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Thread Statistics | Show CCP posts - 8 post(s) |
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CCP Rise
C C P C C P Alliance
1956

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Posted - 2013.08.05 16:19:00 -
[1] - Quote
Hi Hi
I'm not even in the office today (Icelandic holidays happen approx every other day) but I'm really excited to let you guys know about this, so here you go:
For Odyssey 1.1 we are adding a skill - Informorph Synchronizing - which will lower the time between jumping clones by one hour per level.
I can't imagine anyone will complain much, except perhaps about it coming via skill instead of flat reduction, but we will be doing it as a skill for sure. The skill will not be high rank (either rank 1 or rank 2) or super expensive (probably a little more than Informorph Psychology), so no big deal to get!
This skill should make using jump clones a lot less frustrating and it's been a long time coming.
o/ |
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CCP FoxFour
C C P C C P Alliance
2600

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Posted - 2013.08.05 16:21:00 -
[2] - Quote
Hey, I am at the office working so don't go trying to use the holiday as an excuse to not be here. Game Designer // Team True Grit http://twitter.com/regnerba |
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Sir Livingston
Quantum Cats Syndicate Samurai Pizza Cats
216
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Posted - 2013.08.05 16:22:00 -
[3] - Quote
19 hours...I guess that's okay i create videos about the EVE Universe http://www.youtube.com/JonnyPew chat channel: Club Deadspace |

Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
70
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Posted - 2013.08.05 16:22:00 -
[4] - Quote
Troll expert lvl 5 reached! Shadoo > whoever was the first nyx on grid Shadoo > THANK GOD YOU ARE A SMART MAN and fitted the best tank in PL Shadoo > (ie. cyno) |

Sephira Galamore
Inner Beard Society
152
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Posted - 2013.08.05 16:23:00 -
[5] - Quote
Why? |

Destoya
Sniggerdly Pandemic Legion
135
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Posted - 2013.08.05 16:24:00 -
[6] - Quote
Thanks Obam... Rise! |

Harvey James
Deep Core Mining Inc. Caldari State
419
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Posted - 2013.08.05 16:24:00 -
[7] - Quote
will this link in anyway with the 99 CSM proposals that have a couple of JC related topics? 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. |

Eliram Kahoudi
Big Red Rabbits
10
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Posted - 2013.08.05 16:24:00 -
[8] - Quote
1hr per level is so meh. Something better than nothing for sure and i do appreciate that. But would be awesome to be able to lower the jump clones to 12hrs at rank 5 instead. |

DarklordKarn
North Eastern Swat Pandemic Legion
19
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Posted - 2013.08.05 16:25:00 -
[9] - Quote
because that'll make a HUGE difference..... /facepalm |

Pinky Feldman
NO MOAR TEARS I Whip My Slaves Back and Forth
556
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Posted - 2013.08.05 16:25:00 -
[10] - Quote
Destoya wrote:Thanks Obam... Rise!
He was supposed to bring solo back..he said things would be different..
The moar you cry the less you pee |
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Takari
Brave Newbies Inc. Brave Collective
48
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Posted - 2013.08.05 16:25:00 -
[11] - Quote
Harvey James wrote:will this link in anyway with the 99 CSM proposals that have a couple of JC related topics?
They got 99 problems but Jump Clone Times are no longer one? "Roll the dice, don't think twice. This is the way of things.
Welcome to EVE." ~ CCP Falcon |

Edenmain
Euphoria Released Verge of Collapse
14
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Posted - 2013.08.05 16:27:00 -
[12] - Quote
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). |

DarklordKarn
North Eastern Swat Pandemic Legion
19
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Posted - 2013.08.05 16:28:00 -
[13] - 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).
No... |

DarklordKarn
North Eastern Swat Pandemic Legion
19
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Posted - 2013.08.05 16:29:00 -
[14] - Quote
Forlorn Wongraven wrote:Troll expert lvl 5 reached!
Dev troll, best troll ?
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Harvey James
Deep Core Mining Inc. Caldari State
419
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Posted - 2013.08.05 16:29:00 -
[15] - Quote
Takari wrote:Harvey James wrote:will this link in anyway with the 99 CSM proposals that have a couple of JC related topics? They got 99 problems but Jump Clone Times are no longer one?
LOL!! that's awesome bit of song referencing 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. |

Oliver Eels
The Scope Gallente Federation
5
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Posted - 2013.08.05 16:30:00 -
[16] - Quote
Eliram Kahoudi wrote:1hr per level is so meh. Something better than nothing for sure and i do appreciate that. But would be awesome to be able to lower the jump clones to 12hrs at rank 5 instead.
2 hrs per level would make it 14 hours to JC at max level. Much nicer, IMHO. Going from 24->19 hrs really isn't much of a difference. |

Legion40k
ZOMBIEBEACHPARTYPATROL
19
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Posted - 2013.08.05 16:31:00 -
[17] - Quote
19hrs.. alright, it helps! 12hrs would be godly <3 |

Royal Jedi
AQUILA INC Verge of Collapse
109
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Posted - 2013.08.05 16:33:00 -
[18] - 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).
This, please. Clone vat pos module so we can switch clones in a pos? With 24 timer... or 19 i guess with this...
Thanks in advance! |

Fifth Blade
The Nyan Cat Pirates The Retirement Club
11
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Posted - 2013.08.05 16:35:00 -
[19] - Quote
This change is enough to allow me to use a learning clone some of the time. If it was a 2 hour reduction (every 14 hours) per level I could use it most of the time. If it was a 3 hour reduction (every 9 hours) I could use it all of the time.
I assume the reason it isn't a more useful amount is because of concerns regarding instantaeous travel? If so, that is unfounded in most situations. You can just death clone as much as you want. |

MeBiatch
Republic University Minmatar Republic
1199
|
Posted - 2013.08.05 16:36:00 -
[20] - 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.
well i guess one needs shoes to leave the office eh? There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |
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Drew Solaert
Wildcard Inc.
270
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Posted - 2013.08.05 16:36:00 -
[21] - Quote
Awesome stuff Rise <3 I lied :o
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Joelleaveek
Center for Advanced Studies Gallente Federation
249
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Posted - 2013.08.05 16:38:00 -
[22] - Quote
I like the idea, but i don't see the point. 5 hours is a little weak. |

Gilbaron
Free-Space-Ranger Nulli Secunda
1029
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Posted - 2013.08.05 16:39:00 -
[23] - Quote
DarklordKarn wrote:because that'll make a HUGE difference..... /facepalm
it actually does, if you have somewhat scheduled play-sessions you can now clonejump at the end or beginning of every session instead of having to wait another day if you last jumped at the end of a session We are recruiting german-speaking PVP players, contact me :)
Banner was used for this Post |

Daneel Trevize
Give my 11percent back
389
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Posted - 2013.08.05 16:40:00 -
[24] - Quote
Honestly, cancel this and do it right. 5 hours isn't right, nor is it being skillpoints based for just that.
The '99 things' initative highlights that many people are happy to see a more complete solution, a separation of the teleportation potential of jump clones with their implant-saving aspect. AFAIK many are willing to have shorter JC timers if they're in the same system/station as the other clone, and understand the power projection potential problems of having the ranged jumps be more frequent. But they also shown that players don't want to be tied to yesterday's start-of-session clone choice the next day, and that's where I feel 5 hours just isn't enough.
A 10hour reduction if in the same system/station sounds much more appealing, more likely to lead to fun options to mix things up for those that have the opportunity to fly various doctrines (remember we still can't use even a fraction of our SP or wealth at once anyway). Don't make people train or plan to train a skill for this, especially if it's likely to be changed Soon. Almost as bad a 4 racial ECCM skills as a 'fix' for ECM, only hurts the new guys & those hoping for slightly varied session start-times. |

Akrasjel Lanate
Naquatech Conglomerate
1174
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Posted - 2013.08.05 16:41:00 -
[25] - Quote
Wohoo  |

Kane Fenris
NWP
70
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Posted - 2013.08.05 16:42:00 -
[26] - Quote
MeBiatch wrote: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. well i guess one needs shoes to leave the office eh? edit. reduction of 1 hour per level is too low. (unless you are going to introduce an advanced Informorph Synchronizing which will reduce the time by an additional 1 hour per level. may i suggest 1.5 hours per level. that way with the skill at V you can jump every 16.5 hours.
wanted to say the same... make it 1,5h plz
|

Erutpar Ambient
Real Nice And Laidback Corporation Black Core Alliance
77
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Posted - 2013.08.05 16:42:00 -
[27] - Quote
I switch my main between mining foreman mind link clone and pvp/travel clones. If I change immediately when I log on, ill be ok for the next day. But if I wait for a while first then I'm gonna have a bad next day. So yeah I'm very happy about this! Though I'm sure there could be other things that would be nice too. This doesn't just affect me jumping a few systems to a near by station. This affects people jumping from across the entire map the same. |

Kismeteer
GoonWaffe Goonswarm Federation
289
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Posted - 2013.08.05 16:43:00 -
[28] - Quote
Please consider raising this bonus to 2 hr per skill level, and maybe increase the 'rank' a bit if you're worried about it being abused. Level 3 would be fine for most casual players, for instance.
1 - 23 hr 22 hr 2 - 22 hr 20 hr 3 - 21 hr 18 hr 4- 20 hr 16 hr 5- 19 hr 14 hr
This prevents people from doing twice per 24 hour period, but makes it easier for those of us who end up with weird play times. The 1.5 mark would also be fine, but makes it hard for people to remember when it's 'up'. |

MeBiatch
Republic University Minmatar Republic
1199
|
Posted - 2013.08.05 16:43:00 -
[29] - Quote
Joelleaveek wrote:I like the idea, but i don't see the point. 5 hours is a little weak.
true enough make an advanced Informorph Synchronizing skill too that will reduce an additional 5 hours. 19 is not significant but 14 is.
That is almost 2 JC a day.
make the skill like an x8 (time to train BS to V) There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |

Smoking Blunts
ZC Industries Dark Stripes
663
|
Posted - 2013.08.05 16:43:00 -
[30] - Quote
5% per level would end up with 18h, can we have that extra 1 hour at least please. OMG when can i get a pic here
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agrajag119
Paxton Industries Gentlemen's Agreement
9
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Posted - 2013.08.05 16:44:00 -
[31] - Quote
What rank do you plan to make this new skill? |

Phoenix Jones
Shockwave Innovations Surely You're Joking
141
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Posted - 2013.08.05 16:44:00 -
[32] - Quote
Its a simple tweak.
Apparently there are allot of people who want to jump clone every half a day........
Good God Go Outside and stare at nature, workout, physically move @ss from seat.
Its a 5 second tweak.
no biggie... but could just do 2 hrs per skill level and still have no significant hit to the game, but give people the option to swap clones more often. |

Bienator II
madmen of the skies
1890
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Posted - 2013.08.05 16:45:00 -
[33] - Quote
shouldn't be a skill IMO. just make it 20h by default eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Ahnew
Ixarei
1
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Posted - 2013.08.05 16:48:00 -
[34] - Quote
It would be more interesting to have the skill allow for a rebound back, only to the clone you just jumped from for the next 1, 2, 3, 4, 5 hours dependent on the skill lvl. |

Sphit Ker
Dreddit Test Alliance Please Ignore
180
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Posted - 2013.08.05 16:48:00 -
[35] - Quote
2 to 3 hours per level would be more like it. In effect, the timer needs not be longer than what it takes to manually cross New Eden in a shuttle. |

Quinn Corvez
Probe Patrol Polarized.
52
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Posted - 2013.08.05 16:51:00 -
[36] - Quote
I support this change. |

Asayanami Dei
Adhocracy Incorporated Adhocracy
276
|
Posted - 2013.08.05 16:53:00 -
[37] - Quote
Interesting... www.wormholefundamentals.com www.youtube.com/user/asayanami www.twitter.com/Asayanami www.facebook.com/Asayanami.Dei
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Ong
Born-2-Kill
86
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Posted - 2013.08.05 16:53:00 -
[38] - Quote
Any chance of a skill to create more jump clones? Advanced infomorph psychology perhaps?
6 clones is just not enough any more after the crystals/snakes/slaves a set of really spendy implants I was given for an alliance tourney team a few years back and a set of +5's for those times when I know I'm going to be away from the game for a few days. That leaves me with 1 "cheap clone" I can use for general pew pew, I would love to be able to put a few clones and ships in various npc null'ss and be able to go pew in other locations for a weekend or whatever without having to setup cyno chains and spend a couple hundred mill on jump fuel b4 I even get there.
Also having more then 1 clone per station would be awesome while your at it. |

Konrad Kane
GoonWaffe
69
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Posted - 2013.08.05 16:54:00 -
[39] - Quote
I think the two hours per. level would be more suitable. However, this is a step in the right direction so thank you. |

Bubanni
ElitistOps Pandemic Legion
757
|
Posted - 2013.08.05 16:55:00 -
[40] - Quote
I will say that this seems very balanced. it's certainly better than the time creep that was there before... I rememeber plenty of times when I had to do "nothing" because I was on cooldown from the day before while being in an expensive combat clone (that would be very bad idea to bring on the specific situration)
I will say that jump clones main function for most people is implant switching, and I hope that the next iteration of jump clones would involve some "smarter" way of switching implants... such as being able to switch clones at a much faster rate if the clone is in your current station (honestly all other locations shouldn't be changed in duration, but I am okay with this 19h delay)
:D and as a disclaimer, I would say that the current cooldown when switching implants (and not considering jumpclones as a means of travel) can cause alot of "risk aversion" this both counts of combat clones and "skill training" clones making the delay much much smaller on changing implants if it's in current station would allow more people to get into action when they might have chosen otherwise because they were on a cooldown or the cooldown would fit badly on their planned adventures for the next day... speaking out of own experience here, where I used to fly a lot with full snake clone, forcing me to stay mainly in my "snake clone ship" :3 as I never knew when I would need it next (I used it almost daily) but it also meant I couldn't really switch out of it to jump into a ships like dictors other stuff that might die... as it would be stupid) just my two cent, ofc it's all a "choice" :D 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 |
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Kane Fenris
NWP
70
|
Posted - 2013.08.05 16:55:00 -
[41] - Quote
MeBiatch wrote:
make the skill like an x8 (time to train BS to V)
hell no..... why punish players through a very high skill time just to be able to take advantage of an existig feature? multiplier should be 3-4 so a player who needs it can skill it without beeing robed a ton of skilltime. but players who dont realy need it wont end up skilling it.
we all (inlueding CCP) profit if eve is played more so don't make it harder to play more
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Maximus Andendare
Future Corps Sleeper Social Club
399
|
Posted - 2013.08.05 16:55:00 -
[42] - Quote
What are the prereqs going to be on this skill? Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day. |

Boris Amarr
Viziam Amarr Empire
68
|
Posted - 2013.08.05 16:55:00 -
[43] - Quote
Very very good news! |

Gizznitt Malikite
Agony Unleashed Agony Empire
2440
|
Posted - 2013.08.05 16:56:00 -
[44] - Quote
Sephira Galamore wrote:Why?
In more words... Why buff safe instantaneous travel? If this change is supposed to help with implants, allow clone switching in stations. I hope you give this some more thought :S
There are really two issues:
1.) Instantaneous travel around the universe: Frankly, the loss of all implants and the cost of upgrading your clone is one of the few things that limits this. A 5 hour reduction probably won't be game changing in regards to "instant travel" via j-clones. However, a "change clones" in station allows people to swap to an empty clone and death-clone anywhere almost as efficiently as jump cloning. And that would be abused and game changing.
2.) Implant utilization. If I can swap clones, I can swap to my +5 attribute implants at the end of the night, and swap back for PvP. This will inevitably lead to some blingy lossmails ans people don't realize what clone they are in, but the majority of EvE players would abuse the hell out of clone switching.
Overall, I don't think a 5 hour reduction to the jump clone timer is going to be hurtful to game play. And if we had "clone switching", to prevent abuse, we'd essentially have to put the Jump clone cooldown timer on it anyway. |

Laendra
Wildly Inappropriate Goonswarm Federation
19
|
Posted - 2013.08.05 16:56:00 -
[45] - Quote
I ******* love this change. If you are ever in Kansas City, let me know, I'll buy you some BBQ...(this was for CCP Rise only, or CCP devs in general ;) ) |

Lex Arson
Adversity. Rote Kapelle
352
|
Posted - 2013.08.05 16:56:00 -
[46] - Quote
wow the amount of people not reading the OP
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.
There's no use crying after every mistake, you just keep on trying 'til you run out of cake. |

GizzyBoy
Aperture Harmonics K162
70
|
Posted - 2013.08.05 16:57:00 -
[47] - Quote
not sure if trolling.. |

Vincent Athena
V.I.C.E. Aegis Solaris
2073
|
Posted - 2013.08.05 16:57:00 -
[48] - Quote
Do we really need it to be a skill? Just set it to 20 hours. http://vincentoneve.wordpress.com/ |

Phoenix Jones
Shockwave Innovations Surely You're Joking
143
|
Posted - 2013.08.05 16:57:00 -
[49] - Quote
Ong wrote:Any chance of a skill to create more jump clones? Advanced infomorph psychology perhaps?
6 clones is just not enough any more after the crystals/snakes/slaves a set of really spendy implants I was given for an alliance tourney team a few years back and a set of +5's for those times when I know I'm going to be away from the game for a few days. That leaves me with 1 "cheap clone" I can use for general pew pew, I would love to be able to put a few clones and ships in various npc null'ss and be able to go pew in other locations for a weekend or whatever without having to setup cyno chains and spend a couple hundred mill on jump fuel b4 I even get there.
Also having more then 1 clone per station would be awesome while your at it.
IMO, I'm not sure its needed, that and giving people the ability to load clones across all of new Eden's probably not the smartest idea. You'd wind up with spy jump clones in stations, people would be jumping clones every few hours to go across the entire universe instantly. CCP wants people to deal with the logistics of eve at some point.
eh....Its odd to have more, not a bad thing, but not necessarily a good thing either. |

Anhenka
Hounds Of War WHY so Seri0Us
82
|
Posted - 2013.08.05 16:58:00 -
[50] - Quote
Rather disappointing if I say so. Was really expecting something along the lines of 12-16 hours, I really don't see much use in a reduction to 20-19, wont really help all that much for most of the situations where I find myself not using a JC because of the timer. |
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MeBiatch
Republic University Minmatar Republic
1199
|
Posted - 2013.08.05 16:58:00 -
[51] - Quote
Kane Fenris wrote:MeBiatch wrote:
make the skill like an x8 (time to train BS to V)
hell no..... why punish players through a very high skill time just to be able to take advantage of an existig feature? multiplier should be 3-4 so a player who needs it can skill it without beeing robed a ton of skilltime. but players who dont realy need it wont end up skilling it. we all (inlueding CCP) profit if eve is played more so don't make it harder to play more
thats for the advanced version budy.
the basic one i would argue be a iv. There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |

Baren
Aura of Darkness Nulli Secunda
56
|
Posted - 2013.08.05 16:59:00 -
[52] - Quote
i mean i get that if i signed in at myu ussual 20:00 and then i jump cloned at 23:00 it would be nice to be able to jc again the next day at 20:00 |

MeBiatch
Republic University Minmatar Republic
1199
|
Posted - 2013.08.05 16:59:00 -
[53] - Quote
Maximus Andendare wrote:What are the prereqs going to be on this skill?
i am hopping intromorph trained to iv.
maybe science and biology too. There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |

Orakkus
Winds of Dawn Kraken.
112
|
Posted - 2013.08.05 17:01:00 -
[54] - Quote
CCP Rise wrote:Hi Hi
I'm not even in the office today (Icelandic holidays happen approx every other day) but I'm really excited to let you guys know about this, so here you go:
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.
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.
o/
I understand the why, but to be fair.. if you are going to do it, make it at least 2 hours per level. It will be far more useful for everyone if that were the case. |

Vince Snetterton
312
|
Posted - 2013.08.05 17:01:00 -
[55] - Quote
A reduction to 19 hours is very fair. I imagine won't players won't take it past 22 hours, as it gives them the time buffer to manage RL and this damn game at the same time.
|

Drone 16
Law Dogz
23
|
Posted - 2013.08.05 17:02:00 -
[56] - Quote
Pinky Feldman wrote:Destoya wrote:Thanks Obam... Rise! He was supposed to bring solo back..he said things would be different..
You miss are funny! +1
Rise, how did you settle on 19hrs as being max? Was there a metric involved? I'm just asking so I know if it is a hard figure that is there for a reason or if it is just because of +1/level. (please read this as a sincerely worded question with no underlying snarkiness intended)
Love that you are so receptive to feedback and keep up the good work. |

M1k3y Koontz
Thorn Project Surely You're Joking
252
|
Posted - 2013.08.05 17:02:00 -
[57] - Quote
1 hour per level, sounds good to me. How much herp could a herp derp derp if a herp derp could herp derp. |

md5oogle
Origin. Black Legion.
3
|
Posted - 2013.08.05 17:02:00 -
[58] - Quote
Skill should actually read: 10% reduction in jump clone cooldown per level |

rofflesausage
State War Academy Caldari State
123
|
Posted - 2013.08.05 17:03:00 -
[59] - Quote
Skills like this annoy me. They simply get in the way of a good experience with the game.
Look at the traditional way skills were done in Eve: Damage increases, capacitor reduction, CPU / power-grid enhancement....They all give me a nice boost to my stats in PvP and PvE, or to simply making money faster when it comes to industry.
This doesn't really fit in with that mantra. From your own admission: "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."
A noble reason, but you're not addressing the core issue here. People often play at different times daily. Changing the jump time by a few hours is only going to move the limit to that new time. 5 Hours doesn't really offer that much flexibility. Flexibility = more pew pew. Most of the people I know who use JCs use it because they PvP. Please realise this, along with that even a 5 hour reduction is a annoyance.
You end up with a situation where I could be playing till say 11PM one night, log in the next day at midday and I can't JC. Why? It's a different day. Different people are online doing different things to yesterday. Heck, an entire different timezone is probably now predominant on Tranquilly. Why do I have to fight this stupid mechanic to go and find pew pew? I've resored to podding myself to another station numerous times because of it. It's not exactly a great way to reward those who want to PvP.
Ironically, the guys in our corp who deal with industry and mining rarely JC. Stop punishing those who want to get into PvP faster and easier. Let us fight each other, not a boring, non-interactive mechanic. |

MeBiatch
Republic University Minmatar Republic
1199
|
Posted - 2013.08.05 17:05:00 -
[60] - Quote
Bubanni wrote:I will say that this seems very balanced. it's certainly better than the time creep that was there before... I rememeber plenty of times when I had to do "nothing" because I was on cooldown from the day before while being in an expensive combat clone (that would be very bad idea to bring on the specific situration)
I will say that jump clones main function for most people is implant switching, and I hope that the next iteration of jump clones would involve some "smarter" way of switching implants... such as being able to switch clones at a much faster rate if the clone is in your current station (honestly all other locations shouldn't be changed in duration, but I am okay with this 19h delay)
:D and as a disclaimer, I would say that the current cooldown when switching implants (and not considering jumpclones as a means of travel) can cause alot of "risk aversion" this both counts of combat clones and "skill training" clones making the delay much much smaller on changing implants if it's in current station would allow more people to get into action when they might have chosen otherwise because they were on a cooldown or the cooldown would fit badly on their planned adventures for the next day... speaking out of own experience here, where I used to fly a lot with full snake clone, forcing me to stay mainly in my "snake clone ship" :3 as I never knew when I would need it next (I used it almost daily) but it also meant I couldn't really switch out of it to jump into a ships like dictors other stuff that might die... as it would be stupid) just my two cent, ofc it's all a "choice" :D
pretty much this.
also an advanced version of the skill allowing for an adition removal of 5-7.5 hours would greatly help in the switch from combat clone to PVE clones. There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |
|

Milton Middleson
Rifterlings Point Blank Alliance
290
|
Posted - 2013.08.05 17:06:00 -
[61] - Quote
One way or another, this really shouldn't be a skill. Just alter the jump clone timers. If it's really supposed to be a fun-enabler, it doesn't make a whole lot of sense to force players to spend a week (or more) training for it. I'd go ahead and just knock four hours off the timer and allow people to swap clones within a station either with no cooldown or a very short one. |

MeBiatch
Republic University Minmatar Republic
1199
|
Posted - 2013.08.05 17:07:00 -
[62] - Quote
Milton Middleson wrote:One way or another, this really shouldn't be a skill. Just alter the jump clone timers. If it's really supposed to be a fun-enabler, it doesn't make a whole lot of sense to force players to spend a week (or more) training for it. I'd go ahead and just knock four hours off the timer and allow people to swap clones within a station either with no cooldown or a very short one.
no.
i am always in favor of adding more skills.
its what the game needs more not less. There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |

Nairb Hig
Feathered Exploration
11
|
Posted - 2013.08.05 17:08:00 -
[63] - Quote
I think the one hour reduction is interesting.
Let's say I play EVE every day at the same time for 2.5 hours. If I jump clone at the end of my play session, with a 19 hour delay now I can change clones when I first start playing the next day. With 24 hours, I would be stuck in that clone.
This makes sense to me, but may not make sense for someone who plays more than 5 hours per day. While this is certainly quite a bit of time to play, it isn't impossible.
For example, in a typical 9-5 job, playing 5 hours would be from 5-10. Even if a 5 hour play period is a fringe case, a reduction by 7-8 hours (16-15 hour period) would eliminate most of the fringe cases without diluting the tradeoffs that are associated with jump cloning.
|

Xhao Wei
Black Storm Cartel Blackguard Mercenaries
1
|
Posted - 2013.08.05 17:10:00 -
[64] - Quote
MeBiatch wrote: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. well i guess one needs shoes to leave the office eh? edit. reduction of 1 hour per level is too low. (unless you are going to introduce an advanced Informorph Synchronizing which will reduce the time by an additional 1 hour per level. may i suggest 1.5 hours per level. that way with the skill at V you can jump every 16.5 hours.
I agree with MeBiatch, I think that 1 hour per level is just a little bit too worthless, even from an overlap avoidance standpoint. I think 1.5 hours per level would be the perfect amount, giving at level V the allowance for up to almost 8 hours (a work day) in deviation. |

Klingon Admiral
Black Hole Cluster
66
|
Posted - 2013.08.05 17:13:00 -
[65] - Quote
And why exactly do we need to skillgate everything? |

Anhenka
Hounds Of War WHY so Seri0Us
82
|
Posted - 2013.08.05 17:14:00 -
[66] - Quote
There are also those of us with split schedules because of weird work hours. When I worked swing I'd often get on in the morning before I left, like noonish my time, then again after my shift at 1mish. While the 24 hour clock is awful, I really don't see 19 hours (after spending a week to get there) to be any better. |

Longinius Spear
Semper Ubi Sub Ubi
145
|
Posted - 2013.08.05 17:14:00 -
[67] - Quote
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 doesnGÇÖt bring anything to the game. 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, 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.
Co-host of Down the Pipe Podcast Read more of my ramblings on my blog Invading Your Hole
|

Sven Viko VIkolander
Stay Frosty.
84
|
Posted - 2013.08.05 17:17:00 -
[68] - Quote
I've given it some thought, and 5 hours will be pretty good for my schedule. If I clone jump at 10pm, and get home at 5pm I won't have to wait to jump again, and I'm in that situation fairly regularly.
However, the modest idea to raise it to 1.5 hours but make the skill a very high rank would also be viable and better for some people.
Another possible additional change that would really help would be to get rid of learning implants altogether, a suggestion on the reasonable things post that is currently doing fairly well in votes. |

Kazanir
Eighty Joule Brewery Goonswarm Federation
450
|
Posted - 2013.08.05 17:17:00 -
[69] - Quote
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. |

motgus
Wildly Inappropriate Goonswarm Federation
20
|
Posted - 2013.08.05 17:18:00 -
[70] - Quote
Great idea! |
|

Alundil
Seniors Clan Get Off My Lawn
237
|
Posted - 2013.08.05 17:32:00 -
[71] - Quote
CCP Rise wrote:Hi Hi
I'm not even in the office today (Icelandic holidays happen approx every other day) but I'm really excited to let you guys know about this, so here you go:
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.
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.
o/ CCP Rise - thank you for this. I think it's a good first step. The link in my signature outlines quite a few more ideas around clone mechanics that I think CCP and a great number of players would be interested in.
Cool-down time is one of the items I addressed. There are quite a few more though. There's a lot that can be done with gameplay around clones, their usage and the "materials"
Clone gameplay enhancements |

Atomic Option
Taggart Transdimensional Virtue of Selfishness
66
|
Posted - 2013.08.05 17:32:00 -
[72] - Quote
I find this solution highly satisfactory. +1
This and further rule changes to jump clones all seem somewhat arbitrary as long as the length between jumps is longer than the average play session. Because most people (only playing a few hours or less during one period in the day) will only be able to jump once during that period. This skill will accomplish the goal of not stranding people for a day while not changing the balance of once-a-day jumping.
You guys probably have better stats on how long the average player plays and how often per day, but based on the above assumptions & logic the lower limit on time before jump clones really start to change/disrupt gameplay would be around 6 hours. |

Admiral Snackbar
Brave Newbies Inc. Brave Collective
0
|
Posted - 2013.08.05 17:35:00 -
[73] - Quote
Joelleaveek wrote:I like the idea, but i don't see the point. 5 hours is a little weak.
The point is it's better than what it's at now. Just don't train the skill if you don't like it |

Tippia
Sunshine and Lollipops
15919
|
Posted - 2013.08.05 17:36:00 -
[74] - Quote
EhGǪ
You could have just reduced the timer to 23 hours and solved the same problem. That said, 1h/level is about right. Definitely don't make it any more than that since it would make it far too easy to jump around GÇö 2h would make it awfully close to a twice-a-day thing and that's too much. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

EasyPickingsOA
Morior Invictus. The Retirement Club
19
|
Posted - 2013.08.05 17:36:00 -
[75] - Quote
great idea, and something that should of been brought in years ago, but meh 1 hour, wtf the point in even training it? 4hrs per level however would be much more useful.
lvl 0 = 24hrs lvl 1 = 20hrs lvl 2 = 16hrs lvl 3 = 12hrs lvl 4 = 8hrs lvl 5 = 4hrs
even @ lvl 5, 4hrs still wouldn't give anyone any kind of tactical advantage over their enemy's anyway.
|

Longinius Spear
Semper Ubi Sub Ubi
147
|
Posted - 2013.08.05 17:41:00 -
[76] - Quote
Tippia wrote:EhGǪ
You could have just reduced the timer to 23 hours and solved the same problem. That said, 1h/level is about right. Definitely don't make it any more than that since it would make it far too easy to jump around GÇö 2h would make it awfully close to a twice-a-day thing and that's too much.
Just wondering, why would moving it down to say every 5 hours be "too much"?
In your opinion.
Co-host of Down the Pipe Podcast Read more of my ramblings on my blog Invading Your Hole
|

Dierdra Vaal
Perkone Caldari State
260
|
Posted - 2013.08.05 17:42:00 -
[77] - Quote
While I really applaud taking on the jumpcloning mechanics, I am not sure if this is the right way to do it. I'm worried that reducing clone jumping to 19 hours may make it too easy for alliances to use clone jumping as a way of increasing their power projection. This basically allows them to one night (during their personal primetime) be in location A, and the next night during their primetime in location B - without requiring them to actually travel the distance inbetween, which may otherwise deterr them from doing so.
I'm also worried that this skill will go the way learning skills went. First there is a clone timer of 24 hours. Then there is a skill reducing it to 19. In a year or so everyone will be saying "but you kind of have to train it to level 4 or 5 anyway" and then it is decided to just do away with the skill and set the jump timer at 19 or 20 hours. Thus slowly eroding the jump timer and the consequences for jump cloning.
As such, I'd prefer this skill not to be included in Odyssey 1.1, and instead that the devs work towards a systemic improvement of the jumpclone system. A system where the two function of jump clones (travel and implant switching) are separated. For example, allow only one clone jump per 24 hours if this moves the player out of the station (or system) he activated the jump from, but allow any amount of clone 'switches' within the same station.
Veto #205 * * * Director Emeritus at EVE University * * * CSM1 delegate, CSM3 chairman and CSM5 vice-chairman |

Arthur Aihaken
The.VOID
106
|
Posted - 2013.08.05 17:45:00 -
[78] - Quote
Here's a suggestion: Drop the base to 20 hours and forget the skill training. |

Alundil
Seniors Clan Get Off My Lawn
237
|
Posted - 2013.08.05 17:51:00 -
[79] - Quote
@ Easy and Dierdra - see the link in my sig. I go into several options that could enhance clone mechanics and gameplay. I think you might find them interesting.
@ 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"). I don't think that decreasing the time between jump clones will alter that substantially.
Clone mechanics enchancements Deep Space Probe Revival |

