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Jump Fatigue Feedback

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Author
Aryth
University of Caille
Gallente Federation
#61 - 2015-08-12 23:59:26 UTC
Moac Tor wrote:

My advice would actually be to not take too much notice of feedback you get here, but instead keep looking at the metrics and implement what you feel is best for the game as a whole.


Excellent advice. Unfortunately, the only metric that matters right now is the active subscribers.

Leader of the Goonswarm Economic Warfare Cabal.

Creator of Burn Jita

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

Nevyn Auscent
Broke Sauce
#62 - 2015-08-13 00:01:21 UTC
So while I'm only just reaching Jump Drives in my training, so not directly involved I had a read of the Metrics.

Black Ops. More died, more ship kills by black ops. And that doesn't show what has happened with Covert Jump Bridges that don't directly involve the Black Ops.

Capitals. More Ship kills, more capitals died. With a downwards curve into Sov 5.0.

So according to the Metrics, Jump Fatigue has INCREASED use of Black Ops and Capitals, increased the number of things they have killed, and increased the number that died.
Why would we want to reverse something that has increased PvP?
Galphii
Caldari Provisions
Caldari State
#63 - 2015-08-13 00:05:07 UTC  |  Edited by: Galphii
tl;dr - Packing more pve content into each system and increasing warp speed on capitals will reduce the need for jump drives, allowing reduced range and eliminating the need for the fatigue mechanic.

The meat
A solar system is a big place. Really big. Unfortunately, Eve's solar systems are mostly devoid of interesting stuff, and the solution to this (as well as getting around gate camps) was to add jump drives, allowing players to move to and from the few good systems in game, past all the boring places that people avoid like the plague. That's why the reduced jump range and fatigue really stings; you're forced to travel through the desolate places while still being vulnerable to relatively local hotdrops. 1.50 warp speed on caps (1.37 on freighters) also impinges gate travel with capitals. Tedium isn't good for any game, and nullsec empires still have a lot of unused systems in their midst.

Stargates are huge constructs capable of catapulting ships to another star system in moments. Jump drives, for some reason, are better, sending a ship much further in the same timespan. Just lore-wise, it makes little sense - jump drives could be fit onto stargates and send people the same distance, but they won't, because then so many nullsec systems would simply be skipped over and eve would essentially shrink.

So what do we do?
The solution is to pack more into each system and reduce jump range even further while also removing fatigue altogether. This could even be done immediately - fatigue and reduced jump range were introduced at the same time, and while the range reduction is effective, fatigue is a poor mechanic for what also amounts to curtailing range. By removing fatigue and limiting capitals to 2.5ly max (including JC 5), they can still get around, but not very far or fast. Blops could stick with 3.0ly range without problem I think, and of course people can use their jump bridges in subcaps to get around without annoying fatigue issues. Going 20 ly used to be 2 jumps. Now it's 4 jumps with an onerous buildup of fatigue. If it's 8 jumps, the fatigue issue is no longer a factor yet the speed to cross that distance is still reduced, especially if a small jump recovery timer is applied (maybe a minute or two, just enough to slow them down a little).

Reducing jump range further? That's crazy talk! Get him!
Put down those pitchforks a moment longer! With mission agents based out of (upcoming) citadels in null, you get essentially infinite pve content, unlike current anom running. Yes, missions are more interesting than anoms. Then you can pack a lot of ratters into a smaller area (motsu ring any bells?). Military index upgrades make better missions available.

This guy's talking about missions! Get him!
But wait, there's more! Revise the mineral deposits based on truesec. This idea is a bit large, but addresses the system content issue which reduces the need for skipping over systems with jump drives:
* Remove the fixed asteroid belts and have all belts in eve appear in anoms. Remove the current random ore anoms, they're not needed with this change.
* The lower the sec status, the higher the chance of individual asteroids of greater value appearing in each anom. As truesec decreases, highsec rocks can become rarer too, 'cause nobody is mining veld in null. Less clutter. -0.1 and below should all have something worth mining, even if it's just Spod. Spod - it's what's for breakfast.
* Industrial upgrades and the industrial index increase the size of asteroids within an anom, and the chance of rare rocks spawning.

