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Nerf Jump Freighters

Author
Gevlin
Pator Tech School
Minmatar Republic
#41 - 2012-06-24 17:59:51 UTC
I personally use a pair of Rorquals when moving stuff from point a to point B, I just can't stand the idea of having no Cloak on the ship nor any defence,

I have 2 accounts exclusively set up for cyno chains to get from one side of the universe to the other side, and have max jump calibration

I also use a pair of Chimeras to move ships from point a to point B.
I use a freighter when moving stuff with in my pocket or when i need to get stuff to a staging area in low security. or use an orca designed to fly in Low sec with out getting caught.

I my self do not go into empire much when as I ask for my stuff to be sent to a station 2 jump bridges in.

"Simi Kusoni wrote:
To be honest making JFs make more runs isn't really going to make a difference, and it would only effect importing/exporting ore. Once a cyno chain is set up it's trivial to ferry however much ore you want to your staging system, and from there you can haul it in a regular freighter."

The more jumps the JF needs to make, the more cost is associated with moving that product there fore it is more likely that item will be mined locally or shipped in by Freighter and jump bridges.

Unless the Cyno Chains are at stations, The cynos at Towers is a scarry notion as a Dreadknot can cyno it and blap the Jump freighter and the cyno boat before the freighter can make it into the shields. Or Super Carriers just waiting at a cyno tower for a jump freighter.
Often to help protect vs that is to have a Triage Archon fly along with it.

The Jump Freighter is a small corp/alliance's equalizer for getting stuff out. Large power blocks have Jump Bridges, Titans, ship escorts.etc.

Item refining loot at 100% is the seed of the daemon to the moving stuff around.

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Gizznitt Malikite
Agony Unleashed
Agony Empire
#42 - 2012-06-24 18:10:03 UTC
Richard Desturned wrote:
Varg Krugar wrote:
the argument about local nullsec production being neigh nonexistent due to the ease with which materiel is moved from jita is a valid one. i don't want freighter CTAs back, they take forever and most of the time they're completely event-less. pvp does not happen often when the "target of opportunity" doesn't look as opportune because it is well guarded.


if you really think that a JF nerf would revitalize nullsec industry you're wrong

all of deklein, a heavily developed region, has less manufacturing slots than some hisec systems

let that sink in a lil' bit


People aren't saying JF's are the only reason nullsec isn't industrialized.... They are only one part of a large series of game design flaws that encourage sucking the jita teat...

It's pretty ridiculous the discrepancies between nullsec industry and highsec industry. There is almost NO reason to build in Nullsec, because highsec has:
-- More manufacturing slots
-- More Research slots
-- Much better Refine Rates
-- Easy Access to materials.
-- More customers
-- A much, much, much safer operating environment....

In truth, nerfing the JF is not the right place to start when trying to improve nullec industry. By itself, a JF nerf won't promote nullsec industry... and may actually inhibit it, as bringing resources to/from null becomes more difficult. At the same time, I think safe cyno travel, that allows a ship to undock, wait 10 seconds while invulnerable, then cyno directly to another station, wait 10 s (albeit no longer invlunerable), and then dock is a poor design. It's essentially riskless travel, which should not happen in nullsec and lowsec!!!!
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#43 - 2012-06-25 05:02:16 UTC
Gizznitt Malikite wrote:
Richard Desturned wrote:
Varg Krugar wrote:
the argument about local nullsec production being neigh nonexistent due to the ease with which materiel is moved from jita is a valid one. i don't want freighter CTAs back, they take forever and most of the time they're completely event-less. pvp does not happen often when the "target of opportunity" doesn't look as opportune because it is well guarded.


if you really think that a JF nerf would revitalize nullsec industry you're wrong

all of deklein, a heavily developed region, has less manufacturing slots than some hisec systems

let that sink in a lil' bit


People aren't saying JF's are the only reason nullsec isn't industrialized.... They are only one part of a large series of game design flaws that encourage sucking the jita teat...

It's pretty ridiculous the discrepancies between nullsec industry and highsec industry. There is almost NO reason to build in Nullsec, because highsec has:
-- More manufacturing slots
-- More Research slots
-- Much better Refine Rates
-- Easy Access to materials.
-- More customers
-- A much, much, much safer operating environment....

In truth, nerfing the JF is not the right place to start when trying to improve nullec industry. By itself, a JF nerf won't promote nullsec industry... and may actually inhibit it, as bringing resources to/from null becomes more difficult. At the same time, I think safe cyno travel, that allows a ship to undock, wait 10 seconds while invulnerable, then cyno directly to another station, wait 10 s (albeit no longer invlunerable), and then dock is a poor design. It's essentially riskless travel, which should not happen in nullsec and lowsec!!!!


The other side of the coin, dear Brutis...

