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Thread Statistics | Show CCP posts - 0 post(s) |
InternetSpaceJesus
Imperial Academy Amarr Empire
0
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Posted - 2012.10.25 09:37:00 -
[1] - Quote
I mean I get that it would be too easy to move around if you could just jump around all the time, but 24 hours seems like an awfully large penalty to solve a relatively minor problem. Couldn't the timer be 2 hours, 4 hours, or 8 hours, and do the same thing? |
rodyas
Tie Fighters Inc
798
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Posted - 2012.10.25 09:37:00 -
[2] - Quote
Sorry, people don't like AFK in the game. I'm not shitposting. |
InternetSpaceJesus
Imperial Academy Amarr Empire
0
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Posted - 2012.10.25 09:46:00 -
[3] - Quote
I'm not really sure what you mean. |
Ravnik
Choke-Hold
2825
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Posted - 2012.10.25 09:51:00 -
[4] - Quote
Maybe they could give us a skill that decreases clone jump timer. I dunno, just an idea Uh, we had a slight weapons malfunction, but uh... everything's perfectly all right now. We're fine. We're all fine here now, thank you. How are you?....****.. |
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
1427
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Posted - 2012.10.25 09:53:00 -
[5] - Quote
Clone jumping more often would mean that there is more pvp in the game. As we all know, more pvp means that there is a lack of consequences for undesirable behavior. This is something that's not in line with current development focus. (USER WAS BANNED FOR THIS POST) |
InternetSpaceJesus
Imperial Academy Amarr Empire
0
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Posted - 2012.10.25 10:03:00 -
[6] - Quote
Destiny Corrupted wrote:Clone jumping more often would mean that there's more pvp in the game. As we all know, more pvp means that there's a lack of consequences for undesirable behavior. This is something that's not in line with current development focus.
Undesirable behavior? Or is that just sarcasm saying that CCP doesn't want us to have more PVP for some reason? |
Alara IonStorm
3335
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Posted - 2012.10.25 10:04:00 -
[7] - Quote
I would prefer it if you could just switch pods immediately at any medical station.
Never been a fan learning implants just like the skills but separate from that I would like it if you could switch from your Nano Cruiser Minmatar Pod to your Gallente Blaster Frigate Pod on the fly in side a station, like switching ships.
That way you can create empty pods for the cost of Updating your Clone and seed pods around Med Stations for PvE or PvP purposes. That way if you use an expensive pod for any purpose like a Crystal, Slave Set or +4's and 5's and want to go on a Thrasher roam or switch tanking styles and weapons you don't have to wait 24 hours.
Even better carry them from one Med station to another in your Cargo Hold. Like moving them from X Med Station to Y Med Station where you are relocating.
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Val'Dore
PlanetCorp InterStellar
72
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Posted - 2012.10.25 10:06:00 -
[8] - Quote
Database corruption. |
Vera Algaert
Republic University Minmatar Republic
395
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Posted - 2012.10.25 10:09:00 -
[9] - Quote
InternetSpaceJesus wrote:I mean I get that it would be too easy to move around if you could just jump around all the time, but 24 hours seems like an awfully large penalty to solve a relatively minor problem. Couldn't the timer be 2 hours, 4 hours, or 8 hours, and do the same thing? It doesn't really serve a purpose
The biggest argument in favor of the timer is probably that it slows down force projection - you are deployed in some faraway region, somebody SBUs your home space or hits some of your moons, now you have to make a decision on whether to jumpclone home or not.
The problem is that even if you exclude other means of force projection that might allow you to cross several regions quickly (titan bridges, jumpbridges, etc) there is always the option to do the jump via medical clone without any cooldowns (and most pvpers in 0.0 don't use expensive implant sets anyways - for me the total cost of a jump is 60m and that's probably on the upper end of the spectrum). I'm a NPC corp alt, any argument I make is invalid. |
Shederov Blood
Wrecketeers
109
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Posted - 2012.10.25 10:20:00 -
[10] - Quote
Destiny Corrupted wrote:Clone jumping more often would mean that there's more pvp in the game. As we all know, more pvp means that there's a lack of consequences for undesirable behavior. This is something that's not in line with current development focus. The lady doth protest too much, methinks. |
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baltec1
Bat Country
2552
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Posted - 2012.10.25 10:20:00 -
[11] - Quote
Whats with this sudden surge of people who want to do away with meaningfull conciquences to their actions? |
Vera Algaert
Republic University Minmatar Republic
395
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Posted - 2012.10.25 10:27:00 -
[12] - Quote
baltec1 wrote:Whats with this sudden surge of people who want to do away with meaningfull conciquences to their actions? the choice between paying a few millions (for clone and implants) or subjecting yourself to a 24h timer (which might make you miss important timers and lose momentum when fighting on multiple fronts) is so obvious that the decision is not meaningful.
