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Dream Five
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Posted - 2014.10.02 14:12:00 -
[1] - Quote
Ruric Thyase wrote:Yesterday:
Force projection is ruining EVE! Force projection is killing small gang PvP! Force projection is killing null sec! Force projection enables the Blue Doughnut!
Today:
OH GOD NOT MY FORCE PROJECTION WTF CPP?!
But seriously, this will hurt the JF logistics a LOT. Greyscale if you can't finish your example and state that you should slowboat a carrier 22 gates through null, you MIGht have to tweak some things
Haha it's funny how they completely omit that part, makes you wonder if they have any clue whatsoever. |

Dream Five
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Posted - 2014.10.02 14:52:00 -
[2] - Quote
faRtigue - am i first to invent this term? :) |

Dream Five
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396
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Posted - 2014.10.02 14:55:00 -
[3] - Quote
I'm envisioning a picture of a Nomad sitting stuck in Great Wildlands faRtigued on a toiled right now. |

Dream Five
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396
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Posted - 2014.10.02 15:02:00 -
[4] - Quote
Aranin wrote:BRAVO CCP - EXCELLENT - just way to late.
It is painfully obvious that so many of you guys never played eve pre 2007 and have no concept of what this game was really like. even with the changes its still much easier post these changes than it ever used to be.
THIS IS NEEDED. if you have only ever known the blue donut you honestly have no right to comment. This is the only way to remedy the current nullsec shitheap of carbears and RMTers.
Capital battles are fun sure, but the real fun in this game comes from conflict. conflict drives industry, it drives politics and it provides enjoyment and purpose. This needs to be accessible and right now if your not PL/N3 or CFC you cannot drop caps - its rediculous. This change just means that you need to be more self sufficient (oh god i have to work with my corp and provide for myself!? and protect myself?! oh god).
Why does a game have to be easy. a challenge is good. This change will make the game far more fun again, get your head out of the sand and realise that this change enables and drives pvp and conflict the core mechanic of enjoyable game play.
I think core of the stagnation issue is not power projection - it's that EVE is unbridled capitalism - the rich will just be getting richer :) Regardless of what rules you try to make.. anything short of redistribution of capital, powers that be will remain powers that be. |

Dream Five
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396
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Posted - 2014.10.02 15:06:00 -
[5] - Quote
Joseph Adamamada wrote:I'm all for nerfing force projection of combat caps, but not so much for logistics/trade.
How about leveling the playing field everywhere in New Eden? Empire and wormhole space should not be excluded from a similar logistic nightmare that's going to hit null come November. Make Jita, Amarr, Hek and all the other hubs in New Eden seem that much further away. Give all haulers everywhere jump fatigue when taking gates/whs. Everyone should feel the pain of moving vast quantities of stuff anywhere.
A game of Chess over snail mail anyone? |

Dream Five
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Posted - 2014.10.02 16:25:00 -
[6] - Quote
Raelaem Eudain wrote:Just think, for a second... stay with me here
1 world/planet with military forces requires the world powers to project their assets all around the globe. Requires them to carefully plan and place assets where they think they need them. Bases of operations/forward operating posts foreign posts with allies.
Oh jeez thats us IRL OH HEY! So why shouldn't a virtual reality require the same amount of care and planning for its military...
Just saying
Cuz it's not a job? |

Dream Five
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Posted - 2014.10.02 16:29:00 -
[7] - Quote
Phoenix Jones wrote:There is actually another "solution" that might fix the issue with "cyno alt" issue.
maybe... just maybe... allow people to jump into a system without a cyno. Give people the option of whether to jump using the cyno as a specific targeting beacon, or by targeting the destination system itself and jumping into it without a cyno (lets say the target in this case would be the big celestial (you can target a planet or the sun as a cyno point), and you can jump into the system at or around 50 to 100km from that celestial).
it is not a direct on-top hop like a cyno beacon, but you would be able to travel without having the cyno alt in system (a scout is very advisable). You'd remove almost 90% of logistic issues as there would be no definitive need for cynos, fuel, alts and ships. A scout would be all you would need if you are doing it alone and are "brave".
You give people the option. Jump blindly into a system without a specific targeting point (a cyno), or use a traditional cyno as a targeting point.
Its give and take, and I prefer this more to having to create a network of 100 cyno alts, all with generators, noob ships and fuel. Id rather take a stealth bomber or a expedition ship, scout the system then decide whether its safe to jump without a generator, or to get a generator and jump in. I would add something to the notification bar for everybody in the system "a shockwave has ripped through the system at planet/sun". People already have the notification of when a cyno goes up (you can see the thing). This would pretty much be no difference.
You turn Jumping into a logistics move, or a tactical move.
But you give people the option. That is more a viable idea.
Summary: You can jump drive blindly into a system without a scout now, but your destination is not exact. Cyno bulbs still work as normal for a precise (on point) jump.
Just an idea since people are flooding the forums with them.
Not happening as they'll lose 1/2 subs :) |

