These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Edisonn Trent
White Noise.
#7241 - 2014-10-06 19:30:33 UTC
I just resubbed this account, just to say I support these changes. If you follow through with this, I'll resub the rest. Call me trusting if you like, but for these kind of changes, CCP can have my stuff.

That's it, that's what I resubbed for. That and the blobber's tears. Seriously, if they're crying, you must be doing something right.
baltec1
Bat Country
Pandemic Horde
#7242 - 2014-10-06 19:38:12 UTC
Mr Floydy wrote:
Commanda Marr wrote:
you simply cant get there anymore.


Erm, you definitely can still get there. If people can populate C5/C6 wormhole space easy enough, you can cope with living in deep null. You get the luxury of permanent gates and the option of jumping around.

Woop-de-doo you can't jump direct from HS to your deadend nullsec. HTFU.


To be fair, the C5/C6 people don't have to do regular supply runs through space like ours that has thousands of subcaps and hundreds of bored supercap/titan pilots who see them the second the enter local.
Shadowed Blackhole
Les Loyalistes
#7243 - 2014-10-06 19:38:20 UTC
I will never pretend to be an expert in null politics as I have been a carebear for too many years... until only recently, where I actually started exploring null! \o/ (still carebear though!)

May I still share my humble opinion? :-)

I personally don't think this change will address the issue of null stagnation in the long run, nor will it empower the smaller groups much, if at all.

While I believe it may stir things up a little bit at the beginning with alliances adjusting their logistics, but lets face the reality of things; if some players ever adapts, or survives the hauling boredom this change promises, the power blocks currently have the manpower to be the first ones to do so. They will be securing bottlenecks, even if that means kicking smaller alliances out of systems directly on their resupply and/or exportation routes. In the best case scenario, they will tolerate safe passage treaties with the smaller alliances, eventually leading to more stagnation. Nothing really new here (for the most part) as it was already mentioned in many-a-post in this thread.

When you want to promote war, you have to go down to the very basics of its cause; religion and exploitable resources. Since I don't think CCP should go with the first option for obvious reasons, the second one is something they can manipulate.

As far as I can understand, and correct me if I am wrong, the null resources are pretty much static, and most especially, R-64 moons. The static nature of these resources leads to stagnation as once conquered, they will be well guarded until some army rises up to be a stronger power block and take it away from them; this may take a very long time and will not happen from individual small groups and nor should it ever be. In order to be stronger, players have to unite otherwise they'll never overthrow any powerful entity, hence why coalitions are made.

If CCP and the playerbase are not totally satisfied with the frequency at which sovereignty changes or the frequency at which wars are fought (again, I don't participate in them... yet), CCP should directly impact those valuable resources instead of only altering the logistics to resupply their homebase or export their goods.

In essence, I think making those resources depleteable, in order to starve the players, and then to make those resources pop into some other territory, sounds like a better approach at maintaining balance. How long will it take before that large alliance invades another to secure the resource(s) that bloomed in their territory? How many protection contracts will the defending alliance have to go through to hold on to it? Oh look! it popped into renter space? =)

Artificially depleting and moving those extremely valuable resources around implies constant strategic and logistic adaptation by the players; military brute force and presence, rapid base deployment, resupplying, distribution and exportation.

Sure, this inevitably implies drastic changes to the codebase, and will most likely instill player rage towards CCP (anything like this thread? maybe!), but at least they would be better equipped to influence wars. Spawn timers, depletion timers, frequency, number of resources, those are all easily (or moreso) alterable variables afterwards.


.... Or maybe I'm just nuts!! ;-)

.... Or maybe that is what is truly coming later on! O_O :D

*Ominous music playing*
Tikitina
Doomheim
#7244 - 2014-10-06 19:39:24 UTC
Dramaticus wrote:
Dramaticus wrote:
Niko Lorenzio wrote:
Sooo.. Cyno jammers are useless now since they can simply cyno in next door and jump through gates? I don't think allowing capitals to use gates is a good idea.

This somewhat increases their force projection after nerfing it.


