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CCP Rise
C C P C C P Alliance
786

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Posted - 2013.05.14 22:01:00 -
[1] - Quote
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: CLONES
Yours, CCP Rise |
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Lucas Quaan
Sniggerdly Pandemic Legion
51
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Posted - 2013.05.14 22:03:00 -
[2] - Quote
All is forgiven. \o/
Well, most anyway. :) |

Two step
Aperture Harmonics K162
3762
|
Posted - 2013.05.14 22:03:00 -
[3] - Quote
30% is a good start, but I would love to see the increases when you get up to the next clone decreased as well CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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Sala Cameron
North Eastern Swat Pandemic Legion
105
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Posted - 2013.05.14 22:04:00 -
[4] - Quote
In numbers:
currently: http://i.imgur.com/CSFFWYC.png
new: http://i.imgur.com/gFO3xXK.png
:) |

Alice Saki
Suddenly Spaced Out Suddenly Spaceships.
49090
|
Posted - 2013.05.14 22:05:00 -
[5] - Quote
Ha Checkmate, well play CCP
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Ruze
Next Stage Initiative Trans-Stellar Industries
239
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Posted - 2013.05.14 22:06:00 -
[6] - Quote
Thank you. It really is one of the few things that make being a higher sp player worse than a new player. I've made alts to pvp with to avoid some of the cost of clones on alt character.
Can we get insurance changes for tiericide ships, too? Cause they aren't adding up. If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality.-á That 'griefer/thief' is probably more sane than you are.-á How screwed up is that? |

Ali Aras
Valkyries of Night Of Sound Mind
263
|
Posted - 2013.05.14 22:07:00 -
[7] - Quote
This is awesome. I mostly hear about people who don't want to come on roams because their clone cost outstripped their rifter cost a while ago, and I'll probably be there once the BC changes go through and I've got a few million more free SP. I'm really looking forward to how this shifts playstyles. http://warp-to-sun.tumblr.com -- my blog |

Drunken Bum
311
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Posted - 2013.05.14 22:07:00 -
[8] - Quote
Its a start i guess. Spare some change?-á |

Marlona Sky
D00M. Northern Coalition.
3642
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Posted - 2013.05.14 22:09:00 -
[9] - Quote
Just remove them completely and move the ISK sink somewhere else related to the cost of ships. That way it scales on the ship risked in combat instead of how long the player has been subscribed to the game.
I wrote an article on why clone costs need to be removed completely HERE. Of course ignore the idea of the insurance removal in it.
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Mangala Solaris
Red Federation RvB - RED Federation
535
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Posted - 2013.05.14 22:10:00 -
[10] - Quote
Very happy about this.
Can't wait to see if it has an outward effect on people's attitude/willingness to pvp more often. Mangala Undocked |

Marlona Sky
D00M. Northern Coalition.
3642
|
Posted - 2013.05.14 22:13:00 -
[11] - Quote
Mangala Solaris wrote:Very happy about this.
Can't wait to see if it has an outward effect on people's attitude/willingness to pvp more often. It will help a little. A complete removal is the best move in my opinion.
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Elise Randolph
Habitual Euthanasia Pandemic Legion
1048
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Posted - 2013.05.14 22:15:00 -
[12] - Quote
You guys are victims of your own success. Small ships are so fun to fly, everyone wants to be able to fly them without forking over 40m for a clone.
Great start, hi5 ~ |

Pattern Clarc
Aperture Harmonics
534
|
Posted - 2013.05.14 22:18:00 -
[13] - Quote
Drunken Bum wrote:Its a start i guess.
Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
242
|
Posted - 2013.05.14 22:19:00 -
[14] - Quote
So getting podded in 0.0 in a 1m frigate still costs me 32m. |

Cameron Zero
Red Federation
185
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Posted - 2013.05.14 22:19:00 -
[15] - Quote
I fully support this product and/or service. And, while this might "benefit older players more than newer ones", it benefits everyone, in the end. "I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser Gate. All those moments will be lost in time, like tears in rain. GǪ" |

Implying Implications
GoonWaffe Goonswarm Federation
352
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Posted - 2013.05.14 22:21:00 -
[16] - Quote
How much ISK do clone upgrades take out of the economy? sÅ»µä¢püäpü»µ¡út+¬pÇé |
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CCP Rise
C C P C C P Alliance
788

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Posted - 2013.05.14 22:22:00 -
[17] - Quote
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.
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Gilbaron
Free-Space-Ranger Nulli Secunda
871
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Posted - 2013.05.14 22:23:00 -
[18] - Quote
I want clones to be a commodity :)
Still a good change, keep 'em coming We are recruiting german-speaking PVP players, contact me :)
Banner was used for this Post |

Roime
Ten Thousand Years Shinjiketo
2818
|
Posted - 2013.05.14 22:23:00 -
[19] - Quote
What about the (sentry) drone fixes, are they on sisi yet?
Clone costs don't have any impact on my pvp, since you asked.
-á- All I really wanted was to build a castle among the stars - |

pmchem
GoonWaffe Goonswarm Federation
481
|
Posted - 2013.05.14 22:25:00 -
[20] - Quote
Two step wrote:30% is a good start, but I would love to see the increases when you get up to the next clone decreased as well
This.
Hell, EVE's economy and press releases need people to get out there and die in ships. Just make the clone costs 1 isk per level of clone. Stupidity Tax if you don't update it. |

HVAC Repairman
GoonWaffe Goonswarm Federation
551
|
Posted - 2013.05.14 22:25:00 -
[21] - Quote
While I believe in theory it made sense, in practice it's terrible. The clone costs now are ridiculous for high SP guys, and it limits the viability of dicking around in cheap disposable ships. I'm fundamentally against any mechanic which discourages PVP, and I'm glad it has finally been addressed (Soundwave and Unifex responded to a tweet of mine last year saying they were looking at it) Follow me on twitter |

EvilweaselSA
GoonWaffe Goonswarm Federation
755
|
Posted - 2013.05.14 22:26:00 -
[22] - Quote
how is it that people have 100m sp and have so little money they still keep track of their money down to the tens of millions
like do they count their pennies when they get home every night irl |

Kismeteer
GoonWaffe Goonswarm Federation
269
|
Posted - 2013.05.14 22:29:00 -
[23] - Quote
EvilweaselSA wrote:how is it that people have 100m sp and have so little money they still keep track of their money down to the tens of millions
like do they count their pennies when they get home every night irl
Some of us are not mega barons of trading. |

xttz
GoonWaffe Goonswarm Federation
71
|
Posted - 2013.05.14 22:29:00 -
[24] - Quote
pmchem wrote:Two step wrote:30% is a good start, but I would love to see the increases when you get up to the next clone decreased as well This. Hell, EVE's economy and press releases need people to get out there and die in ships. Just make the clone costs 1 isk per level of clone. Stupidity Tax if you don't update it.
1 Aurum per clone level |

Abrazzar
Vardaugas Family
1727
|
Posted - 2013.05.14 22:30:00 -
[25] - Quote
Maybe make clones a continuous cost, per month, instead of per death. Might even sink a lot more ISK from the risk averse people who never get themselves podded than the current system. Sovereignty and Population New Mining Mechanics |

Marlona Sky
D00M. Northern Coalition.
3644
|
Posted - 2013.05.14 22:31:00 -
[26] - Quote
CCP Rise - Why did you not remove them completely? Why just the 30%? Sure suicide podding across the game via the abuse of clone locations would need to be addressed, but solving that has several solutions that are acceptable.
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Powers Sa
650
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Posted - 2013.05.14 22:31:00 -
[27] - Quote
Now my clone costs less than my interceptor. YAYYYYYYYYYY. Vote Nullsec for CSM8 Mynnna || Kesper North || Kaleb Rysode || Malc00nis || Artctura || Unforgiven Storm |

pmchem
GoonWaffe Goonswarm Federation
481
|
Posted - 2013.05.14 22:32:00 -
[28] - Quote
xttz wrote:pmchem wrote:Two step wrote:30% is a good start, but I would love to see the increases when you get up to the next clone decreased as well This. Hell, EVE's economy and press releases need people to get out there and die in ships. Just make the clone costs 1 isk per level of clone. Stupidity Tax if you don't update it. 1 Aurum per clone level
That suggestion is golden. |

Harrigan VonStudly
SHUN THE NON BELIEVER Li3 Federation
52
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Posted - 2013.05.14 22:34:00 -
[29] - Quote
Thank you for this. Co host of Shunners and Sinners: An Eve online podcast -á- Shunners and Sinners |
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CCP Rise
C C P C C P Alliance
790

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Posted - 2013.05.14 22:34:00 -
[30] - Quote
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. |
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Liner Xiandra
Sparks Inc Zero Hour Alliance
199
|
Posted - 2013.05.14 22:35:00 -
[31] - Quote
TrouserDeagle wrote:So getting podded in 0.0 in a 1m frigate still costs me 32m.
Time for a BS sized fleet tackler. Go on CCP, time to expand the e-war battleship range.
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Marlona Sky
D00M. Northern Coalition.
3645
|
Posted - 2013.05.14 22:43:00 -
[32] - 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. I understand the desire to try and save the clone upgrade system, but it causes far more harm than good.
|

MeBiatch
Republic University Minmatar Republic
978
|
Posted - 2013.05.14 22:47:00 -
[33] - Quote
still to expensive... i have to spend 31 million isk when i loose a 2 million isk frig...
not cool...
pretty please make clones build able and allow the market to dictate cost. Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

chatgris
Quantum Cats Syndicate Samurai Pizza Cats
483
|
Posted - 2013.05.14 22:48:00 -
[34] - 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.
Clones (and implants) have always been a mechanic that turned me off of pvp and nullsec.
When I was a young player, I never went to nullsec because I did not want to slow down my training due to learning implants. PVP for me isn't a weekend thing, it's what I do nightly when I log in so jump clones did not solve this for me. I just stayed out of nullsec. Clone cost wasn't a big deal for me.
Now that I am a high SP player that likes to pvp frequently, I don't go to nullsec because I have an expensive clone. I also don't go because it would mean I would have to jump clone out of my hardwirings for 24 hours. When I pvp, I enjoy pvp where I have a good chance to lose my ship, and in nullsec with bubbles, that generally means a dead pod.
Finally, on the topic: The current system to save your clone in lowsec which is spam the warpout button with all your might as you hit structure is awful. It ruins the enjoyment of the last part of the fight, makes you turn off explosions and notifications so you don't get lag during those precious fractions of a second as you are trying to warp your pod out. Noobs who don't know any better lose (for them) expensive learning implants, and get turned off of pvp. I am strongly of the opinion that if you lose a ship, your pod should immediately begin an emergency warp to a random safespot (in nullsec, a bubble would prevent you from doing this). There is no "skill" in spamming the warpout button as fast as you can to keep your clone, it just detracts from the combat.
I know I deviated off the original request for feedback, but it is related. IMO, Lowsec is so much more alive for pvp than nullsec because lowsec is about pvp, while nullsec is about controlling territory. And if you pvp, a large part of that is generally reducing the cost of loss so you can fight more.
In lowsec:
a) Bubbles don't exist, people can move freely and generally choose not to engage in combat when they are at a stupid disadvantage (And the RSB nerf will help here too). b) In lowsec you get to keep training, keep some hardwirings, and not pay clone costs once you figure out how to spam the warpout button on your pod
Another suggestion could be that in addition to the removal of clone costs, the jump clone timer could be based on the distance you travel. If for example, you are jump cloning within the exact same system, there's no cooldown timer so you can decide "I'm going on a nullsec roam, and when i come back I can continue to train with my implants in". The further between your jump clones, the longer the timer before you can jump again. |

Dracoth Simertet
Red Federation RvB - RED Federation
47
|
Posted - 2013.05.14 22:48:00 -
[35] - Quote
Nice one a step in the right direction!
o7 Drac |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
243
|
Posted - 2013.05.14 22:49:00 -
[36] - 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.
So like with links, you could reduce the effectiveness by 2/3 in time for odyssey while you spend time working out a proper solution to cut their range? |

Shadow Lord77
Shadow Industries I
286
|
Posted - 2013.05.14 22:50:00 -
[37] - Quote
Are you going to reimburse clone costs after this change goes live? |

X Gallentius
Justified Chaos
1412
|
Posted - 2013.05.14 22:51:00 -
[38] - Quote
[Proposal] Bubbles don't affect clones.
Discuss. |

chatgris
Quantum Cats Syndicate Samurai Pizza Cats
483
|
Posted - 2013.05.14 22:52:00 -
[39] - Quote
X Gallentius wrote:[Proposal] Bubbles don't affect clones.
Discuss.
Disclaimer: I hate bubbles, and want nothing to do with them.
Bubbles make sense in Nullsec: Nullsec isn't about fighting, it's about territory control. As such, it makes sense to have bubbles trap pods (which I assume is what you meant when you said clones).
It's got a nice division: If you want to shoot stuff in spaceships, generally you come to lowsec. If you want to play a more strategic game of risk, you go to nullsec. |

Gevlin
Sebiestor Tribe Minmatar Republic
214
|
Posted - 2013.05.14 22:53:00 -
[40] - Quote
To encourage PVP but keep the isk sink in place I would recommend a clone subscription option - unlimited clones for so much isk per month. Then Frigate wars here I come. Some day I will have the internet and be able to play again. |

EvilweaselSA
GoonWaffe Goonswarm Federation
755
|
Posted - 2013.05.14 22:53:00 -
[41] - Quote
X Gallentius wrote:[Proposal] Bubbles don't affect clones.
Discuss. terrible idea with no reason to exist and no justification offered for polluting an otherwise good thread with its presence
that about sums it up |

Lo'Kii
Freedom For Fantasy The Unthinkables
1
|
Posted - 2013.05.14 22:55:00 -
[42] - Quote
Marlona Sky wrote:CCP Rise - Why did you not remove them completely? Why just the 30%? Sure suicide podding across the game via the abuse of clone locations would need to be addressed, but solving that has several solutions that are acceptable.
I agree. In my opinion suicide podding can be tackled by not allowing to move your medical clone for 24 hours after being podded or using a jump clone in the same 24 hour period. |

Marlona Sky
D00M. Northern Coalition.
3646
|
Posted - 2013.05.14 22:55:00 -
[43] - Quote
X Gallentius wrote:[Proposal] Bubbles don't affect clones.
Discuss. I'm assuming you mean pods. If so then I would say no. That would bean everyone would be sporting pirate implants and only those who suffer a hiccup in their Internet connection would lose them.
|

MeBiatch
Republic University Minmatar Republic
978
|
Posted - 2013.05.14 22:59:00 -
[44] - Quote
i would make clone bpo's
they take PI stuff to make
tie in Dust where Biomass centers can be fought over (the technium for clone construction)
allow me to install muliple clones in a station... (i want a new body for every day of the week)
also allow me to transport clones in industrial ships (you have to do tiericide for industrials why not make one a special clone vat ship) would make for some epic kill mails where someone could loose like 20 full snake clones...
then allow un-used clones to be bought and sold on the market.
you can reprocess old clones to get the materials to make new ones ( a new mini profession from collecting dead pod pilots)
i would allow there to be a dynamic market before removing clones from the medical bay all together. Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Draqone an'Alreigh
EVE University Ivy League
32
|
Posted - 2013.05.14 23:00:00 -
[45] - Quote
The cost of the clones does not need to be lowered (it's not a bad move if it is though) however the main issue is the cost of implants which is the main detrimental factor for PvP.
Allow us to jump into a jump clone that is at the same station for an ISK fee even if we have a JC timer already running. Jumping into same-station clone could reset the timer and the ISK fee could be equal to a medical clone cost. This change would really make the decision to participate in PvP easier. Inducing the proliferation of common sense throughout EVE Official forums since April 27th, 2013. |

Abrazzar
Vardaugas Family
1727
|
Posted - 2013.05.14 23:01:00 -
[46] - Quote
If we remove clones as an ISK sink, what will replace it? Sovereignty and Population New Mining Mechanics |

MeBiatch
Republic University Minmatar Republic
978
|
Posted - 2013.05.14 23:02:00 -
[47] - Quote
Abrazzar wrote:If we remove clones as an ISK sink, what will replace it?
i dunno... perhaps pvp...
think of all those people who dont pvp that often now... all of a sudden you know playing the pvp game again... Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

chatgris
Quantum Cats Syndicate Samurai Pizza Cats
483
|
Posted - 2013.05.14 23:04:00 -
[48] - Quote
MeBiatch wrote:Abrazzar wrote:If we remove clones as an ISK sink, what will replace it? i dunno... perhaps pvp... think of all those people who dont pvp that often now... all of a sudden you know playing the pvp game again...
While I fully support that more pvp is good, pvp is NOT an ISK sink. If anything PVP is an ISK faucet due to insurance. |

pmchem
GoonWaffe Goonswarm Federation
481
|
Posted - 2013.05.14 23:05:00 -
[49] - Quote
CCP Rise wrote: 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.
Did someone finally catch up to a 241-year-old work of Voltaire over there? |

Lithorn
The Dark Tribe
23
|
Posted - 2013.05.14 23:08:00 -
[50] - Quote
Ruze wrote:Thank you. It really is one of the few things that make being a higher sp player worse than a new player. I've made alts to pvp with to avoid some of the cost of clones on alt character. Can we get insurance changes for tiericide ships, too? Cause they aren't adding up.
Bravo, I fully agree with this post, I do the same.
I wouldn't mind seeing a dramatic reduction or even just a flat cost to clone replacements up to about the 40m sp of say 500-900k ISK. After that a very gradual ratchet upward instead of the current system, which is kinda like going from 2-3m isk per a clone to very rapidly a 13-20+m ISK per a clone death. Maybe I want to PVP in a Rifter or Stealth Bomber or Interceptor- with my uber S.P. toon, my clone should not even come close to the cost of my ship... It's as if C.C.P is punishing us for perfecting our fitting and weapon skills or something.  The ship cost and the various other things like cost of fittings, implants etc are sufficient ISK sinks by themselves. |

MeBiatch
Republic University Minmatar Republic
980
|
Posted - 2013.05.14 23:08:00 -
[51] - Quote
chatgris wrote:MeBiatch wrote:Abrazzar wrote:If we remove clones as an ISK sink, what will replace it? i dunno... perhaps pvp... think of all those people who dont pvp that often now... all of a sudden you know playing the pvp game again... While I fully support that more pvp is good, pvp is NOT an ISK sink. If anything PVP is an ISK faucet due to insurance.
right tell that to my tech II ships... Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Kata Amentis
Re-Awakened Technologies Inc
70
|
Posted - 2013.05.14 23:10:00 -
[52] - Quote
Draqone an'Alreigh wrote:The cost of the clones does not need to be lowered (it's not a bad move if it is though) however the main issue is the cost of implants which is the main detrimental factor for PvP.
Allow us to jump into a jump clone that is at the same station for an ISK fee even if we have a JC timer already running. Jumping into same-station clone could reset the timer and the ISK fee could be equal to a medical clone cost. This change would really make the decision to participate in PvP easier.
Implants are a choice (you might feel they are a requirement to compete potentially in whatever part of the game you play) but the clone cost isn't really a choice. It's a penalty to characters that have been around for a while. The only choice then is "when do I give up on this character's training and start training an alt to fly the smaller ships?" which is terrible design or only ever flying the bigger ships, which isn't in keeping with letting us play the game our way in our sandbox.
Just because you can fly all the ships in the game and use all the modules or whatever having spent years and years training the skills up doesn't mean you have a huge isk flow now. In all likelyhood you've got less since you have less time thanks to not being a 20 something with no attachments! lol
Curiosity killed the Kata...
... but being immortal he wasn't too worried about keeping a count. |

Roime
Ten Thousand Years Shinjiketo
2818
|
Posted - 2013.05.14 23:12:00 -
[53] - Quote
MeBiatch wrote:chatgris wrote:MeBiatch wrote:Abrazzar wrote:If we remove clones as an ISK sink, what will replace it? i dunno... perhaps pvp... think of all those people who dont pvp that often now... all of a sudden you know playing the pvp game again... While I fully support that more pvp is good, pvp is NOT an ISK sink. If anything PVP is an ISK faucet due to insurance. right tell that to my tech II ships...
Ok, MeBiatches tech II ships listen up- you are not an ISK sink. Sorry if this hurt your ego, however if you feel the need to sink some ISK, you can send it to me and I'll promise to sink it appropriately and promptly.
-á- All I really wanted was to build a castle among the stars - |

Lithorn
The Dark Tribe
23
|
Posted - 2013.05.14 23:12:00 -
[54] - Quote
MeBiatch wrote:chatgris wrote:MeBiatch wrote:Abrazzar wrote:If we remove clones as an ISK sink, what will replace it? i dunno... perhaps pvp... think of all those people who dont pvp that often now... all of a sudden you know playing the pvp game again... While I fully support that more pvp is good, pvp is NOT an ISK sink. If anything PVP is an ISK faucet due to insurance. right tell that to my tech II ships...
T3 and faction battleships don't get the insurance love either, many T2 ships get short changed also. So yes, actually the previous dude is wrong it is an ISK sink and a very good one too. |

Abrazzar
Vardaugas Family
1727
|
Posted - 2013.05.14 23:13:00 -
[55] - Quote
chatgris wrote:MeBiatch wrote:Abrazzar wrote:If we remove clones as an ISK sink, what will replace it? i dunno... perhaps pvp... think of all those people who dont pvp that often now... all of a sudden you know playing the pvp game again... While I fully support that more pvp is good, pvp is NOT an ISK sink. If anything PVP is an ISK faucet due to insurance. Exactly. Hence my proposition to make clones a monthly subscription.
You pay your 32 million a month and you can die as often as you like. No need to get a new clone every time you die. If you get over a limit, the next clone subscription billed to you will increase automatically.
So you die that month 64664 time, alright 32 mil from you. If you don't die at all because you spend time missioning in high-sec, 32 mil from you.
This will keep the ISK sink intact, probably even increase it, and remove the drag and exponential cost for doing PvP in null.
You will still risk your implants, though. So let's have those produced, from high-sec LP store blueprints and low- and null-sec hacking sites and reverse engineering corpses. Sovereignty and Population New Mining Mechanics |

MeBiatch
Republic University Minmatar Republic
980
|
Posted - 2013.05.14 23:14:00 -
[56] - Quote
Roime wrote:MeBiatch wrote:chatgris wrote:MeBiatch wrote:Abrazzar wrote:If we remove clones as an ISK sink, what will replace it? i dunno... perhaps pvp... think of all those people who dont pvp that often now... all of a sudden you know playing the pvp game again... While I fully support that more pvp is good, pvp is NOT an ISK sink. If anything PVP is an ISK faucet due to insurance. right tell that to my tech II ships... Ok, MeBiatches tech II ships listen up- you are not an ISK sink. Sorry if this hurt your ego, however if you feel the need to sink some ISK, you can send it to me and I'll promise to sink it appropriately and promptly.
you know i read that sentence 5 times and i still have no clue what you are talking about... Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

mama guru
Thundercats The Initiative.
114
|
Posted - 2013.05.14 23:15:00 -
[57] - Quote
I stopped piloting frigs ages ago because of clone and implant costs. This is a step in the right direction.
Personally i'd rather see the skillpoint coverage be removed and costs going up on buying implant slots for your current clone and jump clones. For example a clone with 10 implant slots would cost 50mil or something.
______
EVE online is the fishermans friend of MMO's. If it's too hard you are too weak. |

MeBiatch
Republic University Minmatar Republic
982
|
Posted - 2013.05.14 23:17:00 -
[58] - Quote
if you are not going to make clones player made and have a dynamic market for them...
then the only other idea is james from razor...
pretty much you have one standard cost to insure your clone for 3 weeks... you can die as many times as you want and not loose sp as long as you are insured...
tbh i would much prefer player made clones but if not james idea is the only reasonable one. Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Johann Rascali
Crunchy Crunchy Peregrine Nation
12
|
Posted - 2013.05.14 23:19:00 -
[59] - Quote
Now, if the jump clone timer were made 3-4 hours instead of a day, I'd be happy. Long enough to keep "tactical" jumps to a minimum, short enough to let you do more than one specialized flight a day. |

Charlie Jacobson
98
|
Posted - 2013.05.14 23:23:00 -
[60] - Quote
Lithorn wrote:MeBiatch wrote:chatgris wrote:MeBiatch wrote:Abrazzar wrote:If we remove clones as an ISK sink, what will replace it? i dunno... perhaps pvp... think of all those people who dont pvp that often now... all of a sudden you know playing the pvp game again... While I fully support that more pvp is good, pvp is NOT an ISK sink. If anything PVP is an ISK faucet due to insurance. right tell that to my tech II ships... T3 and faction battleships don't get the insurance love either, many T2 ships get short changed also. So yes, actually the previous dude is wrong it is an ISK sink and a very good one too.
No, sorry. Isk sinks remove isk from the game. PvP is a mineral sink. But even a low insurance payout is an isk faucet because it creates isk out of thin air. The isk you spend on buying ships go to other players, so apart from the broker's fee and sales tax, it is not removed from the game. |

Roime
Ten Thousand Years Shinjiketo
2818
|
Posted - 2013.05.14 23:26:00 -
[61] - Quote
Lithorn wrote:MeBiatch wrote:chatgris wrote:MeBiatch wrote:Abrazzar wrote:If we remove clones as an ISK sink, what will replace it? i dunno... perhaps pvp... think of all those people who dont pvp that often now... all of a sudden you know playing the pvp game again... While I fully support that more pvp is good, pvp is NOT an ISK sink. If anything PVP is an ISK faucet due to insurance. right tell that to my tech II ships... T3 and faction battleships don't get the insurance love either, many T2 ships get short changed also. So yes, actually the previous dude is wrong it is an ISK sink and a very good one too.
If you insure any ship, and it gets destroyed under insurance, more ISK enters the economy than leaves.
Only ISK sink related to T2 ships is the T1 ship BPO purchase from NPCs, and related skillbooks (and insurance price). Considering these aren't consumed in the invention and manufacturing process, they are rather insignificant in the whole scene. It doesn't take many pilots receiving insurance payouts for their T2 ships to turn the total on the faucet side.
/end of standard faucet explanation #24232321211189
-á- All I really wanted was to build a castle among the stars - |

Alty MacAlterson
Alt Corporation
0
|
Posted - 2013.05.14 23:27:00 -
[62] - Quote
T2 ships don't have enough risk. You should lose skill points in the skill for a T2 ship just like a T3 ship. Make T2 ship skills rank 1 and raise the rank of Cruiser skills. |

MeBiatch
Republic University Minmatar Republic
982
|
Posted - 2013.05.14 23:29:00 -
[63] - Quote
Charlie Jacobson wrote:
No, sorry. Isk sinks remove isk from the game. PvP is a mineral sink. But even a low insurance payout is an isk faucet because it creates isk out of thin air. The isk you spend on buying ships go to other players, so apart from the broker's fee and sales tax, it is not removed from the game.
ah the difference between macro and micro economics...
on a personal (micro) level i dont have the isk anymore so its a sink in my pocket but on a marco level that isk went to someone else so its not gone... perspective is a btich.
Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

MeBiatch
Republic University Minmatar Republic
983
|
Posted - 2013.05.14 23:36:00 -
[64] - Quote
from rise on reddit about isk sinks...
Quote:This was something that WAS a concern in the past. However, recent skill book price adjustments more than made up for any damage we could do here in terms of ISK sink, so we can do whatever we want! 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.
3649
|
Posted - 2013.05.14 23:38:00 -
[65] - Quote
CCP Rise -
- Is there any ideas within CCP what would entail a perfect clone system?
- Is having clone upgrades function as an ISK sink critical?
- If so can the sink be moved to another aspect of the game?
|

