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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Innominate
KarmaFleet
Goonswarm Federation
#2061 - 2014-10-02 00:54:56 UTC
Mallak Azaria wrote:
Well we have the tools now unless I'm missing something.


The manufacturing locations were changed. It still depends on having shipping of resources to/from Jita as most cannot be reasonably collected in-place where they can be collected at all.
Drodecas
the Goose Flock
#2062 - 2014-10-02 00:55:19 UTC
Best thing from ccp since wormehole space.
Looking forward to what this will do to the game.
For once this is something that add complexity to the game, not take it away.
Moving stuff will be more of a profession after this.


T2 BPOs have to go.
BlueJeff Azul
Reeloaded
Reeloaded.
#2063 - 2014-10-02 00:55:41 UTC  |  Edited by: BlueJeff Azul
Jennifer Maxwell wrote:
I welcome the changes. Shake Eve up a bit.

To all those who're leaving: o/ see ya!


It is being contemplated, leaving Eve. Why stay after spending so much time, isk, and some real money, when CCP decides to remove an aspect of the game I enjoy? Where is the fun in that? Some here call it crying. I call it voicing my real concerns.

Plus, I enjoy PvP and may return to World of Tanks. It provides freemium play so does not cost me a dime. Consider that CCP.
TigerXtrm
KarmaFleet
Goonswarm Federation
#2064 - 2014-10-02 00:57:10 UTC
I was going to say that this is probably the best set of changes CCP has come up with in a long time, but the recent changes to industry kind of make that untrue. Non the less, this is one hell of an amazing change that is going to shake up the balance of power in every corner of the universe. And the fun thing is that way too many people in this thread don't seem to realize that's the entire point Roll

Sure the current big players will probably already have started planning and preparing on how to defend their space once these changes hit. They probably will start trying to stockpile super caps in every corner of the universe to cover as much as possible. And with the trillions of income they will probably be able to hold on to their space for a few weeks or even months after the changes go live. But eventually some stockpiles will run dry for one reason or another. Pilots get fatigued both in game and in real-life. Keeping stockpiles stocked on the other side of the galaxy is going to take some serious effort, effort that's going to be too much to handle at some point. Weeks, months, who knows. But that point will come. Choices will have to be made as to when to defend what. And that's when we sit back and watch the dominoes fall.

Interesting times are ahead. And to think this is just phase one. Keep up the good work CCP, keep getting involved with the CSM and the players (the ones who can think beyond what's good for them personally) and EVE will have a bright future.

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Nazri al Mahdi
Federal Navy Academy
Gallente Federation
#2065 - 2014-10-02 00:57:30 UTC
Jita to Outer Passage in a Jump Freighter will now require 28 jumps, 2 without the benefit of a station.

CCP, if you nerf jump freighters, everyone who depends on them will nerf YOU. This is no joke - we are all very serious.
Paynus Maiassus
Imperial Academy
Amarr Empire
#2066 - 2014-10-02 00:57:35 UTC
How about being a little more variable on the range? Like (BEFORE skills) 2.5 LY for dreads, titans, titan bridges, 3.5 LY for carriers, supers, 4.5 LY for rorqs and JFs.

Maybe throw in some jump range increasing modules and implants.

I love the fatigue mechanic and think combat power projection needs a nerf. Not exactly thrilled with the indy/logistics range nerf though.
Eigenvalue
Republic University
Minmatar Republic
#2067 - 2014-10-02 00:57:52 UTC
Edgarr Friendly wrote:
I do love the idea of a capital ship jumping into a gate camp.

will happen once every few months and will be roundly and ritually humiliated on all eve media outlets. otherwise gate jumping will just be a joke feature
Lord Purifier
Brutor Tribe
Minmatar Republic
#2068 - 2014-10-02 01:00:07 UTC  |  Edited by: Lord Purifier
Quote:
Phase One contains the long-distance travel changes, as well as some other associated changes planned in Phoebe in November. These changes are not intended to be a silver bullet to fix all of Nullsec’s issues in one fell blow. Instead, they represent a significant improvement to specific areas of concern for Nullsec (and Lowsec) while also setting the stage for the later changes.

Phase Two is focused on medium-term changes to the ways that organizations capture and hold Nullsec space and infrastructure. We are working with the CSM as we firm up our plans for this phase and as we develop internal prototypes. It is during this phase that we expect to make greater progress towards smaller and more diverse Nullsec holdings. It is too early to go into great detail about what these changes will contain, but currently most of our conceptual prototyping has loosely fallen into categories that could be described as “occupancy-based” systems and more “freeform” systems that decentralize sov to focus more on control of the individual pieces of infrastructure. As we continue this investigation we will be working closely with the CSM and following all appropriate player feedback.

Phase Three is the stage that CCP Seagull discussed in the EVE Keynote at Fanfest this year. This stage is intended to build upon the changes that we are planning for starbases/structures and corps/alliances in 2015, changes that will open up new possibilities for more dynamic warfare and more granular control of territory. This phase is also intended to lead quite deliberately into the future through our vision for player-built stargates.

By splitting the task of improving Nullsec into manageable chunks, we are ensuring that we get you the best changes as quickly as possible rather than holding back needed updates. We’re happy to be getting the first significant chunk of these changes out to you all later this year.


