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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Cyrano Buckminster
EVE University Ivy League
0
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Posted - 2013.08.10 17:37:00 -
[481] - Quote
It all sounds good to me. I do have one suggestion, though: the cooldown skill should be named Infomorph Synchronization (as opposed to Synchronizing). |
Arthur Aihaken
The.VOID
112
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Posted - 2013.08.10 19:37:00 -
[482] - Quote
Just make it a -2 hour reduction per skill level and everything else is fine (14 hours max). |
Ines Tegator
Towels R Us
342
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Posted - 2013.08.10 21:48:00 -
[483] - Quote
Perfect as-is. Have my babies.
This will be a 1x skill right? I mean, being able to change clones once per daily gameplay session should be a core feature of the game. I don't really want to sped 2 weeks training for it. - Mission Overhaul - Bridging the PVP / PVE Gap - -áIf the game stops teaching people to fear lowsec, maybe people will start going there? |
James Amril-Kesh
4S Corporation RAZOR Alliance
5724
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Posted - 2013.08.10 23:58:00 -
[484] - Quote
Will Infomorph Synchronizing have any prerequisites? Other than Infomorph Psychology lvl 1 because that would just make sense, but I don't think there's any need to require, say, Infomorph Psychology 5. -áMy (mostly boring) Youtube channel. |
Nazowa
UK Corp RAZOR Alliance
15
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Posted - 2013.08.11 00:10:00 -
[485] - Quote
So you have correctly identified that there is a problem in terms of playability regarding jump clone timers yet you try to "fix" it with a new skill ? So cheap |
Max Zerg
Center for Advanced Studies Gallente Federation
10
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Posted - 2013.08.11 12:35:00 -
[486] - Quote
Dear CCP Rise
Decreasing jump-clones cooldown is a nice gift.
PlayersGÇÖ suggestions in this thread: - Truncate basic interval to 20 hours instead of 24 - Make skill-based delay percentage based (e.g. not 1 or 2 absolute hours per skill level, but 5% or 10% per skill level) are highly reasonable, please, DON'T IGNORE them.
and yes, would you like to know a secret: not everyone plays EVE Online 23.5/7
Thanks |
Lolita Troublemaker
Pator Tech School Minmatar Republic
2
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Posted - 2013.08.11 13:05:00 -
[487] - Quote
Longinius Spear wrote:LetGÇÖs be real here CCP, how could you not know this would go over like a wet pancake?
Your continual release of skills that just make current content less annoying doesnGÇÖt bring anything to the game.
Skills to make ECM slightly less effective, or armor slightly more agile is like teasing us. It doesnGÇÖt address actual problems and looks like you're simply throwing scraps to your players.
Want to make this skill a game changer? Change it to 4 hours per level. THAT would bring content. At max level it would knock it down to 4 hours between clone jumps. A person could roam in a throw away pvp ship for a few hours, die in a fire of pod goo and go back to skilling the rest of the day.
You would have more people not stressing about pod death, more roams, more pvp, more emersion, less people sitting in a station because they are scared to lose millions in implants.
But changing it from 24 to 19 at max level.. is like showing us you can do itGǪ and not actually doing it, just cause. I personally think thatGÇÖs worse.
This states it all. I know I would be able to undock my mains much more thereby having more fun and stimulating the economy by blowing up FAR more often! |
Caleb Ayrania
TarNec Invisible Exchequer
221
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Posted - 2013.08.11 13:21:00 -
[488] - Quote
Lolita Troublemaker wrote:Longinius Spear wrote:LetGÇÖs be real here CCP, how could you not know this would go over like a wet pancake?
Your continual release of skills that just make current content less annoying doesnGÇÖt bring anything to the game.
Skills to make ECM slightly less effective, or armor slightly more agile is like teasing us. It doesnGÇÖt address actual problems and looks like you're simply throwing scraps to your players.
Want to make this skill a game changer? Change it to 4 hours per level. THAT would bring content. At max level it would knock it down to 4 hours between clone jumps. A person could roam in a throw away pvp ship for a few hours, die in a fire of pod goo and go back to skilling the rest of the day.
You would have more people not stressing about pod death, more roams, more pvp, more emersion, less people sitting in a station because they are scared to lose millions in implants.
But changing it from 24 to 19 at max level.. is like showing us you can do itGǪ and not actually doing it, just cause. I personally think thatGÇÖs worse. This states it all. I know I would be able to undock my mains much more thereby having more fun and stimulating the economy by blowing up FAR more often!