Ranamar
Li3's Electric Cucumber Li3 Federation
7
|
Posted - 2013.05.14 23:39:00 -
[66] - Quote
MeBiatch wrote:Charlie Jacobson wrote:
No, sorry. Isk sinks remove isk from the game. PvP is a mineral sink. But even a low insurance payout is an isk faucet because it creates isk out of thin air. The isk you spend on buying ships go to other players, so apart from the broker's fee and sales tax, it is not removed from the game.
ah the difference between macro and micro economics... on a personal (micro) level i dont have the isk anymore so its a sink in my pocket but on a marco level that isk went to someone else so its not gone... perspective is a btich.
It's true. When talking about money sinks and faucets in an MMO, you have to look past your own balance sheet and on to the macro view.
Once you've mastered "my income is someone else's expenses", you can move on to "when is a price rise not inflation?" That one's a hard question and people screw it up IRL all the time.  FWIW, the actual monetary base increase in this game is apparently less than 50M ISK per player per month. (~25T ISK/mo divided by ~500k players) 25T ISK sounds like a lot, but think about how much crap you have lying around in this game. I was kind of shocked by how small it was when I did the math. |

MeBiatch
Republic University Minmatar Republic
983
|
Posted - 2013.05.14 23:42:00 -
[67] - Quote
Marlona Sky wrote:CCP Rise -
- Is there any ideas within CCP what would entail a perfect clone system?
- Is having clone upgrades function as an ISK sink critical?
- If so can the sink be moved to another aspect of the game?
here is just a thought... very basic...
ships have crews... crews need money to live and buy feedos...
so why not have some sort of cost based system that requires payment for the ships crews to keep the ship active over a certain amount of time...
if you dont pay your crews they could mutiny and kick you from your ship...
that way you would have the isk sink people are complaining about... Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Ruze
Next Stage Initiative Trans-Stellar Industries
239
|
Posted - 2013.05.14 23:42:00 -
[68] - Quote
Marlona Sky wrote:CCP Rise -
- Is there any ideas within CCP what would entail a perfect clone system?
- Is having clone upgrades function as an ISK sink critical?
- If so can the sink be moved to another aspect of the game?
I'm with this. If the idea is to encourage death, and the cycle of buying new ships and gear, then three things hold up more than any others:
Implants Clone Cost Insurance
As long as I got plus 5's, my clone costs more than my ship, and even if I insure the ship I only get less than 10% back most times ...
That said, if you fix one and two, maybe insurance isn't such a big deal. We can all fly smaller ships, those of us who can't afford to lose capitals left and right.
If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality.-á That 'griefer/thief' is probably more sane than you are.-á How screwed up is that? |

James Amril-Kesh
4S Corporation RAZOR Alliance
5059
|
Posted - 2013.05.14 23:55:00 -
[69] - Quote
Gevlin wrote:To encourage PVP but keep the isk sink in place I would recommend a clone subscription option - unlimited clones for so much isk per month. Then Frigate wars here I come. This is exactly how it should be done, IMO. Keep the new costs, then when you get to the rework of clones turn it into a 90 day "subscription". Your clone is up to date for 90 days or until you surpass the SP limit, no matter how many clones you lose over that period of time. Once the subscription period is over you revert to an alpha clone.
There are two things that would need to happen however to make this viable: players would require some method of maintaining their clone level if they're unable to dock in a station with a med bay (remotely upgrading them, for example), and making sure players get some notification so, for example, someone who logs into EVE after 3 months of being away undocks without realizing they're in an alpha clone, gets podded, and loses a whole bunch of SP.
Alternatively you could just remove clone costs entirely. -áMy (mostly boring) Youtube channel. |

Alx Warlord
SUPERNOVA SOCIETY Extinction Level Event.
465
|
Posted - 2013.05.14 23:57:00 -
[70] - Quote
Indeed... need a lower inclination in this curve. and lower costs to get in PVP with low cost frigates.. Please read these! > New POS system > New SOV system |

Ruze
Next Stage Initiative Trans-Stellar Industries
241
|
Posted - 2013.05.15 00:06:00 -
[71] - Quote
James Amril-Kesh wrote:Gevlin wrote:To encourage PVP but keep the isk sink in place I would recommend a clone subscription option - unlimited clones for so much isk per month. Then Frigate wars here I come. This is exactly how it should be done, IMO. Keep the new costs, then when you get to the rework of clones turn it into a 90 day "subscription". Your clone is up to date for 90 days or until you surpass the SP limit, no matter how many clones you lose over that period of time. Once the subscription period is over you revert to an alpha clone. There are two things that would need to happen however to make this viable: players would require some method of maintaining their clone level if they're unable to dock in a station with a med bay (remotely upgrading them, for example), and making sure players get some notification so, for example, someone who logs into EVE after 3 months of being away undocks without realizing they're in an alpha clone, gets podded, and loses a whole bunch of SP. Alternatively you could just remove clone costs entirely.
So basically, pay the new clone cost, and die as much as you want for 30 - 90 days. I like that. If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality.-á That 'griefer/thief' is probably more sane than you are.-á How screwed up is that? |

Alex Salas
Macabre Votum Northern Coalition.
0
|
Posted - 2013.05.15 00:12:00 -
[72] - Quote
At long last, a change that I fully support CCP on.
Bitter vets of New Eden, REJOICE! |

Inna Cristiana
The Black Talons Chapter Company of Spacefarers
10
|
Posted - 2013.05.15 00:14:00 -
[73] - Quote
If you're gonna remove an ISK sink you better add it somewhere else, that's how you "balance" an economy. |

Naxy Antollare
IronPig Sev3rance
1
|
Posted - 2013.05.15 00:21:00 -
[74] - Quote
I`m sad when i see this type of forums around EVE .. ppl crying about clone price as they get more skill points . Having over 100mil Sp and go around in frigs that cost 1 mill.. how funny .. if your so keen on flying those rifters you should just play on 14 days trial , i bet that would shut you up .. EVE is harsh and we like it like that , don`t make EVE go same direction as WoW .. 
|

Ruze
Next Stage Initiative Trans-Stellar Industries
242
|
Posted - 2013.05.15 00:26:00 -
[75] - Quote
Naxy Antollare wrote:I`m sad when i see this type of forums around EVE .. ppl crying about clone price as they get more skill points . Having over 100mil Sp and go around in frigs that cost 1 mill.. how funny .. if your so keen on flying those rifters you should just play on 14 days trial , i bet that would shut you up .. EVE is harsh and we like it like that , don`t make EVE go same direction as WoW .. 
Aye, you're cool.
Please tell me you also are against afk cloakers and have made posts about hisec griefers, because if so, I'm going to subscribe to your blog.
On a related note, clone prices may not be worth crying about. But they sure are annoying, and like it or not, they influence older players choice on whether they are going to risk dying today or not. I might not feel like crying, but if CCP deems them out of date ... well, I ain't gonna ***** about it, either. If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality.-á That 'griefer/thief' is probably more sane than you are.-á How screwed up is that? |

Tasha Saisima
State War Academy Caldari State
24
|
Posted - 2013.05.15 00:51:00 -
[76] - Quote
I think clones should still cost a bit. What fun is flying if there is no risk? |

Michael Turate
The Scope Gallente Federation
60
|
Posted - 2013.05.15 01:01:00 -
[77] - Quote
Good move!
I'd like to see clone costs done away with all together. I had an idea for a new replacement isk sink and also to help curb pod killing as a travel method:-
A system of 'Concord Pod Travel Gates', Concord controlled toll gates that only allow pod travel, connecting 5 or 6 of the biggest regional trade hubs with 10-15 lo-sec entry and null sec entry systems. An individual pays a monthly isk fee to use the network, a corporation can pay plex/isk for all its members to use the network. Lo-sec and null sec dwellers will have easier/quicker access to high sec space and high sec corps that enjoy PVP in null and lo sec will be able to travel quickly to an entry point system, gear and ship up and then depart.
Traders all have alts in the different regions so it doesn't really impact that, and it should create trade in entry systems, it eats some isk/plex and may help prevent people blowing their pods up to clone travel. |

Marlona Sky
D00M. Northern Coalition.
3653
|
Posted - 2013.05.15 01:07:00 -
[78] - Quote
Naxy Antollare wrote:I`m sad when i see this type of forums around EVE .. ppl crying about clone price as they get more skill points . Having over 100mil Sp and go around in frigs that cost 1 mill.. how funny .. if your so keen on flying those rifters you should just play on 14 days trial , i bet that would shut you up .. EVE is harsh and we like it like that , don`t make EVE go same direction as WoW ..  Come back to the thread when you understand the concept of The Big Picture and realize the game would be more harsh with the removal of clone costs.
|

James Amril-Kesh
4S Corporation RAZOR Alliance
5061
|
Posted - 2013.05.15 01:10:00 -
[79] - Quote
Ruze wrote:So basically, pay the new clone cost, and die as much as you want for 30 - 90 days. I like that. I like it too, but it has its own problems, particularly for supercapital pilots, people who live in w-space, and people who go unsubscribed.
I suppose you could also have a mechanic that allows you to pay some multiple of ISK for that multiple of subscription time. e.g. 14m isk insures 92.5m SP for 90 days, so 28m isk would insure 92.5m SP for 180 days, 56m isk for 360 days, etc.
The supercap and w-space problem could easily be fixed by allowing people to update their clones from the Character Sheet without ever having to be docked. I don't really get why being docked in a med clone station is a requirement. Of course changing your med clone station or creating a jump clone should require use of a station. -áMy (mostly boring) Youtube channel. |

Madlof Chev
Sniggerdly Pandemic Legion
141
|
Posted - 2013.05.15 01:11:00 -
[80] - Quote
ccp rise literally jesus
I would shake your hand again if i could go back three weeks or so to fanfest. |

Ruze
Next Stage Initiative Trans-Stellar Industries
242
|
Posted - 2013.05.15 01:41:00 -
[81] - Quote
James Amril-Kesh wrote:Ruze wrote:So basically, pay the new clone cost, and die as much as you want for 30 - 90 days. I like that. I like it too, but it has its own problems, particularly for supercapital pilots, people who live in w-space, and people who go unsubscribed. I suppose you could also have a mechanic that allows you to pay some multiple of ISK for that multiple of subscription time. e.g. 14m isk insures 92.5m SP for 90 days, so 28m isk would insure 92.5m SP for 180 days, 56m isk for 360 days, etc. The supercap and w-space problem could easily be fixed by allowing people to update their clones from the Character Sheet without ever having to be docked. I don't really get why being docked in a med clone station is a requirement. Of course changing your med clone station or creating a jump clone should require use of a station.
That's a fair point. Unless we are going to turn clones into a commodity that players can sell on the market and produce, there's no real issue with having players update their clone remotely.
Hell, just let them 'call it in' from in game. "Hey, bro? Yeah, give me one of those new clones, I've gotten smarter. Thanks, k, bye."
If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality.-á That 'griefer/thief' is probably more sane than you are.-á How screwed up is that? |

Crestor Markham
Reasonable People Of Sound Mind
1
|
Posted - 2013.05.15 01:55:00 -
[82] - Quote
MeBiatch wrote:Abrazzar wrote:If we remove clones as an ISK sink, what will replace it? i dunno... perhaps pvp... think of all those people who dont pvp that often now... all of a sudden you know playing the pvp game again...
PVP is an isk source, via insurance. Learn what it means for something to be an isk sink/source. |

Johan Toralen
Clockwork X3
13
|
Posted - 2013.05.15 01:56:00 -
[83] - Quote
Welcome change. In my book the prices should be reduced even more. Just make it a flat price from say 50m sp onwards. With a high sp char you never use all the skills in say a pvp situation. From a certain point an old char can't have a technical advantage over say a fully skilled younger pvp char. So why punish the older player for having stuck around in Eve for so long. Sure it most likely wont kill him financialy but its about the principle. And i'm sure many players also keep economical thinking in the back of their head even if they could afford to lose a couple pods here and there. |

Crestor Markham
Reasonable People Of Sound Mind
1
|
Posted - 2013.05.15 02:00:00 -
[84] - Quote
MeBiatch wrote:Charlie Jacobson wrote:
No, sorry. Isk sinks remove isk from the game. PvP is a mineral sink. But even a low insurance payout is an isk faucet because it creates isk out of thin air. The isk you spend on buying ships go to other players, so apart from the broker's fee and sales tax, it is not removed from the game.
ah the difference between macro and micro economics... on a personal (micro) level i dont have the isk anymore so its a sink in my pocket but on a marco level that isk went to someone else so its not gone... perspective is a btich. This is not a matter of perspective. And you apparently also don't know what macro and microeconomics are any more than you do isk sinks and sources. PVP is an _asset_ sink for you, or to bring it back to building blocks, it's a mineral sink. That ship could've been reprocessed into minerals, but when blown up it can't be any more. Minerals went poof, isk did not. Indeed, you have an evemail waiting from pend insurance... even on the personal scale, you have lost minerals into thin air and gotten isk from thin air.
If you go trade some of your isk for some minerals (possibly in the form of a ship!), that's a transaction that neither creates nor destroys minerals or isk, outside of the transaction tax/order fee. |

Ryuu Shi
School of Applied Knowledge Caldari State
39
|
Posted - 2013.05.15 02:22:00 -
[85] - Quote
Hey CCP Rise why not keep the current pricing for the clones as they are now with the 30% discount and make it like it is in dust514 with their mass bulk buying with the clones.
For example:
72mill SP clone upgrade gets you 5 'insured' bodies to play around with in the targeted station (which can't be transferred other stations). You can play around with the number of 'insured' bodies vs level of SP the current character has so it won't be as over powered.
Of course the numbers can be tweaked a little. This combined with maxed skills in informorph Psychology they can place 5 clones bodies anywhere in New Eden with a backed up 'insured' X amount of bodies per insured level to pvp in.
Over all people pay X isk for X 'insured' bodies to pvp for the current clone system = happier people pew pewing each other.
Or something like that. Ganking miners has gone too far. Ganking is wrong, and bad. There should be a new, stronger word for Ganking like badwrong or badong. Yes, Ganking is badong. From this moment, I will stand for the opposite of Ganking, gnodab. - Said no-one, ever. |

Rabbit P
Ministry of War Amarr Empire
5
|
Posted - 2013.05.15 02:25:00 -
[86] - Quote
will we have a dev blog talking about clone before odyssey release? |

Liang Nuren
Heretic Army Heretic Initiative
3514
|
Posted - 2013.05.15 03:28:00 -
[87] - Quote
I approve, though I think I'd rather see the clone system go away entirely. There's nothing quite like losing SP to make people epic ragequit.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Bi-Mi Lansatha
The Scope Gallente Federation
130
|
Posted - 2013.05.15 03:33:00 -
[88] - Quote
CCP Rise wrote:... 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 find no significant EvE wide change in behavior, will you set the costs back?
If the goal and what is accomplish is great player freedom to PvP, then great. If the result is simply some save ISK, somewhat more questionable.
|

Bi-Mi Lansatha
The Scope Gallente Federation
130
|
Posted - 2013.05.15 03:33:00 -
[89] - Quote
Liang Nuren wrote:I approve, though I think I'd rather see the clone system go away entirely. There's nothing quite like losing SP to make people epic ragequit.
-Liang 
|

Wrayeth
Inexorable Retribution
80
|
Posted - 2013.05.15 03:46:00 -
[90] - Quote
WOOT! I no longer have to blow 50 mil every time I need a new clone. 30 mil's still a lot for a clone and will continue to discourage the reckless PvPing I used to do in my younger days, but nowhere near as much as the current 50. I may actually undock now...  |

Vayn Baxtor
Community for Justice R O G U E
50
|
Posted - 2013.05.15 04:11:00 -
[91] - Quote
Sorry for saying this but : Frakk-YEEEEEEEEEEEEEEEEEEES
Thank you.
It is a first step, but this is probably the main thang I will be happy about for Odyssey. Using tablet, typoes are common and I'm not going to fix them all. |

mynnna
GoonWaffe Goonswarm Federation
1126
|
Posted - 2013.05.15 04:30:00 -
[92] - Quote
Abrazzar wrote:chatgris wrote:MeBiatch wrote:Abrazzar wrote:If we remove clones as an ISK sink, what will replace it? i dunno... perhaps pvp... think of all those people who dont pvp that often now... all of a sudden you know playing the pvp game again... While I fully support that more pvp is good, pvp is NOT an ISK sink. If anything PVP is an ISK faucet due to insurance. Exactly. Hence my proposition to make clones a monthly subscription. You pay your 32 million a month and you can die as often as you like. No need to get a new clone every time you die. If you get over a limit, the next clone subscription billed to you will increase automatically. So you die that month 64664 time, alright 32 mil from you. If you don't die at all because you spend time missioning in high-sec, 32 mil from you. This will keep the ISK sink intact, probably even increase it, and remove the drag and exponential cost for doing PvP in null. You will still risk your implants, though. So let's have those produced, from high-sec LP store blueprints and low- and null-sec hacking sites and reverse engineering corpses.
I like this idea. At least the part about the clones. I have a different issue with implants (namely that stats still exist at all) but if you're flying with hardwirings, you're paying for an extra edge in combat and should risk it as a result. Member of the Goonswarm Economic Warfare Cabal |

Aglais
Liberation Army Li3 Federation
278
|
Posted - 2013.05.15 04:42:00 -
[93] - Quote
This is excellent. Everything about this particular change is excellent. |

Throktar
Deep Core Mining Inc.
16
|
Posted - 2013.05.15 04:55:00 -
[94] - Quote
chatgris wrote: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. Clones (and implants) have always been a mechanic that turned me off of pvp and nullsec. When I was a young player, I never went to nullsec because I did not want to slow down my training due to learning implants. PVP for me isn't a weekend thing, it's what I do nightly when I log in so jump clones did not solve this for me. I just stayed out of nullsec. Clone cost wasn't a big deal for me. Now that I am a high SP player that likes to pvp frequently, I don't go to nullsec because I have an expensive clone. I also don't go because it would mean I would have to jump clone out of my hardwirings for 24 hours. When I pvp, I enjoy pvp where I have a good chance to lose my ship, and in nullsec with bubbles, that generally means a dead pod. Finally, on the topic: The current system to save your clone in lowsec which is spam the warpout button with all your might as you hit structure is awful. It ruins the enjoyment of the last part of the fight, makes you turn off explosions and notifications so you don't get lag during those precious fractions of a second as you are trying to warp your pod out. Noobs who don't know any better lose (for them) expensive learning implants, and get turned off of pvp. I am strongly of the opinion that if you lose a ship, your pod should immediately begin an emergency warp to a random safespot (in nullsec, a bubble would prevent you from doing this). There is no "skill" in spamming the warpout button as fast as you can to keep your clone, it just detracts from the combat. I know I deviated off the original request for feedback, but it is related. IMO, Lowsec is so much more alive for pvp than nullsec because lowsec is about pvp, while nullsec is about controlling territory. And if you pvp, a large part of that is generally reducing the cost of loss so you can fight more. In lowsec: a) Bubbles don't exist, people can move freely and generally choose not to engage in combat when they are at a stupid disadvantage (And the RSB nerf will help here too). b) In lowsec you get to keep training, keep some hardwirings, and not pay clone costs once you figure out how to spam the warpout button on your pod Another suggestion could be that in addition to the removal of clone costs, the jump clone timer could be based on the distance you travel. If for example, you are jump cloning within the exact same system, there's no cooldown timer so you can decide "I'm going on a nullsec roam, and when i come back I can continue to train with my implants in". The further between your jump clones, the longer the timer before you can jump again.
This is me also. I only do my pvp in low sec simply because of implants and clones. I can pvp in low sec in my main body with all my wonderful implants with no real worry about getting podded.
The only solutions I can come up with would be allowing you to buy insurance for your pod that automatically fits your new clone with your attribute only implants. This way you would still lose all your other implants, but at least yo can keep your +5's or your set implants. This way you can remove the clone costs almost entirely and use this as a new isk sink. I mean if you are already a high SP player and are paying lets say 30m in clone costs, I bet you wouldn't mind that cost if you could keep your attribute implants. |

Grunnax Aurelius
luna Oscura Clandestina Armada The Nightingales of Hades
119
|
Posted - 2013.05.15 04:59:00 -
[95] - Quote
CCP Rise,
If you don't want to get rid of the Clone system, I believe i have a solution.
Simply make it so that when you upgrade your Clone its a one time payment and you have that Clone Grade permanently and don't need to refresh it after being podded, to regulate this you could make the Clones cost say 20-30% more seeing as your only having to pay for a specific Clone Grade once. Two Teir Carriers-áhttps://forums.eveonline.com/default.aspx?g=posts&t=207604&find=unread |

Ruze
Next Stage Initiative Trans-Stellar Industries
244
|
Posted - 2013.05.15 05:02:00 -
[96] - Quote
Grunnax Aurelius wrote:CCP Rise,
If you don't want to get rid of the Clone system, I believe i have a solution.
Simply make it so that when you upgrade your Clone its a one time payment and you have that Clone Grade permanently and don't need to refresh it after being podded, to regulate this you could make the Clones cost say 20-30% more seeing as your only having to pay for a specific Clone Grade once.
So you don't pay for another clone until you have to upgrade? Not a bad idea, either. Increase the cost per clone, sure, but then your free until you get that next clone level. If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality.-á That 'griefer/thief' is probably more sane than you are.-á How screwed up is that? |

Destination SkillQueue
Are We There Yet
4973
|
Posted - 2013.05.15 05:08:00 -
[97] - Quote
Here is a overall future vision plan for the entire clone system.
Remove medical clones and jump clones from the game entirely and replace them with a new and exciting item called "clones". These clones can then be bought and they function like current jump clones with two exceptions. First, when people get podded they'll lose the clone they used permanently, which ensures a constant demand for the things and allows you to make them player build items at some point. Use the current jump clone skills to limit the number of clones a player can own. Second, players can choose to be respawned in a clone he owns instead of a medical facility. If respawn happen in a med facility, you need to buy a new clone insurance. If it happens to a clone, there is no cost, but you're forced to choose a new spawn location, since the current clone is in use and no longer available as a spawn location. This creates new tactical options, which also help to increase the demand for bought clones instead of just relying on NPC medical services.
I think this system has several advantages over the current system. First being, that having medical clones and jump clones different items can be confusing and it's an unnecessary thing in the first place. Second, it allows new tactical possibilities. Third, it paves the way to player produced clones, ensures a demand for them and still retains the NPC service to ensure clones are always available for everyone, while allowing CCP to exert control over the system by manipulating the NPC price for clones. It also allows a permanent solution to the ridiculous medical clones cost growth by removing them from the game entirely. Instead we would have one item for all and players under certain SP level would get one for free when respawning at a medical facility. No clone grades, no multiple different clone types. Just clones, which can easily be player manufactured at a cost below the CCP controlled price level, so there is room for profit making with increased tactical options and demand for the player manufactured item, but also control to ensure game stability and playability for everyone.
I'm well aware this might be drastically over your capabilities or intentions for the clone system, but I'm posting it anyway to get people really thinking what the clone system is for and what it could possibly be in the future. Whatever you decide to do don't try to retain the old system just for the sake of retaining it. If you can come up with a better system, bring it to us for discussion/hole poking and if it survives the process in good shape, go for it. No need to keep the old system just for the sake of tradition.
Thanks for your time. |

Gelatine
EverBroke Geeks
16
|
Posted - 2013.05.15 05:24:00 -
[98] - Quote
mynnna wrote:I like this idea. At least the part about the clones. I have a different issue with implants (namely that stats still exist at all) but if you're flying with hardwirings, you're paying for an extra edge in combat and should risk it as a result.
I like the idea too, but most carebears I've spoken to are more worried about their skill queue than anything. Expensive implants=no PvP because they don't want to lose any time getting "to the next level." I hope doing something about implants gets on this years CSM agenda. |

Bakuhz
The Nightingales of Hades Holdings The Nightingales of Hades
21
|
Posted - 2013.05.15 05:36:00 -
[99] - Quote
Grunnax Aurelius wrote:CCP Rise,
If you don't want to get rid of the Clone system, I believe i have a solution.
Simply make it so that when you upgrade your Clone its a one time payment and you have that Clone Grade permanently and don't need to refresh it after being podded, to regulate this you could make the Clones cost say 20-30% more seeing as your only having to pay for a specific Clone Grade once.
paying for clone one time until i reach the SP limit yes im all up for that
and another idea Passive generation of SP just like in Dust as an extra for us ontop of the current system not a replacement nothing more then fair as eve capsuleers pay for the game and dust are not
and would aid the militairy personnel on deployment i myself have been deployed multiple times and training about 30 to 40 days only before you stop for about 4 a 5 months before you have the chance to get back to the game to skilltrain knowing quite a bunch of militairy personnel in this game it would aid not just them but everyone else aswell and there are more scenario's probabbly the eve community can bring up that a little sp gain over time ontop of the currently active learning system would not hurt to much but a nice addition
dust SP generates 86.400 SP per 24 hours wich is 31.536.000 skillpoints per year idea in EVE passive generation of 27.397 SP per 24 hours would result in a gain of 10.000.000 SP a year that will be able to allocate after buying a skillbook but still needs normal training of skills to stay in a normal pace in general
just a little boost for us paying capsuleers and an aid for people that have jobs limiting them from skill training at a constant rate like the majority of the eve community http://eve.battleclinic.com/killboard/combat_record.php?type=player&name=Bakuhz#kills |

Grunnax Aurelius
luna Oscura Clandestina Armada The Nightingales of Hades
120
|
Posted - 2013.05.15 05:41:00 -
[100] - Quote
Bakuhz wrote:Grunnax Aurelius wrote:CCP Rise,
If you don't want to get rid of the Clone system, I believe i have a solution.
Simply make it so that when you upgrade your Clone its a one time payment and you have that Clone Grade permanently and don't need to refresh it after being podded, to regulate this you could make the Clones cost say 20-30% more seeing as your only having to pay for a specific Clone Grade once. paying for clone one time until i reach the SP limit yes im all up for that and another idea Passive generation of SP just like in Dust as an extra for us ontop of the current system not a replacement nothing more then fair as eve capsuleers pay for the game and dust are not and would aid the militairy personnel on deployment i myself have been deployed multiple times and training about 30 to 40 days only before you stop for about 4 a 5 months before you have the chance to get back to the game to skilltrain knowing quite a bunch of militairy personnel in this game it would aid not just them but everyone else aswell and there are more scenario's probabbly the eve community can bring up that a little sp gain over time ontop of the currently active learning system would not hurt to much but a nice addition dust SP generates 86.400 SP per 24 hours wich is 31.536.000 skillpoints per year idea in EVE passive generation of 27.397 SP per 24 hours would result in a gain of 10.000.000 SP a year that will be able to allocate after buying a skillbook but still needs normal training of skills to stay in a normal pace in general just a little boost for us paying capsuleers and an aid for people that have jobs limiting them from skill training at a constant rate like the majority of the eve community
Of this I Approve!!!  Two Teir Carriers-áhttps://forums.eveonline.com/default.aspx?g=posts&t=207604&find=unread |

Roime
Ten Thousand Years Shinjiketo
2821
|
Posted - 2013.05.15 06:05:00 -
[101] - Quote
If ships were free, and you would get to keep all your mods after getting blown up, people would also PVP more.
Imagine how awesome that would be!
-á- All I really wanted was to build a castle among the stars - |

Bakuhz
The Nightingales of Hades Holdings The Nightingales of Hades
21
|
Posted - 2013.05.15 06:20:00 -
[102] - Quote
Roime wrote:If ships were free, and you would get to keep all your mods after getting blown up, people would also PVP more.
Imagine how awesome that would be!
no wow throws holy water at Roime
the butterfly effect
it would lose the the whole idea of loss has meaning in eve wich is why we still play it
NOO!!! to this http://eve.battleclinic.com/killboard/combat_record.php?type=player&name=Bakuhz#kills |

