Pages: 1 2 3 4 5 6 7 8 9 [10] 11 12 13 .. 13 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 4 post(s) |

Darirol
Origin. Black Legion.
4
|
Posted - 2013.05.16 13:13:00 -
[271] - Quote
while it makes completly sense to reduce or even remove clone costs, there is one thing you should keep in mind.
without any clone cost, what keeps me from instantly porting a 200 man fleet across eve without any time or isk cost?
oh in venal is a tower under atack, everyone pod express yourself to our venal office, take fleet doctrin x ships and go. and after that is done we wanted to finish that sov fight in delve. everyone podexpress to our corp office in 319 and pick the ships you have there. oh and after that we podexpress to pure blind and harass goons a bit. and that all within 1 hour.
i thought everyone in the csm/ccp and most of the players agreed that force projection and risk free instant travel (jumpbridges, titan bridges, jumpfreighter, or podexpress for no cost) is the root of all 0.0 problems.
especially pilots and groups of pilots with advanced skillpoints and organisation would gain even more power from free podexpress. |

Meditril
T.R.I.A.D
278
|
Posted - 2013.05.16 13:16:00 -
[272] - Quote
CCP Rise wrote:If you have any feedback related to the clone system (especially in terms of how it affects your play-style) we would love to hear from you.
Clone costs are really one reason (of the many reasons) for me why I do not like going 0.0. In low sec you can avoid losing your clone with high probability, but in 0.0 you almost lose it every time you run into a bubble. This is not fun for older characters like me where even without any implants you easily spend several 10 M ISK if not even 100 M ISK for a new clone. |

MeBiatch
Republic University Minmatar Republic
998
|
Posted - 2013.05.16 14:28:00 -
[273] - Quote
Skia Aumer wrote:And it's natural for most people to be inclined to less risky behavior. Good luck with your 30% experiment, but as long as you can see from the comments here - they always find some new excuse to stay docked: implants for example.
yeah well you have a JC with a clean clone. cant say the same about sp...
fingers crossed they go for the player made clones thang... Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Jezza McWaffle
EVOL Command Consortium Collective
23
|
Posted - 2013.05.16 14:39:00 -
[274] - Quote
Maybe you should be able to have a dedicated 'Combat Clone' (as mentioned before) which is free and comes with no skill point limit (can jump in and out of say every 4 hours) but you CANNOT put implants on it? |

MeBiatch
Republic University Minmatar Republic
998
|
Posted - 2013.05.16 15:00:00 -
[275] - Quote
CCP Rise wrote:A small comment on EVE philosophy from me related to some of the conversation in here:
No one here at CCP wants to reduce consequences in EVE as a whole.
The fact that your actions have real consequences is obviously one of the most central parts of EVE design, and I promise that we don't want to move away from that as an over all design philosophy. The thing we are looking at with clones, is that currently the consequences are attached to something arbitrary (account age) which is potentially causing people to actually engage in less risky behavior overall.
There's a lot of directions the clone system COULD go, and I can't say anything specific about that right now. The important thing here is that we A: don't want to make a style of game-play, which we like, inaccessible via an arbitrary tax, and B: generally, consequences aren't going anywhere, so don't worry.
yay! Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Marlona Sky
D00M. Northern Coalition.
3696
|
Posted - 2013.05.16 15:58:00 -
[276] - Quote
Darirol wrote:while it makes completly sense to reduce or even remove clone costs, there is one thing you should keep in mind.
without any clone cost, what keeps me from instantly porting a 200 man fleet across eve without any time or isk cost?
oh in venal is a tower under atack, everyone pod express yourself to our venal office, take fleet doctrin x ships and go. and after that is done we wanted to finish that sov fight in delve. everyone podexpress to our corp office in 319 and pick the ships you have there. oh and after that we podexpress to pure blind and harass goons a bit. and that all within 1 hour.
i thought everyone in the csm/ccp and most of the players agreed that force projection and risk free instant travel (jumpbridges, titan bridges, jumpfreighter, or podexpress for no cost) is the root of all 0.0 problems.
especially pilots and groups of pilots with advanced skillpoints and organisation would gain even more power from free podexpress. This has already been talked about. Changing the clone location to a 24 hour cool down, much like jump clones, would easily prevent such abuse.
What people need to remember when it comes to game mechanic changes is if you want to fix one, it very well mean you have to address other changes at the same time for it to work.
|

