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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Heat-seeking Moisture Missile
Deep Thought Labs
#3421 - 2014-10-02 15:37:21 UTC
CCP Greyscale wrote:
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.



If CCP insists on keeping this "caps thru gates" idea, there are a few twists you can put in to encourage it.

variations on the theme are
- can't use a gate in a cap until fatigue is over ___
- using a gate in a cap, speeds the reduction of fatigue for a short period of time (60 secs?)

etc

GRIMROCK JPN
ONI Industry
#3422 - 2014-10-02 15:37:38 UTC
NO THANKS.
ElectronHerd Askulf
Aridia Logistical Misdirection
#3423 - 2014-10-02 15:37:40 UTC
Aryth wrote:

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.


Rorq/JF with the 90% bonus on exhaustion accumulation is near enough to an exemption. I'll concede that you guys have vastly larger logistical problems than we do, so I suppose even that 10% will get annoying for you. The range, though, is the huge quality of life nerf that will effect anyone who lives further than a few gates into null.
Eigenvalue
Republic University
Minmatar Republic
#3424 - 2014-10-02 15:38:03 UTC
CCP Greyscale wrote:

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.


I've got a pretty simple function for a timer that would probably appease almost everyone:

Jumping incurs a 5 minute timer.

This would mean going from VFK- to omist will take 31 jumps with the 5LY nerf, which is 155 minutes minimum. This is a "reasonable" number to prevent ritual hot drops across the universe, but not such a huge deterrent to prevent players from interacting across any region of space at all.

Doing this won't completely gut null sec logistics or make space so gianormous that no one plays away from the empire hugging null systems.

And, honestly, you can't make the math any easier than this.
ergherhdfgh
Imperial Academy
Amarr Empire
#3425 - 2014-10-02 15:38:53 UTC
Another idea would be to separate the two roles. You'd have to introduce a new ship or just change Rorquals and Orca to fill the logistical role that Carriers are currently used for and then keep these changes for combat ships ( Titans, Dreads and Carriers / Moms ) and then keep the current jump mechanics for logistics ships ( JFs, Rorquals and then what ever ship you use to fill the move assembled ships around role ).

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

Zetaomega333
High Flyers
#3426 - 2014-10-02 15:39:25 UTC
CCP greyscale, do you actually play this game? And i dont mean dabble around here and there jumping to and fro, or being a line grunt member, have you ever had to organize an entire logistical route, move loads of stuff, build something larger than a carrier in nullsec, managed chains of pos's out in nullsec, moved through or lived in deep nullsec?
Vulfen
Imperial Academy
Amarr Empire
#3427 - 2014-10-02 15:39:50 UTC
With these changes it will now be possible to get caps into incursion systems.

To me that seams like a mistake if people can completely destroy the mother ship with supers or dreads, will CCP make sure the site of the mothership is restricted or buff the mothership to make it more risky for caps to come on field. i.e a damage buff when the mothership shoots caps?
Keegan Teutorix
#3428 - 2014-10-02 15:39:58 UTC
CCP Greyscale wrote:

No, because complicated math is already too common in EVE. Sometimes it's necessary. Here, it's not.


ok so how about the problem that this is meant to address? what pupose do you see fatigue/cooldown timers of more than, say, a week serving? even if you end up addressing it with a hard cap.
Optimo Sebiestor
The New Eden School of trade
Organization of Skill Extracting Corporations
#3429 - 2014-10-02 15:40:25 UTC
Really looking forward to this :D
Radius Prime
Tax Evading Ass.
#3430 - 2014-10-02 15:40:35 UTC
For the zillionth time. Nullsec stagnation is caused by the players who run things, not game mechanics. You can change all the mechanics you want, but if you don't change the root of the problem, nothing will change. To bring about change you need to offer leaders incentive to create war and more fluid game play...

All this and your other latest "improvements" are achieving is busting Joe Plains' balls to the point he quits.

Reopen the EVE gate so we can invade Serenity. Goons can go first.

Reppyk
The Black Shell
#3431 - 2014-10-02 15:40:36 UTC
Hey CCP.
When people unsubs, they can state their reason in a little form.
Could you add one when we're resubbing ?
Because a lot of people will get back in EVE with these propositions.

I AM SPACE CAPTAIN REPPYK. BEWARE.

Proud co-admin of frugu.net, a French fansite about EVE !

Degalo
Imperial Academy
Amarr Empire
#3432 - 2014-10-02 15:40:48 UTC
Greyscale,

You seem to have forgotten that, while this is your job, this is actually a game for paying customers.