Akrasjel Lanate
Naquatech Conglomerate
1135
|
Posted - 2013.05.15 06:27:00 -
[103] - Quote
Always something 
But yea i like it.  |

Idicious Lightbane
Wolfsbrigade Lost Obsession
43
|
Posted - 2013.05.15 07:02:00 -
[104] - Quote
Liner Xiandra wrote:TrouserDeagle wrote:So getting podded in 0.0 in a 1m frigate still costs me 32m. Time for a BS sized fleet tackler. Go on CCP, time to expand the e-war battleship range.
It's called a Proteus + Loki/Vindi  |

Hashi Lebwohl
Oberon Incorporated RAZOR Alliance
29
|
Posted - 2013.05.15 07:05:00 -
[105] - Quote
My main is in the (un)enviable position of needed 65 mill clones at the moment. However the biggest impediment against joining a tech 1 frig gang is that all my clones have mind links of one favour or another and the fact that I need to wait 24 hours between clone jumps.
I would happy pay the current clone cost if either of these issues could be addressed. |

Kerdrak
D00M. Northern Coalition.
56
|
Posted - 2013.05.15 07:32:00 -
[106] - Quote
Making PvP cheaper doesn't make it more attractive, one of the reasons that makes EVE Online so awesome is the penalty of dying in PVP.
I don't really care about losing a 30 or 50m isk pod.
If you want to make PvP more attractive you have to favor engages. As a veteran player, the thing that makes me undock and go for a fight is a guaranteed engage. On the other hand, travelling 20 jumps to find a fight is not attractive (maybe clonejumps are more importante here) |

Qual
Cornexant Research Sleeping Dragons
28
|
Posted - 2013.05.15 08:02:00 -
[107] - Quote
Hashi Lebwohl wrote:My main is in the (un)enviable position of needed 65 mill clones at the moment. However the biggest impediment against joining a tech 1 frig gang is that all my clones have mind links of one favour or another and the fact that I need to wait 24 hours between clone jumps.
I would happy pay the current clone cost if either of these issues could be addressed.
How about a new mechanic: Clone Switching
Clone Switching would only be available between clones in the same station and would be unlimited. So you could travel to a station where you have a clone without implants and switch to it, take out for a frig roam, go back and switch to your implanted clone when done without restrictions. This could nicely be expanded to have clones as a market item like shuttles, at the cost of making the current requirement of standing for making jump clone obsolete. (Of course these buy clones would have ranks and costs similar to now. NPC supplied if you want to keep the ISK sink.)
|

Takanuro
The Amarrian Expendables
27
|
Posted - 2013.05.15 08:05:00 -
[108] - Quote
30% off is a great, but for players with about 50m+ SP I think the amount it scales up for each Clone bracket should be reduced.
Yes, we're going to die, but you're coming with us!
The Amarrian Expendables are Recruiting |

Hikaru Kuroda
Shimai of New Eden
93
|
Posted - 2013.05.15 08:07:00 -
[109] - Quote
Marlona Sky wrote:Just remove them completely and move the ISK sink somewhere else related to the cost of ships. That way it scales on the ship risked in combat instead of how long the player has been subscribed to the game. I wrote an article on why clone costs need to be removed completely HERE. Of course ignore the idea of the insurance removal in it.
|

Ivana Twinkle
GoonWaffe Goonswarm Federation
346
|
Posted - 2013.05.15 08:48:00 -
[110] - Quote
I have no problem paying 20 mil for my clone when I die in a battleship. But if i die 10 times in a rifter and get podded each time, it's kinda defeating the purpose of the game. The clone costs is currently a detergent to the sandbox of playing the game you want. Maybe the clone cost could be a funtion of your ships cost (to retain the isk sink) OR just a redution to 1/10th, so a 20 mil clone would costs 2 instead. |

SilentStryder
Aliastra Gallente Federation
5
|
Posted - 2013.05.15 08:51:00 -
[111] - Quote
I think they should have 3 classes of clones -Organic Slurry Biomass Produced Clones -Animal Biomass Produced Clones -Human Biomass Produced Clones
It would be closer to the Eve Chronicle Lore Stories about Clones, and such a limited number of clone options would restrict prices on the upper ludicrous edge of clone costs. Player: EVE Online, Capsuleer, hunger games enthusiast. |

Rangloff
Wildly Inappropriate Goonswarm Federation
2
|
Posted - 2013.05.15 08:51:00 -
[112] - Quote
In the words of the great and powerful voice of Vanu, "I find your efforts lacking."
30% decrease will do little to change my gameplay. My playtime is not where I would like it to be. When I do log on, I enjoy being able to jump in whatever fleet that is around an go. However, flying small ships in 0.0 usually means death for me, and large ships are a little difficult to pilot home when I catch the wife agro. I would have no qualms with jumping in the Stilleto and tackling for the greater good, but paying for a ship and my inevitable clone fee of 45 mil just does not work to well for the pocketbook. However, I did adapt like many in this forum will preach. I purchased a pvp alt and have been training him instead of my 140mil character in order to be able to have fun playing Eve.
The need to punish those players who have high SP amounts is unneeded. It restricts "content" by causing cautious gameplay. If I jump into one of these fine newly tiercided cruisers for some random drunken roaming, I would like to not have to worry about my clone costing double of my ship.
I hope you glorious Devs can resolve this issue for myself, but until then my fine little pvp alt will be wildly blazing in the deep ocean of 0.0. May his soul rest in peace over and over and over again for a mere 4mil isk. CAN I GET A HALLELUIAH! |

Sable Moran
Moran Light Industries
163
|
Posted - 2013.05.15 08:53:00 -
[113] - Quote
CCP Rise wrote: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.
This brought a big happy smile on my face. Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene. |

Pesadel0
the muppets DARKNESS.
72
|
Posted - 2013.05.15 09:03:00 -
[114] - Quote
Good change i hope someday the clone scales with the ship your flying . |

Marlona Sky
D00M. Northern Coalition.
3661
|
Posted - 2013.05.15 09:14:00 -
[115] - Quote
Honestly, what is the worst thing that could happen if you 100% remove the clone upgrade cost and put the location of our respawn when we are podded on a 24 hour cooldown timer so that can't be abused. Seriously, what is the worst that will happen??
The entire player base has fun?
|

pmota
the muppets DARKNESS.
22
|
Posted - 2013.05.15 09:16:00 -
[116] - Quote
Is this an improvement ? Yes.
Am I happy ? No. How many iterations to get to "maximum clone price = 10M" ? or something as reasonable as that.
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
|

Corin Nebulon
Eternity INC. Goonswarm Federation
0
|
Posted - 2013.05.15 09:20:00 -
[117] - Quote
I like the change. However it's only a cosmetic change. Soon everybody will get enough SP to need a better clone and then we are basically looking at the same prices as before.
The idea of just buying a clone-contract once and then have unlimited clones with a certain SP-level or the idea of paying just once every month has imho the disadvantage that it doesn't encourage people to try to save their pods after combat.Pod-express might become the more desireable way of traveling.
These ideas might work if there is another kind of penality, like 24hour reduced skilltraining if you lose a pod. Especially if it's possible to remove the penality for a small fee at the neares medical facility.
The biggest problem of the current cloning system is that once your clone costs a certain amount of isk, (depending on your income ingame) the high fees really discourage pvp activities that involve any form of risk. Joining a T1 frigate roam through 0.0 is suddenly looking like much less fun if you know that a) its likely you will die and b) the clone will be 30mil isk. |

Roime
Ten Thousand Years Shinjiketo
2824
|
Posted - 2013.05.15 09:22:00 -
[118] - Quote
Rangloff wrote:CAN I GET A HALLELUIAH!
Yes, you can.
Let's analyze your case for a moment. Your problem is that you don't like the 45mil ISK loss resulting from the loss of your clone, and that puts you off from PVPing with that high-SP character. You have solved the problem by creating a lower SP alt.
Results:
+ you get to PVP + others get to PVP with your alt + CCP got another account
Everybody wins!
Now let's consider the consequences of removing clone costs:
+ you get to PVP + others get to PVP - CCP doesn't get an account
Poor CCP!
-á- All I really wanted was to build a castle among the stars - |

zola carry
UnSkilleD Inc. Reverberation Project
0
|
Posted - 2013.05.15 09:27:00 -
[119] - Quote
ok, 30% is a good start, null sec people will be very happy about that.
Me, i leave in low sec, i don't loose pod all the time, and it's really hard to kill pod. the only satisfaction when i kill pod are implants, and clone cost. i really think clone costs in lowsec are good, but i agree it's not good things in null. Decrease it, but not too much. |

Skia Aumer
Atlas Research Group
37
|
Posted - 2013.05.15 09:35:00 -
[120] - Quote
I you want to die and have no consequences - go play WOW. EVE is hard. I'm not happy with this change. CCP, dont get yourself tricked with those ****-fit rifter roams. They are fun because they dont happen too often.
And PL dudes cheering it? I knew they are all risk-averse and stuff, but this... it's epicness of epicity! Spending billions just to jump their numerous alts across the Galaxy in pimped supers and economizing some ridiculous 30-50 mil for their clones! OMG, is there even a diagnosis for that? |

Hesod Adee
Meltdown.
2
|
Posted - 2013.05.15 09:42:00 -
[121] - Quote
Roime wrote:Rangloff wrote:CAN I GET A HALLELUIAH! Yes, you can. Let's analyze your case for a moment. Your problem is that you don't like the 45mil ISK loss resulting from the loss of your clone, and that puts you off from PVPing with that high-SP character. You have solved the problem by creating a lower SP alt. Results: + you get to PVP + others get to PVP with your alt + CCP got another account You forgot two big points. - you spend months retraining the core ship skills. - A few years later you spend another few months retraining the same core ship skills. |

Skia Aumer
Atlas Research Group
37
|
Posted - 2013.05.15 10:07:00 -
[122] - Quote
Marlona Sky wrote:Honestly, what is the worst thing that could happen if you 100% remove the clone upgrade cost and put the location of our respawn when we are podded on a 24 hour cooldown timer so that can't be abused. Seriously, what is the worst that will happen??
The entire player base has fun? You see, when high-SP and low-SP players are dueling for example, it's obvious that a newer player is in disadvantage - his tank is weaker, guns miss often etc. This is a bit "compensated" by higher clone costs for a veteran if he manages to loose the fight. Also, EVE is a sandbox and economy should interfere with PVP. You may have heard that miners, manufacturers and other "carebears" are despised by the ilitist breed. Removing clone costs would emphasize that attitude even futher.
And no, the fun is there only when stakes are high.
Did I answer your question? |

Laveaolous
Paragon Fury Tactical Narcotics Team
16
|
Posted - 2013.05.15 10:15:00 -
[123] - Quote
The upcoming changes in battlecruiser and destroyer skills will put me over a clone limit (I had stopped training at that SP level because of clone costs), while welcome this change merely makes my clones 1m more expensive instead of 10m more as it was soon to become.
I am a big fan of choosing your own risk exposure in EVE, you can choose your ship you can choose your implants but I don't want to have to choose from a stable of PVP characters (this ain't Pokemon) I don't want an alt for frigate roams, another for battlecruiser roams and my main for battleships and up, I have enough alts already for capitals and industry and trade and there are only so many times you can go through training core skills.
|

Laveaolous
Paragon Fury Tactical Narcotics Team
16
|
Posted - 2013.05.15 10:23:00 -
[124] - Quote
Skia Aumer wrote: You see, when high-SP and low-SP players are dueling for example, it's obvious that a newer player is in disadvantage - his tank is weaker, guns miss often etc. This is a bit "compensated" by higher clone costs for a veteran if he manages to loose the fight. Also, EVE is a sandbox and economy should interfere with PVP. You may have heard that miners, manufacturers and other "carebears" are despised by the ilitist breed. Removing clone costs would emphasize that attitude even futher.
And no, the fun is there only when stakes are high.
Did I answer your question?
Dueling, your argument is dueling! Are you kidding? If you think Eve is about 2 players sitting in identical ships where skill points are all and everything you have not been paying attention.
High SP for most players means expanded choice of ships, once you are good in one ship you move on and the hyperthetical extra 2% advantage for 30 days training to become perfect gets laughed at and ignored. |

Anthar Thebess
REPUBLIKA ORLA C0VEN
102
|
Posted - 2013.05.15 10:26:00 -
[125] - Quote
1. Please cap the clone upgrade cost at the 5mil. To compensate the isk sink at the same time increase the isk price of all implants in the LP stores. This way a 8yo char can have good fun fighting in frigates with minimum implant clone.
2. From the implant perspective - if this 8yo char dies in 3bil implant set this extra 50mil for clone upgrade will be not big issue - and it could be moved to the base price of the implants in the LP Store.
3. Consider additional isk sink / feature - clone changing. If you have a clone on the station you are currently docked - you can "change" clones without any delay. Still this will cost you 5 mil - first time in 24h, and 10mil if time from last change is <24h.
4. Add 5 additional clones if you get skill connected to lvl 5. This will allow people to have more fancy clones they can loose.
This simple changes will make a loot of people happy - allow them to do more aggressive pvp, and remove tons of isk from the game.
As your Customers - we thank you - CCP. [1/17/2013 11:21:16 AM] seleene_ge: I don't even understand why CCP has a forum. No one at CCP reads it. <---- True Story. |

Roime
Ten Thousand Years Shinjiketo
2824
|
Posted - 2013.05.15 10:30:00 -
[126] - Quote
Skia Aumer wrote: You see, when high-SP and low-SP players are dueling for example, it's obvious that a newer player is in disadvantage - his tank is weaker, guns miss often etc. This is a bit "compensated" by higher clone costs for a veteran if he manages to loose the fight. Also, EVE is a sandbox and economy should interfere with PVP. You may have heard that miners, manufacturers and other "carebears" are despised by the ilitist breed. Removing clone costs would emphasize that attitude even futher.
And no, the fun is there only when stakes are high.
Did I answer your question?
Your example only highlights the undeniable argument for removing higher clone costs for older players. If the new player has planned his skills well, he can have exactly the same amount of relevant SP to the ships flown in the duel as the older player.
There is a hard cap on the advantage from character skills in any given ship. Older players can have max skills in numerous other ships as well, but they don't help one bit in your duel example.
Only player skills will help.
I still lol at people who whine about 40mil clone costs, but they do have a valid point about the costs being not really worth keeping as they are.
-á- All I really wanted was to build a castle among the stars - |

Faith Parkour
Incompertus INC Fatal Ascension
0
|
Posted - 2013.05.15 10:44:00 -
[127] - Quote
How about an escalating clone cost with a cool-down? Lets say 24 hour cool down. Your first clone is free, if you die again within the 24 hour period it steps up and restarts the cool-down. You die again, within 24 hours, it steps up again.. and again up to the max for your clone level. If you dont die for 24 hours, the costs reset back to 0. This will stop people from abusing the free clones system for travelling extremely long distances over and over in short period of time while still allowing you to have a few cheap throw away pods per day to go frigate roaming in 0.0 |

Kossaw
Body Count Inc. Pandemic Legion
62
|
Posted - 2013.05.15 10:46:00 -
[128] - Quote
Great start, but Im still not puting a 120m SP character into an interdictor. And don't bother telling me to train another account -CCP already get enough of my ISK for the accounts I already have. WTB : An image in my signature |

Skia Aumer
Atlas Research Group
37
|
Posted - 2013.05.15 10:51:00 -
[129] - Quote
Roime wrote:There is a hard cap on the advantage from character skills in any given ship. Which is pretty high. While not that high for frigates, I should agree, but still quite a lot. Me, for example, still dont have good navigation skills while I'm well above 40 mil SP, gunnery is not too strong as well, drones sux, armor tank could be better. And almost zero in leadership - it's not applicable for duels, but deuling was just an example.
Roime wrote:Older players can have max skills in numerous other ships as well, but they don't help one bit in your duel example. So they can fly a mining barge maybe? Did you read my words after "dueling"? Older players have more possibilities to make ISK, and if they choose not to do that - they should suffer. Sandbox and stuff. |

Skia Aumer
Atlas Research Group
37
|
Posted - 2013.05.15 10:56:00 -
[130] - Quote
Kossaw wrote:Great start, but Im still not puting a 120m SP character into an interdictor. Technetium nerf did hit you very hard I see... Poor you, accept my condolence. |

Gabriel Baum
Baum Shipyards Panda Cave
6
|
Posted - 2013.05.15 10:56:00 -
[131] - Quote
Thank god! (Amarrian of course) About ******* time!  |

Abrazzar
Vardaugas Family
1736
|
Posted - 2013.05.15 11:08:00 -
[132] - Quote
To prevent misuse of clone subscription for travelling, other than a cooldown timer, changing the location of your medical clone could come with a installation cost. Maybe even combine it that you can change the clone location once per 24 hours for free.
Not sure if it was already said like that, probably just repeating things.
Really, the more the clone contract subscription is talked about, the more I like it. Sovereignty and Population New Mining Mechanics |

nStedt
1st Furtive The Culture.
3
|
Posted - 2013.05.15 11:28:00 -
[133] - Quote
A step in the right direction CCP. My clone still cost 21mill after the reduction though. Please lower price even more.
|

Roime
Ten Thousand Years Shinjiketo
2826
|
Posted - 2013.05.15 11:32:00 -
[134] - Quote
Skia Aumer wrote: Which is pretty high. While not that high for frigates, I should agree, but still quite a lot. Me, for example, still dont have good navigation skills while I'm well above 40 mil SP, gunnery is not too strong as well, drones sux, armor tank could be better. And almost zero in leadership - it's not applicable for duels, but deuling was just an example.
I'm not denying that the older player having Controlled Bursts V versus younger playing having it at only IV couldn't dictate the outcome the fight, but I can imagine more than few scenarios where having that advantage means absolutely **** all nothing.
I fleets the total amount of individual pilots SP means even less.
Quote: So they can fly a mining barge maybe? Did you read my words after "dueling"? Older players have more possibilities to make ISK, and if they choose not to do that - they should suffer. Sandbox and stuff.
Income making has very little to do with SP, and more with time and effort spent. Most of my income is made with a 800K SP trade alt, and her zero-training colleagues.
Player age and connections create career possibilities, but SP does not equate player age in game. I see your point about clone costs as a balancing factor, and used to think like that too...
but in the end there's a simple truth in EVE- the more you play, the less time and effort you are interested putting into ISK-making, since the most fun thing you can do in game is the good old ultraviolence.
Older players shouldn't be forced to grind more just for having more SP. Forcing people into PVE, even indirectly, is against the Universal Declaration of Human Rights.
-á- All I really wanted was to build a castle among the stars - |

Skia Aumer
Atlas Research Group
37
|
Posted - 2013.05.15 11:32:00 -
[135] - Quote
nStedt wrote:A step in the right direction CCP. My clone still cost 21mill after the reduction though. Please lower price even more.
Do you know at least why those fees were introduced? |

Laveaolous
Paragon Fury Tactical Narcotics Team
16
|
Posted - 2013.05.15 11:36:00 -
[136] - Quote
Skia Aumer wrote:nStedt wrote:A step in the right direction CCP. My clone still cost 21mill after the reduction though. Please lower price even more.
Do you know at least why those fees were introduced?
Not as a disincentive to PVP, which is what it is. It is also a poor ISK sink if people avoid PVP or roll with low sp alts to avoid paying it |

Skia Aumer
Atlas Research Group
37
|
Posted - 2013.05.15 11:51:00 -
[137] - Quote
Roime wrote:Older players shouldn't be forced to grind more just for having more SP. Forcing people into PVE, even indirectly, is against the Universal Declaration of Human Rights. There are a lot of other ways to make ISK other than grinding. You know why do I laugh at that whiners from PL? Because they make **** ton of ISK doing true old school blob nullsec sov PVP [but for some reason they dont want to spend it for nothing other than buying more titans]. Some goons gank freighters. Some take ransom for not bumping miners. Some excel in market speculations. EVE is a sandbox, I'm telling it the 3rd time today.
Roime wrote:but in the end there's a simple truth in EVE- the more you play, the less time and effort you are interested putting into ISK-making, since the most fun thing you can do in game is the good old ultraviolence. You would be surprised maybe with my answer, but - yes of course we need a POS revamp! Seriously, when was the last time industry was looked at by developers? Indeed it's quite outdated part of EVE, but I dont want it to die. I want it to thrive instead, and I want to be engaged in it rather than your ultraviolence. And I know quite a few people that love the industry part too, so it's not only me. |

Skia Aumer
Atlas Research Group
37
|
Posted - 2013.05.15 11:57:00 -
[138] - Quote
Laveaolous wrote:Not as a disincentive to PVP, which is what it is. I laugh at people who say "ban suicide gankers, I want a safe place to mine". I laugh at people who say "free ships and clones for everyone, I dont want to mess with isk making". Guess why? Because it's sandbox. Jeez, 4th time in row I have to mention this! |

Laveaolous
Paragon Fury Tactical Narcotics Team
16
|
Posted - 2013.05.15 12:13:00 -
[139] - Quote
Skia Aumer wrote:Laveaolous wrote:Not as a disincentive to PVP, which is what it is. I laugh at people who say "ban suicide gankers, I want a safe place to mine". I laugh at people who say "free ships and clones for everyone, I dont want to mess with isk making". Guess why? Because it's sandbox. Jeez, 4th time in row I have to mention this!
Now you're just trolling. There is nothing sandbox about taxing a player out of cheap ships and fun fights it is the exact opposite. |

La Nariz
GoonWaffe Goonswarm Federation
854
|
Posted - 2013.05.15 12:14:00 -
[140] - Quote
This is a good start. Reduce clone costs to 0, add 5 to each attribute, and remove learning implants. That will remove the pvp disincentives. To compensate for the sink put out some cool new implants and increase market fees. This post was loving crafted by a member of the Official GoonWaffe recruitment team. |

Cromzor
Deep Core Mining Inc. Caldari State
0
|
Posted - 2013.05.15 12:17:00 -
[141] - Quote
Please remove learning implants (give everyone the equivalent of +5s). If isk sinks are needed to counteract that, do whatever. Learning implants are the only reason I dont pvp. |

Fifth Blade
Estrale Frontiers Project Wildfire
7
|
Posted - 2013.05.15 12:23:00 -
[142] - 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. If you are considering removing clone costs altogether. Consider removing the necessity to buy them too. If they are free, upgrading clones would simply be busywork.
For a (minor) isk sink instead, consider adding a charge to set a new medical clone default location.
I would suspect you would not lose any of the isk sink doing this (as high SP characters avoid losing clones as much as possible currently). While also making it convenient for people to change clone location.
Win / Win |

xxArchangelxx
Open University of Celestial Hardship Art of War Alliance
15
|
Posted - 2013.05.15 12:32:00 -
[143] - Quote
I never understood why we are penalized with higher clone costs for being loyal and long terms (and paying) clients of a great game.
Shelling out 30M in a frig / cruiser roam for a clone blows.
Remove the ISK sink all together. |

Clone Reaper
Imperial Shipment Amarr Empire
0
|
Posted - 2013.05.15 12:37:00 -
[144] - Quote
Having the option to store more than one clone in a station and being able to swap between them without triggering the 24hr clone jump countdown would be a very useful improvement.
Ths would be especially useful for characters that have clones with different mindlinks or weapon/tank specific implants plugged in. |

Uranium 242
GoonWaffe Goonswarm Federation
32
|
Posted - 2013.05.15 12:39:00 -
[145] - Quote
Death to clone costs, death to learning implants. Make more interesting hardwirings. Make boosters legal in empire.
Problem solved. |

Evelina Rakovic
Warmongers. The Warmongers
12
|
Posted - 2013.05.15 12:49:00 -
[146] - Quote
Most important:
if your clone have less sp than your current clone must be a special advise like "you forget to upgrade clone" before your try to undock. |

Skia Aumer
Atlas Research Group
37
|
Posted - 2013.05.15 12:54:00 -
[147] - Quote
Laveaolous wrote:Now you're just trolling. There is nothing sandbox about taxing a player out of cheap ships and fun fights it is the exact opposite. I'm not trolling, may be just you dont want / cannot understand my arguments. I'll try it again but you better read it carefully.
1. New players have disadvantage on field. Older players have disadvantage when upgrading clones. It's not about sandbox, it's just fair. 2. Suppose you have free clones, free ships, alright. How many fun roams would you need to understand that when you dont risk anything - it's not fun at all? It's not about sandbox as well, it's just common sense. 3. Now when a player finds out "omg, I need to earn isk somehow" - that's when he starts to interact with the sandbox. When you have isk, you just go to the market and buy ship, mods etc. But when you need isk - you have to sell something yourself, but you need to acquire it first of all. How? Numerous ways. Mine, explore, build, steal, you name it. Suddenly, the world of EVE is not just a bunch of random people who are targets to shoot. It's a way more complicated and interesting world. But you only see it when you need isk. |

Bi-Mi Lansatha
The Scope Gallente Federation
135
|
Posted - 2013.05.15 13:07:00 -
[148] - Quote
La Nariz wrote:This is a good start. Reduce clone costs to 0, add 5 to each attribute, and remove learning implants. That will remove the pvp disincentives. To compensate for the sink put out some cool new implants and increase market fees. That would not be bad actually, but how soon before some complain about the cost of their implants being lost?
I support this change if it allows greater PvP.
|

valerydarcy
North Eastern Swat Pandemic Legion
24374
|
Posted - 2013.05.15 13:10:00 -
[149] - Quote
Now how about giving 1x free clone upgrade to all of us who are going to be forced to pay upward of 30mil for a new clone when you gift us 8m sp which give no benefit. o7gf "Hold out baits to entice the enemy. Feign disorder, and crush him." - Sun Tzu, The Art of Troll
Post with your mainGäó |

Vyktor Abyss
The Abyss Corporation
281
|
Posted - 2013.05.15 13:12:00 -
[150] - Quote
Clone costs are a rather redundant balancing tool for younger less skilled players versus older broader skilled players.
As an 'old' character with 125M+ skillpoints, clone costs are incredibly prohibitive even after this reduction on my playstyle since I have for the last few years mostly been involved with Gallente Faction Warfare.
In FW the most common ships flown are frigates, destroyers and cruisers and for me my base clone cost is actually normally at least 4 or 5 times the cost of a fitted cruiser.
This makes PVP (which is all I actually like to do) completely cost ineffective in these smaller ships because :
i) Pod losses often happen due to lag etc anyway ii) Enemies are more often (compared to other areas of PVP) flying the fastest scan resolution ships ie: frigates/ sensor boosted destroyers etc iii) It takes much more loot gained from killing enemies to even cover the loss of one pod
I am also put off pvping in nullsec for exactly this same reason. Certain ships like the Interdictor that I love flying are basically a huge loss making coffin for older higher skilled characters like myself.
My perception is I find it rather distasteful that in order to cost effectively fly these smaller ships I'd need to train up a low skillpoint alt, and so am effectively being penalised for being a loyal customer/player by not being able to fly all the ships I've trained for on a par with some newer player.
The re-balancing of ships has generally been a success from what I can tell with regards making more ships useful, accessible and quicker to specialise for, however the incongruity of clone loss still makes flying a lot of these ships a penalty for some like me.
10 years of Eve means you have a lot of older skilled characters out there so clone costs would be better set at some flat rate in my opinion, so this reduction is a welcome start, but does not rectify this outdated mechanic.
Eve is now a mature MMO - I'm sure the demographics see a wide range of character ages/skillpoint players playing the game - most ships can be specifically trained to a near maximum within 6 months and in PVP I generally assume everyone I fight will be maximum skilled and this holds true for the majority of PVP.
The idea that one character has a massive advantage in PVP over another due to character age is now completely flawed and the clone cost mechanic was there to support that for the immature Eve. It is time to remove that poor legacy mechanic of increasing clone cost IMHO now Eve has reached maturity.
Thats my feedback. Cheers. |

