatigue yet,

    14.5ly + 2 = 16.5

    so we will get a timer on 16 min and 30 sec for doing almost a max jump and get a 16.5 Fatigue.
    We wait those those 16 mins and our fatigue will be down to 14.9

    Dooz to Ofage Distance: 14.1 ly

    This time we do already have fatigue so

    14.1ly + 2 + 14.9 = 31

    So this time we will have a timer on 31 mins and a fatigue on 31.
    when we waited we should be down to 27.9 fatigue.

    Ofage to 4NGK-F Distance: 8.1 ly

    This jump will be shorted but we still built up quite some fatigue.

    8.1ly + 2 + 27.9 = 38

    so now we have a timer on 38 mins, and fatigue 38.
    after our ship spinning time is done, we should almost be down to 34 fatigue

    4NGK-F to WH-JCA Distance: 11.3 ly

    Last jump,

    11.3 ly + 2 + 34 = 47.3

    so we reached our destination but we will have some time Before able to do Another jump, around 47mins and 15 sec. and a fatigue at 47.3

    Total travel distance: about 48 lightyears. Time taken to get here = 1h 30 mins and we would still be having Another 47mins to wait until be able to jump next



    this way, you still get quite some timers and building up fatigue but at a okey level since you can infact jump longer. That way you wont kill pilots who live Deep into null
    also if you now ever wanted to let regular captials ( Carriers, Dreads, Rorq ) back into high sec you could and let super captials still be stuck in low/null space.

    That's my suggestion to this idea of yours,
    i dont like it but it would be surviveble.

    ( some numbers as fatigue might be rounded up or down )

    Dxella
    KIller Wabbit
    MEME Thoughts
    #3420 - 2014-10-02 15:37:08 UTC
    knobber Jobbler wrote:
    CCP Fozzie wrote:


    Big thanks to the whole CSM for their help with this process so far and the good work I know they'll continue to do as we consult with them going forward.



    So the CSM said something different. Would you care to explain?


    He's just trying to spread the blame around