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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Prince Kobol
#301 - 2014-10-01 18:04:00 UTC
Kismeteer wrote:
Anybody who lives far from NPC space is basically untouchable now. We can hole up in Branch and nobody could touch us.

And for those who are uninformed, the reason that the null sec groups are 'crying' is because they understand null sec. I know it's hard to understand when you live in high sec, but using jump bridges and capitals are daily living up here. Hell, I traveled 30 LY just today via jump bridge, and that was just to pick up a single module. Without this, we're back to the days of daily freighter runs, which are boring as hell.

And if you want a fight? Good ******* luck. And eve without fights is a dead eve.

Like I said before.. Well done for winning Eve Big smile
Ai Mei
Starfish Operating Syndicate
#302 - 2014-10-01 18:04:08 UTC
bp920091 wrote:
Seriously, this change will 100% kill the T2 market, without a doubt. There is no way to actually have t2 goo produced locally, and without local production, things either wont happen, or they'll happen at massively inflated rates.

In nerfing force projection, CCP's killed the economy, great job. Couldn't have made a better way to do it myself.

What about all that moon goo in low sec?

What about Syndicate space which is 1 jump from high sec in pf-346.

Your arguement is invalid.
Domanique Altares
#303 - 2014-10-01 18:04:10 UTC
Rockstara wrote:
CCP Logibro, CCP Fozzie, CCP Greyscale

Hope these changes work out.

Though I suspect a primary emergent effect will be a lot of canceled alt accounts. I'm certainly considering it.

Don't think about it too long. Cold turkey is the best way to handle these things. Do it without delay.
Lady Spank
Get Out Nasty Face
#304 - 2014-10-01 18:04:11 UTC
Everybody Jump Jump.

(ಠ_ృ) ~ It Takes a Million Years to Become Diamonds So Lets Just Burn Like Coal Until the Sky's Black ~ (ಠ_ృ)

Eldin Sunstrider
Goonswarm Federation
#305 - 2014-10-01 18:04:23 UTC
Thanks CCP. Now I can unsubscribe 3 cap accounts, and spent time with my wife instead.
Aloe Cloveris
The Greater Goon
Clockwork Pineapple
#306 - 2014-10-01 18:04:30 UTC
f u ccp i swer 2 crist if u nerf ishstar im unsubbing my 144 acouts
Andrea Keuvo
Rusty Pricks
#307 - 2014-10-01 18:04:34 UTC

Sentient Blade wrote:
Nobody in their right mind would move a capital through a gate when you can get tackled by a frigate when it takes until christmas to get a lock on them to launch drones and defend yourselves.

I'm sure people will find a solution to this.

The solution is desubbing, and if you leave the changes exactly how they are I'm sure a lot of people will apply the solution.
Bastard Children of Poinen
#308 - 2014-10-01 18:04:35 UTC
Overall idea: B+

Things that don't work, IMO:

I don't think the clone jump thing makes sense. Maybe allow you to set clone jump to any destination with sufficient standings *and* the same corp as the station you're currently in? This allows SoV for clone jumping to work as defense.

I think the cooldown timer multiplier is excessive. Addition is insufficient. Maybe 0.5 * existing fatigue multiplied by new fatigue number. Fatigue decay seems a little bit slow.

I feel blops should get a bonus so that bomber/blops/recon HK isn't affected as much.

Ultimately, the goal was to reduce some of the guaranteed dogpile you got when two smaller entities engage each other. With TiDi, you really want the jump response time to be effectively longer than a normal fight duration (20 minutes before TiDi), but not too long so that you don't get some amount of escalation possible if the original fight doesn't finish quickly. As such, figure you should be able to jump half the map in less than 3 hours, meaning a fight in TiDi that goes past 15-20 system minutes can possibly see the dogpile.

I also think that with these changes, locator agents should only be able to find players within 5 LY of stations owned by their corporation. This would make for a much more interesting surprise factor, since corporations would be able to stealthily reposition supers/caps ahead of a fight, without a bucket of alts near Jita being able to track all the cap pilots within a few minutes.

Dr Fly
Burning Napalm
#309 - 2014-10-01 18:04:37 UTC
ok, so the update is intended to change the way the dynamics of null sec works. make it difficult for the large sov holders to spread out. I get that bit and kind of like the idea, but its 5 years too late.

I am now classed as an eve bitter vet. I only keep my subscription going for the once in a blue moon large fight which produces enough adrenaline to keep me going to the next fight. I don't profit from any sov or moon goo, and most of the in game money making systems and 90% of the content of the game i no longer bother with. as the effort vs reward for my game level are to low to provide any sort of satisfaction and fun.

SO i log in, shoot a load of red brosefs, who probably log in for the same purpose, i talk to others about the shooting of said brosefs, and i log out again.

