These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Lugh Crow-Slave
#5301 - 2014-10-03 11:47:00 UTC
Could always just ad moon goo to WH Twisted
PotatoOverdose
School of Applied Knowledge
Caldari State
#5302 - 2014-10-03 11:47:48 UTC
The Slayer wrote:
I love how the big bad alliances out in null sec are accused of "strangling" the game despite being the only reason CCP are ever mentioned in the News Media as anything more than "that Icelandic company with the space MMO" or "that company doing the *new thing that looks cool but ultimately fails*. The only time EVE gets any real press exposure is when one of the nullsec behemoths does something dumb and loses a bunch of **** or one of the "dishonorable liars" that hisec pubbies despise so much steals the equivalent of a nigerian princes fortune from his alliance before running away and trying to sell it on ebay (although I haven't seen one of these stories in years).

Well, lets face it: of late you've been a bit lax in fulfilling your end of the bargain, haven't you? When's the last time one of your dudes did something stupid with a titan that resulted in another asakai? People got bored, people b*tched, CCP listened.
remus wulf
Deranged Chaos
Pan-Intergalatic Business Community
#5303 - 2014-10-03 11:48:12 UTC
Problem : Less and less players are logging in and playing eve.

Solution : Implement your current proposed changes.

Result : You annoy even more players causing them to un-sub multiple dozen accounts each !

Brilliant plan CCP if you want to kill off this game and move onto other projects because
seriously at the rate your going the only ones playing your game will be Dev's.
Oh wait NO players NO need for Dev's job's complete !

Seriously CCP please STOP listening to the CSM and start listening to your players an exercise
some better thinking and problem solving while you still have a player base at all.

That is if you still want to see this game around in another 10 years !

Changes are needed to keep things fresh and interesting but your plans are a nerf bat too far.


264 pages of comments in 3 days and that number will rise significantly by the time you implement these changes.
That speaks volumes at the amount of disgruntled players your about to cause to quit.
Dream Five
Renegade Pleasure Androids
#5304 - 2014-10-03 11:48:51 UTC
Kagura Nikon wrote:
ankerf cram wrote:
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!



Remember that there is strong evidence that ccp will add player made stargates. This changes alone would create some problems. But seesm ccp already had this planed long ago. With player made stargates the back lands can deal with it easily.


They should also make player-made stars and ability to destroy them :)

Now THAT sounds like fun :)
Kagura Nikon
Native Freshfood
Minmatar Republic
#5305 - 2014-10-03 11:50:49 UTC
Taram Caldar wrote:
Kagura Nikon wrote:

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?




Minor correction:
Before Jump Freighters T2 cloaks cost ~100 million isk until enough carriers were in use as haulers by putting goods into haulers which were then placed into ship maintenance arrays. A properly configured carrier could haul well over 200,000m3 of goods to/from 0.0 (much quicker then jump freighters now do). Once that started happening T2 modules started to get less and less expensive until the T2 cloak was about 15 million isk. Then CCP introduced Jump Freighters because this was ' wrong' and they didn't like carriers being used as pack mules. At which point, due to the even greater volume they could move T2 prices went down a bit more to roughly where they are today.

Before capitals were used routinely as pack-mules T2 prices were sky high due to the risks and relative difficulty of moving freighters from nullsec to empire in sufficient quantities to provide T2 manufacturers with materials. Furthermore because only very organized alliances could do those logistics moves there was a de-facto lock on t2 production prices. Think Tech cartels that couldn't be gotten around because nobody but the big-boys could safely move the materiels needed... thus lock on pricing... thus costs driven up.

Not saying we'll return to those days but blindly saying 'before jump freighters 'yada yada'' you might want to consider the history a little more closely.



I moved stuff for my ceo that had a BPO of cover ops cloak. And I do not remember prices being that high not even CLOSE on the period. And we did not use carriers, we used simple haulers (to minimize the risk of losing too much at a single time)

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

gascanu
Bearing Srl.
#5306 - 2014-10-03 11:51:33 UTC
Kagura Nikon wrote:



I know and I want that. But I think might make some specific places be very bad to live. Well ccp can solve that by adding 1 or 2 gates here and there as well. Or maybe move a bit one or 2 star systems :P Some gaps that are 5.0037 Ly for example, could be slightly moved.


so, let's see : a high sec player giving advice how null sec mechanics should work...
Kagura Nikon
Native Freshfood
Minmatar Republic
#5307 - 2014-10-03 11:51:59 UTC
Zhul Chembull wrote:


There will be players and they will be fighting, but there will be less players, maybey a lot less. Shrug


A LOT of peopel will resub as soon as they know about these changes. A LOT!

