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[Phoebe] Long Distance Travel Changes - updates!

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Byson1
Federal Navy Academy
Gallente Federation
#1501 - 2014-10-18 20:19:08 UTC
I couldn't figure out how to load my saved draft ? Anyway for the third time:

Thank you for sharing the vision, and for not taking what I say personal. It's hard for me not to take things personal when I have invested so much time and effort into it.

Second now that I have a vision I feel like I can give feedback rather then WTF back.

A quote from princess bride comes to mind 'Vizzini: 'He didn’t fall?! Inconceivable!' 'Inigo Montoya: 'You keep using that word. I do not think it means what you think it means.'
Why the quote? I don't think your proposed changes will have the effect you think it will. Just like the mastermind Vizzini...

Yes limits to jump range probably will cause large swaths of null sec to become unclaimed, but lowering the HP of sov structures will only cause sov to be more easily rolled. If you lived in BFE and a large hostile group came by every day and burned down your house would you stay? no. Sure now they wont use caps they wont need to, they didn't need to in the first place..
You can not eliminate the large fights, as long as there is something worth fighting for. If you want to eliminate huge fights spread out the wealth of null sec systems evenly. I don't think that's the answer though. There should be things worth fighting for. And as long as there are hostile forces there will be people looking to make friends to help protect themselves. You cant stop that.
If you want more fights small scale fights then as you know you have to increase the population of all null sec systems not create large power blocks with the proposed changes to logistics will do.
Sorry for the RL examples but its the best way for me to explain ill try to be as vague as possible:
I have experience working and living where the road system sucks you have to fly on small planes, or ride for hours on boats to get to remote little towns. The place I'm describing, is almost the size of half of the contiguous US, is rich in resources and abundant in wildlife, lots of great perks. Yet the population density is small except in a couple small spots. Why? Because of goods and services, because of the risk of being stuck out in the middle of nowhere and you cant easily resupply all the stuff you want. There has to be a way to get safe, and a way to resupply, I know null sec isnt meant to be safe and i agree. But people have to be able to get to a safe system, maybe not easily, but feasibly. If you know your gunna be stranded, out of gas, in the middle of no where your not making the trip. US history teaches us that when the roads where built , the railroad put in the populations boomed. They built it people went.

If you made a couple high sec systems- markets- in the middle of null sec regions that are in jump range and make it possible for JF to cyno straight into the systems it would create a railroad effect goods would be able to get to market it would be in range for people to fly and fight to get into, being surrounded by null sec. But goods would be available to everyone one. If you build it they will come.

When i fly out to these remote villages that are struggling to get by and go buy food, the costs are crazy, the towns are small. Why because logistics and industry is limited. You shouldn't limit these things if you want the population of null sec and thereby the fights etc etc to grow.

Secondly Its not your job to disrupt logistics. That's the players job. Trust me if its worth it, the players will find a way to disrupt the logistics, you don't have to.
Yes the changes to carriers will make them more intercept-able.. that's cool. But if the isk value of the ship doesn't reflect their ability then that's just ********.
Sov structures don't need re-balanced. They currently reflect what it takes to hold sov. changing them will only cause my house to be burnt down more often. I (the little guys) may have to move..

I know it may be inconceivable
but I don't think that means what you think it means
Saisin
Chao3's Rogue Operatives Corp
#1502 - 2014-10-18 20:41:11 UTC  |  Edited by: Saisin
CCP Greyscale wrote:


Vincent Athena wrote:

Alts allow the most valuable asset, the player, to move about very quickly, simply by logging into the right one on the right account.
Nerfing alts, or multiple accounts, will not happen.
....


Generally speaking, yes, I think we would prefer to limit that as well if it were possible without severely mangling other big-picture goals. There's no obvious way to do so that I can see, though.



I do not believe you have much to do to be able to significantly curve the use of alts for caps operations...

With the upcoming fatigue rules, just have the jump fatigue NOT wear away when the account is not paid for, and automatically give some amount of jump fatigue to any character in an account that has just been created or reactivated.

Newbie will not care having jump fatigue, as it will wear out before they are able to use a ship for which it matters.

And large coalitions with a ton of isk and plexes, that can fund these kind of alt teleporting will just not be able to use those at will, creating an isk sink if they want to keep their alts paid for all the time.

