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Elzon1
Shadow Boys Corp Bloodbound.
12
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Posted - 2012.03.20 03:01:00 -
[1] - Quote
Why is it that people want the jump clone timer to be so long?
Why not reduce it to 30 minutes or something?
Keep the timer as low as possible.
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Elzon1
Shadow Boys Corp Bloodbound.
12
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Posted - 2012.03.20 03:57:00 -
[2] - Quote
masternerdguy wrote:Because it removes a precious element of freedom and strategy from the game. EVE is about the freedom to incur consequences and mitigating those consequences.
Still seems like a useless limitation to me.
It would be more convenient for all of EVE to have little to no timer than to have a long one.
Sure, reducing the timer will change strategy... but this is EVE, adapt or die
This isn't a time based strategy game, its live and organic. The more stoppers you put on EVE the less organic it becomes which can cause people to loose interest in the game.
This is the whole reason for standardizing the naming conventions on modules, it lowers useless complexity and makes the game more playable.
Just an example of one of those "little things" that can more easily be changed to improve everyone's gaming experience
Kind of like the idea to increase the in-warp acceleration and deceleration time so as to make warping overall faster. With the added bonus of increasing the effectiveness of ships that warp really fast
Now, what I would really like to see is transferable attribute points to allow people to temporarily collect points supplied by other players to increase training speed. But that requires quite a bit more effort and there are other things to be considered... like creating a market interface for trading attribute points
So, I say reduce the jump clone timer down to a reasonable minimum (what the server can handle and *stuff*) so as to make the game more convenient and playable for everyone.
Overall game playability trumps in-game strategy any day. |
Elzon1
Shadow Boys Corp Bloodbound.
12
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Posted - 2012.03.20 20:00:00 -
[3] - Quote
Tippia wrote:That's the whole point: to reduce the usefulness of having those special clones. It's a balancing solution and as a bonus it adds a planning, prediction, and preparation element and it also adds for the odd combination of allowing for instant travel without completely trivialising long-distance travel
It's not a useless limitation GÇö it's a limitation on usefulness, which is a very good purpose for it and it does it really well
GǪaside from the 24h+ forward creep that the current timer creates, rather than making it a once-a-day thing.
Right... that completely makes sense..
Lets say you go to work everyday on a bicycle, it takes you 2 hours to get there and back
Now lets say I create a vehicle that allows you to get there and back in less than 15 minutes
In order to "balance things out" the local government essentially put a large hill/mountain in the way
Now it takes 1 hour and 45 minutes to traverse the same distance in the new vehicle.
Lets say people make a little town/village on top of the mountain because people wanted to rest and talk a little. Businesses form on top of the hill/mountain
Now, let say a new individual comes into town. This individual sees the hill/mountain and questions the sanity of such a limitation.
He goes to the local townsfolk to make a suggestion. Local townsfolk, why not take full advantage of this new vehicle by removing the hill/mountain or better yet... make a tunnel through it so the original path can be used by the new vehicles
Arguments are made that the businesses on top of the hill/mountain will cease to exist. The newcomer says that its not his fault that they decided to construct businesses on top of the hill/mountain... adapt or die
"Adapt or die?", the townsfolk say. The newcomer says, oh sorry... I play EVE Online you see...
Townsfolk:
/End of story
Sure the timer limitation came with the jump clone capability, but why keep it? And its not CCP's fault for people evolving strategies with the jump clone timer limitation.
I have personally been limited by this timer before in that I couldn't pvp and pve when I wanted to (I adapted). Removal of the timer will allow for greater utility of the jump clone system even if additional costs are added. ISK isn't really a limiting factor, time is.
Removal of timer could also open up new play style possibilities that weren't considered previously.
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Elzon1
Shadow Boys Corp Bloodbound.
12
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Posted - 2012.03.20 21:11:00 -
[4] - Quote
Cpt Syrinx wrote:life is no game
eve is
also, this is a game about spaceships, lets not make the spaceships obsolete allright?
Hypothetical situation, not life.
Removing the timer does not make spaceships obsolete as it allows us to use them more in most cases.
Example: Removing the timer will allow someone to rat in between CTA's.
Before timer change: Emergency CTA everyone get over to the staging system right now. Can't, still got 12 hours to go on my timer and its 54 jumps to get to you guys... I probably won't make it.
After timer change: Emergency CTA everyone get over to the staging system right now. Give me 10 minutes, I have to dock up, jump clone, and use the bathroom.
Just trying to make the game more playable. Have your game and play it too. |
Elzon1
Shadow Boys Corp Bloodbound.
12
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Posted - 2012.03.21 01:18:00 -
[5] - Quote
Qvar Dar'Zanar wrote:And being able to swap between clones adapted to a specific ships 30 times a day? I'm not sure of liking that idea.
That actually sounds kind of fun.
I am the monkey... I can go anywhere...
Wait... I just killed you at the other end of the universe...
I'm back
Stalker...
You know it |
Elzon1
Shadow Boys Corp Bloodbound.
19
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Posted - 2012.03.23 04:34:00 -
[6] - Quote
E man Industries wrote:Grrr ran up against this again....didn't jump because i got on late and knew if a jumped it would lock me out for friday night where there is a corp op. So couldn't jump over to my clone w/ the cpu implant to do a couple incursions....so
I logged off...again.
Oooo look other shinny games...
And that's the biggest reason I want to see the timer to be reduced to as little as it reasonably can be (server/technical wise).
If the timer didn't exist jump clones would be far more convenient. I don't want to see such situations arising where logging off due to the jump clone timer is a reasonable decision. I have personally logged off due to the jump clone timer quite a few times because there wasn't any other reasonable decision at the time. If a game mechanic creates within the player the inevitable decision to log off it needs to be changed.
Some people say the timer adds to the game limitations that add strategy, but to me its just a useless limitation that can lead to negative outcomes (logging off). |
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