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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Toriessian
Helion Production Labs
Independent Operators Consortium
#7581 - 2014-10-08 01:57:18 UTC
Is it worth continuing to whine about BLOPS?

Every day I'm wafflin!

Xen Solarus
Furious Destruction and Salvage
#7582 - 2014-10-08 01:58:24 UTC
Best. Changes. Ever! Lol

Nullsec tears = best tears.

You can expect your "feedback" to be treated exactly like the recent wormhole changes feedback. And by that, i mean completely ignored.

I for one applaud CCP for such aggressive out-of-the-box changes. The movement of massive fleets across the entire galaxy in moments has led to the blue donut we know and hate. This is more a throwback to the old days, when there wasn't an easy button to press that led to your cap fleet immediately smashing ontop of your enemies face. Nullsec Alliances might actually have to *shock* think about how to defend their space.

Nullsec has needed to be shaken up forever, but this, this is far more than i could have ever have dreamed. Time to get some popcorn, a tear bucket, and watch the chaos reign throughout new eden.

Post with your main, like a BOSS!

And no, i don't live in highsec.  As if that would make your opinion any less wrong.  

Busta Rock
The DawnSoarers
#7583 - 2014-10-08 02:06:05 UTC
you just dont get it. the big power blocks will continue going about business as usual after this change - all they have to do is cache capitals in their regional holdings, and they have PLENTY of caps to do that with. Unless and until moon mining ceases to be an AFK ISK faucet, the paradigm will NOT change.
Ukiah Oregan
Lithomancers
#7584 - 2014-10-08 02:16:17 UTC  |  Edited by: Ukiah Oregan
when this go's live it will NERF the entire game unless CCP provides another mechanic to allow players to relocate quickly in a "non-force projection" manner

this almost completely renders logistic pilots obsolete and closes an entire ISK making venture.

introducing a NPC InterBus Logistics Game Mechanic might be a solution but it will decrease player driven activities.

It will definitely affect new player's decision in NOT wanting to become a CAP pilot let alone a logistics pilot.

Game Mechanics should foster positive interactions that engage active "Game Play"

Game Mechanics should NOT foster negative interaction that result in "No Game Play"

Waiting a "Month" or "Days" for a timer to run out before you can continue playing is NOT a positive, interactive, engaging Game Mechanic

There seems to be an awful lot of "NOT" and "NO" in reference to this proposed game mechanic through out this thread

I really do hope CCP removes their "octal blinders" and look outside their "closed-box" and look at what the "players" are doing in the "sandbox" and step back and look at how this proposal affects other aspects of the game

CCP needs to look at how players coexist in a single system and how many simultaneous player activities can actually be supported in each system simultaneously under the current game mechanics

Currently a single system can not support an alliance let alone a corp. It takes many systems to support an active group of pilots because there isn't enough resources, rats, anomalies and activities for say ~200 active pilots to be engaged in simultaneously in a single system.

How many simultaneous pilots are ratting,scanning,crafting and mining in a High Sec System? I've never seen 500 simultaneous actively engaged in ratting in a single High Sec system.

CCP - You need to consider putting in place the Game Mechanics that make this work first - Adding a Nerf this significant without an alternative is a huge mistake

You may already have alternative Game Mechanics in mind or in the pipe line but if they don't exist when this Nerf happens bad things are going to happen

The impact on the global market is going to be interesting

How many pilots have already started stock piling null sec resources ? If you haven't already started you're probably already a bit late
Aerich e'Kieron
Peace.Keepers
#7585 - 2014-10-08 02:27:19 UTC  |  Edited by: Aerich e'Kieron
Ukiah Oregan wrote:

this almost completely renders logistic pilots obsolete and closes an entire ISK making venture.


Logistics after this change will become more time consuming/involved, which means all of the logistics that are currently being done, are going to require more effort, time, and probably pilots...

More logistic work to do.... does not = "logistics is now obsolete and there is no isk to be had in it anymore."

That value of logistics, and it's pilots, increases... and the need for it becomes greater.

If anything, you're going to see the demand for logistics services increase and there will be more money to be had for everything involving it.


The max cooldown for your jump drive is 3 days. You'll have to be a bit light in the head to allow it to get anywhere near there.
It will be easy to simply allow the fatigue to decay at relatively convenient intervals.

If you undock your JF, jump a bunch of times back-to-back, ignoring the consequences of doing so and putting no effort into any thought or reason...
Then yes, I can see how someone like that would think: "WHAT?! now I have to wait for a cooldown timer?! That's so dumb! I could undock and do *anything else in the game*, but no. I'm going log off because clearly now that my JF can't use it's jumpdrive for a while(and clearly, of no fault of my own), I'm completely unable to play EVE online."
Ranger 1
Ranger Corp
Vae. Victis.
#7586 - 2014-10-08 02:30:32 UTC
Aerich e'Kieron wrote:
Ukiah Oregan wrote:

this almost completely renders logistic pilots obsolete and closes an entire ISK making venture.


