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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
P0RT4R0
State War Academy
Caldari State
#5241 - 2014-10-03 11:01:56 UTC
Alp Khan wrote:
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.


+99999999
Kagura Nikon
Native Freshfood
Minmatar Republic
#5242 - 2014-10-03 11:02:50 UTC
Alp Khan wrote:
PotatoOverdose wrote:
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


They are not removing Jump Freighters, FYI. But since you seem to be applying that hilarious example to your own stature in null, allow me to remind you that as a Goon, I'm lucky and will not be badly affected by Greyscale's ~bright idea~ as a lesser entity such as MoA's average line member would. Twisted



It is not nearly close to what is being proposed. Currently the imports that get in iceland need to way way more than the 1 hour than the JF will need after these changes.

Right now we do not have real lgistics and ship lines. We have star treck transports beaming supplies up and down.

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

Yuri Thorpe
Volatile Restability
PURPLE HELMETED WARRIORS
#5243 - 2014-10-03 11:03:22 UTC
The thread rages on
Kagura Nikon
Native Freshfood
Minmatar Republic
#5244 - 2014-10-03 11:05:30 UTC
P0RT4R0 wrote:
Alp Khan wrote:
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.


+99999999


WRONG. All wrong. SHow how the whiny players have NO idea of how is to PLAY the game isstead of a spreadsheet.

Before jump freighters the T2 cloacks costed ...... 12 million isk.... amazing hugh?


CCP wants peopel to PLAY THE GAME, not sit in spreadsheets! UNDOCK, use your friends, SCOUT!


You guys are whining as much as the high sec carebears taht complain they cannot move their freighters in high sec, because they are too lazy to not use AP.

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

Serendipity Lost
Repo Industries
#5245 - 2014-10-03 11:05:54 UTC
So reading a lot of this I've come to a conclusion. JF need to be nerfed a bit more. Shorten their range to 4LY or dial up the fatigue settings a bit. Come up with some additional mechanism to get them out into harms way. The whole force projection thing needs to lose it's financial backing. If CFC or who ever can afford to put archons in every 5th system, then jump fatigue has a much smaller effect.

Basis: It's what all the big boys are crying about the most.... so twist the freaking knife until the game gets fun again.


Cripple the wallet and you cripple the organization. The quick way - CCP just deletes any wallet over some set value. Of course this is rediculous. So they need to come up with reasonable ways to drain them over time. The big picture would be to make it fiscally unreasonable to maintain large empires. That's not easily done w/out screwing over the guys a few wrungs down the ladder working their way up.

OK so how to kick the wallet of a vast empire squarely in the junk. Passive isk has to go. That's things like stationary moon goo. If a large group can (and let's face it totally has) put a strangle hold on a passive resource, then it has to go. Getting rid of the goo isn't practical, so move it around. Make it a difficult to find the needle in a large haystack. Make it deplete and be rediscoverable at some random point in the galaxy. Make it so it has to be found (scanned). Make it a pain in the patoot for any one group to control exclusively.

Of course the big guys will say it's of little consequence. They may be right for where they are sitting. For a smaller to middle size group finding a rare moon deposit in their back yard would be a boon. So look at it as helping the little guys instead on not hurting the big guys.

I know if I had a small corner of null and rare goo popped up on one of my moons.... I wouldn't tell anyone. I'd reap the windfall!
Kagura Nikon
Native Freshfood
Minmatar Republic
#5246 - 2014-10-03 11:07:51 UTC
PotatoOverdose wrote:
baltec1 wrote:
PotatoOverdose wrote:

And where do those blockade runners get all their fuel? It's 65 light years from your southern holdings in delve to deklein.


You do know how fast those things warp right?

Yeah, I do. So If you're saying you haul fuel blocks for all of your towers from deklein or Jita, I'm calling bullshit on that.Cool
Incidentally, 54 light years from your southern holdings to Jita.



Let me exmplain some basic concepts: liek nto doign everythign alone. They use a normal freighter in an alt to move VAST ammounts to south stations, liek agil. From there they use blockade runners that travel a dozen jumps.

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

Amator Phasma
Event Horizon Ships
#5247 - 2014-10-03 11:08:05 UTC
Kagura Nikon wrote:
(...)Right now we do not have real lgistics and ship lines. We have star treck transports beaming supplies up and down.