How much time do you think people have to play your game?

How much of the customers' time do you think you can waste by saying 'this playstyle is not allowed' before they stop paying?

Your jokes about the max fatigue being somewhere around 8000 years show that you are not treating this seriously.

Notorious Fellon
#3433 - 2014-10-02 15:41:30 UTC
I like the direction of the changes. Would prefer some adjustments:

#1: Redistribute moon goo more evenly.
#2: Block Ops need a "window of opportunity" whereby they are still restricted to 5LY, but can get in *and* out before fatigue sets in.
#3: Fatigue should apply to ship and pilot to avoid "Jump Pilot Route Alt armies"
#4: Selling a toon should now require disclosure of fatigue levels, as well as including the current fatigue when viewing API Key data
#5: JF, Freighters and all other haulers should not induce Jump Fatigue and nor should their pilots
#6: Cap Fatigue at 3 days or similar. Allows for a window of opportunity to attack someones sov if they over-committed their entire fleet to a different end of their space without reaching silly fatigue levels.

Crime, it is not a "career", it is a lifestyle.

Murauke
Space Wolves ind.
Solyaris Chtonium
#3434 - 2014-10-02 15:41:40 UTC
Slept on this since yesterday and I still think that Jump Fatigue is not the way to resolve the force projection issue.

To me its seams to be a complicated solution to something that is actually a simple problem.

Scenario -
Alliances have spread out over vast systems and occupy them but do not utilise them.
Entities use the "Bat phone" when defending assets and attacking.
Current ease of how fleets are projected from one side of eve

All these scenarios happen because either "we can and "we're bored".

To stop the force projection it's not a case of implementing a complicated system such as Jump Fatigue and some calculation which will probably have associated Skill books to reduce said penalty.

In my eyes forcing someone to "wait" for enjoyment will only feed the unsubs. The reason why force projections occurs is because of the immediate chest beating and release of hormones which makes Eve so addictive. Removing this will hurt the game.

The only way in my eyes to stop force projection and allow small entities their piece of the pie i to have a system that caters for a little bit of yo-yo-ing and permit entites to "castle" themselves in a region. Cyno jammers will become useless if this changes goes through, on the other hand designated cyno ships that act as a beacon for certain capitals will make force projection difficult since a "capital cyno ship" spells danger.

The problem I see with our current system is how easy it is to put up a cyno. Forget cyno generators they've already been been through the grind hammer.

[u]Change the ease to which a cyno is deployed for capital ships/u] and you change the status quo of force projection.

The cyno mechanic is the thing that needs to be looked at not the act of being able to jump your ship(s).
Chirality Tisteloin
Ministry of War
Amarr Empire
#3435 - 2014-10-02 15:41:49 UTC
CCP Greyscale wrote:

No, because complicated math is already too common in EVE. Sometimes it's necessary. Here, it's not.


Ok, I hear you.

Logistic growth is not that complicated imho.

Before I saw your answer I have prepared a few plots (the script can produce more) to illustrate: http://spindensity.wordpress.com/2014/10/02/logistic-fatigue-growth/

Cheers, Chira.

See you at my blog: http://spindensity.wordpress.com/

Eigenvalue
Republic University
Minmatar Republic
#3436 - 2014-10-02 15:41:58 UTC
ElectronHerd Askulf wrote:

Rorq/JF with the 90% bonus on exhaustion accumulation is near enough to an exemption. I'll concede that you guys have vastly larger logistical problems than we do, so I suppose even that 10% will get annoying for you. The range, though, is the huge quality of life nerf that will effect anyone who lives further than a few gates into null.


The issue is the fatigue + 5LY nerf - Sounds systems are going to be 12-14 JF hops from empire round trip, which will imply a 300m courier premium to make it a reasonable profession (2-6 hours to do the round trip vs the 15-20 minutes now makes the isk/hour premium jump dramatically).

You'll have to relocate to E-Y with the rest of us in Catch to buy anything.
Ynef
Skill Extraction Slavery
#3437 - 2014-10-02 15:42:25 UTC
Radius Prime wrote:
For the zillionth time. Nullsec stagnation is caused by the players who run things, not game mechanics. You can change all the mechanics you want, but if you don't change the root of the problem, nothing will change. To bring about change you need to offer leaders incentive to create war and more fluid game play...

All this and your other latest "improvements" are achieving is busting Joe Plains' balls to the point he quits.


