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[Phoebe] Long Distance Travel Changes - updates!

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Author
Andy Landen
Deep Core Mining Inc.
Caldari State
#2101 - 2014-11-16 13:49:52 UTC  |  Edited by: Andy Landen
Shaun Hansen wrote:
Hi, Greyscale, guys and gals.

Got this idea earlier today: Calculate fatigue based on standings.

Jumping in neutral space, eg, NPC space or through space where the owners have set us to either no standings or 0, will produce default ( current ) fatigue.

The higher standings, the lower the fatugue. Jumping through space, where the owners have set us to +10, no or only very little fatigue will be produced. Travelling through space, where the owners have set us to -10 will produce alot more fatigue. Jumping through space owned by us, will produce same fatigue as in the +10 example.

Best regards,

Shaun


Great idea, except that Mega alliances (alliances of alliances) will allow a blue blob to move from one side of Eve to another for "all-Eve" battles very easily.

The purpose of this nerf was to prevent "all-Eve" battles. .. and to protect capital dense alliances.

I would modify your idea to say that jumping within space owned by your alliance produces no fatigue, but that would just be continuing this micromanaging non-sense. I say either: Jump travel time without cyno requirement, or else no jump capability at all plus player-made stargates and buffs to capital engines +2 warp core and micro jump drive built in.

Added: TGR, all your "so you are saying", "so you are proclaiming", "so (pretty much any summation attempt) .." is all such a spin (making ideas seem the way you want them to appear) that the disconnect with our real ideas prevents any useful discussion. Summations are useful if they are accurate, but if there is any question it is best to ask the poster what was meant than to go off and pretend to understand what was actually meant with highly inaccurate assertions about the views of others. Your last assessment was as inaccurate as any other.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Andy Landen
Deep Core Mining Inc.
Caldari State
#2102 - 2014-11-16 14:08:22 UTC  |  Edited by: Andy Landen
There is always the idea that Jump Fatigue becomes Lock Fatigue. Instead of jumping being limited by a timer, all target locking is limited by the same jump fatigue timer. The same issue exists with zero locking delay for the first jump, but at least the only issue with normal movement becomes the need for a million cyno toons and the super short jump ranges. So in addition, removal of the need for cynos finishes off the fix and we are in a much better state. Add to that fatigue when jumping gates or wormholes so that those who jump a million gates in quick succession to join an "all-Eve" battle also get Locking Fatigue.

Lore: the mental stress of calculating a jump introduces fatigue that prevents the pilot from calculating target locks.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Lord TGR
Brutor Tribe
Minmatar Republic
#2103 - 2014-11-16 14:36:24 UTC  |  Edited by: Lord TGR
Andy Landen wrote:
Yes, no matter how you slice it, this change will hurt cap pilots that are out beyond 5-10ly from null sec. And that is the real story of this jump fatigue proposal. Think harder, else Eve may get stuck with even bigger problems: deep null sec ruled by subcaps, caps becoming less popular, and importing fees going through the roof with the loss of carriers for moving more than 5 ly every 45 min (for those few interested in playing the waiting game).

"cap pilots are screwed, it's subcaps online from now on"

Andy Landen wrote:
I have said what needed to be said and if it falls on deaf ears and Eve collapses, then so be it. It will stand as a warning that no player should dedicate years of training in Eve toward anything ever again. If they will play favorites in this way, they will continue do it again and again just as easily and just as carelessly to any other ship or repeatedly more to cap ships until they are nothing more than low sec gate guns or just the billboards next to those gate guns. Let Eve be warned that your training means nothing after we move in this direction. This is not just a typical game balancing tweak. This is a complete overhaul and probably just the beginning of the cap nerfs and game breaking.

"Eve is dying because of the cap changes. welcome to subcaps online."

Andy Landen wrote:
Yes, my idea is flawed with dashing your dreams of cap kms while CCP Greyscales idea seems to promise you cap kms aplenty and therefore can have no flaw in it. You won't get all the cap kms that you imagine, but the important thing is that it motivated you to support it and in that it has done it's job well enough.

"Greyscale's just trying to feed cap kills to subcaps"

(I've skipped your idea of how caps are going to instadie to roaming gangs (where you try to tell me I don't know logoff mechanics), and your whole "they'll all just use blops to move around" (when it's obvious that interceptors'll be a lot quicker), but that's mostly because there aren't enough quotes in a post to include them.)

