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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Christopher Mabata
Northern Accounts and Systems
#6781 - 2014-10-05 01:52:20 UTC
Sgt Ocker wrote:
This really bites - Fatigue, unlike everything else in eve which is real time based, only reduces while you are logged in. If you have 4 hours fatigue when you log out, you will still have 4 hours fatigue when you next log in - Nice work CCP, completely change the real time aspect of eve to suit your nerfs. Whats next, skill training only counts down while you are logged in?

EG; I moved my JF and accrued 4 hours of fatigue, then had to go to bed because i have work the next day. Next night I log in for the few hours of online time I have but am unable to move my JF due to still having 4 hours fatigue, 24 hours after I got it.


Yes I can use gates but why bother owning a JF if more than half your time and distance traveled is to be spent using gates?
"Jump Freighter", to me the name implies it should be able to use its jump drive, after all, that is why I spent all those months training and 6 bil isk on the JF for.


I don't remember reading where they said this was the case but if that really is the case then I agree Jump fatigue should decrease when a player is NOT logged in, even if only at 1/2 the rate it would if you were logged in. That way if you have a 6 hour jump fatigue timer and the servers crash or get attacked when your finally able to log back in you can actually play the game you couldnt in the previous few days. Same goes for just general day to day play there is no reason for it not to decrease.

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Busta Rock
The DawnSoarers
#6782 - 2014-10-05 02:04:24 UTC  |  Edited by: Busta Rock
I'm bumping my suggestion from far earlier in this threadnaught... seems like nobody saw it.

Busta Rock wrote:
I have a somewhat different suggestion as to how force projection and jump fatigue might be approached. hear me out:

instead of nerfing all combat capitals to 5LY at max skills, leave their ranges untouched. Let the Jump fatigue mechanic be a modifier that directly reduces the effective value of the pilot's JDC skill level, with the possibility of the effective value going negative, whereby a given ship will suffer a shorter jump range than if the pilot had no JDC skill points. this reduction would begin after the SECOND jump... the amount of reduction in JDC = number of jumps/2. of course, there would be a recovery time to get the effective JDC back up to normal, which would be equal to the distance jumped in minutes, is cumulative and includes the distance of the FIRST jump. regen time would be modified by ship class, with blops and JFs having the fastest recovery times, and titans the slowest.

example... nidhoggur pilot with JDC 5 makes a round trip of 20 LY in 2 jump... out and back. the first jump incurs a regen time of 10 minutes (in this example, lets assume a ship class modifier of 1 for simplicity), but JDC is unaffected on the first leg. he stops at the outbound destination to pickup some ships for transport, taking 2 minutes (reducing regen to 8 minutes), and immediately jumps back to the start system... regen time goes to 18 minutes, and his effective JDC skill drops to 4. if he makes enough jumps in a short period of time, he could end up in a situation where his JDC skill drops below zero, and his effective range becomes a small fraction of what it would normally be for a substantial (but not insane) amount of time. bridging ships would be affected similarly for every ship they bridge, the distance, and the class of each, but as most such bridges are of much smaller ships, the cumulative penalties would be manageable with appropriate modifiers for the ship classes.

here's the kicker though: I would actually prefer it if the JDC penalty were applied to the HULL and not the pilot himself, so as to discourage the use of ferry alts (treat it as a kind of overheating damage that subsides over time, but doesnt prevent trading a ship in station). also, jump fatigue could be used to negatively affect other aspects of ship performance in much the same way as drug side-effects. I would even consider the potential for a misjump to an unintended destination system anywhere within the ships maximum JDC range as a possible risk of a negative JDC value (the lulz that could be had... drunk nidhoggur pilot lands somewhere he NEVER intended).

I think this approach would be a much better choice for making eve a bit bigger, while not making capitals completely useless in long-range force projection - you can still travel substantial distances rapidly, but go out too far, too fast and you'll be REALLY feeling it on the trip back - or sooner.
Kassasis Dakkstromri
State War Academy
Caldari State
#6783 - 2014-10-05 02:12:58 UTC
For all of you fanboi's who think Yar! Captain Neckbeard! Pirate is a hero... and that this doesn't break anything other than the blue donut...

Well I've got news for you...


It just broke every 3rd party jump planner Dun du duuuuu.... O.o


So if the selfless 3rd party jump planner devs decide not to retool their planners - is Yar! Captain Neckbeard! Pirate going to pick up the slack?

Of Course not!