I am all for the 24h jumpclone timer if you remove other means of force projection, so that this timer actually is a meaningful restriction. But as is, it doesn't serve any purpose. I'm a NPC corp alt, any argument I make is invalid. |
Tippia
Sunshine and Lollipops
10092
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Posted - 2012.10.25 10:32:00 -
[13] - Quote
It's to ensure that you can't move around too easily at too little cost.
The only problem with the timer is that it's a classic timer fence-post error. It should really be 23h (or 23:55). GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan.
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Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
1428
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Posted - 2012.10.25 10:32:00 -
[14] - Quote
I do wish they'd at least let us trade some SP for "expedited" clone jumps. Being locked into one implant set for a day kind of sucks when you need to switch out to something else to deal with a pvp situation. If I could jump a second time within a day but then sacrifice training time for the remainder of the jump duration, that would be cool. It's more of an empire/wh thing though because 0.0 people don't really need to make Slave/Crystal/ECCM choices. (USER WAS BANNED FOR THIS POST) |
Malcanis
Vanishing Point. The Initiative.
4974
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Posted - 2012.10.25 10:37:00 -
[15] - Quote
InternetSpaceJesus wrote:I mean I get that it would be too easy to move around if you could just jump around all the time, but 24 hours seems like an awfully large penalty to solve a relatively minor problem. Couldn't the timer be 2 hours, 4 hours, or 8 hours, and do the same thing?
The idea is that if you've committed yourself to operating here, then you have to accept tha your assets are vulnerable over there.
In short, if people could jump-clone freely, then there would be no barrier to one group owning all of 0.0 (and indeed lo-sec). As it is it's easy enough for a single group to dominate vast areas MatrixSkye Mk2: "Remember: You consent to unconsensual PVP the moment you press the "Undock" button." |
Rek Seven
Probe Patrol Project Wildfire
449
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Posted - 2012.10.25 10:39:00 -
[16] - Quote
It really is an unnecessary and outdated mechanic. It needs to be more like 12 hours.
As a wormholer that goes on regular ops in null/low sec, the jump clone cool down actually dissuades me from participating in pvp. They see me trolling, they hating... |
Aralyn Cormallen
Wildly Inappropriate Goonswarm Federation
12
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Posted - 2012.10.25 10:52:00 -
[17] - Quote
I could get behind shortening it to 23 or 23 1/2 just to stop the annoying timer-creep that occurs with a full 24 hours, but otherwise being forced to commit to a jump is a good thing.
Although, to be honest, most of my clone-jumps are done in-station between by learning implanted clone and a naked pvp clone, and a reduction when your in the same station as the clone your hopping into would be kinda helpful, but something I wouldn't care enough about to argue for. |
Colonel Xaven
Decadence. RAZOR Alliance
174
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Posted - 2012.10.25 10:58:00 -
[18] - Quote
Imho 24 hours are a fair timeframe.
I can understand a desire to shorten it, but that shortening would start a down spiral (a fulfilled desire awakens more desires) and lead to the exact reason why this timeframe is 24 hours now. |
Rek Seven
Probe Patrol Project Wildfire
449
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Posted - 2012.10.25 11:01:00 -
[19] - Quote
which is? They see me trolling, they hating... |
InternetSpaceJesus
Imperial Academy Amarr Empire
1
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Posted - 2012.10.25 11:07:00 -
[20] - Quote
A lot of you guys seem to think I'm for removing it. I'm not, at all. I'm just saying that having to wait 24 hours to jump again is ridiculous to me. As said above, it dissuades from pvping because I cannot switch to a pod with a specific implant set. Overall I think the timer should be lowered to something like 12 hours, and you should be able to switch pods if you're in a station containing a jump clone of yours. |
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Ravnik
Choke-Hold
2841
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Posted - 2012.10.25 11:08:00 -
[21] - Quote
Colonel Xaven wrote:Imho 24 hours are a fair timeframe.
I can understand a desire to shorten it, but that shortening would start a down spiral (a fulfilled desire awakens more desires) and lead to the exact reason why this timeframe is 24 hours now.
wtf
Uh, we had a slight weapons malfunction, but uh... everything's perfectly all right now. We're fine. We're all fine here now, thank you. How are you?....****.. |
Terrorfrodo
Deep Space Darwinian Law Enforcement Agency
217
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Posted - 2012.10.25 11:18:00 -
[22] - Quote
Actually I think a more radical change might be good:
-remove all attribute enhancing implants from the game -remove jump clones from the game
Moving around instantly without risking anything is too easy right now. We are not forced to really live anywhere, we can be in six different places six days of the week without risking our pods or a ship in actual travel.