This would make individual systems more valuable, with less need to ignore large swaths of space with jump drives and bridges.

This guy's still talking! Get him!
So, pack 'em in, I say! Ok, you can pitchfork me now.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Moac Tor
Cyber Core
Immediate Destruction
#64 - 2015-08-13 00:13:56 UTC
Aryth wrote:
Moac Tor wrote:

My advice would actually be to not take too much notice of feedback you get here, but instead keep looking at the metrics and implement what you feel is best for the game as a whole.


Excellent advice. Unfortunately, the only metric that matters right now is the active subscribers.

Yes that metric is important, although a lot of that is likely due to CCP banning ISBoxing.

Also In recent communications CCP have stated that they were expecting a drop in subscribers during this "cleaning up" period. Changes such power projection and industry rebalance aren't going to draw players into the game but are essential for a solid foundation to build from.

Once CCP starts adding more actual content again then I believe that will bring players back. For instance these new structures, player built stargates, and opening up new areas of New Eden for players to explore will certainly get new people signing up and bring older players back.
Win Sui
State War Academy
Caldari State
#65 - 2015-08-13 00:15:38 UTC
Given Aegis and the issues with defending perhaps jump bridges need looking at in regards to fatigue. They should probably have a reduction in penalties. If necessary they could be tweaked to function that only for members of the alliance that holds the doc or w/e but it seems like they really need adjusting now that new sov is here.

The other fatigue mechanics don't fuss me that much, although the current problem with supers and caps is why use them? Knowing the vision of what they're intended function is would help. And yeah, limit the max penalty. Having 30 days of space AIDS is silly even if it is self inflicted.
Kai55a
Hedion University
Amarr Empire
#66 - 2015-08-13 00:18:33 UTC  |  Edited by: Kai55a
1. Game developers created fatigue concept and related sov changes, please, resign while it is not too late.
2. People, please don't vote for CSM, if they support these changes
3. CCP created super power when they lost control of super capitals numbers and changing these ships. Changing focus to local battles CCP kicks out of the game the huge layer of players and ships. So re balance capitals manufacturing, stimulate fights and give players a weapon to easy destroy any capital, like update doomsday to destroy any number of capital ships in certain range by one shot or whatever you like.
4. Remove fatigue
Garrett Howe
New Eden Shipbuilding
#67 - 2015-08-13 00:38:24 UTC  |  Edited by: Garrett Howe
Kai55a wrote:
1. Game developers created fatigue concept and related sov changes, please, resign while it is not too late.
2. People, please don't vote for CSM, if they support these changes
3. CCP created super power when they lost control of super capitals numbers and changing these ships. Changing focus to local battles CCP kicks out of the game the huge layer of players and ships. So re balance capitals manufacturing, stimulate fights and give players a weapon to easy destroy any capital, like update doomsday to destroy any number of capital ships in certain range by one shot or whatever you like.
4. Remove fatigue

For your third point, I have a two-for-one: increase bomb damage by 20x, keep bomb signature at 400 m, but increase explosion radius to match effect radius (15 km). Also, reduce bomb hp by half to keep balance with the number of bombs on one target at a time. Makes bombs much less effective against subcapitals, but turns them into capital killing machines. In turn, battleships are more viable, and capital numbers get cut down significantly.
its my cyno
Doomheim
#68 - 2015-08-13 01:04:01 UTC  |  Edited by: its my cyno
First I want to say thanks for holding the meeting on the issue of Jump fatigue. It shows you care about the players that enjoy the game.

I want to stress that any changes to a game should involve 2 important things

1) It should work as it was intended to do

2) It should be a positive feedback from the majority of players that it impacts

most would agree it worked as intended but most wont agree it has been a positive impact.

For starters this game is very time consuming and the jump fatigue concept made that go to extremely time consuming to borderline is it worth my time anymore.

