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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
MeBiatch
GRR GOONS
#3981 - 2014-10-02 19:06:48 UTC
Mai Khumm wrote:
Is there a hint of when Capitals are allowed to travel in Highsec again?

If so, will there any restrictions? (Like how bombs cannot be launched in Highsec.)

-edit-

WTB Chimera, 1 Bil, Forge lowsec only!


I am hoping that only dreads will be able to be used in high sec as dreads are fairly balanced to sub caps...

This could help in cleaning up all those abandonded poses in high sec... if ccp makes it so any abandonded pos turns into a supect for crime watch.

though blappy dreads on the jita undock would be sick...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Jenn aSide
Soul Machines
The Initiative.
#3982 - 2014-10-02 19:07:10 UTC
X Gallentius wrote:
Vol Arm'OOO wrote:

I always thought it was a strong point of eve that each section of space (empire, low and null) depended upon each other for goods etc. . . It made for considerable travel back and forth which in turn brought about non-consensual pvp. By moving towards localization of nullsec, there will be less travel back and forth between empire, low and null, meaning that there will be less reasons for non-consensual pvp. Low will be especially hit hard since there will be less folk transitioning back and forth through low from empire to null. CCP hasnt been focused much on non-consensual pvp of late and in facts seems to be pushing things in the opposite direction with its relatively recent nerfs to crimewatch and now we have the introduction of the DOJO. Over all, I cant say that Im happy with the direction EVE development.
Jita will still be Jita - the largest market in the game. Large volume items like ship hulls will suffer, but it's still ridiculously cheap (space wise) to transport a near "infinite" number of mods from there to wherever you live.

I personally don't do logistics, but there are guys that love doing it and I pay them instead. Black Frog is ridiculously expensive compared to other commercial haulers - most of which can be found in the in-game channel: Haulers Channel.

Assemble enough ore and mods to fill a blockade runner, put up the courier contract, and then go farm or do some other pve activity to pay for the courier contract (in less time than you would otherwise spend moving the stuff).



9-12 second align time 2-3 au per second nano remote rep Carrier Convoys with pilots with various mobility implants. jump, take gates while cooling down, jump, pantheon up if bad guys show up, kill everything with 50,000+ dps worth of fighters (after refitting for DPs and drone tracking) and keep on trucking, not forgetting to smart bomb any offending bubbles or interdictors.

CCP Knowith not what they do....ith. Big smile
Kal Azkar
BLUE ORDER
#3983 - 2014-10-02 19:07:28 UTC
This idea is terrible, and trying to fix it is just making it worse... there are lots of other methods I am sure, but I question why are we only getting answers from the Devs when suggestions are being made. The Devs are paid money by CCP from our Subs to create ways for the paying customers to have fun and enjoy their time.

so if I am a cap pilot who has a life and spend the little time I have free playing eve...am I going to get extra hours of enjoyment from this? Probably not, have I contributed to the stagnation... probably not, in actual fact I am probably helping the economy. SO why am I being penalized?

Why are we the players making suggestions on what is clearly a half baked idea and expected to give solutions? rather than the EXPERTS at CCP giving a solution that adds fun?

I work like many others in EVE and frankly I play eve so as not to have to overly think ...that's why I pay for it
and as such we players expect to get some level of enjoyment out of a game which we pay for, and for years in my case I think about 8, we have been loyally fans of the game, but if I have to play eve for hours just to get my logistics done, what is the point?