Corey Fumimasa
Kiith Paktu Curatores Veritatis Alliance
485
|
Posted - 2013.05.16 16:08:00 -
[277] - Quote
Re CCP Rise's statement in https://gate.eveonline.com/Profile/MeBiatch post;
I think Eve would have more interaction if the dps/tank/cap/options disparity between well trained pilots and less well trained pilots were not so great. As it stands clone costs is one of the only things offsetting that difference, it doesn't do a great job of that.
Maybe we also talk about some options for unwinding the power creep bubble that affects all of these games after a certain amount of time. That combined with ideas for consequences that will replace the ISK setback for a clone loss. -áKick ass soundtrack and Eve Pewpew http://www.youtube.com/watch?v=Gvc4KljpRGI |

Edward Pierce
GoonWaffe Goonswarm Federation
47
|
Posted - 2013.05.16 16:19:00 -
[278] - Quote
Corey Fumimasa wrote:Re CCP Rise's statement in https://gate.eveonline.com/Profile/MeBiatch post; I think Eve would have more interaction if the dps/tank/cap/options disparity between well trained pilots and less well trained pilots were not so great. As it stands clone costs is one of the only things offsetting that difference, it doesn't do a great job of that. Maybe we also talk about some options for unwinding the power creep bubble that affects all of these games after a certain amount of time. That combined with ideas for consequences that will replace the ISK setback for a clone loss. If only they made some effort to reduce the disparity between the ships newer players can fly and those the super-veterans can... Something like a ship rebalancing effort...
I fail to see how you think clone cost affects the dps/tank/cap/options disparity. Total SP makes the disparity, clone costs just affects the willingness to engage and the consequence of losing. |

Corey Fumimasa
Kiith Paktu Curatores Veritatis Alliance
485
|
Posted - 2013.05.16 17:00:00 -
[279] - Quote
Edward Pierce wrote:Corey Fumimasa wrote:Re CCP Rise's statement in https://gate.eveonline.com/Profile/MeBiatch post; I think Eve would have more interaction if the dps/tank/cap/options disparity between well trained pilots and less well trained pilots were not so great. As it stands clone costs is one of the only things offsetting that difference, it doesn't do a great job of that. Maybe we also talk about some options for unwinding the power creep bubble that affects all of these games after a certain amount of time. That combined with ideas for consequences that will replace the ISK setback for a clone loss. If only they made some effort to reduce the disparity between the ships newer players can fly and those the super-veterans can... Something like a ship rebalancing effort... I fail to see how you think clone cost affects the dps/tank/cap/options disparity. Total SP makes the disparity, clone costs just affects the willingness to engage and the consequence of losing.
Something like the ship rebalancing for skills would be perfect. they could tone down the advantages for skill levels by 50% across the board or something and remove a few areas that multiply a bit too sharply.
Yes total SP makes the disparity, increasing clone costs act as a limit on high SP characters as those characters are a little more hesitant to engage due to the consequences of losing.
Its not perfect but combined with inflationary reduction in the real cost of clones over time it does act as a sort of equalizer. -áKick ass soundtrack and Eve Pewpew http://www.youtube.com/watch?v=Gvc4KljpRGI |

