Eve Inter-System Travel?

perfect :joy: +1

I think we need more ways to avoid jump fatigue, so we can all BLOPs more.

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So you postulate that there is no defensive strategy and tell the solution in the same paragraph? I am glad you found the defensive strategy! So there is no problem.

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Oh yeah, I’m sure that’s what we’re all thinking before we logoff every night… lol.

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So difficult to have on honest discussion on this forum.

No. Retreat flees from combat. Defensive strategies prepare for combat with opposing forces engaged in combat offensives. Tactical retreat saves combat power by avoiding the receiving end of a slaughter.

Blah blah.

If you make a gate camp retreat or flee or as you call it with many more words “save combat power through tactical retreat by avoiding the receiving end of a slaughter”, the gate camp is now gone and you can pass though safely.

Isn’t that a way valid to deal with gate camps?

Why do you say there are no strategies available to do deal with gate camps?

Then start by being clear and honest yourself.

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That. Asymmetric warfare, Hit&Run tactics and of course retreat if the odds shift to save forces for another attack are totally valid options. Always have been, in Real History and in games.

I honestly don’t understand what the OP wants? A ‘Streetfighter’ mode? Fight is over once one side is down and nobody can leave in between?

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Maybe clarify again what actually is the perceived problem? First you argued that you can’t defend and the aggressors have all the advantage and there is no defensive. Suddenly then you propose an equal matched or better force comes to the field at which point the “aggressors who have all the advantage” flee…but then they aren’t the aggressors that hold all the advantage as premised, you and your fleet have it now.

And you are well able to defend also, thereby having a defensive strategy.

Are you using a translator or an AI or something? All the logic flows are kind of messed around with your posts. It is very hard to grasp either the concept or the actual problem from them.

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It adds to the excitement and immersion. Since it isn’t a system that exists irl I think they did a good job.

The automation of jumping from one system to the next is very convenient and straight forward.

The only aspect I’m thinking about can’t be improved anyway so I take it in strides.

I have no complaints about the game.

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Based on what he said before it seems he dislikes an open PvP world where fights happen naturally over encounters based on travel route choke points, objectives or resources, but wishes to have arena-like ‘fair’ PvP where both sides willingly queue up and then fight to the death without possibility of retreating.

In other words, he wants to play a completely different genre of PvP game and thinks EVE is wrong for being an open world game where PvP happens naturally.

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Proving Grounds has entered the chat…

They should turn proving grounds back on for the express purpose of allowing us to watch the OP stammer out a million excuses for why he isn’t participating.

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Indeed they should, but in a different way than before.

There should be “Proving Ground Arena Component” blueprints lootable in high tier abyssals or pochven sites. From those, you can build Arena Components, they are literally part of the technology used by the Triglavians to create and stabilize their Abyssal Pockets.

Once you have enough different components, you can build a new structure, an “Upwell Combat Arena”. Anchorable in space, pretty costly and of course you become wardeccable in HS and they are destructable.

These Arenas are basically a great wall of 3 huge in-Space Displays, much like the advertising screens on some Stargates or Stations. On these, you can see what goes on “inside” the arena, from different angles and with health/speed stats of he partipants, like in the TwitchOverlay known from the AT. So people can watch, but not interfere.

On activation, the Arena creates a Filament Trace, ships can jump in, a 20min counter begins and the exit gate opens once there is only 1 side left. In the last 5 minutes, Resistances are reduced by 20% each until they reach 0 to make sure someone dies.

The owner can freely configure which kind of ships, equipment quality (meta), implants or drugs he allows. He can demand fees for using the Arena and offer price caches inside or payouts for the participants. He also clears the chars that are allowed to jump in on request by adding them to the access list for the next match. No one else can go in once the match has been cleared for entry, both participants have to agree to the rules beforehand.

This would enable instant-pvp if you find an open arena and are willing to bring the ship/fee the area requires. Tournaments can be hosted, it can be everything from 1vs1 to XvsX. All completely player-driven with real destruction.

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Are you sure you’re not an AI?

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Another inaccurate statement from this guy.

Not exactly. The more powerful fleet now occupies the gate location. They may or may not be friendly towards other players using the gate. So, if I am part of said occupation forces, yes I may safely use the gate at that time.

The problem with this strategy revolves around controlling the gate. My side must have sufficient combat assets logged into game and just camping a gate in order to control the gate. I am not a member of one of the player groups who find this behavior rewarding. My corp and alliance members do not bother gate camps. Why? They have to put time and effort into a coordinated effort to clear the gate camp. Reward? Nothing of value. As soon as they dock up or leave system, the gate campers return.

So, if my player group clears a gate camp so I can safely go somewhere, that win is temporary. Most likely, on the return trip, those same characters, who were camping the gate, will now be camping the gate. A proper counter-strategy would allow the players owning that space to safely use their jump gates. In Insmother around Goonswarm Federation tradehub C-J6MT, hostile players camp GSF sovereign space jump gates. This forces GSF and their allies to put significant time and effort into local space travel. By significant, I mean standard Ansiblex jump networks are not used to move fitted Exhumers out of the trade hub.