Kismeteer
GoonWaffe Goonswarm Federation
290
|
Posted - 2013.08.05 17:52:00 -
[80] - Quote
If you want a minor increase, fine, just make it the new default: 20 hours for everyone.
If you want to make the skill actually matter, the 5% reduction is pretty decent.
0 - 24h 1 - 22.8h 2 - 21.6h 3 - 20.4h 4 - 19.2h 5 - 18h
It's still not 'twice a day', but it might allow a person to be a shield booster in the morning, and an armor booster in the evening.
The fact that we do anything to discourage playing just because they're worried about their clone is dumb. Make it easier for people to play!
|
|

Marcel Devereux
Aideron Robotics
278
|
Posted - 2013.08.05 17:53:00 -
[81] - 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 will only accomplish your goal if everyone has exactly the same playtime every single day. It doesn't help in the situations where someone JC's and then a CTA goes out for a few hours later and they are stuck in the wrong clone.
If your primary goal is to have people able to switch out implants, then why not talk about more jumps with the skill? Or can we talk about why there is even a limit? What if there wasn't a limit and jump cloning and it cost ISK to jump clone (hey look another ISK sink!)? |

Tippia
Sunshine and Lollipops
15919
|
Posted - 2013.08.05 17:56:00 -
[82] - Quote
Longinius Spear wrote:Just wondering, why would moving it down to say every 5 hours be "too much"?
In your opinion. Because it makes it ridiculously easy to bypass the entire galaxy.
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.
AlsoGǪDierdra Vaal wrote:As such, I'd prefer this skill not to be included in Odyssey 1.1, and would prefer instead that the devs work towards a systemic improvement of the jumpclone system. A system where the two functions of jump clones (travel and implant switching) are separated. For example, allow only one clone jump per 24 hours if this moves the player out of the station (or system) he activated the jump from, but allow any amount of clone 'switches' within the same station. GǪthis needs to happen at some point, because that's really the main source of complication with the entire mechanic. As it is now, this just adds another GÇ£must-trainGÇ¥ skill to the game, to solve a problem that's better solved by simply adjusting the base timer so it no longer causes that problem. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Scorpio Electra
24th Imperial Crusade Amarr Empire
0
|
Posted - 2013.08.05 17:59:00 -
[83] - Quote
1 hour per level is obviously waste of time to train this new skill - what benefit would this give? Give 3hrs per level! This way I can use one CJ in the morning and the other in the evening. |

Unewish Aurilen
State Protectorate Caldari State
1
|
Posted - 2013.08.05 18:00:00 -
[84] - Quote
I think it would be a good idea to allow one clone switch in station per 24hrs/48hrs and one jump clone per 24hrs. Wouldn't be game breaking and wouldn't be hard to implement. It would make pvp easier and more viable on a daily basis. Just my .02 |

Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
123
|
Posted - 2013.08.05 18:01:00 -
[85] - Quote
*Shrugs* It's an improvement. I like it :) |

rofflesausage
State War Academy Caldari State
123
|
Posted - 2013.08.05 18:01:00 -
[86] - Quote
Dierdra Vaal wrote:While I really applaud taking on the jumpcloning mechanics, I am not sure if this is the right way to do it. I'm worried that reducing clone jumping to 19 hours may make it too easy for alliances to use clone jumping as a way of further increasing their power projection. This change basically allows them to one night (during their personal primetime) be in location A, and the next night during their primetime in location B - without requiring them to actually travel the distance inbetween, which may otherwise deterr them from doing so or at least provide a meaningful effort sink.
They can do that now.
Change station clone -> Pod yourself. Since clone costs got cheaper, this is more viable than ever. A 92.5M SP clone is 20M IIRC. Someone with that many SP is most likely going to be flying a ship way in excess of that cost. Heck, I've paid people to pod themselfs closer to us.
Power projection is a very real issue, I agree (one cyno frig moving hundreds of capitals is insane) but I'm not sure this is going to have a huge influence on it while the other underlying mechanics are in place.
If anything they could just make it into another ISK sink: X million per JC change, with a much lower limit. |

Aeril Malkyre
Knights of the Ouroboros
258
|
Posted - 2013.08.05 18:04:00 -
[87] - Quote
A good start, but 2 hours per level would be better. Easy math: If I've jumped clones during my play session, go to sleep for 6-8 hours, go to work and life for 8-10 hours, and come home wanting to hop into EvE, a 14 hour timer gets me back in action at just about the right time. On days I'm away longer, I don't have to train it to 5 to see the full benefit, but it helps.
Just bump it a little and you're there. |

MeBiatch
Republic University Minmatar Republic
1199
|
Posted - 2013.08.05 18:05:00 -
[88] - Quote
Tippia wrote:EhGǪ
You could have just reduced the timer to 23 hours and solved the same problem. That said, 1h/level is about right. Definitely don't make it any more than that since it would make it far too easy to jump around GÇö 2h would make it awfully close to a twice-a-day thing and that's too much.
though 1.5 would be the Goldilocks zone There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |

Xasnevian
Xasnevian Corporation
3
|
Posted - 2013.08.05 18:07:00 -
[89] - Quote
This change would solve the problem, but I feel like this:
Dierdra Vaal wrote:I'm also worried that this skill will go the way learning skills went.
Just reduce the timer on jumping. I would not enjoy training this as a skill. |

This is Jita
Science and Trade Institute Caldari State
1
|
Posted - 2013.08.05 18:10:00 -
[90] - Quote
Vincent Athena wrote:Do we really need it to be a skill? Just set it to 20 hours.
^ This ^
|
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Sharon Tate
Cutting Edge Incorporated RAZOR Alliance
19
|
Posted - 2013.08.05 18:11:00 -
[91] - Quote
Meh.
Why bother with the skill? If the goal is to simply remove the pain point for players to really be able to jump once a day, just drop the time to clone jump to 19 hours and be done with it.
Here's another skill that benefits vets against noobs. Vets with nothing to train can train this, while noobs will have to weigh training a useful fitting skill etc. versus this dubious choice.
This really shouldn't be a "skill". |

Maximus Andendare
Future Corps Sleeper Social Club
400
|
Posted - 2013.08.05 18:12:00 -
[92] - Quote
Arthur Aihaken wrote:You know what, this is fine as proposed. Let's not turn this into another 80-page+ discussion. +1 - on to Marauders, Black Ops and Pirates... It's the summer. Never not a threadnaught.
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day. |

Commander Ted
Caldari Provisions Caldari State
810
|
Posted - 2013.08.05 18:13:00 -
[93] - Quote
Lame, to small to matter. I don't care much about using clones for fast travel but I would like the ability to change out the implants in my head more easily. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Gar'sul
Alpha Lazor
0
|
Posted - 2013.08.05 18:14:00 -
[94] - Quote
Oliver Eels wrote:Eliram Kahoudi wrote:1hr per level is so meh. Something better than nothing for sure and i do appreciate that. But would be awesome to be able to lower the jump clones to 12hrs at rank 5 instead. 2 hrs per level would make it 14 hours to JC at max level. Much nicer, IMHO. Going from 24->19 hrs really isn't much of a difference.
Agree on this one !! 19 hours is no difference. |

Maru Sha
The Department of Justice
30
|
Posted - 2013.08.05 18:17:00 -
[95] - Quote
1h per level seems right to me. If someone is logging in usually at around the same time, the person can now decide what clone to use for this game session ... and do the same the next day at the same time without being pushed back with every session. I would say, mission accomplished.
I wouldn't vote for more than 1h per level. I think that is a wish of pilots who always want to fly the perfect clone in the very moment without any commitment. You can also read from the posts that some would love to skill with +5 implants and maximum output while they are logged off but also have the whatever is perfect combat / industrial clone for their other needs during the online time. I don't like that. There should be trade-offs from my point of view and decisions should have a meaning ... and not just represent an optimization path. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
826
|
Posted - 2013.08.05 18:21:00 -
[96] - Quote
Just remove jumpclones altogether, that'll stop this whining.
It's not as if they're actually good for the game, anyway. |

XvXTeacherVxV
Nightmare Machinery Illusion of Solitude
25
|
Posted - 2013.08.05 18:21:00 -
[97] - Quote
This is a great change. People asking for more are just mice wanting milk with their cookie. It's really not a "buff" to gameplay, but more to player experience. Stop being whiners and take a gift for what it is. |

Maximus Andendare
Future Corps Sleeper Social Club
401
|
Posted - 2013.08.05 18:23:00 -
[98] - Quote
XvXTeacherVxV wrote:This is a great change. People asking for more are just mice wanting milk with their cookie. It's really not a "buff" to gameplay, but more to player experience. Stop being whiners and take a gift for what it is. Why should there be a skill that improves quality-of-life? The base timer should just be lessened or make a skill like that have some actual game application.
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day. |

MeBiatch
Republic University Minmatar Republic
1199
|
Posted - 2013.08.05 18:24:00 -
[99] - Quote
Commander Ted wrote:Lame, to small to matter. I don't care much about using clones for fast travel but I would like the ability to change out the implants in my head more easily.
thats the main reason i jump clone is for implant change.
tbh i used to lobby for a complete change to how clones work.
i wanted player made clones
the ability to sell them on the market
the ability to install a clone vat bay in a pos
the ability to have multiple clones in a outpost/station
the ability to transport clones in a ship
at the end of the day i would like to setup a bunch of clones in my pos fully pvp fit with a bunch of pvp ships in the sma.
the biggest thing i hate about eve is having to fork out 30 million isk every time i die. Having the ability to make/transport/sell/hold more then one in a station... would be epic for the game.
make clones manufactureable using PI goods. There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |

2D34DLY4U
Brutor Tribe Minmatar Republic
9
|
Posted - 2013.08.05 18:25:00 -
[100] - Quote
Dierdra Vaal wrote:I'm also worried that this skill will go the way learning skills went.
This is a bad idea as we are using a mechanic similar to learning skills to solve a gameplay problem. This new skill being introduced will either be meaningless (in its current state) or if you raise the hours/level in an attempt to solve the underlying problem you will create a skill that everyone will need and consequently a barrier to entry in the form of forcing everyone to spend X days training this - the issue, similar to learning skills, is that there is no trade off and no choice being made, its just something you will need to do and therefore not a good game mechanic and just another hurdle that you have to go through in order to play the game.
The problem with jump clones is related to the learning implants that are currently IMO a broken mechanic in the sense that they create a link between long term decision making (what to train) and short term risk/benefit decisions (what to risk in pvp). Implants that give you advantages in pvp are cool since you get the edge from the implants but also risk more with them, so this is working fine. Learning implants on the other hand create a barrier to pvp in the sense that in order to pvp seriously you have to forcefully gimp your ability to develop your skills in the long term, thus creating a barrier for pilots that want to pvp - it is a forced sunk cost that has to be paid for by all pvpers.
The jump clone timer change has implications in terms of travel and mobility, more so if we reduce jump clone delay to 0 (per Reasonable Suggestions vote item) - I don't see a problem with this right now as it's better to have the player jump clone around and keep playing than logoff and wait for a few hours to do whatever he wanted to do, but I am not an expert and there may be situations where this may be abused.
The problem here is the learning implants. Changing the jump clone timer is an elegant way around this problem since although we may see less learning implants being destroyed and less isk sink effect from those implants on one hand, on the other hand giving players flexibility in terms of changing implant sets on the fly may increase their overall use in the game and raise the total amount of implants of any kind being destroyed, thus having a beneficial effect on the market. This on top of allowing players to play the game more, as opposed to forcing them to logoff for hours to get things done... |
|

Daneel Trevize
Give my 11percent back
391
|
Posted - 2013.08.05 18:25:00 -
[101] - Quote
Tippia wrote:Longinius Spear wrote:Just wondering, why would moving it down to say every 5 hours be "too much"?
In your opinion. Because it makes it ridiculously easy to bypass the entire galaxy. Have you heard of these things called Titans, and jump bridges? Everyone in an alliance seems to have have access to plenty of these. I don't think it should really be a factor in easing the life of smaller entities; small gang/solo players.
CCP, have you looked at the actual numbers, e.g. the average play session of a character that has flown in low/nullsec after jumpcloning, and how that time period after compares to their total logged in time? Granted this won't account for those put off by the current system, but it might show people JCing before almost every day's play. I know I have done so for periods of high activity.
Also, can you be open about how much you fear mindlinks factor in these mechanics decisions, have you considered making a shorter timer with a condition that you don't have a mindlink in perhaps? |

So'Cari
Deep Core Mining Inc. Caldari State
17
|
Posted - 2013.08.05 18:25:00 -
[102] - Quote
-1 for the same reason offered by many others:
If you recognise that a 24-hour timer is bad game design, you should implement a direct fix rather than adding a skill which makes the flaw default with an optional fix available for a minor in-game cost. [That the relative cost is highest to newer players just compounds the problem.]
Just set the timer to 19-hours (or whatever) and go from there.
- Simpler to implement
- Simpler to adjust and/or remove based on feedback
- No more costly (as a proportion of SP) for newer players
And if after a short trial you still want to go back to 24-hour default with skill-based reduction, then you can, and nobody will complain about wasted training time or clamor for SP reimbursement.
You could even set it to 21 or 22-hours (i.e. something a little more conservative) RIGHT NOW as an experiment until Odyssey 1.1, and then make a final adjustment or add in the skill-based version when 1.1 launches. |

MeBiatch
Republic University Minmatar Republic
1200
|
Posted - 2013.08.05 18:26:00 -
[103] - Quote
Maximus Andendare wrote:XvXTeacherVxV wrote:This is a great change. People asking for more are just mice wanting milk with their cookie. It's really not a "buff" to gameplay, but more to player experience. Stop being whiners and take a gift for what it is. Why should there be a skill that improves quality-of-life? The base timer should just be lessened or make a skill like that have some actual game application.
how about 10% reduction in clone jump cooldown for jump clones in same constellation.
this would give you the ability to change from pvp to pve clones twice a day if you stay in the same area. but also limits force projection jump cloning. There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |

Denidil
Turalyon Plus
628
|
Posted - 2013.08.05 18:33:00 -
[104] - Quote
It is a good skill, but i think 1 hour is not enough
Untrained: 24 hours Level 1: 23 Level 2: 22 Level 3: 21 Level 4: 20 Level 5: 19
Perhaps it should be 2?
Level: 0/1/2/3/4/5 Timer: 24/22/20/18/16/14
Or maybe 3?
Level: 0/1/2/3/4/5 Timer: 24/21/18/15/12/9
I think i like the numbers of 3 - the skill makes a much bigger difference this way, is more effective. Addresses one of the CSM's "little things" items. Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design. |

So'Cari
Deep Core Mining Inc. Caldari State
17
|
Posted - 2013.08.05 18:34:00 -
[105] - Quote
Denidil wrote:It is a good skill, but i think 1 hour is not enough Why do you think it's a good skill compared against just altering the default time for everyone? |

HVAC Repairman
GoonWaffe Goonswarm Federation
567
|
Posted - 2013.08.05 18:39:00 -
[106] - Quote
allow multiple jump clones in the same station, no time reset for same station jumps (or make it a lot smaller), and no killing of implants because of a jump. please. Follow me on twitter |

Jackie Fisher
Syrkos Technologies Joint Venture Conglomerate
234
|
Posted - 2013.08.05 18:40:00 -
[107] - Quote
Replace current mechanism with % of success based on time since last jump: 24 hours since last jump = 100% chance of success 12 hours since last jump = 50% chance success 0 hours since last jump = 0 % chance success
If you really want a new skill then +5% chance of jump success per level.
Failed jumps have varying consequences ranging from failure to jump as best case to implant or clone loss in worst case.
True Eve risk vs reward  Fear God and Thread Nought |

chris1945
Ambivalence Co-operative
21
|
Posted - 2013.08.05 18:41:00 -
[108] - Quote
Daneel Trevize wrote:Honestly, cancel this and do it right. 5 hours isn't right, nor is it being skillpoints based for just that.
The '99 things' initative highlights that many people are happy to see a more complete solution, a separation of the teleportation potential of jump clones with their implant-saving aspect. AFAIK many are willing to have shorter JC timers if they're in the same system/station as the other clone, and understand the power projection potential problems of having the ranged jumps be more frequent. But they also shown that players don't want to be tied to yesterday's start-of-session clone choice the next day, and that's where I feel 5 hours just isn't enough.
A 10hour reduction if in the same system/station sounds much more appealing, more likely to lead to fun options to mix things up for those that have the opportunity to fly various doctrines (remember we still can't use even a fraction of our SP or wealth at once anyway). Don't make people train or plan to train a skill for this, especially if it's likely to be changed Soon. Almost as bad a 4 racial ECCM skills as a 'fix' for ECM, only hurts the new guys & those hoping for slightly varied session start-times.
Correct.
Also please remove the annoying "kill all implants on jump bug" if you are in the same station. |

Makoto Priano
Priano Trans-Stellar State Services
3554
|
Posted - 2013.08.05 18:42:00 -
[109] - Quote
So, there are already a lot of comments? But my $.02.
I work full time, and EVE on weekday evenings, and when I'm free on weekends. I usually have a chance at fleet ops in the evenings-- but if I JC back after, I have no chance to live dual carebear/PvP lives for the next day. My guess is that CCP has clocked the average play session/fleet's duration at something like 3 or 4 hours, and think that this'll give people juuust enough flexibility without making things ridiculous. |

Kitty Bear
Disturbed Friends Of Diazepam Tribal Band
774
|
Posted - 2013.08.05 18:44:00 -
[110] - Quote
From the all the complaining I can only surmise that people do not want this skill & feature implementing. I guess they are content with a continuation of the system currently in place.
|
|

Arec Bardwin
1030
|
Posted - 2013.08.05 18:46:00 -
[111] - Quote
A decent change, although a very simple one. What would be nice:
- Advanced Infomorph psychology for access to more clones.
- Tiered jumping cooldowns for system-wide clone jumps, region-wide clone jumps and universe-wide clone jumps.
- Ability to swap clones in a WH Rorqual clone vats.
Add needed skills accordingly. |

Tippia
Sunshine and Lollipops
15920
|
Posted - 2013.08.05 18:48:00 -
[112] - Quote
Kitty Bear wrote:From the all the complaining I can only surmise that people do not want this skill & feature implementing. I guess they are content with a continuation of the system currently in place. No. People just want them to fix the problem byGǪ you knowGǪ addressing the problem, rather than adding in a pointless one-day skill-training timesink as a half-assed band-aid to the problem.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Tenchi Sal
Dust Bunnies 514
185
|
Posted - 2013.08.05 18:52:00 -
[113] - Quote
5 hours reduction is perfect. most players dont play 23.5/7. someone can come home for work, login, decide they want to do "this thing" today, jump clone. they'll be ready to jump back when they get home from work again the next day. great job ccp and thank you guys!!! |

Mirana Niranne
Rabid Ninja Space Monkey Inc. Monkeys with Guns.
31
|
Posted - 2013.08.05 18:56:00 -
[114] - Quote
Isn't there some issue with server load where every time you undock or change ships or log in the server has to make a counting of your skills and levels to apply bonuses etc for your fittings and such? Doesn't adding another skill give the server just one more thing to keep track of?
I'm curious as to why you're not just knocking 4 or 5 hours off the JC timer rather than adding another skill to suck resources in server tracking or whatever you call it. No big deal in small systems, but in big fights or really busy systems, I'm sure the more skills people have, the more load on the server, where if I recall, this is one of the bottlenecks Team Gridlock is dealing with. |

Fifth Blade
The Nyan Cat Pirates The Retirement Club
11
|
Posted - 2013.08.05 18:56:00 -
[115] - Quote
Tenchi Sal wrote:5 hours reduction is perfect. most players dont play 23.5/7. someone can come home for work, login, decide they want to do "this thing" today, jump clone. they'll be ready to jump back when they get home from work again the next day. great job ccp and thank you guys!!! The problem with this is that if you go over by 10 minutes it throws off your jump the next day, and the next until you just have to stop using it because the timer is too limiting.
Realistically you need 2 hours / level to account for just normal variation for a lot of people. |

Ranger 1
Ranger Corp
4447
|
Posted - 2013.08.05 19:02:00 -
[116] - Quote
Tenchi Sal wrote:5 hours reduction is perfect. most players dont play 23.5/7. someone can come home for work, login, decide they want to do "this thing" today, jump clone. they'll be ready to jump back when they get home from work again the next day. great job ccp and thank you guys!!! This. This is the whole point.
This is not to make it easier to hop back and forth across the galaxy multiple times in a day. The ability to rapidly trans-locate/travel is already an issue in EVE.
This is simply a way to make it easier to jump ONCE a day, without screwing yourself up when you log on the following day. it's a buffer, so that if you don't think about jumping right away you have a bit of time to play with.
If they went any further they start to distort the primary function of a jump clone. Instead of a once per day convenience the begin to become a huge tactical consideration, circumventing a great deal of the logistical game play in place.
Planning your clone jumps should still be important... and this little bit of variable buffer (depending on how much buffer you want to train for, if any) makes the mechanic more practical instead of circumventing it completely. 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. |

Kossaw
Body Count Inc. Pandemic Legion
74
|
Posted - 2013.08.05 19:06:00 -
[117] - Quote
TBH, its a good plan. I like the idea of it being a rank 1 or 2 skill. But with the proposal as it stands right now, why bother training more than skill level 2 or 3. The only thing this propsal aims to do is help prevent players getting stuck outside their regular play hours on a weekday evening.
So this is NOT the solution we have been asking for for a very long time. It's a stop gap solution for a different problem.
It seems most people agree that there is a need to prevent mobility around eve simply by Jumping between clones every 5 minutes, and that your choice of implants should matter and have consequences when you want to instantly reship to a new fleet doctrine. And it seems most people agree that Clone jumping should never be more than once in a 12 hour period. So, the simple solution to give everyone what we really want is ...
- Make this ( or an advanced variation ) a higher rank skill so that training L5 takes 30+ days - Make this ( or an advanced variation ) give a maximum benefit of 12 hours between clone jumps at L5 WTB : An image in my signature |

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
259
|
Posted - 2013.08.05 19:08:00 -
[118] - Quote
Please consider making it 1hr cooldown reduction per level for jumping outside of system/station and 4h12m (17.5%) reduction if clone you're jumping to is in the same system/station: Untrained (jumping/swapping): 24h / 24h Lv1: 23h / 19h48m Lv2: 22h / 15h36m Lv3: 21h / 11h24m Lv4: 20h / 7h12m Lv5: 19h / 3h
That will help newer player to PvP more frequently without harming training times much for their skills: you come home @19, jump into empty/pvp clone, and then @22 you'll be able to jump back to your precious +4/+5 carebear clone. Power projection is not an issue here - you'll have to travel to system/station to get reduced timer. Opinions are like assholes. Everybody's got one and everyone thinks everyone else's stinks. |

Shantetha
Tribal Liberation Force Minmatar Republic
7
|
Posted - 2013.08.05 19:17:00 -
[119] - Quote
Daneel Trevize wrote:Honestly, cancel this and do it right. 5 hours isn't right, nor is it being skillpoints based for just that.
The '99 things' initative highlights that many people are happy to see a more complete solution, a separation of the teleportation potential of jump clones with their implant-saving aspect. AFAIK many are willing to have shorter JC timers if they're in the same system/station as the other clone, and understand the power projection potential problems of having the ranged jumps be more frequent. But they also shown that players don't want to be tied to yesterday's start-of-session clone choice the next day, and that's where I feel 5 hours just isn't enough.
A 10hour reduction if in the same system/station sounds much more appealing, more likely to lead to fun options to mix things up for those that have the opportunity to fly various doctrines (remember we still can't use even a fraction of our SP or wealth at once anyway). Don't make people train or plan to train a skill for this, especially if it's likely to be changed Soon. Almost as bad a 4 racial ECCM skills as a 'fix' for ECM, only hurts the new guys & those hoping for slightly varied session start-times.
First reaction to the skill as i was reading 
then I realized it was 5 hours total 
then i realized it really wouldn't make learning implants less important nor reduce the disincentive people, who use +5, feel to expose themselves to low sec/null sec risk. They are still a necessity and really should be phased out like learning skills, i know but what about those who were walking up hill both ways in the snow.
|

Kitty Bear
Disturbed Friends Of Diazepam Tribal Band
774
|
Posted - 2013.08.05 19:19:00 -
[120] - Quote
Tippia wrote:Kitty Bear wrote:From the all the complaining I can only surmise that people do not want this skill & feature implementing. I guess they are content with a continuation of the system currently in place. No. People just want them to fix the problem byGǪ you knowGǪ addressing the problem, rather than adding in a pointless one-day skill-training timesink as a half-assed band-aid to the problem.
In your opinion. |
|

Bienator II
madmen of the skies
1892
|
Posted - 2013.08.05 19:20:00 -
[121] - Quote
for all those in the "instant travel is bad" camp. Dont forget that every second player has at least one alt. Instant travel already exists - just outside game mechanics. You can't balance it, it is already there and unavoidable. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Rowells
Unknown Soldiers Against ALL Authorities
59
|
Posted - 2013.08.05 19:21:00 -
[122] - Quote
2D34DLY4U wrote:Dierdra Vaal wrote:I'm also worried that this skill will go the way learning skills went. This is a bad idea as we are using a mechanic similar to learning skills to solve a gameplay problem. This new skill being introduced will either be meaningless (in its current state) or if you raise the hours/level in an attempt to solve the underlying problem you will create a skill that everyone will need and consequently a barrier to entry in the form of forcing everyone to spend X days training this - the issue, similar to learning skills, is that there is no trade off and no choice being made, its just something you will need to do and therefore not a good game mechanic and just another hurdle that you have to go through in order to play the game. The problem with jump clones is related to the learning implants that are currently IMO a broken mechanic in the sense that they create a link between long term decision making (what to train) and short term risk/benefit decisions (what to risk in pvp). Implants that give you advantages in pvp are cool since you get the edge from the implants but also risk more with them, so this is working fine. Learning implants on the other hand create a barrier to pvp in the sense that in order to pvp seriously you have to forcefully gimp your ability to develop your skills in the long term, thus creating a barrier for pilots that want to pvp - it is a forced sunk cost that has to be paid for by all pvpers. The jump clone timer change has implications in terms of travel and mobility, more so if we reduce jump clone delay to 0 (per Reasonable Suggestions vote item) - I don't see a problem with this right now as it's better to have the player jump clone around and keep playing than logoff and wait for a few hours to do whatever he wanted to do, but I am not an expert and there may be situations where this may be abused. The problem here is the learning implants. Changing the jump clone timer is an elegant way around this problem since although we may see less learning implants being destroyed and less isk sink effect from those implants on one hand, on the other hand giving players flexibility in terms of changing implant sets on the fly may increase their overall use in the game and raise the total amount of implants of any kind being destroyed, thus having a beneficial effect on the market. This on top of allowing players to play the game more, as opposed to forcing them to logoff for hours to get things done... You know, nobody is forced to use learning implants in any way shape or form. I often go without any jmanrs simply so I can pvp more often. It's a choice/trade off that I make. It's a choice everyone has to make when they consider implants. And so far CCP has not said they want to reduce the risk of you losing your shiny implants. They just want to make it so people who jump clone once a day don't har to wait the next day for their ter to run out. It's really useful for people who often play the same time each day. That's the whole point of this skill. Though I agree, maybe a skill wasn't the best solution. |

MeBiatch
Republic University Minmatar Republic
1200
|
Posted - 2013.08.05 19:21:00 -
[123] - Quote
Kitty Bear wrote:Tippia wrote:Kitty Bear wrote:From the all the complaining I can only surmise that people do not want this skill & feature implementing. I guess they are content with a continuation of the system currently in place. No. People just want them to fix the problem byGǪ you knowGǪ addressing the problem, rather than adding in a pointless one-day skill-training timesink as a half-assed band-aid to the problem. In your opinion.
in mine too brosef There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |

So'Cari
Deep Core Mining Inc. Caldari State
18
|
Posted - 2013.08.05 19:21:00 -
[124] - Quote
Kossaw wrote:TBH, its a good plan. I like the idea of it being a rank 1 or 2 skill. But with the proposal as it stands right now, why bother training more than skill level 2 or 3. The only thing this propsal aims to do is help prevent players getting stuck outside their regular play hours on a weekday evening.
So this is NOT the solution we have been asking for for a very long time. It's a stop gap solution for a different problem.
So do you think adding a skill is a better solution than just reducing the default timer for everyone? |

Novah Soul
21
|
Posted - 2013.08.05 19:24:00 -
[125] - Quote
CCP Rise wrote:Hi Hi
I'm not even in the office today (Icelandic holidays happen approx every other day) but I'm really excited to let you guys know about this, so here you go:
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.
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.
o/ Looks solid. While I'd rather honestly see it put to a 2-hour per level time reduction, anything is better then what it is now. |

Sofia Wolf
Ubuntu Inc. The Fourth District
243
|
Posted - 2013.08.05 19:26:00 -
[126] - Quote
This quite reasonable change. People that play few hours a day at roughly same time of day will find this most useful. I'm somewhat concerned this will create additional power projection problems, but few hours shaved on jump timer probably will not make it much worse then it already is. Overall I think this will be net benefit for the game.
Also I support idea to make it a skill instead of just flat adjustment. This is EVE and you don't get something for nothing. If you want this benefit you should have to sacrifice something, even if it is just some SP.
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... |

Rina Kondur
Fweddit I Whip My Slaves Back and Forth
95
|
Posted - 2013.08.05 19:27:00 -
[127] - Quote
Why even bother making this a skill? Seems like something useless that will be required to train now (ie learning skills). Just skip the skill and knock ~5 hours off the timer. |

Alexander the Great
Imperial Academy Amarr Empire
113
|
Posted - 2013.08.05 19:30:00 -
[128] - Quote
I thought it's dev's job to improve our gameplay. Instead you force us to train a skill for it?
I'm seriously tired of temporary solutions for long-living issues instead of full revision.
Do total implants + clones interface rework! Make full drone overhaul not just interface but skills and mechanics! Give us modular POSes instead of small fixes! |

Ranger 1
Ranger Corp
4447
|
Posted - 2013.08.05 19:33:00 -
[129] - Quote
Rina Kondur wrote:Why even bother making this a skill? Seems like something useless that will be required to train now (ie learning skills). Just skip the skill and knock ~5 hours off the timer. Because then it is up to you how much of a buffer you need, rather than an arbitrary decision on CCP's part.
If we followed your logic we could just up all stats for skills by 5 (or whatever the maximum % gain is) and do away with skills altogether. 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. |

Katrina Oniseki
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
1950
|
Posted - 2013.08.05 19:33:00 -
[130] - Quote
Kismeteer wrote:Please consider raising this bonus to 2 hr per skill level, and maybe increase the 'rank' a bit if you're worried about it being abused. Level 3 would be fine for most casual players, for instance.
1 - 23 hr 22 hr 2 - 22 hr 20 hr 3 - 21 hr 18 hr 4- 20 hr 16 hr 5- 19 hr 14 hr
This prevents people from doing twice per 24 hour period, but makes it easier for those of us who end up with weird play times. The 1.5 mark would also be fine, but makes it hard for people to remember when it's 'up'.
I support this idea. A rank 8 skill would balance this out, I think. Same training time as Battleship 5.
Ch+½j+ì Katrina Oniseki ~ (RDC) Chief Operations Officer ~ [I-RED] Sub-Director of Public Relations |
|

Ranger 1
Ranger Corp
4447
|
Posted - 2013.08.05 19:35:00 -
[131] - Quote
Alexander the Great wrote: I thought it's dev's job to improve our gameplay. Instead you force us to train a skill for it?
I'm seriously tired of temporary solutions for long-living issues instead of full revision.
Do total implants + clones interface rework! Make full drone overhaul not just interface but skills and mechanics! Give us modular POSes instead of small fixes! The tying of implants to your current clone is not only sensible, but an important balancing device (and logistical consideration). It is NOT a problem to be overcome.
Stop trying to remove choices in favor of just being handed the best possible circumstances by default. 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. |

Palamon
Immortalis Inc. Shadow Cartel
16
|
Posted - 2013.08.05 19:38:00 -
[132] - Quote
It's really great to see clone system getting some very much needed attention.
But I am hoping this is just the 'toe in the water'?
How about combining the changes to include some of the excellent suggestions recently posted;
Removing the need to pause training to clone jump. Having more than one clone in the same station. Perhaps even a distance based metric that increases the JC timer the further you jump? |

Rendiff
Funk Soul Brothers Tribal Band
23
|
Posted - 2013.08.05 19:40:00 -
[133] - Quote
I would like to see a more substantial reduction. Like to down to 12 hours at level 5. I've had to skip out on a lot of ops over the years because I was stuck or didn't want to get stuck somewhere. |