Dream Five
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Posted - 2014.10.02 16:30:00 -
[8] - Quote
Roman Lynch wrote:Eigenvalue wrote:Dream Five wrote:Raelaem Eudain wrote:Just think, for a second... stay with me here
1 world/planet with military forces requires the world powers to project their assets all around the globe. Requires them to carefully plan and place assets where they think they need them. Bases of operations/forward operating posts foreign posts with allies.
Oh jeez thats us IRL OH HEY! So why shouldn't a virtual reality require the same amount of care and planning for its military...
Just saying Cuz it's not a job? Cuz real life sucks thats why we're playing video games instead? If I wanted to play real life I would play real life. IRL has great graphics... but the story line sucks. Also: Spoiler... you die at the end
Thanks for the reminder, jeez. |

Dream Five
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400
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Posted - 2014.10.03 11:17:00 -
[9] - Quote
x |

Dream Five
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Posted - 2014.10.03 11:22:00 -
[10] - Quote
Rawthorm wrote:Dream Five wrote:Maybe instead they could limit the number of supercaps on the same grid, as in if there is more than a few supers within 200km you can't cyno or warp another super there, similar to deployable cynojammers. Could be interesting as battles would get dispersed in the system.
Same limits but higher could be applied to caps separately.
Would never work. One side turns up, fills that limit and then the opposing force can't bring any supers of their own. Totally skews the fight in favour of whoever arrives first.
Yeah that's why i deleted my original message. I think that could be somehow solved though, still thinking about it. |
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Dream Five
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Posted - 2014.10.03 11:27:00 -
[11] - Quote
Lugh Crow-Slave wrote:Dream Five wrote:Maybe instead they could limit the number of supercaps on the same grid, as in if there is more than a few supers within 200km you can't cyno or warp another super there, similar to deployable cynojammers. Could be interesting as battles would get dispersed in the system.
Same limits but higher could be applied to caps separately. So first team in wins?
How about 1 super per 30km sphere? Could be explained as anti-gravity field around it that pushes other ships away proportional to their mass or some such.
TBH i think superblobs and massive capital/firepower concetration is the cause of blue donut, not so much power projection.
Whoever they are, they are rich and they'll just circumvent these changes by prepositioning 5-6 supers per character where needed and roam in interceptors showing up where needed.
Highly concentrated firepower on the grid is the real problem I think. |

Dream Five
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Posted - 2014.10.03 11:39:00 -
[12] - Quote
Dream Five wrote:Lugh Crow-Slave wrote:Dream Five wrote:Maybe instead they could limit the number of supercaps on the same grid, as in if there is more than a few supers within 200km you can't cyno or warp another super there, similar to deployable cynojammers. Could be interesting as battles would get dispersed in the system.
Same limits but higher could be applied to caps separately. So first team in wins? How about 1 super per 30km sphere? Could be explained as anti-gravity field around it that pushes other ships away proportional to their mass or some such. TBH i think superblobs and massive capital/firepower concetration is the cause of blue donut, not so much power projection. Whoever they are, they are rich and they'll just circumvent these changes by prepositioning 5-6 supers per character where needed and roam in interceptors showing up where needed. Highly concentrated firepower on the grid is the real problem I think.
Might wanna disperse the regular carriers/dreads as well, just with their own separate repulsion distance (I'm thinking 15km radius?)
Supers and carriers repulsion zones will not interact. |

Dream Five
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Posted - 2014.10.03 11:48:00 -
[13] - Quote
Kagura Nikon wrote:ankerf cram wrote:Do you really want to kill deep 0.0? How can a small alliance live in deep space, if they are not able to control the whole way from and to there area?
Today they can rely on jumpfreighters to get stuff in (t2 Modules, Isotopes of other regions) and out (moongold).
Same problem with black ops if they can't make hit and run operations because they have to wait for the counter to go to zero then the fun of blackop operations is ruined!
For the people of deep 0.0 space do not nerf Jumpfreighters!
For the fun in the game do not nerf blackops! Remember that there is strong evidence that ccp will add player made stargates. This changes alone would create some problems. But seesm ccp already had this planed long ago. With player made stargates the back lands can deal with it easily.
They should also make player-made stars and ability to destroy them :)
Now THAT sounds like fun :) |

