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[Phoebe] Long Distance Travel Changes - updates!

First post First post First post
Author
Dwissi
Miners Delight Reborn
#1321 - 2014-10-16 11:59:56 UTC
Oh well - i see more hate incoming but i post it anyways:


Locking down a station is an option - its not mandatory. Logistics between high sec and null is an option - its not mandatory.
Everything stated so far about what keeps industry etc from developing in null is BS - sorry for the word. There are options already but they simply dont get used.

If there would be any interest to develop the local industry there would be many ways to make that happen - just look at Providence. But running NBSI and not maintaining ones space is simply easier and cheaper than actually caring around it . All other ways than the current ones require active maintenance and management. As long as any activity is purely measured in isk/hour changes have to be forced or they will simply not happen at all. This attitude has made complex space into a pvp desert where only killing ships matters nowadays - the space itself has no value anymore beside being rented.

Proud designer of glasses for geeky dovakins

Before someone complains again: grr everyone

Greed is the death of loyalty

Sgt Ocker
What Corp is it
#1322 - 2014-10-16 12:03:29 UTC
Yun Kuai wrote:

You clearly don't get that at a certain point, there will be people who move it; i.e. compressed ore loaded into a DST and manually flown to jita. An occator can get roughly 85k m3 cargo fit. That's a pretty decent amount of compressed ore to be moving around.

Also, is it just me or people really not know how to move between systems without a scout or a massive fleet behind them in nullsec? I've seen way to many people complaining about the instant death of jumping a capital through a gate in nullsec...last time I checked, the changes aren't forcing the CFC or N3 to reset all of their blues, so pretty sure you'll still be just fine...

DST's running the gauntlet to highsec markets with a billion isk in compressed ore, Hmmm, interesting concept.

You have never done nulsec logistics, have you?

The simple fact, these changes will not break up the blue networks in nulsec makes your idea of DST Logistics an absolute horror story in the writing. As a one off, when your only 5 or 6 jumps from highsec they may work, long distance logistics in DST's is just not viable for anything other than personal needs.
- - - - - - -
I am curious about your comment on jumping a capital through gates without a scout or a fleet.
How would you suggest moving some of the most expensive assets in the game through gates?

No scout means you have no idea what you are jumping into. Jumping blind is a really bad idea for subcapitals and a much worse one for capitals.
Moving capitals solo through gates, well the answer to that is NO NEVER, except if you are moving it 2 or 3 jumps through highly populated blue space. Unless you are trying to get rid of your Revelation with a laugh, you don't want to be jumping capitals through gates without support.
A small gang can in very short time bring down a sole carrier, especially if it is travel fit to get from point A to B as quickly as possible.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Edward Olmops
Gunboat Commando
#1323 - 2014-10-16 12:04:20 UTC
Lord TGR wrote:
Celly S wrote:
be that as it may in some areas, there are no npc stations that I know of within 5ly of where I live, so such blanket statements aren't as accurate as we might want them to be.

You do know what this "free trade zone" station would be used for, right?

I'll give you a hint, it won't be for trade, it'll be used to stage out of to **** with the locals.


I can understand the issues nullsec alliances have with this, but it's always the same:
On one hand everyone wants to rat and farm ISK in peace and on the other hand everyone wants targets to shoot.
Only you either get both or nothing.


Serendipity Lost
Repo Industries
#1324 - 2014-10-16 12:10:37 UTC
Celly S wrote:
Lord TGR wrote:
Celly S wrote:
be that as it may in some areas, there are no npc stations that I know of within 5ly of where I live, so such blanket statements aren't as accurate as we might want them to be.

You do know what this "free trade zone" station would be used for, right?

I'll give you a hint, it won't be for trade, it'll be used to stage out of to **** with the locals.


which follows my reply to Edward, and further backs up my statement that until those 2 issues are dealt with, nothing is going to be where it could or should be.

o/

off to work...

