These forums have been archived and are now read-only.

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

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
CCP Greyscale
C C P
C C P Alliance
#3381 - 2014-10-02 15:17:50 UTC
Ivory Kantenu wrote:
You're ENCOURAGING people to not want to deploy by making things into a logistical headache for any force, be it large or small. Small guerrilla warfare is sadly NOT the lifeblood of Null, and this isn't going to help the issue.

In addition, the addition to this to Jump Bridges is just silly. You're basically making it so anything with multiple, large regions will have to wait to defend their space in a hurry?


Yes, and yes. Both deliberately.

BlueJeff Azul wrote:

Wait a second! You make an announcement of this importance , which affects all of 0.0, reduces all the hard work and planning to get to jump ships and you have yet to test this new, and shiny, development? Seriously? Who the heck is your marketing team? Are they aware of your plan to anger paying customers in this fashion?


P.S. RL example of poor marketing: Hey, lets change the formula of Coke and name it New Coke! Great idea! Guess what? New Coke bombed...do a frakkin focus group before ya drop bombs like this crap


This thread *is* our focus group.

Davionia Vanshel wrote:
Question is what are the jump ranges for Rorquals and Jump Freighters going to be?

Blog says "Almost all jump-capable ships will have their range reduced to 5 LY after skills" and "Jump Freighters and Rorquals will gain a role bonus: 90% reduction to effective range jumped for the purposes of all these calculations, but will otherwise get all the described changes. This means that, for all the math we’re doing on this feature, whenever we use the range jumped as a variable we first multiply it by 0.1"

Thing is when I first use the range jumped as a variable I check to see if I can make the jump. If the jump is 10 LY then effective jump range is 0.1 x 10LY = 1LY so that means if the JF has a jump range of 1LY it can make the 10LY jump right? It does say "all the math" which includes checking to see if the jump is in range?


5 LY.

Kel hound wrote:


Since "Tuning the decay is definitely something we're open to." would you be opposed to the idea of changing JDC to adjust the rate of fatigue decay and simply setting all jump drives to the intended 5LY range? Spending 30 - 40 days of character training to be able to jump an extra half-LY is a pretty crappy deal.


This is something we're likely going to consider when we revisit the skills.

Wemyss wrote:
I assume nothing here stops a safe log-off?


Correct.

Athryn Bellee wrote:
Do I understand correctly, that the way these changes are set up a JDC5 character in a black ops ship will be able to jump farther than the same character in a capital ship? WTF?


Yup, black ops will jump further and warp faster than capitals. Entirely intentional.

Mocam wrote:
Lots of questions but I don't think any answers will be forthcoming from this thread. It's turned into a whine, cheer and jeer thread.

It's a shame.

Things like:

- does fatigue persist after being podded?

If not (probably) then the pod-suicide changes make sense. Jump around until your timer fluffs up, suicide to another clone, hop in the capital and keep jumping. That "bypass" would be a problem for fixing "projection".

If so (hopefully not) then those changes make no sense and fatigue will cause a huge problem for cap specialized pilots - they got podded with lots of fatigue on them - time to log out and find something else to do until it fades? Not good.

- if SOMETHING isn't done, cyno jammed systems will completely stop wars being as capitals would all have to come in through a gate to get to the deeper parts of that empire's space.

Any idea how easy it is to setup a "no one will every survive this camp!" type gate block point? TiDi is cool but having how many dozens or hundreds or even thousands of ships pop a gate at the same time to try and fight such a camp...

That's asking to crash the server - just so they can simply *TRY* and run a war? ... Not good.

- Freighters are missing from that listing of lowered fatigue. That's not good and needs addressing. You have to use these to setup certain structures only possible in nullsec (outposts).

- blops changes = "odd" but may change how they are used. What other changes would prevent them from "dust bin" ships?

They don't seem very viable for how they *ARE* used in the future. As such something else would need to be added for them to avoid being junk to clutter up a hangar.

So on and so forth.

It just doesn't seem this thread will be viable for asking such questions and the like.