I wanna ******* see a cap fleet jump into a camped gate. Please Sweet Space Jesus let someone try this.


Its going to be us. We're going to do this and we're going to lose an entire cap fleet doing so.



Considering how often theory-crafting is wrong, lets see how this plays out.

Should be interesting to see either way.


By the way, adapting to change is called adapting since you actually have to adapt and come up with new ways of doing things. Blink

Tikitina
Doomheim
#7245 - 2014-10-06 19:42:48 UTC  |  Edited by: Tikitina
Shadowed Blackhole wrote:
I will never pretend to be an expert in null politics as I have been a carebear for too many years... until only recently, where I actually started exploring null! \o/ (still carebear though!)

May I still share my humble opinion? :-)

.....R-64 moons.....

In essence, I think making those resources depleteable, .....


Yea, that didn't go over too well either when it was suggested.

I still like the idea though.
Ioci
Bad Girl Posse
#7246 - 2014-10-06 19:47:04 UTC
baltec1 wrote:
Mr Floydy wrote:
Commanda Marr wrote:
you simply cant get there anymore.


Erm, you definitely can still get there. If people can populate C5/C6 wormhole space easy enough, you can cope with living in deep null. You get the luxury of permanent gates and the option of jumping around.

Woop-de-doo you can't jump direct from HS to your deadend nullsec. HTFU.


To be fair, the C5/C6 people don't have to do regular supply runs through space like ours that has thousands of subcaps and hundreds of bored supercap/titan pilots who see them the second the enter local.


And you can be in a C5 one minute and in HS the next, once you have scanned down your average 1 to 2 jump, WH route.

Wormhole Ops usually revolve around one POS and no Sov bills. They don't hinge on massive fleets to defend, they hinge on seclusion being their defense.

R.I.P. Vile Rat

Panther X
Destructive Influence
Northern Coalition.
#7247 - 2014-10-06 19:50:15 UTC
Lucas Kell wrote:
davet517 wrote:
Steve Jobs once said "It's not the customer's job to know what they want".
Well Steve Jobs was a moron, so I'd take anything he said with a pinch of salt.

davet517 wrote:
It's applicable here. Eve is a sandbox folks. The game play is emergent. When CCP makes a change like this, they can't predict with great accuracy what will happen. They might have a theory about what players will do, but they have no facts. No matter how smart you think you are, you have no facts either. Your theory may differ from theirs.
Well then they need to hire better staff, since players have predicted the response to almost every change that's ever been made with staggering accuracy.



Steve Jobs may have been a "moron" but I'm sure he made a boatload more cash than you.

I don't think it has anything to do with hiring better staff, because developers are notorious for doing what they are told. For better or worse, they just do what they are told.
It's the people telling them what to do that should be shouldering the blame for Cynogate.

It's CCP and the popular vote buyers in the CSM that are deciding the future of the game, not the random grunts like you and I.
The lack of comments by CCP in this thread are proof of that. No matter how many pages this thread becomes, this change is going to happen. It's up to us to adapt or biomass.

I'm going to adapt. I don't know how, Maybe by burying my head in the sand(box) and fortifying our little corner of space, or by learning how to actually "fly" a capital. For pete's sakes, if you're making me use stargates, give capitals some align time bonuses or something... AND let us use deadspace gates.

Otherwise all the past 4 years plus Ive been here is a waste.

My Titan smells of rich Corinthian Leather...

Tikitina
Doomheim
#7248 - 2014-10-06 19:51:09 UTC
Ioci wrote:
baltec1 wrote:
Mr Floydy wrote:
Commanda Marr wrote:
you simply cant get there anymore.


Erm, you definitely can still get there. If people can populate C5/C6 wormhole space easy enough, you can cope with living in deep null. You get the luxury of permanent gates and the option of jumping around.

Woop-de-doo you can't jump direct from HS to your deadend nullsec. HTFU.


To be fair, the C5/C6 people don't have to do regular supply runs through space like ours that has thousands of subcaps and hundreds of bored supercap/titan pilots who see them the second the enter local.


