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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Adrie Atticus
Caldari Provisions
Caldari State
#5201 - 2014-10-03 10:28:28 UTC
gascanu wrote:
Hilti Enaka wrote:
Just received this:

Quote:
Caps
From: xxxxx
To: xxxxx
Dear alliance members

In light of the proposed changes to capital deployment, we have at leadership level decided to focus our activities on capital manufacturing for the next 3 months.

I want every alliance member concentrating on:
1. buying capital pilots that are currently going on firesale
2. buying and building capitals

A list of strategic systems will be posted on our forums of where to store your capitals. Many players are claiming this change will stop force projection, we thought about it and rather than not adapt our aim is to have a capital fleet at our disposal in any area of the map. Our solution is quite simple focus on capital readiness by having capitals "to-go" in any area of eve. It will only take you 20 minutes - 30 minutes to use the jump bridges to high sec and move your pod across New Eden to our strategically placed capitals.

You all know me and I am all about adapting, this is us adapting.

See you on the battlefield
Alliance leaders


Gotta love this.


but.. but.. what about small guys?!


You're screwed, just like with every other change trying to hit large blocs only.

I'll smooth out within a year or 2 after you get a foothold in null and might be able to start super production for self defence.
Iv d'Este
Private Security Squad
#5202 - 2014-10-03 10:29:48 UTC
Yes jump freithers need 6ly distance if they have all skils at 5

Only 5 ly it's a very low
Adrie Atticus
Caldari Provisions
Caldari State
#5203 - 2014-10-03 10:29:59 UTC
Shroud O wrote:
do these changes allow the Rorqual to enter Hi Sec?

Or can it just get into Low Sec and Nul?

Thanks in advance.


No capital can enter hisec with these changes, but it's under discussion. This was said on the dev blog in clear words.
Alp Khan
The Scope
Gallente Federation
#5204 - 2014-10-03 10:30:10 UTC  |  Edited by: Alp Khan
Here is a good tidbit from 2011, clearly showing that CCP Greyscale's obsession with the fantasy he has on null-sec is poorly thought:

"The harder we can make logistics, the better for the game viewed as an abstract system. It would be much better for the game if we got rid of freighters, but we have to balance what is good for the game at a higher systemic level with making the player's lives a living hell. Forcing people to do convoys with lots of industrials would, from a higher level systemic view, be awesome. But for the individual players, it would suck balls.

[CCP has] gone [too far] in the direction of making players lives easy – we've got jump freighters and jump bridges and all this [stuff] – and I think there is an agreement here [at CCP] that we want to pull back from that. We would like to pull back as far as we can get away with. But how far can we go?” The underlying point is the need to get a balance between avoiding frustration and getting desirable macro-scale outcomes.

--CCP Greyscale - CSM Minutes, December 2010

CCP Greyscale's nullsec wonderland is a highly dysfunctional, post-apocalyptic society that has suffered a major economic collapse. Cool to read about. Not a fun place to live unless you're the local strong man pissing all over the peasants. And even then....

As Dr. Eyjólfur might be able to explain to his game designer, robust economies require institutions that keep the means of production and transportation secure. CCP did not provide those institutions to nullsec, so the players have evolved them over time. Despite the insecure nature of nullsec, a player can move with relative safety within the boundaries of space with which his alliance has a non-aggression pact. Dangers are there, but the coalition works together to minimize them. This makes some nullsec coalitions a good place to do business. In fact an ongoing concern with lowsec is the tendency of non-PvP players to leap over lowsec, where space is nominally less dangerous but harder to control, directly to nullsec.

Take away the ability of nullsec players to provide those institutions and the producers and traders will leave nullsec for places where they can ply their trades. This is what happens when businesses can no longer operate in safety. Some brave souls will remain as high risk can result in high profits, however the local economies will become largely non-functional.

It would certainly be awesome from a systemic level if Iceland had to go back to importing goods from off-shore using Viking era Knarr ships. Especially if we forced them to sail through various choke points heavily populated by pirates. Mind, it would totally "suck balls" for people living in Iceland. But then, they chose to live out in the middle of the Atlantic Ocean.