And this must end!
I look forward to this changes.
Grave Digger Eriker
Doomheim
#5248 - 2014-10-03 11:09:22 UTC
Serendipity Lost wrote:
So reading a lot of this I've come to a conclusion. JF need to be nerfed a bit more. Shorten their range to 4LY or dial up the fatigue settings a bit. Come up with some additional mechanism to get them out into harms way. The whole force projection thing needs to lose it's financial backing. If CFC or who ever can afford to put archons in every 5th system, then jump fatigue has a much smaller effect.

Basis: It's what all the big boys are crying about the most.... so twist the freaking knife until the game gets fun again.


Cripple the wallet and you cripple the organization. The quick way - CCP just deletes any wallet over some set value. Of course this is rediculous. So they need to come up with reasonable ways to drain them over time. The big picture would be to make it fiscally unreasonable to maintain large empires. That's not easily done w/out screwing over the guys a few wrungs down the ladder working their way up.

OK so how to kick the wallet of a vast empire squarely in the junk. Passive isk has to go. That's things like stationary moon goo. If a large group can (and let's face it totally has) put a strangle hold on a passive resource, then it has to go. Getting rid of the goo isn't practical, so move it around. Make it a difficult to find the needle in a large haystack. Make it deplete and be rediscoverable at some random point in the galaxy. Make it so it has to be found (scanned). Make it a pain in the patoot for any one group to control exclusively.

Of course the big guys will say it's of little consequence. They may be right for where they are sitting. For a smaller to middle size group finding a rare moon deposit in their back yard would be a boon. So look at it as helping the little guys instead on not hurting the big guys.

I know if I had a small corner of null and rare goo popped up on one of my moons.... I wouldn't tell anyone. I'd reap the windfall!
Wallets will be drained alright but they won't be fictional ISK wallets they will be the dusty wallets of CCP employees if this is implemented in this iteration. Enjoy your Christmas it may be CCP's last
Celly Smunt
Neutin Local LLC
#5249 - 2014-10-03 11:10:01 UTC
i love how all capitals are now being put into a higher risk situation because of these changes yet the ability to BO hot drop someone is remaining virtually unchanged... LOL

its almost as though someone wants to see more stuff get blown up or something...

idk, maybe its just me...
o/
Celly Smunt

Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator.

Papa Django
Materials Harvesting Kombinat
#5250 - 2014-10-03 11:14:07 UTC
Alp Khan wrote:

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.


You are wrong all the line if you consider that your POV is the regular POV for everyone.

I agree to the Greyscale POV, and i agree with consequences you described but i think it is a good thing for the game and the economy.

T2 are too common, they should be rarified. It could open many business opportunities.

It will relocalize economy which is a good thing.

On the macro scale, your big coalitions must die. You are strangling the game. This game need some fresh air.

Dream Five
Renegade Pleasure Androids
#5251 - 2014-10-03 11:17:37 UTC  |  Edited by: Dream Five
x
Yugo Reventlov
Keeping Up Appearances
#5252 - 2014-10-03 11:18:50 UTC  |  Edited by: Yugo Reventlov
As an exercise, I invite every nullsec inhabitant to check how their Jump Freighter supply route would look from empire to where they live.

I did the same for a previous home I had in Stain: http://evemaps.dotlan.net/jump/Anshar,055/Paye:W-Q233

What used to be 3 jumps - meaning I needed 4 cyno toons - is now 10 jumps. I have a feeling I'd be very Fatigued by the time I got to my destination.
ankerf cram
Free-Space-Ranger
#5253 - 2014-10-03 11:19:00 UTC
Do you really want to kill deep 0.0? How can a small alliance live in deep space, if they are not able to control the whole way from and to there area?

Today they can rely on jumpfreighters to get stuff in (t2 Modules, Isotopes of other regions) and out (moongold).

Same problem with black ops if they can't make hit and run operations because they have to wait for the counter to go to zero then the fun of blackop operations is ruined!

For the people of deep 0.0 space do not nerf Jumpfreighters!

For the fun in the game do not nerf blackops!
Easthir Ravin
Easy Co.
#5254 - 2014-10-03 11:19:07 UTC
Papa Django wrote:
Alp Khan wrote:

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.