Callduron
209
|
Posted - 2013.05.16 17:03:00 -
[280] - Quote
CCP Rise wrote:TrouserDeagle wrote:So getting podded in 0.0 in a 1m frigate still costs me 32m. For now, but if that makes a lot of people happy as a first step, it may cost much less in the not too distant future.
I'm a trainee FC for TEST, which means I'm allowed to take out cruisers and frigates but not normally supposed to take out bigger ships. Here's what I've found.
New players love coming on fleets in smaller ships and are very relaxed about dying or getting podded. They are a blast to fly with and I'm enjoying the fleets very much.
Veteran players are inhibited from coming out on Boot Camp FC fleets. The perception is that it's half an hour of shooting red crosses as punishment for 2 minutes of fun.
Players with implants in are inhibited from coming out on Boot Camp FC fleets. It's generally assumed that we usually welp the fleets.
This leads to a stagnant pvp game where veterans want to fly advanced high skill ships like Zealots under FCs who have run fleets for 10 years while newbies love happy go lucky casual fleets where it's wonderful if we win but doesn't matter if we lose. And as people age in the game they turn from those fun newbros into bitter risk averse vets.
There are exceptions - I love flying with the newbros and can afford to replace 10 20 million isk clones plus 20 +4 implants per month but for most that's simply too expensive. For most older players there's a double punishment - not only is it expensive to pvp adventurously but also it penalises progression as you can't use the sort of implants that a player who never gets podded does so you accrue less skill points.
And this is in TEST which is probably where the greatest integration of new and old players happens. Most players in null simply to everything possible to minimise risk entirely or we see veteran pvpers move to low sec to keep their Slave sets safe. |
|

Alx Warlord
SUPERNOVA SOCIETY Extinction Level Event.
467
|
Posted - 2013.05.16 17:13:00 -
[281] - Quote
CCP Rise wrote:Quote:CCP Rise - Why did you not remove them completely? I'm with you. We talked about it a lot here, and we all would rather make this system better than strip it out completely. I know this is a careful first step, but trust me, we want to do more with it and this is a way for us to act in a more informed way when we are able to more, and in the mean time it eases the pain a bit for you guys. Something CCP is becoming more serious about (with Fozzie as one of the major champions) is making 'good' changes NOW even if there's some 'perfect' solution somewhere down the line that might take quite awhile to actually happen.
Wait Wait!!!! Don't remove it completely! Make it like DUST514 !!! Turn clones into a comoditie!!!!! So you con only "Respawn" in stations where you have them. And if you own none, you respawn in a home station.
And remove the gradual increase in clones price!!!! Implants already makes them expensive... we don't need a 108Milion isk fee to fly a pod inside a frigate. This is the biggest reason why old player retire. Please read these! > New POS system > New SOV system |

Nyx STeeLGamers
Murderous Inc
2
|
Posted - 2013.05.16 18:05:00 -
[282] - Quote
Yahooooo!!! I can be bad at pvp on my main again. o yeah o yeah |

Corey Fumimasa
Kiith Paktu Curatores Veritatis Alliance
486
|
Posted - 2013.05.16 18:27:00 -
[283] - Quote
Callduron wrote:...edited for space...
And this is in TEST which is probably where the greatest integration of new and old players happens. Most players in null simply to everything possible to minimise risk entirely or we see veteran pvpers move to low sec to keep their Slave sets safe.
We go out in everything with everyone. After an hour of roaming there's usually a pod as +1 and -1, and the scouts have been promoted to hero tackle .
Pods don't automatically vaporize in null, when your fleet is getting burned down at a rate that may or may not be faster than you are burning down the other fleet very few FC's are calling pods for primary.
The thing about full SRP alliances is that it completely skews the cost/risk equation.
I often wonder if part of the movement against clone costs is spawned by players who get used to full SRP and so they don't notice the price of clones climbing because the cost of PvP has been made so affordable for them by the SRP. Then they suddenly hit the point where clone costs overtake ship costs and only then do they notice.
-áKick ass soundtrack and Eve Pewpew http://www.youtube.com/watch?v=Gvc4KljpRGI |

