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Thread Statistics | Show CCP posts - 41 post(s) |

Eigenvalue
Suay Tii Suk Brave Collective
6
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Posted - 2014.10.01 17:24:00 -
[1] - Quote
Hmm my cyno alt accounts will run out of subscription time in december. Perfect timing for unsubbing them and selling my capitals.
In b4 capital market falls apart!
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Suay Tii Suk Brave Collective
6
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Posted - 2014.10.01 18:42:00 -
[2] - Quote
Retar Aveymone wrote:The abolition of podjumping makes it massively difficult for our newbies to join us in Deklein. Has any thought been put into that?
Same for brave. Our basic instructions to new players is "sell all your stuff and pod express to Catch"
Now our instructions will have to be "don't bother you'll never make it" |

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Suay Tii Suk Brave Collective
7
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Posted - 2014.10.01 18:46:00 -
[3] - Quote
This reminds me of some other game release that tried to balance null by introducing timers...
Nothing spells fun like waiting for timers to expire! |

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Suay Tii Suk Brave Collective
9
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Posted - 2014.10.01 19:11:00 -
[4] - Quote
Securitas Protector wrote:
This is untrue; any two timers close in time but far in distance will be quite difficult to defend against. Not impossible, especially if you use local forces to defend, but more difficult to bring coalition weight to bear.
Are there workarounds? Sure, there always will be, but it's extremely discouraged.
Easy work around - maintain capital caches within a covering range of all your systems, maintain jump clones within range of those caches with travel fit inty's to get to them.
I don't think making eve play out more slowly is a good change for sov null. Things are already too slow and involve waiting out too many timers. I play to play, not to play for a few seconds then wait 10 minutes to play again, then wait 50 minutes, then wait 5 hours. |

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Suay Tii Suk Brave Collective
10
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Posted - 2014.10.01 19:16:00 -
[5] - Quote
Grath Telkin wrote: I expect a lot more roaming coming into our Eve.
Only extremely wealthy players would consider moving capital ships through gates, and even they wouldn't do it because they will be ritually mocked every time they welp because they jumped into a T2 bubble and had to slow boat for 45 minutes. |

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Suay Tii Suk Brave Collective
10
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Posted - 2014.10.01 19:21:00 -
[6] - Quote
Mira Meroda wrote: I am not playing a game to WAIT.
So much this. So so much.
Timers are a flaw in eve, not a feature. They're an unthinking response to an unbalanced structure.
Sov null doesn't need *more* timers for game play ffs. |

Eigenvalue
Suay Tii Suk Brave Collective
11
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Posted - 2014.10.01 19:29:00 -
[7] - Quote
Lyris Nairn wrote: A fully fit boot/slowcat only costs like 2.5b which is less than a week of ratting or mission running on a casual schedule.
Most mission runners are doing good at 100M/hour. Ratting in decent sov null is essentially equivalent. That's 25 hours of grinding. Are you considering grinding as a part time job a casual schedule?
Lyris Nairn wrote: The initial price tag may seem daunting but they are fully insurable t1 ships and every nullsec entity reimburses them for the full price of the hull and required fittings (or they just give you a replacement ship) if you lose it on an op with an approved FC.
[/quote]
Sorry, I thought these changes were meant to enable smaller entities to have a chance in sov null not just established wealthy entities?
New entities to sov null do not have the resources to fund SRP on capitals. Ask HERO about their capital SRP program, which essentially involves funding topes only. Hopefully some day it'll have enough revenue flowing to be able to do full SRP on capital loss, but that day is not visible to me.
And even once it arrives, I'm not sure its budget will handle massive welps on gates to roaming CFC T3 gangs.
This level of expense is limited to long established entities my friend.
|

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Suay Tii Suk Brave Collective
11
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Posted - 2014.10.01 19:31:00 -
[8] - Quote
Clolo wrote:Have you considered allowing caps to shed fatigue by jumping through gates? IE I have a 20 minute cool down until I can jump again. If I jump through 3 gates it drops it down to 5 minutes or some sort of formula.
I think it probably ought to be more like capitals get a gate jumping bounty paid out in isk - say 20% of the value of the ship per gate jumped. That way you'll on average break even on ship losses at gate camps. Of course you'll never actually get to a fight, but whatever. |

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Suay Tii Suk Brave Collective
11
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Posted - 2014.10.01 20:20:00 -
[9] - Quote
Medalyn Isis wrote: Also I don't see why it is too difficult for new pilots to get into 0.0, they just need a wormhole or to use an interceptor, then the alliance should provide everything else they need in 0.0 space for them.
New players can't fly an interceptor and they don't understand the mechanics enough to do a wormhole route. Both your suggestions are for experienced eve players
but maybe not multi-year players which might be where your confusion lies - when newbie friendly alliances talk about new players they mean players that just completed the tutorial missions. |

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Suay Tii Suk Brave Collective
11
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Posted - 2014.10.01 20:27:00 -
[10] - Quote
Solitary Pal wrote:
I then stopped and realised "Wow these changes are hugely beneficial to me and most people for many reasons"
I'm failing to see why slowing down game play and introducing more timers in any way is beneficial to the real human being giving up their time to play this game.
I see how it can restructure the balance of sov null and lowsec for capitals and sub capitals dramatically, and even make the field more friendly to my alliance.
But only in we measured "friendliness" in terms of "winning eve by gaining more sov." I personally measure friendliness by how quickly I can blow up my internet spaceship.
Making me wait hours for my jump timer to expire so make the next jump then possibly days before I can jump into a battle (otherwise who would jump in to a battle with more than 0 initial jump fatigue as they have no hope of jumping out) doesn't sound like a whole lot of fun.
The whole notion that the fix for anything in a game is making people do nothing for long periods of time is absolutely and startlingly absurd...
Unless... wait... will we be able to buy gems, I mean, plex to shorten our jump fatigue? Ahhhhhh borrowing a bit from clash of clans to ramp up revenues? Smart... very smart. |

Eigenvalue
Suay Tii Suk Brave Collective
11
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Posted - 2014.10.01 20:29:00 -
[11] - Quote
VFK by ... oh wait, jump fatigue calculations... ... hmmm.... uhm..... ok never |

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Suay Tii Suk Brave Collective
15
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Posted - 2014.10.01 20:37:00 -
[12] - Quote
Djana Libra wrote:So why exactly does stuff always have to be over done?
Capitals jumping trough gates? Thats just plain wrong....
Why not just add a Jump Drive cooldown. 1st jump 5 min cooldown, 2nd jump 10 min cooldown, 3rd jump 20 min cooldown. etc etc Jump counter resets 24 hours after last jump. limit the jump range to 5 - 8 LY depending on ship.
Because timers suck and are boring in a game? Because it's telling your players to log out of your game because you're not letting them play any more?
Basically the timer thing is there to create a major disincentive for moving your ship. The disincentive is that moving your ship will make the game much much more boring for you.
So, the goal then becomes to not move your ship at all because doing so generates boredom. The only escape from the boredom is incredibly long and dangerous gate travel.
Hence, the incentive is to bring out sub caps which are much more capable of taking gates.
But capitals are what's used to hasten the really boring structure grinding mechanic.
So now you're left figuring out which is more boring - moving your capitals or grinding structure with sub capitals.
For all small entities that can't afford welping cap fleets on gates or regional cap caches the only viable answer will be structure grinding with sub cap fleets.
Let me tell you, after having ground down Catch in Siege Bombers for months, that's really really ******* boring.
I would much prefer CCP accelerate the game pace instead of diminish it by introducing more disincentives through boredom. |

