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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Davionia Vanshel
Open University of Celestial Hardship
Art of War Alliance
#4661 - 2014-10-03 01:04:31 UTC
What's interesting is there has been no discernible movement in PLEX prices or Jump Freighter prices since these proposed changes have been announced.


Veskrashen
Deep Core Mining Inc.
Caldari State
#4662 - 2014-10-03 01:04:38 UTC
Adwokat Diabla wrote:
It isn't different at all from current nullsec play. Also, almost nobody has multiple deployments to attack on multiple angles, and even when they do, it doesn't really matter anyways. So long as you can hellcamp the most important alliance in a coalition into a station until they no longer want to play, then it's very easy mop-up work to deal with any of the other smaller "crews". The sad truth is that same tactics that we (PL) have been using for years will probably not change much, if at all, because of these changes. It will just make it even harder for small groups to come into 0.0.

EDIT: If you're interested, this is what we did with SOLAR. We hellcamped them in, and drove them out of the Eastern 1/2 of the map and after we dealt with them, then it was very easy to mopup other groups like RA or -A- .

Oh I get that it's viable tactic, assuming you only have one major threat to deal with. Given that sov structure HPs are getting adjusted at the same time as these jump changes - meaning subcaps become viable threats in large enough numbers - I would anticipate seeing an alliance or coalition facing multiple threats. You can definitely deal with one, but that leaves others to run around, and even if they're not hitting your alliance's space they could be causing hell in your coalition mate's space or your rental empire. With the jump fatigue mechanic, they'll have a reasonable expectation of not getting hot dropped if you maintain the hellcamp, and folks can do some significant damage in a week unopposed if they put their mind to it.

But hey. It's not like smart folks aren't analyzing these changes and seeing what parts of their empire they need to shore up, what parts they can sacrifice, and what new areas they need to grab to ensure their sustainability.

I'm sure that things are going to get shaken up plenty in the next 6 months or so. If not, I owe you a PLEX.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Racso Lluecks
Deep Core Mining Inc.
Caldari State
#4663 - 2014-10-03 01:05:28 UTC
Talvorian Dex wrote:
Ninteen Seventy-Nine wrote:
Talvorian Dex wrote:


Nerfing capitals into the ground is one thing (and that's what you're doing). I'm fine with that. But this is draconian.

More importantly, you're also obliterating so much more that relies on jump bridges, jump engines, and high-volume movement.


Omg the tears...

Do you people even read the OP?? You'd think they just deleted jump drives Lol

Wait out your timer.
Save your melodrama.


Have you ever done a logistics run? Back and forth in a jump freighter can be 12 jumps. That's no longer possible. I don't care a bit about combat capitals jumping - I actually like that. It's the non-combat capital jumps that cause this thing to be ill-thought out and the consequence of a drunken brainstorming session, not a measured mechanic change.



^^^ Winner....

The force projection effects of this change are good. The logistical effects, are not.

So the idea is, that instead of hotdropping supers.... Supers are going to escort freighters? That's your &*#$(%ing fix?


Adwokat Diabla
WeebFleet
Tsundere Triad
#4664 - 2014-10-03 01:05:43 UTC
Veskrashen wrote:
Adwokat Diabla wrote:
Mara Tessidar wrote:
Hey CCP Greyscale this is a game and not being able to use a core mechanic for travel for a month is so utterly retarded I can't believe you seriously consider it a good thing

hope that helps


Apparently this needs to be re-iterated.

Don't be stupid about using teleportation mechanics, and you never have to worry about it. Given you have to hit a 3 day jump timer before you get to that point, and several multi-hour timers before then, you should have plenty of time to wisen up.

Otherwise, people might remind you that being dumb in EVE has penalties, and this is probably one of them. Don't be dumb.


It's one thing to make a mistake, like warping back to a tractor unit to loot a carrier wreck and then losing your super because of it. That's an example of making a dumb mistake.

