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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Volmyr
Caldari Provisions
Caldari State
#3721 - 2014-10-02 17:41:00 UTC
StarFleetCommander wrote:
You know when its a good change when it creates this much attention Shocked


or is terribad, but hey whatever
Janus Nanzikambe
Questionable Ethics.
Ministry of Inappropriate Footwork
#3722 - 2014-10-02 17:41:46 UTC
CCP Greyscale wrote:

Exact method of corporations designating target station still being ironed out, but it will involve at the very least being able to designate a default station for all corp members, and will likely be allowed for *any* station with a corp office, regardless of system sec status.


Please please put whomever put the "expel from corp" button next to "expel from fleet" in charge of this!
And make sure the default spawn a point in space about 12km off gate in Tama inline with the highsec gate.

Consider it expectations management and a loud HTFU as an introduction to the cruel beauty that is New Eden.
Pirate

Charlotte Ginger
Death Troopers
PURPLE HELMETED WARRIORS
#3723 - 2014-10-02 17:42:18 UTC
CCP Greyscale wrote:


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.



Off BPO's when mods were 20m/unit ? lol
Gevlin
Pator Tech School
Minmatar Republic
#3724 - 2014-10-02 17:42:52 UTC
Yippy! I can now Move around in my Rorqual with out showing up cyno of where I am going on the over view map. Ninja Mining is now more of an option!

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Nicemeries
#3725 - 2014-10-02 17:42:53 UTC
All the rage and tears from lazy idiots who wanna be EVERYWHERE, ALL THE TIME, INSTANTLY. Now you actually got to jump gates and avoid bubbles. God forbid you have to engage in PVP!!! Loving the rage from the nerds who shed tears over losing their insta teleportation buttons.

We all wanted a nerf to force projection. This is it.

We all wanted to nerf big pile ons made possible by 10% tidi. This is it.

We wanted local economies in null sec. This helps.

Now people need to choose where they wanna play and which space to fight over. This is f***ing awesome

If coalitions wanna own HUGE amount of space, they better have pilots nearby defending it as well. No more cyno chains from north to south in 30 minutes. Good stuff.

GOOD RIDDANCE are those who unsub over this. Now let the fun begin.
Arkon Olacar
black.listed
#3726 - 2014-10-02 17:43:31 UTC
CCP Greyscale wrote:
Planned new feature to address new player movement:

For players less than thirty days old, once per player corporation joined, and
For all players, once a year

You may push a button in your corp interface (while a member of a player corp and docked) that:
- Moves your medical clone to a station designated by your corporation, and
- Automatically moves you to your medical clone

Exact method of corporations designating target station still being ironed out, but it will involve at the very least being able to designate a default station for all corp members, and will likely be allowed for *any* station with a corp office, regardless of system sec status.


This seems to us like it solves the "I want to recruit people to nullsec" concern, and also gives non-nullsec recruiters an easier way to get genuinely new players to the right location easily.



Thoughts? Pasting this into the FAQ and also trying to get it into the blog proper.

Thank you. This is only one of the major types of collateral damage these changes would have caused, but thank you for fixing at least this.
Shuckstar
Blue Dreams Plus
#3727 - 2014-10-02 17:43:36 UTC
No wonder CCP Veritas left, he wanted to get out of here before this **** was announced lol

CCP Greyscale wrote:"OK, I've read every post up to page 200, and we're getting to a point in this thread where there's not a lot of new concerns or suggestions being brought up. There will be future threads (and future blogs) as we tune details, but for now I want to thank you for all of your constructive input, and wish you a good weekend :)"

Charlotte Ginger
Death Troopers
PURPLE HELMETED WARRIORS
#3728 - 2014-10-02 17:43:42 UTC
Charlotte Ginger wrote:
CCP Greyscale wrote:


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.



Off BPO's when mods were 20m/unit ? lol



On a serious note, they did!...they use Freighter convoys...

PLAYING IN To THE HANDS OF THE BLUE BLOB.

you just dont get it. This helps the blob,
Querns
Science and Trade Institute
Caldari State
#3729 - 2014-10-02 17:43:51 UTC
Skia Aumer wrote:

Living in a blue doughnut = not fun.

I dunno, I rather enjoy it

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Master Dumi
Gladius Veritatis
Goonswarm Federation
#3730 - 2014-10-02 17:43:59 UTC
YOU are Killing EvE again.


Looks like the best reason to QUIT now :

1. Life will get impossible in deep 0.0 and Capitals will become giant old ships that nobody want them.
2. Without any benefits from Capitals players will stop learning and building them and loosing goals = loosing players
3. Sure you hate 0.0 because of the stress on your servers due to 3000 pilot fights but that is the reason ppl join EVE, that is the reason EVE is so great.
4. This will not balance the 0.0 - it will take out the pleasure of 0.0 ppl to play EvE and a lot of them will QUIT.

