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Thread Statistics | Show CCP posts - 9 post(s) |
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CCP Dolan
C C P C C P Alliance
642

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Posted - 2013.11.15 15:02:00 -
[1] - Quote
Gotta go fast! Check out all the details behind the warp speed changes coming in EVE Online: Rubicon on November 19th here. CCP Dolan | Community Representative
Twitter: @CCPDolan
Gooby pls |
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CCP Masterplan
C C P C C P Alliance
1426

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Posted - 2013.11.15 15:03:00 -
[2] - Quote
Something for you graph people to analyse. Enjoy! "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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Abdiel Kavash
Paladin Order Fidelas Constans
1860
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Posted - 2013.11.15 15:06:00 -
[3] - Quote
What |
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Chribba
Otherworld Enterprises Otherworld Empire
10038
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Posted - 2013.11.15 15:08:00 -
[4] - Quote
Wroom zoom?
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CCP Lebowski
C C P C C P Alliance
29

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Posted - 2013.11.15 15:09:00 -
[5] - Quote
So much graphical goodness, and such an awesome change! Hooray for Masterplan!  CCP Lebowski | EVE Quality Assurance | Team Five-0 |
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xttz
GoonWaffe Goonswarm Federation
318
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Posted - 2013.11.15 15:11:00 -
[6] - Quote
The deceleration on sisi still feels pretty slow, and takes a good chunk of short warps. Can the cap be raised slightly, to 3 or 3.5?
Also have you considered giving Warp Core Stabilisers a small bonus to warp speed? Between 1-4% depending on meta level would be reasonable. |

Two step
Aperture Harmonics No Holes Barred
4276
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Posted - 2013.11.15 15:13:00 -
[7] - Quote
Quote:Last one to that stargate buys the first round!
No, you are getting many rounds bought for you at FF. Great changes! CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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Abdiel Kavash
Paladin Order Fidelas Constans
1862
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Posted - 2013.11.15 15:15:00 -
[8] - Quote
You should add a short clip of the interceptor warping from yesterday's stream to the blog. |
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CCP Paradox
1167

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Posted - 2013.11.15 15:26:00 -
[9] - Quote
Graphs, Newton, Science. Another Masterplan classic :) CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
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Altrue
Exploration Frontier inc
705
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Posted - 2013.11.15 15:30:00 -
[10] - Quote
These are meta-breaking changes ! I love it ! :) G££ <= Me |
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Ragelle
Formax Universal Corporation Anomalous Intentions
0
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Posted - 2013.11.15 15:40:00 -
[11] - Quote
Does the Orca fall under the CAPS baseline then? I don't see it specifically listed. |

Xaarous
Fleetworks Silent Infinity
8
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Posted - 2013.11.15 15:40:00 -
[12] - Quote
This is one of my all-time favorite changes, making the various ship sizes feel different in warp as well as normal space is wonderful. It genuinely makes me want to wring the most out of smaller ships vs. just "going big or going home". |
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CCP Masterplan
C C P C C P Alliance
1428

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Posted - 2013.11.15 15:44:00 -
[13] - Quote
Ragelle wrote:Does the Orca fall under the CAPS baseline then? I don't see it specifically listed. The Orca will warp at 2 AU/s - so the same as a battleship after Rubicon "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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Meldorn Vaash
State War Academy Caldari State
75
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Posted - 2013.11.15 15:46:00 -
[14] - Quote
"Acceleration takes almost 9 seconds, it then spends another 9 seconds cruising at 3 AU/s. Finally it spends nearly 22 seconds decelerating."
Good thing we don't have to worry about brake pads in space... "Irony can be pretty ironic sometimes." |

Jackie Fisher
Syrkos Technologies Joint Venture Conglomerate
314
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Posted - 2013.11.15 15:51:00 -
[15] - Quote
So will the anchoring skill now be required to fly a freighter? Fear God and Thread Nought |

Red Frog Rufen
Red Frog Freight Red-Frog
281
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Posted - 2013.11.15 16:06:00 -
[16] - Quote
Wow, freighters were already quite slow...
I understand the need for this change, but adding an average of 25 seconds per warp for them is quite huge...
When are we going to see some new freighter class? (a faster version, and a stronger version would be nice) |

Altrue
Exploration Frontier inc
705
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Posted - 2013.11.15 16:09:00 -
[17] - Quote
Red Frog Rufen wrote:Wow, freighters were already quite slow...
I understand the need for this change, but adding an average of 25 seconds per warp for them is quite huge...
When are we going to see some new freighter class? (a faster version, and a stronger version would be nice)
Well if consider the difference in time in warp versus cargohold, between freighter and other classes, it makes more sense now. G££ <= Me |

Abdiel Kavash
Paladin Order Fidelas Constans
1866
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Posted - 2013.11.15 16:18:00 -
[18] - Quote
Red Frog Rufen wrote:When are we going to see some new freighter class? (a faster version, and a stronger version would be nice) There are TII freighters already which are both faster and more durable. |

Gaia Ma'chello
V.I.C.E.
85
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Posted - 2013.11.15 16:19:00 -
[19] - Quote
My freighter alt, who does lots and lots of short warps, hates you. |

War Kitten
Panda McLegion xXPlease Pandemic Citizens Reloaded Alliance.Xx
4714
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Posted - 2013.11.15 16:27:00 -
[20] - Quote
\o/
We've been needing this change for years. Good job!
I find that without a good mob to provide one for them, most people would have no mentality at all. |
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Darth Kilth
Silver Guardians Fidelas Constans
148
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Posted - 2013.11.15 16:27:00 -
[21] - Quote
Abdiel Kavash wrote:Red Frog Rufen wrote:When are we going to see some new freighter class? (a faster version, and a stronger version would be nice) There are TII freighters already which are both faster and more durable. But those don't have the same large capacity! Wehhhh Q_Q /Sarcasm |

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
366
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Posted - 2013.11.15 16:39:00 -
[22] - Quote
I flew around a system in a frigate on the test server somewhat recently, OH MY FAST!!!! I'm thinking some warps might even be too fast. can't wait to see what happens once it goes live. You can trust me, I have a monocole |

Aramatheia
Tiffany and Co.
119
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Posted - 2013.11.15 16:41:00 -
[23] - Quote
if im reading that big colorful diagram rightly, freighters will actually be faster over midrange to long warps, but slower on short, thats not too bad i guess, but anoying if you operate in small 30au or less systems
t1 BS and bc's have been slowed down across the board, long systems are going to be awesome fun for incursion ppl now, afk bio's every warp lol.
though i kinda want to train to fly an interceptor now, just to lol at the instawarp across entire systems |

Tau Cabalander
Retirement Retreat Working Stiffs
2248
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Posted - 2013.11.15 16:47:00 -
[24] - Quote
OMG! MATH! GRAPHS! SPREADSHEETS!
CCP Masterplan's masterpiece! 
Now if CCP Masterplan and CCP Punkturis co-authored a dev blog for added elements: * Usage of pink. * Watermark. * Hand-drawn art. That would be the best dev blog ever!
Regardless, thanks CCP Masterplan for a peek behind the curtain. |

