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EVE New Citizens Q&A

 
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What!?!? Why jump fatigue?

First post
Author
Lady Guns
Caldari Provisions
Caldari State
#1 - 2017-06-01 11:03:12 UTC
Sorry I'm sure that has already been ranted about to death but I haven't played in 3 years. So is there something good about jump fatigue?

I learned about it half way through a 12 jump route. My jump activation timer has 3 hours. And my jump fatigue timer is at 5 days. So from reading this

https://support.eveonline.com/hc/en-us/articles/212726865-Jump-Activation-Cooldown-and-Jump-Fatigue

In 3 hours I can jump one more time, maybe? But I'll get another even hight jump activation timer. Anyone know of a tool that will tell me how long it's going to take me to make 6 more jumps?
Kristin Sabrioski
Perkone
Caldari State
#2 - 2017-06-01 11:08:00 UTC  |  Edited by: Kristin Sabrioski
http://fatigue.nakamura-labs.com/

At this point it might be better to hold off on making the trip until a later date, or asking (or having an alt) make the trip the rest of the way. There is however a max blue timer, and I think it's 5 days. Once you hit it, any subsequent red timer will be around 11 hours each.
Sitting Bull Lakota
Poppins and Company
#3 - 2017-06-01 11:10:25 UTC
The good is that PL/Goons/Test don't drop supers every time a dread sieges in lowsec.
Do Little
Bluenose Trading
#4 - 2017-06-01 12:05:57 UTC
The goal was to limit power projection. If you want to move a capital fleet to the other side of the map, it takes time and planning.
ISD Dorrim Barstorlode
ISD Community Communications Liaisons
ISD Alliance
#5 - 2017-06-02 05:56:57 UTC
Removed an off topic post. Please post only if it is constructive and polite, thank you.

ISD Dorrim Barstorlode

Senior Lead

Community Communication Liaisons (CCLs)

Interstellar Services Department

Lady Guns
Caldari Provisions
Caldari State
#6 - 2017-06-05 02:30:32 UTC
Do Little wrote:
The goal was to limit power projection. If you want to move a capital fleet to the other side of the map, it takes time and planning.


I dont know anything about eve politics to be clear but from what I've read this came about because the huge alliances are able to build caps faster than they can be destroyed. Once they can drop titans on a gate and nuke any fleets that try to enter their space the mining potential gets rediclous. Like clearing a colossal in a day.

Everyone else isn't going to be able to catch up just by making it take 5 days or more to move from A to B. I don't know what the solution is. I don't think ccp will be able to provide one. Remember I'm just a dude who doesn't know **** and hasn't even played in the last 3 years. But nerfing the rorqual to death and prevent everyone in eve from moving isn't fixing anything.

We are all still on the same level playing field and the big guys can still out produce everyone else. Imo the whole 5 day jump timer is going to hurt the smaller alliances more for the simple fact that they have less cap pilots. To go around.




Anyways from my standpoint it really sucks plexing my account then after 3 days of sorting out my stuff and deciding where I want to go to actually start playing the game I find out I'm suck in a system for 5 days with nothing to do but wait. Seriously it wasn't so bad the first few days, I messed around selling stuff in high sec but now I've got a day left and absolutely nothing to do. I've been perfectly cool with not playing eve the last 3 years and finding out I can't do **** for 5 days right after paying my $15 is lame af.

I'm sure far more knowledgeable folks have made better cases for and against this but let's be real I think everyone would agree any folks returning to eve who spend their $15, sort out all there stuff. Buy their pvp gear, fly it all to low sec to load their carrier with practicality everything they own. Then once everything is ready and all the cyno alts have been moved into location.....

Suprise! You can't go anywhere for 5 days..... Out in the middle of no where with no allies near by.... fun times.


Tipa Riot
Federal Navy Academy
Gallente Federation
#7 - 2017-06-05 11:11:21 UTC  |  Edited by: Tipa Riot
You probably did the mistake to not wait out most of your orange timer, but jumped multiple times in quick succession. This exponentially increased your follow-up jump timer. Next time simply wait out most of the orange timer and you are much faster in total.

EDIT: Also, all capitals are able to take gates now, this is part of the balancing of fatigue mechanics.

I'm my own NPC alt.

Lady Guns
Caldari Provisions
Caldari State
#8 - 2017-06-05 13:42:58 UTC
Tipa Riot wrote:
You probably did the mistake to not wait out most of your orange timer, but jumped multiple times in quick succession. This exponentially increased your follow-up jump timer. Next time simply wait out most of the orange timer and you are much faster in total.

EDIT: Also, all capitals are able to take gates now, this is part of the balancing of fatigue mechanics.


