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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Eigenvalue
Republic University
Minmatar Republic
#5901 - 2014-10-03 19:06:40 UTC
X Gallentius wrote:

Putting JF's on fatigue schedule likely has to do with other in-game objectives. It would be nice to see some people give thought to how they will work around limits on JF service. Our corp/alliance is looking into moving compressed ore via cloaky hauler and building our large volume items (ship hulls, cap boosters, etc...) on-site and not ship them in from Jita. Other mods are still going to be shipped in but in cloaky haulers. In fact, it'll probably put less strain on our logistics guys doing it this way since you can haul more ship's worth of minerals in a cloaky hauler than you can haul ships in a JF.

Will large volume items have to be built locally? Is this a bad thing if they are?


No, and no.

There is a much simpler way to solve the JF logistical problem. Right now people pick their staging / market system to be the most strategically central system to project subcaps from because JF logistics is only marginally harder to there than the closest system to highsec.

Now the decision calculus has shifted dramatically. The proposed rules now makes supply lines much longer with the current regional market hubs being central to a region..

An answer would be to try to produce all modules and ships across all your doctrines by yourself just so you don't have to move your home. However, that's a massive investment of time and energy just so you can gate jump a few less times when you need to defend your remote space. Also, you'll almost invariably have huge holes in your inventory for items with too little market volume just justify setting up the production lines. The value of Jita isn't in the pricing, its in the fact that every item is deeply stocked so you can always resupply. That won't be true in locally produced markets just by the reality of a lack of industrial diversity in your local region vs literally thousands of indy corps supplying highsec.

The more sensible answer would be to move your base of operations to the closest system to highsec to shorten your supply line to the same or shorter pre-changes and continue to supply from a highly liquid market center.

The implication here is that alliances will have to consolidate their market systems a great deal as well. Whereas you may have 2-3 market systems in a region now you will likely have 1 and only 1.

You also used to have small pocket enclaves of people living throughout a region for various reasons that would contract courier to their enclave system. That won't happen because it'll be prohibitively expensive to compensate JF pilots for their time to those systems.

Instead you will have alliances congregated in a single constellation and the rest of their space essentially empty of everything. All engagements will happen around that constellation unless someone is trying to move into the remote space.

The invaders in that remote space however will be cut off from highsec supplies owing to the regional power owning the jump systems. The invaders might even try T1 indy importing supplies as the power holder lolzdunks them repeatedly. That'll end with tears.

Then, after a short period of the starry eyed in this thread attempting to wrest control from the major powers with locally produced T1 frigates with sparse T1 fittings they can't resupply and a lot of tears, things will stagnate and calcify in nullsec way beyond where it is now.

Thead Enco
Thunderwaffe
Goonswarm Federation
#5902 - 2014-10-03 19:07:09 UTC
Bump for 300
Resgo
School of Applied Knowledge
Caldari State
#5903 - 2014-10-03 19:07:10 UTC
MeBiatch wrote:
Resgo wrote:
MeBiatch wrote:
Resgo wrote:
Please consider letting carriers and dreadnoughts use the high sec gates. Perhaps with certain module restrictions while they are in high sec such as preventing siege and triage modules from functioning and possibly preventing the launching of fighters. Otherwise purchasing capitals is going to become a very difficult and painful process when you have to worry about how you can get them back anywhere near friendly space. High sec becomes a complete barrier in places.


move the manufacturing of carriers to npc 0.0 near your space... or risk it and make them at home...

if you want to cheap out and buy them in low sec then you should have to take the risk to get them home


Let's pretend you're not in a major alliance, how do you go about acquiring them and moving them up when you can't put up a major fleet?


Typically today i move my carrier and dread around using cyno alts...

going foward i will use an alt as a scout when i am using the gates and then when avoiding a gate camp i will use the scout a few jump ahead to light a cyno and jump past the camp... this will help reduce the timmer and keep my fatigue low.


