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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Arsine Mayhem
Doomheim
#4761 - 2014-10-03 02:06:42 UTC
Talvorian Dex wrote:
Just an FYI to CCP... it's not too late to call this a Half-April Fool's Day (Oct 1) Joke... You can claim it was all for the tears.

Then come back with an actual fix to sov mechanics.


It's only the first step.

They just need to deploy it on the Day of the Dead.

http://en.wikipedia.org/wiki/Day_of_the_Dead
PotatoOverdose
School of Applied Knowledge
Caldari State
#4762 - 2014-10-03 02:06:53 UTC  |  Edited by: PotatoOverdose
Nazri al Mahdi wrote:
PotatoOverdose wrote:


Look, 1 blops + 10 blockade runners = half a jump freighter worth of cargo that doesn't need to use station midpoints and operates with perfect safety. Produce all of the T1 mats locally, and this solves ALL of your problems.

Quick math test: how many blockade runners do I need and for how long per week to run 1 million m3 to null.

You can call me a liar all you want, but that is my transport need, regardless of the arguments you want to make about it. And I'm just a small corp.

EDIT: we already mine like crazy.

Why the f*ck do you NEED to move 1 million m3 to null, per week?

By m3, t2 mats represent a tiny portion of any build. Take the Golem for example, requires a sh*t ton of mats to build, but only ~3000 m3 worth of t2 mats. Each blockade runner can carry enough T2 materials to build 3 T2 Battleships with room to spare.

Fuel blocks for towers? Use the ice from your local ice belts.
Grath Telkin
Amok.
Goonswarm Federation
#4763 - 2014-10-03 02:07:51 UTC
http://i.imgur.com/VRVvbFl.png

[Rorqual, Dont let this be a thing]
Damage Control II
Drone Damage Amplifier II
Drone Damage Amplifier II

Omnidirectional Tracking Link II, Optimal Range Script
Omnidirectional Tracking Link II, Optimal Range Script
Sensor Booster II, Targeting Range Script
Domination Warp Disruptor
Gist A-Type EM Ward Field
Caldari Navy Adaptive Invulnerability Field
Caldari Navy Adaptive Invulnerability Field

Capital Murky Remote Shield Booster
Capital Murky Remote Capacitor Transmitter
Capital Murky Remote Capacitor Transmitter
Ammatar Navy Heavy Energy Neutralizer
Ammatar Navy Large EMP Smartbomb
Ammatar Navy Large EMP Smartbomb

Capital Core Defense Field Extender II
Capital Core Defense Field Extender II
Capital Core Defense Field Extender II

Ogre II x5


Hi, as somebody who really wants the full effects of these changes to hit EVE, i'd like to bring this to your attention. If you leave the Rorqual untouched by these changes you will eventually see some variation of this surface, bringing hot drops right back to where they currently are with a different ship.

For this reason alone, it MUST suffer the same changes as the rest of the ships.

You can laugh if you want, but this will be a thing thats done in some form or another, and what i've posted right there in groups of 10 or more (easily viable) they start to get pretty scary.

If you really want to fix the game, dont forget this monster in the closet.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Ninteen Seventy-Nine
Pator Tech School
Minmatar Republic
#4764 - 2014-10-03 02:08:17 UTC
Nazri al Mahdi wrote:
Ninteen Seventy-Nine wrote:
Nazri al Ma wrote:
that is my transport need, regardless of the arguments you want to make about it. And I'm just a small corp.

EDIT: we already mine like crazy.


No one cares.

It's not about YOUR game.

It's about THE game


Jump freighters didn't kill the game, they saved it. It's a lot more fun to play when you can afford tech 2.

Also, no one gives a crap about your opinion.


A bloo a bloo a bloo
Lol

This thread

"The unending paradox is that we do learn through pain."

Kassasis Dakkstromri
State War Academy
Caldari State
#4765 - 2014-10-03 02:08:21 UTC
CCP Fozzie wrote:


...

Big thanks to the whole CSM for their help with this process so far and the good work I know they'll continue to do as we consult with them going forward.

...



Mouth so full of lies!

READ: The Mittani: CSM Criticizes CCP

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Luxotor
This Cyno Will Eventually Make Sense
#4766 - 2014-10-03 02:08:52 UTC
What the hell, I'll throw another opinion into the pool (239 pages later):

The latest devblog update from CCP Greyscale details a three phase plan for a substantial overhaul of the way nullsec works beginning with tackling force projection with the inbound release of Phoebe next month. The majority of the active 0.0 player base have long since asked for changes to stop and even reverse the stagnation that has only become too predominant in today's Eve Online, and yesterday's devblog illustrated CCP's intention in homing in on these issues and working to correct them. While I agree with the consensus is that this is indeed a significant and long overdue step into the right direction, the question becomes what about the current game plan makes the most sense, and what about it makes the least? Further, how do we fix that? 