- Yes, persists after podding
- Yes, gate camps are hard. If they end up being too strong we'll likely add tools to redress the balance, but don't forget that jump drives allow you to switch entry gate very quickly.
- This is a thing we're considering
- Ditto

[quote=CA Ambraelle]CCP, have you taken into account the costs in terms of fuel consumption for JF-logistics?

As far as I understand the changes your main intent is to increase travel times.
And you say you do not want to nerv logistics too heavy by introducing that role bonus.

But lets have a look at a logistics route I am flying on a regular base.
Currently it consists of 3 jumps in an almost straight line over a distance of 27 ly consuming 30k of helium isotopes.

Using the dotlan calculator setting jdc to 0 I calculated the route I would have to fly after those changes.
Because there are gaps that I can not cross with a 5 ly max range I will not be able to fly in a straight line any more.
Instead I have to fly a big detour resulting in my new route covering a distance of 54 ly consuming 60k of helium isotopes thus doubling the cost for that logistics operation.

I do not mind the changes and I can live with the longer travel times and all that.
But that cost-factor in my opinion IS the heavy nerv you wrote you would want to avoid.

Is it intended or have you just...
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#3382 - 2014-10-02 15:17:52 UTC  |  Edited by: Capqu
Querns wrote:
Capqu wrote:
http://puu.sh/bWc5W/06119e52b8.png

thank u based greyscale

Yeah, I am really happy about the ramifications for NPC Delve too. Because of the 5LY max range, in order to restock NPC Delve you have to take the Sakht -> 1-SMEB gate or hoof it through Querious (which, without safe stations in the face of jump fatigue, is probably not going to be very effective.) This means, as sovhavers, we can easily starve out NPC Delve by controlling the 1-SMEB gate.


its gonna b gr8, we can fight over the gate

not gonna be able to keep it stable forever
Tra Bull
Risky swarm
#3383 - 2014-10-02 15:17:56 UTC
If you want changes 0.0, just boost supers DPS.
Supers and caps gonna burn.
Only supers and caps drivers of 0.0 economics.
Stop CCP! This is terrible. All terrible.
Marian Devers
Rage and Terror
Against ALL Authorities
#3384 - 2014-10-02 15:17:59 UTC
baltec1 wrote:
MeBiatch wrote:
CCP Greyscale wrote:

Rommiee wrote:
Will cyno jammers stop caps jumping in through your gate?


Nope, that's what bubbles are for.


You said that there are changes to interdiction bubbles. .. does this mean they will now restrict outgoing stargate jumps?


I'm going with bigger bubbles for regional gates.


Because mobiles and bubbles are indestructible, right?
Grave Digger Eriker
Doomheim
#3385 - 2014-10-02 15:18:44 UTC
baltec1 wrote:
MeBiatch wrote:
CCP Greyscale wrote:

Rommiee wrote:
Will cyno jammers stop caps jumping in through your gate?


Nope, that's what bubbles are for.


You said that there are changes to interdiction bubbles. .. does this mean they will now restrict outgoing stargate jumps?


I'm going with bigger bubbles for regional gates.
They have just released changes to WH entrance mechanics (mass range to WH) and with CCP's creativity levels Roll I'd guess they are thinking of a bigger bubble to cover caps jumping through gates at extra range. It doesn't need any extra coding and they can pass it off as a boost to HICs
Skia Aumer
Planetary Harvesting and Processing LLC
#3386 - 2014-10-02 15:19:11 UTC
Ilaister wrote:
Have none of you read the posts from people that used to escort logistics convoys and how much fun it was?

Tell me more about fun.
ergherhdfgh
Imperial Academy
Amarr Empire
#3387 - 2014-10-02 15:20:46 UTC
so after pondering this and reading some of the posts I came up with this idea:

Leave the jump mechanics as they are but change cyno beacons so that each beacon can only be used once. Also remove the movement restrictions from cynos. We could adds a timer either to the ship or to the toon so they can't lite another beacon for 10 minutes.

