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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Shade Alidiana
PROSPERO Corporation MinTek Conglomerate
77
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Posted - 2015.09.29 14:06:32 -
[391] - Quote
CCP Larrikin wrote:Hi Space Friends, Thanks for those that attended the Q&A session today, we appreciate those who took the time. We'd like to use this thread as a method of discussing Jump Fatigue ideas. Some of the interesting suggestions that we'd heard and would like to see player opinions on - - Altering jump ranges
- Altering jump fatigue curves
- Moving jump fatigue from character based to ship based
- Alternative FTL systems (Hyperdrive anyone?)
- Sovereignty effects on Jump Fatigue (e.g. jumping out of/back into capitals reducing jump fatigue)
- Balance of Jump projection v's Gate projection v's Wormhole projection
- Jump Fatigue effecting combat effectiveness instead of limiting movement
- Move-Mode for Capitals for move ops (e.g. Transforming into move mode (24 hour process) reduces combat capacity to near 0)
- Active methods of reducing jump fatigue (Modules, Skills, Drugs)
- What does local-content mean to you?
We'd also love to hear your ideas, post away space friends. Metrics Pron
Personal opinions. I don't know what exactly were your initial intentions, so am judging on my understanding: 1) they may be a way to solve some issues, but in general I don't feel well about getting THAT little, and equal on all ships. 2) rediculous as they are... I'm definitely after it. Some hard cap or possibly decrease in its growth at certain level? Idk, just not as it is. I don't even think fatugue itself is a good way to solve the travel problems, but I may be wrong. 3) Pointless, IMO. 4) Sounds good. My suggestion is to allow warp drives to increase their speed and switching to some kind of constant capacitor drain after exiting the star systems, and thus enabling interstellar travel. Gravity wells should interfere with it, right? 5) That might work. Mostly because of the end of answer 2 6) Would never hurt if not done terribly wrong 7) In a limited way, maybe. Landing with (partly) drained cap and decreased systems effectiveness? I don't like the idea, buuut well this might work better than it is now. 8) Sounds good, but with decreased cooldown 9) Interesting concept. Mostly unsure because of the end of answer 2. 10) Even though question isn't really clear.... Local content is something I usually avoid. Things that pin me to a place and prevent from going wherever I want, whenever I want. A reason that pushed me out of nullsec in its time, even though I sometimes miss it, and despite available space back then being quite large (maybe not various enough?) and easily-covered through bridges, allowing to switch from one context to another. I still hate restrictions that the word "local" puts on me.
P. S. Yes, everyone can throw the fact I'm not direclty connected to the topic in my face, but I am trained for use of jump-capable ships (some of them) and am only a few hundred million isk away from being able to fly (not really effectively) the majority of them. So I watch the topic, just in case it becomes worth attention. Watch it carefully... Including other players' opinions. |
Frostys Virpio
KarmaFleet Goonswarm Federation
2281
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Posted - 2015.09.29 14:22:36 -
[392] - Quote
Rowells wrote:Mind if I ask what precognitive probing is? I'm sure I have an idea from the name, but I've never heard that before.
Best guess is scanning a cap/super while it's still "in warp" at a speed of like 200 m/s because the deceleration out of "warping" mode is so long you can probe it, warp to it and bubble it before it's gone. |
Djiana Lenar
Republic Military School Minmatar Republic
13
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Posted - 2015.09.30 05:34:58 -
[393] - Quote
A skill for jump fatigue cooldown plz |
Rowells
ANZAC ALLIANCE Fidelas Constans
2755
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Posted - 2015.09.30 05:42:28 -
[394] - Quote
Frostys Virpio wrote:Rowells wrote:Mind if I ask what precognitive probing is? I'm sure I have an idea from the name, but I've never heard that before. Best guess is scanning a cap/super while it's still "in warp" at a speed of like 200 m/s because the deceleration out of "warping" mode is so long you can probe it, warp to it and bubble it before it's gone. I figured as much. I never have really figured out how probe results work on a moving object. I always that it just picked the location at the end of the cycle, but the precognitive scanning would imply otherwise. |
FT Diomedes
The Graduates Get Off My Lawn
1768
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Posted - 2015.09.30 07:59:35 -
[395] - Quote
Djiana Lenar wrote:A skill for jump fatigue cooldown plz
We do not need any more mandatory skills for jump drive capable pilots. Not to mention that CCP's implementation of this would be to increase jump fatigue first, then have it so the skill at Level IV put you in the same boat you are in now, and really only helped you at Level V, which they would make a 30+ train.
