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InternetSpaceJesus
Imperial Academy Amarr Empire
0
|
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
|
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
|
Posted - 2012.10.25 09:46:00 -
[3] - Quote
I'm not really sure what you mean. |

Ravnik
Choke-Hold
2825
|
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
|
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
|
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
|
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.
|

Val'Dore
PlanetCorp InterStellar
72
|
Posted - 2012.10.25 10:06:00 -
[8] - Quote
Database corruption. |

Vera Algaert
Republic University Minmatar Republic
395
|
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
|
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. |

baltec1
Bat Country
2552
|
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
|
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
|
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.
|

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
1428
|
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
|
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
|
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
|
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
|
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
|
Posted - 2012.10.25 11:01:00 -
[19] - Quote
which is? They see me trolling, they hating... |

InternetSpaceJesus
Imperial Academy Amarr Empire
1
|
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. |

Ravnik
Choke-Hold
2841
|
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
|
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
|
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
|
Posted - 2012.10.25 11:41:00 -
[24] - Quote
Because of Falcon (the ship) |

svenska flicka
Science and Trade Institute Caldari State
9
|
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
|
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
|
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.
|

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
1433
|
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
|
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
|
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 |

Rek Seven
Probe Patrol Project Wildfire
450
|
Posted - 2012.10.25 12:11:00 -
[31] - 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.
Clearly, it's not fine as if it was, we wouldn't see people asking for it to be reduced.
Knocking an hour off the timer would be pointless but to be honest I don't really care about jump cloning for the sake of instant travel, i (and many others) just want to be able to swap clones whenever they want. That wouldn't break anything. They see me trolling, they hating... |

Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
174
|
Posted - 2012.10.25 12:14:00 -
[32] - Quote
The current 24 hours are a real inconvienience to those that are bound to tight shedules due to RL.
We need a skill that lets us reduce the jumping delay by 1 hour per level, perhaps 2 hours depending on the skill multipier. I believe that would be an acceptable compromise. Forum-unbanned since 2011.10.20. |

svenska flicka
Science and Trade Institute Caldari State
13
|
Posted - 2012.10.25 12:17:00 -
[33] - Quote
Nerath Naaris wrote:The current 24 hours are a real inconvienience to those that are bound to tight shedules due to RL.
We need a skill that lets us reduce the jumping delay by 1 hour per level, perhaps 2 hours depending on the skill multipier. I believe that would be an acceptable compromise.
I hate adding a new skill to the game you will end up forcing every body and their mother to train, the skill would be that valuable it would even be something every one trains to level 5.
But yes, I would love for a change to current mechanic. |

Colonel Xaven
Decadence. RAZOR Alliance
174
|
Posted - 2012.10.25 12:19:00 -
[34] - Quote
Arduemont wrote: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.
The problem is not only travelling. There is a good chance that jump cloning with short cooldowns could become a mechanic to mitigate consequences. Trading in Jita, jump into your pvp clone, roam, get stuck / camped in a station - jump clone out, come again.
If you start lowering the cooldown, another guy will come again in a few months to ask for a lower cooldown again. |

Tippia
Sunshine and Lollipops
10095
|
Posted - 2012.10.25 12:19:00 -
[35] - Quote
Rek Seven wrote:Clearly, it's not fine as if it was, we wouldn't see people asking for it to be reduced. Yeah, the problem is that what people are asking for is not a suitable metric for what is fine and what isn't.
People are asking for built-in bots, no highsec, no nullsec, PvP switches, I-win buttons and all manners of things that would alter things that are just fine as they are. Knocking an hour off the timer would not be pointless because it would make it an actual once-a-day thing rather than the current once-a-bit-more-than-a-day event it is. It's a classic error when designing countdowns.
GǪbut sure, that's building on the assumption that it should be a once-a-day ability, which isn't entirely certain, and again, it wouldn't need to be a full hour to solve that issue GÇö 5 minutes would work just as well. 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.
|

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
1972
|
Posted - 2012.10.25 12:23:00 -
[36] - Quote
Tippia wrote:It's to ensure that you can't move around (or adjust your clone setup) 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).
GǪ or 36h, just to reinforce that it's not intended to be used once a day at the beginning of each play session :)
Day 0 advice for new players: Day 0 Advice for New Players |