Logistics after this change will become more time consuming/involved, which means all of the logistics that are currently being done, are going to require more effort, time, and probably pilots...

More logistic work to do.... does not = "logistics is now obsolete and there is no isk to be had in it anymore."

That value of logistics, and it's pilots, increases... and the need for it becomes greater.

If anything, you're going to see the demand for logistics services increase and there will be more money to be had for everything involving it.

Well cut him a little slack. For some people it's hard to distinguish "I can't do it the same way anymore" from "It can't be done".

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#7587 - 2014-10-08 02:32:42 UTC
I'm pretty sure there is going to be a fair amount of fiddling with this (which is a good thing), but a lot is going to depend on future changes that most players are not aware of yet.

The thing that is going to make this change the hardest is the fact that it needed to be done a loooong time ago.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Rowells
Blackwater USA Inc.
Pandemic Horde
#7588 - 2014-10-08 02:35:17 UTC
Ukiah Oregon wrote:
when this go's live it will NERF the entire game unless CCP provides another mechanic to allow players to relocate quickly in a "non-force projection" manner
there is no such thing as non-force projection. Pilots are the force. Having a capital in every nullsec station in the cluster is useless if you can't get someone there. Pilots being somewhere to do something is the force projection.
Ukiah Oregan
Lithomancers
#7589 - 2014-10-08 02:36:37 UTC
Aerich e'Kieron wrote:
demand for logistics services increase .

increase in demand = less pilots

less pilots = bad game mechanic

you're implying that NEW pilots will be willing to train for a skill that is highly limited

you're also implying that it will take more logi pilots to operator a logistics chain

more logi pilots = less isk per pilot while increasing the cost of the over head

what took one logi pilot to do will take 3-5 if u want to keep the timers down....so

so say if one logi pilot used to make 30mil isk for a one way trip doing logi work under current mechanic

and it now takes 5 logi pilots to do the same in the same hour

now each pilot would only make 6mil isk each because each pilot is doing a smaller jump and no one wants their costs to go up

or

what used to cost 30mil isk would cost 150mil isk (30x5) which i doubt would be case
Cuhlen
Deep Core Mining Inc.
Caldari State
#7590 - 2014-10-08 02:45:07 UTC
Are you out of your minds, or have you just forgotten that a game must be fun to be played?

christ ccp- this is the dumbest thing i've ever heard from you.
Ranger 1
Ranger Corp
Vae. Victis.
#7591 - 2014-10-08 02:46:33 UTC
Rowells wrote:
Ukiah Oregon wrote:
when this go's live it will NERF the entire game unless CCP provides another mechanic to allow players to relocate quickly in a "non-force projection" manner
there is no such thing as non-force projection. Pilots are the force. Having a capital in every nullsec station in the cluster is useless if you can't get someone there. Pilots being somewhere to do something is the force projection.

Quite correct.

The current jump clone mechanics combined with the new medical clone restrictions should make for some interesting tactics.

Namely coaxing the bulk of your enemies cap/super pilots to jump clone to a cache of ships in one area, then (once confirmed) having your allies attack in another area.

Anyone that seriously thinks these changes will reduce the amount of combat in EVE hasn't really thought things through yet.

Some things from history should be reflected in game, namely the tendency for large and supremely powerful weapons of war to have severe disadvantages. Usually those disadvantages took the form of extremely limited mobility. Using them had to be very carefully planned and executed, otherwise they ended up either out of position to be of any use... or became isolated from support and eliminated. Only when utilized with excellent skill and planning did they live up to their full damage dealing potential.

Caps / supers should NEVER have been easier to move around then sub caps. Fortunately this realization has finally motivated CCP to take the necessary and difficult steps to resolve the situation.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ukiah Oregan
Lithomancers
#7592 - 2014-10-08 02:47:07 UTC
I guess if u don't use a JF Pilot u might not know that you are going to run implants that help you being a JF pilot let alone the specialized skills that were trained to be an efficient JF Pilot

most JF Pilots that i know don't get used for ratting, or mining.

how many corps actually have more than 1 Jump freighter let alone have 5 JF pilots in the same corp ? that's a boat load of skill training time and ISK in skills, ships and implants.

it's ok to dislike what i say, but at least know something about JF pilots before you comment.

i'd really hate for a JF pilot to lose a clone in the middle of Low Sec because he got bored waiting for his timer and went ratting to only find him/her self back in his home system with no way back to his/her JF but by slow boat....i guess that might be fun if your into that type of nausia
Lord Salty
The Classy Gentlemans Corporation
Moist.
#7593 - 2014-10-08 02:53:20 UTC
Sup all.