And you can be in a C5 one minute and in HS the next, once you have scanned down your average 1 to 2 jump, WH route.

Wormhole Ops usually revolve around one POS and no Sov bills. They don't hinge on massive fleets to defend, they hinge on seclusion being their defense.



And the limitation on how many Caps/Supercaps can come their way once they are found...

Noble Noob
Nooblets And Gravy
#7249 - 2014-10-06 19:54:43 UTC
Gwailar wrote:
Noble Noob wrote:
Proposed idea to address this:

1. Each ship gets a JF attribute that is used when calculating a jump. Frigs very little and caps a large amount. This also allows CCP to adjust as needed for specific ships without affecting every player in Eve.


So then, jump pilots rapidly around the universe in small ships so they can arrive at prepared cap caches with low fatigue.




With the current CCP system that already is an option. Large groups said they will cache cap ships and use cov ops or interceptors to move pilots. Also they could jump cap ship close with pilot A and switch to pilot B.

So whats the difference?

1. In CCP system you have a cap pilot on the other side of universe with zero JF.
In my proposed system you have a cap pilot with with a damaged JF because multiple jumps and the further from home system the harder the hit. So even in a frig 10 jumps on the other side of the universe will hurt.

2. If in both situations the pilot had zero JF affects, the difference is still large. In CCP system jumping a cap ship on far side incurs the same penalty as jumping in your home system.
In my proposed system jumping a cap ship 40 LY from your home system will incur a 40LY penalty to the JF. So in other words if you could make 3 or 4 jumps in your home system you only be able to do 1 or 2 40LY away.

So, you may still be able to jump into the fight system but you will not be jumping out. And adding the other factors such as direction, sov, upgrades, and number of people you probably would not be able to jump into the fight system.

This means that cap fleets might be able to get close to a fight 40LY away but at some point along the way they would need to start using gates. Also they would have no option to jump home. They would have to log out and try later or do a 40LY run gate to gate.

The biggest issue with CCP proposed system is that it is not granular enough.
If you change the numbers on the JF calculation you change it for every player in every system in every ship. So if you don't like how carriers are working out you mess with frigs to fix it.

Also the second biggest issue is that it is not tied to the map.
Force projection is a map issue. In CCP system where you are on the map does not matter, as far as JF calculation is concerned, 5LY is 5LY.
In my system there are multiple layers that are connected to where you are that makes a difference to how much JF you get. (Sov, home system, distance from home system, upgrades, direction of travel, number of players in system, mobile JF unit)



Gwailar wrote:
Noble Noob wrote:

2. Each system gets a JF attribute based on sec and region, etc. This allows CCP to make some areas easier to get to or harder to get to. And they can even build an almost impossible wall (a mountain) anywhere they want. This attaches the JF more to the map not the character.


How is the effect different than the >5LY gaps already in place? This change doesn't just include jump fatigue. It also includes range reductions.



I forgot to discuss the 5LY range. But you are correct my proposed system does the same thing with one difference. It is granular so that CCP could adjust it on a system by system basis if need be. Also, it is attached to the map not the player. So that where you are matters for JF calculations.

In the system I proposed the jump distance could be left as is or shortened only a small amount. It is the JF that limits how far, and where you can jump.

Panther X
Destructive Influence
Northern Coalition.
#7250 - 2014-10-06 20:03:05 UTC
I wonder if anyone has discussed being able to dock supers? If there's going to be a penalty, there should be a mitigating factor to the penalty, with skills and the ability to dock to "affect repairs" whatever. If the fatigue is going to run through downtime, then will a safe logoff be negated because of fatigue or jump timer? Is balance not de rigeur anymore?

If I can't log off safely, then in the immortal words of Russell Peters...
"Someone's gonna get a hurt real baaaaad"

My Titan smells of rich Corinthian Leather...

Ioci
Bad Girl Posse
#7251 - 2014-10-06 20:06:48 UTC
Tikitina wrote:



And the limitation on how many Caps/Supercaps can come their way once they are found...



And this introduces a far better solution than anything mentioned so far.

