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Requesting the CSM to ask CCP to remove Jump Fatigue

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General Xenophon
Deep Core Mining Inc.
Caldari State
#241 - 2015-06-05 16:43:43 UTC  |  Edited by: General Xenophon
Honestly, I don't claim to speak for Goonswarm in the manner your speaking of, but thanks though and I thoroughly appreciate talking to you about this as at least even if we disagree, it's a conversation. In regards to Goonswarm, you'd have to ask someone who has been in there more as they'd know it better. I speak from 9 years of Eve experience with 0.0 alliances (I've taken a few months break twice, so maybe if I had to guess 5 months away from Eve? so it's not a total solid 9 years, but close), NC (I think it was called Northern Coalition, waayy before the current Norther Coalition, back when the FLA was a thing and IRON was a powerhouse, and ISS was given EC- station etc) Dusk and Dawn, Mostly Harmless, Dark and Light, Mistakes Were Made, Space Monkeys Alliance, and some others which I forget sadly but remember the great folks in them.

Yea most of my 'ideas' here are more of just examples and I'm just throwing stuff out there honestly which would need considerable reworking to be plausible. I do think these are better than the jump fatigue thing and even if totally unpolished, would add more to Eve than take away like the Jump Fatigue thing does.

The fact is, in 0.0 logistics is required, whether its for military or not and I for one do not support something that makes a game already known for spreadsheets and an exercise in management, more difficult and tedious for 0.0 alliances. To put it humorously, this just screams Empire kiddos nerfing 0.0 again when they have no real solid understanding or experience living, maintaining, or actively participating in a 0.0 alliance.

I've been in 0.0 alliances for years now, done logistics, reactions, and etc, seen how others do it, and while I'm relatively new to Goonswarm, I have a decent amount of experience with 0.0 politics, military events, and logistics, so to me none of these changes seem to really consider the big picture or what will actually happen to game-play day to day, nor are actually 'good' solutions, despite folks probably trying their best (can't blame them, balance is hard).

Logistics has been part of Eve long before Goonswarm was a thing, and arguably, with an alliance Goonswarm's size logistics is pretty fantastically difficult to manage, so I really give the folks who make it work a ton of credit for what they do.

I think its bad to punish 0.0 alliances with logistics, capital, and JB networks purely when one is trying to account for how power is wield, and frankly with such a broad and negative stroke and devoid of thought. It's also, frankly, extremely naive to how Eve works.
General Xenophon
Deep Core Mining Inc.
Caldari State
#242 - 2015-06-05 17:03:06 UTC  |  Edited by: General Xenophon
Dersen Lowery wrote:

True, and if you want to bend CSM's ear your best bet might be Sugar Kyle: She's not nullsec, but she's flown enough jump freighters to be annoyed at the change and wary of further nerfs. It's worth a shot, anyway. From what I gather, the rest of CSM will be a hard sell.

I recommended the alternate suggestion in case you had ideas, because CCP is looking for them--in the context of the planned sov changes, but still, it's a chance to make a difference for a class of ship that you're clearly fond of.

General Xenophon wrote:
But at least in a universe without capitals, the fish would be safe.


If sharks could teleport all over the oceans within minutes to land on top of schools of fish, how many fish would there be? CCP has to look at the problem from an ecological perspective.


There's a lot of great stuff in your post I'd like to respond to, so forgive me for responding piecemeal.

This is just the problem with changes and in this case, CSM. It can't be ONE person that has experience with the thing before others try to change it. That's a HUGE problem. If people have no idea how something works, or don't know it well enough, they have no real business thinking they know how to change it. It's exactly why 0.0 alliances get screwed by people in Empire who have basically no comparable experience with 0.0. It's not that they don't know Eve, they have plenty of experience in Empire I might not have, but they may not know 0.0 or how it works so while well meaning, the changes they propose often seem out of place and kind of missing the mark. Especially when the let their ego convince them that they know better than people who they clearly don't know better than. They're not bad people either, just trying to make the game better, although I guess you could argue its possible folks exist that just want to break things.

I've often just thought of the CSM as CCP's player-meatshield for changes they're going to make which will be unpopular and so they can just say 'Well you elected the CSM and you wanted a voice' and then let the CSM take the heat for some bs.

The example of there not being capital ships has nothing to do with sharks, but I appreciate the humor and analogy haha.