Rordan D'Kherr
Imperial Academy Amarr Empire
120
|
Posted - 2012.10.25 12:24:00 -
[37] - Quote
Mara Rinn wrote:Tippia wrote:It's to ensure that you can't move around (or adjust your clone setup) 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). GǪ or 36h, just to reinforce that it's not intended to be used once a day at the beginning of each play session :)
Actually 36h sounds good. Seconded.
|

svenska flicka
Science and Trade Institute Caldari State
13
|
Posted - 2012.10.25 12:26:00 -
[38] - Quote
Tippia wrote:Rek Seven wrote:Clearly, it's not fine as if it was, we wouldn't see people asking for it to be reduced. Yeah, the problem is that what people are asking for is not a suitable metric for what is fine and what isn't. People are asking for built-in bots, no highsec, no nullsec, PvP switches, I-win buttons and all manners of things that would alter things that are just fine as they are. Knocking an hour off the timer would not be pointless because it would make it an actual once-a-day thing rather than the current once-a-bit-more-than-a-day event it is. It's a classic error when designing countdowns. GǪbut sure, that's building on the assumption that it should be a once-a-day ability, which isn't entirely certain, and again, it wouldn't need to be a full hour to solve that issue GÇö 5 minutes would work just as well.
If it wasn't it should have been 36 hours or longer.
I also have to agree with posters talking about traveling issue. Let us only do that once every 24hours then but let us change clones in the same station with a medical bay more often than that, at least once a day. My issues is not traveling or even wanting that to happen more often, in fact I hate that traveling in EVE has become this easy and fast compared to what it use to be. I just wanna be able to at least switch implants once a day in same station ie you sit in leadership plants and get called to bring a HIC... |

James Amril-Kesh
4S Corporation RAZOR Alliance
1067
|
Posted - 2012.10.25 12:29:00 -
[39] - Quote
Well what I know for sure is a lot of us don't us jump clones for their intended purpose, but instead we use them to store different implant sets. Being able to switch between implant sets only once per 24 hours is detrimental to PVP. For example, during a quiet period you and a whole bunch of other people in your alliance jump into ratting clones. My ratting clone has +5 learning implants and 5% damage hardwirings. 10 hours later there's a spontaneous fleet. A large number of people aren't going to be showing up to this fleet because they don't want to risk their blinged out brains.
A couple solutions to this problem would be allowing jumps within clones at the same station with a greatly reduced timer or no timer at all, or allowing unplugging of learning implants without destroying them (and possibly hardwirings with some penalty).
However I just thought of a way this could be exploited in combination with death cloning, but death cloning is already a problem. The solution to this, I propose, would be so that you cannot change your medical clone station more than once every 48 hours. http://themittani.com/features/local-problem
A simple fix to the local intel problem |

Rordan D'Kherr
Imperial Academy Amarr Empire
121
|
Posted - 2012.10.25 12:32:00 -
[40] - Quote
James Amril-Kesh wrote:Well what I know for sure is a lot of us don't us jump clones for their intended purpose, but instead we use them to store different implant sets. Being able to switch between implant sets only once per 24 hours is detrimental to PVP. For example, during a quiet period you and a whole bunch of other people in your alliance jump into ratting clones. My ratting clone has +5 learning implants and 5% damage hardwirings. 10 hours later there's a spontaneous fleet. A large number of people aren't going to be showing up to this fleet because they don't want to risk their blinged out brains.
Consequences. Yeah. Bad thingy.
|

James Amril-Kesh
RAZOR Alliance
1070
|
Posted - 2012.10.25 12:34:00 -
[41] - Quote
Rordan D'Kherr wrote:James Amril-Kesh wrote:Well what I know for sure is a lot of us don't us jump clones for their intended purpose, but instead we use them to store different implant sets. Being able to switch between implant sets only once per 24 hours is detrimental to PVP. For example, during a quiet period you and a whole bunch of other people in your alliance jump into ratting clones. My ratting clone has +5 learning implants and 5% damage hardwirings. 10 hours later there's a spontaneous fleet. A large number of people aren't going to be showing up to this fleet because they don't want to risk their blinged out brains. Consequences. Yeah. Bad thingy. The consequences are entirely avoidable as it is, the problem is that everyone chooses to avoid the consequences and this comes at the expense of PVP. http://themittani.com/features/local-problem
A simple fix to the local intel problem |

svenska flicka
Science and Trade Institute Caldari State
14
|
Posted - 2012.10.25 12:37:00 -
[42] - Quote
James Amril-Kesh wrote:Well what I know for sure is a lot of us don't us jump clones for their intended purpose, but instead we use them to store different implant sets. Being able to switch between implant sets only once per 24 hours is detrimental to PVP. For example, during a quiet period you and a whole bunch of other people in your alliance jump into ratting clones. My ratting clone has +5 learning implants and 5% damage hardwirings. 10 hours later there's a spontaneous fleet. A large number of people aren't going to be showing up to this fleet because they don't want to risk their blinged out brains.
A couple solutions to this problem would be allowing jumps within clones at the same station with a greatly reduced timer or no timer at all, or allowing unplugging of learning implants without destroying them (and possibly hardwirings with some penalty).
However I just thought of a way this could be exploited in combination with death cloning, but death cloning is already a problem. The solution to this, I propose, would be so that you cannot change your medical clone station more than once every 48 hours.
Maybe even just let anyone store implants as much as they want and or replace without destroying them for an ISK sink charge or something and remove that feature from jump clones altogether. Then if you want to jump across the galaxy to a clone with implants you need to have those implants at that hangar or buy them there.
You still lose them if you get podded flying with them so am I crazy to suggest that? Or would that for some reason I cannot see currently be OP??? |