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

Nevyn Auscent
Broke Sauce
#5308 - 2014-10-03 11:52:03 UTC
remus wulf wrote:

264 pages of comments in 3 days and that number will rise significantly by the time you implement these changes.
That speaks volumes at the amount of disgruntled players your about to cause to quit.

Except for the fact that a lot of posts are positive in support of the changes, or educating people complaining about how it will take months to jump places about the actual best way to do things rather than their crazy deliberately nerfing themselves methods.
So 264 pages is just an indication there are a lot of stupid people who can't maths, and who can't read.
Prt Scr
569th Freelancers
#5309 - 2014-10-03 11:53:39 UTC
Had an idea to stop massed unsubs by cap ship toons.....make all cap ships immune to bubbles...you wanna stop them warping ? Then use a heavy dictor with infinate script. As a sop to super cap flyers, let them fit the infinate point...bring back the gate camping titanTwisted

uɐıssnɹ pɐǝɹ ʇ,uɐɔ ı ʇnq ʎɹɹos ɯ,ı

The Slayer
GoonWaffe
Goonswarm Federation
#5310 - 2014-10-03 11:53:40 UTC
PotatoOverdose wrote:
Well, lets face it: of late you've been a bit lax in fulfilling your end of the bargain, haven't you? When's the last time one of your dudes did something stupid with a titan that resulted in another asakai? People got bored, people b*tched, CCP listened.


January. Whens the last time mission runners in hisec did anything interesting?
Misha Hartmann
Tribal Mist
#5311 - 2014-10-03 11:53:54 UTC
Wow, what a proposal.

- Firstly, and I think i speak on behalf of nearly all capital pilots, eve is meant to be fun NOT WORK!!! Making the jump changes certainly makes eve more work and less fun. The whole thing about restricting jump clones is ********. Again, eve is meant to be fun not work. It will be such a hassle getting in the MILLION of cynos needed.

- I think the fatigue changes to capitals is perhaps not a bad thing, perhaps a bit harsh, but not too bad. It adds a bit of futuristic realism. The jump range on the other hand is far too harsh at 5ly. With or without fatigue, this nerf kills capitals. Half the reason why many people use carriers is for logistics. Its nice to have it, BECAUSE IT MAKES IT LESS WORK AND MORE PLAY!!!!! Perhaps rather restrict it to 9/10 ly plus fatigue.

- Then, CCP's pathetic craze to make the weak stronger is not achieved by this patch. Smaller alliances, when under attack, will not be able to call for help, so they are doomed. Large super fleets can steam roll everything, because of the extreme localization. This patch certainly makes it, the larger your super fleet is, the stronger you are.

- With the current nerfing craze on capital that is going on, there will be little point to dropping capitals on anything because a tiny subcap fleet will be stronger anyway. Capital ships are really expensive yet they can do ever less. First the fuel price increase, which was fine, and now this. Stop nerfing caps.

- Finally, nullsec logistics is pretty much over with this. How on earth are certain systems meant to be reached, when a system to system jump is more than 5ly? Which JF pilot in their right mind takes a gate with 20bil on board. I mean comon!!! Seriously.

Well CCP, atleast with this change you guys will make alot more Money, since everyone will have to activate 3 more accounts for cynos.

I appreciate the desire to make null more interesting, because it is stagnant, but THINK!!!
Thanks
remus wulf
Deranged Chaos
Pan-Intergalatic Business Community
#5312 - 2014-10-03 11:54:56 UTC
Who has the time or patience to read every page ?


Nevyn Auscent wrote:
remus wulf wrote:

264 pages of comments in 3 days and that number will rise significantly by the time you implement these changes.
That speaks volumes at the amount of disgruntled players your about to cause to quit.

Except for the fact that a lot of posts are positive in support of the changes, or educating people complaining about how it will take months to jump places about the actual best way to do things rather than their crazy deliberately nerfing themselves methods.
So 264 pages is just an indication there are a lot of stupid people who can't maths, and who can't read.

Crysantos Callahan
Imperial Shipment
Amarr Empire
#5313 - 2014-10-03 11:55:01 UTC
CCP Greyscale wrote:

...
Crysantos Callahan wrote:
A few question directed at Greyscale, would be awesome to get at least a short answer what to expect:

Will you relocate racial ice or do something about the regional difference of isotope availability?

Are there any plans to create more NPC space to create more space to attack sov holders and as some kind of evacuation point for the defenders?

What about moon goo, moon distribution and T2 production? Do you want to change these things a bit to allow smaller scale alliances to provide their own stuff?