Ranger 1
Ranger Corp
4846
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Posted - 2013.11.15 16:51:00 -
[25] - Quote
Aramatheia wrote:if im reading that big colorful diagram rightly, freighters will actually be faster over midrange to long warps, but slower on short, thats not too bad i guess, but anoying if you operate in small 30au or less systems
t1 BS and bc's have been slowed down across the board, long systems are going to be awesome fun for incursion ppl now, afk bio's every warp lol.
though i kinda want to train to fly an interceptor now, just to lol at the instawarp across entire systems BS are a bit slower now, but not unreasonably so... at least not nearly as much as I originally thought.
I'm am firmly in favor of this, but the more oblivious members of the community are going to be screaming about this on patch day. Most likely the first time they see a stranger enter system and get landed on by a ceptor before they have fully aligned to warp out.
This, to me, just reinforces the value of working with others... even if busy doing your own thing you can still pay attention to scouts/intel channels, so my sympathy will be limited. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Bariolage
Sebiestor Tribe Minmatar Republic
16
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Posted - 2013.11.15 16:55:00 -
[26] - Quote
Granted it's not an exciting fantasy, but I've been fantasizing about greater differentiation in warp speed for so long! |

MeBiatch
Republic University Minmatar Republic
1477
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Posted - 2013.11.15 16:57:00 -
[27] - Quote
CCP Masterplan wrote:Something for you graph people to analyse. Enjoy!
graphs are ok but all the cool devs use gifs now.
perhaps we can get gif graphs? There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Thelonious Blake
88
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Posted - 2013.11.15 17:16:00 -
[28] - Quote
xttz wrote:[...] have you considered giving Warp Core Stabilisers a small bonus to warp speed? Between 1-4% depending on meta level would be reasonable.
This would be very cool. Also I believe I've encountered the idea of MWD giving slight bonus to warp speed. |

Servanda
Liga Freier Terraner Northern Coalition.
4
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Posted - 2013.11.15 17:17:00 -
[29] - Quote
xttz wrote:The deceleration on sisi still feels pretty slow, and takes a good chunk of short warps. Can the cap be raised slightly, to 3 or 3.5?
+1
In the first Version the deceleration was clearly too fast. But I also think that Inteceptors are now way too slow compared to there accelearation warping with fast Ships feels weird. It's like acelarating with a sportscar and decelaritng with a cargo train.
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Red Frog Rufen
Red Frog Freight Red-Frog
282
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Posted - 2013.11.15 17:58:00 -
[30] - Quote
Abdiel Kavash wrote:Red Frog Rufen wrote:When are we going to see some new freighter class? (a faster version, and a stronger version would be nice) There are TII freighters already which are both faster and more durable.
which required 6b and a whole lot of other skill useless to high-sec traveling.
JF are not faster in warp than freighter, they only align faster. |
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Red Frog Rufen
Red Frog Freight Red-Frog
282
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Posted - 2013.11.15 18:01:00 -
[31] - Quote
Darth Kilth wrote:Abdiel Kavash wrote:Red Frog Rufen wrote:When are we going to see some new freighter class? (a faster version, and a stronger version would be nice) There are TII freighters already which are both faster and more durable. But those don't have the same large capacity! Wehhhh Q_Q /Sarcasm
of course, the capacity would be lower.
Just like the range of industrials right now, each would have their own specialisation |

iskflakes
715
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Posted - 2013.11.15 18:26:00 -
[32] - Quote
This is a really good dev blog. More numbers and formulas in future please.
It sounds like you just changed a number from 3 to shipWarpSpeed, and added the decelleration speed limit. Is that all there was to it or were there some other behind-the-scenes changes to make this work? - |
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CCP Masterplan
C C P C C P Alliance
1438

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Posted - 2013.11.15 18:37:00 -
[33] - Quote
Tau Cabalander wrote:OMG! MATH! GRAPHS! SPREADSHEETS! CCP Masterplan's masterpiece!  Now if CCP Masterplan and CCP Punkturis co-authored a dev blog for added elements: * Usage of pink. * Watermark. * Hand-drawn art. That would be the best dev blog ever! Regardless, thanks CCP Masterplan for a peek behind the curtain.
MeBiatch wrote:CCP Masterplan wrote:Something for you graph people to analyse. Enjoy! graphs are ok but all the cool devs use gifs now. perhaps we can get gif graphs? 
Be very careful what you ask for: http://i.imgur.com/R8OmU6g.gif "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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Morwen Lagann
Tyrathlion Interstellar
1035
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Posted - 2013.11.15 18:41:00 -
[34] - Quote
Oh god I'm in tears right now.  Morwen Lagann Director, Tyrathlion Interstellar |

Sala Cameron
North Eastern Swat Pandemic Legion
129
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Posted - 2013.11.15 18:41:00 -
[35] - Quote
lmao it's beautiful!
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Altrue
Exploration Frontier inc
706
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Posted - 2013.11.15 18:44:00 -
[36] - Quote
Oh god, he did it. :D G££ <= Me |

Zloco Crendraven
BALKAN EXPRESS
512
|
Posted - 2013.11.15 18:50:00 -
[37] - Quote
I had to log in just to like this post :DDD BALEX is recruiting -----> tinyurl.com/oscmmlv |

Abdiel Kavash
Paladin Order Fidelas Constans
1871
|
Posted - 2013.11.15 19:08:00 -
[38] - Quote
I hit the like button 15 times... it's not working!!!! |

Phoenix Jones
Shockwave Innovations Surely You're Joking
260
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Posted - 2013.11.15 19:10:00 -
[39] - Quote
That GIF just costs CCP the entire programming and graphics budget for the year.
Hundreds of man hours went into creating this work of art....
Sorry folks, no high definition graphics this year :-( Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
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CCP Explorer
C C P C C P Alliance
1824

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Posted - 2013.11.15 19:18:00 -
[40] - Quote
MeBiatch wrote:CCP Masterplan wrote:Something for you graph people to analyse. Enjoy! graphs are ok but all the cool devs use gifs now. perhaps we can get gif graphs?  This can't end well... Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur |
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CCP Explorer
C C P C C P Alliance
1825

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Posted - 2013.11.15 19:19:00 -
[41] - Quote
CCP Masterplan wrote:Tau Cabalander wrote:OMG! MATH! GRAPHS! SPREADSHEETS! CCP Masterplan's masterpiece!  Now if CCP Masterplan and CCP Punkturis co-authored a dev blog for added elements: * Usage of pink. * Watermark. * Hand-drawn art. That would be the best dev blog ever! Regardless, thanks CCP Masterplan for a peek behind the curtain. MeBiatch wrote:CCP Masterplan wrote:Something for you graph people to analyse. Enjoy! graphs are ok but all the cool devs use gifs now. perhaps we can get gif graphs?  Be very careful what you ask for: http://i.imgur.com/R8OmU6g.gif Oh, wow, ...  Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur |
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Megumi Ohsawa
Ohsawa Inc
0
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Posted - 2013.11.15 19:37:00 -
[42] - Quote
If I understand correctly, the freighters will double the time spent on warp under 50AU which is an important part of the warps they are doing in empire. So the round trip of 35 jumps will not take 3 hours but 6 hours, in manual control, approximately. |

Mizhir
AQUILA INC
44210
|
Posted - 2013.11.15 19:38:00 -
[43] - Quote
Win My first pvp video
SCL5 Winner |

Makoto Priano
Priano Trans-Stellar State Services Ishuk-Raata Enforcement Directive
5463
|
Posted - 2013.11.15 19:41:00 -
[44] - Quote
Oh.
Oh, God.
Masterplan.
Well played. Well played, indeed. Priano Trans-Stellar: elegant solutions for the State's needs |

Marcel Devereux
Aideron Robotics
316
|
Posted - 2013.11.15 19:43:00 -
[45] - Quote
Can we get the complete warp algorithm so we can create our own pretty graphs? |

Onyx Nyx
Euphoria Released Triumvirate.
485
|
Posted - 2013.11.15 20:42:00 -
[46] - Quote
Will be feeling like this, literally.
http://i.imgur.com/QLdCn.gif I kill kittens, and puppies and bunnies. I maim toddlers and teens and then more. |

