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Dev Blog: Long-Distance Travel Changes Inbound

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Author
ugly inside
Imperial Academy
Amarr Empire
#4241 - 2014-10-02 21:13:10 UTC
i hear talk about logistic supply moving getting hit.. and blue ball fleets are going to be less cool and more local defense than SOV wide defense.. and that SOV will take a huge hit and make it harder to defend whats your..

but what about the ice miners getting you that fuel.. i mean i know the stuff isnt black gold like oil is IRL. but some people make a living off of ice mining alone.. you are telling each chunk of rock.. "NO.. WE DONT LIKE SOME PARTS OF YOU ANYMORE... cuz we are fat and dont wanna move as much so you are worth less to me!"

CCP the idea is nice.. but you didnt think about the little man.. the guy who mines in angymoone or emolgranlan or any of those other high sec zones let alone the null sec...

the ganks between 0.4 and 0.5 space are going to triple i bet after this patch. even off the beaten path sites will because... well you know the story.. someones gotta move the cargo..

CCP has really attacked you lowsec/nullsec guys with changes to the industry and now this.. I WAS THERE when ccp killed CFC / NC / PL / anyone holding more than a half dozen solar systems.

brave noobs are gonna have a interesting revamp to their game looking at their CFC revamped war doc.





at least the old school water bucket lines will show the value of stuff.. bucket gets filled with water "ISK/cargo" and as people move it along from "system/person" to "system/person" the water spills a little and then by the time it gets to where it needs to go and the last person dumps the bucket on the fire.. only a few drops made it..
Demonfist
New Eden Capsuleer College
Higher Education
#4242 - 2014-10-02 21:13:10 UTC
MeBiatch wrote:
Klown Walk wrote:
Why is it so bad that your supply chain can actually get disrupted now in 0.0?


Well goons are convinced that they are going to have a billion JF alts to fuel an empire they have no ability to defend...

Yup. File it under "can't fix stupid" or "deaf kids just don't listen".

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

Eigenvalue
Republic University
Minmatar Republic
#4243 - 2014-10-02 21:13:15 UTC
Demonfist wrote:
Kun'ii Zenya wrote:

Because the person doesn't understand fatigue.

You jump 5 years. Your fatigue is 6. You have to wait 6 minutes to jump again. But your fatigue will be 5.4. If you jump another 5 light years youre fatigue will now be 5.4**6 = 32.4. That means you can't jump again for 32.4 minutes. To get ride of all that fatigue will take 324 minutes just under 5.5 HOURS.


Don't take it out if you can't afford to lose it. Number 1 rule of eve.


When you say "it" you mean your real life time spent waiting for timers to expire right?
Lord TGR
Brutor Tribe
Minmatar Republic
#4244 - 2014-10-02 21:13:41 UTC
Dalia Rensini wrote:
Seriously does it differ? If you do say, ''research, manufacturing, doing PI,'' you can set your jobs, undock and get into fleet or do whatever you want to in the meantime.

If you are half way through your jump route in a midpoint station somewhere in low sec it is not exactly the same thing.

''or even waiting for a cyno to go down?'' - that takes minutes not hours mate, please.

They're all timers, just like the fatigue timer is, and it doesn't stop you from shooting, moving around, hiding, taking gates etc while you wait. And it's not hours if you're smart, it's just minutes.
Grenn Putubi
Sebiestor Tribe
Minmatar Republic
#4245 - 2014-10-02 21:13:41 UTC
Thread is growing faster than I can keep up with, but I felt I needed to throw my support behind a couple ideas I've seen voiced here.

1. Freighters definitely need to be included with JFs and the Rorq for the 90% reduction in fatigue. Even though they don't have their own jump drives they use Jump Bridges regularly enough for commerce that they won't remain viable if they're subjected to 100% fatigue rates.

