These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Kronos] Freighters and Jump Freighters Rebalance [Updated]

First post First post First post
Author
Dave Stark
#561 - 2014-05-18 06:30:25 UTC
Dirk MacGirk wrote:
Freighters were fine.


yes they were.

i'm personally hoping for a CCP 180 and say "yeah we'll leave freighters alone, but this is what balance looks like... be careful what you wish for". i doubt it will happen, though. so on a more realistic level; i think they should at least knock it down to large rigs (justification: orca) if they're not going to scrap these changes.
Jarnis McPieksu
Aliastra
Gallente Federation
#562 - 2014-05-18 06:34:50 UTC
TrouserDeagle wrote:
basically I think forcing people to do freighter runs would be really neat, and add to the game.


Having played in 2005 when these were a thing, I will respectfully disagree with you.

Turning null logistics into escorted freighter runs would immediately kill what little 0.0 industrial activity there is. Such escort fleets would be hotdropped to bits and the losses would make any 0.0 logistics uneconomical. You underestimate how much goods have to move between 0.0 and Jita so the current gameplay works.

Removing JF jump drives would just make everyone turn into Titan-bridged freighters, upping the barrier of entry for nullsec to "got some titans, yo?". Removing Titan-bridged freighters would cause people to switch to anything that can be Titan-bridged - T2 haulers etc - in large quantities. Only by outright removing Titan bridges you could potentially see actual freight escort ops. Which would then die in a fire and there would be no 0.0 logistics. Everyone would live off a High sec/Low sec border and null would be much less populated in a hurry.

The whole issue boils down to this: Operating margins in EVE are small. They currently cannot price in any kind of losses due to unintended rapid disassembly of cargo ships. Changing this will have far-reaching unintended consequences.

And no, current changes will not change anything substantial. JFs will fit capital T2 cargo rigs (cheap!) and there will be a few more JF ganks due to slower align times and everyone carries on with some extra cargo capacity per run to offset the fuel consumption increases. In high sec freighters will choose between several rig types depending on their needs. Autopiloters will rig for more EHP to try stave off ganks, manual piloters will rig either align or cargo rigs, depending on the type of cargo - many will end up having two freighters in the hangar, one for pricy cargo, one for bulk cargo. Freighter manufacturers everyone will rejoice. Capital rig manufacturers everywhere will rejoice. Life goes on.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#563 - 2014-05-18 06:35:31 UTC
Tau Cabalander wrote:


I, too, can kill idiots.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#564 - 2014-05-18 06:38:34 UTC
Jarnis McPieksu wrote:
stuff


I did include nerfs to hotdropping and bridging. the consequences would be huge but good and intentional.
M'uva Wa'eva
Black Frog Logistics
Red-Frog
#565 - 2014-05-18 06:48:26 UTC
Co-founder of Black Frog checking in. I probably fly jump freighters as much as nearly anyone in Eve, and I'm not quite sure how I feel yet, despite the pages of comments that have gone before me!

It's possible there will be some self interest in my assesment of the proposed changes but I cetainly don't feel that there will be particularly, as ultimately Frog clients will bear the costs of the changes (either through reduced carrying capacity for the same reward, or an increased reward for the same carrying capacity). That affects our clients more than it affects us.

I'm not particularly upset by the cargo nerf, as a full set of t1 capital rigs brings that back to close to where it was before. T1 capital rigs cost only a fraction of the cost of a jump freighter, so that doesn't bother me particularly.

The agility nerf came out of the blue. Given how boring it is waiting for freighters of all descriptions to align before entering warp, I can't see it adding to game enjoyment, but you could always bring a webber along with you to speed things along. Personally, I spend as little time as possible in hisec these days - jump freighters primary drive is their jump drive, not their warp drive.

The biggest issue with rigging is the permanence of the decision, when freighters and jump freighters are used for multiple and different purposes at different times. Nobody is going to buy a set of personalised freighters or jump freighters for these different purposes.

I do heartily approve of the concept of tradeoffs between cargo/agility/EHP. That's smart game design. No issues there.

What would make the choices more meaningful, rather than set and forget choices like rigging, would be if they could be achieved via regular slots and modules like almost every other ship in Eve. Then I could choose to fly through hisec with increased cargo (but at the risk of reduced EHP), or choose to reduce my cargo (but increase my tank), or buff my agility when I plan to do lots of inter-station hauling (at the cost of reduced cargo and EHP). That would lead to a variety of choices I'd have to make every time I undock my freighter, which would, to be honest, make one of the boringest professions in eve slightly more interesting and thoughtful than the brain numbering state of logistics today for many people.
Dirk MacGirk
Specter Syndicate
#566 - 2014-05-18 06:50:01 UTC
Dave Stark wrote:
Dirk MacGirk wrote:
Freighters were fine.


yes they were.

i'm personally hoping for a CCP 180 and say "yeah we'll leave freighters alone, but this is what balance looks like... be careful what you wish for". i doubt it will happen, though. so on a more realistic level; i think they should at least knock it down to large rigs (justification: orca) if they're not going to scrap these changes.