Vote Borat Guereen for CSM XII

Check out the Minarchist Space Project

Andy Landen
Deep Core Mining Inc.
Caldari State
#1503 - 2014-10-18 20:48:54 UTC  |  Edited by: Andy Landen
CCP Greyscale wrote:
We're not prioritizing jump changes just because of their tactical use in wartime, but also because of the strategic realities they create. It's not (just) about creating multi-front wars, it's about undermining the need and desire for large coalitions in the first place. Military leaders sensibly optimize for the largest plausible threat, and the combination of capital proliferation and the lessons learned from the Great War (the one with BoB) led us to a place where the largest plausible threat is "everyone in nullsec who's not your ally attacks you at the same time". If we could move to a place where the largest plausible threat is "everyone living within two regions who's not your ally attacks you at the same time", the strategic *need* for cluster-spanning coalitions goes away. The other half of the question is whether in that scenario the *desire* for cluster-spanning coalitions shrinks enough to have that actually happen. We don't strongly anticipate this happening amongst coalition leadership, but we are somewhat hopeful that, over the course of time and supported by other adjustments, the need to keep their combat pilots happy with accessible targets will force their hand.

This is all obviously somewhat speculative; we have rough models of behavior that lead us towards this sort of thinking, but the only way to test them is to make these sorts of changes and compare results with predictions - of which we have a reasonably broad range internally, so it'll be interesting to see how things play out :)


While I share your concerns (and offer alternate solutions), if your goal is to drive away all of your capital ship flying veterans, and cost CCP lost profit, then your approach appears to be succeeding. I have been on the fence for a while and now realize that I should have thrown in the towel a LONG time ago. You would never get to fixing the pos or the capital ships or null sec, etc etc. If I had only known that my capital skill investment was going to be directly attacked.

I understand and share your concern about the "the largest plausible threat is everyone in nullsec who's not your ally attacks you at the same time". I agree with your assessment that the correct approach is to reduce the threat to "everyone living within two regions who's not your ally attacks you at the same time". But your solution to kill capital movement has so many more broader issues with so many other things that it isn't even funny. Below are two suggestions which delays distant ships from engaging in battle in proportion to the total distance:

My first suggestion (in place of jump fatigue and limitations) is to increase the time required to travel across those distances by having the ships actually travel through the space between the systems and constellations and by allowing those ships to travel to a cyno bookmark (cyno is only needed to create the destination/bookmark coordinates), to bookmarks, or to celestial bodies, to drop out of and to re-enter travel between systems at will (much like entering warp but at ly/hour instead of AU/s). Capital ships and bridged ships would be greatly delayed for combat and thus the combat would finish well before any reinforcements arrived. I prefer this approach because it slows down movement without limiting it and it delays non-targeting influences on battles. You can jump there but the enemy will not have to worry about you for many hours or days (depending on the jump distance).

My second suggestion (instead of jump limitations and fatigue) is to limit combat after the jump so that "jump fatigue" becomes instead "targeting fatigue." During this timer, your ship is unable to target other ships. Combat is addressed without hindering logistics or evac. The inability to target would delay distant ships from directly contributing to distant battles. You can jump there from a distance but the enemy will not have to worry about your dps/ewar/RR/anything for many hours or days.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Lord TGR
Brutor Tribe
Minmatar Republic
#1504 - 2014-10-18 20:59:06 UTC
Andy Landen wrote:
If your goal is to drive away all of your capital ship flying veterans, and cost CCP lost profit, then you appear to be succeeding. I have been on the fence for a while and now realize that I should have thrown in the towel a LONG time ago. You would never get to fixing the pos or the capital ships or null sec, etc etc. If I had only known that my capital skill investment was going to be directly attacked.

If you think this is a direct attack on your "capital skill investment", then you should probably just keep on walking, because the sov system changes'll probably be even more of an attack on your "capital skill investment", since if CCP does their job right, B-Rs etc are going to be a thing of the past, not just because of the travel changes, but also because the sov system won't ever require such a buildup of force in a single system ever again.

