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Thread Statistics | Show CCP posts - 4 post(s) |

addelee
Low Sec Pharmacies The East India Co.
41
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Posted - 2013.05.15 15:49:00 -
[1] - Quote
The only reason I can actually see why we have charges on clones is so that people don't death clone everywhere without penalty (JC have a cool-down timer, death clones have isk cost).
I cannot however see any reason why CCP should punish long term players (we could even call them loyal) by having such a staggered system for clones.
For me, it greatly effects how I play. My clone currently costs 31 million isk. I'm far less likely to join a one sided fight or try an experimental ship fit because it's just extra, unnecessary cost. I've highlighted two scenarios that spring to mind below:
Examples: Join a fleet with a Rifter that's been fitted for 5 million. Die and get podded and suddenly the loss isn't 5 mill, it's 36mill. Seems insane that the clone costs 6 times the amount of the ship and fitting.
Another example is I was playing with bombers the other night. I died a couple of times and podded both times. Cost was around 75 mill per loss including the clone. I can't be bothered to try again as it meant I had to grind anoms for a few hours just to experiment.
It can be argued that more experienced players have more isk. This isn't always true; I currently have 66 million in the bank (not a lot). I can however, make isk through anoms pretty quick but the point is, I don't want to PVE or more the point, I don't want to have to PVE for a few hours every single PVP ship loss. It seems stupid.
Perhaps a solution would either be a flat rate fee, a fee based on the total worth of the ship you were flying (perhaps capped at some stage) or related to the standings of the corp where your clone is held.
Even with these changes, clones are definitely a broken game mechanic (seen by people creating alts and capping characters) |

addelee
Low Sec Pharmacies The East India Co.
41
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Posted - 2013.05.15 16:14:00 -
[2] - Quote
Maximus Andendare wrote: If you want to keep clone costs in the game, fine. Just add in clone "levels," whereby when I purchase the next level of clone, then I get that clone in perpetuity upon podding until I pass the next sp benchmark and buy the upgrade. But it still wouldn't be compelling; it'd just be an isk sink.
That's not a bad idea to be honest.
Yeah, it's still an isk sink (which apparently CCP are happy with) but it's not as bad as before.
Isk as a punishment is a funny one. It's a punishment as you're forced to do something you don't want to do in order to do something you do want to do thus turning the whole thing into a chore. Seems the wrong kind of punishment and if CCP were serious about fixing it they'd have more than a 5 minute internal meeting about it over a coffee in the CCP canteen.
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addelee
Low Sec Pharmacies The East India Co.
41
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Posted - 2013.05.15 17:24:00 -
[3] - Quote
Rebecha Pucontis wrote:
- Upon a pod death character loses x% of total skill points from the skill with the most SP invested.
- Character gets a certain "tax" free amount (for instance the first 10 million SP) to which no SP loss can occur.
- Pods are immune to all forms of non targeted warp disruption.
This wouldn't work. For a start, it would make planning a nightmare as suddenly you'd be losing skill levels which may effect a) the actual ships you can fly and b) the modules you can fit. With T3 strats this isn't really the case as you need lvl 1 to fit any sub-system therefore it dropping isn't a huge problem (and death only effects subsystems). If however, it was based on the skill with the most SP invested (and how that'd be determined seemed flawed as many skills will be equal) you'd be losing random skills.
Also, it would completely kill off a lot of PvP. If you were a dedicated PvP pilot, you'll have quite a few deaths which would mean a lot of skill loss. If it's percentage driven, again you're punishing longer term players for absolutely no reason.
There must be a solution that's fair on rookies and doesn't punish long term players... |

addelee
Low Sec Pharmacies The East India Co.
57
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Posted - 2013.06.05 16:07:00 -
[4] - Quote
Roxxo I'doCocaine wrote: Removing costly clones entirely would be nice.
Making it more convenient to jump out of clones with expensive learning implants would, however, go MUCCCCCCCCCH farther to encourage PVP, if losing your pod is the issue.
Neither would work. Removing clones would mean people have an instant travel mechanism.
At the minute, the Jump clone method works well for pvp. You can switch clones every 24 hours so therefore just keep an empty (or combat hardwired clone) available at a nearby station/rorq and switch.
My thoughts.
Make clone costs proportionate to ship loss cost + a % amount. This way you could still isk sink long term players if you really want to but atm it can cost me 1000% more than the ship I lost (based on a rifter+fit being 5 mill and a clone being 50)
JC's. Reduce the timer when jumping to and from a rorq. Seems rather pointless having a rorq with a VAT bay when realistically, you can always get to a station with a medical bay. I know zero players who actually use the VAT bay on it. |
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