Dream Five
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Posted - 2014.10.05 06:51:00 -
[14] - Quote
Shojin Askulf wrote:Unfortunately even the JF hit makes sense, CCP from past experience knows that if they left one ship capable of breaking the 5 ly limit then the big alliances would invest in them hugely to get pilots and stuff around some what mitigating the intention of the change. We are just too good at finding and pushing the limits of everything they do.
It seems like this could be fixed up if some kind of a penalty is applied when you leave the JF ship and switch to a different capital ship.
Speaking of "exploits", there's already a potential "exploit" with JFs getting used to get around to capitals with 90% reduction of fatigue. |

Dream Five
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Posted - 2014.10.05 06:59:00 -
[15] - Quote
I also think one consequence of fatigue going up this high some people will make simple mistakes of not watching with the result being capitals stuck in systems, players logging off and unsubbing waiting for a month of fatigue to go away.
Any kind of penalty timer going into months seems like potentially extremely flawed design. |

Dream Five
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Posted - 2014.10.05 07:04:00 -
[16] - Quote
Christopher Mabata wrote:Dream Five wrote:Shojin Askulf wrote:Unfortunately even the JF hit makes sense, CCP from past experience knows that if they left one ship capable of breaking the 5 ly limit then the big alliances would invest in them hugely to get pilots and stuff around some what mitigating the intention of the change. We are just too good at finding and pushing the limits of everything they do.
It seems like this could be fixed up if some kind of a penalty is applied when you leave the JF ship and switch to a different capital ship. Speaking of "exploits", there's already a potential "exploit" with JFs getting used to get around to capitals with 90% reduction of fatigue. That wouldnt be an exploit, i think CCP wants people to do something like that, because what happens when the cyno dies and they get scattered in 6b combat incapable coffins or they arrive to destination, burn some of their fuel doing so, and still took longer getting there than they would have before. Ontop of still having cooldowns for their jump drives and having to purchase a massive fleet of ships that are 6b a pop and can literally do nothing but store things and jump, cant rep the cyno with them, cant fight if you get caught, its a bad situation if you get caught because of that, and either way its content
Well a Rorqual would be a much better/cheaper/more insurable taxi jumpboat than a JF, it can also rep and tank. |

Dream Five
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Posted - 2014.10.05 07:29:00 -
[17] - Quote
Josef Djugashvilis wrote:Kun'ii Zenya wrote:And I'm going to go there, Greyscale is a freaking moron.
If I had 1 wish, it would be that he would be summarily fired from CCP. If I had 2, he'd be fired and then neutered so his stupidity would be prevented from continuing on.
Give me 3 wishes, and his entire genetic history would be removed from all of history. Hmm, CCP will probably be pleased if you rage quit. To strongly disagree with the current proposals is one thing, to simply insult the staff is just foolish.
I'd be highly surprised if he's not permabanned after such statements. |

Dream Five
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Posted - 2014.10.05 07:32:00 -
[18] - Quote
Perkin Warbeck wrote:CCP Greyscale wrote: OK, I've read every post up to page 200, and we're getting to a point in this thread where there's not a lot of new concerns or suggestions being brought up. There will be future threads (and future blogs) as we tune details, but for now I want to thank you for all of your constructive input, and wish you a good weekend :)
Err guys, guys....he's stopped listening. If you are still unhappy about these changes (which are frickin' awesome by the way) please contract your stuff to me. If you are red to me I'd appreciate it if you could move it to a convenient high-sec location before the patch hits. Remember, before the patch hits.
Well even if he did, I think there are still some good ideas in this thread after page 200. Maybe worth for someone to sift through it even if CCP doesn't wanna and there's a lot of rage here as usual :) |