Collapsing Cyno/ Bridge mechanics with fatigue level timers. Done to throttle blob movement rather than distance.

R.I.P. Vile Rat

Tikitina
Doomheim
#7252 - 2014-10-06 20:13:07 UTC  |  Edited by: Tikitina
Panther X wrote:
I wonder if anyone has discussed being able to dock supers? If there's going to be a penalty, there should be a mitigating factor to the penalty, with skills and the ability to dock to "affect repairs" whatever. If the fatigue is going to run through downtime, then will a safe logoff be negated because of fatigue or jump timer? Is balance not de rigeur anymore?

If I can't log off safely, then in the immortal words of Russell Peters...
"Someone's gonna get a hurt real baaaaad"


I read somewhere that it won't affect logoff timers, especially since they are talking about capping fatigue at a month, logoff timers affected by that would be pretty bad.

As far as docking Supercaps, I don't these jump changes justify that.

What about Capship maintence arrays in HiSec if they eventually allow Capital and Supercaptial ships in HiSec.

I could go for that, since a wardec could allow the destruction of them.

Note: I still think Caps/Supercaps shouldn't be able to engage in combat or assists in HiSec though.
Busta Rock
The DawnSoarers
#7253 - 2014-10-06 20:13:58 UTC
THIS is what CCP SHOULD be doing FIRST! to be perfectly honest, it is FAR too easy to harvest moon goo given the present paradigm. moons should be treated like planets, with varying resource profiles and shifting deposits! not 'drop a POS module or two and harvest 23/7/365 with zero effort'. frankly, ALL materials of ALL classes (that arent biological in origin) should be harvestable from all natural sites, be they planets, moons or asteroids. where the difference should lie is in the actual concentrations of each in the various resource types. I would even go so far as to say that a given star's spectral class should be the foremost indicator of what one can expect to find in a system (resource-wise).

of all the things CCP should be changing, they pick the lowest possible fruit. how typical.


Shadowed Blackhole wrote:
I will never pretend to be an expert in null politics as I have been a carebear for too many years... until only recently, where I actually started exploring null! \o/ (still carebear though!)

May I still share my humble opinion? :-)

I personally don't think this change will address the issue of null stagnation in the long run, nor will it empower the smaller groups much, if at all.

While I believe it may stir things up a little bit at the beginning with alliances adjusting their logistics, but lets face the reality of things; if some players ever adapts, or survives the hauling boredom this change promises, the power blocks currently have the manpower to be the first ones to do so. They will be securing bottlenecks, even if that means kicking smaller alliances out of systems directly on their resupply and/or exportation routes. In the best case scenario, they will tolerate safe passage treaties with the smaller alliances, eventually leading to more stagnation. Nothing really new here (for the most part) as it was already mentioned in many-a-post in this thread.

When you want to promote war, you have to go down to the very basics of its cause; religion and exploitable resources. Since I don't think CCP should go with the first option for obvious reasons, the second one is something they can manipulate.

As far as I can understand, and correct me if I am wrong, the null resources are pretty much static, and most especially, R-64 moons. The static nature of these resources leads to stagnation as once conquered, they will be well guarded until some army rises up to be a stronger power block and take it away from them; this may take a very long time and will not happen from individual small groups and nor should it ever be. In order to be stronger, players have to unite otherwise they'll never overthrow any powerful entity, hence why coalitions are made.

If CCP and the playerbase are not totally satisfied with the frequency at which sovereignty changes or the frequency at which wars are fought (again, I don't participate in them... yet), CCP should directly impact those valuable resources instead of only altering the logistics to resupply their homebase or export their goods.

In essence, I think making those resources depleteable, in order to starve the players, and then to make those resources pop into some other territory, sounds like a better approach at maintaining balance. How long will it take before that large alliance invades another to secure the resource(s) that bloomed in their territory? How many protection contracts will the defending alliance have to go through to hold on to it? Oh look! it popped into renter space? =)

Artificially depleting and moving those extremely valuable resources around implies constant strategic and logistic adaptation by the players; military brute force and presence, rapid base deployment, resupplying, distribution and exportation.

