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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Kirasten
Perkone
Caldari State
#6721 - 2014-10-04 20:55:56 UTC
Eigenvalue wrote:
Reiisha wrote:


The game would be a lot more fun if people tried relying on each other instead of alts


Hey that's a great idea! I'll light your JF cyno for you! Don't worry it'll be fine you can trust me! Love and peace 5ever in EVE!


Live in a wormhole. We rely on each other all the time, including but not limited to lighting cynos for each other
Ninteen Seventy-Nine
Pator Tech School
Minmatar Republic
#6722 - 2014-10-04 21:04:17 UTC
Axe Coldon wrote:
1st Excuse me if I repeat something already covered in the last 337 pages. I don't have them all memorized.

CCP is over reacting. I agree null is Stagnant. I agree it needs shaken up. My concern as in industrialist (in Null) is the 5 ly maximum jump range. That is horrible. Some gates are so far apart they exceed 5ly. And sorry, I am not taking a jf thru a gate.

And I am not taking a Jf to a non-station system on a regular basis. For those of us on the edge...or near it..I am 38 ly from high. I go at least once a week. I can't see this working.. Null is already a barren wasteland when it comes to buying local..this will be worse.

There are ways to make this limit doable.but need more NPC stations..ones owned by NPC's that can't change hands. Industrialist could work out of there.

I have no doom and gloom predictions. but I think ccp is going over board.

No one in their right mind is going to start taking their caps thru gates on a regular basis. It would not be hard to station Drd's in Pos on a grid system to cover ones empire. There are already many moon pos's out there anyways. Yes it would be nice to use a gate with a cap....

It will be interesting how things turn out.


Q: Why would a person put a cap or JF through a gate?

A: To accomplish a goal (reward)

You personally may not consider taking a risk in pusuit of that reward, but others will. And that is (at least is supposed to be, used to be) a staple of this game.

One of the design errors being fixed here is the mistake of allowing you to expect to pursue rewarding goals without incurring risk.

It's unfortunate you think you should be entitled to move your JF around nigh-free of risk, barring a piloting error.

"The unending paradox is that we do learn through pain."

t3hWarrior
Caldari Provisions
Caldari State
#6723 - 2014-10-04 21:04:31 UTC
are there any plans for an API-Based LE TIRED check?
SanDooD
Perkone
Caldari State
#6724 - 2014-10-04 21:06:58 UTC
Serendipity Lost wrote:
Monasucks wrote:
And another thing came up my mind with all those changes.
We play eve in our free time.
Now we should wait and sped our freetime haveing less fun and just idle for some kind of cooldown or by boaring travelling by gates?

CCP - in the small amount of time I have - I want to play this game and have time todo stuff! I don't want to move every second day a jf a jump and wait for the cooldown and fly the cyno around - that much time I do not have!

Please consider this!




I think you and a lot of folks are missing the fatigue thing. CCP isn't looking to waste your time on cool down stuff. They're putting and end to large fleets of capitals zipping across new eden. You folks are just in denial. You keep saying tweak this and tweak that to make it a bit more bearable. The point of the changes are to make it stop.

I doubt they are going to make it even a little ok. They're going for ending the instant power projection, not make you waste your time. Accept it and find ways to play eve that don't involve what they are coding out of the game. You guys are putting soooooo much effort into hanging on to a system that isn't good for eve. Let it go (or freak out over timers for the next X number of years)

It's also taking out JF at the knees you say? Everyone is screaming how difficult logistics will be. That may be the point too. The bigger you are, the more the JF thing hurts. Are you getting it? They're taking steps to break the stagnation. If you insist on holding on to the present way of doing things.... It will suck by definition. The point is to innovate and find a new way and a new system.


Fine.

What the hell is the point of having a capital ship then? Isn't their sole purpose force projection? If they were intended to sit in their own space and never leave their home regions these changes should have been considered a long long time ago. A time when there were far less capital capable pilots and the affected player base would have been much smaller.

By that same logic, do you think that alliances will take battleship fleets through some 50 gates, traveling for hours, only to be blueballed or have a small skirmish? Do you see large power blocs using interceptors to grind sov structures?

How is null going to change based on this new mechanic? Do you think that now all of a sudden alliances that could never exist in null on their own are going to be able to take space or even hold onto it? That would imply uprooting one of the alliances already holding the space, and with what? Motley crew of cruisers, destroyers and a battleship or two?

Once again, the question is, what possible use do capital ships play in this new CCP envisioned universe? Why isn't it OK for an alliance to be able to move quickly through space? If they have routes prepared and logistically prepared themselves for quick deployments, why should they be knee capped and prevented from doing so by some stupid game mechanic that serves no other purpose than to be pain in the butt?