Dream Five
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Posted - 2014.10.07 13:30:00 -
[19] - Quote
xttz wrote:Probably a bit late to spitball, but what the hell.
1) Set all ship jump ranges to exactly 10 light years. Carriers, Titans, Blops, everything. Starbase JBs remain at 5LY. 2) Jump fatigue is measured from 1-100%. Whenever you jump, your fatigue is increased by whatever percentage of 10LY you jump. So a 4LY jump adds 40% fatigue, 8.5LY adds 85%, etc. Simple. 3) Fatigue decays on a curve akin to shields and cap regen, just in reverse. This means that it's much quicker to go from 30% to 20% than from 100% to 90%. 4) Until the fatigue decays completely, this percentage is a limit on subsequent jumps. Someone with a 90% fatigue cannot jump more than 1LY, while someone on 35% fatigue can jump up to 6.5LY 5) Special-cases like blops, freighters and JFs build fatigue at a reduced rate (50% is probably fair). 6) Training Jump Drive Calibration speeds up fatigue decay.
This is far simpler to understand for players, easier to do math on the fly, and means less sitting around waiting on cooldown timers doing nothing in what's meant to be a video game. Inter-region travel is just as slow, but local travel is viable. There's an incentive for players to make shorter jumps or take gates, as recovering from a long jump would take much longer than several shorter ones. The higher range introduces a trade-off for jump-capable combat ships; the further away they hide the easier it is to make a surprise attack, but the harder it becomes to get away again. In the future, power projection can be tuned by simply adjusting the base rate of fatigue decay.
Examples:
An Archon pilot jumps from Sahkt to Karan, a distance of 6.32LY. After the jump, his fatigue is set at 63.2%. His next jump must be 3.68LY or less, although this will gradually increase as fatigue decays.
A jump freighter pilot jumps from CCP-US to DO6H-Q, a distance of 3.24LY. After the jump, his fatigue is set at a reduced rate of 16.2% (half of 32.4%). His next jump must be 8.38LY or less, although this will gradually increase as fatigue decays.
A Rifter pilot takes a starbase jump bridge between CCP-US and DO6H-Q, a distance of 3.24LY. After the jump, his fatigue is set at 32.4%. His next jump must be 6.76LY or less, meaning he can use at least one more Jump Bridge immediately. This means a return trip is easily possible, but using more than 1-2 bridges means a lengthy delay.
Not sure why you even need %, fatigue could just be measured in LY left to jump and current recovery rate LY/minute.
I do think this accomplishes a similar result (if the recovery rate curve is something like 1/x or 1/x^2 even).
The LY recovery rate curve is very important though and might not be very easy for people to grasp how long they need to wait till they can make the next jump. So let's say i jumped 9ly and want to know how long it will take me till I can make a return 9ly jump _before_ i make the 9ly jump. Not very obvious, whereas with CCP's direct time calculations i always know in advance how long i'll have to wait before i can make the next jump.
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Dream Five
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Posted - 2014.10.08 10:54:00 -
[20] - Quote
Note that with 5ly jump range there's _no_ JF route from drone regions to highsec at all that goes near stations, none. There are only 2 stations in the Great Wildlands and they are not within jump range to either highsec or drone regions.
So JF logistics to drone regions will actually become more or less impossible.
So this will nerf the drone regions disproportionately compared to most other regions i think.
Stain will also get hit hard but at least there's a route through Catch/Providence.
If i were CCP I'd think about this for a minute before making such a drastic change, the map just doesn't seem to be designed for 5ly jumps. |
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Dream Five
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Posted - 2014.10.08 12:44:00 -
[21] - Quote
Norrin Ellis wrote:Dream Five wrote:Note that with 5ly jump range there's _no_ JF route from drone regions to highsec at all that goes near stations, none. There are only 2 stations in the Great Wildlands and they are not within jump range to either empire or drone regions. And you can't have Cynosural Arrays in Great Wildlands either, so you'd have to jump near a POS (and get ganked with 100% confidence by capital gankers watching for cynos with logged off stalker toons in every system and jumping 3 naglfars from a nearby NPC station and alphaing the JF instantly).
So JF logistics to drone regions will actually become more or less impossible.
So this will nerf the drone regions disproportionately compared to most other regions i think.
Stain will also get hit hard but at least there's a route through Catch/Providence.
If i were CCP I'd think about this for a minute before making such a drastic change, the map just doesn't seem to be designed for 5ly jumps. So, 5 LY is too restrictive for you to get anything done, but everyone else will magically have their capital fleets within 5 LY of you when they want to gank you? I find that highly unlikely. The crux of the rage in this thread is that people haven't spread their capital assets for short tactical jumps because they've never needed to previously. They teleported from across the cluster. Ergo, it's hard to believe that every nullsec boogeyman has a capital fleet within a 5 LY jump range of wherever you might go.
You find it unlikely but in reality it's extremely trivial. You sit with 2 dreads in one of the only stations in Great Wildlands and wait for cynos to light up in one of the systems in the region, log in on yoru alt prepositioned in that system, drop your dreads and kill JFs. Drone regions logistics is FUBAR after this change. Not to mention it's like 20 jumps from Colbalt Edge to nearest reachable empire station, which would be Egbinger with these changes (gasp) |