Andy Landen wrote:
4) Capitals are still on the radar for their political agendas. Will sov be treated with politics? I have yet to (and may never) know. Check their ideas against who benefits and who is penalized: Will goons blobs be affected more than others with gates to sov structures that discriminate on ship type/size (already used for other political game elements) or will small but capital intensive (PL) groups be singled out with bonuses (maybe specific ship bonuses) to capital ships (ie. supercapital dps and siege mode)?

I can only assume the gist of this is that "changing gates to sov structures would nerf goon subcap blobs" while "caps need buffs" (which is in line with your previous doomsaying).

Andy Landen wrote:
As an example: Fatigue favors groups with high cap density (PL) at the expense of groups with low cap density (NC.) High cap density means that there are a lot of caps in a small region of space, while low cap density means that the caps are spread out across the regions so much that there are fewer caps in each region. PL prefers to travel in a tight group (high cap density) and they fear the masses (Goons, NC., et all) gaining cap abilities across the regions and converging on top of them with increasingly superior numbers per engagement. My analysis from this example and CCP's firm commitment to Fatigue as the only solution is that CCP is still in PL's back pocket.

So up until this quote, you've been going all doom and gloom about how **** capital ships are, how hard they've been ****** over, and how it's politics just going on to nerf PL/NCdot/etc. And yet, suddenly, caps are awesome when we're talking about PL, and of course CCP are suddenly in PL's pocket.
Serendipity Lost
Repo Industries
#2104 - 2014-11-16 14:46:54 UTC
Get help Andy. You've passed from midly amusing to making me sad.
Lord TGR
Brutor Tribe
Minmatar Republic
#2105 - 2014-11-16 14:55:30 UTC
Andy Landen wrote:
There is always the idea that Jump Fatigue becomes Lock Fatigue. Instead of jumping being limited by a timer, all target locking is limited by the same jump fatigue timer. The same issue exists with zero locking delay for the first jump, but at least the only issue with normal movement becomes the need for a million cyno toons and the super short jump ranges. So in addition, removal of the need for cynos finishes off the fix and we are in a much better state. Add to that fatigue when jumping gates or wormholes so that those who jump a million gates in quick succession to join an "all-Eve" battle also get Locking Fatigue.

Lore: the mental stress of calculating a jump introduces fatigue that prevents the pilot from calculating target locks.

"micromangement is bad, here, let me show you some more micromanagement"

The problem with your idea is that if we were to go down that route, you'd still be able to move hardware from one end of the universe to the other in 5-15 minutes, but be unable to shoot or rep anything, meaning roaming fleets are absolutely useless, and two roaming fleets meeting eachother would have to twiddle their thumbs for I don't know how long, going "any time now, just wait a bit longer and we'll have that fight, k?". And reshipping in a normal fight is also ruined, because what's the point in reshipping somewhere if all you'd end up doing is be a dead paperweight/target practice/fish in a barrel for the fleet that's already on-grid.

So I guess the point is that to be able to fight, both sides have to get within 1 jump of eachother, sit around and wait until their timer's down, then get into the same system and do honoulable space battle with honoulable space steeds. As opposed to CCP's solution, which only puts a limit on when you can travel to or from a place, and as long as you get there you can do whatever you like (except jumping out; you can still take gates though). Which sounds, to me, to be a more fighting-compatible change than yours does.
Neramis
Brutor Tribe
Minmatar Republic
#2106 - 2014-11-16 15:12:41 UTC  |  Edited by: Neramis
I still cant believe CCP would limit our gameplay with such a bad idea. With jump fatigue, I can't go to my alliance ops, because of fatigue while bridged, cant use jump bridges, can't get into the move ops and move my caps like im supposed to.. anyways, why in earth am I still paying for this game, If Im not gonna be able to go fight with my alliance mates with my 30d timer.

It shouldn't be any relation while using subcaps, it has no logic at all! Why do we get fatigue while using bridges and not gates?
Celly S
Neutin Local LLC
#2107 - 2014-11-16 18:36:48 UTC
Neramis wrote:
I still cant believe CCP would limit our gameplay with such a bad idea. With jump fatigue, I can't go to my alliance ops, because of fatigue while bridged, cant use jump bridges, can't get into the move ops and move my caps like im supposed to.. anyways, why in earth am I still paying for this game, If Im not gonna be able to go fight with my alliance mates with my 30d timer.

It shouldn't be any relation while using subcaps, it has no logic at all! Why do we get fatigue while using bridges and not gates?


\
honestly, I have not changed my gameplay hardly at all.
I have no 30 day timer or any of my cap pilots, and the pilot who jumped today did so with an express agenda "strategically" using the jump capability as was intended by CCP's change.

honestly, IF you have a 30 day timer?, you're doing it wrong my friend.