This would allow all the small guys to jump stuff around and continue living in null and also allow the big guys to continue their large scale industrial operations while at the same time removing hot drops as we know them from the game. In order to hot drop each ship would need to have a cyno so for example a titan bridge could jump in one ship that ship could carry a beacon and cyno in another and so on and so forth.

I can think of a lot of ways this can be tweaked to come up with different affects but that's the basic idea I'd like to throw out there.

Want to talk? Join Cara's channel in game: House Forelli

Erufen Rito
The Dark Space Initiative
Scary Wormhole People
#3388 - 2014-10-02 15:20:50 UTC
Jesus, look at this threadnaught. Guys, you wont be able to jump this through a WH if you keep adding on mass by tears.

*moonwalks out*

This is as nice as I get. Best quote ever https://forums.eveonline.com/default.aspx?g=posts&m=4137165#post4137165

Francois Jakuard
Solar Helix Independent Transport
#3389 - 2014-10-02 15:21:00 UTC
"What is changing?

We are going to allow capital ships to use gates in lowsec/nullsec, and we are aiming to make gate-to-gate travel take less time than jump travel over distances of more than ~20 LY. We've run simulations for capital ships travelling between arbitrary pairs of systems, and settled on the target movement speed of no less than 3 minutes per lightyear for travel over 20 LY. This should allow us to bring about the main change we want to see – less sustained use of jump travel – while still preserving its value for short bursts of movement."

If JF range is affected this will affect not only the big alliances but also more so the smaller ones in null from being able to re-sup.

Given I pawned my left nut to buy my own JF, what compensation will be made to those accounts that have invested time into maximising JF jump range, (assuming of course that this change will be made)?

PS, hats off to the eve support team for their timely and effective responses. If only Oracle Support had 1) the same level of intellect 2) care factor, they would actually be the value for money that the 22.5% of initial software cost per annum would warrant.


Isengrimus
V0LTA
WE FORM V0LTA
#3390 - 2014-10-02 15:21:41 UTC
Aryth wrote:
Edgarr Friendly wrote:
Maybe I'm missing something but surely this just makes the bigger corps/alliances stronger?

You take over a corner of space, you only need to protect the borders because nobody has the range to jump in beyond you, and if they do they are stuck with such large timers that you can activate your defense fleet and destroy them before they can get away. which allows you to have minimal forces within the boundary where you can rent away or operate with impunity.

I'm still waiting to see how small corps alliances benefit


Spoiler. They don't.


So why do you even bother complaining about these changes? If "CFC will adapt" and "small entities will not benefit", why there is that much outrage from CFC and N3/PL members about it?

Gilbaron
The Scope
Gallente Federation
#3391 - 2014-10-02 15:21:47 UTC


Quote:
That's a question I'd suggest you ask your leaders, not us.


Are you serious? Pretty much Everything about pve in nullsec is broken and bad for the game. Ratting is worse than missions and incursions in highsec, even before factoring in the added risk. There is zero group content worth doing.

The only thing worth playing is pvr. players vs. Renters. And that game works best when people are not fighting each other over renters or in the are where renters are.

If you really think nullsec is worth fighting over, we have found the problem. That's the one thing you need to change before changing how to aquire and hold sov
Aryth
University of Caille
Gallente Federation
#3392 - 2014-10-02 15:22:27 UTC
It seems like most people are trying to lump this into strategic and quality of life as one big basket. Let me clarify the null leadership position.

Everyone loves the actual intended purpose of these changes. Limiting capital and supercapital movement. This falls into the strategic area.

What everyone hates is the quality of life nerfs. This is specifically referring to JF/Rorq/JBs. It isn't like there is some apex JF force running around eve controlling space. This hurts the average member just trying to get basic goods from Jita. It requires an insane amount of new cyno chars which is a pretty silly nerf for CCP to do. Cynos to begin with are a stupid mechanic. Requiring half a dozen alts just to move your JF is the height of stupidity.

So if you are Joe member who just wants to travel around a region and find a nice place to make some ISK, or move some goods in from Jita, or just semi quickly get to the next door region this is a massive nerf. If we had the ability to make null better this wouldn't be near as bad. However, CCP has chosen to implement huge nerfs before any of that sees the light of day.