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Suay Tii Suk Brave Collective
15
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Posted - 2014.10.01 20:44:00 -
[13] - Quote
Glasgow Dunlop wrote:Eigenvalue wrote:VFK by ... oh wait, jump fatigue calculations... ... hmmm.... uhm..... ok never by traversing a wormhole to get there . . .
You're going to bring your titans through a wormhole now? And I thought gate jumping was stupid for caps/supers. |

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Suay Tii Suk Brave Collective
16
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Posted - 2014.10.01 20:45:00 -
[14] - Quote
Jessica Duranin wrote:Etienne Picard wrote:This will alienate a lot of elite pvp'ers and veterans from the game. lol @ calling dropping more supers than the other guy "elite pvp"
How will that dynamic change with the proposed modifications? Numerical supremacy seems like a pretty age old way of winning battles, I'm not sure CCP should warp the rules of EVE enough to make that not so. |

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Suay Tii Suk Brave Collective
27
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Posted - 2014.10.01 23:25:00 -
[15] - Quote
CCP Nullarbor wrote:FYI jump fatigue and jump activation timers will NOT be affected by TiDi. They will also continue running during downtime or while an account is lapsed.
Can we accumulate "jump pep" while our account is lapsed? Sort of like negative jump fatigue? That way we can unsub for a while then come back and play instead of waiting on timers to expire in our game time.
Fine you want to nerf power projection. But why are you doing it by making the game a waiting for timers to expire exercise for your cap pilots?
Making us sit in station for 5 minutes is absurd, let alone 45 minutes or 2 hours or essentially limit us to a few minutes of game play per day.
I'm not alone in being a long time player who only gets to play a few hours a day *at best* and I enjoy logging into to ping'ed fleets and jumping into a battle then jumping out and spending time with my wife and baby.
Now the choice is to log in, jump, spend time with the family, jump, spend time with the family, jump, wait until tomorrow to play again.
My family is definitely winning in this scenario as my time playing eve per day is now about 4 minutes.
But my choice of whether to play eve or play another game is becoming a lot more stark. |

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Suay Tii Suk Brave Collective
27
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Posted - 2014.10.02 00:57:00 -
[16] - Quote
Edgarr Friendly wrote:I do love the idea of a capital ship jumping into a gate camp. will happen once every few months and will be roundly and ritually humiliated on all eve media outlets. otherwise gate jumping will just be a joke feature |

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Suay Tii Suk Brave Collective
39
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Posted - 2014.10.02 14:10:00 -
[17] - Quote
Additional thoughts on the implications:
1) Some null professions, such as ninja gas harvesting in drug regions, will be logistically impossible now. They fully depended on being able to move carriers and rorquals to NPC null systems adjoining the drug space, projecting combat ships, harvesting, and hauling ships and harvesting in the shadows. It's implausible to fly these ships one by one through low/null, so profession dead.
2) JF logistics are being nerfed much harder than people seem to be getting. My JF route currently is 3 jumps and about 16LY total to service Brave in GE-, so round trip 6 jumps and can be handled by a single cyno alt account, and takes about 20 minutes round trip with a return of about 30m isk/trip (so about 90m/hour). That's now growing to 12 jumps round trip with 6 mids (so requires two cyno accounts) and will take 2 hours of timer burn down and 4 hours of fatigue burn down to start the next trip - bringing us to 5m isk/hour.
You would be better of mining veldspar in a venture in high sec and it will be more interesting to boot.
Instead couriers will probably have to be around 300M per load to incentivize JF pilots to haul there which will never be acceptable.
The only answer I can see is for our alliance to pull our deployment system out from the middle of the region to the edge of the region because no one can afford the logistical overhead to deploy any deeper.
Is that a problem? Maybe not, but it makes the game overall more boring because we have to then fly much further distances to defend the rest of the region, and no one will be living in any other areas of the region because there's no market close by. Space will become very big and very empty - something I thought CCP was trying to prevent -- all this work to make space more uniformly populated is for nothing if space becomes prohibitively inaccessible.
3) Timers are just really really boring. Would all the cheering subcap pilots be so hot on the changes if they included a mandatory 15 minute gate jump cooldown? Asking your most dedicated players to waste their lives away burning down timers is just plain rude.
There must be a better way to nerf force projection than to disincentive us with boredom. And frankly if there isn't - then just leave it as is.
There should *never* *ever* *ever* be a reason to make eve any slower to play or more boring.
STOP THINKING ABOUT TIMERS AS SOLUTIONS PLZ |

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Suay Tii Suk Brave Collective
40
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Posted - 2014.10.02 14:19:00 -
[18] - Quote
Alex Logan wrote:Dear CCP Remember that it is us, 5+ year characters, that make for most of your monthly subs and implicitly, salaries.
I'm not sure I would put it this way because it may not be true. What is true, however, is that we are the stable baseline revenue for CCP - we've been subscribed for years and years and *IF THEY DID NOTHING AT ALL* to eve we would *STILL* be subscribed in 5 years from now. Burning us is burning the cash cow and extremely risky.
On the revenues front, it seems like they are trying to avoid mega 3rd party melt down battles like B-R by nerfing force projection. However the news stories of hundreds of thousands of dollars melting down generated a huge subscriber jump and awareness of the game. I had people who had no interest in gaming asking me about EVE and were surprised to learn I played it. It was priceless marketing material that was entirely free for CCP.
Why on earth would they want to reduce such things? They should be encouraging more massive space battles!
But they seem to be rudderless with regards to marketing. The 6 week release cycle kills their semi annual marketing opportunities. I get the technology project planning strategy, but from a marketing point of view there's no big episodic "thing" to focus resources on.
CCP has never been very smart about marketing this game, but they've recently gotten a whole heck of a lot dumber, and it's probably because the engineers are running the show now. Just like accountants and marketing shouldn't be running the show, engineering shouldn't either. It should be run by all the functions responsible for a successful business. |

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Suay Tii Suk Brave Collective
40
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Posted - 2014.10.02 14:21:00 -
[19] - Quote
Roman Lynch wrote: Use Moon Goo to make your t2 hulls
They need to re-balance the moons for this to be feasible. Given there's no information on this happening we have to assume it isn't. |

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Suay Tii Suk Brave Collective
40
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Posted - 2014.10.02 14:24:00 -
[20] - Quote
Frostys Virpio wrote:
What if CCP wanted your alliance to share the hard work of logistics because they think that just a few dudes supplying an alliance is borked?
Smaller space poor alliances can't afford a bunch of 6B ships to hand off to many people.
Less space poor alliances don't have enough players with many cyno alt accounts in addition to a JF toon and JF who are willing to spend hours on each contract.
Space rich alliances still won't find people willing to do one or two hauls per day because it's *exponentially more* boring than hauling as it stands now. |