Maximus Andendare
Future Corps Sleeper Social Club
402
|
Posted - 2013.08.05 19:41:00 -
[134] - Quote
Kossaw wrote:TBH, its a good plan. I like the idea of it being a rank 1 or 2 skill. But with the proposal as it stands right now, why bother training more than skill level 2 or 3. The only thing this propsal aims to do is help prevent players getting stuck outside their regular play hours on a weekday evening.
So this is NOT the solution we have been asking for for a very long time. It's a stop gap solution for a different problem.
It seems most people agree that there is a need to prevent mobility around eve simply by Jumping between clones every 5 minutes, and that your choice of implants should matter and have consequences when you want to instantly reship to a new fleet doctrine. And it seems most people agree that Clone jumping should never be more than once in a 12 hour period. So, the simple solution to give everyone what we really want is ...
- Make this ( or an advanced variation ) a higher rank skill so that training L5 takes 30+ days - Make this ( or an advanced variation ) give a maximum benefit of 12 hours between clone jumps at L5 It shouldn't be ranked anything skill. It's frustrating that CCP clearly identifies a problem--the time creep that JCing creates for "normal" play hours, and yet their solution is to implement a skill for it. Please stop with the worthless skills. You guys see this creates problems, so you know what? Change the default timer. Don't make skills that feel like chores to train. You know what other skills felt like chores? Learning skills.
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day. |

Isa Superiora
Love Squad Confederation of xXPIZZAXx
14
|
Posted - 2013.08.05 19:42:00 -
[135] - Quote
Jesus Rise, you spoil us. The next thing you know you'll give us a skill to reduce asset delay by 5 seconds. |

LujTic
Unforeseen Consequences. The Unthinkables
9
|
Posted - 2013.08.05 19:45:00 -
[136] - Quote
We're allowed to discuss this idea, but I feel we are missing some argumentation behind the proposal. It would be nice if CCP could aid this discussion by giving us more clearity about why they want to make the proposal as it is.
First of all the reason for making it a skills. I have a feeling CCP is adding it as a skill so the veterans don't feel like they are running out of usefull skills to train. Anther issue is the measily 1 hr reduction. We don't really know why CCP doesn't want to accellerate the rate you can jump significantly. Others have posted their opinion that they feel that jump cloning more often than once a day is bad because it is a (free and easy) form of instant travel. As such they have proposed alternative solutions to that problem. If travel is the problem keeping CCP from making a larger change, then other solutions might be better. |

Gnoshia
Section 8. Fatal Ascension
58
|
Posted - 2013.08.05 19:46:00 -
[137] - Quote
Now all we need is one for remapping.  |

Gnoshia
Section 8. Fatal Ascension
58
|
Posted - 2013.08.05 19:48:00 -
[138] - Quote
Destoya wrote:Thanks Obam... Rise!
lol
Free stuff!
\o/ |

MacKael
Segmentum Solar Nulli Secunda
389
|
Posted - 2013.08.05 19:51:00 -
[139] - Quote
That's fine and good, but tbh we need 2 clones per level. Instead of a reduced time. Most of us have skills for armor and shield. As well as missiles hybrids projectiles lasers. Etc etc. not to mention cap pilots who need totally separate clones for snake or slaves. The clones we have no are not enough to support our current level of game play. |

None ofthe Above
669
|
Posted - 2013.08.05 20:15:00 -
[140] - Quote
This is a good change. 24 hours was just a little long.
+1 supported.
I agree with a few folks that -2 hr/level might be better.
I've thought about the introduction of a skill here, it's not so bad. Younger players don't need it so much and it gives an "SP Sink" for older players.
It's not the same thing as adding "must have" combat skills that put older players up on younger which is a dangerous issue.
This will help reduce the feeling of being trapped in either a combat clone or across the map. Increasing PvP since you can swap back to a learning clone if optimized skill training is an issue or get back for a StratOp/CTA for you next session.
Agreed about some concern about buffing free safe travel, that's a bit of a drawback, but I think anything up to -2/hour should be a net benefit for most players. Don't make me hand you a wizard hat. |
|

Destination SkillQueue
Are We There Yet
5544
|
Posted - 2013.08.05 20:17:00 -
[141] - 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.
What rank skill will it be and what are the prequesites? I'm mainly concerned with it being newbie friendly, since it seems like a skill anyone not married to a specifc type of activity would have occasional use for and there really isn't a reason why it should be behind a high training barrier.
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.
If that is all, why not just drop the cooldown to around 20 hours and be done with it? What is the design goal, that made you retain the problematic system intact and just allow us to sacrifice time to get character specific fixes to it?
In my view if it's deemed as a problem then just fix the problem. This kind of common sense mechanical change shouldn't be something you make players sweat for, so to speak. It's like you notice a design problem, but instead of fixing it, you leave the initial problem in the game and offer us an option to achieve the fix by stop training gameplay enhancing skills for a few days. It doesn't exactly scream great game design. More like the gamemechanics are made to be unnecessarily painful, but you have the option to achieve the fix if you just pause your character progression for a few days. Yay?! I guess it's better then nothing, but I still dislike the approach you've chosen.
CCP Rise wrote: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.
o/ Nice to see you're going to think about the system properly at some point. If you're taking in feedback on a future project, I'd like to see you clearly type out the goals you have for the system and why you think the limitations need to be there. Without that any system you go with will seem somewhat arbitrary(like why 24h of cooldown instead of 20h). If you provide those details, it'll make giving constructive feedback much easier, since we have a solid base to ground that feedback on. |

Rowells
Unknown Soldiers Against ALL Authorities
59
|
Posted - 2013.08.05 20:27:00 -
[142] - Quote
Marcel Devereux wrote: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 will only accomplish your goal if everyone has exactly the same playtime every single day. It doesn't help in the situations where someone JC's and then a CTA goes out for a few hours later and they are stuck in the wrong clone. If your primary goal is to have people able to switch out implants, then why not talk about more jumps with the skill? Or can we talk about why there is even a limit? What if there wasn't a limit and jump cloning and it cost ISK to jump clone (hey look another ISK sink!)? read the post, implants were not mentioned nor were CTAs. its just to make jumpcloning easier in terms of each time you play a day.
say i start playing at six every day and log off around 9. i decided at 830 to jc up to a trade hub for some orders.
day 2 rolls around and its 7 o'clock - "guys, form up we're gonna go have some fun (insert activity here) in 20 minutes."
....well ****.
See? it's only to help each session (assuming a normal session is about 4-5 hours long, hence the hours per skill) |

Lyra Gerie
Bareback Pornstars Carthage Empires
0
|
Posted - 2013.08.05 20:27:00 -
[143] - Quote
I like this change, +1
And to everyone saying it should be longer. Just make another skill, make it something like 10x-15x train time and have it require Informorph Synchronizing level 5 and call it Advanced Informorph Synchronizing which will again give 1 hour reduction per level.
This would make the training time take so long that only the most dedicated of pvp/fleet people would get it to the point where they have a 14 hour timer on their clones.
That aside, I still don't like reducing it that far. I understand most players use it to get into cheap clones but it also has the side effect of putting you anywhere in KS in an instant and there really isn't a reason to allow that twice a day (ie the 12 hours everyone wants). |

Gamer4liff
GoonWaffe Goonswarm Federation
7
|
Posted - 2013.08.05 20:29:00 -
[144] - Quote
It's nice, but I think a full reduction of 50% (to 12 hours) at max level would be more reasonable and cleaner. I don't think too many people are going to be able to make much use of the difference between 19 hours and 24. |

Khanh'rhh
GoonWaffe Goonswarm Federation
2063
|
Posted - 2013.08.05 20:31:00 -
[145] - Quote
What in the ****?
Why is this a skill? Why are you making people invest SP in order to receive QOL fixes? This is the most bizarre change I've read, so much so when somone mentioned it to me I thought it was a parody. This is like making someone train to get UI fixes, or any other QOL change. "Just train graphical anomalies to IV and you should find less flickering! Oh your corp window keeps freezing? Train HUD stability to V!"
I don't think you've really understood why people are asking for the change, since it makes exactly zero sense to be a skill.
Just chop an average play-time from 24 hours and be done with it - a flat 20 hours will be what everyone goes for, so why you want people to take 1-3days to train this is just frankly bizarre. "Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual, issued in the 1930 |

Fifth Blade
The Nyan Cat Pirates The Retirement Club
12
|
Posted - 2013.08.05 20:31:00 -
[146] - Quote
The problem people have with having to train a skill for it isn't just because they have to train a skill to make the mechanics workable. It is also that they have to take it to V to get any useful reduction at all and even then it is barely useful for many people.
A required level V skill that barely addresses the problem. If it were 2h / level some people could take it to 3 and for them, that might be enough. For the rest of us 4 or 5 is still an option.
As it is we would all need to train it to 5 to get any use at all. And many would find that simply isn't enough for anything more than occasional use (when you know you wont be able to log on for a few hours extra) anyway. |

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
259
|
Posted - 2013.08.05 20:35:00 -
[147] - Quote
Gamer4liff wrote:It's nice, but I think a full reduction of 50% (to 12 hours) at max level would be more reasonable and cleaner. I don't think too many people are going to be able to make much use of the difference between 19 hours and 24. 12hrs is too big of a reduction as there is a concern of power projection (main reason of 24hr cooldown). Opinions are like assholes. Everybody's got one and everyone thinks everyone else's stinks. |

luredivino
Dreddit Test Alliance Please Ignore
24
|
Posted - 2013.08.05 20:41:00 -
[148] - Quote
I am not really complaining, but 2 hours per level would be much better. |

Isengrimus
LOST IDEA C0VEN
4
|
Posted - 2013.08.05 20:44:00 -
[149] - Quote
Fifth Blade wrote:The problem people have with having to train a skill for it isn't just because they have to train a skill to make the mechanics workable. It is also that they have to take it to V to get any useful reduction at all and even then it is barely useful for many people.
A required level V skill that barely addresses the problem. If it were 2h / level some people could take it to 3 and for them, that might be enough. For the rest of us 4 or 5 is still an option.
As it is we would all need to train it to 5 to get any use at all. And many would find that simply isn't enough for anything more than occasional use (when you know you wont be able to log on for a few hours extra) anyway.
This. 2hrs reduction per level while making it more difficult to train (say, "tier" 5 or 6 and some unpopular attributes) would make it much more useful for those who need it but still balanced. |

Kobea Thris
Stay Frosty.
41
|
Posted - 2013.08.05 20:49:00 -
[150] - Quote
Why is this being made a skill? Drop the timer down by 4 hours and be done with it. 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. . |
|

Balzac Legazou
Center for Advanced Studies Gallente Federation
3
|
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..."
|

kraiklyn Asatru
T.R.I.A.D
392
|
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
|
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
|
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
|
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
|
Posted - 2013.08.05 21:17:00 -
[156] - Quote
Change I can believe in. |

MacQueen
GoonWaffe Goonswarm Federation
0
|
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
|
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.
|

Fifth Blade
The Nyan Cat Pirates The Retirement Club
12
|
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
|
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 |
|

AndromacheDarkstar
Red Dawn Mercenaries Whores in space
777
|
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
|
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
|
Posted - 2013.08.05 22:07:00 -
[163] - Quote
2 hours per level please. |

Rowells
Unknown Soldiers Against ALL Authorities
59
|
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
|
Posted - 2013.08.05 22:14:00 -
[165] - Quote
+1 will train. BYDI recruitment closed-ish |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1279
|
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
|
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
|
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
|
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
|
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~ |
|

Lua Morena
School of Applied Knowledge Caldari State
0
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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? |
|

Sabriz Adoudel
Paragon Blitz
617
|
Posted - 2013.08.05 23:11:00 -
[181] - Quote
Definite improvement and I'll likely train it to level 3.
This would allow me (on weekdays) to update market orders in two trade hubs each night and one in the morning. Then on weekends (when there's more time free to make ships explode) it would have very little impact.
An enemy is just a friend that you stab in the front. |

Maximus Andendare
Future Corps Sleeper Social Club
402
|
Posted - 2013.08.05 23:12:00 -
[182] - Quote
Sentamon wrote: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. Eve Universe is already a box. Jump bridges, Titan bridges, wormholes, oh my!
"With TiDi, no fight is too far away (to bring the supercap fleet to bear)" --Shadoo
This change represents a quality-of-life change that should not be tied to a skill. If there is to be a skill, then make it provide meaningful changes, so there's a compelling reason to train it. Besides, a lower JC timer (let's say in the absolute sense) just provides for more opportunities for good fights. And that's never a bad thing.
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day. |

Ambrose Oni
Sons Of Alexander AL3XAND3R.
1
|
Posted - 2013.08.05 23:14:00 -
[183] - Quote
I think this is great.
Making it too short (via training) gives further advantages to the rich and the old by giving the option to be in the perfect clone too often.
I agree with those saying 1.5 hours/lvl though, especially since you can't assume everyone will have it at V just for this kind of fix.
+1 regardless, just enough fix to jump at the start or end of a play session. |

Doddy
Dark-Rising
866
|
Posted - 2013.08.05 23:14:00 -
[184] - Quote
Seems just fine to me, the problem has always been that you can't switch to play at the same time the next day so will satisfy most peoples problems. |

Manfred Hideous
TOHOKU 9.0
66
|
Posted - 2013.08.05 23:15:00 -
[185] - Quote
Maximus Andendare wrote:Sentamon wrote: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. Eve Universe is already a box. Jump bridges, Titan bridges, wormholes, oh my! "With TiDi, no fight is too far away (to bring the supercap fleet to bear)" --Shadoo This change represents a quality-of-life change that should not be tied to a skill. If there is to be a skill, then make it provide meaningful changes, so there's a compelling reason to train it. Besides, a lower JC timer (let's say in the absolute sense) just provides for more opportunities for good fights. And that's never a bad thing.
Exactly right. |

Heribeck Weathers
Caldari Provisions Caldari State
71
|
Posted - 2013.08.05 23:18:00 -
[186] - Quote
Good stuff, dotn change a thing |

Tippia
Sunshine and Lollipops
15924
|
Posted - 2013.08.05 23:22:00 -
[187] - Quote
Kitty Bear wrote:Tippia wrote:Kitty Bear wrote:From the all the complaining I can only surmise that people do not want this skill & feature implementing. I guess they are content with a continuation of the system currently in place. No. People just want them to fix the problem byGǪ you knowGǪ addressing the problem, rather than adding in a pointless one-day skill-training timesink as a half-assed band-aid to the problem. In your opinion. No, in theirs, as you can see byGǪ you knowGǪ reading their comments.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Tracer Tzestu
Imperial Academy Amarr Empire
0
|
Posted - 2013.08.05 23:23:00 -
[188] - Quote
+1
I have been hoping to see this skill for a long while, I am extremely happy that it is being implemented. |

Markku Laaksonen
EVE University Ivy League
168
|
Posted - 2013.08.05 23:38:00 -
[189] - Quote
Rise already said this in his OP, but here's an example to put it another way.
My play time is between 12 and 4 eve time. I JC for activity X at 12. The earliest I can JC for activity Y is at 12 the next day. Realistically I'm going to be a little bit after that. Eventually my JC timer gets pushed past my 4 o'clock play time, and I can't do activity Z simply because of the JC timer.
It's a game. Should I not be able to do what I want to in this sandbox game simply because of a timer which intends for me to JC once per day, but in practice will end up stopping me from doing what I want for a day?
Rather than adding a skill, however, change the JC timer to 23 hours. Everyone could JC once a day within their play time without using training time for the skill. It would also avoids hassle if you revamp the JC system in the future as there would be less to worry about maintaining. |

Markku Laaksonen
EVE University Ivy League
168
|
Posted - 2013.08.05 23:40:00 -
[190] - Quote
I should add as a side thought to some of the comments.
JCs are less about safe instantaneous travel and more about having different clones for different roles. That's how they are for me, and I would feel safe saying that's how they are for a vast majority of players. |
|

Jumpshot244
EntroPrelatial Industria Here Be Dragons
20
|
Posted - 2013.08.05 23:45:00 -
[191] - Quote
Change is weak sauce.
Should be a 10% reduction per level. |
|

CCP Rise
C C P C C P Alliance
2026

|
Posted - 2013.08.05 23:46:00 -
[192] - Quote
Glad that generally this is something people want. I'm not surprised there's different opinions on exactly how much this timer should be reduced, but for now we will stick with this time range and we can see how it fits.
As far as tying it to a skill, there's good arguments for and against. I'll have a chat with some other designers and make sure we're all on the same page before shipping it.
As usual, thanks for the input. |
|

Elian Troller
Primary Support Service Legion of xXDEATHXx
2
|
Posted - 2013.08.05 23:54:00 -
[193] - Quote
Making a QoL skill that fixes a game flaw? Ridiculous. |

DeadRow
True Slave Foundations Shaktipat Revelators
123
|
Posted - 2013.08.05 23:56:00 -
[194] - Quote
And what are the good arguments for it again? |

Caleb Seremshur
Angel of War
38
|
Posted - 2013.08.05 23:59:00 -
[195] - Quote
Legion40k wrote:19hrs.. alright, it helps! 12hrs would be godly <3
you guys really don't get it do you? at 24 hrs per jump you are gradually pushed further and further back through your timezone because you cant jump at the same time as the day before. either you skip a day and dont jump or you jump every day and lose some time each jump. at 19 hours this changes and you can jump at the start of every day OR if you're in for a weekend session you will be able to jump in to a combat clone for the weekend and switch a couple of times before jumping back by Monday having lost no time other than what you allow. Read my thread here for my thoughts on eve economy https://forums.eveonline.com/default.aspx?g=posts&t=263968&find=unread Mining in game, from the perspective of an IRL miner. |

Allus Nova
Deep Core Mining Inc. Caldari State
18
|
Posted - 2013.08.05 23:59:00 -
[196] - Quote
Sephira Galamore wrote:Why?
In more words... Why buff safe instantaneous travel? If this change is supposed to help with implants, allow clone switching in stations. I hope you give this some more thought :S
I have to agree here, allow us to swap clones locally, this would make it so I would be SO much more likely that I would participate in PvP if I wasn't risking my crystal PvE set.
I understand the reasoning why they want to introduce the time for jumping in an attempt to guarantee that someone can jump once a day and I don't disagree with their motivation behind that, but local clone switching would do WAAAY more to fix this. |

Bakuhz
The Horny Heron's Space Immigration
105
|
Posted - 2013.08.06 00:09:00 -
[197] - Quote
5 hours at lvl 5
how much time will that take us to train without augmentations? and how much is the book going to cost us?
and i say make it 2 hours per lvl 5 hours is just not going to cut it!!!
http://tnoh.eve-kill.net/?a=pilot_detail&plt_id=576554
We are stil looking for Manticore Pilot's can you fly one and are interested to do more with covert operations Contact me for more info |

Sven Viko VIkolander
Stay Frosty.
84
|
Posted - 2013.08.06 00:33:00 -
[198] - Quote
Caleb Seremshur wrote:Legion40k wrote:19hrs.. alright, it helps! 12hrs would be godly <3 you guys really don't get it do you? at 24 hrs per jump you are gradually pushed further and further back through your timezone because you cant jump at the same time as the day before. either you skip a day and dont jump or you jump every day and lose some time each jump. at 19 hours this changes and you can jump at the start of every day OR if you're in for a weekend session you will be able to jump in to a combat clone for the weekend and switch a couple of times before jumping back by Monday having lost no time other than what you allow.
QFT, I think people are thinking about the 19hr timer in the wrong way. Though something more like 1.5 hours on a high rank skill would be better, IMO, since most people will only train it to level 3-4 unless they really need the extra time.
I am in favor of having it tied to a skill, for the reason that taking it to level 5 is a strategic choice for having a shorter timer for those that need it, as opposed to giving everyone a flat buff.
People don't seem to realize that power creep ruins games. The people that complain about imbalances are often the same people that whined to get those buffs earlier. This is the law of shortsightedness that plagues MMOs. |

Messoroz
AQUILA INC Verge of Collapse
421
|
Posted - 2013.08.06 00:36:00 -
[199] - Quote
So you reduce the time to 19 hours but its effectively useless you stay awake drinking Red Bull.
Seriously, why? There's no different to waiting 24 hours besides not having a stroke from the caffeine. |

Darirol
Origin. Black Legion.
7
|
Posted - 2013.08.06 00:38:00 -
[200] - Quote
the biggest problem in eve atm is force projection in all forms, including instant travel like pod express and clone jump.
i cant see how shorten the timer for clone jumping helps to reduce this problem.
eve is allready way too small. not because we dont have enough systems, its because you can move everywhere within minutes. personaly iam against everything that speeds up travel even more.
|
|

Reatu Krentor
Void Spiders Fate Weavers
5
|
Posted - 2013.08.06 00:39:00 -
[201] - Quote
Would it be impossible to change the cooldown based on distance of the clonejump? Say, in same station it's only a few hours of cooldown, same constellation, it's 6 hours, same region 12 hours and beyond that 24 hours? |

Endeavour Starfleet
915
|
Posted - 2013.08.06 00:58:00 -
[202] - Quote
While I am glad to see this change. This is far too little of a reduction and does little to combat the larger issue. These timers prevent PVP and while less than an hour per jump would lead to all sorts of issues. In my opinion setting the bar at 12 hours at lvl 5 would be a far better balance and can be done now. If things really go wrong with this. You can nerf it later tho with the proper data in hand rather than guesses that it would be abused. |

MacKael
Segmentum Solar Nulli Secunda
406
|
Posted - 2013.08.06 00:59:00 -
[203] - Quote
With the whole jump clone thing. I think time cool down is pointless really. And lets not even get into force projection. Thats just a joke. But if you made clones 2x per skill level and, and did something like a "time increase" between next jumps. Something like 100% time increase between next jump. Starting at like one hour, going to two etc etc. and you could even make a distance limit to clone jumps (for those too much force projection guys) PRO TIP alts have already ruined that. Back to point clone jumps could be something similar to say a Capitol jump or like say 15 jumps examples numbers only. Add that with the heat up timer and it might be better then the system we have now. Any or all of these ideas please feel free to use mix match expand etc. |

Kossaw
Body Count Inc. Pandemic Legion
74
|
Posted - 2013.08.06 00:59:00 -
[204] - Quote
So'Cari wrote:Kossaw wrote:TBH, its a good plan. I like the idea of it being a rank 1 or 2 skill. But with the proposal as it stands right now, why bother training more than skill level 2 or 3. The only thing this propsal aims to do is help prevent players getting stuck outside their regular play hours on a weekday evening.
So this is NOT the solution we have been asking for for a very long time. It's a stop gap solution for a different problem.
So do you think adding a skill is a better solution than just reducing the default timer for everyone? Edit: It's a common enough point that I expect we'll get Rise/CCP's opinion at some point. It would be good to hear from players though. If you like the skill addition, why is it better than the alternatives, not just better than what we have right now?
Skills are the basic game mechanism for controlling player choice and consequences. Of course this should be a skill. The problem with learning skills was that the penalty for NOT having them was HUGE for any long term player so you had no choice but to train them at a time when your character was brand new. That ruined early game play for new players. This situation is completely different.
Training "jump clone reduction time" to L5 is nothing like as important. This ability is of little use to a low SP player with little ISK, so there is no need to train it. The choice to train only to level 3 or 4 would be quite viable for most characters. WTB : An image in my signature |

MacKael
Segmentum Solar Nulli Secunda
406
|
Posted - 2013.08.06 01:03:00 -
[205] - Quote
Darirol wrote:the biggest problem in eve atm is force projection in all forms, including instant travel like pod express and clone jump.
i cant see how shorten the timer for clone jumping helps to reduce this problem.
eve is allready way too small. not because we dont have enough systems, its because you can move everywhere within minutes. personaly iam against everything that speeds up travel even more.
Dude alts ruined this not jump clones, and with the loop holes of suicide jumps come on. Cutting jump time is a good thing and read my above comment. This system is broken and worthless. Sort of like the CSM |

Ole Volan
Xeno's Casino
2
|
Posted - 2013.08.06 01:03:00 -
[206] - Quote
I think this is a good step. I don't have a problem tying it to a skill as JC's themselves are tied to a skill. It makes sense that buffing them would need additional skills.
I would, though, like to see 2 additional skills added.
Advanced Informorph Synchronizing would have a high multiplier and add up to an additional 5 hours reduction to the timer.
Informorph Alternation would allow for in-station clone swapping. Level one would have a 12 hour cooldown, with the cooldown reducing as the skill level increases.
What do you think? |

X'ret
Shirak SkunkWorks
13
|
Posted - 2013.08.06 01:11:00 -
[207] - Quote
CCP Rise wrote:Glad that generally this is something people want. I'm not surprised there's different opinions on exactly how much this timer should be reduced, but for now we will stick with this time range and we can see how it fits.
As far as tying it to a skill, there's good arguments for and against. I'll have a chat with some other designers and make sure we're all on the same page before shipping it.
As usual, thanks for the input.
I like the idea, thanks! 1.5-2hours/level would be the best but its better than nothing..
Any plans at advanced infomorp psychology or local station jc switching? I live in a system with 3 stations for long time, nearby systems has only one station, have 6 jc's so i store them in 4 systems.., bit annoying in situation. 
|

Ivory Kantenu
Sons of The Forge SpaceMonkey's Alliance
47
|
Posted - 2013.08.06 01:16:00 -
[208] - Quote
Make it 2.4 / 4.8 / 7.2 / 9.6 / 12 and you might get somewhere.
5 hours is basically ' I'm sleeping so I'll worry about it tomorrow' time, instead of useful time. Learn the basics of Wormhole Selling: https://forums.eveonline.com/default.aspx?g=posts&t=101693&find=unread
|

Mazer
Ice Fire Warriors Late Night Alliance
5
|
Posted - 2013.08.06 01:21:00 -
[209] - Quote
Great idea!
Please make it useful by drastically increasing the amount of time you gain per level.  http://mazeve.blogspot.com/ |

Phoenix Jones
Shockwave Innovations Surely You're Joking
144
|
Posted - 2013.08.06 01:47:00 -
[210] - Quote
Darirol wrote:the biggest problem in eve atm is force projection in all forms, including instant travel like pod express and clone jump.
i cant see how shorten the timer for clone jumping helps to reduce this problem.
eve is allready way too small. not because we dont have enough systems, its because you can move everywhere within minutes. personaly iam against everything that speeds up travel even more.
It's odd to say eve is small. For conquorable space, with jump bridges, cynos, Titan bridges now clone jumping, known space is very small.
It also is the fastest way to get people into the action. Now in small groups, this isn't a problem. It's a massive issue when it comes to massive blobs which generally no one likes (unless your winning).
They came out with wormhole space that has no projection, no cynos, super carriers, no clone jumps or jump bridges, and its vacant by kspace means. It's scary, intimidating, you can't ram fleets of thousands against each other. Heck it's what allot of people want in nullsec, a hunt, smaller fleets battling it out....
But it's not like that either. In wormhole space, you have to hunt for a fight. In nullsec, put a lightbulb up and your there in a few seconds.
Cyno's, jump bridges, clone jump, Titan bridges... There CCP's version of the WOW raid finder/battlegrounds.. Want to kill people, get a group, say "cyno", and instantly jump into pvp. It's flawed, but its been flawed for years and people still use them. It puts people into the fight immediately...
Projection is a problem, but its the unlimited use of it which is a bigger problem.
|
|

Jerick Ludhowe
trolllolcorp
504
|
Posted - 2013.08.06 02:08:00 -
[211] - Quote
Proper change, good work Rise! |

Zaxix
Long Jump.
188
|
Posted - 2013.08.06 02:17:00 -
[212] - Quote
It's hard to give feedback if you've limited all discussion to a non-existent skill you've already said isn't likely to change.
Nice start. Something is better than nothing. But just looking at votes in the reasonable things thread shows beyond a shadow of a doubt that significantly lowering the timer is what the community wants.
Thanks for chipping away at it though. Bokononist
-á |

Jack Miton
Semper Ubi Sub Ubi
2224
|
Posted - 2013.08.06 02:27:00 -
[213] - Quote
1 hour is meh. make it 7.5% time reduction per level and it would be better. |

Akturous
Immortalis Inc. Shadow Cartel
218
|
Posted - 2013.08.06 02:34:00 -
[214] - Quote
Perfect, if you play at the same time each day now you're not screwed.
Add to this the ability to store all your clones in one station and swap between them at will and it'll be perfect, allowing quick change of fleet composition as well as limiting force projection. Vote Item Heck One for CSM8 |

Serenis
Dark-Rising
0
|
Posted - 2013.08.06 02:37:00 -
[215] - Quote
I don't think this solves the issue fully. It lessens the chance you will be stuck waiting for a clone, but doesn't really facilitate what I think Jump Clones could be used for. I know there are a lot of arguments that it will shorten travel, but it's not like you can pick any destination or take cargo with you. You may want to jump to high sec quickly to manage a market order, or earn some ISK. Maybe move to the other side of new Eden to play with a different group of people, and of course manage different implants for different ops. I would probably do a wider range of activities in a play session if I wasn't bound by how rigid the current system is. I'm not going to do any of those activities if I have to spend half an hour in a shuttle each way. It's also annoying to JC somewhere and find you have to buy a ship to shuttle back if you are suddenly needed elsewhere.
I suppose the best way I can put it is that I always hesitate to push the button on a jumping to a clone because I feel like I'm trading some convenience now for more inconvenience later.
Anyway I'd like to suggest an alternative to shortening the time by approaching the problem differently. A jump clone activation pool and availability queue.
- With no skill trained each character gets one clone in the pool.
- This is increased by one for each level of the new skill to a max of six. When you jump you use one of your pooled jumps.
- This is then takes 24 (arbitrary/legacy amount...this number will be the main balance point) hours to recharge.
- If you jump again in that 24 hour period that slot is added to the end of the recharge queue, taking a further 24 hours after the current slot is charged etc.
This way you could jump up to six time a day whenever you wanted, but you would have to wait 6 days with NO JUMPING to be able to do that again. In the worst case scenario you still have a clone every 24 hours as it is now, and not having the skill trained also remains the same as it is now. It's still possible to get stuck waiting for a clone in this system, but it would allow flexibility to use clones more conveniently, while still requiring the player to budget how they use their clones. the player is never penalised for jumping, just jumping excessively or without due care to budgeting their jump pool. If this is too forgiving you can lengthen the 24 hour recharge or stack a time penalty on each additional clone in the queue to balance. |

Tom Gerard
Dark-Rising
1128
|
Posted - 2013.08.06 02:51:00 -
[216] - Quote
Serenis makes a good point.
One of the oldest mission players in EVE designed a chart that explains stat priority in regards to mission running, compared Alpha, DPS, Ship Speed and Sig Radius and scores them. http://25.media.tumblr.com/tumblr_m24dbrfuWn1r86ax8o1_1280.jpg |

Viribus
Love Squad Confederation of xXPIZZAXx
171
|
Posted - 2013.08.06 02:56:00 -
[217] - Quote
Should be no cooldown for jumping to a JC in the same station, makes life a lot easier and doesn't make the game any smaller. |

YoYoMommy
Aideron Robotics
0
|
Posted - 2013.08.06 02:58:00 -
[218] - Quote
If you are trying to do it so you can switch more in one day, a 5 hour max reduction will not do this effectively. You need to be able to switch while you are still awake or it's still the same as before. |

Dring Dingle
Polaris Rising Gentlemen's Agreement
47
|
Posted - 2013.08.06 03:09:00 -
[219] - Quote
2 hours per level. not 1
would bring it down to 14 hours at level 5. Make it a 5x skill.
Much better.
|

Swiftstrike1
Interfector INC. Fade 2 Black
141
|
Posted - 2013.08.06 03:34:00 -
[220] - Quote
Best update in a long time :) Fleet Bookmarks |
|

Keif Kroker
Caldari Provisions Caldari State
0
|
Posted - 2013.08.06 03:55:00 -
[221] - Quote
1 hour doesn't go far enough, especially for new players who might get this to IV. There really doesn't need to be a giant cool-down, it just gets in the way of playing the game. If you let people switch more often it opens up more possibilities for pvp, swapping implants quicker.
How about we get a skill to let you have more then 1 jumpclone in the same station per level. |

Blueprint Seller
The Blueprint Shop
90
|
Posted - 2013.08.06 04:32:00 -
[222] - Quote
Excellent! |

Thorvik
Minmatar Ship Construction Services Ushra'Khan
85
|
Posted - 2013.08.06 05:06:00 -
[223] - Quote
meh |

JEFFRAIDER
Sniggerdly Pandemic Legion
266
|
Posted - 2013.08.06 05:14:00 -
[224] - Quote
This is a great idea and implimentation. It keeps the quality of life change without totally pwning the need to consider which clones you want to use and when. |

Bam Stroker
InterSun Freelance Moon Warriors
133
|
Posted - 2013.08.06 05:17:00 -
[225] - Quote
I'd prefer 1.5 hours per level, but I think this is still a big improvement. EVE Down Under 2013 (Australia's very own fanfest) 29th Nov to 1st Dec in Sydney, Australia www.evedownunder.com |

Milena Eliskova
Projekt Krasna
0
|
Posted - 2013.08.06 05:22:00 -
[226] - Quote
Overall, not a bad idea.
CCP, please remember the learning skills and how useless they were.
Change the jump timer to 19 hours and be done with it if you plan on making this change. |

Eugene Kerner
TunDraGon Suddenly Spaceships.
790
|
Posted - 2013.08.06 06:07:00 -
[227] - Quote
Why would anybody want to clone jump out of a cosy slave set?
"Also, your boobs " -á CCP Eterne, 2012
|

