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[Phoebe] Long Distance Travel Changes - updates!

First post First post First post
Author
CCP Greyscale
C C P
C C P Alliance
#1 - 2014-10-09 18:03:46 UTC  |  Edited by: CCP Fozzie
Hi everyone,

We've collected, parsed and thoroughly discussed your *extensive* feedback on the proposed long-distance travel changes, both in the official thread and elsewhere, consulted with the CSM, and made adjustments accordingly.

Conclusions we have reached through this exercise:
  • The ease of nullsec logistics permitted by jump freighters and, to a lesser extent, jump bridge networks is not aligned with where we would like nullsec industry to be.
  • It *is*, however, pretty well aligned with where nullsec industry is right now. As we improve the status quo for industry in nullsec, we will want to reevaluate this balance, along with the impact potential changes would have on logistical work for other areas of the game.
  • We're pretty happy with the impact of the proposed changes on the movement of non-covert combat ships, as it relates to both jump drives and jump bridges, for all ranges.
  • We're not overly concerned about the battle rorqual; if it starts being used in a widespread fashion, we will nerf it, but we're not expecting this to happen.
  • We're also not overly concerned yet about HG Ascendency capital fleets, since such capital movement would be very vulnerable to disruption and because it relies on very rare items. If this becomes a widespread usage pattern we will likely take action, and we'll be keeping a close eye on everything surrounding capital movement after Phoebe.
  • Black ops are working in a generally OK manner on TQ right now, and we want to minimize harm to their use with these changes.
  • We don't like repeating decimals.


Therefore, changes we are making to the previously-announced plan:
  • Jump freighter max range will be bumped up to 10LY, and they will keep the 90% fatigue-distance reduction. This represents a slight range reduction compared to TQ, so some cynos will need to be repositioned, but otherwise leaves them largely alone. Note that, because ranges multiply together for fatigue purposes, one 10LY jump is *substantially* less fatiguing (multiply by 11) than two 5LY jumps (multiply by 36). Rorquals will stay at 5LY/90%
  • All ships designated as having a "hauling" role in ISIS (ie the following ship groups: Industrial, Blockade Runner, Deep Space Transport, Industrial Command Ship, Freighter) will similarly get a 90% reduction to distance counted for the purpose of fatigue generation. Obviously they can't jump themselves, but this also applies on use of bridges or portals.
  • We are adding some additional code to allow us to put a bonus on jump portals that reduces fatigue generation for all ships jumping through that portal. This will be applied to Covert Jump Portals, with a value of around 50% (subject to further tuning). This means that all ships using a black ops portal will generate less fatigue.
  • We're going to bump the max range of black ops ships up slightly to 8LY, and likewise give them a ~50% fatigue bonus.
  • Finally, we're slightly nerfing JDC5, from 25%/level to 20%/level, and tuning base ranges accordingly. This allows us to give most capital ships a base range of 2.5LY, rather than 2.2r LY, and still hit our max range targets. More work on these skills will probably be done in future, this is just minimum changes necessary to get these changes on TQ so we can see how they play out in practice and establish how comparatively valuable their different bonuses are.


These changes should all be hitting Singularity in the next few days; please give us feedback when they land!

Thanks,
-Greyscale


[edit 19:21 added bullet point 5 to first list]
Wrik Hoover
Republic Military School
Minmatar Republic
#2 - 2014-10-09 18:06:09 UTC
ok
Mr Omniblivion
Ministry of War
Amarr Empire
#3 - 2014-10-09 18:06:21 UTC
Thank god, you listened!
CCP Greyscale
C C P
C C P Alliance
#4 - 2014-10-09 18:06:37 UTC
Wrik Hoover wrote:
ok

cool
BadAssMcKill
Aliastra
#5 - 2014-10-09 18:07:18 UTC
BASED GREYSCALE
Kaeda Maxwell
Stay Frosty.
A Band Apart.
#6 - 2014-10-09 18:08:08 UTC
That basically removes my only real concerns I had with the previously announced changes.

