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Jump Fatigue Timers Jump distances

First post
Author
Dradis Aulmais
Center for Advanced Studies
Gallente Federation
#21 - 2014-12-31 13:17:09 UTC
In before the lock redundant ***** post on jump fatigue and personal attacks

Dradis Aulmais, Federal Attorney Number 54896

Free The Scope Three

Hengle Teron
Red Sky Morning
The Amarr Militia.
#22 - 2014-12-31 13:20:21 UTC  |  Edited by: Hengle Teron
this mechanic is broken

it lets stupid people make stupid decisions
Dradis Aulmais
Center for Advanced Studies
Gallente Federation
#23 - 2014-12-31 13:22:57 UTC
Next OP will be going on about AFK campers and miner bumping in high sec

Dradis Aulmais, Federal Attorney Number 54896

Free The Scope Three

SpaceSaft
Almost Dangerous
Wolves Amongst Strangers
#24 - 2014-12-31 13:25:55 UTC
Quote:
Who would like to see change and who is being affected by the current FIX?

Do you think the change was good, bad or needs improvement?


Everyone is affected, I would not like to see it change.

I think what needs to be improved are options for titans besides being logged in as jump bridge.
Gully Alex Foyle
The Scope
Gallente Federation
#25 - 2014-12-31 13:36:57 UTC  |  Edited by: Gully Alex Foyle
Quote:
You spend 100s of billions on these ships and if you are going to hit us with Fatigue then the jump distance should be increased not decreased.


Quote:
i was using a jump bridge network and a badger


LOL

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Kestral Anneto
State War Academy
Caldari State
#26 - 2014-12-31 13:44:05 UTC
Nevyn Auscent wrote:
So.... You obviously weren't in that much of a rush since you had time to use the jump bridge network. So could have waited 10 minutes at each jump right from the start and would have finished all your jumps far faster by doing so than the approach you did. You obviously also didn't have that much stuff. If it all fitted in a badger.
And could have used a much better suited ship if that was several round trips, like a freighter, DST, or heck, a Cov Ops via Gates.
Or a MWD/Cloak Badger via gates even......

Gates do exist in null you know.....


The jump bridge network was quickker, 2 jump and i was in hed as opposed to almost 15 gate jumps. And i did more than one run, hence 30 day cooldown. I couldnt fly anything bigger at the time, snd as the situation was sprung on me with a time limit to get outm i didnt have time to sit and plan it, more fool me in hindsight.
but its compketely off topic, my position is that jump fatigue is a good idea, but they are over zealous with it, i mean, a month, really? The reativayion timer is another thing, its a bit stupid to have two timers ffecting the same thing, or it is in my mind.
Senyu Takashi
Royal Amarr Institute
Amarr Empire
#27 - 2014-12-31 14:12:20 UTC
Lucas Kell wrote:
Basically CCP wanted jump capable ships to be pretty much pointless, and figured fatigue would be a terrible way to do it, so in CCP style that's what they did. It's much easier to just fly smaller ships through gates in giant blobs instead now. Saves loads in fuel too.


Capital ships arent supposed to be dropped on a cloud of T1 subcaps, steamroll them and then safely extract while all of it takes 10-15 minutes. If you want to commit caps and supers into a battle, you should do that with full fledged support and be ready to defend those ships until they are ready to extract, not just #YOLO some caps on a small BS gang "for the lulz". Biggest ships should be the most difficult to move around including all special engines they have.

The days of dropping 50 supers on a T1 industrial in low sec are gone and Im glad for it.
Jake Rivers
New Planetary Order
#28 - 2014-12-31 15:21:46 UTC
Sounds like another Brave Newbie has been plowing through jump bridges without a care in the world, don't worry the Space Herpes will go away eventually.
Ms Forum Alt
Doomheim
#29 - 2014-12-31 15:27:49 UTC
I would probably use something like this. Lol
Primary This Rifter
Mutual Fund of the Something
#30 - 2014-12-31 15:32:08 UTC
How do people even manage to rack up their jump fatigue this high without realizing what they were doing?

"These two large timers appeared in the upper left hand corner. No way those could possibly be important."
Joshua Milton Blahyi
Viziam
Amarr Empire
#31 - 2014-12-31 15:46:32 UTC
Kestral Anneto wrote:


The jump bridge network was quickker, 2 jump and i was in hed as opposed to almost 15 gate jumps. And i did more than one run, hence 30 day cooldown. I couldnt fly anything bigger at the time, snd as the situation was sprung on me with a time limit to get outm i didnt have time to sit and plan it, more fool me in hindsight.
but its compketely off topic, my position is that jump fatigue is a good idea, but they are over zealous with it, i mean, a month, really? The reativayion timer is another thing, its a bit stupid to have two timers ffecting the same thing, or it is in my mind.


The cooldown isn't overblown.