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Suay Tii Suk Brave Collective
43
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Posted - 2014.10.02 14:43:00 -
[21] - Quote
Ilaister wrote: We're finally moving away from Amazon.co.uk in Jita. Which is great.
That's untrue. People sell in Jita because it's got liquidity. You sacrifice margin for liquidity. People buy in Jita because prices are better than any where else *and* there's availability of whatever you want.
You won't get that in your locally produced markets. There's no way even a large alliance has the industrial capacity to locally produce all their doctrines and fittings as well as everything else they need to produce for revenue production (ratting, anom running, etc).
Sellers also just won't see the same liquidity in a local market for their goods and they'll have a much higher inventory risk. They will also have a much greater supply risk because you'll be fully dependent on local miners/moon production/etc.
What this is equivalent to is not amazon vs local shop owners, because here's reality: local shop owners depend on the highways and interestates to supply them just as much as amazon depends on them.
What this change is equivalent to is a country voluntarily tearing up all their highways and interstates and telling everyone to live off their local land. Worked really well for the Khmer Rouge. Really enabled post-Rome Europe. Sounds fun. |

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Suay Tii Suk Brave Collective
48
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Posted - 2014.10.02 15:38:00 -
[22] - Quote
CCP Greyscale wrote: Nicer tuning options, yes, but we want to keep the math as simple as possible, so people can more easily wrap their heads around it.
I've got a pretty simple function for a timer that would probably appease almost everyone:
Jumping incurs a 5 minute timer.
This would mean going from VFK- to omist will take 31 jumps with the 5LY nerf, which is 155 minutes minimum. This is a "reasonable" number to prevent ritual hot drops across the universe, but not such a huge deterrent to prevent players from interacting across any region of space at all.
Doing this won't completely gut null sec logistics or make space so gianormous that no one plays away from the empire hugging null systems.
And, honestly, you can't make the math any easier than this. |

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Suay Tii Suk Brave Collective
48
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Posted - 2014.10.02 15:41:00 -
[23] - Quote
ElectronHerd Askulf wrote: Rorq/JF with the 90% bonus on exhaustion accumulation is near enough to an exemption. I'll concede that you guys have vastly larger logistical problems than we do, so I suppose even that 10% will get annoying for you. The range, though, is the huge quality of life nerf that will effect anyone who lives further than a few gates into null.
The issue is the fatigue + 5LY nerf - Sounds systems are going to be 12-14 JF hops from empire round trip, which will imply a 300m courier premium to make it a reasonable profession (2-6 hours to do the round trip vs the 15-20 minutes now makes the isk/hour premium jump dramatically).
You'll have to relocate to E-Y with the rest of us in Catch to buy anything. |

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Suay Tii Suk Brave Collective
50
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Posted - 2014.10.02 16:01:00 -
[24] - Quote
Querns wrote: Also, I propose nerfing Jump Drive Calibration somewhat -- with the current proposal, caps have a base 2.22 LY jump range, which gets extended to 5 with JDC 5. I'd recommend drastically reducing JDC to 5% per level (currently 25%) and bumping base range to 4. This makes caps a lot more useful without a 37d train tacked on.
And completely screws over all existing cap pilots out of a very long level 5 train that no one would ever *ever* have trained with your proposed nerf. We're already discussing a massive kick in the nuts to cap pilots, lets not rub cayenne pepper on their nuts afterwards. |

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Suay Tii Suk Brave Collective
50
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Posted - 2014.10.02 16:05:00 -
[25] - Quote
Isha Subula wrote:Seriously this is not that bad of a change. Logistics will be fine. With the 90% reduction for Rorq and JF pilots an 8 jump trip takes 48 min if you wait out the fatigue timer after each jump. This is ment to penalize a group moving say 10 titans to a system that takes 3 jumps in a hurry. they will then be stuck thee for hours unable to jump out. I like this! Gives us a chance to catch them.
Bravo CCP
What does JF nerf have to do with Titans at all?
Also, you need to wait 14 minutes for each fatigue timer after each jump, so your math is way off. It's more like 112 minutes, which is 6 times longer than you would expect now for a JF doing that route and you've just made a really boring profession the most boring profession in any video game in history. |

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Suay Tii Suk Brave Collective
50
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Posted - 2014.10.02 16:20:00 -
[26] - Quote
Riddari Prowler wrote:Does CCP think most of the people saying they like this change in this thread are serious? Or do they understand that majority of them are just trolling?
Human beings who have invested themselves in an idea will tend to lend a lot more credence to people that agree with them, whether those people are trolling them or not.
So most likely they still believe this is a good change with some minor patches (perhaps a cap on fatigue and further reducing the JF nerf, and possibly putting a cooldown timer on death cloning).
However I'm fairly certain their innate human nature will prevent them from seeing the true nature of their proposal - changing game play by making the game more boring (aka long timers on normal player activity that leads to fights & content) is at its heart a malicious concept and is nothing but bad for EVE.
Adding more periods of ship spinning to EVE is a *BAD* idea. A *really* bad idea.
Want to nerf force projection - great. But find a way to do it without mandating ship spinning or don't do it at all. |

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Suay Tii Suk Brave Collective
52
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Posted - 2014.10.02 16:27:00 -
[27] - Quote
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. |

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Suay Tii Suk Brave Collective
52
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Posted - 2014.10.02 16:34:00 -
[28] - Quote
Ashlore wrote:Will be fun to change corp. If caps not are going trou JB why add fatigue to that as well?
Presumably to nerf multi region coalitions that can move sub caps across new eden with a dozen or so jumps&gates.
Seems a bit of a sledge hammer though, punishing the innocent to slightly change the behavior of the guilty. |

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Suay Tii Suk Brave Collective
52
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Posted - 2014.10.02 16:39:00 -
[29] - Quote
Isha Subula wrote:Sally Hermoine wrote:CCp i implore you to remove the restriction on Jump freighter range , this is not a whine post but listen to the clever arguments against it there is no justification for removing nullsec logistics. If you have ever lived in nullsec and took part in freighting ops you would know what it means to do this. We NEED high sec access to survive , I can handle trying to defend our own turf and will give it up gladly too but being cut off from eves market will make it impossible to exist out here. Don't listen to the high sec ppl egging you on they have no idea what it means to keep a market in nullsec well stocked with all the modules/guns/ammo neccessary just to survive.
And then we are expected to earn isk? Not possible anymore no where to sell goods noway to move it , minerals are dying in price and will only get worse, for high sec also as noone will buy caps off the market now. They will be just be made locally (which i dont mind too) but the market is gonna go way down, also losing lots of subscribers will just make matters worse. So yeah im not happy :( and having industrialists in null is a bad thing? Being able to move large quantities of ships, mods whatever from high to null is a part of the problem. Now null pvp'ers will have to stop treating miners like crap and actually accept that they need them to survive.
Won't work because small entities can't produce enough themselves to sustain their operations (you're really going to be inventing and building every single module in your doctrine yourself?) and large entities will have the logistics in place to import and export.
The primary reason for Jita existing isn't necessarily the pricing. It's the liquidity and availability. That isn't going to change one iota because most of the time in Jita shipping is already spent moving through highsec to Jita, even with these changes.
What it will do, however, is drive up the cost of import and export to nullsec inflating prices dramatically. Because of that some very commonly used hulls and modules *might* be produced locally, but I'm not sure if the time, risk, and investment disincentive to null production on a large scale is sufficient to compensate for the time disincentive JF logistics nerfing is creating.
Essentially the long term implication of this will be null powers will just center around the closest to highsec system (by JF route) in their region and the rest of the region will be completely empty. |