Dream Five
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Posted - 2014.10.08 16:35:00 -
[22] - Quote
Marlona Sky wrote:Mister Miahgi wrote:This is by far the worst game breaking change that has ever been thought up. Why don't you add some content to Null Sec that will attract more players instead of breaking game mechanics that are working perfectly fine? Isn't it pretty obvious we need new content? Many players have gotten so bored with the game they spend their time griefing new players in High Sec. Has anyone noticed the rampant High Sec war deccing lately? Eve is starting to feel like one of those old games where only bitter vets are left to harass anyone that attempts to play the game. CCP please donGÇÖt break the game more than it already is!  They spend their time griefing new players in high sec because they can easily get there in a couple minutes and if anyone so much as breaks wind in their territory - they hop on the cyno train right back to it to curb stomp them out of existence with sheer numbers and firepower from all corners of the galaxy. The new content will come with this change.
I think fatigue alone without jump range nerf would accomplish this.
Drop a supercarrier 15 ly away:
(1+15LY)*(1+15LY) = 42 hours of fatigue.. so strategically someone could take notice of this even and attack elsewhere.
Recovery from one 15ly jump is 2.6 hrs.
I don't really understand why they had to slam jump drives with both fatigue and jump range nerfs.
They should at least roll out the changes incrementally, seems pretty reckless how they are proposing to go about it right now. |

Dream Five
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Posted - 2014.10.08 17:33:00 -
[23] - Quote
Kassasis Dakkstromri wrote:mynnna wrote:I've been playing with this for a couple days, and here's the adjustment I propose:
Fatigue = (Fatigue Before Jump + Distance of Jump)^(Destination Distance from Origin * A + B)
Distance from origin is just the straight-line distance in light years. Origin is set when you make a jump with 0 fatigue and can be reset when you are back to 0 fatigue (it could also be available to reset after a period of time of several hours regardless of fatigue, which is also interesting). A and B are just constants to tweak for balance. A sets how far from your origin you can go before fatigue really starts ramping up quickly; that distance is 1/A light years. B is just a tuning knob, especially handy for tweaking the effect on short range travel. Individual ships could get bonuses to one or the other, as well. All the other mechanics about fatigue work identically. A = 0.05 and B = .3 generate interesting results, for sure.
The effect of this is that short range travel, such as within your own region, isn't punished as though it's exactly like long distance travel. It's important to note that that isn't the same as "not punished at all" but rather that it imposes interesting choice on that movement. The industry player might ask himself whether he wants to take a gate to the expensive factory next door (three minute round trip, for example) or the bridge to the factory in the next constellation, which is cheaper but has a six minute round trip. The pilot PvPing and defending his home from roamers might decide whether taking that third bridge in two hours is worth the ten minute wait, worth not being able to get back around in that time. As proposed by the blog, neither player can make more than a few jumps before effectively losing the ability for the entire play session. Heck, even the force seeking to cross a long distance in EVE can decide whether they want to get there faster or avoid obstacles but impair their mobility upon arrival, or take it slow but have more full mobility. And in an invasion, both the invaders and defenders would have the benefit of their cyno movement being local and so somewhat less restricted, allowing for a nice balance between the current paradigm where the target region plus three regions surrounding it are the battlefield, and the paradigm of this blog. where lack of mobility restricts the battlefield to just one or two systems.
It also nicely addresses some complaints of the thread. Blackops battleships don't get rendered completely ineffectual, because most of their movement takes place within a limited distance from a staging location. Jump Freighters would get hit far less hard, because half of their movement would be back towards their origin.
The fatigue mechanic in general has plenty of promise and is an elegant solution to what most acknowledge as a problem in EVE, but crushing nullsec quality of life in the process isn't necessary - the method above addresses that. Example of a CSM member actually doing something. Very impressed.
Cool idea but not very intuitive to understand for someone not mathematically inclined. Seems like you'd need a way to predict what your fatigue is going to be / fatigue planner with this formula. Heck I'd need a spreadsheet to calculate it lol
I do like the idea of jumping back to your "base" not accumulating the fatigue or even reducing it but I think it could be done in more intuitive terms.
Maybe very directly so, ie, the new location becomes your home base within 24 or 48 hrs and fatigue is calculated as a fixed function of distance to base. |