I know im late to this party but i just HAD to come and give my response.

Firstly, all of these null bear tears are absolutely delicious!
I cant believe how many of them dont understand you maybe cant jump between regions, but you use a gate to get into the region and can then use the jump drive to access more systems.

Secondly, I am really looking foward to a capital ship roam. And by roam i mean like any other roam, through gates! Its gonna be GREAT!

Thirdly, im not sure if it may have been mentioned somewhere already i could have missed it. I am hoping that CCP will be able to validate these changes in the lore somehow.
Ranger 1
Ranger Corp
Vae. Victis.
#7594 - 2014-10-08 02:53:45 UTC
Ukiah Oregan wrote:
Aerich e'Kieron wrote:
demand for logistics services increase .

increase in demand = less pilots

less pilots = bad game mechanic

you're implying that NEW pilots will be willing to train for a skill that is highly limited

you're also implying that it will take more logi pilots to operator a logistics chain

more logi pilots = less isk per pilot while increasing the cost of the over head

what took one logi pilot to do will take 3-5 if u want to keep the timers down....so

so say if one logi pilot used to make 30mil isk for a one way trip doing logi work under current mechanic

and it now takes 5 logi pilots to do the same in the same hour

now each pilot would only make 6mil isk each because each pilot is doing a smaller jump and no one wants their costs to go up

or

what used to cost 30mil isk would cost 150mil isk (30x5) which i doubt would be case


Your logic is flawed, starting with the first line.
You are also over simplifying and overlooking the options available to logistics.

Now I will grant you that the need for Null sec in particular to step up it's local industry will become more evident... and CCP will need to continue with improvements in that regard (which is a good thing). This alone opens up many non-obvious opportunities for short haul logistics, as well as increasing the value of regular freighters as opposed to jump freighters for certain tasks.

There are a lot of layers to this particular onion, you need to look a bit deeper than just the skin.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#7595 - 2014-10-08 02:57:02 UTC  |  Edited by: Ranger 1
Lord Salty wrote:
Sup all.

I know im late to this party but i just HAD to come and give my response.

Firstly, all of these null bear tears are absolutely delicious!
I cant believe how many of them dont understand you maybe cant jump between regions, but you use a gate to get into the region and can then use the jump drive to access more systems.

Secondly, I am really looking foward to a capital ship roam. And by roam i mean like any other roam, through gates! Its gonna be GREAT!

Thirdly, im not sure if it may have been mentioned somewhere already i could have missed it. I am hoping that CCP will be able to validate these changes in the lore somehow.

Doh, wrong quote. Big smile

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ukiah Oregan
Lithomancers
#7596 - 2014-10-08 02:58:55 UTC
Rowells wrote:
Pilots being somewhere to do something is the force projection.


thanks Rowells, you seem to understand the irony in this nerf

it doesn't address the clone suicides

it doesn't address the clone jumps

it does keep a corp from or an individual from efficiently relocating from one location to another in a reasonable about of time

for example;

corp A is in Cloudring

corp A decides to relocate to Wicked Creek

instead of being able to move assets in a week or two - it'll take a month or more to relocate

that's the part i'm talking about - that's the part i'm concerned about

how does a pilot or corp relocate - not because they are projecting force in a hostile manner tonight - but because they want to live in WC instead of CR...but now they have to reconsider that decision because moving to that location is no longer efficient and will hinder play time - so now - if you are CR you'll need to relocate relatively close - in stages ? - a staged retreat i can understand - but a month or more to relocate just so u can live somewhere else ?

this is supposed to be fun - this is a game we play for enjoyment - this seems to address the issue with NULL sec blobs - but it doesn't really - it doesn't prevent "force projection" - it doesn't break up the super alliances - it doesn't break up control over NULL sec....

Ranger 1
Ranger Corp
Vae. Victis.
#7597 - 2014-10-08 02:59:52 UTC
Ukiah Oregan wrote:
I guess if u don't use a JF Pilot u might not know that you are going to run implants that help you being a JF pilot let alone the specialized skills that were trained to be an efficient JF Pilot

most JF Pilots that i know don't get used for ratting, or mining.

how many corps actually have more than 1 Jump freighter let alone have 5 JF pilots in the same corp ? that's a boat load of skill training time and ISK in skills, ships and implants.

it's ok to dislike what i say, but at least know something about JF pilots before you comment.

i'd really hate for a JF pilot to lose a clone in the middle of Low Sec because he got bored waiting for his timer and went ratting to only find him/her self back in his home system with no way back to his/her JF but by slow boat....i guess that might be fun if your into that type of nausia

