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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Akturous
Van Diemen's Demise Northern Coalition.
221
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Posted - 2013.08.14 09:16:00 -
[511] - 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.
If you play 15min later a few days in a row and jc, you can no longer do it when you next log on at say your usual time. Vote Item Heck One for CSM8 |
Maximus Aerelius
PROPHET OF ENIGMA
285
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Posted - 2013.08.14 13:17:00 -
[512] - Quote
Look what I found in the archive:
#1 Posted: 2011.10.11 15:49 - Advanced Infomorph Psychology - Proposed by Ong
Let's just read that date again: 2011.10.11. Yep, how'd it take this long to get this into the game?
I did chuckle a little... Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
Alundil
Seniors Clan Get Off My Lawn
276
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Posted - 2013.08.14 13:52:00 -
[513] - Quote
Tippia wrote:Alundil wrote:@ Tippia - force projection via cloning can already be done with death clones almost instantaneously (either 2 minutes to undock and self destruct pod or even less to undock and call for "pod express"). GǪand comes at significant cost for each jump to compensate.
I'd disagree that the cost is significant. Clone costs have not been a huge issue (regardless of the supposed rage against them) and are now even 30% cheaper than they were previously. Clone mechanics enchancements Deep Space Probe Revival |
Daniel Plain
Science and Trade Institute Caldari State
1336
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Posted - 2013.08.14 15:33:00 -
[514] - 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. "the fix seems just about right. let's **** with it."
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |
Ix Method
Brutor Tribe Minmatar Republic
39
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Posted - 2013.08.16 21:04:00 -
[515] - Quote
While you're at it is multiple clones in one station too much to ask? |
Vas Vadum
PH0ENIX COMPANY Tribal Band
53
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Posted - 2013.08.18 06:51:00 -
[516] - Quote
What if level one deducts 30 minutes. Level two 1 hour, level three 1 and a half hours, level four 2 hours, level five 3 hours.
Level 5 would make it so you can jump clone after just 16 hours. Does that sound good? 5 hours isn't that big of a noticable difference really. 16 hours might be a good balance between 12 godly jump clone time and 19 not really easily noticeable time. Since the skill will possibly have a high multiplier on it making it hard to train to level 5, you'll want the later levels to be more worth it. If you just make level 5 do one hour like level 1 does, what's the point of training it? Level 1 might take 60 minutes to train while level 5 would take 30 days to train, all for 1 hour bonus each level? I seem to recall this is a reason why most people don't do level 5 on a lot of things because the skills are fixed per level. You get the same per level, and thus spending 6 times longer than the previous level took to get the same thing, isn't really worth it. |
Pinky Denmark
The Cursed Navy
381
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Posted - 2013.08.22 10:33:00 -
[517] - Quote
MeBiatch wrote:may i suggest 1.5 hours per level. that way with the skill at V you can jump every 16.5 hours.
I was about to suggest 1,6 hours pr level (1h36m) giving a straight 8 hour advantage at level 5... I think this would really help out the gamers using lots of time playing without making the skill too overpowered. |
Klendatu Niban
Stealth Tactics and Reconnaissance Service Rebel Alliance of New Eden
0
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Posted - 2013.08.23 10:04:00 -
[518] - Quote
Good change and extension, I love it! |
Vulfen
Snuff Box Urine Alliance
15
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Posted - 2013.08.23 10:22:00 -
[519] - Quote
perfect numbers in my view, this means you can log in for a fleet op at 2000 play till just after midnight, clone jump and come back ready for a fleet next day, the perfect skill for someone who has a life n plays eve around that life |
Janna Sway
37
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Posted - 2013.08.23 15:11:00 -
[520] - Quote
1 hour per level is quite fine.
Skills are not there to entirely change game mechanics but offer rather minor advantages to those who did not train the skill. To me, the skills could be with at most a x16 training multiplier, which is ok. Fantastic suggestions, like getting the jump clone timer reduced by 12 hours at rank five might probably have a x32, x64, or even higher multiplier, for you are asking for a skill that buffs jumping by 50%(!!!). Usually, rank5-skills give a buff of 25%.
1 hour per level, or 5% per level would be realistic. More than that would be nice for trolling, but not really necessary. The current 24h/jump is fine already and we all have lived quite well with it so far. |
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FlinchingNinja Kishunuba
Crunchy Crunchy Zero Hour Alliance
138
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Posted - 2013.08.25 19:41:00 -
[521] - Quote
Allow people to jc at any time over 12 hours but with a chance of sp loss if before 24. Let the advanced skill reduce that risk of sp loss by fixed percent. |
Bi-Mi Lansatha
Renzler Industries Northern Associates.
185
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Posted - 2013.08.28 07:46:00 -
[522] - Quote
CCP Rise wrote:
For Odyssey 1.1 we are adding a skill - Informorph Synchronizing - which will lower the time between jumping clones...
... Based on feedback we are also going to be able to add a second skill in this patch - Advanced Infomorph Psychology - which will open up 5 more jump clone slots....
Bitter Vets often complain about the cost of clones (with some justification I believe). How about another skill... one that reduces Clone costs by a percentage. Low skill point players players could ignore it, while higher skill point players (PvPers in particular) might find a benefit in training it. |
Bi-Mi Lansatha
Renzler Industries Northern Associates.
185
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Posted - 2013.08.28 07:48:00 -
[523] - Quote
Vayn Baxtor wrote: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* I didn't see this...
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Fleet Admiral Ocampo
Quad Technologies
0
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Posted - 2013.08.28 17:19:00 -
[524] - Quote
CCP Rise wrote:Hi Hi
For Odyssey 1.1 we are adding a skill - Informorph Synchronizing - which will lower the time between jumping clones by one hour per level.
