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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
xanderr
Sebiestor Tribe
Minmatar Republic
#7401 - 2014-10-07 07:31:10 UTC
Can someone give the posioned dwarf a slap on the way out when they turn off the office lights for the last time In Iceland.
This will be the death of you.
2014 RIP Eve
ZenSun
Imperial Academy
Amarr Empire
#7402 - 2014-10-07 07:37:39 UTC  |  Edited by: ZenSun
making the mass changes look.. minuscule Lol
Marlona Sky
State War Academy
Caldari State
#7403 - 2014-10-07 07:39:09 UTC
twit brent wrote:
The power projection aspect does not bother me at all. I will just be smarter about where I leave my capital pilots and where I stash capitals. This change will help the CFC hold all the space it currently owns.

What I do not like is the pigeonholing of characters. CCP seems to have it in their mind that you are either a combat pilot or an industry pilot and that you should not be able to do both. The real victims of this patch will be the people that don't have multiple accounts like me and will now have to chose what role they want to play in the game and stick with it.

Way to sandbox CCP.

I don't follow at all. Can you elaborate a bit on how this changes things for you?
Josef Djugashvilis
#7404 - 2014-10-07 07:43:24 UTC
Summary:

Hot dropping cruisers on the other side of the universe - nerfed

Eve Online, as a game - buffed

This is not a signature.

Rowells
Blackwater USA Inc.
Pandemic Horde
#7405 - 2014-10-07 07:45:31 UTC
Josef Djugashvilis wrote:
Summary:

Hot dropping cruisers on the other side of the universe - nerfed

Eve Online, as a game - buffed

my dread - waxed and ready to roam
Christopher Mabata
Northern Accounts and Systems
#7406 - 2014-10-07 07:51:49 UTC
I never even considered this until 10 seconds ago, Caps can now enter null and low sec incursion zones ( not complexes ) which means by extension any groups running the incursions who get caught by a roaming group or a planned attack may now face a capital supported fleet logoffski'd in the station or holding just a jump or two out that gets them before they take a gate into the site. Normally those groups win the fights because they bring so much logi but this could change that for the better or worse and allow players to transport multiple ships into system via carriers. making assembling much less difficult.

This might even bring more groups to do low sec incursions or null sec because they can now deploy triage when its needed ( if its needed ) outside of the sites. very very interesting times ahead for sure

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

This Message Brought to you by a sweet and sour bittervet

Octoven
Stellar Production
#7407 - 2014-10-07 07:59:19 UTC
Muadd Dibb wrote:
I was talking to a few friends last night and there all going to re-sub due to the new changes coming.

They mentioned they are very excited about the whole drama that will unfold and the new changes that will be implemented.

+1 CCP this is going to be hilarious. Best nerf ever Big smile



Hmm there seems to be an issue here. You are happy that your friends (who are currently unsubed) is coming back with these changes. So what I'm gathering here is that because your friends aren't subed atm, they are part time players who only throw 45-60 bucks a year at the game and only stay a few weeks for a major change, get bored, and unsub within a month. Annndd you think it's a good thing to encourage players who play the game like this instead of hanging onto vet players who abhor these changes and are both supportive and full time players?

Congrats sir! You just pointed out HOW these changes could destroy this game. We don't need players who only want to stay a few weeks after some cool feature or drama and then **** off the rest of the year, we need players who commit to playing and stick around for years. You just confirmed how the devs are slowly driving this game into the ground.
Anthar Thebess
#7408 - 2014-10-07 08:02:59 UTC
What we still need in this patch is to nerf remote aid capabilities of carriers without triage , while boosting it in triage.
So no new slowcat / boot fleet stays at it is.
100 repping itself carriers give us almost 60000 repair amount .

For example :
2 capital remote repairs on each carrier , each have 5 second cycle ( something that is not to big issue as carrier will have multi million ehp) repairing 1,500 hp per cycle.

So assuming 99 carriers repairing 1 currently attacked we have:
99 * 2 & 1500 /5=59400 armor points per second.