Sa'haira
The Tuskers
7
|
Posted - 2013.05.16 18:45:00 -
[284] - Quote
Good.
I fall into a subset of players that ccp doesn't really seem to acknowledge (which i don't have a problem with, we're not spending much nor adding much through participation), who only play for a month at a time every now and again to keep in touch with people and be nosy.
I and others like me really don't have the time to invest in making 'proper' isk, hell even learning all the new mechanics takes longer than i have. basically a variation on 'bitter vet', but with less grumbling. As someone with no time to make isk but still only really into pvp, having a 50m clone (or whatever it is) is just a disincentive to risk taking when i know i'm not gonna have time to make that isk back.
It's a dirty, shameful secret that no-one talks about, but there's a hell of a lot of high SP players that are pretty poor because they just don't have time or have no interest in the pve options available... think of us as pensioners, old and poor. why put up barriers that get in the way of pensioners committing violence? we want to shoot people and get shot too!
nb: my current liquid isk is 26,269,714 i can't even afford my next clone . the next time i get podded it's likely to be a choice between pve or just leaving the game again. (hint: i get a few hours spare 'gaming' time a week, i'm certainly not spending it pve'ing). |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
738
|
Posted - 2013.05.16 18:45:00 -
[285] - Quote
CCP Rise wrote:I just saw (thanks Reddit) that the clone cost adjustment for Odyssey went to Singularity with the latest update. I didn't realize this would happen so quickly and I didn't have a post ready so I'm throwing this up in the middle of the night! Basically, for Odyssey we are lowering the cost of clone upgrades across the board by 30%. This is meant as the first increment on a more thorough iteration on the clone system. Our hope is that through this first step we will be able to establish what (if any) effect clone prices have on player behavior. If you have any feedback related to the clone system (especially in terms of how it affects your play-style) we would love to hear from you. I'm sure image links are usually not ideal for dev posts, but it is the middle of the night, so here is a screen shot of the new clone prices proposed for Odyssey: CLONESYours, CCP Rise
To have a significant impact on the short term 30% is not enough, everything under 50% will not prove that much because of this regular use of alts with 20/25M sp for specific tasks that are now trained and for who the 30% cost difference is still an insignificant difference in cost over the main character with 60M and above SP.
Just remove it for a year and see what happens, there must be a point and be a goal to train your main character for multiple activities rather than multiple alts so the clone cost overall gets lowered. *removed inappropriate ASCII art signature* - CCP Eterne |

Corey Fumimasa
Kiith Paktu Curatores Veritatis Alliance
486
|
Posted - 2013.05.16 18:51:00 -
[286] - Quote
Sa'haira wrote:Good.
I fall into a subset of players that ccp doesn't really seem to acknowledge (which i don't have a problem with, we're not spending much nor adding much through participation), who only play for a month at a time every now and again to keep in touch with people and be nosy.
... the next time i get podded it's likely to be a choice between pve or just leaving the game again. (hint: i get a few hours spare 'gaming' time a week, i'm certainly not spending it pve'ing). So you are isk poor and SP rich, take the alpha clone out and see what the SP hit is like. It doesn't sound like you are using all the SP's anyway.
Is there a way to control where the lost SP's come from? do they start with partially trained skills? -áKick ass soundtrack and Eve Pewpew http://www.youtube.com/watch?v=Gvc4KljpRGI |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
174
|
Posted - 2013.05.16 21:28:00 -
[287] - Quote
i support the posts that suggest a monthly fee for as many clones of the right quality that you need, it seems fair and can be an optional set up transaction that just dissapeers from your wallet once a month like station rental fees.
Alternatively I would prefer an insurance type system that replaced your clone plus your implants that you had installed at the time the clone contract was taken out, This would obviously be more expensive than normal clone costs but at least you wouldn't be totally disadvantaged when you wake up in your clone vat. Tiericide is tiers by another name. |

MekaJonna
Razed n Confused Li3 Federation
0
|
Posted - 2013.05.16 21:55:00 -
[288] - Quote
Solution needs to be an implementation that combines the current system with the idea of a monthly fee.
There would be a monthly fee for a clone level, you could be podded any number of time during the monthly subscription and be fine.
If the subscription ended however, it would maintain your clone level like the current system. Being podded would bring you back to station where you would want to resubscribe/ upgrade your clone level.
Maybe make it a choice between buying a specific level like the system now, or purchasing a subscription. Subscription would cost more up front, but would pay them selves off in the long run for players who get podded a lot.
Having both system like this would not only benefit those who PVP, but would also keep those who don't get podded a lot from having issues with paying for subscriptions. |