The month timer you gave to yourself by being stupid and lazy. That has nothing to do with CCP, and everything to do with you not caring about the mechanics until after you screwed yourself.

By having super long fatique timers, it allows cap pilots to go balls out making jumps if they need to defend something important, and are willing to pay the fatique bill.

The two timers are there to help fools like you who can't seem to gather that rapid jumping isn't in your best interest. It even has handy tool tips that give you a preview of how long your next jump timer wil be. If you had actually paid attention, maybe you wouldn't have ended up with a month of fatique.

Doc Fury
Furious Enterprises
#32 - 2014-12-31 15:46:56 UTC
OP is an idiot.

CCP can't fix stupid.



There's a million angry citizens looking down their tubes..at me.

Primary This Rifter
Mutual Fund of the Something
#33 - 2014-12-31 15:52:31 UTC  |  Edited by: Primary This Rifter
Ms Forum Alt wrote:
I would probably use something like this. Lol

The takeaway lesson is this:
You can completely avoid accumulating jump fatigue as long as you wait until the fatigue timer (the blue one) falls below 10 minutes before using another jump bridge/jump portal/jump drive.
Which means a wait of at most 50 minutes, assuming you started with less than 10 minutes of jump fatigue.
Kestral Anneto
State War Academy
Caldari State
#34 - 2014-12-31 15:53:44 UTC
Joshua Milton Blahyi wrote:
Kestral Anneto wrote:


The jump bridge network was quickker, 2 jump and i was in hed as opposed to almost 15 gate jumps. And i did more than one run, hence 30 day cooldown. I couldnt fly anything bigger at the time, snd as the situation was sprung on me with a time limit to get outm i didnt have time to sit and plan it, more fool me in hindsight.
but its compketely off topic, my position is that jump fatigue is a good idea, but they are over zealous with it, i mean, a month, really? The reativayion timer is another thing, its a bit stupid to have two timers ffecting the same thing, or it is in my mind.


The cooldown isn't overblown.

The month timer you gave to yourself by being stupid and lazy. That has nothing to do with CCP, and everything to do with you not caring about the mechanics until after you screwed yourself.

By having super long fatique timers, it allows cap pilots to go balls out making jumps if they need to defend something important, and are willing to pay the fatique bill.

The two timers are there to help fools like you who can't seem to gather that rapid jumping isn't in your best interest. It even has handy tool tips that give you a preview of how long your next jump timer wil be. If you had actually paid attention, maybe you wouldn't have ended up with a month of fatique.



I agree, it was stupid, but i had billions to move in a short space of time, in hindsight i would have done it dufferently and waited it out, but thats tbe joys of learning.

How can you go balls out and do rapid jumps with the reactivation timer? That stops you jumping for a given timer that ramps up after each jump, so you cant cyno chain without a break inbetween each jump.
Jean Luc Lemmont
Carebears on Fire
#35 - 2014-12-31 16:08:34 UTC
So what I am hearing is that the mechanic is working as intended and stops people from crossing vast amounts of space in short amounts of time. Hooray for working as intended.

Sorry you feel like you're getting the short end of the stick, but unfortunately, better game balance trumps the inconvenience on your part.

Will I get banned for boxing!?!?!

This thread has degenerated to the point it's become like two bald men fighting over a comb. -- Doc Fury

It's bonuses, not boni, you cretins.

Primary This Rifter
Mutual Fund of the Something
#36 - 2014-12-31 16:11:21 UTC  |  Edited by: Primary This Rifter
Kestral Anneto wrote:
How can you go balls out and do rapid jumps with the reactivation timer? That stops you jumping for a given timer that ramps up after each jump, so you cant cyno chain without a break inbetween each jump.

Yeah, you really can't.
It would take roughly 2.5 to 3 hours to move an Archon from the very top of the map to the bottom at most, using 42 jumps, 7 of which using the ship's jump drive - finishing at the end with only two days of jump fatigue. You can't even go any faster than this by using the jump drive even more.
Sol Project
Shitt Outta Luck - GANKING4GOOD
#37 - 2014-12-31 16:17:37 UTC
Yay me!

Ladies of New Eden YC 117 by Indahmawar Fazmarai

Warning: NSFW! Barely legal girls in underwear!

Diana Kim > AND THIS IS WHY THE FEDERATION MUST BE DESTROYED!!

Seven Koskanaiken
Shadow Legions.
#38 - 2014-12-31 16:33:49 UTC
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#39 - 2014-12-31 17:01:50 UTC  |  Edited by: Bronson Hughes
Jump fatigue mechanics are fine. If you're building up more than a few hours worth of fatigue at a time you just need to STFD or deal with the consequences.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Altirius Saldiaro
Doomheim
#40 - 2014-12-31 17:04:37 UTC
@op, lol. I just have to laugh at you.

I wish they would have maxed the timers out to 90 days.
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