:)

Celly Smunt

Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator.

Rowells
Blackwater USA Inc.
Pandemic Horde
#2108 - 2014-11-16 18:55:12 UTC  |  Edited by: Rowells
Neramis wrote:
I still cant believe CCP would limit our gameplay with such a bad idea. With jump fatigue, I can't go to my alliance ops, because of fatigue while bridged, cant use jump bridges, can't get into the move ops and move my caps like im supposed to.. anyways, why in earth am I still paying for this game, If Im not gonna be able to go fight with my alliance mates with my 30d timer.

It shouldn't be any relation while using subcaps, it has no logic at all! Why do we get fatigue while using bridges and not gates?

I think you should have realized how bad it was getting before you even reached 1 day of fatigue. Literally saw it was getting worse and decided,"I'm gonna keep doing it anyway". Succession of bad decisions resulting in compounding consequences.

E: also, is your alliance using jump drives for their move ops as well instead of taking gates? You might want to warn them about this.
Mike Azariah
The Scope
Gallente Federation
#2109 - 2014-11-16 19:13:23 UTC
I am still waiting another couple of weeks (and again in a couple of months) before asking for numbers from CCP.

Yes, some folks have managed to get their timer to a month already but then if I handed out loaded guns to several thousand people I would expect a few to be suffering from self inflicted wounds fairly soon afterwards.

The long game, that is what I am looking at. Not just sub numbers but play (or lack of there in) and the change to the landscape. I also know that there are more changes to come and that evaluating anything after part one of a larger plan is like saying you hate the suit when you only have socks and underwear on.

Wait, be patient

or yell here but do not expect instant change because YOU said so.

m

Mike Azariah  ┬──┬ ¯|(ツ)

Sexy Cakes
Have A Seat
#2110 - 2014-11-17 12:38:56 UTC
This crap was too harsh. Neuter carrier's jump range and give them fatigue? And no changes coming in Rhea... ease off the throttle and give carrier's back their jump drives.

Not today spaghetti.

Lord TGR
Brutor Tribe
Minmatar Republic
#2111 - 2014-11-17 13:24:59 UTC
Mike Azariah wrote:
I am still waiting another couple of weeks (and again in a couple of months) before asking for numbers from CCP.

Yes, some folks have managed to get their timer to a month already but then if I handed out loaded guns to several thousand people I would expect a few to be suffering from self inflicted wounds fairly soon afterwards.

The long game, that is what I am looking at. Not just sub numbers but play (or lack of there in) and the change to the landscape. I also know that there are more changes to come and that evaluating anything after part one of a larger plan is like saying you hate the suit when you only have socks and underwear on.

I'm thinking you don't have to wait for numbers from CCP, you should be able to glean some useful information by looking at f.ex zkillboard and look at
1) how many kills have happened in that time
2) how many were in hisec and nullsec
3) how big the nominal fleet fight was
4) how many unique systems/constellations/regions were involved

And, of course, look at trends of development.

I think that's probably more important than "how many have 30 days of fatigue" f.ex, at least at the start. I'd expect quite a few people would build up max fatigue asap, and maintain that, to "prove to CCP how bad the changes are". 6 months or so down the road (or slightly less vOv), probably not so much.
Altrue
Exploration Frontier inc
Tactical-Retreat
#2112 - 2014-11-17 17:40:09 UTC
BTW, Rorquals can't use jump bridges. Despite having the same max-range. Intended?

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Rowells
Blackwater USA Inc.
Pandemic Horde
#2113 - 2014-11-17 18:37:01 UTC
Altrue wrote:
BTW, Rorquals can't use jump bridges. Despite having the same max-range. Intended?

yes. No capitals with jump drives (excluding JF iirc) can use jump bridges.

I'm not gonna dig for it, but i asked it in the original threadnaught on this and got an answer.
Mr Omniblivion
Ministry of War
Amarr Empire
#2114 - 2014-11-17 19:46:53 UTC  |  Edited by: Mr Omniblivion
Jump fatigue is a horrible implementation, and it was thought out and introduced in a very poor manner.

No intelligent null dweller is arguing that a projection change needed to happen. That is not the issue.

The implementation should have given a cost:benefit choice to the player that didn't involve a literal timer that they cannot move their ship for up to 30 days (except through gates Roll)

After brainstorming for 10 minutes, we came up with a better idea- vastly increase jump fuel usage to better address projection change, while not completely destroying casual usage. Logistical and cost restrictions would enforce the power projection that was hard coded into the game instead. Players would have the ability to choose if they wanted to spend many more isos jumping one jump or simply take gates. Jump Bridges simply couldn't handle massive fleet movement without some serious logistics at each bridge. It would cost way too much to defend space not near your staging system, because jump fuel would be exponentially more expensive than it is now. This would also save ice and make it the "oil" of eve as used to be the goal.

