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EvilweaselFinance
BUTTECORP INC Goonswarm Federation
345
|
Posted - 2014.11.17 22:38:24 -
[2131] - Quote
Rowells wrote: How does a pilots intentions change the effects of a jump? Is there a menu that asks whether you are here for business or pleasure? And now that the pilot has successfully convinced customs that he is here to enjoy the sites, what's to stop him from shooting anything he wants?
You may think it's a casual use, but there is no difference in what you can do. Unless you consider hot dropping regions away as casual use then I guess that's part of the issue.
There are too many dumb questions in here to really give a coherent response while addressing all of them so I'll be brief.
How a pilots intentions change the effect of a jump is so obvious even a small child should be able to understand it: it changes what they will do after they complete the jump.
Now, it is so obvious that it is beyond all reasonable dispute that many jump bridge uses are for casual, not strategic, reasons. That's just an obvious fact that anyone who has been in nullsec and used jump bridges knows. Your (dumb) argument is that the jump bridge itself cannot know those intentions, and from there you leap to those intentions don't exist. That's dumb, and we will ignore those arguments going forward because your babbling does not grasp what the actual conversation is about.
What the casual jump bridge use argument says is that certain uses of jump bridges merely improve quality of life without conferring a strategic benefit. As those make the game better without causing balance issues, they should be preserved if possible. So what people propose are mechanics that permit casual use and penalize strategic use through in-game heuristics that are obviously effective. For example, casual use will have very small groups going through it at once, vs strategic will have a small gang at a minimum, so you can make mechanic changes that depend on people going through in a short time. Or, as has been done, you can look at the ship itself that's going through. |

EvilweaselFinance
BUTTECORP INC Goonswarm Federation
345
|
Posted - 2014.11.17 22:45:15 -
[2132] - Quote
Rowells wrote:It doesn't matter what you intend to do at the other end. I could decide to refit my ratting carrier for combat after shooting a rat or two. How do you plan on differentiating the two? How do you plan to ensure a ship on the other side of a jump is not allowed to do combat? And it's not the jump itself that's the problem, it's the pilots movement. That's why phoebe came with death clone changes as well. basically all of your arguments come down to that you don't understand that you can answer the above questions trivially, it's just a question of which mechanics are good ones
you're essentially arguing from your own ignorance, that you do not know how to do it ergo not only can it not be done but the concept of it being done cannot exist |

Rowells
Unknown Soldiers Fidelas Constans
1698
|
Posted - 2014.11.17 22:45:50 -
[2133] - Quote
EvilweaselFinance wrote:Rowells wrote: How does a pilots intentions change the effects of a jump? Is there a menu that asks whether you are here for business or pleasure? And now that the pilot has successfully convinced customs that he is here to enjoy the sites, what's to stop him from shooting anything he wants?
You may think it's a casual use, but there is no difference in what you can do. Unless you consider hot dropping regions away as casual use then I guess that's part of the issue.
There are too many dumb questions in here to really give a coherent response while addressing all of them so I'll be brief. How a pilots intentions change the effect of a jump is so obvious even a small child should be able to understand it: it changes what they will do after they complete the jump. Now, it is so obvious that it is beyond all reasonable dispute that many jump bridge uses are for casual, not strategic, reasons. That's just an obvious fact that anyone who has been in nullsec and used jump bridges knows. Your (dumb) argument is that the jump bridge itself cannot know those intentions, and from there you leap to those intentions don't exist. That's dumb, and we will ignore those arguments going forward because your babbling does not grasp what the actual conversation is about. What the casual jump bridge use argument says is that certain uses of jump bridges merely improve quality of life without conferring a strategic benefit. As those make the game better without causing balance issues, they should be preserved if possible. So what people propose are mechanics that permit casual use and penalize strategic use through in-game heuristics that are obviously effective. For example, casual use will have very small groups going through it at once, vs strategic will have a small gang at a minimum, so you can make mechanic changes that depend on people going through in a short time. Or, as has been done, you can look at the ship itself that's going through. And I'm going to ask again, how do you plan to stop abuse of this? If you can shoot rats at your destination what's to stop from shooting players or structures?
I keep asking these questions because you won't answer them. Just snide remarks about "duh they're different. Everybody knows that". Yes jump bridges provide better QoL, but how do you plan to prevent that change from being abused for unintended purposes? Apparently it's so obvious that nobody brought it up in the last 400+ pages of discussion that preceded phoebe.
So please, educate my ignorant self. |