If someone in the EU suggested that scenario were a desirable macro-scale outcome, I'm sure a few folk in Reykjavik might object
."

Above part in italics is quoted from this blog post.

Well, CCP did not make logistics easy in the past. What CCP has done with including Jump Bridges, Jump Freighters and Freighters in game was increasing the quality of life for logistics players and for those who live in null, so that their lives were tenable. CCP had to do this to garner interest for it's miniscule amount of subscribers to live in null, and because their game was losing players. Now, at the present day, CCP management has made a terrible mistake and started to regard Greyscale as their bright idea fairy.

Basically, CCP gave a null sec working group to a developer who has no idea about economics, not just as a social science, but also as an abstract and isolated mechanic that applies to EVE markets. Look at Greyscale's surprised reactions in this thread. From "Oh, newbies use clone jumping?" to "T2 production was done before Jump Freighters, so I don't think jump fatigue will negatively impact T2 production" show that Greyscale has no idea about the dynamics regarding goods and production in EVE. (Yeah, say hello to a T2 cloak costing +100m ISK, just as it was before Jump Freighters, you genius!) This is a developer who is failing to show a basic understanding of the game he is attempting to change. This is a developer who is acting on the contrary to the idea that EVE is a sandbox MMO game. This is a developer that thinks EVE is a game that players need to dedicate their whole work days simply to be able to play the game in the sense that Greyscale thinks everyone should! This is a developer that thinks it is a good idea to introduce more artificial timers to EVE to slow down players, when in reality, it was the player base that was complaining about the artificial timers that game imposed on us all along!

And that developer is now proposing a change that not only will make nullsec uninhabitable except for better regions which have direct connections to empire, but will also negatively impact EVERY REGION in EVE because T2 production materials come from null.

What can I say? This will not end well for CCP.
Iski Zuki DaSen
Caldari Provisions
Caldari State
#5205 - 2014-10-03 10:31:28 UTC  |  Edited by: Iski Zuki DaSen
make capitals to be able to move only isnide a region and be able to take ONLY regional gates

so u wana move around to where u play fine np.. u wana go pew pew the guys 3 regions down? u must take 3 regional gates

this way borders of regions make more sence
Kagura Nikon
Native Freshfood
Minmatar Republic
#5206 - 2014-10-03 10:32:10 UTC
gascanu wrote:
Kagura Nikon wrote:
gascanu wrote:
CCP Greyscale wrote:

Tribal Trogdor wrote:
About caps jumping gates:

1) Carrier gate camps - If they sit 0 on gate, they have more than enough subcap killing potential along with enough RR potential to wait out 60 seconds of aggro if needed. This wouldn't be so bad in null as there are bubbles to keep them on the other side, but in low, how is this to be countered? Breaking a fair amount in under 60 seconds would take a fair amount of dreads, which have to siege and get stuck for 5 minutes, while the carriers are only stuck for 60. If the carriers jump out via the gate, they can align out, blap anything that might be sat on the other side to stop them (as most are stuck next door and the real DPS cant follow) and dock up. Even in null though, the dreads are still stuck out of the fight, unless of course they burn to the gate, jump in, and hope the archons hadn't reapproached in the time O.o

2) Cyno Jammers - Drop cyno next door, warp to gate, jump in. Kinda kills the point of it, yea?


- If you can get tackle on the other side, capitals generally take a while to get back to the gate. It ought to be manageable.

- There's still probably tactical advantage in forcing the enemy cap fleet to jump in through a gate.



i'm sorry, what?
so, your answer to this "new" capital gate camps is: from now on, to kill them you need to bring not only enough ppl to kill the camp, but you need to bring even more ppl in case they jump the gate....
so your answer is... "bring more ppl"???!


You mean 1 or 2 extra HICS.. WOW what a huge problem for 0.0 alliances.

dude are you stupid? 1 or 2 hics you say? how can 2 hics hold 4-5 -9 caps in place till the rest of your gang wait the agro and jump? are those hics using capital sized reps now or what?