You do understand that with the reduced jump ranges there are points where you will be forced to take a gate and that the fact that moving unfit ships will be near suicide might cause this to be a not so bright idea, right and that the chance of low sec camps in those areas is going to move from a chance to permacamped, right?
gascanu
Bearing Srl.
#5904 - 2014-10-03 19:07:18 UTC
Nostromo Fidanza wrote:
Veskrashen wrote:
gascanu wrote:
and you will get to deep space...how?

Wormholes. Gates. Jumping into your space and right through. Going around the long way.

In short, where there's a will there's a way. Can't guard all the portal gates all the time well enough - and if you try, you'll just burn yourself out.


lolz exactly. I never take gates to get to and from null sec anymore anyway. There are lots of k to k wh's from null sec to low or high sec


how many caps a wh can support?
the problem is even if you manage to bypass a camp for example you will still need allot of time to reach that pocket of deep space you want to take; and while you wait for jump fatigue to pass, what do you thing the residents of that area will do?
atm you only need to wait on a mid till your cap regen, and still moving caps it's a risky business ; from now on you will need to double/triple you mids and wait tens of minutes between jumps;
yea, good luck reaching your destination
Skydell
Bad Girl Posse
#5905 - 2014-10-03 19:07:24 UTC
MeBiatch wrote:
Gregor Basiyev wrote:
So just to make it clear, you (CCP) want me to spent most of my game-time (which is a lot) with traveling and waiting?

A few days ago I just did logistics (shipping stuff from Jita with Freighters, the non-jumpy ones, to a highsec/lowsec system and then going on with JF and Carriers two jumps into our current alliance staging system). This took nearly the whole day.

Now with that changes to come, these two jumps would expand to 5 jumps with even a shorter route (14,457 LY; 6VDT to Vehan), with a total waiting time of about 3 hours. Three hours of sitting on station with one or more chars and nothing to do but spinning ships? What a nice game!

Maybe i could live with this whole jump fatigue stuff, if the wait-time would be lower, but these 5 LY jumps totally kills it.
How many Cynos do you expect me to have?
Do you really expect m to fly a 7bil ship with a lot of stuff in it through a gate or even several? In nullsec?
I wouldn't even do this in highsec!

Think about it.


or just use stargates to mittigate the distance between jumps.


I'm forced to agree with Gregor. Putting a JF on a gate in Null aint happening. Add in the change they just added that force a JF off a POS bubble and you have aren't really even able to wait out the timer properly.

They are making changes that rely on EVE players being stoopid and those EVE players are now playing other games.
Doc Fury
Furious Enterprises
#5906 - 2014-10-03 19:08:14 UTC  |  Edited by: Doc Fury
Lord Road wrote:
Jean Luc Lemmont wrote:
Doc Fury wrote:
To all the goons and CFC still crying over this:

CCP is not trying to ruin the game, they are trying to ruin your game.


I just spit pepsi all over my screen.

Well played, Doc.


it really was a nice one, however he's wrong IMO, and here's why:

Mittani cried since last year for CCP to nerf N3's wrecking ball (which CFC didn't have the skill nor discipline to copy), and CCP did. They vaporized it with their magic wand, and after patch nobody will stand in front of 35K CFC grunts pressing F1.


That would mean CFC alone would have to account for more than 100% of current PCU. That means a bunch of them would have to re-sub, and not rage-quit as has been threatened. If they account for more than 100% of PCU, they don't have anyone to stand against do they?

There's a million angry citizens looking down their tubes..at me.

