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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Goonads Vyvorant
Imperial Shipment
Amarr Empire
#1861 - 2014-10-01 23:30:53 UTC
Kalissis wrote:
Here is a recap so far for the discussion:


- Add fatigue to normal freighters when they get bridged (very reasonable, should be same as JF)
- Fear of ice prices going down (man up, this is player driven economy!)
- Does this include BLOPS? (yes, read dev post again, it's per pilot, only BLOPS range will be the same)
- Fear of logistics beeing even more boring (sure but it's the main part of beeing a capable force, logistics! So figure them out)
- Lots of joy!
- Lot of tears (especially from the blue doughnut group)

EXTRA:
HowToPowerProjectAfterNovember:

1. Get capital sitters (now called "jumpers") into a chain you like to travel (those can be on the same account as you just need to logout/login later)
2. Initial jump to first chain position
3. change your "jumper" char jump to next chain stop
4. repeat 3 till you are at the end of your chain
5. bring your main by flying there (Inti, Blops bride from start etc.)
6. Profit!!!


@CCP: please add fatigue to capital ships too in form of max pilot changes! (e.g. change pilot wait for the next one X minutes to get out)



If you're going to fly the pilot, just have a cap on either side. Much simpler.
Galphii
Caldari Provisions
Caldari State
#1862 - 2014-10-01 23:31:59 UTC
The big alliances will stash extra capitals around the map and set up their jump clones to those locations, which I'm sure is not lost on the dev team. Until this is changed, the bigger alliances will have a money-based advantage while smaller groups who cannot have so many backup capitals to stash are left wanting. Don't leave this issue hanging for too long. It's great to have alternate implant sets but the travel issue here is going to be a glaring problem.

The galaxy isn't huge if you can just JC everywhere. You want to make eve big again? Fix this soon.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Persidia
No.Mercy
Triumvirate.
#1863 - 2014-10-01 23:32:59 UTC
how long i play eve? well, 2 years and eight jumps...

basicly its not a bad thing to be dead. it might only be bad for the others- besides that same thing goes for being stupid

Hicksimus
Torgue
#1864 - 2014-10-01 23:33:02 UTC
Goonads Vyvorant wrote:


If you're going to fly the pilot, just have a cap on either side. Much simpler.



It's only 10 hours of AFK Ishtar ratting to buy another capital.

Recruitment Officer: What type of a pilot are you? Me: I've been described as a Ray Charles with Parkinsons and a drinking problem.

roy oakes
boom boom long time
#1865 - 2014-10-01 23:33:21 UTC
Scott132 wrote:
The only people complaining about these changes are the large power blocks that benefit most from long range force projection.

You hardly ever see roaming gangs anymore. Everyone seems to sit on their titans and send out bait.
Or drop 20 supers on a solo Battleship.

These changes will force fleets to travel and run into each other, creating more fights.
Allows small groups to fight without worrying about bat phones and 3rd parties.
Players in sov will have to balance the speed of gates VS the safety of their jump bridge network.

Well done CCP.
More nullbear tears please.



i dont fly caps in combat, but i do use peeps to move my stuff out to sell and importing, they are now going to have to create more cyno alts, plex them. jump timers....................prolly double shipping prices essentially making it non profitable to bother salvaging or looting to ship out to sell. thats less goods on markets in hi sec, also sales will drop as it will be to expensive to bother shipping most good into nul.

prices will sky rocket.

https://wiki.eveonline.com/?_ga=1.263942732.1175653019.1457937776

0wl
Hailbird
#1866 - 2014-10-01 23:35:01 UTC
I wonder if all of this will be a precursor to high sec ISK generation taking a hit too ... Even better.
Peter Johannsen
No Vacancies
No Vacancies.
#1867 - 2014-10-01 23:35:11 UTC
Now just remove local from null-sec and my life is complete :)
Dirk MacGirk
Specter Syndicate
#1868 - 2014-10-01 23:35:37 UTC
Mike Azariah wrote:
Gonna be a bumpy ride.

I will be collecting relevant comments in this small bag over here, tears in the tanker, over there.

m

Oh and if you are quitting may I be the first to ask for at least some of your stuff

tia


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.
Drak d'Amral
Necrotic Dancer Cartel
#1869 - 2014-10-01 23:35:38 UTC
i love you ccp, thx for this

resub all my accounts now!


best idea ever
Speedkermit Damo
Republic University
Minmatar Republic
#1870 - 2014-10-01 23:36:46 UTC
Blue donut of entitlement tears = best tears.

You brought this on yourselves.

Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen.