Having gameplay mechanics designed into the game to prevent you from actually playing the game on the other hand just does not make sense.
Nazri al Mahdi
Federal Navy Academy
Gallente Federation
#4665 - 2014-10-03 01:07:26 UTC
Davionia Vanshel wrote:
What's interesting is there has been no discernible movement in PLEX prices or Jump Freighter prices since these proposed changes have been announced.



We're still in the shock phase. Denial comes next, though it'll be a close race versus Letting Go.
Forza Lyandre
Mineski Infinity
Pandemic Horde
#4666 - 2014-10-03 01:08:17 UTC
I have suspended 1 of my account.. my capital account. I dont care about the carrier, dreadnought, super, titan and the attempt to nerf the power projection. Its actually a good idea. But for the JF... that just stupid, I need 6 jump from null to lowsec from before that only 2. And the stupid thing is one of the mid point does not have station... and there is other mid point that owns by "red". The best solution is to create a bigger "blue" doughnut.
Scud Maximillion
State War Academy
Caldari State
#4667 - 2014-10-03 01:08:31 UTC
CCP, you have acted boldly and decisively. Many people want nothing more than to maintain the status quo. This game needed new life breathed into it, and that you have done. I am more excited about the future than ever. As the CEO of a corp of 80 real people, I pass along to you our collective thumbs up. Stay the course. You know what you have to do, and this is only the first of many needed changes. They will be painful to people but in the long term, essential for this game. The removal of death cloning was needed to avoid an obvious work around, as was applying the change to jump freighters (otherwise they will become a battle taxi and defeat the changes).

Be strong. You have our complete support.
Serendipity Lost
Repo Industries
#4668 - 2014-10-03 01:10:01 UTC
baltec1 wrote:
Imolus wrote:
CCP Greyscale wrote:
Planned new feature to address new player movement:
Thoughts? Pasting this into the FAQ and also trying to get it into the blog proper.

Genuinely new players should not be going straight into nullsec unless they are well informed and had done a decent amount of research on the game.

More often than not, those players will be lost in a complex sea of game mechanics. Teleporting them all the way down to null sec without easy way back will only add to the confusion.

And worst of all, you'll be taking away a joy of their first trip through a dangerous space.

I personally strongly disagree with this proposal.


Thats only true if you are a terrible organisation. Our newbees have a much higher retain rate than the ones left in high sec.


I keep looking at the map.... where are you hiding them? Do you even understand what a stupid lie is??
Arrendis
TK Corp
#4669 - 2014-10-03 01:10:21 UTC
Ninteen Seventy-Nine wrote:
It's going to be so awkward for you when one of your allies stabs you in the back doing exactly that Lol


Yup. Totally awkward. And then it'll get bloody, and we'll all have fun, so where's the worry?
Overman
Malum Industria
#4670 - 2014-10-03 01:10:41 UTC  |  Edited by: Overman
if we're gonna insist on letting capitals travel through gates, can CCP obviate the need for capitals to use the stargates themselves? let them "jump" or "interstellar warp" or some iteration of that.. to an adjacent system and end up at a random celestial?

Give them a 30 second timer between interstellar warps. Make it to where they just right click on a gate to the system they wish to go to .. then it'll have another option for capitals. You can conceptualize that they're still using the stargates, but their jump drive allows them to bullshit bullshit bullshit through the stargate rift without the need to enter the gate queue.

It'll let them move fast enough to still be not completely unbearable, but they're still facing 60-90 "jumps" to get around. If you put up a criteria that all capitals spawn at a celestial within a few AU of a Sun, you create the opportunity for PVP and content. Plus, it creates content for defending sov outside of the normal gate camps. Multiple dynamics for defending regions when you can't just put bubbles on gates. You have different pockets available for defensive posturing and even more opportunity for offensive traps set up in 'red' territory.

You still have traditional jump mechanics available to sidestep dangerous areas, but ofc there are new costs to them. it forces a trade-ff among capital pilots. Trade-offs are good. Arbitrarily confining their already existent gameplay? not so much.