Bi-Mi Lansatha
The Scope Gallente Federation
135
|
Posted - 2013.05.15 13:14:00 -
[151] - Quote
xxArchangelxx wrote:...Shelling out 30M in a frig / cruiser roam for a clone blows... On those Cruisers, how much are you paying for your ship and fittings?
|

Real Poison
Aura of Darkness Nulli Secunda
146
|
Posted - 2013.05.15 13:15:00 -
[152] - Quote
Thanks, even though it's not that much of a change. Could you please put away the exponential cost increase?
I'm close to the Tau clone and besides fun PVP fleets i'm not doing much (as in living off of savings, not earning anything). And i surely would prefer to burn my isk on ships alone compared to overexpensive pods.
Even after the change a pod (without implants) will still hurt me more than a Tech-2 frigate. When i don't have a proper ship at hand for a fleet i will probably still not mind to bring tackle and rather log. |

Random McNally
Red Federation RvB - RED Federation
9743
|
Posted - 2013.05.15 13:19:00 -
[153] - Quote
Good start! I approve of this. Trim a little deeper! Red Fed Grunt.-á Co-Host of the High Drag Podcast. http://highdrag.wordpress.com/ Free Saede!!-á Grats to the CSM 8 elect!!! |

Unforgiven Storm
Eternity INC. Goonswarm Federation
382
|
Posted - 2013.05.15 13:26:00 -
[154] - Quote
TrouserDeagle wrote:So getting podded in 0.0 in a 1m frigate still costs me 32m.
Some problem. My main char will continue to be in station. These price changes will make no difference in my willing to undock in anything less expensive than my clone.
I think CCP is worry of loosing this ISK sink but I think I have a possible solution:
I think the solution to this problem could be found by doing the opposite. Each clone upgrade to the next level should cost x more times what it costs today, then any clone replacement should cost a base fee of 1M isk. We shift the cost structure for the moment of the upgrade and that is it.
Only CCP can do the math to check if this is possible, we need to check statistics and determine how many times a player with skill points x was killed in x period of time. Then calculate an average and determine the base multiplier for the clone upgrade.
In terms of ISK spend, players will spend the same as today and CCP will not loose ISK, but in practice it solves the undocking problem and in long term it also increases CCP sink because players will be killed much more.
Finally, to avoid huge costs each time we need to upgrade a clone, CCP also needs to review the list of clones available and the skill points associated to each one and round them. We need a much small progression skill points jump between clones (until we reach 100M points) and something that makes more sense when we look at the clone window. I think that until 10M points the clone progression should be make in jumps of 1M, then until 100M in jumps of 5M and after that in jumps of 10M.
Test 1, 2, 3... |

Vyktor Abyss
The Abyss Corporation
281
|
Posted - 2013.05.15 13:35:00 -
[155] - Quote
One consideration for those talking about the 'ISK sink of clones' being important.
I have no metrics to support this but I'm fairly sure a lot more pvpers would take to nullsec and many many more clones would be destroyed if the clone cost was set at some relatively low ISK value.
All those players like myself that see pvp as a cost effectiveness exercise currently, unshackled to create an uninhibited pvp-scape would arguably make up for with increased volume of destruction the amount of ISK sunk directly by clone costs. |

Lord Xyon
Old Timers Guild Inc.
7
|
Posted - 2013.05.15 13:39:00 -
[156] - Quote
I only scanned through some of the responses, so if this was brought up before then forgive me. However I think this is a great step. I am thinking about taking advantage of this but in combination with another feature.
Currently we use closer alts in wormholes. Quick way to take a low skilled pilot to ram a lot of mass though a wormhole to close that last little critical bit. If they get caught on the wrong side of the wormhole then simple self destruct. you loose a 5 mill cruiser but nothing else. Because it doesn't take much training to make a closer alt, 3 days tops, you can keep the default clone. However you can't really train up a lot of other skills. Since your going to be blowing this pilot up a lot, you don't want to buy a clone. However if the price is cheap enough I might use the new plex to train another character on my account to add a few more skills to make the closer a little more useful in the hole. I will never get him up to very high because of clone cost but might still give this a try.
Worst case scenario I lose one of my closer alts and gain another utility character. |

xxArchangelxx
Open University of Celestial Hardship Art of War Alliance
15
|
Posted - 2013.05.15 13:39:00 -
[157] - Quote
Bi-Mi Lansatha wrote:xxArchangelxx wrote:...Shelling out 30M in a frig / cruiser roam for a clone blows... On those Cruisers, how much are you paying for your ship and fittings?
The topic isnt about the ship or fittings, its about the clones and the costs associated with replacing one. |

Bi-Mi Lansatha
The Scope Gallente Federation
135
|
Posted - 2013.05.15 13:47:00 -
[158] - Quote
xxArchangelxx wrote: The topic isnt about the ship or fittings, its about the clones and the costs associated with replacing one.
The topic is 'costs too much'... and perhaps affects game play.
Didn't your cruiser and fittings cost a lot more? |

Unforgiven Storm
Eternity INC. Goonswarm Federation
385
|
Posted - 2013.05.15 13:50:00 -
[159] - Quote
Cromzor wrote:Please remove learning implants (give everyone the equivalent of +5s). If isk sinks are needed to counteract that, do whatever. Learning implants are the only reason I dont pvp.
There always be many other implants, unless we remove them all there will always be 1 implant that will prevent you from undocking...
I think the solution to fix that issue can be done using the clone system. This system needs a huge review and if we could have more clones and jump clones with much more frequency than 24 hours I think that problem is solved.
For example:
- We should be able to have multiple clones in the same station and its the number of stations (we can have clones) be the ones limited to 5. - Inside the same station we should be able to change clones how many times we want (like we change ships and for a fee) and only limit the clone jump every 24 hours between clones in different stations. Test 1, 2, 3... |

Major Trant
The Flowing Penguins Iron Oxide.
160
|
Posted - 2013.05.15 13:54:00 -
[160] - Quote
chatgris wrote:Another suggestion could be that in addition to the removal of clone costs, the jump clone timer could be based on the distance you travel. If for example, you are jump cloning within the exact same system, there's no cooldown timer so you can decide "I'm going on a nullsec roam, and when i come back I can continue to train with my implants in". The further between your jump clones, the longer the timer before you can jump again. +1
|

Bi-Mi Lansatha
The Scope Gallente Federation
135
|
Posted - 2013.05.15 13:54:00 -
[161] - Quote
Unforgiven Storm wrote:...I think the solution to this problem could be found by doing the opposite. Each clone upgrade to the next level should cost x more times what it costs today, then any clone replacement should cost a base fee of 1M isk. We shift the cost structure for the moment of the upgrade and that is it... I like it. |

GreenSeed
292
|
Posted - 2013.05.15 14:03:00 -
[162] - Quote
as far as feedback, i would say that medical clones need to go away, completely. currently they represent 3 clicks + isk. that's as much gameplay contribution they add. should you forget to set up a medical clone you could lose weeks of training. should you not have the isk to pay, you are stranded (if in hostile space or under wardec) and can't participate in the game anymore until you procure the isk.
not a compelling gameplay mechanic, at all.
as far as ISK sink, its in the wrong place, and there's hardly any way to defend it.
Jump clones as a form of travel are way too powerful, and as form of storing and switching "suits" of implants way too restrictive. i would go as far as saying that the whole clone system needs a rework, not an update, but a scrap and redo.
as an idea i would say:
making implants fit in the pod, instead of in the clone. this way you change the current jumpclone system, from swapping bodies, you swap pods. which you can carry with you, or have them issued by your corp/alliance. with this you also solve the "i cant pvp because i have a full set of +5s" problem, while also allowing said +5 pod to be a destroyable asset.
you could even add as gameplay this: should the ship be destroyed before the pod ejects, 50% of the implants die. should the pod eject and get killed, 100% of the implants gone as usual. this would make commitment to a fight an interesting strategic choice.
this would obviously require a profound rebalance of implant costs, but could very well result in an even better and more efficient isk sink than the current medical clone system due to the constant replacing of cheap implants. it would also help feed the "culture of losing assets" that some people seem to lack.
turning the medical clone system on a more dynamic respawning system. you can set a station as home to respawn in should you get podded, just like you do now with medical clones, but at no expense. but you can also have a temporary one, like a carrier, rorqual, titan, etc. this would make reshipping easier, thus increasing the value of logistics in any form of warfare, smallgang, fleet, large scale sov warfare, etc.
and finally, either removing jumpclones as a form of travel completely, of restricting them by adding an ISK cost. or better yet, allowing cheap travel on a very long cooldown, with the option of paying to lower said timer after the jump happens.
i can guarantee you, a system like this would quickly become the n1 isk sink in the game and people would not find it unfair as they do with the current clone system. |

Illest Insurrectionist
The Scope Gallente Federation
98
|
Posted - 2013.05.15 14:05:00 -
[163] - Quote
CCP Rise wrote:
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.
This is a fantastic shift.
Maybe we'll get some sort of ship paint job stuff while ya'll are on a roll.
Anyhow this still means its 45 mil for a clone even if i want to fly around in a frigate on a main toon. This might be crazy but ever think of having cheaper clones with the max ship size useable? |

Dark HicQuaVideeum
Section 8. Fatal Ascension
108
|
Posted - 2013.05.15 14:06:00 -
[164] - Quote
just talking here but why not just have it so in low sec clones are affected by fw and dust, so you get a reduction on cost overall in any station in that sector.
and for nullsec have corps that own the stations half or reduce teh cost of clones, the corp or alliance would still need to pay for each clone used so the isk sink will remain but will move from a personal sink to a alliance level sink |

Sharon Tate
Cutting Edge Incorporated RAZOR Alliance
17
|
Posted - 2013.05.15 14:08:00 -
[165] - Quote
The whole clone costs thing is a dumb mechanic with no clear benefit beyond being a pod loss penalty ISK sink. It's dumb when the cost of your pod excluding implants costs exponentially more than your ship. Clone costs need to be removed altogether. |

valerydarcy
North Eastern Swat Pandemic Legion
24409
|
Posted - 2013.05.15 14:18:00 -
[166] - Quote
this might sound crazy but you scrubs need to earn some isk "Hold out baits to entice the enemy. Feign disorder, and crush him." - Sun Tzu, The Art of Troll
Post with your mainGäó |

Corey Fumimasa
Kiith Paktu Curatores Veritatis Alliance
472
|
Posted - 2013.05.15 14:24:00 -
[167] - Quote
-1
Lower clone costs increase the distance between new players and older ones, thereby limiting interaction which is the core of Eve.
The effects of this wont reveal themselves quickly, but over time new players will find themselves even more shut out and will perhaps just start avoiding all fights with high SP chars. We see this already in most instances where highsec merc corps wardec non PvP oriented corps. Power creep is already to the point that it is limiting PvP.
In terms of the nullsec sov wars, older well established alliances will receive a great boost from this change, further stagnating that theater. Say for instance 2 alliances clash and each loose a 1000 clones, if the older alliances clones cost 20 million more than the newer alliances clones then they have lost an additional 20 billion ISK over the younger corp. This drag efficiently counters the inclination to stagnate. Conversly expensive clone costs encourage Alliances to recruit and train new players even though that may hurt their kill boards.
Also reduced risk and effort may lessen the emotional engagement that Eve PvP creates. This component is perhaps the most significant element of Eve and may be CCP's greatest achievement.
Whatever you decide please keep Eve difficult and scary, I just like it that way =-)
-áKick ass soundtrack and Eve Pewpew http://www.youtube.com/watch?v=Gvc4KljpRGI |

valerydarcy
North Eastern Swat Pandemic Legion
24409
|
Posted - 2013.05.15 14:25:00 -
[168] - Quote
Corey Fumimasa wrote: The effects of this wont reveal themselves quickly, but over time new players will find themselves even more shut out and will perhaps just start avoiding all fights with high SP chars. We see this already in most instances where highsec merc corps wardec non PvP oriented corps. Power creep is already to the point that it is limiting PvP.
lololwut? "Hold out baits to entice the enemy. Feign disorder, and crush him." - Sun Tzu, The Art of Troll
Post with your mainGäó |

Tarikan
Battlestars Unclaimed.
11
|
Posted - 2013.05.15 14:28:00 -
[169] - Quote
one step closer.
So when are we going to do away with learning implants? |

valerydarcy
North Eastern Swat Pandemic Legion
24413
|
Posted - 2013.05.15 14:34:00 -
[170] - Quote
Tarikan wrote:one step closer.
So when are we going to do away with learning implants?
If you're an RL scrub then typically you dont go through higher education and you end up being a slow learning pleb. Same should apply in EVE. Want faster learny-learn? Mine moar. "Hold out baits to entice the enemy. Feign disorder, and crush him." - Sun Tzu, The Art of Troll
Post with your mainGäó |

Lord Saradomin
Nex Exercitus Raiden.
9
|
Posted - 2013.05.15 14:39:00 -
[171] - Quote
Only thing I've read for this new "expansion" which has made me want to come to the forum and say "yay"
Hurry up and get to fixing Capitals kthxbai! |

Cearain
Black Dragon Fighting Society The Devil's Tattoo
940
|
Posted - 2013.05.15 14:40:00 -
[172] - Quote
chatgris wrote:X Gallentius wrote:[Proposal] Bubbles don't affect clones.
Discuss. Disclaimer: I hate bubbles, and want nothing to do with them. Bubbles make sense in Nullsec: Nullsec isn't about fighting, it's about territory control. As such, it makes sense to have bubbles trap pods (which I assume is what you meant when you said clones). It's got a nice division: If you want to shoot stuff in spaceships, generally you come to lowsec. If you want to play a more strategic game of risk, you go to nullsec.
What we see happening is people want the bubbles but not the consequences of bubbles.
I agree bubbles holding pods is terrible. I do not think they need to do this in null sec. But it seems few want to admit this.
Instead we see people who want to change the game for everyone else, through proposals to make clones free and banning learning implants etc just so they can keep bubbles holding pods.
I think the real problem is something chatgris already alluded to. The pod mechanics are pretty bad. Spamming warp out is not always even a reliable way to get your pod out in low sec. Its too dependant on lag client settings/hicups and cache and other things that have nothing to do with player skill. This means that people who are cursed with a poor internet connection can't use the more expensive implants and so are at a disadvantage.
I think chatgris has the right idea in that pods should just auto warp out instead of making it dependant on your internet connection etc.
Whether this should happen when you lose a ship to a smartbomber I am not so sure. Certainly if you warp your pod to a smart bomber then you should lose your pod - there has to be some risk.
But rather than just removing all consequences to the game, so people will pvp more, I would like ccp to fix the issues that make it seem like losing a pod is unfair. Yes if all the ships and pods were free more people might pvp, but that is going in the wrong direction.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Corey Fumimasa
Kiith Paktu Curatores Veritatis Alliance
473
|
Posted - 2013.05.15 14:49:00 -
[173] - Quote
valerydarcy wrote:Corey Fumimasa wrote: The effects of this wont reveal themselves quickly, but over time new players will find themselves even more shut out and will perhaps just start avoiding all fights with high SP chars. We see this already in most instances where highsec merc corps wardec non PvP oriented corps. Power creep is already to the point that it is limiting PvP.
lololwut?
TLDR : New players want to get into fights and blow stuff up. They currently do pretty poorly partly because of power creep. Lowering clone costs compounds creep which will eventually lead to disengagement with the game.
Fleet tactics should not rely on a material disparity. A well organized, competently lead team needs to win sometimes even if they are outgunned on a SP or ISK level. The reward of Eve should be in working together and engaging. -áKick ass soundtrack and Eve Pewpew http://www.youtube.com/watch?v=Gvc4KljpRGI |

iain
The.Fallen Unclaimed.
3
|
Posted - 2013.05.15 14:51:00 -
[174] - Quote
X Gallentius wrote:[Proposal] Bubbles don't affect clones.
Discuss.
Proposal: Bubbles definately affect pods (clones?!) and should be able to stop all ships, to allow a proper strategic gate camp to succeed and not just have every single son of a ***** covops or (MJD less so) or T3 interdiction nullified ships to just waltz on through.
Lamed up T3s are super terrible in this game, I got one thats nullified, has nanos, stabs, cloaking, ecm, mwd, blah blah blah. I run it through the middle of large gang bubble ganks and just jump backwards and forwards through the camp taking the ****. Because I've seen this done against me when I'm camping enough times so hell, why wouldn't I build an almost guaranteed unstoppable unkillable ship?
Fix bubbles. Dont nerf them further. |

Kismeteer
GoonWaffe Goonswarm Federation
272
|
Posted - 2013.05.15 14:52:00 -
[175] - Quote
Ivana Twinkle wrote:I have no problem paying 20 mil for my clone when I die in a battleship. But if i die 10 times in a rifter and get podded each time, it's kinda defeating the purpose of the game. The clone costs is currently a detergent to the sandbox of playing the game you want. Maybe the clone cost could be a funtion of your ships cost (to retain the isk sink) OR just a redution to 1/10th, so a 20 mil clone would costs 2 instead.
a 30% reduction is still expensive.
I love the idea of your clone scaling with your ship loss. The hard part is associating the two. You'd almost be replacing the idea of podding by removing it. That's not great.
Really, you need to satisfy three sides:
- Dead pods: Give a reason to kill pods and cause grief. If it's not worth killing people's pods, just remove them from the game.
- Improve PVP: Make it easier for people to pvp, even if they have skill bonus implants (ick, dump them). Hardwiring people are paying for the bonuses, so obviously would lose hardwirings when they die. Mindlinks, I'm torn on, just because they're grossly undersupplied due to how they're currently being distributed, like Level 4 missions need bonuses like this.
- Isk sink: I have no idea how deep this isk sink is, but I would guess someone could pull that number.
|

Skia Aumer
Atlas Research Group
38
|
Posted - 2013.05.15 14:53:00 -
[176] - Quote
valerydarcy wrote:this might sound crazy but you scrubs need to earn some isk Would you troll your space poor ally mates? Anyway, nice to know there are sane people in PL too. |

valerydarcy
North Eastern Swat Pandemic Legion
24440
|
Posted - 2013.05.15 14:55:00 -
[177] - Quote
You know not killing pods can be a tactical decision too. "Hold out baits to entice the enemy. Feign disorder, and crush him." - Sun Tzu, The Art of Troll
Post with your mainGäó |

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
87
|
Posted - 2013.05.15 14:55:00 -
[178] - Quote
http://clip2net.com/s/54eKfp There is your problem with clone costs.
If you make static sp/isk rates it would make much more sense and wont penalize older characters that much. I think 7 or 10 sp/isk rate across the board would be nice. |

BARF
STEEL CITY. Tribal Band
0
|
Posted - 2013.05.15 15:03:00 -
[179] - Quote
After 10 years of eve there is still a thrill of flying a frigate, interceptor or going on that rifter roam... 30% is a start hurry up and finish it off. |

Laveaolous
Paragon Fury Tactical Narcotics Team
16
|
Posted - 2013.05.15 15:18:00 -
[180] - Quote
Cearain wrote: Yes if all the ships and pods were free more people might pvp, but that is going in the wrong direction.
No one that I have seen is advocating free ships, they are after freedom to choose the amount of ISK they risk when they undock, they are saying that having the floor set at 30+m isk + lol isk for the ship on a frigate/cruiser roam is an incentive to go watch TV instead.
The only plus point for high clone costs is that it gives some consequence to the pod express and power projection, apart from that I see none,
Corey Fumimasa wrote:TLDR : New players want to get into fights and blow stuff up. They currently do pretty poorly partly because of power creep. Lowering clone costs compounds creep which will eventually lead to disengagement with the game.
Fleet tactics should not rely on a material disparity. A well organized, competently lead team needs to win sometimes even if they are outgunned on a SP or ISK level. The reward of Eve should be in working together and engaging.
You should be arguing for cheaper clones then. Lower SP players would do better if higher SP players are in smaller more fragile cheap ships surely, at the moment I may as well go for bigger/shinier ship because hell i'm already risking 30+m isk before I pick a ship. |

Sun Zue
The Praxis Initiative Gentlemen's Agreement
5
|
Posted - 2013.05.15 15:22:00 -
[181] - Quote
This is a good start but I would like it to go i bit further and let the Null Sec owned outposts be able to set their own clone prices separate from the rest of eve. I mean, alliances have to pay to put one up, upgrade the system AND pay rent for the land they conquered. Why should they not make it easier for their members to live in that area. Hell, in FW you can upgrade a system to get a 50% discount on med clones yet there is no (as I know it) way to cut JC costs in the harshest place in EvE. |

Dazz Riiiiiiight
Brutor Tribe Minmatar Republic
65
|
Posted - 2013.05.15 15:27:00 -
[182] - Quote
Powers Sa wrote:Now my clone costs less than my interceptor. YAYYYYYYYYYY. Marlona Sky wrote:CCP Rise - Why did you not remove them completely? Why just the 30%? Sure suicide podding across the game via the abuse of clone locations would need to be addressed, but solving that has several solutions that are acceptable. Economical balance. See Dr. Ejyo's presentation from 2012.
too bad you are so bad they thought of implementing insurance on pods JUST FOR YOU
|

Johan Toralen
Clockwork X3
13
|
Posted - 2013.05.15 15:35:00 -
[183] - Quote
Corey Fumimasa wrote:TLDR : New players want to get into fights and blow stuff up. They currently do pretty poorly partly because of power creep. Lowering clone costs compounds creep which will eventually lead to disengagement with the game.
Fleet tactics should not rely on a material disparity. A well organized, competently lead team needs to win sometimes even if they are outgunned on a SP or ISK level. The reward of Eve should be in working together and engaging.
I'm mostly in favor of reducing the costs for very high skilled chars. Those 50m sp in industry and PI skills don't give the old guy an edge in pvp over a newer guy. You can be sure most ppl who have high skilled chars also have properly skilled pvp alts anyway. So nothing really changes on that front. The clone price reduction is just a welcome incentive for veteran players to actualy use their mains instead of hiding them in stations.
The argument that older chars have it easier to make isk doesn't really fly with me when a) thers plenty of younger players who know how to make a lot of isk b) its not said that the high sp char is actualy the money maker. many people use specialized lower sp alts to create their income. Opportunity cost for them is the same as for a newer eve player who uses his main for the same task.
(For additional explanation: younger player can mean say a 2 year old account vs. a 7 year old account) |

Sollis Vynneve
Fallen Supremacy
8
|
Posted - 2013.05.15 15:42:00 -
[184] - Quote
please make it so we can have more than one jump clone in a station, we can reship our spaceships nased on the combat situation so why not do the same for clones. i dont wanna have to travel 20 jimps after jc into a combat clone based on the fight im in. |

Corey Fumimasa
Kiith Paktu Curatores Veritatis Alliance
473
|
Posted - 2013.05.15 15:43:00 -
[185] - Quote
Laveaolous wrote: You should be arguing for cheaper clones then. Lower SP players would do better if higher SP players are in smaller more fragile cheap ships surely, at the moment I may as well go for bigger/shinier ship because hell i'm already risking 30+m isk before I pick a ship.
This assumes that the combat event has no meaning or consequences beyond the engagement itself. High skill point characters will certainly be more aggressive if their cost for doing so is lowered. Of course aggression without risk will win, this is the danger of all unfettered opportunism, it works well for those on top but ultimately destroys the environment below.
No, I would prefer that you bring the bling, better KM for me and greater loss for you.
-áKick ass soundtrack and Eve Pewpew http://www.youtube.com/watch?v=Gvc4KljpRGI |

addelee
Low Sec Pharmacies The East India Co.
41
|
Posted - 2013.05.15 15:49:00 -
[186] - 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) |

Edward Pierce
GoonWaffe Goonswarm Federation
45
|
Posted - 2013.05.15 15:50:00 -
[187] - Quote
Kismeteer wrote:I love the idea of your clone scaling with your ship loss. The hard part is associating the two. You'd almost be replacing the idea of podding by removing it. That's not great. Really, you need to satisfy three sides:
- Dead pods: Give a reason to kill pods and cause grief. If it's not worth killing people's pods, just remove them from the game.
- Improve PVP: Make it easier for people to pvp, even if they have skill bonus implants (ick, dump them). Hardwiring people are paying for the bonuses, so obviously would lose hardwirings when they die. Mindlinks, I'm torn on, just because they're grossly undersupplied due to how they're currently being distributed, like Level 4 missions need bonuses like this.
- Isk sink: I have no idea how deep this isk sink is, but I would guess someone could pull that number.
Just have your clone cost cumulatively go up based on the cost of ships you've lost since your last clone upgrade.
Just like the bounty payout, but instead it's a cumulative cost that is assigned to your character, next time you lose your pod, you need to pay that value to upgrade your clone.
I still think the fixed cost mechanic of clones is terrible and it taxes certain play-styles more than others with no real reason behind it. |

Charlie Jacobson
98
|
Posted - 2013.05.15 15:56:00 -
[188] - Quote
My character is just over 2 years old, and I am not making isk much faster now than I was 1 year ago. If anything, it feels slower because I am less excited about the grinding now, and more excited about blowing stuff up. I don't expect my average isk income to increase much in the future.
In regards to "power creep" and unfair advantages against newer players, that's pretty much a non-issue when you're talking about 40mil vs 200mil SP. They just have a wider variety of ships available, while I can fly the ones I specialized in just as well. The fact that their clone costs 14 times more than mine doesn't really make sense to me. |

Marcus Junius
Nephilim Ordo
2
|
Posted - 2013.05.15 15:57:00 -
[189] - Quote
Kismeteer wrote:Ivana Twinkle wrote:I have no problem paying 20 mil for my clone when I die in a battleship. But if i die 10 times in a rifter and get podded each time, it's kinda defeating the purpose of the game. The clone costs is currently a detergent to the sandbox of playing the game you want. Maybe the clone cost could be a funtion of your ships cost (to retain the isk sink) OR just a redution to 1/10th, so a 20 mil clone would costs 2 instead.
a 30% reduction is still expensive. I love the idea of your clone scaling with your ship loss...
+1
Along with scaling of ship, maybe related to percentage of SP that was actually being used at the time. (cached to most recent session change)
So if you have 150mil sp and you were in a rifter and only using 5 percent of you SP, you get 5 percent of the penalty at pod death.
|

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
329
|
Posted - 2013.05.15 15:59:00 -
[190] - Quote
Hmm, personally I'm in favour of harsher penalties for pod deaths. Although to be honest was never keen on the idea of an isk cost to replace as the method of punishment., I much prefer some type of SP penalty but perhaps with some changes to mechanics to make pod kills more difficult in 0.0. But judging from this thread though it seems everyone has gone all carebear so guess I'm in the minority. |

John Dowland
Martyr's Vengence Test Alliance Please Ignore
19
|
Posted - 2013.05.15 16:04:00 -
[191] - Quote
Just cap clone costs at 10m and call it good. |

Adunh Slavy
788
|
Posted - 2013.05.15 16:07:00 -
[192] - 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.
Player made clones? Some PI thing on temperate planets. Top end clone should run about 1 mil ISK. |

Maximus Andendare
Future Corps Sleeper Social Club
155
|
Posted - 2013.05.15 16:08:00 -
[193] - 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. Rise, I agree that some things ought to be saved that are terribly broken now, because they help the game overall. One example would be active armor tanking (although, Gallente didn't need two BCs with a bonus, but I digress).
But the clone system doesn't provide any richness or, really, game play to the game. It's just a matter of "remember to update your clones!" or face severe consequences by losing skill points, which, incidentally, you cannot easily recover. There's no grinding my sp back. Honestly, grinding would be a far better penalty than wasted-time sp loss. This only further begs the question of why this penalty-driven feature still exists? How is this game play compelling? What enrichment am I supposed to derive from this as a player?
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. |