Celly Smunt


I think banning all ammunition and drones from SOV null would go a long way to opening up your free trade zones. This simple game change would unlock the limitless trade potential in null. Civilian combat modules do not use ammunition, so there would still be a pvp outlet for those few who think along those lines.

er.... scattering NPC stations around sov null would nullify any force projection changes. Just assume I already have enough archons to put 200 in every key staging free trade hub I desire and can up the number as is tactically necessary.
beaconBoy SavesTheDay
Galactic Hauling Solutions Inc.
#1325 - 2014-10-16 15:21:31 UTC  |  Edited by: beaconBoy SavesTheDay
TL;DR: Bye bye flat rat shipping...hello, having all courier service priced by the light year (LY) and YOU paying double to triple what you use to pay to move one m3 of cargo.

First a little background....

Galactic Hauling Solutions Inc. (GHSOL) has provided the Eve community with a 70M flat rate, low/high sec courier service since the beginning of this year. This service has been wildly popular, and at our height we moved almost 800 loads of cargo per month. That's about half of what Black Frog does (remember they serve both low and null sec), and we used easily a quarter of the JF pilots that they have. If it wasn't for the competitive pressure, I doubt Black Frog would still be charging only 75M for low sec trips under 11.25 LY.

Despite what CCP and the fuel markets did this summer, the 50% increase in jump fuel consumption and another 50% increase in jump fuel prices caused us to increase our rates by only 40% from 50M up to 70M. We worked hard at insulating our customers from these increases and becoming more efficient. We even held off on these increases till August hoping the jump fuel markets might settle down requiring a smaller increase.

During this whole process we tried to educate our customer base that they should start using local trade hubs instead of Jita. This actually matched our how we organized our back end. See we use a regional model where our JFs try to stay in a small set of regions for faster pickup and lower fuel cost. But today still over half our contracts are either to or from Jita, and usually all the way out to the boundary of low/null sec.

Today Jita bound cargo can be moved with 15 to 20 minutes of game time effort with re-using lit cynos, med clone suiciding and using small numbers of high sec jumps to do one less cyno hop. But with all these mechanisms going away or being severely hampered, next month it's going to take over an hour to complete a contract. And if a JF pilot was making between somewhere around 150M ISK per hour before CCP's proposed changes, shipping rates will have to increase substantially, or that player just looses interest in hauling.

This week we raised our prices to 10M ISK per LY of distance traveled from the starting point to the destination with an 80M minimum. It may seem like an enormous jump (unless you get wise and start using the regional trade hubs), but the other courier services are going to follow suit next month, especially since all the competitive pressure has been removed. And I would have liked to wait till after the patch to see how things shake out before raising our shipping rate, but this summer we took a huge hit in recruiting when waited. So we did this price hike to get ahead of the curve...maybe we'll be able to poach a few of the competitors' JF pilots who are dissatisfied with their leadership not seeing which direction shipping rates are going.

I wish this all turned out differently, but this is a direct consequence of CCP's 1 LY per game time minute for JFs. That's my name for "jump fatigue"...it's just a speed limit, and I do realize that the 90% reduction in effective range causes JF to be affected least. But if you want your shipping rates to be lower, JF's need more.

ps - I've pushed for 95% reduction in effective range for JFs in other posts, but that didn't seem to gain any traction within the Eve community.
Lord TGR
Brutor Tribe
Minmatar Republic
#1326 - 2014-10-16 16:08:08 UTC
Celly S wrote:
Lord TGR wrote:
Celly S wrote:
be that as it may in some areas, there are no npc stations that I know of within 5ly of where I live, so such blanket statements aren't as accurate as we might want them to be.

You do know what this "free trade zone" station would be used for, right?

I'll give you a hint, it won't be for trade, it'll be used to stage out of to **** with the locals.


which follows my reply to Edward, and further backs up my statement that until those 2 issues are dealt with, nothing is going to be where it could or should be.

Uh. Your point was that trading wouldn't happen until free trade zone stations were in the middle of regions, I point out that they wouldn't be used for trading but to **** with the locals, and that backs up your statement?

Uh. Okay.
Lord TGR
Brutor Tribe
Minmatar Republic
#1327 - 2014-10-16 16:20:11 UTC
Edward Olmops wrote:
Lord TGR wrote:
Celly S wrote:
be that as it may in some areas, there are no npc stations that I know of within 5ly of where I live, so such blanket statements aren't as accurate as we might want them to be.