2. Differing fatigue rates based on ship size is something that should definitely be given more thought. Move Caps and Supercaps should definitely be made more difficult, but moving frigs and cruisers should not (or at least not to the same extent). If Caps and Supercaps are getting 1.0 fatigue I'd say Large ships (BS and their T2 variants) should be getting 0.7, Medium ships (Cruisers and their variants) should be getting 0.4, and Small ships (frigates etc...) should be at 0.1. I'd also like to see Shuttles given a role to avoid fatigue entirely but still be affected by the base Jump timer.

I recognize that this somewhat defeats the purpose of the changes by enabling cap ship pilots to bypass fatigue if they have ships cached around their areas, but the logistics of keeping more than a couple Caps/Supercaps stored 'just in case' for every area would be a reasonable trade off imo. The benefit of different fatigue rates for different ship classes would be improving the importance of sub-cap fleets and smaller ship engagements would become more frequent. I don't think that squashing the small fleet engagements would be worth the trade here. The ease with which you can get hot dropped by a carrier fleet definitely needs to be lessened, but I don't think the same can be said for sub caps.

3. Given the changes on the table I think that perhaps it's time to bring up allowing cynos and bridges to function in hisec. Not advocating caps in hisec, but if you're going to put heavy restrictions on jump travel why not allow it to reach into areas that it has historically not been able to reach? Perhaps anchoring a Jump Bridge could require faction standings with the Empire in control of the system?
Fret Thiesant
The Scope
Gallente Federation
#4246 - 2014-10-02 21:13:42 UTC
There's no change that would break up the large power blocs, unless they want to break up.

This will however create a lot more pvp opportunities.

Arcturus Helio
Center for Advanced Studies
Gallente Federation
#4247 - 2014-10-02 21:13:49 UTC
CCP Greyscale, is the idea of putting fatigue on a ship hull and not being able to repackage the ship until fatigue is cleared even begin considered? This seems like a decent idea to me but I was wondering if CCP gave it any merit.
Kassasis Dakkstromri
State War Academy
Caldari State
#4248 - 2014-10-02 21:14:20 UTC
You know proponents of this supposed wonderful .... 'Weeee I have to wait 5 days becuase I jumped 4 cyno's; ah ha just take a gate into a bubble camp' wouldn't be so excited if their subcap gate jumps were also affected by jump fatigue?

Please do tell us CCP Greyscale, how space magics makes it that properties of gate jumps versus cyno jumps affect pod pilots any differently???

The stupidity is maddening - and precisely why 'if' a timer were to apply it should be the the Jump Drive, not the pod pilot /sigh

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Kun'ii Zenya
Hogyoku
Goonswarm Federation
#4249 - 2014-10-02 21:15:16 UTC
Demonfist wrote:
Kun'ii Zenya wrote:

Because the person doesn't understand fatigue.

You jump 5 years. Your fatigue is 6. You have to wait 6 minutes to jump again. But your fatigue will be 5.4. If you jump another 5 light years youre fatigue will now be 5.4**6 = 32.4. That means you can't jump again for 32.4 minutes. To get ride of all that fatigue will take 324 minutes just under 5.5 HOURS.

And? This only prevents you from hurriedly jumping back out with the giant fleet you just jumped in.

Don't take it out if you can't afford to lose it. Number 1 rule of eve.


I never implied anything to the contrary. Too bad the logic skill was removed from the game, you clearly need it.
Kalissis
#4250 - 2014-10-02 21:15:24 UTC
Kun'ii Zenya wrote:
Kalissis wrote:
Eigenvalue wrote:
Ginger Barbarella wrote:
Demonfist wrote:
Everyone in the game: Please fix game nao?!
CCP: OK We Fix Nao.
Everyone in the game: NO! FIX BAD!

Shocked


You, sir, have a very strange definition for "everyone". Try, "everyone = cap pilots in large null alliances"


I think you mean "cap pilots in small alliances"

Large alliances won't be impacted, they'll just establish cross regional caches with jump clones installed at the currently meaningful caches.