Rowells
Unknown Soldiers Fidelas Constans
1698
|
Posted - 2014.11.17 22:49:52 -
[2134] - Quote
EvilweaselFinance wrote:Rowells wrote:It doesn't matter what you intend to do at the other end. I could decide to refit my ratting carrier for combat after shooting a rat or two. How do you plan on differentiating the two? How do you plan to ensure a ship on the other side of a jump is not allowed to do combat? And it's not the jump itself that's the problem, it's the pilots movement. That's why phoebe came with death clone changes as well. basically all of your arguments come down to that you don't understand that you can answer the above questions trivially, it's just a question of which mechanics are good ones you're essentially arguing from your own ignorance, that you do not know how to do it ergo not only can it not be done but the concept of it being done cannot exist Apparently the solution is too obvious to explain to some simpleton on the forums. Give it a shot. You can't lose anything trying to explain it too me.
And don't try to roll that "they're just different" thing again. |

EvilweaselFinance
BUTTECORP INC Goonswarm Federation
345
|
Posted - 2014.11.17 22:57:27 -
[2135] - Quote
Rowells wrote: And I'm going to ask again, how do you plan to stop abuse of this? If you can shoot rats at your destination what's to stop from shooting players or structures?
I keep asking these questions because you won't answer them. Just snide remarks about "duh they're different. Everybody knows that". Yes jump bridges provide better QoL, but how do you plan to prevent that change from being abused for unintended purposes? Apparently it's so obvious that nobody brought it up in the last 400+ pages of discussion that preceded phoebe.
So please, educate my ignorant self.
you appear to believe your ignorance islimited to that you do not know the proper mechanics proposals
it's not
what the best solutions are is a thing we (omni, other people, apparently not you) can discuss and weigh the pros and cons of various proposals
you, on the other hand, blank on a proposal and then use that to deny not only that such a proposal can exist, but also to deny even basic concepts any normal human can understand (such as intent) exist
that's just moronic and means there's not anything to be gained by discussing mechanics issues with you because you've defined away the whole problem to escape having to think |

Mr Omniblivion
GoonWaffe Goonswarm Federation
202
|
Posted - 2014.11.17 23:05:21 -
[2136] - Quote
Rowells wrote:If you can shoot rats at your destination what's to stop from shooting players or structures?
You're making fcon look bad, please stop
|

Rowells
Unknown Soldiers Fidelas Constans
1699
|
Posted - 2014.11.17 23:28:34 -
[2137] - Quote
EvilweaselFinance wrote:Rowells wrote: And I'm going to ask again, how do you plan to stop abuse of this? If you can shoot rats at your destination what's to stop from shooting players or structures?
I keep asking these questions because you won't answer them. Just snide remarks about "duh they're different. Everybody knows that". Yes jump bridges provide better QoL, but how do you plan to prevent that change from being abused for unintended purposes? Apparently it's so obvious that nobody brought it up in the last 400+ pages of discussion that preceded phoebe.
So please, educate my ignorant self.
you appear to believe your ignorance islimited to that you do not know the proper mechanics proposals it's not what the best solutions are is a thing we (omni, other people, apparently not you) can discuss and weigh the pros and cons of various proposals you, on the other hand, blank on a proposal and then use that to deny not only that such a proposal can exist, but also to deny even basic concepts any normal human can understand (such as intent) exist that's just moronic and means there's not anything to be gained by discussing mechanics issues with you because you've defined away the whole problem to escape having to think Thank you for outlining how discussion generally works. Was very helpful. Seriously. I'm honored.
It would be extremely helpful to yourself and Omni if you could take a moment and answer the question i had to start with. Thats where this all went downhill. I'll lay it out so its not so difficult to answer:
What is the difference in mechanics between when a jump drive is used for strategic purposes and when it is used for anythin non-combat? I don't care what actually happens after or before the jump, since that is completely up to the pilots ever changing objectives. How does the jump bridge/drive itself change its behavior between the two scenarios? |