You do know what this "free trade zone" station would be used for, right?

I'll give you a hint, it won't be for trade, it'll be used to stage out of to **** with the locals.


I can understand the issues nullsec alliances have with this, but it's always the same:
On one hand everyone wants to rat and farm ISK in peace and on the other hand everyone wants targets to shoot.
Only you either get both or nothing.

No, you can get targets to shoot by having a sov system which doesn't eventually end up with a cold war like we've got today. You don't need NPC systems in the middle of every small region for that, as evidenced by every roam running around more or less freely today.
Ranger 1
Ranger Corp
Vae. Victis.
#1328 - 2014-10-16 16:28:11 UTC
Polo Marco wrote:
Ranger 1 wrote:
Respect your opinion Polo, but I have to say this.

Your analogy of Cap ships being essentially a queen in a game of chess being nerfed to having the same movement capability as a king has a minor flaw.

If you used a direct comparison between EVE and Chess, currently the queen is able to jump several tables over and take a key piece in another game.

With the proposed changes, your queen will still be able to move in any direction from one end of the board to the other, she is just limited to only doing so on her particular board.


You got me thinking....Thinking about SCALE.

As any chess player knows, the 8x8 chessboard has 64 squares, and queens (rooks and bishops also, but in reduced dimensions) have a maximum movement range of 8 squares. Since 8 is the square root of 64, I got to wondering what this would scale to in Eve. After a bit of research I have determined that as best I can tell there are 3196 nullsec systems minus Jovian space, and 817 lowsec systems for a total of 4013. The sqare root of this number is app 63.3 which I will choose to round up to 64 since it's the number that started it all.

So lets look at 2 possible '64' range limitations.

1) 64 systems.. Hmm... No. this will often span the entire map, and no one would go for it.

2) 64ly. This is much more in line with the limits everyone is thinking about so let's use it and start thinking about a workable game mechanic.

A hard cap per time period has already been considered and rejected in favor of one with a cooldown mechanic so it will be discarded.

So what about a tether radius of 64ly?. This would correspond to the real life operational ranges which limit most ships and aircraft today.

Of course every operational range requires a base, and defining this base requires a game mechanic, and after a some of thought this is what came to mind:

The JUMP DRIVE CLONE and the JUMP PILOT IMPLANT.

1) In order to use a jump drive, a pilot must have this special implant installed.

2) This implant may be installed in only ONE clone per pilot.

3) He may not jump further than 64ly from where the jump drive clone is installed.

4) The jump drive clone must be in a STATION and cannot be in a clone bay.

5) The jump drive clone can only be moved ONE TIME PER WEEK.

Much simpler and more elegant (and less server lag maybe) than what is on the table now, Ranger 1, this might answer your most excellent 'scale' argument.

Actual scale and numbers can be tweaked to taste.

Thoughts anyone? C'mon this is what a forum is for. Start shooting at this idea and let's see if it will hold water.. :)

I actually rather like this concept. Big smile

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

CCP Greyscale
C C P
C C P Alliance
#1329 - 2014-10-16 16:44:47 UTC
Catching up on older stuff...

Drak Fel wrote:
So basically what you're saying is, don't do anything that can give you an advantage or we will nerf it to the ground. Not much of a sandbox.


No, it's somewhat more subtle than that.

One of the pillars of a good sandbox is that you're presented with a lot of choices. Another is that those choices are real choices, each with pros and cons, rather than false choices with only one good option.

We're committed to trying to make EVE good, which means that any time an important choice collapses down into a single best option, we have a design need to either make the other options comparatively more viable, or to strip the choice out entirely.

For nullsec in particular, there's a clear need for a diversity of strategic choices and organizational cultures and best practices, so that each new war is interesting and different rather than boring and the same. Currently, there's one dominant strategy, which is to form a huge coalition, rent space out, and defend it with as big a capital fleet as you can muster. This is uninteresting and ungood.

We feel that limiting the degree to which you can rapidly deploy military power over long ranges is a necessary prerequisite for creating more diversity in nullsec. To this end, we're committed to achieving the goals laid out for these changes, primarily the need for gate travel to be the fastest way to move long distances.

