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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.19 09:02:00 -
[1]
Let's play a little game for a second. Pretend you're a lead game designer and someone comes to you with a new idea to be added to Eve:
<Junior Game Designer> Hi boss, I have this great idea for a new type of ship.
<You> Oh yeah, what is it?
<Junior Game Designer> Well, it's a capital ship, exactly like a freighter, but with slightly less capacity, but here's the fun part- it's nearly invulnerable! It will be able to use cynos to jump directly to heavily defended POSes, and with warp to zero it can escape to high sec space without worrying about being attacked!
<You> Hmm. Sounds pretty awesome, but what about getting back into lowsec/0.0? Won't it have to jump into vulnerable space and be caught away from the gate? I mean, it could always logoffski like the Russians do it, but that isn't 100% reliable now is it?
<Junior Game Designer> Well, I've thought that through as well- the jump freighters will be able to cyno DIRECTLY OUT OF HIGHSEC SPACE. How cool will that be?!
<You> Now you're talkin! Wow, great job! Once we add these into the game I'm certainly getting one. Using a regular freighter is so scary, what with actually being able to be locked and all. Oooohhhh, and with jump bridges and cyno jammers, it'll be super safe in 0.0! I can't wait!
Sarcasm aside, coupled with WTZ, POSes, jump bridges and cyno jammers jump freighters provide easy logistics with near 100% immunity to being destroyed. WTF? I don't see the risk/reward here.
-- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.19 09:07:00 -
[2]
Originally by: Sheriff Jones Hmm, i could swear i've seen jump freighter kill mails 
You're confusing 'possible' with 'common'. -- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.19 09:19:00 -
[3]
Originally by: Sheriff Jones
Originally by: Bellum Eternus
Originally by: Sheriff Jones Hmm, i could swear i've seen jump freighter kill mails 
You're confusing 'possible' with 'common'.
Well, you're changing "near impossible" to "possible" 
Exactly. JFs should be possible to kill, not nearly impossible to kill. IMO they should be removed from the game completely, as there isn't any way to fix the flaws in the game design without making other ships (freighters) redundant. -- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.19 10:13:00 -
[4]
Originally by: Johnathan Roark by reading your sarcasm, i've came to the conclusion your using the wrong tactics. They are only hard to kill because they are expensive ships flown by experienced players (normally). Also, your point about cyno jammers does not make any since, they nor any other capital can cyno into cyno jammed systems.
How can someone be using the wrong tactics when the ships are literally invulnerable, save suicide ganking them in highsec? Unless someone makes a horrible mistake, you're never going to get one, since they're always within dock range or able to cyno out without being locked.
Crappy game mechanics are fail. -- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.19 10:13:00 -
[5]
Originally by: Dibsi Dei If you think jump freighters are bad how do you feel about jump bridges?
Jump bridges are horrible. -- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.19 10:29:00 -
[6]
Originally by: Dibsi Dei
Originally by: Bellum Eternus
Originally by: Dibsi Dei If you think jump freighters are bad how do you feel about jump bridges?
Jump bridges are horrible.
All right, what about covops + interdiction nullifier t3 cruisers? 
And safespotted or docking range command ships / command t3 cruisers that give bonuses to the whole system without being ever having to be pvp or any risk.
Also horrible game design. Obviously. People may not agree with me, but you can't say I'm not consistent with my opinions. -- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.19 10:37:00 -
[7]
Originally by: Winterblink
Originally by: Bellum Eternus Also horrible game design. Obviously. People may not agree with me, but you can't say I'm not consistent with my opinions.
You have yet to provide any intelligent alternatives beyond removing them from the game. Lets assume that it's impossible to remove anything you want out, how would you change them to satisfy the issues you perceive are there?
Remove WTZ. Problem solved. -- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.19 10:52:00 -
[8]
Originally by: iP0D Oh man, down bello.
You've become such a little whiner it's getting silly. Yeah, we realise that you have a problem with making effort, but even when things seem to be too difficult you could at least put some thought in it.
A jumpfreighter is one of the easiest targets to gank, especially around bridges. Easily bumped, slow to move, bubbles are wonderful, easy to track around space and ridiculously expensive 
Look, we all know that adapting to a changing 0.0 was overly hard on you, but there are plenty of other game niches available. Aside of this EVE really is a multiplayer game, teamwork is king.
