# \[December\] UPDATED: Jump Fuel and Jump Fatigue Cap changes

**URL:** <https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710>\
**Category:** Upcoming Features & Changes\
**Created:** [November 16, 2017, 2:33pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710 "2017-11-16T14:33:52Z")\
**Posts on this page:** 20\
**Page:** 5

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**Author:** ![Querns](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/querns/32/157529_2.png) [@Querns](https://forums.eveonline.com/u/Querns)\
**Post date:** [November 16, 2017, 3:48pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/86 "2017-11-16T15:48:17Z")

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> [@Igace](#):
>
> Also, if you want jump freighters to actually be used post patch, you should look into fixing high-sec ganking because otherwise it just won’t be profitable to run them.

We manage to run JFs just fine. Perhaps you need to be better at the game?

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**Author:** ![Jonn\_Duune](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/jonn_duune/32/19078_2.png) [@Jonn\_Duune](https://forums.eveonline.com/u/Jonn_Duune)\
**Post date:** [November 16, 2017, 3:49pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/87 "2017-11-16T15:49:03Z")

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How does this effect fueling costs for bridging fleets with blops?

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**Author:** ![Nystoriel](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/nystoriel/32/38573_2.png) [@Nystoriel](https://forums.eveonline.com/u/Nystoriel)\
**Post date:** [November 16, 2017, 3:49pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/88 "2017-11-16T15:49:39Z")

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Because CCP seems to hate the loyal veterans that have spent countless hours/days/years playing this game to get to that point to project personal power with caps etc. But in the process of nerfing us they also beat the small guys down to the point where they can’t even do anything. CCP is killing their game. $1,000s of dollars I spent over the years playing the game just to sit there and look at both my super and carriers etc as suitcases. It was amazing when they changed fighters it made carriers useful for a month just to watch them nerf again. Then the whole 1% thing with isk. Um… yeah… got all those Russian RMTers running around multiboxing vexer navies doing the same thing as someone with 1 super but lets screw supers… lol I think CCP needs to actually play their own damn game without the perks so they can see what it actually takes to play the damn game.

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**Author:** ![Wibla](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/wibla/32/462773_2.png) [@Wibla](https://forums.eveonline.com/u/Wibla)\
**Post date:** [November 16, 2017, 3:51pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/90 "2017-11-16T15:51:29Z")

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> [@CCP\_Lebowski](#):
>
> Would you have preferred that we delayed Lifeblood by a few weeks to a month, impacting all the pilots who don’t use Capitals but were waiting for the rest of the feature set?

Yeah? People were used to topes being 0.1m3, and most reaction farm operators were used to sourcing fuel blocks already.

> [@Adelas](#):
>
> Whilst some updates can be deployed independently, other updates have linkages that need to be deployed concurrently - the reduction in volume and the doubling of fuel requirements are an obvious example of linked features that should have been released at the same time. Both seem fairly minor updates, I dont see why either of these is inextricably linked to Lifeblood and why they were not released at the same time.

Welcome to EVE, where the codebase is… complicated and the thought processes are not always as straightforward as you’d assume as a layman.

> [@Igace](#):
>
> Also, if you want jump freighters to actually be used post patch, you should look into fixing high-sec ganking because otherwise it just won’t be profitable to run them.

Don’t put 50 billion into your JF and gate through Niarja, then.

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**Author:** ![Pier\_Rin](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/pier_rin/32/150063_2.png) [@Pier\_Rin](https://forums.eveonline.com/u/Pier_Rin)\
**Post date:** [November 16, 2017, 3:51pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/91 "2017-11-16T15:51:42Z")

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> [@CCP\_Lebowski](#):
>
> Would you have preferred that we delayed Lifeblood by a few weeks to a month, impacting all the pilots who don’t use Capitals but were waiting for the rest of the feature set? Or would it have been better to delay the reduction in Isotope volume, thus impacting anyone attempting Reactions post patch?

Yes, this would have been better. This constant changes to the game, and i will say it again, makes the game unplayable. Half of the time i have the idea you guys dont have any idea how a change influences the game.

Moon changes, have a huge impact on the economy and instead of letting things settle and see what the effects are, you guys already go with changes to disrupt the market even more (ice products). Soon Alpha clones changes come and how knows whats next.

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**Author:** ![FT\_Diomedes](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ft_diomedes/32/24956_2.png) [@FT\_Diomedes](https://forums.eveonline.com/u/FT_Diomedes)\
**Post date:** [November 16, 2017, 3:52pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/92 "2017-11-16T15:52:33Z")

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I wish I was in game today so I could buy all the jump fuel economizers on the market.

This is such a terrible change that I cannot even begin to fathom what you were thinking. Why are you moving a fuel consumption sink from a boring passive activity (reaction towers) to an active fun activity (pilots doing things out in space). Put a reasonable fuel costs on Upwell structures and forget this stupid change.

