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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Balzac Legazou
Center for Advanced Studies Gallente Federation
3
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Posted - 2013.08.05 20:54:00 -
[151] - Quote
Why not solve this the way most other MMOs solve the "24 hours plus a bit" problem? Change the cooldown to 23 hours. Problem solved; people will always be able to jump on the next day at their "usual" play time.
Why add yet another skill? Does Eve really need more time / ISK sinks?
Also, while you're at it, implement the idea from the big suggestion thread about swapping clones whenever you want as long as you're at the relevant station. It won't affect instant travel and will make people more likely to actually play, instead of going "Oh, I have the wrong implants to [mine/PvP/whatever], I guess I'll go play something else and come back tomorrow..."
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kraiklyn Asatru
T.R.I.A.D
392
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Posted - 2013.08.05 21:00:00 -
[152] - Quote
Imho I think clone jumps should be determined in time and distance. Jumping to a clone 35 jumps away is longer timer then jumping in the same system.
Then let the skill level influence the distance timer or the distance you can jump. |
Luc Chastot
Daktaklakpak.
449
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Posted - 2013.08.05 21:11:00 -
[153] - Quote
This change is as irrelevant to the problem as a fart in the desert. Make it idiot-proof and someone will make a better idiot. |
Aayla Securia
National French Navy Academy
1
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Posted - 2013.08.05 21:12:00 -
[154] - Quote
Balzac Legazou > can't agree more ! Reduce to 23 hours as a general game rule and trash the whole skill idea.
Implement station switching if that's so much needed and fix whole "erase my clone" mechanic |
Tea Leaves
Abyssus Spatium Exploratorium The Big Dirty
10
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Posted - 2013.08.05 21:14:00 -
[155] - Quote
Howsabout Advanced Infomorph Psychology, allowing 1 additional JC per skill level? Huh? Huh? Huh? |
Walter Stine
Sniggerdly Pandemic Legion
159
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Posted - 2013.08.05 21:17:00 -
[156] - Quote
Change I can believe in. |
MacQueen
GoonWaffe Goonswarm Federation
0
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Posted - 2013.08.05 21:19:00 -
[157] - Quote
Make 20 hours baseline, skill reduces by 1 hour per level. Most games with a daily cooldown have them set to 20 hours to allow breathing room to ensure you're not slowly pushing back the reset time every day. Having 20 hours baseline and a skill to reduce the time seems like it would work out much better. |
Rockstara
Blackwater USA Inc. Pandemic Legion
17
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Posted - 2013.08.05 21:20:00 -
[158] - Quote
CCP Rise wrote:Hi Hi
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.
Maybe I should mention that while there may be plenty of feedback related to jump clones as a whole, this change is simply something very easy to do which will have a very positive affect on player experience. Feedback on large scale plans or changes to jump clones, or clones generally, while totally valid, won't have an effect on 1.1. So, if possible, please focus feedback on this skill specifically.
Feedback on this skill specifically - I believe the best solution to this play session sync issue is to not add the skill and just reduce cooldown by a single hour.
However, I think the ability to swap clones in the same system with a ~1 hr cooldown would be in the best interests of the game. If you think about what people want to do with jumpclones within a local system - they want to change to a specialized set of implants (cheap ones, mindlnks, pirate set, etc.) for their current play session and then swap back to learning implants. From a game design perspective what problems does this create? I know many players that have logged off in their expensive clones when they would have stayed and played if they could have swapped them out, so as a player I'd rather have the latter.
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Fifth Blade
The Nyan Cat Pirates The Retirement Club
12
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Posted - 2013.08.05 21:25:00 -
[159] - Quote
MacQueen wrote:Make 20 hours baseline, skill reduces by 1 hour per level. Most games with a daily cooldown have them set to 20 hours to allow breathing room to ensure you're not slowly pushing back the reset time every day. Having 20 hours baseline and a skill to reduce the time seems like it would work out much better. This would be an even better alternative for those that play for longer stretches on weekends (for example). And would remove the need to train it for the very casual players who don't. |
3rr0rc0d3
3147
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Posted - 2013.08.05 21:34:00 -
[160] - Quote
CCP Rise wrote:For Odyssey 1.1 we are adding a skill - Informorph Synchronizing - which will lower the time between jumping clones by one hour per level.
Feedback on large scale plans or changes to jump clones, or clones generally, while totally valid, won't have an effect on 1.1. So, if possible, please focus feedback on this skill specifically.
