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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Daneau
Roprocor Ltd
#3301 - 2014-10-02 14:35:37 UTC
One thing that causes me to doubt if most people even read the dev blog is the constant complaint that
they will get xxx hours of cooldown by default.

As it stands now you start with 0 fatigue and get 1+distance(max 5) so max 6 minute fatigue on first jump
for a JF this is 1+ 0.1*distance so max at 1.5.

Now fatigue is decaying at 0.1/minute so it will take 15 minutes for a JF/rorqual pilot to nullify his/her fatigue
for other types of ships a full hour

So you can wait 1.5 minutes and jump building up fatigue exponentially or you wait 15 minutes and jump
once it reaches 0, if you are doing long jump chains it will quickly be more efficient to wait the 15 minutes
rather than build up as have been stated hours worth of fatigue.

Now 15 minutes is of course a lot more than today coupled with the 5LY jumps causing you to jump that many
more times but it is possible to avoid the fatigue building up to unsustainable levels.

Now whether it is feasible to stop for 15 minutes in the systems you go through is a completely different story
and thats probably more of an issue to most people who say they run small logistic chains

How people will adapt ?, as usual it is most likely the large blocks that will adapt the fastest and find the
workarounds first, as with most other changes they have the manpower to come up with ideas and the
resources to test those ideas. But wihen dropping a spanner as large as this in the works you can't really
predict to much only that it will cause quite a splash.
Kossaw
Body Count Inc.
Mercenary Coalition
#3302 - 2014-10-02 14:35:42 UTC
GeeShizzle MacCloud wrote:
On the whole agree with most of the changes being proposed but i believe there's some serious oversights as to how players will min/max the proposed system.

  1. As has been mentioned before, cap/supercap jump force projection has been nerfed, but with the fact you've included a change to allow caps/supers to use gates it stands to reason large groups of caps/supers will be able to move through hostile sov space with relative impunity reinforcing system after system.
  2. Yes it doesn't mean they can project as far but large groups like that can effectively hellicopeter-d**k through territory completely unchallenged.
    That might not be an actual mechanic issue with these changes but it stands to reason that not even mentioning a look at caps/supers for balance changes means you've completely overlooked this eventuality.
    The other change of reducing hitpoints on Sov structures is a blatant indication that you've not even thought of this either!

I can assure you that helicopterdicking already happens with the current jump mechanics. In future, if sov isnt defended you will HAVE to be able to move caps through gates so that you can quickly grind down undefended areas. If the areas are defended caps will become vulnerable on the gates. Allowing capital mobility through gates means capitals still have some use in the game, but they no longer have overpowering mobility.
Quote:


  • The other big issue that i have is the inclusion of jump fatigue on JB's. Not in a "ohh we cannot blop people anymore" issue but for the simple fact that pushing a full fleet through systems, even with the help of JB support incurs its own lag in the form of TiDi. Surely that alone adds artificial constraints to force projection already? why compound the situation?

  • I understand adding jump fatigue to JBs if you're permitting caps to use jbs as not including it means theres an obvious loophole to using your jump drive, but surely the mechanic of jumping through a jump bridge and jumping through a stargate can be separated and iterated upon separately?

    if not then reduce jump fatigue drastically on subcaps (with a scaling up on jump fatigue based on ship hull class). its already been said by devs that the amount of fatigue can be varied on an attribute attached to the ship. and from a lore sense you'd be more fatigued jumping several billion tonnes of mass as opposed to several millions.

    The point here is that nerfing supercap mobility is not enough. You have to nerf PLAYER mobility. Otherwise the new apex force simply becomes 1000 megathrons blapping around the map instead of 1000 titans and null sec will not change. Thats why these changes absolutely require ALL forms of jumping to be nerfed
    Quote:


  • Finally JF changes are basically a nail in the coffin of people that do sterling work helping nullsec alliances. Do you really honestly believe that JF pilots do what they do because they like it? and if the could they'd want to spend more time jumping, docking, moving a cyno, lighting, undocking, jumping and so on and so forth? i can honestly and comprehensively tell you they dont. They do it for the good of their group, so making that task soo much more laborious is like kicking them in the balls for being on the whole selfless.