Personally I would like to see the fatigue cut in half. JF's and Rorqs exempt or with some big role bonus. Then somehow eliminate the need for cyno alts at all.

But all the capital/super nerfs? Go for it. Separate strategic from quality of life though.

Leader of the Goonswarm Economic Warfare Cabal.

Creator of Burn Jita

Vile Rat: You're the greatest sociopath that has ever played eve.

CCP Greyscale
C C P
C C P Alliance
#3393 - 2014-10-02 15:23:33 UTC
Sorry, lost a few from earlier when the forum ate a post

Schmell wrote:
Quote:
The length of this timer is a number of minutes equal to your jump fatigue (before being increased by that jump!), and you are unable to make another jump of any kind until this timer expires.


Can you clarify this please? Does that mean that if i take a jumpbridge with any ship, i will be unable to jump through gates, or this "jump of any kind" is only about jumpdrives/bridges?


Only about jump drives, jump bridges and jump portals. Gate jumps are never affected.

Schmell wrote:
Oh well, another thing just came up.

Apparently you can now roam with carrier, like nidhoggur, which makes around 500m/s on mwd, and with proper fit and implants can warp at 3.89 au/sec (which is higher than warp speed of CRUISERS, not even mentioning lovely handicapped battleships). How the hell you are supposed to counter that in SMALL scale engagements?


IDK, warp speed rigged cruisers? Gimmick fits tend to be awful in the real world, I'm sure someone will find a counter.

Chirality Tisteloin wrote:
Exponential growth of fatigue seems to overdo it.

Better use "logistic growth":

At each jump:

If Fatigue < jumpdistance:
Fatigue = jumpdistance + 1
else :
Fatigue += R*Fatigue*(1-Fatigue/K)


The parameter R controls how fast a character exhausts (could be lowered through skills / implants ...?)
(baseline might be R=2)

The parameter K is the "maximum" Fatigue a character can get. (something like 30-45 seems realistic)
Fatigue decays with time as suggested in Dev blog.

Might give designers better knobs to tune than the exponential growth model.

Cheers, Chira.


Nicer tuning options, yes, but we want to keep the math as simple as possible, so people can more easily wrap their heads around it.
Johan Lightstrider
Antwerpse Kerels
SLYCE Pirates
#3394 - 2014-10-02 15:23:42 UTC
Am looking forward to some change.
The unknown seems epic to me.

Just a bit sad panda cov ops gonna be impacted too
Raelaem Eudain
Deep Core Mining Inc.
Caldari State
#3395 - 2014-10-02 15:24:22 UTC
CCP Greyscale wrote:
Ivory Kantenu wrote:
You're ENCOURAGING people to not want to deploy by making things into a logistical headache for any force, be it large or small. Small guerrilla warfare is sadly NOT the lifeblood of Null, and this isn't going to help the issue.

In addition, the addition to this to Jump Bridges is just silly. You're basically making it so anything with multiple, large regions will have to wait to defend their space in a hurry?


Yes, and yes. Both deliberately.



I just died laughing

Thank you CCP Greyscale

I hope other pilots like myself are finding this refreshing and exciting
Gerdan BloodELF
Tactical Farmers.
Pandemic Horde
#3396 - 2014-10-02 15:25:45 UTC
Aryth wrote:
It seems like most people are trying to lump this into strategic and quality of life as one big basket. Let me clarify the null leadership position.

Everyone loves the actual intended purpose of these changes. Limiting capital and supercapital movement. This falls into the strategic area.

What everyone hates is the quality of life nerfs. This is specifically referring to JF/Rorq/JBs. It isn't like there is some apex JF force running around eve controlling space. This hurts the average member just trying to get basic goods from Jita. It requires an insane amount of new cyno chars which is a pretty silly nerf for CCP to do. Cynos to begin with are a stupid mechanic. Requiring half a dozen alts just to move your JF is the height of stupidity.