One of CCP's intentions for this upcoming release is to reduce the "global" on-call availability of capital force projection - practically speaking, this will break up the game's universe up more; it works to reverse the effect that capital and supercapital proliferation has had on Eve Online in recent years, so while this overall is a positive and forward moving direction for CCP to take, I question what the developers could do better to address key issues laid out in their plan, namely how this will adversely impact alliance logistical functions and services. While I understand that this isn't supposed to represent a silver bullet to fix all of nullsec's problems, it remains to be seen how one could practically live in outlying regions like Oasa without having to visit highsec for things - at least on an organizational level. I think it's awesome that CCP wants to encourage industry in ~lawless space~, but right now it is not possible nor feasible to build everything one needs locally especially when you take into account alliance ship doctrines complete with standardized T2 fittings - and certainly not at the quantity that is typically required to keep subcapital fleets rolling. 

Speaking for the short term, one of the best ways to alleviate that problem is by considering an immunity for the jump range reduction to 5 LY for the jump freighter class and by extension, the Rorqual. This way, alliances are restricted by jump fatigue and increased fuel consumption, but not to the point of being paralyzing and unduly overbearing especially to an already tiny demographic of players working on an already very time consuming and monotonous area within the game. 

THE NIGHT IS DARK AND FULL OF TERRORS!

Gunner GzR
Timber Wolves
#4767 - 2014-10-03 02:08:57 UTC
what is that Sound coming from that wh.... i can almost make it out...its its laughter.. a lot of laughter..it goes hahahahahahahahahahahaha

Change For the Sake of Change is bad Listen to you community CCP We are what make you Money. Remove Local From 0.0 and Low Space Please

Yroc Jannseen
Deep Core Mining Inc.
Caldari State
#4768 - 2014-10-03 02:09:18 UTC
PotatoOverdose wrote:
Rarnak Ki wrote:

We are already using our maximum time in this game doing these things and 90% of that is spent hauling.
...
Instead they are just going to abstain from engaging in that type of play altogether.


So don't haul. Get some indy dudes to build your ships in your home regions. Use whatever ice is native to your region to fuel your towers.

Their are 2 things you need to import: T2 mats and non-native fuel for your caps (not towers, those you switch to match your regional isotopes). Both of those things are trivially imported via blops + blockade runners. Or, if your alliance is huge, god forbid you do a freighter op. A couple of freighters filled with nothing t2 mats will tide you over for a long time.

The whole point of these changes is that you can't meet 100% of your needs via Jita logistics.


You are simply showing that you have no understanding of how people actually use towers in this game. Towers like ships have different bonuses per race. Breaking things down to "use the tower you have local fuel for" kills what is actually good complexity.

The interconnected nature of the Eve economy is one of the most amazing features of this game and one of the few areas where the "butterfly effect" really comes in to play. The links need to remain strong. Period.
Polo Marco
Four Winds
#4769 - 2014-10-03 02:09:20 UTC
Veskrashen wrote:
Polo Marco wrote:
Like most of the people in this thread, you are missing the point. It's not about the fleets. It's about the ISK. Having the best military didn't do the Germans any good in WW II, or Napoleon in the wars that bear his name. 95% of the Japanese merchant marine was at the bottom of the Pacific by June of 1944.

These wars were all lost due to the other side's preponderance of wealth and resources.

Players who rely upon heavily interdicted chokepoint systems and wormholes for trade will be easily dominated by those who do not.

Examine your premises.

Isk is not a limiting factor in EVE. No war in EVE between determined opponents has been lost because of isk.

Wars are lost due to failure of will and the collapse of the logistical structure fueling the war. That structure is limited by time and the actual pilots willing to do that work at that level.

Those folks will have a higher burden now.

No amount of isk will buy you the logistical support you want if your pilots won't log in.

You, sir, have zero idea what you're talking about.


So, which JF pilot would be more willing to log in, the pilot who will have friendly access to a secure gate to empire or the one who will have to risk his 7 billion isk ship in a gate crashing attempt?

And as to which of us is the better speculator?