I'm just saying that it's extremely disconcerting that people would consider a space game without capital ships. It would be like me saying 'well we shouldn't have missions anymore in Eve' and the Empire kiddos* would flip out and demand blood.

*I say kiddos with love :D Empire is often more dangerous and deadly than 0.0 can be, and to be fair, you have to work hard in Empire. I just don't want you lot pooping on my parade cause yall are Elephants and that's a lot of poo.
General Xenophon
Deep Core Mining Inc.
Caldari State
#243 - 2015-06-05 17:11:46 UTC
Dersen Lowery wrote:

General Xenophon wrote:
Limit the number of players in alliances


How many numbered versions of Goonswarm Federation would you like to see? Blink Finding solutions that can't be easily gamed is deceptively hard.



ALL teh versions!

But seriously, its just an idea I thought of in a few minutes, and it needs refining but its just to illustrate the point that many other even surface level ideas are better than this massive game breaking jump fatigue change.

Dersen Lowery wrote:

General Xenophon wrote:
It's all well and good to have a bunch of new space opened up for other alliances, until those alliances can do fork-all trying to maintain them with logistics and the huge headache involved for 'new' alliances trying to figure this debacle out when they end up having to live in the butt end of the Eve Universe because the established alliances pick the spots they work best for them. Not sure if anyone can relate, but living in the drone regions requires some real stiff logistics not to mention other regions and just nerfing 0.0 logistics right from the get go, gimps new alliances trying to make their mark while the established ones are like 'meh' and keep hitting hard.


That's the point of the massive buffs to nullsec resources and industry: to take the pressure off logistics somewhat. Sure, new alliances will have a rough time of it, but that's true no matter what. Starting out is always hard. You guys were lucky enough to be able to crash on Red Alliance's couch. Any advantage they can use, you can use on a much larger and more efficient scale. One exception: small alliances are better able to use wormholes for logistics (and conveniently, there's an upgrade that generates them). It's one of the few transportation methods in EVE that scales poorly.


Buffs to nullsec resources and industry: how so?

Personal question, not an attempt to attack you in any way: how much 0.0 logistics have you done in Eve and what kind was it? This helps me understand where you are coming from and see how I can explain where I'm coming from.

Nerfing logistics affects large and small alliances, but more so small or 'new' alliances as they don't have an established method to handle the demanding requirements of logistics.

I'll respond more later, no time at the moment, sorry!
Malcanis
Vanishing Point.
The Initiative.
#244 - 2015-06-05 18:56:15 UTC
Oh jesus, not the "limit the number of systems an alliance can have" thing.

I mean really?

Seriously you had me going for a while there. Now I know you're trolling.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

General Xenophon
Deep Core Mining Inc.
Caldari State
#245 - 2015-06-05 19:05:23 UTC  |  Edited by: General Xenophon
Malcanis wrote:
Oh jesus, not the "limit the number of systems an alliance can have" thing.

I mean really?

Seriously you had me going for a while there. Now I know you're trolling.



:D *tin foil*
DaReaper
Net 7
Cannon.Fodder
#246 - 2015-06-09 03:17:53 UTC
Ypu do realize sov changes are not finished yet right? you may not need all them jumps once its done. so i'm waitiing to pass judgment

OMG Comet Mining idea!!! Comet Mining!

Eve For life.

General Xenophon
Deep Core Mining Inc.
Caldari State
#247 - 2015-06-09 17:23:42 UTC
DaReaper wrote:
Ypu do realize sov changes are not finished yet right? you may not need all them jumps once its done. so i'm waitiing to pass judgment


Not sure whom you are referring to, but I agree that sov should have little or nothing to do with capitals in regards to jump fatigue and how this is just bad. With carriers jump range gimped to 5 ly - which is basically a joke in terms of distance - adding a timer to this as well is pretty much full stupid.

Sov does affect JBs, but with jump fatigue on JBs as well, that's kind of a null point since you can go one place and then you're forced to wait. Even though JB jump fatigue is terrible, at least pick one thing to change: sov or have jump fatigue but don't have both as its massive overkill. (I'm still going to hate jump fatigue)

If the issue is sov, then fix sov. Don't break JBs and capitals to fix something different. It just shows scatter brained scatter shot to kill an ant. It seems to suggest that some of the people making the changes have little or no real practical experience with 0.0 mechanics or logistics.