BarryBonez
Ixion Defence Systems Test Alliance Please Ignore
28
|
Posted - 2013.08.06 06:22:00 -
[228] - Quote
5 whole hours less? It's exciting gameplay fixes like this that get me excited... about Star Citizen! Eve is soooo stagnant. |

Tau Cabalander
Retirement Retreat Working Stiffs
2038
|
Posted - 2013.08.06 06:23:00 -
[229] - Quote
I have a better name...
Tau Cabalander wrote:Infomorph Adaptation Advanced training that enables a pilot to endure the physical and mental stresses experienced as a result of clone jumping, thereby alloying the pilot to change clones more frequently. Prerequisite: Informorph Psychology 5 |

Guy Von Shmuck
Dark-Rising
2
|
Posted - 2013.08.06 06:29:00 -
[230] - Quote
If this according to you is a good improvement then don't bother at all, keeping it at 24 hours is pretty much the exact same thing.
You should have read the CSM 99 reasonable things instead, at least those clone jump suggestions were good enough but still not overpowered. |
|

Artirei
Volition Cult The Volition Cult
7
|
Posted - 2013.08.06 06:33:00 -
[231] - Quote
Hmm well I guess 19 hours is better than 24 hours but in all honesty it won't make that big a difference IMO, maybe 12 hours, But U guess then you also open a can of worms.
I agree with some of the other posts here, rather then just allow to change clones in stations. |

Marlona Sky
D00M. Northern Coalition.
4188
|
Posted - 2013.08.06 06:44:00 -
[232] - Quote
I am looking forward to the day when you realize power projection in this game needs a total revamp. Sadly, I know today is not that day. . |

Gospadin
School of Applied Knowledge Caldari State
12
|
Posted - 2013.08.06 06:58:00 -
[233] - Quote
To me, jump clone timer reduction via skills is just like the old learning skills. They're meta, not actual game-play enhancing skills.
As such, the skill is a bad idea.
Just make the timer 18 hours instead of 24 for all JCs and move on. |

Rena Senn
Resurrection Ventures Un.Bound
52
|
Posted - 2013.08.06 07:01:00 -
[234] - Quote
Don't get me wrong, I appreciate the reduction, but why not just set it to 20 hours base and leave it at that? It's not like most people are running out of things to train at this point. Just because a problem can be solved by a new skill doesn't mean that's always going to be the most elegant solution. |

Gospadin
School of Applied Knowledge Caldari State
12
|
Posted - 2013.08.06 07:04:00 -
[235] - Quote
Keif Kroker wrote:How about we get a skill to let you have more then 1 jumpclone in the same station per level.
Good idea, and another example of something that shouldn't be a skill.
|

Sante Ixnay
University of Caille Gallente Federation
14
|
Posted - 2013.08.06 07:05:00 -
[236] - Quote
I'm basically pleased about this, but still...
CCP Rise, translated to bullet points, wrote:
- don't want to accelerate the rate that you can jump significantly
- want to make sure that switching once a day is actually possible.
- very easy to do
- very positive affect on player experience
...add me to the list of people who think all these goals would be -even- better accomplished by just shortening the jump clone timer, and calling it (somewhat less than) a day. Shoot, do both if you just can't shake that itch to add another skill. 
Anyway, whatever you do, thanks for addressing this longstanding issue.
|

Neryman Tulocky
X - Beyond the Frontier
4
|
Posted - 2013.08.06 07:05:00 -
[237] - Quote
Even though I'd favor a more significant reduction, it makes sense to me having 19 Hours @ Level 5. It will be a big help already.
Atm, I cannot jump to a new clone every evening, when I start playing, if I hadn't done it at the very beginning of my "play-time" the evening before.
With this skill, jumping at anytime on one evening allows me to jump again already at the start of the next evening, which isn't possible right now.
Btw. I liked the proposal from the 99 reasonable things voting ... to set the jumpclone-cooldown in relation to the jumped distance. |

Zheketri
Caldari Provisions Caldari State
23
|
Posted - 2013.08.06 07:07:00 -
[238] - Quote
That's about all I've ever been to inclined to ask for on this. Have to say about time, though. "Once you have taken his place, have you then defeated your enemy?" |

Bubanni
ElitistOps Pandemic Legion
760
|
Posted - 2013.08.06 07:17:00 -
[239] - Quote
CCP Rise wrote:Glad that generally this is something people want. I'm not surprised there's different opinions on exactly how much this timer should be reduced, but for now we will stick with this time range and we can see how it fits.
As far as tying it to a skill, there's good arguments for and against. I'll have a chat with some other designers and make sure we're all on the same page before shipping it.
As usual, thanks for the input.
I am in the group who believes more skills is good for eve. 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 |

Adam Lyon
Lonetrek Blacksoul Federation Blacksoul Tribal Nation
5
|
Posted - 2013.08.06 07:33:00 -
[240] - Quote
So'Cari wrote:-1 for the same reason offered by many others: If you recognise that a 24-hour timer is bad game design, you should implement a direct fix rather than adding a skill which makes the flaw default with an optional fix available for a minor in-game cost. [That the relative cost is highest to newer players just compounds the problem.] Just set the timer to 19-hours (or whatever) and go from there.
- Simpler to implement
- Simpler to adjust and/or remove based on feedback
- No more costly (as a proportion of SP) for newer players
And if after a short trial you still want to go back to 24-hour default with skill-based reduction, then you can, and nobody will complain about wasted training time or clamor for SP reimbursement. You could even set it to 21 or 22-hours (i.e. something a little more conservative) RIGHT NOW as an experiment until Odyssey 1.1, and then make a final adjustment or add in the skill-based version when 1.1 launches.
I'm sorry for not having read the entire threadnaught (nice word) but I thought I might join the conversation. As a preliminary disclaimer, I do not function in nullsec to any appreciable degree, but I have read the concerns you nullseccers seem to have. I also thought what So'Cari said was very well thought out so it bore repeating.
Jumpclones serve two primary purposes, implant swaps and travel. It seems it would be beneficial to all involved if implant swaps were not delayed at all. I personally see no reason to extend the time delay between implant swaps. If instant travel is as bad as my nullsec pilots say it is, why not just separate the two functions as best you can? Make in-station clone swaps no/low delay and keep trans-station swaps at the 24 hour (or 22/23 or 19 hour) standard if you choose to update it to that. If you just have to have new skills, make in-station clone swaps a trainable for -4 hours per level (or -20%) and keep the currently proposed skill for trans-station jumps.
I can personally attest (as probably almost everyone in this thread can) that implant jump timers are just a barrier to enjoying the game. I don't want to have to be locked into my clone for 12 hours because of a decision I made yesterday. It just makes no sense for anyone. Gameplay barriers like new "required" skills and ridiculous timers (that serve no purpose from my personal perspective) hurt everyone. Players play less and CCP gets less money. Just fix it. It's not that complicated. |
|

Unezka Turigahl
Det Som Engang Var
109
|
Posted - 2013.08.06 07:42:00 -
[241] - Quote
CCP Rise wrote:we just want to make sure that switching once a day is actually possible.
Then make it possible. Don't require us to train a skill.
|

Eomar Duredain
Agony Unleashed Agony Empire
0
|
Posted - 2013.08.06 08:01:00 -
[242] - Quote
If it's going to be a skill, please consider rolling the bonus into the existing Infomorph Psychology skill (especially given hints of more substantial changes to come). |

Terrorfrodo
Renegade Hobbits for Mordor
566
|
Posted - 2013.08.06 08:05:00 -
[243] - Quote
What rank do you have in mind for the skill? I hope not more than rank 3, possibly 2 or even 1. . |

sytaqe violacea
State Protectorate Caldari State
7
|
Posted - 2013.08.06 08:15:00 -
[244] - Quote
I'm sad. I love collecting corpse in high-sec, especially in front of station. As you know, dozens of null-sec habitants consume clones on injecting skill, and make frozen corpses in front of station. This change seems to rob me of a modest joy. |

LtTrog
Lonetrek Blacksoul Federation Blacksoul Tribal Nation
12
|
Posted - 2013.08.06 08:17:00 -
[245] - Quote
Good start but does not go far enough. Make it 2h24min/lvl (12h @lv5) and its good, people dont always play the same hours e.g. weekends/weekdays. This still limits to one jump per play session which is the point right? Also please dont give it a steep prereq. like info morph 5, lvl3 would be fine or better yet merge the two skills. Let the noobs have it too.
(edit after reading the threadnought (I also love that word) I agree with the consensus if you what to shorten timer just do it no need to add another skill we already have what it it? 12 years worth of skills we really dont need more)
Ive only wanted this for about 4 years.
EVE IS A GAME. GAME = FUN
40J THROUGH HIGHSEC TO GET TO THE FUN = NOT FUN
Thank you CCP great quality of life improvement.
To make this awesome pair it with the ability to have more than one clone per station and station clone switching with out (or with very low) timer. while we are at how about easing the standing needs for npc station jump clones.
Players have already made a work around for this so we only need to drop corp for a couple of days rather than grind our brains out.
No other mmo has such strict limitations on fast travel and with good reason, a huge game world without a way to travel it quickly is not fun.
Remember game should be fun not just a skinner box.
we already have the balancing mechanics of only a few clones allowed, you have to travel there 1st to set the clone and you cant bring any gear with you. Thats plenty, adding 24h cool down and harsh standing prereqs for npc stations is just heavy handed and always has been
Do this and you can have my 1st born to make an organic neural net blade server.
Good 1st step though |

Buhhdust Princess
Mind Games. Suddenly Spaceships.
6953
|
Posted - 2013.08.06 08:21:00 -
[246] - Quote
I like this change, thank you. |

Oxide Ammar
Equilibrium Tech Labs
12
|
Posted - 2013.08.06 08:31:00 -
[247] - Quote
1 Hr is too low guys it I still have almost to wait a day to jump again unless I'm playing 24/7 and jump as soon as my clone is ready.. 1:30 - 2 hrs per level will be excellent. |

xttz
GoonWaffe Goonswarm Federation
142
|
Posted - 2013.08.06 08:33:00 -
[248] - Quote
What about this.
Jumping to another clone: In the same constellation: 1 hour In the same region: 3 hours Within 30 light years OR X number of jumps: 12 hours Any another region: 24 hours
Training Informorph Synchronizing lowers the time between jumping clones by 5% per level.
This will provide a mechanic for players to swap into PVP clones and back quickly within the same play session, providing their 2 clones are close by each other. Skipping across the map is still possible, but limited.
I'd also love to see Clone Vat Bays get some love. They've been rather pointless for far too long. Some of the more obvious fixes include:
- Let players install existing jumpclones (with implants) into them, either by clonejumping while in proximity to them or transferring an existing clone from a station
- The ability to remotely install empty jumpclones into an active clone vat in the same fleet, regardless of location.
- The Clone Vat Operation skill on the destination ship would determine the available cooldown for pilots jumping to/from that ship.
|

Sarmatiko
1346
|
Posted - 2013.08.06 08:38:00 -
[249] - Quote
CCP Rise wrote:Glad that generally this is something people want. I'm not surprised there's different opinions on exactly how much this timer should be reduced, but for now we will stick with this time range and we can see how it fits.
How about Advanced Informorph Synchronizing skill that will decrease cooldown for another -1 hour. Training multiplier should be ridiculously high (8-14), meaning that this skill created for those who ready to spend 30-60 days of training time for 14 hours cooldown.
19 Hours for first skill is fine. -¥ |

Oxide Ammar
Equilibrium Tech Labs
12
|
Posted - 2013.08.06 08:42:00 -
[250] - Quote
for the benefit and the sake of more activities in the game you really need to reduce the cool down more, you need to make sure in one way or another pilots will be able to jump on their clones more than once in day.
You don't know how many times I rejected many invites for small pvp gang roaming/camping because my JC is on cool down. |
|

suid0
Habitual Euthanasia Pandemic Legion
41
|
Posted - 2013.08.06 08:43:00 -
[251] - Quote
Current 1hr/level change is more than generous.. ignore the tears, they'll never be happy until they can jump every hour. |

LtTrog
Lonetrek Blacksoul Federation Blacksoul Tribal Nation
12
|
Posted - 2013.08.06 08:46:00 -
[252] - Quote
Id like to add to the force projection argument (clears throat in preparation of annunciation) H. T. F. U.
remember GAMES SHOULD BE FUN.
Example
corpbro A: Fight going down get here
corpbro B: k bro, ill need to buy and fit a ship when I arrive but I can jump there seen you soon..
fight happens funtimes and splozions in space...or.......
corpbro B: ill have to travel 40J through null but ill do it cos I love my corp bros.
everyone holds there **** for an hour while they get to the fight.
which of these sounds like fun?
I am of course ignoring blops/titan/jump bridging and alts to focus the argument.
why do you think even the hardest of sci-fi writers invent some kind of FTL in there fiction? Because the alternative sucks your mamma's balls, and sucking mamma's balls is not fun. CCP knows that and so should you! |

Rek Seven
Probe Patrol Polarized.
950
|
Posted - 2013.08.06 08:48:00 -
[253] - Quote
It's about time this skill was released. Good job CCP.
There have been many times in the past that i have chosen not to take part in pvp combat because i wasn't able to jump to a throw away clone, so this will help a lot of people.
One addition i would like to see is the introduction of Swap Clones. These are clones that can only be activated in a station or s POS once ever 4 hours. There are no issued with force projection, they just allow people to pick to right clone for the right job/ship. Putting work in since 2010. |

LtTrog
Lonetrek Blacksoul Federation Blacksoul Tribal Nation
12
|
Posted - 2013.08.06 08:58:00 -
[254] - Quote
Messoroz wrote:So you reduce the time to 19 hours but its effectively useless you stay awake drinking Red Bull.
Seriously, why? There's no different to waiting 24 hours besides not having a stroke from the caffeine.
quoting coz he made me laugh
|

Mike Whiite
Cupid Stunts. The Wolfpack Nexus
203
|
Posted - 2013.08.06 09:15:00 -
[255] - Quote
LtTrog wrote:Id like to add to the force projection argument (clears throat in preparation of annunciation) H. T. F. U.
remember GAMES SHOULD BE FUN.
For everyone that participates, part of the obsticals EVE throws at us are oppertunities for others and or choices of Players.
LtTrog wrote: Example
...or.......
corpbro B: ill have to travel 40J through null but ill do it cos I love my corp bros.
everyone holds there **** for an hour while they get to the fight.
which of these sounds like fun?
I see an oppertunity for a industrial, player/corp, though by closing down sov space you create your own scarcity, it garanties a certain safety, though you close down your markt.
LtTrog wrote: why do you think even the hardest of sci-fi writers invent some kind of FTL in there fiction? Because the alternative sucks your mamma's balls, and sucking mamma's balls is not fun. CCP knows that and so should you!
Because Sci-Fi writers write from a limited amound of people not 50.000 acounts that all need to have oppertunities to interact in several different ways.
|

Bill Saisima
State War Academy Caldari State
0
|
Posted - 2013.08.06 09:29:00 -
[256] - Quote
If there is room for small changes I'd rather go for remote stacking from assets ui. But this skill looks alright, will squeeze 2 or 3 levels in. |

Sable Moran
Moran Light Industries
201
|
Posted - 2013.08.06 09:36:00 -
[257] - Quote
Bienator II wrote:shouldn't be a skill IMO. just make it 20h by default
This. Absolutely the easiest and the fastest way to actually do this. Change one number from 24 to 20. 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. |

Oxide Ammar
Equilibrium Tech Labs
13
|
Posted - 2013.08.06 09:39:00 -
[258] - Quote
CCP Rise wrote:but for now we will stick with this time range and we can see how it fits.
2016:
Informorph Synchronizing - Increase the time between jump clones by two hours per level.
|

OniLu
Blue Republic RvB - BLUE Republic
0
|
Posted - 2013.08.06 09:47:00 -
[259] - Quote
Darirol wrote:the biggest problem in eve atm is force projection in all forms, including instant travel like pod express and clone jump.
i cant see how shorten the timer for clone jumping helps to reduce this problem.
eve is allready way too small. not because we dont have enough systems, its because you can move everywhere within minutes. personaly iam against everything that speeds up travel even more.
this is one of the best points made regarding this change |

War Kitten
Panda McLegion
2499
|
Posted - 2013.08.06 09:52:00 -
[260] - Quote
One hour is nice, but a little light. Especially if you weigh the days of training against that last hour.
2 hours would be nice without overdoing it IMO.
I find that without a good mob to provide one for them, most people would have no mentality at all. |
|

Onslaughtor
True Slave Foundations Shaktipat Revelators
52
|
Posted - 2013.08.06 09:53:00 -
[261] - Quote
Sable Moran wrote:Bienator II wrote:shouldn't be a skill IMO. just make it 20h by default This. Absolutely the easiest and the fastest way to actually do this. Change one number from 24 to 20.
I agree. I don't see why this needs to be a skill.
Remember that thing at fanfest about complexity creep? Yeah that is whats going on here. A function that should have been introduced with the mechanic does not make a good skill. It being a skill does nothing because we are all just going to train it to 4 anyway, and it just becomes another time sink for new players to waste on to get into the game proper.
Don't make skills for skills sake, do it to further the drive to specialize, not to just add more time to the clock.
|

LtTrog
Lonetrek Blacksoul Federation Blacksoul Tribal Nation
13
|
Posted - 2013.08.06 10:02:00 -
[262] - Quote
Mike Whiite wrote:
For everyone that participates, part of the obsticals EVE throws at us are oppertunities for others and or choices of Players.
I see an oppertunity for a industrial, player/corp, though by closing down sov space you create your own scarcity, it garanties a certain safety, though you close down your markt.
Because Sci-Fi writers write from a limited amound of people not 50.000 acounts that all need to have oppertunities to interact in several different ways.
obstacles opportunities are great, particularly when they are fun. As many have said already being able to get into the right place/clone at the right time adds content as more people are willing to get out and fight. |

William Wormhole
William Wormhole Services
2
|
Posted - 2013.08.06 10:48:00 -
[263] - Quote
DarklordKarn wrote: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).
No...
I quess you don't even live in a WH, you're view is insignificantly irrelevant
|

William Wormhole
William Wormhole Services
2
|
Posted - 2013.08.06 10:49:00 -
[264] - Quote
Please introduce a POS mod for Towers that you can store and change upto a max of 3 Clones at?
I'm not asking to JC to it from empire and vise versa, just a Bay anchored to a tower so us in WH's can change clones depending on fleet comp and fighting, maybe have reset of every 12 hours? Thanks |

William Wormhole
William Wormhole Services
2
|
Posted - 2013.08.06 10:51:00 -
[265] - Quote
Royal Jedi wrote: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).
This, please. Clone vat pos module so we can switch clones in a pos? With 24hr timer... or 19 i guess with this... Thanks in advance!
Take note CCP |

Invisusira
The Rising Stars The Initiative.
185
|
Posted - 2013.08.06 11:06:00 -
[266] - Quote
I was really excited until I read how much it actually does. qqqqqqqqqqq Core Skills | EVE Music | Internet Spaceship Killboard Link |

Kwa Zulu
The Graduates RAZOR Alliance
6
|
Posted - 2013.08.06 11:08:00 -
[267] - Quote
Bienator II wrote:shouldn't be a skill IMO. just make it 20h by default
This
|

Terrorfrodo
Renegade Hobbits for Mordor
566
|
Posted - 2013.08.06 11:13:00 -
[268] - Quote
William Wormhole wrote:Please introduce a POS mod for Towers that you can store and change upto a max of 3 Clones at?
I'm not asking to JC to it from empire and vise versa, just a Bay anchored to a tower so us in WH's can change clones depending on fleet comp and fighting, maybe have reset of every 12 hours? Thanks As a wormholer I am against this. It would just force everyone to fight with super expensive implants in fleet fights because you put yourself at a great disadvantage if you don't. The end result is that the balance of power is the same, only with more stupid clonejumping hassle and delayed form-ups.
Right now, if you want to have your overpowered slave set in a fleet fight, you also have to risk it at every other time, and that is how it should be. . |

Lidia Caderu
Cobalt Academy Catastrophic Uprising
14
|
Posted - 2013.08.06 11:25:00 -
[269] - Quote
Kane Fenris wrote:MeBiatch wrote: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. well i guess one needs shoes to leave the office eh? edit. reduction of 1 hour per level is too low. (unless you are going to introduce an advanced Informorph Synchronizing which will reduce the time by an additional 1 hour per level. may i suggest 1.5 hours per level. that way with the skill at V you can jump every 16.5 hours. wanted to say the same... make it 1,5h plz yeah 1.5 is just optimal |

Miss Teri
Open University of Celestial Hardship
51
|
Posted - 2013.08.06 11:28:00 -
[270] - Quote
As proposed (1h/lvl) it's a waste of a skill.
A better solution would be to set the default cool-down to 23h (maybe even 22h). This should help most cases of "slippage".
|
|

suid0
Habitual Euthanasia Pandemic Legion
41
|
Posted - 2013.08.06 11:32:00 -
[271] - Quote
Miss Teri wrote:As proposed (1h/lvl) it's a waste of a skill.
Then don't train it....
|

Manfred Hideous
TOHOKU 9.0
66
|
Posted - 2013.08.06 11:36:00 -
[272] - Quote
Zaxix wrote:It's hard to give feedback if you've limited all discussion to a non-existent skill you've already said isn't likely to change.
This.
Serenis in post 215 also makes a great suggestion. It might be out of scope for a quick fix but it's elegant and should not be too overpowering. |

Hopelesshobo
Red Dwarf Mining Corporation space weaponry and trade
82
|
Posted - 2013.08.06 11:40:00 -
[273] - Quote
Granted I would love to be able to JC without a timer so I can instantly travel wherever I please very easily....however, I understand this would be terribly unbalanced.
If the average playtime for a player is 5 hours per day, then I am perfectly fine with the skill bringing it down to 19 hours. However if the average playtime for the playerbase is much longer, I would look at matching the skill with the average playtime of the player population.
And since we are on the Jump Clone subject... https://forums.eveonline.com/default.aspx?g=posts&m=2895627#post2895627
This way we can quickly identify which clone we want to jump into. Lowering the average to make you look better since 2012. |

Kalisto Hakaari
Blackwater Company C0VEN
3
|
Posted - 2013.08.06 11:42:00 -
[274] - Quote
Great idea. I love it. |

Mag's
the united Negative Ten.
15309
|
Posted - 2013.08.06 11:48:00 -
[275] - Quote
I've posted in the past that this would be a reasonable level of reduction. Good move.
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

Meytal
School of Applied Knowledge Caldari State
261
|
Posted - 2013.08.06 11:52:00 -
[276] - Quote
Because apparently no one can understand the concept of benefit vs cost, just make implants removable and shut all the crybabies up. It sounds worse than a nursery in here.
|

Arya Regnar
Pator Tech School Minmatar Republic
68
|
Posted - 2013.08.06 11:53:00 -
[277] - Quote
If this is for real then this is EXACTLY what I wanted.
Thank you CCP.
The issue described in the OP is the reason why I avoided jumpcloning to join friends on roams when I was in an expensive clone I needed for my operations. With the 19 hours shift I am able to jump back into old clone next day when it's the start of my playtime hours and I don't have to wait 2 days.
I am not asking for more.
19 hours is perfect. As for the people that want more... They have no reason to ask for it because anything less would basically be safe travel.
EvE-Mail me if you need anything.
|

Maximus Aerelius
PROPHET OF ENIGMA
226
|
Posted - 2013.08.06 12:07:00 -
[278] - Quote
Arya Regnar wrote:If this is for real then this is EXACTLY what I wanted.
Thank you CCP.
The issue described in the OP is the reason why I avoided jumpcloning to join friends on roams when I was in an expensive clone I needed for my operations. With the 19 hours shift I am able to jump back into old clone next day when it's the start of my playtime hours and I don't have to wait 2 days.
I am not asking for more.
19 hours is perfect. As for the people that want more... They have no reason to ask for it because anything less would basically be safe travel.
The only post I've seen where I can picture Arya Regnar actually smiling as she typed her reply.  My Feature\Idea:-á Fast Character Switching "XP Stylee"
Here's my tear jar > |_| < Fill 'er up! |

Rainbow Prism Colorblind
Deep Space Equinox The Nightingales of Hades
1
|
Posted - 2013.08.06 12:10:00 -
[279] - Quote
I need to put in my 2 cent on this topic.
I see a lot of people complain that they need to jump every 12hr or so. A lot of you also saying you want to JC into same station without a timer.
Mostly of witch the reason you want it is to be 'safe' or not 'risk' anything. This is eve, the game is about Money and power.
A game without risk get dull an boring, also what about all gate campers? they like to play the game as well in there own way.
Equal much are the gate buster groups, both would be affected with to much change in time.
Making JC time down to 19h is good enough, even that is quite powerful to bypass gate camps or Blockades operations.
Oh and for people who complain it takes 40 jumps throw HS to get to the fun stuff, ever considering Driving throw Low-sec/null to reduce it to 10?
or get a Bypass rout throw a WH system?
My point here is this! the game need risk!, it is space, its deadly, and everyone is after to skinn you wallet dry!
That is how the game should be.
Thank you.
|

Maximus Aerelius
PROPHET OF ENIGMA
226
|
Posted - 2013.08.06 12:13:00 -
[280] - Quote
My thoughts on this (being a JC Capsuleer myself):
- Something is better than nothing so if it has to be a skill to get this timer down then so be it
- A better approach would be to reduce the Global Timer for everyone to 19hrs. Training a skill to remove the time-slippage just seems backwards to me.
- If in future you wanted to introduce a skill to further reduce JC Cooldown by a further 5 hours you could bring in a Skill that would accomplish this and I believe the community would be more accepting to it and more consideration would be given to it. Right now everyone will hit this training up to L4\L5 to get the playtime back to where it should be anyway...the ability to JC once per day
Just my thoughts. My Feature\Idea:-á Fast Character Switching "XP Stylee"
Here's my tear jar > |_| < Fill 'er up! |
|

Maximus Aerelius
PROPHET OF ENIGMA
227
|
Posted - 2013.08.06 12:16:00 -
[281] - Quote
Rainbow Prism Colorblind wrote:I need to put in my 2 cent on this topic.
I see a lot of people complain that they need to jump every 12hr or so. A lot of you also saying you want to JC into same station without a timer.
Mostly of witch the reason you want it is to be 'safe' or not 'risk' anything. This is eve, the game is about Money and power.
A game without risk get dull an boring, also what about all gate campers? they like to play the game as well in there own way.
Equal much are the gate buster groups, both would be affected with to much change in time.
Making JC time down to 19h is good enough, even that is quite powerful to bypass gate camps or Blockades operations.
Oh and for people who complain it takes 40 jumps throw HS to get to the fun stuff, ever considering Driving throw Low-sec/null to reduce it to 10?
or get a Bypass rout throw a WH system?
My point here is this! the game need risk!, it is space, its deadly, and everyone is after to skinn you wallet dry!
That is how the game should be.
Thank you.
I think you've focused on a very small group of people here and most people who use JC's don't do it for the "Risk Free Travel" but simply because what they want to do that day requires different implants and so they jump out of their "Current\Training\Whatever They Were Doing The Day Before Clone" and into their "Combat\Logi\Industrial\Scout\Gimp-in-a-Suit" clone.
Right tool for the right job and all that...it's not always about PvP\PvP avoidence you know. My Feature\Idea:-á Fast Character Switching "XP Stylee"
Here's my tear jar > |_| < Fill 'er up! |

Mag's
the united Negative Ten.
15311
|
Posted - 2013.08.06 12:24:00 -
[282] - Quote
Maximus Aerelius wrote:Rainbow Prism Colorblind wrote:I need to put in my 2 cent on this topic.
I see a lot of people complain that they need to jump every 12hr or so. A lot of you also saying you want to JC into same station without a timer.
Mostly of witch the reason you want it is to be 'safe' or not 'risk' anything. This is eve, the game is about Money and power.
A game without risk get dull an boring, also what about all gate campers? they like to play the game as well in there own way.
Equal much are the gate buster groups, both would be affected with to much change in time.
Making JC time down to 19h is good enough, even that is quite powerful to bypass gate camps or Blockades operations.
Oh and for people who complain it takes 40 jumps throw HS to get to the fun stuff, ever considering Driving throw Low-sec/null to reduce it to 10?
or get a Bypass rout throw a WH system?
My point here is this! the game need risk!, it is space, its deadly, and everyone is after to skinn you wallet dry!
That is how the game should be.
Thank you. I think you've focused on a very small group of people here and most people who use JC's don't do it for the "Risk Free Travel" but simply because what they want to do that day requires different implants and so they jump out of their "Current\Training\Whatever They Were Doing The Day Before Clone" and into their "Combat\Logi\Industrial\Scout\Gimp-in-a-Suit" clone. Right tool for the right job and all that...it's not always about PvP\PvP avoidence you know. Not empty quoting.
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

Rainbow Prism Colorblind
Deep Space Equinox The Nightingales of Hades
1
|
Posted - 2013.08.06 12:28:00 -
[283] - Quote
Maximus Aerelius wrote:Rainbow Prism Colorblind wrote:I need to put in my 2 cent on this topic.
I see a lot of people complain that they need to jump every 12hr or so. A lot of you also saying you want to JC into same station without a timer.
Mostly of witch the reason you want it is to be 'safe' or not 'risk' anything. This is eve, the game is about Money and power.
A game without risk get dull an boring, also what about all gate campers? they like to play the game as well in there own way.
Equal much are the gate buster groups, both would be affected with to much change in time.
Making JC time down to 19h is good enough, even that is quite powerful to bypass gate camps or Blockades operations.
Oh and for people who complain it takes 40 jumps throw HS to get to the fun stuff, ever considering Driving throw Low-sec/null to reduce it to 10?
or get a Bypass rout throw a WH system?
My point here is this! the game need risk!, it is space, its deadly, and everyone is after to skinn you wallet dry!
That is how the game should be.
Thank you. I think you've focused on a very small group of people here and most people who use JC's don't do it for the "Risk Free Travel" but simply because what they want to do that day requires different implants and so they jump out of their "Current\Training\Whatever They Were Doing The Day Before Clone" and into their "Combat\Logi\Industrial\Scout\Gimp-in-a-Suit" clone. Right tool for the right job and all that...it's not always about PvP\PvP avoidence you know.
Like i Said, it is from my point of view, everyone have there own thing but for me, a game should be hard, so when you actually manage to do something you feel like you made a different and can puff out your chest and say " I am good!" ^^
|

Maximus Aerelius
PROPHET OF ENIGMA
227
|
Posted - 2013.08.06 12:38:00 -
[284] - Quote
Rainbow Prism Colorblind wrote:Maximus Aerelius wrote:
-snipped the rest as it was getting too long-
I think you've focused on a very small group of people here and most people who use JC's don't do it for the "Risk Free Travel" but simply because what they want to do that day requires different implants and so they jump out of their "Current\Training\Whatever They Were Doing The Day Before Clone" and into their "Combat\Logi\Industrial\Scout\Gimp-in-a-Suit" clone.
Right tool for the right job and all that...it's not always about PvP\PvP avoidence you know.
Like i Said, it is from my point of view, everyone have there own thing but for me, a game should be hard, so when you actually manage to do something you feel like you made a different and can puff out your chest and say " I am good!" ^^
I get that but let me put it this way and froma PvP perspective so you can relate: I wouldn't PvP in my Training Clone because...well...you just wouldn't as it's not optimal when you have a JC with Hardwiring\Snake\Slave\WTFIPWNANDWIN Implants in that you can use.
This change encourages more PvP amongst other things and with the same flexibility just at a more appropriate time to the paying customer. It address time-slip which is a big thing.
If you want MOAR PVP NOWZ then you should surely be behind this change? My Feature\Idea:-á Fast Character Switching "XP Stylee"
Here's my tear jar > |_| < Fill 'er up! |

Rainbow Prism Colorblind
Deep Space Equinox The Nightingales of Hades
1
|
Posted - 2013.08.06 12:44:00 -
[285] - Quote
I get that but let me put it this way and froma PvP perspective so you can relate: I wouldn't PvP in my Training Clone because...well...you just wouldn't as it's not optimal when you have a JC with Hardwiring\Snake\Slave\WTFIPWNANDWIN Implants in that you can use.
This change encourages more PvP amongst other things and with the same flexibility just at a more appropriate time to the paying customer. It address time-slip which is a big thing.
If you want MOAR PVP NOWZ then you should surely be behind this change?[/quote]
Witch comes to my point, this game is not a kindergarten.
if you want to train faster you have to risk/lose some to gain something.
and I said I have noting bad to say to the 5hr change, i was more concerned about how many trying to push it to jc every 4hr, Witch to me is pointless and another dumming down of the eve world.
|