Rowells
Unknown Soldiers Fidelas Constans
1699
|
Posted - 2014.11.17 23:30:08 -
[2138] - Quote
Mr Omniblivion wrote:Rowells wrote:Apparently the solution is too obvious to explain to some simpleton on the forums. If you only knew It's just too obvious. There's no way i could know if i didn't know already. It's a shame really. Cursed by a cycle of perpetual ignorance. |

EvilweaselFinance
BUTTECORP INC Goonswarm Federation
345
|
Posted - 2014.11.17 23:44:48 -
[2139] - Quote
Rowells wrote: What is the difference in mechanics between when a jump drive is used for strategic purposes and when it is used for anythin non-combat? I don't care what actually happens after or before the jump, since that is completely up to the pilots ever changing objectives. How does the jump bridge/drive itself change its behavior between the two scenarios?
Here's why we are disregarding you and determining that none of your input is useful: no answer to these questions (even the answer you think is true, that there are none) does not affect in any way that causal jump bridge use exists. It merely challenges the idea that it is possible to design mechanics that differentiate between the two.
That you have such difficulty comprehending the difference between reality as we percieve it, and our ability to program the game to recognize reality, suggests that a discussion with you will not be fruitful. That said, we have already answered your question: the number of people going through the jump bridge in a short amount of time is a very useful heuristic for determining if the purpose and effect is strategic or casual.
Now, I expect you're going to respond to this with something inane again but such is life. |

Mr Omniblivion
GoonWaffe Goonswarm Federation
202
|
Posted - 2014.11.17 23:55:19 -
[2140] - Quote
Rowells wrote:What is the difference in mechanics between when a jump drive is used for strategic purposes and when it is used for anythin non-combat? I don't care what actually happens after or before the jump, since that is completely up to the pilots ever changing objectives. How does the jump bridge/drive itself change its behavior between the two scenarios?
The mechanic doesn't change whether or not you're jumping into rats or an enemy.
Looking at the jump drive in this fashion is pointless, because you can look at any action in a small enough time frame to curtail it to your exact argument.
What you should be looking at is the aggregate cost of all jumps to get to what their objective is.
If an individual person is using three jump bridges to get from his home system to his local hub, then the aggregate cost is low because it is casual use.
If a fleet of 250 players is trying to use a jump bridge network to get from Deklein to Delve, that aggregate cost would be gigantic and prohibitive to any organization. Not only that, but the proposed changes would mean that a jump bridge could not hold enough fuel to facilitate 250 ships larger than frigs without being refueled. Logistically speaking, they'd have to refill each bridge every jump, and that would not be feasible. This is why it would have the same exact impact as the jump fatigue, except more beneficial in other areas of the game.
Thus, saying "but what are they doing on the other side of the jump" literally has no impact, because that argument could be extrapolated all the way to "but what are they doing when they log into eve, how should the login mechanic change if they're pvping or mining in high sec".
|

Rowells
Unknown Soldiers Fidelas Constans
1699
|
Posted - 2014.11.18 00:57:14 -
[2141] - Quote
EvilweaselFinance wrote:Here's why we are disregarding you and determining that none of your input is useful: no answer to these questions (even the answer you think is true, that there are none) does not affect in any way that causal jump bridge use exists. It merely challenges the idea that it is possible to design mechanics that differentiate between the two. I explained a few pages back that there is no difference between casual and any other descriptive use of a jump anything. Casually using something does not make it casual as you would like it to be defined. Before phoebe people were dropping carriers everywhere and jumping around all the time. Simply saying you are trying to protect casual use does not make it better in any way. Especially when there is a claim to keep it relatively possible compared someone using it explicitly for strategic purposes. Thats why I kept asking the difference.
EvilweaselFinance wrote:That you have such difficulty comprehending the difference between reality as we percieve it, and our ability to program the game to recognize reality Maybe this is why we are not understanding each other. Two different realities and apparently in one of them computers can recognize things that even people would have a hard time with. I'm geussing some kind of mind reading mechanism.
EvilweaselFinance wrote:suggests that a discussion with you will not be fruitful. That said, we have already answered your question: the number of people going through the jump bridge in a short amount of time is a very useful heuristic for determining if the purpose and effect is strategic or casual. So best I could find was this:
Mr Omniblivion wrote:Fundamentally changing the isotope consumption formula to increase the costs by a significant percent (see: more than tenfold) would be a much better change overall for the game than jump fatigue. Increasing the cost of jumping means that each jump requires more isotopes, which can only be stored in a limited space on each given ship or Jump Bridge. Thus, at a certain point, it becomes basically impossible to facilitate large fleet movements over regions because of the amount of manpower or logistics to keep all the caps/bridges fueled in each direction. While also saying two posts above:Mr Omniblivion wrote:address projection change, while not completely destroying casual usage. So I can reasonably assume he sees a difference between the two. Unless he believes that a several thousand percent increase to fuel use would not harm 'casual' usage, then I have to assume he is contradicting himself. In which case I gave him the benefit of the doubt and asked him how he expected to understand the difference between the two. And mentioning moving a ratting carrier means that he is also talking about capital jump drives as well. This made it more central to the issue since it is also included in the problem.
the contradictions are the problem I'm trying to address here. |