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Suay Tii Suk Brave Collective
54
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Posted - 2014.10.02 18:22:00 -
[30] - Quote
Keegan Teutorix wrote:CCP Greyscale wrote:Planned new feature to address new player movement:
For players less than thirty days old, once per player corporation joined, and For all players, once a year
as with fatigue and cooldowns, why have such a ridiculously high limit? what are you preventing people from doing by dropping this to, say, once a month? and if people really want to they'll just make a new corp, so the once per year limit is totally arbitrary.
Or why not just use the existing jump clone timer? Yes it's like having a free jump clone in every office your corp has rented/owns - but - isn't this the point of having corporate infrastructure? |

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Suay Tii Suk Brave Collective
55
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Posted - 2014.10.02 18:24:00 -
[31] - Quote
flakeys wrote:Pic'n dor wrote:CCP Greyscale wrote:Coreemo wrote:Also, the whole "fix" to deathcloning is a really bad idea. We need SOME way to quickly deploy to a hot area that requires it. Why? (Serious question.) Because where it's hot, it's content. When it's content, it's fun. When it's fun, it is worth playing. When it is worth playing, we, player, pay and have fun. Remove from casual player the ability of quickly catch up is incentive... to play something else... Remember this http://community.eveonline.com/news/dev-blogs/eve-online-development-in-2013-and-beyond/Don't let the enablers ant the instigators alone with followers that can't catch up. No everyone is playing 24/7... Take a ship , undock , fly there .... o// problem solved. OW wait you're affraid you're gonna be too late to enjoy that content , wich will mean there is another side who VERRY much enjoyed their content as the reinforcements came way too late.Those guys also paid to have fun remember ... You're convincing me even more that CCP is on the right track here ...
Because spending hours gate jumping to play the game is really really boring?
Every single proposed change here is about making eve slower and more boring. The predicate for doing so is that more boring will create more fights. I don't believe it.
|

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Suay Tii Suk Brave Collective
56
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Posted - 2014.10.02 20:39:00 -
[32] - Quote
Janus Nanzikambe wrote:CCP Greyscale wrote: Exact method of corporations designating target station still being ironed out, but it will involve at the very least being able to designate a default station for all corp members, and will likely be allowed for *any* station with a corp office, regardless of system sec status.
Please please put whomever put the "expel from corp" button next to "expel from fleet" in charge of this! And make sure the default spawn a point in space about 12km off gate in Tama inline with the highsec gate. Consider it expectations management and a loud HTFU as an introduction to the cruel beauty that is New Eden. 
Also, give them a mandatory 2500 year timer for jumping a gate. |

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Suay Tii Suk Brave Collective
58
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Posted - 2014.10.02 20:51:00 -
[33] - Quote
This change is essentially the same as the real world suddenly deciding to eliminate all transnational shipping routes and rip up all interstates and highways across every country on earth, putting a ban on air travel of any sort, and informing everyone that the goal is to create more localism.
After the global starvation and famine settled down we would find ourselves in a global dark age not seen since the fall of the western roman empire in europe.
It'll have a hugely chilling impact on industry across new eden and create massive market distortions. It'll force everyone to contract their deployments to as close to highsec as they possibly can get and put all major powers concentrated at those staging points into null sec.
It will only allow "neighbor vs neighbor" combat, so better hope your neighbor provides decent combat because moving to a new neighborhood will be practically impossible. It'll prevent escalation and make the metagame lame and uninteresting.
It'll end B-R's and related mega-events in the game that drove so much new player inflow.
All the grrrr goon and grrrr PL and grrr whatever is, I believe, driving this whole "force projection" nerf desire and makes me scratch my head and think ... didn't PL goons and other powers provide a lot of content and story in eve? What's the problem with there existing major powers and minor powers? Why must all powers be equally crappy?
Are we sure we need nuclear level changes immediately? Why aren't the changes starting small and escalating based on evaluation of the impact? Why start top end and readdress after a spring of rage?
Why are we repeating the same sort of mistakes CCP has made time and time again with its poorly thought out and poorly metriced major shakeups? |

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Suay Tii Suk Brave Collective
60
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Posted - 2014.10.02 21:01:00 -
[34] - Quote
Quote: 1. Just because you don't like the solution, doesn't mean it's not a solution to the problem they're looking to solve. None of the changes as written introduce boredom IMO. If you choose to sit on your hands waiting all the time rather than using the mechanics available - you know, gates - then that's your own fault, not CCP's.
Please. The gate feature is absurd. No one is going to move capitals through gates as part of a strategy. They may tactically do it if they have full confidence on the space being safe, but no one will devise a strategy that ever includes a capital fleet gate jump. It's too hard to keep gates secure for the flight times and align times of capitals and the value/risk ratio on a 4B per ship fleet of mega slow ships just doesn't make sense.
Quote: 4. Supers and Titans will still have a role. Invulnerable hotdropo'clock mobiles won't be it - but they will have a role. Inventive players (which may or may not include you) can probably find all kinds of ways to use them effectively. Like, say, notice they have Clone Vats and SMAs.
Really? wouldn't it be just you know 10 times cheaper to just use a rorqual - which can dock in stations by the way and get the .1 fatigue modifier?
It would make more sense to just remove Titans and reimburse material costs to the pilot and declare the titan a bad idea that should never have been added to the game if that's the view. |

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Posted - 2014.10.02 21:03:00 -
[35] - Quote
Ginger Barbarella wrote:Demonfist wrote:Everyone in the game: Please fix game nao?! CCP: OK We Fix Nao. Everyone in the game: NO! FIX BAD!  You, sir, have a very strange definition for "everyone". Try, "everyone = cap pilots in large null alliances"
I think you mean "cap pilots in small alliances"
Large alliances won't be impacted, they'll just establish cross regional caches with jump clones installed at the currently meaningful caches. |

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Posted - 2014.10.02 21:09:00 -
[36] - Quote
Roman Lynch wrote:All I have heard about so far is how nobody will be able to use there supers or caps any more.
NOBODY IS SAYING THAT AT ALL! blah blah blah you are going to have to wait! Else.... blah blah blah !
blah blah blah YOU ARE JUST GOING TO HAVE TO WAIT! blah blah blah !
blah blah blah
That's a great idea! EVE Online: Pheobe - The Waiting Game
Sounds like a lot of fun to me!
I can't wait for the promotional videos where they show a ship spinning as the jump timer ticks down for 2 hours. That's be a real hit just like the 2 hour police comet promo video. Brilliant marketing potentials!! |