This is the stated purpose of the next Eve Online major game update:

Making space for smaller and newer groups to flourish is absolutely one of our primary goals. That also means that we need to create additional logistics challenges and pressure for larger organizations.

Proposed solution? Break an alternative strategy for traveling around gate camps and force more travel through camped gates. This game is for entertainment purposes only. Players must enjoy their Eve Online game time. No one needs to tell them to stop playing the game when they stop enjoying it. That is an automatic human response.

Why do I care about other players in Eve Online? Fenris Creations is a business operating Eve Online for profit and operating costs. More profit means more re-investment into Eve Online. However, I am more concerned about the operating costs. Seeing evidence that suggests Fenris Creations operates within a constrained financial environment. That is not a healthy situation. Too close to negative cash flow. Negative cash flow has limits. Those limits force companies to cease operations. I would prefer this not occur any time soon.

I believe that the artificial constraints Eve Online forces onto players in this sandbox creates an imbalance of power. This forum has daily complaints against this imbalance of power. Can safely assume surveys completed by former Eve Online players reinforce this complaint. Believe this imbalance of power must be directly addressed before Eve Online shuts down permanently.

So, why am I asking other players to provide detailed feedback on Inter-System Travel? Fenris Creations has made two announcements regarding major changes to inter-system travel. I believe their plan puts a cute cartoon bandage on a compound broken bone. Neither helpful nor appreciated.

Earlier, I mentioned artificial constraints. What do I mean with that? Current game mechanics restricting player options without purpose or necessity. For instance, the present Eve Online Map presents a convoluted flight path. Want to go to a system shown on the map close to your current system? What does the routing suggest? Might be 1 jump. Might be over a dozen jumps and multiple regions. Will the reward for going there be worth the time and effort invested in travel?

How do other MMORPG handle travel between zones? Instant travel mechanics. Eve Online? You are flying a space ship through empty space. No bee-lines or as-the-crow-flies options between systems. Waste player time with too many jumps, convoluted flight paths, and artificial choke points. Before air travel was common, Germany created the autobahn. The United States liked that so much they copied it and pasted it in America. Japan is a small island; they still managed to create the infrastructure for efficient travel.

Eve Online? Players must focus valuable player game time just attempting space travel. Of course, we have auto-pilot. Broken, but exists. Anyone using it lands 10+km from the gate, slow-travels to the gate, and then jumps. After the jump, a delay before the next warp. Why? So gate campers have an easier time killing space travel and seriously damaging game enjoyment for “Players-Other-Than-Gate Campers” (POTGC).

So hypothetical situation: some player jumps into a system and finds that gate camped. Strategy? Get blamed for not entering system with a scout first and lose a ship. Alternative? Players land on the jump gate instead of 10km out. Grant them instant access to undo the jump without combat risk. Why? Increase Eve online’s entertainment value for POTGC’s.

Why does this matter? Right now, gate camps control regions by destroying access through choke points. Small group wanting to spend time in Outer Ring region? Gate camps attempt to block access to that entire region. The zones are all empty because a few players deny game content to everyone else. Want to make room for small groups in sovereign null space? Grant them access to space beyond gate camps.

Why does each system have single-function jump gates? Why not put 1 jump gate in each system at the sov beacon location. Set destination, jump that one gate, and jump directly into the destination system. Upon arrival in destination system, the player lands directly on the gate with the option to instantly retreat.

How will this affect the Eve Online player community? Everyone complaining about PVP in Eve Online will see their complaints addressed in a beneficial matter. PVP will be force into system interiors. PVP players will be forced into offensive combat operations. Their opponents will have a fair advantage. This makes the entire Eve Online player community healthier. Healthier player base means they give more financial support to the host company (Fenris Creations). Nearly everyone wins. The only players harmed by this is the Gate-Campers. They should read the Eve Online ToS and EULA before playing this game. The host company makes no guarantee regarding player experience. Fenris Creations may change it at any time. Changes may negatively affect character in-game value without compensation.

Of course, this will cause major changes in the player driven economy. Single-character-players will have access to the entire Eve Online Map and the full game content. Other areas of the game require updates as well. This is especially critical for PVP mechanics. Players are currently too risk-averse and avoid PVP except when they perceive their risk is acceptably low. Please leave this for a different conversation.

Still wanting input from other players. Everyone time a player answers the good, neutral, and bad questions; the player community and Fenris Creations receives valuable feedback from another perspective. More perspectives means broader understanding. That is always beneficial. Players attempting to force their will onto the community will not appreciate it. I suggest they read the ToS and the EULA again. They obviously missed key provisions.

I’m seriously about to call AI on this…

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DId you use an AI checker in your analysis?

My bullsh*t checker is going haywire…

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Look man, I am sorry, but you simply must link the lossmail that cracked open this seemingly infinite sodium vein. I gotta see it. What was in the shuttle? Did they get the pod too? I bet they got the pod, too.

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Typical behavior on this forum.

Use dishonest debate tactics to silence the conversation. Cannot allow other players to share their feedback on the official Eve Online feedback forum. Nope, if it does not support them, it must be attacked.