Sure, this inevitably implies drastic changes to the codebase, and will most likely instill player rage towards CCP (anything like this thread? maybe!), but at least they would be better equipped to influence wars. Spawn timers, depletion timers, frequency, number of resources, those are all easily (or moreso) alterable variables afterwards.


.... Or maybe I'm just nuts!! ;-)

.... Or maybe that is what is truly coming later on! O_O :D

*Ominous music playing*

Tikitina
Doomheim
#7254 - 2014-10-06 20:15:47 UTC
Ioci wrote:
Tikitina wrote:



And the limitation on how many Caps/Supercaps can come their way once they are found...



And this introduces a far better solution than anything mentioned so far.

Collapsing Cyno/ Bridge mechanics with fatigue level timers. Done to throttle blob movement rather than distance.



But they could just spam Cynos then and any limit on entering a system or constellation can be gamed.
Toriessian
Helion Production Labs
Independent Operators Consortium
#7255 - 2014-10-06 20:19:27 UTC
Panther X wrote:
I wonder if anyone has discussed being able to dock supers? If there's going to be a penalty, there should be a mitigating factor to the penalty, with skills and the ability to dock to "affect repairs" whatever. If the fatigue is going to run through downtime, then will a safe logoff be negated because of fatigue or jump timer? Is balance not de rigeur anymore?

If I can't log off safely, then in the immortal words of Russell Peters...
"Someone's gonna get a hurt real baaaaad"


I think the era of "coffins in space" needs to end both for Titans and supercarriers. Let Supercarriers dock. Fix POS security so CSMA's can be safely used or make a new POS module for titans that is only accessible by a designated character.

Every day I'm wafflin!

Ninteen Seventy-Nine
Pator Tech School
Minmatar Republic
#7256 - 2014-10-06 20:20:54 UTC  |  Edited by: Ninteen Seventy-Nine
baltec1 wrote:
Mr Floydy wrote:
Commanda Marr wrote:
you simply cant get there anymore.


Erm, you definitely can still get there. If people can populate C5/C6 wormhole space easy enough, you can cope with living in deep null. You get the luxury of permanent gates and the option of jumping around.

Woop-de-doo you can't jump direct from HS to your deadend nullsec. HTFU.


To be fair, the C5/C6 people don't have to do regular supply runs through space like ours that has thousands of subcaps and hundreds of bored supercap/titan pilots who see them the second the enter local.


With any luck, a year from now the term 'space like ours' will have new meaning for you Lol

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

Zhul Chembull
Center for Advanced Studies
Gallente Federation
#7257 - 2014-10-06 20:22:34 UTC  |  Edited by: Zhul Chembull
Ned Black wrote:
Commander Who wrote:
Shocked


... long explanatory text...


So my Vote on this Changes as it sits is...... -1: I hope CCP is listening to the community because this one is a real balls up.


Concerned EVE Citizen



Don't hold your breath...

This change will come no matter what you or anyone else say... that is a sad fact. They may change it or tweak it a bit later on, but the change WILL come.


I agree with you Ned. It is frustrating for me as I love this game and I see this really doing some damage to it. However, bringing up logical points just inflames people that have been at the mercy of another group that beat them. It is a strange concept to ATTEMPT, because it is going to backfire so bad, to hamper one group because the other groups cant beat them. So strange in my mind and I just don't understand. And no, in all my 11 years I have never been on the winning side really. =) Goons, got any room for an industrialist :P

In reality small renter alliances will have to pack up, I am guessing, but hope not. Not being able to move goods in and out logistically will pretty much force your smaller groups to join the one big one. When given those options most will just unsub, although I may give one of the huge blobs a try.
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#7258 - 2014-10-06 20:24:43 UTC
Tikitina wrote:
Ioci wrote:
baltec1 wrote:
To be fair, the C5/C6 people don't have to do regular supply runs through space like ours that has thousands of subcaps and hundreds of bored supercap/titan pilots who see them the second the enter local.


And you can be in a C5 one minute and in HS the next, once you have scanned down your average 1 to 2 jump, WH route.