I mean seriously, do you see anyone uprooting PL or GSF or NC. from their home without force projection? Do you think these alliances will take their caps somewhere and let them be stuck and unable to defend their hoome? No. They will bring them home, only now nothing can counter them in their home. Good luck taking on full capital force of some alliance in their home system with your interceptor/quick travel gangs.

You want stagnation to end? It will end. It will turn entire null into ASCN.

Either that or we will all start a war before these ******** changes go in so we can at least get some heavy punches in before we're tied to the ring pole and given pillows for gloves.
Azami Nevinyrall
172.0.0.1
#6725 - 2014-10-04 21:09:24 UTC
Obsidian Hawk wrote:
So, incidently carrier sales are up...


Me thinks a lot of big alliances are prepping for the change and putting carriers in a lot of strategic systems and low sec for when the CTA comes they can get there fast in ceptors and hop into capitals.

I even went out and bought a few...and placed them in certain locations.

...

Kassasis Dakkstromri
State War Academy
Caldari State
#6726 - 2014-10-04 21:10:14 UTC
Ninteen Seventy-Nine wrote:
Ninteen Seventy-Nine wrote:
These tears are just too delicious.

We should bottle this.

Even better, we can make a new Quafe. Like Crystal Pepsi.

'Quafe Tears.'
"Because nothing tastes as good as schadenfreude"



Maybe also a classier;

'Quafe Tears Lite'
"Wherever particular renters congregate"



While I'm not nullbear tear trolling myself...

Norway has something that might work? https://www.vosswater.com/

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

Kassasis Dakkstromri
State War Academy
Caldari State
#6727 - 2014-10-04 21:12:34 UTC
NinjaTurtle wrote:
The CCP Echo Chamber strikes again




Yar! Captain Neckbeard! will save yer game m8ty!Pirate

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

Adrie Atticus
Caldari Provisions
Caldari State
#6728 - 2014-10-04 21:12:39 UTC
afkboss wrote:
Adrie Atticus wrote:
afkboss wrote:
What needs to change is cynos. Make it so that a CNYO can only be jumped to by 2 ships. (Change the timer to a character timer so you cant just suicide then re cyno)


Jump 2 to a cyno.
Launch 2 rookie ships, light 2 cynos.
Jump 4, launch 4 rookie ships.
Jump 8...
16
32
64
128

That's 255 guys out in less than 5 minutes and they just leave the rookie ships behind.

This can be done 4 times for the whole fleet back-to-back. Tedium isn't good gameplay and it will be averted with stupid stuff like this.


Think about what you typed.


Can you elaborate?
Eigenvalue
Republic University
Minmatar Republic
#6729 - 2014-10-04 21:14:54 UTC
Adrie Atticus wrote:
afkboss wrote:
Adrie Atticus wrote:
afkboss wrote:
What needs to change is cynos. Make it so that a CNYO can only be jumped to by 2 ships. (Change the timer to a character timer so you cant just suicide then re cyno)


Jump 2 to a cyno.
Launch 2 rookie ships, light 2 cynos.
Jump 4, launch 4 rookie ships.
Jump 8...
16
32
64
128

That's 255 guys out in less than 5 minutes and they just leave the rookie ships behind.

This can be done 4 times for the whole fleet back-to-back. Tedium isn't good gameplay and it will be averted with stupid stuff like this.


Think about what you typed.


Can you elaborate?

requires 128 alts to execute
Ninteen Seventy-Nine
Pator Tech School
Minmatar Republic
#6730 - 2014-10-04 21:17:06 UTC  |  Edited by: Ninteen Seventy-Nine
Quote:
Quote:


This whole thing seems a needless way of provoking players to spend more time checking out games like SC and ED :|


From a mostly un-invested perspective (I do wormhole space stuff) these changes look like largely souring the customer relationship at very much the wrong time given the competition from up and coming games at the moment -


CCP isnt going to survive in light of new competition when absent it the customer base, concurrent user stats and wide perception of the game environment itself all points to stagnation already.

You ignore the massive amount of people pleased with this change. Any change is going to upset some users, but in business you dont hold your breath and freeze in your tracks if you want to compete and thrive, you drive on.

There are certainly those that think ccp is ruining their gameplay, this is inavoidable. The greater game must drive on, and it is very much ccp's opinion (obviously) as well as many others that this change strikes at the core, altering the very dynamics that have lead to this stagnation.

And while there are further concerns and balances to be considered, it is logical that the projection aspect be the first on the list, not last, lest it undermine the ones to come.

"The unending paradox is that we do learn through pain."