Andy Landen wrote:
My first suggestion (in place of jump fatigue and limitations) is to increase the time required to travel across those distances by having the ships actually travel through the space between the systems and constellations and by allowing those ships to travel to a bookmarkable cyno, to bookmarks, or to celestial bodies, to drop out of and to re-enter travel between systems at will (much like entering warp but at ly/hour instead of AU/s). Capital ships and bridged ships would be greatly delayed for combat and thus the combat would finish well before any reinforcements arrived. I prefer this approach because it slows down movement without limiting it and it delays non-targeting influences on battles. You can jump there but the enemy will not have to worry about you for many hours or days (depending on the jump distance).

The problem with your idea is that it would make everything slow down, including short local travel, instead of just nerfing quick long distance travel.
Andy Landen
Deep Core Mining Inc.
Caldari State
#1505 - 2014-10-18 21:08:58 UTC
Lord TGR wrote:
Andy Landen wrote:
If your goal is to drive away all of your capital ship flying veterans, and cost CCP lost profit, then you appear to be succeeding. I have been on the fence for a while and now realize that I should have thrown in the towel a LONG time ago. You would never get to fixing the pos or the capital ships or null sec, etc etc. If I had only known that my capital skill investment was going to be directly attacked.

If you think this is a direct attack on your "capital skill investment", then you should probably just keep on walking, because the sov system changes'll probably be even more of an attack on your "capital skill investment", since if CCP does their job right, B-Rs etc are going to be a thing of the past, not just because of the travel changes, but also because the sov system won't ever require such a buildup of force in a single system ever again.

Andy Landen wrote:
My first suggestion (in place of jump fatigue and limitations) is to increase the time required to travel across those distances by having the ships actually travel through the space between the systems and constellations and by allowing those ships to travel to a bookmarkable cyno, to bookmarks, or to celestial bodies, to drop out of and to re-enter travel between systems at will (much like entering warp but at ly/hour instead of AU/s). Capital ships and bridged ships would be greatly delayed for combat and thus the combat would finish well before any reinforcements arrived. I prefer this approach because it slows down movement without limiting it and it delays non-targeting influences on battles. You can jump there but the enemy will not have to worry about you for many hours or days (depending on the jump distance).

The problem with your idea is that it would make everything slow down, including short local travel, instead of just nerfing quick long distance travel.

The existence of B-R has no impact on my skills.

My idea does slow down travel in direct proportion to the distance traveled. For example, if it takes 1 ly/hr then engagements one ly away will have to last 1 hour before the ship can arrive/engage in it. Battles 12 ly away will take 12 hours for players to get there. The travel speed would simply be set so that the time required to travel to "B-R" is sufficient to allow those in the region to win the battle, dominate the field, and pick off everyone directly en route one at a time as they land on grid. Those in the region (short distance travel) who want to engage in the battle sooner can convoy through the stargates like anyone else thus also advancing the goal of encouraging gate travel for pvp.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Lord TGR
Brutor Tribe
Minmatar Republic
#1506 - 2014-10-18 21:17:21 UTC
So to avoid sitting in space with a timer, you're going to push the neverending rectal gastroscopy view?

Interesting.
MeBiatch
GRR GOONS
#1507 - 2014-10-18 21:39:57 UTC
So with the addition of the tug boat. I.e. a freighter sized ship with a massive sma can we expect to see a techh II version that had the jump freighters abilities. .. I.e. 10 ly jump range an 90% jump fatigue bonus?

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Lord TGR
Brutor Tribe
Minmatar Republic
#1508 - 2014-10-18 22:05:01 UTC
Polo Marco wrote:
Lord TGR wrote:
It might have some residual political impact because it will allow merc groups to more easily hit a coalition in a backwater system/region to take down something non-sov related without too much fear of 200 supers suddenly appearing in their rear view mirror, but none of these changes stop us from getting another B-R, all it does is require that everyone prepare first (or risk coming late to the party).


I find the whole bipolar attitude to battles like B-R bizarre. On the one hand CCP, Alliance leaders, FCs, and participants all crank up their spin machines, roll out the numbers and the twitch videos, and generally chest beat and carry on about how the greatest battle there ever was just took place in the greatest MMO there ever was. I have never had a pilot in a fight that size and actually feel somewhat deprived. Warts and all.......the chance to be in something like that is much of what makes Eve so unique. These signature events certainly define how the general public sees the game.