Considering that the community is not "perfectly" represented in the forum posting group, its worth noting how much agreement there is regarding this topic..
So many good ideas of things that would actually improve the whole clone mechanic, at least some of them must be possible to consider instead of these endless band aid patchings? Most of the ones mentioned arent even that "huge" a challenge code wise, since its practically already half in, as are so many features it seems..
Also as mentioned more destruction means a lot more content and countering of stock-flation. Also adding some sort of long term isk sink instead of the one time skill costs really should go on the radar as I mentioned in an earlier post.. This is a great point where ccp can tweak many lateral elements at once, it seems stupid not to use the opportunity.
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FT Diomedes
The Graduates RAZOR Alliance
169
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Posted - 2013.08.11 13:32:00 -
[489] - Quote
Please stop adding new skills to make the game less annoying. Just make the game less annoying...
PS - just remove attribute implants completely and and base training times accordingly. |
Smoking Blunts
ZC Industries Dark Stripes
665
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Posted - 2013.08.11 17:49:00 -
[490] - Quote
any chance we can get a skill that reduces the cost of new clones by 10% per lvl?. make it rank 10 or something and 250mil for the book OMG when can i get a pic here
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Dysgenesis
Dhoomcats
12
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Posted - 2013.08.11 18:24:00 -
[491] - Quote
I like both of these skills, the reasoning for reducing Jump clone timer by only 1 hour per level is sound imo. Having just trained Infomorph Psychology to V, I would really like some more clones. |
BugraT WarheaD
63
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Posted - 2013.08.11 21:57:00 -
[492] - Quote
Have you ever think of ... I don't know ... Removing the JC system from the game ? |
Reppyk
The Black Shell
473
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Posted - 2013.08.11 22:27:00 -
[493] - Quote
BugraT WarheaD wrote:Have you ever think of ... I don't know ... Removing the JC system from the game ? +1.
Implants were made to specialize further your toon. 10 jump clones ? That's 110 implants... In my head. And they are part of the "force projection" madness that nobody, even Rise or Fozzie, tried to nerf.
I AM SPACE CAPTAIN REPPYK. -áI AM A LOWSEC GANKER, HIGHSEC SCUM, NULLSEC BASTARD, WORMHOLE INVADER. Welcome to, welcome to, welcome to my scramble. GÖÑ |
James Amril-Kesh
4S Corporation RAZOR Alliance
5724
|
Posted - 2013.08.12 05:21:00 -
[494] - Quote
Reppyk wrote:BugraT WarheaD wrote:Have you ever think of ... I don't know ... Removing the JC system from the game ? +1. Implants were made to specialize further your toon. 10 jump clones ? That's 110 implants... In my head. And they are part of the "force projection" madness that nobody, even Rise or Fozzie, tried to nerf. Because nerfing "force projection" reduces the possibility of large fights, which are a staple of EVE. -áMy (mostly boring) Youtube channel. |
Balzac Legazou
Center for Advanced Studies Gallente Federation
28
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Posted - 2013.08.12 05:33:00 -
[495] - Quote
Victor Rayl wrote:Akturous wrote:Now just add the ability to store all your clones in one station and hot swap them with no or very little cooldown and I'll love you long time. Why not just make implants unpluggable then? Switching implants is the only valid use of your proposal and I'm against it for obvious reasons.
Making them unpluggable would allow you to sell them again, or transfer them to a different character. Allowing JC swaps in-station (with no cooldown) would not.
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Balzac Legazou
Center for Advanced Studies Gallente Federation
28
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Posted - 2013.08.12 05:45:00 -
[496] - Quote
FT Diomedes wrote:Please stop adding new skills to make the game less annoying. Just make the game less annoying...
Move with the times, man. Trolling is the new game design, and waiting is the new gameplay. I hear the next version of Android will cut off all your calls at 30 seconds, until you press an icon and wait 19 days for it to train "Working Properly V". Users are really excited about being given that opportunity to fix... er, I mean interactively improve their phones. |
Caleb Ayrania
TarNec Invisible Exchequer
222
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Posted - 2013.08.12 08:11:00 -
[497] - Quote
One of the things I would really like to replace current jump clone mechanics, is something that takes over from the whole alts usage..