Maximus Andendare
Future Corps Sleeper Social Club
155
|
Posted - 2013.05.15 16:12:00 -
[194] - Quote
Adunh Slavy wrote: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. Player made clones? Some PI thing on temperate planets. Top end clone should run about 1 mil ISK. I'm sure something like this is where they were headed. I was looking over some blueprints on my neocom app yesterday that lists unpublished features, and lo and behold I found clone blueprints that are currently unpublished on TQ. Yes, this is some tinfoil hatting, but it makes sense, especially considering that Dust play involves clone production. If Eve players don't make the clones in Eve's closed system, I could see the clone bodies coming from PI and the (whatever) capsuleer-upgrades for them coming from Eve.
|

addelee
Low Sec Pharmacies The East India Co.
41
|
Posted - 2013.05.15 16:14:00 -
[195] - 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.
|

subtle turtle
In Exile. Imperial Outlaws.
127
|
Posted - 2013.05.15 16:15:00 -
[196] - Quote
I would like to see a way of interdiction nullifying pods, at a cost. If null sec is the endgame of eve, it is absurd that content like pirate implants can't be regularly used. I personally would roam to 0.0 much more if I didn't need to clone jump just to do it.
I was thinking maybe a slot 6 implant that works like the interdiction nullifier sub system on a t3. You could warp out of bubbles, but a smart ceptor pilot could still catch and kill you. The reason for slot 6 is that it forces you to make an important choice. If you want a bubble safe clone, you don't get the all important omega implant.
Like i said, one thing keeping people out of 0.0 is the risk of podding, and while that risk shouldn't go entirely away, there should be a chance to mitigate it, although at a real opportunity cost. |

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
329
|
Posted - 2013.05.15 16:22:00 -
[197] - 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. The best way to make the clone mechanic compelling is to make it so SP is lost upon pod death. This is how I would implement it.
- 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.
So this would work in a similar way to how T3 cruiser SP loss occurs. This change would simultaneously also fix a number of issues and add to better gameplay on a number of levels.
- Bounty hunting profession could be tied to a pod kill, and achieving a pod kill would have a tangible in game affect on your opponent.
- The ever increasing SP grind could be slowed slightly by total SP pool of characters in general being lowered.
I don't think the SP penalty should be too harsh, particularly not for a newer player who is still below 50 million SP for example, but harsh enough to make a pod death more meaningful as I feel was originally intended for the game. |

Nomad I
University of Caille Gallente Federation
139
|
Posted - 2013.05.15 16:25:00 -
[198] - Quote
Drunken Bum wrote:Its a start i guess.
|

Ali Aras
Valkyries of Night Of Sound Mind
267
|
Posted - 2013.05.15 16:27:00 -
[199] - Quote
Corey Fumimasa wrote:Laveaolous wrote: You should be arguing for cheaper clones then. Lower SP players would do better if higher SP players are in smaller more fragile cheap ships surely, at the moment I may as well go for bigger/shinier ship because hell i'm already risking 30+m isk before I pick a ship.
Your position assumes that the combat event has no meaning or consequences beyond the engagement itself. High skill point characters will certainly be more aggressive if their cost for doing so is lowered. Of course aggression without risk will win, this is the danger of all unfettered opportunism, it works well for those on top but ultimately destroys the environment below. No, I would prefer that you bring the bling, better KM for me and greater loss for you. Clone costs should be tripled and SP should transfer from high chars to low ones in the event of pod kill. It's true that high skill point characters will be more aggressive, but their effective SP caps out at a certain point. If I am flying a Slasher, my missile skills, battleship skills, cruiser skills, t2 lasers, and leadership skills are all completely irrelevant to the fight. Of my ~22m SP, only 7,329,454 would help me fly a slasher, and that's being generous. On the other hand, I haven't specialized for flying slashers at all.
Given my admittedly inferior piloting skills when it comes to solo PvP, a newer slasher pilot than I would likely be able to take me in a 1v1. In a similar ship class fight, knowing your ship's strengths and weaknesses more than your opponent does counts for a lot. My aggressiveness and my willingness to take on risk mean that that newer pilot will have more targets to fight, and if they're at the same ship class and lose, the pilot can't blame my horrifically superior setup. The dudes in frigates and dessies who trashed my early solo frigate attempts taught me a lot about the value of a well-flown, well-fitted frigate, and I learned a lot from those encounters despite never winning a single one.
Not to mention that while I was learning to FC, my fellow pilots' clone costs were bringing down the sizes of my fleets. "Let's all go welp some ships" sounds a lot less attractive when you're gonna welp your pod as well, so there's less incentive to give someone who might not be as competent a chance to learn. http://warp-to-sun.tumblr.com -- my blog |

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
331
|
Posted - 2013.05.15 16:37:00 -
[200] - Quote
Ali Aras wrote:Corey Fumimasa wrote:Laveaolous wrote: You should be arguing for cheaper clones then. Lower SP players would do better if higher SP players are in smaller more fragile cheap ships surely, at the moment I may as well go for bigger/shinier ship because hell i'm already risking 30+m isk before I pick a ship.
Your position assumes that the combat event has no meaning or consequences beyond the engagement itself. High skill point characters will certainly be more aggressive if their cost for doing so is lowered. Of course aggression without risk will win, this is the danger of all unfettered opportunism, it works well for those on top but ultimately destroys the environment below. No, I would prefer that you bring the bling, better KM for me and greater loss for you. Clone costs should be tripled and SP should transfer from high chars to low ones in the event of pod kill. It's true that high skill point characters will be more aggressive, but their effective SP caps out at a certain point. If I am flying a Slasher, my missile skills, battleship skills, cruiser skills, t2 lasers, and leadership skills are all completely irrelevant to the fight. Of my ~22m SP, only 7,329,454 would help me fly a slasher, and that's being generous. On the other hand, I haven't specialized for flying slashers at all. Given my admittedly inferior piloting skills when it comes to solo PvP, a newer slasher pilot than I would likely be able to take me in a 1v1. In a similar ship class fight, knowing your ship's strengths and weaknesses more than your opponent does counts for a lot. My aggressiveness and my willingness to take on risk mean that that newer pilot will have more targets to fight, and if they're at the same ship class and lose, the pilot can't blame my horrifically superior setup. The dudes in frigates and dessies who trashed my early solo frigate attempts taught me a lot about the value of a well-flown, well-fitted frigate, and I learned a lot from those encounters despite never winning a single one. Not to mention that while I was learning to FC, my fellow pilots' clone costs were bringing down the sizes of my fleets. "Let's all go welp some ships" sounds a lot less attractive when you're gonna welp your pod as well, so there's less incentive to give someone who might not be as competent a chance to learn. If the aim is to truly encourage fights, then the blindingly obvious thing would be to make pods immune to non targeted warp disruption, seeing as that is pretty much the biggest barrier to people roaming in null sec. Adjusting ISK cost is nothing more than rearranging the deckchairs. Ie it will have little impact. |

Cearain
Black Dragon Fighting Society The Devil's Tattoo
943
|
Posted - 2013.05.15 16:40:00 -
[201] - Quote
Laveaolous wrote:Cearain wrote: Yes if all the ships and pods were free more people might pvp, but that is going in the wrong direction. No one that I have seen is advocating free ships,
The argument is the same. We want more pvp so reduce the consequences.
Laveaolous wrote: ...they are after freedom to choose the amount of ISK they risk when they undock .....The only plus point for high clone costs is that it gives some consequence to the pod express and power projection, apart from that I see none,
People want the higher skills saved forever but they don't want to pay for it.
If you lost pods the same way you lost ships we wouldn't be having this discussion. The reason we are having this discussion is because pod mechanics in eve are bad - in that there is no skill involved. This is why people are advocating removing all consequences for their loss.
I am just saying ccp should change the pod mechanics so that they aren't dependant on your internet connection or client hiccups.
And for those who want bubbles to prevent pods from warping out - I say live with your decision but don't water the game down for the rest of us. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
331
|
Posted - 2013.05.15 16:54:00 -
[202] - Quote
Cearain wrote:Laveaolous wrote:Cearain wrote: Yes if all the ships and pods were free more people might pvp, but that is going in the wrong direction. No one that I have seen is advocating free ships, The argument is the same. We want more pvp so reduce the consequences. Exactly, this is a very dangerous line of thought and a bad route for Eve to go down. Listening to those voices will be similar to changing UO because of the miners of minoc. Or boosting everyone to level 90 in WOW because players complain that it is too much work to get there.
The current pod mechanics aren't great, and that is a result of the fact that CCP have backtracked already on the original intended design of the game which was for pod death to cause SP loss. If CCP are reading this, then although the current mechanic is not ideal, people still want pod deaths to be meaningful. Taking away the isk cost and not replacing it with anything will be a slippery slope. |

DireNecessity
The M.P.I. The Marmite Collective
34
|
Posted - 2013.05.15 16:56:00 -
[203] - Quote
Jump cloning up for PvP generates at least two possible losses. An ISK loss if the PvP clone itself is podded and the training loss when you jump out of your super expensive learning clone for at least 24 hours.
A PvP clone loss is not a big deal if your space rich but I find the mandatory 24 hours of suboptimal training very annoying since it means a PvP roam will not only slow down my improvement but also requires me to make a log in appoint 24 hours hence to jump back into the training clone. PvP shouldnGÇÖt inhibit oneGÇÖs training. Some way around the current 24 hour inhibition that doesnGÇÖt break the game would be appreciated.
(IGÇÖm aware I can PvP in my super expensive training clone and while implants can be replaced the humiliation at losing such a clone lasts forever.)
|

Roime
Ten Thousand Years Shinjiketo
2833
|
Posted - 2013.05.15 17:03:00 -
[204] - Quote
DireNecessity wrote:Jump cloning up for PvP generates at least two possible losses. An ISK loss if the PvP clone itself is podded and the training loss when you jump out of your super expensive learning clone for at least 24 hours.
A PvP clone loss is not a big deal if your space rich but I find the mandatory 24 hours of suboptimal training very annoying since it means a PvP roam will not only slow down my improvement but also requires me to make a log in appoint 24 hours hence to jump back into the training clone. PvP shouldnGÇÖt inhibit oneGÇÖs training. Some way around the current 24 hour inhibition that doesnGÇÖt break the game would be appreciated.
(IGÇÖm aware I can PvP in my super expensive training clone and while implants can be replaced the humiliation at losing such a clone lasts forever.)
So tell me how much SP gain you lose when spending 24 hours in a clone with +3s or +4s instead +5s?
-á- All I really wanted was to build a castle among the stars - |

DireNecessity
The M.P.I. The Marmite Collective
35
|
Posted - 2013.05.15 17:09:00 -
[205] - Quote
[/quote]
So tell me how much SP gain you lose when spending 24 hours in a clone with +3s or +4s instead +5s?
[/quote]
I've never bothered to figure it out. Annoyances are annoyances. Surely you're not arguing that CCP should retain a petty and pointless annoyance. |

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
332
|
Posted - 2013.05.15 17:10:00 -
[206] - Quote
Roime wrote:DireNecessity wrote:Jump cloning up for PvP generates at least two possible losses. An ISK loss if the PvP clone itself is podded and the training loss when you jump out of your super expensive learning clone for at least 24 hours.
A PvP clone loss is not a big deal if your space rich but I find the mandatory 24 hours of suboptimal training very annoying since it means a PvP roam will not only slow down my improvement but also requires me to make a log in appoint 24 hours hence to jump back into the training clone. PvP shouldnGÇÖt inhibit oneGÇÖs training. Some way around the current 24 hour inhibition that doesnGÇÖt break the game would be appreciated.
(IGÇÖm aware I can PvP in my super expensive training clone and while implants can be replaced the humiliation at losing such a clone lasts forever.)
So tell me how much SP gain you lose when spending 24 hours in a clone with +3s or +4s instead +5s? Why don't we just remove jump clones completely and allow everyone to freely teleport any where on the map. I mean, it kind of annoys me that I cant do 2 specialised ops in a day and be back home in time for tea. *sarcasm mode off* |

Johan Toralen
Clockwork X3
14
|
Posted - 2013.05.15 17:21:00 -
[207] - Quote
Rebecha Pucontis wrote:The best way to make the clone mechanic compelling is to make it so SP is lost upon pod death. This is how I would implement it.
- 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.
So this would work in a similar way to how T3 cruiser SP loss occurs. This change would simultaneously also fix a number of issues and add to better gameplay on a number of levels.
- Bounty hunting profession could be tied to a pod kill, and achieving a pod kill would have a tangible in game affect on your opponent.
- The ever increasing SP grind could be slowed slightly by total SP pool of characters in general being lowered.
I don't think the SP penalty should be too harsh, particularly not for a newer player who is still below 50 million SP for example, but harsh enough to make a pod death more meaningful as I feel was originally intended for the game.
How can you with a straight face complain about everybody going carebear and then propose a system like this? All this would achieve is to make risk averse players even more risk averse and create more carebearing.
Your system actualy rewards carebearing over those who constantly get podded in pvp fights. |

addelee
Low Sec Pharmacies The East India Co.
41
|
Posted - 2013.05.15 17:24:00 -
[208] - 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... |

DireNecessity
The M.P.I. The Marmite Collective
35
|
Posted - 2013.05.15 17:26:00 -
[209] - Quote
Rebecha Pucontis wrote:Roime wrote:DireNecessity wrote:Jump cloning up for PvP generates at least two possible losses. An ISK loss if the PvP clone itself is podded and the training loss when you jump out of your super expensive learning clone for at least 24 hours.
A PvP clone loss is not a big deal if your space rich but I find the mandatory 24 hours of suboptimal training very annoying since it means a PvP roam will not only slow down my improvement but also requires me to make a log in appoint 24 hours hence to jump back into the training clone. PvP shouldnGÇÖt inhibit oneGÇÖs training. Some way around the current 24 hour inhibition that doesnGÇÖt break the game would be appreciated.
(IGÇÖm aware I can PvP in my super expensive training clone and while implants can be replaced the humiliation at losing such a clone lasts forever.)
So tell me how much SP gain you lose when spending 24 hours in a clone with +3s or +4s instead +5s? Why don't we just remove jump clones completely and allow everyone to freely teleport any where on the map. I mean, it kind of annoys me that I cant do 2 specialised ops in a day and be back home in time for tea. *sarcasm mode off*
I fully agree with you. On demand teleport is game breaking. What annoys me is the fact that current mechanics well-nigh require PvP pilots to literally choose to be comparatively stupid; especially if they want to PvP a lot. IGÇÖd like to see a fix to that very particular perverse incentive. |

Naxy Antollare
IronPig Sev3rance
1
|
Posted - 2013.05.15 17:43:00 -
[210] - Quote
DireNecessity wrote:Rebecha Pucontis wrote:Roime wrote:DireNecessity wrote:Jump cloning up for PvP generates at least two possible losses. An ISK loss if the PvP clone itself is podded and the training loss when you jump out of your super expensive learning clone for at least 24 hours.
A PvP clone loss is not a big deal if your space rich but I find the mandatory 24 hours of suboptimal training very annoying since it means a PvP roam will not only slow down my improvement but also requires me to make a log in appoint 24 hours hence to jump back into the training clone. PvP shouldnGÇÖt inhibit oneGÇÖs training. Some way around the current 24 hour inhibition that doesnGÇÖt break the game would be appreciated.
(IGÇÖm aware I can PvP in my super expensive training clone and while implants can be replaced the humiliation at losing such a clone lasts forever.)
So tell me how much SP gain you lose when spending 24 hours in a clone with +3s or +4s instead +5s? Why don't we just remove jump clones completely and allow everyone to freely teleport any where on the map. I mean, it kind of annoys me that I cant do 2 specialised ops in a day and be back home in time for tea. *sarcasm mode off* I fully agree with you. On demand teleport is game breaking. What annoys me is the fact that current mechanics well-nigh require PvP pilots to literally choose to be comparatively stupid; especially if they want to PvP a lot. IGÇÖd like to see a fix to that very particular perverse incentive.
YES on demand teleport (beam me up scoty..) .. that will be nice , then.. take out the cost of ships, the cicles of mining lasorz .. blasters should trow flowers and btw.. when pandas will be brought in EVE???? i can`t w8 for that day \o/
|

Sofia Wolf
Ubuntu Inc. The Fourth District
206
|
Posted - 2013.05.15 17:48:00 -
[211] - 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
I'll be contrarian voice here and say I don't think clone cost reduction is a good idea.
Fundamental principle of EvE design is that defeat matters, this is what makes it distinct among MMO on the market. If one loses as ship, that ship is gone for good, and all the time spent to acquire that ship is waisted. This is what gives meaning and significance EvE pvp.
Price we pay when we get poded is just an extension of that principle, and removing or even reducing that price establishes dangerous precedent as it is contrary to before mentioned design principle.
Also escalating price of clone with increasing clone XP can also be viewed as extension of another eve game balance principle, that small improvement in power come with disproportionally large increase in cost. This is why BC will cost 5 to 10 times price of cruiser despite providing much smaller increase in combat utility. Same is the reason why Jaguar or Wolf cost 50 times more then Rifer. So by extension it is only right and proper that more powerful clones (with more XP) will cost drastically more then less powerful clones (those of n00bs with less XP).
I would warn CCP designers to be wary of changes that would diminish impact of loss, on any level , being it losing space, losing ship or losing clone.
That said there are some things that could be improved when it comes to game clone mechanics. I think some boring and tedious parts of manipulating them should be automatised. For example when I want to plug an implant why do I have to go through ritual of pausing skill learning, plugging whatever I want to plugin, then restarting skill queue? When I get podded why do I have to manually update my clone, can't that be done automatically with normal ISK cost being detracted form my wallet? When I clone jump why do I also have to do boring ritual of going to pod, pausing skill queue, jumping, restarting skill queue and then opening again munch of my station interface windows because for some stupid reason they close down when I clonejump?
So yes there are improvements to be made with clone mechanics, but those are not on the line of making combat defeat and loss of pod less sigificant events. Keep it real! Jessica Danikov > EVE is your real life. the rest is fantasy. caught in a corporation. no escape from banality. open up yours eyes, peer through pod good and seeeeeee. I'm just a poor pilot, I need no sympathy. because I'm easy scam, easy go, little isk, little know. anyway the solar wind blows... |

Roime
Ten Thousand Years Shinjiketo
2835
|
Posted - 2013.05.15 17:53:00 -
[212] - Quote
DireNecessity wrote: I've never bothered to figure it out.
No further questions.
-á- All I really wanted was to build a castle among the stars - |

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
332
|
Posted - 2013.05.15 17:57:00 -
[213] - Quote
Johan Toralen wrote:Rebecha Pucontis wrote:The best way to make the clone mechanic compelling is to make it so SP is lost upon pod death. This is how I would implement it.
- 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.
So this would work in a similar way to how T3 cruiser SP loss occurs. This change would simultaneously also fix a number of issues and add to better gameplay on a number of levels.
- Bounty hunting profession could be tied to a pod kill, and achieving a pod kill would have a tangible in game affect on your opponent.
- The ever increasing SP grind could be slowed slightly by total SP pool of characters in general being lowered.
I don't think the SP penalty should be too harsh, particularly not for a newer player who is still below 50 million SP for example, but harsh enough to make a pod death more meaningful as I feel was originally intended for the game. How can you with a straight face complain about everybody going carebear and then propose a system like this? All this would achieve is to make risk averse players even more risk averse and create more carebearing. Your system actualy rewards carebearing over those who constantly get podded in pvp fights. I think you underestimate how easy it is to avoid pod losses if non targeted warp disruption were to be removed. To hunt someones pod down would be a major challenge which would not be taken lightly. If lag is a problem then you could have the pod auto warp off after a one second delay after ship destruction making pod kills even more difficult.
The balance I'm trying to get at here is that pod kills should be much harder to achieve, but also should cause much greater suffering in the event of it happening. The current mechanics, and with the further lowering of pod penalties, is turning pvp itself into a carebear activity, particularly if penalties are removed completely. |

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
332
|
Posted - 2013.05.15 17:59:00 -
[214] - Quote
Sofia Wolf wrote:Very good post Agree on every point, I couldn't have said it better myself.
|

Sven Viko VIkolander
Blue Republic RvB - BLUE Republic
56
|
Posted - 2013.05.15 18:39:00 -
[215] - Quote
This is a welcome step in the right direction, but it needs to go further particularly to help newer players. I've made these suggestions elsewhere before since I was a new player, but here they are again with 1 and 2 as the really important points:
1. Clone costs should be further reduced, perhaps even removed altogether, as they are a reason for players to avoid flying in space, both for newbros and vets alike. The people complaining that this removes "risk" and real loss from pvp are simply mistaken, as it places the risk where it belongs--losing ships in space. The current system gives people a reason to stay docked, and any mechanic in game which does that should be removed.
2. Skill loss needs to be removed ASAP. This mechanic only hurts new players. I think just about every new player has had the experience early on of venturing into low/null sec and getting podded, only to realize they did not upgrade their clone, thus losing valuable skill points. Getting set back a few hours or days in SP as a new player is a massive blow to what they can do in game. There is so much to learn as a new player in EVE that we do not need severe punishments simply for making a new player mistake. Make this happen CCP Rise.
3. Not as urgent as 1 and 2, but still important: the Jump Clone system needs a revamp. It needs to be more new-player friendly, both made more intuitive to use and less prohibitive for new players (e.g., lowered standing requirements). I'd like to see the system made very user-friendly, but I'd also (less urgently) like there to be more options for old players.
4. Learning implants need to go the way of learning skills. Why? Because EVE is going into its second decade and it needs to find ways to gain and keep new playersGÇöplayers, like me a year and a half ago, who often feel (mistakenly, albeit) like it is 10 years too late to start playing and being competitive in EVE. Having a gap between skill training times for the rich vets and the newbros only hurts the newbros. IMO learning implants should be tossed and those +5 amounts simply added to the base attribute amounts for all players.
5. I would also REALLY like to see a very limited skill reimbursement program put into the game, similar in limitations to the current attribute remap system (e.g., 1 a year with a few bonus when you start playing or at special give-aways). Why? Again, because of newbros. Newbros often training mining skills, say, only to realize mining sucks and PVP rocks, for instance, but then have to spend valuable time--time where they are still testing the game to see if they like it enough to stick around--waiting to get minimal skills necessary to PVP, say. A skill reimbursement program would help them drop, e.g., one level of one skill and then apply those points to other skills. This would also help older players who would really like to drop that 14 day level in some skill and apply it elsewhere. |

Marlona Sky
D00M. Northern Coalition.
3680
|
Posted - 2013.05.15 18:42:00 -
[216] - Quote
Sofia Wolf wrote:I'll be contrarian voice here and say I don't think clone cost reduction is a good idea.
Fundamental principle of EvE design is that defeat matters, this is what makes it distinct among MMO on the market. If one loses as ship, that ship is gone for good, and all the time spent to acquire that ship is waisted. This is what gives meaning and significance EvE pvp.
Price we pay when we get poded is just an extension of that principle, and removing or even reducing that price establishes dangerous precedent as it is contrary to before mentioned design principle.
Also escalating price of clone with increasing clone XP can also be viewed as extension of another eve game balance principle, that small improvement in power come with disproportionally large increase in cost. This is why BC will cost 5 to 10 times price of cruiser despite providing much smaller increase in combat utility. Same is the reason why Jaguar or Wolf cost 50 times more then Rifer. So by extension it is only right and proper that more powerful clones (with more XP) will cost drastically more then less powerful clones (those of n00bs with less XP).
I would warn CCP designers to be wary of changes that would diminish impact of loss, on any level , being it losing space, losing ship or losing clone.
That said there are some things that could be improved when it comes to game clone mechanics. I think some boring and tedious parts of manipulating them should be automatised. For example when I want to plug an implant why do I have to go through ritual of pausing skill learning, plugging whatever I want to plugin, then restarting skill queue? When I get podded why do I have to manually update my clone, can't that be done automatically with normal ISK cost being detracted form my wallet? When I clone jump why do I also have to do boring ritual of going to pod, pausing skill queue, jumping, restarting skill queue and then opening again munch of my station interface windows because for some stupid reason they close down when I clonejump?
So yes there are improvements to be made with clone mechanics, but those are not on the line of making combat defeat and loss of pod less sigificant events. Keep it real! I'm going to assume you have another character that is your main. Because in the two years Sofia has been playing you have been involved in a very tiny amount of PvP. If anything you are very close to representing the risk averse game play clone upgrade cost encourage. I can only imagine what what little PvP you will involved with later down the road when your clones cost far, far more, if you risk anything at all. 
|

De'Veldrin
East India Ore Trade The East India Co.
1428
|
Posted - 2013.05.15 18:45:00 -
[217] - Quote
MeBiatch wrote:chatgris wrote:MeBiatch wrote:Abrazzar wrote:If we remove clones as an ISK sink, what will replace it? i dunno... perhaps pvp... think of all those people who dont pvp that often now... all of a sudden you know playing the pvp game again... While I fully support that more pvp is good, pvp is NOT an ISK sink. If anything PVP is an ISK faucet due to insurance. right tell that to my tech II ships...
Insuring a tech II ship is like putting on a raincoat in a tsunami. Eve Online: The full-contact sport for your brain. |
|

CCP Rise
C C P C C P Alliance
849

|
Posted - 2013.05.15 18:46:00 -
[218] - Quote
A small comment on EVE philosophy from me related to some of the conversation in here:
No one here 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. |
|

Sven Viko VIkolander
Blue Republic RvB - BLUE Republic
56
|
Posted - 2013.05.15 18:54:00 -
[219] - 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.
Consequences in EVE should be the risk of losing SHIPS in space, or implants on clones, not reasons to stay docked up like medical clone costs or skill losses that add no content to the game whatsoever. Remove clone costs and remove the skill loss penalty altogether, as they hurt new players in particular. The added risk and the added isk sink will simply be the added amount of people in space risking their ships.
|

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
333
|
Posted - 2013.05.15 18:57:00 -
[220] - Quote
addelee wrote:Rebecha Pucontis wrote: The current pod mechanics aren't great, and that is a result of the fact that CCP have backtracked already on the original intended design of the game which was for pod death to cause SP loss
Where did you read their original intent? I've played (with various character) since the early betas and the clone mechanics have never changed. The isk price has changed per level but the principles have been the same. Originally there was no clone mechanic in the game. So you couldn't insure your clone and always lost SP upon death. Obviously when people died and lost SP with no mechanism to insure against the loss, CCP implemented the current system we have today to bandage the problem. So that shows how much of an ancient and archaic mechanic it is that needs a overhaul.
Looking forward to what CCP has in store for the new improved clone mechanics then CCP Rise. |

Hannott Thanos
Notorious Legion
560
|
Posted - 2013.05.15 18:58:00 -
[221] - Quote
Sven Viko VIkolander wrote: Consequences in EVE should be the risk of losing SHIPS in space, or implants on clones, not reasons to stay docked up like medical clone costs or skill losses that add no content to the game whatsoever. Remove clone costs and remove the skill loss penalty altogether, as they hurt new players in particular. The added risk and the added isk sink will simply be the added amount of people in space risking their ships.
100% agree.
When I go out to PvP I never intend to fly my pod home. And I know CCP Rise had this mentality when he did streaming as well. It's OK to lose some ISK, but I want to go out and PvP again ASAP when I die. There should be consequences, but they should not impact gameplay. |

Linna Excel
Center for Advanced Studies Gallente Federation
107
|
Posted - 2013.05.15 18:59:00 -
[222] - Quote
I say either make it a single price, since implants and ships are expensive to replace or fix it at (1,000,000 + current SP x 120%) x .01 isk. The part in the parenthesis is how much SP your clone is good for. I can has blogging skills! |