The more and more I hear about these changes the more it sounds like some alliances trying to nerf other alliances specifically, and less about actually balancing the game in any reasonable fashion. Ultimately all of these changes so far make it a lot harder and worse for new alliances that do not have the built in numbers and experience to overcome 0.0 challenges / CCP nerfs.

But by all means! Let's see where this goes. If it makes Eve better, great! Otherwise, nice job nerf warriors. You get full credit for cluster fork-ing Eve Twisted
Dersen Lowery
The Scope
#248 - 2015-06-09 19:58:17 UTC  |  Edited by: Dersen Lowery
General Xenophon wrote:
Buffs to nullsec resources and industry: how so?


This covers the most recent round of changes: http://community.eveonline.com/news/dev-blogs/summer-2015-nullsec-and-sov-status-report/

In addition, ore compression was completely overhauled. It's vastly improved. Nullsec outposts get the best industry bonuses in the game, and industry slots have been eliminated. The ore buff (which is the second one) improved the yield of Mexallon, which was a bottleneck.

Sov null is now the best place to do industry and mining, easily--risk aside, of course, but at least there's a substantial reward now.

General Xenophon wrote:
Personal question, not an attempt to attack you in any way: how much 0.0 logistics have you done in Eve and what kind was it? This helps me understand where you are coming from and see how I can explain where I'm coming from.


I've personally familiar with wormhole logistics, which is a whole different kettle of fish. We couldn't use freighters of any kind at all, unless we were willing to wait between wormholes. Everything was T1 industrials and blockade runners.

But I'm also an information sponge, and so I'm not just running my mouth. This topic has generated hundreds and hundreds of pages of feedback, and I've read almost every single one. It's not a particularly arcane issue, frankly.

General Xenophon wrote:
Nerfing logistics affects large and small alliances, but more so small or 'new' alliances as they don't have an established method to handle the demanding requirements of logistics.


But logistical reach is inseparable from military reach. That's the nub of the issue. Your ability to zip over the entire game easily is your alliance's ability to project power over the entire game, which has two consequences: 1) that any smaller power fielded any capitals at all at their peril, and never mind claiming sov, and 2) that your cap was not exposed to similar risk, because your alliance tag carried with it the implicit threat of suddenly apex fleet. The problem did not end at the borders of sov nullsec, either: there are a lot of much happier low sec capital and supercapital pilots who can now bring their big guns out without attracting the attention of every major power in the cluster, and smaller alliances who are happy that they can now bring out fleets without automatically having those supers dropped on them.

Since we're asking questions: how much time have you spent in an alliance that lived with the existential threat of annihilation every day? How much time have you spent as the little mammal among dinosaurs? That was our life in a WH. Because, while I don't doubt that being able to go anywhere and dunk anyone was fun for you, it has rather severe gameplay consequences for the people you dunked, who are the rest of the game.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

General Xenophon
Deep Core Mining Inc.
Caldari State
#249 - 2015-06-09 22:13:39 UTC  |  Edited by: General Xenophon
Dersen Lowery wrote:
General Xenophon wrote:
Buffs to nullsec resources and industry: how so?


This covers the most recent round of changes: http://community.eveonline.com/news/dev-blogs/summer-2015-nullsec-and-sov-status-report/

In addition, ore compression was completely overhauled. It's vastly improved. Nullsec outposts get the best industry bonuses in the game, and industry slots have been eliminated. The ore buff (which is the second one) improved the yield of Mexallon, which was a bottleneck.

Sov null is now the best place to do industry and mining, easily--risk aside, of course, but at least there's a substantial reward now.


Thanks for the link!

So you haven't done large scale 0.0 logistics, but have done logistics, correct? It's also very relevant to the issue and choosing to ignore it because people have posted x times about y thing, doesn't mean its invalid. It's a very real thing in Eve.

Frankly a lot of this just sounds like dumbing the game down. Of course a larger / more powerful alliance's tag is going to inspire a feeling of 'oh no' to groups not on the same footing. That doesn't mean make a game breaking change to jump mechanics. It's also blatantly devoid of the realities of 0.0. if the goal here is just to make 0.0 'accessible' to smaller alliances by nerfing capital ships and logistics, this is the wrong way to do it.