Have fun maintaining those. Fights/Timers can be 23/7, you can only jump about once in this time, so commit to only one fight, whats if there are more then 1?


That very same constraint applies to the hostiles too!

And the big alliances can also rely on a hoards in sub-caps.


So its balanced, moving on... you agree that those changes are needed, thanks!
Jessica Duranin
Doomheim
#4251 - 2014-10-02 21:16:25 UTC
It's funny how people are bitching about the exponential growth and demand a fixed timer... because with this they already have a fixed timer after each jump - it's a one hour timer between each jump.
You are simply given the opportunity to jump before that timer expires but at the cost of increasing the timer next time.

Eigenvalue wrote:

Please. The gate feature is absurd. No one is going to move capitals through gates as part of a strategy. They may tactically do it if they have full confidence on the space being safe, but no one will devise a strategy that ever includes a capital fleet gate jump. It's too hard to keep gates secure for the flight times and align times of capitals and the value/risk ratio on a 4B per ship fleet of mega slow ships just doesn't make sense.

Interestingly we wormholers keep hearing from you bluebbears that jumping caps through wormholes is completely safe and we are only a bunch of crybabys.... Roll
Doesn't look so safe anymore when you are expected to do it yourself, huh?
Kalissis
#4252 - 2014-10-02 21:16:32 UTC
Arcturus Helio wrote:
CCP Greyscale, is the idea of putting fatigue on a ship hull and not being able to repackage the ship until fatigue is cleared even begin considered? This seems like a decent idea to me but I was wondering if CCP gave it any merit.


Already answered by CCP Greyscale, ships fatigue is more easy to counter then character fatigue.
Phoenix Jones
Small-Arms Fire
#4253 - 2014-10-02 21:16:33 UTC
Valterra Craven 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.


Greyscale, doubt this will be seen, but since compared to Fozie and Rise you actually do post in your threads and seem to listen to reason, I'm going to give it a shot anyway.

I really don't understand the need for this nerf/mechanic in the first place. I agree with most people that as the years have progressed the sandbox keeps getting smaller and smaller for the "allowed" behavior. I honestly think that this previous mechanic already had some balance to it. Moving by death by clone already has a cost associated with it, clones aren't cheap especially when you get to the 100mil sp range. You do this a couple times in a day and the cost is going to be significantly more than what it would have been in fuel to move a cap. Keep in mind as well that even if you do this, that cap had to get to your staging point somehow. Ships don't magically appear with when you pod jump...

Personally, what I would like to see is that you guys hold off on this change and wait till things settle down a bit to determine if making this change is really even needed. Remember that you guys wanted to up the isotope cost of traveling because you thought pos usage was going to go way down in Cruis. It was mentioned numerous times that you guys should hold off until things settled down on that front before making a change like that. In this case I think you might be trying to change too much too quickly.

Full discloser, I haven't been in null since 2008ish and have never used this "feature" in the first place. I'm curious if you guys have numbers on much its used currently and if part of the reason for this change is that you wanted to get rid of it in spite of the cap movement issue. I will agree with others that one year is way to harsh. Its not like re doing your attribs beneficial. Once a quarter seems like a good middle ground.


I lived with Brave Newbies for a few months when they invaded Catch. I am not a noob.

I did this maybe... 20 times. Some within a few minutes timespan. Did this both to move jump clones down there, as well as to go back and forth between the staging system of brave and the staging system of Spaceship Samurai's. The jump network wasn't up at that time.

I had assets at both places. I would pod myself, go fly with brave, when done, pod self again, go fly with sams. Pod self again, go PVE, Pod self again, go to highsec, buy crap, contract, Pod self AGAIN, back down in catch.

You want an example, there ya go. Instant teleportation, did not have to worry about chewing up my jump clone timers.

Is it done.. oh lord its done..A LOT.

Yaay!!!!

Demonfist
New Eden Capsuleer College
Higher Education
#4254 - 2014-10-02 21:16:48 UTC
Eigenvalue wrote:
Demonfist wrote:
Kun'ii Zenya wrote:

Because the person doesn't understand fatigue.