I'm not sure who was riding the purple dragon in a magical fairy land coming up with Jump Fatigue. But let's hope they don't go back there for any ideas in the future.

I'm going to keep annoyingly repeating that jump fatigue is an incredibly horrible idea and implementation, and CCP is worse off for doing it. Seriously, this is an implementation that is worth backtracking on in favor of a less ****** idea.
IcyMidnight
Nobody in Local
Deepwater Hooligans
#2115 - 2014-11-17 20:22:39 UTC
I posted in the Little Things thread, but it'd be nice to clean up the fatigue UI: https://forums.eveonline.com/default.aspx?g=posts&m=5218370#post5218370
Rowells
Blackwater USA Inc.
Pandemic Horde
#2116 - 2014-11-17 20:54:47 UTC
Mr Omniblivion wrote:
The implementation should have given a cost:benefit choice to the player that didn't involve a literal timer that they cannot move their ship for up to 30 days (except through gates Roll)
30 day fatigue =/= jump timer. And don't undervalue gate movement, that was one of the things I hated most about capitals before.

Mr Omniblivion wrote:
After brainstorming for 10 minutes, we came up with a better idea- vastly increase jump fuel usage to better address projection change, while not completely destroying casual usage.
Those two statements are contradictory seeing as there is no difference in casual and combative movement other than intent.Casual usage is fine since you can use gates. no more need for cyno alts or to worry about your cyno jammed systems.

Mr Omniblivion wrote:
Logistical and cost restrictions would enforce the power projection that was hard coded into the game instead. Players would have the ability to choose if they wanted to spend many more isos jumping one jump or simply take gates. Jump Bridges simply couldn't handle massive fleet movement without some serious logistics at each bridge. It would cost way too much to defend space not near your staging system, because jump fuel would be exponentially more expensive than it is now. This would also save ice and make it the "oil" of eve as used to be the goal.
This doesnt solve the issue. It just makes it more painful, which does not stop some people from just getting over them and spending more. It doesn't prevent the super-rich from just paying more, while barring everyone else out. Its an uneven effect across the spectrum.

There was a similar isotope use change not too long ago and its effects on strategic use were negligible. People simply sucked up the cost and continued about their business.
Dersen Lowery
The Scope
#2117 - 2014-11-17 21:05:43 UTC
Mr Omniblivion wrote:
Logistical and cost restrictions would enforce the power projection that was hard coded into the game instead.


And this would in no way tilt the battlefield toward your alliance, which famously has the best logistics in game, and enough ISK to moot any cost consideration entirely. Seriously, go talk to any of your fellow Goons who pop up to argue--correctly!--that cost is not an effective balancing factor.

Jump fatigue affects everyone equally.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Mr Omniblivion
Ministry of War
Amarr Empire
#2118 - 2014-11-17 21:33:43 UTC
Rowells wrote:

Mr Omniblivion wrote:
After brainstorming for 10 minutes, we came up with a better idea- vastly increase jump fuel usage to better address projection change, while not completely destroying casual usage.
Those two statements are contradictory seeing as there is no difference in casual and combative movement other than intent.Casual usage is fine since you can use gates. no more need for cyno alts or to worry about your cyno jammed systems.


Casual usage would be jump bridges, local logistics, perhaps moving a ratting carrier a few systems within your space. Mandatory gate travel as a means of encouraging content is dumb, because it would take a major goof up to get caught in a capital ship at a gate against a fleet that could realistically kill it.




Rowells wrote:
Mr Omniblivion wrote:
Logistical and cost restrictions would enforce the power projection that was hard coded into the game instead. Players would have the ability to choose if they wanted to spend many more isos jumping one jump or simply take gates. Jump Bridges simply couldn't handle massive fleet movement without some serious logistics at each bridge. It would cost way too much to defend space not near your staging system, because jump fuel would be exponentially more expensive than it is now. This would also save ice and make it the "oil" of eve as used to be the goal.

This doesnt solve the issue. It just makes it more painful, which does not stop some people from just getting over them and spending more. It doesn't prevent the super-rich from just paying more, while barring everyone else out. Its an uneven effect across the spectrum.

There was a similar isotope use change not too long ago and its effects on strategic use were negligible. People simply sucked up the cost and continued about their business.