Remove head from sphincter. Then post.
Insanity: doing the same thing over and over again and expecting different results. So, why do I post here?
I'm stubborn.
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Zockhandra
Jewish Zeppelin Mafia
11
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Posted - 2015.09.30 12:46:46 -
[396] - Quote
Personally i feel like the Black Ops battleships Fatigue timer could do with being a little shorter, Considering it cannot carry ships or large amounts of cargo, and is too squishy to participate in large fleet fights. It does feel like Roaming blackops are somewhat held back.
I'd propose that the time is changed so that, pilots who actually wait out fatigue (such as myself) are rewarded by being patient and are able to jump more frequently, compared to a player who just waits out the orange timer (sorry i've forgotten the name). This way people who are rushing towards a potentially large fight have to suffer a longer fatigue. Whilst people who are taking their time to wait out fatigue can actually travel in an effective way instead of spending 4 hours getting out of one hostile branch of territory especially since... er hem someone nerfed the wormhole connections to nullsec...
(Which begs a side question, why wasnt the allowable mass of a wormhole connection to nullsec just reduced?)
To summarise:
-I think it is unfair that Blackops battleships (and only battleships) are less effective at jumping that industrials, and suffer from (what i believe) is a time that is just a bit too long)
-Perhaps a module that reduces the Stress of jumping could be used but at the penalty being that whilst equipped the ship has a maximum lock target of 0 (i dont know something that prevent carriers and above from abusing it unless planning ahead) |
ying tsui
Sun-Tzu Art of War
0
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Posted - 2015.10.01 12:45:07 -
[397] - Quote
Well CPP says this is a sand box MMO and you pay 15$ a month to play it. Yet they limit you from exploring this sand box. They are always changing the basic rule of the game and limit you. I love this game but it seems they want it to fail. Guess i will check No Man's sky when it comes out , due to the fact they make stupid decisions and really don't know what they are doing!!! |
Dani Lizardov
BRUTAL GENESIS GaNg BaNg TeAm
33
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Posted - 2015.10.01 14:20:10 -
[398] - Quote
1. Remove that JOKE called CSM.
2. Jump Fatigue is just Fine the way it is.
120 hours rule makes the Fatigue system pointless. 120 hours reactivation timer limit I can understand.
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Cardcaptor Sakura
Deep Core Mining Inc. Caldari State
9
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Posted - 2015.10.01 15:04:23 -
[399] - Quote
1. Remove jump fatigue completely from everything that is not capital or super capital. Allowed to jump 3 times at max range per day.
2. Capitals and super capitals can only jump 1 or 2 tines per day.
Very simple. Just set standardized limitations on number of jumps allowed. No need for complicated fatigue mechanic. |
SpaceSaft
Capts Deranged Cavaliers Gentlemen's.Club
160
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Posted - 2015.10.02 13:50:37 -
[400] - Quote
I don't have or own a jump capable ship so take that as a disclaimer. I think the phoebe changes were good in general.
I see lots of posts discussing turning knobs and tweaking numbers. I don't really like that, I feel that is thinking too much inside the box.
I'd love to see more creativity in changing maybe how jumping is done in general, also maybe with new structures in mind.
Concerning jumping itself:
How about a spool up time, caps and destination cyno can be detected remotely with the right equipment. The amount of spool time reduces fatigue or increases range, but obviously the spool time also makes you a target. Risk <-> Reward. If you want to jump immediately, you can but you get no bonus. If you have safe home space, you profit from it in terms of quality of life, if you don't, well there is your content righ there.
Concerning logistics:
As someone who's slipped into nullsec market and industry stuff, I have to say that the nullsec industry situation is messed up.
Yes I import - but mostly T2 components, because even those that could be made locally aren't sold locally, the lack of market orders is a prime suspect I think. People don't want to train market orders for weeks when they can just sell immediately (in jita) with the minimum skills.
Yes I export - but only because I have the same problem in reverse too: I simply don't have the market order slots to buy and sell to the degree that the market could be considered healthy.
Just two examples, so if you want to change nullsec markets, don't try to do it with jump freighter numbers. Increasing fuel consumption would make things more expensive but it would not improve the market situation, because that depends more on other factors than jump mechanics. |
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Tzu Wu
THORN Syndicate Circle-Of-Two
39
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Posted - 2015.10.02 22:45:07 -
[401] - Quote
I don't think you should get jump fatigue from jump bridges within systems your holds the sov in. |
Dograzor
Cutting Edge Incorporated RAZOR Alliance
68
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Posted - 2015.10.04 10:17:35 -
[402] - Quote
First off thank you CCP for being open for suggestions on power projection with capitals. It has long been overdue in my opinion. I will give a reply to your points and also outline the general problem that is with the status quo.