Thank you for listening to the feedback! And looking forward to the patch now!Lol
David Magnus
#7 - 2014-10-09 18:08:24 UTC
These do address some of the bigger concerns, thanks for taking the time to post about these!
Have there been changes to death-clone camping, or did I miss that in a different thread?

http://soundcloud.com/davidkmagnus/fight-us-maybe

http://soundcloud.com/davidkmagnus/winterupdate

http://soundcloud.com/davidkmagnus/supercaps

http://soundcloud.com/davidkmagnus/pandemiclegion

Angelus X
Doomheim
#8 - 2014-10-09 18:08:48 UTC
Good changes tbh.
Aryndel Vyst
Imperial Academy
Amarr Empire
#9 - 2014-10-09 18:09:13 UTC
I love how logistics continues to get deep anal fisted by not giving similar benefits to rorqs as you would JF's.
Eveli
Habitual Euthanasia
Pandemic Legion
#10 - 2014-10-09 18:09:38 UTC
i like these changes

Follow me on the Twitters : @ThisIsEveli

Oh Takashawa
Habitual Euthanasia
Pandemic Legion
#11 - 2014-10-09 18:09:50 UTC
Works for me.
Mr Omniblivion
Ministry of War
Amarr Empire
#12 - 2014-10-09 18:09:57 UTC
CCP Greyscale wrote:
Rorquals will stay at 5LY/90%


Is there a reason that Rorquals don't get the same 10LY range as JFs? Rorquals are used just as much for logistics as JFs, especially because their actual intended use isn't really...useful.
Querns
Science and Trade Institute
Caldari State
#13 - 2014-10-09 18:10:02 UTC
Mixed feelings on this.

* I am really happy that non-combatant hauling ships are getting the 90% fatigue reduction -- that is something I had been pushing for and I'm happy you guys saw the light on that. Maybe extend this to mining ships, too?
* Pretty sad to see JFs getting 10LY range. Their 5LY range allowed for some meaningful ability to disrupt incoming logistics. 10LY eliminates a lot of possibilities here.
* Rorquals not getting the 10LY treatment is a little weird. Care to elaborate on why only JFs get the extra range?

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

CCP Fozzie
C C P
C C P Alliance
#14 - 2014-10-09 18:10:15 UTC
David Magnus wrote:
These do address some of the bigger concerns, thanks for taking the time to post about these!
Have there been changes to death-clone camping, or did I miss that in a different thread?


Death clone camping is handled by the new medical clone changes that are being implemented right now. The short version is that you'll always be able to intentionally revoke your clone contract somewhere and have it reset to your rookie system.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Toriessian
Helion Production Labs
Independent Operators Consortium
#15 - 2014-10-09 18:11:02 UTC
CCP Greyscale wrote:

  • We are adding some additional code to allow us to put a bonus on jump portals that reduces fatigue generation for all ships jumping through that portal. This will be applied to Covert Jump Portals, with a value of around 50% (subject to further tuning). This means that all ships using a black ops portal will generate less fatigue.

  • We're going to bump the max range of black ops ships up slightly to 8LY, and likewise give them a ~50% fatigue bonus.


  • My crying is done! Yay CCP Greyscale. I will test on singularity next week but am encouraged at first glance.


    Every day I'm wafflin!

    Ryu Chaos
    Noir.
    Shadow Cartel
    #16 - 2014-10-09 18:11:37 UTC
    god save our blops

    @RyuChaos_

    Kismeteer
    Bat Country
    Pandemic Horde
    #17 - 2014-10-09 18:12:24 UTC
    And Battle Rorquals were too stronk. POS Logistics people can unsub at least.
    Zverofaust
    Ascetic Virtues
    #18 - 2014-10-09 18:12:28 UTC
    ilu
    ADarwinAward Winner
    Science and Trade Institute
    Caldari State
    #19 - 2014-10-09 18:12:51 UTC
    9 LY lets jump freighters cover most of the regional gaps. Don't go all the way to 10.
    Retar Aveymone
    GoonWaffe
    Goonswarm Federation
    #20 - 2014-10-09 18:12:53 UTC
    CCP Fozzie wrote:
    David Magnus wrote:
    These do address some of the bigger concerns, thanks for taking the time to post about these!
    Have there been changes to death-clone camping, or did I miss that in a different thread?


    Death clone camping is handled by the new medical clone changes that are being implemented right now. The short version is that you'll always be able to intentionally revoke your clone contract somewhere and have it reset to your rookie system.

    wait what, where is this
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