Hi Rise (see what I did there? I'll let myself out) Honestly, I like the idea. It would make switching between shield and armor clones a lot easier, for example. But I would've gone a different route with the skill bringing it to 12 hours cooldown at V. The cooldown period would then work like this: Level 1: 23h Level 2: 21h Level 3: 18h Level 4: 15h Level 5: 12h
I'd also (as mentioned before me in this thread) add a skill in the long run to increase the amount of jumpclones, maybe upto a maximum of 8. 10 seems excessive and troublesome to manage, and 6 is not justifyable to train a skill to V for.
I like your ideas, keep 'em coming! I make spacemusic. www.minddivided.com |
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AndromacheDarkstar
Red Dawn Mercenaries Whores in space
777
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Posted - 2013.08.05 21:38:00 -
[161] - Quote
Needs to be 12 hours, nineteen is no help at all. Red Dawn Mercenaries, Low and High sed mercs for hire. Feel free to mail me or join our public channel Red Dawn Mercenaries for more information. |
Mole Guy
Xoth Inc Pandorum Invictus
308
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Posted - 2013.08.05 22:04:00 -
[162] - Quote
for you to limit my travels in space costs me time and money. i work full time, go to school full time and have a disabled wife along with being a disabled vet myself.
i dont have this luxury you guys call time.
if we have become so accustomed to transfering our thoughts into another body at the drop of a hat, then whats the issue?
if i wanted safe travels, i could just step outside, pod myself, buy a clone and go on about my business. but thats kinda stupid when we have this techniligy in eve of jumping around.
now, dropping it to every 6 hours, one could deal with, but for me to have to wait a whole damn day or even 12 hours is costing me money. out of my pocket money...i pay to play. and forcing me to travel across the galaxy because someone wants to shoot at me is stupid. just find me at my other locataion and we can pvp there. |
Soleil Fournier
StarFleet Enterprises Red Alliance
0
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Posted - 2013.08.05 22:07:00 -
[163] - Quote
2 hours per level please. |
Rowells
Unknown Soldiers Against ALL Authorities
59
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Posted - 2013.08.05 22:09:00 -
[164] - Quote
Luc Chastot wrote:This change is as irrelevant to the problem as a fart in the desert. Not sure if intentional double negative or accidental |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1277
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Posted - 2013.08.05 22:14:00 -
[165] - Quote
+1 will train. BYDI recruitment closed-ish |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1279
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Posted - 2013.08.05 22:24:00 -
[166] - Quote
CCP FoxFour wrote:Hey, I am at the office working so don't go trying to use the holiday as an excuse to not be here.
You heard this here first! Rise lacks the dedication of proper ccp employees! BYDI recruitment closed-ish |
Rowells
Unknown Soldiers Against ALL Authorities
59
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Posted - 2013.08.05 22:27:00 -
[167] - Quote
um, if you could just link the command ship model changes that you've been teasing us with, yeah, that would be great |
Shariff Da'Laws
The Expatriate League
4
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Posted - 2013.08.05 22:29:00 -
[168] - Quote
A new skill should not be implemented as the temporary solution to the issue of jump clone timer creep.
The issue as presented is not that a player is unable to lower the timer, but that the 24 hour period is too high to allow for regular usage of jump clones on play sessions on separate days.
It took years before Learning skills were done away with, do not add more unnecessary skills when a better solution to an issue exists.
The solution is to change the timer globally to somewhere in the range of 20 to 22 hours.
Any skill additions or skill changes relating to jump clones should be part of a larger pass over their use and function, and the timer change in the short run alleviates the current focus of the change. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1279
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Posted - 2013.08.05 22:31:00 -
[169] - Quote
Shariff Da'Laws wrote:A new skill should not be implemented as the temporary solution to the issue of jump clone timer creep.
The issue as presented is not that a player is unable to lower the timer, but that the 24 hour period is too high to allow for regular usage of jump clones on play sessions on separate days.
It took years before Learning skills were done away with, do not add more unnecessary skills when a better solution to an issue exists.
The solution is to change the timer globally to somewhere in the range of 20 to 22 hours.
Any skill additions or skill changes relating to jump clones should be part of a larger pass over their use and function, and the timer change in the short run alleviates the current focus of the change.
JCing isn't an essential thing you have to have to be effective at the game.