The current problem:
Let us say that I go on a deployment to Curse. Curse is a NPC region known to have a lot of fun pvp, our alliance likes to deploy there and the conquerable nullsec regions around Curse are hostile to us. I deploy from Tenal with the rest of our alliance, in a move op that takes about 3 hours, by taking gates and an occasional cyno jump. I take with me an Archon filled with pvp ships, I also take some ships with me for alliance mates who can't fly capitals yet. I also take an alt with me who brings a dreadnought.
I have a fun deployment from Curse, we have a lot of sub capital fights and a few good capital fights which are good fun.
All of a sudden I get called by my work, something is up, and the next two weeks I don't have time to play EVE. After two weeks I get back in game, and I see that my alliance has deployed elsewhere and that there are no move ops that I can join. I calculate the jumps that I have to make to get back home:
23 jumps. (28 for players that do not have Jump Drive Calibration V)
Seeing that in the current system and my current playtime available I can make 3 to max 4 jumps on an evening that I play - it will take a full weeks worth of my play time to catch up again. And yes, I have invested that time in the past because I still love this game, but it is becoming too much.
For those complaining about:
"Look for more local pvp" "Stop trying to use capitals because they break the game"
No. Every single newbie that starts this game looks in awe at capitals (I did back in '09). And they want one too. And capitals are awesome (except their power projection). Should we go back to the old days where everybody could teleport around the map? No, but the current situation is not working either. And looking for more local pvp - I like to be able to go fight who I want to fight, even if they are not next door.
Also CCP - Keep in mind not only capital owners are negatively affected by the status quo - Newbies are as well, as in the past they would get help by veterans who were willing to transport their ships for them.
Now my 2cents on:
- Altering jump ranges
Yes please. With the fatigue I can live. The jump ranges I cannot. Bring back the old jump ranges. If not, please refund us our Jump Drive Calibration skillpoints.
- Altering jump fatigue curves
No need of changing in my opinion. Force projection should be limited. However - make it - including with jump ranges - that players are able to get from halfway the universe to their location in 1 or 2 evenings of playing - and from one side to the other in 3 days.
- Moving jump fatigue from character based to ship based
No, prone to abuse. I'll max out jump fatigue on a ship and then insurance fraud it (supers/titans excluded).
- Alternative FTL systems (Hyperdrive anyone?)
I am open for new ideas, but not sure what the idea behind it is?
- Sovereignty effects on Jump Fatigue (e.g. jumping out of/back into capitals reducing jump fatigue)
This should be for jump bridges. Alliances invest heavily in their infrastructure with very little real reward for it, the effort > reward at this point.
- Balance of Jump projection v's Gate projection v's Wormhole projection
Jump projection v.s. Gate projection is unbalanced at this moment, I see most alliances taking gates with their capitals as jumping is too problematic. Wormhole is... a wild card. It can feel a bit overpowered at times, but it is always fun to be able to launch surprise attacks.
- Jump Fatigue effecting combat effectiveness instead of limiting movement
No, capitals still jump into combat 90% of the time. This gives local capitals that did not need to jump an unfair advantage.
- Move-Mode for Capitals for move ops (e.g. Transforming into move mode (24 hour process) reduces combat capacity to near 0)
Maybe, but not 24h. I would like to see original jump ranges with a 1 hour transforming process into move mode, once at destination a 1 hour transformation process back into combat mode, then a 24 hour cooldown before it can be used again. All with all this will keep all parties happy, you cannot be dropped on during a fight as it will take at least 1 hour to get back into combat mode, and capital owners are happy that they can move more freely.
- Active methods of reducing jump fatigue (Modules, Skills, Drugs)
Mmm no. I already have modules for warp speed, align speed etc. This needs to be fixed at the core and not another module.
- What does local-content mean to you?
Current local content for me is having people roam around our space and we engage.
What my preferred local content is, is huge fights where entities fight for their very existence. However this is not tied to capitals, it is tied to all the regions being too balanced and there being no greed nor incentive nor reward for needing someone elses space. But to be very honest, this is the content that is lacking in this game at the moment and is also your biggest issue why veterans are quitting EVE (and yes, that is a lot of people I know who have quit for that reason).