  • If this change was brought about alongside changes that showed JF usage to and from highsec would not be that necessary (because you're further increasing the ability for nullsec to be self sustaining) then i could understand. But you hadn't so it stands to reason that you don't 'get' the what/why/how of nullsec logistics in your own game.



    Yes, JFs and Black Ops both need balancing from the current numbers but a reduction in JF mobility is required to change Jita from being the one stop shopping hub that it is now

    WTB : An image in my signature

    Eigenvalue
    Republic University
    Minmatar Republic
    #3303 - 2014-10-02 14:36:10 UTC
    Shade Millith wrote:
    If you do one jump every 14 minutes so that your fatigue drops to zero after every jump, you'll arrive within an hour with no accumulated fatigue.


    Oh boy that sounds fun. Every quarter hour you get to do something for about 30 seconds. That translates to 2 minutes of game time for JF pilots per hour. In this scenario of a 4 jump route you can do the round trip in 2 hours if you cool down at every single jump.

    This 4 jump route before probably had a courier premium of 30-40M before and it takes about 20 minutes to run end to end (logging in characters, filling LO and positioning cynos, undocking / docking / jump times/ etc). That means 90-120M isk/hour - not a terrible profession for players with enough isk and SP to afford a JF plus collat. Equivalent to missioning or ratting.

    Well, if courier contracts don't change their premiums, we've just nerfed the profession to less than mining veldspar in highsec in a venture.

    But of course people still need to move their stuff so contracts will just have to include a 4-5x increase on premium for the moving of materials in and out of your region.

    This will have a dramatically chilling impact on any null space not proximate to a low sec/high sec system.

    Oh you say why don't people just build in those places and null bears will spread like wildfire and production in null will be meaningful?

    BS because the risks of nullbearing still exist in exactly the same form as before (null bears weren't scared of supers FWIW, it was sov grinders). And it'll *still* be less time intensive and risky to haul your crap to/from an efficient highsec market.

    It'll just cause dramatic inflation and scarcity and the space poor will be space poorer and the space rich will be space richer.
    Ilaister
    Binary Aesthetics
    #3304 - 2014-10-02 14:36:16 UTC
    Major Trant wrote:
    Wait... I've seen a negative to these proposed changes.

    Amarr, my market hub of choice, is 7 LY from my base in Huola. I can no longer jump my JF from the Amarr undock directly to Huola.

    In discussion with my JF corp mates we considered just slow boating through a couple of hi sec gates until we are in jump range, but that opens us to suicide ganking when we have a valuable cargo. We then highlighted that Ayeroilen would make a good intermediate jump point. This led to a number of ideas.

    1. The increased difficulty of getting stuff into Huola, means the people that do go to the effort, can jack the prices up.
    2. There is potential to actually create the first low sec true Market hub in Huola.
    3. Ayeroilen itself has potential as a limited market hub.
    4. Our enemies will have the same problem, now there is opportunity to gank their JFs in hi sec if they take the slow boat option.
    5. Some enemies/neutrals may slow boat stuff into Ayeroilen or other likely intermediate low sec points, another chance to gank them.


    Alternatively:

    WAH WAH THIS IS ********, I'M GOING TO UNSUB...


    If anyone prefers the second option, good riddens to you.


    This is just it - very few people seem to be looking at the changes from the perspective of what will change along with these timers.

    New hubs should sprout everywhere there is JF access to null, new patrols and camps and people busting said camps will pop up on likely routes to and from them. Industrialists ouin ouining over the loss of their markets in High will have plenty of local customers (cos they can no longer get to high easily either).