Maximus Aerelius
PROPHET OF ENIGMA
227
|
Posted - 2013.08.06 12:52:00 -
[286] - Quote
Rainbow Prism Colorblind wrote:Maximus Aerelius wrote:
I get that but let me put it this way and froma PvP perspective so you can relate: I wouldn't PvP in my Training Clone because...well...you just wouldn't as it's not optimal when you have a JC with Hardwiring\Snake\Slave\WTFIPWNANDWIN Implants in that you can use.
This change encourages more PvP amongst other things and with the same flexibility just at a more appropriate time to the paying customer. It address time-slip which is a big thing.
If you want MOAR PVP NOWZ then you should surely be behind this change?
Witch comes to my point, this game is not a kindergarten. if you want to train faster you have to risk/lose some to gain something. and I said I have noting bad to say to the 5hr change, i was more concerned about how many trying to push it to jc every 4hr, Witch to me is pointless and another dumming down of the eve world.
I agree with you on the JC every 4 hours...that would be ridiculous and so OP. I wouldn't be opposed to a 15\14 hour cooldown but I think anything lower would be tipping to the OP side of life.
I understand this game is not kindergarten, believe me, I've grown with this game and I'm also quite tired of the dumbing down as well but it shouldn't keep pushing the time it take sot do something longer and longer. For instance:
You JC at 1800hrs and the next day you didn't manage to log on until 1805hrs and JC at 1810hrs. Now you can't JC until 1811hrs the next day and if this slippage keeps occurring eventually it will be outside of your "Playtime Window".
This change addresses that and I think it's a good change, not OP but shouldn't be a skill and in the words of Captain Jean Luc Picard "Make it so!".
My Feature\Idea:-á Fast Character Switching "XP Stylee"
Here's my tear jar > |_| < Fill 'er up! |

Sir John Halsey
25
|
Posted - 2013.08.06 12:56:00 -
[287] - Quote
Ehh, is not enough that you can travel all over Eden in hours... let's make this even faster...
A new skill! And now people are not happy because it is only one hour?
With what we've seen until now (two rounds of changes usually) beg for more, maybe this will go to 5h/level so you can jump clones between two kills.
:rolleyes: |

Yarek Asthar
Nargara Sanctum
0
|
Posted - 2013.08.06 13:02:00 -
[288] - Quote
Jumping (station A to station B) 20 hs CD. Swaping (station A to station A) 1 hr CD. |

Georgiy Giggle
REFORD Division REFORD
75
|
Posted - 2013.08.06 13:05:00 -
[289] - Quote
Just 1 hour per level? Imho - silly.
19 instead of 24 if level 5.
Give us 2-3 hours per level, then skill should be useful. Not mastering proprieties, won't become firmly established. - Confucius |

Nova Satar
Rekall Incorporated Sinewave Alliance
155
|
Posted - 2013.08.06 13:07:00 -
[290] - Quote
people commenting in here about jumpcloning as a form of risk free travel are morons.
Jump cloning is almost purely used to switch between implant sets depending on what you want to be doing at the time.
|
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Maximus Aerelius
PROPHET OF ENIGMA
227
|
Posted - 2013.08.06 13:09:00 -
[291] - Quote
Georgiy Giggle wrote:Just 1 hour per level? Imho - silly.
19 instead of 24 if level 5.
Give us 2-3 hours per level, then skill should be useful.
But that would defeat the very defined goal that the OP contained:
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.
My Feature\Idea:-á Fast Character Switching "XP Stylee"
Here's my tear jar > |_| < Fill 'er up! |

Rainbow Prism Colorblind
Deep Space Equinox The Nightingales of Hades
1
|
Posted - 2013.08.06 13:12:00 -
[292] - Quote
Nova Satar wrote:people commenting in here about jumpcloning as a form of risk free travel are morons.
Jump cloning is almost purely used to switch between implant sets depending on what you want to be doing at the time.
Witch in turn make it less risk to just swap around implants at will.
if your not willing to risk the implants don't bother buy them perhaps? |

Phoenix Jones
Shockwave Innovations Surely You're Joking
144
|
Posted - 2013.08.06 13:25:00 -
[293] - Quote
After thinking about it some more, 1 hr a level is fine. I'd love to swap clones in station but eh. |

Gospadin
School of Applied Knowledge Caldari State
14
|
Posted - 2013.08.06 13:33:00 -
[294] - Quote
Rainbow Prism Colorblind wrote:Nova Satar wrote:people commenting in here about jumpcloning as a form of risk free travel are morons.
Jump cloning is almost purely used to switch between implant sets depending on what you want to be doing at the time.
Witch in turn make it less risk to just swap around implants at will. if your not willing to risk the implants don't bother buy them perhaps?
Except that what actually happens is when people are stuck on the cooldown of the wrong clone with the wrong implants, they simply don't play. They don't join their friends on a lowsec roam, or they can't fly their special ship because they're missing that 3% powergrid implant, or they happen to be 40 jumps from anyplace useful and don't want to burn an hour traveling while their friends wait for them.
|

Maximus Aerelius
PROPHET OF ENIGMA
227
|
Posted - 2013.08.06 13:40:00 -
[295] - Quote
Gospadin wrote:Rainbow Prism Colorblind wrote:Nova Satar wrote:people commenting in here about jumpcloning as a form of risk free travel are morons.
Jump cloning is almost purely used to switch between implant sets depending on what you want to be doing at the time.
Witch in turn make it less risk to just swap around implants at will. if your not willing to risk the implants don't bother buy them perhaps? Except that what actually happens is when people are stuck on the cooldown of the wrong clone with the wrong implants, they simply don't play. They don't join their friends on a lowsec roam, or they can't fly their special ship because they're missing that 3% powergrid implant, or they happen to be 40 jumps from anyplace useful and don't want to burn an hour traveling while their friends wait for them.
Exactly as Gospadin said. I think I've said all I can say that on this. Final thought: This WILL increase PvP for those that want to engage in it and with it negate the "Risk Free Travel" that "1337 PvPers" seem to be crying about. Would you rather Suicide Gank traveling ships or get down to some PvP Proper where your opponent is prepared and ready for you? I know which I'd prefer and this is just my opinion but I'm leaving this there. My Feature\Idea:-á Fast Character Switching "XP Stylee"
Here's my tear jar > |_| < Fill 'er up! |

Rainbow Prism Colorblind
Deep Space Equinox The Nightingales of Hades
1
|
Posted - 2013.08.06 13:43:00 -
[296] - Quote
Gospadin wrote:Rainbow Prism Colorblind wrote:Nova Satar wrote:people commenting in here about jumpcloning as a form of risk free travel are morons.
Jump cloning is almost purely used to switch between implant sets depending on what you want to be doing at the time.
Witch in turn make it less risk to just swap around implants at will. if your not willing to risk the implants don't bother buy them perhaps? Except that what actually happens is when people are stuck on the cooldown of the wrong clone with the wrong implants, they simply don't play. They don't join their friends on a lowsec roam, or they can't fly their special ship because they're missing that 3% powergrid implant, or they happen to be 40 jumps from anyplace useful and don't want to burn an hour traveling while their friends wait for them.
That Is why i said 5hr from skill is fine. But more then that is just pointless greed from lazy people.
Most ops should be announced at lest 24hr in advance, to give you time to get ships/items placed in stage areas etc. and to give time for jumping. Stressing and jumping had on is never a good idea anyway.
The 5hr delay would be good to keep jumps at a relative same time every day ^^ |
|

CCP Rise
C C P C C P Alliance
2058

|
Posted - 2013.08.06 13:44:00 -
[297] - Quote
Update:
We had a chat this morning and will be leaving this as a skill rather than changing the base timer.
There are good points on both sides, and it depends a lot on how you are using jump clones, but because there certainly will be strategic implications for at least some players, we feel that having this as a skill fits well. It is by no means mandatory like the old learning skills, and it is not purely a quality of life change (although that is certainly a large part of the design goal), so it makes sense to have training associated with it.
The skill will be rank 2 and will cost very little so for the players that want to use it there won't be significant barriers.
On a related note: there is some people discussing the drawbacks of making these small adjustments rather than large systemic changes and I must say that we feel really good about small changes in many situations. Systemic changes are important and should never be ignored or delayed because of small tweaks, but when there are very solid improvements available, like this one, we should not put them off because the system as a whole isn't perfect.
Thanks for the feedback
|
|

Arya Regnar
Pator Tech School Minmatar Republic
70
|
Posted - 2013.08.06 13:44:00 -
[298] - Quote
Maximus Aerelius wrote:Arya Regnar wrote:If this is for real then this is EXACTLY what I wanted.
Thank you CCP.
The issue described in the OP is the reason why I avoided jumpcloning to join friends on roams when I was in an expensive clone I needed for my operations. With the 19 hours shift I am able to jump back into old clone next day when it's the start of my playtime hours and I don't have to wait 2 days.
I am not asking for more.
19 hours is perfect. As for the people that want more... They have no reason to ask for it because anything less would basically be safe travel. The only post I've seen where I can picture Arya Regnar actually smiling as she typed her reply.  Sorry to break it to you but I'm a dude and this is one of my alts You got the smiling part right though.
I was smiling when I typed the reply.
EvE-Mail me if you need anything.
|

Arthur Aihaken
The.VOID
106
|
Posted - 2013.08.06 13:57:00 -
[299] - Quote
Great, can't wait. So what's next? |

Maximus Andendare
Future Corps Sleeper Social Club
402
|
Posted - 2013.08.06 14:07:00 -
[300] - Quote
CCP Rise wrote:Update:
We had a chat this morning and will be leaving this as a skill rather than changing the base timer.
There are good points on both sides, and it depends a lot on how you are using jump clones, but because there certainly will be strategic implications for at least some players, we feel that having this as a skill fits well. It is by no means mandatory like the old learning skills, and it is not purely a quality of life change (although that is certainly a large part of the design goal), so it makes sense to have training associated with it.
The skill will be rank 2 and will cost very little so for the players that want to use it there won't be significant barriers.
On a related note: there is some people discussing the drawbacks of making these small adjustments rather than large systemic changes and I must say that we feel really good about small changes in many situations. Systemic changes are important and should never be ignored or delayed because of small tweaks, but when there are very solid improvements available, like this one, we should not put them off because the system as a whole isn't perfect.
Thanks for the feedback
edit: oh and also, we definitely will not be extending the timer any further. The implications related to travel become problematic fairly quickly and we don't want to worsen that situation at all. -1
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day. |
|

Zaxix
Long Jump.
189
|
Posted - 2013.08.06 14:11:00 -
[301] - Quote
I'm jumping on the "why does this need a skill to train" bandwagon. There are already too many things to train. We don't need more. Bokononist
-á |

Zaxix
Long Jump.
189
|
Posted - 2013.08.06 14:19:00 -
[302] - Quote
CCP Rise wrote:Update:
We had a chat this morning and will be leaving this as a skill rather than changing the base timer.
There are good points on both sides, and it depends a lot on how you are using jump clones, but because there certainly will be strategic implications for at least some players, we feel that having this as a skill fits well. It is by no means mandatory like the old learning skills, and it is not purely a quality of life change (although that is certainly a large part of the design goal), so it makes sense to have training associated with it.
The skill will be rank 2 and will cost very little so for the players that want to use it there won't be significant barriers.
On a related note: there is some people discussing the drawbacks of making these small adjustments rather than large systemic changes and I must say that we feel really good about small changes in many situations. Systemic changes are important and should never be ignored or delayed because of small tweaks, but when there are very solid improvements available, like this one, we should not put them off because the system as a whole isn't perfect.
Thanks for the feedback
edit: oh and also, we definitely will not be extending the timer any further. The implications related to travel become problematic fairly quickly and we don't want to worsen that situation at all. Part of the problem with EVE and design choices is that too many choices are made based on worst case scenarios. The majority of people are going to put this to good, practical use. You're not solving some power projection/travel time problem by limiting the amount of time improvement on this new skill. I can "jump clone" anywhere by resetting my med clone and self destructing. It's going to cost me a clone upgrade, but if jumping around is so damn powerful, 10 mil to 15mil isn't any kind of deterrent AND you guys just buffed that by lowering the cost of clones.
This wasn't what i thought I was voting for in the reasonable things thread. I thought I was voting for a significant change, not a tweak and another week of training time.
Am disappoint. Bokononist
-á |

Mole Guy
Xoth Inc Pandorum Invictus
309
|
Posted - 2013.08.06 14:20:00 -
[303] - Quote
its odd how people assume jc's are for travel and not about getting into another clone. i have 4 clones in the area i live in. all a station away. one for mining boost, one for command ship bootsing, one for my missile pvp and the last for laser pvp. if i jumped into my rorqual and have my mining link, i cannot go "switch back" to pvp and fight off the aggressors. so, i sit, in the pos shields and await their boredom enough to leave. their constant whine about how we never come pvp..blah blah blah
in reality, i am not going to lose a 1.4b isk implant. if we had the opportunity to jump into a pvp clone and back once a day, then more ships would go boom, more pvp..blah blah.
quit whining about some people making money and jumping around and let us who actually use them for their intended purpose (in my eyes) play. |
|

CCP Rise
C C P C C P Alliance
2064

|
Posted - 2013.08.06 14:27:00 -
[304] - Quote
It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.
I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change. |
|

Iamien
Krypteia Operations Self Sabatoge
248
|
Posted - 2013.08.06 14:28:00 -
[305] - Quote
CCP Rise. Please do not Seed this skill on the market. Put it in exploration cans or in the LP store of the under-appreciated science mission corps.
Let supply/demand play out here. There is enormous demand, let the isk sink be avoided this time. |

Harvey James
Deep Core Mining Inc. Caldari State
421
|
Posted - 2013.08.06 14:29:00 -
[306] - Quote
Iamien wrote:CCP Rise. Please do not Seed this skill on the market. Put it in exploration cans or in the LP store of the under-appreciated science mission corps.
mmm.... give hacking sites something worth getting 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. |

Tiberu Stundrif
Mercurialis Inc. RAZOR Alliance
71
|
Posted - 2013.08.06 14:37:00 -
[307] - Quote
2 hours/level would be epic, but 1 hour/level is a lot better than a straight 24-hour JC timer.
I'm not going to look a gift horse in the mouth.
Thanks, CCP Rise. |

Phoenix Jones
Shockwave Innovations Surely You're Joking
144
|
Posted - 2013.08.06 14:38:00 -
[308] - Quote
Harvey James wrote:Iamien wrote:CCP Rise. Please do not Seed this skill on the market. Put it in exploration cans or in the LP store of the under-appreciated science mission corps. mmm.... give hacking sites something worth getting
Dunno everybody seems to be strip mining every site just after downtime.
|

Maximus Andendare
Future Corps Sleeper Social Club
402
|
Posted - 2013.08.06 14:40:00 -
[309] - Quote
CCP Rise wrote:It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall. If you guys want it to actually be once per day, then you should just adjust the base timer. What are the "good arguments" for, since there's been plenty of arguments against in this thread, while some posters just agree and say "at least its something."
What's next for the quality of life skills? Will there be a "POS Access" skill that let's us "access your POS SMAs from an extra 1000m per level"?
Seriously, this change does not create compelling gameplay choices, enrich our decision making, and it only serves as a time sink. It directly serves to improve a quality-of-life issue in that you want players who jump clone out to be able to JC back to their "original" clone roughly at their usual playtime. Great goal and props to recognizing an issue. Terrible implementation, however.
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day. |

Iamien
Krypteia Operations Self Sabatoge
249
|
Posted - 2013.08.06 14:40:00 -
[310] - Quote
Phoenix Jones wrote:Harvey James wrote:Iamien wrote:CCP Rise. Please do not Seed this skill on the market. Put it in exploration cans or in the LP store of the under-appreciated science mission corps. mmm.... give hacking sites something worth getting Dunno everybody seems to be strip mining every site just after downtime.
You do know they respawn, right? |
|

suid0
Habitual Euthanasia Pandemic Legion
41
|
Posted - 2013.08.06 14:50:00 -
[311] - Quote
Maximus Andendare wrote: Seriously, this change does not create compelling gameplay choices, enrich our decision making, and it only serves as a time sink.
Didn't he post and say it'd be a level 2 skill? level 2 skills are hardly a time sink,, it means you can get your JC timer down to 20 hrs with just over 1d training... cripes
tbh the implementation is fine |

Maximus Andendare
Future Corps Sleeper Social Club
403
|
Posted - 2013.08.06 14:59:00 -
[312] - Quote
suid0 wrote:Maximus Andendare wrote: Seriously, this change does not create compelling gameplay choices, enrich our decision making, and it only serves as a time sink.
Didn't he post and say it'd be a level 2 skill? level 2 skills are hardly a time sink,, it means you can get your JC timer down to 20 hrs with just over 1d training... cripes tbh the implementation is fine It could be a 1x training time skill and it'd still be a time sink. It's a wasteful use of training time to improve a recognized quality-of-life issue. It's not really the time per se. It's the point: there's no reason this needs to be done via training.
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day. |

FoxBird Freir
Brutor Tribe Minmatar Republic
70
|
Posted - 2013.08.06 15:04:00 -
[313] - Quote
Keep the 24h timer and allow 2 jumps per 24h (or make the timer slightly longer). that way players get to effectively change once a day (say into pvp empty clone and back into training clone) with the added benifit of them making their own schedual or allowing irregular scheduals to work (like vecations, weekend etc).
Would be far more benificial to the casual player who might play 1-2hours a day and maybe 5-7h on some days (vecation etc) while still allowing hardcore players to change the appropriate amount of times.
idc if you tie it to a skill as long as it is viable. |

Zifrian
Licentia Ex Vereor Black Core Alliance
1070
|
Posted - 2013.08.06 15:12:00 -
[314] - Quote
Thanks for this. I like the concept but 2 hours per level would be better. I'm not sure one hour accomplishes much overall. Maximze your Industry Potential! - Get EVE Isk per Hour! |

Ranger 1
Ranger Corp
4449
|
Posted - 2013.08.06 15:30:00 -
[315] - Quote
Maximus Andendare wrote:suid0 wrote:Maximus Andendare wrote: Seriously, this change does not create compelling gameplay choices, enrich our decision making, and it only serves as a time sink.
Didn't he post and say it'd be a level 2 skill? level 2 skills are hardly a time sink,, it means you can get your JC timer down to 20 hrs with just over 1d training... cripes tbh the implementation is fine It could be a 1x training time skill and it'd still be a time sink. It's a wasteful use of training time to improve a recognized quality-of-life issue. It's not really the time per se. It's the point: there's no reason this needs to be done via training. I personally feel choices are a good thing, and that advantages you gain should come at a cost... not as a gimmie.
Many people will never train it, others will only spend a few minutes and train 1 or 2 levels... still others will go for the whole 5 hours depending on need and play style.
Your "quality of life" mechanic was to get the ability to jump into a different clone once every 24 hours. This is simply a way to enhance that ability a bit if needed.
For those demanding the ability to jump twice a day at will.. lol, no. That completely trivializes the importance of the choices you make as far as implant choices and clone location, both of which are an important part of game play currently. There is absolutely no reason to change this. If you want to be able to hop repeatedly from clone to clone, you're going to sacrifice implants to do so. 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. |

Zaxix
Long Jump.
190
|
Posted - 2013.08.06 15:41:00 -
[316] - Quote
CCP Rise wrote:It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.
I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change. Wow, a dev comment that kind of seems directed at me! A first! Thanks. Sorry for sounding annoyed, but I was grinning like an idiot when I saw that changes were coming and then disappointed by the reality.
There is obviously an expectation gap here. You've made it clear this is as far as the changes are ever likely to go, and it's equally clear that most players want to go further. Perhaps there needs to be a slightly expanded conversation where the design side makes it clear what they're trying to avoid or what it is that jump cloning is really intended for. And the players need to make clear what they use it for. I get that one jump per day is what the expectation is and that this fix is supposed to do a better job of guaranteeing that. What I don't get is why more than once a day is a bad thing.
As I mentioned before, I can jump whenever I want using a med clone. I'm limited only by office location and the location of the nearest medical facilities. In the case of sov stations, both are always present and therefore aren't a barrier. I pay for my clone upgrade and I'm done. In hisec, unless I'm decced or flagged, it's also no barrier. I can risk my pod to jump a few gates to a med facility if there isn't one in my office station. Losec is pretty much the same. NPC nosec ups the danger because of bubbles, and so isn't ideal for this usage. To tally, that's ony one real barrier in all scenarios and it only applies if my office station doesn't have med clone facilities. The only other issue is implants, but many people aren't wearing them anyway since they're going to get podded. The best part of this method of travel is that ONE alt with renter permissions can act as a "cyno" by getting to a station and opening an office. Everyone else can come in by med clone. Bonus points if that character is also an actual cyno, so he can bring in the equipment by carrier or JF. An entire fleet can avoid a long, potentially disastrous trip on the back of ONE pilot. If there is some sort of travel or power projection issue with jumping around, it would appear that this methodology is vastly more powerful and useful than pure jump cloning. BTW, did I mention that you don't actually need an office for this technique? HQ's ftw!
In the case of jump cloning for travel purposes, you give up the costs of upgrades and the annoyance of no implants for the timer and limitation of targets to jump to. It's biggest limitation is actually the requirement that you "preset" yourself to your target location in advance of any actual jump. In other words, you work backwards from your target instead of forward in the med clone scenario. The one biggest difference though, is that two ship types can serve as target points for a jump. I can see that some people would potentially have an issue with this. Instead of some "bridge back" scenario where a titan bridges podded characters from their home system back into the fight, they jump clone back and avoid the need for bridges and the costs and overhead associated with running a titan logistics chain. In the current system, they can only do this once (assuming the target titan has clone mods). But even if the timer was set to 12hrs, no fight has ever lasted that long. And since med clone jumping is an option, anything a player MIGHT do with a jump clone and a shorter timer, they can already do it with a combination of the two methods. And if the titan/rorq issue is a serious concern, nerf the clone mod, not jump clones.
This is all to say: reducing the timer is a convenience issue, not some bigger design issue, at least from my vantage point. So what am I missing here? What's the issue with lowering the timers further? Bokononist
-á |

Dav Varan
Spiritus Draconis Sicarius Draconis
43
|
Posted - 2013.08.06 15:58:00 -
[317] - Quote
CCP Rise wrote: 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.
Why ?
Is it important to limit the fun ?
Skills for flexibility need to make in session swapping viable. This is not viable with your proposed idea A jump every 22 hours instead of every 23 hours is more or less pointless
Base time between jumps before any sync skill should be 16 hours. So I can do a 8 hour sess in a choosen clone each day and I'm not punished for starting 8 hours earlier at the weekend when I'm not working.
Each level of syncronisation skill should add 1 to maximum number of intermorphs I can accumulate before braindamage. one level of intermorph is removed every 16 hours from the last jump.
e.g. at level 3 sync I can make up to 4 jumps in a burst if I want but it will take
4 x 16 hours for the intermorphs to reduce back to 0. |

Bruce Willers
State War Academy Caldari State
0
|
Posted - 2013.08.06 16:00:00 -
[318] - Quote
Maximus Andendare wrote:CCP Rise wrote:It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall. If you guys want it to actually be once per day, then you should just adjust the base timer. What are the "good arguments" for, since there's been plenty of arguments against in this thread, while some posters just agree and say "at least its something." What's next for the quality of life skills? Will there be a "POS Access" skill that let's us "access your POS SMAs from an extra 1000m per level"? Seriously, this change does not create compelling gameplay choices, enrich our decision making, and it only serves as a time sink. It directly serves to improve a quality-of-life issue in that you want players who jump clone out to be able to JC back to their "original" clone roughly at their usual playtime. Great goal and props to recognizing an issue. Terrible implementation, however. Marketing Procurement Visibility Daytrading . . .
|

Markku Laaksonen
EVE University Ivy League
168
|
Posted - 2013.08.06 16:06:00 -
[319] - Quote
I'm still of the opinion that the skill should not be implemented, and the JC timer should simply be changed to 23 hours. |

Sven Viko VIkolander
Stay Frosty.
84
|
Posted - 2013.08.06 16:07:00 -
[320] - Quote
CCP Rise wrote:Update:
We had a chat this morning and will be leaving this as a skill rather than changing the base timer.
There are good points on both sides, and it depends a lot on how you are using jump clones, but because there certainly will be strategic implications for at least some players, we feel that having this as a skill fits well. It is by no means mandatory like the old learning skills, and it is not purely a quality of life change (although that is certainly a large part of the design goal), so it makes sense to have training associated with it.
The skill will be rank 2 and will cost very little so for the players that want to use it there won't be significant barriers.
On a related note: there is some people discussing the drawbacks of making these small adjustments rather than large systemic changes and I must say that we feel really good about small changes in many situations. Systemic changes are important and should never be ignored or delayed because of small tweaks, but when there are very solid improvements available, like this one, we should not put them off because the system as a whole isn't perfect.
Thanks for the feedback
edit: oh and also, we definitely will not be extending the timer any further. The implications related to travel become problematic fairly quickly and we don't want to worsen that situation at all.
IMO, this is all on the right track. HOWEVER, one other change currently faring well in the reasonable things vote is the removal of attribute implants pared with add +5 to all player attributes. I am completely in favor of this change, and I think it would fit perfectly with the jump clone timer skill, because 1) it would remove the need for people to jump into a learning character with all +5s when they are not PVPing, which is one of the main reasons people in this thread have wanted a very short jump clone timer (e.g., down to 12 hours), and 2) it would remove some incentive to avoid pvp, thus removing a barrier some have to pvping on many occasions (and the isk sink would be transferred to the increase in people getting their ships exploded!). |
|

Tryss DeVir
The 12th Legion Ex Cinere Scriptor
22
|
Posted - 2013.08.06 16:10:00 -
[321] - Quote
glad to see this skill finally come to life, but not to keen on the name
was purposed before under a better name (imo)
https://forums.eveonline.com/default.aspx?g=posts&m=475876#post475876 |

shado20
Infinite Point Nulli Secunda
48
|
Posted - 2013.08.06 16:17:00 -
[322] - Quote
I understand the need to have a delay in jumping, but 24hr has been a pain as I always seem to jump at the end of my playing time. then next day I need to jump back, but instead go play another game cause I'm stuck till I'm about to log off for the night. removing 5hr may be nice , but its only barley there as I play for 6 to 9 hrs a night. so I would still be playing another game 1/2 the night. I think the way to look at this, is that you have the ability to jump once per "play cycle". as I sit down, I should be able to jump to friends is needed but once. so even if you shorten the jumping down to 12hr , that gives a 24hr player that has no life 2 jumps a day. but most of us would still be jumping 1 time a day, and 12hr exceeds most players play time till the next day. |

Rainbow Prism Colorblind
Deep Space Equinox The Nightingales of Hades
1
|
Posted - 2013.08.06 16:37:00 -
[323] - Quote
Quote: Why ?
Is it important to limit the fun ?
Skills for flexibility need to make in session swapping viable. This is not viable with your proposed idea A jump every 22 hours instead of every 23 hours is more or less pointless
Base time between jumps before any sync skill should be 16 hours. So I can do a 8 hour sess in a choosen clone each day and I'm not punished for starting 8 hours earlier at the weekend when I'm not working.
Each level of syncronisation skill should add 1 to maximum number of intermorphs I can accumulate before braindamage. one level of intermorph is removed every 16 hours from the last jump.
e.g. at level 3 sync I can make up to 4 jumps in a burst if I want but it will take
4 x 16 hours for the intermorphs to reduce back to 0.
I have to answer this, everyone want to have fun right now with all skills and unlimited isk, you want a 'i win' button.. then what?..
I myself prefer a little hardship, know that you achieve something when you reach your goal.
I liked this game over other online games just because it is so darn hard! :) |

Adam Lyon
Lonetrek Blacksoul Federation Blacksoul Tribal Nation
6
|
Posted - 2013.08.06 17:25:00 -
[324] - Quote
CCP Rise wrote:It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.
I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change.
With all due respect, why does it matter what you want? Shouldn't it be what the players want? You make the game, but we're the ones who literally pay your salary. We're not asking to easy-fy EVE, we're asking to play the game without sitting in station waiting for a pointless timer to go off. I've said before and I'll say it again--waiting in station for 12 hours because I wanted to PVE yesterday makes me just shut off the game. Is that what you want from your players? |

Soldarius
Deadman W0nderland Tribal Band
327
|
Posted - 2013.08.06 17:36:00 -
[325] - Quote
So many negative comments.
I see it as being able to log-in, jc somewhere, do some business for a couple hours, and then tomorrow evening jc back in time to do more business back home, rather than having to sit where ever it is that I am doing nothing, effectively making jump clone cooldown 48 hours instead of 24.
This change is clearly aimed at the more casual week-day players.
Deal with it.
+1 for CCP Free Ripley Weaver! |

Adam Lyon
Lonetrek Blacksoul Federation Blacksoul Tribal Nation
6
|
Posted - 2013.08.06 17:42:00 -
[326] - Quote
Soldarius wrote:So many negative comments.
I see it as being able to log-in, jc somewhere, do some business for a couple hours, and then tomorrow evening jc back in time to do more business back home, rather than having to sit where ever it is that I am doing nothing, effectively making jump clone cooldown 48 hours instead of 24.
This change is clearly aimed at the more casual week-day players.
Deal with it.
+1 for CCP
Because EVE has been for casual gamers since 2003? |

Luc Chastot
Daktaklakpak.
452
|
Posted - 2013.08.06 17:43:00 -
[327] - Quote
CCP Rise wrote:It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.
I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change. I don't think people go like "oh, I have a clone that is perfect for this thing I want to do now, but as I can't jump at this time, I will go and do it less efficiently". The jump clone timers and the attributes/training implants mechanics are terrible and don't get along at all. Make it idiot-proof and someone will make a better idiot. |

Saint Hecate
Big Diggers Trifectas Syndicate
3
|
Posted - 2013.08.06 17:59:00 -
[328] - Quote
I would personally love to see jump clone timers knocked down to 12 hours. I think it would have nice use for those that live in nullsec but like to jump to highsec for a few hours to run manufactory jobs or other assorted tasks. I think a 12 hour timer instead of 24 between jumps would be a nice usability improvement.
I could get on just after downtime JC to highsec, install build jobs, fiddle with the market, run some incursions and then be back down in nullsec later that evening for a mining op. This is all hypothetical because I dont build things haha :P but i think it illustrates my idea.
Best wishes Saint |

Shantetha
Tribal Liberation Force Minmatar Republic
7
|
Posted - 2013.08.06 18:32:00 -
[329] - Quote
Luc Chastot wrote:CCP Rise wrote:It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.
I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change. I don't think people go like "oh, I have a clone that is perfect for this thing I want to do now, but as I can't jump at this time, I will go and do it less efficiently". The jump clone timers and the attributes/training implants mechanics are terrible and don't get along at all.
Attributes/training implants mechanics are as bad as learning skills, tbh. It really isn't an interesting choice, nor is it fun and that is why they were phased out. Attributes/training implants mechanics should be just removed for a flat SP per day; this would best be done in conjunction with the ending of the active skill queue and the flat accrual of SP into a spending pool for you to assign. But that would cause a majority of veterans to cry and wail about hills, snow, walking, and no feet or some such silliness.
The easiest solution for CCP to do, without making the BitterVets cry foul, is eliminate the +4 & +5 stat implants, increase all base stats by 2, implement corpse reprocessing for implant salvage and then put in implant BPOs for low-grade implants +1 & +2 stats yes 2 tiers complete with the percent bonus contribution in 2 levels 2.5 percent & 5 percent. Allow invention to create the high-grade bpc's +3 stats / 5 percent .
The materials necessary for the implants should be something like PI materials, minerals, and implant salvage. For the high grade implants they could require r32 / r64 as well like t2 parts/ships etc. (i'm not an industrialist so someone else should figured out what would best)
This still rewards those players who risk more money with a slightly better training time. Makes the choices of which JC you use actually interesting, not can i jump back to Training Body today or tomorrow and how much further away is random skill V now because i keep switching to a pvp body. |