They do not need to HOLD all. And if the enemy capital ships are deagroing at one side of the gate, you are INCOMPETENT if at least half your ships do not start deagro as well. The HICS willb e alone for 10 secodns if you are HALF competent pilot.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Jessica Duranin
Doomheim
#5207 - 2014-10-03 10:32:36 UTC
gascanu wrote:
dude are you stupid? 1 or 2 hics you say? how can 2 hics hold 4-5 -9 caps in place till the rest of your gang wait the agro and jump? are those hics using capital sized reps now or what?

Uhm... I've seen a single sabre hold 10 caps in a C5 site for well over an hour until reinforcements found a way to the system.
Holding them in place for a few minutes is trivial.
John McCreedy
Eve Defence Force
#5208 - 2014-10-03 10:33:44 UTC  |  Edited by: John McCreedy
If you want to control/reduce force projection of Capitals and Super Capitals, then you need to be looking at the cyno because it's that, not the ships themselves that's the problem but rather the ease at which a cyno can get in to position to allow ships to jump. Apply an escalating mass based multiplier to cyno fuel so the bigger/more ships you want to move, the more fuel requirements are needed to do that. So a Titan needs more fuel than a Jump Freighter does.

A) You''ll need a bigger cyno ship to jump in a larger Capital.
B) You'll need multiple cynos to jump in a fleet.

Make the starting point what it is now (with skills) so that it doesn't harm individual ship travel, a gentle enough curve so that it will have a negligible effect on Black Ops but high enough so that it certainly makes force projection require more planning and certainly more difficult. Seems a more elegant solution to this "whack every jump drive with the nerf bat' approach of yours. You achieve exactly what you want to achieve now without destroying economies or annoying a sizeable proportion of the player base.

13 years and counting. Eve Defence Force is recruiting.

Anthar Thebess
#5209 - 2014-10-03 10:33:51 UTC
Can we reconsider capitals using all gates.
What i am saying make different gate sizes.
Make gates :
- S : Cruizer class max
- M : Battlecruizer max
- L : Battleship size & Orca
- XL : Capitals and supers max.

This could be usefull for the future.

Instead of opening all higsec for capitals CCP can create only frew routes from north to south and from east to west , where those ships can enter.
This way we will not have poses shoot by dreads, pocos repped by carriers in whole higsec.

At the same time this can create interesting situations in nullsec.
Let say that XL capital gates are only in the direction of nearest NPC space.
So you will be again unable to enter any where from any direction.

More choke points are good for the game.

S size gates? Make some pockets accessible only by this gate sizes , especially in lowsec.
knobber Jobbler
State War Academy
Caldari State
#5210 - 2014-10-03 10:34:39 UTC
Ninteen Seventy-Nine wrote:
knobber Jobbler wrote:
Anthar Thebess wrote:

Remember that most of those players where playing different games while waiting for pings.



This is fairly normal when you reach a certain state in EVE. If CCP promote a style of game play which consumes a vast amount of time to do anything yet you're not actually required to do very much during that time, it's hardly a surprise.

Some of these changes are good, some are completely daft and some further promote this sort of timer based game play which means players go AFK while they wait for an alarm clock. It's not an elegant solution.


Yeah they might.

Or they might just get into a subcap and undock instead of waiting for the next slowcat hotdrop to happen. Idea


You misunderstand, this isn't capital pilots, it's most people who live in null or who fight in and around it and sov. People won't roam if they know that in 3 hours they have to react to a timer. This isn't the players fault, it's the nature of fighting over sov. This you can't pin on the blocs, this is the mechanics of the sandbox.


Please Turn
Sebiestor Tribe
Minmatar Republic
#5211 - 2014-10-03 10:36:08 UTC  |  Edited by: Please Turn
gascanu wrote:

yea the irony, oh my god! because spending hours doing a few jumps then more hours waiting cloacked for that camp to go away, it's fun. really, really fun!
but yea, the IRONY...

Gho Higyidr wrote:

Well it could be far MORE than hours. :p Think in the grand scheme of things. I need to give someone serious props if they can gate-camp for a week or two straight.

I have means to adapt to these changes, It's just a literal pain in the ass and I think it will do nothing good for EVE on a logistics scale.