Andski
Science and Trade Institute
Caldari State
#5907 - 2014-10-03 19:12:18 UTC
Lord Road wrote:
it really was a nice one, however he's wrong IMO, and here's why:

Mittani cried since last year for CCP to nerf N3's wrecking ball (which CFC didn't have the skill nor discipline to copy), and CCP did. They vaporized it with their magic wand, and after patch nobody will stand in front of 35K CFC grunts pressing F1.


nah, we simply disemboweled your wrecking ball and sent you running back home with your tails between your legs

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Kassasis Dakkstromri
State War Academy
Caldari State
#5908 - 2014-10-03 19:13:48 UTC
Bump for 300 so we can post sillyness like:


THIS IS EVE!!! all 300 style and what not :D

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

Veskrashen
Deep Core Mining Inc.
Caldari State
#5909 - 2014-10-03 19:16:15 UTC
Toriessian wrote:

- Make any jump/bridge to a covert beacon not accrue fatigue outside of T3s

- T3s can still be bridged but normal fatigue applies to the T3 pilot

- A Black Ops BS CAN bridge/jump to a normal Cyno but normal fatigue rules apply

- Jumping/being bridged to a covert cyno causes pilot to be unable jump/bridge to regular cyno for 24 hours from the jump.

Can't exempt BLOPS from fatigue, otherwise you'd just have Sins / Redeemers being the Pony Express for stealth bomber fleets of cap pilots to speed across the universe, arriving in the cap staging system with zero fatigue. That's no bueno.

On the other hand...

What if fatigue accumulation and it's impact on jump timers were independent factors?

In other words, you BLOPS to a cyno 7.875 AU away. You gain a jump timer of (1+(distance*distance modifier)) * ( 1+(fatigue * timer modifier)). Your new fatigue is (fatigue * (1 + (distance * fatigue modifier))).

You could then have BLOPS be able to jump rapidly and accumulate fatigue at a higher rate. So use something like 0.1 for the "timer modifier" and 0.5 for the "fatigue modifier". You could even keep the "distance modifier at 1.

This would give you a jump timer of 8.875 minutes, with a fatigue of say 5.45 or so. Your next max range jump gets you something like a 13.71 minute jump timer, with a fatigue of roughly 24.18. This would let you make a lot of jumps relatively quickly, but still saddle you with a large fatigue modifier which would impair your ability to hop in other jump-capable ships and carry on operations normally.

This would also give a lot of tunability to devs, who can then independently tweak the impact of distance jumped on jump timers, distance jumped on fatigue accumulation, and the impact of fatigue on jump timers.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Kalissis
#5910 - 2014-10-03 19:17:04 UTC
Retar Aveymone wrote:
Kalissis wrote:
Changes lead to adoption as a reaction to them, that is the circle of EVE, without it EVE would be just another WOW grinding bosses for a better sword. Therefore we need changes, even as drastic as those proposed, it will lead us to more fun, more deeper and meaningful gameplay (ingame as oog).

I very welcome those changes! CCP is on the right path, you can see this alone on how fun it is to read 200 pages full of tears, with every post I read containing virtual tears I really enjoy EVE even more, so thanks CCP, and thank you blue donut for so many enjoyable internet spaceships interactions (for now outside the game).

adapt and change, says the man who has never left an npc corp


I did adopt, I adopted not to join the blue donut and have fun instead. Your adoption is tho not to discuss the matter at hand but to smear this topic with as many whiny posts as possible, so ccp might not be so hard on you. And thank you for that, I enjoy your tears, ccp providing content, LOVE IT!Twisted
Kun'ii Zenya
Hogyoku
Goonswarm Federation
#5911 - 2014-10-03 19:18:09 UTC
Eigenvalue wrote:
X Gallentius wrote:

Putting JF's on fatigue schedule likely has to do with other in-game objectives. It would be nice to see some people give thought to how they will work around limits on JF service. Our corp/alliance is looking into moving compressed ore via cloaky hauler and building our large volume items (ship hulls, cap boosters, etc...) on-site and not ship them in from Jita. Other mods are still going to be shipped in but in cloaky haulers. In fact, it'll probably put less strain on our logistics guys doing it this way since you can haul more ship's worth of minerals in a cloaky hauler than you can haul ships in a JF.

Will large volume items have to be built locally? Is this a bad thing if they are?


No, and no.

There is a much simpler way to solve the JF logistical problem. Right now people pick their staging / market system to be the most strategically central system to project subcaps from because JF logistics is only marginally harder to there than the closest system to highsec.