Ranger 1
Ranger Corp
4451
|
Posted - 2013.08.06 18:57:00 -
[330] - Quote
Adam Lyon wrote:CCP Rise wrote:It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.
I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change. With all due respect, why does it matter what you want? Shouldn't it be what the players want? You make the game, but we're the ones who literally pay your salary. We're not asking to easy-fy EVE, we're asking to play the game without sitting in station waiting for a pointless timer to go off. I've said before and I'll say it again--waiting in station for 12 hours because I wanted to PVE yesterday makes me just shut off the game. Is that what you want from your players? If EVE players were given complete say so in game design the lifespan of EVE would be measured in days, possibly hours. 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
4451
|
Posted - 2013.08.06 18:58:00 -
[331] - Quote
Zaxix wrote:CCP Rise wrote:It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.
I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change. Wow, a dev comment that kind of seems directed at me! A first! Thanks. Sorry for sounding annoyed, but I was grinning like an idiot when I saw that changes were coming and then disappointed by the reality. There is obviously an expectation gap here. You've made it clear this is as far as the changes are ever likely to go, and it's equally clear that most players want to go further. Perhaps there needs to be a slightly expanded conversation where the design side makes it clear what they're trying to avoid or what it is that jump cloning is really intended for. And the players need to make clear what they use it for. I get that one jump per day is what the expectation is and that this fix is supposed to do a better job of guaranteeing that. What I don't get is why more than once a day is a bad thing. As I mentioned before, I can jump whenever I want using a med clone. I'm limited only by office location and the location of the nearest medical facilities. In the case of sov stations, both are always present and therefore aren't a barrier. I pay for my clone upgrade and I'm done. In hisec, unless I'm decced or flagged, it's also no barrier. I can risk my pod to jump a few gates to a med facility if there isn't one in my office station. Losec is pretty much the same. NPC nosec ups the danger because of bubbles, and so isn't ideal for this usage. To tally, that's ony one real barrier in all scenarios and it only applies if my office station doesn't have med clone facilities. The only other issue is implants, but many people aren't wearing them anyway since they're going to get podded. The best part of this method of travel is that ONE alt with renter permissions can act as a "cyno" by getting to a station and opening an office. Everyone else can come in by med clone. Bonus points if that character is also an actual cyno, so he can bring in the equipment by carrier or JF. An entire fleet can avoid a long, potentially disastrous trip on the back of ONE pilot. If there is some sort of travel or power projection issue with jumping around, it would appear that this methodology is vastly more powerful and useful than pure jump cloning. BTW, did I mention that you don't actually need an office for this technique? HQ's ftw! In the case of jump cloning for travel purposes, you give up the costs of upgrades and the annoyance of no implants for the timer and limitation of targets to jump to. It's biggest limitation is actually the requirement that you "preset" yourself to your target location in advance of any actual jump. In other words, you work backwards from your target instead of forward in the med clone scenario. The one biggest difference though, is that two ship types can serve as target points for a jump. I can see that some people would potentially have an issue with this. Instead of some "bridge back" scenario where a titan bridges podded characters from their home system back into the fight, they jump clone back and avoid the need for bridges and the costs and overhead associated with running a titan logistics chain. In the current system, they can only do this once (assuming the target titan has clone mods). But even if the timer was set to 12hrs, no fight has ever lasted that long. And since med clone jumping is an option, anything a player MIGHT do with a jump clone and a shorter timer, they can already do it with a combination of the two methods. And if the titan/rorq issue is a serious concern, nerf the clone mod, not jump clones. This is all to say: reducing the timer is a convenience issue, not some bigger design issue, at least from my vantage point. So what am I missing here? What's the issue with lowering the timers further? This however is possibly the best example I have ever seen of what mechanics have issue that seriously need to be rectified in EVE.
None of them are the one you want changed though.  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. |

Zaxix
Long Jump.
192
|
Posted - 2013.08.06 19:07:00 -
[332] - Quote
Ranger 1 wrote:This however is possibly the best example I have ever seen of what mechanics have issue that seriously need to be rectified in EVE. None of them are the one you want changed though.  I detect a nerf jump drives complaint. I'm all for jump clones and jump drives. Too much of eve game time is spent getting ready to do the thing I'd like to do, wrapping up the results of that thing, and moving the crap to somewhere that I can turn it into something I can use. Enough with the barriers to logging in and having fun. Bokononist
-á |

Ranger 1
Ranger Corp
4451
|
Posted - 2013.08.06 19:18:00 -
[333] - Quote
Zaxix wrote:Ranger 1 wrote:This however is possibly the best example I have ever seen of what mechanics have issue that seriously need to be rectified in EVE. None of them are the one you want changed though.  I detect a nerf jump drives complaint. I'm all for jump clones and jump drives. Too much of eve game time is spent getting ready to do the thing I'd like to do, wrapping up the results of that thing, and moving the crap to somewhere that I can turn it into something I can use. Enough with the barriers to logging in and having fun. Part of the fun of EVE is planning, making tactical and logistical decisions, and accepting the consequences (good or bad) of those decisions. It's not about instant gratification.
If that isn't part of the fun for you, you are playing the wrong game. Making those kinds of decisions are one of the fundamental concepts of EVE, and are one of the things that separates it from games with lesser depth of play.
To put it another way, you are playing chess... not checkers. Learn to plan ahead. 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. |

John McCreedy
Eve Defence Force Tribal Band
109
|
Posted - 2013.08.06 19:36:00 -
[334] - Quote
19 Hours isn't really going to make much of a difference. At least 12 hours would (in theory) allow someone to jump to X and back to Y in the same day. In all honesty I fail to see why there needs to be any restriction on jump cloning in the first place? Just get rid of it completely and allow us to jump clone freely. |

Zaxix
Long Jump.
192
|
Posted - 2013.08.06 19:53:00 -
[335] - Quote
Ranger 1 wrote:Zaxix wrote:Ranger 1 wrote:This however is possibly the best example I have ever seen of what mechanics have issue that seriously need to be rectified in EVE. None of them are the one you want changed though.  I detect a nerf jump drives complaint. I'm all for jump clones and jump drives. Too much of eve game time is spent getting ready to do the thing I'd like to do, wrapping up the results of that thing, and moving the crap to somewhere that I can turn it into something I can use. Enough with the barriers to logging in and having fun. Part of the fun of EVE is planning, making tactical and logistical decisions, and accepting the consequences (good or bad) of those decisions. It's not about instant gratification. If that isn't part of the fun for you, you are playing the wrong game. Making those kinds of decisions are one of the fundamental concepts of EVE, and are one of the things that separates it from games with lesser depth of play. To put it another way, you are playing chess... not checkers. Learn to plan ahead. I founded Black Frog. I've run 12 accounts simultaneously on multiple indy, hauling, and pvp projects (even piracy ). I know a LOT about planning ahead and the intricacies of logistics. I too enjoy planning and making meaningful decisions. What I don't like is wasting an entire evening getting into position to have 1 hour of fun. Or having even the simplest tasks turn into soul-crushing bouts of clicking, searching, google-fu, and endless, pointless administration. This game is filled with needless complexity that adds nothing to the core game or truly reflects its core ethos.
I've played this game for 5 years. I wouldn't have done that if I didn't love the game. The refrain of "if you don't like it, leave" can be applied to whatever issues you have with the game. And I would be just as wrong to say that to you, as you are to say it to me. We both care enough to have an opinion, think it through, and come up with arguments for and against. That's good for the game. You can save the "this is what EVE is" lectures for noobs. For all the haughtiness in your reply, you were too lazy to come up with an original response. Please. Recycling the chess/checkers analogy? And a chess master always studies his opponent before engaging. Leveling the "instant gratification" charge at a long distance hauler is ridiculous. Bokononist
-á |

Mag's
the united Negative Ten.
15319
|
Posted - 2013.08.06 20:08:00 -
[336] - Quote
Maximus Andendare wrote:suid0 wrote:Maximus Andendare wrote: Seriously, this change does not create compelling gameplay choices, enrich our decision making, and it only serves as a time sink.
Didn't he post and say it'd be a level 2 skill? level 2 skills are hardly a time sink,, it means you can get your JC timer down to 20 hrs with just over 1d training... cripes tbh the implementation is fine It could be a 1x training time skill and it'd still be a time sink. It's a wasteful use of training time to improve a recognized quality-of-life issue. It's not really the time per se. It's the point: there's no reason this needs to be done via training. There is every point in it being a skill choice. If you want to take advantage of this, then train for it. If you don't like the just over 1 day it'll take for level 4, then don't train for it. 
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

Mag's
the united Negative Ten.
15319
|
Posted - 2013.08.06 20:09:00 -
[337] - Quote
Ranger 1 wrote:Adam Lyon wrote:CCP Rise wrote:It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.
I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change. With all due respect, why does it matter what you want? Shouldn't it be what the players want? You make the game, but we're the ones who literally pay your salary. We're not asking to easy-fy EVE, we're asking to play the game without sitting in station waiting for a pointless timer to go off. I've said before and I'll say it again--waiting in station for 12 hours because I wanted to PVE yesterday makes me just shut off the game. Is that what you want from your players? If EVE players were given complete say so in game design the lifespan of EVE would be measured in days, possibly hours. Not empty quoting.
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

Twikki
The Rusty Muskets Lost Obsession
2
|
Posted - 2013.08.06 20:10:00 -
[338] - Quote
Lots of valid points raised here.
19hrs better than nothing. but why not make it percentage based, for example
10% per lvl or 5%
lvl 5 skill being at say 20 days worth of training.
To be fair for 5 hrs i ll prob not train the skill as i have more important skills to train.
Make it so i can do 2 different playstyles per day ie a 12hr turn around.
then its a win win situation
Just my 2 pennies worth |

Maximus Andendare
Future Corps Sleeper Social Club
406
|
Posted - 2013.08.06 20:16:00 -
[339] - Quote
Mag's wrote:Maximus Andendare wrote:suid0 wrote:Maximus Andendare wrote: Seriously, this change does not create compelling gameplay choices, enrich our decision making, and it only serves as a time sink.
Didn't he post and say it'd be a level 2 skill? level 2 skills are hardly a time sink,, it means you can get your JC timer down to 20 hrs with just over 1d training... cripes tbh the implementation is fine It could be a 1x training time skill and it'd still be a time sink. It's a wasteful use of training time to improve a recognized quality-of-life issue. It's not really the time per se. It's the point: there's no reason this needs to be done via training. There is every point in it being a skill choice. If you want to take advantage of this, then train for it. If you don't like the just over 1 day it'll take for level 4, then don't train for it.  What exactly is the point in it being done via skills over just lowering the base timer to 20h? It doesn't serve a need or give me a "gameplay" choice. It's just a wasteful use of training time. By you just saying "there is a point" doesn't make it so.
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day. |

KIller Wabbit
The Scope Gallente Federation
388
|
Posted - 2013.08.06 20:29:00 -
[340] - 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. I want to do PvP with one small gang independent group (you can take a guess) part of the day and be able to perform my duties with my corp as well. Right now I have to choose no PvP. 
(and no I can't afford more accounts) CCP Punkturis-á "I want to get in on the goodposter circle jerk!"
|
|

Vincent Athena
V.I.C.E. Aegis Solaris
2084
|
Posted - 2013.08.06 20:39:00 -
[341] - Quote
CCP Rise wrote:Update:
We had a chat this morning and will be leaving this as a skill rather than changing the base timer.
There are good points on both sides, and it depends a lot on how you are using jump clones, but because there certainly will be strategic implications for at least some players, we feel that having this as a skill fits well. It is by no means mandatory like the old learning skills, and it is not purely a quality of life change (although that is certainly a large part of the design goal), so it makes sense to have training associated with it.
I don't get it. What other type of change is it other than a quality of life change? What are the other design goals? What "strategic implications" are you talking about? "When you are ready for jump clones, be sure to spend an extra day to train this to L4"...That is some grand strategy?
CCP Rise wrote: The skill will be rank 2 and will cost very little so for the players that want to use it there won't be significant barriers.
What is the point in adding a barrier to the game that is not significant? If its not significant, why have it at all? Just give it to everyone for free.
To me this looks like adding complexity for the sake of complexity. This as a skill does not enrich the game. It just adds a little speed bump. What is gained by having this a skill over just a base timer change?
http://vincentoneve.wordpress.com/ |

KIller Wabbit
The Scope Gallente Federation
388
|
Posted - 2013.08.06 20:42:00 -
[342] - Quote
Zaxix wrote:
As I mentioned before, I can jump whenever I want using a med clone.
The more med clone jumping the more money CCP makes - don't expect them to go up against their bottom line. CCP Punkturis-á "I want to get in on the goodposter circle jerk!"
|

KIller Wabbit
The Scope Gallente Federation
388
|
Posted - 2013.08.06 20:45:00 -
[343] - Quote
Vincent Athena wrote: What is the point in adding a barrier to the game that is not significant? If its not significant, why have it at all? Just give it to everyone for free.
To me this looks like adding complexity for the sake of complexity. This as a skill does not enrich the game. It just adds a little speed bump. What is gained by having this a skill over just a base timer change?
Another isk sink. Another stretching of the skill queue - insuring more revenue (if people stick around).
CCP Punkturis-á "I want to get in on the goodposter circle jerk!"
|

Cadius Vect
Hax. Game Over.
4
|
Posted - 2013.08.06 20:50:00 -
[344] - Quote
Well done CCP, I actually made a thread and asked for this maybe 3 years ago. |

suid0
Habitual Euthanasia Pandemic Legion
44
|
Posted - 2013.08.06 20:55:00 -
[345] - Quote
Vincent Athena wrote: What is the point in adding a barrier to the game that is not significant? If its not significant, why have it at all? Just give it to everyone for free.
To me this looks like adding complexity for the sake of complexity. This as a skill does not enrich the game. It just adds a little speed bump. What is gained by having this a skill over just a base timer change?
yeah, you are right... what's the point in having to train skills at all... we should all just be given all V characters so we can get on with playing the game...
wow...
go biomass
no seriously... |

Ranger 1
Ranger Corp
4453
|
Posted - 2013.08.06 21:02:00 -
[346] - Quote
Zaxix wrote:Ranger 1 wrote:Zaxix wrote:Ranger 1 wrote:This however is possibly the best example I have ever seen of what mechanics have issue that seriously need to be rectified in EVE. None of them are the one you want changed though.  I detect a nerf jump drives complaint. I'm all for jump clones and jump drives. Too much of eve game time is spent getting ready to do the thing I'd like to do, wrapping up the results of that thing, and moving the crap to somewhere that I can turn it into something I can use. Enough with the barriers to logging in and having fun. Part of the fun of EVE is planning, making tactical and logistical decisions, and accepting the consequences (good or bad) of those decisions. It's not about instant gratification. If that isn't part of the fun for you, you are playing the wrong game. Making those kinds of decisions are one of the fundamental concepts of EVE, and are one of the things that separates it from games with lesser depth of play. To put it another way, you are playing chess... not checkers. Learn to plan ahead. I founded Black Frog. I've run 12 accounts simultaneously on multiple indy, hauling, and pvp projects (even piracy  ). I know a LOT about planning ahead and the intricacies of logistics. I too enjoy planning and making meaningful decisions. What I don't like is wasting an entire evening getting into position to have 1 hour of fun. Or having even the simplest tasks turn into soul-crushing bouts of clicking, searching, google-fu, and endless, pointless administration. This game is filled with needless complexity that adds nothing to the core game or truly reflects its core ethos. I've played this game for 5 years. I wouldn't have done that if I didn't love the game. The refrain of "if you don't like it, leave" can be applied to whatever issues you have with the game. And I would be just as wrong to say that to you, as you are to say it to me. We both care enough to have an opinion, think it through, and come up with arguments for and against. That's good for the game. You can save the "this is what EVE is" lectures for noobs. For all the haughtiness in your reply, you were too lazy to come up with an original response. Please. Recycling the chess/checkers analogy? And a chess master always studies his opponent before engaging. Leveling the "instant gratification" charge at a long distance hauler is ridiculous.
All you have done is regurgitate arguments that have been shot down since jump clones were first introduced. Recently there has been a resurgence in these arguments, and that's fine... it doesn't make them any more valid.
I didn't call you a noob, and I didn't tell you to quit EVE. I told you, point blank, that if you are looking for a game that lets you click a button whenever you like and instantly be where you want to be to engage in whatever you like, you have been wasting your time.
EVE will never be that game.
I'm sure that the changes to jump clones would vastly simplify many things for you and your company. That's the problem.
Planning what clone, what location, what implants, what timing... none of those fall into the category of meaningless decisions. These are crucially important decisions for many players in various occupations throughout the game. If you find yourself wasting an entire evening to accomplish an hours worth of fun, frankly, you're doing it wrong.
Jump clone and medical clone mechanics already tread a thin line between enabling meaningful decisions/game play, and undermining meaningful game play in other area's. The ability to move massive numbers of personnel in the blink of an eye is problematic enough without there being some downside involved (implants, inability to get right back to other activities elsewhere). You are ignoring the impact some of these proposals would have on the game as a whole, outside of your little corner of it.
By the way, I could care less if others have told you this before (I hadn't noticed)... but if you sense a reoccurring theme in the responses you are getting, perhaps there is a good reason for it.  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
4455
|
Posted - 2013.08.06 21:35:00 -
[347] - Quote
As a side note, you might also consider that mechanics that make it easier to jump bridge/cyno/etc. around EVE actually reduces demand for services like Black Frog.
Yes, it would make your job easier... but at that point people need your services less and less.
People like me support making the movement of people, ships and goods around the EVE universe challenging not because we personally would not reap the benefits of EVE on easy mode, but because it provides more challenging game play for everyone in general and niche's for enterprising industrialists like yourself in particular. 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. |

Zaxix
Long Jump.
195
|
Posted - 2013.08.06 21:38:00 -
[348] - Quote
Ranger 1 wrote:All you have done is regurgitate arguments that have been shot down since jump clones were first introduced. Recently there has been a resurgence in these arguments, and that's fine... it doesn't make them any more valid. I didn't call you a noob, and I didn't tell you to quit EVE. I told you, point blank, that if you are looking for a game that lets you click a button whenever you like and instantly be where you want to be to engage in whatever you like, you have been wasting your time. EVE will never be that game. I'm sure that the changes to jump clones would vastly simplify many things for you and your company. That's the problem. Planning what clone, what location, what implants, what timing... none of those fall into the category of meaningless decisions. These are crucially important decisions for many players in various occupations throughout the game. If you find yourself wasting an entire evening to accomplish an hours worth of fun, frankly, you're doing it wrong. Jump clone and medical clone mechanics already tread a thin line between enabling meaningful decisions/game play, and undermining meaningful game play in other area's. The ability to move massive numbers of personnel in the blink of an eye is problematic enough without there being some downside involved (implants, inability to get right back to other activities elsewhere). You are ignoring the impact some of these proposals would have on the game as a whole, outside of your little corner of it. By the way, I could care less if others have told you this before (I hadn't noticed)... but if you sense a reoccurring theme in the responses you are getting, perhaps there is a good reason for it.  I haven't actually made an argument. My original post was me asking someone to show me what it is that I'm missing. There might be something, but I don't know what it is, nor am I pretending to know all there is to know.
To clarify, Red Frog and Black Frog use med clones to facilitate operations, not jump clones. Jump clones are useless for that application. Even with a 12hr timer, they would be useless for it. I'm acutely aware of what effect this would have on other areas of the game (I've long since retired from hauling). I am involved in many, many aspects of the game. My point in my original post was precisely that it wouldn't have any effect at all, because anyone can do with med clones whatever "game breaking" jump clone uses people are worrying about. And the uses of med clones are much, much more powerful than jump clone uses. Jump clones at least require that you show yourself in your target jump system at some point prior to the jump. Med clones can be used to sneak an entire fleet into a system with no warning, no need to have ever visited it before, and absolutely no downside (if you want implants, you just bring them in with the rest of the equipment). The things that can be done are mind blowing if you consider prepositioning assets (perhaps through Black Frog! ).
I'm not noticing a recurring theme in what people are telling me, I'm noticing a recurring theme in what you (and others) frequently tell people. It's a silly way to make an argument, not least because it doesn't actually resolve anything. If you've got an argument, make it. Simply declaring that the point is made and insulting people isn't much of a position. I see you can't resist the haughty, insulting tone. It's almost like you think you've made a point.
EVE isn't static. It has changed many, many times over the years. More often than not, it has changed for the better. If there are legitimate reasons for not making this change, I'd like to hear them. That's exactly what I asked for in that post. I'm not married to my position. I'm capable of having a rational conversation and changing my mind when new information is presented to me. Are you? Break it down for me. What exactly is the game breaking effect that would result from, say, a 12hr timer?
edit for your second post: it's irrelevant what effect it would have on BF. Not that it would have ANY effect; the courier business is built on laziness. Bokononist
-á |

Freighdee Katt
Center for Advanced Studies Gallente Federation
501
|
Posted - 2013.08.06 21:55:00 -
[349] - Quote
CCP Rise wrote: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. Yeah. You know what would be even easier and have a far more positive impact on player experience?
1. Open parameters file
2. [DEL] 24. [INS] 19.
3. ???
4. PROFIT!!!
Enough with the endless train of chickenshit garbage skills already. Stop making me spend MY subscription time to do YOUR programming work. |

Freighdee Katt
Center for Advanced Studies Gallente Federation
501
|
Posted - 2013.08.06 22:03:00 -
[350] - Quote
CCP Rise wrote:It is by no means mandatory like the old learning skills, and it is not purely a quality of life change (although that is certainly a large part of the design goal), so it makes sense to have training associated with it. No it doesn't. Other games figured out a decade ago that all "daily" timers should reset on some interval < 24 hours. It's bad enough that you took this long to figure this simple concept out. Making players do the work to fix your own lack of clue (while simultaneously taking a path that requires MORE programming work on your end than a simple change of one integer parameter would require), is just beyond stupid. |
|

Ranger 1
Ranger Corp
4455
|
Posted - 2013.08.06 22:07:00 -
[351] - Quote
Zaxix: Actually, medical clones aren't quite a versatile as you make out in all area's of space... but as I originally pointed out some of the arguments presented have been excellent examples of why medical clones need to be looked a closely. They tread very close to the line of undermining more important area's of game play.
So far the only thing keeping them from becoming a serious issue is implant loss. While you dismiss this a trivial, to most players it is not. For your average player the cost involved is an issue, and wealthy players tend to keep very, very expensive implants in their clones... and are loath to give them up for a simple location change.
I apologize for my tone if you took it to be personally insulting, it was not intended to be that way. Just keep in mind that usually the people asking for changes of this nature are usually players that haven't gained enough experience with the game to look beyond the surface layer of cause and effect that ripples throughout this game.
As for specific examples... well, to be honest there are far to many to begin to list here (and my time is limited at the moment). Perhaps the simplest way to say it in the limited time and space I have is that it becomes far too easy to go on a day trip in a fully equipped clone in one corner of EVE... and then that evening hop back across the universe (again in a fully equipped clone) for a completely different activity that night.
No commitment necessary, no real planning necessary, no sacrifices made... just click a button and there you are, fully outfitted for whatever the occasion may be. That's not really challenging game play. 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. |

Bren Genzan
Open University of Celestial Hardship Art of War Alliance
454
|
Posted - 2013.08.06 22:21:00 -
[352] - Quote
CCP Rise wrote:Glad that generally this is something people want. I'm not surprised there's different opinions on exactly how much this timer should be reduced, but for now we will stick with this time range and we can see how it fits.
As far as tying it to a skill, there's good arguments for and against. I'll have a chat with some other designers and make sure we're all on the same page before shipping it.
As usual, thanks for the input. Great job, Rise, this skill was on my Christmas list. I think you guys are right and the typical EVE play session is about 5 hours on a weeknight. I too asked Santa for 10 percent reduction per level, but I won't complain. 5 hours is not at all unreasonable from my perspective.
Many people, especially non-pvpers, do not use jump clones and therefore will not train this skill, so this change allows a player who wants the advantage to gain that advantage. All they have to sacrifice is a little time in their skill queue.
That's very Eve. Well done.  Art of War Alliance -á-á Life on the Bubble
|

Solhild
Republic Military School Minmatar Republic
1071
|
Posted - 2013.08.06 22:40:00 -
[353] - Quote
Don't bother with a skill at all.
Instead of a 24 hour cool-down working between different days, make it 2-4 hours so it is more likely to be between different play sessions. |

Laendra
Wildly Inappropriate Goonswarm Federation
20
|
Posted - 2013.08.06 22:42:00 -
[354] - Quote
I dunno, I still think that the jump clone timer should be based on distance to the target jump clone, with further distances causing much more strain on your mental capabilities than a much shorter distance (e.g. in same station). A skill could then be used to reduce the strain, shortening the timer by a percentage.
For instance,
Same station - minimal strain, 4 hour timer Same system - minimal strain, 6 hour timer For each light year of distance, add 20 minutes to the timer. That would give you 54 LY travel after 24 hour cooldown, further distances would take longer to cooldown before you could jump.
The skill could then perhaps shave 5% off the cooldown timer per level
You could build in an emergency override that would give a % chance (based on distance between safe distance and destination affecting the chance) of losing skillpoints (based on distance between safe distnace and destination affecting the amount) if you force a jump too early. That would leave the options with the players.
In the same vein, I think there should be cooldown timers for med-clones...with the cooldown affecting how long before your skillpoints are safe. This would limit the death clone capability without consequences.
|

Tippia
Sunshine and Lollipops
15931
|
Posted - 2013.08.06 22:52:00 -
[355] - Quote
suid0 wrote:Vincent Athena wrote: What is the point in adding a barrier to the game that is not significant? If its not significant, why have it at all? Just give it to everyone for free.
To me this looks like adding complexity for the sake of complexity. This as a skill does not enrich the game. It just adds a little speed bump. What is gained by having this a skill over just a base timer change?
yeah, you are right... what's the point in having to train skills at all... we should all just be given all V characters so we can get on with playing the game... wow... GǪwow, indeed, you really didn't get what he was saying. Why are they tying a quality-of-life improvement to a skill? It's there to fix a amateurish fencepost error in the design of the jumpclone timer. So why not fix the amateurish error in the design of the timer?
This is not something that should be a skill GÇö it's something that should be a correction of the design. Having this as a skill is like having GÇ£warp and dockGÇ¥ as a skill rather than as a button on the selected items menu; like having the new GÇ£access POS modules from anywhere within the bubbleGÇ¥ functionality be tied to a GÇ£POS ProficiencyGÇ¥ skill; like having a GÇ£run tutorialGÇ¥ skill that lets you run the improved tutorials rather than the old crap ones.
Letting everyone play the game with the same design (i.e. without glaringly obvious design flaws) is not the same thing as giving everyone all-V skills GÇö that's just a moronic simile on every level.
What they're doing here is trying to fix a recognised design flaw by adding a new design flaw on top of it that works in the opposite direction, hoping that the two wrongs willGǪ if not make a right, then at least cancel each other out. In reality, all it does is make the game have two design flaws rather than one. They're not actually going after the stated goal of the change, which quite simply means that their proposed solution is 100% wrong, and they're trying to justify this horrible idea by saying that it's only a little horrible.
If the goal here is to avoid situations where jump clone delay pushes jump clone use back a bit each play session without accelerating the rate that you can jump significantly, and just wanting to make sure that switching once a day is actually possible, the solution is to remove the fencepost error that created that problem: reduce the timer from 24h toGǪ whatever. 23h55min would be sufficient if that's actually what they wanted. But they don't, which only ever raises the question of what the purpose of this addition actually is, because it definitely isn't to pursue the stated goal. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Vaju Enki
Secular Wisdom
888
|
Posted - 2013.08.06 23:07:00 -
[356] - Quote
You should remove jump clones from the game. The Tears Must Flow |

Eternal Error
Immortalis Inc. Shadow Cartel
387
|
Posted - 2013.08.06 23:15:00 -
[357] - Quote
Solid change. Might be a better idea to reduce base timer to 22-23 hours and have the skill reduce 30 mins per level, but this is certainly better than what we have now. |

Stalence
Es and Whizz Hedonistic Imperative
0
|
Posted - 2013.08.06 23:43:00 -
[358] - Quote
I 100% endorse this skill, but like others have stated, I would buff the skill to allow 2hr reductions per skill level. If you left it as 1 hour, I could almost assure you nobody would ever train the skill to 5... just wouldn't be worth the SP investment.
I'm not sure I caught what rank you had in mind for this I would increase the rank to adjust for the greater time. I think 5x would be fair.
If you're absolutely opposed to making this skill better than 1hr increments you could introduce an Advanced Informorph Synchronizing skill that could add the additional 1hr per level? I'm not sure that would be a popular option with players (as its over twice the amount of training for what people are requesting) but maybe more will be ammenable than not to it.
Also side note: I saw a few posts regarding jump clone vats at POSs in wormholes... not sure how that fits into the lore or WHs being "off the grid" but nonetheless it would be a cool mechanic. Even if just to swap clones/implants in person as some have suggested. |

Balzac Legazou
Center for Advanced Studies Gallente Federation
8
|
Posted - 2013.08.07 03:35:00 -
[359] - Quote
KIller Wabbit wrote:The more med clone jumping the more money CCP makes - don't expect them to go up against their bottom line.
Hint: ISK isn't real money, and, even if it were, they can print as much of it as they want. ;)
I doubt anyone will be buying PLEX to pay for their "med clone jumps". |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3948
|
Posted - 2013.08.07 03:44:00 -
[360] - Quote
I am one of the people that will benefit greatly from this skill: I spend a lot of time mining,mount I like running incursionsas a logistics or command pilot. Those activities use vastly different skills and thus implant sets (Highwall +5% yield isn't going to help me rep your ship faster). So on nights where I am mining and a friend suggests we get a group together for Incursions, I no longer have to sacrifice two nights of mining (tonight and tomorrow night) for the sake of joining friends in Incursion fleets.
With this change, you don't have to work your life around jump clone timers. You get to spend part of your gaming session tonight on one activity, jump to another activity that becomes more interesting socially, spend some time doing that other activity then jump back to this activity for the entire night tomorrow.
I suspect that five hours is more than the average play session, meaning you will be able to jump to a clone at the end of this session without knowing what clone you might prefer to use tomorrow night.
Day 0 advice for new players: Day 0 Advice for New Players |
|

Balzac Legazou
Center for Advanced Studies Gallente Federation
10
|
Posted - 2013.08.07 03:46:00 -
[361] - 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.
If that is the goal, simply reduce the timer to 23 (or 20) hours. Problem solved. You change 1 number in your code, and it's done. Simple to implement, and an immediate fix for something that you have (finally!) identified as a design flaw.
If that is not the goal and you expect players to comment, be honest about what the goal actually is.
|

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3948
|
Posted - 2013.08.07 04:02:00 -
[362] - Quote
Derp. Got forum ganked and double posted. Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3948
|
Posted - 2013.08.07 04:03:00 -
[363] - Quote
Tippia wrote:why are they tying a quality-of-life improvement to a skill? It's there to fix a amateurish fencepost error in the design of the jumpclone timer. So why not fix the amateurish error in the design of the timer?
Is a reduction to locking time a "quality of life" improvement or a tactical benefit?
Is a reduction to align time a "quality of life" improvement or a tactical benefit?
Is a reduction to manufacturing time a "quality of life" improvement or a tactical benefit?
Is a reduction to POS fuel consumption a "quality of life" improvement or a tactical benefit?
I would suggest that a miner doesn't care about locking time, so a reduction in locking time is only applicable to a small niche of players: shorter locking time is a tactical advantage.
All of these skill-based modifications to the basic rules of the game are tactical (or at least strategic) in nature. Your comparison to "warp and dock" is unsound, simply because access to jump clones is skill-based in the first place.
Look at other skill-based activities in the game: there is a skill to use each class of weapon. Then there are skills to reduce the cycle time of the weapon, reduce the power consumption, and in the case of some modules, increase the number you can fit to your ship. Look at Astrometrics: there is a skill to do astrometrics at all, then there is a skill to reduce the cycle time of the astrometrics analysis process.
Thus throughout the existing skill three there are skills whose only purpose is to reduce the cycle time of some other skill. Why should jump clones be any different? Clones are part of the equipment we fit to any ship. Being able to switch every day rather than every two days is a tactical and strategic advantage. This advantage needs to be bought and paid for in the same way as any other advantage: either through training skills or through use of equipment which other players can destroy.
I am all for increasing the hour reduction of this skill from 1 to 2, along with increasing the base clone jump timer from 24 hours to 28 hours just to make it clear that you are indeed buying an advantage.
Day 0 advice for new players: Day 0 Advice for New Players |

Karen Akagai
University of Caille Gallente Federation
6
|
Posted - 2013.08.07 04:13:00 -
[364] - Quote
Balzac Legazou wrote: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.
If that is the goal, simply reduce the timer to 23 (or 20) hours. Problem solved. You change 1 number in your code, and it's done. Simple to implement, and an immediate fix for something that you have (finally!) identified as a design flaw.
Or do both. Reduce the base timer to (for example) 22 hours, and let people who want it to be shorter train the skill.
Don't force all players to train a skill just to fix what you've identified as a design flaw. That's just trolling.
What's next? A skill to make the drone UI less obtuse? A skill to add a "volume" column to asteroid scanners? A skill to be able to reverse the mouse wheel? |

Sgt Ocker
State War Academy Caldari State
0
|
Posted - 2013.08.07 04:30:00 -
[365] - Quote
Dierdra Vaal wrote:While I really applaud taking on the jumpcloning mechanics, I am not sure if this is the right way to do it. I'm worried that reducing clone jumping to 19 hours may make it too easy for alliances to use clone jumping as a way of further increasing their power projection. This change basically allows them to one night (during their personal primetime) be in location A, and the next night during their primetime in location B - without requiring them to actually travel the distance inbetween, which may otherwise deterr them from doing so or at least provide a meaningful effort sink.
I'm also worried that this skill will go the way learning skills went. First there is a clone timer of 24 hours. Then there is a skill reducing it to 19. In a year or so everyone will be saying "but you kind of have to train it to level 4 or 5 anyway" and then it is decided to just do away with the skill and set the jump timer at 19 or 20 hours. Thus slowly eroding the jump timer and the consequences for jump cloning.
As such, I'd prefer this skill not to be included in Odyssey 1.1, and would prefer instead that the devs work towards a systemic improvement of the jumpclone system. A system where the two functions of jump clones (travel and implant switching) are separated. For example, allow only one clone jump per 24 hours if this moves the player out of the station (or system) he activated the jump from, but allow any amount of clone 'switches' within the same station. Seriously?? Death clones are used by so many to simply move from 1 location to another, a 5 hour reduction in JC times is not going to effect that at all.. During times of alliance deployment most run empty clones for the duration, I have at times death cloned to and from a deployment 2 or 3 times in a 24 hour period when the need arises. I agree with others if 19 hours is the maximum reduction we can expect why not just simply reduce the time on JC's from 24hrs to 19.. Having to drop a skill that will actually be helpful in pew pew to train a skill to allow me to pew pew 5 hours earlier?? Doesn't make a lot of sense, I'll probably just stick to death clones..
Suggestion; why not make jump cloning at shorter intervals isk based.. you jump to a training clone then 18 hours later you want to be in a pvp clone, cost is XXX isk.. you want to jump 12 hours later cost is XXXXisk.. you want to swap clones within 12 hours is XXXXXXXXisk.. Make it a user pays system, no new skills to train but isk based..
|