You make that a harder thing to do, you remove the only reason i have left to log in. I imagine that all your complaints are off a similar nature.

in summary, you get a B- for creativity, but an F for implementation. This idea sucks
Gob Lox
Sebiestor Tribe
Minmatar Republic
#310 - 2014-10-01 18:04:38 UTC
I'm pretty sure this isn't going to last. They will lose hundreds, maybe thousands, of accounts if these changes are implemented.
Lord Battlestar
Atrox Urbanis Respublique Abundatia
#311 - 2014-10-01 18:04:55 UTC
I am not impressed with this idea at all. The jump range limit I can agree with, but the cooldown timer seems to me like a lazy change. The pod clone jump nerf is a very bad idea as how is a new member of a corp supposed to get to their new home system? Do they have to jump 40~ jumps to just be able to set their medical clone? What happens if they get podded along the way? Now they have to start the whole trip over again.

I understand wanting to make it more difficult for power projection, but this will make any long distance fights nearly impossible. Forget about trying to take a region across the universe, you are going to be rfing everything in stealth bombers. At this rate you might as well just remove all capitals from the game Roll. I wouldn't be surprised to see subscription numbers take a massive dive from older veterans like myself. Afterall now their most expensive assets have been rendered expensive hanger ornaments.

I think if it were just the capital range jump nerf and the fatigue timer itself the change wouldn't be as painful. But the pod cloning nerf makes it not worthwhile to make the 40~ jumps to just set your clone. The gate idea is very daft in lowsec, as who is going to want to move a ship slower than a Freighter through lowsec? Let alone 0.0?

I once podded myself by blowing a huge fart.

Goonswarm Federation
#312 - 2014-10-01 18:04:57 UTC
CCP Greyscale wrote:
Retar Aveymone wrote:
The abolition of podjumping makes it massively difficult for our newbies to join us in Deklein. Has any thought been put into that?

Yes, but it's a thing we're still not happy with the state of. We're going to discuss this specific issue more tomorrow, with the aim of coming up with a reasonable solution that deals with the newbie use case without opening the door to more general problems. Stay tuned for more info.

Maybe apply the same changes to podjumping that capital jumps have -- only available targets are inside a 5LY jump range, and you incur jump fatigue. Maybe perhaps also allow an emergency podjump to your "home" system (the one you get assigned to if you get locked out of your existing medical clone location) once every 20h or something. This would let people exit warzones and aid people in getting to your alliance's space for the first time without allowing instantaneous travel throughout the galaxy.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#313 - 2014-10-01 18:05:02 UTC
The idea of some of the changes sounds interesting in principle... But jump fatigue sounds bloody awful with the current numbers.
colera deldios
#314 - 2014-10-01 18:05:14 UTC
Infinite Point
Test Alliance Please Ignore
#315 - 2014-10-01 18:05:15 UTC
You forgot the bit where Bobby Tables blows his brains out
Caldari Navy Reconnaissance
#316 - 2014-10-01 18:05:16 UTC
The jump range nerf to Jump freighters specifically, is overkill, and really needs to be rethinked.

The jump range nerf and fatigue to all the combat classes, I can see the reasoning behind, and is good,, capital fights will be localized. Risk of using dreads is lower. Knowing your enemy capital presence is far more valuable. Intel on enemy supercaps is far more valuable. Hitting two places at the same time, is a far more viable strategy.

But 5Ly on jumpfreighters, (and rorquals)... someone needs to be dangled off the side of a skyscraper for that.
Erasmus Phoenix
#317 - 2014-10-01 18:05:17 UTC
Hang on... I just did some maths on your devblog example...

After jumping those 17.5 light years in 4 jumps, your example person has 706.74 jump fatigue... Unless I'm doing my maths wrong, it's going to take almost FIVE DAYS for that penalty to go away again.

What the hell.
The Scope
Gallente Federation
#318 - 2014-10-01 18:05:19 UTC
I think I understand the intent of the changes, but should the range of jump freighters and rorquals really be nerfed as well? I'm not sure I can afford to have 10-15 cyno alts waiting around for me everywhere... it's already painful enough with the current ranges. I think that these changes could possible destroy the null sec markets that you guys want all of these small fights to be based out of. No one in their right mind is going to take a freighter/JF/rorqual through low/null sec gates, markets outside of a reasonable distance to high sec will be abandoned.
Milton Middleson
#319 - 2014-10-01 18:05:30 UTC
Eldin Sunstrider wrote:
Thanks CCP. Now I can unsubscribe 3 cap accounts, and spent time with my wife instead.

Make sure your wife knows you loved your Ark and Archon more than her.
Arun Tadaruwa
Drunkendis Order
#320 - 2014-10-01 18:05:34 UTC
Liang Nuren wrote:
Arun Tadaruwa wrote:

It ain't 9 year vets CCP needs.

Eve has the same problem that all social games/networks have. Players beget players, and when the players go - especially the "hub" players - so does everyone else. This definitely has the capability to be a bigger shake up than Incarna ever thought of being. At least Incarna was just an annoying waste of dev resources and addition of a feature nobody used. This literally redefines the entire low/null sec game.


Ed: As I said before, I wish them the best of luck with this change. I personally think they're going to need it.

It hasn't worked out very well the last two years, has it now?

Alt posting because yes.