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Posted - 2014.10.02 21:13:00 -
[37] - Quote
Demonfist wrote:Kun'ii Zenya wrote: Because the person doesn't understand fatigue.
You jump 5 years. Your fatigue is 6. You have to wait 6 minutes to jump again. But your fatigue will be 5.4. If you jump another 5 light years youre fatigue will now be 5.4**6 = 32.4. That means you can't jump again for 32.4 minutes. To get ride of all that fatigue will take 324 minutes just under 5.5 HOURS.
Don't take it out if you can't afford to lose it. Number 1 rule of eve.
When you say "it" you mean your real life time spent waiting for timers to expire right? |

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Posted - 2014.10.02 21:17:00 -
[38] - Quote
Serious suggestion here guys, check this out.
A big feedback about WiS was - wait, we're playing eve to undock ships and fly them, stop investing in WiS that's the wrong game. Focus on making the real game play faster and more fun.
Well - if we're going to back off on the faster and fun in ships, how about we finish up WiS? It'll be brilliant! We'll have entire cap fleets ship spinning for hours or days wandering around the station tea bagging each other and jumping off the furniture and playing with the exotic dancers and hopefully role playing, but maybe you could add some boars or something for us to grind?
I think the long mandatory jump timers are really the killer feature WiS was waiting for.
I propose we don't release these timer changes until WiS is in a reasonable shape for release.
Sounds good? |

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Posted - 2014.10.02 21:21:00 -
[39] - Quote
Demonfist wrote:Eigenvalue wrote:Demonfist wrote:Kun'ii Zenya wrote: Because the person doesn't understand fatigue.
You jump 5 years. Your fatigue is 6. You have to wait 6 minutes to jump again. But your fatigue will be 5.4. If you jump another 5 light years youre fatigue will now be 5.4**6 = 32.4. That means you can't jump again for 32.4 minutes. To get ride of all that fatigue will take 324 minutes just under 5.5 HOURS.
Don't take it out if you can't afford to lose it. Number 1 rule of eve. When you say "it" you mean your real life time spent waiting for timers to expire right? That, the ships themselves, and anything else you might be investing in your current ventures.
Sorry I think the thing people are upset about is we are not currently investing hours a day waiting out timers, so that's not a function of our current ventures.
It's the proposed venture for capital pilots, which is the *only function in the game* that has cool downs that accrue into the days.
But, your point is well taken, I don't have hours a day to lose doing nothing. So I expect to be flying sub cap a lot more.
Which is fine to be honest, I enjoy that too. But I think it ruins an entire tier of ships and caps the game progression in a sad way. |

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Posted - 2014.10.02 21:35:00 -
[40] - Quote
Endo Saissore wrote: I agree it gimps JFs, but if you wait 15 minutes between jumps then you don't accumulate fatigue. Not the end of the world and the trade off is worth it IMO.
This is assuming that you gain 1.5 fatigue per jump. I would quote me with those numbers. I'm not the best with math.
Don't forget the 5LY range nerf. A 3 jumproute is now 6, which is 3 hours round trip by your numbers.
How is that worth it?
RIP blackfrog |

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Posted - 2014.10.03 00:55:00 -
[41] - Quote
Summer Isle wrote:Ab'del Abu wrote:Just putting it out there:
Dreads and other assorted jump-capable ships without ship maintenance array should get a small SMA for storage of a frigate sized vessel.
Imagine you make some jumps and end up with a couple hours of cooldown timer ... sitting in some station in the middle of nullsec. It would be handy to have a ship (say a ceptor) to get somewhere else instead of just logging off. Rookie ships are freely available ( though I'd still love to get BP's for them). That being said, I would actually love seeing BS and above all having a 500 m3 SMH for fitting a shuttle in it. I've gotten addicted to sticking a shuttle in my DST's fleet hangar and being able to shuttle around to scout or simply to move around while waiting.
Wait so you jump to a mid in your capital then fly away from it? If the mid has no medical facility - you might end up having a heck of a time getting back to your ship when your timer of boredom expires
Edit: to get your free rookie ship are you ejecting from your cap and docking? If so, kindly let me know where your mids are |

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Posted - 2014.10.03 01:04:00 -
[42] - Quote
Veskrashen wrote:. Which, you know, is kinda the point of these changes - to force you to pick your fights.
You won't be able to be everywhere you want to be anymore.
Which translates into "less fights for everyone and more timers to go around!"
Sounds "fun" |

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Posted - 2014.10.03 01:18:00 -
[43] - Quote
Davionia Vanshel wrote:What's interesting is there has been no discernible movement in PLEX prices or Jump Freighter prices since these proposed changes have been announced.
Because no cap pilot believes these changes will go through as they stand. They're absurd an alienating to a huge community of dedicated long time players. |

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Posted - 2014.10.03 15:04:00 -
[44] - Quote
Prediction for impact of logistical changes proposed:
* Regional powers will establish markets as close as possible to a highsec/null JF staging. Many regions close to high will be one jump away. This will pull all deployments towards single systems instead of more broadly utilizing a null region
* The rest of the region will be even more empty than it is now because there is no viable market. Because the cost of seeding that proximate market system is probably about the same as it is currently to seed more central deployment systems there will be no increase in localized industry because the risk is simply not worth the marginal reward of having a regional central market system vs. easily stocked market system.
* Smaller groups will *try* to take the more distant parts of regions in the short/medium term, but because they will be logistically isolated they won't be able to either take or hold the space from the well stocked power in the highsec proximate market system. While the smaller power is still trying to fashion boar spears from raw materials the well stocked market system occupant will roll in apache helicopters and humvees and wipe them out.
* More distant regions of null will only be controlled by powers who control the most proximate supply route to highsec. Some regions there will only be one or two possible routes to highsec by jump freighter. Don't believe for a second anyone will gate fly freighters across multiple sov null regions to get to those regions. And the regions don't have a balanced enough supply of raw materials to support any operation that has staying power. Again, the localized production argument goes back to the "local tribe still trying to make boar spears while the apaches swoop in"
Ultimately, what we will see is a a great contraction of EVE occupancy to those places most logistically reasonable and a great emptying out of even marginally less proximate space.
The starry eyed will say, oh, but, wait, why don't you just do escort fleets for your freighters etc?
The answer is really easy - the powers that are jump freightering their stuff into a proximate system will be able to bring resupplies in without fear while the escorting powers will be constantly running escort fleets that are being constantly gigadunked by the risk free supplied entity.
Because here's the problem with power projection nerfing logistical capabilities is it doesn't remove the structural advantage of the better supplied. It just changes where they live and encourages consolidation.
Ahhh you say but maybe the goal is to prevent entities from controlling many regions at once? But that's absurd, because the super powers are super powerful because they both have numbers and resources and infrastructure. It'll take longer for them to deploy their power, but that power will be no less powerful vs. the smaller entity. It'll be more so, because the smaller entity will have an even more constrained ability to resupply relative to the super power than they do now.
This change won't be the end of eve,and it'll change significantly, but the game will become slower and longer to do anything and space will become even more balkanized and less uniformly populated.
The slower and longer to play and less occupancy per system will slowly and surely atrophy the interest in EVE over time, though. People have jobs and families and a choice of games. Making eve overall more boring will in no way help EVE become more attractive vs competitors. |