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**Author:** ![blazigen](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/blazigen/32/491485_2.png) [@blazigen](https://forums.eveonline.com/u/blazigen)\
**Post date:** [November 16, 2017, 3:53pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/93 "2017-11-16T15:53:28Z")

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Get used to having a mad players base. Since it seem to have been becoming the ongoing trend for 2017. You guys have litteraly done nothing this year to not piss off the majority of your community.

I don’t want you to lose you job non of you. eve you @CCP_Fozzie. But this will drive people away from game again I guarantee it.

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**Author:** ![theRaptor](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/theraptor/32/240185_2.png) [@theRaptor](https://forums.eveonline.com/u/theRaptor)\
**Post date:** [November 16, 2017, 3:54pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/94 "2017-11-16T15:54:22Z")

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> [@Opner\_Dresden](#):
>
> Also the Jump Fatigue cap reduction is useless for any l small-midsized group. 4d blue or 5d blue… roughly the same.

It’s useless for everyone but dumb newbies who keep taking JBs without knowing about fatigue.

Even massive groups aren’t going to do a cap move where they get a ton of fatigue. They’d have to slash the cap to 1 day for people to really change how they move caps long distance.

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**Author:** ![Querns](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/querns/32/157529_2.png) [@Querns](https://forums.eveonline.com/u/Querns)\
**Post date:** [November 16, 2017, 3:54pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/95 "2017-11-16T15:54:28Z")

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> [@blazigen](#):
>
> Get used to having a mad players base. Since it seem to have been becoming the ongoing trend for 2017. You guys have litteraly done nothing this year to not piss off the majority of your community.

I mean, Goons represent a pretty large portion of the community, and we’re cool with the change.

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**Author:** ![Betrayer\_of\_Hope](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/betrayer_of_hope/32/145972_2.png) [@Betrayer\_of\_Hope](https://forums.eveonline.com/u/Betrayer_of_Hope)\
**Post date:** [November 16, 2017, 3:54pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/96 "2017-11-16T15:54:53Z")

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@CCP_Fozzie This is an unacceptable chance that only continues to hamper capital and logistic operations. Despite all the changes made to capital ships, and the new toys that came with them, Capital ships appeal less than ever to me as a player.

I wish i could fully utilize the new fighter mechanics. I would like to try the sub-capital weapons for dreadnoughts. But the decreased jump range and penalties for long distance travel makes offensive tactics incredibly unappealing, leaving these ships to only regularly serve as a defensive platform for the surrounding area. Further penalizing these ships with additional costs for moving about will only continue to hamper their purpose. Furthermore, increasing the cost of Jump freighters and logistic operations will be an incredibly unhealthy change for all but the largest groups in the game.

No one benefits from this change other than ice miners themselves. I understand the need to increase the demand for ice, but this is not the way to go about it. Capital jump mechanics as a whole need to be thoroughly looked at and rebuilt, as the solutions and upcoming changes have only created additional roadblocks in a class of ships that should be used as a heavy mobile support based platform.

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**Author:** ![Igace](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/igace/32/38563_2.png) [@Igace](https://forums.eveonline.com/u/Igace)\
**Post date:** [November 16, 2017, 3:55pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/97 "2017-11-16T15:55:57Z")

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Never lost a JF, but something like this should be possible right? [https://zkillboard.com/kill/65928516/](https://zkillboard.com/kill/65928516/) (I don’t know this dude but surely the almighty CONCORD can take down a few bombers in a 0.7, no?)

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**Author:** ![Querns](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/querns/32/157529_2.png) [@Querns](https://forums.eveonline.com/u/Querns)\
**Post date:** [November 16, 2017, 3:59pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/98 "2017-11-16T15:59:51Z")

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> [@Igace](#):
>
> Never lost a JF, but something like this should be possible right? [Nomad | Sasha Darksand | Killmail | zKillboard](https://zkillboard.com/kill/65928516/) (I don’t know this dude but surely the almighty CONCORD can take down a few bombers in a 0.7, no?)

We take down JFs in 1.0 during Burn Jitas. Hell, one time I think we did it in corvettes. Throw enough bodies at the thing, and it’ll die.

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**Author:** ![Scotsman\_Howard](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/scotsman_howard/32/38199_2.png) [@Scotsman\_Howard](https://forums.eveonline.com/u/Scotsman_Howard)\
**Post date:** [November 16, 2017, 4:01pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/99 "2017-11-16T16:01:44Z")

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I’ve got news:

The jump fatigue change does nothing and is not even the problem. The problem is the mechanic. Let’s breakdown a simple move of one carrier 3 jumps to a new staging.

Step 1. Log in toon, get cyno ready, etc.

Step 2: Jump

Step 3: Log off for one hour because if I was to blitz this trip, I would be screwed for more than a day.

Step 4: Repeat steps 1 and 2

Step 5: Jump and Log off for one hour AGAIN

Step 6: Repeats step 4.