Well, I personally have a couple of freighter and jump freighter capable alts running around here and there. Its not really an uncommon thing.
Keep in mind that JF have the least penalties and can still move relatively freely over long distances... and of course where reasonably safe can use gates while their much shorter timers run down.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Aerich e'Kieron
Peace.Keepers
#7598 - 2014-10-08 03:00:55 UTC  |  Edited by: Aerich e'Kieron
Ukiah Oregan wrote:
Aerich e'Kieron wrote:
demand for logistics services increase .

increase in demand = less pilots

less pilots = bad game mechanic

you're implying that NEW pilots will be willing to train for a skill that is highly limited

you're also implying that it will take more logi pilots to operator a logistics chain

more logi pilots = less isk per pilot while increasing the cost of the over head

what took one logi pilot to do will take 3-5 if u want to keep the timers down....so

so say if one logi pilot used to make 30mil isk for a one way trip doing logi work under current mechanic

and it now takes 5 logi pilots to do the same in the same hour

now each pilot would only make 6mil isk each because each pilot is doing a smaller jump and no one wants their costs to go up

or

what used to cost 30mil isk would cost 150mil isk (30x5) which i doubt would be case



Given the amount of logistics pilots it currently takes to accomplish the logistics goals across EVE, these changes, which increase the amount of time and effort involved, should drive up the prices of a huge variety of items.

Ukiah Oregan wrote:

you're implying that NEW pilots will be willing to train for a skill that is highly limited

I'm implying that in order to sustain the current amount of hauling/logistics being done throughout EVE, there will need to be more logistics work done. I never said it HAD to be new pilots. It's just overwhelmingly likely that more people will join in for any of various reasons. Mostly monetary or pressures from corps/alliances/coalitions they are a part of.

It will drive prices up, and increase the value of the logistics work being done.

Ukiah Oregan wrote:

what used to cost 30mil isk would cost 150mil isk (30x5) which i doubt would be case

Why do you doubt this? You're glancing over supply and demand as if it's meaningless. lol
People are not going to do the work for no reason. If the gain isn't worth the effort, they will not do it. And prices will rise until people think it is worth the effort.


Ukiah Oregan wrote:

what took one logi pilot to do will take 3-5 if u want to keep the timers down....so

Or, you know.. you could just actually move your own cyno alts, or a combination of more people and moving cyno alts.

Regardless, it's not a matter of increasing people, it's still easily done, it simply takes longer to do.
I think the wait time is like 5-15 minutes or something in that area (someone correct me), in order to wait your fatigue after a jump to go back down to 1.0. After which you can jump again, and wait another 5-15 minutes.



Also, whoever said that the amount of logistics/manufacturing and the current prices throughout EVE are the ideal?
Are we just making the assumption the current prices of items are in the best state they ever could be?
Sgt Ocker
What Corp is it
#7599 - 2014-10-08 03:01:51 UTC
Xen Solarus wrote:
Best. Changes. Ever! Lol

Nullsec tears = best tears.

You can expect your "feedback" to be treated exactly like the recent wormhole changes feedback. And by that, i mean completely ignored.

I for one applaud CCP for such aggressive out-of-the-box changes. The movement of massive fleets across the entire galaxy in moments has led to the blue donut we know and hate. This is more a throwback to the old days, when there wasn't an easy button to press that led to your cap fleet immediately smashing ontop of your enemies face. Nullsec Alliances might actually have to *shock* think about how to defend their space.

Nullsec has needed to be shaken up forever, but this, this is far more than i could have ever have dreamed. Time to get some popcorn, a tear bucket, and watch the chaos reign throughout new eden.

What exactly do you expect to see happen?

PL and friends spend a month moving to a staging system next to Goons and friends and just slug it out?
Or more likely, PL will stick to what they have, Goons will stick to what they have, Smaller groups in nul will be crippled logistically and either simply move out or stay close to home.

The only shake up this will achieve is to further secure the coalition blocks.

So you can move a few capital ships through gates without the real fear of being dropped from the other side of new eden by BL.
Half the challenge and fun of nulsec was living with the knowledge, BL might decide to pay us a visit while we were reinforcing a pos somewhere.
We recently got hotdropped in Syndicate by a bunch of Archons.. We got a few kills then died in a glorious ball of fire but it was the best fight I had been in for a long time. Hint - T1 logi with T2 Warriors is no match for Firblogs. They dropped 10 Archons and a Thany on our sole triage Niddy, it was hilarious and a lot of fun and sadly with the upcoming changes, unlikely to happen again.

If a game of nulsec stalemate is your idea of a good shakeup, this is what you've been waiting for.

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.

Christopher Mabata
Northern Accounts and Systems
#7600 - 2014-10-08 03:01:51 UTC
Toriessian wrote:
Is it worth continuing to whine about BLOPS?


CCP said they were going take a more active look at Black Ops in Rhea ( december ) since these changes hit them way too hard
other than that no because more tears here would be comparable to a biblical flood once the containers rupture

♣ 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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