Well, what the hell, I don't mind spending a few minutes here so I'm going to bite. Now, since you ask for it, please bear with me - it will only take a minute:

1. Whenever some newbie complains about what he perceives as a nonsense Eve game mechanics you'll always find someone (usually a self proclaimed 'vet) to quickly put him into his place by showing him the door to WOW while making sure the said newbie finds out that EVE is all about careful planning, meaningful choices and so on. Do you feel it coming?

2. Not longer than a week ago, some players raised hope, that in the future there might be an opportunity for competitive tournament oriented small scale PvP (check this). Naturally, they were reminded were the WOW's door is ... etc. Do you feel it coming?

The thing is, and the IRONY is here, that ARENA PvP style is already in EVE, on a much bigger scale that small scale PvP fans will ever dare to ask, just that, for now, is rigged through game mechanics such that certain group of 'vets (will ) always win. CCP finally decides to act on it, by breaking it into multiple ones and by doing so they ask you (the 'vets) to make meaningful choices (again) for once.

(i.e. Man, I really want to hot-drop this frigate scrub? I want it so bad. Hmm, should I do it or not? The fatigue dude, the fatigue. Hey nerds, should we make base at the end of the universe? I don't know boss, the logistic will be a nightmare there. We might even need to recruit some scrubs to mine. Yeah, maybe we should make the base closer to the empire? Boh, I don't know your eminence. That will put us into PL backyard, are we sure we want that? **** it, hard choice. We will figure it out tomorrow. o7)

and here it comes - your answer to all this is:

VERY careful planning and execution = no fun

Like I said before, I can't stop laughing Pirate

Join TheTuskers, travel to exotic distant lands, meet exciting unusual people and ... kill them!

Sayod Physulem
Deep Core Mining Inc.
Caldari State
#5212 - 2014-10-03 10:36:15 UTC
Inherent Legend wrote:

To me Force Projection just lacks a correct risk vs reward ratio.


What about everyone is able to see the cyno - not only people in your fleet. I mean if you light a torch in the dark - your friends will find you - but who else?...

And what about allowing two-way travel? So you can fly from the cyno to the jump bridge generator? I think of jumpbridges and stargates as artificial wormholes - you bend space making the distance shorter. So you could use that shorcut in the other way too. The same way do warp drives bend space - but they are not that strong - so the distance is still farther. So adding travelling time to the jump and making a jump more like warp would make sense. Also that if you loose orientation (the torch/cyno) you can't travel further stopping at the next solar system makes sense.

... and you have risk. And what about higher jump fuel cost?

I think adding timers isn't a really elegant solution. And removing jump travel ... well there are jumpgates, so the technology is there, so why not let the players ues it...

That's a Roleplay perspective - I really can't say that I have gameplay experience with cynos.

And if ccp eventually develops procedual generation of solar systems, (since a lot of recent sci-fi games promise that, so maybe it becomes possible) then there has to be a way to establish a connection. So players need to be able to build jumpgates in a way. And instead of removing that feature now and have to discuss that topic then again - maybe plan for the future.
Kagura Nikon
Native Freshfood
Minmatar Republic
#5213 - 2014-10-03 10:36:17 UTC
Murauke wrote:
Kagura Nikon wrote:
Murauke wrote:


BUT NOOOOOOOOOOOOOOOOOOOOOOOOO...... they'll be all jump fatigued!



I find amazing how people are treating as if Jump drives will still be the only way for capitals to move.

GATES!! The major movement will be made by GATES!!! These changes will NOT prevent a capital force deployment from one day to the other. They will just make 20 minutes hyper escalations a thing of the past.


Don't get me wrong I want these to change. I just think CCP are focusing on the wrong part of capital deployment.

Punishing people for seeking out enjoyment shouldn't be the penalty of using capitals.

The thing that makes all this possible is the incredibly dull cyno mechanic. Change that, and you change force projection.



What I think peopel are not seeing is that capitals are MORE powerful after these changes.

You will see dumb supercarriers groups of 20 roaming trough gates and other nasty things.


Capitals are NOT being nerfed> They are beign made More powerful tactically. They are just making them into strategic assets that must decide on what side of the universe they want to play this weekend.

In fact small groups of carriers are more likely to be used since they will not die 100% of time to a super hot drop from 30 LY away. Their force ceoncentration wil remain, and the super groups will still be unbeatable in battle.