Ishtanchuk Fazmarai
2516
|
Posted - 2013.11.15 20:55:00 -
[47] - Quote
So you make ships slower and then accidentally provide new implants to make them faster...
...but in the meantime, traveling in EVE will become even a worst chore than it was. If you're a hiseccer, that is, as the slower ships are used mostly in hisec. The Greater Fool Bar is now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden! |

Cass Lie
State War Academy Caldari State
89
|
Posted - 2013.11.15 21:01:00 -
[48] - Quote
Well done.
Though the physics geek in me has to ask, is there any reason why the whole velocity curve couldn't be made a smooth function? The physics model of EVE used for movement on grid is based basically on rigid bodies accelerating with a constant force through a liquid ("submarines in space"). The same can be done for warp speeds, although on a different scale. Again, assuming a constant propelling force F and a counteracting drag force, this would lead to an equation for velocity in the form v = v_t * tanh [ t * F / (m * v_t) ], where v_t is the warp speed (or terminal velocity) and m is the mass of the ship. This curve is smooth everywhere and for time approaching infinity asymptotically approaches v_t (as tanh (x) ~ 1 for large x) and can thus be (as a good approximation) smoothly stiched with the curve v = v_t and the corresponding decceleration curve. It behaves just as a player would naively expect based on his experience of sub light speed on-grid movement (let's face it, the warp acceleration mechanisms were largely unintuitive before, although it's getting much better post Rubicon).
I realize this is actually ton of work with no measurable effect on the actual flight, but still, I would maybe warp with lesser fear knowing there are no infinities present in the points of stopping the acceleration/ beginning the decceleration ;)
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Gilbaron
Free-Space-Ranger Nulli Secunda
1141
|
Posted - 2013.11.15 21:37:00 -
[49] - Quote
this is probably the biggest change in the meta since the introduction of T2 ships
well done, consequences are going to be very interesting :) We are recruiting german-speaking PVP players, contact me :)
Banner was used for this Post |

Jada Maroo
Native Freshfood Minmatar Republic
1283
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Posted - 2013.11.15 21:41:00 -
[50] - Quote
Has the insta-appear on grid thing for interceptors been fixed? |
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Milton Middleson
Rifterlings Point Blank Alliance
397
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Posted - 2013.11.15 22:17:00 -
[51] - Quote
Pretty awesome overall, though I think you guys overdid it on scaling back deceleration. I realize the concern about teleporting interdictor is valid, but you could have left frigate-sized hulls with better decel while scaling back larger stuff.
Quote:Can we get the complete warp algorithm so we can create our own pretty graphs? Also, this. |

Octoven
Phoenix Productions Headshot Gaming
265
|
Posted - 2013.11.15 22:26:00 -
[52] - Quote
Nice changes, though if you were to ask someone who never played eve what they expect warp to be. I imagine the response would be, "Deceleration = to acceleration...not slower than." Could you imagine how much faster warp would be for all ships if the deceleration curve was the same rate as acceleration? lol |

Benilopax
Solar Storm Insidious Empire
421
|
Posted - 2013.11.15 22:29:00 -
[53] - Quote
Could we possibly get the cool warp animation from here at some point in the future?
... |

Moraguth
Ranger Corp
60
|
Posted - 2013.11.15 22:45:00 -
[54] - Quote
CCP Masterplan wrote:Tau Cabalander wrote:OMG! MATH! GRAPHS! SPREADSHEETS! CCP Masterplan's masterpiece!  Now if CCP Masterplan and CCP Punkturis co-authored a dev blog for added elements: * Usage of pink. * Watermark. * Hand-drawn art. That would be the best dev blog ever! Regardless, thanks CCP Masterplan for a peek behind the curtain. MeBiatch wrote:CCP Masterplan wrote:Something for you graph people to analyse. Enjoy! graphs are ok but all the cool devs use gifs now. perhaps we can get gif graphs?  Be very careful what you ask for: http://i.imgur.com/R8OmU6g.gif
Sorry for the late reply, but this might be the best dev post ever in my 10ish years of playing eve. I can kill you with my brain too. It's genetic. |

MeBiatch
Republic University Minmatar Republic
1480
|
Posted - 2013.11.15 23:18:00 -
[55] - Quote
Moraguth wrote:CCP Masterplan wrote:Tau Cabalander wrote:OMG! MATH! GRAPHS! SPREADSHEETS! CCP Masterplan's masterpiece!  Now if CCP Masterplan and CCP Punkturis co-authored a dev blog for added elements: * Usage of pink. * Watermark. * Hand-drawn art. That would be the best dev blog ever! Regardless, thanks CCP Masterplan for a peek behind the curtain. MeBiatch wrote:CCP Masterplan wrote:Something for you graph people to analyse. Enjoy! graphs are ok but all the cool devs use gifs now. perhaps we can get gif graphs?  Be very careful what you ask for: http://i.imgur.com/R8OmU6g.gif Sorry for the late reply, but this might be the best dev post ever in my 10ish years of playing eve.
Hehe touch+¬ There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Psihius
Anarchist Dawn U N K N O W N
48
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Posted - 2013.11.15 23:55:00 -
[56] - Quote
Some tech talk atlast, althought this one is for kids :) Great changes and long awaited!
CCP Masterplan - where are your faimous blogs with tons of geek stuff, programming and all that? I have a need, a need for geek p**n! :)) I have to feed that geek inside me and he is hungry for a long time now :) How's brain in a box fairing? |

Abdiel Kavash
Paladin Order Fidelas Constans
1874
|
Posted - 2013.11.16 00:14:00 -
[57] - Quote
Octoven wrote:Nice changes, though if you were to ask someone who never played eve what they expect warp to be. I imagine the response would be, "Deceleration = to acceleration...not slower than." Could you imagine how much faster warp would be for all ships if the deceleration curve was the same rate as acceleration? lol It used to be faster on Sisi. Let me run you through what was happening:
Tick one, you see a dictor on d-scan. Tick two, you are enveloped in a warp disruption bubble. Tick three, dictor appears on your overview.
Yes, in this order.
The EVE physics engine enforces a hard cap on how fast ships can drop from warp before stupid things start happening. |

Alekseyev Karrde
Noir. Noir. Mercenary Group
1346
|
Posted - 2013.11.16 01:26:00 -
[58] - Quote
xttz wrote:The deceleration on sisi still feels pretty slow, and takes a good chunk of short warps. Can the cap be raised slightly, to 3 or 3.5? agree the decel is a little slow. As above poster mentions there are good reasons it's not as fast as accel but it could do with a slight tweak up "Alekseyev Karrde: mercenary of my heart." -Arydanika, Voices from the Void
Hero of the CSM Noir./Noir. Academy Recruiting: www.noirmercs.com |

Vaerah Vahrokha
Vahrokh Consulting
4664
|
Posted - 2013.11.16 02:21:00 -
[59] - Quote
Red Frog Rufen wrote:Abdiel Kavash wrote:Red Frog Rufen wrote:When are we going to see some new freighter class? (a faster version, and a stronger version would be nice) There are TII freighters already which are both faster and more durable. which required 6b and a whole lot of other skill useless to high-sec traveling. JF are not faster in warp than freighter, they only align faster.
They are faster. If my memory does not fail a freigther goes at 0.7 and a JF at 0.75 or so. Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |

