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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Arsine Mayhem
Doomheim
#7341 - 2014-10-07 01:45:14 UTC
t'raq mardon wrote:
Alavaria Fera wrote:
t'raq mardon wrote:
Mona Me wrote:
... As for not bothering to read the posts after 200, it seems to me that some of the best ideas came after this benchmark...


not really... if you read his posts the new idea stop coming pretty quickly and he continues to respond to the same things over and over. also, I'm not saying no one is reading all these post, just that greyscale put in a good effort to keep up with the thread for like 12 hours and it was impressive

Basically all these posts are just a bunch of people echoing trolls and is of minimal value


if by trolls you mean the vast majority of anyone who has ever tried to maintain the logistics necessary to supply a group of people more than 3 jumps out of highsec then ya. It is of pretty minimal value at this point though, not a lot of new comments being made


She means you.
raz1980
TEMPLAR.
The Initiative.
#7342 - 2014-10-07 01:45:49 UTC
Another way to nerf caps is to reduce the armor, shield HP and capacitor recharge rate. After the second jump and each jump afterwards its lowered even more and it would be suicide to jump in to a hostile fleet. You could even add the local rep and logi rep amount gets lower after each capital jump and all that above has a timer say a day before it becomes normal again it would be better than nerfing jump ranges and that stupid FATigue
Kassasis Dakkstromri
State War Academy
Caldari State
#7343 - 2014-10-07 01:46:33 UTC
raz1980 wrote:
What a bone way to nerf capsRoll



So simplistic, yet so 'deep' in meaning. I love it.

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

t'raq mardon
Laminated Metals
#7344 - 2014-10-07 02:02:59 UTC
Arsine Mayhem wrote:
t'raq mardon wrote:
Alavaria Fera wrote:
t'raq mardon wrote:
Mona Me wrote:
... As for not bothering to read the posts after 200, it seems to me that some of the best ideas came after this benchmark...


not really... if you read his posts the new idea stop coming pretty quickly and he continues to respond to the same things over and over. also, I'm not saying no one is reading all these post, just that greyscale put in a good effort to keep up with the thread for like 12 hours and it was impressive

Basically all these posts are just a bunch of people echoing trolls and is of minimal value


if by trolls you mean the vast majority of anyone who has ever tried to maintain the logistics necessary to supply a group of people more than 3 jumps out of highsec then ya. It is of pretty minimal value at this point though, not a lot of new comments being made


She means you.


"anyone who has ever tried to maintain the logistics necessary to supply a group of people more than 3 jumps out of highsec"
yes
Derek Quaid
Doomheim
#7345 - 2014-10-07 02:05:59 UTC
You guys are still crying about this? Damn.

CEO, Discreet Bounties In-game Channel: Discreet Bounties

Arsine Mayhem
Doomheim
#7346 - 2014-10-07 02:13:44 UTC  |  Edited by: Arsine Mayhem
Derek Quaid wrote:
You guys are still crying about this? Damn.


http://en.wikipedia.org/wiki/Narcissistic_personality_disorder

Seems to be an unusually high percentage in this game.
Davionia Vanshel
Open University of Celestial Hardship
Art of War Alliance
#7347 - 2014-10-07 02:24:05 UTC
Kagura Nikon wrote:
Shin Dari wrote:
@CCP Greyscale

The value of jumpskills has been severely reduced, please reduce the ranks of these skills. To train these skills now takes months, while offering little value.


Also please put priority on the rebalancing of capital ships and the deployment of player gates. I think that those will be needed for the next release.



The correct solution is to make these skills into somethign useful. BEcause a lot of people already have trained them.

A10% increase i fatigue recovery per level would be amazing. Worth the trianing time and would nto have impact on the cooldown. But would help that if you have to force a bit in an amergency hat do nto let your capitals strained for several days.




Is it not CCP Greyscale's objective to make the jump range of a non Covert Cyno jumped ship 2.5 LY + 0.5 LY x JDC or some such? Remember that 5.0LY is the MAXIMUM range he wants to give these ships????
t'raq mardon
Laminated Metals
#7348 - 2014-10-07 02:30:56 UTC
Davionia Vanshel wrote:
Kagura Nikon wrote:
Shin Dari wrote:
@CCP Greyscale

The value of jumpskills has been severely reduced, please reduce the ranks of these skills. To train these skills now takes months, while offering little value.


Also please put priority on the rebalancing of capital ships and the deployment of player gates. I think that those will be needed for the next release.



The correct solution is to make these skills into somethign useful. BEcause a lot of people already have trained them.