We generally want to be as hands-off and unrestrictive as possible with changes, as this creates more options and, through the interplay of many, many different individual decisions, allows for the emergence of interesting and novel tactics.

When we're working with player motivation (ie giving more options for things players want to do), we do end up being very hands-off and very "do what you like". However in cases like this one, where a change we feel is needed to make the game better is working against player motivation, experience strongly suggests that the approach most likely to achieve our goals is to mandate the change needed in the most direct way possible, as attempts to be delicate or minimalist in the core change simply lead to circumvention.

However, this still needs to be balanced against our other goal of allowing for as much emergence as possible, which generally pushes us away from doing completely bullet-proof things across the board. With these changes, we could prevent all possible workarounds up front, but we'd like to avoid doing so.

The reason for this is that the oft-stated maxim that "if players can, they will", is not in our experience always true over the long term. We expect everything that people have suggested as workarounds to be tried at least once by most organized groups. However, a more complete model of what players will do would seem to be that there's always a tradeoff between "what can we do?" and "what is it worth doing?". Perhaps the canonical example here is the old "one per alliance per system per day" starbase limit - this is obviously gameable with dedicated anchoring corps, and this was used several time, but my experience with this change was that, after trying it a few times, most alliances didn't bother in most cases because it wasn't worth the hassle.

So we're planning leaving the door open to a lot of the possible workarounds in the first release, because we're trying to balance achieving our "nerf travel" feature goal against our "support emergence" overarching goal, and we'd rather not block things off unless they have a decisive impact on the game. If certain things do come into *widespread* use, we will nerf them - not because they give advantage, but because they take us back towards the sorts of tactical and strategic monocultures that we want to avoid. If people use the Battle Rorqual every now and then, that's excellent, the same way that the Battle Helios is excellent. If either of those strategies become *dominant*, though, we will adjust them, because dominant strategies lead to stagnation and boredom, both of which are anathema to a healthy sandbox game.


Vincent Athena wrote:
I don;t know if this has been asked or answered, as these are long threads.

Current capital ships in high sec: As we know there are a few left from the old days. Will they be allowed to use high sec to high sec gates? Or are they still locked into one system?


The restriction is "can't move between systems if destination is in hisec", so no, they're still locked in place.

Kassasis Dakkstromri wrote:
CCP Greyscale wrote:


Because we don't want to lock them in systems while their cooldown is ticking down; because not doing so plays havoc with capital accessibility of some areas of space; and because we'd much rather have capitals stuck in gate bubbles than docked up and unused.



If the metrics show that there is a long term trend in the reduction of capital use (in station and unused), would CCP revisit the universal 5 LY cap to a single jump? Or is the 5 LY jump range a critical component to CCP's goals for Null Sec as opposed to an arbitrary 'good' starting point?

Also was there a reason that the Jump range limit wasn't proposed as a 'stair-cased' limit based on capital ship roles?

Has a survey been taken of Regional Jump distances to ensure there are no 5.984 LY ranges? Or should we expect substantial Regional Capital Jump system "choke points" to come into existence with the launch of Phoebe on TQ?


Oh and is it okay to resub now, or should I continue protesting?


Absolutely willing to revisit 5LY if there's a good reason for it. We kept it uniform because it's simpler, it breaks fleets up less and requires a somewhat smaller cyno network for optimal operations. We were throwing around 3LY and 5LY, and settled on 5 in part because it covered most of the "short" inter-region gaps. There will be some chokes, I would assume, but that's intentional.

Yes, go ahead...
Nadarob Skillane
Federal Navy Academy
Gallente Federation
#1330 - 2014-10-16 17:05:29 UTC
Etrei Kordisin wrote:
It's nice to know that CCP trusts the playerbase to not use the massive loophole that these changes open up, too. Nullsec players are absolutely above the idea of swapping to T1 industrials in order to utilise a starbase bridge network to jump halfway across eve in hardly any time.



There is a really easy change to fix this.

Make the fatigue apply directly to the player, and to be a base amount.
THEN make each ship have its own multiplier:
Indy ships get a 1 X multiplier and cap ships get a 10X multiplier.
That means you can still jump in an indy ship, but not in a Cap ship.