OK, instead of changing the game mechanics, let's brainwash the mittani.
Summer VonSturm
Serenity Shipyards
The Glory Holers
#3438 - 2014-10-02 15:42:33 UTC
As a NPC nullsec inhabitant, life just got a whole lot sweeter.
Logistics will need us to do some more work, but in terms of fights, its going to mean that the people we fight are once again the people that live near us, so our fights over our 'territory' are just that, local fights, not a fight that any man and his **** can just batphone in a tonne of support if a fight isn't going the way they want it.

I was always concerned that NPC nullsec never had a voice on the CSM, so that it always got overlooked, have to say though, this is one of the better changes Iv'e seen in a long time, Eve got interesting again.

CCP - take the changes, see them through, and you will have a better nullsec at the end of it.

(scurries off to resub accounts for another 6 months.)
Samuel Triptee
Frankenstuff
#3439 - 2014-10-02 15:43:00 UTC
It seems those with tears are looking at the sandbox as a static system with the players remaining in the places they are currently in.

I'll be back in null soon as it seems there will be fights around every corner.


I just had to leave something here as this is the longest thread I have posted in since becoming a capsuleer.

Have You Hugged Your Frigate Today?

TigerXtrm
KarmaFleet
Goonswarm Federation
#3440 - 2014-10-02 15:43:12 UTC
Had some time to sleep over these wonderful changes. And my opinion about most of it remains unchanged, they are great. The basics of these plans are a great way forward, with details being open for discussion before it goes live.

Details that warrant some attention from my point of view:



  • The 5LY jump range. One has to wonder if any kind of change to range is even needed with the cooldown timer and fatigue mechanics being introduced. Or if range restriction is even needed at all. Say someone wants to jump their Titan from one end of the map to the other with 0 cooldown and fatigue. They will be able to make that jump, but once the jump has been made they will have accumulated such high values of cooldown and fatigue that they won't be able to make another jump for weeks or months. Of course this brings up the issue of just having another pilot jump the ship back again, which is why the cooldown and fatigue timers should be tied to both the character and the ship independently of each other. This might be more work to implement, but it would make sense to do it in this way to avoid any kind of loopholes. The character has X timers, the ship has Y timers. When the pilot boards the ship, whatever timers are highest are applied. Seems pretty straight forward. And even if the pilot flies back home in a pod he still wouldn't be able to jump anywhere in any other ship because his personal cooldown is weeks away from being 0.

  • What happens to the Titan in the example is that it's stuck at the jump destination until the cooldown timer expires. Which, because the pilot made that insanely long jump, now ranges into several weeks. It discourages just randomly jumping whereever and forces everyone to more carefully pick their fights (hotdropping for fun will now have serious consequences), without restricting the freedom to jump in if they are willing to accept the consequences of doing so. Most importantly, it makes people responsible for their own actions without some arbitrary range limit preventing them from racking up insane timers.


  • Short of the above, jump freighters with a 5LY jumprange are next to useless. First of all they are hardly a part of the force projection problem so I don't really understand why they are being hit with this change at all. Secondly, Jump Freighters are almost exclusively used to ferry things between 0.0 and high-sec (Jita specifically). By cutting their jump range back to 5 LY you are effectively taking away the one thing these ships were designed for (quick transport across large distances). JF's can't carry capital ships (packaged or not) and using them to ship the parts to build them into hostile territory is quickly going to be an expensive (and impractical) way of getting capitals behind enemy lines.

  • Additionally JF pilots generally rely on their own cyno alts to bounce them around the universe. In a perfect world we'd of course organize this with corp mates and such, but in reality this just doesn't happen very often because of time, effort, security, you name it. Now the average JF pilot can get away with having 1 alt account full of cyno chars and that will take him from the edge of the universe to Jita and back. If the max jump range becomes 5 LY it will take no less than 6 cyno points to get anywhere meaningful in a JF. Let alone to the edge of the universe, which will most likely take no less than 10 cyno points. Now something that was already impractical to organize with corp/alliance members has become even more impractical. And like I mentioned before, the entire point of a JF is effectively gone. Transport is no longer quick nor over large distances. And unless you have a wealthy alliance paying for your cyno alt accounts, no JF pilot is going to maintain 4 or more accounts just to jump one ship around. I know I won't/can't.


I'd urge CCP to rethink the inclusion of JF's in these plans. I'd say don't change their jump range at all. Or at the very least, not this extreme.

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