Dream Five
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407
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Posted - 2014.10.08 18:56:00 -
[24] - Quote
mynnna wrote:Dream Five wrote:Kassasis Dakkstromri wrote:mynnna wrote:I've been playing with this for a couple days, and here's the adjustment I propose:
Fatigue = (Fatigue Before Jump + Distance of Jump)^(Destination Distance from Origin * A + B)
Distance from origin is just the straight-line distance in light years. Origin is set when you make a jump with 0 fatigue and can be reset when you are back to 0 fatigue (it could also be available to reset after a period of time of several hours regardless of fatigue, which is also interesting). A and B are just constants to tweak for balance. A sets how far from your origin you can go before fatigue really starts ramping up quickly; that distance is 1/A light years. B is just a tuning knob, especially handy for tweaking the effect on short range travel. Individual ships could get bonuses to one or the other, as well. All the other mechanics about fatigue work identically. A = 0.05 and B = .3 generate interesting results, for sure.
The effect of this is that short range travel, such as within your own region, isn't punished as though it's exactly like long distance travel. It's important to note that that isn't the same as "not punished at all" but rather that it imposes interesting choice on that movement. The industry player might ask himself whether he wants to take a gate to the expensive factory next door (three minute round trip, for example) or the bridge to the factory in the next constellation, which is cheaper but has a six minute round trip. The pilot PvPing and defending his home from roamers might decide whether taking that third bridge in two hours is worth the ten minute wait, worth not being able to get back around in that time. As proposed by the blog, neither player can make more than a few jumps before effectively losing the ability for the entire play session. Heck, even the force seeking to cross a long distance in EVE can decide whether they want to get there faster or avoid obstacles but impair their mobility upon arrival, or take it slow but have more full mobility. And in an invasion, both the invaders and defenders would have the benefit of their cyno movement being local and so somewhat less restricted, allowing for a nice balance between the current paradigm where the target region plus three regions surrounding it are the battlefield, and the paradigm of this blog. where lack of mobility restricts the battlefield to just one or two systems.
It also nicely addresses some complaints of the thread. Blackops battleships don't get rendered completely ineffectual, because most of their movement takes place within a limited distance from a staging location. Jump Freighters would get hit far less hard, because half of their movement would be back towards their origin.
The fatigue mechanic in general has plenty of promise and is an elegant solution to what most acknowledge as a problem in EVE, but crushing nullsec quality of life in the process isn't necessary - the method above addresses that. Example of a CSM member actually doing something. Very impressed. Cool idea but not very intuitive to understand for someone not mathematically inclined. Seems like you'd need a way to predict what your fatigue is going to be / fatigue planner with this formula. Heck I'd need a spreadsheet to calculate it lol I do like the idea of jumping back to your "base" not accumulating the fatigue or even reducing it but I think it could be done in more intuitive terms. Maybe very directly so, ie, the system where you spent the most time within the past 24 or 48 hrs becomes your "fatigue origin" and fatigue is calculated as a fixed function of distance to base. So two things. "You get less fatigue if your destination is under (distance) from your origin. You get more faster if your destination is above that." It's that easy. Nothing unintuitive about it. The other thing is that it hardly matters, because the game will already show you your current fatigue and timer and frankly, a proper implementation of what CCP is proposing should at a minimum include contextual tooltips that tell you what your fatigue and timer will be after a given jump. Basicslly, "the math is too complicated" is not a problem, and should never be, a reason to not go with a superior implementation. It's if the results of that math can't be explained using small words and/or those results are not clearly shown ingame that there is a problem.
If you can achieve the same goal with a simpler formula that's a strictly better solution.
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Dream Five
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Posted - 2014.10.08 19:41:00 -
[25] - Quote
Vaerah Vahrokha wrote:Dream Five wrote: If you can achieve the same goal with a simpler formula that's a strictly better solution.
<= Not a Goon supporter (seriously!) but if there's someone smart enough to suggest improvements to CCP in complicated matters it's Mynna or Aryth.
There's really nothing to argue about here, not sure what your point is :) |