If you take a deeper look at it than "people will just throw money at it", then yes, it solves the problem. By making a significant change in the cost of fuel to jump, it makes it infeasible to be able to defend vast swathes of space. I'm not talking about doubling the cost of a jump, I'm talking about increasing it by several thousand percent. It would be so costly to assemble the troops to traverse regions via jumps or jump bridges that we would spend more defending the space than the space is actually worth.


Dersen Lowery wrote:
And this would in no way tilt the battlefield toward your alliance, which famously has the best logistics in game, and enough ISK to moot any cost consideration entirely. Seriously, go talk to any of your fellow Goons who pop up to argue--correctly!--that cost is not an effective balancing factor.

Jump fatigue affects everyone equally.


First off, how is the battlefield not already significantly tilted in our direction. Roll

Cost is a gigantic factor in every major decision we make. I know this, coming from the group that manages all of our finances. A small cost change would not have any effect other than grumbles. Fundamentally changing the isotope consumption formula to increase the costs by a significant percent (see: more than tenfold) would be a much better change overall for the game than jump fatigue. Increasing the cost of jumping means that each jump requires more isotopes, which can only be stored in a limited space on each given ship or Jump Bridge. Thus, at a certain point, it becomes basically impossible to facilitate large fleet movements over regions because of the amount of manpower or logistics to keep all the caps/bridges fueled in each direction.


It's extremely ironic that CCP wants to move towards more of a "Local production" environment, but jump fatigue basically doesn't affect jump freighters in a meaningful way.

A change in the isotope requirement formula would significantly impact the cost of transport. This means that local markets would have more value and people would be forced to make meaningful decisions on whether or not to import/export or produce locally. In moving goods, people would decide whether or not to jump the goods to market or to take gates to save their margins.

But apparently cost is not an effective balancing factor, while a flat timer where you can't move is.Roll
Rowells
Blackwater USA Inc.
Pandemic Horde
#2119 - 2014-11-17 21:50:35 UTC
Mr Omniblivion wrote:
Casual usage would be jump bridges, local logistics, perhaps moving a ratting carrier a few systems within your space. Mandatory gate travel as a means of encouraging content is dumb, because it would take a major goof up to get caught in a capital ship at a gate against a fleet that could realistically kill it.
You mean to say jump bridges arent used strategically? Is there any effective difference between a ratting carrier and a combat carrier? Gate travel is in no way mandatory unless you try to overextend your reach beyond your means and rack up 3 day timers.And gate travel ewas not fully intended just to generate content, but to ensure that jump drives were no longer the only or primary form of movement for capitals going farther than 5 LY.

Mr Omniblivion wrote:
If you take a deeper look at it than "people will just throw money at it", then yes, it solves the problem. By making a significant change in the cost of fuel to jump, it makes it infeasible to be able to defend vast swathes of space. I'm not talking about doubling the cost of a jump, I'm talking about increasing it by several thousand percent. It would be so costly to assemble the troops to traverse regions via jumps or jump bridges that we would spend more defending the space than the space is actually worth.
So, you intend to preserve casual use with this? The problem with an isk-based solution is there is no real balance point for it. Supply and demand change, money in the coffers grows and shrinks, and it becomes a constant update to try and balance against that only to have your efforts cause the next change to happen making it an endlessly repeating cycle.

I understand that you want to have what you view as personal use preserved mostly as it was before, but there is no way to differentiate between moving a ratting carrier and hotdropping an enemy force. They are both essentially the same exact action.

The pheobe changes might need some tweaking, but so far they have had most of the original objectives. Getting across the universe and back again takes time. Which is really the most important thing to properly use in any battle.
Lunarstorm95
Viziam
Amarr Empire
#2120 - 2014-11-17 21:50:57 UTC
I still don't understand the overall goal of the patch.

How is this going to create content if no one can advance on one another?

Im noticing a massive decrease in content post patch endless you count dropping supers within 5 ly of staging system on nothing and only doing it for the "lulz"...

Jump bridges are atrocious. Its OUR sov we shouldn't be dam near punished for using it. I shouldn't have to spend hours traveling just to attempt to fight with a gang rolling threw.

Even after these slight changes I still feel this was/is by far the worst mechanic in eve ( not including sov but I didn't think id have to say it)

Why do you hate content?

I was kinda hoping for a travel time on jumping via jump drives. Like a 8ly jump would take x amount of time in tunnel. Not this "Jump! But now you can't jump again for a week... Sincerely, CCP"

“You can have peace. Or you can have freedom. Don't ever count on having both at once.” ― Robert A. Heinlein "Real knowledge is to know the extent of one's ignorance." ― Confucius