Now just assuming ( wrong assumption as resistances are usually higher ) that you are shooting in a hole in resistances that have just 50% resistance then in order just to brake this tank you need :

59400*2 =118.800 dps/s

This is still nonsense.


Tootenh'amon
#7409 - 2014-10-07 08:05:15 UTC
Seems worthy of a resub Big smile. "Don't **** it up", CCP, don't know how many comebacks I have left.
PotatoOverdose
School of Applied Knowledge
Caldari State
#7410 - 2014-10-07 08:54:30 UTC
Rowells wrote:
Josef Djugashvilis wrote:
Summary:

Hot dropping cruisers on the other side of the universe - nerfed

Eve Online, as a game - buffed

my dread - waxed and ready to roam

yeah, no.

Marauders are awesome right now. Marauders are also cheaper, and far more nimble than dreads. If people don't roam in fleets of marauders, they certainly won't roam in fleets of dreads.

Also, out of siege dreads do *maybe* a bit more damage than a faction battleship, and even then not by much. You'll see carrier roams - because they can actually apply their dps with the smaller drones and sentries, and without being stationary for 5 minutes at a time, but dreads? Nah.
Moloney
University of Caille
Gallente Federation
#7411 - 2014-10-07 08:57:54 UTC
I might actually have interest in living in null sec if these changes go through. :-)
Mike Azariah
The Scope
Gallente Federation
#7412 - 2014-10-07 09:01:15 UTC
Rowells wrote:
Davionia Vanshel wrote:
Mike Azariah wrote:


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

m

as a kid I loved watching chuckwagon races


This is rather naïve - because it ignores where logistics and troops move from:

Logistics movements originate in factories / farms / distribution centres out of theatre. While troops originally mobilise out of theatre once mobilised, 'the troops' are typically in theatre and typically attack or manoeuvre from their last objective to their new objective.

Meanwhile the logistics train must service the continual process of resupply from home to the front via the network of supply infrastructure.

This means that the 'chuck wagon' must be capable of moving faster and further than troops because of the relative distances travelled.

not if you are using the same method of travel. You dont see oilers zipping to and from aircraft carriers in the pacific (assuming non-nuclear). The constant flow of supplies is kept up with planning ahead and stockpiles in certain locations. Same thing happened on the ground during WW2. If you didnt have access to existing infrastructure (of which there is now no real comparison in game) you had to haul supplies in the same trucks that moved troops, through the same terrain. The only time a supply line will move faster is if it is in friendly controlled territory. and since the front lines of conflict dont tend to keep up blitz speeds, the supply lines dont have to go any faster than the forces. When germany invaded russia part of the reason that the winter was so harsh to them was that they outran their supply lines and many just surrendered due to starvation and freezing. Second to the enemies efforts, logistics has always been the thing slowing down military movement.



Nah, I'll confess to ignoring the fact that Logistics is a very flexible term in Eve

1) Logis, the repair ships that do go into battle
2) Logistics, the ships that move goods and building materials too and fro outside the theatre of war (hopefully)
3) Logistic supply of a battle which is usually replacements and ammo

My question is do we start special casing everything until we are down to each ship having a different fatigue, range, shock, and modules/drugs/skills that will affect it even more?

As has been brought up, I do not envy a jumping FC trying to find out if everybody can go at the same time or did somebody go on a roam earlier and will now either be cut from the fleet or slow everybody else down. Worse if all of the ships and pilots are on different schedules and cases.

YES I think there will need to be something in the fleet window that shows at least some of this.

Yes, I am leaning towards JF's (and just JF's) getting a bit of a range boost

Yes I am still trying to keep up with this thread and considering what is said. I do yield to temptation at times and make a joke (like chuckwagons) but I am treating this seriously for the most part because this is, arguably, one of the greatest sea changes Eve has ever had. I know some have thought this further than others but I doubt that anybody has foreseen all the possible ramifications.

I am glad that the 'I quit' and the 'haz yer stuff' has died down and now there are people who have had time to think, have done so and are making better arguments. In that regard this is the opposite of most threadnaughts as the circle runners are quieting and the adults are staying up and discussing, rationally.

m

though I will admit I was hoping ONE or two people quitting would have given me something, after all I did ask first in this thread.