Step 7: Jump to final destination.

Step 8: Log off for the evening entirely because it will be another hour before I can do anything without screwing myself over, and that is all the time I have to play this “game”.

Seriously, when a mechanic basically forces you to “Not play the game and log off lest you screw yourself when you want to play tomorrow” for N-1 hours (where N is the number of jumps and you could rapid jump if you absolutely had to (but still screw yourself in the process) it is not a good mechanic.

When we asked for for jump fatigue we wanted it so it took longer than 10 minutes to cross the universe. What we got was it took 10 hours to move across 1 region, but no thank you for lowing the maximum amount we can be screwed by this mechanic. Also, thank you for making it hard to do that region jump while we are at it.

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**Author:** ![Querns](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/querns/32/157529_2.png) [@Querns](https://forums.eveonline.com/u/Querns)\
**Post date:** [November 16, 2017, 4:04pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/100 "2017-11-16T16:04:11Z")

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> [@Scotsman\_Howard](#):
>
> When we asked for for jump fatigue we wanted it so it took longer than 10 minutes to cross the universe. What we got was it took 10 hours to move across 1 region, but no thank you for lowing the maximum amount we can be screwed by this mechanic. Also, thank you for making it hard to do that region jump while we are at it.

What the heck region is this where it takes 10 hours to move across?

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**Author:** ![Lugh\_Crow-Slave](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/lugh_crow-slave/32/441552_2.png) [@Lugh\_Crow-Slave](https://forums.eveonline.com/u/Lugh_Crow-Slave)\
**Post date:** [November 16, 2017, 4:05pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/101 "2017-11-16T16:05:17Z")

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> [@Opner\_Dresden](#):
>
> Also the Jump Fatigue cap reduction is useless for any l small-midsized group. 4d blue or 5d blue… roughly the same.

i have moved a JF 2-3 times a week almost every week for 3 years and never been ganked…

the game isn’t the problem you are

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**Author:** ![Sakido\_Cain](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/sakido_cain/32/38139_2.png) [@Sakido\_Cain](https://forums.eveonline.com/u/Sakido_Cain)\
**Post date:** [November 16, 2017, 4:05pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/102 "2017-11-16T16:05:23Z")

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Capitals are for ratting, using them in any other form is a waste of perfectly good ISK generating time. The desire to use them offensively should be put aside because your fellow players are good people who deserve to be loved and not hunted.

There is no need to travel long distances, content is there for the taking, just use your Fozzie Claws to travel unimpeded through the universe, attack players with impunity and scoot back home after your successful trolling. Be content that your Sov is secure, because it is too much of a pain in the but to move Caps to a warzone, and even more horrible to hack nodes.

This is a time of peace and love, mine with your Rorqs, make mad ISK, by many Titans and rat in them.

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**Author:** ![Gerjghon\_Toralen](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/gerjghon_toralen/32/38582_2.png) [@Gerjghon\_Toralen](https://forums.eveonline.com/u/Gerjghon_Toralen)\
**Post date:** [November 16, 2017, 4:06pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/103 "2017-11-16T16:06:48Z")

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Don’t give them ideas, man. It’ll get twisted, you will get your 2x fuel bay size for another 2x fuel use.

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**Author:** ![Arrendis](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/arrendis/32/432594_2.png) [@Arrendis](https://forums.eveonline.com/u/Arrendis)\
**Post date:** [November 16, 2017, 4:07pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/104 "2017-11-16T16:07:14Z")

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> [@GoldSnake](#):
>
> Look at what happens every time you nerf rorquals, goons get stronger while every other region declines.

To be fair, that’s going to happen with just about _any_ mechanical change: the larger, more organized groups will figure out how to adapt faster, and run through the trial-and-error-and-error-and-error process of min-maxing faster.

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**Author:** ![theRaptor](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/theraptor/32/240185_2.png) [@theRaptor](https://forums.eveonline.com/u/theRaptor)\
**Post date:** [November 16, 2017, 4:10pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/105 "2017-11-16T16:10:05Z")

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> [@Arrendis](#):
>
> To be fair, that’s going to happen with just about any mechanical change: the larger, more organized groups will figure out how to adapt faster, and run through the trial-and-error-and-error-and-error process of min-maxing faster.

There is a difference between bigger groups being quicker to optimise and mechanics that reward bigger groups but punish smaller groups.

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**Author:** ![gonoree](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/gonoree/32/113608_2.png) [@gonoree](https://forums.eveonline.com/u/gonoree)\
**Post date:** [November 16, 2017, 4:10pm UTC](https://forums.eveonline.com/t/december-updated-jump-fuel-and-jump-fatigue-cap-changes/39710/106 "2017-11-16T16:10:44Z")

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“+56% fuel use by Black Ops Battleships”

NO.

They already use too much for their cargo hold capacity.

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