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[ASCENSION] Jump Range Changes

First post First post
Author
Caleb Seremshur
Commando Guri
Guristas Pirates
#161 - 2016-10-16 06:18:08 UTC
Keko Khaan wrote:
CCP Larrikin wrote:
Based on the discussions we had internally and then with the CSM at the recent summit, we're looking at increasing the base jump range of combat capitals for the Ascension expansion.


Thanks CCP and CSM. This annoucement makes me happy. I might even resub more of my accounts. Imho this is the right direction making EVE playable again Big smile



Yaaaay more alts in a game struggling for new players..
El 1974
Green Visstick High
#162 - 2016-10-18 22:32:13 UTC  |  Edited by: El 1974
This is a change intended to fix a problem that was created on purpose. That purpose is still there. The current system works. I don't see why it needs change.
Also changes to jump range can significantly reduce jump fatigue as it enables the use of shorter routes. On a route that's longer than your current max where you can use different way-points you can expect about 10%-30% less jump fatigue. In exceptional cases the difference will be even larger.
Skia Aumer
Planetary Harvesting and Processing LLC
#163 - 2016-10-20 16:07:21 UTC
@CCP Larrikin
If you increase jump range and get rid of choke points - do you think it should come in one package with locking capships from using gates?

Cynojammers were a thing back then. Fights for subcapital superiority were real and meaningful. Now that you dont need subcaps neither to put down a jammer, nor even to tackle supers - what is the role of subcap fleet in the meta? Just drop the caps, and who drops the bigger blob wins.
Caleb Seremshur
Commando Guri
Guristas Pirates
#164 - 2016-10-23 11:07:23 UTC
Skia Aumer wrote:
@CCP Larrikin
If you increase jump range and get rid of choke points - do you think it should come in one package with locking capships from using gates?

Cynojammers were a thing back then. Fights for subcapital superiority were real and meaningful. Now that you dont need subcaps neither to put down a jammer, nor even to tackle supers - what is the role of subcap fleet in the meta? Just drop the caps, and who drops the bigger blob wins.


Locking out supers might be a thing worth talking about. Letting them take gates was a bizarre decision in the first place.
Skia Aumer
Planetary Harvesting and Processing LLC
#165 - 2016-11-08 07:59:37 UTC
I like how discussion ceased after my proposal. Means everyone agrees and as there are no objections whatsoever. Hopefully CCP will lock the gates for capships by Christmas.
Kaelke
Evil Dutch Bastards
System Wide Adaptive Roam Massacres
#166 - 2016-11-12 08:01:08 UTC
You know what they say about assumptions, right?
I for one am against locking capitals out from using gates.
Sgt Ocker
What Corp is it
#167 - 2016-11-12 14:06:05 UTC
Skia Aumer wrote:
I like how discussion ceased after my proposal. Means everyone agrees and as there are no objections whatsoever. Hopefully CCP will lock the gates for capships by Christmas.

Or nobody liked your suggestion and so left the thread.Blink

I enjoy game play that involves catching capitals "gating it" - Especially the ones who do it without scouts Twisted

Without the ability to use gates, the extra 1 or 2LY (depending on what you own) only creates new choke points, in different places.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

AzTrackGuy
Advanced Excavators Inc.
#168 - 2016-11-14 04:56:05 UTC
what about the damn rorqual? is it STILL going to be limited to just 5ly
moving industry at only 5ly at a time is such a pain
it would be a complete travesty having this complete re-work of the rorqual & still only able to jump 5ly's

"If you put forth the effort to succeed... you will"

Andrew Indy
Cleaning Crew
#169 - 2016-11-14 07:42:17 UTC
AzTrackGuy wrote:
what about the damn rorqual? is it STILL going to be limited to just 5ly
moving industry at only 5ly at a time is such a pain
it would be a complete travesty having this complete re-work of the rorqual & still only able to jump 5ly's


If the Rorq thread is anything to go by the Rorq gets its range doubled with these changes. used to be 2.5ly. So yes they are increasing it.

Base jump drive range: 5ly (+2.5)
https://forums.eveonline.com/default.aspx?g=posts&t=494896&find=unread

Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#170 - 2016-11-14 16:49:22 UTC
Skia Aumer wrote:
I like how discussion ceased after my proposal. Means everyone agrees and as there are no objections whatsoever. Hopefully CCP will lock the gates for capships by Christmas.



Yeah, your idea was so bizarre, no one ever though you were actually serious
NIJofleyUK
I N E X T R E M I S
Tactical Narcotics Team
#171 - 2016-11-14 22:14:07 UTC
Kaelke wrote:
You know what they say about assumptions, right?
I for one am against locking capitals out from using gates.


That's all well and good until you realise some regions cannot be traversed unless using gates or backtracking 3 other regions to go the distance of 2 gates. You're obviously not a capital pilot.