Da'iel Zehn
Evil Frosty's Premium Liqours and Fine Wines
1
|
Posted - 2012.10.25 13:33:00 -
[43] - Quote
I'm good with 12 hours. |

Rordan D'Kherr
Imperial Academy Amarr Empire
121
|
Posted - 2012.10.25 14:27:00 -
[44] - Quote
James Amril-Kesh wrote:Rordan D'Kherr wrote:James Amril-Kesh wrote:Well what I know for sure is a lot of us don't us jump clones for their intended purpose, but instead we use them to store different implant sets. Being able to switch between implant sets only once per 24 hours is detrimental to PVP. For example, during a quiet period you and a whole bunch of other people in your alliance jump into ratting clones. My ratting clone has +5 learning implants and 5% damage hardwirings. 10 hours later there's a spontaneous fleet. A large number of people aren't going to be showing up to this fleet because they don't want to risk their blinged out brains. Consequences. Yeah. Bad thingy. The consequences are entirely avoidable as it is, the problem is that everyone chooses to avoid the consequences and this comes at the expense of PVP.
You could choose to avoid the consequence by staying in your PvP clone (especially if you are in a pvp alliance like Razor with an active campaign afaik). |

svenska flicka
Science and Trade Institute Caldari State
35
|
Posted - 2012.10.25 14:31:00 -
[45] - Quote
Rordan D'Kherr wrote:James Amril-Kesh wrote:Rordan D'Kherr wrote:James Amril-Kesh wrote:Well what I know for sure is a lot of us don't us jump clones for their intended purpose, but instead we use them to store different implant sets. Being able to switch between implant sets only once per 24 hours is detrimental to PVP. For example, during a quiet period you and a whole bunch of other people in your alliance jump into ratting clones. My ratting clone has +5 learning implants and 5% damage hardwirings. 10 hours later there's a spontaneous fleet. A large number of people aren't going to be showing up to this fleet because they don't want to risk their blinged out brains. Consequences. Yeah. Bad thingy. The consequences are entirely avoidable as it is, the problem is that everyone chooses to avoid the consequences and this comes at the expense of PVP. You could choose to avoid the consequence by staying in your PvP clone (especially if you are in a pvp alliance like Razor with an active campaign afaik).
PVP clones has implants as well also for different situations depending on what you fly etc. So that argument is mute, thank you. |

Mehashi 'Kho
Spiritus Draconis Sicarius Draconis
23
|
Posted - 2012.10.25 14:31:00 -
[46] - Quote
James Amril-Kesh wrote:The consequences are entirely avoidable as it is, the problem is that everyone chooses to avoid the consequences and this comes at the expense of PVP. +1 Happens all the time. Not only the damage mitigating circumstance as you've mentioned, it's also sometimes the case you are simply in the wrong clone for the job, that even if you were willing to use you couldn't because you don't have the PG implant due to being in slaves, or other similar situations.
12 hours or less would be better, so if I have an engagement requiring 1 clone in the late evening on friday, when I log on saturday I could be ready to change clone appropriate to the days targets, instead of having to wait until I have to go to bed to change clone hoping I get it right for sunday. |

svenska flicka
Science and Trade Institute Caldari State
36
|
Posted - 2012.10.25 14:36:00 -
[47] - Quote
Mehashi 'Kho wrote:James Amril-Kesh wrote:The consequences are entirely avoidable as it is, the problem is that everyone chooses to avoid the consequences and this comes at the expense of PVP. +1 Happens all the time. Not only the damage mitigating circumstance as you've mentioned, it's also sometimes the case you are simply in the wrong clone for the job, that even if you were willing to use you couldn't because you don't have the PG implant due to being in slaves, or other similar situations. 12 hours or less would be better, so if I have an engagement requiring 1 clone in the late evening on friday, when I log on saturday I could be ready to change clone appropriate to the days targets, instead of having to wait until I have to go to bed to change clone hoping I get it right for sunday.
It especially hurts during weekends, no kidding. |