Did you already run tests with larger capital/supercapital fleets using gates and the possible bumps that will happen?

Thanks in advance!


- Hopefully not, but we'll see how it shakes out
- We know there's a desire for better staging options against some regions, we haven't evaluated this fully yet much less settled on solutions
- Potentially, yes
- Yup, Masterplan is doing some fine-tuning of warp logic to make this sort of thing smoother. There's no good way to warp 20 titans to a gate at once without bumping, though.



Thanks for the feedback, much appreciated. A few words, I think this change will help the issues of nullsec and lowsec, but there need to be some additional changes to make it rewarding to set up your own small empire, to be independent and a sovereign entity. When we keep the current status quo and just change the "speed" of force projection, the current shape of nullsec will only slightly adjust. I think it's really important to create new NPC areas close to every region to enable more warfare and footholds for smaller entities - as well as creating the need for local forces to step up and defend their space, not sitting comfortably in the back of the drone regions with no one being able to actually reach them. If we keep the current regional isotope and moon goo distribution there's still the drive to own certain areas for the larger entities and no chance for the smaller ones to take a shot at it. With a more spread out variety of moons, isotopes and npc space you can create multiple regional hubs and power blocks who are happy to fight each other. Not 2-3 large forces sitting on their moons and doctrine capitals with the perfect isotopes they need. Make it possible for alliance to deploy somewhere and take a shot at every region, when you take away the chance to deploy rapidly over vast space, make it at least possible to be able to stage from backwater regions once you get there.

Without related changes to certain resource availability and the ability to retreat / stage from most areas you're just creating the incentive to keep blue-ing everybody again. Lower the regional differences, add npc space, the less need to be friends with everybody, the better the chances for a lot of action in 0.0.

so TLDR:

1. isotopes:
I think the relocation of ice wouldn't be too hard to do and would allow all regions to be self-sufficient. Or make it an upgradable iHub system that "changes" the composition of the ice forming in the near vicinity. Tons of way to do this, like cycling different racial ice in the anoms, etc.

2. NPC-Space:
Probably the most important change needed, they don't need to be vast regions like stain, just a few systems and stations - close to most regions to be able to deploy and retreat. When you take a look at most "deep" nullsec regions they lack the option to stage into them - create an opportunity to do so and we'll see a lot of action.

3. moon goo, t2 production
Awesome, probably best idea to check out how things develop and then tune it.

Alp Khan
The Scope
Gallente Federation
#5314 - 2014-10-03 11:56:00 UTC
Kagura Nikon wrote:
Alp Khan wrote:
Kagura Nikon wrote:
Veskrashen wrote:
Alp Khan wrote:
(Hint: T2 materials are tied into null moons)

Hint: there's plenty of moons in lowsec too, to include R32/64, and plenty of the racial ones laying around. We'll get by.



Adn not s single moon will NOT be mined. They will just be mined by different people.


It doesn't matter who mines the moons. What matters is that the costs of getting that moon goo that is necessary for T2 production is going to skyrocket, and that will be pushed on to the consumer. Ask veterans about T2 module and ship prices before Jump Bridges and Jump Freighters were added to the game. A single T2 cloak, which is priced around ~5M currently, used to cost in the excess of 100M ISK. I'm not even getting into the costs of T2 ships.

Also consider the broken state of low end minerals in null, and the necessity to move those from where they can be gathered to null!



No it will NOT skyrocket. It will increase a bit , but not skyrocket.



No, they will fluctuate up considerably. Look at the historical prices before JBs and JFs were introduced. Also, look at the Chinese server, maybe you'll be able to explain concisely why T2 prices there are so absurd. :allears:
Please Turn
Sebiestor Tribe
Minmatar Republic
#5315 - 2014-10-03 11:56:32 UTC
Zhul Chembull wrote:
Again

Just popping in to throw an idea I already have and to state an opinion. The changes are not good, regardless to what anyone says.

words



This thread keeps delivering. For the third time, I can't stop laughing Pirate

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

Anthar Thebess
#5316 - 2014-10-03 11:59:59 UTC
Crysantos Callahan wrote:


Ice is good in the way it is.
It can put more pressure on logistic and fleet composition in given region, if you really want different capital, or JF.
Then hauling 300.000 isotopes by T1 hauler by a wormhole - will not be an issue.
Sym Biotic
Star Frontiers
Brotherhood of Spacers
#5317 - 2014-10-03 12:00:14 UTC
CCP Greyscale wrote:


Is the ability to push your fatigue up to really high numbers a good idea?
Probably not, no. We're looking at just capping fatigue at like 1 month or something.