My advice :
You have the CSM, use those ppl to come up with ideas to improve EvE.
Stop letting employes that did not play the game for a long time to change this game.
EvE is a great great game - stop changing the game.
Serendipity Lost
Repo Industries
#3731 - 2014-10-02 17:44:46 UTC
The Ironfist wrote:
Serendipity Lost wrote:
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.



Is this fun?? Heck yeah (in the words of my golden retriever) This is the best day ever (wag wag wag). Now did they ask "Is this fun for Ironfist?" it's pretty obvious by your post that this change is not custom crafted for your personal view of eve enjoyment. So, let's be fair and let my 'best day ever' cancel out your 'this sux' and call it balanced.

I'm thinking they are banking on people NOT being willing to spend all that time making no progress. I think they are also banking on the average eve player being average and adapting. I think they are also banking on that adaptation NOT ending with a big blue donut.

If you see this as you being personally kicked in the junk for the greater good of the game, then please sit down, relax and the pain will subside. In a few days or weeks you'll be able to get up and walk around in the new normal. If you don't like it, feel free to adapt. It probably won't be as a part of team Supercap Win.


I don't mind we'll just take a region closer to empire to allow our builds to keep building titans and supers for us no big deal. Sorry Providence you'll be evicted.


If you take provi, can you put me on your KOS list.... just for old times sake??
Brigadine Ferathine
Presumed Dead Enterprises
Against ALL Authorities.
#3732 - 2014-10-02 17:45:08 UTC
J A Aloysiusz wrote:
I believe that:

- Dreads and carriers, as lighter, less powerful ships, should not be subjected to the same level of penalty as the true behemoths of the game.
- Carriers have a unique and fairly well-balanced logistical capability, and should be allowed to maintain that capability as much as possible.
- Bridging through ships should not subject the same level of penalty as jumping - if bridging is penalized less harshly than jumping, then bridging can be used to project a light force forward, to bide time for the behemoths to get into position, and that's the way warfare should be.
- If the current iteration of the proposed changes is not tempered, the rorqual will be more useful in many combat situations than the chimera, and that's not the way EVE warfare should be.

Therefore, I propose that:
-Rather than a flat range limit for all capital ships, all (combat) capitals simply have their current maximum jump range halved.
-Mass is added as a factor in the accumulation of jump fatigue for (combat) capitals. This will affect regular capitals less than supercapitals, allowing them to be somewhat more mobile, but still significantly less so than their current state.
-Jump fatigue be greatly reduced for ships that are taking a bridge, allowing them to act as skirmish or fixing forces.

If you agree with some/all of my proposed changes, please +1, comment, etc.

o7

I do agree there needs to be some size/class relevance. This would elevate the problems with haulers/freighters etc.(hopefully)
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#3733 - 2014-10-02 17:45:15 UTC  |  Edited by: Capqu
CCP Greyscale wrote:
Planned new feature to address new player movement:

For players less than thirty days old, once per player corporation joined, and
For all players, once a year

You may push a button in your corp interface (while a member of a player corp and docked) that:
- Moves your medical clone to a station designated by your corporation, and
- Automatically moves you to your medical clone

Exact method of corporations designating target station still being ironed out, but it will involve at the very least being able to designate a default station for all corp members, and will likely be allowed for *any* station with a corp office, regardless of system sec status.


This seems to us like it solves the "I want to recruit people to nullsec" concern, and also gives non-nullsec recruiters an easier way to get genuinely new players to the right location easily.



Thoughts? Pasting this into the FAQ and also trying to get it into the blog proper.


oh ur older than 30 days and have already tried one corp? sorry well ur gonna have to wait a year to join us cya

180 days would be better, players over 6 months should be able to move through null i guess but 30 days is way too low considering the % of people who never leave highsec
Demonfist
New Eden Capsuleer College
Higher Education
#3734 - 2014-10-02 17:46:13 UTC  |  Edited by: Demonfist
Elsa Hayes wrote:
Shock Beer wrote:
I hope CCP backflips when the unsubs start coming through


This might actually get CCP more re-subs than whiners unsubbing over something which is not even set in stone yet.

Now IF CCP would also introduce a new ship like a heavy bomber/piloted fighter bomber that works pretty much like an upscaled fighterbomber already in game, i.e. very good vs supers, good vs caps, bad vs anything else to discourage the idea of nano, warp speed optimized carrier roams and camps to act as some sort of counter then these changes would actually be awesome!

Maybe cutting the JF a little slack and increasing its range a little above the others but other than that thumbs up CCP.