Vaerah Vahrokha
Vahrokh Consulting
4664
|
Posted - 2013.11.16 02:26:00 -
[60] - Quote
CCP Dolan wrote:Gotta go fast! Check out all the details behind the warp speed changes coming in EVE Online: Rubicon on November 19th here.
So, if I have read correctly:
Today:
1) My fast and rigged ships warp so fast that I get a timer preventing me from jumping in the next system until said timer is over.
2) My freigthers are boring and slow like molasses.
After Rubicon:
1) My fast and rigged ships will warp faster so I'll have to wait longer at the next gate before the timer clears them to warp.
2) My freighters will become even more boring to fly.
Is this change basically only aimed at who uses interceptors in deep null sec, in those 200 AU long systems? Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |
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Jason Xado
Xado Industries
143
|
Posted - 2013.11.16 04:39:00 -
[61] - Quote
This is huge. |

Pirmasis Sparagas
Bullet Cluster Legacy Rising
30
|
Posted - 2013.11.16 05:45:00 -
[62] - Quote
WHAT ABOUT SHUTTLES??? |

Lord Timelord
GETCO O X I D E
10
|
Posted - 2013.11.16 06:05:00 -
[63] - Quote
Gaia Ma'chello wrote:My freighter alt, who does lots and lots of short warps, hates you.
Megumi Ohsawa wrote:If I understand correctly, the freighters will double the time spent on warp under 50AU which is an important part of the warps they are doing in empire. So the round trip of 35 jumps will not take 3 hours but 6 hours, in manual control, approximately.
Vaerah Vahrokha wrote:CCP Dolan wrote:Gotta go fast! Check out all the details behind the warp speed changes coming in EVE Online: Rubicon on November 19th here. So, if I have read correctly: Today: 1) My fast and rigged ships warp so fast that I get a timer preventing me from jumping in the next system until said timer is over. 2) My freigthers are boring and slow like molasses. After Rubicon: 1) My fast and rigged ships will warp faster so I'll have to wait longer at the next gate before the timer clears them to warp. 2) My freighters will become even more boring to fly.Is this change basically only aimed at who uses interceptors in deep null sec, in those 200 AU long systems?
CCP, the above posters have a valid point. Freighter and Jump Freighter Pilots are going to be pulling their hair out from adding EVEN MORE TIME needed to do hauling logistics over numerous jumps between regions when hauling goods. The rest of the ships look good, but the Tech 1 and Tech 2 Freighters are going to need some tweaking! |

Mashie Saldana
BFG Tech
840
|
Posted - 2013.11.16 07:01:00 -
[64] - Quote
Slow freighters can only be good for the regional markets. Now everything is Jita + 5%.
Mashie Saldana Dominique Vasilkovsky
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Subrahmaya Chandrasekhar
The Three Musketeers
38
|
Posted - 2013.11.16 07:29:00 -
[65] - Quote
Travel time test
Ordion Amarr Navy Testing Facilities moon 16 to Jita 4-4 (23 jumps) undocking to docked manual warp time in a Nightmare faction battleship with no special rigs or mods that affect warp, no implants that affect warp all relevant navigational skills at level 5 no gate delays or delays in manual warping*
Time on Tranquility = 28 minutes 12.3 seconds
Time on Sisi = 36 minutes 42.5 seconds
* ran through all the gates on Sisi before the test to make sure they were all online and there were no delays. The richest man is not he who has the most, but he who needs the least. |

Paxte Eriker
EVE University Ivy League
0
|
Posted - 2013.11.16 07:45:00 -
[66] - Quote
For those of us interested in the warp calculations can you say if the decel k values are exactly as listed or actually one third of the accel k values and are just rounded off by the spreadsheet formatting. |

Vaerah Vahrokha
Vahrokh Consulting
4669
|
Posted - 2013.11.16 08:33:00 -
[67] - Quote
Mashie Saldana wrote:Slow freighters can only be good for the regional markets. Now everything is Jita + 5%.
That's not due to freighters speed but to information propagation speed.
When you can instantly see the price of every trade hub in the game (by using EvE Central or one of many websites), you are instantly informed about the current price over there. A delay of 45 minutes to bring stock there vs former 30 minutes is not going to change anything.
Your objection would hold if ships had to pay fuel (the cost would affect stock), gate fees and whatever that in RL really plays a role on prices. Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |

Mashie Saldana
BFG Tech
840
|
Posted - 2013.11.16 08:55:00 -
[68] - Quote
Vaerah Vahrokha wrote:Mashie Saldana wrote:Slow freighters can only be good for the regional markets. Now everything is Jita + 5%.
That's not due to freighters speed but to information propagation speed. When you can instantly see the price of every trade hub in the game (by using EvE Central or one of many websites), you are instantly informed about the current price over there. A delay of 45 minutes to bring stock there vs former 30 minutes is not going to change anything. Your objection would hold if ships had to pay fuel (the cost would affect stock), gate fees and whatever that in RL really plays a role on prices. Technically it may be more expensive per jump as I can't imagine Red Frog will keep their prices if the trips takes 50-100% longer.
Now I would love to see import/export fees being charged by the empires at their borders (and it would give us a proper smuggling profession at the same time). Mashie Saldana Dominique Vasilkovsky
|

El 1974
Freedom For Fantasy The Unthinkables
102
|
Posted - 2013.11.16 09:52:00 -
[69] - Quote
Maximizing decelleration at 2 is not really a handsome solution. It results in the most important phase (decelleration) being the same for all fast ships. I'd rather see a more complex solution like: k=(2/A)-2 (making it vary between -0.5 and -1.75 for values between 1.36 and 8). Even better would be a variation where you trade some of the max warp speed of slower ships for a bit faster decelleration. At present it's mostly the decelleration making the difference between shipclasses, not the warp speed. |

Von Reichenbach
Maraque Enterprises SteRoid.
7
|
Posted - 2013.11.16 11:38:00 -
[70] - Quote
I would like to weigh in on the impact on freighters.
I can only see this raising prices on everything. Hauling from the far reaches to Jita will take up to fifty percent longer, which in turn will lower the amount of shipments possible. As Jita prices are the standard all prices are set, and logistical prices "should" go up, distribution back out to the reaches will be impacted again.
I understand the intent of the change... but this is gonna hurt a lot more people than just the haulers. Lets hope the interceptor enjoy their "Ludicrous speed"... My alt most likely will stop hauling. That's ok, capsuleers don't like carebears anyways.
Von |
|

Abdiel Kavash
Paladin Order Fidelas Constans
1874
|
Posted - 2013.11.16 11:41:00 -
[71] - Quote
The overall idea is to spread out the warp speed spectrum so that small ships warp significantly faster than big ships. I don't see anyone disagreeing with this general idea. Unfortunately due to physics constraints the spectrum can't be entirely shifted downwards. Therefore large ships have to warp slower than now. EVE isn't built on the fact that it takes X minutes to get a freighter from Jita to Amarr. So what if it takes X*1.5 now?
If anything, the freighter change specifically encourages outsourcing hauling to 3rd party companies, which promotes player interaction.
I fly freighters, JFs and caps frequently and I am fine with losing a little for a change that will benefit the whole game. |

Cass Lie
State War Academy Caldari State
89
|
Posted - 2013.11.16 11:44:00 -
[72] - Quote
Mashie Saldana wrote: Technically it may be more expensive per jump as I can't imagine Red Frog will keep their prices if the trips takes 50-100% longer.
Now I would love to see import/export fees being charged by the empires at their borders (and it would give us a proper smuggling profession at the same time).
This is a great idea actually. A very slight tax on imported goods on a high sec - high sec border, lower or no tax on a low (null) - high entrance. Would cause a lot of uproar, but would also be really cool. |