Holy One
239
|
Posted - 2012.10.25 14:41:00 -
[48] - Quote
Long long long advocated just putting in a rank 12 skill to miitgate clone jumping down to 5-6 hrs tops. |

svenska flicka
Science and Trade Institute Caldari State
36
|
Posted - 2012.10.25 14:41:00 -
[49] - Quote
Holy One wrote:Long long long advocated just putting in a rank 12 skill to miitgate clone jumping down to 5-6 hrs tops.
and force every one in the game to train it to level 5.
Again, terrible solution. |

Rek Seven
Probe Patrol Project Wildfire
451
|
Posted - 2012.10.25 14:42:00 -
[50] - Quote
Yeah, going an op on Friday night and then logging on Saturday morning and having to wait all day to get in your real clone sucks! They see me trolling, they hating... |

Holy One
239
|
Posted - 2012.10.25 14:43:00 -
[51] - Quote
svenska flicka wrote:Holy One wrote:Long long long advocated just putting in a rank 12 skill to miitgate clone jumping down to 5-6 hrs tops. and force every one in the game to train it to level 5. Again, terrible solution.
Yeah I am forcing you to make terrible posts as well. I should probably stop. |

svenska flicka
Science and Trade Institute Caldari State
36
|
Posted - 2012.10.25 14:45:00 -
[52] - Quote
Holy One wrote:svenska flicka wrote:Holy One wrote:Long long long advocated just putting in a rank 12 skill to miitgate clone jumping down to 5-6 hrs tops. and force every one in the game to train it to level 5. Again, terrible solution. Yeah I am forcing you to make terrible posts as well. I should probably stop.
Your idea for solution is terrible, sorry I hurt your feelings. |

March rabbit
R.I.P. Revenge
257
|
Posted - 2012.10.25 15:03:00 -
[53] - Quote
James Amril-Kesh wrote:Rordan D'Kherr wrote:James Amril-Kesh wrote:Well what I know for sure is a lot of us don't us jump clones for their intended purpose, but instead we use them to store different implant sets. Being able to switch between implant sets only once per 24 hours is detrimental to PVP. For example, during a quiet period you and a whole bunch of other people in your alliance jump into ratting clones. My ratting clone has +5 learning implants and 5% damage hardwirings. 10 hours later there's a spontaneous fleet. A large number of people aren't going to be showing up to this fleet because they don't want to risk their blinged out brains. Consequences. Yeah. Bad thingy. The consequences are entirely avoidable as it is, the problem is that everyone chooses to avoid the consequences and this comes at the expense of PVP. and this is problem CCP NEEDS TO FIX? |

Rordan D'Kherr
Imperial Academy Amarr Empire
121
|
Posted - 2012.10.25 15:44:00 -
[54] - Quote
svenska flicka wrote:Rordan D'Kherr wrote:James Amril-Kesh wrote:Rordan D'Kherr wrote:James Amril-Kesh wrote:Well what I know for sure is a lot of us don't us jump clones for their intended purpose, but instead we use them to store different implant sets. Being able to switch between implant sets only once per 24 hours is detrimental to PVP. For example, during a quiet period you and a whole bunch of other people in your alliance jump into ratting clones. My ratting clone has +5 learning implants and 5% damage hardwirings. 10 hours later there's a spontaneous fleet. A large number of people aren't going to be showing up to this fleet because they don't want to risk their blinged out brains. Consequences. Yeah. Bad thingy. The consequences are entirely avoidable as it is, the problem is that everyone chooses to avoid the consequences and this comes at the expense of PVP. You could choose to avoid the consequence by staying in your PvP clone (especially if you are in a pvp alliance like Razor with an active campaign afaik). PVP clones has implants as well also for different situations depending on what you fly etc. So that argument is mute, thank you.
So clone hopping is the solution to mitigate consequences of your clone choice in the first place? Besides that: I doubt that you are unable to do something because you are in a clone with certain implants. Your argument is mute, try again. |

svenska flicka
Science and Trade Institute Caldari State
54
|
Posted - 2012.10.25 15:48:00 -
[55] - Quote
Rordan D'Kherr wrote: I doubt that you are unable to do something because you are in a clone with certain implants. Your argument is mute, try again.
Learn the game before you argue any further please.
|

Rordan D'Kherr
Imperial Academy Amarr Empire
121
|
Posted - 2012.10.25 15:51:00 -
[56] - Quote
svenska flicka wrote:Rordan D'Kherr wrote: I doubt that you are unable to do something because you are in a clone with certain implants. Your argument is mute, try again. Learn the game before you argue any further please.
I play since 2007. Please explain your argument on a concrete example. Thanks
|

svenska flicka
Science and Trade Institute Caldari State
54
|
Posted - 2012.10.25 15:56:00 -
[57] - Quote
Rordan D'Kherr wrote:svenska flicka wrote:Rordan D'Kherr wrote: I doubt that you are unable to do something because you are in a clone with certain implants. Your argument is mute, try again. Learn the game before you argue any further please. I play since 2007. Please explain your argument on a concrete example. Thanks
I don't have the time to do the much needed power point display with colorful pictures for you, sorry.
Let's just say, this issue we are arguing about will clearly not affect you so don't worry about a thing. |