    We're finally moving away from Amazon.co.uk in Jita. Which is great.
    Kaotic Accountant
    The Scope
    Gallente Federation
    #3305 - 2014-10-02 14:37:40 UTC
    Implementation of this would be not good for CCP revenue.
    Ravcharas
    Infinite Point
    Pandemic Horde
    #3306 - 2014-10-02 14:38:43 UTC
    Yroc Jannseen wrote:
    I seem to recall CCP Seagull talking about the importance of "enablers", small groups of players that "enable" other players to enjoy the game. Well your JF/Rorq pilots are certainly in those groups.

    I seem to remind people all too often that the end of that quote from Seagull was "we kind of have a history of treating these people like... ****"

    Everything old is new again, indeed.
    Jenn aSide
    Soul Machines
    The Initiative.
    #3307 - 2014-10-02 14:38:46 UTC
    Kossaw wrote:
    helicopterdicking


    I didn't even read your post i was laughing so hard at that word.

    Screw it, have a like anyways. Smile
    Caviar Liberta
    The Scope
    Gallente Federation
    #3308 - 2014-10-02 14:39:14 UTC
    Taram Caldar wrote:
    CCP Greyscale wrote:
    Can supers use gates after this change?
    Yes.


    Do you have any idea how amazingly game-breaking this is in lowsec? Seriously? Who thought this through?

    A ship that is immune to any form of tackle other than a heavy interdictor in lowsec can now agress all it likes... if hostiles show up it just de-agresses... jumps through the gate.... and cyno's out.

    This will be worse than when pirates got one of the first Nyx's in lowsec back in the day.



    I'm still curious why you are nerfing the jump range of Jump Freighters and Rorquals. They are already amazingly annoying to use for logistics.... why nerf their range? Nobody ever got hot dropped by a rorqual or jump freighter and logistics is vital for deep 0.0 entities.


    Waiting for the first super to fall under heavy pipe bombing.
    TheDig
    Perkone
    Caldari State
    #3309 - 2014-10-02 14:39:21 UTC
    RIP
    Shade Millith
    Tactical Farmers.
    Pandemic Horde
    #3310 - 2014-10-02 14:39:31 UTC  |  Edited by: Shade Millith
    Dalia Rensini wrote:
    Shade Millith wrote:
    Dalia Rensini wrote:
    I have 2 capital capable pilots on 2 accounts with 2 cyno alts on each account.

    If I attempt to jump a single load of ANYTHING any further than 20 LY I will lock out both of my accounts completely out of any type of game play for ~ several days.

    Please CCP tell me, what should I do during this time while waiting for POINTLESS timer to tick down?

    This change makes people who fly sub caps and who do not understand the implications applaud because if anything makes nullbears cry, it must be good, and anyone who has a slightest clue what it means want to unsub.





    Wrong.

    It's 32 minutes of fatigue for a JF for 4 jumps

    https://docs.google.com/spreadsheets/d/1rDMQpeKE-HzGKmFRTR69HJCk4McHyHz020Qs4Rgg414/htmlview?sle=true#gid=0



    Yeah ok for a JF pilot its not too bad. Try that moving my carrier now. 5 days.



    Again, wrong.

    If you jump, then wait for your Fatigue to go down to zero, you can get there in under 4 hours with no fatigue.

    However, I will say I think this is way too high for things below supercapitals, though. Should be at least halved for carriers/dreads.
    Raelaem Eudain
    Deep Core Mining Inc.
    Caldari State
    #3311 - 2014-10-02 14:39:47 UTC
    WTB Triage Carrier's!!!

    This change will force big alliances with sov to think twice before hot dropping 20 caps for a hurricane kill, or titan bridging 100 people on the the little cute merlin.

    Think what this will do for the games economy... People will want more caps then they all ready have, the little guys (stop looking at me) can assist their 15 man BS Fleet with a triage knowing that any significant threat will be within 5 LY

    Rooks and Kings can make more video's!!!! Though I did like the pipe-bomb, i liked your triage video more.