Rowells
Unknown Soldiers Fidelas Constans
1699
|
Posted - 2014.11.18 01:15:25 -
[2142] - Quote
Mr Omniblivion wrote:The mechanic doesn't change whether or not you're jumping into rats or an enemy.
Looking at the jump drive in this fashion is pointless, because you can look at any action in a small enough time frame to curtail it to your exact argument.
What you should be looking at is the aggregate cost of all jumps to get to what their objective is.
If an individual person is using three jump bridges to get from his home system to his local hub, then the aggregate cost is low because it is casual use. The idea of the pheobe changes wasnt to entirely remove the use of the jumpdrives and JBs, but to curtail them to a reasonable degree, with an equal impact on everyone and almost every ship.
Mr Omniblivion wrote:This is why it would have the same exact impact as the jump fatigue, except more beneficial in other areas of the game. Unlike pheobe the cost of use scales with the ship. leaving holes in the low-end and massively intruding on the high-end. You are trying to suggest a solution that will instead remove the ability to use them at any scale larger than 1-2 people a day unless your coffers are extremely deep and you can afford 10-20. The intention wasnt to nerf the drives and bridges into the ground and exclude small wallets and weaker logistics from being able to use it. It was mentioned in the dev blog, they want to make travel time a relevant factor. It's effectively a heavier nerf in some cases and a smaller in others.
Mr Omniblivion wrote:Thus, saying "but what are they doing on the other side of the jump" literally has no impact, because that argument could be extrapolated all the way to "but what are they doing when they log into eve, how should the login mechanic change if they're pvping or mining in high sec". Maybe you should explain that. Context helps a lot. Especially when the concern is specific as pilot movement. |

EvilweaselFinance
BUTTECORP INC Goonswarm Federation
345
|
Posted - 2014.11.18 03:49:42 -
[2143] - Quote
Rowells wrote:I explained a few pages back that there is no difference between casual and any other descriptive use of a jump anything. Casually using something does not make it casual as you would like it to be defined. Before phoebe people were dropping carriers everywhere and jumping around all the time. Simply saying you are trying to protect casual use does not make it better in any way. Especially when there is a claim to keep it relatively possible compared someone using it explicitly for strategic purposes. Thats why I kept asking the difference. you did not "explain" this, you "foolishly said this incorrect thing and have been corrected on it"
you keep saying this stupid thing where you try to assert that your inability to think of mechanics that separate things means those things do not exist
let me be exceedingly clear on this: anytime you try to argue that "casual" something does not exist you are being paint-eatingly stupid. this is a meaningful distinction normals are able to understand. stop saying paint-eatingly stupid things like that and we can avoid teaching you what basic human language means, and instead get back to the useful discussion: the extent to which various mechanics would succeed or fail to succeed in restricting "strategic" use of jump bridges while not penalizing "casual" use of jump bridges, language that is clear and well-understood to everyone else here |