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Sexy Cakes
Have A Seat
994
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Posted - 2015.10.05 16:04:41 -
[403] - Quote
Dograzor wrote:Seeing that in the current system and my current playtime available I can make 3 to max 4 jumps on an evening that I play - it will take a full weeks worth of my play time to catch up again. And yes, I have invested that time in the past because I still love this game, but it is becoming too much.
Working as intended.
That midget Greyscale wanted exactly this and he got it then left. We are stuck suffering.
Not today spaghetti.
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CaptCC Seneca
Gladiators of Rage RAZOR Alliance
0
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Posted - 2015.10.06 03:59:04 -
[404] - Quote
Big Issues but can be fixed,, !!!!
* Altering jump ranges
OMG Yes please. With the fatigue I can live with the change. The jump ranges I cannot. Bring back the old jump ranges. If not, please refund us our Jump Drive Calibration skill points, our Capitals. Supers. Titans, now the game has changed , there was a expectation of jump range when we bought them.
* Altering jump fatigue curves
Force projection should be limited. However, make it - including with jump ranges - that players are able to get from halfway the universe to their location in 1 or 2 evenings of playing - and from one side to the other in like 3 days, for a example.
* Moving jump fatigue from character based to ship based
That could cause other issue which would or could end up worse. So No from me, as would be prone to abuse. I'll max out jump fatigue on a ship and then insurance fraud it (supers/titans excluded).
* Move-Mode for Capitals for move ops (e.g. Transforming into move mode (24 hour process) reduces combat capacity to near 0)
Maybe, but not 24h. I would like to see original jump ranges with a 1 hour transforming process into move mode, once at destination a 1 hour transformation process back into combat mode, then a 24 hour cool down before it can be used again. All with all this will keep all parties happy, you cannot be dropped on during a fight as it will take at least 1 hour to get back into combat mode, and capital owners are happy that they can move more freely. This Game needs to be FUN ! . We don't need this being a second job, it will drive players away to other games, ...ARK, AA3, etc there is a long list remember..which can be FREE, or at very little COST.
* Active methods of reducing jump fatigue (Modules, Skills, Drugs) Cant say I like that idea, much at all. Lets fix it at the point of issue.
* What does local-content mean to you?
Current local content for me is having people roam around our space and/or us in their space and have engagements.
Preferred local content is, is large fights, where groups fight for their space and/or to take space. However this is not tied to capitals, it is tied to all the regions being too balanced and there being no greed nor incentive nor reward for needing someone space. But to be very honest, this is the content that is lacking in this game at the moment and is also your biggest issue why veterans are quitting EVE (and yes, that is a lot of people I know who have quit for that reason).
Quotes from https://forums.eveonline.com/default.aspx?g=posts&m=6078209#post6078209
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Vexara
Cutting Edge Incorporated RAZOR Alliance
0
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Posted - 2015.10.06 11:00:11 -
[405] - Quote
I am happy to design a system for you CCP, I estimate about a weeks worth of work to create an initial draft document.
Please let me know if you are interested we can work out the details the effort comes with 26 years of professional game design experience and 11 years of playing Eve.
I would really love to see Eve back on track and fun again, please contact me via eve mail and we can exchange details.
-Vex |
Dograzor
Cutting Edge Incorporated RAZOR Alliance
70
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Posted - 2015.10.06 14:11:52 -
[406] - Quote
Vexara wrote:I am happy to design a system for you CCP, I estimate about a weeks worth of work to create an initial draft document.
Please let me know if you are interested we can work out the details the effort comes with 26 years of professional game design experience and 11 years of playing Eve.
I would really love to see Eve back on track and fun again, please contact me via eve mail and we can exchange details.
-Vex
He is seriously not kidding. |
Aivlis Eldelbar
Caldari Independent Navy Reserve Curatores Veritatis Alliance
122
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Posted - 2015.10.06 14:45:34 -
[407] - Quote
Vexara wrote:I am happy to design a system for you CCP, I estimate about a weeks worth of work to create an initial draft document.
Please let me know if you are interested we can work out the details the effort comes with 26 years of professional game design experience and 11 years of playing Eve.
I would really love to see Eve back on track and fun again, please contact me via eve mail and we can exchange details.
-Vex
26 years... are you Derek Smart?
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Vexara
Cutting Edge Incorporated RAZOR Alliance
1
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Posted - 2015.10.06 19:55:02 -
[408] - Quote
Aivlis Eldelbar wrote:Vexara wrote:I am happy to design a system for you CCP, I estimate about a weeks worth of work to create an initial draft document.
