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[Kronos] Freighters and Jump Freighters Rebalance [Updated]

First post First post First post
Author
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#541 - 2014-05-18 05:34:06 UTC
Tau Cabalander wrote:
TrouserDeagle wrote:
I can't help but notice that this change to jump freighters isn't any kind of jump drive nerf or removal.

when are jump drives and bridges being nerfed? they're probably the most overpowered thing in game currently, so I'm guessing it's a fairly high priority and will be happening soon.
(j/k the council of nullsec wouldn't allow it)

Nerfing jump drives wouldn't change anything. It would only make things more un-fun, and increase the number of cyno alts.


actually it wouldn't. logistics is currently immune to pvp, even though this is a pvp game. currently you can't even prevent a JF or capital from travelling if you're in empire space. you certainly can't kill it one at all.
by removing the tackle immunity from siege/triage, needing a cyno to be up for a time before it can be jumped to, and making jumping be a proess which takes time and can be cancelled by tackling, removing 100mn prop exploits from caps and web instawarping, probably adding minimum jump range constraints (like on pos) to stations and yeah I guess a nice jump range nerf (did I forget anything), jump drives would be less silly. oh, and bridging and pos titans would need to be horribly ruined in some way as well, but I've not thought about that.
I'd also like to see jump freighters lose their jump drives and turn into tanky stabbed freighters or something, and see massively reduced hauling abilities on caps. basically I think forcing people to do freighter runs would be really neat, and add to the game.
SiKong Ma
Perkone
Caldari State
#542 - 2014-05-18 05:39:31 UTC
PotatoOverdose wrote:
You know, I can live with having to T2 cargo rig my Anshar. I can live with my freighters having lower tank. But why'd you have to nerf their agility?

Did someone at CCP seriously say something along the lines of "Oh this freighter aligns in less than five minutes, we can't have that!" It just doesn't make any sense IMO.


I fully agree with this. Why nerf align time? It is already too boring flying a freighter and now we have a choice of choosing our hell:

1) Rig for max cargohold but die being ganked.
2) Rig for fastest align time/warp speed but face twice the risk running the freighter from A-B then back to A and A-B all over again to haul the same amount (risking gankers 2 times).
3) Rig for max EHP and face hauling LESS and running the freighter from A-B then back to A and repeat TWICE more (that means risking gankers 3 times) as well as additional risk of dying of old age waiting for align times.

Note: I didn't bother to do the exact maths but that's the gist of it.
Tau Cabalander
Retirement Retreat
Working Stiffs
#543 - 2014-05-18 05:40:31 UTC
TrouserDeagle wrote:
actually it wouldn't. logistics is currently immune to pvp, even though this is a pvp game. currently you can't even prevent a JF or capital from travelling if you're in empire space. you certainly can't kill it one at all.

Huh?

TrouserDeagle wrote:
by removing the tackle immunity from siege/triage, needing a cyno to be up for a time before it can be jumped to, and making jumping be a proess which takes time and can be cancelled by tackling, removing 100mn prop exploits from caps and web instawarping, probably adding minimum jump range constraints (like on pos) to stations and yeah I guess a nice jump range nerf (did I forget anything), jump drives would be less silly. oh, and bridging and pos titans would need to be horribly ruined in some way as well, but I've not thought about that.
I'd also like to see jump freighters lose their jump drives and turn into tanky stabbed freighters or something, and see massively reduced hauling abilities on caps. basically I think forcing people to do freighter runs would be really neat, and add to the game.

None of that would change anything. If an alliance needs to move from X to Y, they will. It will just require more alts, and be a bigger PITA.
Esur A'saw Ti
Wont To Buy
#544 - 2014-05-18 05:42:52 UTC
baltec1 wrote:
Angelina Duvolle wrote:
baltec1 wrote:
[quote=Axe Coldon]

We told you they would be nerfed to compensate for the rigs.



I didn't ask for rigs. I asked for them to be re balanced thoughtfully, given interesting roles or bonuses, or adding in mechanics, means, roles etc, that make flying them more fun, less boring.

You guys are nearly as unoriginal and lacking in creativity as fozzy.


I spent the last two years telling people adding rigs would result in these nerfs and got nothing but abuse. You will forgive me if I take this time to smug it out while these same people rage about what they have brought upon themselves.

Not their fault, there is really a problem with hs freighters ganks, it's absolutely stupid that you can kill one with what 10 cata? It should be at least 50+ and give a tanking malus to autopilot ships that's how I would balance the game.
Goat Cannon
Im on a Goat
#545 - 2014-05-18 05:43:24 UTC
CCP Fozzie wrote:
Tippia wrote:
CCP Fozzie wrote:
T1 rigs are easily enough to bring normal freighters above their current cargo values.