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Posted - 2014.10.03 16:14:00 -
[45] - Quote
CCP Darwin wrote:KIller Wabbit wrote:I didn't find out until just last week that they weren't allowed to be in null sec. That was a shocker, but did explain a few things. That statement is not accurate. EVE developers are definitely permitted to play the game in any region on their personal accounts.
If only the null sec designers & developers played in sov null! |

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Posted - 2014.10.03 19:06:00 -
[46] - Quote
X Gallentius wrote: Putting JF's on fatigue schedule likely has to do with other in-game objectives. It would be nice to see some people give thought to how they will work around limits on JF service. Our corp/alliance is looking into moving compressed ore via cloaky hauler and building our large volume items (ship hulls, cap boosters, etc...) on-site and not ship them in from Jita. Other mods are still going to be shipped in but in cloaky haulers. In fact, it'll probably put less strain on our logistics guys doing it this way since you can haul more ship's worth of minerals in a cloaky hauler than you can haul ships in a JF.
Will large volume items have to be built locally? Is this a bad thing if they are?
No, and no.
There is a much simpler way to solve the JF logistical problem. Right now people pick their staging / market system to be the most strategically central system to project subcaps from because JF logistics is only marginally harder to there than the closest system to highsec.
Now the decision calculus has shifted dramatically. The proposed rules now makes supply lines much longer with the current regional market hubs being central to a region..
An answer would be to try to produce all modules and ships across all your doctrines by yourself just so you don't have to move your home. However, that's a massive investment of time and energy just so you can gate jump a few less times when you need to defend your remote space. Also, you'll almost invariably have huge holes in your inventory for items with too little market volume just justify setting up the production lines. The value of Jita isn't in the pricing, its in the fact that every item is deeply stocked so you can always resupply. That won't be true in locally produced markets just by the reality of a lack of industrial diversity in your local region vs literally thousands of indy corps supplying highsec.
The more sensible answer would be to move your base of operations to the closest system to highsec to shorten your supply line to the same or shorter pre-changes and continue to supply from a highly liquid market center.
The implication here is that alliances will have to consolidate their market systems a great deal as well. Whereas you may have 2-3 market systems in a region now you will likely have 1 and only 1.
You also used to have small pocket enclaves of people living throughout a region for various reasons that would contract courier to their enclave system. That won't happen because it'll be prohibitively expensive to compensate JF pilots for their time to those systems.
Instead you will have alliances congregated in a single constellation and the rest of their space essentially empty of everything. All engagements will happen around that constellation unless someone is trying to move into the remote space.
The invaders in that remote space however will be cut off from highsec supplies owing to the regional power owning the jump systems. The invaders might even try T1 indy importing supplies as the power holder lolzdunks them repeatedly. That'll end with tears.
Then, after a short period of the starry eyed in this thread attempting to wrest control from the major powers with locally produced T1 frigates with sparse T1 fittings they can't resupply and a lot of tears, things will stagnate and calcify in nullsec way beyond where it is now.
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Posted - 2014.10.04 14:37:00 -
[47] - Quote
Ninteen Seventy-Nine wrote:
NULL IS ALREADY DEAD Get that through your head.
No one cares about it, no one flies in it. Any change is good change.
http://evemaps.dotlan.net/stats
So numbers seem to give your claim the lie. All the top activity is going on in null - and HERO is generating tons of content in sov null. All this and more with everyone power projecting at once into our space. Oh noes! People can play with us and not just be isolated into their part of the map!!!!!!!
Quote:
Power projection permeates all game activity now. Everywhere. Pew pvp and market pvp.
The game is growing more stale by the day. Concurrent player count is evidence of this.
I still fail to see how making everyone much further apart and adding long timers to normal game play will in any way make eve more fun and less stale.
Making space long and tedious to move across will create a strong disincentive to move around. Space will calcify. Maybe some regions will go up for grabs. But that's a short term phenomenon. Once that transient period ends, it'll just be entrenched neighbor vs entrenched neighbor. No more 3rd parties or bat phones for variarion of content. Not being able to be bat phoned means there will be less fights you can choose to be a part of.
Think about it this way - without power projection the likelihood you will be in a fight at any given moment is the frequency with which fights happen near you. With power projection it's the joint probability of near your or far from you. The likelihood of fighting with power projection for any individual player is therefore much greater with power projection.
It's insane to think that making space bigger in any way creates more content. It doesn't eve create more indy content because you'll still be importing from Jita, but you'll just be moving your null market systems from less strategic militarily systems to more strategic logistically.
If they really want to nerf power projection just make a 25LY cap on jumping per day applicable to all combat capitals. That way it takes a few days to go across space but within regions you can jump across rapidly. That allows defense and offense to be quick and fun. Making the staging to a fight take 40 minutes structurally is absolutely stupid. |

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Posted - 2014.10.04 14:40:00 -
[48] - Quote
Eigenvalue wrote:Ninteen Seventy-Nine wrote:
NULL IS ALREADY DEAD Get that through your head.
No one cares about it, no one flies in it. Any change is good change.
http://evemaps.dotlan.net/statsSo numbers seem to give your claim the lie. All the top activity is going on in null - and HERO is generating tons of content in sov null. All this and more with everyone power projecting at once into our space. Oh noes! People can play with us and not just be isolated into their part of the map!!!!!!! Quote:
Power projection permeates all game activity now. Everywhere. Pew pvp and market pvp.
The game is growing more stale by the day. Concurrent player count is evidence of this.
I still fail to see how making everyone much further apart and adding long timers to normal game play will in any way make eve more fun and less stale. Making space long and tedious and boring to move across will create a strong disincentive to move around. Space will calcify. Maybe some regions will go up for grabs. But that's a short term phenomenon. Once that transient period ends, it'll just be entrenched neighbor vs entrenched neighbor. No more 3rd parties or bat phones for variarion of content. Not being able to be bat phoned means there will be less fights you can choose to be a part of. Think about it this way - without power projection the likelihood you will be in a fight at any given moment is proportional to the frequency with which fights happen near you. With power projection it's the joint probability of near you or far from you. The likelihood of fighting with power projection for any individual player is therefore much greater with power projection. It's insane to think that making space bigger in any way creates more content. It doesn't even create more indy content because you'll still be importing from Jita, but you'll just be moving your null market systems from strategic militarily systems to more strategic logistically. If they really want to nerf power projection just make a 25LY cap on jumping per day applicable to all combat capitals. That way it takes a few days to go across space but within regions you can jump across rapidly. That allows defense and offense to be quick and fun. Making the staging to a fight take 40 minutes structurally is absolutely stupid.
|

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Posted - 2014.10.04 16:14:00 -
[49] - Quote
Nazri al Mahdi wrote:exiik Shardani wrote:Draciste wrote:Give JFs and Rorqs bonus not only to "fatigue" but also to "jump range" and most of the relevant problems with this change is solved. or give JF cargo capacity like standard freighter :-) Oh gawd, the 28 mids to get back home from empire are still gonna suck, but this could actually work....
A good reason to not do this is then sov upgrades are trivial to install. |