Gillia Winddancer
Shiny Noble Crown Services
109
|
Posted - 2012.10.25 15:57:00 -
[58] - Quote
So the issue at hand is not the instant travelling (which is a bad feature to have regardless) but rather the unwillingness to lose bling bling implants.
So what happened to EVE being all "hardcore" and "don't fly (or rather use) what you cannot afford to lose and yada yada yada?
I really get the feeling that people only want the "anti-carebear" measurements only as long as they themselves aren't affected by it. |

Rordan D'Kherr
Imperial Academy Amarr Empire
123
|
Posted - 2012.10.25 15:57:00 -
[59] - Quote
svenska flicka wrote:Rordan D'Kherr wrote:svenska flicka wrote:Rordan D'Kherr wrote: I doubt that you are unable to do something because you are in a clone with certain implants. Your argument is mute, try again. Learn the game before you argue any further please. I play since 2007. Please explain your argument on a concrete example. Thanks I don't have the time to do the much needed power point display with colorful pictures for you, sorry. Let's just say, this issue we are arguing about will clearly not affect you so don't worry about a thing.
That pretty much is the answer I have expected.
Come again with an argument please.
A valid argument looks like this:
Gillia Winddancer wrote:So the issue at hand is not the instant travelling (which is a bad feature to have regardless) but rather the unwillingness to lose bling bling implants.
So what happened to EVE being all "hardcore" and "don't fly (or rather use) what you cannot afford to lose and yada yada yada?
I really get the feeling that people only want the "anti-carebear" measurements only as long as they themselves aren't affected by it.
and I second that. |

baltec1
Bat Country
2556
|
Posted - 2012.10.25 15:58:00 -
[60] - Quote
Da'iel Zehn wrote:I'm good with 12 hours. Which is why its 24. |

Roll Sizzle Beef
Space Mutiny
1397
|
Posted - 2012.10.25 16:02:00 -
[61] - Quote
I would only like a 23 hour clone jump, if you can only play at a specific time each day, and you happen to move once a day during the midweek, your timer will slowly craw more and more out of sync. A 23 hour will allow the timer to remain in the optimal gaming time of your choice. |

Karash Amerius
Sutoka
67
|
Posted - 2012.10.25 16:02:00 -
[62] - Quote
If you think power projection is out of hand right now, just wait till you remove the clone timers. Karash Amerius Operative, Sutoka |

Swarm Of Bees
Dreddit Test Alliance Please Ignore
8
|
Posted - 2012.10.25 16:04:00 -
[63] - Quote
The 24h cooldown is fine, and totally reasonable. However, I think it'd work if it was 24h per clone.
For example, I have clones A, B and C.
I am in clone A, my nullsec PvE clone. After doing some ratting, I decide I'd likt to join a PvP op. The front line is away from my ratting grounds, so I jump into clone B. Clone A is now on cooldown, as I have just jumped out of it.
After some pew pew, my pod is still somehow intact. But there's no more fight to be had, so I jump into clone C in highsec to buy some things for importing. Clone B is now on cooldown.
I'm now "stuck" in clone C, with both my other clones on cooldown. 2 jumps to 3 clones in under 24h, but each clone still has its own 24h cooldown.
Seems like a reasonable compromise to me. |

svenska flicka
Science and Trade Institute Caldari State
54
|
Posted - 2012.10.25 16:09:00 -
[64] - Quote
Gillia Winddancer wrote:So the issue at hand is not the instant travelling (which is a bad feature to have regardless) but rather the unwillingness to lose bling bling implants.
So what happened to EVE being all "hardcore" and "don't fly (or rather use) what you cannot afford to lose and yada yada yada?
I really get the feeling that people only want the "anti-carebear" measurements only as long as they themselves aren't affected by it.
When you fly with the implants you can lose them regardless if you have ability to change them at a station or not so no. If you do not use them then you do not receive the benefit from them right?
It is about implants for different uses and only being able to switch once every 24 hours. That limits players more than it should is what some of us are saying, even to the point of not being able to play for a day.
It is not so much about hardcore or not, should a person stay docked instead of destroying possibly billions in implants every time they wanna do or need to do something different more than once in 24 hours, answer is change it, which is what some of us ask for us or to stay docked. For now, more than majority of people I am sure would chose to stay docked.
We already got enough time sinks in EVE Online like training for stuff taking real time, do we have to have this as well? We got rid of learning skills, why not change this time sink as well.
It would let more people be active more often and you can still have penalties but not the form of waiting 24 hours with no chance to speed it up or destroying billions every single time. |

