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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Frostys Virpio
State War Academy
Caldari State
#4021 - 2014-10-02 19:27:51 UTC
Kirasten wrote:
Frostys Virpio wrote:
Kirasten wrote:
Hahaha ... It took us weeks to get to 100 pages of tears when they changed wormhole jump changes. Your tears are filling up new pages by the minute.

As I have lived in a wormhole my whole eve carrier, I won't pretend to understand how much this will make life more difficult for you on more than on a theoretic level, just like all the null sec alts that posted in our forums didn't understand wormhole jump changes on more than a theoretic level. However, it does seem like this would weaken the defensive ability of the big power blocks. This is a good thing, isn't it?


The large alliance/coalition have the organisation to teach their player to setup jump clone in important station and can setup ship cache. It will be a PITA to do this but their position is easier to defend with this change as long as they do the legwork of having their pilot setup correctly.


Then why do we have over 200 pages of tears if all this changes is adding a little legwork?


The people doing that legwork right now know what it is and will turn hell and heaven over to dodge that bullet if they can.
baltec1
Bat Country
Pandemic Horde
#4022 - 2014-10-02 19:28:20 UTC
LUMINOUS SPIRIT wrote:
Borachon wrote:
I've thought about these changes a good bit, and like many in my alliance am both excited and concerned about these changes. A few questions, Greyscale:


  1. What exactly do you see the point/goal being of jump drives in EVE compared to gates and jump bridges? Simply speeding up short-range travel for large ships, while still keeping it time consuming for them to move long distances?
  2. What is the rationale behind the 5LY cap? We have a lot of experience with the 5LY cap - BlackOps ships were buffed from 5LY to their current range of 7.85LY at max skills because, even with gates, 5LY was just too short for a ship expected to jump much given basic eve geography. Perhaps this slightly longer range would be a better max, particularly for non-combat capitals?



Jump drives are now ambush drives.

You stage a few systems out, and when the time comes, you drop the hammer.

You dont do it often, and much thought goes into deciding to use them.

Staging itself is now done way in advance by slowboating.

Seems reasonable.


Ill be using them as a GTFO device when roaming.
Arrendis
TK Corp
#4023 - 2014-10-02 19:29:14 UTC
Lord TGR wrote:
Actually my understanding was that they were going to cap the fatigue at 30 days, so you never went over that.


They're thinking about it. But even so, when you take that jump, you've got 27d of no jumping, because your pre-jump fatigue becomes your post-jump cooldown.

Never go over a few hours of fatigue.
Sentinel Eeex
School of Applied Knowledge
Caldari State
#4024 - 2014-10-02 19:29:29 UTC
DaReaper wrote:
.02 more isk to add...

Remember also this is the first set of changes. That means while you are looking at this and going 'omg x..y... and z will be harder" there is a chance, a very good chance, that CCP has changes that will make x..y.. and z.. be trivial after they are all implemented. This was just the easiest change they can do. And after looking at metrics due tot eh 6 week cycle they will have time to modify and adjust or eve roll back if it sucks. The point is to take a chill pill and wait till its on tq before you fully judge if it will work or not.

And this reminds me of the old saying, everyone who for years complained about force projection and wanted ccp to fix it, be careful what you wish for.


Do you realize that they maybe spent a day thinking about these changes before making a devblog here?

They didn't even think about some most basic issues, embarrassed themselves, and you expect that they have some good/better changes already planned, for the future?

Heh.
Kagura Nikon
Native Freshfood
Minmatar Republic
#4025 - 2014-10-02 19:29:43 UTC
Lord TGR wrote:
Dovonus wrote:
Since fatigue grows exponentially based on distance traveled and doesn't decay very quickly, a pilot could quickly find himself with a huge cooldown timer, not realizing just how quickly it scales up. A cap on fatigue would work, but it shouldn't be nearly as high as the 30 days suggested in the FAQ. This long of a wait between jumps serves no purpose. I would think that a significantly reduced cap on fatigue/cooldown would be more appropriate. A 30 day cap would render someone's jump skills useless, as any jump would mean they couldn't jump again until next MONTH. One way ticket please.

https://twitter.com/CCP_Nullarbor/status/517734601721393152

30 days of fatigue means 3 days cooldown, it's not so that 30 days of fatigue means 30 days of no jumping, luckily. It's still harsh, but it's not impossible to deal with.

And it's just a matter of not being dumb and jumping the instant you can, but being slightly more patient.



Still the decay is a bit too long. Specially the penalty for the first 2 jumps that make a single night move give you a hard time to get home before you need to get to work.

Remove the +1 from the formula and then the first few jumps will not be penalized so harshly while a lot of jumps will still be.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Brittney Calm
Escape from Darkness
#4026 - 2014-10-02 19:29:56 UTC
Arrendis wrote:
Lord TGR wrote:
30 days of fatigue means 3 days cooldown, it's not so that 30 days of fatigue means 30 days of no jumping, luckily. It's still harsh, but it's not impossible to deal with.