Jump clones should be "unique" new versions of your character, with hyper fast training times boosted by originals level. Thus if your original had level 5 you would get training time 5 times faster on the jump clone. (Maybe JC should not have inject skills not on original)
The clone could be in other corps, but not in npc corps. JC affiliations would be shown as normal in corp history.
With something like this a lot of new mechanics and dynamics could arise, and force projection would be partially nerfed, yet not in a totally disruptive way.
Jumping to clones would have transmission cost based on range and cost of the target clone, thus adding an isk sink that lasts. Base cost to clone jump could simply be the target clones total skill points. Jumping back to "Original" would always be free.
Cool down could be based directly on the clones. So the cool down would depend on the skill points of the Jump Clone. No cool down on the original.
Some added benefits from this line of thinking could be that it would give the mechanic for a mentoring based boosting of training times to new characters linking up with higher skilled corp and alliance members. A mentoring link skill could have 1-5 mentees linked, and boost skill training 10-50% based on skill level difference.
Also letting the Jump Clones be more like a totally different character would be interested in future ideas regarding WiS.
Just a few thoughts, generally without some proper changes to Jump clones I see them merely as a bad fast travel system and reduction of risk of loss regarding implants. |
P J Sapphire
Novaku Inc Rebel Alliance of New Eden
0
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Posted - 2013.08.12 11:37:00 -
[498] - Quote
The Jump portion of changing clones is not really an issue for me. I do not mind 24 hours when I want to change locations. The pain in the ass for me is changing clones in the same station when my corporation or alliance needs me to participate in PVP and I am stuck in an expensive PVE clone. Being able to change the clone every 19 hours is not going to make a hell of beans to many of us. I cannot speak for everyone, but very rarely do I have to relocate from Null to High sec. Living in Null, I spend most of my time on my characters in a clone with zero implants due to the spontaneity of PVP action. Nothing is worse than having a full 100 Million worth of implants in your clone and not be able to switch into your PVP clone to participate in combat when a fleet enters your system or region. Having to just sit there and watch what happens from inside the station is not what I log into Eve to do.
Leave the jump portion at 24 hours if you want, if you think a new skill lowering it to 19 will help, then we can just agree to disagree. The real issue is the changing of implants, or the ability to switch clones in a station at will. If you are not going to allow us to have more than one clone in the same station, and switch between them as developing situations arise, then at least let us unplug implants without them being destroyed. To minimize the impact on the market of implant sales, you can lock unplugged implants to the character they were removed from so that you cannot unplug and trade, or repackage/resell them.
If we could switch implants, then that would allow us to plug in our training implants upon logging off and plug in our PVP/PVE implants when we log back in. That would be AWESOME IMO!!!!
Just my 2 cents |
Zappity
Red Federation RvB - RED Federation
271
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Posted - 2013.08.12 11:46:00 -
[499] - Quote
Or, just get rid of training implants.
They are one of the most awful mechanics in the game. Replace them with boosters. Hooray, I'm l33t! -á(Kil2: "The higher their ship losses...the better they're going to be.") |
Stealth Manufacture
Manpower Union Origins.
3
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Posted - 2013.08.12 11:57:00 -
[500] - Quote
This doesn't really make a big difference. 24h or 19h. It doesn't really matter. |
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Nocturnal Phantom
TunDraGon Suddenly Spaceships.
20
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Posted - 2013.08.12 18:31:00 -
[501] - Quote
Stealth Manufacture wrote:This doesn't really make a big difference. 24h or 19h. It doesn't really matter.
Agreed, 19hrs would still feel 'almost' the same as 24hrs... Perhaps reducing it to 9hrs cooldown at level V or even 5hrs. Now, if there was some way to make the skillbook cost 500mil-1bil ISK... |
Balzac Legazou
Center for Advanced Studies Gallente Federation
29
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Posted - 2013.08.12 18:43:00 -
[502] - Quote
CCP Rise wrote:The goal here is to avoid situations where jump clone delay pushes jump clone use back a bit each play session until eventually people wind up stranded in the wrong clone during their few hours of play time. We don't want to accelerate the rate that you can jump significantly, we just want to make sure that switching once a day is actually possible
Nocturnal Phantom wrote:Now, if there was some way to make the skillbook cost 500mil-1bil ISK...
That sounds like a brilliant plan. Let's start charging players $35 to fix individual design bugs...
