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Jump Fatigue Reductions were Not Enough

Author
Murkar Omaristos
The Alabaster Albatross
Unreasonable Bastards
#1 - 2015-11-03 20:53:54 UTC  |  Edited by: Murkar Omaristos
Simple enough - the jump fatigue reductions were not enough. Bottom line is this feature is still extremely irritating. I just tried to move a black ops, and forgot to check my timer before making a jump. I now have a five day timer. You make a short number of jumps in quick succession, and it means you are unable to play for the rest of the week.

It DOES serve it's purpose of preventing power projection by inhibiting capital travel. The problem is, there's no reason for this to constantly apply to subcaps. I know that CCP wants to make pockets of activity and force us to rely on local production, while also inhibiting power projection.

I'd propose the reduction be adjusted further to a maximum timer of 48 hours for subcapitals, and 3 days for capitals. One week is too long, and it's punishing rather than serving the purpose of inhibiting rapid deployments.
Linus Gorp
Ministry of Propaganda and Morale
#2 - 2015-11-03 21:00:16 UTC
As much as I dislike Provi, this guy does have a point :P
Also 50% reduction on Blops ain't enough! That's like saying we can do two drops and then no more fun is allowed.

When you don't know the difference between there, their, and they're, you come across as being so uneducated that your viewpoint can be safely dismissed. The literate is unlikely to learn much from the illiterate.

Murkar Omaristos
The Alabaster Albatross
Unreasonable Bastards
#3 - 2015-11-03 21:03:08 UTC
Linus Gorp wrote:
As much as I dislike Provi, this guy does have a point :P
Also 50% reduction on Blops ain't enough! That's like saying we can do two drops and then no more fun is allowed.


lol shots fired :P

I agree on the reduction though. Black ops should have a reduction closer to that of JFs.

I understand the point that CCP is trying to achieve with Jump Fatigue - but we've come to the point where it punishes people for playing the game, and that's not good.
Vic Jefferson
Stimulus
Rote Kapelle
#4 - 2015-11-03 21:10:13 UTC
Blops needs help, badly.

A)Midpointing basically means you are done for the night.

B)Given the expanses of nullsec, most of the good places are at least a mid point away from any realistic place to stage. Yes you jump further than caps, but it really isn't that far. Only groups blopsing out of wormholes can really hit the edges of null without blowing their fatigue.

C)Nullsec needs risk, and part of that risk is putting the fangs back on blops. There are many places where, especially after the null WH nerfs, are effectively risk free. Risk free is bad for the game, and bad for the economy.

The easy fix is thus: if you are at 0 fatigue, you get a max of 5 minutes from a blops jump. This would go a long way towards fixing things while still having a penalty for rapid fire, as you could realstically mid and move around much better with just one 'free' jump.

Vote Vic Jefferson for CSM X.....XI.....XII?

Cidanel Afuran
Grant Village
#5 - 2015-11-03 21:12:55 UTC
So you want to change a game mechanic because you forgot to check your timer?

hmm...
Murkar Omaristos
The Alabaster Albatross
Unreasonable Bastards
#6 - 2015-11-03 21:16:10 UTC
Cidanel Afuran wrote:
So you want to change a game mechanic because you forgot to check your timer?

hmm...


As the commenter above you pointed out, moving from deep null (where good targets are) sucks when you have to wait 20 minutes in between jumps. I won't share my route, but it would have taken me three hours of just sitting cloaked waiting out timers.