And it's just a matter of not being dumb and jumping the instant you can, but being slightly more patient.


That's right. And after 3 days, when you jump, now you do have 27d of cooldown, and (assuming a 1LY jump), 54 days of fatigue! WHAT A BARGAIN! After all, if it was a 5LY jump, that's 27d * (1 + distance (5) ) = ONLY 162d of fatigue!

Why, next month when you take that jump, you'll be able to unsub for 5 months, come back, and still not be able to jump.

Never ever ever give yourself more than a few hours of fatigue. Ever. You will be shooting yourself in the head.


Could not have said it better myself!!!

I can see C.O.D.E. getting a big stiffy over this patch, I anticipate the # of suicide ganks in hi-sec to jump freighters to go through the roof.. No more undocking from jita 4/4 and cyno out.

Hell the game will be funner to watch then to play.

-BC
True Sight
Deep Freeze Industries
#4027 - 2014-10-02 19:30:15 UTC
@Greyscale

You are skipping over a few very valid things and brushing them off and from my perspective, it is extremely frustrating and dismissive.

Cyno Jammers
Alliances are currently paying a billion ISK a month to block capital ships, 100% from being able to enter their system, without at least a good warning in advance. This is the primary benefit of a cyno jammer. your response that "there will probably still be some advantage" is just dismissive, you're massively changing something that's been in since POS were added and it wasn't covered in your blog, one-line respones on a significant change isn't right.

Either Cyno Jamming becomes practically free (at least a damn lot less than 1bil a month), or its effect prevents capitals from using the stargates to enter the system too, or your customer service offer to uninstall the upgrade for each alliance upon request who otherwise have to trash a hell of a lot of iHub upgrades just to uninstall it themselves. this isn't a "minor impact in how cyno jammers work" it is a huge, significant change that entirely changes their effectiveness and usefulness.

Jump Bridges
Another player commented about Jump Bridges, his actual point was that they were meant to be a sort of "reward" for an alliance holding space and a positive benefit to being a sov-holding-entity. your response to him was that "well good luck if you instead want to have 50 titans online to bridge people instead", this was not his point, his point was that JB were a cool, useful thing you got for claiming your space, now they are not much more useful than a titan bridge (which, pending these changes, isn't very useful).

Other stuff...
And for my own point, this makes people wanting to do something like capital production (something I previously did) utter hell. When I was building Moros, I built them in low-sec and it took a single mid-point to get them in the Forge region to sell on the jita regional market.

After these proposed changes, not only would it take me 5 jumps (imagine calculating the cooldown on that....) it would take me (avoiding fatigue) 7 days to move a single moros. But that would be pointless anyway, because no right-minded player is going to buy a moros that's too far away from there home now (which, is about anywhere that isn't your home).

Finally, another point I raised, Capital ships are fun, you feel like you achieved something the first time you jump into your Carrier/Dread, jump drives are fun, jumping around and doing things because of that is fun.

These new mechanics aren't fun, they aren't enjoyable. I'm not saying change isn't needed in regards to power projection, but please remember that despite "eve is real" and eve has the most complex meta play, market blah blah of any game, it's still meant to be a game it is meant to be [f]fun[/b] and features (or changes to features) should always take fun into account.
Arrendis
TK Corp
#4028 - 2014-10-02 19:31:05 UTC
baltec1 wrote:
Ill be using them as a GTFO device when roaming.


This. In blap-Moroses. With Archon logistics.
Demonfist
New Eden Capsuleer College
Higher Education
#4029 - 2014-10-02 19:31:27 UTC
Lord TGR wrote:
Demonfist wrote:
Everyone in the game: Please fix game nao?!
CCP: OK We Fix Nao.
Everyone in the game: NO! FIX BAD!

Shocked

Your definition of "everyone" is seriously off kilter.

Tell that to your boss and his letter signers.

eBil Tycoon > we're more like megacapitalistic psychotic space cowboys with raging epeens and 3% real girls.

DR BiCarbonate
Pator Tech School
Minmatar Republic
#4030 - 2014-10-02 19:32:48 UTC
Oh my gerd. the tears in this threadnaught is amazing. bring on the change baby. Can't wait for this. This is what eve needs to be fun again.
Hendrick Tallardar
Doomheim
#4031 - 2014-10-02 19:32:52 UTC
Sentinel Eeex wrote:
DaReaper wrote:
.02 more isk to add...

Remember also this is the first set of changes. That means while you are looking at this and going 'omg x..y... and z will be harder" there is a chance, a very good chance, that CCP has changes that will make x..y.. and z.. be trivial after they are all implemented. This was just the easiest change they can do. And after looking at metrics due tot eh 6 week cycle they will have time to modify and adjust or eve roll back if it sucks. The point is to take a chill pill and wait till its on tq before you fully judge if it will work or not.