Corey Fumimasa
Kiith Paktu Curatores Veritatis Alliance
487
|
Posted - 2013.05.16 22:51:00 -
[289] - Quote
MekaJonna wrote:Solution needs to be an implementation that combines the current system with the idea of a monthly fee.
....edit for space.... cost more up front, but would pay them selves off in the long run for players who get podded a lot.
Having both system like this would not only benefit those who PVP, but would also keep those who don't get podded a lot from having issues with paying for subscriptions.
The subscription fee idea has the potential to reduce the balancing effect of clone costs the most. Well removing them entirely from the game would be worse I guess.
Much better to make them a player made item. There have been all kinds of cool ideas about how that would work. And body snatchers would be an awesome new profession. -áKick ass soundtrack and Eve Pewpew http://www.youtube.com/watch?v=Gvc4KljpRGI |

Edward Pierce
GoonWaffe Goonswarm Federation
47
|
Posted - 2013.05.16 22:56:00 -
[290] - Quote
Corey Fumimasa wrote:The subscription fee idea has the potential to reduce the balancing effect of clone costs the most. Well removing them entirely from the game would be worse I guess.
Much better to make them a player made item. There have been all kinds of cool ideas about how that would work. And body snatchers would be an awesome new profession. You keep referencing this non-existent "balancing effect" of the current system; paying more when your clone dies doesn't make you worse at pvp, it only makes you pvp less frequently, which is bad for the game. |
|

Dr Ted Kaper
Patriot Security Services
16
|
Posted - 2013.05.17 04:10:00 -
[291] - Quote
Implants are more significant here. If I want to PvP for a day it has to be a day because you need a jump clone or I risk losing 100M isk for flying a ship worth 1/100 the cost! Jump clones are also a pain to get: so for some people its a pick between training time and PvP, or when they have 100M in implants PvP is super risky. So clone price AND the ability to swap clones needs to be adjusted.1 will have little impact without the other... Maybe it doesn't have to be jump clones but making it a swap clones, which can only be done between 2 clones in a station. This let's battle clones serve as battle clones and training clones be training clones.
|

Apostrof Ahashion
Viziam Amarr Empire
187
|
Posted - 2013.05.17 05:57:00 -
[292] - Quote
I dont think that removing/reducing one of the main isk sinks in the game is gonna be good in the long run.
If you want to pvp in a frigate in 0,0 space and have over 150M sp train an alt. |

Crellion
Parental Control Raiden.
32
|
Posted - 2013.05.17 07:34:00 -
[293] - Quote
Apostrof Ahashion wrote:I dont think that removing/reducing one of the main isk sinks in the game is gonna be good in the long run.
If you want to pvp in a frigate in 0,0 space and have over 150M sp train an alt.
And even if you train to fly every sub-capital ship in the game perfectly (including training useless things like medium railgun specialization 5) you will probably have less than 92M sp when you finish. 20M for a clone of that grade is right on the spot. This will be bad for the economy in the long run and the only ppl that will profit are players that cram every skill they get in their main dont even thinking if they are gonna need it.
As opposed to the clever few (incl. you I presume) who stop skilling entirely when they can't think of a necessary skill? Wait what?
Clone costs down is good!
1) Get bittervets back into frig roams in 0.0 even if it is every now and then can only be good for everybody. 2) Increase the mobility of those not in alliances and coallitions with 12314132335 jump bridges. 3) It will be a pat on the back for people who keep pvp clones devoid of implants and other haxspensive augs.
Any odd measure Devs can think that will decrease reservedness and promote leeroy behavior in pvp will be good. There was a time when A could beat B simply because of being more decicive and getting 1-2 additional volleys in first. I know it sound srandom but it was good and we need more of it back. The old pendulum has swang way off center... |