This is in no way comparable to the learning skills. BYDI recruitment closed-ish |
Sentamon
Imperial Academy Amarr Empire
1097
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Posted - 2013.08.05 22:31:00 -
[170] - Quote
Don't get it.
People are already complaining that 19 is too long. A week after the change 24 will be forgotten and 19 will be the new 24.
What people want is instant teleports like other games have so the EVE universe is even more of a box then a vast universe.
In other games, where instances limit the players that can enter, and PvP is locked into battlegrounds, I guess this works, but in EVE where there are no limits and you can dogpile on everything, the direction of this change is unfortunate. ~ Professional Forum Alt -á~ |
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Lua Morena
School of Applied Knowledge Caldari State
0
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Posted - 2013.08.05 22:33:00 -
[171] - Quote
Kobea Thris wrote:There is no reason to have skill inflation like this if your simply view a 24 hour timer as a game design flaw that negatively impacts peoples play. If it's flawed, fix it, don't have a skill to fix the flaw, that makes no sense.
This.
Jump clones do need some improvements, but if this is (finally) being seen as a design flaw, just fix it. Simply change the timer to 23 (or 20) hours. |
Llewelyn Fawr
Red Federation RvB - RED Federation
12
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Posted - 2013.08.05 22:36:00 -
[172] - Quote
Reduce JC timer to 18 hrs. Allow players to remove and re-use implants. Done! |
Maraner
The Executioners Insidious Empire
271
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Posted - 2013.08.05 22:37:00 -
[173] - Quote
Great to see, Thanks guys!!
I would not be human if I did not ask for more.
More please. |
Shariff Da'Laws
The Expatriate League
4
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Posted - 2013.08.05 22:46:00 -
[174] - Quote
Garviel Tarrant wrote:JCing isn't an essential thing you have to have to be effective at the game. This is in no way comparable to the learning skills.
The comparison was only that just having a skill to change something, does not mean that it should be implemented. Learning skills were used as an example of a skill being removed due to its nearly required training being seen as negative eventually.
The reasoning behind the change in CCP RIse's post was that is was to allow for people to change clones at the same time each day rather than be forced in too the timing creep that results with a 24 hour cooldown.
A small change to the timer of just a few hours is all that is needed to solve that issue, while a skill implementation reducing cooldown would be better implemented as part of tweaks to or and overhaul of the jump clone system and usage at a later date.
A skill does not need to be implemented to change this, if adding a skill to change this for 1.1 is as minor a thing as laid out by CCP Rise, then just changing the timer by an hour or two instead should be easier and solve the issue. |
Michael Harari
Genos Occidere HYDRA RELOADED
647
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Posted - 2013.08.05 23:00:00 -
[175] - Quote
Just include this in the infomorph psych skill. |
Sang-in Tiers
Hedion University Amarr Empire
48
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Posted - 2013.08.05 23:00:00 -
[176] - Quote
Sounds good to me, 19 is enough to giving the possibility to do it once daily as you stated just don't push for a stronger boost. Fast travel should not be that easy. |
Manfred Hideous
TOHOKU 9.0
66
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Posted - 2013.08.05 23:04:00 -
[177] - Quote
15% per level or the skill isn't worth the bother of training. If I have 19 hours of delay maxed out, how will that make life any easier? 18% per would bring it to a 2.5 hour delay, which would be worth training a month or more to get level 5. |
Alemanha Pereira
S0utherN Comfort Test Alliance Please Ignore
23
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Posted - 2013.08.05 23:06:00 -
[178] - Quote
Anything over the amount it takes to create a bowel movement
is unnecessarily too long.
Troll post is trolling,
Now go back to your thinking pods, perhaps rethink 10% Tidi, and maybe, just maybe, you'll think of an idea that would actually improve the game. |
Gorgoth24
Sickology
37
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Posted - 2013.08.05 23:10:00 -
[179] - Quote
This makes a whole lot of sense to me. No more jump cloning only once every two days. Thanks for saving me those 24hrs! |
Joshua Lonestar
Mayer Industries
30
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Posted - 2013.08.05 23:11:00 -
[180] - Quote
Edenmain wrote: Can't we have something which allows us to change clones inside a wormhole, so we can swap implants. I don't want to be able to jump into wormholes from anywhere, just swap clones in some kind of corporation clone vat anchored at a POS or a specialised kind of POS in it's own right (which could be attacked destroyed along with clones).
How about we work on fixing SMA drops before we start adding happy fun time toys to a POS? |
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