AkJon Ferguson
JC Ferguson and Son Ltd
Ferguson Alliance
#6731 - 2014-10-04 21:17:37 UTC
Wow ... At first blush I'm thinking this is the best change I've ever seen CCP implement. I haven't read any reactions to it and I may turn out to be wrong, but I'm so glad you're doing something like this. You're even anticipating cheesy workarounds and trying to squash them before they manifest. I'm very impressed.
Neckbeard Nolyfe
Zero Fun Allowed
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#6732 - 2014-10-04 21:19:13 UTC
Kassasis Dakkstromri wrote:


Yar! Captain Neckbeard! will save yer game m8ty!Pirate


No.

~lvl 60 paladin~

Eigenvalue
Republic University
Minmatar Republic
#6733 - 2014-10-04 21:26:05 UTC
Ninteen Seventy-Nine wrote:

You ignore the massive amount of people pleased with this change. Any change is going to upset some users, but in business you dont hold your breath and freeze in your tracks if you want to compete and thrive, you drive on.


You also don't beat your cash cows up. It's undeniable cap pilots are dedicated long term players. Adding long station spinning inducing timers to the course of normal game play seems like a really boring way to punish those players for enjoying the game for so long.

Power projection could be nerfed without timers placed on every action. For instance, put a maximum jump distance of 25LY / 24 hours with no timers between jumps. Then people can jump across a region but not across new eden rapidly to join a space fight. They might even get to participate in more than one space fight.

The proposed mechanics will force players to spend long periods of time station spinning to join any fight in a capital ship. That's just not fun for those players.

You might just say oh noes a bunch of cap pilot tears screw them - but let's be honest - we're all human beings who are playing a game together and having fun - it *should* be important to you that your cap bros are having fun as well because they share a common interest with you that frankly not many people on this earth share with us.
voetius
Grundrisse
#6734 - 2014-10-04 21:28:21 UTC
Jenn aSide wrote:
Oh, btw, can any of the people who think EVE is about to go back to the 'golden days' of convoys link me the videos from back then showing Convoys protected by Nano Triage Carriers that can take gates and warp as fast as battleships?

I'll wait Twisted


I think a few pages or a hundred pages back someone posted some theorycraft about carriers escorting convoys.

In actuality, in the last two weeks while I've been snooping around in low sec I've seen two convoys of freighters plus escorts going to null and the last was escorted by 100 or so zealots with rapiers and some other support - no names mentioned as I don't want to give too much away :)
Jenn aSide
Soul Machines
The Initiative.
#6735 - 2014-10-04 21:33:22 UTC  |  Edited by: Jenn aSide
Kagura Nikon wrote:
Jenn aSide wrote:
Oh, btw, can any of the people who think EVE is about to go back to the 'golden days' of convoys link me the videos from back then showing Convoys protected by Nano Triage Carriers that can take gates and warp as fast as battleships?

I'll wait Twisted



No onesaid woudl be exaclty same as in past. Your point just proves that will be easier now than was back then.


Carriers can go alogn jump freighetrs and protect them from any small attacks and when the scout finds a big enemy forge.. JF andcarriers JUMP over that challenge.



The thing we all mean is SOLO logistics because logistics is as challenging as peeling a banana wil be a thing of the past. Group operations will be more important.

A strong alliance will be one with people oNLINE, not people on jabber waiting so they can hotdrop something.



The Strong Alliance will be the one that ....is the one that exist now after Jump Freighter pilots learn that they can get around these barriers by training their cyno alts to use their jump freighter and recon ships. That makes the "solo jump across the universe" delay only 5 minutes per jump and limited only to the number of alts a JF pilot is willing to acquire.

When will they figure this out? Yesterday lol.

These changes (like Dominion 5 years ago) prove that people will believe what they want to believe rather than apply some caution and critical thinking to their beliefs. Some of you guys are so panicky right now, CCP could literally implement space unicorns and you'd agree with it.
Ninteen Seventy-Nine
Pator Tech School
Minmatar Republic
#6736 - 2014-10-04 21:36:35 UTC  |  Edited by: Ninteen Seventy-Nine
Eigenvalue wrote:
Ninteen Seventy-Nine wrote:

You ignore the massive amount of people pleased with this change. Any change is going to upset some users, but in business you dont hold your breath and freeze in your tracks if you want to compete and thrive, you drive on.


You also don't beat your cash cows up. It's undeniable cap pilots are dedicated long term players. Adding long station spinning inducing timers to the course of normal game play seems like a really boring way to punish those players for enjoying the game for so long.

Power projection could be nerfed without timers placed on every action. For instance, put a maximum jump distance of 25LY / 24 hours with no timers between jumps. Then people can jump across a region but not across new eden rapidly to join a space fight. They might even get to participate in more than one space fight.

The proposed mechanics will force players to spend long periods of time station spinning to join any fight in a capital ship. That's just not fun for those players.

You might just say oh noes a bunch of cap pilot tears screw them - but let's be honest - we're all human beings who are playing a game together and having fun - it *should* be important to you that your cap bros are having fun as well because they share a common interest with you that frankly not many people on this earth share with us.