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Posted - 2014.10.04 16:22:00 -
[50] - Quote
davet517 wrote:
What they weren't taking into consideration is that the average 0.0 dweller doesn't really want to fight. othing will change.
This meme is so tired and lame. It's on the surface obviously untrue if you look at any actual numbers:
http://evemaps.dotlan.net/stats/2014-09
Null is much more sparsely populated than highsec or lowsec but has about exactly the same amount of deaths and activity. That means 0.0 players *love* fighting.
All the "nullbears" and other butthurt that goes on is coming from a bunch of lowsec pirates who are scared of bubbles, otherwise they would be pirating in nullsec and drinking all those "nullbear" tears. Because the reality is holding sov doesn't really give that strong an advantage over the non-sov holding roaming gang as long as you don't try to play station games with the defenders. It's not like the defenders can install gate guns or whatever.
So if null bears are so weak at pvp and low sec pirates are so strong you would expect to see the lowsec pirates pwning the null bears constantly.
But you don't see that and the reason is obvious - the lowbears are scared to enter null, that's why they live in low sec. |

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Posted - 2014.10.04 16:31:00 -
[51] - Quote
davet517 wrote: So yeah, they could introduce some tools that would provide a counter to force projection. AOE weapons that rendered a fleet's jump and warp drives inoperable for a while would be an idea. If you made such a weapon too accessible, though, nobody would be going anywhere, because it'd be a griefer's delight. Make it only accessible to those with lots of isk, and you've probably made matters worse.
Wait wait ... that's an interesting idea... what would you call something that could stop long distance travel, both warp and jump, and was area of effect... almost like a scram but in a wider area ... its sort of like blockading something... or... maybe... its like interdicting... maybe you could call it an interdictor?
But you're right that would be really too OP to allow in the game.
|

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Posted - 2014.10.04 16:36:00 -
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Operative X10-4 wrote:Best change ever, just do it! I cant wait to pick up a freighter full and jump gates in 0.0 with armed escort... I can see some crazy logistics being doing, like 10-20 freighters jumping gate to gate with armed squads protecting them, and fights happening around those supplies.
This actually used to be what happened before JF were introduced. Back before JF were introduced people *still* didn't locally produce in null. But they did long boring freighter escorts as a CTA constantly. It was horribly boring and caused null to be a empty wasteland of boredom.
Now realize they're not removing JF from the game, they're just making it harder to reach distant systems. So why would people supplying a market decide to take the most risky possible route? Wouldn't the sov holders just move their base of operations to the most easily accessible logistically? Isn't that simpler than creating a whole home grown industry or flying T1 freighters through gates?
Right now home systems are picked for their military ability to project or proximity to tasty PVE. That calculus doesn't include that much consideration for logistics. The balance of the equation will change slightly, so you'll see more concentration near highsec and much much less dispersion throughout nullsec regions. You'll see calcified and entrenched home systems and empty regions. |

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Posted - 2014.10.04 16:49:00 -
[53] - Quote
davet517 wrote:
The number of ship kills on dot-lan doesn't really mean much, friend. There's a difference between friendly skirmishes with a roaming gang and fighting tooth and nail for your space. Few 0.0 dwellers want to do that. Hence the current map.
Sorry - I thought everyone was whining that all the 3rd partying and force projection somehow diminished space combat? I thought the goal was to have more roaming gang fighting and less pan gallactic sov super clusterbombs going off. However, you seem to agree with me that null is full of roaming gang fights.
So - it sounds like you're in the camp of this change will shake up sov null warfare. Do you really think that reducing ability to project force will in some way create more sov warfare?
I agree, the map will shake up for a few months as large empires give up maintaining space that's logistically crap. But once the dust settles it'll be incredibly boring to try to take space because it'll take too long to get there. You'll see neighbor vs neighbor brawls... but .... if you think there's a blue donut now, why do you think the incentives will change meaningfully towards space combat if you can't reasonably expand your control further than a single region? Once you've captured the region, and your neighbor has their region, you're done.
Unless you think somehow lowsec alliances will somehow capture sov and start changing the donut shape ... oh wait, what alliance am I in again? |

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Posted - 2014.10.04 16:53:00 -
[54] - Quote
Arsine Mayhem wrote: Yea, their using that mobility to, what, oh yea, go to Catch and fight easy targets. PL is brave enough to hotdrop a couple of cruisers in low though. That's pretty brave of them.
Hey wait I resemble that comment! |

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Posted - 2014.10.04 17:01:00 -
[55] - Quote
Operative X10-4 wrote:Eigenvalue wrote:Operative X10-4 wrote:Best change ever, just do it! I cant wait to pick up a freighter full and jump gates in 0.0 with armed escort... I can see some crazy logistics being doing, like 10-20 freighters jumping gate to gate with armed squads protecting them, and fights happening around those supplies. This actually used to be what happened before JF were introduced. Back before JF were introduced people *still* didn't locally produce in null. But they did long boring freighter escorts as a CTA constantly. It was horribly boring and caused null to be a empty wasteland of boredom. Now realize they're not removing JF from the game, they're just making it harder to reach distant systems. So why would people supplying a market decide to take the most risky possible route? Wouldn't the sov holders just move their base of operations to the most easily accessible logistically? Isn't that simpler than creating a whole home grown industry or flying T1 freighters through gates? Right now home systems are picked for their military ability to project or proximity to tasty PVE. That calculus doesn't include that much consideration for logistics. The balance of the equation will change slightly, so you'll see more concentration near highsec and much much less dispersion throughout nullsec regions. You'll see calcified and entrenched home systems and empty regions. 1 - I know that it happened before, People what to see it again. Due to the 0.0 sov changes more people are willing to move and live in 0.0 since after changes the possibility to conquer a small place to live even if you are not big as an corp or alliance seens to be possible, specially if people cant project their power in any place of eve in just 1 minute with a cyno chain. Maybe this time for once null will not be completely empty and boring as ****.
You're joking right? So lets say a small power moves into the remote part of a region owned by a strong power. That strong power will have a fully stocked market of high end stuff in their close to highsec hub. They will simply fit up a strong fleet and fly to the weaker small power without supplies and wipe them out. This change doesn't make the dynamic of "small" vs "big" any different at all in a local sense. It just means that powers on one side of the map can't meaningfully interact with powers on the other side of the map.
Quote: 2 - So why logistic players are crying so much? Tbh they should remove JF from the game at all.
Because the proposals are to make their game play even more boring than it already is. No one wants to play a boring game. They like playing eve hence the reason they play eve. They like flying a JF hence the reason they fly a JF. Making it substantially less fun is just kinda mean to people who are already having fun.
And some of it is definitely "but this is how we do things now with how we are logistically laid out I don't want to change." But my point is, the change isn't that hard to accomplish logistically, and it won't dramatically reshape null dynamics. It'll just change from being spread out to be highly concentrated and empty elsewhere.
Quote: 3 - If so the proximity to high sec at least will bring more possibility for small fights to happen
I mean proximity by jump drive not by jump portal. Consider where I live in Catch. E-Y is the closest to highsec by jump drive. But it's actually really far from highsec by gate jumping.
So you're argument seems to fail to understand the two different modes of transportation in eve.
> I see a good oportunity for industry focused characters as well.
See my point about concentrating to a logistically easy system. In that scenario, you're still importing / exporting to Jita. I see no substantial argument that supports this will in any meaningful way impact industry (other than perhaps some inflation for logistically remote nullsec commodities necessary for highsec based production of T2 etc). |