Yes there will be an unfun period after these changes are deployed and before the rest of sov changes are deployed. But if ccap can keep that period at most 3 months, then things will be " fine"

"If brute force does not solve your problem....  then you are  surely not using enough!"

PotatoOverdose
School of Applied Knowledge
Caldari State
#5214 - 2014-10-03 10:37:22 UTC
Alp Khan wrote:

It would certainly be awesome from a systemic level if Iceland had to go back to importing goods from off-shore using Viking era Knarr ships. Especially if we forced them to sail through various choke points heavily populated by pirates. Mind, it would totally "suck balls" for people living in Iceland. But then, they chose to live out in the middle of the Atlantic Ocean.

From this blog post.

Oh, that was hilarious. Thank you for posting this here, wouldn't have known about it otherwise.

Also, can't wait to see it in-game! Twisted
Kagura Nikon
Native Freshfood
Minmatar Republic
#5215 - 2014-10-03 10:37:24 UTC
Please Turn wrote:

VERY careful planning and execution = no fun

Like I said before, I can't stop laughing Pirate


Then you are playing the wrong game.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Serendipity Lost
Repo Industries
#5216 - 2014-10-03 10:37:56 UTC
Jethro Winchester wrote:
FU 2 wrote:
I can foresee Jita covered in supercaps :D


Don't forget that Snuff Box, Shadow Cartel, etc, etc will be camping every lowsec entry point with supers, titans, and insta-locking Loki's since nobody will be able to hotdrop them.



Yeah, because this is what a player that's been around since the beginning will call fun. Just because you come up with a mechanincly plausable counter doesn't mean you're going to be able to convince some of your stooges to to gate camp Houla 23/7 for the next 4 years. I'm basing this on traffic drying up rather quickly if these are established.

The problem here is that there is no real fighting going on (for multiple reasons). No real fighting has led to pilots getting bored and not logging in. If you really think the bored not logging in pilots are suddenly going to find joy and fulfillment in camping HS/LS boundary systems.... you're just not getting it.

Folks are tired of being ordered by leadership to do dumb boring things for the benefit of said leadership. Supers camping the Houla gate comes under dumb and boring orders from leadership. In this case it wouldn't be poor mechanics driving folks out of the game, it would be dumb and boring orders from "leadership" driving people out of the game.

Seriously... get a clue as to what's really going on. You're losing your crappy boring empires because they are crappy and boring. It's related to game mechanics for sure, but it's also related to what "leadership" is ordering its rank and file (I think that's the nicest term I've seen you folks use) members to do in the name of empire maintenance.

A lot of folks are just losing interest and the blue bros can't see/accept/admit it's because the current null layout is boring.
Kagura Nikon
Native Freshfood
Minmatar Republic
#5217 - 2014-10-03 10:39:42 UTC
Lurifax wrote:
Kagura Nikon wrote:
Hsu Li wrote:

I don't think what CCP is proposing is horrendous idea I mostly like it. I see what is CCP trying to do here and I am just proposing little modifications that will have less impact on areas that I think CCP wants to affect less.

With my proposed changes you can still do black op drops, move stuff to/out of your home, set clone to remote destinations. But if you wanted to move across large amounts of space you simply have to wait.




True. The idea is not bad, the numbers although need tweaking. And a bit of thinkign on the way people use and uses intended for ships are.

Black ops are not strategical, they should not need to be COMITED to a region for such a long time. Half the fatigue would be okish for them.

JF should get MORE fatigue than 10% if they want people to use some gates. Maybe increase their jump range to 6Ly so they can cross some very problematic regions.


Jump drive calibration must be made into something useful.


The fatigue cap at 1 month is a bit too high , unless they make JDC increase fatigue dispersion.


The jump fatigue is fine in the current form. Yes It will take longer and you have to be smart about it. We have been spoiled and are used to easy access to everything. Eve is a sandbox and eve is not supposed to be an easy sandbox.

Somebody post the learning curve.