Null sec is boring?, then why not make NCP's stronger and a chance of fleets that can even attack SOV structure? with higher risks and rewards? that will give small gangs targets either NPC or PC's , it would make large alliances keep on their toes, and have to guard their own property or lose it, it will also change the map of eve, where the empires can expand and gain more territory or even lose it, the lines of the map will be more fluid. even lo-sec could become null or empire space and cause POs owners to fight to keep their structures there would be need for new structures and mods and new manufacturing industries could start up.

nerf cap range maybe still ok but not to the extent that you will kill or take the enjoyment out of playing eve

The concept of eve is sound,

But this sudden increase of what can only be considered as a crazy attempt to fix things is not. can we please have an eve that is fun for everyone
Lord TGR
Brutor Tribe
Minmatar Republic
#3984 - 2014-10-02 19:09:39 UTC
Dovonus wrote:
Since fatigue grows exponentially based on distance traveled and doesn't decay very quickly, a pilot could quickly find himself with a huge cooldown timer, not realizing just how quickly it scales up. A cap on fatigue would work, but it shouldn't be nearly as high as the 30 days suggested in the FAQ. This long of a wait between jumps serves no purpose. I would think that a significantly reduced cap on fatigue/cooldown would be more appropriate. A 30 day cap would render someone's jump skills useless, as any jump would mean they couldn't jump again until next MONTH. One way ticket please.

https://twitter.com/CCP_Nullarbor/status/517734601721393152

30 days of fatigue means 3 days cooldown, it's not so that 30 days of fatigue means 30 days of no jumping, luckily. It's still harsh, but it's not impossible to deal with.

And it's just a matter of not being dumb and jumping the instant you can, but being slightly more patient.
Ragnerock
State War Academy
Caldari State
#3985 - 2014-10-02 19:11:12 UTC  |  Edited by: Ragnerock
This will be interesting
Sentinel Eeex
School of Applied Knowledge
Caldari State
#3986 - 2014-10-02 19:11:54 UTC
Frostys Virpio wrote:
Grookshank wrote:
Frostys Virpio wrote:
Grookshank wrote:

I am talking about JBs.


EVE online, where your misstake will be painfull. Adapt or die and all that stuff...

So new player rentention my ass?


The guy will quit because he misses ONE fleet op after making misstake?


You are missing the point.

CCP has tried sadistic approach before, it didn't work out.

They are trying it again.

CCP has a history of often "fixing" the game by making things harder.

I am sure there are quite few masochists that consider anything hard/boring as being cool, but it doesn't work that way in real/commercial world.

CCP is about to find that out.

Again :)
Dean Wong
Garoun Investment Bank
Gallente Federation
#3987 - 2014-10-02 19:12:43 UTC
I welcome these changes. However I feel that are 4 years too late.

Super Blocks have long consolidated their power. With these new changes, CCP just entrenched their position.

These changes will also bring few changes to improve PVP.......

Why?

You no longer have an element of surprise. Putting a few scouts in systems head will provide intel well before combat can take place.

This will lead to 2 outcome.

Fight if you can win
Run if you can't.

There will be no counter bait, counter drop or any form of surprise element, just fight or run.

Improving small gang? How is that even possible? All I can forsee is gangs of carriers roaming in low/null sec, crushing anything in their way. (More lowsec than null.)
I can see a few alliance using smartbomb carrier in FW systems farming kills. Good luck to newbies trying to use FW to learn the ropes of PVP. It will be first jump into lowsec, first warp to out gate, reactivate clone.

On the subject of helping smaller alliance, please explain how.

CFC can still field a 500-1500 man BS BLOBS that can crush any small alliance trying to establish a beachhead.
N/3 can still field 200 archons which can provide similar result.

Even if a small alliance can gain a foothold, without logistic support, how long do CCP think they can hold on to the system?

Problem is not projection of power, but how fast super blocks can turn around should they be threaten in their rear.

You have a solution at hand. The jump fatigue, I believe provide an interesting solutions.
Leave the jump distance alone
Double/triple the amount ot fatigue base on distance cover, preventing quick turn around. This can force a fleet, once projected to their deployment, to stay for at least a few days. CCP can even set a penalty to say min jump distance of 3LY with max fatigue, so captial ships can still be use in combat.

E.g

CFC deploy into Germinate to fight N/3. With the distance covered and the fatigue those cap ships accumulated, they now cannot do a return trip of 50ly in the same amount cyno chains, say for 1 week. Of course, they can still jump 3LY, so it is still possible for them to return, if they wish, or stay for combat.