Please let me know if you are interested we can work out the details the effort comes with 26 years of professional game design experience and 11 years of playing Eve.
I would really love to see Eve back on track and fun again, please contact me via eve mail and we can exchange details.
-Vex 26 years... are you Derek Smart?
No, sorry don't know him. I know other game developers play Eve we have a guy trained in Animation, Motion capture in CEI getting his masters degree.
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Sexy Cakes
Have A Seat
996
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Posted - 2015.10.07 12:52:37 -
[409] - Quote
Alliance headed out on a deployment.
Not a single carrier move op.
5-6 trips in subcaps.
Thanks jump fatigue.
Not today spaghetti.
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Mephiztopheleze
Republic University Minmatar Republic
211
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Posted - 2015.10.09 06:08:33 -
[410] - Quote
Alliance Jumpbridges should not accrue fatigue at the same rate as other jump devices.
Setting up and keeping such infrastructure running is decidedly 'non-trivial', by removing or reducing fatigue from bridges, you actually start to give people a 'reason' to own space.
Perhaps you may also wish to prevent Jump capable capital ships from using jump bridges (so Freighters can still use them, but Supercarriers can't).
Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze
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Peastrel Leporidae
Low Risk
0
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Posted - 2015.10.09 20:58:52 -
[411] - Quote
Jayne Fillon wrote:First! To answer your questions:
- Jump ranges are fine, they could be better, but they're okay. Keep capital/supercapital range equal.
- Jump fatigue needs to be capped at 120 hours so that Fatigue is ALWAYS gone by the next weekend
- Fatigue should remain character based, or people are just going to buy ships in duplicate and that's dumb.
- You should have a reduction in fatigue when returning to your capital system or point of origin.
- Jump fatigue should NOT affect combat effectiveness. At all. Ever.
- Move mode is a bandaid fix that isn't needed if the base mechanics themselves still allow enjoyable gameplay.
- Do not allow rigs or modules to reduce jump fatigue, but drugs would be okay if done right (w/ penalties etc).
- Local content means that I can fight in adjacent regions as much as I want, but not fight someone across the map.
Other suggestions:
- Make the use of jump bridges have a flat 90% reduction in fatigue when used, regardless of ship type.
- Give black ops battleships a reduction to jump fatigue.
- Give other ways for players in deep nullsec to reach empire without having to blue everyone in between.
- More suggestions as I think of them....
can someone shoot this prick ?
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Rowells
ANZAC ALLIANCE Fidelas Constans
2769
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Posted - 2015.10.10 02:50:09 -
[412] - Quote
Sexy Cakes wrote:Alliance headed out on a deployment.
Not a single carrier move op.
5-6 trips in subcaps.
Thanks jump fatigue. And nobody thought,"It might take a while to make some loaded carriers, but you know what, let's take even longer moving ships individually."
Sounds like a case of un applied intelligence to me. |
Mr Twinkie
Black Serpent Technologies The-Culture
15
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Posted - 2015.10.11 23:43:17 -
[413] - Quote
Remove fatigue from Jump Freighters... having it literally adds nothing to the game. It makes sense for damage dealing caps but for freighters and even the rorq it's just dumb.
MAMBA Head of IT
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Frostys Virpio
KarmaFleet Goonswarm Federation
2335
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Posted - 2015.10.14 18:50:55 -
[414] - Quote
Rowells wrote:Sexy Cakes wrote:Alliance headed out on a deployment.
Not a single carrier move op.
5-6 trips in subcaps.
Thanks jump fatigue. And nobody thought,"It might take a while to make some loaded carriers, but you know what, let's take even longer moving ships individually." Sounds like a case of un applied intelligence to me.
After 5-6 trips, it's probably just as fast if you use gate with your carrier and dodge the fatigue bullet. It's a move ops so you have support anyway no? |
Vexara
Cutting Edge Incorporated RAZOR Alliance
1
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Posted - 2015.10.15 07:37:58 -
[415] - Quote
An arbitrary rule that prevents players from doing normal actions they have relied on for years is a fundamental flaw in the current system.
As a game designer rules should prevent exploiting the game or giving an unfair advantage but at the core all rules should be created with a vision to encourage players to play the game.
A rule that encourages the opposite result in this case log off and wait to be able to take actions after days or weeks is a very poor rule to put in place.
Jr designers make this common mistake they create a rule thinking that it is a one way street for players to force them in a desired direction. Humans will always test all directions and attempt to break all rules, if faced with a choice of taking a risk or avoiding risk most will choose to avoid risk unless they feel reward is greater then the risk.