Draqone an'Alreigh
EVE University Ivy League
37
|
Posted - 2013.05.15 19:08:00 -
[223] - Quote
Another thing about clones I'd love, and which is directly related to the issue at hand.
Allow us to have an option that would automatically! upgrade our clone and subtract ISK (if available) at death. A simple tickbox at the medical facility would reduce the annoyance and tedium of buying a new clone (since it's not really "hard" ). If the option is selected there would be a popup warning the player if not enough ISK is found or the clone for some reason can not be upgraded. Inducing the proliferation of common sense throughout EVE Official forums since April 27th, 2013. |

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
333
|
Posted - 2013.05.15 19:09:00 -
[224] - Quote
Hannott Thanos wrote: 100% agree. When I go out to PvP I never intend to fly my pod home.
And this is the problem with the current mechanics in my opinion. Why do we even bother having pods at all? Why not just simply auto transport to the nearest station upon ship death.
Pod death is meant to mean something. It is meant to be a step above a simple ship death. Ships are expendable, but a pod kill are the ultimate way to humiliate and destroy your opponent. Right now this is simply not the case at all, and what I just quoted above sums up all that is wrong with the current pod mechanics.
|

Dersen Lowery
Laurentson INC StructureDamage
496
|
Posted - 2013.05.15 19:25:00 -
[225] - Quote
Rebecha Pucontis wrote:Pod death is meant to mean something. It is meant to be a step above a simple ship death. Ships are expendable, but a pod kill are the ultimate way to humiliate and destroy your opponent. Right now this is simply not the case at all, and what I just quoted above sums up all that is wrong with the current pod mechanics.
Podding is also an important tactical option in w-space, because it takes an opponent out of a fight and sends them to k-space, where they can't easily reship and get back in to the fight.
This also makes the ability of bubbles to trap pods important. Proud founder and member of the Belligerent Desirables. |

Adunh Slavy
788
|
Posted - 2013.05.15 19:28:00 -
[226] - Quote
You know what would be more fun and give CCP its ISK sink. Ship Crew. You hire crew to man your ships. When the ship pops "you" die and go off to a clone, but crew use escape pods and go all over the place like the new exploration mechanic's 'explosion' of stuff. Other players can scoop them up and use them, sell them on the market, whatever.
The bigger the ship, the more crew there is. |

Edward Pierce
GoonWaffe Goonswarm Federation
45
|
Posted - 2013.05.15 19:35:00 -
[227] - 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. Lowering the cost by 30% is moving in the right direction, but if we already know it's a bad mechanic, why stop there? Bring it down further or cap it at a certain amount as a band aid measure while you decide on which way you want it to go?
I just worry that this temporary fix to a dumb mechanic will only serve to push the real fix further down on your list of priorities, much like fixing local rep hull bonuses was briefly touched on but has yet to be actually fixed.
If your intent is to reduce the amount of risk aversion caused by clone costs, 30% won't cut it. |

Resilan Bearcat
Fighting Carebears
7
|
Posted - 2013.05.15 20:03:00 -
[228] - 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.
The reduction of 30% does not address the bigger concern with the system. The cost for the high end clones is still way too high. The scaling of cost as your skill points increase is too steep. The 30% straight reduction, doesn't help this non-linear scaling of the clone costs.
In my opinion, clone costs should be removed or set to a flat fee for all players. Clone costs are not the best way to achieve consequences in the game. There is already a consequence of PvP in the potential of losing my ship and possibly my implants. There is no reason to add an additional arbitrary tax based on the age of my account. |

Sofia Wolf
Ubuntu Inc. The Fourth District
207
|
Posted - 2013.05.15 20:06:00 -
[229] - Quote
Marlona Sky wrote:Sofia Wolf wrote:I'll be contrarian voice here and say I don't think clone cost reduction is a good idea.
Fundamental principle of EvE design is that defeat matters, this is what makes it distinct among MMO on the market. If one loses as ship, that ship is gone for good, and all the time spent to acquire that ship is waisted. This is what gives meaning and significance EvE pvp.
Price we pay when we get poded is just an extension of that principle, and removing or even reducing that price establishes dangerous precedent as it is contrary to before mentioned design principle.
Also escalating price of clone with increasing clone XP can also be viewed as extension of another eve game balance principle, that small improvement in power come with disproportionally large increase in cost. This is why BC will cost 5 to 10 times price of cruiser despite providing much smaller increase in combat utility. Same is the reason why Jaguar or Wolf cost 50 times more then Rifer. So by extension it is only right and proper that more powerful clones (with more XP) will cost drastically more then less powerful clones (those of n00bs with less XP).
I would warn CCP designers to be wary of changes that would diminish impact of loss, on any level , being it losing space, losing ship or losing clone.
That said there are some things that could be improved when it comes to game clone mechanics. I think some boring and tedious parts of manipulating them should be automatised. For example when I want to plug an implant why do I have to go through ritual of pausing skill learning, plugging whatever I want to plugin, then restarting skill queue? When I get podded why do I have to manually update my clone, can't that be done automatically with normal ISK cost being detracted form my wallet? When I clone jump why do I also have to do boring ritual of going to pod, pausing skill queue, jumping, restarting skill queue and then opening again munch of my station interface windows because for some stupid reason they close down when I clonejump?
So yes there are improvements to be made with clone mechanics, but those are not on the line of making combat defeat and loss of pod less sigificant events. Keep it real! I'm going to assume you have another character that is your main. Because in the two years Sofia has been playing you have been involved in a very tiny amount of PvP. If anything you are very close to representing the risk averse game play clone upgrade cost encourage. I can only imagine what what little PvP you will involved with later down the road when your clones cost far, far more, if you risk anything at all. 
Well it is a ad homonym to pull my PvP experience in to this discussion. Yes I'm bad at pvp, you got me there, but what has that to do with this issue?
So why don't I pvp more? What I can tell you it is not for clone loss aversion. Properly fit t1 frig will cost cost me more then my current clone cost. Properly fit t1 cruiser will cost more then average 5 years old character clone. Frankly it is kind of silly to talk about clone cost as deterrent to more pvp, even most basic pvp fits on cheap end will out-price clone cost of average age eve player.
P.S. It was quite badass when you sacrificed nix for that 10 anniversary event, even if I was not there I respect that. o7
Jessica Danikov > EVE is your real life. the rest is fantasy. caught in a corporation. no escape from banality. open up yours eyes, peer through pod good and seeeeeee. I'm just a poor pilot, I need no sympathy. because I'm easy scam, easy go, little isk, little know. anyway the solar wind blows... |

Sofia Wolf
Ubuntu Inc. The Fourth District
207
|
Posted - 2013.05.15 20:10:00 -
[230] - 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.
I have to disagree with CCP Rise that clone cost is arbitrary cost. It is not bound to account age is mistakenly claimed, but to characterGÇÖs XP. Character's XP will directly improve player's combat (and other) capabilities, so it is not inappropriate to charge additional cost for losing more powerful clone, much on the same principle as we charge more for losing more powerful ship.
To be honest reducing clone cost by 30% is hardly a disaster, I don't expect significant metagame shifts because of it alone. What IGÇÖm fearing is slippery slope. If faulty reasoning that is used to justify this change takes root more significant game changes may be introduced that will lead to serious weakening of game design principles that I mentioned in my original post. Jessica Danikov > EVE is your real life. the rest is fantasy. caught in a corporation. no escape from banality. open up yours eyes, peer through pod good and seeeeeee. I'm just a poor pilot, I need no sympathy. because I'm easy scam, easy go, little isk, little know. anyway the solar wind blows... |

Johan Toralen
Clockwork X3
15
|
Posted - 2013.05.15 20:13:00 -
[231] - Quote
What if basic pods that have plug spots for learning imps up to +2 are free or very low cost. And if you want to use hardwirings, attrib imps with secondary effects and combat boosters you have to purchase a model from the medical service that costs something? It's noob friendly on one hand and fair + equaliy priced for everybody in general. There would still be an isk sink and pod loss would still have a reasonable chance to mean something. I guess these could be tiered from +1 to +5 and priced accordingly too. |

Edward Pierce
GoonWaffe Goonswarm Federation
46
|
Posted - 2013.05.15 20:26:00 -
[232] - Quote
Sofia Wolf wrote:I have to disagree with CCP Rise that clone cost is arbitrary cost. It is not bound to account age is mistakenly claimed, but to characterGÇÖs XP. Character's XP will directly improve player's combat (and other) capabilities, so it is not inappropriate to charge additional cost for losing more powerful clone, much on the same principle as we charge more for losing more powerful ship.
To be honest reducing clone cost by 30% is hardly a disaster, I don't expect significant metagame shifts because of it alone. What IGÇÖm fearing is slippery slope. If faulty reasoning that is used to justify this change takes root more significant game changes may be introduced that will lead to serious weakening of game design principles that I mentioned in my original post. Higher SP gives you more options for pvp, but when flying a combat T1 ship 90m SP won't necessarily be better than 45m SP since a lot of higher tier skills won't impact your ability to fly that ship. Higher SP don't make a "more powerful clone", that's faulty reasoning right there.
The difference between the consequences of losing an expensive ship vs losing an expensive clone is that I have the ability to chose what ship I fly, but I don't get to choose which skills to take on my clone to reduce the cost. You can always chose to not fly what you can't afford to lose, but not on the clone. |

Maximus Andendare
Future Corps Sleeper Social Club
166
|
Posted - 2013.05.15 20:31:00 -
[233] - 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 confused by this statement. It seems like if the feedback is that people are happy with this change, there is less incentive to further lower the costs.
|

Saiphas Cain
Wildly Inappropriate Goonswarm Federation
19
|
Posted - 2013.05.15 20:44:00 -
[234] - Quote
Player made clones, corpse harvesting, and learning drugs are the way to go on this.
New Eden is a dirty place and there's no reason condoning the mass murder of ship crews should be looked over with a blind eye while corpse harvesting is taboo.
Basic clones could be easily implemented as a new P4. Say, Biotech Research Reports, Transcranial Microcontrollers, and Biomass makes a clone. I don't see the point in clone upgrades since a neural map is a neural map and if a clone brain can't take the memories and training of a great carrier pilot it's not going to be any better at taking the memories of a ditch digger. They both lived as long and formed as many memories. Just because one is memories of fleet battles and the other is of throwing dirt with a shovel doesn't matter on a synaptic level.
Frozen corpses recycle into components for high grade learning boosters. ( Yes, drugs from corpses is very 40k/Slennesh... don't care. It's a sick and twisted idea and we should totally do that. )
Low Grade learning boosters, Empire legal, could be made from gasses like other boosters - adding impetus to Low Sec development as Marlona Sky suggested.
This way it's another income source from Lowsec, the carebears that want the best learning boosters must deal in illegal substances and ostensibly pay people who have done PVP for them, and clones become another player made commodity tying directly into Dust. |

Roime
Ten Thousand Years Shinjiketo
2844
|
Posted - 2013.05.15 20:51:00 -
[235] - Quote
Saiphas Cain wrote:Player made clones, corpse harvesting, and learning drugs are the way to go on this.
New Eden is a dirty place and there's no reason condoning the mass murder of ship crews should be looked over with a blind eye while corpse harvesting is taboo.
Basic clones could be easily implemented as a new P4. Say, Biotech Research Reports, Transcranial Microcontrollers, and Biomass makes a clone. I don't see the point in clone upgrades since a neural map is a neural map and if a clone brain can't take the memories and training of a great carrier pilot it's not going to be any better at taking the memories of a ditch digger. They both lived as long and formed as many memories. Just because one is memories of fleet battles and the other is of throwing dirt with a shovel doesn't matter on a synaptic level.
Frozen corpses recycle into components for high grade learning boosters. ( Yes, drugs from corpses is very 40k/Slennesh... don't care. It's a sick and twisted idea and we should totally do that. )
Low Grade learning boosters, Empire legal, could be made from gasses like other boosters - adding impetus to Low Sec development as Marlona Sky suggested.
This way it's another income source from Lowsec, the carebears that want the best learning boosters must deal in illegal substances and ostensibly pay people who have done PVP for them, and clones become another player made commodity tying directly into Dust.
+9000, very nice <3
-á- All I really wanted was to build a castle among the stars - |

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
334
|
Posted - 2013.05.15 20:56:00 -
[236] - Quote
Adunh Slavy wrote:You know what would be more fun and give CCP its ISK sink. Ship Crew. You hire crew to man your ships. When the ship pops "you" die and go off to a clone, but crew use escape pods and go all over the place like the new exploration mechanic's 'explosion' of stuff. Other players can scoop them up and use them, sell them on the market, whatever.
The bigger the ship, the more crew there is. made me chuckle. :) |

James Amril-Kesh
4S Corporation RAZOR Alliance
5088
|
Posted - 2013.05.15 21:00:00 -
[237] - Quote
No to player-made clones. It's nice that you want more stuff to be player-made but that still doesn't address the real problem. -áMy (mostly boring) Youtube channel. |

Xeros Black
Forced Penetration Here Be Dragons
2
|
Posted - 2013.05.15 21:05:00 -
[238] - Quote
Its a good change a good first start.
I could see clone cost being a percentage of the previous ship lost as an awesome feature so you would update your clone but only be charged for it when you actually lose the pod. Would likely equal to more pvp so more clone loss and actually an increase in isk sink.
The other solution is a 5 million isk cap on clones i don't like it as much as the former but its likely much easier to setup.
My 2 Cents |

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
334
|
Posted - 2013.05.15 21:05:00 -
[239] - Quote
James Amril-Kesh wrote:No to player-made clones. It's nice that you want more stuff to be player-made but that still doesn't address the real problem. I don't have anything against player made clones. In fact it is a nice idea. But like you say above, it won't actually address the real problem. I think CCP need to really work out what is the purpose of a pod death as right now it is simply a very boring mechanic which doesn't add anything to gameplay. |

Edward Pierce
GoonWaffe Goonswarm Federation
47
|
Posted - 2013.05.15 21:19:00 -
[240] - Quote
CCP Rise, would you be able to go a little more into the details of how you and why you chose that 30% across the board figure?
It seems to me like the real problem is not 'across the board' so neither should the solution.
Even after the changes a Mu clone (keeps 20m SP) is keeping 21.32 SP/isk while a Tau clone (keeps 120m SP) is keeping 5.71 SP/isk. The top grade clone is keeping 3 SP/isk while the first clone is keeping 49.28 SP/isk.
If you want to see if changing the cost of clones will impact player behavior, I don't think your 30% across the board approach is significant enough to reflect on the higher SP player's play-style. Perhaps a cap on the SP/isk ratio of clones would be more appropriate? |

GavinGoodrich
1st MC Phobia.
32
|
Posted - 2013.05.15 21:19:00 -
[241] - Quote
+1 for the reduction, eager to see upcoming changes. |

Bloodpetal
Sal's Waste Management and Pod Disposal The Mockers AO
1263
|
Posted - 2013.05.15 21:21:00 -
[242] - Quote
I'm glad you're addressing this.
I don't think 30% is sufficient at some of the costs we're seeing to justify major changes in player behavior.
Hopefully it does change some metrics enough for you to decide to put more dev time into this though.
Where I am. |

Theia Matova
Dominance Theory
100
|
Posted - 2013.05.15 21:45:00 -
[243] - Quote
I am actually surprised this was not announced sooner. Since racial BC and destroyer skills gets added -- skill point total increase -- you had to do this imho. Anyway good change.. Other discussions: Racial systems balancing and homogenization Bounty contracts |

Hiram Alexander
Dry Atomic Fusion Gatekeepers Universe
348
|
Posted - 2013.05.15 22:28:00 -
[244] - Quote
Great news, and a welcome first step. |

Large Collidable Object
morons.
2116
|
Posted - 2013.05.15 22:36:00 -
[245] - Quote
It's a start, but doesn't fix the funfamental problem of punishing loyal subscribers for being loyal.
Considering the removal of a potential isk sink, I still think there shouldn't be a flat decreaee - low level clone costs should increase to compensate.
Also, this great idea deserves to be highlighted:
chatgris wrote:Another suggestion could be that in addition to the removal of clone costs, the jump clone timer could be based on the distance you travel. If for example, you are jump cloning within the exact same system, there's no cooldown timer so you can decide "I'm going on a nullsec roam, and when i come back I can continue to train with my implants in". The further between your jump clones, the longer the timer before you can jump again. You know... morons. |

Senva Talva
Science and Trade Institute Caldari State
0
|
Posted - 2013.05.15 23:12:00 -
[246] - Quote
I would radically restructure the entire skill system of EVE with clones being a side effect of this change: -get rid of all skills (ISK to buy ships and modules and real life skill to not lose them becomes the new "can you fly this ship" determinant.) -therefore, all clone costs are zero. -clone loss is only relevant for implants (risk vs. reward). |

Cainech
Enlightened Industries Test Alliance Please Ignore
0
|
Posted - 2013.05.15 23:36:00 -
[247] - Quote
It amuses me how many "You can't update/change a bad system because its badness is part of the challenge of EVE!" posts there are in this thread.
Anyway, I just wanted to chime in and say while this is a welcome change, I don't think it went far enough if you wanted to see actual behavior differences from the high SP players. Some of us will be still be paying more post-Odyssey than we are now anyway due to the BC and Destroyer skill changes.
My PvP alt for example, currently has 68 million-ish skillpoints, and a clone cost of 13mil ISK (Rho). Post-Odyssey I will be getting 6ish million SP out of thin air, and be forced to buy the next clone up, which after the reduction is 14mil ISK. Well sweet, I don't have to pay 20 million for that clone, but my clone costs didn't really change, so my behavior won't either. I already don't really like going out in t1 frig roams due to this + implant costs, I can certainly understand the 100+mil SP players never, ever wanting to go on roams like that, it just isn't worth it. (Especially if you aren't mega space-rich, which just having high SP doesn't guarantee.) |

Atreides Leto
GoonWaffe Goonswarm Federation
33
|
Posted - 2013.05.16 01:27:00 -
[248] - 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
I have the character of my dreams, 135,000,000 skill points of pure sub-capital perfection. No jump skills, no capital ships, no Fighters, no Industry.
The worst part about this? I can't justify using him to have fun in many of those small ships, purely because his clone will cost 1-2x the amount of said ship.
What do I do? Use him to boost in a C5, and get a character that shall not surpass a 32m sp clone to fly many of the same things, without the obscene clone cost.
Thanks for enticing me to actually play the character specialized for fun. |

Vajrabhairava
nul-li-fy Nulli Secunda
0
|
Posted - 2013.05.16 02:15:00 -
[249] - Quote
Just like the old bounty system ("I hate you, here is free ISK to harvest on an ALT"), the escalating clone costs are opposite of what they should be: "Long time player, we will reward your continued subscription by making PVP too expensive to contemplate in anything besides a capital ship."
I like the clone mechanic - its an incentive to own space, an incentive to build stations if there are none (hmm ... maybe not good ... ), a way to travel by deathclone, and something to bite you in the ass if you are forgetful. All good, especially the penalty on being fail.
But ... the clone should never cost more than the ship! Are you *trying* to push everyone into supers or something?
--
Just cap the clone cost at something closer to nominal - a few million - and call it a day. Then we can all try out those nice new frigates and dessies ... |

Bigg Gun
Flying Bags Inc. Bulgarian Space Federation
18
|
Posted - 2013.05.16 02:56:00 -
[250] - Quote
you have 140 m sp clone you should pay more than the newbie with 5m sp's clone. I like the suggestion of the guy who proposed that the clone is a monthly subscription thing. Pay 1isk per 1 SP and die all you want for a month. I.e. that 140m sp char? Pay 140m subscription to the clone facility and die as much as you want. Pay 300 mil for 3 months, 550 for 6 months , i.e. subscription gets cheaper |

Marlona Sky
D00M. Northern Coalition.
3686
|
Posted - 2013.05.16 03:04:00 -
[251] - Quote
Bigg Gun wrote:you have 140 m sp clone you should pay more than the newbie with 5m sp's clone. I like the suggestion of the guy who proposed that the clone is a monthly subscription thing. Pay 1isk per 1 SP and die all you want for a month. I.e. that 140m sp char? Pay 140m subscription to the clone facility and die as much as you want. Pay 300 mil for 3 months, 550 for 6 months , i.e. subscription gets cheaper "Look grandpa, I don't care what your financial situation is or that I just sold the exact same cheeseburger to that kid for $2. You want the cheeseburger? That will be $45, pay up."
|

Maneck StreetPreacher
GoonWaffe Goonswarm Federation
0
|
Posted - 2013.05.16 03:07:00 -
[252] - Quote
Marlona Sky wrote:Just remove them completely and move the ISK sink somewhere else related to the cost of ships. That way it scales on the ship risked in combat instead of how long the player has been subscribed to the game. I wrote an article on why clone costs need to be removed completely HERE. Of course ignore the idea of the insurance removal in it. ...
Marlona Sky wrote:CCP Rise - Why did you not remove them completely? Why just the 30%? Sure suicide podding across the game via the abuse of clone locations would need to be addressed, but solving that has several solutions that are acceptable.
These problems have the same solution. 1. Remove clone costs, entirely. 2. Make the cost of changing medical clone location the same as the present clone cost system. Include a multiplier (formula is exponential) for multiple medical clone switches in X time.
Sink removed. Sink added. Anti-PVP mechanic out. Clone jump abuse mechanic in. |

Bigg Gun
Flying Bags Inc. Bulgarian Space Federation
18
|
Posted - 2013.05.16 03:32:00 -
[253] - Quote
Look grandpa , I know I sold that kid a 5 liter box of wine for 4.99 but you're trying to buy a bottle of '77 Chassagne Montrachet, JC dela Salle, of course you'll pay something extra, and yes it gets better with time. |

Adunh Slavy
794
|
Posted - 2013.05.16 03:35:00 -
[254] - Quote
Rebecha Pucontis wrote:Adunh Slavy wrote: The bigger the ship, the more crew there is.
made me chuckle. :)
Would fix the whines, on both sides. Want to just fly a bang up ship on some roam, ok no biggie. Need to fly the BS? ok, more risk.
Could incentivise the use of crew too. Add a 5% bonous to all ship stats when the crew is at 100% capacity, 80% cpacity? 4% bonus, etc. Each crewman costs, from the NPC crew store say 100,000 ISK. need 5 on frigs, 10 on DDs, 20 on CGs, 50 on BCs, 100 on a BS. 500 on dreds and carriers, 2000 on super caps. Now CCP has an isk sink, there is a reward for blowing stuff up, risk can be calculated and not forced.
If a player wanted no crew, sure fine, they can do that, but have just base stats on the ship. Risk/reward is satisfied. |

Olaf4862
KnownUnknown
22
|
Posted - 2013.05.16 03:38:00 -
[255] - Quote
I will say that my number 1 reason I do not PVP much is not the ship loss its the fact that my implants are lost so therefore I need to jump to another clone on a stupid time delay to just pvp and avoid loosing an expensive implant clone.
IMPLANTS need to be fixed to remove some of the risk aversion with loosing your pod. Making Implants a perma thing you tweak as you get more skill and are always there regardless if you die would be nice, but i don't see may players liking this as they cant get those expensive pod kills... however if you could fit multiple different clones with sets of implants and it gets replaced when you die would really make me more likely to pvp.
I would pay more to replace a clone with implants vrs just a blank clone to maintain my SP. |

Ashina Sito
Center for Advanced Studies Gallente Federation
55
|
Posted - 2013.05.16 03:41:00 -
[256] - Quote
My 2 cents.
If you still feel the need to retain some cost for a clone then reduce the clone costs ten fold. Make it a simple thing you do to keep your clone updated so you don't lose SP and no one would blink at the ISK they are spending after they get podded.
That said, if clone costs are no longer needed as an ISK sink then you should just remove the cone costs across the board. It is counter to the PvP nature of the game and the desire to allow anyone to use any ship any time (provided they have the skill points).
I fly whatever I need or have available at any given moment and don't concern myself with the costs of a clone. That said it does feels strange to be spending 20 million ISK to update a clone after losing a ship worth a total of 3 million isk including fittings and rigs. Some people can't/wont do this.
Any change, downward in cost, is a good change in the end.
Ashina
|

Saint Hecate
Big Diggers Trifectas Syndicate
2
|
Posted - 2013.05.16 04:00:00 -
[257] - Quote
I think its a decent start. I honestly want to see clone costs cut down by tenfold as many have said or none at all. All clone costs do is hurt pvp. Im not going anywhere near a 1mil frig if it costs me 20mil to update the clone. Its a dinosaur of a feature and should be treated as such imho.
As a pipe dream kind of idea id love to see jump clones on a 12 hour timer. I think that would give better balance to the risk vs reward of jumping around. I know a friend of mine hates the 24 hour timer as he jumps to highsec to install invention jobs and then cant do anything for 24 hours because he lives in nullsec. I know he could fly down but going 40 jumps every day for some invention jobs is a walk in tedium.
Still a good start and i feel its awesome CCP is innovating and really throwing sand around in our beloved sandbox!
Best wishes Saint |

Zappity
Kurved Space
85
|
Posted - 2013.05.16 04:28:00 -
[258] - Quote
Good form. But also get rid of learning implants and replace them with learning boosters. Hooray, I'm l33t! -á(Kil2: "The higher their ship losses...the better they're going to be.") |

Galphii
Clandestine Vector THE SPACE P0LICE
139
|
Posted - 2013.05.16 06:20:00 -
[259] - Quote
30%? Try 90%. The current system punishes older players who want to get involved in pvp. Don't give me that 'isk sink' BS, it's an antiquated system that needs to go altogether. You die, you wake up in the designated station and go on your way, simple as that. X |

Bi-Mi Lansatha
The Scope Gallente Federation
138
|
Posted - 2013.05.16 06:41:00 -
[260] - Quote
Resilan Bearcat wrote:...In my opinion, clone costs should be... -edit- ....or set to a flat fee for all players... No. |

Skia Aumer
Atlas Research Group
38
|
Posted - 2013.05.16 06:48:00 -
[261] - 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. Thank you. It's a good news.
CCP Rise wrote: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. It's not arbitrary, it's to compensate for difference of new and old players. 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. |

Daedra Blue
Atomic Biohazard
33
|
Posted - 2013.05.16 06:54:00 -
[262] - Quote
With the recent frigate re-balancing people have been all out doing mad things and having fun, cheap fights are now on the horizon and a fresh start for old bored people is here.
Well not really, many high SP characters are banned from having fun in frigate brawls because their clone costs as much as 30 frigates, such a big no no for the old guys who could bring experience and would love to get their hands dirty because they have quite some huge finances. But even so we didn't get a nice pile of isk by inefficiently spending it on clones.
Do some mechanic with the clones if it so pleases you, i know the ability to lose SP needs to stay in game, but seriously, why can't we have fun with the noobies too? Why do we have to roll alts to take advantage of the most basic ships in game.
REMOVE THE COST COMPLETELY!!!
Or do something nice with the clone mechanic, but allow for disposable warfare clones that need no implants or anything. |

vyshnegradsky
Pompeii Syndicate No Safe Haven
87
|
Posted - 2013.05.16 07:00:00 -
[263] - 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.
A small idea, CCP wants to integrate the Dust and EvE economies more closely. Now I haven't actually played dust, but from what I've heard they have centers that produce a certain amount of clones per day. These could act as conflict drivers like the moons in EvE, and also provide a way of bridging the two games. This one's a bit over the edge guys.
Locked for breaking... well, pretty much all the rules.
- CCP Falcon |

Bi-Mi Lansatha
The Scope Gallente Federation
138
|
Posted - 2013.05.16 07:37:00 -
[264] - Quote
Sven Viko VIkolander wrote:... Remove clone costs and remove the skill loss penalty altogether, as they hurt new players in particular... As a newish player, clone cost are irrelevant. The cost of ships and modules far outweigh clone cost.
This is an issue for toons with higher skill points... and significantly higher clone costs.
|