Large rigs would be logical. Would probably make it all a bit more palatable.

I think the biggest thing CCP should be asking themselves is: what is it we want from freighters, why are we making this change at all and then lay out the case. Maybe they can make the case. Could be as simple as: these ships have been different (no risg and mods) for so long that you've all just gotten used to them being different from every other ship. We have to bite the bullet and bring them onto the same field as all other ships. As with any other change in the game, how they sell it goes a long way to player understanding and acceptance. Nobody likes nerfs, but they do happen and we adapt. But changes really should happen because of a vision, not just because a few people want something for nothing.
Hunt Smacker
Hunt Smacker Corporation
#567 - 2014-05-18 06:50:21 UTC
EVE is supposed to be a game, not a job Fozzie. It's already tedious enough flying around in these freighters, a small buff would have hardly caused the game to break. Now your just requiring more time and money to get SOME of the same results back - And in turn making EVE (especially hauling) more of a second job than a bloody game. And as an avid wormhole fan, I think this is just yet another low blow to wormhole residents.
Dave Stark
#568 - 2014-05-18 07:00:58 UTC
Dirk MacGirk wrote:
Nobody likes nerfs, but they do happen and we adapt. But changes really should happen because of a vision, not just because a few people want something for nothing.

you're right, nobody likes nerfs. however this isn't just "we're nerfing freighters". you can get more cargo, or ehp, or speed out of your freighter with rigs. except people seem to dislike the "or" part.

the vision is for people to pick 1 thing they want their freighter to excel at, and then rig it to do so.

people also remember these nerfs could have been harsher; fozzie didn't have to up the packaged capital m3 to 1.3m, he could have just taken more cargo from freighters and said "**** you all" hence a few people saying they "expected worse".

I'm just glad i outsource the vast majority of my hauling, and that which i don't outsource is done in my trusty orca.
Mag's
Azn Empire
#569 - 2014-05-18 07:05:06 UTC
Ahh so I was also correct and did in fact say this would happen. I shall now join the 'Told you so' group.

Always, always be careful what you wish for.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Barton Breau
University of Caille
Gallente Federation
#570 - 2014-05-18 07:05:50 UTC
Jarnis McPieksu wrote:
... with some extra cargo capacity per run to offset the fuel consumption increases.


Im not particularly good at math, but a 4% increase in cargo capacity to offset more risk due to align and 50% more jump fuel cost does not seem to add up.
Dave Stark
#571 - 2014-05-18 07:05:52 UTC
Mag's wrote:
Ahh so I was also correct and did in fact say this would happen. I shall now join the 'Told you so' group.

Always, always be careful what you wish for.

i think we're getting some t-shirts made up.
Gumpy Bitterhawk
Federal Navy Academy
Gallente Federation
#572 - 2014-05-18 07:09:24 UTC
Give me 1 good reason why a 6.5 billion isk ship (7.5 soon), wich needs a second account to be able to work (cynos) is in need of nerfing? Literally, 1 good reason? It costs half a ******* super as it is already.

You know, im not sure what i like more, the old ccp that didnt lissen to their members and changed stuff around slowly but fairly, or the new ccp that wants constant input from their members and then drasticly changes **** without there being any need for it...
Abulurd Boniface
Center for Advanced Studies
Gallente Federation
#573 - 2014-05-18 07:10:35 UTC  |  Edited by: Abulurd Boniface
Daichi Yamato wrote:
Abulurd Boniface wrote:


I was enthusiastic when CCP Fozzie announced rigs for freighters at Fanfest. The way these are going to be implemented, if that really is the final word, makes it seem like there's no real gain for the freighter pilot.


because u thought u were getting a straight buff to a ship that didnt need a buff. No real gain other than choice was due.


No. I was excited for the freighter pilots, hoping it would give them better options. Over the course of my now many years of being an EVE pilot this was the first time I saw something announced for freighter pilots. I have not followed threads here where people, very astutely it turns out, warned about 'getting what you wish for'.

It's no skin off my nose though. I can fly a freighter but I don't have one. My Orcas have proven to be adequate for my purpose. A freighter has never seemed like a worthwhile investment. Now even less so.