Sgt Oddbodge
State War Academy Caldari State
0
|
Posted - 2013.11.16 12:02:00 -
[73] - Quote
As a freughter pilot i now spend now much of my time looking at the wormhole effect as it is.
My route is mainly 30 jumps of 20-40 au's per jump with a few 50+ au jumps thrown in.
If i read the change correctly correctly my freighter will now warp at 1.36 and take 78-100 secs per jump, while the old took 55-95 secs per jump.
Which is 23-5 seconds per jump added.
You gave 3 solutions to increaceing your warp speed.
1. Hyperspatial Velocity Optimizer rigs whih cant go on a freigter. 2. Use a Strategic Cruiser module which cant go on a freighter. 3. Plug in an implant ... may do usefull depending on which slot it is on and what i already have in that slot.
If i choose the implant option then my warp speed changes from 1.36 to 2.17 (60% increace iirc) whch places it on your data table between BS and T2 BS range. i will ignore the low percentage implant already available.
This will allow my warp in about the same time as i currently do before this change.
While the change will allow more price fluctuation between regions, it will also make jita even more powerfull as a go to place. If that is possible.
Please change freighter and JF to be usable as a freighter in the time available for people to play.
For any freighter pilot who spend too long in warp, this change will convert eve online into "watch futurama's hypnotoad" hyperspace effect.
|

Ishtanchuk Fazmarai
2523
|
Posted - 2013.11.16 12:02:00 -
[74] - Quote
Abdiel Kavash wrote:The overall idea is to spread out the warp speed spectrum so that small ships warp significantly faster than big ships. I don't see anyone disagreeing with this general idea. Unfortunately due to physics constraints the spectrum can't be entirely shifted downwards. Therefore large ships have to warp slower than now. EVE isn't built on the fact that it takes X minutes to get a freighter from Jita to Amarr. So what if it takes X*1.5 now?
If anything, the freighter change specifically encourages outsourcing hauling to 3rd party companies, which promotes player interaction.
I fly freighters, JFs and caps frequently and I am fine with losing a little for a change that will benefit the whole game.
You losing a little when freighting may take twice as long? Do you even know someone who's got a life beyond playing EVE? 
These changes mean that hisec second class players will be forced to pay for the privilege to not waste their precious leisure time just moving stuff from A to B. Hauling yourself is a non-option if you used to spend a whole gameplay session hauling and fancy to not spend two days doing what you used to do in one day.
Taking a terrible feature and making it worst is not good game design. But then, this is CCP. The Greater Fool Bar is now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden! |

Ishtanchuk Fazmarai
2523
|
Posted - 2013.11.16 12:05:00 -
[75] - Quote
Sgt Oddbodge wrote:(...)
Please change freighter and JF to be usable as a freighter in the time available for people to play. (...)
If you don't second-job EVE, then you're playing it wrong. 
The Greater Fool Bar is now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden! |

marly cortez
Mercurialis Inc. RAZOR Alliance
31
|
Posted - 2013.11.16 12:06:00 -
[76] - Quote
I can see a lot of Ratting Carriers, Marauders and Mining Gear coming on the market cheap very shortly followed by a drop in membership, Way to go CCP. |

unimatrix0030
Viperfleet Inc. Disavowed.
51
|
Posted - 2013.11.16 12:46:00 -
[77] - Quote
Maybe a stupid question but does the autopilot (who many pilots use as a way to plan the fastest route) now take into account the ranges between stargates when setting a route? |

Maul555
Nuts and Vindictive Remix Technologies
412
|
Posted - 2013.11.16 15:52:00 -
[78] - Quote
I understand all the mixed reactions, especially when your favorite ships are getting a bit slower, but I think that this adds a lot more realism and is probably long overdue... |

Ishtanchuk Fazmarai
2525
|
Posted - 2013.11.16 18:00:00 -
[79] - Quote
Maul555 wrote:I understand all the mixed reactions, especially when your favorite ships are getting a bit slower, but I think that this adds a lot more realism and is probably long overdue...
Want realism? Let me light a cyno above Jita 4-4.  The Greater Fool Bar is now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden! |

Red Frog Rufen
Red Frog Freight Red-Frog
284
|
Posted - 2013.11.16 19:32:00 -
[80] - Quote
Vaerah Vahrokha wrote:Red Frog Rufen wrote:
which required 6b and a whole lot of other skill useless to high-sec traveling.
JF are not faster in warp than freighter, they only align faster.
They are faster. If my memory does not fail a freigther goes at 0.7 and a JF at 0.75 or so.
Your memory is failing you! :)
they are both at 0.75 wihtout implants.
|
|

Red Frog Rufen
Red Frog Freight Red-Frog
284
|
Posted - 2013.11.16 19:36:00 -
[81] - Quote
Mashie Saldana wrote:Vaerah Vahrokha wrote:
When you can instantly see the price of every trade hub in the game (by using EvE Central or one of many websites), you are instantly informed about the current price over there. A delay of 45 minutes to bring stock there vs former 30 minutes is not going to change anything.
Your objection would hold if ships had to pay fuel (the cost would affect stock), gate fees and whatever that in RL really plays a role on prices.
Technically it may be more expensive per jump as I can't imagine Red Frog will keep their prices if the trips takes 50-100% longer. .
I can indeed confirm that you can expect a raise up to 50% coming with Rubicon. It will be discussed within the directors soon.
|

Vaerah Vahrokha
Vahrokh Consulting
4672
|
Posted - 2013.11.16 19:59:00 -
[82] - Quote
Maul555 wrote:I understand all the mixed reactions, especially when your favorite ships are getting a bit slower, but I think that this adds a lot more realism and is probably long overdue...
Please tell me how's realistic to:
- Today get to next gate on inty / cov ops so fast I get a timer and have to wait some seconds at the gate, vulnerable and all.
- Tomorrow get to next gate faster, have to wait longer due to the same timer and so waste the same time and be more vulnerable and stuff. Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |

Kazu'ul
OMG PWNAGE
9
|
Posted - 2013.11.16 20:31:00 -
[83] - Quote
xttz wrote:
Also have you considered giving Warp Core Stabilisers a small bonus to warp speed? Between 1-4% depending on meta level would be reasonable.
This makes an amazing amount of sense. Can anyone find broken in it? |

Stridsflygplan
Tigers in the Snow Nyratic
72
|
Posted - 2013.11.16 20:55:00 -
[84] - Quote
I looked at the new warp speed and also looked at the rigs that improves warp speed. (Hyperspatial Velocity Optimizer I and II) The calibration cost of these rigs need to be increased from 50 to 125 on T1 and from 75 to 150 on T2 so that Tech 1 ships cant have a higher warp speed then there T2 counterparts. Right now its not really Revenant and since T2 are getting a warp nerf also, HACs for example 3.75 to 3.3 this become noticeable. Since T1 have 3 rigs slots a cruiser with triple Hyperspatial Velocity Optimizer I will go faster (3x1.2x1.2x1,2 = 5,18AU/s) then a HAC with dual Hyperspatial Velocity Optimizer II (3.3x1.25x1.25 = 5,16AU/s) and with dual Hyperspatial Velocity Optimizer I (3.3x1.2x1.2 = 4,75AU/s). With the calibration fix T1 ships will only be able to fit 2 of these rigs like just like T2 ships. Have CCP Fossie and CCP Masterplan taking this into account otherwise I hope you read this Or do we want T1 ships like Cynabal to warp faster then HACs? |