Take for example jump bridges used to be able to have at least 2 in a system which made it easy to move around and spend less time warping from gate to gate. It the went to 1 to satisfy a small group of roaming gangs and bring content which never truly happened except making trips thru space longer. Now you add on jump fatigue too it and you have to spend more time going thru gates or just log off for 1 hour or so. I spend less time online then I do and find it more enjoyable to play other games. I think jump fatigue through jump bridges should be based on if you travel through so many in a certain time you start to build jump fatigue.

I wont start on caps other then the mechanics have taken a very negative impact to just benefit a few. Couldn't tell you what a dread is anymore. BTW going gate to gate in caps brings back to borderline is it worth my time again.

I left this game for a year because it is too time consuming I came back and my stuff was 900000Trillion ly away from everyone I knew and when I came back I was hoping to experience the game again but realized the mistake I made by doing so.

I can name a few more things that is broken in this game but that is another topic.
Mike Voidstar
Voidstar Free Flight Foundation
#69 - 2015-08-13 01:05:24 UTC  |  Edited by: Mike Voidstar
I am a big carebear. Fair warning.

1. Dealing with Jump Fatigue...

Rather than purely attacking that on a ship per ship basis, put in some facilities in stations, outposts, or even some structures where resting in Your own Captain's Quarters (you don't really need to be in cq mode, just docked) speeds up the resting rate. For NPC stations and Outposts individual pilots, corps or even alliances could purchase this service for those under their auspices. Smaller structures could have limited bunk space.

This way returning home has real meaning and benefit. You can't zip from one end of space to the other over and over, but a little down time at home can make your local defense much more manageable while still allowing for longer campaigns away from home to be limited.

2. Jump Range...

I have always felt that the current setup is too simple and limited. Rather than giving each ship a set range, make the actual range depend on both the power of the jump drive and the strength of the beacon.

Then you make a range of beacons from s/m/l ship based beacons usable by fleet, smaller structure based beacons usable by corp, larger structure based beacons usable by alliance, and deployable beacons useable by anyone at all. The structure based ones could be set by their owners to public or private use.

Each of these beacon types could modify both the range and fatigue of the jumps to allow for a more flexible field of tactical options.

To facillitate smaller fiefs in null the empires could maintain public beacons with excellent range and fatigue modifiers at certain points in low and high sec so that resupply routs don't need to be solid blue. They would no doubt become camped and you would get plenty of content at these points when the nullsec groups cleared the way for their supply runs.
Vic Jefferson
Stimulus
Rote Kapelle
#70 - 2015-08-13 01:14:06 UTC
There are a lot of people suggesting numbers tweaks or mechanic tweaks. I'm sure some permutation of them is going handle it. I would like to suggest another supplementary approach, which would be adding more NPC stations in sov null, or npc null pockets, such that there are easier paths to move and stage capitals across the map with. Even if we get some relief from the current state of hamstrung capitals and blops, moving them without the old instant cyno chains is still, at best, impractical considering how some regions are set up. Low Sec people have no problem generating cap fights for a number of reasons - smaller total area, every station is dockable, high density of capital heavy entities, etc, whereas you could not get a good cap fight in deep sov null any more; just not going to happen. Essentially, station availability really dictates where you can get enough caps in one place to have a good fight.

Malcanis wrote:
Go on, do it. make CCP reverse the Pheobe changes, I dare you


I think you are being overly dramatic and overly simplistic here. I doubt they are going to rollback the entire thing, rather they will try to give us a happy medium between capital omni-presence and capitals that can barely move. The world for capitals literally went from the map in 15 minutes to a 5 ly radius; air planes to ox-carts, surely there is a goldilocks zone where they are mobile enough to be useful without being faster than everything else. It is hilariously bad how safe local capital use is these days, from any perspective, be it ratting carriers or hot dropping everything with a pulse. Pretty much the only place that this stuff is actually punished is lowsec, where the population density is sufficient to have a 'local' response available.

