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CCP/CSM Round Table: Jump Fatigue

First post
Author
Rob Kaichin
Aliastra
Gallente Federation
#161 - 2015-08-09 17:16:44 UTC
I'd just like to point out a general trend here, from what I've been reading. There's a significant trend of 'we don't know what CCP wants or intends with these changes' from the comments here.

Obviously CCP has intentions. Could they perhaps publish them to help us understand what they're aiming for.

With no defined objectives, you cannot measure success.


As for Malcanis' point, a 'you can jump anyway' ability, unless the downsides were so terrible, would just remove the Phoebe changes for the larger groups, whilst keeping them for the smaller groups.

Phoebe, for all its apparent problems, applies equally. Changing this, without a very good reason, isn't sensible.
Malcanis
Vanishing Point.
The Initiative.
#162 - 2015-08-09 17:24:46 UTC
Skia Aumer wrote:
Malcanis wrote:
What I'm getting at here is that "Jump Fatigue" is a classic example of a CCP mechanic: in a narow mechanical sense, it change the parameters of what can and can't be done. But it doesn't add any game. Got a timer? No jumping for you, the end.

You can use gates.
Allowing capitals through the gates was a huge mistake imo, but they did it for the sake of the "game", so you should be thankful.

Allowing the gates turned cyno-jammers from strategic assets into carebears sentinels. With cyno-jammers, dominion sov could still work with a couple of tweaks. Without them, we were doomed to have fozzie-sov, where capitals are useless. And this nerf-cascade was triggered so that you can have that "game".


If only there were some way for a few guys in cheap subcaps to slow the hell out of capital gate travel

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

Grath Telkin, 11.10.2016

Mike Azariah
The Scope
Gallente Federation
#163 - 2015-08-09 17:24:54 UTC
OK, 8 pages and some good questions and fuel for the roundtable.

I am drawing a line here and things after this may or may not be attended to. Watch for the soundcloud (the link will be posted in this thread) and perhaps even a twitch stream (not my call)

Now we sort the questions into general categories and try to find the appropriate alcohol to get the dev to talk

Thanks again, guys. You kept this civil and fairly easy to work through

m

Mike Azariah  ┬──┬ ¯|(ツ)

Arrendis
TK Corp
#164 - 2015-08-09 17:33:31 UTC
Skia Aumer wrote:
And I do have a question for CCP.
Is my Rorqual really that fearsome, that you keep it tamed to 5 LY ?


As a remote-repping triage-capable ship with drone bonuses that can carry a tower, hardeners, and a clone bay? It was conceivably a one-ship invasion, actually. Especially if the ships it's carrying are battle-ventures.
Malcanis
Vanishing Point.
The Initiative.
#165 - 2015-08-09 17:37:51 UTC  |  Edited by: Malcanis
For all those people complaining about jump fatigue.

Consider this: http://dl1.eve-files.com/media/corp/Verite/influence.png

Compare to this: https://marlonasky.wordpress.com/2014/02/11/cancers-of-eve-online-teleportation/

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

Grath Telkin, 11.10.2016

Tau Phoenix
The Graduates
The Initiative.
#166 - 2015-08-09 18:22:00 UTC  |  Edited by: Tau Phoenix
When CCP decided to alter the jump range of capitals and also introduced the fatigue mechanic the primary purpose was to limit force projection and traveling vast distances in a short amount of time. Now with the 'new' mechanics this has turned the game into a game of logistics, a game of 'waiting'.

The virtual effect of this was to make New Eden 'larger again' in terms of travel time and hardship.

Questions:

1) Have CCP considered that expanding the Universe itself by a factor as well as a reduced fatigue mechanic could have bought the desired effect the game was looking for?

2) Can CCP show us what the effect the Jump range reduction and Fatigue mechanics have had on:

a) Travel/migration patterns.
b) Universal market activity Highsec vs Nullsec (before and after the changes)
c) Player activity after enuring fatigue, e.g they played in sub caps, logged off to wait out timers etc.

3) Are there any plans to remove jump fatigue for jump bridges?

4) Since before and after capital travel changes; can we have some stats on capital usage and how the player base has reacted in terms of the use of capitals. Secondly, is what the data shows the effect CCP anticipated ?

5) The fact that this discussion is taking place would indicate that all is not well with the community and this set of game mechanics. When they were employed into the game was there a back-up plan if it didn't work out or was it full steam ahead and hope for the best approach?

Whilst in principle i appreciate what the mechanics were trying to do, limit large scale quick capital movement, and in essence that was achieve but it has come at a cost to the playability of the game (personal view).

Possible options to discuss to reduce the pain:

1) Skill to reduce Jump Fatigue.
2) Remove Jump Fatigue on jump bridges
3) Jump Fatigue is dependent on ship mass. Therefore larger capitals are penalised more than smaller capitals.
4) Implants to reduce Jump Fatigue.