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Keith Planck
League of Extraordinary Equines Disciples of Vectron
517
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Posted - 2013.08.12 18:44:00 -
[503] - Quote
I can't think of a time where a 19 hour time would ever save me from jump cloning ever 24 hours...
It needs to be taken down a bit more to like 12-15 at max level. |
Reppyk
The Black Shell
475
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Posted - 2013.08.12 19:20:00 -
[504] - Quote
James Amril-Kesh wrote:Because nerfing "force projection" reduces the possibility of large fights, which are a staple of EVE. 1) Large fights are already too large. Tidy cannot handle them. 2) I, for one, don't find them enjoyable at all. That's my point of view ofc. 3) If force projection was not a problem, where was the "40 super fleet" from your alliance yesterday ? Oh right, letting your subcap and cap fleet dying in a ball of fire, because "others" at the other side of the EVE map may moved. There was a big fight, and force projection stopped it to get larger.
Also ponies.
I AM SPACE CAPTAIN REPPYK. -áI AM A LOWSEC GANKER, HIGHSEC SCUM, NULLSEC BASTARD, WORMHOLE INVADER. Welcome to, welcome to, welcome to my scramble. GÖÑ |
Vayn Baxtor
Ultra High Ping Crew Spears of Destiny
72
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Posted - 2013.08.12 21:39:00 -
[505] - Quote
Think the bonus is still low, but better than nothing. Now if you could just add in a very long Social Skill that could lower the clone costs -¦--¦!
Or lower the clone costs in general.
*runs away* Using tablet, typoes are common and I'm not going to fix them all. |
Torrent Talon
Boris Johnson's Love Children
11
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Posted - 2013.08.13 00:42:00 -
[506] - Quote
Kazanir wrote:The poster talking about wet pancakes is absolutely right.
This change is a good one but it should be wrapped in with the basic Infomorph Psychology skill. There is no reason it should take 2 skills for simple usability and quality-of-life fixes.
yes make infomorph psychology reduce it by 1 hour per level, and advanced infomorph psychology reduced it by 3 hours per level and make the advanced version rank 8 |
Jumpshot244
EntroPrelatial Industria Here Be Dragons
24
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Posted - 2013.08.13 15:09:00 -
[507] - Quote
What a limp-wristed, useless change.
10% per level, or go do something useful, like make a "Launch Drones" shortcut. |
Ranger 1
Ranger Corp
4505
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Posted - 2013.08.13 17:15:00 -
[508] - Quote
James Amril-Kesh wrote:Reppyk wrote:BugraT WarheaD wrote:Have you ever think of ... I don't know ... Removing the JC system from the game ? +1. Implants were made to specialize further your toon. 10 jump clones ? That's 110 implants... In my head. And they are part of the "force projection" madness that nobody, even Rise or Fozzie, tried to nerf. Because nerfing "force projection" reduces the possibility of large fights, which are a staple of EVE. Reducing the incredible ease of "force projection" enables the possibility for many smaller scale fights to occur along the way. If a major fleet fight is going to occur, it's going to occur regardless of whether it was easy to get to or not.
When you can jump your entire fleet directly into the target system, smaller engagements just don't happen. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
Ranger 1
Ranger Corp
4505
|
Posted - 2013.08.13 17:20:00 -
[509] - Quote
Keith Planck wrote:I can't think of a time where a 19 hour time would ever save me from jump cloning ever 24 hours...
It needs to be taken down a bit more to like 12-15 at max level. It's not supposed to enable you to jump MORE than once a day, it's to ensure that you CAN jump once per day... even if you screw up and forget to jump right at the beginning of your play time (or get delayed by real life).
It's a pretty safe bet that the majority of the player base does not use their jump clone ability every day (and need no buffer).. but for those that do they can now train up a buffer. The size of that buffer depends on how much time they feel they need to ensure they get to jump when they need to ONCE PER DAY.
No more, no less, and totally optional... with no danger of screwing up the game mechanic (any more than it already is). To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
Anthar Thebess
REPUBLIKA ORLA C0VEN
135
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Posted - 2013.08.14 09:02:00 -
[510] - Quote
Why not add the ability to switch the clones inside the station, and ability to have more than one clone on a station. This will be good isk sink, and make many people happy. https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=261681
Additionally why new skills? We already pay the subscription CCP - why not just give something to players as an appreciation for monthly fee ? Phantasm - 150% speed bonus in cloak - 2LY jump range
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