Habanera L'amour
Heaven's Harvesters LEGIO ASTARTES ARCANUM
0
|
Posted - 2013.11.17 20:21:00 -
[85] - Quote
Quote: Those are base numbers for each ship class. If you need to go even faster, then you have a few options:
Hyperspatial Velocity Optimizer rigs will increase a ship's warp speed, at the expense of CPU output Use a Strategic Cruiser - some of the subsystem options provide a boost to warp speed Plug in an implant - the new Ghost sites coming in Rubicon might have something interesting for you...
I quess since the Freigters will be damn slow after the patch, you will make them able to fit these new rigs? |

thowlimer
Roprocor Ltd
4
|
Posted - 2013.11.17 20:53:00 -
[86] - Quote
Abdiel Kavash wrote:Red Frog Rufen wrote:When are we going to see some new freighter class? (a faster version, and a stronger version would be nice) There are TII freighters already which are both faster and more durable.
Actually T2 freighter have the same(0.75 AU/s) max warp speed as T1 freighters, they do have more durability and better agility and they are faster if you need to slowboat them to a gate if you for some reason didnt land within range, but the actual warp is the same for t1 and t2. |

Diomedes Calypso
Aetolian Armada
181
|
Posted - 2013.11.17 21:24:00 -
[87] - Quote
The One Huge difference I see (and that no one has mentioned!) is the nerf to the "Fast industrial" which was one of the fastest ships in the game .
The Crane (prowler, viator, prorator ) warped at 9. AU and fit with intertial stabalizers and max nav skills aligned nearly as quickly as a frigate.
Those "blockade runners" kept up with the "slow intercepters" and they had at least a few second advantage over T1 frigates and a significant advantage over destroyers.. the ones that can most easily suicide gank them. They also had a speed advantage on T2 asault frigates and bombers.
Now Yes the Blockade runner is a heavier ship.. yet it is a T2 ship with its very name suggesting that great expense has been put into it's mobilty.
.. . with a 100 million hull verse a 500k frigate hull or a 1.5 destroyer hull.. all that speed didn't come for free... and its the top warp speed that we're really talking about which seems more tech based that weight based (acceleration could be harder to over comes) Of course the "physics" are arbitrary.. just wanted to point out the "top warp speed" aspect.
it was that "top warp speed" un-related to acceleration that gave the blockade runners their special T2 trait.
I really think that given the cost the Blockade runners should at least keep up with the bombers and intradictors even if all interceptors (even the attack ones) are now faster than them. Their T2 cost should let them keep up with the T2 in warp speed and exceed the T1 max warp speeds. (that would still be a nerf for the blockade runners as they were faster than those t2 assault frigates and dictors in the past) . |

Diomedes Calypso
Aetolian Armada
181
|
Posted - 2013.11.17 21:31:00 -
[88] - Quote
Delete AAAAH BR means Blockade Runner ! lol . |

Diomedes Calypso
Aetolian Armada
181
|
Posted - 2013.11.17 21:52:00 -
[89] - Quote
Ishtanchuk Fazmarai wrote:Abdiel Kavash wrote:The overall idea is to spread out the warp speed spectrum so that small ships warp significantly faster than big ships. I don't see anyone disagreeing with this general idea. Unfortunately due to physics constraints the spectrum can't be entirely shifted downwards. Therefore large ships have to warp slower than now. EVE isn't built on the fact that it takes X minutes to get a freighter from Jita to Amarr. So what if it takes X*1.5 now?
If anything, the freighter change specifically encourages outsourcing hauling to 3rd party companies, which promotes player interaction.
I fly freighters, JFs and caps frequently and I am fine with losing a little for a change that will benefit the whole game. You losing a little when freighting may take twice as long? Do you even know someone who's got a life beyond playing EVE?  These changes mean that hisec second class players will be forced to pay for the privilege to not waste their precious leisure time just moving stuff from A to B. Hauling yourself is a non-option if you used to spend a whole gameplay session hauling and fancy to not spend two days doing what you used to do in one day. Taking a terrible feature and making it worst is not good game design. But then, this is CCP.
There are two ideas at play :
The Big ships vs small ships makes sense relative to "acceleration" and "deceleration" to the extent we want Realism (as others have said. the game is an abstraction with its own arbitrary rules designed for fun game play so take Realism with a grain of salt)
High tech, expensive ships can pay for the best "warp drive engines" ... which dictate the speed while in warp .. which is not related to the aligning and the size/weight (or in this world of made-up physics, it does not need to be)
Giver the huge expense in building a freighter, I'd think they could include special warp drives that had them warping the speed of a standard industrial/cruiser yet still have the acceleration and deceleration factors of Cap ships. That would split the difference somewhat and at least make the long jumps significantly shorter to keep you from washing your car in 3 minute fragments running back and forth between jumps. . |

Ishtanchuk Fazmarai
2539
|
Posted - 2013.11.17 22:46:00 -
[90] - Quote
Diomedes Calypso wrote:Ishtanchuk Fazmarai wrote:Abdiel Kavash wrote:The overall idea is to spread out the warp speed spectrum so that small ships warp significantly faster than big ships. I don't see anyone disagreeing with this general idea. Unfortunately due to physics constraints the spectrum can't be entirely shifted downwards. Therefore large ships have to warp slower than now. EVE isn't built on the fact that it takes X minutes to get a freighter from Jita to Amarr. So what if it takes X*1.5 now?
If anything, the freighter change specifically encourages outsourcing hauling to 3rd party companies, which promotes player interaction.
I fly freighters, JFs and caps frequently and I am fine with losing a little for a change that will benefit the whole game. You losing a little when freighting may take twice as long? Do you even know someone who's got a life beyond playing EVE?  These changes mean that hisec second class players will be forced to pay for the privilege to not waste their precious leisure time just moving stuff from A to B. Hauling yourself is a non-option if you used to spend a whole gameplay session hauling and fancy to not spend two days doing what you used to do in one day. Taking a terrible feature and making it worst is not good game design. But then, this is CCP. There are two ideas at play :  The Big ships vs small ships makes sense relative to "acceleration" and "deceleration" to the extent we want Realism (as others have said. the game is an abstraction with its own arbitrary rules designed for fun game play so take Realism with a grain of salt) High tech, expensive ships can pay for the best "warp drive engines" ... which dictate the speed while in warp .. which is not related to the aligning and the size/weight (or in this world of made-up physics, it does not need to be)Given the huge expense in building a freighter, I'd think they could include special warp drives that had them warping the speed of a standard industrial/cruiser yet still have the acceleration and deceleration factors of Cap ships. That would split the difference somewhat and at least make the long jumps significantly shorter to keep you from washing your car in 3 minute fragments running back and forth between jumps.   Realism again :  If you needed an "excuse" of why expensive freighters went quicker than expensive Cap ships or BS when in full warp.. you could surmise that the Anti-matter propulsion systems of the freighters made guns and launchers and repair systems malfunction. Freighters lack of Fittings does make them a unique ship that could mean the abilty to use a unique propulsion system.
If I had to fly the spaceship equivalent of a pregnant whale, I would use vectorizable(?) engines and warp drive. Align the warp drive, spin the engines in the right direction and accelerate while you slowly and painfully align the hull itself -doesn't matters wether you jump sideways or backwards as long as the warp dirve it's aligned and the engines move the hull in the right direction.
Actually I would just make round (circular) freighter hulls so they didn't had a "front" or an "aft" and could be dragged in whatever direction was needed.
But then, that would break EVE art's premise the "shape is the function" and worst of all, it would make sense, which is forbidden in a company that takes a PITA feature and makes it even worst because of aesthetics.
I mean, CCP's attitude is to never let a potential issue make them change direction: once they've decided to make painfully slow ships even more painfully slower, the issue is to convince themselves that it is a good idea, rather than re-evaluate and ask the players what do they think about doubling the travel time of their freighters for a mere design whim.
Give it up? Never! Question it? Never! Change course? Never!
And so another piece of terrible design is introduced. But don't worry: by 2017 CCP Masterplan will no longer work at CCP, the new guys will agree that post-Rubicon warp speeds were stupid and will give you back the current speeds. The Greater Fool Bar is now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden! |
|