So if you are Joe member who just wants to travel around a region and find a nice place to make some ISK, or move some goods in from Jita, or just semi quickly get to the next door region this is a massive nerf. If we had the ability to make null better this wouldn't be near as bad. However, CCP has chosen to implement huge nerfs before any of that sees the light of day.

Personally I would like to see the fatigue cut in half. JF's and Rorqs exempt or with some big role bonus. Then somehow eliminate the need for cyno alts at all.

But all the capital/super nerfs? Go for it. Separate strategic from quality of life though.


For the most part im shocked to say I am agreeing with a goon for "most" of this post. Fatigue needs to be cut in half or replaced with another more static mechanic.
Castelo Selva
Forcas armadas
Brave Collective
#3397 - 2014-10-02 15:26:34 UTC
Dear CCP Greyscale,

Overall, I am very pleased by the new changes, since I always was against the batphone to big alliance every time they spot a capital on the field. I am very happy with the nerf to long range capabilities of combat capitals.

However, I am concern about the logistical part of the jump freighter and carriers. I think the proposed max 5ly jump range will be prejudicial to logistic jobs.

So, since you are already changing code of the game, a solution will be the capital pilot when preparing himself for jumping, flag himself for logistical works. When flagged as logistical, they retain the current jump range (14ly) but are not able to do combat stuff, like lock targets and so on (you would have to work and that technical part). If they flag themselves for combat, the range is reduced to 5ly and we all get what you need with the current proposal. You may apply this only for jump freighter, rorqual and carriers if your want it.

That way we may keep the actual logistical network untouched, meanwhile get the reduced moved capability you want to implement.

To finish, I was not able to keep with all the pages, and sorry if something similar was already said, but I try to read all your post and do not find any word about this.
Thank you for your attention and keep go with your hard work.

Castelo
Vulfen
Imperial Academy
Amarr Empire
#3398 - 2014-10-02 15:26:44 UTC
baltec1 wrote:
MeBiatch wrote:
CCP Greyscale wrote:

Rommiee wrote:
Will cyno jammers stop caps jumping in through your gate?


Nope, that's what bubbles are for.


You said that there are changes to interdiction bubbles. .. does this mean they will now restrict outgoing stargate jumps?


I'm going with bigger bubbles for regional gates.


Im going for low sec bubbles
Keegan Teutorix
#3399 - 2014-10-02 15:28:00 UTC  |  Edited by: Keegan Teutorix
CCP Greyscale wrote:
Sorry, lost a few from earlier when the forum ate a post

Chirality Tisteloin wrote:
Exponential growth of fatigue seems to overdo it.

Better use "logistic growth":

At each jump:

If Fatigue < jumpdistance:
Fatigue = jumpdistance + 1
else :
Fatigue += R*Fatigue*(1-Fatigue/K)


The parameter R controls how fast a character exhausts (could be lowered through skills / implants ...?)
(baseline might be R=2)

The parameter K is the "maximum" Fatigue a character can get. (something like 30-45 seems realistic)
Fatigue decays with time as suggested in Dev blog.

Might give designers better knobs to tune than the exponential growth model.

Cheers, Chira.


Nicer tuning options, yes, but we want to keep the math as simple as possible, so people can more easily wrap their heads around it.


because complicated math is so rare in eve? In reality this will all just get put into a tool like dotlan and explained in the three sentences Chira used. This would be no worse (probably far better in fact) than the gun and missile damage formulas and only needs to be understood once you reach a certain level in the game, so a two week old character who is still trying to understand the basics will never see this. You also wouldn't need to calculate this on the fly (again compare to damage formulas), you would plan in advance and have all the time you need to do the math.

The idea of being able to set a maximum fatigue seems reasonable. what purpose does fatigue of more than one or two weeks serve?
Grimpak
Aliastra
Gallente Federation
#3400 - 2014-10-02 15:28:18 UTC
CCP Greyscale wrote:


Is the balance for Black Ops final?



had to dig alot just to come back to the start.


here goes an idea:


keep fatigue, increase range to 10 LY.


or as said before, cut fatigue to 50%.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right