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Posted - 2014.10.04 18:19:00 -
[56] - Quote
Reiisha wrote:
The game would be a lot more fun if people tried relying on each other instead of alts
Hey that's a great idea! I'll light your JF cyno for you! Don't worry it'll be fine you can trust me! Love and peace 5ever in EVE! |

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Posted - 2014.10.04 18:21:00 -
[57] - Quote
Folks keep the posts coming, we need to get this thread to 7000. |

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Posted - 2014.10.04 21:14:00 -
[58] - Quote
Adrie Atticus wrote:afkboss wrote:Adrie Atticus wrote:afkboss wrote:What needs to change is cynos. Make it so that a CNYO can only be jumped to by 2 ships. (Change the timer to a character timer so you cant just suicide then re cyno) Jump 2 to a cyno. Launch 2 rookie ships, light 2 cynos. Jump 4, launch 4 rookie ships. Jump 8... 16 32 64 128 That's 255 guys out in less than 5 minutes and they just leave the rookie ships behind. This can be done 4 times for the whole fleet back-to-back. Tedium isn't good gameplay and it will be averted with stupid stuff like this. Think about what you typed. Can you elaborate? requires 128 alts to execute |

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Posted - 2014.10.04 21:26:00 -
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Ninteen Seventy-Nine wrote: You ignore the massive amount of people pleased with this change. Any change is going to upset some users, but in business you dont hold your breath and freeze in your tracks if you want to compete and thrive, you drive on.
You also don't beat your cash cows up. It's undeniable cap pilots are dedicated long term players. Adding long station spinning inducing timers to the course of normal game play seems like a really boring way to punish those players for enjoying the game for so long.
Power projection could be nerfed without timers placed on every action. For instance, put a maximum jump distance of 25LY / 24 hours with no timers between jumps. Then people can jump across a region but not across new eden rapidly to join a space fight. They might even get to participate in more than one space fight.
The proposed mechanics will force players to spend long periods of time station spinning to join any fight in a capital ship. That's just not fun for those players.
You might just say oh noes a bunch of cap pilot tears screw them - but let's be honest - we're all human beings who are playing a game together and having fun - it *should* be important to you that your cap bros are having fun as well because they share a common interest with you that frankly not many people on this earth share with us. |

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Posted - 2014.10.05 16:46:00 -
[60] - Quote
gascanu wrote:Veskrashen wrote:I would encourage folks who are interested in these changes to listen to Manny and Jeffraider (along with some shmoe called Oh Takashawa) from PL do an hour and a half long Q&A over at EVE-Uni. Well worth the listen. http://forum.eveuniversity.org/viewtopic.php?f=72&p=734425#p734425They mention freighter convoys fondly, talk about the importance of topography under the new jump paradigm, and speculate on where EVE might go after the patch. Spoiler - none of them think this will break up sov null, and even they admit that the fact that they can hold dronelands unchallenged without even being there is broken. The future will be interesting times, ladies and gents. Interesting times. one thing that no one seems to mention is that after this patch alowing caps to use gates, the unreachable drone regions won't be so unreachable anymore  p.s: they will be just one gate jump away form VENAL
LOL
Gate jumping caps is a gimmick. It's only purpose is to create ALOD articles on the mittani. |

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Posted - 2014.10.06 00:42:00 -
[61] - Quote
Gwailar wrote:Veskrashen wrote:What if fatigue accumulation and it's impact on jump timers were independent factors?
In other words, you BLOPS to a cyno 7.875 AU away. You gain a jump timer of (1+(distance*distance modifier)) * ( 1+(fatigue * timer modifier)). Your new fatigue is (fatigue * (1 + (distance * fatigue modifier))).
You could then have BLOPS be able to jump rapidly and accumulate fatigue at a higher rate. So use something like 0.1 for the "timer modifier" and 0.5 for the "fatigue modifier". You could even keep the "distance modifier at 1.
This would give you a jump timer of 8.875 minutes, with a fatigue of say 5.45 or so. Your next max range jump gets you something like a 13.71 minute jump timer, with a fatigue of roughly 24.18. This would let you make a lot of jumps relatively quickly, but still saddle you with a large fatigue modifier which would impair your ability to hop in other jump-capable ships and carry on operations normally.
This would also give a lot of tunability to devs, who can then independently tweak the impact of distance jumped on jump timers, distance jumped on fatigue accumulation, and the impact of fatigue on jump timers.
Reposted because there hasn't been a dev response. I didn't see a similar suggestion before CCP Greyscale went offline, and none of his responses responded to this particular idea. Jump fatigue should be a single value that generates at the same rate regardless of ship type. Jump cooldown should be calculated based on jump fatigue at a variable rate depending on ship type, or skills, or implants, or boosters or whatever other variables you want to throw in. This approach would offer a solution to the BLOPS and JF problem by allowing BLOPS pilots to jump more often, even while generating levels of fatigue that would prevent jumping for a long (even very long) period of time were the pilot to move over to a cap. Separating fatigue and cooldown in this way, making the one a global stat for the pilot, and the other a calculated value applied in the ship at the moment of the jump based on lots of mutable variables offers many gameplay options for the player and tuning controls for the devs. If you see downsides, post them.
CCP already said they stopped reading this thread at page 200 because apparently 2 days is long enough for players to think through the changes, discuss, and give feedback. Better than the CSM though!
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Posted - 2014.10.06 01:14:00 -
[62] - Quote
Komi Toran wrote:Gwailar wrote:3) A primary goal for these changes is to get caps using gates instead of jumps for travel farther than ~20 LY. Hence the decision to nerf jump range and frequency and open up the gates. And this goal is, frankly, insane. You are taking ships that have more DPS and more tank than a BS, the ability to select weapon systems that best target whatever is thrown against them, and the capability to refit modules on the fly, and putting them on the same plane as every subcap ship in the game. The only reason that some believe capitals ships have been rendered useless is because they are stuck in the mind-set that capital ships are different than subcaps. But, asside from having a GTFO button they can press on occasion, they're now the same thing, only better. B-R already showed that subcaps were irrelevent for the massive, news-breaking battles. Now, they're going to be irrelevent for all battles outside of highsec.
Sorry how exactly were those supers pinned down? Hictors? And how did the hictors stay on field? Subcap support fleets?
Yes the subcaps weren't killing the supers, because the supers were killing the supers. The subcaps formed the support and were critical to the battle.
I'm confused how making flying caps boring in any way changes caps to be more like subs in the way you allude to. Gate jumping in is in all ways worse than jump drives. All the fitting stuff you're talking about is still true today, just caps are less effective in mobility.
The real reason caps aren't used instead of sub caps is subcaps are much less expensive and skill intensive... and the fact they align like pigs and can be pointed almost instantly and can't burn out of bubbles and can't target quickly and all the other reasons you see subcap fleets dunking capitals all the time. |
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