This won't fix the issues already in place with this patch, but it sure as hell avoids the issues of masses of capitals warping to a gate trying to use standard jump gate mechanics. It'll stop 50 titans warping to them bumping off gates like idiots and taking 30 min to get back down to it after their bump, etc.

The idea of fleet warping capital gangs gate to gate is just so freaking ludicrous
KIller Wabbit
MEME Thoughts
#4671 - 2014-10-03 01:11:33 UTC
Summer Isle wrote:
Murauke wrote:

Whats even funnier is the big alliances can already turn out hundreds of capitals a month, does CCP not think that the big blocks haven't already identified several strategic systems to store caps in and use pod express / high sec to access said caps.

PodEx is going the way of the dino, and will be very, very limited in the future. You would need your people to jump clone to get to said caps, or fly there via gates.


Implants may see a bit of demand
Sienna Toth
Pulsar Phisics Shipyards
#4672 - 2014-10-03 01:11:53 UTC
Yuri Thorpe wrote:
"Actually, it helps everyone and doesn't screw anyone in particular."



I'm not saying that the change will hurt anything. I am saying that they are not going to change peoples behaviors the way they think because they are making bad assumptions.

Really I'm going to risk a 6 Billion isk Jumpfreighter to go through gates !!! I'm certainly not that stupid. I'm also not going to lose my tactical advantage buy going through gates.

Allowing the Caps to go through the gates is fine. The jump timers is just unnecessary and only adds a technical delay that must be factored for. We absolutely wont use the gates because of the jumptimers. The jumptimes are a waste of effort.

Grayscale: If you want to fix something fix Corp access of hangers!!! That's a real problem.
Nazri al Mahdi
Federal Navy Academy
Gallente Federation
#4673 - 2014-10-03 01:12:58 UTC  |  Edited by: Nazri al Mahdi
Veskrashen wrote:
Garandras wrote:
Nazri al Mahdi wrote:

Outer Passage is 28 mids from Jita with the range nerf, and I need to make 3 runs per week. Be a sport and bring daddy an estimate of THAT, would you?

Well if you wait the timer every jump.. you are looking at about 2.8hrs

Closer to 7 actually, it's 15 minutes of fatigue per 5 LY jump. But yeah, could be done fairly fast. Assuming he's uber cautious about his routing and absolutely refuses to use stargates, of course, but being that risk averse OUGHT to have penalties of some kind.

Why would I take a stargate in a 7 billion ISK loot pinata? I hope you're not suggesting I deploy the corp to the region gate some 30-40 jumps out six times a week for my three loads.
Veskrashen
Deep Core Mining Inc.
Caldari State
#4674 - 2014-10-03 01:13:54 UTC
Polo Marco wrote:
Nothing will matter but the choke points. Whoever controls them will be able to control the game. The megas are well represented in the CSM. They all seem to be on board with this plan.

The megas are screaming bloody murder, in case you haven't noticed.

Also, there's only so many chokepoints you can control. So long as you can get past the entrance system - from any angle - you have free reign.

For example, staging out of the NPC station in J-CJIV in Pure Blind lets you hit 11 systems in Deklein. Staging out of DO6 (no station, but a viable midpoint) gives you reach for another 5. And that's not counting taking one of the 5 regional gates into Dekelein - which you can fit caps through, by the way - which again gives you free reign of the region. Oh, and that's only considering capitals, not the use of nullified T3s and the like, or the use of cloaky nullified T3s via BLOPS with BR support, or the use of wormholes.

In fact, wormholes become the near perfect way to get folks in for an assault, since there's no way for the defender to prevent them from giving access to their space nor any way to predict when / where they'll pop up.

I think folks are seriously fooling themselves if they think they can simply hellcamp a few systems and be good.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Veskrashen
Deep Core Mining Inc.
Caldari State
#4675 - 2014-10-03 01:15:57 UTC
Nazri al Mahdi wrote:
Why would I take a stargate in a 7 billion ISK ship? I hope you're not suggesting I deploy the corp to the region gate some 30-40 jumps out six times a week for my three loads.