Who would want to build in nullsec if they couldn't jump their assets down from empire?

Nerfing JFs would kill nullsec industry in its entirety.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Gizznitt Malikite
Agony Unleashed
Agony Empire
#44 - 2012-06-25 14:47:39 UTC
Asuka Solo wrote:
Gizznitt Malikite wrote:
Richard Desturned wrote:
Varg Krugar wrote:
the argument about local nullsec production being neigh nonexistent due to the ease with which materiel is moved from jita is a valid one. i don't want freighter CTAs back, they take forever and most of the time they're completely event-less. pvp does not happen often when the "target of opportunity" doesn't look as opportune because it is well guarded.


if you really think that a JF nerf would revitalize nullsec industry you're wrong

all of deklein, a heavily developed region, has less manufacturing slots than some hisec systems

let that sink in a lil' bit


People aren't saying JF's are the only reason nullsec isn't industrialized.... They are only one part of a large series of game design flaws that encourage sucking the jita teat...

It's pretty ridiculous the discrepancies between nullsec industry and highsec industry. There is almost NO reason to build in Nullsec, because highsec has:
-- More manufacturing slots
-- More Research slots
-- Much better Refine Rates
-- Easy Access to materials.
-- More customers
-- A much, much, much safer operating environment....

In truth, nerfing the JF is not the right place to start when trying to improve nullec industry. By itself, a JF nerf won't promote nullsec industry... and may actually inhibit it, as bringing resources to/from null becomes more difficult. At the same time, I think safe cyno travel, that allows a ship to undock, wait 10 seconds while invulnerable, then cyno directly to another station, wait 10 s (albeit no longer invlunerable), and then dock is a poor design. It's essentially riskless travel, which should not happen in nullsec and lowsec!!!!


The other side of the coin, dear Brutis...

Who would want to build in nullsec if they couldn't jump their assets down from empire?

Nerfing JFs would kill nullsec industry in its entirety.


As I said... nerfing JF's could inhibit nullsec industry exactly for the reason you suggested. At the same point in time, I think my "no more cynoing into dock range of a station" nerf or an increase to JF/JB fuel cost wouldn't be inhibiting. It really depends on the severity and nature of their nerf...
Simi Kusoni
HelloKittyFanclub
#45 - 2012-06-25 16:18:47 UTC
Asuka Solo wrote:
The other side of the coin, dear Brutis...

Who would want to build in nullsec if they couldn't jump their assets down from empire?

Nerfing JFs would kill nullsec industry in its entirety.

If you read the thread neither me nor Gizznit want to remove jump freighters completely. I want to see their role altered so hauling long distances will still be time consuming, even if it is near-risk free. (I'd also be happy to see JFs in this kind of role given near-freighter cargo capacity.)

With my proposed changes you would still be able to haul very large amounts with only a scout in almost complete safety, it would in all likelihood take either some srs bizness bad luck or a very careful camp with a ceptor and a scripted dictor to catch you. Even those possibilities could be avoided with sufficiently paranoid scouting.

So to reiterate I would see the JF's role changed to the following:


  • Renamed to black-op freighter, because a JF that can't jump is silly.
  • In-built cloak, only module fitted. Or possibly just given a single high slot, which would allow for amusing cyno-faggotry.
  • Much better agility, slightly slower aligning than a properly fitted T2 transport.
  • Interdiction nullified. Because, hey, bubbles in a freighter gonna suck.
  • Warp core stability bonus, probably +3/4. So you won't die to some small gang your scout missed, but a large gang will kill you even without a focus scripted HIC.


I also acknowledge that any JF nerfs or changes need to come after, or alongside, the future planned null sec industry revamps. Currently there is absolutely no incentive to build anything other than capitals in null sec anyway, JFs are the least of null sec's problems in that regard.

What JFs do effect though is, again, risk free hauling of goods out of null sec. Minerals, deadspace modules etc. are all now moved by JF and it is becoming increasingly rare to ever see anything of merit lost in transit. Ships etc. being moved into both null and low are also impossible to stop due to JF mechanics, and it effects power projection etc. rabble rabble rabble.

Gizznitt Malikite wrote:
As I said... nerfing JF's could inhibit nullsec industry exactly for the reason you suggested. At the same point in time, I think my "no more cynoing into dock range of a station" nerf or an increase to JF/JB fuel cost wouldn't be inhibiting. It really depends on the severity and nature of their nerf...

Indeed, to be honest I would hope that CCP, who spend considerably more time thinking about these things than us, would be capable of finding better solutions than the ones we have put forward.

What we can both agree on though is that current mechanics are a bit silly, and capitals are no longer rare enough that it simply isn't an issue.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Deena Amaj
Native Freshfood
Minmatar Republic
#46 - 2012-06-25 17:58:23 UTC
Simi Kusoni wrote:
In most RPG style games, or series of RPG games, there comes a time when the developers, due to popular demand, introduce a fast travel or teleportation system. This, whilst done with the best intent, is usually detrimental to the game and destroys a large amount of the atmosphere.