svenska flicka
Science and Trade Institute Caldari State
54
|
Posted - 2012.10.25 16:10:00 -
[65] - Quote
Swarm Of Bees wrote:The 24h cooldown is fine, and totally reasonable. However, I think it'd work if it was 24h per clone.
For example, I have clones A, B and C.
I am in clone A, my nullsec PvE clone. After doing some ratting, I decide I'd likt to join a PvP op. The front line is away from my ratting grounds, so I jump into clone B. Clone A is now on cooldown, as I have just jumped out of it.
After some pew pew, my pod is still somehow intact. But there's no more fight to be had, so I jump into clone C in highsec to buy some things for importing. Clone B is now on cooldown.
I'm now "stuck" in clone C, with both my other clones on cooldown. 2 jumps to 3 clones in under 24h, but each clone still has its own 24h cooldown.
Seems like a reasonable compromise to me.
Now this I like and then we already got a skill allowing us to have 5 of them and enough penalty and freedom at the same time. |

highonpop
Eve Liberation Force Fatal Ascension
388
|
Posted - 2012.10.25 16:11:00 -
[66] - Quote
If you have enough ISK and corp offices in the right places and standings with the right corps you can clone jump as much as you like. Its called the pod express.
Change location of medical clone Undock Right Click -> self destruct
I do this all the time since I don't use implants on this toon
http://www.soundboard.com/sb/Very%20best%20of%20Makalu%20Zarya
R.I.P Vile Rat http://evemaps.dotlan.net/live/Outpost/Rename/2012-09-12 |

Bernard 2007
The Scarlet Storm
4
|
Posted - 2012.10.25 16:11:00 -
[67] - Quote
It really is annoying me too, I don't mind only beeing able to jump once a day but 16h would be a lot better. At least then you can jump to where you want to play that day without fearing for the consequences the next day around. |

Rek Seven
Probe Patrol Project Wildfire
453
|
Posted - 2012.10.25 16:13:00 -
[68] - Quote
Gillia Winddancer wrote:So the issue at hand is not the instant travelling (which is a bad feature to have regardless) but rather the unwillingness to lose bling bling implants.
So what happened to EVE being all "hardcore" and "don't fly (or rather use) what you cannot afford to lose and yada yada yada?
I really get the feeling that people only want the "anti-carebear" measurements only as long as they themselves aren't affected by it.
So flying a shield tanked ships with armor implants in my head is "hardcore"? No wait, that just stupid. They see me trolling, they hating... |

svenska flicka
Science and Trade Institute Caldari State
54
|
Posted - 2012.10.25 16:13:00 -
[69] - Quote
highonpop wrote:
I do this all the time since I don't use implants on this toon
 |

Lykouleon
GoonWaffe Goonswarm Federation
542
|
Posted - 2012.10.25 16:16:00 -
[70] - Quote
I remember when we didn't have jumpclones. You whipper-snappers... Lykouleon > CYNO ME CLOSER SO I CAN HIT THEM WITH MY SWORD |

Rek Seven
Probe Patrol Project Wildfire
454
|
Posted - 2012.10.25 16:17:00 -
[71] - Quote
What about if it was twice every 48 hours? They see me trolling, they hating... |

svenska flicka
Science and Trade Institute Caldari State
56
|
Posted - 2012.10.25 16:19:00 -
[72] - Quote
Rek Seven wrote:What about if it was twice every 48 hours?
Would make weekends more fun.
I like the idea what's her face proposed about 24hours on each jumpclone you have, or 12 hours, or no restrictions to changing implants in station you are in if implants are there etc.
I hate adding a new skill every one including guy buying EVE tomorrow has to train on top of every thing else and what mr FA guy said about never ever using implants so if you are in an alliance like FA with a million offices you can pod express every where  |

Kilastria Mog'oran
Imperial Academy Amarr Empire
2
|
Posted - 2012.10.25 16:54:00 -
[73] - Quote
Lykouleon wrote:I remember when we didn't have jumpclones. You whipper-snappers...
Yeah seriously. We planned where we wanted to be and committed to the move. Travelling actually had logistical implications. I liked it when the other side of the galaxy was a LONG way away. It made exploring places you had never been more exciting because of what you had to put into planning your trip there. A move was a MOVE. My Mom says I'm beautiful.......who are you to argue with my Mom?? |

Rordan D'Kherr
Imperial Academy Amarr Empire
123
|
Posted - 2012.10.25 17:09:00 -
[74] - Quote
Rek Seven wrote:Gillia Winddancer wrote:So the issue at hand is not the instant travelling (which is a bad feature to have regardless) but rather the unwillingness to lose bling bling implants.
So what happened to EVE being all "hardcore" and "don't fly (or rather use) what you cannot afford to lose and yada yada yada?
I really get the feeling that people only want the "anti-carebear" measurements only as long as they themselves aren't affected by it. So flying a shield tanked ships with armor implants in my head is "hardcore"? No wait, that just stupid.
But still not impossible. Consequences vOv
|