And this reminds me of the old saying, everyone who for years complained about force projection and wanted ccp to fix it, be careful what you wish for.


Do you realize that they maybe spent a day thinking about these changes before making a devblog here?

They didn't even think about some most basic issues, embarrassed themselves, and you expect that they have some good/better changes already planned, for the future?

Heh.


If you're going to quit the game over these changes. I call dibs on your stuff.
Kagura Nikon
Native Freshfood
Minmatar Republic
#4032 - 2014-10-02 19:33:03 UTC
The big mistake of CCP is taht they are makign the life of someoen with a single capital ship as horrible as they are makign for the group with 1 thousand. When the 1 thousand ones were the problem.

Unfortunately I was only 5 hours from black ops V when they announced this. Another month of trianing neutralized.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Demonfist
New Eden Capsuleer College
Higher Education
#4033 - 2014-10-02 19:33:46 UTC  |  Edited by: Demonfist
Brittney Calm wrote:
Arrendis wrote:
Lord TGR wrote:
30 days of fatigue means 3 days cooldown, it's not so that 30 days of fatigue means 30 days of no jumping, luckily. It's still harsh, but it's not impossible to deal with.

And it's just a matter of not being dumb and jumping the instant you can, but being slightly more patient.


That's right. And after 3 days, when you jump, now you do have 27d of cooldown, and (assuming a 1LY jump), 54 days of fatigue! WHAT A BARGAIN! After all, if it was a 5LY jump, that's 27d * (1 + distance (5) ) = ONLY 162d of fatigue!

Why, next month when you take that jump, you'll be able to unsub for 5 months, come back, and still not be able to jump.

Never ever ever give yourself more than a few hours of fatigue. Ever. You will be shooting yourself in the head.


Could not have said it better myself!!!

I can see C.O.D.E. getting a big stiffy over this patch, I anticipate the # of suicide ganks in hi-sec to jump freighters to go through the roof.. No more undocking from jita 4/4 and cyno out.

Hell the game will be funner to watch then to play.

-BC

Then don't undock a JF from jita 4-4 and paint a giant neon target on yourself like a dumbass. They don't even watch perimeter, one jump away. Move the stuff there with something smaller and happily jump your JF out unmolested.

eBil Tycoon > we're more like megacapitalistic psychotic space cowboys with raging epeens and 3% real girls.

Suzuka A1
Caldari Provisions
Caldari State
#4034 - 2014-10-02 19:33:58 UTC
CCP Greyscale wrote:

Retar Aveymone wrote:
I need to do the math on this, but the range change to Rorqs/JFs seems like a massive nerf if they're also getting the 5LY max treatment (which does not make sense given the blog says the intent is not to nerf them). Are they?


Yes, they are. The blog says the intent is not to nerf them too hard, not to not nerf them at all.


Please don't forget that null sec level logistics has a very long history of being the worst and sometimes most time consuming gameplay. Nerfing it even more (the POS/cyno change) is not adding any kind of meaningful game play to the task.

Never forget the battle of Z9PP-H  What actually happened: http://www.youtube.com/watch?v=UgcUwTmHY74 Battle Report: http://www.kugutsumen.com/showthread.php?42836-They-Might-Be-Giants-The-Southwest&p=497626&viewfull=1#post497626

Lord TGR
Brutor Tribe
Minmatar Republic
#4035 - 2014-10-02 19:34:56 UTC
Demonfist wrote:
Lord TGR wrote:
Demonfist wrote:
Everyone in the game: Please fix game nao?!
CCP: OK We Fix Nao.
Everyone in the game: NO! FIX BAD!

Shocked

Your definition of "everyone" is seriously off kilter.

Tell that to your boss and his letter signers.

Why? It's not a bad change. It might need a bit of tweaking, and it could do with a better sov system to match, but it's not BAD.
Kagura Nikon
Native Freshfood
Minmatar Republic
#4036 - 2014-10-02 19:35:07 UTC
Grookshank wrote:

The xyz part. I am not able to determine if taking a JB now is a good choice or not. I will have to factor in:
* the fatigue x timer equation (with all its: "but if this is true there is a minimun. etc.")
* when will the next fleet I want to join be?
* will my fleet require me to take a JB back?
* when will I play next (i.e. how much is the fatigue reduced while I am offline)
* what will I want to do, when I log in again?
etc.




It never will be unless your path is someway blocked. or your fatigue is at ZERO.