Only time will tell :)

Eve teaches hard lessons. Don't blame the game for your own failures.

Mike Azariah
The Scope
Gallente Federation
#4770 - 2014-10-03 02:11:42 UTC
Dirk MacGirk wrote:

Mike, from where you are in nullsec, how many jumps is it for you to get to lowsec in your capital currently? And how many will it be and how long will it take in the future? And based on your experience with the movement of capitals for non-PVP purposes, do you think this will have a desired effect on player enjoyment of the more boring aspects of day-to-day logistics? Finally, have we slaughtered the symbiosis between nullsec/hisec on the altar of force projection?

Since you are collecting relevant comments and tears, I'm hoping you can opine based on your experience in these areas.


Not in null, haven't been in a long time, except for the occasional titan bridge for hunting purposes.

Don't do logistics which is why I have asked logistics folks to contact me and send in concerns/suggestions. I especially would love to chat with the specialized frog transport folks if they want to bend my ear.

No, I don't think the symbiosis is dead, yet. But it took a hit as EVERYTHING did and should when you make a change this big. That is how Eve works. Markets, mining, everything is gonna feel this, probably in ways we cannot predict.

That does not mean we shouldn't, it means we have to watch and learn and maybe (just maybe) react.

for the record: when I moved out of null it was in a carrier. that ain't gonna happen again, is it?

m

Mike Azariah  ┬──┬ ¯|(ツ)

Aurthes
Shadow State
Goonswarm Federation
#4771 - 2014-10-03 02:11:43 UTC
I have a simple proposal that would be simple would slow down caps but still allow people to jump without a crapload of cynos.

Make it so that a character has a jump range multiplier that starts at 100%. After your first jump, the multiplier gets reduced by 50%, unless you wait out the fatigue timer. Each subsequent jump is 50% lower.

For instance, a carrier has a maximum range of 14.625 LY. The multiplier starts at 100%

First jump: 14.625 LY
Second jump: 7.3 LY
Third jump: 3.6 LY
Fourth jump: 1.8 LY

That serves the intended objective of being able to fly around eve quickly.

The timer is with the character, so even if they switch ships, they still get the same % applied. One could do a little monkeying with the base range, but it should be larger than 5 LY and people can keep the same cyno route as long as they slow down jumping.

JFs and Rorquals would still get the timer reduction bonus.
Tarra Nobilii
Doomheim
#4772 - 2014-10-03 02:11:54 UTC
Has anyone considered how SOMER blink is going to move their Ishukone Scorpions with these new game mechanics?!
Ninteen Seventy-Nine
Pator Tech School
Minmatar Republic
#4773 - 2014-10-03 02:12:11 UTC
Kassasis Dakkstromri wrote:
CCP Fozzie wrote:


...

Big thanks to the whole CSM for their help with this process so far and the good work I know they'll continue to do as we consult with them going forward.

...



Mouth so full of lies!

READ: The Mittani: CSM Criticizes CCP


Lol
The mittanis 'csm'.

If there was any justice they'd all be kicked off the CSM for NDA violations. If those guys are against it, we KNOW CCP is doing good.

"The unending paradox is that we do learn through pain."

Ukiah Oregan
Lithomancers
#4774 - 2014-10-03 02:12:22 UTC
Ninteen Seventy-Nine wrote:
[quote=Ukiah Oregan]
The more they nerf projection and fast travel, the better.


If your about interaction and game play TIMERS (one month!) that prevent you from PLAYING (means no interaction) is an ANTI-PLAY feature

CCP must consider ship spinning a great game mechanic so they figured CAP pilots would really love more of it

This is supposed to be SANDBOX where the PLAYERS decide how to play.

There is a game mechanic in EVE called CAPS that have JUMP capability with a crap load of skill training time to master. Makes Logistics, Relocating, Industry and Large Fleet fights possible.

GAME PLAY is about GAME PLAY not SHIP SPINNING and MONTH LONG TIMERS

make features that spawn Game Play not TIMERS

WAIT TO PLAY = NO PLAY

Make all of 0.0 space usable. There's so many systems in each region that are simply ignored and unused because their worthless.

DO something that makes EVE PILOTS MOVE and make EVE Pilots stop spinning their ships.

Primary This Rifter
Mutual Fund of the Something
#4775 - 2014-10-03 02:12:57 UTC
So, at first I was pretty skeptical. I don't want to say upset, because I honestly just had no idea what this would really entail. But now I'm beginning to wonder if maybe this is the right direction after all.