Then, BAM! A few days later...... Everyone is moaning and groaning about how bad it is for the game that fights like this can take place. They act like the people who cause these fights and the people who run the game must eat babies and worship Satan when they aren't playing Eve. This has got to end! It's too much!

HELLO ?

Maybe it would be easier to see the vision here if it was a little clearer.

In theory, fights like B-R are awesome, and when you look at it from afar (which is what most people who read about it are doing), the numbers are aweinspiring.

The problem rears its head when you look at just how **** the actual experience is, and how unsustainable it is. If we look at the result of the B-R fight, that was what, 70 titans etc down in what's arguably just a maximum of 2.5 hours of actual gametime. If there hadn't been a downtime, then that would've turned even more brutal as titans would be getting refuelled to continue DDing, and if supers and dreads had been working then the end result would've been even bloodier. Oh, and if you think the eve universe's crap now, with two coalitions making a blue donut, imagine how it would be if B-R had turned into even more of a one-sided slaughter where one side were to obliterate the other side's total contingency of titans and supers in a single fight. There'd be nothing they could do to stop the armada then, and that would be the status quo for a long, long time, due to the lack of supply.

So it's much better to ignore the fact that B-Rs and Asakais do give awesome press, because EVE is a very specialized game, for a narrow subset of the MMO population, and B-Rs and Asakais make the game sound a lot grander and more awesome than it actually is. So when new players do subscribe due to the latest Asakai or B-R, they'll quickly discover that the game does actually suck, and just leave. So CCP's making the right choice in trying to shift EVE onto a path where wars are smaller and more localized, maybe even to the point where you don't have to be there in "AUTZ" or "USTZ" or "EUTZ" to be able to do anything productive in a war, but instead it'd be something which could have lots of smaller fleets constantly rolling through all the TZs, with the occasional cap escalation (as opposed to every ******* time as it is now).

I suspect people like Andy Lander isn't seeing this, they're too busy seeing how they can't just hop from one side of the universe to the other to gank a single super anymore, and mock unsubbing/biomassing.
Vincent Athena
Photosynth
#1509 - 2014-10-19 00:13:51 UTC
CCP Greyscale wrote:

Vincent Athena wrote:
CCP Greyscale wrote:
We're broadly of the opinion that easy teleportation is bad in all its form, which is why we're making a fairly far-reaching change.

How about the player teleporting about by logging into a prepositioned alt? Do you consider that form of teleportation to be bad? How would you change the game to slow down players changing to a different alt?

Edit: My point:

Alts allow the most valuable asset, the player, to move about very quickly, simply by logging into the right one on the right account.
Nerfing alts, or multiple accounts, will not happen.
Thus we will always have fast projection of power.
Result: Almost all the developer effort spent on this change was wasted, and should have been spent elsewhere.


Generally speaking, yes, I think we would prefer to limit that as well if it were possible without severely mangling other big-picture goals. There's no obvious way to do so that I can see, though.

Nor I. Hence the reason I feel the effort spent on the changes you are making was mostly a waste.
CCP Greyscale wrote:
All that said, on the wider topic of capital alts, if alliances have the capability to fund many new capital alts, what's the reason they're not already doing so in the current system?

Cost vs benefit. Making an alt for flying a cap is a long, expensive process. There has to be a big reason to do it. The need for cap alts with the current system is low. With the new system there are two new reasons.
1) Cap ferry alts. Train the alt just enough to sit in the ship. Use the alt to get the ship 10 LY closer to the destination (presumably those 10 LY are in secured space, making the use of a low skill alt viable.)
2) With time that alt will get skilled enough to fight with the ship. Then just position the alt as needed.

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Rowells
Blackwater USA Inc.
Pandemic Horde
#1510 - 2014-10-19 04:34:31 UTC
Vincent Athena wrote:

Cost vs benefit. Making an alt for flying a cap is a long, expensive process. There has to be a big reason to do it. The need for cap alts with the current system is low. With the new system there are two new reasons.
1) Cap ferry alts. Train the alt just enough to sit in the ship. Use the alt to get the ship 10 LY closer to the destination (presumably those 10 LY are in secured space, making the use of a low skill alt viable.)
2) With time that alt will get skilled enough to fight with the ship. Then just position the alt as needed.