I know the maths is off - I didnt work it into a formula, but you get the picture - simply make Caps have a penalty booster.

Problem solved.
Lord TGR
Brutor Tribe
Minmatar Republic
#1331 - 2014-10-16 17:08:46 UTC
CCP Greyscale wrote:
Catching up on older stuff...

Drak Fel wrote:
So basically what you're saying is, don't do anything that can give you an advantage or we will nerf it to the ground. Not much of a sandbox.


No, it's somewhat more subtle than that.

One of the pillars of a good sandbox is that you're presented with a lot of choices. Another is that those choices are real choices, each with pros and cons, rather than false choices with only one good option.

We're committed to trying to make EVE good, which means that any time an important choice collapses down into a single best option, we have a design need to either make the other options comparatively more viable, or to strip the choice out entirely.

For nullsec in particular, there's a clear need for a diversity of strategic choices and organizational cultures and best practices, so that each new war is interesting and different rather than boring and the same. Currently, there's one dominant strategy, which is to form a huge coalition, rent space out, and defend it with as big a capital fleet as you can muster. This is uninteresting and ungood.

We feel that limiting the degree to which you can rapidly deploy military power over long ranges is a necessary prerequisite for creating more diversity in nullsec. To this end, we're committed to achieving the goals laid out for these changes, primarily the need for gate travel to be the fastest way to move long distances.

We generally want to be as hands-off and unrestrictive as possible with changes, as this creates more options and, through the interplay of many, many different individual decisions, allows for the emergence of interesting and novel tactics.

When we're working with player motivation (ie giving more options for things players want to do), we do end up being very hands-off and very "do what you like". However in cases like this one, where a change we feel is needed to make the game better is working against player motivation, experience strongly suggests that the approach most likely to achieve our goals is to mandate the change needed in the most direct way possible, as attempts to be delicate or minimalist in the core change simply lead to circumvention.

However, this still needs to be balanced against our other goal of allowing for as much emergence as possible, which generally pushes us away from doing completely bullet-proof things across the board. With these changes, we could prevent all possible workarounds up front, but we'd like to avoid doing so.

The reason for this is that the oft-stated maxim that "if players can, they will", is not in our experience always true over the long term. We expect everything that people have suggested as workarounds to be tried at least once by most organized groups. However, a more complete model of what players will do would seem to be that there's always a tradeoff between "what can we do?" and "what is it worth doing?". Perhaps the canonical example here is the old "one per alliance per system per day" starbase limit - this is obviously gameable with dedicated anchoring corps, and this was used several time, but my experience with this change was that, after trying it a few times, most alliances didn't bother in most cases because it wasn't worth the hassle.

So we're planning leaving the door open to a lot of the possible workarounds in the first release, because we're trying to balance achieving our "nerf travel" feature goal against our "support emergence" overarching goal, and we'd rather not block things off unless they have a decisive impact on the game. If certain things do come into *widespread* use, we will nerf them - not because they give advantage, but because they take us back towards the sorts of tactical and strategic monocultures that we want to avoid. If people use the Battle Rorqual every now and then, that's excellent, the same way that the Battle Helios is excellent. If either of those strategies become *dominant*, though, we will adjust them, because dominant strategies lead to stagnation and boredom, both of which are anathema to a healthy sandbox game.

Wouldn't it be more effective to start off with the sov system, which is the reason we're seeing the stagnation we're seeing? It is, after all, the reason why the SOP of wars is "he who can stuff the most people/big things into one system on the final timer, wins". If it hadn't been this way, i.e. if we had gone back to something akin to the old POS system, or an occupancy-based system (I don't really care which, as long as it encourages/requires lots of smaller fleets engaging more constantly than today's once a day/once a week), then I'm pretty certain we would not be seeing the current 2 coalition nullsec we're seeing now.

Don't get me wrong, I'm positive to the cap distance changes, but I just would've thought the sov system would've given more bang for your dev hour.
Dwissi
Miners Delight Reborn
#1332 - 2014-10-16 17:26:24 UTC
Lord TGR wrote:
CCP Greyscale wrote:
Catching up on older stuff...