Whilst it does eliminate an activity that most players profess to hate, travelling or hauling long distances, those same players suddenly find that everything has become far easier and a small part of the challenge and immersion has vanished. Where once you were forced to explore the game's world, now you merely fast travel through it and in doing so skip any real interaction beyond the activities at the start and finish of your journey.

For me, jump freighters are Eve's fast travel system. They are expensive (sort of), and require a moderate amount of time to train for*, but once bought will rarely die and characters are constantly training toward something. Jump freighter proliferation is an inevitable reality, and one that I feel is already becoming apparent in Eve.

That said, they have been introduced. They cannot merely be removed, as that would be massively unfair to their owners who have paid for them, built them and some have even created entire third party websites and corporations specialising in their use.

So what I would ask is, do you agree that jump freighters are detrimental to Eve? And if so, how would you nerf or repurpose them?

*Having said that, jump freighters do not take as long to train for as some would have you believe. Looking at a blank character in evemon it would take 50 days less to sit in a Rhea than it would to sit in a Chimera, and a Chimera would also require considerable support skills to be trained.



In your defense, I do understand what you mean.

The Instant-Travel issue you speak of does kill off the life of MMORPGs. For instance, in DAOC back in the oldschool-days. People used to use horses or walk through the zones; at rare times to come and rescue the noob who took on a monster that was too strong (you lost a chunk XP when you die, unlike WoW).
Anyhow, various zones are pretty much dead because of the porting systems - I'm sure it happened in WoW too, though that was certainly caused by the Addons.


That said, Instant-Travel indeed has a negative impact.


However, we must keep in mind that Logistics and moving obnoxious m³ of assets is too much of a liability that just kills times and mojo. Of course it would be cool to intercept some Oregon Trail of ships - I second that to be honest, but I'd rather not see the JFs just nerfed that heavily.

As a subtle suggestion:
Rather than point-to-point Cyno jumps, I'd rather have that BSG "blind jump" sort of features with mild deviations when jumping. Have it jump to a system in range but have it land at some random deadspace spot some 40AUs away or more from the star - and give the jump drive a siginificant cool down until the next jump as well as a timed penalty until the JF can warp.

Would be one of those small things to give hostiles time to probe it out.


This does not fix your nerf desire however. Just give an additional chance of intercepting it somehow.
I know it is far-fetched.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Nikk Narrel
Moonlit Bonsai
#47 - 2012-06-25 18:32:30 UTC
Maybe we could do two birds with one stone.

Make jump drives, jump bridges and jump portals have a random element.

With this: The ship landing could be anywhere in the system. Those gates are special because they are so predictable, when nothing else really is.

The chances of a lucky landing should be trivial. The first thing a cap ship should be trying to do, is align to safety. If they aren't a JF, they might consider using a cloak to protect themselves... there is a chance that probing ships are scanning down that new arrival for an attack.

Hot drop? Well, they are in the system, and they can certainly choose to warp to that cyno ship. If it is still intact. Not so hot, all things considered....

Just a thought.
Malcorian Vandsteidt
Alpha Trades
Solyaris Chtonium
#48 - 2012-06-25 18:35:25 UTC  |  Edited by: Malcorian Vandsteidt
Gabriel Kaile wrote:
Tobiaz wrote:
Jump Freighters should be nerfed, as should all jump and bridge mechanics. Mainly by increasing the price a few orders of magnitude.

They should all be used solely in cases of major strategic importance of corporate or even alliance level, never for personal convenience or simply 'making easy money'. Make it so expensive no member can afford frequent use for their own petty personal reasons.

Many people thought the rogue drones dropping minerals were driving miners in empire out of a job, but they completely forget that this was only made possible because jumpfreighters and bridged freighters allowed safe and easy mass-transport of these minerals in the first place. Using jump-mechanics should never be abused as a way to make risk-free and effortless money.

The same goes for excessive blobbing, KM-whoring hotdrops in low-sec and alliances being able to NAP their entire side of the map and then curbstomping smaller alliances on the other side of the galaxy as a weekend trip.


And then only the alliances that have a huge bankroll will be able to have large swaths of space. This would be detrimental to smaller alliances, as they won't have the isk to fight back or even move their fleets around.


CCP does not care about the "Little guy". Every single implementation or improvement made to game mechanics has only ever made life harder for the smaller corps and alliances and easier for the larger ones.

If CCP was interested in the "Little guy" they would put Ice belts,in WH's and make resources available only in 0.0 by massive Alliances, available to smaller Alliances in other "space".