James Amril-Kesh
RAZOR Alliance
1082
|
Posted - 2012.10.25 17:14:00 -
[75] - Quote
Gillia Winddancer wrote:So what happened to EVE being all "hardcore" and "don't fly (or rather use) what you cannot afford to lose and yada yada yada? The problem is when you have the timer and you're in expensive implants the only option then becomes "don't fly." Not much of an option. http://themittani.com/features/local-problem
A simple fix to the local intel problem |

Rek Seven
Probe Patrol Project Wildfire
455
|
Posted - 2012.10.25 17:15:00 -
[76] - Quote
Rordan D'Kherr wrote:Rek Seven wrote:Gillia Winddancer wrote:So the issue at hand is not the instant travelling (which is a bad feature to have regardless) but rather the unwillingness to lose bling bling implants.
So what happened to EVE being all "hardcore" and "don't fly (or rather use) what you cannot afford to lose and yada yada yada?
I really get the feeling that people only want the "anti-carebear" measurements only as long as they themselves aren't affected by it. So flying a shield tanked ships with armor implants in my head is "hardcore"? No wait, that just stupid. But still not impossible. Consequences vOv
Yeah, consequence of a bad game mechanic...
They see me trolling, they hating... |

Bernard 2007
The Scarlet Storm
5
|
Posted - 2012.10.25 17:15:00 -
[77] - Quote
Have to say, I'm not quite against the idea of "Free Clone Swapping" or even a "Swap to Empty clone" button as long as it only allows you to swap between clones in the same station. More clone swaps means more PVP, |

Gerald Taric
93
|
Posted - 2012.10.25 17:17:00 -
[78] - Quote
This seems to be an recurring topic like "to high plex prices", "nerf carebears", "goons did something", ... 
I personally like it as it is.
It adds some challenge due to distances to the game. You have to plan, where you are and want to go.
By decreasing the timer for several hours, it would be just easier to wildly jump around. Now we are talking about lowering it for example from 24h to 16h. Lets assume, it would be granted. The inevitable would happen .. maybe some months later: "Why is there this useless timer of 16h?? Could we decrease it ...?" to 12h, 6h, 3h, 1h, ...... etc etc?
The idea of a cooldown-per-clone from "Swarm Of Bees" looks interesting, but this offers another strategy: Clone C could be in the very near of Clone A.
|

Gillia Winddancer
Shiny Noble Crown Services
109
|
Posted - 2012.10.25 17:29:00 -
[79] - Quote
Rek Seven wrote:Gillia Winddancer wrote:So the issue at hand is not the instant travelling (which is a bad feature to have regardless) but rather the unwillingness to lose bling bling implants.
So what happened to EVE being all "hardcore" and "don't fly (or rather use) what you cannot afford to lose and yada yada yada?
I really get the feeling that people only want the "anti-carebear" measurements only as long as they themselves aren't affected by it. So flying a shield tanked ships with armor implants in my head is "hardcore"? No wait, that just stupid.
Ah, but now you are presenting a completely different problem and not the one that was discussed earlier on.
Right, so we remove clones and are presented with a new problem: inability to swap implants to match current needs.
This problem had a pretty decent suggestion that was mentioned earlier on which was simply paying a certain fee in order to be able to replace them. This is actually acceptable because once you are out there flying, if you are popped you are popped regardless of whether you risked implants or not.
A 10% cost of the value of the implant would be a decent start if I were to pick some arbitrary value. Expensive to swap often but the upside is that it can be done anywhere (or at least anywhere where there is a medical facility) assuming you happen to carry the extra implants.
A similar alternative could be to have some kind of "rental" system where you can rent additional loadout slots from the medical facility. Again, the price should then IMO be a percentage of the value of slots that you decide to keep on your hired loadouts. Players can thus swap implant loadouts at any given time if they're in that station. This is a lot closer to the current clone mechanics but then without the clones of course. And you'll obviously have to go to the station where you stored your spare implant loadouts.
|

No More Heroes
GoonWaffe Goonswarm Federation
1538
|
Posted - 2012.10.25 19:23:00 -
[80] - Quote
As soon as you divorce yourself from the emotional and psycological connection to your implants- you can jump every 2 minutes via changing where your med clone is and self destruct. primary target is broadcasted, put all drones on the warp disruption battery. If you are in a frigate you should be at the gate, who blew up? |