Veldaran
The-Hole-Idea Void-Legion
3
|
Posted - 2013.08.07 04:38:00 -
[366] - Quote
I'm wondering why the normal 5/10% reductions aren't being applied here.
-5% maxes at 25% (-6hrs or 18hrs per jump)
-10% 50% (-12hrs or 12hrs per jump)
Could even split the difference at -7.5% per skill level.
|

LtTrog
Lonetrek Blacksoul Federation Blacksoul Tribal Nation
14
|
Posted - 2013.08.07 04:43:00 -
[367] - Quote
why 12h cool down would not be over powered;
its still realistically 1J/session but gives flexibility as to when that is between weekday and weekend play
you cant bring assets with you (obvious but following the thread could do with restating)
If every one has the same tool its not an imbalance
9/10 a jump is made to get into combat, not avoid it
you still wont be where you need to be exactly just closer and still need to run the gauntlet of gates to get from your JC to the action
you can only have 5 max JC in strategic locations and most players have a no more than 4.
Lets be brutally honest Eve is awesome in spite of its self. I love eve as do we all, I wouldnt be writing this and still playing after 4 years if I didnt. But lets look at an average play session of say 4h what do we actually do during those 4h, 1h google-fu eft/dotlan ect. 1h traveling while playing another game/watching netflix on another monitor 20min of PI (which we hate but cant say no to the isk) 10min reading mails/chatting to corp bros
leaving 1h30 to do the thing we logged on to do in the 1st place
sound about right?
The nay sayers argument is pretty much force projection is bad, it should take forever to do something. why? whats wrong with cutting down the busy work and letting players get to the bit they consider play as fast as possible. 12h is not game breaking it would not be possible for a player to jump twice in one day but give real freedom as to when that jump is. JC is not really the bug bear of the force projection group any way, YOU CAN NOT BRING GEAR WITH YOU. Titan/blop/jump bridges can but require real strategic investment and imo are balanced because of it. Lets look at the resent large battles do you think Asakai or 6VDT would or even could have happened with out force projection?
TL;DR 12h please other stuff.....
|

Bigg Gun
Flying Bags Inc. Bulgarian Space Federation
31
|
Posted - 2013.08.07 05:30:00 -
[368] - Quote
there should be a t2 version of the skill so it's 10 hrs for the both skills at 5. Second skill requires 1st at 4 |

KIller Wabbit
The Scope Gallente Federation
388
|
Posted - 2013.08.07 05:36:00 -
[369] - Quote
Balzac Legazou wrote:KIller Wabbit wrote:The more med clone jumping the more money CCP makes - don't expect them to go up against their bottom line. Hint: ISK isn't real money, and, even if it were, they can print as much of it as they want. ;) I doubt anyone will be buying PLEX to pay for their "med clone jumps".
Any sink means more plex sales. CCP Punkturis-á "I want to get in on the goodposter circle jerk!"
|

Kikusama
Fairlight Corp Rooks and Kings
20
|
Posted - 2013.08.07 06:20:00 -
[370] - Quote
A realistically more useful skill bonus would be 10% per level, reducing the JC timer at level V to 12 hours. Swapping clones in stations would also be good, especially for multi-focus pilots (e.g. you have a HG slave clone you'd use with a triage carrier and a Talisman clone for use with a Bhaalgorn, HG Snake clone for skirmish fleets, learning clone with learning implants only and maybe a scanning clone with LG Virtues).
If anything, it'd only increase the ISK sink that implants are for nullsec players.
Guns make the news. Science doesn't. |
|

Battle BV Master
Executor BV Sovereign Infinity
22
|
Posted - 2013.08.07 09:10:00 -
[371] - Quote
I am sure its been said a lot already.
Just adding another vote for the fact that lvl 5 of this skill should make it 12 hours. |

qijong jin
Destructive Silence
10
|
Posted - 2013.08.07 09:41:00 -
[372] - Quote
CCP Rise wrote:Hi Hi
I'm not even in the office today (Icelandic holidays happen approx every other day) but I'm really excited to let you guys know about this, so here you go:
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.
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.
o/
How about adding the ability to install more than one jumpclone in a station, it would make for easier reshipping of clones from say armor clone to shield clone. |

Destination SkillQueue
Are We There Yet
5553
|
Posted - 2013.08.07 09:57:00 -
[373] - Quote
Mara Rinn wrote:Tippia wrote:why are they tying a quality-of-life improvement to a skill? It's there to fix a amateurish fencepost error in the design of the jumpclone timer. So why not fix the amateurish error in the design of the timer? Is a reduction to locking time a "quality of life" improvement or a tactical benefit? Is a reduction to align time a "quality of life" improvement or a tactical benefit? Is a reduction to manufacturing time a "quality of life" improvement or a tactical benefit? Is a reduction to POS fuel consumption a "quality of life" improvement or a tactical benefit? I would suggest that a miner doesn't care about locking time, so a reduction in locking time is only applicable to a small niche of players: shorter locking time is a tactical advantage. All of these skill-based modifications to the basic rules of the game are tactical (or at least strategic) in nature. Your comparison to "warp and dock" is unsound, simply because access to jump clones is skill-based in the first place. Look at other skill-based activities in the game: there is a skill to use each class of weapon. Then there are skills to reduce the cycle time of the weapon, reduce the power consumption, and in the case of some modules, increase the number you can fit to your ship. Look at Astrometrics: there is a skill to do astrometrics at all, then there is a skill to reduce the cycle time of the astrometrics analysis process. Thus throughout the existing skill three there are skills whose only purpose is to reduce the cycle time of some other skill. Why should jump clones be any different? Clones are part of the equipment we fit to any ship. Being able to switch every day rather than every two days is a tactical and strategic advantage. This advantage needs to be bought and paid for in the same way as any other advantage: either through training skills or through use of equipment which other players can destroy. I am all for increasing the hour reduction of this skill from 1 to 2, along with increasing the base clone jump timer from 24 hours to 28 hours just to make it clear that you are indeed buying an advantage. Faster locking time allows a clear advantage in combat over a character with slower locking time. With 2 e-war ships it often decides which ship gets to lock at all. Faster align time is crucial to in game survivability. Faster manufacturing time reduces costs and increases your production capability. Reduction in POS fuel costs reduces your expenses. All great skills to have, provide good in game advantages, provide competative advantages at certain professions and aren't there to fix a design problem.
You're basic mistake is trying to compare skills designed to provide gameplay advantages in a competitive environment to a skill, where its entire reason for existing is to address out of game convenience problems caused by short sighted design of the jump clone mechanic. It has minor gameplay side affect with instant travel, but nothing that already didn't exist in the game. Maybe the exact line between the two groups is sometimes hard to draw, but this isn't one of those times. This skill clearly falls in to the quality of life -category and is entirely needless filler, that should never exist as a trainable skill. The only good thing about it is, that it's still better then the current situation.
I'm not that concerned about it per se, since I've lived with the old limitation for years. My problem is, that I've not seen any reason given by CCP why they deem it necessary, that new players should be denied that convenience right from the start. That you have to earn this particular sensible fix to an out of game problem. Usually when you put limits on your players you can justify it in a very reasonable way. From a gameplay perspective the likely reason is the teleportation provided, but pod travel already exists, the shorter cooldown is still very long, not seen as a problem to the game and that is not what the skill primarily intended for. In their own words it's being added to: "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.". Surely every player regardless how old their character is is potentially affected by this problem, so why not fix it for every player instead of giving every character the option to train the antidote for this particular quality of life poison? |

Isaak Artorius
7
|
Posted - 2013.08.07 10:06:00 -
[374] - Quote
Eliram Kahoudi wrote:1hr per level is so meh. Something better than nothing for sure and i do appreciate that. But would be awesome to be able to lower the jump clones to 12hrs at rank 5 instead.
So much this. ^^
Blah, blah, blah, I'm super horny. I love EVE and monkeys. |

Ravcharas
Infinite Point Nulli Secunda
259
|
Posted - 2013.08.07 10:23:00 -
[375] - Quote
Mara Rinn wrote: Thus throughout the existing skill three there are skills whose only purpose is to reduce the cycle time of some other skill. Why should jump clones be any different? Clones are part of the equipment we fit to any ship. Being able to switch every day rather than every two days is a tactical and strategic advantage. This advantage needs to be bought and paid for in the same way as any other advantage: either through training skills or through use of equipment which other players can destroy.
Yeah but the JC mechanic works on a different time and scale compared to ship align time. Imagine if when CCP implemented the skill queue they had piggybacked it onto the skill system so that in order to have a 24 hour queue you hade to take a skill to level 5. Or imagine they wanted to do that now.
There was people who were all **** and vinegar about how a skill queue was a crutch for the non-dedicated and real pilots sets an alarm clock to not lose any skill points and if you weren't ready to do that maybe you deserved to lose out on SP and be at a disadvantage relative to the hardcore players. And they were wrong. |

Ravcharas
Infinite Point Nulli Secunda
259
|
Posted - 2013.08.07 11:15:00 -
[376] - Quote
Destination SkillQueue wrote:I'm not that concerned about it per se, since I've lived with the old limitation for years. My problem is, that I've not seen any reason given by CCP why they deem it necessary, that new players should be denied that convenience right from the start. That you have to earn this particular sensible fix to an out of game problem. Usually when you put limits on your players you can justify it in a very reasonable way. From a gameplay perspective the likely reason is the teleportation provided, but pod travel already exists, the shorter cooldown is still very long, not seen as a problem to the game and that is not what the skill primarily intended for. In their own words it's being added to: "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.". Surely every player regardless how old their character is is potentially affected by this problem, so why not fix it for every player instead of giving every character the option to train the antidote for this particular quality of life poison? Well, I guess new players don't really use jump clones a whole lot. |

Rainbow Prism Colorblind
Deep Space Equinox The Nightingales of Hades
1
|
Posted - 2013.08.07 11:17:00 -
[377] - Quote
Shantetha wrote:Luc Chastot wrote:CCP Rise wrote:It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.
I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change. I don't think people go like "oh, I have a clone that is perfect for this thing I want to do now, but as I can't jump at this time, I will go and do it less efficiently". The jump clone timers and the attributes/training implants mechanics are terrible and don't get along at all. Attributes/training implants mechanics are as bad as learning skills, tbh. It really isn't an interesting choice, nor is it fun and that is why they were phased out. Attributes/training implants mechanics should be just removed for a flat SP per day; this would best be done in conjunction with the ending of the active skill queue and the flat accrual of SP into a spending pool for you to assign. But that would cause a majority of veterans to cry and wail about hills, snow, walking, and no feet or some such silliness. The easiest solution for CCP to do, without making the BitterVets cry foul, is eliminate the +4 & +5 stat implants, increase all base stats by 2, implement corpse reprocessing for implant salvage and then put in implant BPOs for low-grade implants +1 & +2 stats yes 2 tiers complete with the percent bonus contribution in 2 levels 2.5 percent & 5 percent. Allow invention to create the high-grade bpc's +3 stats / 5 percent . The materials necessary for the implants should be something like PI materials, minerals, and implant salvage. For the high grade implants they could require r32 / r64 as well like t2 parts/ships etc. (i'm not an industrialist so someone else should figured out what would best) This still rewards those players who risk more money with a slightly better training time. Makes the choices of which JC you use actually interesting, not can i jump back to Training Body today or tomorrow and how much further away is random skill V now because i keep switching to a pvp body.
IF you remove the +4 and +5 it would only make +3 cost around 1 bil instead sense it would be the best implant. It really would not solve anything, also you do not HAVE to use implants, you are not forced to use implants for faster SP
Just complain and want to have them just cause X and Y have them and have a edge over you is just a bit stupid.
I like a game where it IS hard to find gear, for people who manage to actually make a huge income, it takes effort, ISK don't literately land in your lap wile you twiddle your thumbs |

Rainbow Prism Colorblind
Deep Space Equinox The Nightingales of Hades
1
|
Posted - 2013.08.07 11:31:00 -
[378] - Quote
Mag's wrote:Ranger 1 wrote:[quote=Adam Lyon][quote=CCP Rise]It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.
I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change. With all due respect, why does it matter what you want? Shouldn't it be what the players want? You make the game, but we're the ones who literally pay your salary. We're not asking to easy-fy EVE, we're asking to play the game without sitting in station waiting for a pointless timer to go off. I've said before and I'll say it again--waiting in station for 12 hours because I wanted to PVE yesterday makes me just shut off the game. Is that what you want from your players?
your not FORCED to stay in station, your not FORCED to use implants, it is YOUR chooise stop point fingers at others and actually do something yourself, plan ahead is not that hard, a extra day is not to much loss of time.
The world don't end just cause you do not play the game for a extra day. |

Rainbow Prism Colorblind
Deep Space Equinox The Nightingales of Hades
1
|
Posted - 2013.08.07 11:38:00 -
[379] - Quote
Vincent Athena wrote:CCP Rise wrote:Update:
We had a chat this morning and will be leaving this as a skill rather than changing the base timer.
There are good points on both sides, and it depends a lot on how you are using jump clones, but because there certainly will be strategic implications for at least some players, we feel that having this as a skill fits well. It is by no means mandatory like the old learning skills, and it is not purely a quality of life change (although that is certainly a large part of the design goal), so it makes sense to have training associated with it.
I don't get it. What other type of change is it other than a quality of life change? What are the other design goals? What "strategic implications" are you talking about? "When you are ready for jump clones, be sure to spend an extra day to train this to L4"...That is some grand strategy? CCP Rise wrote: The skill will be rank 2 and will cost very little so for the players that want to use it there won't be significant barriers.
What is the point in adding a barrier to the game that is not significant? If its not significant, why have it at all? Just give it to everyone for free. To me this looks like adding complexity for the sake of complexity. This as a skill does not enrich the game. It just adds a little speed bump. What is gained by having this a skill over just a base timer change?
Hmm, what is this talk about barriers, and why you you NEED to train the skill? your not forced to have the skill learned, you talk about as you HAVE to have all skills to max, witch you really don't, heck for pvp you can get a new toon trainfor 2 weeks then get into a rifter and have fun in LS no problem at all! time never is waste unless you decide it will be.
|

Rainbow Prism Colorblind
Deep Space Equinox The Nightingales of Hades
1
|
Posted - 2013.08.07 11:40:00 -
[380] - Quote
KIller Wabbit wrote:Vincent Athena wrote: What is the point in adding a barrier to the game that is not significant? If its not significant, why have it at all? Just give it to everyone for free.
To me this looks like adding complexity for the sake of complexity. This as a skill does not enrich the game. It just adds a little speed bump. What is gained by having this a skill over just a base timer change?
Another isk sink. Another stretching of the skill queue - insuring more revenue (if people stick around).
If you not need the skill you don't need to train it, simple |
|

Rainbow Prism Colorblind
Deep Space Equinox The Nightingales of Hades
1
|
Posted - 2013.08.07 11:42:00 -
[381] - Quote
suid0 wrote:Vincent Athena wrote: What is the point in adding a barrier to the game that is not significant? If its not significant, why have it at all? Just give it to everyone for free.
To me this looks like adding complexity for the sake of complexity. This as a skill does not enrich the game. It just adds a little speed bump. What is gained by having this a skill over just a base timer change?
yeah, you are right... what's the point in having to train skills at all... we should all just be given all V characters so we can get on with playing the game... wow...
+1 to you for actually understanding that the game is about hardship and not just get everything maxed out within a week. ^^/
Lets keep the game Cruel, evil and hard! and love it for it! |

Rainbow Prism Colorblind
Deep Space Equinox The Nightingales of Hades
1
|
Posted - 2013.08.07 11:50:00 -
[382] - Quote
Vaju Enki wrote:You should remove jump clones from the game.
Ehe, it would solve the topic at lest.
I would not mind it, it would make the game intresting. ^^ |

Manfred Hideous
TOHOKU 9.0
67
|
Posted - 2013.08.07 12:11:00 -
[383] - Quote
Rainbow Prism Colorblind wrote:I need to put in my 2 cent on this topic.
I see a lot of people complain that they need to jump every 12hr or so. A lot of you also saying you want to JC into same station without a timer.
Mostly of witch the reason you want it is to be 'safe' or not 'risk' anything. This is eve, the game is about Money and power.
A game without risk get dull an boring, also what about all gate campers? they like to play the game as well in there own way.
Equal much are the gate buster groups, both would be affected with to much change in time.
Making JC time down to 19h is good enough, even that is quite powerful to bypass gate camps or Blockades operations.
Oh and for people who complain it takes 40 jumps throw HS to get to the fun stuff, ever considering Driving throw Low-sec/null to reduce it to 10?
or get a Bypass rout throw a WH system?
My point here is this! the game need risk!, it is space, its deadly, and everyone is after to skinn you wallet dry!
That is how the game should be.
Thank you.
|

Meytal
School of Applied Knowledge Caldari State
262
|
Posted - 2013.08.07 12:21:00 -
[384] - Quote
Iamien wrote:CCP Rise. Please do not Seed this skill on the market. Put it in exploration cans or in the LP store of the under-appreciated science mission corps.
Let supply/demand play out here. There is enormous demand, let the isk sink be avoided this time. On the contrary, if you are going to make this a skill and not just the norm, use it as an ISK sink. Goodness knows we need some more of them. This would be considered a luxury skill and so could be quite pricey. |

Freighdee Katt
Center for Advanced Studies Gallente Federation
507
|
Posted - 2013.08.07 15:44:00 -
[385] - Quote
Karen Akagai wrote:What's next? A skill to make the drone UI less obtuse? A skill to add a "volume" column to asteroid scanners? A skill to be able to reverse the mouse wheel? Why stop there? We can surely think of all sorts of problems we don't even have now that could be cured by new skills.
Add a login queue for clients that defaults to 10 minutes, and give a skill that lets us increase queue priority. At Queue Jumping V your login times could be reduced by as much as 99%! It's both a quality of life improvement AND a tactical advantage, since you can get in game (or relog to your alts) that much faster than those who don't invest in this (completely optional) new skill!
Increase the undock delay to 5 minutes and then give us a Precision Maneuvering skill that will make undocking quicker and more efficient. At PM V you can undock in as little as 5 seconds! It's both a quality of life improvement AND a tactical advantage, since you can be in warp and en route to the battlefield before your opponents are even clear of the docking ring! |

Freighdee Katt
Center for Advanced Studies Gallente Federation
508
|
Posted - 2013.08.07 15:51:00 -
[386] - Quote
The hilarious thing is, if they had announced that they were just changing the base timer, nobody would have been up in arms demanding that this MUST BE A SKILL instead. |

Tippia
Sunshine and Lollipops
15936
|
Posted - 2013.08.07 17:26:00 -
[387] - Quote
Mara Rinn wrote:Is a reduction to locking time a "quality of life" improvement or a tactical benefit? Is a reduction to align time a "quality of life" improvement or a tactical benefit? Is a reduction to manufacturing time a "quality of life" improvement or a tactical benefit? Is a reduction to POS fuel consumption a "quality of life" improvement or a tactical benefit? None of those are quality of life.
Being able to lock a target with ctrl+click, rather than GÇ£select in overview, mouse over to selected items, click lockGÇ¥ is quality of l life. Being able to align to a target with a+click, rather than GÇ£select in overview, mouse over to selected items, click align toGÇ¥ is quality of life. Being able to dump a whole bunch of blueprints into a facility and set up a batch job using available slots rather than GÇ£select blueprint, rclickGåÆmanufacture, select facility, select slot, select input, select output, select number of runs, accept, accept, repeat nine more timesGÇ¥ is quality of life (too bad we don't have it yet). Being able to use fuel blocks rather than individual fuel components is quality of life.
In this case, the goal to make clone jumping not be pushed back later and later every time you use it, but rather make it be something you do once a day is the same kind of quality of life improvement: it doesn't give you any advantage, but makes the game better to play and removes pointless busywork. It is a recognised game flaw, and if they want to fix it, the correct way of going about that is to fix it. Painting over the problem with nonsensical timesinks is not fixing it GÇö it's adding another design flaw (that will inevitably be used as a piss-poor excuse for never fixing the problem after all).
Quote:I am all for increasing the hour reduction of this skill from 1 to 2, along with increasing the base clone jump timer from 24 hours to 28 hours just to make it clear that you are indeed buying an advantage. But that's not the goal. Again, my objection to this idiocy is that they purport to want to fix something they see as a long-standing flaw, but then they decide to not actually do that, but rather do something completely different. If they want to add in skills that give people something to train and let them clonejump more often, then sure. Let's do that. But then don't paint it up as a fix to the explicitly recognised design flaw because it does nothing of the kind.
If GÇ£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 timeGÇ¥ then they should make it so that the clone delay does not push jump clone use back a bit each play session. This is something completely unrelated to letting people train the advantage of being able to jump more often. One is a (lack-of-)quality-of-life design flaw. It is fixed by removing the design flaw. The other is a gameplay option. It is fixed by giving players options.
Not being subjected to design flaws should not be an option GÇö it should be the default GÇö and using the latter to do the former is inherently incorrect and in every way awful design. Until they've reduced the clone jump timer to 23 hours (or, hell, 23h55min), the design flaw they claim they want to fix is left unfixed, and people should keep asking CCP for that kind of reduction. GÇ£Just train the skillGÇ¥ is an unacceptable, lazy and intellectually dishonest answer to someone being subjected to something the devs have correctly identified as not working properly. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |
|

ISD Cura Ursus
ISD Community Communications Liaisons
177

|
Posted - 2013.08.07 18:32:00 -
[388] - Quote
Double Post by Cura Ursus.
Once was double, Now it is only single. Deletion done.
Deleted double post by request. ISD Cura Ursus Lieutenant Community Communication Liaisons (CCLs) Interstellar Services Department |
|

Balzac Legazou
Center for Advanced Studies Gallente Federation
17
|
Posted - 2013.08.07 19:33:00 -
[389] - Quote
KIller Wabbit wrote:The more med clone jumping the more money CCP makes - don't expect them to go up against their bottom line.
KIller Wabbit wrote: Any sink means more plex sales.
CCP has just decreased the cost of medical clones, and suggested they might reduce it even more. They clearly don't see it as a relevant ISK sink. A 0.1% increase in trading taxes (or a 0.1% reduction in ISK generation from NPCs) would have a much bigger impact.
|

Shantetha
Tribal Liberation Force Minmatar Republic
7
|
Posted - 2013.08.07 19:34:00 -
[390] - Quote
CCP Rise wrote:Update:
We had a chat this morning and will be leaving this as a skill rather than changing the base timer.
There are good points on both sides, and it depends a lot on how you are using jump clones, but because there certainly will be strategic implications for at least some players, we feel that having this as a skill fits well. It is by no means mandatory like the old learning skills, and it is not purely a quality of life change (although that is certainly a large part of the design goal), so it makes sense to have training associated with it.
The skill will be rank 2 and will cost very little so for the players that want to use it there won't be significant barriers.
On a related note: there is some people discussing the drawbacks of making these small adjustments rather than large systemic changes and I must say that we feel really good about small changes in many situations. Systemic changes are important and should never be ignored or delayed because of small tweaks, but when there are very solid improvements available, like this one, we should not put them off because the system as a whole isn't perfect.
Thanks for the feedback
edit: oh and also, we definitely will not be extending the timer any further. The implications related to travel become problematic fairly quickly and we don't want to worsen that situation at all.
3 days before every pvp corp and nullsec corp requires it trained to 5 as part of joining requirements.
Nope not the same as a learning skill at all. mandatory for qol , nope not the same at all. 
if you have jump clones, you will have this skill. It's bad implementation but better then nothing. GJ on keeping JC and learning implants as a reason to not pvp. |
|

Balzac Legazou
Center for Advanced Studies Gallente Federation
18
|
Posted - 2013.08.07 19:39:00 -
[391] - Quote
Rainbow Prism Colorblind wrote:IF you remove the +4 and +5 it would only make +3 cost around 1 bil instead sense it would be the best implant.
+3 implants cost 5 million ISK + 5000 LP from the LP store. I really don't think anyone would pay one billion for 5000 LP, when you can get them in less than an hour by doing a couple of L4 missions.
|

Balzac Legazou
Center for Advanced Studies Gallente Federation
18
|
Posted - 2013.08.07 19:49:00 -
[392] - Quote
Rainbow Prism Colorblind wrote: Hmm, what is this talk about barriers, and why you you NEED to train the skill? your not forced to have the skill learned,
Rise described the issue pretty well:
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.
In other words, you are forced to train this skill to "fix" the design flaw he identified.
That's why most people would much rather see the issue separated into two:
1. If this is a design flaw (as mentioned in the first post), fix it by reducing the base timer (ex., to 23 hours).
2. If CCP thinks there should be a skill to decrease the cooldown even further, then add that skill independently of the fix for the design flaw.
If they had just announced #1 (implementing the obvious "fix" for dailies that every other MMO has had for years), they wouldn't now have dozens of people whining to make #2 more powerful.
|

Gospadin
School of Applied Knowledge Caldari State
17
|
Posted - 2013.08.07 19:49:00 -
[393] - Quote
Ranger 1 wrote:As for specific examples... well, to be honest there are far to many to begin to list here (and my time is limited at the moment). Perhaps the simplest way to say it in the limited time and space I have is that it becomes far too easy to go on a day trip in a fully equipped clone in one corner of EVE... and then that evening hop back across the universe (again in a fully equipped clone) for a completely different activity that night.
No commitment necessary, no real planning necessary, no sacrifices made... just click a button and there you are, fully outfitted for whatever the occasion may be. That's not really challenging game play.
Actually, what you describe isn't gameplay at all. It's the meta around the gameplay. |

Zappity
Red Federation RvB - RED Federation
253
|
Posted - 2013.08.07 20:16:00 -
[394] - Quote
Thank you! 19h is just right - doesn't change the way in which clones will be used but lets you change once a day.
I read the first page of feedback and you are all ungrateful swine! Hooray, I'm l33t! -á(Kil2: "The higher their ship losses...the better they're going to be.") |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1101
|
Posted - 2013.08.07 20:21:00 -
[395] - 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.
What he said 
Also: happy with this happening finally even if imho this isn't going as far as it could be, specially knowing the average age of Eve players is at the most active one (some at least), but 19h is already a huge step.
Thx for taking care of this important issue for many RL active people (you should know something about it too heh)
EDIT: for all ungrateful haters you guys should get a job and stop moaning for something not impacting whatever in your awesome existence. By the way CCP should also nerf pod traveling to make you guys stop moaning for and with fake arguments. *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1101
|
Posted - 2013.08.07 20:28:00 -
[396] - Quote
Shantetha wrote:3 days before every pvp corp and nullsec corp requires it trained to 5 as part of joining requirements.
If it happens pack your stuff ,sell whatever you can't or want to move and find a better environment corporation/alliance.
As simple as it is if you or someone is in whatever corp/alliance and has to deal with this kind of crap as mandatory you're playing the wrong game, in the wrong area with he wrong corporation and specially alliance.
Try to play with mature people who know what having a life is and leave those special snowflakes in between them. *removed inappropriate ASCII art signature* - CCP Eterne |

Maximus Andendare
Future Corps Sleeper Social Club
413
|
Posted - 2013.08.07 20:31:00 -
[397] - Quote
Tippia wrote:Mara Rinn wrote:Is a reduction to locking time a "quality of life" improvement or a tactical benefit? Is a reduction to align time a "quality of life" improvement or a tactical benefit? Is a reduction to manufacturing time a "quality of life" improvement or a tactical benefit? Is a reduction to POS fuel consumption a "quality of life" improvement or a tactical benefit? None of those are quality of life. Being able to lock a target with ctrl+click, rather than GÇ£select in overview, mouse over to selected items, click lockGÇ¥ is quality of l life. Being able to align to a target with a+click, rather than GÇ£select in overview, mouse over to selected items, click align toGÇ¥ is quality of life. Being able to dump a whole bunch of blueprints into a facility and set up a batch job using available slots rather than GÇ£select blueprint, rclickGåÆmanufacture, select facility, select slot, select input, select output, select number of runs, accept, accept, repeat nine more timesGÇ¥ is quality of life (too bad we don't have it yet). Being able to use fuel blocks rather than individual fuel components is quality of life. In this case, the goal to make clone jumping not be pushed back later and later every time you use it, but rather make it be something you do once a day is the same kind of quality of life improvement: it doesn't give you any advantage, but makes the game better to play and removes pointless busywork. It is a recognised game flaw, and if they want to fix it, the correct way of going about that is to fix it. Painting over the problem with nonsensical timesinks is not fixing it GÇö it's adding another design flaw (that will inevitably be used as a pis s-poor excuse for never fixing the problem after all). Quote:I am all for increasing the hour reduction of this skill from 1 to 2, along with increasing the base clone jump timer from 24 hours to 28 hours just to make it clear that you are indeed buying an advantage. But that's not the goal. Again, my objection to this idiocy is that they purport to want to fix something they see as a long-standing flaw, but then they decide to not actually do that, but rather do something completely different. If they want to add in skills that give people something to train and let them clonejump more often, then sure. Let's do that. But then don't paint it up as a fix to the explicitly recognised design flaw because it does nothing of the kind. If GÇ£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 timeGÇ¥ then they should make it so that the clone delay does not push jump clone use back a bit each play session. This is something completely unrelated to letting people train the advantage of being able to jump more often. One is a (lack-of-)quality-of-life design flaw. It is fixed by removing the design flaw. The other is a gameplay option. It is fixed by giving players options. Not being subjected to design flaws should not be an option GÇö it should be the default GÇö and using the latter to do the former is inherently incorrect and in every way awful design. Until they've reduced the clone jump timer to 23 hours (or, hell, 23h55min), the design flaw they claim they want to fix is left unfixed, and people should keep asking CCP for that kind of reduction. GÇ£Just train the skillGÇ¥ is an unacceptable, lazy and intellectually dishonest answer to someone being subjected to something the devs have correctly identified as not working properly. The gospel, everyone. Read it and enjoy.
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day. |

baltec1
Bat Country
7506
|
Posted - 2013.08.07 20:33:00 -
[398] - Quote
Not sure I like this plan. |

Tippia
Sunshine and Lollipops
15943
|
Posted - 2013.08.07 20:45:00 -
[399] - Quote
Sergeant Acht Scultz wrote:for all ungrateful haters you guys should get a job and stop moaning for something not impacting whatever in your awesome existence. Being stuck with a game design flaw just because I don't want to spend money and time on some irrelevant skill that I don't need impacts me quite a bitGǪ
GǪand, quite frankly, makes no sense. Add in the skill, if that's what everyone wants, but fix the design flaw first. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Maximus Andendare
Future Corps Sleeper Social Club
413
|
Posted - 2013.08.07 21:03:00 -
[400] - Quote
Tippia wrote:Sergeant Acht Scultz wrote:for all ungrateful haters you guys should get a job and stop moaning for something not impacting whatever in your awesome existence. Being stuck with a game design flaw just because I don't want to spend money and time on some irrelevant skill that I don't need impacts me quite a bitGǪ GǪand, quite frankly, makes no sense. Add in the skill, if that's what everyone wants, but fix the design flaw first. Tippia, I would LOVE to sit here and tell you that your argument carries so much logic that anyone--Devs, forum warriors, average players, etc.--who read it ought to know that the choice to implement a skill is the wrong way to go. I would tell you that your impeccable logic makes the best, most concise argument in this whole thread. It clears the issue up well, addresses why implementing a skill to address a design intent "problem" is wrong, as well as provides reasons for using a skill for a meaningful change is a better avenue to take. Indeed, I would be right to say that your logic is unequalled. But sadly, I cannot tell you that it will not fall on deaf ears.
After having a discussion, CCP has determined that it's better to require you to train a skill to improve your daily quality-of-life. Or, if you are inconvenienced by training the time sink, you can always be *more* inconvenienced by not being able to play in your "normal" clone at your regular time. I think this is the most frustrating aspect of this proposal: CCP didn't say we want to improve clone travel, so we're going to start by decreasing the time a little to assess its impacts. They identified the frustrating situation where you essentially have to JC every other day, since, in many cases, the timer falls outside of "regular" login hours. Obviously, if it is a matter of player inconvenience and a solution for it, there should be a baseline change.
Further, there are no real, credible arguments to support keeping it implemented as a skill. If it was an issue with force projection, any and all arguments there fall, since people can just pod express an unlimited amount of times in a similar amount of time. And if its a matter of using a skill to derive a real benefit, then why remove the learning skills? Those, too, were "optional" yet provided a real benefit.
At this point, I expect to see other "quality of life skills" that allow me to access my POS SMAs from farther away, disable the shake on the jump tunnel camera, extend my skill queue 1 hour per level, or similar. I mean, hey, they sky's the limit!
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day. |
|