Now the decision calculus has shifted dramatically. The proposed rules now makes supply lines much longer with the current regional market hubs being central to a region..

An answer would be to try to produce all modules and ships across all your doctrines by yourself just so you don't have to move your home. However, that's a massive investment of time and energy just so you can gate jump a few less times when you need to defend your remote space. Also, you'll almost invariably have huge holes in your inventory for items with too little market volume just justify setting up the production lines. The value of Jita isn't in the pricing, its in the fact that every item is deeply stocked so you can always resupply. That won't be true in locally produced markets just by the reality of a lack of industrial diversity in your local region vs literally thousands of indy corps supplying highsec.

The more sensible answer would be to move your base of operations to the closest system to highsec to shorten your supply line to the same or shorter pre-changes and continue to supply from a highly liquid market center.

The implication here is that alliances will have to consolidate their market systems a great deal as well. Whereas you may have 2-3 market systems in a region now you will likely have 1 and only 1.

You also used to have small pocket enclaves of people living throughout a region for various reasons that would contract courier to their enclave system. That won't happen because it'll be prohibitively expensive to compensate JF pilots for their time to those systems.

Instead you will have alliances congregated in a single constellation and the rest of their space essentially empty of everything. All engagements will happen around that constellation unless someone is trying to move into the remote space.

The invaders in that remote space however will be cut off from highsec supplies owing to the regional power owning the jump systems. The invaders might even try T1 indy importing supplies as the power holder lolzdunks them repeatedly. That'll end with tears.

Then, after a short period of the starry eyed in this thread attempting to wrest control from the major powers with locally produced T1 frigates with sparse T1 fittings they can't resupply and a lot of tears, things will stagnate and calcify in nullsec way beyond where it is now.



Factor in that most established alliance can use multiple pilots for a given logistics supply line it wont even be that bad for the defenders. Even if you have to make 4 or even 5 jumps if you have 3 alts and/or players you can do it with minimal fatigue. The typical JF will likely be able to make 2 jumps before the multiplicative effects take effect which is where fatigue really ramps up. Thus, the logistics guys can keep fatigue low, and wait out their timers while safely docked and chatting on TS/Mumble/etc. I personally have 2 alts that can fly a JF, and I have 3 more that can be skilled up in a couple months. Just by myself I could startegically place alts and cyno alts to get the job done.

Frankly, if anyone thinks this change has a pony in it with respect to breaking up the big blocks is a dumb ass. It might reduce hot dorpping and lead to more gate travel, maybe even more roaming, but I don't see it changing the political landscape all that much.

I'm not even convinced it will resul tin more people in space on average. Alot of systems are still going to suck for generating income after this change. Those systems will still be largely empty, because thier income potential sucks.
Thead Enco
Thunderwaffe
Goonswarm Federation
#5912 - 2014-10-03 19:20:07 UTC
Thead Enco wrote:
ThreadAtar Update:

For anyone that's interested feel free to take the following Straw Poll



Straw Poll Update

Out of 142 casted votes

ArrowYes, but the particulars need alot of work
50 votes (35%)

ArrowSimply Yes
49 votes (35%)

ArrowNo
32 votes (23%)

And of course:

Grr Goons
10 votes (7%)
Veskrashen
Deep Core Mining Inc.
Caldari State
#5913 - 2014-10-03 19:21:03 UTC
Alp Khan wrote:
Doc Fury wrote:

I guess all those successful freighter escorts everyone used to have to do before jump freighters were introduced were everyone's imagination.

Chronologically, before Jump Freighters, people were hauling goods on industrials, stuffed into carrier hangars...

And yet, we still did freighter convoys, all the way out to the dronelands from Molden Heath, successfully, several times.

But hey, nullsec pilots were real manly men back then, who did what was needed even when it was difficult. We were hard men, and we made hard choices. Unlike the namby pamby risk averse lazy nullbears we got these days.

Get off my lawn.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Zhul Chembull
Center for Advanced Studies
Gallente Federation
#5914 - 2014-10-03 19:21:38 UTC
Veskrashen wrote:
Zhul Chembull wrote:
For combat do what you will. For logistics lets think it through a bit better.