That still begets thew benefit. What purpose does an alliance of that power need more alts for? a simple division of labor and its a less hassling task. It's not like they have to compensate for anything that their enemies are doing. The only real purpose this would have is to move a single capital ship across vast areas of space. Why even go through all that trouble when the simpler, cheaper, and simplest method is to stage things?

This entire premise is based off the idea that someone REALLY wants to move a single ship across the cluster. Unless you plan on forking cash for more than a years worth of subs (or plexes) times how ever many alts are necessary, only to move a ship, which can be built multiple times over and stashed where necessary for a much cheaper cost and in a much shorter period of time.

Then multiply that amount of money/effort/time by each person in an alliance who has to do it. How much longer do you think anyones coffers are going to last (regardless of how deep you dream those coffers go) when you suddenly have to plexes hundreds if not thousands of alts for over a year?

And even if you use 'low-skilled alts' what are they going to even do? Your ship has just arrived at its destination while the compbat pilot is still trying to reach the same location in an interceptor.

The cost vs. benefit is still there, in the same fashion and almost virtually unchanged in that regard.

Are 'taxi alts' possible? yes. Do they serve the function most people think they will? depends on how you see it. Will every cap-super-cap capable person in the major alliances be able to accomplish something like this and maintain it for power superiority? highly unlikely.

We are not going to see taxi alts in mass proliferation. The benefits don't match up with other options available.
god7705
Aliastra
Gallente Federation
#1511 - 2014-10-19 06:21:04 UTC
Please consider adjusting the rate of fatigue on BLOPS to a more favorable %. The essence of BLOPS (all covert ships) is stealth and ease of movement. Taking gates with a BLOPS is a NO-NO now and will never be a viable option in the future.

Gone will be the days of running four hunters spanning five regions! The days of "Home Defense" BLOPS will be born, which in essence is a stroke of death for BLOPS. The entire attraction of BLOPS is being able to project over a number of regions for hunting. Once intel spikes that "hunters" are active, an area dries up quick and the fleet must move. Further, resetting the fleet for another drop from a main staging system will be nearly impossible. If we adjust and stay in system to wait out a timer and launch from the newly dropped system, we then have a nightmare managing fuel, other supplies, and managing loot.

If the powers that be insist on moving forward with the 50% rate, thereby killing current BLOPS doctrines, then please consider adding a Covert Cloak to BLOPS BS' (gate camp help for those that will use gates) and increase their fuel storage capacity (fuel management for new ways to deploy). Rather than increasing the jump range to 8 LY, keep range as is and increase the fatigue rate to 75%.

EVE has become a MASSIVE TIME SUCK. I run six accounts to try and avoid the suck. These changes make getting to action an even greater TIME SUCK and that's not counting the time to TRAIN, set-up proper fleet logistics, logistics to get SHIPS, logistics to sell LOOT and so many other small time sucks. Nerf capitals and thereby the large groups that project all across EVE in a few minutes, but please let the BLOPS guys do their thing.

Oh and did I mention, electing people to the CSM that don't support BLOPS or think BLOPS provides significant value is a very bad thing? Next CSM, pay very close attention to your votes and find the facts minus the emotion.
Turrann Dallocort
The Legion of Spoon
Curatores Veritatis Alliance
#1512 - 2014-10-19 06:21:54 UTC
Mr Greyscale,
Can we please take some time now to talk about some changes to the Rorq? I would be glad to change out some of my drone for the ability to go 10ly. This is far more important to me than drones at this moment, until you all redo the rorq completely.
Celly S
Neutin Local LLC
#1513 - 2014-10-19 06:22:07 UTC  |  Edited by: Celly S
Andy Landen wrote:

It appears that your point is that the changes are intended to make it much more dangerous to take capital ships out of the station garage for either assault or evac. Now we have to evac our capitals before the change so that they won't be stranded during emergency evac operations later on. Null sec becomes safer for sub-capital ships and even safer for the greatly buffed Black Ops. I guess the point is to create a safer null sec for low skill pilots.