There's really no reason that needs to be the case, it's a feature that nerfs black ops hardcore and it just adds tedium rather than fun.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#7 - 2015-11-03 21:24:08 UTC  |  Edited by: Rivr Luzade
Nah, it's not too long. Just learn to manage your fatigue and you won't have problems. How about you learn how to keep your fatigue at 0 all the time? It is not that difficult to achieve and I see absolutely no reason why people should get more than 20 hrs of fatigue at all. Just use wormholes (make use of the Ihub upgrade and if it does not work as expected, make CCP make it work as expected) to get closer to your targets.
It also does not mean you cannot play for the rest of the week, it means that you cannot play as you like for the the duration of 12 hours.
That BLOPS need "help" is subjective, I still see blops fleets perform quite nicely. But a further reduction of fatigue is only going to make it again easier and easier to move big fleets long distance faster.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Kaarous Aldurald
Black Hydra Consortium.
#8 - 2015-11-03 21:26:00 UTC
Rivr Luzade wrote:
Nah, it's not too long. Just learn to manage your fatigue and you won't have problems.


This is really an unacceptable position to take.

"Don't play too much, or we won't let you play anymore!"

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Cidanel Afuran
Grant Village
#9 - 2015-11-03 21:30:47 UTC
Murkar Omaristos wrote:
As the commenter above you pointed out, moving from deep null (where good targets are) sucks when you have to wait 20 minutes in between jumps. I won't share my route, but it would have taken me three hours of just sitting cloaked waiting out timers.

There's really no reason that needs to be the case, it's a feature that nerfs black ops hardcore and it just adds tedium rather than fun.


Because you shouldn't get the financial benefit of living in deep null as well as the target-hunting benefit of not. Pick where you live. That's the entire point. If you want more/easier targets, move closer to where they live, or set someone to red who lives next door.
Murkar Omaristos
The Alabaster Albatross
Unreasonable Bastards
#10 - 2015-11-03 21:40:50 UTC  |  Edited by: Murkar Omaristos
Cidanel Afuran wrote:
Because you shouldn't get the financial benefit of living in deep null as well as the target-hunting benefit of not. Pick where you live. That's the entire point. If you want more/easier targets, move closer to where they live, or set someone to red who lives next door.


The target hunting benefit of not.....? Deep null is where the targets are. I'm moving from deep null to neighboring areas of deep null where enemies are. You don't seem to understand how hunting ratters works, have you ever flown black ops?

Also, the guy above you is right. Saying that you need to wait an hour to move into position for no real reason isn't an argument.

People are welcome to disagree and shoot me down based on the fact that I burned up a timer from impatience, but that's dodging the issue and not addressing the main point of this thread - which is that fatigue kills fun and builds tedium.
Vic Jefferson
Stimulus
Rote Kapelle
#11 - 2015-11-03 21:53:40 UTC
Rivr Luzade wrote:
That BLOPS need "help" is subjective, I still see blops fleets perform quite nicely.


Yes, fleets can perform well when you get them together, this isn't about on grid performance or their occasional use. It is about the playstyle being hamstrung by the collateral damage of the capital jump mechanics. Certain areas are effectively immune to blops due to the combined WH changes and blops fatigue mechanics, which is really terrible game design. Blops are one of the few ways to fight against grossly asymmetrical numbers, and thus should be a key part of the new sov-system as a way to put risk in areas where there is no other realistic way to maintain risk to rattters. Ratting is a key part of Sov Defense now, yet there is effectively no way to challenge it in very deep null except for extremely rare WHs, which you will get at most a few drops out of, before it closes, when what you need is a way to enforce a static amount of risk to these areas.

I don't think you understand blops.

Vote Vic Jefferson for CSM X.....XI.....XII?

Nevyn Auscent
Broke Sauce
#12 - 2015-11-03 21:54:25 UTC
Fatigue is fine,
Black Ops should get the Covert cloak so they can sneak around without needing to jump, but you made a screw up, you deserve your timer.
Murkar Omaristos
The Alabaster Albatross
Unreasonable Bastards
#13 - 2015-11-03 21:55:53 UTC
Nevyn Auscent wrote:
Fatigue is fine,
Black Ops should get the Covert cloak so they can sneak around without needing to jump, but you made a screw up, you deserve your timer.