^ Good idea. Stealth Bomber's big brother. They even already have models for them they could scale up, tweak a bit and use for the ships. I would only add that they should be decent but not efficient against battleships too, to add to versatility and keep you from having to reship to do anything if the other side shows up in subcaps.

eBil Tycoon > we're more like megacapitalistic psychotic space cowboys with raging epeens and 3% real girls.

Neckbeard Nolyfe
Zero Fun Allowed
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#3735 - 2014-10-02 17:46:53 UTC
CCP Greyscale wrote:
Planned new feature to address new player movement:

For players less than thirty days old, once per player corporation joined, and
For all players, once a year

You may push a button in your corp interface (while a member of a player corp and docked) that:
- Moves your medical clone to a station designated by your corporation, and
- Automatically moves you to your medical clone

Exact method of corporations designating target station still being ironed out, but it will involve at the very least being able to designate a default station for all corp members, and will likely be allowed for *any* station with a corp office, regardless of system sec status.


This seems to us like it solves the "I want to recruit people to nullsec" concern, and also gives non-nullsec recruiters an easier way to get genuinely new players to the right location easily.



Thoughts? Pasting this into the FAQ and also trying to get it into the blog proper.


Can you implement a button in the interface that will remove you from this game?

~lvl 60 paladin~

Miyammato Musashi
Freeport Exploration
Loosely Affiliated Pirates Alliance
#3736 - 2014-10-02 17:47:22 UTC  |  Edited by: Miyammato Musashi
Vhaine Vhindiscar wrote:
Remember when people played games for fun? Stop killing fun. How is making logistics harder for the people that rely on that stuff to actually have fun? No person in their right fn mind wants to do a convoy op. You people put jump freighters in the darned game specifically because escort missions are dumb and boring even when we aren't talking about eve.

How is making large sections of null sec waste lands due to logistical challenges FUN or good for Eve?

When more sections of null are miserable and deserted, who's going to be fighting out there exactly?

Why would anyone live in those crappy remote regions when the economic returns are horrible and the geography makes defense impractical?

It opens a lot of opportunities for pirates, though. You are using "fun" too broadly and only from your own perspective. Having a difficult goal is fun. Achieving a difficult goal is fun. The "difficult" part might not always be fun. There are lots of people who will have fun at your expense while you are doing logistics. Getting to your destination intact will be fun. If you don't make it intact, it might not be fun... but I bet the pods that took out your convoy had fun.

Pirate

Gevlin wrote:
Yippy! I can now Move around in my Rorqual with out showing up cyno of where I am going on the over view map. Ninja Mining is now more of an option!


I really hope people start doing this. It would be awesome.

I am a meat popsicle. 

Querns
Science and Trade Institute
Caldari State
#3737 - 2014-10-02 17:47:38 UTC
Capqu wrote:
CCP Greyscale wrote:
Planned new feature to address new player movement:

For players less than thirty days old, once per player corporation joined, and
For all players, once a year

You may push a button in your corp interface (while a member of a player corp and docked) that:
- Moves your medical clone to a station designated by your corporation, and
- Automatically moves you to your medical clone

Exact method of corporations designating target station still being ironed out, but it will involve at the very least being able to designate a default station for all corp members, and will likely be allowed for *any* station with a corp office, regardless of system sec status.


This seems to us like it solves the "I want to recruit people to nullsec" concern, and also gives non-nullsec recruiters an easier way to get genuinely new players to the right location easily.



Thoughts? Pasting this into the FAQ and also trying to get it into the blog proper.


oh ur older than 30 days and have already tried one corp? sorry well ur gonna have to wait a year to join us cya

30d is long enough to have trained an interceptor

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#3738 - 2014-10-02 17:47:42 UTC
Vhaine Vhindiscar wrote:
Remember when people played games for fun? Stop killing fun. How is making logistics harder for the people that rely on that stuff to actually have fun? No person in their right fn mind wants to do a convoy op. You people put jump freighters in the darned game specifically because escort missions are dumb and boring even when we aren't talking about eve.


Flying escort sounds fun.... Pilot shipping out with a big hauler, you and your friends escort him and kill anyone who attacks it. You're safer from being blobbed than you once were due to these very changes, it makes interesting content.

Much more exciting than waiting for a fight to kick off on an organised timer and then cyno'ing 100s of ships on top of a fight in a 0.10 tidi system/
Jenn aSide
Soul Machines
The Initiative.
#3739 - 2014-10-02 17:48:38 UTC
Altirius Saldiaro wrote:
I wish this change was coming tomorrow.


I do too, so we could fast forward to the day after than when reality starts to sit in, right about the time the Blue donut (which at least had a hole in the middle) turns into an impenetrable blue BRICK.
Iece Quaan
Deep Core Mining Inc.
Caldari State
#3740 - 2014-10-02 17:48:47 UTC
I like how you're taking out podexing, one of the core conceits of this game that no-name dudes like CCP T0RFIFRANS cite as a key story element.