Yes, but I fly a JF. I picked it because of its nippy align speed, good tank, and descent-enough cargo hold. I can restore one of those at a massive cost.


Actually the tank on your JF is about the same as before, thanks to the extra resists. So you get one of the three for free! Blink

But yes, the fact that this is a small reduction in Jump Freighter power is completely intended.


Wait...what? So a 6.5b jf, wich will be slower, shittier, and consume more fuel after this 'fix', wich will then also need another ~1billion in t2 rigs to make the hold on par with what it now is, and this is called a SMALL reduction? I really really hope you are kidding. If anything, these stupidly expensive haulers need a boost, not a stupid nerf.

Welcome back shotgunning freighters, i guess.
Dirk MacGirk
Specter Syndicate
#546 - 2014-05-18 05:44:08 UTC
baltec1 wrote:
Dealin'lak wrote:
Gotta appreciate the irony....

1- Use Fanfest to announce the "Awesome addition of rigs to Freighters and Jump Freighters".

2- Get everybody hyped up and expecting a nice addition for their ships.

3- Eventually come out saying that those "awesome additions" to Freighters and Jump Freighters hide what is actually an "intended" (to quote CCP Fozzie) nerf....

It's a REAL sad day when you realize politicians could learn a trick or two from CCP :(


Cant blaim CCP for people thinking they would add rigs without nerfing the freighters to keep them balanced. They were warned this would happen.


baltec - seriously does it matter if some players were warned by a handful of other players? Can we just stipulate for the record that a few people knew the outcome and were proven right. Yes, you were right. Dave was right, Trip was right. I completely agree some of you were involved in previous threads combating the idiots. You should get a medal from everyone else.

Now that you were right and the mongs who thought they could get something for nothing were proved wrong, the rest of us now need to deal with the fallout. This change shouldn't happen on either side of the equation as proposed. Too big of a hit for the "flexibility" of rigs, which are inherently inflexible at the capital ship level. Mods would probably result in an even worse hit, but at least then we could claim some level of real flexibility. I don't propose those either. I propose the status quo. Freighters were fine.
Sierra Mackenzie
Black Widow Logistics
#547 - 2014-05-18 05:47:15 UTC
Why? This is supposed to be an industry expansion?

Suicide ganking is already making freighter usage pretty much impossible between the major hubs. Why make things worse? The isotope consumption thing is already going to cripple small alliance logistics and nothing else, and this just make things worse. Requiring expensive rigs to hit the old values does nothing but inflate killmail values for the no brain, no skill required suicide ganks that are ruining the ability for freighters to serve their purpose within the game. If anything, freighters should be getting an overall EHP buff to counter the fact that they're hilariously easy to kill, and this will make it even worse.

Disclaimer: I suicide gank freighters with CODE on a consistent basis. You dock up, you get a free Talos, you go blob a freighter, wait 15 minutes, and repeat. There is absolutely no skill or risk involved whatsoever. Part of what we do is to show the devs how stupidly obsolete freighters have become, and this just puts the nail in the coffin.
baltec1
Bat Country
Pandemic Horde
#548 - 2014-05-18 05:48:41 UTC
Esur A'saw Ti wrote:
baltec1 wrote:
Angelina Duvolle wrote:
baltec1 wrote:
[quote=Axe Coldon]

We told you they would be nerfed to compensate for the rigs.



I didn't ask for rigs. I asked for them to be re balanced thoughtfully, given interesting roles or bonuses, or adding in mechanics, means, roles etc, that make flying them more fun, less boring.

You guys are nearly as unoriginal and lacking in creativity as fozzy.


I spent the last two years telling people adding rigs would result in these nerfs and got nothing but abuse. You will forgive me if I take this time to smug it out while these same people rage about what they have brought upon themselves.

Not their fault, there is really a problem with hs freighters ganks, it's absolutely stupid that you can kill one with what 10 cata? It should be at least 50+ and give a tanking malus to autopilot ships that's how I would balance the game.


Whats daft is people think 30 freighters getting ganked a month constitutes "out of control ganking".

This is entirely the fault of highsec bears, you nerfed yourselves.
baltec1
Bat Country
Pandemic Horde
#549 - 2014-05-18 05:52:43 UTC
Dirk MacGirk wrote:
baltec1 wrote:
Dealin'lak wrote:
Gotta appreciate the irony....

1- Use Fanfest to announce the "Awesome addition of rigs to Freighters and Jump Freighters".

2- Get everybody hyped up and expecting a nice addition for their ships.

3- Eventually come out saying that those "awesome additions" to Freighters and Jump Freighters hide what is actually an "intended" (to quote CCP Fozzie) nerf....