Still black ops and Carriers are not meant to operate on same scale and commitment. They need some adjustments. And JDC must be made into something useful, otherwise peopel will have a real reason to be angry at CCP. If JDC increase fatigue recovery by 10% per level, that still keep the fatigue effective cap at 20 days, it is long enough. But it is a worthy reward for trainign JDC V

"If brute force does not solve your problem....  then you are  surely not using enough!"

OldWolf69
EVE-RO
Goonswarm Federation
#5218 - 2014-10-03 10:40:13 UTC
Jethro Winchester wrote:
Hilti Enaka wrote:
Just received this:

Quote:
Caps
From: xxxxx
To: xxxxx
Dear alliance members

In light of the proposed changes to capital deployment, we have at leadership level decided to focus our activities on capital manufacturing for the next 3 months.

I want every alliance member concentrating on:
1. buying capital pilots that are currently going on firesale
2. buying and building capitals

A list of strategic systems will be posted on our forums of where to store your capitals. Many players are claiming this change will stop force projection, we thought about it and rather than not adapt our aim is to have a capital fleet at our disposal in any area of the map. Our solution is quite simple focus on capital readiness by having capitals "to-go" in any area of eve. It will only take you 20 minutes - 30 minutes to use the jump bridges to high sec and move your pod across New Eden to our strategically placed capitals.

You all know me and I am all about adapting, this is us adapting.

See you on the battlefield
Alliance leaders


Gotta love this.


Called it! Welcome to the new and improved EVE where the big guys can't possibly hold on to all that renter income and small groups will be able to hold space. WTG CCP GRAYSCALE! *Cue laughter*

Will laugh my arse out when ppl like you will settle down in null then big dogs will squeeze the **** outta you because you won't be able to reship, hahahahahahaha Lol
gascanu
Bearing Srl.
#5219 - 2014-10-03 10:40:48 UTC  |  Edited by: gascanu
Jessica Duranin wrote:
gascanu wrote:
dude are you stupid? 1 or 2 hics you say? how can 2 hics hold 4-5 -9 caps in place till the rest of your gang wait the agro and jump? are those hics using capital sized reps now or what?

Uhm... I've seen a single sabre hold 10 caps in a C5 site for well over an hour until reinforcements found a way to the system.
Holding them in place for a few minutes is trivial.

news, bubles don't work in low sec Blink

and those cap pilots must of been really stupid to just stay there... even so, with the new changes to the bubble launchers and drones/fighters that is no longer possible
Kagura Nikon
Native Freshfood
Minmatar Republic
#5220 - 2014-10-03 10:40:51 UTC
Serendipity Lost wrote:
Jethro Winchester wrote:
FU 2 wrote:
I can foresee Jita covered in supercaps :D


Don't forget that Snuff Box, Shadow Cartel, etc, etc will be camping every lowsec entry point with supers, titans, and insta-locking Loki's since nobody will be able to hotdrop them.



Yeah, because this is what a player that's been around since the beginning will call fun. Just because you come up with a mechanincly plausable counter doesn't mean you're going to be able to convince some of your stooges to to gate camp Houla 23/7 for the next 4 years. I'm basing this on traffic drying up rather quickly if these are established.

The problem here is that there is no real fighting going on (for multiple reasons). No real fighting has led to pilots getting bored and not logging in. If you really think the bored not logging in pilots are suddenly going to find joy and fulfillment in camping HS/LS boundary systems.... you're just not getting it.

Folks are tired of being ordered by leadership to do dumb boring things for the benefit of said leadership. Supers camping the Houla gate comes under dumb and boring orders from leadership. In this case it wouldn't be poor mechanics driving folks out of the game, it would be dumb and boring orders from "leadership" driving people out of the game.

Seriously... get a clue as to what's really going on. You're losing your crappy boring empires because they are crappy and boring. It's related to game mechanics for sure, but it's also related to what "leadership" is ordering its rank and file (I think that's the nicest term I've seen you folks use) members to do in the name of empire maintenance.

A lot of folks are just losing interest and the blue bros can't see/accept/admit it's because the current null layout is boring.


WTF.. decide yourself. You say that you cannot hope to convince peopel to make activities that lead to a fight, but then say the problem is the lack of fights? What you want? Pre made matches of 15 vs 15? Then go play world of tanks.

"If brute force does not solve your problem....  then you are  surely not using enough!"