Yep .... sociopathic game development: Confirmed.

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

Busta Rock
The DawnSoarers
#6784 - 2014-10-05 02:13:59 UTC
in my above proposal, I especially like the possibility that extreme jump fatigue might automatically incur ship performance penalties for the pilot, similar to booster pill side effects, but not chance based... MANDATORY. kind of like how driving a car when severely fatigued will cause serious errors or the inability to even operate the vehicle properly. chance of a completely random misjump would be gravy.
Christopher Mabata
Northern Accounts and Systems
#6785 - 2014-10-05 02:14:30 UTC
Kassasis Dakkstromri wrote:
For all of you fanboi's who think Yar! Captain Neckbeard! Pirate is a hero... and that this doesn't break anything other than the blue donut...

Well I've got news for you...


It just broke every 3rd party jump planner Dun du duuuuu.... O.o


So if the selfless 3rd party jump planner devs decide not to retool their planners - is Yar! Captain Neckbeard! Pirate going to pick up the slack?

Of Course not!


Yep .... sociopathic game development: Confirmed.


Thank gosh CCP gave us the dome in your map that shows you where you can jump and where you can't, heaven also forbids anyone actually put 2 seconds into this either

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Rowells
Blackwater USA Inc.
Pandemic Horde
#6786 - 2014-10-05 02:16:07 UTC
Christopher Mabata wrote:
Sgt Ocker wrote:
This really bites - Fatigue, unlike everything else in eve which is real time based, only reduces while you are logged in. If you have 4 hours fatigue when you log out, you will still have 4 hours fatigue when you next log in - Nice work CCP, completely change the real time aspect of eve to suit your nerfs. Whats next, skill training only counts down while you are logged in?

EG; I moved my JF and accrued 4 hours of fatigue, then had to go to bed because i have work the next day. Next night I log in for the few hours of online time I have but am unable to move my JF due to still having 4 hours fatigue, 24 hours after I got it.


Yes I can use gates but why bother owning a JF if more than half your time and distance traveled is to be spent using gates?
"Jump Freighter", to me the name implies it should be able to use its jump drive, after all, that is why I spent all those months training and 6 bil isk on the JF for.


I don't remember reading where they said this was the case but if that really is the case then I agree Jump fatigue should decrease when a player is NOT logged in, even if only at 1/2 the rate it would if you were logged in. That way if you have a 6 hour jump fatigue timer and the servers crash or get attacked when your finally able to log back in you can actually play the game you couldnt in the previous few days. Same goes for just general day to day play there is no reason for it not to decrease.

Jump fatigue will decay when you are not online, during downtime, even if you unsubscribe.
Azami Nevinyrall
172.0.0.1
#6787 - 2014-10-05 02:28:41 UTC  |  Edited by: Azami Nevinyrall
Zowie Brennan wrote:
I think I have come up with a simple fix to the issue at hand for the proposed changes to the way capitals are used and moved. Instead of adding all theses timers and nerfing the jump drive to all jump drive capable ships by 50-70% which is what is being proposed.

Step 1

The universe is always in a state of flux and ever shifting, ever expanding. So we expand the distance between stars/systems by lets say 33-55%. This makes it more difficult to move not only capital forces quickly but also slows the deployment of sub cap fleets via portals. This makes escalation of fights a bit harder to do as well

Step 2

For Carriers and Dreads leave the jump range as it is now, you add a static Jump Drive cool down timer of say 10-15 mins, similar to that of the DD cool down. Still allow these ships the chose to use gates if they like.. For Black Ops not only add the Jump Drive cool down but also add a portal cool down timer.

Titans and SuperCarriers
For these ship classes, limit their jump range to 10LY with the jump drive cool down timers as proposed in the Dev Blog.

Logistical Capitals

Jump Freighters and Rorquals

The only thing you change is how far they can Jump. Increase their range by 30-45% with no cool down timers. Lets face it logistics are a pain

Simple fix?

My ass!

Tell me, what is easier. Poking a mechanic to read 5 LY instead of 15 LY. OR, move ~7500...ish star systems around?

Instead of the ship having a cool down, (multiple carriers, jump, swap ships, no cooldown.) Having the pilot take the cool time timer, which sounds better and you can't get around. Also, less info to track...

Limiting Jump range when your suggestion of increasing the distance between systems is also moot. The range has already been limited, there's no need to move the entire map around.