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.
and how about a total new mechanics
Infomorph Psychology : Psychological training that strengthens the pilot's mental tenacity. The reality of having one's consciousness detached from one's physical form, scattered across the galaxy and then placed in a vat-grown clone can be very unsettling to the untrained mind.
Allows 1 jump clone per level. Activation Cost ( 200% Current Medical Clone ) isk cost Cooldown 6 Hrs
Informorph Synchronizing : will decrese the Jump Clone Cost by 10% per level. Skill Req Infomorph Psychology V
this will really cut down the time needed and will make another isk Sink for CCP
FAO |
Kane Fenris
NWP
75
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Posted - 2013.08.29 05:38:00 -
[525] - Quote
@ CCP
with the increased number of clones could we have "name labels" to distinguish clones faster from one another?
would be great |
Elvis Preslie
NRDS Securities Apocalypse Now.
34
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Posted - 2013.08.29 06:04:00 -
[526] - 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.
.
you need to do it the same as you did with warfarelink specialist skills, requiring lvl 2 and higher before actually starting to decrease the time. Make level 1 have no effect, giving the default 24 hours, and level 2 decrease by whatever intervals or percentage you intend. Whatever formula you programmed in whatever language, for that, just use the same function for the jump delay. Case closed.
Preferably, just start out at 24hours and make level 1 have an effect, please, please with quafe on top :D |
Julius Priscus
127
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Posted - 2013.09.01 06:55:00 -
[527] - Quote
CCP Rise wrote:Updated OP to reflect that we are also going to add another skill in this patch which allows for 5 more jump clones per character, bringing the max up to 10.
Many people asked for this skill and while we don't expect most players to need it, we wanted to support those that do. The skill will be called "Advanced Infomorph Psychology" and will require basic informorph to be level 5 before training.
you know you could of done it differently?
Advanced Infomorph Psychology
allows the user to to jump clones every 12 hours , minus one hour per level of said skill. every time user jumps clones the base timer increases by 25% until 72 hours cool down timer has passed. after 72 hours of no clone jumping base timer is back to 12 hours ( adjusted for skill level ofc ). -»\_(pâä)_/-»-á Sup cracka ! |
Sulindra
Aliastra Gallente Federation
18
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Posted - 2013.09.02 04:14:00 -
[528] - Quote
Hey, while you are at it...
Can you automate pausing skills, leaving ships, jumping and restarting your skills. I think it's totally lame that we have to to through all this to JC, it is such a time suck. |
APOLLO4578
Dreddit Test Alliance Please Ignore
0
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Posted - 2013.09.03 15:26:00 -
[529] - Quote
When will these skill books be added to the market? I'm not familiar with the mechanics of seeding.
Thanks for the help! |
Harvey James
Deep Core Mining Inc. Caldari State
479
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Posted - 2013.09.03 15:30:00 -
[530] - Quote
20 mil and 5 mil for these on the market .... i wasn't expecting them to cost as much as that Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
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Astenion
404 Not Fun DARKNESS.
277
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Posted - 2013.09.08 15:42:00 -
[531] - Quote
Yay! So instead of having to wait an entire rotation of the earth on its axis, I only have to wait ALMOST an entire rotation of the earth on its axis in order to clone jump. Woot.
It's better than nothing, I guess. |
Marc Callan
Interstellar Steel Templis Dragonaors
283
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Posted - 2013.09.09 09:52:00 -
[532] - Quote
Alternative option for a second iteration of Infomorph Synchronizing, based on something I threw into the "Reasonable Ideas" pot for the CSM:
IS I: Clone jump timer reduced to 20 hours. IS II: If jumping to a clone in the same region, clone jump timer reduced to 16 hours; otherwise IS I timer applies. IS III: If jumping to a clone in the same constellation, clone jump timer reduced to 12 hours; otherwise IS II timer applies. IS IV: If jumping to a clone in the same system, clone jump timer reduced to 8 (or 4) hours; otherwise IS III timer applies. IS V: If jumping to a clone in the same station, clone jump timer reduced to 4 hours (or zero); otherwise IS IV timer applies.
I'm sure there are problems with this setup, but it seems to me a fair enough balance; you get better jump clone timers, but only if you're closer to your clones, thus neutralizing the possibilities for rapid clone deployment to the other side of New Eden.
Ready to hear what makes this a bad idea (i.e. if you don't like it, just tell me why). "Nevertheless a prince ought to inspire fear in such a way that, if he does not win love, he avoids hatred..." - Niccolo Machiavelli-á |
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CCP Ytterbium
C C P C C P Alliance
2673
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Posted - 2013.09.11 09:53:00 -
[533] - Quote
Unpinning, 1.1 has been released. |
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Alianerta Liniskan
hZ7x7V2
3
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Posted - 2013.11.07 02:53:00 -
[534] - Quote
Pin again, pls, or Rise into new thread, There are couple of questions about these two new skills.
1. "Advanced Infomorth Psichology" What is the case, that capsuleer can use 10 clones? (silent about jcing at a station with one). Curious, if any1 got them ten.
2. "Informorph Synchronizing": Why not to minimize the jc timer to zero? Imagine a situation, when someone has ten clones, but can`t activate any, due to the 19 hour (24-5) limit, while his friends are dying.
Quote:Suggestion is:
- Make lvl 5 the `Informorph Synchronizing` jcing availability to 0 hours;
- lvl 4: 12 hours;
- lvl 3: 6 hours;
- lvl 2: 3 hours;
- lvl 1: anderhalf
Would be nice to augment it.
Out.
Alianerta |
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