Dersen Lowery wrote:
But logistical reach is inseparable from military reach. That's the nub of the issue. Your ability to zip over the entire game easily is your alliance's ability to project power over the entire game, which has two consequences: 1) that any smaller power fielded any capitals at all at their peril, and never mind claiming sov, and 2) that your cap was not exposed to similar risk, because your alliance tag carried with it the implicit threat of suddenly apex fleet. The problem did not end at the borders of sov nullsec, either: there are a lot of much happier low sec capital and supercapital pilots who can now bring their big guns out without attracting the attention of every major power in the cluster, and smaller alliances who are happy that they can now bring out fleets without automatically having those supers dropped on them.


If we base the entire game off of what 1 person can do vs 100 people, why bother have alliances? Why bother to have teamwork? Why not make this a single player space mining game? Trust me, I like mining, but this is not what Eve is, nor what it should be. This change goes way to far in inhibiting a small alliance from doing their thing as well, as many who have used a JF or Titan Bridge to move freighters, can attest. People can't claim these changes help small alliances out because at the end of the day, the logistics changes hurt them more because they have fewer people to overcome the hurdles of 0.0 than a big alliance. It's just the way it works. If they want to fix sov, fix sov, not capitals and JBs.

Dersen Lowery wrote:
Since we're asking questions: how much time have you spent in an alliance that lived with the existential threat of annihilation every day? How much time have you spent as the little mammal among dinosaurs? That was our life in a WH. Because, while I don't doubt that being able to go anywhere and dunk anyone was fun for you, it has rather severe gameplay consequences for the people you dunked, who are the rest of the game.


I've had many a time (sadly) facing down immediate annihilation but that's part of Eve. The NC vs FLA war. Dusk and Dawn - Band of Brothers (BoB) and Mercenary Coalition (back when a Doomsday cleared an entire field of ships) taking over space our space during one of the BoB wars and me running as fast as one can in a Raven whilst being chased by MC (the makers of this delightful Eve video pron oh lawd and this), into our new home as the reformatted D2 version - Mostly Harmless - in the Drone Regions (before they were named and all had numbers for region names). Then in the drone regions, crisis repping a critical pos as we faced invasion by the Russian blob who had just decimated just about everyone else in the Drone Regions (I died in a carrier that day).

Then there was the alt who asked permission to join Dark and Light in the BoB / MC just before and then during 'Tortuga' short lived dream as they broke off from BoB and had their *stuff* pushed in. Then there was being in Mistakes Were Made and the immediate need to evac titan level infrastructure and assets as the CFC/Test Coalition broke so yes, I'm probably a little bit familiar with the 0.0 storm of annihilation, then there was all of the times PL pushed -whichever alliance I was in at the time- faces in or brought the bat to bear.

As you mentioned, WH's are now the 'go to' mode of travel for logistics - why? Mostly because its easy and makes 0.0 logistics a little easier. That's not the same as saying it will work for alliances that need multiple JFs to move their product and can't rely solely on a random WH location. Players adapt and the likely next thing to get nerfed will be WHs and how they are used to travel. Comparing WHs to actual full level 0.0 logistics is, respectfully, a massive an inadequate stretch and totally different than actual scale 0.0 logistics.

I just don't like the 'hey lets add x' and then people use it, then CCP completely breaks that thing they added. It adds massive upheaval to the game, pisses off players, and is just a silly way to operate.

Jump Fatigue is not the answer, none of the changes so far seem remotely realistic to an actual balanced solution, and on top of that, they impact some of the points they claimed to set out to fix - like making breaking up 0.0 to allow for smaller alliances a 'chance'.
General Xenophon
Deep Core Mining Inc.
Caldari State
#250 - 2015-06-09 22:24:17 UTC  |  Edited by: General Xenophon
At the risk of sounding pretentious, in Dusk and Dawn we were some of the first people to ever clear a WH room of sleepers. It was a bit haphazard but it was fun and we didn't have T3 yet. Some command ships (op resistance ships back in the day) died and it was our group that was an early -if not the first- adopter of the RR strategy of staying alive against the sleepers. It was stupidly fun. Then there was another time...back in my day we walked 1000 au up on side of Eve and down the other to get to Jita.. blah blah. Boring. But true stories all the same.

Anyway, experience aside, if you want to address sov as the issue. Then address sov. Don't change entire game mechanics all around sov instead of just dealing with sov - yea they are making changes NOW, but they nerfed caps and JBs first which is again, broken and bad for the game.