Gates? For real hahah that's got to be interesting. Yeah I've read up on fatigue since it happed. Didn't know about it at all until I couldn't jump to my cyno though.

Like 20 hours left now
Keno Skir
#9 - 2017-06-05 15:12:54 UTC
Lady Guns wrote:
Tipa Riot wrote:
You probably did the mistake to not wait out most of your orange timer, but jumped multiple times in quick succession. This exponentially increased your follow-up jump timer. Next time simply wait out most of the orange timer and you are much faster in total.

EDIT: Also, all capitals are able to take gates now, this is part of the balancing of fatigue mechanics.


Gates? For real hahah that's got to be interesting. Yeah I've read up on fatigue since it happed. Didn't know about it at all until I couldn't jump to my cyno though.

Like 20 hours left now


Peers out from behind 5 Day Jump Fatigue timer.. Roll
Tau Cabalander
Retirement Retreat
Working Stiffs
#10 - 2017-06-05 21:32:26 UTC  |  Edited by: Tau Cabalander
It is always best to allow your jump fatigue time to expire before making another jump.

Max fatigue is 5 days. Max activation is 12 hours.

CCP Greyscale wrote:
What is changing?

We are going to allow capital ships to use gates in lowsec/nullsec, and we are aiming to make gate-to-gate travel take less time than jump travel over distances of more than ~20 LY. We've run simulations for capital ships travelling between arbitrary pairs of systems, and settled on the target movement speed of no less than 3 minutes per lightyear for travel over 20 LY. This should allow us to bring about the main change we want to see – less sustained use of jump travel – while still preserving its value for short bursts of movement.

...

How is this going to be achieved?

The primary change is the addition of a new mechanic, called "jump fatigue".

Jump fatigue is tracked for each character, persisting between play sessions and over downtimes as appropriate.

Every time you use any jump drive, jump bridge or jump portal (hereafter all treated as "a jump"; note that this does NOT include stargate travel!), you will accumulate jump fatigue. If your fatigue is below 1 before a jump, your fatigue will be 1 + (light years travelled) after the jump. For subsequent jumps, the fatigue is multiplied after each jump by 1 + (light years travelled). This stays on the character as mentioned earlier, and decays at a rate of 0.1 per minute.

After a jump is complete but before your fatigue is increased, you gain a jump cooldown timer. The length of this timer is a number of minutes equal to your jump fatigue (before being increased by that jump!), and you are unable to make another jump of any kind until this timer expires. Note importantly that, because fatigue decays at a slower rate than a cooldown timer, you will retain fatigue for a length of time after your cooldown timer expires. Additionally, there is a minimum jump cooldown of 1 + (light years travelled) minutes. (See Appendix A for examples.)
Long-Distance Travel Changes Inbound

Team Five-O wrote:
Jump Fatigue Reductions

We are reducing the maximum fatigue cap down to 5 days (from 30 days). This means the effective maximum jump cooldown timer is now 12 hours (down from 2 days 22 hours). During the Parallax deployment downtime we will update any characters with jump fatigue higher than 5 days, or jump cooldown higher than 12 hours, to bring them within the new limit.

This isn’t the final iteration on Jump Fatigue, and you can expect to see more tweaks in the future.
Sovereignty, Jump Fatigue reductions and more in Parallax on Nov 3
ergherhdfgh
Imperial Academy
Amarr Empire
#11 - 2017-06-06 12:39:34 UTC
Lady Guns wrote:


I dont know anything about eve politics to be clear but from what I've read this came about because the huge alliances are able to build caps faster than they can be destroyed.

I don't think that this is the case. CCP was just trying to make it so that huge capitol ship fleets could not be moved from one side of the map to the other without consequence. They wanted to make it so that you had to commit defenses to a specific area for a certain length of time. The intent was to make it so that one massive capital ship fleet could not defend all of null sec at once.

iirc another goal of CCPs was to try and increase null sec markets. Prior to the jump fatigue changes most of what was made in null sec was sent to high sec trade hubs for sale and a majority of what was used in null sec was purchased from high sec trade hubs. They were hoping to encourage more local production and use, also to spread the trade hubs out to more smaller markets.

A further thing to keep in mind is that capital ships were never intended to be solo play. Capitol ships have always been intended to need large support fleets to be effective and to be very very vulnerable to be used alone.

I used to fly capitol ships for purely logistics reasons, meaning moving: ships, equipment, supplies and materials around null and low sec. I ran a capital ship building business and had to move around a lot of raw materials from high sec trade hubs to low sec manufacturing facilities. I also was in charge of null sec operations for my alliance so I had to help alliance mates move stuff in, out and around null sec. All of that stopped for me when the jump fatigue changes were introduced. So I understand where you are coming from. However that does not change how things are now or how that all fits into CCP's vision for the game.

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