Even if they lighten the fatigue changes, there's still FozzieSov - you can't pin the current state of New Eden purely on the Phoebe changes, rather the current map is a result of both Phoebe and Aegis plus their interaction. Making capitals slightly more mobile still wont give you control over the entire map, nor will it let you hold it. Its also interesting of note that Cloud Ring is one of the most hopping sov regions post Aegis - I would put a lot of this on its geography and easy of access. You aren't going to see a vibrant, Byzantine sov system flower in backwater regions no one can get to, which is what the Phoebe changes basically did - ensure some regions are just plain too hard to colonize or live in, or bother to invade. Cloud Ring can take contenders from Syndicate, Placid, Black Rise, Pure Blind, Fade....That is a region where geography ensures content even under the oppressive Phoebe changes, wheras Detorid or Insmother or some such are just....bleh.

You don't want to return to the days of playing checkers with capitals and zooming up across the board gobbling up everything smaller than you, but neither are we in a more sophisticated age of chess with capitals, where moves and counter-moves can be anticipated and countered - you need to be able to actually move in the first place for this to happen. The board is currently too big for any of the pieces to interact, and that leads to a dull game.

Vote Vic Jefferson for CSM X.....XI.....XII?

Twee Rumple
State War Academy
Caldari State
#71 - 2015-08-13 01:14:32 UTC
Kenneth Feld wrote:
How about null to null or high to null or lowsec to null incurs no fatigue or significantly reduced

Null to lowsec or high to lowsec or lowsec to lowsec incurs fatigue as currently in game

This will allow null to run around and helicopter **** each other, and still engage lowsec, but if we go to lowsec we will incur fatigue at the maximum rate


I was going to post this, oh well

Really all you have to do is look at an actual light-year map to grok that what's (p. much universally agreed afaict) healthy for a spatially and communally compressed lowsec isn't going to ~paradigmatically synergise~ with trying to get stuff done along the outer radius of spatially and communally dispersed nullsec. It's essentially a system designed from the perspective of being at the edge of empire looking out, thinking about how you'd go about getting to a somewhat more distant radius, not from the perspective of trying to move, well, laterally, I guess - already being at your outer radius and wanting to get somewhere else along it.

I mean - if you look at lowsec, noone would ever expect, say, Snuff Box and Lowsechnaya Sholupen to practically have a war with each other, just due to the distances involved - those are the sort of distances that nullsec wars have historically involved, though, and the lack of density means they...still kinda do, and will continue to, hence all the anguish.

you could probably do some extremely neat things with it as far as creating that elusive space geography you keep going on about, actually - the denser (in solar system terms) the area you're travelling from, or to, or between, or whatever, the less far you can go/the more fatiguing it is (as you dodge stars or whatever space lore has you doing) - that'd allow the big voids to be traversable (at a major fatigue cost?) while preventing you from going from one end of the drone regions to the other at the drop of a hat.
Harry Saq
Of Tears and ISK
ISK.Net
#72 - 2015-08-13 01:57:18 UTC  |  Edited by: Harry Saq
How bout the player base try this:
Realize that the Eve universe grew exponentially, and wherever you think "region", instead think "constellation", and then you might have a shot at having fun (or atleast providing feedback that doesn't just go back to the tidi riddled itty bitty universe we had before).

As you start reading some of the louder more persistent voices, just make that one shift in perspective while visualizing the argument, and things get alot more simple...you may even see a light at the end of the tunnel.

In other words, stop lamenting about how hard it is to hold an entire region and still fight in another, and focus on where we actually are; making constellations worth living in and fortifying, letting go of the desire to hand hold half the freakin universe, and enjoy fighting the guy that is actually next door (where next door is a constellation and not an entire region)...
Malakai Asamov
Van Diemen's Demise
Northern Coalition.
#73 - 2015-08-13 02:33:01 UTC
Low-sec and WH PvP particularly in capital escalations seems to be perceived as in a good place at the moment, what do you think is the difference between those areas of conflict and null sec conflict that has them perceived as being in a better place?

In the round table the term "spheres of influence" were mentioned several times and I think this is a great analogy to represent what causes conflict in New Eden. What are the things that draw groups spheres of influence close enough together that they generate conflict but don't increase the size of the spheres of influence so that there is to much overlap between to many entities leading to dog piling.

Low-sec has some of the best space in New Eden, and that value is pilots in space. Faction warfare attracts pilots to make ISK and get quick and easy PvP. This in turn attracts pirates and associated PvP groups to live close enough that they can partake in this content which naturally leads to overlaps in spheres of influence for the limited resources available to maintain alliance levels of income.