Drak Fel wrote:
So basically what you're saying is, don't do anything that can give you an advantage or we will nerf it to the ground. Not much of a sandbox.


No, it's somewhat more subtle than that.

One of the pillars of a good sandbox is that you're presented with a lot of choices. Another is that those choices are real choices, each with pros and cons, rather than false choices with only one good option.

We're committed to trying to make EVE good, which means that any time an important choice collapses down into a single best option, we have a design need to either make the other options comparatively more viable, or to strip the choice out entirely.

For nullsec in particular, there's a clear need for a diversity of strategic choices and organizational cultures and best practices, so that each new war is interesting and different rather than boring and the same. Currently, there's one dominant strategy, which is to form a huge coalition, rent space out, and defend it with as big a capital fleet as you can muster. This is uninteresting and ungood.

We feel that limiting the degree to which you can rapidly deploy military power over long ranges is a necessary prerequisite for creating more diversity in nullsec. To this end, we're committed to achieving the goals laid out for these changes, primarily the need for gate travel to be the fastest way to move long distances.

We generally want to be as hands-off and unrestrictive as possible with changes, as this creates more options and, through the interplay of many, many different individual decisions, allows for the emergence of interesting and novel tactics.

When we're working with player motivation (ie giving more options for things players want to do), we do end up being very hands-off and very "do what you like". However in cases like this one, where a change we feel is needed to make the game better is working against player motivation, experience strongly suggests that the approach most likely to achieve our goals is to mandate the change needed in the most direct way possible, as attempts to be delicate or minimalist in the core change simply lead to circumvention.

However, this still needs to be balanced against our other goal of allowing for as much emergence as possible, which generally pushes us away from doing completely bullet-proof things across the board. With these changes, we could prevent all possible workarounds up front, but we'd like to avoid doing so.

The reason for this is that the oft-stated maxim that "if players can, they will", is not in our experience always true over the long term. We expect everything that people have suggested as workarounds to be tried at least once by most organized groups. However, a more complete model of what players will do would seem to be that there's always a tradeoff between "what can we do?" and "what is it worth doing?". Perhaps the canonical example here is the old "one per alliance per system per day" starbase limit - this is obviously gameable with dedicated anchoring corps, and this was used several time, but my experience with this change was that, after trying it a few times, most alliances didn't bother in most cases because it wasn't worth the hassle.

So we're planning leaving the door open to a lot of the possible workarounds in the first release, because we're trying to balance achieving our "nerf travel" feature goal against our "support emergence" overarching goal, and we'd rather not block things off unless they have a decisive impact on the game. If certain things do come into *widespread* use, we will nerf them - not because they give advantage, but because they take us back towards the sorts of tactical and strategic monocultures that we want to avoid. If people use the Battle Rorqual every now and then, that's excellent, the same way that the Battle Helios is excellent. If either of those strategies become *dominant*, though, we will adjust them, because dominant strategies lead to stagnation and boredom, both of which are anathema to a healthy sandbox game.

Wouldn't it be more effective to start off with the sov system, which is the reason we're seeing the stagnation we're seeing? It is, after all, the reason why the SOP of wars is "he who can stuff the most people/big things into one system on the final timer, wins". If it hadn't been this way, i.e. if we had gone back to something akin to the old POS system, or an occupancy-based system (I don't really care which, as long as it encourages/requires lots of smaller fleets engaging more constantly than today's once a day/once a week), then I'm pretty certain we would not be seeing the current 2 coalition nullsec we're seeing now.

Don't get me wrong, I'm positive to the cap distance changes, but I just would've thought the sov system would've given more bang for your dev hour.



Greyscale has his name for a reason - he likes to hide important things in his walls :D - no offense intended grey ;)

This sentence says it all - its just a step: Quote'We feel that limiting the degree to which you can rapidly deploy military power over long ranges is a necessary prerequisite for creating more diversity in nullsec.'