If you are auditing the design ask the questions that the above force upon you.
The data that you have collected over the past few months should prove my above statements false or true, if they are true they should inspire the right questions to be asked during the audit.
Hope this helps, and good luck! |
Monasucks
BLACK SQUADRON. RAZOR Alliance
148
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Posted - 2015.10.15 16:40:49 -
[416] - Quote
Remove the fatigue and give back the old jumprange or even further.. make the map unfair again e.g. moon minerals are not available every.
Life is not fair - stop making eve my little frig cruiser farm...
Just to add up - that jumping should be always much faster than using gates:
If I've to take a flight e.g. jumping for some 11000km it only takes me 22h incl. fatigue e.g. waiting at the airports etc. ( in EVE it was recapping at a midpoint ( or now a really short fatigue timer ( like 30 Seconds or so ) - if that would exist )
But If I take the car and could even drive like 100km/h it would take me 4.58 days driving non stop - but thats not possible - there is a much greater fatigue as well - refueling the car. get rest etc. so it would take a month or even more to travel this by car. ( and maybe a bridge or highway needs to be avoided ( in EVE gatecamps ) the route gets longer and takes much longer.
Another example, my business trip next week. About 1000km. It only takes me by car->plane->railroad 5h. By car it would take about 9h.
The flight here is about one a a half hour with switching planes. So the longest part is getting to the airport and away. Think about this in EVE as getting undocked, do a few jump to the jumpbridge/titan/BO, get on the next one and use it again and than take some more gates. The jump should be the this way. not the way it is today.
Posting this example as in iceland it might be close to the same time flying and driving. Stop that island thinking. Come to the continents and figure out how wrong you are.
I think it should be every time faster traveling a longer distance by "flying" e.g. jumping. This game plays light years in the feature.. and going all the route should be faster, if you have those things like jumping?
Faithfully
Can I haz you're stuff?
[i][b]A good worker is a live worker. Free to live - and work! A bad worker is a dead worker; and vice versa. Don't be a bad worker; bad workers are slaves, and dead. Payday for good workers has been postponed indefinitely. Pa
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Frostys Virpio
KarmaFleet Goonswarm Federation
2336
|
Posted - 2015.10.15 17:13:02 -
[417] - Quote
Vexara wrote:An arbitrary rule that prevents players from doing normal actions they have relied on for years is a fundamental flaw in the current system. \
No, the flaw is in how people got used to be able to do whatever they wanted with no limitation at all and now can't deal with a system that put limitation on what they do. There should of been limitation from day 1 and this is where the whole issue was. It took years of cap proliferation to show it was broken but that does not mean it was not broken. |
Poranius Fisc
State War Academy Caldari State
13
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Posted - 2015.10.15 22:50:10 -
[418] - Quote
Teebeutel wrote:As to the issue brought up with encouraging local production by reducing jump freighter jump range, wouldn't an easier and far more palatable way to encourage production be to increase their jump fuel consumption drastically to make it far easier to turn a profit from producing when competing against people importing from Jita? Due to the limitation of regions, a lot of T2 production is done in high-sec.
Most of the size of materials (moon goo) required to produce a product is greater than the M3 of the finished product, so its atypically cheaper to ship the T2 product to null than to ship the materials to build it there.
Null markets are still limited to what can get shipped in. and prices have gone up as a catalyst in local markets. So, i'm sure all the fatigue did is reinforce the use of high-sec markets.
So, now that it takes longer and is more costlier to jump freight to null, it might be worth while to look at the size of material for T2 production to make it smaller sized M3 than the finished product to promote production out in null. |
Mr Twinkie
Black Serpent Technologies The-Culture
16
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Posted - 2015.10.16 01:46:33 -
[419] - Quote
There's negligible amount of build where you fly going on. Almost 95% of null market is shipped in from high sec. Building isn't fun so punishing jump freighter pilots with a dumb fatigue mechanic is counter intuitive to keeping nullsec a worthwhile place to be.
MAMBA Head of IT
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Arya Regnar
Darwins Right Hand
803
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Posted - 2015.10.17 02:25:12 -
[420] - Quote
Overall fatigue and jump range have done 5 times as much damage as good. Overall the entire thing is terrible.
Same thing goes for wormholes and the GCC ship boarding changes that are on sisi atm (unannounced, and i bet it wont be in patchnotes either).
It's all a bunch of fun/hour timers that prevent you from enjoying this game.
People got dropped on a lot. Sure, but that didn't change at all.
EvE-Mail me if you need anything.
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