WH's by there nature allow entities to appear right next to each other thus overlapping spheres of influence and creating conflict in environments that are rich with ISK making opportunities for pilots.

In Null-Sec I think phoebe has severely limited the ability and desire for Null Sec entities to maintain overlapping spheres of influence leading to fewer conflict zones, geography has created natural buffer zones and choke points that keep people out of easy content generation range to easily.

ISK valued resources are not the ultimate conflict driver, strategic resources that generate content are the real gold mine in eve for PvP content. I can easily give up some space to go to some other space and replace moon income there. The rare instances post phoebe in Null-Sec have been things like parking near Brave Newbies for the amount of pilots in space content they generate but even then the decision to move becomes inevitable for one group because there is literally nothing in Null-Sec that's worth staying for that cant be found elsewhere instantly elsewhere.

In summary "If you build it, they will come." Some form of non liquid isk strategic reason to live closer to a certain point in space brings alliances spheres of influence closer together generating the conflict we all want, groups balance outwards from those points and we all live happily ever after pewing into the sunset.

ps you still need to fix the other issues of late comers and returning players moving capitals but that an easy fix.
Arthur Aihaken
CODE.d
#74 - 2015-08-13 02:33:37 UTC  |  Edited by: Arthur Aihaken
CCP Larrikin wrote:
We'd also love to hear your ideas, post away space friends.

For the love of BOB, can you please turn off the sound notifications next time?

"User in your channel is recording..."
"User entered your channel..."
"User disconnected from your channel..."
"User in your channel timed out...

I am currently away, traveling through time and will be returning last week.

Galphii
Caldari Provisions
Caldari State
#75 - 2015-08-13 03:19:59 UTC  |  Edited by: Galphii
Many commenter's have mentioned a 'jump capacitor' that takes time to recharge (or even charge in advance of a jump). While an interesting idea, it does essentially put the jump delay on a ship instead of a character and thus, could be circumvented by players with lots of money. Nevertheless, it's a better option than fatigue at this point. Coupled with a shorter range, it could work without allowing very fast travel across the map.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

FT Diomedes
The Graduates
#76 - 2015-08-13 04:04:26 UTC
First off, I'll begin by saying that I like the changes Jump Fatigue brought to Eve. I like that it rewards local capital ship superiority. I got into a lot more fun capital ship battles after Phoebe than before it. I also got to employ my Avatar in a small fleet fight for the first time ever - it wasn't simply insanity to bring out a single Titan to alter the outcome of a single battle. I didn't have to think about "Where is PL? Where is BL?" Sure, if things had gone south, some kind souls could have found a WH and helped finish me off, but at least I knew I was not going to face 50 Supercarriers in the next fifteen minutes. Jump Fatigue made Eve feel big again, which is a good thing.

With that said, the actual way that fatigue works is not the best gameplay. I wish that a more elegant solution could have been found. I still think they could have achieved a similar result by adjusting the distance between different regions, or otherwise adjusting the Eve map. More on this below, but first, I will answer Larrikin's questions:

Altering jump ranges - Jump Ranges are fine.

Altering jump fatigue curves - Jump Fatigue should cap out at a lower number. I have never had a fatigue timer of more than a couple of days, but I have been very careful about managing my fatigue. I think Jayne's suggestion of 120 hours seems okay, I would have gone for 72 hours myself.

Moving jump fatigue from character based to ship based - no, it needs to stay on the character. I do not need to see someone establish a "Pony Express" system for rapid movement. I suppose if Supercapital pilot prices keep dropping, people could theoretically begin establishing chains of pilots (jump Super to system, switch pilot, jump super, switch pilot, etc.), but maintaining more accounts is more financially burdensome than maintaining more ships in game. Also, good luck switching pilots without a chain of POS's, which is financially burdensome and a target to attack.

Alternative FTL systems (Hyperdrive anyone?) - no. The alternative FTL method is random wormholes.

