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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Arkon Olacar
#41 - 2014-10-01 17:19:54 UTC
Are you guys high?

No seriously, have any of the people who came up with these changes ever played Eve before?

You've just killed off nullsec logistics singlehandedly. You've just made the minimum requirement to be in null the ability to fly an interceptor. You've just killed black ops fleets. You've made it impossible to enter half the regions in the game without using a gate. You've just made it impossible to live in most of the NPC null regions. You've not restricted capital fights, you've eliminated them from the game entirely.

Are we being trolled? Are you trying to kill off your own game?
Swiftstrike Incorporated
#42 - 2014-10-01 17:20:33 UTC  |  Edited by: Swiftstrike1
All I can say is... poor Bobby

EDIT: time for proper questions...

  1. Does "capitals will be able to use gates" include supers and titans?
  2. Will titans and Blops gain jump fatigue when other people use their jump bridges?
  3. Will clone JUMPING incur jump fatigue? You specifically said "gate jumping" will not,but failed to mention JCs
  4. I suspect capital gate-to-gate travel will increase demand for Ascendancy implants by a ridiculous amount. Do you have any plans to increase their availability by e.g. making them drop in nullsec?
  5. I suggest that pilots should be able to set their medical clone station to their Corp's HQ as well as their current station
  6. Why is this feature announcement not in the Features and Ideas forum?

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#43 - 2014-10-01 17:20:50 UTC  |  Edited by: Rivr Luzade
Wow. 5 LY jump range for JF. And I was thinking that the current range was limiting, but this is... Shocked

*zooms off to find other systems as the current systems for logistics won't work anymore* Great. Now I have to do even more work to enable our people the little PVP and action they get. I am clearly looking forward to that.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Tyr Dolorem
State War Academy
Caldari State
#44 - 2014-10-01 17:20:59 UTC  |  Edited by: Tyr Dolorem
Considering this change is probably designed to effect null-sec I don't know what your thinking really. All you've done is make it take a little bit longer to reach your target system, for large fights this makes no difference due to tidi, and for timers again all this means is that the defending party has to leave 10 minutes earlier than before.

Capitals using gates is a hilarious idea, have you even looked at your warp speed changes? It'll take the same time as jump fatigue just to warp from one gate to another.

No doubt you're set on this but at least consider these changes not effecting BLOPS or Jump Freighters at all.

RDevz wrote:
CCP Fozzie wrote:

This must be some strange new meaning of the word "improvements" of which I was not previously aware.
Hello. Yes.
#45 - 2014-10-01 17:21:09 UTC
You will only be able to move your medical clone to the station you are currently docked at. This prevents obvious movement workarounds with suicide-cloning

Retar Aveymone
Goonswarm Federation
#46 - 2014-10-01 17:21:17 UTC
Domanique Altares wrote:
Retar Aveymone wrote:
The abolition of podjumping makes it massively difficult for our newbies to join us in Deklein. Has any thought been put into that?

Yeah. They probably thought about it, and realized that 'Warp to Zero' and 'Jump' activated on enough gates in sequence gets your newbies there just as effectively.

Either they, or more likely you, did not actually put any thought into this response and should be embarrassed it was made. A newbie can't deal with bubblecamps that are standard for highsec/null connections.
Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#47 - 2014-10-01 17:21:56 UTC  |  Edited by: Sentient Blade
Steve Ronuken wrote:
Do he could jump about 6 minutes after jumping in. A shorter jump to enter the system would lock out your drive for a reduced time.

Yeah, I think that's quite poor. The layout of the galaxy is just not geared towards such short range jumps, so you're almost always going to be getting hit with the max penalty.

Nobody in their right mind would move a capital through a gate when you can get tackled by a frigate when it takes until christmas to get a lock on them to launch drones and defend yourselves.

I think a timer based solution is quite poor.
The Scope
Gallente Federation
#48 - 2014-10-01 17:22:00 UTC
this hotfix seems like the end of titans as anything but novelity items
not to mention the utter ******** nature of the solution, fix the core issue not the tools that players use to make eve liveable
Angelique Duchemin
Team Evil
#49 - 2014-10-01 17:22:24 UTC
So I'm trying to work out the math here. Even at 90% reduction. A Jump freighter would be looking at a 15 minute cooldown after its third jump wouldn't it?

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

Danny S
Hold Fast
#50 - 2014-10-01 17:22:34 UTC
soo it is official subcaps reign supreme now

GJ ccp

let me just unsub my cap accounts
Lydia Maulerant
The Scope
Gallente Federation
#51 - 2014-10-01 17:22:50 UTC  |  Edited by: Lydia Maulerant
First, I think I'm reading an inconsistency in the blog post.

After a jump is complete but before your fatigue is increased, you gain a jump cooldown timer. 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.