So the point is then to punish those who dedicated massive training time to capital ships and to discourage the use of capital ships for anything. The point is to turn null sec into easy mode for subcaps. I am not interested in easy mode null sec for subcaps! I have lost interest already and I blame CCP for threatening to nullify the value of my cap ship skills training time.



That's not my point at all...

you basically asked for them to be turned into a ceptor, which would nullify almost every single thing CCP wants to achieve with these changes....


as I said, some folks might not get the analogy, so let me try to rephrase it for you. :)

CCP and many other folks think that Caps are being used too casually and that the ability to hop, skip and jump across the galaxy in a matter of minutes is detrimental to emergent gameplay and is part of the problem contributing to the stagnation that is predominant in almost all regions of space now.
That is not the ONLY factor, simply one of the factors, and to that end, CCP is implementing a plan to reduce that ability, or place a governor on that ability in order to break up that aspect of the stagnation...
There are of course always drawbacks when improvements are made, and bonuses when drawbacks are made, so the drawbacks of no longer being able to instantly blop the other side of the cosmos comes with the benefit of the ability to travel through gates which allows the fatigue of jump travel to cool off while still allowing the pilot(s) to move their ships.

so in short, they want the use and deployment of those type ships to be strategic, thought out, factored into a greater plan, not continued to be used in the ho hum (drop a titan, super, cap, and subcap fleet on a worm) manner that they are today.

With that, comes the risk of gate travel. (something else that CCP and players want... small conflicts instead of server melting battles every -so -often)

not that it is a factor here, but I have multiple cap pilots on my accounts and I am not crying that CCP is punishing me for all the time I put into training them, nor am I hollering for CCP to reimburse my SP because they are breaking my toy...... I simply look at the whole thing as being something that will make me find new and maybe even better ways to use my caps, or use my caps when the situation warrants it as opposed to using them like my everyday work car (which I don't do anyway)

Hope that makes more sense to you..

o/
Celly Smunt

E: sorry, that drop was on a worm and an Enyo, not just a worm by itself...

Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator.

Celly S
Neutin Local LLC
#1514 - 2014-10-19 06:34:31 UTC
CCP Greyscale wrote:
Querns wrote:
Has any thought been given to trading the Rorqual's drone damage bonus for a 10LY range?


Yup, nothing's final yet, and that's one of the things where there's clearly good arguments on both sides and we're happy to reconsider.






In case you've not seen my comment on this, I think i reflect the feeling of many folks that with Rorquals sitting in POS bubbles for boosts, the drone bonuses are pretty irrelevant, and to be honest, I would appreciate the ability to jump to other mining systems much more than I would the ability to launch a little stronger drones out since "if" I'm ever caught in a position to have to defend myself with drones, I will likely be going to lose the ship anyway, so again, I'm not seeing the drone bonuses as being more important than range for that ship's primary use, however, should the proliferation of the Battle-Rorq happen, the lack of the drone bonuses might actually help curb that type use, or even a restriction against mounting drone damage mods to the ship.

o/

Thanks for your time Sir.
Celly Smunt

Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator.

Tikitina
Doomheim
#1515 - 2014-10-19 06:38:10 UTC
FT Diomedes wrote:
Tikitina wrote:
Polo Marco wrote:

I'm not sure that's wise, relegating us to 'asset' status. But this is why we have dialogue. to assist understanding. It makes my comprehension of your next answer a bit clearer.

Byson1 wrote:
Could you please restate your goals. Maybe one more time and the vision might open up. I personally dont see it.


CCP Greyscale wrote:
Primary goals:
- Severely reduce/eliminate B-R-style fights, on the grounds that the marginal inherent value of a 4000-ship fight over a 2000-ship fight is pretty small, and the negative value accrued by the inevitable lag more than cancels that out.
- Create more traffic traveling through gates in nullsec, on the grounds that gates are a primary interaction point, and more interaction makes for a more interesting game

Secondary goals:
- Make disruption of logistics a more viable weapon for nullsec alliances, on the grounds that it opens up a more interesting range of options for waging war, provided that we don't make the experience of managing alliance logistics too negative
- Make it more viable to intercept reinforcements on their way to a battle, on the grounds that it spreads the load out across more system, allows for more interesting tactics and allows major battles to produce a wider range of opportunities and give roles to a wider range of player types and preferences
- Incentivize nullsec leaders to gravitate towards smaller political groupings, on the grounds that doing so will lead to more regular, more interesting and more combat-dense conflicts.