Logistics enables combat. And as has been stated several times already, JFs will be used to circumvent the speed caps that CCP has in mind if you extend their range. Which combat pilots will abuse with impunity.

Not to mention that you "logistics" Rorquals make very effective combat platforms on their own.

Make logistics hard. It's the only way to shrink sprawling empires that don't have the organizational skill to overcome the challenges. Null became stagnant on the back of easy logistics - breaking that backbone is part of the drive to breathe new life into nullsec.


Wrong wrong and more wrong. If you flew in null you would know better. No one and I mean no real JF pilot will use a gate. Not now, not ever. Those that do are km. Rorquals will not be used now or ever for combat, never. The big alliances are already organized enough to compensate for this, this only effects smaller alliances starting up or coming out. It is not going to happen especially after the dev team pisses off half of null sec. No one, and I mean no one, is going to have a pleasant time getting past what will be a perma gate camp. At 5y range, believe me when I say the big alliances will have plenty of use for their super caps and titans. You have no idea what a can of worms this is going to open. Luckily I wont be here to see the debacle after my subs run out.

Logistics is not easy, that is how I know you are not a logistics pilot. Ask any of the frog guys lurking here, logistics is as dangerous as it has always been. You my friend are not a logistics pilot regardless to what you say. Any real logistics pilot understands the impact on the economy. It will destroy small alliances. Game, set, match.
Kun'ii Zenya
Hogyoku
Goonswarm Federation
#5915 - 2014-10-03 19:24:41 UTC
Veskrashen wrote:
Toriessian wrote:

- Make any jump/bridge to a covert beacon not accrue fatigue outside of T3s

- T3s can still be bridged but normal fatigue applies to the T3 pilot

- A Black Ops BS CAN bridge/jump to a normal Cyno but normal fatigue rules apply

- Jumping/being bridged to a covert cyno causes pilot to be unable jump/bridge to regular cyno for 24 hours from the jump.

Can't exempt BLOPS from fatigue, otherwise you'd just have Sins / Redeemers being the Pony Express for stealth bomber fleets of cap pilots to speed across the universe, arriving in the cap staging system with zero fatigue. That's no bueno.

On the other hand...

What if fatigue accumulation and it's impact on jump timers were independent factors?

In other words, you BLOPS to a cyno 7.875 AU away. You gain a jump timer of (1+(distance*distance modifier)) * ( 1+(fatigue * timer modifier)). Your new fatigue is (fatigue * (1 + (distance * fatigue modifier))).

You could then have BLOPS be able to jump rapidly and accumulate fatigue at a higher rate. So use something like 0.1 for the "timer modifier" and 0.5 for the "fatigue modifier". You could even keep the "distance modifier at 1.

This would give you a jump timer of 8.875 minutes, with a fatigue of say 5.45 or so. Your next max range jump gets you something like a 13.71 minute jump timer, with a fatigue of roughly 24.18. This would let you make a lot of jumps relatively quickly, but still saddle you with a large fatigue modifier which would impair your ability to hop in other jump-capable ships and carry on operations normally.

This would also give a lot of tunability to devs, who can then independently tweak the impact of distance jumped on jump timers, distance jumped on fatigue accumulation, and the impact of fatigue on jump timers.


No. Ceptors work just fine. Strategically place your jump clones and put ceptors in those stations and no need to use BLOPs.
MeBiatch
GRR GOONS
#5916 - 2014-10-03 19:24:43 UTC
Resgo wrote:
MeBiatch wrote:
Resgo wrote:
MeBiatch wrote:
Resgo wrote:
Please consider letting carriers and dreadnoughts use the high sec gates. Perhaps with certain module restrictions while they are in high sec such as preventing siege and triage modules from functioning and possibly preventing the launching of fighters. Otherwise purchasing capitals is going to become a very difficult and painful process when you have to worry about how you can get them back anywhere near friendly space. High sec becomes a complete barrier in places.


move the manufacturing of carriers to npc 0.0 near your space... or risk it and make them at home...

if you want to cheap out and buy them in low sec then you should have to take the risk to get them home


Let's pretend you're not in a major alliance, how do you go about acquiring them and moving them up when you can't put up a major fleet?