Bubbles don't exist in lowsec. Neither do jump bridges. I simply mentioned jump bridges in the OP as yet another item that makes Alliance life super easy from a logistics standpoint.
Jumpfreighters are easily one of the most impossible capitals to kill in lowsec. Like I've said previously, unless the pilot makes a horrible horrible mistake, they're completely invulnerable.
It's *possible* to kill a JF at a deathstar POS, but only if you know when and where it's going to be cynoing in, have a specialized gank fleet assembled and are able to put everything together within the 30 seconds or so warning you have between the cyno going up and the JF arriving. That just doesn't seem that workable in my book. -- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.19 11:16:00 -
[9]
Originally by: cBOLTSON Edited by: cBOLTSON on 19/08/2009 11:11:13
Originally by: Bellum Eternus
Originally by: Dibsi Dei If you think jump freighters are bad how do you feel about jump bridges?
Jump bridges are horrible.
NO! LOL Jump bridges are very much needed. JF`s have about 1/4 of the cargo space of regular frieghters, that is thier downside.
In my PERSONAL opinion, I do not agree with you.
EDIT: I think you forget that it has 0 weapons. It needs some sort of defence. And besides the idea behind it is that it can escape through dangerous regions.
If WTZ and precision cynos were removed, JFs wouldn't be invulnerable like they are now. I'm not saying that their utility isn't needed. I'm saying that other game mechanics make them invulnerable. -- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.19 11:28:00 -
[10]
Originally by: Mr Reason Bellum's right though. All the instant hauling, jump bridges, carriers with big cargo holds they all make it too damn easy to move stuff around meaning that the game world becomes smaller, it becomes easier for an alliance to overextend and that means it's nigh impossible for smaller, unaffiliated entities to carve out their own little part of 0.0
It's too easy, and easy isn't better. Remove the long range/insta hauling and sure the current situation will be impossible to keep up, trying to do so would result is a massively overworked logistics crew but that's the point; instead of trying to keep the current borders and situations (which will be impossible) there'll be a massive reshuffling resulting in smaller entities with shorter reaches. making for more and different alliances, all able to compete and battle for their area of space.
As it is now, BECAUSE of being able to overextend and relocate assets fast over huge distances, you end up with the big, boring power blocks we have. I'm sure none of the current space holders would like those changes but in the end it would be better for the game.
Oh look, one guy out of 20 gets it! Thanks for the supporting viewpoint. I too think that all of the easy travel/logistics have made this game smaller and made the space alliances can control too large and easily maintained.
Personally I'd like to see the areas groups can dominate reduced quite a bit. And it wouldn't take much. Removal of jump bridges, removal of WTZ. Done. Smaller areas of control means more opportunity for the little guys to carve out their chunk of 0.0.
The farther and deeper into 0.0 you go away from empire, the harder and harder it becomes to supply your outposts and people with their much needed supplies. Proximity to empire now starts to mean something, as does the lower true security of those far away systems.
The game is horribly static in 0.0 specifically due to poor game design like WTZ and jump bridges. Cyno jammers don't help either.
If the undock invulnerability time is 30 seconds, make the time it takes to initialize a cyno jump 45 seconds. Remove the instant cyno ability from all ships with their own jump drives. Remove the perfect invulnerability from Eve. -- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.19 11:29:00 -
[11]
Originally by: Ryoji Tanakama
Originally by: Bellum Eternus
Originally by: Winterblink
Originally by: Bellum Eternus Also horrible game design. Obviously. People may not agree with me, but you can't say I'm not consistent with my opinions.
You have yet to provide any intelligent alternatives beyond removing them from the game. Lets assume that it's impossible to remove anything you want out, how would you change them to satisfy the issues you perceive are there?
Remove WTZ. Problem solved.
You know you could warp to 0 before it was added to the UI right?
So how does that solve ANYTHING?
Instas were broken then, just like WTZ is now. You know that using instas was basically an exploit designed to get around a fundamental game design feature, right? -- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.19 11:42:00 -
[12]
Originally by: Din Rideou And everyone used them.