I still think it's pretty heavy handed though.
Nazri al Mahdi
Federal Navy Academy
Gallente Federation
#4776 - 2014-10-03 02:13:53 UTC
Veskrashen wrote:
Nazri al Mahdi wrote:

I don't have 21 hours per week to risk slipping into a coma from the worst game experience available internationally. But it's actually 42, because 28 mids * 15 minutes * 2 (round trip) * 3 = 42, with a minimum commitment per person of 14.

Get people to help you?

I hear there might be these things called other people in alliances that might be able to lend a hand. You might actually have to pay them for it though - heaven forfend.


14 hours per week per roundtrip. No one in their right mind wants that kind of a PITA. You are either trolling or need to admit you are wrong about the JF nerf.
PotatoOverdose
School of Applied Knowledge
Caldari State
#4777 - 2014-10-03 02:13:54 UTC
Yroc Jannseen wrote:

You are simply showing that you have no understanding of how people actually use towers in this game. Towers like ships have different bonuses per race. Breaking things down to "use the tower you have local fuel for" kills what is actually good complexity.

The interconnected nature of the Eve economy is one of the most amazing features of this game and one of the few areas where the "butterfly effect" really comes in to play. The links need to remain strong. Period.

A bloo hoo hoo, my towers are a bit sub optimal for the given task, oh won't someone think of my isk/hour!

And no complexity is removed. Don't like the native ice type in your region? Deal with it, or move to a region that has the ice you want. Maybe an area of space that borders 2 regions with different topes.

If anything, this change adds a load of strategic complexity to the game. Now we have more than true-sec, distance to jita, and moon goo to go on for deciding where to live.
Arsine Mayhem
Doomheim
#4778 - 2014-10-03 02:14:45 UTC
PotatoOverdose wrote:
Nazri al Mahdi wrote:
PotatoOverdose wrote:


Look, 1 blops + 10 blockade runners = half a jump freighter worth of cargo that doesn't need to use station midpoints and operates with perfect safety. Produce all of the T1 mats locally, and this solves ALL of your problems.

Quick math test: how many blockade runners do I need and for how long per week to run 1 million m3 to null.

You can call me a liar all you want, but that is my transport need, regardless of the arguments you want to make about it. And I'm just a small corp.

EDIT: we already mine like crazy.

Why the f*ck do you NEED to move 1 million m3 to null, per week?

By m3, t2 mats represent a tiny portion of any build. Take the Golem for example, requires a sh*t ton of mats to build, but only ~3000 m3 worth of t2 mats. Each blockade runner can carry enough T2 materials to build 3 T2 Battleships with room to spare.

Fuel blocks for towers? Use the ice from your local ice belts.


You assume to much Big smile
Rudina
Deaths Consortium
Pandemic Horde
#4779 - 2014-10-03 02:16:28 UTC
Veers Belvar wrote:
[quote=Rudina]

You won't be able to cache caps in every far flung region of your sov. Your far out renters are going to get hellcamped and pack out if you can't defend them. At some point it wont even be worth the effort for you to maintain sov there (who would want to rent?), and you will consolidate to your core areas, where you can easily cache caps and form defense fleets. And that will open up all those regions you abandon to new groups who actually want them, not just groups looking for their own personal version of highsec farming under CFC protection. So yes, tying down the caps of small groups is surely worth it if it means that the caps of the big groups are tied down as well, and their vast territory rendered indefensible.


As far as I can work out we need 5, one of which is borderline.

Again though if you can stop grr gooning for a minute, what about the fact that it would take literally 4 hours to cross 2 loaded regions? What about the fact that caps can only cover ~1/2 of most regions including syndicate and stain? Surely cap pvp within your home region should be possible? Surely it shouldn't take one guy and his carrier literally all day to pick up his shiny new battleship from an adjacent lowsec region?

Its simply not shitting to hard on individual quality of life I'm suggesting.
Nazri al Mahdi
Federal Navy Academy
Gallente Federation
#4780 - 2014-10-03 02:16:33 UTC
Primary This Rifter wrote:
So, at first I was pretty skeptical. I don't want to say upset, because I honestly just had no idea what this would really entail. But now I'm beginning to wonder if maybe this is the right direction after all.

I still think it's pretty heavy handed though.


Huge problems require huge solutions. Jump Freighters are not a part of the problem. If you ban them from carrying ships, they cannot be used for power projection and should remain unnerfed, so should the Rorqual. Otherwise you are stabbing trade in the heart far more than you are breaking up the doughnut.