Carniflex
StarHunt Intrepid Crossing
81
|
Posted - 2013.05.17 07:40:00 -
[294] - Quote
A welcome change.
As far as behavior goes in my case it will have some effect. I do not fly ships that cost less than my clone (without hardwires) for pvp purposes. Lowering the clone costs by 30% brings my clone cost down enough to make T1 cruiser with T2 fit a feasible possibility.
My clone cost is atm 40 mil per pop. Unfortunately it will not bring me down enough to make using this character in AF's and such feasible. Ofc I have many alts, but even alts grow out of fun-frigate-roam class SP amounts relatively fast. Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |

Ioci
Bad Girl Posse Somethin Awfull Forums
377
|
Posted - 2013.05.17 07:49:00 -
[295] - Quote
For many older vet's clone cost is something we look at. I made a decision long ago to break tradition and I trained all my character slots, mostly with PI alts but they were also given a T2 frigate or a racial T1 cruiser they were good in. Never going over 2 mill SP but still being able to apply dps in a fleet if I needed a front line pilot that I knew would lose assets.
In terms of my mains and how or when I send them in to battle, I don't see the clone cost being the hinge. Most cases I have experienced the combat was very one sided and I docked up and logged out because I knew the outcome. It had nothing to do with a 30 mill clone. R.I.P. Vile Rat |

Destination SkillQueue
Are We There Yet
4987
|
Posted - 2013.05.17 07:54:00 -
[296] - Quote
Apostrof Ahashion wrote:I dont think that removing/reducing one of the main isk sinks in the game is gonna be good in the long run.
If you want to pvp in a frigate in 0,0 space and have over 150M sp train an alt.
And even if you train to fly every sub-capital ship in the game perfectly (including training useless things like medium railgun specialization 5) you will probably have less than 92M sp when you finish. 20M for a clone of that grade is right on the spot. This will be bad for the economy in the long run and the only ppl that will profit are players that cram every skill they get in their main dont even thinking if they are gonna need it. It's not a significant ISK sink. Based on CCP posted snapshot of daily sinks it was under 30 billion a day, which was about 3,5% of daily sinks. Even minor increases in manufacturing or market taxes would be far larger and be distributed in a way, that isn't harmful to any single playstyle. This is because the additional cost per transaction would still remain minor and the extra costs in production will be transferred to the consumers. |

Grey Stone
Fatal and The rabbit The G0dfathers
17
|
Posted - 2013.05.17 09:47:00 -
[297] - Quote
I think that clone cost should be reduced by at least 50% to 75% in the new expansion. I know if that would happen I would start to pvp in smaller ships (frigs, des, crus) with my mains who are now 160+ and 120+ mil sp
In the meantime, CCP should develop new clone costs system in game.
something like this: (I already posted this before in some clone price thread)
Higher SP character have the advantage over the low SP characters in that that they can do more things in EVE and fly more Ships.
But the main point is> They can do only one thing at the time.
What does it mean? Well I can either fly frigate or carrier or whatever at one time. I can only do one thing in EVE. I cannot with my 150 mil SP char do 2 missions at one time. I cannot split him.
So advantage really depends on an occasion.
I think that the cloning system should be like this to be fair:
Clone SP TIED to a ship and modules fitted at the time pod exploded.
It would go i.e. like this:
- Jump into t1 frigate. - Fit t1 frig. - Undock. !!!!! EVE calculates what skills are needed for this ship and for the modules I have.
!!!!! EVE calculates number of SP I have in skills needed to fly that ship and modules (not just needed level of skills but my lvl of skills, so if i fly galente frig and have skill at 5 my clone would have to cover more sp than if I would have skill at 4).
!!!!! EVE assigns above mentioned SP amount to the clone.
- If character gets his ship destroyed and than podded, the clone costs are not for total SP char has, but for amount that game calculated as explained above.
So if I get into t1 frigate with 150 mil SP and go fighting 30 day old char in t1 frig, I would still pay more than he is for a pod loss because although we both have necessary skills, I will have to pay more as I have my skill maxed. This is how it should be.
This also make sense for capital ships. SP needed is much higher. You enter super-capital, your clone will cost much more that when you are in t1 frig. But it make sense as you are USING those additional skills.
This also works with miners. Hulk pilot clone will cost much more than a future 30 days old mining frig pilot.
This makes sense imho.
This is only fair solution I could come to. Maybe it can be refined. I hope we will get something like this. |