You are wrong all the line if you consider that your POV is the regular POV for everyone.

I agree to the Greyscale POV, and i agree with consequences you described but i think it is a good thing for the game and the economy.

T2 are too common, they should be rarified. It could open many business opportunities.

It will relocalize economy which is a good thing.

On the macro scale, your big coalitions must die. You are strangling the game. This game need some fresh air.




It is this kind of posting that reinforces the statement by some, that people who do not live in Nul should keep opinions about Nul to themselves and let the adults have a conversation.

IN THE IMORTAL WORDS OF SOCRATES:  " I drank WHAT?!"

Rawthorm
The Establishment
#5255 - 2014-10-03 11:20:22 UTC
Dream Five wrote:
Maybe instead they could limit the number of supercaps on the same grid, as in if there is more than a few supers within 200km you can't cyno or warp another super there, similar to deployable cynojammers. Could be interesting as battles would get dispersed in the system.

Same limits but higher could be applied to caps separately.



Would never work. One side turns up, fills that limit and then the opposing force can't bring any supers of their own. Totally skews the fight in favour of whoever arrives first.
Nevyn Auscent
Broke Sauce
#5256 - 2014-10-03 11:20:50 UTC
0.25 per minute means it's 24 minutes per jump, so you are travelling 12.5 ly/hour. There are no such things as multi month journeys unless you fail at economising your travel, in which case you are deliberately doing things the hard way and shooting yourself in both feet, and EVE should be hard for you when you do such things.

This is assuming just jumping and not making any use of any gates in the mean time, and 5ly jumps so minimising the effect of the 1+ part of the formula.
Alp Khan
The Scope
Gallente Federation
#5257 - 2014-10-03 11:21:17 UTC
Kagura Nikon wrote:
Alp Khan wrote:
PotatoOverdose wrote:
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


They are not removing Jump Freighters, FYI. But since you seem to be applying that hilarious example to your own stature in null, allow me to remind you that as a Goon, I'm lucky and will not be badly affected by Greyscale's ~bright idea~ as a lesser entity such as MoA's average line member would. Twisted



It is not nearly close to what is being proposed. Currently the imports that get in iceland need to way way more than the 1 hour than the JF will need after these changes.

Right now we do not have real lgistics and ship lines. We have star treck transports beaming supplies up and down.


You make it sound like Jump Freighters fly for free, that they cost nothing, they don't require alts to fly, and Jump Bridges appear out of thin air, without anybody setting them up, fueling them, protecting them.
Papa Django
Materials Harvesting Kombinat
#5258 - 2014-10-03 11:22:03 UTC
Easthir Ravin wrote:

It is this kind of posting that reinforces the statement by some, that people who do not live in Nul should keep opinions about Nul to themselves and let the adults have a conversation.


I am seeing childs crying about their future broken toy.

We need changes. Theses are good changes.

Your proposal is denying the changes and keep everything like now, and you call you an adult ...
ankerf cram
Free-Space-Ranger
#5259 - 2014-10-03 11:22:11 UTC
Dream Five wrote:
Maybe instead they could limit the number of supercaps on the same grid, as in if there is more than a few supers within 200km you can't cyno or warp another super there, similar to deployable cynojammers. Could be interesting as battles would get dispersed in the system.

Same limits but higher could be applied to caps separately.


So if somebody is on my POS and he has a really large fleet i am not allowed to send my fleet in to protect it?

Or to get warp to my save POS?
Dream Five
Renegade Pleasure Androids
#5260 - 2014-10-03 11:22:13 UTC  |  Edited by: Dream Five
Rawthorm wrote:
Dream Five wrote:
Maybe instead they could limit the number of supercaps on the same grid, as in if there is more than a few supers within 200km you can't cyno or warp another super there, similar to deployable cynojammers. Could be interesting as battles would get dispersed in the system.

Same limits but higher could be applied to caps separately.



Would never work. One side turns up, fills that limit and then the opposing force can't bring any supers of their own. Totally skews the fight in favour of whoever arrives first.


Yeah that's why i deleted my original message. I think that could be somehow solved though, still thinking about it.


How about one super per 30km sphere?