    This will also force pilots and fleets that want to get to a destination consider using BS fleets again.

    More caps will be wanted = economy boost
    More pilots wanting caps due to safer conditions (ME!!!) = economy boost
    More subcap fleets = economy boost

    not to mention all the small alliances that want their own space

    Now I read a lot of the tears so far. So u want to rat in Nyx's, and U want this and u want that. We all see how dead 0.0 is getting. People are just sitting in belts and grinding that isk. While good for your wallet, not good for economy.

    Sounds like you can still do it but remember the days when subcaps meant "OH CRAP THESE GUYS MEAN SERIOUZ BISNEZ"

    Means you will have to plan carefully and and use your past exp to keep your elite status of capital warfare, if you don't or fail to live up to your reputation then you are only proving that you abused something in the game that became easy.

    Look at eve, everything about it is supposed to be hard, the learning curve is only for the brave of us to stick with it. If you have all ready invested this much time in the game, you will find new ways to dominate in your sov wars. I'm confident in that.

    thx for reading my crap, sorry for the horrible grammar,
    and I was serious, I really want to buy some triage carriers cuz of this now.
    GODS H4ND
    Imperial Shipment
    Amarr Empire
    #3312 - 2014-10-02 14:39:57 UTC  |  Edited by: GODS H4ND
    Glad I unsubbed when I did.

    INB4 roaming gangs of supers/carriers becomes the norm.
    Varos Kang
    Conquering Darkness
    #3313 - 2014-10-02 14:40:07 UTC
    So here's something I think nobody has talked about yet. It's not huge, but it's an interesting consequence of the math they are using for this. If a pilot lets their fatigue value drop to 1 (not zero) it will no longer have an effect on their new fatigue value. Further, if it is less than 1 but over zero, it will actually make the new timer shorter than it would otherwise be. I'm assuming CCP has thought of this already and made it not happen, but I haven't found anything in writing about it.

    An example:

    Varos Kang jumps his non-existent carrier and accrues some fatigue. Nobody cares how much because that's not the purpose of the example. He waits until it is sitting at 0.2. He then makes another 5LY jump, bringing his new fatigue value to

    0.2(1+5) = 1.2

    Varos is very happy, because this is much less than the minimum he would have gotten if his fatigue was decayed to zero. He is also very happy because he somehow made a jump to another system without being able to use any jump-capable ship. :)

    Seriously though, if this loophole in the math isn't already fixed, it needs to be. If I'm somehow missing something here, sorry to have wasted your time. Carry on as if you were normal.
    Damien Hume
    DH consulting
    #3314 - 2014-10-02 14:42:02 UTC
    Limiting the distance capitals can jump per hour is a great idea and will have a great impact. If an alliance moves its capital fleet somewhere, it should have to commit to that area.

    However, please to not do the process of moving a fleet a pain. It's a game and moving cyno around is no fun already. There's no need to nerf the jumping range that badly and to remove pod jumping.
    School Nickname Worldmonkey
    GoonWaffe
    Goonswarm Federation
    #3315 - 2014-10-02 14:42:13 UTC  |  Edited by: School Nickname Worldmonkey
    Naturally cap the jump fatigue by way of a Taylor series and a jump counter (n), which resets when the fatigue drops to zero.

    Greyscale I'll give you a cookie if you can give me the max possible fatigue (approx.) that can be acquired, in one line.
    ze Naari
    State War Academy
    Caldari State
    #3316 - 2014-10-02 14:42:23 UTC  |  Edited by: ze Naari
    do you willing to downgrade the price of PLEX (less action but a lot of waiting.. may be 12-14 EUR)? Can I rearrange some of my skills?
    Jenn aSide
    Soul Machines
    The Initiative.
    #3317 - 2014-10-02 14:43:05 UTC
    GODS H4ND wrote:
    Glad I unsubbed when I did.