Myrkala
Royal Robot Ponies Happy Cartel
67
|
Posted - 2013.11.18 00:36:00 -
[91] - Quote
Good changes... I am however a little worried that the differences in time needed for the shorter warps in the classes cruisers and smaller might be a bit too much, a 13 second difference between a Cruiser and Frigate for a 10 AU warp...
Before there was no difference between a Cruiser and a Frigate for a 10 AU warp and a 20 AU warp only meant a 3 second difference. With the changes it will be a 13 second difference for 10 AU and 15 second difference for 20 AU.
I feel that the differences in time needed for travel over shorter differences is too large, and the differences over longer distances is probably still a bit too large but are probably close to being reasonable. |

Tauren Tom
Order of the Silver Dragons Silver Dragonz
95
|
Posted - 2013.11.18 00:52:00 -
[92] - Quote
Well... I will no longer be offering domestic freight support :\
Anyone want to buy a Gallente freighter with a local history in Molden Heath? In the grand scheme of things... You're all pubbies. So HTFU."It's 106 miles to Chicago, we got a full tank of gas, half a pack of cigarettes, it's dark... and we're wearing sunglasses." - Elwood Blues |

Alpharius Astartes
Aliastra Gallente Federation
0
|
Posted - 2013.11.18 04:37:00 -
[93] - Quote
This is great! A suggestion if I may: would it be possible to incorporate '30AU warp travel time' into the EFT? |

chaos666wraith
Cyber Chaos Crew
28
|
Posted - 2013.11.18 16:29:00 -
[94] - Quote
:WARNING MEATBAGS:
MALFUNCTIONING PSEUDO-SCIENTIFIC DOCUMENT DETECTED
It is written in this devblog that "ships in EVE don't follow the physical acceleration models that we might be familiar with in the real world". This is correct. They don't.
But neither does a ship when "travelling" with an hypothetical warp drive. Acceleration, deceleration and speed are measurements that will always have a value of "0" (zero) when observed on a ship or any other object placed inside the contracting and expanding spacetime-displacing region created by such device.
Accelerating an object to a speed of even 1 AU/s is impossible, nothing can be accelerated to the speed of light which is only 0,002 AU/s.
What an hypothetical warp drive constructed with exotic matter/anti-matter does is not accelerate an object according to Newton's physics laws, but rather warp or bend the spacetime around it according to the principles in Einstein's field equations. |

Andreus Ixiris
Duty. The Cursed Few
3758
|
Posted - 2013.11.19 03:52:00 -
[95] - Quote
On the test server, I managed to make an interceptor go 24 AU per second. To test it out, I decided to warp to another station.
Afterwards, I had to change my underwear. Mane 614
|

Infinion
Awesome Corp
38
|
Posted - 2013.11.19 04:09:00 -
[96] - Quote
What is planned for pods? Will they retain the same k values as cruisers or will they be made to accelerate and decelerate slower than before? |

Rommiee
Mercury Inc.
638
|
Posted - 2013.11.19 07:49:00 -
[97] - Quote
So....Freighters
Its blatantly obvious that the Devs who came up with this idea have never flown a Freighter. They may have tried it for 10 minutes on SISI or something, but NEVER actually flown one in any meaningful way.
To make one of the slowest ships in the game, even slower over the most common used warp distances is so moronic it is beyond belief.
To quote Fozzie from the other thread where these concerns were ignored:
GÇ£Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST. GÇ£
There is no compromise. You have slowed freighters down for 90% of their warps, with no benefits. You must have a different definition of compromise to the rest of the universe.
It is back breaking and not well balanced at all, you seriously do not have to use the word GÇ£balancedGÇ¥ in every post. Like I asked in the other thread, have YOU ever flown a Freighter in game for any length of time, not just on SISI for 10 minutes ?
Your comment about taking an industrial instead is so far out of touch with what the problem is here it is unreal. No surprises there. |

Samethos II
stuff prod
0
|
Posted - 2013.11.19 18:19:00 -
[98] - Quote
Rommiee wrote:So....Freighters
Its blatantly obvious that the Devs who came up with this idea have never flown a Freighter. They may have tried it for 10 minutes on SISI or something, but NEVER actually flown one in any meaningful way.
To make one of the slowest ships in the game, even slower over the most common used warp distances is so moronic it is beyond belief.
To quote Fozzie from the other thread where these concerns were ignored:
GÇ£Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST. GÇ£
There is no compromise. You have slowed freighters down for 90% of their warps, with no benefits. You must have a different definition of compromise to the rest of the universe.
It is back breaking and not well balanced at all, you seriously do not have to use the word GÇ£balancedGÇ¥ in every post. Like I asked in the other thread, have YOU ever flown a Freighter in game for any length of time, not just on SISI for 10 minutes ?
Your comment about taking an industrial instead is so far out of touch with what the problem is here it is unreal. No surprises there.
+1 ! nice idea from ccp suggesting to use indus instead of JF/freighters. It's just 30 to 90 forth and back...for only one with your big ship...5h to do a logistic on 3 jumps... come on. I hope they will realize their big mistake.
Another point that nobody (or nearly) talked about... In pvp, nobody will want to bait anymore. The new bait will die 15 times before its friend could take control of the grid ^^, oh yeah intys will save its ass from15-20 battleships or something according ccp opinion i guess... The pvp was frozen enough before the patch, but now, battleships and battlecruisers class will completly disappear. Nice job, we are happy to pay suscription for years and skilling and finally have no use of this. |

William Arnolles
Push Industries Push Interstellar Network
0
|
Posted - 2013.11.19 19:42:00 -
[99] - Quote
Red Frog Rufen wrote: I can indeed confirm that you can expect a raise up to 50% coming with Rubicon. It will be discussed within the directors soon.
I agree with that. We could even tax 1.5M per jump, that should do it. And to be honest I see alot of couriers for 1M/Jump in the Hauler's channel so... seems fair to me. |

ihcn
Life. Universe. Everything. Clockwork Pineapple
213
|
Posted - 2013.11.20 08:35:00 -
[100] - Quote
Would it be possible to get this warp chart with more sig figs? Just one decimal place would really really help make sure i've got my formula right, especially for the small ships.
Also: I'm finding that my computed warp times are off by a constant factor (ie the error isn't affected by warp distance). It seems to be related somewhat to the fact that ships don't seem to come out of warp at 1/ms as the formula would imply. It seems like almost all of the error goes away if I account for all ships exiting warp at 100 m/s. Am I on the right track, is there some part of the formula that wasn't mentioned in the dev blog, or do I need to recheck my formulas?
For reference i'm the guy who made this http://eve-utils.net/maps/shortest_path/, and I'm currently updating the formulas |
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xttz
GoonWaffe Goonswarm Federation
326
|
Posted - 2013.11.20 11:20:00 -
[101] - Quote
Warping with any capital now feels like being in TIDI. The worst part is that it's not even clear when the warp will end... you see the remaining distance counting down, and just as you think it will end, it drops even smaller:
15km... 10km... 6km... 3000m... 2100m... 1400m.. 850m...
Acceleration isn't so big a deal, but when you're landing on grid it can easily take 15-20 seconds before the ship is controllable again, longer than most other ships now spend in warp.
Unless you plan to add a better visual indication of when a warp will end, I think the best solution is a lower cap on deceleration. We currently have a maximum value of 2, I think it would be fairer if instead the minimum value was 1 and the maximum upped slightly to 2.5 or even 3. This would preserve the difference between ship classes without appearing on grid too fast or too slowly. |