A10% increase i fatigue recovery per level would be amazing. Worth the trianing time and would nto have impact on the cooldown. But would help that if you have to force a bit in an amergency hat do nto let your capitals strained for several days.




Is it not CCP Greyscale's objective to make the jump range of a non Covert Cyno jumped ship 2.5 LY + 0.5 LY x JDC or some such? Remember that 5.0LY is the MAXIMUM range he wants to give these ships????


I don't know if they have really been very clear about that. It kind of sounded like they were open to talking about blops jump range and jump fatigue being a little less ****** than capitals. at least that's the last that i read, maybe thats changed.
Paynus Maiassus
Imperial Academy
Amarr Empire
#7349 - 2014-10-07 02:31:32 UTC  |  Edited by: Paynus Maiassus
Please go for this:

(before skills)

2.5 LY - dreads, titans
3.0 LY - carriers, supers
3.5 LY - BLOPS
4.0 LY - Rorq, JF

This will keep logistics alive.

Another idea is to add boosters that add to the range of Rorq and JF (when they work).
Marlona Sky
State War Academy
Caldari State
#7350 - 2014-10-07 02:39:11 UTC  |  Edited by: Il Feytid
Paynus Maiassus wrote:
Please go for this:

(before skills)

2.5 LY - dreads, titans
3.0 LY - carriers, supers
3.5 LY - BLOPS
4.0 LY - Rorq, JF

This will keep logistics alive.

Another idea is to add boosters that add to the range of Rorq and JF (when they work).

The Rorqual and JF are getting a 90% bonus. Logistics is hardly dead. And if the Rorqual is going to enjoy the benefit of being a logistics ship, as others have said, it should have it's combat capabilities nerfed really hard.
Gwailar
Doomheim
#7351 - 2014-10-07 02:39:59 UTC
I suspect CCP doesn't really and has never intended to nerf logi so hard. What they really want to nerf is force projection. By announcing it in the way they have, they can ease off on logi and walk away appearing sensitive to player concerns while getting the nerf to the ground on caps that they want.

"Mmmmm. PoonWaffles."   --Mittens the Cat

Busta Rock
The DawnSoarers
#7352 - 2014-10-07 02:40:01 UTC
I still prefer the Idea I posted way back in the 200's somewhere... so much I posted a thread for it in features and ideas:

My own Jump change proposal...
Marlona Sky
State War Academy
Caldari State
#7353 - 2014-10-07 02:51:44 UTC
Gwailar wrote:
I suspect CCP doesn't really and has never intended to nerf logi so hard. What they really want to nerf is force projection. By announcing it in the way they have, they can ease off on logi and walk away appearing sensitive to player concerns while getting the nerf to the ground on caps that they want.

Logistics is the backbone of force projection.
Nazri al Mahdi
Federal Navy Academy
Gallente Federation
#7354 - 2014-10-07 02:53:24 UTC
Gwailar wrote:
I suspect CCP doesn't really and has never intended to nerf logi so hard. What they really want to nerf is force projection. By announcing it in the way they have, they can ease off on logi and walk away appearing sensitive to player concerns while getting the nerf to the ground on caps that they want.

We can only hope. I can afford 28 hybrid jf/cyno alts to supply myself in deepest null, but I don't think most corps can....
Mike Azariah
The Scope
Gallente Federation
#7355 - 2014-10-07 02:56:29 UTC
Eigenvalue wrote:

CCP already said they stopped reading this thread at page 200 because apparently 2 days is long enough for players to think through the changes, discuss, and give feedback. Better than the CSM though!


Trying to figure out what you meant. What is better than the CSM?

m

Mike Azariah  ┬──┬ ¯|(ツ)

Mike Azariah
The Scope
Gallente Federation
#7356 - 2014-10-07 02:57:32 UTC
Marlona Sky wrote:
Gwailar wrote:
I suspect CCP doesn't really and has never intended to nerf logi so hard. What they really want to nerf is force projection. By announcing it in the way they have, they can ease off on logi and walk away appearing sensitive to player concerns while getting the nerf to the ground on caps that they want.

Logistics is the backbone of force projection.



If the chuckwagon travels faster or further than the troops it serves little purpose

m

as a kid I loved watching chuckwagon races

Mike Azariah  ┬──┬ ¯|(ツ)

Paynus Maiassus
Imperial Academy
Amarr Empire
#7357 - 2014-10-07 02:59:06 UTC  |  Edited by: Paynus Maiassus
Marlona Sky wrote:
Paynus Maiassus wrote:
Please go for this:

(before skills)

2.5 LY - dreads, titans
3.0 LY - carriers, supers
3.5 LY - BLOPS
4.0 LY - Rorq, JF

This will keep logistics alive.