Dream Five
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Posted - 2014.10.08 20:34:00 -
[26] - Quote
Veskrashen wrote:mynnna wrote:I've been playing with this for a couple days, and here's the adjustment I propose:
Fatigue = (Fatigue Before Jump + Distance of Jump)^(Destination Distance from Origin * A + B) Isn't this rather exploitable in a home-defense sort of situation? I.e. as soon as you jump back to your origin system you reset to Fatigue = 1 (since you'll be multiplying all those modifiers by 0, which means you're taking current fatigue ^ 0, which always equals 1), which at the current decay rate would give you Fatigue = 0 in 10 minutes? That would essentially mean that you can rapidly deploy with Z lightyears of home base, hammer something, and head home - getting less and less fatigue accumulated as you do so. Once you're home, 10 minutes later you're totally refreshed and ready to go. It also means that you can hop in your capitals, hammer the snot out of someone 15-20 LY from "home base", jump back home, get in your interceptors, spend 20-30 minutes crossing the map, and do the exact same thing there. It's an interesting solution, but there's no reason to so heavily advantage teleportation in and around home systems, especially in such an exploitable way.
+1 on this.
What do you think of just some preset maximum amount of LY per day actually? Like a separate per-character jump capacitor proposal from somebody else in this thread basically. I don't really understand the rationale behind exponential penalty mechanic with penalty going into tens of days tbh. |

Dream Five
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Posted - 2014.10.08 20:57:00 -
[27] - Quote
Gwailar wrote:Retar Aveymone wrote:What it would actually work out to be is Fatigue = (Fatigue Before Jump + Distance of Jump)^(b)) (the distance *a drops out as zero).
So, it would then depend on B. But as long as B is not zero then no, you don't zero out your fatigue by jumping back to orgin No, you wouldn't zero it, but assuming the .3 for B originally proposed, you'd reduce it to 30% of (Total Fatigue + Distance of Jump). Any options for reducing fatigue that don't involve the actual passage of time break the proposed changes. With this system, all I have to do is make my final jump home a tiny bunny hop to reduce my fatigue by 70%. Then one tiny jump out and one tiny jump back. Repeat as necessary. Totally exploitable by silly jump-dances near the origin. This actually incentivises stupid jump gimmickry. The only way this would work if B were always equal to or greater than 1. And doing that would cause this system to also generate very high fatigue values.
Those sneaky goons. |

Dream Five
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Posted - 2014.10.09 11:17:00 -
[28] - Quote
Misha Hartmann wrote:I really wish CCP would give us an update on what is going on. Any further speculation at this stage are irrelevant. Would be nice to know what is going on.......
+1 |

Dream Five
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Posted - 2014.10.09 11:22:00 -
[29] - Quote
Kiwinoob wrote:Misha Hartmann wrote:Just another point of interest to me; Most people agree that the patch is 'required/not a bad idea' on some level or another. Furthermore most people want to eve plunge into chaos, which is in many ways is great, more fights more fun. But as any nullsec pilot will know, evacing ones stuff is an issue. And if true chaos does return to Eve, and sov changes hands constantly, it will become difficult to evac with current proposed jump restrictions. (dont get me wrong, I am mostly for the jump nerfsss) but evaccing already sucked before, imagine how much it will suck now..... That's not a bad point. Not really sure where feedback should be aimed at the moment but when you get a chance make sure to push that point. These changes are aimed at making it better for smaller corps and this plays right into that. Nice to see some constructive thinking instead of rage quitting (even though the rage quitting is fun to laugh at)
Leaving JF range untouched would help with this. |

Dream Five
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Posted - 2014.10.09 14:59:00 -
[30] - Quote
Veskrashen wrote:I'll say it again: JFs should not get preferential treatment in terms of range over other capitals. Yes, null is currently totally dependent on empire to fuel their industry. Yes, decreasing range means that JFs will need to take risks by taking regional gates if they want to avoid soul crushing jump fatigue.
These are good things. The ease with which a small number of players can keep a large corp / alliance supplied in the deepest areas of null is one contributing factor to the stagnation of nullsec. It should not be a simple matter to build the largest ships in the game in the farthest end of null almost entirely from imported materials.
I understand this will be a shock to the system, but it's also effing stupid that logistics is this easy.
-1 to keeping JF range unnerfed.
Obviously you don't live in Cobalt Edge and it doesn't require you 20 JF jumps to get to nearest reachable empire station having to gothrough non-sov systems without stations. |
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Dream Five
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Posted - 2014.10.09 15:00:00 -
[31] - Quote
Yuri Thorpe wrote:If you guys dont mind me asking, what are the advantages of using a rorqual over a jf for hauling?
Bigger ore capacity, esp when combined with fuel optimizers. |