I posted in the thread you mentioned about caps, but maybe CCP just really needs to look at the core of the issue of how sov mechanics work for attack / defense. There is probably a better way of doing it that doesn't mean essentially rendering capital ships completely irrelevant.

If people are essentially so pissed at losing to bigger alliances, get over it. I've been there and yea it blows, but its Eve and its a crazy massive sandbox and if you're going to complain about getting sand in your eye and insist that the only thing that will fix it is draining all the sand out of the box, I don't want to hear it.
Dersen Lowery
The Scope
#251 - 2015-06-10 18:11:33 UTC  |  Edited by: Dersen Lowery
General Xenophon wrote:
So you haven't done large scale 0.0 logistics, but have done logistics, correct? It's also very relevant to the issue and choosing to ignore it because people have posted x times about y thing, doesn't mean its invalid. It's a very real thing in Eve.


To a large degree, it is EVE, because as I mentioned, no military operation of any more significance than a roam happens without it. Which makes it a fundamental game design issue. It's simply impossible to fix sov without looking at logistics.

One of the goals of your alliance was to wean itself from Jita, which is no surprise: if a tiny alliance can send their one JF from, say, Etherium Reach to Jita to resupply, then you guys can send a hundred JFs from Deklein to resupply. As long as everything's in Jita, and as long as you have a robust logistical chain to Jita, there's no reason to make anything in nullsec--which means that no alliance really lives in their space. They put necessary military assets there, and disposable ratting ships (e.g., AFKtars) while their alliance's heart beat in invincible stations in the unconquerable space of The Forge. Ask your own logistics guys. They'll tell you that GSF built everything within a few jumps of Jita and humped it out to Deklein until these changes. Not even the people who figured out how to make that work well for them liked the arrangement.

But if you can send a hundred JFs for a quick run to Jita from Deklein, you can send anything anywhere in a quick run, and that was the problem. Logistics are force projection, and force projection enables logistics. I'm sure it was glorious to be able to straddle a cluster while I derped around in an Epithal (I never said I was good at logistics), but again, even your own guys accepted that it wasn't sustainable. It was directly responsible for vast swaths of claimed but unused space in nullsec.

Dersen Lowery wrote:
Frankly a lot of this just sounds like dumbing the game down. Of course a larger / more powerful alliance's tag is going to inspire a feeling of 'oh no' to groups not on the same footing. That doesn't mean make a game breaking change to jump mechanics. It's also blatantly devoid of the realities of 0.0. if the goal here is just to make 0.0 'accessible' to smaller alliances by nerfing capital ships and logistics, this is the wrong way to do it.


I have to disagree here: complicating logistics doesn't dumb anything down (WH logistics are complicated!). Moving your industrial base out into conquerable space doesn't dumb anything down. If you want the awesome space far away from high sec, that's now a choice with a cost. If you want easier logistics, build your own stuff. In your own, claimable space. In conquerable stations. Risk, reward. Logistics is now much more complex and much more interesting than "hump down to Jita." It makes all different kinds of players (potentially!) valuable contributors to an alliance. Big alliances are still a threat, and they will always be, but you can find a remote part of space where they probably won't be a threat unless they're heading through your space on their way somewhere else, or unless they specifically decide to have it in for you. Geography matters now.

Dersen Lowery wrote:
As you mentioned, WH's are now the 'go to' mode of travel for logistics - why? Mostly because its easy and makes 0.0 logistics a little easier. That's not the same as saying it will work for alliances that need multiple JFs to move their product and can't rely solely on a random WH location.


Yes, that's a feature: it's the only kind of long-distance jumping that doesn't scale, so it can benefit the little guy without being an even bigger boon to the big guy. So you can see now, the big alliances are contracting and moving their industrial backbone into null. Small alliances are starting to fill the gaps already. It's not easy, and they're not always successful, but that's OK. That's EVE. What's remarkable is that they feel that they have a shot at it. That's new.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

General Xenophon
Deep Core Mining Inc.
Caldari State
#252 - 2015-06-10 22:13:00 UTC  |  Edited by: General Xenophon
Dersen Lowery wrote:
General Xenophon wrote:
-snipped for room-


To a large degree, it is EVE, because as I mentioned, no military operation of any more significance than a roam happens without it. Which makes it a fundamental game design issue. It's simply impossible to fix sov without looking at logistics.