Another idea is to add boosters that add to the range of Rorq and JF (when they work).

The Rorqual and JF are getting a 90% bonus. Logistics is hardly dead. And if the Rorqual is going to enjoy the benefit of being a logistics ship, as others have said, it should have it's combat capabilities nerfed really hard.


They're getting a 90% bonus to fatigue. I could care less about fatigue. I am smart enough to only need a logi run every couple of weeks. But the range nerf is intolerable. I only have enough cyno alts for 6 jumps. Sorry but I am not taking a 7 billion ISK JF with cargo through gates. And with a 5 LY range I can't get anywhere. It just doesn't work. I'm taking a good hard look at a long life in low sec to be honest.
DNSBLACK
Dirt Nap Squad
#7358 - 2014-10-07 03:19:40 UTC  |  Edited by: DNSBLACK
Mike Azariah wrote:
Marlona Sky wrote:
Gwailar wrote:
I suspect CCP doesn't really and has never intended to nerf logi so hard. What they really want to nerf is force projection. By announcing it in the way they have, they can ease off on logi and walk away appearing sensitive to player concerns while getting the nerf to the ground on caps that they want.

Logistics is the backbone of force projection.



If the chuckwagon travels faster or further than the troops it serves little purpose

m

as a kid I loved watching chuckwagon races


I think he was talking about the logistics being linked to the mass manufacturing of all caps in 0.0. JF can be linked directly to the explosion of cap building and the ability to replace these massive ships quickly.

We need to keep the range at 5 LY for all caps just to begin slowing this down. Make the killing of caps sting and the replacing them take more of an effort. Honestly I wish they would have re-moved jump drives period.

Honestly the CSAA towers in null sec out number the station. I wonder how many CSAA towers are going to be hit 2 days before JUMP DRIVES are Nerfed. The stront monkies better be on there toes.

The staging going on right now is amazing and the prepping to head shot CSAA towers with supers and then roam and kill them with Conv ships as they come out after the patch will make EVE one amazing game.

let it burn guys let it all burn. Forget the stations and space find a CSAA and encap all the guns and re-enforce it 1-2 days before the patch. Look for them in Deep 0.0. Log your fleet off and finish the JOB cause they can't defend them all.

Most of these Towers dont even have there guns turned on.
Busta Rock
The DawnSoarers
#7359 - 2014-10-07 03:23:24 UTC
lol.. you honestly think that the bog coalitions have NOT been staging massive numbers of caps in weapon caches all over the map for years?
Christopher Mabata
Northern Accounts and Systems
#7360 - 2014-10-07 03:43:51 UTC
Paynus Maiassus wrote:
Marlona Sky wrote:
Paynus Maiassus wrote:
Please go for this:

(before skills)

2.5 LY - dreads, titans
3.0 LY - carriers, supers
3.5 LY - BLOPS
4.0 LY - Rorq, JF

This will keep logistics alive.

Another idea is to add boosters that add to the range of Rorq and JF (when they work).

The Rorqual and JF are getting a 90% bonus. Logistics is hardly dead. And if the Rorqual is going to enjoy the benefit of being a logistics ship, as others have said, it should have it's combat capabilities nerfed really hard.


They're getting a 90% bonus to fatigue. I could care less about fatigue. I am smart enough to only need a logi run every couple of weeks. But the range nerf is intolerable. I only have enough cyno alts for 6 jumps. Sorry but I am not taking a 7 billion ISK JF with cargo through gates. And with a 5 LY range I can't get anywhere. It just doesn't work. I'm taking a good hard look at a long life in low sec to be honest.


Have you considered that the idea is for the Logistics to take days not hours like it does now?

Think of it like ordering something from say Amazon, it doesn't get to your house in a few hours unless you live next door to the shipping dock it came in on and it went straight to you from there. With this initiative the idea is for logistics to be possible but to take substantially longer like the package that will take days to get to your home. now your jump freighter might take 2 days once you cool down your fatigue and move cynos, maybe a week at the most if you live way out there. Consider more cyno alts the version of "Priority Shipping" since theoretically you can take even more time off your trip.

People have run the calculations, its all still possible, CCP just wants to make people work for their lifestyles now where before there was complacency and lazyness. Were trimming the fat by putting people on the treadmill, and its going to burn at first until you lose the excess and get back into shape for it. But once your in shape for it, that run will be a cakewalk and you will be used to it. Some people wont make the run, theyll just continue on with their complacency and lazyness or move to closer regions so they dont work as hard.

But i can tell you from experience both in EvE and in real life, you have to burn some to earn some.

( and yes i lived in Null sec I know how much logistics means, Stain if you were wondering )

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

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