I am a capital pilot. Minnie dread 5 and amarr carrier 5.
I am a cash cow, working on 11 years on constant subscription and I have multiple accounts.

I'm looking forward to using my cap ships in a new dynamic, as well as these changes invigorating the greater game.

Like I said, you completely ignore the many people like me on the opposite side of the spectrum. For every one of you, there is one of me (more if current polls are to be believed).

You're entitled to your opinions, but not to thinking they exist in a vacuum absent others you dont align with.

CCP isn't beating up their playerbase
That's just a tear-laden whine

"The unending paradox is that we do learn through pain."

t0Ny St4rkZ
Caldari Provisions
Caldari State
#6737 - 2014-10-04 21:40:27 UTC
bad drugs in island...

eve rip..
Hellusius
Siesta Inc.
#6738 - 2014-10-04 21:44:59 UTC  |  Edited by: Hellusius
xttz wrote:
Probably a bit late to spitball, but what the hell.

1) Set all ship jump ranges to exactly 10 light years. Carriers, Titans, Blops, everything. Starbase JBs remain at 5LY.
2) Jump fatigue is measured from 1-100%. Whenever you jump, your fatigue is increased by whatever percentage of 10LY you jump. So a 4LY jump adds 40% fatigue, 8.5LY adds 85%, etc. Simple.
3) Fatigue decays on a curve akin to shields and cap regen, just in reverse. This means that it's much quicker to go from 30% to 20% than from 100% to 90%.
4) Until the fatigue decays completely, this percentage is a limit on subsequent jumps. Someone with a 90% fatigue cannot jump more than 1LY, while someone on 35% fatigue can jump up to 6.5LY
5) Special-cases like blops, freighters and JFs build fatigue at a reduced rate (50% is probably fair).
6) Training Jump Drive Calibration speeds up fatigue decay.

This is far simpler to understand for players, easier to do math on the fly, and means less sitting around waiting on cooldown timers doing nothing in what's meant to be a video game. Inter-region travel is just as slow, but local travel is viable. There's an incentive for players to make shorter jumps or take gates, as recovering from a long jump would take much longer than several shorter ones.
The higher range introduces a trade-off for jump-capable combat ships; the further away they hide the easier it is to make a surprise attack, but the harder it becomes to get away again. In the future, power projection can be tuned by simply adjusting the base rate of fatigue decay.

Examples:

An Archon pilot jumps from Sahkt to Karan, a distance of 6.32LY. After the jump, his fatigue is set at 63.2%. His next jump must be 3.68LY or less, although this will gradually increase as fatigue decays.

A jump freighter pilot jumps from CCP-US to DO6H-Q, a distance of 3.24LY. After the jump, his fatigue is set at a reduced rate of 16.2% (half of 32.4%). His next jump must be 8.38LY or less, although this will gradually increase as fatigue decays.

A Rifter pilot takes a starbase jump bridge between CCP-US and DO6H-Q, a distance of 3.24LY. After the jump, his fatigue is set at 32.4%. His next jump must be 6.76LY or less, meaning he can use at least one more Jump Bridge immediately. This means a return trip is easily possible, but using more than 1-2 bridges means a lengthy delay.


This seems like a wonderfull, easier to monitor and calculate idea. It does alter the mechanic of decision making allot better than CCP's idea. This actually challenges players while not especially forcing them to log or go afk cause of the timers. If you'd add a feature to the starmap with a sphere of some sorts that indicate how much jump range you have(left), the players could make the choice to route to an (according to the delayed activities on the map) more quite system. Perhaps make a jump through a gate, and then making another jumpdrive while not completely safe but allowing for more options.


We'd want a more immersive game where we deal with less timers (we already have so many ^^) , less waiting and generate more actual play and interaction.
Christopher Multsanti
TEMPLAR.
The Initiative.
#6739 - 2014-10-04 21:48:36 UTC  |  Edited by: Christopher Multsanti
SanDooD wrote:
What the hell is the point of having a capital ship then? Isn't their sole purpose force projection?


In no way was this ever their sole purpose or their purpose at all.

SanDooD wrote:
By that same logic, do you think that alliances will take battleship fleets through some 50 gates?


To get a fight? Yes of course!
Josef Djugashvilis
#6740 - 2014-10-04 21:48:44 UTC
If, as they say they have, the null-sec folk have already worked out how to counter CCP's proposals, why is this thread so full of null-sec folk threatening to quit all their X number of accounts?

Surely being unable to hot drop cruisers on the other side of the Eve universe is not worth rage quitting over.

I would suggest that folk reserve judgment until CCP reveal the rest of their plans for null-sec.

Then, as with all the changes CCP make, folk can at least threaten to rage quit with all the facts at hand.

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