LT Alter
TunDraGon Drunk 'n' Disorderly
91
|
Posted - 2013.05.16 07:49:00 -
[265] - Quote
Can we get auto warnings when our clones have been surpassed in skill points, or when the skill we just queued will surpass our current clone limits. Losing SP and clones like his in the first place seems as a pointless mechanic overall, I just feel it should be more obvious when things like your skill points are at stake. |

MainDrain
7th Deepari Defence Armada Apocalypse Now.
207
|
Posted - 2013.05.16 07:55:00 -
[266] - Quote
This is probably not the point of the thread but the wording "skill points kept" seems clunky to me, maybe the word preserved, or maybe a phrase to indicate the amount of storage space the clone has (it's capacity in SP) |

Shugga Ditz
Chaos Army
8
|
Posted - 2013.05.16 10:35:00 -
[267] - Quote
This rocks.
Like you say 30% is a start :o)
To be honest I think clone costs should be removed completely - the cost is (and should be) in the implants.
Some ideas though:
1. Maybe something tying bounties to clones could happen? If you get killed with a bounty on your head, you have to clear the bounty to buy a new clone (up to some respectable limit?)
2. Tie the clone cost to the amount of time since the clone was activated. If you died yesterday, getting podded is cheap. If your clone has been alive 3 months you pay the full price. This would allow my high skilled FW pilot that gets podded erryday to not be such a drain on my wallet, whereas my main that gets podded once a year still stings.
Anyhow much pleased with the change - thanks dudes!!
SK |

Tetania
Wildly Inappropriate Goonswarm Federation
24
|
Posted - 2013.05.16 11:00:00 -
[268] - Quote
It's nice to see this issue getting some attention. I'm one of many pilots who started out in eve making progression decissions based on Everquest / WoW logic, heading straight for my first Battleship with terrible fitting skills etc. Lately I find far more enjoyment in the little ships sub BC. But my clones cost more than the hulls + fits in most cases.
I don't know if totally removing clones is viable I assume from a design perspective you want to impart a sense of value in an older more skilled character. If clone costs can't go away totally what about a one off clone cost as you pass thresholds in training to enable any farther training in that clone? Once paid individual clone losses are free until you need to make another milestone purchase. |

Bubanni
ElitistOps Pandemic Legion
691
|
Posted - 2013.05.16 11:12:00 -
[269] - Quote
Clone prices below the 93.5 mil clones has always been fine, but they start to get out of hand over 120 mil sp... the problem is really the almost double up in price per clone grade, Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Niko Lorenzio
United Eve Directorate
248
|
Posted - 2013.05.16 11:12:00 -
[270] - Quote
Great. This is the # 1 reason why I don't venture into nullsec more casually as much as I used to in my early days. My blank clone is 6x the cost of the ship I would mess about with. |

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 |

Beckett Firesnake
Babylon Knights Test Alliance Please Ignore
6
|
Posted - 2013.05.17 11:07:00 -
[301] - Quote
I don't have problem with the clone cost... I have a problem with the time between to cone jumps. Please think about a skill that would reduce the time between two clone jumps by 10% per level or even 5%!! It would be so great! |

Daedra Blue
Atomic Biohazard
33
|
Posted - 2013.05.17 16:16:00 -
[302] - Quote
Corey Fumimasa wrote: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.
Reducing impact of spending YEARS to train, will dilute the potential feel of more powerful character. Something EvE is already lacking due to tearing. Improvement is limited due to this as two people with a 3M SP chars in Assault frigs, can easily smack the living hell out of some 120M sp BS pilot. and at around 5M sp both pilots have the same advantages at frigate levels. So what are you talking about here? Veterans just have more options not wild power. That's why skills affect tiers of ships and don't collectively stack up. only a hand full of skills affect what you do at any one time.
On the side note here's one for ya.
Imagine you pod somebody. And that somebody had a set of implants. Now imagine that pod would randomly destroy some of the implants like ships randomly destroy modules. And you could scoop up the body, and use it as your clone instead, and replace the missing implants, hey here's a almost full slave set..... that'll stirr up some clone markets and some pod hunters. |

Edward Pierce
GoonWaffe Goonswarm Federation
49
|
Posted - 2013.05.17 16:53:00 -
[303] - Quote
Daedra Blue wrote:Corey Fumimasa wrote: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. Reducing impact of spending YEARS to train, will dilute the potential feel of more powerful character. Something EvE is already lacking due to tearing. Improvement is limited due to this as two people with a 3M SP chars in Assault frigs, can easily smack the living hell out of some 120M sp BS pilot. and at around 5M sp both pilots have the same advantages at frigate levels. So what are you talking about here? Veterans just have more options not wild power. That's why skills affect tiers of ships and don't collectively stack up. only a hand full of skills affect what you do at any one time. I think he's just trolling us. Either that or he is just that dumb and shouldn't be taken seriously.
It's probably best to just ignore him either way, quoting him just gives his stupid ideas some level of validity and promotes further bad-posting. |

Corey Fumimasa
Kiith Paktu Curatores Veritatis Alliance
492
|
Posted - 2013.05.17 17:15:00 -
[304] - Quote
Edward Pierce wrote:Daedra Blue wrote:Corey Fumimasa wrote: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. Reducing impact of spending YEARS to train, will dilute the potential feel of more powerful character. ... edit for space... I think he's just trolling us. Either that or he is just that dumb and shouldn't be taken seriously. It's probably best to just ignore him either way, quoting him just gives his stupid ideas some level of validity and promotes further bad-posting.
I'm not trolling anyone Edward; I have an interest in games and game theory, and so I enjoy talking about them. And the great thing about forums is that you don't actually need to respond to me to make your position known.
As for Daedra's point of "Reducing impact of spending YEARS to train, will dilute the potential feel of more powerful character."
Grinding levels, Gold, ISK, or Skills in order to "feel" powerful is a theme park idea. It has no place in the head to head competition of Eve. -áKick ass soundtrack and Eve Pewpew http://www.youtube.com/watch?v=Gvc4KljpRGI |

Daedra Blue
Atomic Biohazard
33
|
Posted - 2013.05.17 17:42:00 -
[305] - Quote
Corey Fumimasa wrote:Edward Pierce wrote:Daedra Blue wrote:Corey Fumimasa wrote: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. Reducing impact of spending YEARS to train, will dilute the potential feel of more powerful character. ... edit for space... I think he's just trolling us. Either that or he is just that dumb and shouldn't be taken seriously. It's probably best to just ignore him either way, quoting him just gives his stupid ideas some level of validity and promotes further bad-posting. I'm not trolling anyone Edward; I have an interest in games and game theory, and so I enjoy talking about them. And the great thing about forums is that you don't actually need to respond to me to make your position known. As for Daedra's point of " Reducing impact of spending YEARS to train, will dilute the potential feel of more powerful character." Grinding levels, Gold, ISK, or Skills in order to "feel" powerful is a theme park idea. It has no place in the head to head competition of Eve.
Sorry to burst your bubble but eve is a sandbox, not a head to head competition. Especially not a FAIR head to head competition. Much like CCP Soundwave pointed out that although people organize tournaments, there is no real place for them in EvE, because there is no safe place in EvE to guarantee Fairness, because Fairness is not one of EvE's principles.
If you had any notions about design principles, it is mandatory that a improvement feels like an improvement to drive progression otherwise nobody would bother training 36 days for 1% more. Better needs to feel better. Investment of time and effort has to translate into a proportionally improvement. Also last time i checked "Grinding levels, Gold, ISK, or Skills in order to "feel" powerful is a theme park idea" was the whole point of an MMO, an MMO is a theme park for entertainment.
I'm really curios what is EvE to you? Cause EvE is many things to many people, but your view of it is pretty weird. I don;t know if you deliberately choose not to see some sides of EvE or you don;t really know EvE enough. |

Corey Fumimasa
Kiith Paktu Curatores Veritatis Alliance
492
|
Posted - 2013.05.17 18:47:00 -
[306] - Quote
Daedra Blue wrote: Sorry to burst your bubble but eve is a sandbox, not a head to head competition. Especially not a FAIR head to head competition. Much like CCP Soundwave pointed out that although people organize tournaments, there is no real place for them in EvE, because there is no safe place in EvE to guarantee Fairness, because Fairness is not one of EvE's principles.
Eve is a sandbox in which players have many options to make themselves feel power and control. You can set your own goals to get there but other players always have the option to thwart you. That is where the feeling of power comes from in Eve, setting and achieving ones own goals in spite of others trying to stop you. The idea that just participating in the game will eventually lead to feeling powerful is more akin to entertainment and theme park "games."
One of the most common arguments that Clone costs should be removed is that they are not fair to older players. I agree with you that Eve is not designed to be fair.
Daedra Blue wrote: If you had any notions about design principles, it is mandatory that a improvement feels like an improvement to drive progression otherwise nobody would bother training 36 days for 1% more. Better needs to feel better. Investment of time and effort has to translate into a proportionally improvement. Also last time i checked "Grinding levels, Gold, ISK, or Skills in order to "feel" powerful is a theme park idea" was the whole point of an MMO, an MMO is a theme park for entertainment.
Better needs to be better, the feelings created by Eve are about real values, both success and loss. Theme parks try to make people feel good about accomplishing something that is in actuality very simple, grinding levels or SP is a good example. Eve makes people feel good because of actual achievement; outsmarting a foe or escaping an enemy or figuring out a complicated logistics problem.
Its true someones goal might be to come to Eve and learn all the skills, that's a great goal. But there is no reason to make that goal free of all consequence, as with all achievement some doors open and others close. The neat thing about Eve is that if one door closes you can roll another char up and try again.
Daedra Blue wrote: I'm really curios what is EvE to you? Cause EvE is many things to many people, but your view of it is pretty weird. I don;t know if you deliberately choose not to see some sides of EvE or you don;t really know EvE enough.
Eve to me is an experiment to see if an artificial world can be as rich and fulfilling as the "real" world. This is a strange idea, it is not mine, http://www.youtube.com/watch?v=rD9b4AJn8GU 3:30. It is however why I log in and participate. -áKick ass soundtrack and Eve Pewpew http://www.youtube.com/watch?v=Gvc4KljpRGI |

Electra Magnetic
Hard Knocks Inc.
5
|
Posted - 2013.05.17 22:28:00 -
[307] - Quote
Id personally rather see insurance that pony's up to the cost of t1 and t2 (especially) ships and their modules.
Spending hundreds of hours grinding rats or missions just so you can buy a fancy t2 and get 10% of your investment back when it gets blown up dont make sense. |

Solhild
Republic Military School Minmatar Republic
1003
|
Posted - 2013.05.18 23:40:00 -
[308] - Quote
I will take one of my main characters into danger using a non-augmented jump clone if the clone is free. I've paid for the clone with 5 years of subs. Until this happens, I won't bother risking the s.p. loss etc. (that's a complete gonad of a game mechanic). |

Adunh Slavy
813
|
Posted - 2013.05.20 13:55:00 -
[309] - Quote
Make clones free and no SP loss ever.
Players pay their sub and then also have to click on some silly button to protect what they paid for is a pretty poor way to treat customers. It's not PVP risk, it's GUI risk. |

Edward Pierce
GoonWaffe Goonswarm Federation
49
|
Posted - 2013.05.20 20:25:00 -
[310] - Quote
Corey Fumimasa wrote:The neat thing about Eve is that if one door closes you can roll another char up and try again. I knew you were a troll... |

Alundil
Seniors Clan Get Off My Lawn
194
|
Posted - 2013.05.20 22:01:00 -
[311] - Quote
This is a nice first step. I look forward to even further improvements in the clone mechanics.
I am sure that I'm not the only one who would love to see the following things; 1. Reduced/eliminated cool-down when switching between jump clones (could look into cost per JC activation as I saw another poster mention).
2. Ability to jump clone within the same station without destroying a jump clone if one is already present (see above - could be a cost to jump into a clone in the same station, something along the lines of "Scotty the Engineer needs to free up a clone vat capsule" or something).
3. Ability to jump clone into and out of w-space. Either from a POS Clone Vat bay or a Rorq clone vat bay. These things must be the most underused POS mods and capital mods in the game.(This has been requested numerous times over the years - but wh combat gang compositions change rapidly depending on who you might be fighting or expecting to fight or what effects the wh you're planning a fight in has - jumping out to some empire location, to the JC, possibly on the other side of the universe from the location you found then slow boating back means that JCs aren't used to their full potential by worm-holers).
These next few are not necessarily tied to clones per se. 4. Ability to alter the implants plugged in both to jump clones and the existing "active clone." This could be accomplished through the use of a skill (similar to reverse engineering) granting a % chance to succeed at removal of the implant in a functional state. This same skill could leveraged to harvest implants from corpses.
5. Clone implant harvesting (see #4). |

Adeleine
Sateenvarjo
2
|
Posted - 2013.05.21 12:37:00 -
[312] - Quote
+1 on removing the clones!
They are extra isk sink and extra death penalty. They are not required game mechanics; Theres plenty of isk sink and death penalty in eve pvp.
They are adding to the risk factor when older charecters want to do frigate pvp. Risk factors guide player behaivior; not to increase more expencive ships to field but by older charecters not participating in pvp. And that means less players in game and thats not a good thing in sandbox.
We are allready paying to play. How many times we have to pay? We have ships to buy & blow up in. Thats FUN that belongs into GAMES that are played on free time. Extra taxes for playing a long time and training your charecter are not fun and dont belong to games that are played on free time.
- Ade, ship was 1,7mil and the pod was 4,7mil... I rather spend the plex monies to something else; or some other game.
|

Barrogh Habalu
Imperial Shipment Amarr Empire
464
|
Posted - 2013.05.21 12:57:00 -
[313] - Quote
Adunh Slavy wrote:Make clones free and no SP loss ever.
Players pay their sub and then also have to click on some silly button to protect what they paid for is a pretty poor way to treat customers. It's not PVP risk, it's GUI risk. While I'm always for any removal of "PvI" (...versus interface) elements from any game, clones aren't purely GUI factor due to them having objective cost. I'm all for implementing something like clone update menu popping up automatially after podding or adding warning for when you are about to undock with insufficient clone (we even have them for insufficient cargo space when taking on distribution missions, dammit), but costs are different matter altogether. And before I get flamed, yes, I think that such GUI elements must be customizable at least in terms of them being enabled/disabled.
Then again, seeing how those are going down, who knows what CCP will eventually do. |

Jalson
Blueprint Haus Get Off My Lawn
0
|
Posted - 2013.05.21 16:03:00 -
[314] - Quote
Alundil wrote:This is a nice first step. I look forward to even further improvements in the clone mechanics.
I am sure that I'm not the only one who would love to see the following things; 1. Reduced/eliminated cool-down when switching between jump clones (could look into cost per JC activation as I saw another poster mention).
2. Ability to jump clone within the same station without destroying a jump clone if one is already present (see above - could be a cost to jump into a clone in the same station, something along the lines of "Scotty the Engineer needs to free up a clone vat capsule" or something).
3. Ability to jump clone into and out of w-space. Either from a POS Clone Vat bay or a Rorq clone vat bay. These things must be the most underused POS mods and capital mods in the game.(This has been requested numerous times over the years - but wh combat gang compositions change rapidly depending on who you might be fighting or expecting to fight or what effects the wh you're planning a fight in has - jumping out to some empire location, to the JC, possibly on the other side of the universe from the location you found then slow boating back means that JCs aren't used to their full potential by worm-holers).
These next few are not necessarily tied to clones per se. 4. Ability to alter the implants plugged in both to jump clones and the existing "active clone." This could be accomplished through the use of a skill (similar to reverse engineering) granting a % chance to succeed at removal of the implant in a functional state. This same skill could be leveraged to harvest implants from corpses.
5. Clone implant harvesting (see #4).
+1 to all of these!!!
I completely understand and agree with the reason for having a cool-down between jumpclones, would be nice if it was more like 12-18 hours though.
Clone implant harvesting to me is just a logical step.....would create a better reason to want to pod someone other than just for lols
|

Jake Rivers
Senex Legio Get Off My Lawn
159
|
Posted - 2013.05.21 17:22:00 -
[315] - 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
My concern has never been the cost of the clone itself, usually I have implants in my clones that are worth more than the upgrade costs.
What I hate, and I am sure I am not in the same boat, if I use a jump clone to go to another region of space for a single night of activity, my toon is essentially unplayable for the following night because of where it ended up the previous night due to the single minded cooldown timer of 24 hours for the jump clone. I am sure the original thought in this cooldown was not to put a player out of the game for a day, but that is what it does.
We need a skill to reduce the timer so players can more freely use the jump clones, or charge a fee for jump cloning early or anything that is less than 24 hours.
Why not allow multiple clones in the same station? Nothing worse than jumping in a rush and not thinking that the warning message you just ignored destroyed your best set of implants. -p Senex Legio Recruiter Team |

Rual Storge
Caldari Provisions Caldari State
11
|
Posted - 2013.05.22 13:13:00 -
[316] - Quote
YESSSS!!! Only 45 mil clones for sabre'' ing instead of 80 mils!! Go go CCP!!! |

Viger
Blueprint Haus Get Off My Lawn
5
|
Posted - 2013.05.22 16:00:00 -
[317] - Quote
Alundil wrote:This is a nice first step. I look forward to even further improvements in the clone mechanics.
I am sure that I'm not the only one who would love to see the following things; 1. Reduced/eliminated cool-down when switching between jump clones (could look into cost per JC activation as I saw another poster mention).
2. Ability to jump clone within the same station without destroying a jump clone if one is already present (see above - could be a cost to jump into a clone in the same station, something along the lines of "Scotty the Engineer needs to free up a clone vat capsule" or something).
3. Ability to jump clone into and out of w-space. Either from a POS Clone Vat bay or a Rorq clone vat bay. These things must be the most underused POS mods and capital mods in the game.(This has been requested numerous times over the years - but wh combat gang compositions change rapidly depending on who you might be fighting or expecting to fight or what effects the wh you're planning a fight in has - jumping out to some empire location, to the JC, possibly on the other side of the universe from the location you found then slow boating back means that JCs aren't used to their full potential by worm-holers).
These next few are not necessarily tied to clones per se. 4. Ability to alter the implants plugged in both to jump clones and the existing "active clone." This could be accomplished through the use of a skill (similar to reverse engineering) granting a % chance to succeed at removal of the implant in a functional state. This same skill could be leveraged to harvest implants from corpses.
5. Clone implant harvesting (see #4).
+1 follow me on twit : -á @viger1 |

Adunh Slavy
835
|
Posted - 2013.05.23 02:06:00 -
[318] - Quote
Rual Storge wrote:YESSSS!!! Only 45 mil clones for sabre'' ing instead of 80 mils!! Go go CCP!!!
+1 for the encouragement of sarcasm aimed at truth. |

James Amril-Kesh
4S Corporation RAZOR Alliance
5146
|
Posted - 2013.05.23 03:00:00 -
[319] - Quote
Alundil wrote:2. Ability to jump clone within the same station without destroying a jump clone if one is already present You can already do this. It generally helps to have an understanding of game mechanics when you're trying to suggest changes to developers, otherwise you end up looking like you don't know what you're talking about and it diminishes the rest of what you're trying to say, however valid. -áMy (mostly boring) Youtube channel. |

Kagura Nikon
Mentally Assured Destruction Whores in space
344
|
Posted - 2013.05.23 11:00:00 -
[320] - Quote
Electra Magnetic wrote:Id personally rather see insurance that pony's up to the cost of t1 and t2 (especially) ships and their modules.
Spending hundreds of hours grinding rats or missions just so you can buy a fancy t2 and get 10% of your investment back when it gets blown up dont make sense.
If you woudl get 100% back it woudl not make sense to blow thing up!
There needs to be some serious damage when you kill someoen's ship. |

sq0
The Scope Gallente Federation
22
|
Posted - 2013.05.23 11:16:00 -
[321] - Quote
I find whole clone ugrade thing as a nuisance simillar to buying fuel for ships or going to toilet with orc warrior or stuff like that. |

Freighdee Katt
Center for Advanced Studies Gallente Federation
152
|
Posted - 2013.05.24 17:57:00 -
[322] - Quote
I've suggested this before, and I'll suggest it again now: Just give us clone insurance. Problem solved.
You can keep the price for clone insurance the same as the current price for clones, or raise it, or lower it, whatever. But the difference would be that with clone insurance you just pay one insurance premium to cover the entire term of 90 days, or whatever the term is set to be, and then you pay no other cost no matter how many times you get podded during the term of your insurance.
That way higher SP players still have a bigger ISK sink to fill, but that cost does not discourage them from doing what they want to do just because it might involve getting podded. You still stand to lose SP if you undock without clone insurance, which means people still will need to pay it, so it's still there as an ISK sink. But the difference is it imposes an ISK sink without distoring player behavior. As long as you're insured, you can do what you want and it's all the same.
Clone insurance also would be a more reliable, scalable, and probably deeper ISK sink, since it requires people to pay every time the term expires, as long as they are flying the clone. With clone costs as they are now, the ISK sink seems like a big deal on paper, but in practice it is largely impotent, since people with very high SP actually just avoid doing things that could result in clone loss, meaning they may go years or forever without ever buying a clone. |

Tonto Auri
Vhero' Multipurpose Corp
197
|
Posted - 2013.05.26 02:28:00 -
[323] - Quote
As long as your basic clone cost more than your ship, you're not going to notice any change. The two most common elements in the universe are hydrogen and stupidity. ---áHarlan Ellison |

TekGnosis
Rules of Acquisition Acquisition Of Empire
14
|
Posted - 2013.05.26 05:10:00 -
[324] - 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 not sure how this will be measured, but I'm going to add +1 in this thread. Most of the rebalanced ships that I want to go whelp are about the same cost as my clone after fitting, which adds another 'barrier to entry' for going out and blowing up ships.
Getting podded should cost you isk if you chose to use implants, which are a balanced force multiplier by themselves. if I want to go do a T1 frig roam in an empty clone it should only cost the gear i strap on. While rich players will take this 30% and just frost that much more in the fit, a lot of other people (like myself) will whelp more ships if the cost of clones is removed/drastically reduced.
Please use another mechanic as an isk sink and remove this old crusty one that reduces spontaneous PVP in cheap ships for mid/high SP characters.
Thank you. |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
181
|
Posted - 2013.05.27 08:14:00 -
[325] - Quote
I've been mulling the idea that perhaps we can buy blank clones at certain grades that we can decant aspects of our 'in-game' consciousness into, so for example lets pretend that I am a highly skilled character that can do just about everything, but I fancy going on a frigate roam in null.
To do this I buy a blank clone with a 5 mill sp limit for a couple of hundred thousand isk, then I load in skills that I have already trained from my main clone that can do everything that I want.
I fill up the 5 million sp limit with things like the correct frigate skill to 5, controlled bursts, gunnery, afterburner to 5 etc, etc. Then I clone jump into that and go for my roam. If I get podded I wake up in the normal way in my main clone none of the worse for wear.
The obvious advantage is the clone is now cheaper than the frigate I am flying, I probably won't install implants in my 'frig combat clone' so my training time will suffer, but I will be able to comfortably have fun in my frigate by giving up lots of versatility that comes from having a highly skilled main clone. If we include a limit to how often you can jump into these clones similar in nature to the jump clone mechanic (reduced in time by infomorph psychology skill perhaps) then it would reduce abuses.
E.g. my fleet needs an jump carrier pilot, but I've already jumped into my frig combat clone and have a cool down period of half a day or so left, so I cant re-jump into my main and help my corp with their jump freighter needs.
I think CCP is going towards something of this nature as we've had hints of a similar ability in the Jita 4-4 chronicle. I like the idea of having a mining clone that only has the skills I need to fly a barge and mine in null that is as disposable as a cheap frig. I might do more low/null sec mining then...
All other aspects of clone life should remain, for example if you are out and about in your main clone and don't update it then you should lose sp if you get podded etc. Tiericide is tiers by another name. |

Mag's
the united Negative Ten.
14782
|
Posted - 2013.05.27 09:13:00 -
[326] - Quote
I really don't think clone costs are a good mechanic. Their poor ISK sink potential, doesn't justify their existence either.
Risk and consequences should be there, but I already decide those with the ship and implants I fly with. The only consequence clone costs give, are to say the longer you train, the more it will cost.
This mechanic punishes Null players, far more than low and high sec. As well as costing far more than that frig you're flying. Bad mechanic is bad.
30% is a start, but a rather weak one at that. A flat rate cost could be then answer, we shall see.
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

Claire Raynor
NovaGear Limitless Inc.
120
|
Posted - 2013.05.27 09:27:00 -
[327] - Quote
Freighdee Katt wrote:I've suggested this before, and I'll suggest it again now: Just give us clone insurance. Problem solved.
You can keep the price for clone insurance the same as the current price for clones, or raise it, or lower it, whatever. But the difference would be that with clone insurance you just pay one insurance premium to cover the entire term of 90 days, or whatever the term is set to be, and then you pay no other cost no matter how many times you get podded during the term of your insurance.
That way higher SP players still have a bigger ISK sink to fill, but that cost does not discourage them from doing what they want to do just because it might involve getting podded. You still stand to lose SP if you undock without clone insurance, which means people still will need to pay it, so it's still there as an ISK sink. But the difference is it imposes an ISK sink without distoring player behavior. As long as you're insured, you can do what you want and it's all the same.
Clone insurance also would be a more reliable, scalable, and probably deeper ISK sink, since it requires people to pay every time the term expires, as long as they are flying the clone. With clone costs as they are now, the ISK sink seems like a big deal on paper, but in practice it is largely impotent, since people with very high SP actually just avoid doing things that could result in clone loss, meaning they may go years or forever without ever buying a clone.
With respect to the above posting. CCP - Plesae consider making it so that the Corp itself can take out a monthly Insurance for it's pilots - that can come off the Corp Billing system.
This could be easy for us to use - could make Player Corps more attractive than NPC corps - and wouldn't hurt us that much as we make tons of money - and it would enable us to offer our people a better incentive.
Following on from Mag's Post - yes - a flat rate fee would be good too - scaled with membership? |

Mag's
the united Negative Ten.
14783
|
Posted - 2013.05.27 10:08:00 -
[328] - Quote
Claire Raynor wrote:
With respect to the above posting. CCP - Plesae consider making it so that the Corp itself can take out a monthly Insurance for it's pilots - that can come off the Corp Billing system.
This could be easy for us to use - could make Player Corps more attractive than NPC corps - and wouldn't hurt us that much as we make tons of money - and it would enable us to offer our people a better incentive.
Following on from Mag's Post - yes - a flat rate fee would be good too - scaled with membership?
Yea making it a corp based mechanic could work with either of those ideas, much like a tax. But there should be safe guards in place, in case the corp doesn't pay. This could be a deposit made by each player, to guarantee clone replacement in case of none payment.
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

Cardano Firesnake
Babylon Knights Test Alliance Please Ignore
77
|
Posted - 2013.05.27 17:25:00 -
[329] - Quote
I think the problem is for the very high Skilled characters. So it would be more interestening to revamp the price curve instead to just reduce the prices. Needless to speak about the implants.
But, the jump clone timer is to me a bigger problem, and I continue to ask a skill that reduce the timer by 10% per level....
|