Sovereignty effects on Jump Fatigue (e.g. jumping out of/back into capitals reducing jump fatigue) - sure, I guess. Not really convinced this needs to be a thing. Someone suggested that capital ships should be able to have a designated home station. This would be set the same way you set your medical clone or some similar mechanic. The further a capital ship got from that tether point, the more fatigue it incurred. There would be some timer associated with this (e.g. once a month), which limited how often you could move the tether point. Using the capital designation to achieve the same effect would be interesting. It helps the defenders entrench and employ local capital ship superiority even more than the current system.

Balance of Jump projection v's Gate projection v's Wormhole projection - I have not been able to play very much lately, but it seems to be okay.

Jump Fatigue effecting combat effectiveness instead of limiting movement - no, this is just a bad idea. The combat effectiveness penalty would have to affect the pilot, not the ship. Otherwise, people just jump a ton of stuff across the galaxy, then project subcapital power. And if it did affect the pilot, then that is another incentive to move, then log off. Eve needs less incentives to log off.

Move-Mode for Capitals for move ops (e.g. Transforming into move mode (24 hour process) reduces combat capacity to near 0) - no. If you can switch out of it at will, then you just go station to station with no penalties or risk, then switch modes. If you have to wait to switch modes (i.e. another timer), then that is another incentive to log off.

Active methods of reducing jump fatigue (Modules, Skills, Drugs) - Please no more skills. You would just make them essentially mandatory for all pilots. Same goes for modules, those just become something else everyone has to carry. Drugs, on the other hand, could present an interesting twist to it. Another option would be special fuel for the ship, which would reduce jump fatigue, but at a hefty price for a marginal benefit. This special fuel could be bulkier than normal fuel, more expensive than normal fuel, but cause less fatigue.

What does local-content mean to you? - local content to me means that there are always players who want to kill me within 5-30 gate jumps. It means roaming gangs come through on a regular basis, but space is not dominated by afk-cloaker hotdroppers. In Fountain or Delve, generally, we got quality WH visitors once or twice a week, and quality small gang visits from NPC residents at least 3-4 times per day. We could also go poke other people for more content. Local content means I can organize a small cruiser roam and say, "Tell your wife you will be ready for dinner in 90 minutes, we'll be back in our home station by then." If I can take 10-15 pilots on a roam, find things to begin stalking, chasing, or hunting within 15 minutes, spend 15-30 minutes fighting, then 30 minutes back home, then I am a happy small gang FC.

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

Harry Saq
Of Tears and ISK
ISK.Net
#77 - 2015-08-13 05:24:47 UTC
Harry Saq wrote:
How bout the player base try this:
Realize that the Eve universe grew exponentially, and wherever you think "region", instead think "constellation", and then you might have a shot at having fun (or atleast providing feedback that doesn't just go back to the tidi riddled itty bitty universe we had before).

As you start reading some of the louder more persistent voices, just make that one shift in perspective while visualizing the argument, and things get alot more simple...you may even see a light at the end of the tunnel.

In other words, stop lamenting about how hard it is to hold an entire region and still fight in another, and focus on where we actually are; making constellations worth living in and fortifying, letting go of the desire to hand hold half the freakin universe, and enjoy fighting the guy that is actually next door (where next door is a constellation and not an entire region)...


I stand by the above, and with that perspective in mind:

"Altering jump ranges" - Negative, having to use the gate every now and again is fine, there is always going the long way

"Altering jump fatigue curves" - Arguments could be made to drop the absolute cap to like 15 days (arbitrary still, but really the point is to have the shock value to let the rapid scale of travel sink in minus the rage quit)

"Moving jump fatigue from character based to ship based" - Negative, that's a Pandora's box of forced redundancy to keep up with the willing degenerate abusers

"Alternative FTL systems (Hyperdrive anyone?)" - meh, not nearly enough info for this to have anykind of meaning, and at the end of the day would need to have the same result as the instant jump to not take too many steps back to shrinking the universe again...really it would just be a waste of development effort to not really add anything, just make the same thing seem different or more entertaining....all you really need is the fatigue restriction, how you pretty it up is just the shiny coating