Rowells
Unknown Soldiers Fidelas Constans
1705
|
Posted - 2014.11.18 05:27:10 -
[2144] - Quote
EvilweaselFinance wrote:Rowells wrote:I explained a few pages back that there is no difference between casual and any other descriptive use of a jump anything. Casually using something does not make it casual as you would like it to be defined. Before phoebe people were dropping carriers everywhere and jumping around all the time. Simply saying you are trying to protect casual use does not make it better in any way. Especially when there is a claim to keep it relatively possible compared someone using it explicitly for strategic purposes. Thats why I kept asking the difference. you did not "explain" this, you "foolishly said this incorrect thing and have been corrected on it" you keep saying this stupid thing where you try to assert that your inability to think of mechanics that separate things means those things do not exist let me be exceedingly clear on this: anytime you try to argue that "casual" something does not exist you are being paint-eatingly stupid. this is a meaningful distinction normals are able to understand. Is that so? So, all I gotta do is throw the adjective in front of it and it completely changes? For example it's not a 'hotdrop' its a casual jump. It's not a titan driveby, It's a casual doomsday. Its not a deployment, its a casual roam. Simply slapping a label on it leaves it open to abuse. Since we are discussing mechanics, it would be careless to just assume that mechanics wont be necessary to decide how it works. Talking about the hypothetical is ok sometimes, but relying on figuring out what a person is going to do.
See how your trying to make a distinction between something and itself? Your trying to relabel the exact same action as something else, only when you want it to be. I don't see how hard it is to see what is happening. I know you like to think the purpose of the jump makes it different somehow and that there should be special treatment for that special (exceedingly broad) circumstance of not intending to kill someone at the other end.
EvilweaselFinance wrote:stop saying paint-eatingly stupid things like that and we can avoid teaching you what basic human language means, and instead get back to the useful discussion: the extent to which various mechanics would succeed or fail to succeed in restricting "strategic" use of jump bridges while not penalizing "casual" use of jump bridges, language that is clear and well-understood to everyone else here Its like your asking me to ignore the fact that unicorns dont exist, but you want to discuss how we can protect them from their natural predators. Don't fool yourself into believing that you can protect your 'casual' use (thats the proper way to describe it btw) of jump bridges for your ratting ships needs to be protected. I'm not even sure how Omni planned on using this for regular capitals. |

Lord TGR
Bat Country Goonswarm Federation
151
|
Posted - 2014.11.18 07:46:53 -
[2145] - Quote
Mr Omniblivion wrote:It's extremely ironic that CCP wants to move towards more of a "Local production" environment, but jump fatigue basically doesn't affect jump freighters in a meaningful way. Because travelling around with hauling ships isn't as big a part of power projection as travelling around with ships that can shoot things, and local production isn't in a place where it can sufficiently take over for Jita.
Mr Omniblivion wrote:A change in the isotope requirement formula would significantly impact the cost of transport. This means that local markets would have more value and people would be forced to make meaningful decisions on whether or not to import/export or produce locally. In moving goods, people would decide whether or not to jump the goods to market or to take gates to save their margins. But apparently cost is not an effective balancing factor, while a flat timer where you can't move is.  We've seen how cost works as a balancing factor in such things like titans, or even now in just how much we can spend in a single day using caps. We're talking about non-trivial costs in both cases. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1880
|
Posted - 2014.11.18 09:43:06 -
[2146] - Quote
You 2 on page 107... get a room.
"If brute force does not solve your problem.... then you are surely not using enough!"
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1880
|
Posted - 2014.11.18 09:50:12 -
[2147] - Quote
Lunarstorm95 wrote:I still don't understand the overall goal of the patch.
How is this going to create content if no one can advance on one another?
Im noticing a massive decrease in content post patch endless you count dropping supers within 5 ly of staging system on nothing and only doing it for the "lulz"...
Jump bridges are atrocious. Its OUR sov we shouldn't be dam near punished for using it. I shouldn't have to spend hours traveling just to attempt to fight with a gang rolling threw.
Even after these slight changes I still feel this was/is by far the worst mechanic in eve ( not including sov but I didn't think id have to say it)
Why do you hate content?
I was kinda hoping for a travel time on jumping via jump drives. Like a 8ly jump would take x amount of time in tunnel. Not this "Jump! But now you can't jump again for a week... Sincerely, CCP"
So maybe you should open your eyes. Because the number of conflicts have increased a lot. YEs less dumb hotdropping, but more real fights.
If content for you is hotdropping in something with 20:1 ratio and bug off, then maybe you should get into CODE.
All I hope is CCP do not get YET another exapnsion without the second stage of the 0.0 changes. That woudl crush the faith on their compromise .
"If brute force does not solve your problem.... then you are surely not using enough!"
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Frostys Virpio
The Mjolnir Bloc The Bloc
1367
|
Posted - 2014.11.18 15:00:11 -
[2148] - Quote
Mr Omniblivion wrote:Rowells wrote:What is the difference in mechanics between when a jump drive is used for strategic purposes and when it is used for anythin non-combat? I don't care what actually happens after or before the jump, since that is completely up to the pilots ever changing objectives. How does the jump bridge/drive itself change its behavior between the two scenarios? The mechanic doesn't change whether or not you're jumping into rats or an enemy. Looking at the jump drive in this fashion is pointless, because you can look at any action in a small enough time frame to curtail it to your exact argument. What you should be looking at is the aggregate cost of all jumps to get to what their objective is. If an individual person is using three jump bridges to get from his home system to his local hub, then the aggregate cost is low because it is casual use. If a fleet of 250 players is trying to use a jump bridge network to get from Deklein to Delve, that aggregate cost would be gigantic and prohibitive to any organization. Not only that, but the proposed changes would mean that a jump bridge could not hold enough fuel to facilitate 250 ships larger than frigs without being refueled. Logistically speaking, they'd have to refill each bridge every jump, and that would not be feasible. This is why it would have the same exact impact as the jump fatigue, except more beneficial in other areas of the game. Thus, saying "but what are they doing on the other side of the jump" literally has no impact, because that argument could be extrapolated all the way to "but what are they doing when they log into eve, how should the login mechanic change if they're pvping or mining in high sec".
It was supposed to be cost prohibitive to build/own titans. It worked really well as a balancing mechanism... |