Diesel47
Bad Men Ltd.
649
|
Posted - 2013.05.28 00:56:00 -
[330] - Quote
Marlona Sky wrote:Just remove them completely and move the ISK sink somewhere else related to the cost of ships. That way it scales on the ship risked in combat instead of how long the player has been subscribed to the game. I wrote an article on why clone costs need to be removed completely HERE. Of course ignore the idea of the insurance removal in it.
Quoted so CCP can see it better.  |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3457
|
Posted - 2013.05.28 09:01:00 -
[331] - Quote
Dust Bunnies don't pay more for better clones. With Planetary Conquest they just pay for clones or the infrastructure to produce them. I wonder if there's a way to do the same for capsuleers?
I'd prefer to see player-built clones in the market, with capsuleers switching to the DUST style of clone system: you buy a bunch of clones, stick them at a medical facility of your choosing, and your respawns are free just as long as that supply of clones is available. At some point you'll run out of clones and fall back to your medical insurance clone, which is provided for you at cost as per the current system.
I'd also like to see the removal of the distinction between "medical clone" and "jump clone". You would just have a bunch of clones over here, a bunch of clones over there, and some of them happen to have implants fitted. It would also be nice to be able to fit implants to clones in bulk, so I could have a stock of "interceptor piloting" clones over there in FW space, a stock of "hisec arazu" clones over there in hisec where I keep getting killed in wardecs, and a stock of "ultimate explorer" clones.
Then when I get podded I have the opportunity to choose which stock of clones to reactivate into. Well, perhaps I make a decision before I get podded about which stock of clones to use, and the current process of activating a jump clone instead becomes the process of selecting which clones I get reanimated from when I die (not unlike selecting a fitting before spawning in DUST).
Sure, keep a timer on how long I can switch clone types i.e.: infomorph psychology impacts how quickly I can switch from one head full of implants to another, or one cloning facility to another. I can live with some kind of backstory about capsuleer clones being far more complex than DUST clones (mostly due to the neural linkages to our spaceships and the magic of implants & hardwirings, rather than just being another meat bag with a fancy cranial implant).
Day 0 advice for new players: Day 0 Advice for New Players |

Zeta Kalin
Large Rodent Hunters
3
|
Posted - 2013.05.28 14:37:00 -
[332] - Quote
Draqone an'Alreigh wrote:The cost of the clones does not need to be lowered (it's not a bad move if it is though) however the main issue is the cost of implants which is the main detrimental factor for PvP.
Allow us to jump into a jump clone that is at the same station for an ISK fee even if we have a JC timer already running. Jumping into same-station clone could reset the timer and the ISK fee could be equal to a 20% of a medical clone cost. This change would really make the decision to participate in PvP easier.
Thousands of people PvPing in billion ISK pods disagree. The cost of implant just make it that people mostly use cheap ones in 0.0 which is perfectly fine, however they have no way to mitigate the cost of clones save not going to 0.0. |

Fyrkraag
The Knights Templar
9
|
Posted - 2013.05.29 23:15:00 -
[333] - Quote
I am a dictor pilot with 102 million skill points. I +1 these changes :)
|

0racle
Galactic Rangers R O G U E
24
|
Posted - 2013.05.31 08:36:00 -
[334] - Quote
Fyrkraag wrote: I am a dictor pilot with 102 million skill points. I +1 these changes :)
So say we all. |

IIshira
School of Applied Knowledge Caldari State
114
|
Posted - 2013.06.01 17:08:00 -
[335] - Quote
I haven't scrolled though all the posts so forgive me if this was brought up previously....
People gripe about the cost of a clone after being podded but it's usually significantly less than the cost of implants.
Okay it costs 5 mil ISK for a 42 mil SP clone, 20 mil ISK for a 92 ml SP pilot and 30 mil ISK for an 120 mil SP pilot. This is about half the cost of two +4 learning implants.
People like to talk about the 150 mil ISK cost for a 450 mil SP clone... Who has 450 mil SP? I'm not saying they're no pilots out there that need a 450 mil SP clone but it's not the norm. Even an 156 mil SP clone only costs 45 mil ISK.
You might argue well a clone is required but implants are not. This is true but who wants to gimp their training time that badly. Not doing either results in a significant loss of SP. Even when I fly in nullsec and know I'm going to get podded a lot I have two +3's.
Of course I'm talking about pilots that are cheap and only have two learning implants installed. Anyone that looked at killboards knows that many pilots have more than just that. |

Kusum Fawn
State War Academy Caldari State
319
|
Posted - 2013.06.01 17:31:00 -
[336] - Quote
pod costs are the drawback of pilot flexibility.
If you really arent ever going to fly anything but those dictors, then you can stop training and just fly dictors. Max skill the relevant frigate skills and stop.
but you arent. and are complaining about it. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|

Reaver Glitterstim
Dromedaworks inc Tribal Band
532
|
Posted - 2013.06.01 18:26:00 -
[337] - Quote
The problem is not that they cost too much across the board, it is that the costs go up faster than the SP they cover.
The exponential rate of SP stored on the clone is about 1.3, a 30% increase from each clone grade to the next (compounding). But the exponential cost increase is much higher. It starts around 1.4 but goes up past 1.5 around midway, and goes back down towards the top.
The clone grade Omega costs 11.5 times as much per skillpoint as does the clone grade Beta.
New players who don't know how to make money can easily pay for their med clones with some excess ISK they accidentally made shooting a couple of highsec belt rats. Now I do feel that new pilots should have cheap med clones so they can go die several times and learn how to PVP, but also the price should be enough for them to feel it. That way it won't come as a surprise later when med clones start costing ISK.
Middle-aged players like me have a pretty fair med clone cost. I'm at clone grade Rho, and while the cost of my med clones is annoying, it serves to make me think twice before flying blindly into a suicide fight and also encourages me to fly something that cost more than pocket lint. I'm not a baby pilot anymore, this is how it should be.
But older players have to pay out an arm and a leg just to cover the med clone. It's extortion, and makes a lot of them not want to play as much. We need them in our fleets!! Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

John 1135
49
|
Posted - 2013.06.01 22:04:00 -
[338] - Quote
Charlie Jacobson wrote:No, sorry. Isk sinks remove isk from the game. PvP is a mineral sink. But even a low insurance payout is an isk faucet because it creates isk out of thin air. The isk you spend on buying ships go to other players, so apart from the broker's fee and sales tax, it is not removed from the game. Nearly. Insurance can expire (e.g. due to timeout or repackaging the ship) and that is indeed a sink. Unexpired collected insurance is an ISK font as you say. IMO Eve needs more ISK sinks.
Charlie Jacobson wrote:EDIT: On the subject of lower clone costs. I too would love to see them completely removed, or at least greatly reduced for the high SP clones so that older players were not punished for wanting to fly small stuff. In my opinion the most expensive clone shouldn't cost more than 10mil. I like the high cost of death in Eve. The high cost of death creates a dramatic tension that other games lack. What do you want? WoW? Where all you lose is a trivial amount of play time? Bubbles and point impose that cost in definite terms, which creates dramatic discouragement to repeated territorial infringement.
I don't want to post a wall of text, but this issue is both complex and at the heart of Eve. CCP please do not let facile analysis erode this central hook; nor crumble to the cries of players. Curve out the high SP clone costs if you need to now that more of the char base are at that level, but please keep death's sting excruciating. |

IIshira
School of Applied Knowledge Caldari State
114
|
Posted - 2013.06.01 22:33:00 -
[339] - Quote
John 1135 wrote:Charlie Jacobson wrote:No, sorry. Isk sinks remove isk from the game. PvP is a mineral sink. But even a low insurance payout is an isk faucet because it creates isk out of thin air. The isk you spend on buying ships go to other players, so apart from the broker's fee and sales tax, it is not removed from the game. Nearly. Insurance can expire (e.g. due to timeout or repackaging the ship) and that is indeed a sink. Unexpired collected insurance is an ISK font as you say. IMO Eve needs more ISK sinks. Charlie Jacobson wrote:EDIT: On the subject of lower clone costs. I too would love to see them completely removed, or at least greatly reduced for the high SP clones so that older players were not punished for wanting to fly small stuff. In my opinion the most expensive clone shouldn't cost more than 10mil. I like the high cost of death in Eve. The high cost of death creates a dramatic tension that other games lack. What do you want? WoW? Where all you lose is a trivial amount of play time? Bubbles and point impose that cost in definite terms, which creates dramatic discouragement to repeated territorial infringement. I don't want to post a wall of text, but this issue is both complex and at the heart of Eve. CCP please do not let facile analysis erode this central hook; nor crumble to the cries of players. Curve out the high SP clone costs if you need to now that more of the char base are at that level, but please keep death's sting excruciating.
I agree... That is one thing that separates Eve from games like WoW... When you die it costs you... Get podded and costs more! In WoW it used to cost gold for repairs if you died in PVP but so many whined about it they changed it. |

Verity Sovereign
Pator Tech School Minmatar Republic
442
|
Posted - 2013.06.02 11:19:00 -
[340] - Quote
Yes, it costs when you die - but you should be able to choose how much you risk.
Ie: cheap vs expensive ship/fit/implants
I think the SP based cost is poor, particularly since the more SP you have, the more ISK per SP you must pay. At low levels, its less than 1 isk per 10 SP, at high levels, its 1 isk per 3 SP. I think the relationship should be the other way around, if at all.
You want a high cost of death? Remove insurance - or limit its terms so that it only covers losses against unlawful attacks against you in high sec space - If concord won't intervene on your behalf, you won't get an insurance payout either. In theory, it could be an ISK sink, but in practice, its a massive faucet...
How many people insure their ships, and then actually let that insurance contract expire without losing the ship? Particularly when you get a pretty good reimbursement from the basic and free insurance.
Remove clone costs, or make the cost per saved SP inversely proportional to Total SP (more total SP, lower cost per SP) Remove the free insurance, possibly place stricter limits on all insurance payouts. |

Robert Saint
Playright
48
|
Posted - 2013.06.02 14:39:00 -
[341] - Quote
WHY PVP is Broken for the rest of us.........
I basically don't PVP with any of my characters at all, due to the following reasons. Bag on them if you'd like, but they are valid and if fixed would fix PVP, as it is certainly broken for many, many players.
Here are some reasons POD/Clone killing should be changed and some ideas for fixing it. These changes would make PVP a much better experience and would give PVP players a lot more targets to shoot at on a regular basis.
The 2 Problems with Clone/POD killing.
1) Destroying a POD is a form of Bullying and feels as such, since the pilot who is killing your POD has no benefit other than kicks to do so. Only Bullies like POD killing, and if you think otherwise, you are a bully! It's like having a friend over the house to play a board game and although he just won, he takes your game piece and crushes it with a hammer. No, I don't want to have that friend over again. I did PVP a couple of times (maybe 6 total in two years of playing) and the one player that did not attempt to destroy my POD after he destroyed my ship was friendly and we had a chat about how I could have done better and how fun the chase was (since I was trying to get away). The other 5 times, the PVP players (gangs really) were just jerks and had no interest in making a friend, just in getting their own kicks, and tried desperately to kill my POD. So if you want to promote MMO type of friendly interactions, fix the POD killing thing.
2) All Implants are lost with the POD kill, so this requires you to be in a jump clone with no implant benefits for battles or risk them each and every time you want to PVP. Sorry, too much ISK involved! Changing to a jump clone means my SP skill time will slow and my other PVE activities will be effected. Too much hassle changing to jump clones, so sorry doesn't work in practice. I am not going to risk (intentionally) 500m to 1 Billion ISK worth of implants just to PVP each and every time. I am totally fine risking my ship.
HOW TO FIX PVP with one simple change. = "MAKE PODS EXTREMELY HARD TO KILL" . Give them +2 warp, give them 20k EHP. If someone wants to kill your POD, make them earn it, and not just an after thought to be a jerk with one volley from a frigate. Don't even bother changing the cost of a clone, just make it harder to lose one. |

SMT008
SnaiLs aNd FroGs Verge of Collapse
596
|
Posted - 2013.06.03 09:34:00 -
[342] - Quote
Robert Saint wrote: 1) Destroying a POD is a form of Bullying and feels as such, since the pilot who is killing your POD has no benefit other than kicks to do so. Only Bullies like POD killing, and if you think otherwise, you are a bully!
I like to bully and savagely kill any pods that I can lock.
Does that make you feel angry ?
Also, I'm not sure CCP wants to favour friendly interactions. EVE is a cold and unlawlful universe, yadda yadda. |

Palamon
Immortalis Inc. Shadow Cartel
9
|
Posted - 2013.06.03 11:18:00 -
[343] - Quote
Can we have some other clones changes too....
Proposed clone changes |

Robert Saint
Playright
48
|
Posted - 2013.06.03 12:58:00 -
[344] - Quote
SMT008 wrote:Robert Saint wrote: 1) Destroying a POD is a form of Bullying and feels as such, since the pilot who is killing your POD has no benefit other than kicks to do so. Only Bullies like POD killing, and if you think otherwise, you are a bully!
I like to bully and savagely kill any pods that I can lock. Does that make you feel angry ? Also, I'm not sure CCP wants to favour friendly interactions. EVE is a cold and unlawful universe, yadda yadda.
I think you're missing the point, but I get it..... eve is whatever? Yet, isn't it more fun to blow real ships up with a bit of a challenge. It's not so much that you don't get to blow up the losers pod, it's really more the fact that you don't even get to blow up his ship, since he isn't even going to PVP with you at all......due to your "Eve is a cold and unlawful universe" vibe that is so common.
Just saying "care-bears" like me really aren't afraid of losing a ship, it's just that we don't want to play with the "Professor Cold-heart's" of the game, unless it's a bit more acceptable to do so. Which means for me at least "not as insulting".......
Since you all use the term Care-bears to describe PVE, it's only fair that you hard core PVP enthusiasts get your own name in the spirit of the cartoon series (yes, I have kids).... |

Reaver Glitterstim
Dromedaworks inc Tribal Band
536
|
Posted - 2013.06.04 09:17:00 -
[345] - Quote
Robert Saint wrote:1) Destroying a POD is a form of Bullying and feels as such, since the pilot who is killing your POD has no benefit other than kicks to do so. Only Bullies like POD killing, and if you think otherwise, you are a bully! It's not always bullying. What about in a huge nullsec battle inside a bubble? People could ignore the pods and just keep killing ships, but they don't. You know why? Because nobody likes slowboating home through nullsec in a capsule. When we go out there to fight, we are meeting adversarial associates, not enemies. We are friends outside of politics. We care about each other. We want the other side to have fun and they want the same for us. Podding everyone is a common courtesy, a sign of valour. The factions who practice basic chivalry such as podding everyone in big fleet fights are the most respected. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

Roxxo I'doCocaine
SlammaJammaBamma
7
|
Posted - 2013.06.05 02:36:00 -
[346] - Quote
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. |

addelee
Low Sec Pharmacies The East India Co.
57
|
Posted - 2013.06.05 16:07:00 -
[347] - 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. |

Mariner6
Agony Unleashed Agony Empire
162
|
Posted - 2013.06.05 16:58:00 -
[348] - Quote
The close cost reduction was nice but that said I really don't want the pain of loss being diminished in this game, though the trend in making scanning stupid easy worries me. I understand the need to make the game accessible to new guys but you know I was a new guy not so long ago and I learned. And learning it was tough but fun. And there are many parts of this game that are still a mystery to me (industry, moon stuff, etc) but one day I'll get around to them if I feel like it.
That said: The cost of loss makes this game awesome.
I like this game hard and painful. PvP in this game is as addictive as any I've played in any game due to consequences and the loss of real time, money, isk, what ever you want to call it. It gets the heart pumping. I like to mess around on sisi from time to time to test stuff. And while PvP there is fun for about 30 minutes it gets boring quick because there is no real sense of loss/win.
I demand the right to ruin someone's day in this game, and at the same time its only fun if someone has the opportunity to do the same to me. Loosing a pod sucks but its a great part of the game to, just a painful one.
Stay hard CCP. Don't get soft on me. |

Chris Tao
Mad Men Inc
3
|
Posted - 2013.06.05 18:49:00 -
[349] - 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 don't know if this will resolve my issue with PvP. But not having to pay 14 mil extra if i want to troll PvP would go along way. |

Freighdee Katt
Center for Advanced Studies Gallente Federation
174
|
Posted - 2013.06.05 19:21:00 -
[350] - Quote
Mara Rinn wrote:I'd prefer to see player-built clones in the market, with capsuleers switching to the DUST style of clone system: you buy a bunch of clones, stick them at a medical facility of your choosing, and your respawns are free just as long as that supply of clones is available. At some point you'll run out of clones and fall back to your medical insurance clone, which is provided for you at cost as per the current system. That is an unbelievably stupid mechanic. The more I hear about DUST, the more I cannot believe how awful it looks next to the other MMOFPS games it competes on the consoles. The last thing we need is for dumb ideas from that game to creep back into EvE. |

Maximus Aerelius
PROPHET OF ENIGMA
129
|
Posted - 2013.06.06 20:44:00 -
[351] - Quote
When are these going be unstickied to give Page 1 back to Player Posts? Odyssey is in and the Feedback and Issues threads are active. Why not replace these with a "Link Sticky" to those two threads?
We all know how lazy we are to go clicking...wait for it...past Page 3 of this Forum section.  My Feature\Idea:-á Fast Character Switching "XP Stylee"
Here's my tear jar > |_| < Fill 'er up! |

Alx Warlord
SUPERNOVA SOCIETY The Nightingales of Hades
477
|
Posted - 2013.06.06 22:23:00 -
[352] - Quote
DROP IT MORE!!!! Or make it dust514 dependent. planets can provide us clones too!!! Please read these! > New POS system > New SOV system |

IIshira
School of Applied Knowledge Caldari State
114
|
Posted - 2013.06.06 23:58:00 -
[353] - Quote
Robert Saint wrote:
1) Destroying a POD is a form of Bullying and feels as such, since the pilot who is killing your POD has no benefit other than kicks to do so. Only Bullies like POD killing, and if you think otherwise, you are a bully! .
This has to be a joke or a troll attempt... If this is a joke or troll it's in very bad taste! There is a real problem with cyber bullying. PVP in Eve is part of the game and not bullying!
You do benefit from podkills with killboard stats....
|

Robert Saint
Playright
52
|
Posted - 2013.06.07 04:05:00 -
[354] - Quote
IIshira wrote:Robert Saint wrote:
1) Destroying a POD is a form of Bullying and feels as such, since the pilot who is killing your POD has no benefit other than kicks to do so. Only Bullies like POD killing, and if you think otherwise, you are a bully! .
This has to be a joke or a troll attempt... If this is a joke or troll it's in very bad taste! There is a real problem with cyber bullying. PVP in Eve is part of the game and not bullying! You do benefit from podkills with killboard stats....
That part was a joke..... sorry if it offended....
I so like the idea of of Pods being harder to kill though. |

Sir Dragon
Einherjar Yggdrasils
22
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Posted - 2013.06.09 06:29:00 -
[355] - Quote
perchance standings driven?
Then what of the Pirates? They could dwell with the NPC pirate factions, thus getting clones there . . I say with some envy. [Lt. Cmdr. Data]: "Perhaps. Perhaps not, sir." [Capt. Picard]: "That's hardly a scientific observation, Commander. "[Data]: "Captain, the most elementary and valuable statement in science, the beginning of wisdom, is, 'I do not know'. I do not know what that is, sir." |

Reaver Glitterstim
Dromedaworks inc Tribal Band
539
|
Posted - 2013.06.09 07:07:00 -
[356] - Quote
Capsules should have 10m signature radius. That would help fix the problem of people with slower connections not being able to warp off before getting locked, and would also possibly make more use for sensor boosters. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

Fyrkraag
The Knights Templar
15
|
Posted - 2013.06.11 10:05:00 -
[357] - Quote
Some noob had the gall to say clone costs were the price to pay for increased pilot flexibility. Why should anyone pay a penalty for increased pilot flexibility? You are only as powerful as what you undock with, and that balance will always be there. This isn't choose-a-class run of the mill MMO here.
The only logical argument for stair-step clone costs is low-income, low-skill pilots can only afford cheap clones. As SP and PVE abilities increase, they can afford more expensive clones. The higher earnings ability of higher skilled players is represented by increased clone cost "skill tax." You could consider this a balancing move. Fine.
However, at some point, I'd say beyond 36 mil, earnings ability do not continue rise. So 50 mil, 100 mil, 120 mil clones do not "gain" more cash at a faster rate simply because there are no more skills remaining in the game that one can possibly take that would do much to increase their earnings ability. Therefore, increasing the "skill tax" without increasing the "earnings" rate from those skills eventually grows out of proportion.
I would like to see the introduction of the Infinite Clone at the location of 50 mil in the clone stair-step model, even though myself is well beyond twice that, because earnings won't really rise to commensurate with the increased costs.
And punishing pilots for flexibility is just plain stupid, the whole point of even downloading and installing this game is for being able to do different things, as well as repeatedly doing the things you like.
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Dr Ted Kaper
Patriot Security Services
17
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Posted - 2013.06.12 21:13:00 -
[358] - Quote
Robert Saint wrote:WHY PVP is Broken for the rest of us.........
I basically don't PVP with any of my characters at all, due to the following reasons. Bag on them if you'd like, but they are valid and if fixed would fix PVP, as it is certainly broken for many, many players.
Here are some reasons POD/Clone killing should be changed and some ideas for fixing it. These changes would make PVP a much better experience and would give PVP players a lot more targets to shoot at on a regular basis.
The 2 Problems with Clone/POD killing.
1) Destroying a POD is a form of Bullying and feels as such, since the pilot who is killing your POD has no benefit other than kicks to do so. Only Bullies like POD killing, and if you think otherwise, you are a bully! It's like having a friend over the house to play a board game and although he just won, he takes your game piece and crushes it with a hammer. No, I don't want to have that friend over again. I did PVP a couple of times (maybe 6 total in two years of playing) and the one player that did not attempt to destroy my POD after he destroyed my ship was friendly and we had a chat about how I could have done better and how fun the chase was (since I was trying to get away). The other 5 times, the PVP players (gangs really) were just jerks and had no interest in making a friend, just in getting their own kicks, and tried desperately to kill my POD. So if you want to promote MMO type of friendly interactions, fix the POD killing thing.
2) All Implants are lost with the POD kill, so this requires you to be in a jump clone with no implant benefits for battles or risk them each and every time you want to PVP. Sorry, too much ISK involved! Changing to a jump clone means my SP skill time will slow and my other PVE activities will be effected. Too much hassle changing to jump clones, so sorry doesn't work in practice. I am not going to risk (intentionally) 500m to 1 Billion ISK worth of implants just to PVP each and every time. I am totally fine risking my ship.
HOW TO FIX PVP with one simple change. = "MAKE PODS EXTREMELY HARD TO KILL" . Give them +2 warp, give them 20k EHP. If someone wants to kill your POD, make them earn it, and not just an after thought to be a jerk with one volley from a frigate. Don't even bother changing the cost of a clone, just make it harder to lose one.
Well point 2 is valid can't pvp and learn quickly at the same time... I can't care less about losing the 20M ISK ship, Or even moving back to a station 20 jumps away, as a matter of fact the 12M ISK clone doesn't even bother me that much. I do care about losing 600M ISK in implants because I took my Vexor out for a spin and landed on a gate camp with insta-locking tornadoes, or flying my incursus into a smart bombing battleship. Sure you can do jump clones but who wants to farm all that standing, and who wants to lose a whole day of accelerated training. That risk is not worth it's reward, why go pvping if its gonna take me a month to mission that ISK back.
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IIshira
School of Applied Knowledge Caldari State
116
|
Posted - 2013.06.14 03:16:00 -
[359] - Quote
It seems many of the posters here are complaining about something people complained about for ages about Eve. The fact that you actually lose something if you die in PVP. Eve is unlike most games in that sense and I hope it never changes. I'm not totally against adjusting the prices of clones but since the cost of two +4 implants is more than what most pay for a clone I think it's not really an issue.
If anyone wants to say that you shouldn't lose implants in Eve if you get podded I say go find another game... That is against everything Eve is based on. Yes getting podded sucks and rightly so!
If you're PVPing in a frigate in nullsec with expensive implants...well you deserve what you get! Eve is about choices and those choices have consequences. Most of them are pretty clear.... Nullsec = bubbles, bubbles = being podded, being podded = implant loss. I think my five year old son could figure that might be a bad choice. If someone wants to whine on the forums about losing ___ hundred million in implants by all means they have the right but that just shows their bad choices. |

Apostrof Ahashion
Viziam Amarr Empire
193
|
Posted - 2013.06.14 06:10:00 -
[360] - Quote
Robert Saint wrote:
HOW TO FIX PVP with one simple change. = "MAKE PODS EXTREMELY HARD TO KILL" . Give them +2 warp, give them 20k EHP. If someone wants to kill your POD, make them earn it, and not just an after thought to be a jerk with one volley from a frigate. Don't even bother changing the cost of a clone, just make it harder to lose one.
Pods are extremely hard to kill outside of 0,0 and bubbles. You can practically insta warp out of the engagement. Its only your fault if you loose the pod in high or low sec as even interceptors with sensor booster need more than 1 sec to lock you.
So dont suck anymore, when you go deep into structure just pick a planet and start spamming warp. As soon as you blow up you will be on your way to safety. |

Shereza
Center for Advanced Studies Gallente Federation
136
|
Posted - 2013.06.14 06:55:00 -
[361] - Quote
While I honestly don't care one way or the other about clone costs given that I can count the number of times I've been podded across all characters and (barely) over 7 years of playing on one hand and, probably, have a digit left over what does concern me effect this might have on the flow of isk out of the game.
As it currently stands having your ship blown up creates isk from nothing while replacing your clone sends isk to that nothingness. If you fly a lot of small/cheap/T2/faction ships, and moreso if you fly uninsured, the net flow will be isk out of the game due to high(er) clone costs. If, however, clone costs are reduced then the threshold for when isk leaves the game will subsequently be lowered.
While everyone loves to have money having too much money in the economy can be a bad thing, especially if the NPC-derived isk that a lot of new players feed off of remains relatively static. Increasing the isk generated by NPC interaction would, in my opinion, be a Very Bad Thing which rather leaves increasing either the amount of isk removed from the game via other, non-clone related NPC interactions or increasing the number of NPC interactions that remove isk from the game.
I would sincerely hope that CCP staff is looking at that aspect of this issue as well as how it affects the willingness of players to engage in "risky" behavior. Speaking solely for myself I'd rather see the price of tritanium rise to 30 isk/unit*1 based on market demand and not because there's too much isk in the economy.
While it's not always the case there is at least the perception that PvP is, at least for the players engaged in it both voluntarily and otherwise, an isk sink. If clone costs are reduced and ship/module costs go up as a result of less isk leaving the economy then it might actually lower the likelihood of players to engage in "risky" behavior as compared to now even if the cost of getting podded was reduced.
*1 - Gross exaggeration for effect. I hope... |

IIshira
School of Applied Knowledge Caldari State
116
|
Posted - 2013.06.14 19:22:00 -
[362] - Quote
Apostrof Ahashion wrote:Robert Saint wrote:
HOW TO FIX PVP with one simple change. = "MAKE PODS EXTREMELY HARD TO KILL" . Give them +2 warp, give them 20k EHP. If someone wants to kill your POD, make them earn it, and not just an after thought to be a jerk with one volley from a frigate. Don't even bother changing the cost of a clone, just make it harder to lose one.
Pods are extremely hard to kill outside of 0,0 and bubbles. You can practically insta warp out of the engagement. Its only your fault if you loose the pod in high or low sec as even interceptors with sensor booster need more than 1 sec to lock you. So dont suck anymore, when you go deep into structure just pick a planet and start spamming warp. As soon as you blow up you will be on your way to safety.
This ^
I don't know how many times I've seen killmails where a solo battlecruiser killed a pod. Without some weird lag spike or something wrong with your internet this should not be possible. I've had my fair share of lowsec losses and not one of them was a pod once I learned out how to get it out. Of course I've been lucky enough not to be killed by smartbombs. |
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