It's a REAL sad day when you realize politicians could learn a trick or two from CCP :(


Cant blaim CCP for people thinking they would add rigs without nerfing the freighters to keep them balanced. They were warned this would happen.


baltec - seriously does it matter if some players were warned by a handful of other players? Can we just stipulate for the record that a few people knew the outcome and were proven right. Yes, you were right. Dave was right, Trip was right. I completely agree some of you were involved in previous threads combating the idiots. You should get a medal from everyone else.

Now that you were right and the mongs who thought they could get something for nothing were proved wrong, the rest of us now need to deal with the fallout. This change shouldn't happen on either side of the equation as proposed. Too big of a hit for the "flexibility" of rigs, which are inherently inflexible at the capital ship level. Mods would probably result in an even worse hit, but at least then we could claim some level of real flexibility. I don't propose those either. I propose the status quo. Freighters were fine.


I agree entirely.

Alas, I would plan for this going through, I will be fitting warp speed rigs to mine and just lumping the hit to my cargo.
Brutherlegs
School of Applied Knowledge
Caldari State
#550 - 2014-05-18 05:54:52 UTC
This better be one big late 1 april joke.
Xequecal
Ministry of War
Amarr Empire
#551 - 2014-05-18 05:56:34 UTC
Sierra Mackenzie wrote:
Why? This is supposed to be an industry expansion?

Suicide ganking is already making freighter usage pretty much impossible between the major hubs. Why make things worse? The isotope consumption thing is already going to cripple small alliance logistics and nothing else, and this just make things worse. Requiring expensive rigs to hit the old values does nothing but inflate killmail values for the no brain, no skill required suicide ganks that are ruining the ability for freighters to serve their purpose within the game. If anything, freighters should be getting an overall EHP buff to counter the fact that they're hilariously easy to kill, and this will make it even worse.

Disclaimer: I suicide gank freighters with CODE on a consistent basis. You dock up, you get a free Talos, you go blob a freighter, wait 15 minutes, and repeat. There is absolutely no skill or risk involved whatsoever. Part of what we do is to show the devs how stupidly obsolete freighters have become, and this just puts the nail in the coffin.


Honestly, they should just remove the attack battlecruisers from the game entirely. It solves this problem (it'll now cost you 3x as much to suicide gank a freighter) alongside a host of other ones.
Dirk MacGirk
Specter Syndicate
#552 - 2014-05-18 05:59:55 UTC
baltec1 wrote:
Dirk MacGirk wrote:
baltec1 wrote:
Dealin'lak wrote:
Gotta appreciate the irony....

1- Use Fanfest to announce the "Awesome addition of rigs to Freighters and Jump Freighters".

2- Get everybody hyped up and expecting a nice addition for their ships.

3- Eventually come out saying that those "awesome additions" to Freighters and Jump Freighters hide what is actually an "intended" (to quote CCP Fozzie) nerf....

It's a REAL sad day when you realize politicians could learn a trick or two from CCP :(


Cant blaim CCP for people thinking they would add rigs without nerfing the freighters to keep them balanced. They were warned this would happen.


baltec - seriously does it matter if some players were warned by a handful of other players? Can we just stipulate for the record that a few people knew the outcome and were proven right. Yes, you were right. Dave was right, Trip was right. I completely agree some of you were involved in previous threads combating the idiots. You should get a medal from everyone else.

Now that you were right and the mongs who thought they could get something for nothing were proved wrong, the rest of us now need to deal with the fallout. This change shouldn't happen on either side of the equation as proposed. Too big of a hit for the "flexibility" of rigs, which are inherently inflexible at the capital ship level. Mods would probably result in an even worse hit, but at least then we could claim some level of real flexibility. I don't propose those either. I propose the status quo. Freighters were fine.


I agree entirely.

Alas, I would plan for this going through, I will be fitting warp speed rigs to mine and just lumping the hit to my cargo.


I would expect it too. Mainly because once they propose something, the likelihood of a complete reversal to the status quo goes right out the window.
Maldiro Selkurk
Radiation Sickness
#553 - 2014-05-18 06:03:09 UTC  |  Edited by: Maldiro Selkurk
Khanh'rhh wrote:


You're a special case in that you're asking for more modules. Great! I'm not going to try to argue you out of it anymore; ask CCP for, say, 2 low slots. They will probably give you two low slots, and a 40% nerf to cargo, and hull HP, and some off the armour too.
Then you can whine "but to get back to old cargo values I need to fit modules ... and they have drawbacks!"

And then we can do "told you so" all over again.


I know speaking for both sides of an argument makes winning said argument pretty easy. But how about we do this you state your side of the argument and you let me handle my side (so stop putting words into my mouth I never said).

I knew that and spoke of the need to nerf freighters in order to be able to fit them with rigs and mods. My arguments always centered around nerfing freighters in such a way that when all was said and done you would be able to rig/mod your ship to have exactly the same stats as it has now. I even went so far as to suggest that freighter exclusive rigs and mods be added to the game to make balancing easy.