Because CCP didn't have the backbone to remove them and not introduce WTZ. Just because instas were in the game didn't make them right from a game design standpoint. -- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.19 12:40:00 -
[13]
Originally by: Dipluz I understand ur point but u still fail to see the bigger picture of CCP's 0.0 Politics, when it comes to Sov holding and thats exactly what jump frieghters were built for, without em its 100 x harder to fuel just 1 region in 0.0 when it comes to holding sov. and obviously u fail to tackle a jump freighter so 
So hold less space, or get more people to populate and maintain the same amount of space. It's not that difficult. -- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.19 14:49:00 -
[14]
Originally by: Astria Tiphareth
All valid points in a way, but addressing them means you change the game, dramatically. It no longer becomes the game people play today. That's an enormous risk to take and would take a heck of a lot of planning to get even remotely right. Hopefully the new sov changes will be a step in the right direction.
I can see where you're coming from, even if the OP really was a whine and you focus way too much on WTZ. I've long held the view that practically instant travel makes for a really difficult PvP environment - there's no logistics train to attack, no supply lines, and instant reinforcements almost anywhere (obviously these are generalisations). Unfortunately, CCP seem to disagree, because they gave carriers and others the ability to jump from A to B pretty quickly as their primary/only method of travel.
In features and ideas, one of the big issues discussions about how to improve 0.0 always seemed to hit was that major powers can mount large offensives/defenses rapidly and without (as much) need to deal with supplies, travel time, time to reinforce a battle, and so on.
Changing capital travel would have huge repercussions for the game. On the plus side, space would be bigger, moving goods from empire to 0.0 would have more windows of opportunity to attack, and mounting a multi-system offensive would actually require more strategy & preparation, because reinforcements aren't a cyno away. I don't really need to list the downsides, because a small legion of players used to the present sitation will for me 
Quite frankly, these days any sort of negative post is branded a 'whine'. Particularly when it's not a popular idea and especially when the point of the post directly makes someone's playing more difficult if a change resulted from the post.
The invulnerable JF issue is a symptom of a larger problem. *Because* of CCP's very poor game design CCP as reduced the window of attack on targets to basically when they jump through a gate and try and warp off and when they undock and try and warp away to safety. Anything else is simply a mistake on the part of the pilot, and if the pilot knows what they're doing this almost never happens.
Anyway, very few people want the current travel situation to change because it'll make their life a little more difficult. Who cares if it's better for the game in the long run.
I think it was Greyscale that brought up nerfing carriers and he was flamed to hell and back? Quite frankly he was right, but people didn't want to have to put more effort into the game.
I get irritated with poor game design only because I know it can be better and the problems resolved in a very inexpensive fashion (with respect to coding, man hours etc.) -- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.21 12:04:00 -
[15]
Originally by: chromez0r
Originally by: Bellum Eternus
Exactly. JFs should be possible to kill, not nearly impossible to kill. IMO they should be removed from the game completely, as there isn't any way to fix the flaws in the game design without making other ships (freighters) redundant.
im⋅pos⋅si⋅ble - [im-pos-uh-buhl] ûadjective 1. not possible; unable to be, exist, happen, etc. 2. unable to be done, performed, effected, etc.: an impossible assignment. 3. incapable of being true, as a rumor. 4. not to be done, endured, etc., with any degree of reason or propriety: an impossible situation. 5. utterly impracticable: an impossible plan. 6. hopelessly unsuitable, difficult, or objectionable.
pos⋅si⋅ble - [pos-uh-buhl] ûadjective 1. that may or can be, exist, happen, be done, be used, etc.: a disease with no possible cure. 2. that may be true or may be the case, as something concerning which one has no knowledge to the contrary: It is possible that he has already gone.
so ah if something is "nearly" impossible, doesn't that make it possible?
*scratchs head*
How about "more probable"? Is that better verbiage? -- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.22 23:44:00 -
[16]
Originally by: SiJira
i made these predictions before the ships came out
As did I. I'm simply reiterating. -- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.23 01:21:00 -
[17]
Originally by: Ahz
Originally by: Bellum Eternus WTF? I don't see the risk/reward here.
You don't eh?
3rd most expensive ship class in-game behind Titans and Mother ships, they do only one thing and they're completely defenseless on their own. That's on the risk side.
What's the right level of reward? They're hard as heck to catch if a supporting gang is taking care of it. That seems fair.
But it's still not impossible to catch them. Take a small gang and some portable bubbles with you and get creative.
I've also got to wonder how big a problem this is. They've been in game for almost a year now and I've only run into one or two of them. They're pretty rare where I am.
I've been in systems where I see at least one or two per hour cyno in and jump into highsec with complete impunity. I run into dozens every day. It's a big problem, just not to you.