You take it through the gate because it saves you multiple mids and therefore time. You bring your mates along because if they don't you don't move their stuff for them. At least they're not doing 40 jumps each way to escort a freighter through all those gates, like folks used to do.

But hey - we were tougher and more determined back then, I guess. Get off my lawn.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Rarnak Ki
Twilight Hour Industries
Barely-Legal
#4676 - 2014-10-03 01:18:25 UTC
Kagura Nikon wrote:
Talvorian Dex wrote:
Arsine Mayhem wrote:
Talvorian Dex wrote:
I'm going to make one post, with the hope that the devs are still reading this thread. I'm gonna say this once.

Nerfing capitals into the ground is one thing (and that's what you're doing). I'm fine with that. But this is draconian.

More importantly, you're also obliterating so much more that relies on jump bridges, jump engines, and high-volume movement.

What happened to CCP Seagull saying, "We want to support content enablers!" (those who handle logistics, fuel, etc. that allow others to enjoy their gameplay)? With these changes, you've basically put your arm around them, cuddled them gently, then threw them to the ground and curbstomped them until they had a mouthful of broken teeth and bloody gums.



Here is your content enabler. Form a fleet and escort a freighter.


The fact that you don't understand why that's not tenable long-term is the same reason why I'm not going to argue with you about it.



Peopel did that for YEARS before JF appeared. IT is sustainable. You just need a dozen peopel REALLY logged in and not on jabber waiting a ping. You know.. REALLY playing the game.


Yeah, people did it for a couple of years when the game was brand new and only had a percentage of the population (and dps). With today's metagaming and m3 needs, it isn't sustainable at all. No one wants to do 30 escort ops a week just for a medium sized alliance (or more because of all the back and forth required). Not to mention that it wouldn't take much to suicide gank a freighter before the escort could even land reps (it's not like this happens in high sec all the freakin' time).
Veskrashen
Deep Core Mining Inc.
Caldari State
#4677 - 2014-10-03 01:18:53 UTC
Racso Lluecks wrote:

^^^ Winner....

The force projection effects of this change are good. The logistical effects, are not.

So the idea is, that instead of hotdropping supers.... Supers are going to escort freighters? That's your &*#$(%ing fix?

If you insist on remaining pure PvPers that never mine, never manufacture anything, and depend on Empire for all your needs - then yeah, suck it up buttercup.

Or you could adapt, start up your local industry, plan your routes better, and rely on compressed goods and raw materials instead of finished hulls. But that would require effort and change, which I know some nullbear failliances are unable to muster.

Lazy effing nullbears.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Eigenvalue
Republic University
Minmatar Republic
#4678 - 2014-10-03 01:18:57 UTC
Davionia Vanshel wrote:
What's interesting is there has been no discernible movement in PLEX prices or Jump Freighter prices since these proposed changes have been announced.




Because no cap pilot believes these changes will go through as they stand. They're absurd an alienating to a huge community of dedicated long time players.
Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#4679 - 2014-10-03 01:19:41 UTC
Wow, this became a big thread really quick, eh?

So anyhow, as for Black Ops- I'd like to put my idea from before onto the field- now, with the proposed changes, I can't see any reason at all why it wouldn't be able to work
Lucius Saturninus
Pator Tech School
Minmatar Republic
#4680 - 2014-10-03 01:19:57 UTC
It’s funny how GSF and the likes scoffed at the complaints about Wormhole changes only a few weeks ago. Then when the changes affect them, suddenly there it is a **** storm. I would not mind, so much, the 234 pages of self-centered attitudes if it wasn’t for them going out of their way to belittle and down play other people’s issues. –No Offence

But I will say that CCP has let the current status quo go on too long.

Sadly I think they are going to have to let it burn down in order for some new blood to take root in Null.

And the constant threat of hot drops puts the lid on a lot of other activities.

Maybe we will get a shift back to the roaming HAC and T3 gangs?

I think the REAL changes are going to come when they modify Sovereignty. Then the Freak show will start.