    INB4 roaming gangs of supers/carriers becomes the norm.


    I did just buy up a whole bunch of Capital Polycarbs and Capital low Friction nozzle joints for dirt cheap. Gonna be RICH as a mofo!
    Eigenvalue
    Republic University
    Minmatar Republic
    #3318 - 2014-10-02 14:43:08 UTC
    Ilaister wrote:

    We're finally moving away from Amazon.co.uk in Jita. Which is great.


    That's untrue. People sell in Jita because it's got liquidity. You sacrifice margin for liquidity. People buy in Jita because prices are better than any where else *and* there's availability of whatever you want.

    You won't get that in your locally produced markets. There's no way even a large alliance has the industrial capacity to locally produce all their doctrines and fittings as well as everything else they need to produce for revenue production (ratting, anom running, etc).

    Sellers also just won't see the same liquidity in a local market for their goods and they'll have a much higher inventory risk. They will also have a much greater supply risk because you'll be fully dependent on local miners/moon production/etc.

    What this is equivalent to is not amazon vs local shop owners, because here's reality: local shop owners depend on the highways and interestates to supply them just as much as amazon depends on them.

    What this change is equivalent to is a country voluntarily tearing up all their highways and interstates and telling everyone to live off their local land. Worked really well for the Khmer Rouge. Really enabled post-Rome Europe. Sounds fun.
    Szczurek
    BSX Industries
    PanSwarm Federation Please Ignore
    #3319 - 2014-10-02 14:44:22 UTC
    Good changes, though I'd buff JFs a bit range wise compared to your proposal.

    Also, dont succumb to trolls, let the whiny wankers cry, everyone else will be happy and/or adapt, as a good EVE player should.

    GJ, looking forward for more
    Rroff
    Antagonistic Tendencies
    #3320 - 2014-10-02 14:44:41 UTC  |  Edited by: Rroff
    Raelaem Eudain wrote:
    WTB Triage Carrier's!!!

    This change will force big alliances with sov to think twice before hot dropping 20 caps for a hurricane kill, or titan bridging 100 people on the the little cute merlin.

    Think what this will do for the games economy... People will want more caps then they all ready have, the little guys (stop looking at me) can assist their 15 man BS Fleet with a triage knowing that any significant threat will be within 5 LY

    Rooks and Kings can make more video's!!!! Though I did like the pipe-bomb, i liked your triage video more.

    This will also force pilots and fleets that want to get to a destination consider using BS fleets again.

    More caps will be wanted = economy boost
    More pilots wanting caps due to safer conditions (ME!!!) = economy boost
    More subcap fleets = economy boost

    not to mention all the small alliances that want their own space

    Now I read a lot of the tears so far. So u want to rat in Nyx's, and U want this and u want that. We all see how dead 0.0 is getting. People are just sitting in belts and grinding that isk. While good for your wallet, not good for economy.

    Sounds like you can still do it but remember the days when subcaps meant "OH CRAP THESE GUYS MEAN SERIOUZ BISNEZ"

    Means you will have to plan carefully and and use your past exp to keep your elite status of capital warfare, if you don't or fail to live up to your reputation then you are only proving that you abused something in the game that became easy.

    Look at eve, everything about it is supposed to be hard, the learning curve is only for the brave of us to stick with it. If you have all ready invested this much time in the game, you will find new ways to dominate in your sov wars. I'm confident in that.

    thx for reading my crap, sorry for the horrible grammar,
    and I was serious, I really want to buy some triage carriers cuz of this now.


    See post below yours - subcap stuff won't increase - the minimum requirement to be relevant will be the ability to fly a carrier in 200+ man roving gangs that can RF structures in seconds with little effort or consideration (no siege timers) - a 100 man thanny fleet can put out over 100K dps with sentries let alone fighters (upto ~330K dps against stuff you can apply fighter damage to) and have little fear of super/titan drops as they'd have plenty of heads up.