To everyone else who seems to think that Eve is confined to 0.0: bubbles aren't always an option. And eve if they are, how do bubbles change the problem of being able to dock instantly, or land on a gate and jump into highsec to safety? Bubbles don't change that. -- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.24 04:26:00 -
[18]
Originally by: Dimitrios Ypsilanti
Originally by: Bellum Eternus I run into dozens every day...
Dozens? That's a lot of extremely high-value targets!
Originally by: Bellum Eternus ... how do bubbles change the problem of being able to dock instantly...
If they always jump directly from high sec into docking range then you probably can't catch them.
If they have to use a jump bridge or a gate at some point then you can.
With dozens of targets you'll get lucky eventually.
They cyno directly to stations and then warp to zero at a high sec gate and jump into high sec. If they are agressed at a station they dock/log. If they accidentally bounce, they just log. -- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.24 05:33:00 -
[19]
Originally by: BirdieGirl We have killed a few (some 2-3 a day) and have lost a fair share too. I would not say they are "invulnerable"
Here
After taking a look at your killboard I do agree that Atlas has some fairly consistent success with respect to killing JFs. More than most at any rate.
Inspecting the killmails shows that the majority of the kills in lowsec have a capital involved, and more often than not a mothership, if not two or more.
I find it interesting to note that the only ships that Atlas as killed less often than JFs are BlackOps, Cap. Industrials (Rorquals), Orcas, Titans, Strategic Cruisers (T3), and Motherhips. The ships killed less often than JFs are either much more expensive than they are (Motherships, Titans, the Rorqual is about comparable) or more rare due to their lack of performance vs. cost (BlackOps, T3).
Atlas' killboard shows 19 JFs killed and a total number of ships killed of 66,852. JFs account for 0.0002% of all of Atlas' kills as an alliance. You would think that a ship that is used so commonly and one that is so popular and prolific would be killed more often than that. -- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.24 09:26:00 -
[20]
Originally by: Rotnac Although, as JFs are extremely expensive, they are most likely flown with great care and scouting. This would make the ships show up less often despite being fairly frequently used.
That's just it, they aren't. It's stupid easy to fly one. Cyno into dock range at a station, warp to 0km at highsec gate, jump out. Cyno directly from highsec into 0.0. Wash, rinse, repeat. -- Bellum Eternus Inveniam viam aut faciam.
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Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.08.24 13:26:00 -
[21]
Originally by: Kessiaan JF would have to be removed entirely to give Bellum what he wants.
I fly a JF, on an alt of course. I doubt Bellum flies a JF at all or he'd somewhat understand what he's complaining about.
These ships cost upwards of 4.5B isk. They usually carry at least that much again in cargo. Nobody is going to undock 9B ISK in a defenseless ship unless they're certain they won't get caught. It's not like the old motherships that were almost invulnerable but you could you still bait and do bumping tricks, JFs won't fight period, because they can't.
JFs are invulnerable in lowsec unless the pilot is an idiot. You cyno to a station, warp to the gate, jump, wave goodbye in local. This is the only part of the equation Bellum sees - JFs must be flown with great care in nullsec since POS jump beacons land you 5kms away from the shields and that gives the world a chance to jump you. JBs are better but they can be bubbles and you can get blobbed by BS.
Anyway, see the bolded part above. If you take away these ship's relative invulnerability in lowsec it will change nothing - people will cyno into empty dead-end systems and then do even lamer tricks with a regular freighter (basically, the web trick + fake jump logoffski). You'll still never catch them unless the pilot is stupid and all it will do is inconvenience everyone.
If you want a jump capable hauler that can't do any cheap lowsec tricks, the risk has to be brought down substantially. It's the same reasoning behind the empire suicide gank nerfs - the aggressor risks virtually nothing except a little time after insurance. If all the risk is on one party CCP has shown plenty of times they'll even it up, either by making the activity riskier or just so hard it's nearly impossible to do without a lot of prior planning.
Cost never justifies function/game design/balance. If that were the case then my T3 cruiser should be 100x more effective than it is. Same goes for my officer fit Marauders.
The cost is 100% justified by the convenience of not having to do massive logistic ops. This still doesn't mean that they should be (nearly) invulnerable. As for flying a JF- one of my characters can fly multiple JFs. How else am I going to be able to steal them? -- Bellum Eternus Inveniam viam aut faciam.
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