Apostrof Ahashion
Viziam Amarr Empire
191
|
Posted - 2013.05.17 10:25:00 -
[298] - Quote
Crellion wrote: As opposed to the clever few (incl. you I presume) who stop skilling entirely when they can't think of a necessary skill? Wait what?
My oldest character has 80M sp and is not training anything for almost 1 year. I dont need PI on him, Marauders on him, traiding and corporate management skills on him, mining and/or industry on him etc. And i have a couple of 20-40M alts specialized in certain roles that mostly just sit in stations and trade. And i made quite a bit of isk selling characters on the bazaar.
Not my problem if ppl trained Minmatar titan on a pilot that already had lvl 5 in all races battleships and lvl 5 in all turret specializations. I really dont see the reason to gimp the economy for that. Eve is about planing and consequences. |

George Boothe
Tribal Liberation Force Minmatar Republic
5
|
Posted - 2013.05.17 10:29:00 -
[299] - Quote
Grey Stone wrote: [...] Clone SP TIED to a ship and modules fitted at the time pod exploded.
It would go i.e. like this:
- Jump into t1 frigate. - Fit t1 frig. - Undock. !!!!! EVE calculates what skills are needed for this ship and for the modules I have.
!!!!! EVE calculates number of SP I have in skills needed to fly that ship and modules (not just needed level of skills but my lvl of skills, so if i fly galente frig and have skill at 5 my clone would have to cover more sp than if I would have skill at 4).
!!!!! EVE assigns above mentioned SP amount to the clone.
- If character gets his ship destroyed and than podded, the clone costs are not for total SP char has, but for amount that game calculated as explained above. [...]
This is an awesome idea! This would actually make the cloning system cool and dynamic in my opinion as well as give older players the possibility to fly frigs without 100mil clone costs, as well as keep the balance between clone costs for older players with all V skills and newer players with III-V skills. Especially, considering that the SP amount from lvl IV to lvl V skills is a huge increase, so an all IV character will have a substantially lower clone cost than an all V char.
|

Corey Fumimasa
Kiith Paktu Curatores Veritatis Alliance
490
|
Posted - 2013.05.17 10:51:00 -
[300] - Quote
Edward Pierce wrote:Corey Fumimasa wrote:The subscription fee idea has the potential to reduce the balancing effect of clone costs the most. Well removing them entirely from the game would be worse I guess.
Much better to make them a player made item. There have been all kinds of cool ideas about how that would work. And body snatchers would be an awesome new profession. You keep referencing this non-existent "balancing effect" of the current system; paying more when your clone dies doesn't make you worse at pvp, it only makes you pvp less frequently, which is bad for the game.
Some people want more, others would like to see less. I think the level of PvP over all of New Eden is about right. Devaluing combat and lowering the risk factor across the board to appease a minority of players that live in a particular area is inconsiderate to everyone who A. Wants combat to remain expensive and risk intensive for the thrill factor or B. Thinks the level of combat is fine as is.
Most of the people affected by high clone costs live in null or w and just want to go roam with their friends. Thats a localized issue where PvP could be made more accessible in those areas, perhaps by having swaths of Null in which bubbles don't work on pods. They could be seeded with valuable deadspace pockets that only allow frigs in order to encourage small ship combat. And so there is more PvP where people want pvp and the level as a whole and the current risk factor remain pretty constant.
There are options to get these people into the fights they want without lowering the risk / danger / cost equation that has already come down to the point of boredom for many.
Also, Eve is a as much about resource management as it is about PvP. Clone costs and long term character development are an interesting part of that game.
Lowering the cost of PvP to make it more common also reduces the interaction between the two different styles of gaming, resource management and PvP. This interaction is a terrific part of Eve and PvP without it and without the real risk for loss would be pale shadow of what it once was. -áKick ass soundtrack and Eve Pewpew http://www.youtube.com/watch?v=Gvc4KljpRGI |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 [10] 11 12 13 .. 13 :: one page |
First page | Previous page | Next page | Last page |