This can allow;
1. smaller alliance to strike their back.
2. counter deployment for more content.

These are my few cents worth.
Mai Khumm
172.0.0.1
#3988 - 2014-10-02 19:14:04 UTC
MeBiatch wrote:
Mai Khumm wrote:
Is there a hint of when Capitals are allowed to travel in Highsec again?

If so, will there any restrictions? (Like how bombs cannot be launched in Highsec.)

-edit-

WTB Chimera, 1 Bil, Forge lowsec only!


I am hoping that only dreads will be able to be used in high sec as dreads are fairly balanced to sub caps...

This could help in cleaning up all those abandonded poses in high sec... if ccp makes it so any abandonded pos turns into a supect for crime watch.

though blappy dreads on the jita undock would be sick...

Keep in mind that Capital rebalancing is upon us...

So, as people unload their ships and toons, they'll regret doing so...

Moken Ayu
Solemn Singularity
#3989 - 2014-10-02 19:14:44 UTC
This has been a fun thread to read. I've not much to say about it since it won't immediately affect me. But I do have to say that I've rage quit twice in the past due to sweeping changes CCP made. So for those of you quitting let me recommend you keep your stuff. Its kind of a pain restarting with an empty wallet and no assets to speak of. Which is to say, you'll be back.
Brittney Calm
Escape from Darkness
#3990 - 2014-10-02 19:14:59 UTC

Stopping fights from escalating beyond the means of which the server "Tranquility" can handle is probably CCPs main force driving this change not player complaints. Its my guess that the game is running old code in one way or another and we have reached a point at which neither the hardware nor the software can support such fights any more.

I agree that power projection is a good thing in the long run as it slows down big power blocks from pressing the I WIN button by jumping in super capitals mopping up the place then leaving. The way they are going about it by introducing fatigue that lasts up to a month is probably going too far. If I was a industrial alt and after playing 5 days into the month ran into fatigue that would disable my ability to play, this would force me to de sub that account for 30 days and wait out my timer rather then pay for game time that just allows me to sit in station.

One thing I can think of that was just made easier was for example traveling from tenal to kavala expanse. Using the jump planner would have cost alot of time + topes to get there, now it is just 1 gate jump and you are there, No need to plot 6+ cyno mids anymore.

If you have to introduce fatigue put it on the ships you don't want in the fight, not on the player. This would allow ships like jump freighters and other industrial to continue to play and still stop capitals with combat ability to escalate a fight.

I doubt that CCP really will listen to the players and what this could do in the short vs long term. Since super capitals cannot dock and now they are killing their ability to move around, why would u sub them all the time vs just subbing them when they are needed. I assume CCP makes good profit in alt subscriptions, as most alts are ether industrial or super capital. They are making a decision that will change game play in such a drastic measure that the fallout may be greater then they think.

CCP give me one good reason if I have super capitals and industrial alts to continue my subs on those accounts if you nerf them to unplayable status and give nothing in return,

-BC


Kirasten
Perkone
Caldari State
#3991 - 2014-10-02 19:16:17 UTC
Hahaha ... It took us weeks to get to 100 pages of tears when they changed wormhole jump changes. Your tears are filling up new pages by the minute.

As I have lived in a wormhole my whole eve carrier, I won't pretend to understand how much this will make life more difficult for you on more than on a theoretic level, just like all the null sec alts that posted in our forums didn't understand wormhole jump changes on more than a theoretic level. However, it does seem like this would weaken the defensive ability of the big power blocks. This is a good thing, isn't it?
Jon 1
Demonstrably False
#3992 - 2014-10-02 19:16:24 UTC
Not quite enough tears yet from null sec carebears.... next, hit them with a removal of local! Do it!!!!!!

I got my snorkel on!

I used to be called 'Sturmabteilung' but CCP said it was offensive.

Grookshank
Center for Advanced Studies
Gallente Federation
#3993 - 2014-10-02 19:16:30 UTC
Frostys Virpio wrote:
Grookshank wrote:
Frostys Virpio wrote:
Grookshank wrote:

I am talking about JBs.