Mike Azariah  ┬──┬ ¯|(ツ)

Mike Azariah
The Scope
Gallente Federation
#7413 - 2014-10-07 09:04:05 UTC
Marlona Sky wrote:
twit brent wrote:
The power projection aspect does not bother me at all. I will just be smarter about where I leave my capital pilots and where I stash capitals. This change will help the CFC hold all the space it currently owns.

What I do not like is the pigeonholing of characters. CCP seems to have it in their mind that you are either a combat pilot or an industry pilot and that you should not be able to do both. The real victims of this patch will be the people that don't have multiple accounts like me and will now have to chose what role they want to play in the game and stick with it.

Way to sandbox CCP.

I don't follow at all. Can you elaborate a bit on how this changes things for you?


My guess would be someone who does their own logistics for some small scale operation and then wants to fly a cap to relax, after.

They will have already damaged their shock/fatigue doing the industrial work and that will impinge on their PvP fun. Being a small time operator will be more difficult.

m

Mike Azariah  ┬──┬ ¯|(ツ)

Sgt Ocker
What Corp is it
#7414 - 2014-10-07 09:18:42 UTC
Christopher Mabata wrote:
If you've grown so complacent you wont take a cyno alt through a gate then you dont deserve to stay in null after these changes. Out in null you make ISK hand over fist every day in relative safety if you watch intel channels and local chat. Now suddenly because you dont want to do the work to make the same amount of ISK you threaten to leave it all behind, hate to tell you thats exactly what i was talking about with trimming the fat on the treadmill.

The lazy ones who wont even move cyno frigates through gates or find ways to make their logistics easier without more alts and within applied game mechanics are the ones that CCP wants out of null sec. And if people are threatening to leave or quit its working as intended.

Welcome to the New Null Sec, Enjoy your stay ( or lack their of )

That's really funny.. You don't have cyno alts do you..
If you did you would not need to be told how stupid the idea of moving cyno alts multiple times for a chain is.
1 Jump for a JF from cyno to cyno at 4LY can be 12 jumps apart via gates.

My logistics route is currently 3 cynos - moving cyno 1 to position 2 is 16 jumps, from position 2 to 3 is 12 jumps.
4LY nerf sees that same route now needing 10 jumps - with between 8 and 14 jumps between cynos. With my current cyno alts that is just over 100 jumps with 3 toons per trip. Even if each cyno used a jump clone it is still 60 odd jumps. I don't have 14 hours a day to spend moving cynos around to get a jump freighter to travel what is now a less than 10 min trip.
On average I lose 4 or 5 cyno ships a week, without taking them through gates. Having to move multiple cynos multiple times to complete one trip will surely see that number rise further increasing the time needed to complete 1 leg of a trip.

And of course, those who do logistics to help out their corp or alliance really don't want to participate in any other part of the game. So should dedicate all their online time to moving a jump freighter from point A to point B.

I don't make a profit with my JF, my corp pays for the fuel and I supply the cynos and JF to help keep us able to do PVP. If all my online time is going to be taken up with doing logistics, I'll simply sell the JF.
Having limited time per day to "play eve", I won't spend it all doing mundane boring logistics.

Your d-elusions of hand over fist isk machine must be fed by nulblok propaganda trying to recruit you. Reality is many of us don't spend day after day running anoms because we play eve to pvp and run just enough anoms to buy the ships we use.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Sgt Ocker
What Corp is it
#7415 - 2014-10-07 09:35:55 UTC  |  Edited by: Sgt Ocker
Mike Azariah wrote:
A lot that is above if you want to read it.

In both Logistics and Logistic, your basically talking about the same ship and pilot.
No need to special case them individually just find the right balance so Logistic, Logistics pilots are able to do more than simply keep other receiving what they need.
I have a JF toon who is also my Blops pilot (my corps fav passtime) and also flies a chimera for triage/ logi.
If it is going to take days instead of hours to do my logistic/s work and max out fatigue doing it, I am no longer able to participate in the "fun" part of the game.