Thanks in advance.
Kazenorecon
State War Academy
Caldari State
#167 - 2015-08-09 20:19:12 UTC  |  Edited by: Kazenorecon
1) Are there any plans for removing jump fatigue?
2) If jump fatigue is not removed will there be a skill that reduces jump fatigue significantly enough to make capitals viable again and less frustrating to move?
3) Do you think it's a good things that players have decided it's easier to self destruct capitals than move them?
4) Can we also have statics on how many capitals have been self destructed since Phoebe?


At the end of the day EVE is a game, not a job, its supposed to be fun. Imo jump fatigue needs to be removed or significantly nerfed in order to make eve more enjoyable. It shouldn't be easier to self destruct capitals instead of moving them.
Centhina
Perkone
Caldari State
#168 - 2015-08-09 23:52:29 UTC
Malcanis wrote:


Excellent point! Space needs to be more localized like this. The only thing I would like to see about jump fatigue change is it's effect on BLOPS BS and Bridges, Jump Bridges, and MAYBE Jump Freighters. JF fatigue isn't so bad TBH.
Korben Bada
Doomheim
#169 - 2015-08-10 00:22:21 UTC  |  Edited by: Korben Bada
Can or will exceptions be made to Jump Fatigue as part of the outcomes from this discussion?

I would like to see it removed from all sub-cap ships to allow player movement while still limiting capital projection as it was intended. Right now to make any kind of movement we have to plan our game sessions hours in advance or log out and play World of Warships for a while until the timer runs out. Allowing sub-cap movement might increase participation in the current sov mechanics too.

Having a mechanic that prevents me playing Eve makes me think you do not want me playing Eve.
Simon Falls
The Scope
Gallente Federation
#170 - 2015-08-10 01:15:59 UTC  |  Edited by: Simon Falls
I think jump fatigue should be based on the size of the ship and the distance being jumped.

Limiting jump bridge networks has just slowed down content.

Bridging does not equal jumping for Black Ops or Titans

If you want to 'fix things' then have small ships dock in carriers and carriers jump. Carriers and Super Carriers should be able to jump sub caps.

I don't care for the 5 AU distance limitation but as a game I'd think that big ships should jump further than small ships and their fatigue should be greater regardless.

So a super carrier is big, it's jump range is far, it's cool down takes a long time.

A carrier is medium, it's jump range isn't as far, and it's cool down takes time.

A black ops is small, it's jump range is extensive (along the line of a jump freighter) and it's cool down is about the same as a JF.

I think Titan's should be able to jump (not bridge) across the map. (Titan's aren't the sov problem Supers were.) If a Titan jumps 100 light years and suffers 24 hours of jump fatigue that seems reasonable.

Simon
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#171 - 2015-08-10 02:39:34 UTC
There is ZERO difference between bridging and Jump Bridges

Same range and same exact case for power projection
Arrendis
TK Corp
#172 - 2015-08-10 06:09:20 UTC  |  Edited by: Arrendis
Kenneth Feld wrote:
There is ZERO difference between bridging and Jump Bridges

Same range and same exact case for power projection


Nonsense. Bridging can be done from within your space into enemy space. Jump Bridges require the same power to hold both ends. This is not power projection, it's domestic travel.

Edit to add: What made jump bridges seem like such tools for power projection was the sheer sprawling size of empires - NA's rental space dominated the east side of the map the way the combined allianes of the CFC dominated the west side. So yes, people could use what amounted to the equivalent of continent-spanning highway systems to put the pedal down and cross vast distances. But those jump bridge networks relied on sprawling empires that can't exist anymore. You can't hold the space if you don't have the population density, and if there's an entity with enough people to maintain that population density across 50% of the conquerable systems in EVE...

... game over, man. Game over. 5 meters. That's inside the room.
FT Diomedes
The Graduates
#173 - 2015-08-10 07:01:24 UTC
Has CCP considered making some changes to the Eve map to mitigate the effects of the Phoebe changes?

Possible changes could include:

-Shorter spans between certain regions
-More NPC 0.0 space in/near certain regions

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Anthar Thebess
#174 - 2015-08-10 09:57:33 UTC  |  Edited by: Anthar Thebess
1)
Have CCP considered to make Capital ships more different to partially solve current lack of mobility ?
Why each race cannot have different jump range , and different fatigue generation?
What will this change this , if people are using Archons or Chimeras?


For example.
Why Minmatar Carrier cannot have 50% increased jump range , and higher fatigue generation , while gallente carrier even bit shorter range , but 50% or more fatigue reduction.

Each carrier for specific task.
Why all capitals have to be the same?

This way specific carrier can fill specific role.

2) (or)
Why we cannot change way we are jumping ?
a) (current range) Jump directly to cyno
b) (+25% range) Jump to system where cyno is located - 50 % chance for warp drive malfunction for 3minutes , unable to cloak because of the effect
c) (+75% range) Jump to constellation where cyno is located - 75 % chance for warp drive malfunction for 3minutes , unable to cloak because of the effect

Increased jump range at grater risk and cost.

FT Diomedes wrote:
Has CCP considered making some changes to the Eve map to mitigate the effects of the Phoebe changes?