SFM Hobb3s
Wrecking Shots Black Legion.
230
|
Posted - 2014.11.18 15:01:42 -
[2149] - Quote
Confirming fights are so much better up here in the North...even considering we haven't had to force issues by dropping sbu's (excepting a couple in MTO for S**** and giggles). CO2 have been fantastic hosts, and apparently a bunch of other alliances are being recalled to help provide content.
Thank you CCP :) |

Andy Landen
Harbingers of Chaos Inc Gentlemen's.Club
516
|
Posted - 2014.11.18 18:45:41 -
[2150] - Quote
Confirming that not enough caps are blindly jumping through stargates into subcap gatecamps so the jump drive is being completely removed entirely with no skill point compensation of course. Enjoy! Another present from CCP. Merry Christmas. Oh, and no complaining or you are too soft and not able to adapt. And of course, Black Ops get their range extended to 100 ly with no fatigue. Another Christmas present. Merry Ratter Hotdrops and a Happy New Eden! Ho ho ho!
"We cannot solve our problems with the same thinking we used when we created them."
Albert Einstein-á
|

Lord TGR
Bat Country Goonswarm Federation
152
|
Posted - 2014.11.18 19:18:59 -
[2151] - Quote
Someone needs to stop toking up on bitter. |

Sexy Damsel
Full Spectrum Inc Greater Western Co-Prosperity Sphere
1
|
Posted - 2014.11.18 22:09:30 -
[2152] - Quote
thats why CCp is losing customers. It will take me probly a month!! to move my carrier from deep north 0.0 to low sec!! A MONTH!!! next jump i can make is in 3 days. |