Guess I'll go play world of war ships for a week with everyone else :)
Vic Jefferson
Stimulus
Rote Kapelle
#14 - 2015-11-03 22:04:57 UTC  |  Edited by: Vic Jefferson
Nevyn Auscent wrote:
Fatigue is fine,
Black Ops should get the Covert cloak so they can sneak around without needing to jump, but you made a screw up, you deserve your timer.


Considering you can be essentially fully aligned before dropping cloak, no, they really do not need that at all. Nor do they need TII resists before someone brings that up either. Tank, Mobility, Damage; pick two and you have a philosophically balanced specialist ship. Currently, they have respectable damage, and interesting mobility, but that mobility was basically written off as a casualty of capital mechanics, and never re-addressed fully. If they actually were mobile enough to project that damage and threat around the map, they would completely fulfil a role.

The problem with capitals is that you got all three of those things together, more specifically the best of all three. Blops would be balanced with just having damage and mobility. Capitals ruined it for blops, and this deserves a fix.

Vote Vic Jefferson for CSM X.....XI.....XII?

Rivr Luzade
Coreli Corporation
Pandemic Legion
#15 - 2015-11-03 22:06:09 UTC
Vic Jefferson wrote:
I don't think you understand blops.

Then blops could potentially receive more bonus to fatigue reduction. But a blanket reduction to all jump fatigue is not an appropriate way to address the issue.

Besides, I do not exactly know where Severance is dropping blops a lot, but if it is towards the south: How about having Blops stashes stationed in Stain? You can just ceptor around to the different stashes and reduce your need for jumps significantly. That is how I would organize myself if I did that kind of stuff as my main preoccupation. vOv

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Madd Adda
#16 - 2015-11-03 22:07:26 UTC
Quote:
the jump fatigue reductions were not enough

posting in a "working as intended" thread

Jump fatigue doesn't stop you from using gates, like the rest of us.

Carebear extraordinaire

Vic Jefferson
Stimulus
Rote Kapelle
#17 - 2015-11-03 22:10:50 UTC
Rivr Luzade wrote:
But a blanket reduction to all jump fatigue is not an appropriate way to address the issue.


So just give it to things that either take a blops bridge or are a blops themselves.

The other option that would solve 100% of this, in addition to helping with other problems, is to put more NPC stations in deep null as to enable actual harassment gameplay. Look at the dynamic of Fountain vs deep Deklein. Look at Pure Blind vs deep Branch or any other edge region.

Vote Vic Jefferson for CSM X.....XI.....XII?

Vic Jefferson
Stimulus
Rote Kapelle
#18 - 2015-11-03 22:13:42 UTC
Madd Adda wrote:
Quote:
the jump fatigue reductions were not enough

posting in a "working as intended" thread

Jump fatigue doesn't stop you from using gates, like the rest of us.



Even if you gate back after a drop, through extremely hostile space, which I do all the time, you still accrue fatigue faster than you can wait it off. This is a problem.

There is no other realistic way to infiltrate extremely deep and guarded null besides mid-pointing.

Both of these point to blops not being sufficiently mobile to actually do its intended role.

Vote Vic Jefferson for CSM X.....XI.....XII?

Kaarous Aldurald
Black Hydra Consortium.
#19 - 2015-11-03 22:13:49 UTC
Rivr Luzade wrote:
But a blanket reduction to all jump fatigue is not an appropriate way to address the issue.


It absolutely is. The mechanic is just plain bad, it needs to be mitigated and marginalized, if not outright removed for a later redesign.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Felsusguy
Panopticon Engineering
#20 - 2015-11-03 22:16:48 UTC
Kaarous Aldurald wrote:
Rivr Luzade wrote:
But a blanket reduction to all jump fatigue is not an appropriate way to address the issue.


It absolutely is. The mechanic is just plain bad, it needs to be mitigated and marginalized, if not outright removed for a later redesign.

If it upsets you, then it must be working as intended.

The Caldari put business before pleasure. The Gallente put business in pleasure.

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