If people had just their one pod, there would be a lot more traffic in and out of nullsec, for example. People would form convoys to get past gatecamps. Gatecamps would get more targets, but those targets would be more likely to put up a fight, because they have to organize better.
Sure, you'd be stuck with one implant set, but I don't think that's so bad. Right now I have one clone with a siege warfare mindlink and another with armored warfare mindlink, but why shouldn't I be forced to commit to only one of them?
The main meaningful purpose of jump clones right now is to encourage pvp in people, especially newbies, who would not risk their expensive attribute enhancers in pvp but also don't want to lose training time by foregoing the use of good implants. If attribute enhancers are abolished, this function of jump clones becomes obsolete. . |
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
1429
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Posted - 2012.10.25 11:38:00 -
[23] - Quote
If you want to abolish jump clones, then you better give me the ability to remove implants at will.
Because I am not getting stuck with one implant set and I'm not going to deal with it by htfu and trashing my implants every time I want to fly a different type of ship. (USER WAS BANNED FOR THIS POST) |
Eugene Kerner
TunDraGon
168
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Posted - 2012.10.25 11:41:00 -
[24] - Quote
Because of Falcon (the ship) |
svenska flicka
Science and Trade Institute Caldari State
9
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Posted - 2012.10.25 11:44:00 -
[25] - Quote
I always felt a penalty in time made sense, but, 24 hours is too long.
It should be 12 hours, 12 hours to me is fair yet still penalizing.
They should also cut costs on clones in general, T1 frigates should be fun with 1mill sp as well as 100mill sp. |
Arduemont
Lords 0f Justice Fidelas Constans
512
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Posted - 2012.10.25 11:55:00 -
[26] - Quote
I've seen these threads come up lots in the Assembly Hall and Features etc, and the same argument are used on both sides for and against.
The pros say that quicker jump timers would allow people to get closer tot he action when they wanted to. The cons say that people would be travelling less manually and so there would be less opportunity for PvP.
I think even if the pros are right, small gang and solo will get nerfed by that kind of change. I like travelling manually. |
Tippia
Sunshine and Lollipops
10092
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Posted - 2012.10.25 11:56:00 -
[27] - Quote
svenska flicka wrote:It should be 12 hours, 12 hours to me is fair yet still penalizing. Fast-forward two years: GÇ£It should be 6 hours, 6 hours to me is fair yet still penalizing.GÇ¥
Once a day is fine. It's just that it should be once a day rather than once just-over-a-day. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan.
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Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
1433
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Posted - 2012.10.25 12:02:00 -
[28] - Quote
I really wish travel considerations would be disassociated from implants. If the clones are in the same system, for example, I'd like to be able to switch them more often (even if there are penalties attached) than once per say. It has happened a moderate amount of times where I had to pass on potential action due to having the wrong implants. (USER WAS BANNED FOR THIS POST) |
svenska flicka
Science and Trade Institute Caldari State
11
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Posted - 2012.10.25 12:02:00 -
[29] - Quote
Tippia wrote:svenska flicka wrote:It should be 12 hours, 12 hours to me is fair yet still penalizing. Fast-forward two years: GÇ£It should be 6 hours, 6 hours to me is fair yet still penalizing.GÇ¥ Once a day is fine. It's just that it should be once a day rather than once just-over-a-day.
I see your argument but I do not agree that would happen, that risk comes to every thing in this game with CCP so to say once 12, then 6.... But I do want ability to do it once a day, so other option would be allow you to jump clone twice every 24hours. But then you run into the problem with doing it 5 minutes after each other? I just think 24 hours is a bit extreme. Maybe let you do 1 jump every 24 hours across anywhere in the universe but also one time on top of that in a 24hour period if in same station? |
Inquisitor Kitchner
Galaxy Punks Executive Outcomes
264
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Posted - 2012.10.25 12:09:00 -
[30] - Quote
I think 18 hours is probably better. Say you come home from work at 6pm, eat tea, log on at 8pm, do some PvP till 10pm then jump clone and do some ratting till 11:30/12.
If you do the same tomorrow and PvP is happening at 8pm again you can't jump clone till 11:30/12.
I think 18 hours lets you still basically only JC once a day but means its a tad more flexible instead of "I know you have a strat op in "If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli |
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