CCP Greyscale, Looking beyond Phase 1, Can you confirm your expecting to be releasing Phase 2 ( aka Sov Mechanics rebalance) in the December patch ?

And in relation to Moon Goo / Industry, can you advise will you be looking at a rebalance of how this works, possibly implementing moon ring mining or moon goo depletion & random respawn?
Solecist Project
#2069 - 2014-10-02 01:00:51 UTC
2092... not bad .........

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Mitch Crawford
Diggers Corporation
#2070 - 2014-10-02 01:01:29 UTC
Don't like the Jump changes - seems like a $ maker as a pose to a game play improvement. Fly a archon - Gate to gate.
Zhul Chembull
Center for Advanced Studies
Gallente Federation
#2071 - 2014-10-02 01:01:36 UTC  |  Edited by: Zhul Chembull
History lesson. When this game initially came out there was what, 1k players max ? I don't even remember when nullsec became a viable option. Anyone remember MoO, (For those you that don't know masters of orion). What I really enjoyed is when they finally made logistics easier for us by giving us capitals to move our crap with. To take it away at this point is just pure lose.

The jump capabilities we have now is similar to the explosion of internet, it made things a lot easier to travel through. Now we are going back to a horse and rider for information ? This makes no sense whatsoever. As of right now the game is really enjoyable due to being able to move goods back and forth at reasonable prices. And regardless to what people think that this will change the game, it will not be in a positive way, but in a more boring way.

I will get my capitals out before this debacle happens and have some good laughs. I have one more month and then I get to have some good laughs over everyone that thinks this is a good idea. Mark my words, this will be one update everyone will regret, from big to small.

The big alliances will now only have to have their fleet put in forward chokepoint positions as there is no threat of anyone jumping a fleet in behind them to reinforce stations. Good luck moving your **** to null after this happens. LoL, nice play CCP.
Orion Sa-Solo
Rattini Tribe
Minmatar Fleet Alliance
#2072 - 2014-10-02 01:02:12 UTC
For all you doomsayers/quitters let me have your stuff before you go! Dont let the door hit you were CCP put the 'hurt' to you Big smile
Azrael Sheriph
The Scope
Gallente Federation
#2073 - 2014-10-02 01:02:24 UTC
This is a Really bad Idea.

if you wanna make null sec alliances panic. INCREASE JUMP RANGE by 500%
Herzog Wolfhammer
Sigma Special Tactics Group
#2074 - 2014-10-02 01:02:45 UTC
Well on the upside, a lot of people are not having to wait until November to decide what to do with their Eve careers.


Bring back DEEEEP Space!

uziel99
Multiplex Gaming
Tactical Narcotics Team
#2075 - 2014-10-02 01:03:49 UTC
Mitch Crawford wrote:
Don't like the Jump changes - seems like a $ maker as a pose to a game play improvement. Fly a archon - Gate to gate.


More like a money loser, the few who make new cyno accounts won't compensate for the number unsubbed.

From the formless void's gaping maw, there springs an entity.  Not an entity such as any you can conceive of, nor I; an entity more primordial than the elements themselves. In its wake there will follow a storm, as the appetite of nothing expands over the world. The Prophecy is true. Grayscale has come.

Logon Trap
Pator Tech School
Minmatar Republic
#2076 - 2014-10-02 01:04:19 UTC  |  Edited by: Logon Trap
Nazri al Mahdi
Federal Navy Academy
Gallente Federation
#2077 - 2014-10-02 01:04:32 UTC
The CFC should simply split up and control all the entry camps into 0.0. EVE: Won.
NFain
Sebiestor Tribe
Minmatar Republic
#2078 - 2014-10-02 01:04:47 UTC
BlueJeff Azul wrote:
Jennifer Maxwell wrote:
I welcome the changes. Shake Eve up a bit.

To all those who're leaving: o/ see ya!


It is being contemplated, leaving Eve. Why stay after spending so much time, isk, and some real money, when CCP decides to remove an aspect of the game I enjoy? Where is the fun in that? Some here call it crying. I call it voicing my real concerns.


It works both ways. I was on the fence on leaving because over the last 5-6 years eve has been moving away from the core routes of what I have invested so much in. This is finally a step back in the direction of pre-revelations, Something a lot of us "Bittervets" miss dearly. This game has just become a playpen for lazy players who want things to be easy for them.. when easy is no where near interesting. This is a great step towards bringing the words "meaningful" and "activity" together again in eve.
Evelgrivion
State War Academy
Caldari State
#2079 - 2014-10-02 01:04:58 UTC
Azrael Sheriph wrote:
This is a Really bad Idea.

if you wanna make null sec alliances panic. INCREASE JUMP RANGE by 500%


That would make things worse.

The entire reason why Nullsec has become a game of "global powers or gtfo" is the fact that every alliance is capable of affecting every fight. That range of influence must be removed for the game to become interesting.
Zelot Blueice
The Scope
Gallente Federation
#2080 - 2014-10-02 01:05:27 UTC
CCP! I love this update!

Bringing back REAL PVP for smaller groups, nerfing the power blocks, this is a touch for the rest of eve, this is awesome.

I stand with this 100%