Rowells
Unknown Soldiers Fidelas Constans
1716
|
Posted - 2014.11.18 22:52:20 -
[2153] - Quote
Sexy Damsel wrote:thats why CCp is losing customers. It will take me probly a month!! to move my carrier from deep north 0.0 to low sec!! A MONTH!!! next jump i can make is in 3 days. Try taking gates while waiting out your fatigue timers fully. Ignore the temptation to jump immediately after jump cool down is over. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1881
|
Posted - 2014.11.19 09:52:38 -
[2154] - Quote
Andy Landen wrote:Confirming that not enough caps are blindly jumping through stargates into subcap gatecamps so the jump drive is being completely removed entirely with no skill point compensation of course. Enjoy! Another present from CCP. Merry Christmas. Oh, and no complaining or you are too soft and not able to adapt. And of course, Black Ops get their range extended to 100 ly with no fatigue. Another Christmas present. Merry Ratter Hotdrops and a Happy New Eden! Ho ho ho!
Seems someone was too lenient and used to the easiness of former 0.0
Welcome back to a ruthless game.
"If brute force does not solve your problem.... then you are surely not using enough!"
For the rest hire PoH |
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1881
|
Posted - 2014.11.19 09:54:25 -
[2155] - Quote
Sexy Damsel wrote:thats why CCp is losing customers. It will take me probly a month!! to move my carrier from deep north 0.0 to low sec!! A MONTH!!! next jump i can make is in 3 days.
You must be really bad at math then. Because most people realize that you should NOT jump as soon as your cooldown is over. That is the most effective way to travel long distances.
Also check strategical gates that are worth taking to cut your path a lot.
With some scouts you can probably do that travel within 3-4 hours.
"If brute force does not solve your problem.... then you are surely not using enough!"
For the rest hire PoH |
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Niskin
League of the Lost
74
|
Posted - 2014.11.19 14:37:15 -
[2156] - Quote
Ok, lets do this again for the people who don't get it. To be fair I reread the dev blog before I wrote this and I will say that somewhere along the line some info may have gotten lost. I don't see a clear explanation of what happens to fatigue when you get below 10 minutes. This is because fatigue was originally a number representing an amount of time, not an actual amount of time. In switching the explanation over to minutes they seem to have left out the strict explanation of this breakpoint. To be clear, the following statement from the dev blog infers what you need to know but doesn't state it very clearly:
Jump fatigue has a minimum amount of 10 x (1 + (LY traveled)) minutes after a jump. Jump fatigue has a maximum amount of 30 days.
That 10 is a representation of minutes. Since 10 is the minimum they use in the calculation that means that jumping during the last 10 minutes of fatigue is the same as jumping at 0 minutes of fatigue. With that explained clearly, here we go.
Starting Fatigue: 0 Starting Jump Cooldown: 0
All jumps will be 5LY.
Cooldown after first jump: 6 minutes (this is the minimum for any jump) Fatigue after first jump: 60 minutes
So you wait the 6 minutes, because you have to. Then we break into the two scenarios. Scenario A will be waiting until the optimum moment to jump to minimize fatigue. Scenario B will just jump when the cooldown timer ends.
Scenario A Jump 2: Knowing that the best time to jump is when you have 10 minutes of fatigue or less, you wait 50 minutes after the first jump. That's an additional 44 minutes of waiting past the cooldown for a clean jump.
Distance Traveled: 10LY Jump Cooldown: 6 minutes Fatigue: 60 minutes Time spent: 50 minutes
Scenario B Jump 2: Not caring about the effect of the fatigue mechanic, you jump after the 6 minute cooldown timer is up. That means you jumped with 54 minutes of fatigue remaining.
Distance Traveled: 10LY Jump Cooldown: 6 minutes Fatigue: 324 minutes (5.4 hours) Time spent: 6 minutes
Scenario A Jump 3: Once again you repeat the 50 minute wait, which is 44 minutes more than your jump cooldown.
Distance Traveled: 15LY Jump Cooldown: 6 minutes Fatigue: 60 minutes Time spent: 100 minutes (1.66 hours)
Scenario B Jump 3: Still not caring about the effect of the fatigue mechanic, you jump after the 6 minute cooldown timer is up. That means you jumped with 318 minutes of fatigue remaining.
Distance Traveled: 15LY Jump Cooldown: 31.8 minutes (10 % of fatigue before jump, or 6, whichever is higher) Fatigue: 1908 minutes (31.8 hours) Time spent: 12 minutes
Summary: Max sustained jump speed is now 5LY/50 minutes for carriers/dreads/supers/titans. You can go faster than that, but after the 3rd jump things get slow due to the cooldown blooming past the 6 minute minimum.
If you didn't notice the pattern by now, you should always wait your fatigue down to 10 minutes or less before you jump unless it's absolutely necessary. Things get multiplicative quickly if you don't. |