Typically today i move my carrier and dread around using cyno alts...

going foward i will use an alt as a scout when i am using the gates and then when avoiding a gate camp i will use the scout a few jump ahead to light a cyno and jump past the camp... this will help reduce the timmer and keep my fatigue low.


You do understand that with the reduced jump ranges there are points where you will be forced to take a gate and that the fact that moving unfit ships will be near suicide might cause this to be a not so bright idea, right and that the chance of low sec camps in those areas is going to move from a chance to permacamped, right?


Yes

And I sure hope so.

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

Ugh ti-di pooping makes me sad.

Kassasis Dakkstromri
State War Academy
Caldari State
#5917 - 2014-10-03 19:24:57 UTC
Threadnaught is running low on 'topes... moar posting!

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

FraXy
Hostile.
PURPLE HELMETED WARRIORS
#5918 - 2014-10-03 19:25:26 UTC
Zhul Chembull wrote:
Veskrashen wrote:
Zhul Chembull wrote:
For combat do what you will. For logistics lets think it through a bit better.

Logistics enables combat. And as has been stated several times already, JFs will be used to circumvent the speed caps that CCP has in mind if you extend their range. Which combat pilots will abuse with impunity.

Not to mention that you "logistics" Rorquals make very effective combat platforms on their own.

Make logistics hard. It's the only way to shrink sprawling empires that don't have the organizational skill to overcome the challenges. Null became stagnant on the back of easy logistics - breaking that backbone is part of the drive to breathe new life into nullsec.


Wrong wrong and more wrong. If you flew in null you would know better. No one and I mean no real JF pilot will use a gate. Not now, not ever. Those that do are km. Rorquals will not be used now or ever for combat, never. The big alliances are already organized enough to compensate for this, this only effects smaller alliances starting up or coming out. It is not going to happen especially after the dev team pisses off half of null sec. No one, and I mean no one, is going to have a pleasant time getting past what will be a perma gate camp. At 5y range, believe me when I say the big alliances will have plenty of use for their super caps and titans. You have no idea what a can of worms this is going to open. Luckily I wont be here to see the debacle after my subs run out.

Logistics is not easy, that is how I know you are not a logistics pilot. Ask any of the frog guys lurking here, logistics is as dangerous as it has always been. You my friend are not a logistics pilot regardless to what you say. Any real logistics pilot understands the impact on the economy. It will destroy small alliances. Game, set, match.


Unfortunately we have to endure your constant posts, but that is also a small sacrifice to pay for the long term reward of not having you around after patch.

One man's junk is FraXy's choice of weapon to kill you with.

Toriessian
Helion Production Labs
Independent Operators Consortium
#5919 - 2014-10-03 19:26:34 UTC
Veskrashen wrote:

Can't exempt BLOPS from fatigue, otherwise you'd just have Sins / Redeemers being the Pony Express for stealth bomber fleets of cap pilots to speed across the universe, arriving in the cap staging system with zero fatigue. That's no bueno.


And they wouldn't be able to do anything for 24 hours with my idea. Normal caps can't jump to covert cynos. That literally makes it better for them to use interceptors, which could also get the pilot anywhere he wants in 20-30 minutes relatively risk free.

Interceptor making my idea on the 24 hour limit kinda blah as is.

Every day I'm wafflin!

Miyammato Musashi
Freeport Exploration
Loosely Affiliated Pirates Alliance
#5920 - 2014-10-03 19:26:56 UTC
Kassasis Dakkstromri wrote:
Threadnaught is running low on 'topes... moar posting!

Stop it you. It will happen. This thread is actually really informative. I'm learning about all of the jumping lifestyles out there. It's pretty interesting.

I am a meat popsicle.