My argument is simple. When 99.9% of all ships in a game are balanced around rigs and mods the same shouldn't be such an elusive concept that CCP devs couldn't accomplish it ( except perhaps for Fozzie who apparently completely missed the point of our request for change since what we sought was flexibility and what he plans on giving us is the very antithesis of flexibility, namely a rig only solution). Rigs are a ships backbone not something you swap out to head to jita. Mods are where flexibility comes in and we are apparently getting none of that.

The Orca can have many adjustments made using mods. I want freighters to be able to change between tank and carrying capacity, simple.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Nex Killer
Perkone
Caldari State
#554 - 2014-05-18 06:08:01 UTC
Nex Killer wrote:
I have a question about this change the Charon is losing about 30% of its base cargo correct? So does that mean in the BPO is it going to use 30% less capital Cargo Bays? So from needing 105 to only needing 74? Because I think that is only fair with this change and it makes sense.


In hopes of Fozzie seeing this.
Alexander McKeon
Perkone
Caldari State
#555 - 2014-05-18 06:11:42 UTC  |  Edited by: Alexander McKeon
Fozzie, for the love of Bob, please undo those mass increases! Keep them under 1M mass so that they can still fit through an M555 or D792 wormhole between high class w-space and hisec. You have not presented ANY compelling balance reason whatsoever for preventing wormhole residents from using freighters. Mass is not just a component in the align time calculation, it is of vital concern for it's ability to access certain regions of space.

If this change goes through as proposed we're going to see a lot of freighters stuck in wormholes until they get a lowsec connection adjacent to high, making wormhole logistics even more painful than it already is, which is not needed at all.

Edit: After a few minutes thought, these changes seem aimed at preventing Titan-bridged freighters from becoming a more economical method of transport than JFs, but that's no reason to screw over wormhole folks. Increasing max jump mass on those holes isn't possible either, or caps would enter HS through them. You can either forbid freighters from using direct C5/C6 --> HS connections, or permit titans to bridge freighters cheaply; I urge you to pick the latter.
Dirk MacGirk
Specter Syndicate
#556 - 2014-05-18 06:12:50 UTC
Nex Killer wrote:
Nex Killer wrote:
I have a question about this change the Charon is losing about 30% of its base cargo correct? So does that mean in the BPO is it going to use 30% less capital Cargo Bays? So from needing 105 to only needing 74? Because I think that is only fair with this change and it makes sense.


In hopes of Fozzie seeing this.


LOL are you serious? Like, seriously serious. Build requirements don't go down. Not for supers or titans or anything
Brutherlegs
School of Applied Knowledge
Caldari State
#557 - 2014-05-18 06:13:24 UTC
Nex Killer wrote:
Nex Killer wrote:
I have a question about this change the Charon is losing about 30% of its base cargo correct? So does that mean in the BPO is it going to use 30% less capital Cargo Bays? So from needing 105 to only needing 74? Because I think that is only fair with this change and it makes sense.


In hopes of Fozzie seeing this.


hes probably too busy coming up with some damagecontrol over these **** poor changes
Sato Page
Auctor Illuminatas Infinitum
#558 - 2014-05-18 06:22:35 UTC
YES! A logistic nerf is just what we need right now! Tears of joy! :')

Dinsdale Pirannha for [u]CEO [/u]of [u]CCP[/u]

Cardano Firesnake
Fire Bullet Inc
#559 - 2014-05-18 06:26:37 UTC
Freighters are really too slow.
Why? Is there a reason for that?
If they were two times faster that will not change the capacity to gank them, that would not change the need of transport.
Why should we spend 3hours to move something. As if 1h30 was not ebough boring.

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Ben Hatton
Science and Trade Institute
Caldari State
#560 - 2014-05-18 06:26:40 UTC  |  Edited by: Ben Hatton
Too bad freighters don't have a high slot so we can bash the Jita monument in our freighters over this Roll

Please, please reconsider this change guys, or just leave things as they are now.

That said, I think I can see the direction over all CCP are going with all their changes recently and coming up over the next 2 years. They want player empires that are entirely self sufficient. This in theory sounds like a good idea, rather than be the PVP focused, indy and logistics when they need to be alliances we will start to see many more different play styles being involved out in the wild wild west (east north and south) that is Null out of necessity. A much more diverse environment is probably a good thing.

And who knows, with the NPC empires loosing their strength in the lore side of things, not only the pirate factions are stepping up to fill the gap but perhaps the player empires over time too. With Hilmar chanting destruction, we may see a reduction in the amount of HS space as player empires move in to conquer it.

Still, personally, I don't have the RL time nor bother to be involved in that stuff, so for me, Id not be a fan of this as mentioned earlier.