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Bubanni
ElitistOps Pandemic Legion
527
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Posted - 2012.10.26 06:49:00 -
[91] - Quote
It's about time that CCP adds a skill that reduces jump clone cooldown by either 5% 7.5% or 10% per level (10% per level at lvl 5 should = 12 hour cooldown as in 50% of the original time) Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
James Amril-Kesh
RAZOR Alliance
1087
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Posted - 2012.10.26 06:54:00 -
[92] - Quote
I think there are a few separate crowds here that some people have difficulties telling apart. Namely there are two completely separate groups, one who wants to make using jump clones easier for their intended purpose (clone travel), and another who want a boost to their secondary purpose (implant storage). http://themittani.com/features/local-problem A simple fix to the local intel problem |
Bubanni
ElitistOps Pandemic Legion
527
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Posted - 2012.10.26 06:59:00 -
[93] - Quote
James Amril-Kesh wrote:I think there are a few separate crowds here that some people have difficulties telling apart. Namely there are two completely separate groups, one who wants to make using jump clones easier for their intended purpose (clone travel), and another who want a boost to their secondary purpose (implant storage).
I think this is correct, I mainly see jump clones as a implant storage :)...
For people who are against jump clones for their "instant travel" "making eve small", they are stupid, you can travel from one end of eve within like 10-20 mins with capitals and cyno chain... or do it within a few hours in an interceptor...
I personly don't care about jump clones as a means of travel, if they made switching implants easier and without destroying the implants in the process, I would totally be for removing jump clones... (unplug implant to hangar would be kinda sweet) Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
svenska flicka
Science and Trade Institute Caldari State
63
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Posted - 2012.10.26 07:00:00 -
[94] - Quote
James Amril-Kesh wrote:I think there are a few separate crowds here that some people have difficulties telling apart. Namely there are two completely separate groups, one who wants to make using jump clones easier for their intended purpose (clone travel), and another who want a boost to their secondary purpose (implant storage).
True and I am in the second group. When it comes to traveling 24 hours is good or perhaps too good. But 24 hours to change implants is way too penalizing on a persons game time. |
Esan Vartesa
Samarkand Financial
271
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Posted - 2012.10.26 07:20:00 -
[95] - Quote
Bubanni wrote:
For people who are against jump clones for their "instant travel" "making eve small", they are stupid, you can travel from one end of eve within like 10-20 mins with capitals and cyno chain... or do it within a few hours in an interceptor...
I personly don't care about jump clones as a means of travel, if they made switching implants easier and without destroying the implants in the process, I would totally be for removing jump clones... (unplug implant to hangar would be kinda sweet)
Some of us would prefer to have the cyno chains and bridges done away with as well. A few hours in an interceptor sounds just about right to me as the fastest way to travel.
Do away with jump clones entirely. Leave implants as a permanent commitment of ISK. Also, make it so that to change medical stations, you have to be docked at the new station first.
Don't fly what you can't afford to lose. Eve is Real. New Eden is the largest single shard universe MMO. Eve is Hard.
These things have meaning. |
Juliade
Purging Maelstrom Villore Accords
4
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Posted - 2012.10.26 07:41:00 -
[96] - Quote
Entirely judging from what I've read so far, I think having clones as a commodity you can plug full of implants and then buy, sell, transport around and switch into (like ships) is really all you need. Jumping around should be a commitment to be active in a specific area for a certain amount of time as many before me already said. I see no problem with the timer. |
Warp Planet6
Tribal Liberation Force Minmatar Republic
1
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Posted - 2012.10.26 08:05:00 -
[97] - Quote
Spurty wrote:Hmm
The more I read why you want the timer decreased, the more I'm convinced it should be increased
Same here.
All those desires of saving implants, fast travelling etc. make me think about increasing the cooldown timer. Maybe 36 hours.
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Tobiaz
Spacerats
714
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Posted - 2012.10.26 08:23:00 -
[98] - 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.
Sadly this simply doesn't work that way. More mobility works more in favor of the defenders running away and not having to commit to a fight which, in EVE 'perfect intel' situation they often know beforehand they can't win.
Yes it's easier to scour more area for targets, but those will simply run away as well, with additional downside that this 'shrinks' the galaxy too much and results in excessive power projection. Not to mention it nullifies the commitment consequence for people choosing to live in null, by allowing to jump back and forth to empire , which is VERY bad. Operation WRITE DOWN ALL THE THINGS!!!-á Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors! |
Tobiaz
Spacerats
714
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Posted - 2012.10.26 08:25:00 -
[99] - Quote
Bubanni wrote:James Amril-Kesh wrote:I think there are a few separate crowds here that some people have difficulties telling apart. Namely there are two completely separate groups, one who wants to make using jump clones easier for their intended purpose (clone travel), and another who want a boost to their secondary purpose (implant storage). I think this is correct, I mainly see jump clones as a implant storage :)... For people who are against jump clones for their "instant travel" "making eve small", they are stupid, you can travel from one end of eve within like 10-20 mins with capitals and cyno chain... or do it within a few hours in an interceptor... I personly don't care about jump clones as a means of travel, if they made switching implants easier and without destroying the implants in the process, I would totally be for removing jump clones... (unplug implant to hangar would be kinda sweet)
Thanks you for underlining how hard jump mechanics as well are in dire need of a massive nerf. A galaxy-spanning cyno-chain is ok, but it should cost way more then it does now.
I don't know about the unplug implant though. Choices must have consequences. People are already cheating on that with storing implants in jump clones. The ease with which players can have min-maxed clones for several situation is bad and takes away the opportunity of players that do wish to specialize. Operation WRITE DOWN ALL THE THINGS!!!-á Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors! |
Tippia
Sunshine and Lollipops
10129
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Posted - 2012.10.26 09:12:00 -
[100] - Quote
Warp Planet6 wrote:Spurty wrote:Hmm
The more I read why you want the timer decreased, the more I'm convinced it should be increased Same here. All those desires of saving implants, fast travelling etc. make me think about increasing the cooldown timer. Maybe 36 hours. Make it 35-+ and you've got a deal. 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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Warp Planet6
Tribal Liberation Force Minmatar Republic
3
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Posted - 2012.10.26 09:25:00 -
[101] - Quote
Tippia wrote:Warp Planet6 wrote:Spurty wrote:Hmm
The more I read why you want the timer decreased, the more I'm convinced it should be increased Same here. All those desires of saving implants, fast travelling etc. make me think about increasing the cooldown timer. Maybe 36 hours. Make it 35-+ and you've got a deal.
Alrighty |
Durzel
The Xenodus Initiative. Ministry of Inappropriate Footwork
84
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Posted - 2012.10.26 09:40:00 -
[102] - Quote
The timer should decrease based on your proximity to the clone you want to jump into really. A blanket 24 hour timer is as antiquated as learning skills. |
Vera Algaert
Republic University Minmatar Republic
399
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Posted - 2012.10.26 09:50:00 -
[103] - Quote
How about a jumpclone timer that is based on the distance between your current clone and the clone you are jumping to?
that would not solve my gripe with jumpclones (medical clones are overpowered for travel when compared to jumpclones) but would allow to differentiate between the "travel" and the "implant storage" functions. I'm a NPC corp alt, any argument I make is invalid. |
Benilopax
Solar Storm Intrepid Crossing
369
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Posted - 2012.10.26 09:57:00 -
[104] - Quote
The RP/lore reason for timers also breaks down with the new DUST implants, soldiers are zipping from clone to all over the galaxy. ... |
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