The primary goals are what're driving the feature; the secondary goals are things we are hoping to effect to varying degrees along the way.


Somewhere THE PLAYER has gotten lost in all this theorycrafting. The loss of playstyle choices here and added grind is staggering. You asked me before what things I felt were wrong with your plan, well this is right up there at the top of the list. You are not just nerfing game objects, you seem to be trying to nerf the players too. That is a dead end street for any GM. If you have certain players or player groups who are disrupting your game, you deal with them individually rather than making blanket protocols that hamper everyone.

Don't worry, I'm not going to quit playing, but my opinion is not going to go away either. I don't see hostile intent in your changes, but meaning well and doing it unfortunately are not always the same thing.

My father used to always say "Son - The road to hell is PAVED with good intentions.'


You seem to ignore all the new play style choices this appears to offer. Less occurrences of massive groups ROFL-stomping on anything that thinks of deploying a capital means that there will be a lot more smaller fights going on.

You seem to ignore all the possible positives of this change and overly amplify any possible negatives.


My worry is that it will still be too easy to project power for the largest and best organized groups - in other words that we will take bitter medicine and still have the disease.


I would expect that if these initial changes don't do the trick there will be further changes.
Keep track of fatigue on players and unpackaged ships could be an option.

There are work arounds to that as well, but they start to get costly. And if not costly enough, add an assembly fee each time you assemble a ship.





Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#1516 - 2014-10-19 07:46:46 UTC
CCP Greyscale wrote:
First, capital ships are not intended to be solo assets, so we don't tend to weight the needs of solo capital pilots when doing balance work.


Well there's your problem...

Carriers are the single biggest benefit to quality of life for any nullsec pilot. A handfull of carriers can do nothing to rival the blob, but can make all the difference to the logistics of a young null-faring alliance.
baltec1
Bat Country
Pandemic Horde
#1517 - 2014-10-19 07:50:50 UTC
Sentient Blade wrote:
CCP Greyscale wrote:
First, capital ships are not intended to be solo assets, so we don't tend to weight the needs of solo capital pilots when doing balance work.


Well there's your problem...

Carriers are the single biggest benefit to quality of life for any nullsec pilot. A handfull of carriers can do nothing to rival the blob, but can make all the difference to the logistics of a young null-faring alliance.


Use a JF.
Lord TGR
Brutor Tribe
Minmatar Republic
#1518 - 2014-10-19 08:39:04 UTC
Sentient Blade wrote:
CCP Greyscale wrote:
First, capital ships are not intended to be solo assets, so we don't tend to weight the needs of solo capital pilots when doing balance work.


Well there's your problem...

Carriers are the single biggest benefit to quality of life for any nullsec pilot. A handfull of carriers can do nothing to rival the blob, but can make all the difference to the logistics of a young null-faring alliance.

I guess you haven't seen the 200+ strong carrier fleets, then.
Magret Firewind
Perkone
Caldari State
#1519 - 2014-10-19 08:54:12 UTC  |  Edited by: Magret Firewind
So CCP, basically you are saying a big screw you to everybody who can just play at a certain time. Say an hour after work for example, when I come home and before I have to take care of my family.

I cannot use the assets I skilled up for, ground out the credits for and built, because of an imposed cooldown? You played Cellphone games too much? I become basically useless for logistics for my corp and might get rid of my caps alltogether since I will not be able to use them at the time of my chosing. When I am able to play EvE

You are telling me that I'll get penalized for not being able to adhere to your cooldowns and playing when I want to play. Rather you want me to get up in the middle of the night, like it was with skill changing, because I can do a jump?

Not going to happen.

This is lame and might lead to me scrapping my accounts altogether. I want to play when I want to play, not when a stupid cooldown tells me to.
Dwissi
Miners Delight Reborn
#1520 - 2014-10-19 09:20:43 UTC
Whatever the changes are going to change in the future - much more interesting is to see what already changes. A -250 delta change for Brothers of Tanga is quite a number. That reads in my book: the changes are good as something is happening

Proud designer of glasses for geeky dovakins

Before someone complains again: grr everyone

Greed is the death of loyalty