Instant Annihilation ::

> Join channel IAPUB for more information! (Recruiting)

Rowells
Blackwater USA Inc.
Pandemic Horde
#172 - 2016-11-15 00:29:05 UTC
AzTrackGuy wrote:
what about the damn rorqual? is it STILL going to be limited to just 5ly
moving industry at only 5ly at a time is such a pain
it would be a complete travesty having this complete re-work of the rorqual & still only able to jump 5ly's

Check the Rorqual thread. It's up to ten.
Ruddger
Vande-lay Industries
#173 - 2016-11-15 21:27:37 UTC
CCP reversing one of the only good changes they've made in recent years...... not shocked at all..
Ruddger
Vande-lay Industries
#174 - 2016-11-15 21:33:37 UTC
Sgt Ocker wrote:
Skia Aumer wrote:
Sgt Ocker wrote:
"Go by gates" - So simple it makes me think, you've never been out of highsec. 10 jumps via gates, 15 minutes? 1 jump through a titan bridge, 15 seconds? Which is the best option for joining a fight?

Yes, I have been out of hisec.
Yes, I have been sitting on a Titan for 3 hours straight.

Sgt Ocker wrote:
I'd even go for Titan bridging to be extended to the same range (7LY) as other capitals but keep the one LY less jump range. Getting supers to a fight should require a little more planning, where as getting subcaps there should be as fast and efficient as getting Dreads and Carriers in place.

And while sitting on a Titan for hours I was a part of a support fleet that was covering Dreads and Carriers (and supers for that matter) that were grinding sov or RFing towers. No, I dont want it back.

If you're doing stratop - get your support in first, then drop caps. Not the other way round.
On the other hand, if you're doing a roam or some other subcap thingy - you should be able to escalate it.
But you shouldnt be able to super-escalate at a whim. Super are strategic assets and must require more planning - at least we agree at this.

Not everyone lives in boring sec space (nul) - Some of us live in lowsec, where being able to respond quickly and strategically counts.
If someone is hitting a pos you own or a Citadel that is not in your home system, the 10 or 15 minutes it takes to gate it with subs can mean, no fight at all. Just a reinforce timer.

Yes sometimes escalating a subcap roam by dropping caps can be an option, other times you want your caps and subcaps to arrive together - 3rd partying, super tackled and many other reasons where tactics and strategy count.
Even when contesting a Citadel or a simple pos bash, you often don't want subcaps gating it there - You really don't want to advertise the fact - Your on your way to a fight.

Different play styles in different locations, call for different strategies and tactics.





I live in null and could move my a bs fleet to low sec or 10 others regions via gates in less than 15 minutes. Why do you think you should be able to easily defend structures that are apparently regions away from your home? That should be by design....


A lot of us small corps liked the cap changes. Made small gang pvp a real thing again when you didn't have to worry about being hot dropped from half of new eden....
Bailian Moxtain
Sniggerdly
Pandemic Legion
#175 - 2016-11-18 05:09:52 UTC
80min fatigue is pretty bad gameplay. Can we please have it reduced to 60 atleast even though that too isnt much better (read the ideas of higher jump reactivation timer and remove fatigue as a whole).
FT Diomedes
The Graduates
#176 - 2016-11-19 18:33:49 UTC
CCP, thank you again for a great change. It's been a serious quality of life improvement.

PS - please do not increase jump ranges any further or lower fatigue any more. I think you have the balance point just about perfect.

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

Sgt Ocker
What Corp is it
#177 - 2016-11-19 23:35:33 UTC
FT Diomedes wrote:
CCP, thank you again for a great change. It's been a serious quality of life improvement.

PS - please do not increase jump ranges any further or lower fatigue any more. I think you have the balance point just about perfect.
Fatigue could do with a slight reduction.
The added range is not much use when all you do is wait longer before doing anything else. All it really does is make long slow trips easier due to less choke points.

Jump in, fight, dock up or tether to wait out fatigue - Adds no risk, just time.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Orca Platypus
Pator Tech School
Minmatar Republic
#178 - 2016-11-23 21:23:38 UTC
Another CCPL buff.
That's why I never sub for more than one month anymore.

Why is it always like this? Why must CCP take one badly needed change and implement its complete opposite?

Guess dev corruption will eat all good Phoebe has given us one day, sad, unsubbing.
Lugh Crow-Slave
#179 - 2017-01-19 19:04:05 UTC
Skia Aumer wrote:
@CCP Larrikin
If you increase jump range and get rid of choke points - do you think it should come in one package with locking capships from using gates?

Cynojammers were a thing back then. Fights for subcapital superiority were real and meaningful. Now that you dont need subcaps neither to put down a jammer, nor even to tackle supers - what is the role of subcap fleet in the meta? Just drop the caps, and who drops the bigger blob wins.



i agree with this capitals no longer really need to take gates. This greatly increases their range (particularly along region lines)
Sgt Ocker
What Corp is it
#180 - 2017-01-20 08:34:06 UTC
Lugh Crow-Slave wrote:
Skia Aumer wrote:
@CCP Larrikin
If you increase jump range and get rid of choke points - do you think it should come in one package with locking capships from using gates?

Cynojammers were a thing back then. Fights for subcapital superiority were real and meaningful. Now that you dont need subcaps neither to put down a jammer, nor even to tackle supers - what is the role of subcap fleet in the meta? Just drop the caps, and who drops the bigger blob wins.



i agree with this capitals no longer really need to take gates. This greatly increases their range (particularly along region lines)

Using gates also increases their vulnerability - ESPECIALLY along region lines.

Why would anyone suggest removing the chance for potential targets?

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.