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cyonida
0
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Posted - 2015.09.17 03:47:36 -
[1] - Quote
Hey all,
I've been out of the game since just prior to the jump fatigue changes. I googled and found the dev blog that talked about the changes. Honestly, I'm a bit dumbfounded....5LY jump range? Fatigue multiplying with every jump? How does anybody do null sec logistics anymore? I used to buy ships and fittings in jita with an alt, freighter them to 1 jump out from a low sec system, manually fly them into the low sec system, load up the carrier, and jump on out to null. Now it looks like that is rather impossible, unless your null sec destination is within a small number of light years.
TL;DR How do people do null sec logistics now? Is it jump freighters only for the most part?
Thanks! |
Tau Cabalander
Retirement Retreat Working Stiffs
5366
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Posted - 2015.09.17 09:03:28 -
[2] - Quote
Jump freighters have the longest jump range (10 ly), as well as a significant reduction to fatigue (90%).
The easiest approach is to jump and wait for the timers to expire before jumping again.
In case you or others missed any of the blogs, especially the most recent that announced the maximum fatigue reduction to 5 days:
http://community.eveonline.com/news/dev-blogs/long-distance-travel-changes-inbound/ http://community.eveonline.com/news/dev-blogs/phoebe-travel-change-update/ http://community.eveonline.com/news/dev-blogs/next-set-of-sov-and-capital-movement-iterations/
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Tiberius Heth
Say No to Features
119
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Posted - 2015.09.17 09:15:08 -
[3] - Quote
Being able to bypass half the game world is very bad design and it kinda removes the difference in 0.0 locations in terms of difficulty to supply. Meaning there's no struggle to get the best locations and it's more difficult for smaller entities to challenge bigger ones. Struggle & effort is good in EVE, it's the whole point.
Insta travel is bad in any MMO and probably more so in this one, my personal opinion is that it should be nerfed even more: drop JF to 5 LY, lower their fatigue bonus and remove jump bridges. You should probably be happy that the null sec whiners & CSM members kept CCP from doing the right thing :) |
ergherhdfgh
Imperial Academy Amarr Empire
788
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Posted - 2015.09.17 12:57:01 -
[4] - Quote
In response to Tau, did they change it back to 10 LY for JF's? When they first made the changes JFs were most certainly included in the 5 LY nerf. I've since completely stopped doing any capital class null sec logistics so I've not stayed current on the latest.
In response to the OP ya 5 LY on a JF made moving things around in null exponentially more difficult. With the 90% reduction in jump fatigue for JFs the fatigue was not so much an issue. Runs that I used to make in 2 jumps one way now can easily be over 10 jumps each way and that much moving around of cyno alts and looking for systems that are suitable as a waypoint was just far too time consuming for me. It turned the game into a job for me.
So now I just stick closer to empire and am not involved much in production.
Tiberius Heth wrote:Being able to bypass half the game world is very bad design and it kinda removes the difference in 0.0 locations in terms of difficulty to supply. Meaning there's no struggle to get the best locations and it's more difficult for smaller entities to challenge bigger ones. Struggle & effort is good in EVE, it's the whole point.
Insta travel is bad in any MMO and probably more so in this one, my personal opinion is that it should be nerfed even more: drop JF to 5 LY, lower their fatigue bonus and remove jump bridges. You should probably be happy that the null sec whiners & CSM members kept CCP from doing the right thing :)
Tiberius I can tell from this post that you've never had to move anything around for other people. As someone that likes to shoot at stuff all day you might like the concept of what you are suggesting here but if it were to happen this would seriously and negatively impact conflict and content in sov null and especially so for small and medium sized organizations.
If you make getting the materials to where they need to be that much of a struggle the people will mostly just stop doing it and most of null will become a wasteland.
Eve is different than other MMOs. Most other MMOs just respawn you with all of your stuff close to where you died. In Eve you need to get all new stuff. That makes this a logistics heavy game. And from my experience the players that like shooting stuff far out number the amount of players that like moving stuff around.
I recomend you try to be part of a logistics division of a sizeable null sec alliance deep in null sec and then comment on the cyno mechanics for logistics pilots.
Also OP this post is realy close to something that should probably be discussed on features and ideas or something. You are not a new player and the topic of JF mechanics is not something most new players are concerned with. |
Tiberius Heth
Say No to Features
120
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Posted - 2015.09.17 14:10:20 -
[5] - Quote
That is my point. 0.0 should require lots of effort and WHERE you are in 0.0 should matter so that people will try and compete for the best spots in regards to supplies and proximity to volatile space. It's just like the moon goo stuff: if it's kinda sorta the same everywhere then there's no point in fighting for the best spots, create differences and suddenly there's conflict. Conflict is good. At the same time it also would create 2nd and 3rd rate 0.0 space, areas no respectable coalition really wants to bother with... which would result in locations where young upstart alliances could try their luck and make it happen. Being able to jump all over the place makes for a dull, boring stalemate.
living in 0.0 is not a right and should not be easy, you shouldn't be able to throw 2 6's and pass a hostile's street of hotels without problems. Oh and I did 0.0 supply runs before jump drives even existed :) |
ShahFluffers
Ice Fire Warriors Snuffed Out
8680
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Posted - 2015.09.17 14:31:26 -
[6] - Quote
The two bit of intent behind jump fatigue were...
- reduce the amount of hotdropping that was going on. Huge groups projecting their infouence and power to places that they had no stake or want of... seriously... it got pretty bad. And it only encouraged ever larger and larger groups to form... which then stamped out smaller groups for giggles.
- The DEVs have been wanting to encourage players to live, produce, and fight in their "own area" rather than rely on high-sec trading hubs for everything. This (in their minds) will fuel more conflict than what has been going on.
How did you Veterans start?
The Skillpoint System and You
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