Nick DeLorean
Center for Advanced Studies
Gallente Federation
#1871 - 2014-10-01 23:36:54 UTC
Are you guys planning to create rigs/modules/implants to increase the max jump range beyond 5LY and/or reduce the fatigue? Extending the length of the jump using those would still yeld the higher fatigue and would remain balanced IMO. That would fit the specialisation philosophy of the typical skill training you would normaly have. (IE someone would have to refit his capital ship for fleet movement, sacrificing tankiness, making them more vulnerable to attacks, and you could make the timer also affect reffiting ability, so someone cannot just jump, refit, wait timer, refit, jump, etc). I believe that this would be a very good risk/reward that would follow CCP philosophy.

Maybe some of said modules could also use ice, making the ice still a viable ressource to mine, and increasing costs of war would match the size of the corporation (jumping farther away is more expensive, so a bigger corp need/can affoard it, and smaller corps dont need to move that far, so cheaper for them)

Also, I believe that the jump drive calibration skill should be reworked to be a 5% increase, and be a x5 instead of x9, because right now, the base jump length is too small, and us, who does not have a skill that takes 2 months maxed, will be ruled out of any fleet movement. As a player with a 20 months account, I was aiming to get a carrier, but since this nerf, most fleets will requires us to have JDC maxed out to be part of anything, specially since the exponential timer, which will really affect people doing shorter jumps.

I do think that previous system was not restrictive enough, but this one is the opposite. You guys have to rebalance this and give us some way around it. I know CCP will be reworking this, but this has to be done quickly or even before release, because this will cause some serious havoc in null.
Kalissis
#1872 - 2014-10-01 23:37:43 UTC
Goonads Vyvorant wrote:
Kalissis wrote:
Here is a recap so far for the discussion:


- Add fatigue to normal freighters when they get bridged (very reasonable, should be same as JF)
- Fear of ice prices going down (man up, this is player driven economy!)
- Does this include BLOPS? (yes, read dev post again, it's per pilot, only BLOPS range will be the same)
- Fear of logistics beeing even more boring (sure but it's the main part of beeing a capable force, logistics! So figure them out)
- Lots of joy!
- Lot of tears (especially from the blue doughnut group)

EXTRA:
HowToPowerProjectAfterNovember:

1. Get capital sitters (now called "jumpers") into a chain you like to travel (those can be on the same account as you just need to logout/login later)
2. Initial jump to first chain position
3. change your "jumper" char jump to next chain stop
4. repeat 3 till you are at the end of your chain
5. bring your main by flying there (Inti, Blops bride from start etc.)
6. Profit!!!


@CCP: please add fatigue to capital ships too in form of max pilot changes! (e.g. change pilot wait for the next one X minutes to get out)



If you're going to fly the pilot, just have a cap on either side. Much simpler.


If you are going to fly it you need to avoid possible gate camps/traps etc, so you need to use intis (nearly uncatchable fit) or use BLOPS as your "main" chain (as those will have still current titan range, then use another one and you are probably there), you only need some BLOPS bridges to get across the galaxy including all your guys can take it (fatigue will be on blops bridger too). The aim is to "project power" as soon as possible here.
Dread Nanana
Doomheim
#1873 - 2014-10-01 23:37:49 UTC
AssandTits wrote:
Taking Fountain for example, there is ONE system in range of Hophib under the new mechanics .. good luck getting ANYTHING into that system without a forceful response.


Sov mechanics will be changing too. You are still thinking Dominion sov. That is going away.

Wormholes could become much more important lifelines to high sec than they currently are. Especially for some far flung regions.
Joshua Milton Blahyi
Viziam
Amarr Empire
#1874 - 2014-10-01 23:38:00 UTC
Galphii wrote:
The big alliances will stash extra capitals around the map and set up their jump clones to those locations, which I'm sure is not lost on the dev team. Until this is changed, the bigger alliances will have a money-based advantage while smaller groups who cannot have so many backup capitals to stash are left wanting. Don't leave this issue hanging for too long. It's great to have alternate implant sets but the travel issue here is going to be a glaring problem.

The galaxy isn't huge if you can just JC everywhere. You want to make eve big again? Fix this soon.


So you mean that there will be lots and lots of supers stashed in POSes that the owners won't be able to jump to to defend?

Free supers for everyone, courtesy of Goons and PL!
Zhul Chembull
Center for Advanced Studies
Gallente Federation
#1875 - 2014-10-01 23:38:13 UTC
Drak d'Amral wrote:
i love you ccp, thx for this

resub all my accounts now!


best idea ever


Lol Ill do just the opposite.
Kagura Nikon
Native Freshfood
Minmatar Republic
#1876 - 2014-10-01 23:38:39 UTC
Over complex and not effective "solution" from CCP.

Lets for a momet forget the stupidity of a taitan jumping trough a gate that is 1/8th of its size...