Proud designer of glasses for geeky dovakins

Before someone complains again: grr everyone

Greed is the death of loyalty

CCP Greyscale
C C P
C C P Alliance
#1333 - 2014-10-16 17:26:46 UTC
Lord TGR wrote:
Wouldn't it be more effective to start off with the sov system, which is the reason we're seeing the stagnation we're seeing? It is, after all, the reason why the SOP of wars is "he who can stuff the most people/big things into one system on the final timer, wins". If it hadn't been this way, i.e. if we had gone back to something akin to the old POS system, or an occupancy-based system (I don't really care which, as long as it encourages/requires lots of smaller fleets engaging more constantly than today's once a day/once a week), then I'm pretty certain we would not be seeing the current 2 coalition nullsec we're seeing now.

Don't get me wrong, I'm positive to the cap distance changes, but I just would've thought the sov system would've given more bang for your dev hour.


So there's two factors here: one is that we place somewhat more of the blame for the current equilibrium on jump travel than you're doing here; and the other more important one is that we felt some change was needed ASAP, and that travel changes both needed less further design work and needed less time to implement than a sov rework. They both need doing, but in this order there's a chance of something interesting happening ingame over the christmas holiday, rather than not having any changes hit before probably January.
Vincent Athena
Photosynth
#1334 - 2014-10-16 17:36:31 UTC
CCP Greyscale wrote:
.......

They both need doing, but in this order there's a chance of something interesting happening in-game over the Christmas holiday, rather than not having any changes hit before probably January.

Sov changes incoming in January!

Know a Frozen fan? Check this out

Frozen fanfiction

Rammix
TheMurk
#1335 - 2014-10-16 17:46:47 UTC
CCP Greyscale wrote:
The goals of this change are pretty clear, and we're keen to follow up and ensure that we hit them over time.

The problem is, while you're changing/fixing something - we're playing it. For you some fail may be just an unsuccessful experiment, for us it's several months in that environment. I hope you (devs) keep remembering this all the time.

OpenSUSE Leap 42.1, wine >1.9

Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread

Edward Olmops
Gunboat Commando
#1336 - 2014-10-16 17:48:39 UTC
Vincent Athena wrote:
CCP Greyscale wrote:
.......

They both need doing, but in this order there's a chance of something interesting happening in-game over the Christmas holiday, rather than not having any changes hit before probably January.

Sov changes incoming in January!



Hooray! \o/

Man the Battle Rorquals!!!
CCP Greyscale
C C P
C C P Alliance
#1337 - 2014-10-16 17:53:58 UTC
Vincent Athena wrote:
CCP Greyscale wrote:
.......

They both need doing, but in this order there's a chance of something interesting happening in-game over the Christmas holiday, rather than not having any changes hit before probably January.

Sov changes incoming in January!


Developed in series rather than in parallel, sorry :)
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1338 - 2014-10-16 17:54:18 UTC
<3 greyscale
Josef Djugashvilis
#1339 - 2014-10-16 18:00:07 UTC  |  Edited by: Josef Djugashvilis
I gave CCP Greyscale a +1 just for the use of the word, 'ungood'

I still think that CCP caved in to the, 'me and my zillion alts are gonna un-sub' crowd, but having said that, it would appear that in the longer term CCP want to severely limit the use of Capital ships in terms of hot dropping cruisers on the other side of the universe.

It is to be hoped that the, as yet to be disclosed improvements to null as a whole will make the rage quitters less likely to do so, and more players both current and new will attracted to the game in general and null in particular.

I think this will be good for the whole of the game in the longer term.

This is not a signature.

Polo Marco
Four Winds
#1340 - 2014-10-16 18:03:43 UTC
Greyscale:
Although we'd all like to loosen the null logjam, I see such a sweeping change in jump travel as having far too many collateral effects to be worthwhile as a tool to address a very narrow issue. Several of us in here have presented alternative ideas that don't hobble playstyles with no impact the nullsec environment in general. Throwing the JF bone to the mob has lessened the negative feedback, but other aspects like ship delivery to market and redeployment of non strategic assets have been crippled here.

I hope you will consider a remake of this issue if what you are doing here ends up hurting the game more than helping it. There is a LOT of talk where I play at about SP refunds for cap skill trade ins.

DO you have a backup plan?

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