Dream Five
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Posted - 2014.10.09 15:24:00 -
[32] - Quote
Yuri Thorpe wrote:Dream Five wrote:Yuri Thorpe wrote:If you guys dont mind me asking, what are the advantages of using a rorqual over a jf for hauling? Bigger ore capacity, esp when combined with fuel optimizers. You can put fuel in the ore bay o_o
Using jump economizers doesn't affect ore bay capacity, so your isotopes/m3 for ore is way lower than with JFs. |

Dream Five
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Posted - 2014.10.09 15:30:00 -
[33] - Quote
Veskrashen wrote:Dream Five wrote:Obviously you don't live in Cobalt Edge and it doesn't require you 20 JF jumps to get to nearest reachable empire station having to gothrough non-sov systems without stations. Nope. Lived in Outer Passage back when JFs weren't even available, and built outposts out there as well. Suck it up buttercup. and realize that you can take gates. And get off my lawn.
You seem to make some incorrect assumptions that i'm somehow unhappy with these changes while i'm simply pointing out the facts so that CCP can take it into account while hopefully making an informed decision without undesired consequences. |

Dream Five
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Posted - 2014.10.09 17:00:00 -
[34] - Quote
Veskrashen wrote:Dream Five wrote:You seem to be making some incorrect assumptions that i'm somehow unhappy with these changes while i'm simply pointing out the facts so that CCP can take it into account while hopefully making an informed decision without undesired consequences. It's entirely possible that making it difficult to get things out to Cobalt Edge / Outer Passage from empire is not, in fact, an undesired consequence from CCP's standpoint. It's also entirely possible that since the 5LY max jump range was a conscious decision on the part of CCP specifically to limit interregional jump travel, that forcing folks to use regional gates with their capitals if they want to avoid long jump chains was entirely intentional. Granted, you might not have been complaining about the changes from a personal perspective, and if that's the case then so be it. But there are a lot of folks in this thread who have been citing the difficulty of getting stuff from empire to the ass end of dronelands specifically because of the time impact to their massive solo industrial efforts out there.
Drone regions are special because there's a stationless gap in Great Wildlands that prevents near-station 5LY jump navigation completely. Such nerf to jump range will single out drone regions.. for better or worse. No other regions exhibit the same characteristic as far as I know. Even Stain/Paragon Soul are connected to empire through a chain of station jumps, making drone regions distinctly different from the rest of 0.0.
http://evemaps.dotlan.net/jump/Rorqual,044,S/58Z-IH:Odebeinn |

Dream Five
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Posted - 2014.10.09 17:39:00 -
[35] - Quote
Veskrashen wrote:Dream Five wrote:Drone regions are special because there's a stationless gap in Great Wildlands that prevents near-station 5LY jump navigation completely. Such nerf to jump range will single out drone regions.. for better or worse. No other regions exhibit the same characteristic as far as I know. Even Stain/Paragon Soul are connected to empire through a chain of station jumps, making drone regions distinctly different from the rest of 0.0. http://evemaps.dotlan.net/jump/Rorqual,044,S/58Z-IH:OdebeinnCompare that to say http://evemaps.dotlan.net/jump/Rorqual,044,S/ZDYA-G:OdebeinnYou can see that there are stations along the navigation path. Yup, I definitely can, and I totally agree that dronelands are a unique situation. I also maintain that there is no reason to make things easier for the vast majority of EVE to address this issue. Particularly since the drone regions have always been an oddball. Also, I'm not sure that CCP should be catering to station-station 5LY jump chains, especially if their goal is to help push large scale logistics away from total safety and into areas that invite potential interdiction. That would drive conflict / content and increase risk - something that is sorely lacking in day to day deep null life at the moment.
Right, but just from symmetry considerations perhaps they should either separate Pure Blind/Tribute/Geminate/Cloud Ring from the empire by something like Ginnungagap to avoid a situation where in some regions it's super easy to do nullsec logistics and it others it's super difficult. Worst case for say Deklein or even Outer Ring is maybe 5 jumps through stations. That's drastically different in terms of logistics effort from 20 jumps and a path that requires 2 stationless jumps. I'm not saying all regions should be symmetrical in logistics either, just something to think about.
Having said that I do think it's kind of cool and different to have a few regions with super hard logistics. I probably wouldn't live there myself because of !/$ is too low. Not sure who would. Who do you think would live there? Industrialists? PVPers? Carebears? I'm just having a bit of a hard time envisioning someone living that far away from empire. |
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