Wormhole Ops usually revolve around one POS and no Sov bills. They don't hinge on massive fleets to defend, they hinge on seclusion being their defense.



And the limitation on how many Caps/Supercaps can come their way once they are found...


All true. Still, to say it is impossible to get to deep null is complete rubbish.

Use scouts, improvise, think laterally. There will be ways to get goods to deep null.

If you're in a big alliance you'll be able to escort jump freighters if you aren't completely gung ho. There is also every chance that even if you are spotted neighbours won't have an enemy fleet within jump range of you anyway.

You could also use carriers for carrying stuff. Setup safes in the middle of systems, jump to them and cloak waiting for the timer to chill out before you jump again.

Black Ops + cloaky haulers.

It's not going to be easy, but it's all feasible to do.
Pah Cova
Made in Portugal S.A.
#7259 - 2014-10-06 20:25:39 UTC
Yes, good news for me.

This is just what i was waiting for, time to rest for me.
Someday when CCP open her eyes, theres no one left to pay their salaries.

Like we say around here "no clown, no circus", i´m not call clown to anyone, it´s only an expression in my country like many others wich are not offensive.

Time to dedicate myself to another game and like me theres a few undreds or thousands.

Farwell CCP

t'raq mardon
Laminated Metals
#7260 - 2014-10-06 20:26:29 UTC
Commanda Marr wrote:
...

It is hard and expesive enough already to use JF's. That Change would make me thinking of stopping my EVE Indy activities.


you and every other person who has ever done logistics ever.

seriously guys, this isn't going to create all the small regional blocks and subcap fights and player interaction that you are hoping. It is going to consolidate power with the groups big enough to deal with the logistics challenges (your crazy if you don't think goons can stage at least one cap fleet in every region once they are the only ones capable of making money from moon goo) and cause anyone smaller than several hundred extremely active members to simply stop trying to survive in null. Null is going to become nothing but open space with the only people living there being a couple major alliances and renters who can't do anything but rat. Low is going to become what null is now with the big alliances securing it to ensure they can maintain their logistics chains and installing pets to maintain it.

we all know that scrapping an announced change is not going to happen but can you at least ease into this one a little so all the people who do the work to keep the game going (logistics and indy guys) don't leave in droves and make the game painfully boring? Maybe start with something like limiting jump range to 10ly and a .5 decay and have some in game events that correlate to increases in the nerfitude every couple weeks. you could even let players slow it down or speed it up somehow. At least that way every group smaller than 2000 players doesn't say **** it and just pack up and head to high all at once. More of a fast leak than the entire **** exploding.

CCP Greyscale wrote:
...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


you've said this several times and, again, we all know that regardless of how much we complain or how many subs you lose your implementing these changes, but I would like to point out that there are many vastly important differences between now and ~10 years ago that make that comparison invalid.

CCP has taken a VERY pvp-centric stance on development over the last few years especially, if you aren't a big group you aren't going to be able to move capitals by gate because you won't have the support necessary to do so. especially since the big blocks will now be incentivized to steamroll low and install pets. Not to mention the exponentially larger number of players now will make it that much harder for small groups to move around. It's a different game now, which is why it's been fun to play for so long, but you can't compare now to then. You won't be able to load up a freighter and sneak it out with a hand full of friends, nor would that amount to a sustainable logistics plan if you managed it. You won't be able to move MarkV convoys with the volume necessary to sustain industry without a fairly substantial fleet and some luck. You won't be able to move goods via capitals without a large group of people. the simple fact is that even a small industrial operation will require logistics to be done by dozens of palyers with support from dozens or even hundreds more, and all but the largest alliances just don't have enough players who think hauling is fun to deal with this. It WILL consolidate T2 production to the large blocks who will handle these changes the same way they do every other, by leveraging their massive numbers and wealth. Things will go back to the days when only the major blocks had enough money to really make money and they will be invulnerable from everything but infighting. It will make it harder for them but it will raise the bar to a point where only they can afford to play the game. The rest of us will either join them or sit in high unable to do much other than missions... what fun...