EVE online, where your misstake will be painfull. Adapt or die and all that stuff...

So new player rentention my ass?


The guy will quit because he misses ONE fleet op after making misstake?

I am not talking about quitting. I am talking about a very unintuitive mechanic from the point of a new player alliance living in null.
Arik Alabel
Brave Newbies Inc.
Brave Collective
#3994 - 2014-10-02 19:17:00 UTC
Skia Aumer wrote:
Seriously, when my alliance first rented a system - there was only a couple of offices available, and my corp was among those who got the short stick. We had to travel manually in some ****-fit frigates, we died hilariously to gate camps, several times of course - and it was a great experience!

Why should newbies jump from the safety of hisec directly into the safety of blue doughnut? Let them feel the real taste of nullsec.


Because newbies have it SO EASY in this game. There's totally not a "trial to sub" problem for eve.
Medalyn Isis
Doomheim
#3995 - 2014-10-02 19:17:14 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.

I think you should scrap all methods of being able to remotely install you clone from the game completely. This will just confuse new players as it won't make sense to them that they can just jump around for no apparent lore reason. If I was new again this would be immersion breaking for me. You should need to be present for the medical facility to physically copy your consciousness onto a new clone, if you make an edge case where it is possible then it opens up pandoras box.

Solution, introduce an interdiction nullified shuttle with no skill requirement to fly. This will be more fun for a new player and will make a lot more sense to them, and also give them a sense of perspective of the galaxy rather than just simply appearing at their new location with no sense of bearing.
Gho Higyidr
Royal Amarr Institute
Amarr Empire
#3996 - 2014-10-02 19:18:04 UTC  |  Edited by: Gho Higyidr
I honestly feel, and I know I'm like 100+ pages behind and didn't feel like wading through it all, that the nerf bat to range is a bit too extreme. I get, and am FOR, a nerf to power projection.. I started playing in Revelations II and remember most small alliances using capitals was like have the holy grail.. Coalitions / Alliances were smaller: R0adKill, Chaos Incarnate, SMASH, IRC Morsus Mihi days... and you didn't have to go 50008934729874923872 jumps to get an awesome fight... nor did you have to rely on capitals or worry as much about a hotdrop of a bajillion caps. You had to stage your freighters to do logistics, ect ect. But things change. Jump Freghters were introduced and Rorquals. I honestly believe the ability of a logistics capital like this shouldn't be touched by a range nerf. They're already a pain in the you know what to move... If you re-route the ability to keep 0.0 stocked with goods relatively easily, then I honestly can't see the 'fix' to stagnation.

IMO, leave their range, but give them the fatigue (although with a bonus as stated). JF's already get murdered on a daily basis.. ALODs and all... why make it worse?

I do have tears to add to the ocean ... I don't want to wait 2 weeks to move a carrier a few jumps nor do I want to train more carrier alts to get around the fatigue (nice try). So why should I continue to use capitals outside of homespace? I dunno. We'll have to see. there was a quote on here I wanted to post, can't find it.. but the words from the Dev were: "We're not comfortable with that." IMO... This shouldn't be fully about your comfort, it should be about finding a medium to make everyone happy and FIX THE GAME.. not about what makes Dev's happy.. cause 'happy Devs' don't keep players paying. Just my opinion... and I rarely ***** or comment on these blogs.

Also: Come on... don't fatigue the BLOPS... those ships are not 'power projection' ships... Why you gotta take all the fun out of them?

So... is this the birth of the lowsec gate to gate dreadnaught roam era? Just sayin.. :)

Oh.. an killing off the ability to jump clone? I dont' even have words.. that's the worst idea I've ever heard of....
Frostys Virpio
State War Academy
Caldari State
#3997 - 2014-10-02 19:18:20 UTC
Kirasten wrote:
Hahaha ... It took us weeks to get to 100 pages of tears when they changed wormhole jump changes. Your tears are filling up new pages by the minute.