The reason why JF and Rorqual got hit aswell is force projection again. The Rorqual could be used as Carriers before JF came into the game. I agree that JF should be less hit then everything else...

...

Vytone
Ganja Labs
Exodus.
#6788 - 2014-10-05 03:15:59 UTC  |  Edited by: Vytone
onefineday wrote:
Rip eve , every one welcome to 2007. no more quick response fleets no more cap fights every one is gonna sit in its little space corner and take gates all around cos ccp solution to solve bad Hardware is to nerf a game to 2007, as a player am really sad i need to pay money for this game sad its nothing else even similar on a market . Sad to see such a terrible solution you apply to a game i hope you gonna put last nail in a coffin witch nearly happened whit incarnia.





The game was so much better in 2007!

Well done CCP!

*Start slow clap here*

#Letthegamesbegin

#lovethetears
Kage S3kkou
State War Academy
Caldari State
#6789 - 2014-10-05 03:17:03 UTC
Since Corps & Alliances will be compelled have to produce what they need locally (everything from T1, to T2 & everything else that can be player produced) as a side effect of these changes,would CCP please given consideration to the following;
1. Allowing multiple stations per system.
2. Increasing the number of office slots in manufacturing and research stations in low sec & 0.0.
3. Seriously look at rebalancing the available minerals types and isotopes types in all the regions to support this changed focus towards industrial building & market creation in 0.0. Because current resource compositions do not support this and are only negated by importing these things from empire, due to the regions they are actually available from. Or is this intentionally part of the design?
Lastly, not long ago it was said, I think by CCP Greyscale, that you wanted to remove T2 BPO's, yet given these changes & the need for them, to build required items/ships, is that still something CCP intends to go forward with in the future?

Thanks in advance for a reply.
Christopher Mabata
Northern Accounts and Systems
#6790 - 2014-10-05 03:25:29 UTC  |  Edited by: Christopher Mabata
Kage S3kkou wrote:
Since Corps & Alliances will be compelled have to produce what they need locally (everything from T1, to T2 & everything else that can be player produced) as a side effect of these changes,would CCP please given consideration to the following;
1. Allowing multiple stations per system.
2. Increasing the number of office slots in manufacturing and research stations in low sec & 0.0.
3. Seriously look at rebalancing the available minerals types and isotopes types in all the regions to support this changed focus towards industrial building & market creation in 0.0. Because current resource compositions do not support this and are only negated by importing these things from empire, due to the regions they are actually available from. Or is this intentionally part of the design?
Lastly, not long ago it was said, I think by CCP Greyscale, that you wanted to remove T2 BPO's, yet given these changes & the need for them, to build required items/ships, is that still something CCP intends to go forward with in the future?

Thanks in advance for a reply.


1. They already said one station is enough whats the logic behind 2 or more?
2. They did away with slots in Crius and now theres a stacking cost modifier instead, if there are still slots somehow then learn to prioritize or outsource.
3. Agreed with mineral rebalance, but on a regional basis, no one area of space should be able to have every single thing it needs, there needs to be trade and regional interdependence. Especially when it comes to moon goo, Minerals, and salvage
4. RIP T2 BPO's in my honest opinion, do the research and invention like the rest of us

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

O'Neill
Hogyoku
Goonswarm Federation
#6791 - 2014-10-05 03:31:50 UTC
So,))
I would like to thank the CCP for change. Thank you very much, because finally after 11 years, the game can go away and not regret it. Degradation of my pilots capital, capital ship. Thank you I can go play another game and already paying unnecessary workers CCP.
J.
Red Bluesteel
State War Academy
Caldari State
#6792 - 2014-10-05 03:32:19 UTC
Here a little Statistic about this Thread in relation to all other Threads on the 1st Page of the Eve Information Portal:

The * of this Thread are in Total relation *% of all Threads on Page 1st

  1. Replies >> 91,21%
  2. Views >> 491,29% (avg)
  3. Likes >> 125,77%



And the Last Dev-Post is around Page < 200 >


CCP Think a bid about these Numbers...
Kage S3kkou
State War Academy
Caldari State
#6793 - 2014-10-05 04:08:56 UTC  |  Edited by: Kage S3kkou
Christopher Mabata wrote:
Kage S3kkou wrote:
Since Corps & Alliances will be compelled have to produce what they need locally (everything from T1, to T2 & everything else that can be player produced) as a side effect of these changes,would CCP please given consideration to the following;
1. Allowing multiple stations per system.
2. Increasing the number of office slots in manufacturing and research stations in low sec & 0.0.
3. Seriously look at rebalancing the available minerals types and isotopes types in all the regions to support this changed focus towards industrial building & market creation in 0.0. Because current resource compositions do not support this and are only negated by importing these things from empire, due to the regions they are actually available from. Or is this intentionally part of the design?
Lastly, not long ago it was said, I think by CCP Greyscale, that you wanted to remove T2 BPO's, yet given these changes & the need for them, to build required items/ships, is that still something CCP intends to go forward with in the future?