James Amril-Kesh
RAZOR Alliance
1084
|
Posted - 2012.10.26 00:51:00 -
[81] - Quote
No More Heroes wrote:As soon as you divorce yourself from the emotional and psycological connection to your implants- you can jump every 2 minutes via changing where your med clone is and self destruct. Yes, I'm sure you do this often with +5s and hardwirings. http://themittani.com/features/local-problem
A simple fix to the local intel problem |

Sentamon
193
|
Posted - 2012.10.26 00:57:00 -
[82] - Quote
After having recently played an MMO that has instant teleports all over the place, I hope to never see it again elsewhere. Even 24 hours is too long. ~ Professional Forum Alt -á~ |

No More Heroes
GoonWaffe Goonswarm Federation
1539
|
Posted - 2012.10.26 01:08:00 -
[83] - Quote
James Amril-Kesh wrote:No More Heroes wrote:As soon as you divorce yourself from the emotional and psycological connection to your implants- you can jump every 2 minutes via changing where your med clone is and self destruct. Yes, I'm sure you do this often with +5s and hardwirings.
I would imagine most high sec pubbies have all that crap in their head but I usually don't have any implants. primary target is broadcasted, put all drones on the warp disruption battery. If you are in a frigate you should be at the gate, who blew up? |

James Amril-Kesh
RAZOR Alliance
1086
|
Posted - 2012.10.26 05:08:00 -
[84] - Quote
No More Heroes wrote:James Amril-Kesh wrote:No More Heroes wrote:As soon as you divorce yourself from the emotional and psycological connection to your implants- you can jump every 2 minutes via changing where your med clone is and self destruct. Yes, I'm sure you do this often with +5s and hardwirings. I would imagine most high sec pubbies have all that crap in their head but I usually don't have any implants. Hmmm, you might want to check who you're talking to. http://themittani.com/features/local-problem A simple fix to the local intel problem |

Spurty
V0LTA Verge of Collapse
528
|
Posted - 2012.10.26 05:23:00 -
[85] - Quote
Hmm
The more I read why you want the timer decreased, the more I'm convinced it should be increased ---- CONCORD arrested two n00bs yesterday, one was drinking battery acid, the other was eating fireworks. They charged one and let the other one off. |

Qaidan Alenko
State War Academy Caldari State
285
|
Posted - 2012.10.26 05:40:00 -
[86] - Quote
Because they felt that 48 hours was to long.... |

Tul Breetai
Impromptu Asset Requisition
17
|
Posted - 2012.10.26 06:05:00 -
[87] - Quote
I only read the first page cuz im in class, so it may have been mentioned, but I agree the 24 hours is way too long. If you're a pvper with separate learning and pvp clones, you would want to be able to switch to pvp at the beginning of your session and back to learning at the end. Most of us are on at the same time everyday because thats our rl schedule. With a 24 hour timer you can't do that because you wouldn't be able to switch until the end of you next session, or change your rl schedule to fit the game. I think this is the biggest issue because it kills the fun. But how could ccp address that? Or is that a good thing?
What would be the harm in having a separate 24 hour timer for each clone? signaturrrrrrrr |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
1975
|
Posted - 2012.10.26 06:30:00 -
[88] - Quote
Swarm Of Bees wrote:The 24h cooldown is fine, and totally reasonable. However, I think it'd work if it was 24h per clone.
Make it a fortnight per clone, and I'll buy it. I see jump clones as being a way to switch to a different type of game play for an extended time. The power of implants means that you want to have some kind of consequence for clone jumping.
Perhaps there could be a 20 hr "side effect" period during which skills are diminished by 30%, with Infomorph Psychology reducing the penalty duration by 2hrs, there would be some balance. Jump into your PvP clone before you head to work, PvP for the evening, then jump back to your +5 clone at the end of the session/weekend/whatever.
Allowing consequence-free clone jumping twice in the same day is just asking for trouble, especially wrt trade alts. At least there would be an end to station camping.
Day 0 advice for new players: Day 0 Advice for New Players |

Opertone
Aurora Empire Fuzzy Nut Attack Squirrels
169
|
Posted - 2012.10.26 06:33:00 -
[89] - Quote
jump Clones are bad - instant teleport is bad. No more jump clones improvements.
|

Jin alPatar
Entertainment 7wenty
7
|
Posted - 2012.10.26 06:43:00 -
[90] - Quote
Aralyn Cormallen wrote: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.
I'd be OK with free in-station transfers. If we can leave the expensive ship in station, we should be able to leave teh expensive clone in station too (especially as the mechanic allows an unlimited number of medical 'jumps' in 24 hours. |

Bubanni
ElitistOps Pandemic Legion
527
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|

Tobiaz
Spacerats
714
|
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
|
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
|
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
|
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
|
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
|
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
|
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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