They would also make Sovereignty attainable by small corps and alliances, Rather then charging billions a month per system sov, as well as making it nigh impossible for a non (Massive number) capital supported alliance to hold sov.

If you are not a Large alliance you can not do the following in eve:

* Hold Sov
* Create a 0.0 Industrial empire
* Mine 0.0 Ice (Profitably)
* Anchor or create Stations (In a single soved system or wh)
* Build Super caps (Because even if your small alliance can afford it, and has the minerals and materials and ability to build it You need extremely high Sovereignty to apply the upgrade tot he IHUB, and only large alliances can hold enough Soved space, or have a large enough income to afford such)

CCP is about keeping the Rich rich, and the poor poor. The powerful in power, and the smaller little guys in high sec / lowsec.
Anyone who reads teh patch notes and has some general idea about how the mechanics in game coupled with player psychology works knows this and it is blatantly obvious.

There have been 100's of suggestions which would allow the smaller alliances to become very powerful, even a threat to large alliances, using gate locks and soved gate standings (The gate wont let you thorugh unless you have acertain standing to the corp unless you use a special hacking ship to hack the gate, etc and NPC guards in 0.0. (Much like concord hired mercenary NPCs through your upgrade hub to guard your space from neuts and enemies which roam belts sit onthe gates etc)

While yes the above would also make large alliances more powerful, it would make attacking smaller alliances Sovereignty a real challenge and a pain in the ass. CCP doesn't want small alliances in 0.0 or owning sov or in any real power in eve. If they did they could EASILY make it happen, but they don't as I said earlier they only make large alliances more powerful, and make the game harder for the little guy to get anywhere.

Im full of **** you say?

Name 1 Alliance that is under 200-300 (total members) which is not a renter alliance or Pet, or sponsored and supported by or of another Much larger alliance, which Owns and maintains it's own Sovereign systems in 0.0.

You can't because they don't exist. The game is basically designed so that large alliances can come in and mop out anything they want at any time. And CCP refuses to add game mechanics which even remotely hinder this from happening. Such as the ones listed above.

Why? Because the large alliances pay a lot of CCPs bills, and if they new their power basis was threatened they would rage quit. You can see this on any forum post suggesting CCP give the little guys some sort of benefit which may directly or indirectly make them a threat to the Larger alliances.

The big guys come in and go wha wha wha, nerf highsec, nerf wormholes, stop the little guys from taking our profits and make it harder to live in high sec and play the game.

And what does CCP do? Oky doky big 0.0 guys, Nerfstick to highsec, nerfstick to wormhole ABC ores, Nerfstick to wardec grief defenses in highsec, nerf this nerf that tot he little people.

And now they have implimetned a system which requires a small corp wardec'ed by griefers to PAY CONCORD an increasing amount of isk to hire allies 9increases exponentially for every ally after the first PLUS whatever that ally might charge) when they are being griefed.... I mean what the **** CCP... what the ****..... Are you TRYING to destroy smaller corps and alliances and make people quit playing and paying your subs?

Sorry about the rant, but seriously the last few patches from the CCP devs have done nothing but gimp the people who like to play in highsec. they ******* pay to play like everyone else. Stop ******* nerfing them.

Honestly Id like to see some serious 0.0 nerfs, and give the highsec and wh guys some serious buffs, then watch all the 0.0 Large alliances tear up the forums with rage quits.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#49 - 2012-06-25 21:15:58 UTC
Malcorian Vandsteidt wrote:
... IMO, a crazy random rant with some pretty unacceptable ideas....


I'm a member of a 200-300 pilot nullsec alliance. We live in NPC space becuase you are right, we could not realistically hold sov. We have had sov in the past, but without the backing of a larger alliance, we cannot hold it (and we're too proud to pay for protection).

Ideas like preventing enemies from entering our "territory" has many, many flaws, and doesn't address the real issue.
Nerfing nullsec and boosting highsec is pretty much the antithesis of EvE's risk vs reward paradigm, and will not help nullsec in any manner.

The real issue with EvE's sov mechanics is it's based on a Bigger is better scheme. Giant structure shooting where the only efficient way to win is to bring more ships and/or bigger ships is simply bad mechanics. I think some structure shooting with RF timers is important (as that's how you get the "promoted" 3000 pilot battles), but it should be just one part of the "sov" takeover system.

Unlike EvE's combat system, where there is an rochambeau like structure, there is no alternative to owning space other than shooting big structures. The real solution is to revise the Sov System to incorporate player activity. Putting a Flag on the moon should not give you claim to the moon, especially when you don't have anyone living there, or visiting it regularly.

I could go on, but this is a complete derailing of the thread....

The thread wants to decrease the flux of goods to/from lowsec/nullsec by nerfing the primary movement mechanism... which could have some benefits, as well as some drawbacks to nullsec industry. It really depends on how it's implemented...
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