At what length of time does a game stop being a game? With the timer capping at a month will we see people unsub to wait the month, since you have said that it will keep counting down while unsubbed? Jump/capital skills have already taken months/years to train only to then have potential month long cds. I think you guys should really look at a skill refund if players want it, this is a really radical change that trashed some peoples entire enjoyment of the game. To then spit in their face and tell them well just train something else then is just adding insult to injury.



On a completely different note, the continuous comments pointing out player stargates being implemented seems super silly as they nerf jump bridges (player stargates 1.0). Rename it how ever you want, it just seems like poor management to add the same mechanic twice only call it something else.
Phoenix Jones
Small-Arms Fire
#5318 - 2014-10-03 12:00:16 UTC  |  Edited by: Phoenix Jones
Hold the line. A cure for the sickness in Eve has been found, and people are complaining about it.

Adapt, and don't try to negotiate the cure and water it down till it does nothing to help anybody. Sometimes you have to take a stand, and a hard stand against the wave of negativity.

Jump Drives should have always been a emergency, last resort option, and not the defacto method of getting everywhere.

It was the only options for supers, now they have a 2nd. They have to make people need to use the other option, because if they left the jump drives the way they were, who would even bother with gates.

Now gates are an option, they have to make them a better choice. To do that they implemented the timers.

Yaay!!!!

Nelly Ooze
Federal Navy Academy
Gallente Federation
#5319 - 2014-10-03 12:00:22 UTC
Hi!

At first I was pretty scared about the changes, but to think of it, it's... well. More harder to play. And will change things in the game for the better.

There is one small issue I'm not really fond of, it's about portals and jump bridges. I would prefer a 50% or 10% reduction in fatigue for those way of jumping, as a subcap nerf with all the other changes will be (for me at least) too much in one release. I don't have specific numbers to give you, just a personal feeling.

The other issue that bothers me is the removal of podex. A lot of players use this. I use this on a daily basis. I understand that you want to remove the ability for players to instantly teleport somewhere and use their cap cache to defend a region, but this change will impact players that are not involved in this mechanism and that will make life harder for everyone.

I will take myself as an example.

I do some solo pvp in Caldari lowsec, in Black Rise. It's my way of having fun in this game.
I'm also a part of an alliance living in Catch, where I sometimes need to be for sov objectives, or even roams with my friends.
The distance (with gates) between the two is 36 jumps. I can only play for 2 hours a day.
With the patch, I will need to chose between the two. It will make the game less fun for me, as I will need to dedicate myself to nullsec or lowsec. Alts required if you want to have different ways of playing.

I love the principle of jump clones, but I find the cooldown too long for them to be an alternative for me. My idea was to have a jump clone cooldown to 6, reduced by 1 per level (so min is 1h) and have clone jumping give you a jump cooldown of something around 6 hours.
You can also increase jump clone cost, and decrease the total number of them you can have. If you can only have 3 clones per char, you can only have three places where you stock caps to defend.

This system is not perfect but won't nerf too hard subcaps pilots, who want to fly their frigates in peace :)

Anyway, thanks for the good work, it's nice to know that the community is heard and that devs are listening to our input.
Alp Khan
The Scope
Gallente Federation
#5320 - 2014-10-03 12:01:28 UTC  |  Edited by: Alp Khan
Taram Caldar wrote:
Kagura Nikon wrote:

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?




Minor correction:
Before Jump Freighters T2 cloaks cost ~100 million isk until enough carriers were in use as haulers by putting goods into haulers which were then placed into ship maintenance arrays. A properly configured carrier could haul well over 200,000m3 of goods to/from 0.0 (much quicker then jump freighters now do). Once that started happening T2 modules started to get less and less expensive until the T2 cloak was about 15 million isk. Then CCP introduced Jump Freighters because this was ' wrong' and they didn't like carriers being used as pack mules. At which point, due to the even greater volume they could move T2 prices went down a bit more to roughly where they are today.

Before capitals were used routinely as pack-mules T2 prices were sky high due to the risks and relative difficulty of moving freighters from nullsec to empire in sufficient quantities to provide T2 manufacturers with materials. Furthermore because only very organized alliances could do those logistics moves there was a de-facto lock on t2 production prices. Think Tech cartels that couldn't be gotten around because nobody but the big-boys could safely move the materiels needed... thus lock on pricing... thus costs driven up.

Not saying we'll return to those days but blindly saying 'before jump freighters 'yada yada'' you might want to consider the history a little more closely.


I appreciate the clarification. Also please note that how Greyscale thought that before JBs and JFs, people just hauled moon goo gate to gate...

I'm personally at a loss of words in the face of such lack of insight from a supposedly seasoned developer.