xttz
GoonWaffe Goonswarm Federation
326
|
Posted - 2013.11.20 12:00:00 -
[102] - Quote
Another thought came to mind... currently all possible warp speed buffs in the game are percentage-based. This means they give a bigger relative boost to smaller ships like Interceptors, and a trivial boost to battleships and capitals.
What if we have a module that worked like a MAPC for warp speed - adding a low fixed value that would be of little use to Interceptors but can really help things like Battleships? Adding 0.5 or 1 AU/s wouldn't be worth a module slot on a frigate-sized ship, but could make a respectable difference for Battleship-class. |
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CCP Masterplan
C C P C C P Alliance
1530

|
Posted - 2013.11.20 20:18:00 -
[103] - Quote
ihcn wrote:Would it be possible to get this warp chart with more sig figs? Just one decimal place would really really help make sure i've got my formula right, especially for the small ships. Also: I'm finding that my computed warp times are off by a constant factor (ie the error isn't affected by warp distance). It seems to be related somewhat to the fact that ships don't seem to come out of warp at 1/ms as the formula would imply. It seems like almost all of the error goes away if I account for all ships exiting warp at 100 m/s. Am I on the right track, is there some part of the formula that wasn't mentioned in the dev blog, or do I need to recheck my formulas? For reference i'm the guy who made this http://eve-utils.net/maps/shortest_path/, and I'm currently updating the formulas You're mostly correct, yes. The exact time depends on the max (sub-warp) speed of the ship. Obviously this varies a lot even within a single ship class, and even more so depending on fittings. Ships will exit warp mode when their warping speed drops below 50% of sub-warp max speed, or 100m/s, whichever is the lower. My chart is written assuming a simplified fixed exit at 100/ms, so it sounds like your math is good :) "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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ihcn
Life. Universe. Everything. Clockwork Pineapple
218
|
Posted - 2013.11.21 05:14:00 -
[104] - Quote
CCP Masterplan wrote:^^^ That's a reasonable suggestion. Noted down! ihcn wrote:Would it be possible to get this warp chart with more sig figs? Just one decimal place would really really help make sure i've got my formula right, especially for the small ships. Also: I'm finding that my computed warp times are off by a constant factor (ie the error isn't affected by warp distance). It seems to be related somewhat to the fact that ships don't seem to come out of warp at 1/ms as the formula would imply. It seems like almost all of the error goes away if I account for all ships exiting warp at 100 m/s. Am I on the right track, is there some part of the formula that wasn't mentioned in the dev blog, or do I need to recheck my formulas? For reference i'm the guy who made this http://eve-utils.net/maps/shortest_path/, and I'm currently updating the formulas You're mostly correct, yes. The exact time depends on the max (sub-warp) speed of the ship. Obviously this varies a lot even within a single ship class, and even more so depending on fittings. Ships will exit warp mode when their warping speed drops below 50% of sub-warp max speed, or 100m/s, whichever is the lower. My chart is written assuming a simplified fixed exit at 100m/s, so it sounds like your math is good :) Great. Thanks for your help :D |

Ishtanchuk Fazmarai
2557
|
Posted - 2013.11.21 07:58:00 -
[105] - Quote
Scheduled plan: go pick the Golem, buy a bastion module, jump to mission system, perform a test mission. ETTC: 75 minutes
What really happened: 75 minutes later, I barely had docked at my mission system and had to log off. Today i'll test the bastion module.
Thank you for wasting my time, CCP Masterplan, I really needed a way to spend even more time doing nothing in this game.  The Greater Fool Bar is now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden! |

GeeShizzle MacCloud
388
|
Posted - 2013.11.21 14:10:00 -
[106] - Quote
xttz wrote:Warping with any capital now feels like being in TIDI. The worst part is that it's not even clear when the warp will end... you see the remaining distance counting down, and just as you think it will end, it drops even smaller:
15km... 10km... 6km... 3000m... 2100m... 1400m.. 850m...
Acceleration isn't so big a deal, but when you're landing on grid it can easily take 15-20 seconds before the ship is controllable again, longer than most other ships now spend in warp.
Unless you plan to add a better visual indication of when a warp will end, I think the best solution is a lower cap on deceleration. We currently have a maximum value of 2, I think it would be fairer if instead the minimum value was 1 and the maximum upped slightly to 2.5 or even 3. This would preserve the difference between ship classes without appearing on grid too fast or too slowly.
Just a quick suggestion to clear confusion of warp exit, surely we can get the 'distance to warp bubble collapse' changed to 'time to warp bubble collapse' along with a countdown.
That way there will be less of an annoying 'are we there yet?' syndrome that large ship / capital pilots suffer from. shouldnt it be easy to convert the distance measurement to time client side? |

Morrrr
Federal Defense Union Gallente Federation
0
|
Posted - 2013.11.22 06:50:00 -
[107] - Quote
Accelerating an object to a speed of even 1 AU/s is impossible, nothing can be accelerated to the speed of light which is only 0,002 AU/s.
What an hypothetical warp drive constructed with exotic matter/anti-matter would do is not accelerate an object according to Newton's physics laws, but rather warp or bend the spacetime around it according to the principles in Einstein's field equations.[/quote]
FINALLY, Someone explains what I have been stating for the last couple days!
NEWTON LAW #2, Does not apply in non standard space/time.
THANKS! |

GeeShizzle MacCloud
389
|
Posted - 2013.11.22 15:08:00 -
[108] - Quote
Quote:Morrrr wrote:Accelerating an object to a speed of even 1 AU/s is impossible, nothing can be accelerated to the speed of light which is only 0,002 AU/s. What an hypothetical warp drive constructed with exotic matter/anti-matter would do is not accelerate an object according to Newton's physics laws, but rather warp or bend the spacetime around it according to the principles in Einstein's field equations. FINALLY, Someone explains what I have been stating for the last couple days!
NEWTON LAW #2, Does not apply in non standard space/time.
THANKS!
u guys should be playing kerbal then if u want a realistic physics engine to go toe to toe with. |

Nankeen Heron
Jim's Mowing
8
|
Posted - 2013.11.22 22:45:00 -
[109] - Quote
(Reposted from Rubicon feedback thread)
Suggestion: Can we have a second needle (red, perhaps) for % warp speed on the HUD?
Having the speedo pegged at 100% once warp is engaged is kind of pointless, and mousing over to read the numbers isn't ideal.
Cheers! |

Rommiee
Mercury Inc.
640
|
Posted - 2013.11.22 23:11:00 -
[110] - Quote
CCP Masterplan wrote:^^^ That's a reasonable suggestion. Noted down! ihcn wrote:Would it be possible to get this warp chart with more sig figs? Just one decimal place would really really help make sure i've got my formula right, especially for the small ships. Also: I'm finding that my computed warp times are off by a constant factor (ie the error isn't affected by warp distance). It seems to be related somewhat to the fact that ships don't seem to come out of warp at 1/ms as the formula would imply. It seems like almost all of the error goes away if I account for all ships exiting warp at 100 m/s. Am I on the right track, is there some part of the formula that wasn't mentioned in the dev blog, or do I need to recheck my formulas? For reference i'm the guy who made this http://eve-utils.net/maps/shortest_path/, and I'm currently updating the formulas You're mostly correct, yes. The exact time depends on the max (sub-warp) speed of the ship. Obviously this varies a lot even within a single ship class, and even more so depending on fittings. Ships will exit warp mode when their warping speed drops below 50% of sub-warp max speed, or 100m/s, whichever is the lower. My chart is written assuming a simplified fixed exit at 100m/s, so it sounds like your math is good :)
CCP Masterplan.......
Responding to the easy posts and ignoring the ones you don't like.
Awesome stuff, and hardly surprising. |
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