Thanks in advance for a reply.


1. They already said one station is enough whats the logic behind 2 or more?
2. They did away with slots in Crius and now theres a stacking cost modifier instead, if there are still slots somehow then learn to prioritize or outsource.
3. Agreed with mineral rebalance, but on a regional basis, no one area of space should be able to have every single thing it needs, there needs to be trade and regional interdependence. Especially when it comes to moon goo, Minerals, and salvage
4. RIP T2 BPO's in my honest opinion, do the research and invention like the rest of us


1. The logic behind multiple stations per system is the ease of defence and also increase of system usage. But that would probably be of more logic down the track when they do sov changes.
2. Yeah should of made that clearer, I meant more offices in these stations as opposed to slots as you inferred.
4. I know what you mean, but I was looking for feed back on what there intentions are with T2 BPO's and if they still are going to retire them & when or if they have changed their mind, given these impacts of these changes.
Scud Maximillion
State War Academy
Caldari State
#6794 - 2014-10-05 04:25:14 UTC
SanDooD wrote:
Scud Maximillion wrote:


I really don't think you get it. CCP is planning to kill off everything that made big alliances viable. Your perception is based on a reality that soon will not exist. Alliances will need to pick where live. All other space will become vulnerable. Perhaps not immediately, but absolutely long term. If you think there is any hope of holding the frontiers or preserving the rental empires you are dead wrong. You need to start rethinking who your friends are, and I suggest you start with the ones that live next door. When the crises hits, the ones threw regions away will not be there for you. I suspect this is the least radical change CCP has planned to make this a reality. Stop talking about the past.


So, big ships made big alliances viable? Jumping 200-300 carriers made big alliances viable? Man, what the hell was I smoking until now? I thought large number of players made big alliances viable.

I don't know if I am the one with somewhat twisted perception. You seem to think that CFC and N3/PL is all of a sudden going to consolidate their entire space and renter empire into handful of systems in a single region or two and leave rest of the space open for grabs. I mean, read what you wrote again and think if that is what will actually happen.

My point is that this change will severely hinder, or potentially completely eliminate, some of how those big alliances interact in theater. With current sov mechanics, good luck taking any space away from any alliance holding it at this point. Sorry to pee in your cheerios, but the capital ships are not what makes any of the current null entities viable. Some focus on their capita/supercapital power, but they would exist without those just as well.

During Fountain war we didn't use our caps because there was always a chance of enemy escalating and dropping us with full supercapital force. Battle of 6VDT involved more subcaps than caps. Entire Delve region was ground in stealth bombers. Besides HED-GP and B-R in last years war, capitals were rarely, if ever used.

I'll give you that titans play a major role in getting fleets where they need to be and this mechanic affects that A LOT, but majority of wars are not fought with capitals and capitals alone. Some use it more than others and focus on them. They make structure grinds bearable. But they are not be all end all of large nullsec entities.

Additionally, when allies come to help, they don't all jump into carriers to travel to region where help is needed. Jump Clones are used for that with doctrine ship ready to go, and if JC is not available, interceptor can get you there in time for timer and fleet.

All I see coming from this change is more ship spinning/boredom/bitter vetness and more expensive logistics. I see very little change to the null unless null decides to make a change itself. Some consolidation and rearrangement of space may take place to make logistics more viable, but you go ahead and hope that by some CCP Miracle everyone will get a free shot at owning space in null now.


That's because you think CCP is done with you...they aren't. They are just getting started. Your world is ******...you just don't realize it yet. Read between the line of Greyscales comments. He will make it so that if you don't live in the space it is vulnerable.

The implications of this change are not stagnation. They are something very different. You are so desperate to preserve your reality that you cling to a falsehood.