For jump freighters, either increase jump range with reduced fatigue or remove fatigue and leave 4LY jump range.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Tootenh'amon
#7416 - 2014-10-07 09:41:24 UTC
Sgt Ocker wrote:
Christopher Mabata wrote:
If you've grown so complacent you wont take a cyno alt through a gate then you dont deserve to stay in null after these changes. Out in null you make ISK hand over fist every day in relative safety if you watch intel channels and local chat. Now suddenly because you dont want to do the work to make the same amount of ISK you threaten to leave it all behind, hate to tell you thats exactly what i was talking about with trimming the fat on the treadmill.

The lazy ones who wont even move cyno frigates through gates or find ways to make their logistics easier without more alts and within applied game mechanics are the ones that CCP wants out of null sec. And if people are threatening to leave or quit its working as intended.

Welcome to the New Null Sec, Enjoy your stay ( or lack their of )

That's really funny.. You don't have cyno alts do you..
If you did you would not need to be told how stupid the idea of moving cyno alts multiple times for a chain is.
1 Jump for a JF from cyno to cyno at 4LY can be 12 jumps apart via gates.

My logistics route is currently 3 cynos - moving cyno 1 to position 2 is 16 jumps, from position 2 to 3 is 12 jumps.
4LY nerf sees that same route now needing 10 jumps - with between 8 and 14 jumps between cynos. With my current cyno alts that is just over 100 jumps with 3 toons per trip. Even if each cyno used a jump clone it is still 60 odd jumps. I don't have 14 hours a day to spend moving cynos around to get a jump freighter to travel what is now a less than 10 min trip.
On average I lose 4 or 5 cyno ships a week, without taking them through gates. Having to move multiple cynos multiple times to complete one trip will surely see that number rise further increasing the time needed to complete 1 leg of a trip.

And of course, those who do logistics to help out their corp or alliance really don't want to participate in any other part of the game. So should dedicate all their online time to moving a jump freighter from point A to point B.

I don't make a profit with my JF, my corp pays for the fuel and I supply the cynos and JF to help keep us able to do PVP. If all my online time is going to be taken up with doing logistics, I'll simply sell the JF.
Having limited time per day to "play eve", I won't spend it all doing mundane boring logistics.

Your d-elusions of hand over fist isk machine must be fed by nulblok propaganda trying to recruit you. Reality is many of us don't spend day after day running anoms because we play eve to pvp and run just enough anoms to buy the ships we use.


Would it be so hard to ask someone else to light a cyno with his ship every now and again? Is there something in EULA prohibiting logistic chains from being managed by more than one person? I might be wrong here, but doesn't "multi" in multiplayer stand for multiple players?
Kagura Nikon
Native Freshfood
Minmatar Republic
#7417 - 2014-10-07 09:48:05 UTC
PotatoOverdose wrote:
Rowells wrote:
Josef Djugashvilis wrote:
Summary:

Hot dropping cruisers on the other side of the universe - nerfed

Eve Online, as a game - buffed

my dread - waxed and ready to roam

yeah, no.

Marauders are awesome right now. Marauders are also cheaper, and far more nimble than dreads. If people don't roam in fleets of marauders, they certainly won't roam in fleets of dreads.

Also, out of siege dreads do *maybe* a bit more damage than a faction battleship, and even then not by much. You'll see carrier roams - because they can actually apply their dps with the smaller drones and sentries, and without being stationary for 5 minutes at a time, but dreads? Nah.



Carrier fleets have a huge advantage on the magical get out of jail card that jump drive scan be in certain situations. Specially in low sec where they can jump trough a gate cyno out and no bubble to stop them.

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#7418 - 2014-10-07 09:49:48 UTC
Sgt Ocker wrote:
Christopher Mabata wrote:
If you've grown so complacent you wont take a cyno alt through a gate then you dont deserve to stay in null after these changes. Out in null you make ISK hand over fist every day in relative safety if you watch intel channels and local chat. Now suddenly because you dont want to do the work to make the same amount of ISK you threaten to leave it all behind, hate to tell you thats exactly what i was talking about with trimming the fat on the treadmill.