"Sovereignty effects on Jump Fatigue (e.g. jumping out of/back into capitals reducing jump fatigue)" - utterly pointless and gimmicky, and applying the constellation perspective...totally unnecessary

"Balance of Jump projection v's Gate projection v's Wormhole projection" - For gates; if you are talking about adding fatigue for different types of gates that would be too much, if you mean remapping the stars that would be silly, I mean the gates are designed solely for the purpose of punting ships and nothing else, so it's ok if they don't balance with ships that move around. For WHs; the randomizing and temporary aspect of them is about all you can tweak, and since it represents randomized space chaos, it wouldn't even make sense for it to be balanced, but totally off kilter and weird. Long and short, not worth the effort to revamp, but tweak....maybe.

"Jump Fatigue effecting combat effectiveness instead of limiting movement" - negative, the restriction on movement is the point, and the point is good

"Move-Mode for Capitals for move ops (e.g. Transforming into move mode (24 hour process) reduces combat capacity to near 0)" - negative, for the reasons already given. Traveling far is a commitment, the mechanic shows it as an inconvenience, the inconvenience is a symptom, change the nature of the symptom perhaps, but don't take away the necessary commitment.

"Active methods of reducing jump fatigue (Modules, Skills, Drugs)" - These will just end up being pointless compulsory nuisances, keep it simple.

"What does local-content mean to you?" - Doesn't matter what it means, it matters what it is, and it is as far as your ship can travel within a certain window of playtime availability (scaled according to your innate gamer degeneracy...i.e. lack of commitment to real life), so therefore local content is a mechanics driven thing...and like I said above, it used to be region to region, now apparently its constellation to constellation, and that is not such a bad thing. The universe is huge, and absolutely should feel like it.
Andreus Ixiris
Center for Advanced Studies
Gallente Federation
#78 - 2015-08-13 06:14:28 UTC
Malcanis wrote:
So fine, go right the **** ahead: I'm in the Imperium now and I will take vindictive pleasure in actively burning out every last small independent group from 0.0 and, that done, you'd better believe I will be campaigning like hell to see the same happen to empire too.


buk buk


And you wonder why people who live in Empire never have null-sec's back whenever you guys are whining about something.

Go to hell.

Andreus Ixiris > A Civire without a chin is barely a Civire at all.

Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.

Andreus Ixiris > ...

Andreus Ixiris > This is why we're at war.

bunzing heet
Science and Trade Institute
Caldari State
#79 - 2015-08-13 06:34:26 UTC
Why not give a sleep option in dock
You gather up fatigue after that you just dock up and take the sleep option which reduces fatigue more rapidly this way you still have fatigue but also have a option of reducing that number
We have beds why not use them

Fly safe keep killing And remember I'm watching you !!!!

Malcanis
Vanishing Point.
The Initiative.
#80 - 2015-08-13 07:32:25 UTC
Jay Amazingness wrote:
75% fatigue reduction for black ops battleships (hull only) - bridge remains at 50%
50% fatigue reduction for jump bridges in systems with strategic index of 3
75% fatigue reduction for jump bridges in systems with strategic index of 4
90% fatigue reduction for jump bridges in systems with strategic index of 5

Carriers/dreadnoughts have their range upped to 7.5 lightyears with 50% of the fatigue they have now
Supercarriers have their ranged upped to 6 lightyears however have 50 reduction bonus
Titans remain 5 lightyears with 50% reduction bonus
Rorquals range upped to 10 lightyears

15% fatigue reduction for Jump Portal Generators with racial Titan level 1
30% fatigue reduction for Jump Portal Generators with racial Titan level 2
45% fatigue reduction for Jump Portal Generators with racial Titan level 3
60% fatigue reduction for Jump Portal Generators with racial Titan level 4
75% fatigue reduction for Jump Portal Generators with racial Titan level 5

why are you punishing people for owning sov? i mean CCP really doesn't listen to their players for this sort of stuff but when people are unsubbing then they will act

http://jestertrek.com/eve/players/eve-players-since2008.png


So in effect, making long distance travel 4x more powerful than it is now.

Right. Roll

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

Grath Telkin, 11.10.2016