Which suggests that the cooldown should be zero. And later...
His first jump, of 4.85 LY, takes him to U-TJ7Y. Because he has no fatigue before the jump, he gains a minimum-length jump cooldown timer: 1 minute, plus 4.85 minutes for the distance travelled, for a total of 5.85 minutes,

So which is it? If I'm reading the earlier section correctly, that 5.85 should be the FATIGUE length.

Also, this change seems to present a significant nerf to BLOPS dropping, a fun, not super power-projecty activity. It looks like by the time you've dropped on your second target and returned, you're looking at calling it a night due to a rather large timer (greater than an hour if two max range drops). If blops bridge capable ships could get a fatigue exception for returning to the system they just jumped from, that would handily keep this activity viable without turning it into a means to teleport a force across the universe.
The Scope
Gallente Federation
#52 - 2014-10-01 17:22:50 UTC  |  Edited by: omgdutch2005
What roam are we going to take today?

Lets do a titan & super carrier roam!

who got hit on the head?? ....

The time delay: some what ok... Range... dear god... Straight
Tazarak theDeceiver
United Mining and Hauling Inc
The Initiative.
#53 - 2014-10-01 17:22:59 UTC
This will go over as well as Incarna.
Zero Fun Allowed
#54 - 2014-10-01 17:23:01 UTC
looking forward to these changes :yes:
Royal Amarr Institute
Amarr Empire
#55 - 2014-10-01 17:23:17 UTC
I like most of these changes (RIP my suitcase) but I really dislike the removal of the pod express (or suicide cloning as it was called). Most of these changes were intended to remove the mobility of ships - it's not like you could significantly work around these changes just by being able to quickly jump to one other system. It's a common way of moving newbies into nullsec, and I always thought it fit really nicely into EVE lore - the fact that the universe was so twisted and capsuleer priorities so abnormal that a common means of transport was just shooting yourself in the head (insert DUST announcement about suicide in public places here, etc)

So yeah, really cool ideas, but please keep the pod express :(
Darius Caliente
The Pinecone Squad
Rote Kapelle
#56 - 2014-10-01 17:23:22 UTC  |  Edited by: Darius Caliente
This has got to be a troll... I refuse to believe that CCP is this obtuse.

I'm adding my voice, which I rarely do with these threadnaughts because my 8 paid accounts will be going away and I will be leaving EVE. I'm hoping everyone else indicates the same to help CCP realize the revenue that will be lost from these changes.


Gotta love those quick-strike black ops drops now -- Jump to target, kill it, wait 6 minutes before you can jump back home. Wait even longer before you can hit another target.
Ministry of War
Amarr Empire
#57 - 2014-10-01 17:23:32 UTC
This is going to make cap proliferation even worse. Smaller entities will have less to fear from major players, which is a positive, but it also means that carriers and dreads are going to see deployment much more frequently and, when operating local to the homes of the owners, with less effort required from cyno pilots. This means that groups without caps are going to be even more disadvantaged than ever before.

Reducing the size of the map is a good idea, but this is the wrong way to go about it. This strongly favors nullsec entities that have extensive jump bridge networks. Fatigue will help but traveling to new deployments or preparing for fights ahead of time will be much easier for groups that have the transit networks in place compared to groups that will need to move cynos extensively.

I'm also concerned about how jump fatigue will work in fleets. If a group of 50 capital ships needs to move two jumps, but some pilots already have jump fatigue, how does that impact the rest of the fleet? Will everyone else be slowed to their speed?

Finally, you seem to be planning to release these changes in stages. I think I am not the only person who would prefer to see them all released at once. If you really feel that these changes will be for the best, then they need to be released in a way that makes them all coherent and immediately shows the community how they fit together. Making these changes piecemeal is just going to have a negative short and medium-term impact and will not be good for the game.
Domanique Altares
#58 - 2014-10-01 17:23:35 UTC
Fonac wrote:

This makes that part even more painfull.

You know what was probably painful? The days when alliances had to put together freighter convoys through low into null and back again, because there were no easy-move options.

CCP should bring that back for a few weeks first, so that 5ly and jump fatigue seems like a blessing.
Obsidian Hawk
RONA Midgard Academy
#59 - 2014-10-01 17:23:39 UTC
Retar Aveymone wrote:
The abolition of podjumping makes it massively difficult for our newbies to join us in Deklein. Has any thought been put into that?

Then they can put on big boy pants and fly out there like everyone else did, have organized fleet ops and escorts to move cargo out there like everyone else did.

0.0 can afford to get off their butts and do hauler escorts to move people out there. If you are in an alliance then you should work at one.

My first 0.0 experience was moving my corp out of branch and escorting 2 full iteron V's from K8- to NGM in the drone regions. 53 jumps of 0.0 goodness. And how did i get out to k8? I loaded up an atron with the clothes on my back and flew out there like a bat out of hell.

Why Can't I have a picture signature.

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

Capital Warfare
#60 - 2014-10-01 17:23:44 UTC
To say it my Way: NO!

You WILL loose at least 30% of the Playerbase.