This wil NOT change the focal type of combat in 0.0 IT will still be a Jutland battle scenario. No one will deploy their main forces unless they are sure to have overhelming advantage. They will wait and they will only jump in when they have their 300+ capitals ready.

The problem of FOrce CONCENTRATIOn (not force projection) is not touched. THe major groups will still be impossible to challenge. Because to challenge them you still need to brign ALL your capitals and they will just brign theirs.. the changes hurt BOTH sides.



A much simpler solution that would have a much BETTER effect would be to make each system (SYSTEM NOT SHIP OR PLAYER) have a maximum troughput of capitals mass per minute. That means that you cannot jump a TRILLION ships at once and achieve instant superiority.


Force projection is IRRELEVANT without force concentration. LEarn a bit of military theory before trying to balance this game please. A small mobile force can project itself faster, but still these are only used on special targets, beccause it is IRRELEVANT on a simple battleground if you arrive first with 20 man in humvees if the enemy is arriving 20 minutes later with 60 T80A MBTs.

If you had all ships with 600 ly range on their drives, but only 2-3 capitals per minute would be able to get into any system, that alone would have a MUCH more effective result on downscaling the fights in eve. And would create an Equal ground for medium and large alliances. Yes, equal ground, because no matter how many pilots you have, the limit is smaller than any group would have, therefore numeric superioritywould only press heavily on a fight after 30 or more minutes.


That limit of ships per minute in a system, incidentaly would also nerf MASSIVE power PROJECTION that you want to nerf so much. That without touching small movment of single capitals AT ALL. And More, it woudl nerf massive power projection MUCH better, because under the CCP new system the side in the defense (i.e closer to their staging) will deploy their fll force anyway as soon as they can get every single capital within 5 ly, and they will overhelm the battlefield COMPLETELY.



I cannot even try to write more because its amazing someone would think this is the way to sovle things. For starters power projection is a MINIMAL factor onthe scenario. I repeat, READ MILITARY THEORY, and no that is not SunTzu outdated concepts (they still work in small scale but not in strategic scale). A simple example that everyone Knows but understand backwards? Panzer corps in the initial blitzzkrieg. Their main capability was NOT the mobility!!!! Motorized infantry would be MORE mobile, but would not be able to concentrate so much power.

With no nerf to the capability of changign your battlefield presence from 1 ship to 700 within a single second, the war states will keep IDENTICAL

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kym Sorenson
Lone Wolf Union
The Rogue Consortium
#1877 - 2014-10-01 23:38:56 UTC
CFCN3PL CAN I HAZ YOR STUFFZ?? plzzzz?!?!
Galphii
Caldari Provisions
Caldari State
#1878 - 2014-10-01 23:39:52 UTC
Capital pilots are going to have to disabuse themselves of the notion that to get around, they must use jump drives. Finally, the cobweb-covered warp drives of capital ships will get some use Big smile If you're complaining about taking so long to get to the other side of the galaxy, good - that's the whole point of the exercise.

Think local.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Andrea Keuvo
Rusty Pricks
#1879 - 2014-10-01 23:40:11 UTC
Zhul Chembull wrote:
So you guys think this will stop everyone from dropping a fleet on ya ? They wont need to after they control the choke points. Sub-cap fleets again is all it is going to be. The people in smaller alliances with less time will be melted away due to not being able to logistically support their operation. Someone said it will be easier to defend ? Give me a break, you guys will get smashed by sub-cap fleets still. Once they have the area you have no hope of ever getting it again. The big alliances will get bigger and can stop supplies from the enemy in jumping down supplies by controlling the choke points.

The smaller operations that mine, such as myself, logistically wont be able to provide our ore in Jita no longer as there is no way in hell I'm creating more cyno toons for this game. Just let the rest of my accounts go inactive and find something else to do. Seriously it sucks doing logistics as is. Someone at CCP just don't get it. I needed a vacation from this game anyhow.

I represent the small guy in eve, this is fail, believe me.


Yeah it's kinda ridiculous that to do logistics in deep null if you happen to be blocked by a regional gate that is over 5LY you can easily end up going from needing 3-4 cynos in your chain to 8-10. This is an absurd increase and maybe someone at CCP thinks this will drive up subscriptions as you now need 3 more accounts to cyno with but I think it is more likely people will just quit.
MonkeyBusiness Thiesant
Pandemic Unicorns
#1880 - 2014-10-01 23:40:25 UTC
Rain6637 wrote:
the turnaround time was kind of fast to be in response to the null deal, but the sheer amount of gameplay that has been unlocked makes me think these changes were to satisfy it.


It was the other way around - these changes leaked, via the null blocks' members on the CSM. The "deal" just is an attempt for them to get around these changes, by having uncapturable npc pockets everywhere they can store caps in.