"If brute force does not solve your problem....  then you are  surely not using enough!"

ergherhdfgh
Imperial Academy
Amarr Empire
#4037 - 2014-10-02 19:35:09 UTC
CCP Greyscale wrote:

Retar Aveymone wrote:
CCP Greyscale wrote:

It's going to have a significant impact, to be sure, and that's something we need to keep an eye on. At the same time, though, people built T2 ships and modules before jump freighters existed, so we're somewhat skeptical of the argument that that T2 construction is impossible without JFs.

They used carriers, which were longer range than current JFs. JFs were introduced with the carrier nerf (before then, you'd load up iterons in your carrier and it effectively held ~200km3) T2 production has never existed in any serious amount without long-range jump capability, as you'll find in the short period between Castor and Cold War (dreadnaughts can haul) there was very little t2 manufacturing (no invention, t2 expensive as all ******* hell and everyones poor).


Yup, true, although if memory serves the optimal setup was mammoth+hoarder. I've also seen it done with mundane freighter convoys in the past. It'll be harder, for sure, but let's not get ahead of ourselves and say that this change makes getting moon mins to empire *impossible*.



Absolutes are never absolute. It seems obvious to me that his use of the word "impossible" here is a hyperbole much in the way that Vicinni used the word "inconceivable" in the movie "The Princess Bride". What also seem obvious to me is that you want to reduce the ability to move materials around to a level even lower than when T2 ships were so expensive that they were out of grasp for average players and at the same time seem to think that there will be no significant increase in the cost of T2 .

Yes certainly some people will start moving stuff around with combat supported industrial fleets but that won't happen in any large way until moon goo prices shoot way up beyond where they are now and even then deep null sec systems will see a serious drop off in usage.

I can only assume that you are planning some revamp of moon goo mining in the recent future that will allow players to get the various types of materials that they need all locally much in the way ore and mineral acquisition works today and have this dream of independent local self-sustaining market hubs will pop up deep in null:

1) I just don't see this happening at the level I'm guessing you are thinking it will.

2) I don't see how you can have a thriving economy if you are only selling to locals.

3) In the spirit of Inigo Montoya "This phrase ""Risk versus reward"" I don't think it means what you think it means". I mean industrialist running around null with Billions of isk worth of moon goo or T2 products to earn a couple of percent profit at market versus PvPers in cheap ships that they planed on loosing anyway, that equation just adds up to extreme increases in the price of anything T2.

CCP Greyscale wrote:


A major goal of this change is to make you not take your supercap that sort of distance on a regular basis. If the changes are making you say "OK, I'm never taking my super long distances ever again", that means they're actually working.


Then why are you nerfing BlOps and logistics at the same time?

I recently started training up Black Ops and covert cyno skills on my main and a couple alts so that I could finally run some of these null sec escalations that I get as they are always 14+ jumps away in hostile territory and there is almost always a bubble camp inbetween me and the escalation system. Sure I could still do that on a one off basis but saving a couple of these up so me and friends could run them together just won't happen with these changes. This kinda messes up the remap that I just commited to for the next year about a week and a half ago.

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

smokeydapot
Moon Of The Pheonix
#4038 - 2014-10-02 19:35:26 UTC
CCP Greyscale wrote:
Charlotte Ginger wrote:

There is no need for this what so ever. Grab a Frig, and FLY

Seriously?


Anything that makes it easier for new players to start doing interesting stuff straight away is a thing that we are interested in supporting :)


Better get carrier 5 added for the new players I don't see any vet wanting to use them anymore just kill the poor scrubs that think it's amazing they can use gates.
Omnathious Deninard
University of Caille
Gallente Federation
#4039 - 2014-10-02 19:35:57 UTC
Few things;

First the Jump Drive Calibration skill is functionally useless now with all caps having a 5LY range. It could be replaced with a 5% per level reduction of jump drive cooldown generated from jump fatigue.
Ex: If a pilot has a Fatigue of 5.85 and jump 4.3LY they would normally gain a cooldown of 1+4.3+5.85=11.15. This change in skill would reduce that cooldown to 9.69=1+4.3+(5.85*.75)

Second I think black ops ships should get the 90% reduction that the Rorqual and JF get.

Third is there no better name than "Fatigue"? It feels like I am sprinting toward bandits hoping to land a power attack with my Daedric BattleAxe, and then chugging green potions to recover.

If you don't follow the rules, neither will I.

Obsidian Hawk
RONA Midgard Academy
#4040 - 2014-10-02 19:35:59 UTC
CCP Greyscale.


I introduced a proposal for fatigue based on the type of ship you are jumping rather than a flat rate back on pages 129 and 175. Would you consider this before implementing fatigue? It seems unfair black ops have the same penalty as a titan pilot.

If you think about it an econom terms. Titans are the elite 1% and black ops and anyone that uses bridges in regular ships are the 99%. A flat penalty hurts everyone and not the few that it actually should hurt.

Why Can't I have a picture signature.

Also please support graphical immersion, bring back the art that brought people to EvE online originaly.