Easthir Ravin
Easy Co. Fatal Ascension
105
|
Posted - 2014.11.19 18:47:13 -
[2157] - Quote
Niskin wrote:Ok, lets do this again for the people who don't get it. To be fair I reread the dev blog before I wrote this and I will say that somewhere along the line some info may have gotten lost. I don't see a clear explanation of what happens to fatigue when you get below 10 minutes. This is because fatigue was originally a number representing an amount of time, not an actual amount of time. In switching the explanation over to minutes they seem to have left out the strict explanation of this breakpoint. To be clear, the following statement from the dev blog infers what you need to know but doesn't state it very clearly: Jump fatigue has a minimum amount of 10 x (1 + (LY traveled)) minutes after a jump. Jump fatigue has a maximum amount of 30 days.That 10 is a representation of minutes. Since 10 is the minimum they use in the calculation that means that jumping during the last 10 minutes of fatigue is the same as jumping at 0 minutes of fatigue. With that explained clearly, here we go. Starting Fatigue: 0 Starting Jump Cooldown: 0 All jumps will be 5LY. Cooldown after first jump: 6 minutes (this is the minimum for any jump) Fatigue after first jump: 60 minutes So you wait the 6 minutes, because you have to. Then we break into the two scenarios. Scenario A will be waiting until the optimum moment to jump to minimize fatigue. Scenario B will just jump when the cooldown timer ends. Scenario A Jump 2: Knowing that the best time to jump is when you have 10 minutes of fatigue or less, you wait 50 minutes after the first jump. That's an additional 44 minutes of waiting past the cooldown for a clean jump. Distance Traveled: 10LY Jump Cooldown: 6 minutes Fatigue: 60 minutes Time spent: 50 minutes Scenario B Jump 2: Not caring about the effect of the fatigue mechanic, you jump after the 6 minute cooldown timer is up. That means you jumped with 54 minutes of fatigue remaining. Distance Traveled: 10LY Jump Cooldown: 6 minutes Fatigue: 324 minutes (5.4 hours) Time spent: 6 minutes Scenario A Jump 3: Once again you repeat the 50 minute wait, which is 44 minutes more than your jump cooldown. Distance Traveled: 15LY Jump Cooldown: 6 minutes Fatigue: 60 minutes Time spent: 100 minutes (1.66 hours) Scenario B Jump 3: Still not caring about the effect of the fatigue mechanic, you jump after the 6 minute cooldown timer is up. That means you jumped with 318 minutes of fatigue remaining. Distance Traveled: 15LY Jump Cooldown: 31.8 minutes (10 % of fatigue before jump, or 6, whichever is higher) Fatigue: 1908 minutes (31.8 hours) Time spent: 12 minutes Summary: Max sustained jump speed is now 5LY/50 minutes for carriers/dreads/supers/titans. You can go faster than that, but after the 3rd jump things get slow due to the cooldown blooming past the 6 minute minimum. If you didn't notice the pattern by now, you should always wait your fatigue down to 10 minutes or less before you jump unless it's absolutely necessary. Things get multiplicative quickly if you don't.
Excellent, now we have mathematical proof as to why Capital travel with the now anemic jump drive is not worth the time not mater which way you go. Capitals on gate....seems Marxist to me.
IN THE IMORTAL WORDS OF SOCRATES: -á" I drank WHAT?!"
|

Rowells
Unknown Soldiers Fidelas Constans
1727
|
Posted - 2014.11.19 18:56:34 -
[2158] - Quote
Easthir Ravin wrote:Excellent, now we have mathematical proof as to why Capital travel with the now anemic jump drive is not worth the time not mater which way you go. Capitals on gate....seems Marxist to me. If its not worth the time, then obviously it wasn't important enough. No more,"Iforgot that module back in highsec, I'll be back in 5 minutes."
Also: Marxist? explanation please |

Lord TGR
Bat Country Goonswarm Federation
152
|
Posted - 2014.11.19 18:59:39 -
[2159] - Quote
Actually, the jumpdrive's just as useful as ever, it just isn't as versatile and powerful as before. Still doesn't negate the fact that it's usable to get around gatecamps AND be able to get safely into a station. So hardly useless or anemic. |

Easthir Ravin
Easy Co. Fatal Ascension
105
|
Posted - 2014.11.19 19:06:52 -
[2160] - Quote
14 Light years to 5 is the definition of anemic mate...
IN THE IMORTAL WORDS OF SOCRATES: -á" I drank WHAT?!"
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