Possible changes could include:

-Shorter spans between certain regions
-More NPC 0.0 space in/near certain regions


I hope for more smuggler gates , as this gate connections can solve most of the current mobility issues, provide choke points . They can be easily made non abusable by placing exit gates in station-less NPC systems.

Simple example from my own yard.
Connecting 2 smuggler gate connections can bring few regions back to life.
When you connect Paragon Soul and Stain , and then in the same system create connection to lowsec system you are solving tons of issues that Phoebe created for 'far' regions.

O4T-Z5 <-> LC-1ED<->Tirbam

NPC systems without stations.

Esoteria/Paragon Soul /Period Basis are more exposed to new groups contesting space.
Stain is more open for groups wanting to live in NPC space.
Lets move bit more, and create one more gate connection

3L-Y9M <-> LC-1ED

We are adding the same to Tenerifis , Impass, Omist and Feythabolis

3 smugglers gates that totally change way you live , and can access in 8 regions

The same approach can be used for other areas of null space.
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#175 - 2015-08-10 11:53:12 UTC
Arrendis wrote:
Kenneth Feld wrote:
There is ZERO difference between bridging and Jump Bridges

Same range and same exact case for power projection


Nonsense. Bridging can be done from within your space into enemy space. Jump Bridges require the same power to hold both ends. This is not power projection, it's domestic travel.

Edit to add: What made jump bridges seem like such tools for power projection was the sheer sprawling size of empires - NA's rental space dominated the east side of the map the way the combined allianes of the CFC dominated the west side. So yes, people could use what amounted to the equivalent of continent-spanning highway systems to put the pedal down and cross vast distances. But those jump bridge networks relied on sprawling empires that can't exist anymore. You can't hold the space if you don't have the population density, and if there's an entity with enough people to maintain that population density across 50% of the conquerable systems in EVE...

... game over, man. Game over. 5 meters. That's inside the room.



I might be willing to concede to your idea, on one condition, it only applies to your alliance jump bridges

Jump bridges work by standings, so going from Deklein to Vale in a matter of a few minutes, then bridging to geminate is a bit too much power projection compared to what others have at their disposal, considering only a small portion of that is actual goon controlled space
Anthar Thebess
#176 - 2015-08-10 13:42:37 UTC  |  Edited by: Anthar Thebess
I totally agree in this.
Jump bridges need to change.
This can be done in multiple ways - another possibility.
Jump bridges don't give you "blue timer" , but using jump bridge give you 5 minute "red timer".

Limiting them to one organization have its downsides - as many groups are split to 2 sub alliances.
First keeps all mains , and pvp characters, 2nd where you keep your alts ( cynos , JF, pve chars) , academy or friends.

So the question Roll is :

Will CCP consider changing jump bridge mechanic that they don't provide any fatigue (blue timer) , but instead of it generate only reactivation timer?
5 minute red timer for jumps within same region , and 15 minutes* of red timer for Jump Bridges between regions.


*to block abuse in power projection.
Aryth
University of Caille
Gallente Federation
#177 - 2015-08-10 14:33:27 UTC
Would it be possible to tie the capital system mechanic (1 per alliance) to fatigue? Aka, no fatigue when bridging/jumping to or from the capital system? Or perhaps within 10LY of the capital system?

Leader of the Goonswarm Economic Warfare Cabal.

Creator of Burn Jita

Vile Rat: You're the greatest sociopath that has ever played eve.

Arrendis
TK Corp
#178 - 2015-08-10 15:20:56 UTC
Kenneth Feld wrote:
I might be willing to concede to your idea, on one condition, it only applies to your alliance jump bridges

Jump bridges work by standings, so going from Deklein to Vale in a matter of a few minutes, then bridging to geminate is a bit too much power projection compared to what others have at their disposal, considering only a small portion of that is actual goon controlled space


Nor is any fleet doing that likely to be a 100% (or even 50%) goon fleet. So what you're really complaining about isn't jump bridges, it's politics.
Aralyn Cormallen
Deep Core Mining Inc.
Caldari State
#179 - 2015-08-10 15:50:08 UTC
The other main difference with Jump Bridges is they are known, fixed points, and because you can only have one in system, you cannot chain-jump without passing through gates between jump systems (I would argue the Cloud Ring and Fountain residents got more kills out of camping the couple of main jump-bridge links than by doing so anywhere else). If I am in a particular system with a Jump Bridge and a Titan, I can only use the Jump Bridge to go to the one, specific destination system. The Titan can drop me in any system in a 5ly circle. Currently the only pro for having a Jump Bridge is not needing someone to log on a Titan alt, whereas Titan Bridges are flexible in destination, not limited by sov control, less predictable, and faster to set up (you can jump a titan then get him to bridge your ships far faster than you can erect a POS and jump bridge!). Giving a little pro or two to the bridge for local movement (again, I fully agree the multi-region super-highways were bad) doesn't seem unfair or unbalanced.
Lugh Crow-Slave
#180 - 2015-08-10 15:58:23 UTC
Rad1st wrote:
Dont touch anything while it working


it is working but it could still be working better


the "its not broke don't fix it" is not a mantra you should follow