The lazy ones who wont even move cyno frigates through gates or find ways to make their logistics easier without more alts and within applied game mechanics are the ones that CCP wants out of null sec. And if people are threatening to leave or quit its working as intended.

Welcome to the New Null Sec, Enjoy your stay ( or lack their of )

That's really funny.. You don't have cyno alts do you..
If you did you would not need to be told how stupid the idea of moving cyno alts multiple times for a chain is.
1 Jump for a JF from cyno to cyno at 4LY can be 12 jumps apart via gates.

My logistics route is currently 3 cynos - moving cyno 1 to position 2 is 16 jumps, from position 2 to 3 is 12 jumps.
4LY nerf sees that same route now needing 10 jumps - with between 8 and 14 jumps between cynos. With my current cyno alts that is just over 100 jumps with 3 toons per trip. Even if each cyno used a jump clone it is still 60 odd jumps. I don't have 14 hours a day to spend moving cynos around to get a jump freighter to travel what is now a less than 10 min trip.
On average I lose 4 or 5 cyno ships a week, without taking them through gates. Having to move multiple cynos multiple times to complete one trip will surely see that number rise further increasing the time needed to complete 1 leg of a trip.

And of course, those who do logistics to help out their corp or alliance really don't want to participate in any other part of the game. So should dedicate all their online time to moving a jump freighter from point A to point B.

I don't make a profit with my JF, my corp pays for the fuel and I supply the cynos and JF to help keep us able to do PVP. If all my online time is going to be taken up with doing logistics, I'll simply sell the JF.
Having limited time per day to "play eve", I won't spend it all doing mundane boring logistics.

Your d-elusions of hand over fist isk machine must be fed by nulblok propaganda trying to recruit you. Reality is many of us don't spend day after day running anoms because we play eve to pvp and run just enough anoms to buy the ships we use.


CCP already said they will boost 0.0 production so there is less need of logistics of that type. YEs for a month or 2 there will be extra work. But is not as this is the end of the game and ccp dont have already a plan for it.

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#7419 - 2014-10-07 09:54:56 UTC
Paynus Maiassus wrote:

I am perfectly happy about the idea of logistics taking days, not hours. I am not happy about having to open more accounts for more cyno alts. I won't do this, BTW, I will just stop doing logistics first. And I will not go through the effort of jumping my cyno alts through 20 gates every time I make a trip. And I am not happy about taking a JF through gates. I won't do this either. I will just stop doing logistics first. I'll gladly accept whatever jump fatigue I get and will wait as long as I must. But I won't make the annoying routine of logistical supply twice as annoying. I will stop. I will base in low sec where I don't have to light 10 cynos to get stuff to and from market. And I am not talking about Omist or anything. I am talking about what should be the simple task of getting stuff to immensea.

CCP is talking about soft controls influencing player behavior. If their soft controls are making twice as many jumps and jumping through gates, I won't do it.

Especially when this has nothing to do with combat force projection and has nothing to do with big blocs teleporting around the map. It's merely about an annoying part of the game becoming twice as annoying.



Their idea is NOT that you take more cyno alts. Their Idea is that you make a few jumps with yout freighters TROUGH GATES.

Most of the "new routes" can have the number of cyno jumps reduced drastically with 3-4 gate jumps at the correct systems.

THAT is what ccp want.


NO theydo not accept anymore that logistic is made in a a super safe cyno network.

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

Bad Messenger
Rehabilitation Clinic
#7420 - 2014-10-07 09:59:29 UTC  |  Edited by: Bad Messenger
Kagura Nikon wrote:



Their idea is NOT that you take more cyno alts. Their Idea is that you make a few jumps with yout freighters TROUGH GATES.

Most of the "new routes" can have the number of cyno jumps reduced drastically with 3-4 gate jumps at the correct systems.

THAT is what ccp want.


NO theydo not accept anymore that logistic is made in a a super safe cyno network.


Actually they want that you train more jump freighter alts, so you can swap your jump freigter to another alt middle of the way.

edit: same goes with other caps, now you need more holder alts who jump your ships around for later use