You jump 5 years. Your fatigue is 6. You have to wait 6 minutes to jump again. But your fatigue will be 5.4. If you jump another 5 light years youre fatigue will now be 5.4**6 = 32.4. That means you can't jump again for 32.4 minutes. To get ride of all that fatigue will take 324 minutes just under 5.5 HOURS.


Don't take it out if you can't afford to lose it. Number 1 rule of eve.


When you say "it" you mean your real life time spent waiting for timers to expire right?

That, the ships themselves, and anything else you might be investing in your current ventures.

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

Endo Saissore
Afterburners of Eve'il Inc.
#4255 - 2014-10-02 21:16:56 UTC
Kun'ii Zenya wrote:
Endo Saissore wrote:


Oh so this stops you from persistently hot dropping people with no penalties to consider?

I understand fully. I also understand that this is CCPs intent. No more hot drop after hot drop.

Welcome to a nullsec filled with roaming gangs again.


Again, I don't disagree with the notion of limiting hot drops or making hot dropping harder, but the question is does it have to be several hours. And why hammer logistics in a similar manner?


I believe JFs pilots will only have 1.5 fatigue after the first jump. If I read that correctly. So logistics should be fine.

Power projection is why there are empty spaces in nullsec and large coalitions. Its why nullsec is stagnant.

When Goonswarm calls to remove all caps then you know there's a problem.
Kun'ii Zenya
Hogyoku
Goonswarm Federation
#4256 - 2014-10-02 21:17:00 UTC
Demonfist wrote:
MeBiatch wrote:
Klown Walk wrote:
Why is it so bad that your supply chain can actually get disrupted now in 0.0?


Well goons are convinced that they are going to have a billion JF alts to fuel an empire they have no ability to defend...

Yup. File it under "can't fix stupid" or "deaf kids just don't listen".


You'd be surprised how many people have their own personal JFs...and thus JF pilots. I actually have 2 and could skill up several more. Is it annoying, yeah. Is it impossible? No. Will I do it? If it will help my corp, my alliance and my coalition....of course I will.

Jesus.

Roll
Evenstar TC Dare
Bogus Brothers Corporation
#4257 - 2014-10-02 21:17:01 UTC
CCP nerfs Null...
River forms, full of Null tears.
Wormhole pilots grin.
Marlona Sky
State War Academy
Caldari State
#4258 - 2014-10-02 21:17:02 UTC
Kismeteer wrote:
Just want to make it clear that this gives the current blocks an easy 'I win' button as people will have to be organized with lots of allies to stand against an invasion. And the current blocks are organized already. It slows the game down, makes it tougher to get huge fights, and leads to pointless difficulties to newbies and logi people alike.

Any small group that thinks this will help them might want to look closer if you think this will stop people from taking gates to kill you.

Just want to make it clear the above post is called 'fear mongering' and should be laughed at.
Nalle Bear
The Scope
Gallente Federation
#4259 - 2014-10-02 21:17:21 UTC
CCP you dont want any more players in Eve.
I will Move all my ship to low sec and quit EVE there are so many other on-line game to spend my money on
Eigenvalue
Republic University
Minmatar Republic
#4260 - 2014-10-02 21:17:27 UTC
Serious suggestion here guys, check this out.

A big feedback about WiS was - wait, we're playing eve to undock ships and fly them, stop investing in WiS that's the wrong game. Focus on making the real game play faster and more fun.

Well - if we're going to back off on the faster and fun in ships, how about we finish up WiS? It'll be brilliant! We'll have entire cap fleets ship spinning for hours or days wandering around the station tea bagging each other and jumping off the furniture and playing with the exotic dancers and hopefully role playing, but maybe you could add some boars or something for us to grind?

I think the long mandatory jump timers are really the killer feature WiS was waiting for.

I propose we don't release these timer changes until WiS is in a reasonable shape for release.

Sounds good?