As I have lived in a wormhole my whole eve carrier, I won't pretend to understand how much this will make life more difficult for you on more than on a theoretic level, just like all the null sec alts that posted in our forums didn't understand wormhole jump changes on more than a theoretic level. However, it does seem like this would weaken the defensive ability of the big power blocks. This is a good thing, isn't it?


The large alliance/coalition have the organisation to teach their player to setup jump clone in important station and can setup ship cache. It will be a PITA to do this but their position is easier to defend with this change as long as they do the legwork of having their pilot setup correctly.
Vyle Feelings
Cheesemonger Managerial Consortium
#3998 - 2014-10-02 19:18:46 UTC
Not sure if this will even be seen, or if it has been proposed but... In regards to death clones and rapid movement via their use, why not just impose the exact same limits as jumps. Can't change clone location > 5LY (or perhaps longer), no changing location while a pilot has fatigue, and the act of changing a clone location introduces fatigue.

On a similar note, will this also allow you to remove clone grades/costs? I know it was something that was considered in the past, and I'm guessing that it wasn't entirely removed because of death cloning.
Ice Dealer
Ice Dealer Corporation
#3999 - 2014-10-02 19:18:51 UTC
Changes to jump mechanics.

Cyno's can only be fit to:
Exploration Frig.
Covert ops frig (t2)
Covert ops cruiser (t2)
Strategic cruiser (with the right sub system)
Tier 2 battle cruisers
Command ships (t2)
Blops (t2)
Carriers
Titans

Cyno modules use charges. Can carry 10 charges, can not reload while active. 1 minute reload cycle.
Charge blueprint costs 400 liquid ozone, builds 10 charges. Each charge is 0.5 m3
Each ship that jumps to cyno uses 1 charge from the ship lighting the cyno.

In order to light a cyno, pilot needs to be in squad leader, wing commander, or fleet commander slot in fleet. Needs skills depending on which position in fleet (ie wing commander level 1 to light a cyno while in a wing commander position. )
Ships can only jump to cyno from their direct leader
(Example: fleet leader cynos, wing commanders jump in and light their cynos, squad leaders then jump in, lighting their cynos, tthen fleet members can jump in.)

Change cyno cycle time to what is felt needed for game balance. The fleet will still have to wait around for the cynos to end in order to continue.

This would also work for titan bridges, as the bigger the force, the more leadership needs to jump in.

Moving large fleets becomes possible, through coordination, but not as easy as it is now.

Set max jump range to 5-7.5 ly. Remove or re purpose the skill jump drive calibration. Jump freighters should be exempt from ly change, give them whatever they currently have at jdc 5 now. You will always need logistics. You can't make t2 items locally (the 4 faction moon mats are quadrant based) Also, 4 types of ice spawn in distinct areas. You want people to choose based on what they have access to, or what they want in a ship.

"But this just means more cyno chars!"
No. With the current logic in regards to the proposed changes "alliances will have members get a 2nd or third character so they can get in the capital and jump it further" is the same argument. Also, this makes it harder to get advanced leadership skills needed for bigger fleets.
"But then they will just have more, smaller fleets"
No, because logistics is harder in multiple fleets. They could, but at their risk.
'The people that light cynos will just drop fleet and others will take over for them in those roles."
Have some kind of cool down for fleet movement if you light a cyno.
like: if cyno was lit, no fleet changes (leadership changes) can be made for x minutes (which conveniently is the same time as the length of cyno)

This solution would be much less of a drastic change. If this fails, THEN try your crazy drastic change.
First, at least TRY a cyno change, see how people abuse it. If they abuse it in a way you cannot fix, then make your crazy changes.
at least the community will know you tried to work with them.
Falkor1984
The Love Dragons
#4000 - 2014-10-02 19:19:25 UTC
Hahahahaha, this must be a ******* joke.

Do you really think that making travel LONGER will solve any issues at all? Why don't you get it through your thick skulls that travelling is boring as **** already. Adding longer travel times will add more boredom and we do not want to pay for a game that adds even more boredom. This is not hard to understand for any sane person, is it?