And? Are we nerfing all military in Eve because we want to address sov and who has the chance to claim it? If it's also for military as you insist at an alarmingly regular rate because I've not been arguing you on this point, its also equally about industry because you can't have one without the other in some manner (empire, 0.0, low sec, everything is built and sold, and in many cases eventually blown up - unless you buff 0.0 indy OOPSBALANCE).

Dersen Lowery wrote:

One of the goals of your alliance was to wean itself from Jita, which is no surprise: if a tiny alliance can send their one JF from, say, Etherium Reach to Jita to resupply, then you guys can send a hundred JFs from Deklein to resupply. As long as everything's in Jita, and as long as you have a robust logistical chain to Jita, there's no reason to make anything in nullsec--which means that no alliance really lives in their space. They put necessary military assets there, and disposable ratting ships (e.g., AFKtars) while their alliance's heart beat in invincible stations in the unconquerable space of The Forge. Ask your own logistics guys. They'll tell you that GSF built everything within a few jumps of Jita and humped it out to Deklein until these changes. Not even the people who figured out how to make that work well for them liked the arrangement.


This is so devoid of the realities of living in 0.0 ... Also I ask that you talk to my points, not mystery points somewhere else that other people have made and whose arguments I'm not making. I wouldn't mind links tho (to learn those views).

Dersen Lowery wrote:
I have to disagree here: complicating logistics doesn't dumb anything down (WH logistics are complicated!). Moving your industrial base out into conquerable space doesn't dumb anything down. If you want the awesome space far away from high sec, that's now a choice with a cost. If you want easier logistics, build your own stuff. In your own, claimable space. In conquerable stations. Risk, reward. Logistics is now much more complex and much more interesting than "hump down to Jita." It makes all different kinds of players (potentially!) valuable contributors to an alliance. Big alliances are still a threat, and they will always be, but you can find a remote part of space where they probably won't be a threat unless they're heading through your space on their way somewhere else, or unless they specifically decide to have it in for you. Geography matters now.

As you mentioned, WH's are now the 'go to' mode of travel for logistics - why? Mostly because its easy and makes 0.0 logistics a little easier. That's not the same as saying it will work for alliances that need multiple JFs to move their product and can't rely solely on a random WH location.


I'm not talking about logistics being dumbed down. I'm talking about how its going to make it harder for people who do not have the numbers to overcome this change.

Of course WHs are hard. Logistics is hard and again, why it matters that its changing for the worse. WH logistics are not comparable in this sense and frankly are a lot different than stationary 0.0 alliances because they've never had to deal with the vast JBs and logistics networks required for a 0.0 alliance.

Also, let's do an exercise: open the map and find a remote region of space that won't at some point hit space dominated by big alliances. I'm curious too as the new map is AHH to maps as it's completely awful to use (it looks nice at least). Do you think it's likely that small alliances, jammed up in the edges of Eve somewhere, having pains doing logistics, aren't at some point going to bump into a giant -and therefore mean and should be nerfed- alliance?

I'm also not actually saying WHs are going to be enough for logistics.

I'm AM saying its a ridiculous argument to pigeon hole these changes together in what is being ''''billed'''' as a fix because it breaks so many other things without actually getting to the point of what is wrong. I am saying that nerfing capital ships and adding Jump Fatigue is bad and just making 0.0 more 'accessible for alliances to claim' is dumbing down the game. This is actually worse than that, as it is implicitly making it harder for new alliances to do logistics and actually keep the sov they get. So not only does it not accomplish what it set out to, but it breaks a huge part of the game, and adds a number of other issues to the game that are entirely unnecessary.

Dersen Lowery wrote:

Yes, that's a feature: it's the only kind of long-distance jumping that doesn't scale, so it can benefit the little guy without being an even bigger boon to the big guy. So you can see now, the big alliances are contracting and moving their industrial backbone into null. Small alliances are starting to fill the gaps already. It's not easy, and they're not always successful, but that's OK. That's EVE. What's remarkable is that they feel that they have a shot at it. That's new.


(Baring you & few others) The only benefit I can see from this is that 0.0 folks will never again have to deal with Empire folks who have little or no idea how 0.0 works and always want to make changes to it. It's also incomprehensibly bad for the Eve economy to completely separate 0.0 from Empire. Who do you think REALLY benefits from having heavy industry in 0.0? The small ma & pa alliances, or say a giant 20k+ established & logistically expert alliance that now "never" needs to go to Empire and can camp the small alliances into oblivion, denying resources?