Tikitina
Doomheim
#6795 - 2014-10-05 04:26:52 UTC
Scud Maximillion wrote:
SanDooD wrote:
Scud Maximillion wrote:


I really don't think you get it. CCP is planning to kill off everything that made big alliances viable. Your perception is based on a reality that soon will not exist. Alliances will need to pick where live. All other space will become vulnerable. Perhaps not immediately, but absolutely long term. If you think there is any hope of holding the frontiers or preserving the rental empires you are dead wrong. You need to start rethinking who your friends are, and I suggest you start with the ones that live next door. When the crises hits, the ones threw regions away will not be there for you. I suspect this is the least radical change CCP has planned to make this a reality. Stop talking about the past.


So, big ships made big alliances viable? Jumping 200-300 carriers made big alliances viable? Man, what the hell was I smoking until now? I thought large number of players made big alliances viable.

I don't know if I am the one with somewhat twisted perception. You seem to think that CFC and N3/PL is all of a sudden going to consolidate their entire space and renter empire into handful of systems in a single region or two and leave rest of the space open for grabs. I mean, read what you wrote again and think if that is what will actually happen.

My point is that this change will severely hinder, or potentially completely eliminate, some of how those big alliances interact in theater. With current sov mechanics, good luck taking any space away from any alliance holding it at this point. Sorry to pee in your cheerios, but the capital ships are not what makes any of the current null entities viable. Some focus on their capita/supercapital power, but they would exist without those just as well.

During Fountain war we didn't use our caps because there was always a chance of enemy escalating and dropping us with full supercapital force. Battle of 6VDT involved more subcaps than caps. Entire Delve region was ground in stealth bombers. Besides HED-GP and B-R in last years war, capitals were rarely, if ever used.

I'll give you that titans play a major role in getting fleets where they need to be and this mechanic affects that A LOT, but majority of wars are not fought with capitals and capitals alone. Some use it more than others and focus on them. They make structure grinds bearable. But they are not be all end all of large nullsec entities.

Additionally, when allies come to help, they don't all jump into carriers to travel to region where help is needed. Jump Clones are used for that with doctrine ship ready to go, and if JC is not available, interceptor can get you there in time for timer and fleet.

All I see coming from this change is more ship spinning/boredom/bitter vetness and more expensive logistics. I see very little change to the null unless null decides to make a change itself. Some consolidation and rearrangement of space may take place to make logistics more viable, but you go ahead and hope that by some CCP Miracle everyone will get a free shot at owning space in null now.


That's because you think CCP is done with you...they aren't. They are just getting started. Your world is ******...you just don't realize it yet. Read between the line of Greyscales comments. He will make it so that if you don't live in the space it is vulnerable.

The implications of this change are not stagnation. They are something very different. You are so desperate to preserve your reality that you cling to a falsehood.


+1

Well said
Far Cry2
Doomheim
#6796 - 2014-10-05 04:43:55 UTC
With the maximum jump range being 5 Ly, This update is contrary to its purpose.
Transport volume between hisec and nullsec is reduced,Consumption is reduced along with it,And players also reduced economy is stagnant.

I hope a exception JFs ,at least the maximum jump range being 10 Ly.

We play the game to enjoy,do not want to spend for transport valuable time to play.

I do not want to end with only the transport time for the valuable game.
Hardshaft
Capital Storm.
Out of the Blue.
#6797 - 2014-10-05 04:44:54 UTC  |  Edited by: Hardshaft
The idea of scattered 'Tribalism' is an idea I like as opposed to a handful of coalitions controlling vast swathes of space.

Jump freighters should not be affected by the changes at all, at least not at first.

The only problem I have is the months and months of time I have put into training skills that enable me to do something that i will no longer be able to do with the new changes.

There should be some kind of meaningful compensation to players for their wasted time and by meaningful I don't mean a free crate of fireworks as a gift redemption.

Players have paid real money to play the game within certain rules and ccp have moved the goal posts.

The only way the new changes will work is if logistics isnt nerfed, otherwise, why would anyone move to the arse-end of nowhere if getting the stuff you need to play the game is so hard that playing the game becomes more of a chore than it is now.
Primary This Rifter
Mutual Fund of the Something
#6798 - 2014-10-05 04:45:32 UTC
343 pages. Just... damn.
X Gallentius
Black Eagle1
#6799 - 2014-10-05 05:00:46 UTC
Hagika wrote:
By the way, isnt faction warfare due for a nerf?

Already happened. We cried on the forums and then adjusted.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#6800 - 2014-10-05 05:06:13 UTC
the missions weren't fixed, so they didn't cry or adjust all that much