I joined this conversation because I was surprised about these changes. I appreciate, wholeheartedly agree with and welcome the risk/reward equation in EVE. In my previous posts I have asked what the reward here is for the freighter pilot because I have a hard time seeing one.
Sobaan Tali
Caldari Quick Reaction Force
#574 - 2014-05-18 07:12:22 UTC
Yup. HP drop, check. Cargo capacity drop, check. Capital rigs so they won't be cheap to fit, check. All for the sake of all the "I want it" threads.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Nevyn Auscent
Broke Sauce
#575 - 2014-05-18 07:12:35 UTC  |  Edited by: Nevyn Auscent
This is about the worst possible implementation of giving freighters 'customisation' and simply serves to perpetuate the idea that industry characters are second class citizens there to be used as punching bags by people that like to shoot things.
And has significant follow on effects to POS's with regards to changing capital sizes also.

The much better solution would have been to chop the cargo hold into several smaller holds and get rid of the worry about limiting carrying capitals once & for all. Several special holds that increase by level, say 300k m^3 each. And a similar sized Cargo hold that you can choose to affect with Cargo rigs. Then give them a real amount of fittings and slots, let them fit at least BS sized active tanks tanks, along side current passive EHP, 100MN MWD's, MJD's, the works. If not actual Capital size tanks. At least 10 slots.

Now you have actual choice involved in how you fit them rather than crazy gimped fitting options that will always be an obvious nerf
Gumpy Bitterhawk
Federal Navy Academy
Gallente Federation
#576 - 2014-05-18 07:12:47 UTC
Dave Stark wrote:
Mag's wrote:
Ahh so I was also correct and did in fact say this would happen. I shall now join the 'Told you so' group.

Always, always be careful what you wish for.

i think we're getting some t-shirts made up.


I think the 'I told you so' guys should start a new thread and start backpadding around in there, because its getting pretty annoying in this one.
Vigilanta
S0utherN Comfort
#577 - 2014-05-18 07:13:30 UTC
Bad changes, leave them as is, screw the rigs and some EHP or agility one of the 2. Frieghtor work is annoying enough as is no need to make it more painful. Suicide ganking freighters is stupid easy, this just makes it easier, or makes logistics take even more god aweful long.

Logistics work is the worst aspect of the game at current, why do a few seem to think its OP/to easy idk. NEWS FLASH, unless dramatic changes are made there will be little to no incentive to mine to the extent needed in null to move industry there and even then it will have to be exported to sell off the excess in order to make money in HS. Half of nulls logistics wizards are about to be on even more extreme suicide watch, there is a reason it exists. If anything proposed changes are creating an atmoshpere to make null less dynamic because of logistics becoming more a PITA. This is not what we want, we want changes that fan the flames of war and encourage the break down of the mega coalitions.

Increased fuel consumption/prices, decreased hauling capacity if you actually want to live are raising the barrier to entry to null and low not lowering ti and lowering it is what we want. The big empires will shoulder these costs bitching and moaning the whole time, but they wont change how they operate just put there massive incomes to work and say "meh"

Dave Stark
#578 - 2014-05-18 07:13:50 UTC
Gumpy Bitterhawk wrote:
Dave Stark wrote:
Mag's wrote:
Ahh so I was also correct and did in fact say this would happen. I shall now join the 'Told you so' group.

Always, always be careful what you wish for.

i think we're getting some t-shirts made up.


I think the 'I told you so' guys should start a new thread and start backpadding around in there, because its getting pretty annoying in this one.


duplicate threads get locked, we've got to be smug here i'm afraid.
Steijn
Quay Industries
#579 - 2014-05-18 07:15:45 UTC
CCP Fozzie wrote:
stuff


any chance that you could follow some of the others and leave for Riot? its obvious that you are completely out of touch and out of your depth with this game.
Dirk MacGirk
Specter Syndicate
#580 - 2014-05-18 07:16:19 UTC
I apologize to those who have probably fought this battle in previous threads related to "fixing freighters". However, now that changes to freighters are being proposed, I need to ask the question:

If the goal is flexibility for a ship, and the result is a major overhaul to base stats, why stop at rigs? Rigs are traditionally a secondary form of augmentation. Mods are where the real flexibility comes in.

I recognize that could mean CCP does even more to the base stats and the end result might be a much bigger change than we are destined to get now. But why not just get it all out of the way now? Absorb a full freighter revamp that puts freighters on the same field as every other ship in the game. That way, we adapt to the big change (tears and all), but future rebalancing efforts would be at the margin and akin to the rebalancing associated with other ship classes.

Again, apologies to those that may have logically answered why this was a bad in the past. I know it's frustrating to have the same argument over and over. But that was when changes to freighters were just pipe dreams from people who wanted something for nothing. We're obviously past that point now and dealing with the reality that some change is probably imminent. The question is: do we want a half measure or should we just progress to putting freighters on the same level as all other ships in the game?