Gospadin
School of Applied Knowledge Caldari State
17
|
Posted - 2013.08.07 21:13:00 -
[401] - Quote
Maximus Andendare wrote:At this point, I expect to see other "quality of life skills" that allow me to access my POS SMAs from farther away, disable the shake on the jump tunnel camera, extend my skill queue 1 hour per level, or similar. I mean, hey, they sky's the limit!
I'd pay an extra PLEX per month to eliminate the jump tunnel animation and audio which makes my speakers crackle.
|

DSpite Culhach
Corp 54 Curatores Veritatis Alliance
152
|
Posted - 2013.08.07 22:10:00 -
[402] - Quote
Sephira Galamore wrote:Why?
In more words... Why buff safe instantaneous travel? If this change is supposed to help with implants, allow clone switching in stations. I hope you give this some more thought :S
Since this (good idea) would have the consequence of creating "less tears", it goes against the EVE motto's, hence it won't be implemented. I suddenly woke up thinking I had a nightmare, then remembered I can't even fly Amarr Battleships. I add bits to this when I'm bored https://www.dropbox.com/s/foijsawsqolarom/EVE_Online.html |

El 1974
Green Visstick High Green Rhino
91
|
Posted - 2013.08.08 08:22:00 -
[403] - Quote
The problem I see with adding this skill is that CCP really needs to fundamentally redo the jumpcloning and deathcloning mechanics. Adding another skill as a quick and dirty fix to a minor problem when you know you will need to change its attributes 'soon' is not the right way forward when they can just reduce the timer without that skill now and come up with a more complete solution (incl. a new skill) later. |
|

CCP Rise
C C P C C P Alliance
2121

|
Posted - 2013.08.08 11:34:00 -
[404] - Quote
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.
|
|

Zappity
Red Federation RvB - RED Federation
257
|
Posted - 2013.08.08 11:44:00 -
[405] - 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.
Thanks again  Hooray, I'm l33t! -á(Kil2: "The higher their ship losses...the better they're going to be.") |

Akturous
Immortalis Inc. Shadow Cartel
219
|
Posted - 2013.08.08 11:50:00 -
[406] - Quote
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. Vote Item Heck One for CSM8 |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1115
|
Posted - 2013.08.08 11:53:00 -
[407] - 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.
Awesome addition to our favorite game, so many players are going to be happy with these changes and be able to do so many more things now.
Awesome stuff. *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1115
|
Posted - 2013.08.08 12:02:00 -
[408] - Quote
Gospadin wrote:Ranger 1 wrote:As for specific examples... well, to be honest there are far to many to begin to list here (and my time is limited at the moment). Perhaps the simplest way to say it in the limited time and space I have is that it becomes far too easy to go on a day trip in a fully equipped clone in one corner of EVE... and then that evening hop back across the universe (again in a fully equipped clone) for a completely different activity that night.
No commitment necessary, no real planning necessary, no sacrifices made... just click a button and there you are, fully outfitted for whatever the occasion may be. That's not really challenging game play. Actually, what you describe isn't gameplay at all. It's the meta around the gameplay.
Also, the guy spending 19 hours in front of his computer complaining about how easy space pixels are could also do something else like take a shower, have some food, take a girlfriend to snack/restaurant, cinema, read a book, meet some friends, take care of his family call his parents brothers/sisters, play an instrument etc.
Well it's not really like a normal person with a job working 8-12H and happy to play his favorite space ship game to relax of his day work that now will not be stuck until late evening to give a hand to his friends and still be able to return tomorrow after work log in and return at his favorite in game stuff, but, at least would give his comment have some sense. *removed inappropriate ASCII art signature* - CCP Eterne |

Victor Rayl
Hedion University Amarr Empire
0
|
Posted - 2013.08.08 12:51:00 -
[409] - Quote
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. |

Lephia DeGrande
Luxembourg Space Union
24
|
Posted - 2013.08.08 13:18:00 -
[410] - Quote
I want to transport my Jumpclones on my own! |
|

Kyt Thrace
Lightspeed Enterprises Fidelas Constans
262
|
Posted - 2013.08.08 13:21:00 -
[411] - 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.
\o/ WOOT! Finally, well done CCP R.I.P. Vile Rat |

KIller Wabbit
The Scope Gallente Federation
388
|
Posted - 2013.08.08 13:27:00 -
[412] - Quote
Throwing bad after bad.
CCP Punkturis-á "I want to get in on the goodposter circle jerk!"
|

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3948
|
Posted - 2013.08.08 14:19:00 -
[413] - Quote
Zaxix wrote:It's hard to give feedback if you've limited all discussion to a non-existent skill you've already said isn't likely to change.
Nice start. Something is better than nothing. But just looking at votes in the reasonable things thread shows beyond a shadow of a doubt that significantly lowering the timer is what the community wants.
Thanks for chipping away at it though.
A common suggestion for improving chess is for my side to start with two ranks of queens. This won't necessarily make the game as much better as I expect.
The purpose of jump clones is to allow for a different play style during each daily play session. So once per 24 hours, allowing for an average of four to five hours play per day (because you log in immediately upon returning home from work and keep playing until bed time), means that 19 hours provides ample opportunity to switch to a new clone once every daily session.
The people looking for 12 hour jump clones are clearly looking to switch between null combat and hisec training clones every day. They want everything but wish to sacrifice nothing. There are clearly sacrifices to be made for the convenience of switching playstyles every day, one of those is the restriction to live in that clone for the next 19-24 hours.
Rather than reduce the clone jump timer to allow switching between training and combat implants every day, what about addressing the real issue which is remaps and attribute implants? But no, they want everything while sacrificing nothing. They are so addicted to accelerated training that taking away training implants (which would in many cases eliminate the requirement for jump clones in the first place) will be decried as anathema to the spirit of the game. Which is bunkum.
Some folks just need to learn to play the game, not the mechanics. Day 0 advice for new players: Day 0 Advice for New Players |

Major Thrasher
The Lollipop Guild Brave Collective
15
|
Posted - 2013.08.08 15:23:00 -
[414] - Quote
12 hours would make alot more sense imo
also being able to switch clones without a timer if you travel to the station your clone is in, imo wouldn't break anything. would still force people to travel, but at least then you could use your own clone when you need it. . |

Joe D'Trader
Dreddit Test Alliance Please Ignore
175
|
Posted - 2013.08.08 15:45:00 -
[415] - Quote
\0/ |

Ranger 1
Ranger Corp
4469
|
Posted - 2013.08.08 15:49:00 -
[416] - Quote
Sergeant Acht Scultz wrote:Gospadin wrote:Ranger 1 wrote:As for specific examples... well, to be honest there are far to many to begin to list here (and my time is limited at the moment). Perhaps the simplest way to say it in the limited time and space I have is that it becomes far too easy to go on a day trip in a fully equipped clone in one corner of EVE... and then that evening hop back across the universe (again in a fully equipped clone) for a completely different activity that night.
No commitment necessary, no real planning necessary, no sacrifices made... just click a button and there you are, fully outfitted for whatever the occasion may be. That's not really challenging game play. Actually, what you describe isn't gameplay at all. It's the meta around the gameplay. Also, the guy spending 19 hours in front of his computer complaining about how easy space pixels are could also do something else like take a shower, have some food, take a girlfriend to snack/restaurant, cinema, read a book, meet some friends, take care of his family call his parents brothers/sisters, play an instrument etc. Well it's not really like a normal person with a job working 8-12H and happy to play his favorite space ship game to relax of his day work that now will not be stuck until late evening to give a hand to his friends and still be able to return tomorrow after work log in and return at his favorite in game stuff/ His comment has no sense but for people who lost all sense of reality and priorities. This mechanic brings absolutely nothing positive in terms of gaming experience and if they really like that much harsh stuff, finding a job and keep it would be a good place to start. I work a full time job and have 3 children, yet somehow I still find the 30 seconds necessary to think about whether a clone jump fits my plans better or to simply fly there.
Sure, I like to play games that boil down to "click the button = instant action" from time to time.... usually when I'm tired and can't be bothered to engage my brain. That also explains why I play EVE more often than those other games. I prefer to actually use my brain to achieve my goals, as well as point and laugh at those that can't seem to handle that.  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. |

maCH'EttE
Mafia Redux Phobia.
64
|
Posted - 2013.08.08 15:52:00 -
[417] - 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.
HAHAHAHA..ANOTHER F'EN SKILL.. THANKS CCP. |

Mag's
the united Negative Ten.
15366
|
Posted - 2013.08.08 15:54:00 -
[418] - 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.
This was rather unexpected. I will be training it and thanks.
My only issue with it, is not being able to use them all in my system. Any chance we could have more in one station?
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

Ranger 1
Ranger Corp
4469
|
Posted - 2013.08.08 16:07:00 -
[419] - Quote
Mag's wrote: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.
This was rather unexpected. I will be training it and thanks. My only issue with it, is not being able to use them all in my system.  Any chance we could have more in one station? Yes, finding homes for all those boys will be an issue. 
However they probably want to avoid a situation where you are able to swap clones (and more importantly implants) as easily as you would change clothes. 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. |

ApertureKubi
Red Horse mining and Salvage Universal Consortium
0
|
Posted - 2013.08.08 16:12:00 -
[420] - Quote
How about throwing in the ability to name jump clones for quick reference as well? |
|

Palamon
Immortalis Inc. Shadow Cartel
16
|
Posted - 2013.08.08 16:13:00 -
[421] - 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.
...and the crowd go wild!
How about removing the single clone per station restriction too? |

Zaxix
Long Jump.
203
|
Posted - 2013.08.08 16:14:00 -
[422] - Quote
Mara Rinn wrote:Zaxix wrote:It's hard to give feedback if you've limited all discussion to a non-existent skill you've already said isn't likely to change.
Nice start. Something is better than nothing. But just looking at votes in the reasonable things thread shows beyond a shadow of a doubt that significantly lowering the timer is what the community wants.
Thanks for chipping away at it though. A common suggestion for improving chess is for my side to start with two ranks of queens. This won't necessarily make the game as much better as I expect. The purpose of jump clones is to allow for a different play style during each daily play session. So once per 24 hours, allowing for an average of four to five hours play per day (because you log in immediately upon returning home from work and keep playing until bed time), means that 19 hours provides ample opportunity to switch to a new clone once every daily session. The people looking for 12 hour jump clones are clearly looking to switch between null combat and hisec training clones every day. They want everything but wish to sacrifice nothing. There are clearly sacrifices to be made for the convenience of switching playstyles every day, one of those is the restriction to live in that clone for the next 19-24 hours. Rather than reduce the clone jump timer to allow switching between training and combat implants every day, what about addressing the real issue which is remaps and attribute implants? But no, they want everything while sacrificing nothing. They are so addicted to accelerated training that taking away training implants (which would in many cases eliminate the requirement for jump clones in the first place) will be decried as anathema to the spirit of the game. Which is bunkum. Some folks just need to learn to play the game, not the mechanics. Please show me where this common Chess suggestion is. No one suggests that. You've got a couple of assumptions buried in there. Show me where it was announced that the purpose of JCs is the one you suggest (I've never seen it, but maybe you have. Link please.). Not everyone who wants this is a null combat pilot looking to get back into the training clone.
However, I agree that the attributes/implant mechanic doesn't add anything to the game and is a relic of D&D. In those sorts of games, attributes played into every roll of the dice and were therefore a critical part of the overall game design. In EVE, they're only used for training purposes, which creates a strange, needless barrier with no obvious point other than stretching out training times and generally getting in the way of things.
I also don't see what this has to do with that particular post. I'd love to see your reply to my med clone post. Also, veiled insults are unbecoming for "folks" who are usually such good posters. Bokononist
-á |

Mag's
the united Negative Ten.
15368
|
Posted - 2013.08.08 16:19:00 -
[423] - Quote
Ranger 1 wrote:Mag's wrote: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.
This was rather unexpected. I will be training it and thanks. My only issue with it, is not being able to use them all in my system.  Any chance we could have more in one station? Yes, finding homes for all those boys will be an issue.  However they probably want to avoid a situation where you are able to swap clones (and more importantly implants) as easily as you would change clothes. I see your point, but the time limit they set is surely enough to remove such fears.
I do feel my request, falls into how they look at these skills being used. I simply ask to be able to utilise them in the same system and/or station. When I last had time to play, I did change clones dependant upon which implants I needed, rather than to avoid using them at all or travelling vast distances in a flash.
I will of course nip next door and suck it up for now. 
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

Rainbow Prism Colorblind
Deep Space Equinox The Nightingales of Hades
1
|
Posted - 2013.08.08 16:21:00 -
[424] - 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.
Oh more clones, I am not to sure if its a good or bad thing with more clones, but yes it would help in some things. Any change have its good and bad side, lets find out what it may have on this.
Lets hope it not get to powerful of a tool. |

Raze Zindonas
Asgard. Exodus.
40
|
Posted - 2013.08.08 16:30:00 -
[425] - Quote
12hrs would be awesome. |

Zeus Maximo
Mentally Assured Destruction
335
|
Posted - 2013.08.08 16:39:00 -
[426] - Quote
Please change it where if you are in the same station as another clone you can just swap with it.
This wouldnt count as jumping since you are already there. The jumpers will be rewarded, the lazy won't. |

Nam Dnilb
Universal Frog
65
|
Posted - 2013.08.08 16:41:00 -
[427] - Quote
Sergeant Acht Scultz wrote:Also, the guy spending 19 hours in front of his computer complaining about how easy space pixels are could also do something else like take a shower, have some food, take a girlfriend to snack/restaurant, cinema, read a book, meet some friends, take care of his family call his parents brothers/sisters, play an instrument etc.
Well it's not really like a normal person with a job working 8-12H and happy to play his favorite space ship game to relax of his day work that now will not be stuck until late evening to give a hand to his friends and still be able to return tomorrow after work log in and return at his favorite in game stuff/
His comment has no sense but for people who lost all sense of reality and priorities. This mechanic brings absolutely nothing positive in terms of gaming experience and if they really like that much harsh stuff, finding a job and keep it would be a good place to start.
Remember people, when discussing internet spaceship pixels always, at least by implication, call your fellow conversational partner unwashed, malnourished, lonely, iliterate, socially awkward, uncaring pieces of spit without all sense of reality and priorities.
Internet spaceship pixels do not deserve anything less, butt a full barrage of insults and degradation. Don't settle for anything less capsuleers! |

Bienator II
madmen of the skies
1905
|
Posted - 2013.08.08 16:44:00 -
[428] - Quote
next: safe fittings for clones eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Vartan Sarkisian
Inner Visions Of Sound Mind
119
|
Posted - 2013.08.08 16:50:00 -
[429] - Quote
Just allow implants to be unplugged and you don't have to worry about 1 hour, 1.5 or 2 hour periods per pointless skill.
You have had your roam, you JC out to your expensive clone and then an hour later your needed for another roam... erm sorry guys, see you in 23 hours... with the ability to unplug implants you solve the issue. 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... Time to die. |

MotherMoon
Tribal Liberation Force Minmatar Republic
1433
|
Posted - 2013.08.08 16:58:00 -
[430] - Quote
Why isn't the timer based on distance jumped?
Simple 2 tier system seems appropriate...
24 hours if jump is outside region 12 hour timer if jump is within region
Your welcome? http://dl.eve-files.com/media/1206/scimi.jpg |
|

Zaxix
Long Jump.
203
|
Posted - 2013.08.08 17:03:00 -
[431] - Quote
Ranger 1 wrote:Zaxix: Actually, medical clones aren't quite a versatile as you make out in all area's of space... but as I originally pointed out some of the arguments presented have been excellent examples of why medical clones need to be looked a closely. They tread very close to the line of undermining more important area's of game play.
So far the only thing keeping them from becoming a serious issue is implant loss. While you dismiss this a trivial, to most players it is not. For your average player the cost involved is an issue, and wealthy players tend to keep very, very expensive implants in their clones... and are loath to give them up for a simple location change.
I apologize for my tone if you took it to be personally insulting, it was not intended to be that way. Just keep in mind that usually the people asking for changes of this nature are usually players that haven't gained enough experience with the game to look beyond the surface layer of cause and effect that ripples throughout this game.
As for specific examples... well, to be honest there are far to many to begin to list here (and my time is limited at the moment). Perhaps the simplest way to say it in the limited time and space I have is that it becomes far too easy to go on a day trip in a fully equipped clone in one corner of EVE... and then that evening hop back across the universe (again in a fully equipped clone) for a completely different activity that night.
No commitment necessary, no real planning necessary, no sacrifices made... just click a button and there you are, fully outfitted for whatever the occasion may be. That's not really challenging game play. Apology accepted! But, I'm not letting you off that easy. You haven't explained the power projection problem, or, more importantly, explained it in the context of med clone travel. If there are too many to list, just give me the two most critical.
Med clones are every bit as powerful as I think they are. When combined with jump clones, they get really versatile. Just keep one jump clone (of the now 10 we'll have available, lol) clean of implants. When you need to use med clones, jump to your clean clone before self destructing. Problem solved. Since many alliance pilots on full deployment fly without implants or with cheap implants, losing implants is not much of a barrier if the benefits gained by the quick travel are worth it. The only things I can think of that a med clone can't do that a jump clone can are jumping to clone bays and switching implant setups. I just don't see how an even lower JC timer changes the equation or is any more powerful or game breaking that what can be done with med clones. Strangely, the addition of 5 more jump clones makes JCs more powerful but no one seems put out by that. I can now setup clones in 11 different locations (10 + my current location), which could be a definite strategic advantage for prepositioning response fleet pilots.
This conversation started because I was asking for someone to show me what it is that I'm missing. I didn't really have a position. For me, I like 12 hrs because it would mean that I needn't think about the timer. Any particular series of gaming sessions I might have (short or long, weekday or weekend) would always have one JC available to me. In practice, it probably works out to once a day no matter what. (Think about it. At 12hrs, you'd need to either play once every 12 hrs or for a full 12 hrs in one session to get the benefits of a second jump.)
I am surprised no one has suggested another arrangement entirely; one that would handle several of the different uses/concerns by different groups. Change jump clones into just clones. They're on your character sheet, you can switch between them no matter where you are (you must be docked or have access to a clone bay), but there is no travel involved. Power projection issue solved. WH clone issues solved. Implant setup issues solved. Med clones become travel clones, you get one default reset point (specifics TBD; e.g .your noob station or your corp HQ) and you can travel to any corp office for a FEE with rising cost per use per day (or other time increment). ISK sink created. Existing, already-in-use med clone travel mechanic preserved AND one or two sneaky med clone use loopholes closed. Bokononist
-á |

Fyrkraag
Ganja Labs Exodus.
16
|
Posted - 2013.08.08 17:57:00 -
[432] - Quote
Well CCP Rise, it looks like maybe 3 people actually *read* your post.
Thanks for the changes. This will help casual players a lot.
|

Terrorfrodo
Renegade Hobbits for Mordor
568
|
Posted - 2013.08.08 18:11:00 -
[433] - Quote
Even more clones? You should have reduced it to one or two instead. People should have to choose one place where they can always teleport to safely and with zero risk. . |

Zaxix
Long Jump.
203
|
Posted - 2013.08.08 18:12:00 -
[434] - Quote
Terrorfrodo wrote:Even more clones? You should have reduced it to one or two instead. People should have to choose one place where they can always teleport to safely and with zero risk. So no more med clones? Bokononist
-á |

Asayanami Dei
Adhocracy Incorporated Adhocracy
285
|
Posted - 2013.08.08 18:12:00 -
[435] - Quote
So why not just make the jump timer per jump clone instead of per character? People could have X number of jump clones, everyone with an individual jump timer on it, once per 24 hours as it used to be, but each jump in addition to that would increase the timer further.
You could use them for fast travel and for switching clones (implants).
For example Jump from amarr to my near-jita clone (amarr one has a timer now), jump from near-jita to lorentek (jita clone has a timer (24) now, amarr timer increased (to 28) and jump from lorentek to metropolis (lorentek has a timer now (24) jita increased (28) amarr increased (36) ) etc.
www.wormholefundamentals.com www.youtube.com/user/asayanami www.twitter.com/Asayanami www.facebook.com/Asayanami.Dei
|

Ranger 1
Ranger Corp
4470
|
Posted - 2013.08.08 18:12:00 -
[436] - Quote
The increase in max clones is a bit easier to swallow than a 12 hr. time because they only allow you to plan and preposition more options but they don't allow you to take advantage of those options any quicker.
Again, the options you pointed out for using jump clones and medical clones are well known... and frankly are borderline becoming an issue. I know you think of them as simply clever and effective use of existing game mechanics (which is true) but they do circumvent a great many other important game mechanics and are rapidly getting to the point where more restrictive game mechanics should be considered.
I think the root of this is a misunderstanding as to why there are a lot of people that want to restrict any game mechanic that allows quick and easy movement/trans-location within the game. It's not because we are masochists I promise you. 
Any mechanic that allows quick and easy (or instant) movement between locations is great for getting you to your primary objective, and usually erupts in a huge battle in the target strategically important system. It's huge, and concentrated, because everyone and their brother can get there in the blink of an eye.
But while it enables 1 (usually overly large) conflict, that quick and easy movement removes countless other opportunities for conflict to occur along the way. Opportunities that could result in a much wider variety of conflicts, over a much larger area, with fewer negatives associated with the battle.
More restricted movement options makes:
Organization and logistics a much more important consideration for both sides.
Opens opportunities to exploit choke points along the way to the objective system.
Makes ships/gang that can cover distance quickly far, far more valuable to both sides.
Raises the likelihood that there will be stragglers or isolated groups, allowing for a lot of smaller scale combat.
Raises the likelihood that reinforcements to a battle may have to fight there way through to that battle, resulting in small scale combat in the systems surrounding the (probably) TIDI slowed system.
... and many, many more interactions that would result in MORE conflict, as well as more variety in those conflicts, than would be generated by a system that is more supportive of simply going "click" and you're there.
These objections apply to everything from the current discussion about Jump Clone timers, to reigning in current mechanics involving Jumping of any type (Jump Bridge networks, Titan jumps, cap ship jump range in general).
Easy movement makes it easier to focus on your objectives, I'll give you that... and I understand the appeal. However restrictive movement generates endless opportunities for both sides, and generally more spontaneous game play do to unexpected situations along the way.
in the end, you end up having more fun things to do... they just often won't necessarily be exactly what you planned. 
I can also understand the point of view of someone that is (or was) in shipping. Allowing people to jump somewhere and relying on a shipping company to get their ships/equipment there for them to use is great for business. Just keep in mind that if movement keeps getting easier in EVE, eventually they won't need the shipping companies anymore. It will be so easy they will just do it themselves. As always, the trick is knowing where to draw the line... keeping in mind that the line drawn will affect a huge variety of people and play styles.
Sorry to be so wordy, but I'm hoping that this will help you to understand the mindset of people that have objections and concerns about making certain things even easier than the currently are. Again, we really aren't masochists... we just understand that the rules and restrictions of a game are actually what makes the game interesting and gives it character. To revert back to the old chess analogy in a different way, if you could move the all of the pieces in any direction you liked, as far as you liked, any time you liked... well, it wouldn't really be a game anymore. It's the rules and restrictions in place that define it and make it challenging, as well as enjoyable. 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. |

Alticus C Bear
University of Caille Gallente Federation
164
|
Posted - 2013.08.08 18:36:00 -
[437] - Quote
Not really sure about the additional jump clone skill. That many jump clones really is just allowing for jump clones as methods to travel anywhere quickly. I am aware of death cloning but really you need a blank clone and it can be costly.
The real remaining problem with the jump clone mechanic is the standings requirement and this should be lowered, unnecessary grinding does not add value. I am aware of the corp services but the standing mechanic just feels like another barrier for newer players to swap out of clones they deem valuable. Positive standings or perhaps even around the 2.0,4.0 level is all that should be required. It could be a skill again but as with the timer reduction it just feels like a skill point sink.
|

Marlona Sky
D00M. Northern Coalition.
4197
|
Posted - 2013.08.08 18:41:00 -
[438] - 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.
Straight question, no bull ****; do you think the current situation of power projection is in a health state for this game? . |

muhadin
Origin. Black Legion.
153
|
Posted - 2013.08.08 19:06:00 -
[439] - Quote
Rise you should allow as many clones as someone wants in a single station, you could even add a increasing cost based on the number of clones currently stored in station. Ex: If you stored more than 2 clones in a station it would charge you isk everytime you jumped to one of them from another clone in that station. like 1mil to 20mil range based on number of clones. "Love the Life you Live, Live the Life you Love" |

MotherMoon
Tribal Liberation Force Minmatar Republic
1437
|
Posted - 2013.08.08 19:08:00 -
[440] - Quote
there is no way to use jumping cloning for free within a station to break the game or gain an unfair travel time advantage. http://dl.eve-files.com/media/1206/scimi.jpg |
|

Ranger 1
Ranger Corp
4470
|
Posted - 2013.08.08 19:20:00 -
[441] - Quote
MotherMoon wrote:there is no way to use jumping cloning for free within a station to break the game or gain an unfair travel time advantage. In essence you are advocating changing implants from being permanent until destroyed (a game mechanic put in place for a variety of reasons) to being completely swappable once every 19-24 hours (12 hours if some people had their way)... without any relocation being involved at all.
I think some people are beginning to see how these things can very quickly snowball out of control. 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. |

Ju0ZaS
Mentally Assured Destruction
10
|
Posted - 2013.08.08 20:02:00 -
[442] - Quote
Sweet. |

Gneeznow
L'Avant Garde
105
|
Posted - 2013.08.08 20:47:00 -
[443] - Quote
CCP Rise wrote:edit: 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. This skill will be rank 5, have a bigger price-tag and will require the basic skill to be level 5 before training.
oh NOICE! fortuitous timing too I've run out of clones, 4 with mindlinks and 1 cheapo one. |

Jeanne-Luise Argenau
Federal Defense Union Gallente Federation
12
|
Posted - 2013.08.08 22:57:00 -
[444] - Quote
just read the changes and nothing more,
if u add more clones pls add also an advanced infomorph synch skill which could bring jumpclone time down to maybe 12h, would be great.
Thx |

Caleb Ayrania
TarNec Invisible Exchequer
216
|
Posted - 2013.08.09 00:32:00 -
[445] - Quote
I know this might not be too popular, but an isk sink based mechanic might be relevant to look into ( in addition..)?
Since we could end up with 10 Clones and Jumping every 12 hours, then a LOT of jumping will be going on..
Some sort of fair priced count down price system might be an idea.. So to insta jump the cost would be full price of a medical clone and the skill levels would simple tick down to 1% of the cost of a medical clone. This way maybe there would not even be a need for the time limit, it would simply be a sacrificed cost instead...
Personally I find it really frustrating to have to live with this management of clone jumps, instead of just having a well priced isk sink..
|

Susan Black
KA POW POW Inc Late Night Alliance
82
|
Posted - 2013.08.09 01:29:00 -
[446] - Quote
This seems like overkill to me. To introduce a skillbook for this? Why not just change the 24 hour timer to a 20 hour timer. Problem solved.  www.gamerchick.net Follow me on Twitter! @gamerchick42 |

Caleb Ayrania
TarNec Invisible Exchequer
217
|
Posted - 2013.08.09 02:46:00 -
[447] - Quote
There is a slight irony in the whole mechanic of clone jumping. The skill swapping forces you to log in, and the clone timer kinda forces you to log out?
All these weird time sinks and barriers should really all be reconsidered a bit. If they have an actual wanted effect sure leave them in, but if not get rid of them..
Similar issues could be considered with capacity gap stoppers in container limits in planetary interaction and the one size fits all time mechanics of industry copy, research, production etc..
Many of these features seem to have aged rather poorly and could use a nice overhaul. Considering taking current state as a snapshot and then tweaking them all would be a HUGE improvement to the game in general. It would also fit very well with the idea of the winter expansion being industry and economy focused.
|

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3951
|
Posted - 2013.08.09 04:21:00 -
[448] - Quote
Destination SkillQueue wrote:Faster locking time allows a clear advantage in combat over a character with slower locking time. With 2 e-war ships it often decides which ship gets to lock at all. Faster align time is crucial to in game survivability. Faster manufacturing time reduces costs and increases your production capability. Reduction in POS fuel costs reduces your expenses. All great skills to have, provide good in game advantages, provide competative advantages at certain professions and aren't there to fix a design problem.
You're basic mistake is trying to compare skills designed to provide gameplay advantages in a competitive environment to a skill, where its entire reason for existing is to address out of game convenience problems caused by short sighted design of the jump clone mechanic.
What if the base timer for jump clones was changed to 28 hours, and this skill provided a 2hr per level reduction? Would you still call the timer a short sighted design choice? Or would you see that the base time doesn't quite allow one jump per day but you can train a skill to allow one jump per day?
Destination SkillQueue wrote:Maybe the exact line between the two groups is sometimes hard to draw, but this isn't one of those times. This skill clearly falls in to the quality of life -category and is entirely needless filler, GǪ
I disagree. The timescale of clone jumping is in the same order as ME/PE research, manufacturing jobs, wardecs and corp recruitment. The advantages of jump clones over death clones are immediately obvious to anyone who regularly flies with a billion ISK worth of implants. The difference a Virtue set gives you when flying that Anathema is worth training a skill that allows you to switch to that clone tomorrow if you want to. This is absolutely about ship fitting and absolutely not about convenience and quality of life. You could just fly your mission Tengu with your probing clone, and you could fly your anathema with the heavy missile implants. There is no quality of life difference between those two situations, but there is a huge difference in the performance of those ships when you use the appropriate clone.
When I JC into the mining foreman clone, my mining fleet gets a performance increase. I can autopilot any other clone to the fleet and still do the same job. I can deth clone faster, or settle for a middle ground and use a blops bridge.
Destination SkillQueue wrote:Surely every player regardless how old their character is is potentially affected by this problem, so why not fix it for every player instead of giving every character the option to train the antidote for this particular quality of life poison?
Not everyone, only those who have and use jump clones specifically for the purpose of engaging in different play styles from day to day using the same character. It doesn't impact people who have a PvP character and switch to their mining or mission-running character when required. For some people being able to jump clone is a weekend warrior thing: ISK-making during the week, ISK burning on the weekends (or vice versa). Those people won't care to train this skill. Being able to shorten the timer is important to some people, not all people.
So the shortening of the timer is important to some people, and in those cases there is a tactical reason for switching not a quality of life case. So having the shortening of the timer as a trainable skill makes perfect sense. Just to emphasise the point, I would extend the base timer to more than 24 hours, with the skill trained to 3+ to provide a sub-24hr cooldown. Day 0 advice for new players: Day 0 Advice for New Players |

Qaidan Alenko
State War Academy Caldari State
3857
|
Posted - 2013.08.09 05:32:00 -
[449] - Quote
CCP Rise wrote:edit: 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. This skill will be rank 5, have a bigger price-tag and will require the basic skill to be level 5 before training.
... 
Now THIS is something I have been dreaming of for quite some time...
Your babies... I can bear for you... yes?
*disappears back into the shadows of "Lurker mode"* Go ahead... Get your-áWham on!!! |

Marc Callan
Interstellar Steel Templis Dragonaors
257
|
Posted - 2013.08.09 09:54:00 -
[450] - Quote
I still say a good longer-term compromise would be to tie the length of the jump-clone timer to the distance between the clones you're jumping between (say, 4 hours for an in-station jump, 8 hours for an in-system jump, 12 hours for a jump within a constellation, etc.). I threw it into the CSM "Reasonable Things" thread, but I suspect it'd take some more sophisticated programming than the addition of a skill book or two. "Nevertheless a prince ought to inspire fear in such a way that, if he does not win love, he avoids hatred..." - Niccolo Machiavelli-á |
|

Brakko Mussua
Pator Tech School Minmatar Republic
0
|
Posted - 2013.08.09 10:30:00 -
[451] - Quote
Make it a 10% per level.... |

Arthur Aihaken
The.VOID
109
|
Posted - 2013.08.09 10:36:00 -
[452] - Quote
Brakko Mussua wrote:Make it a 10% per level....
Or just a flat -2 hours per level. |

Smoking Blunts
ZC Industries Dark Stripes
665
|
Posted - 2013.08.09 11:07:00 -
[453] - 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.
finally 5 combat clones, not just the one I havnt rammed implants into OMG when can i get a pic here
|

Aleander Brunsh
EVE University Ivy League
1
|
Posted - 2013.08.09 11:10:00 -
[454] - Quote
No, anything more than those 5 hours and most of people who work (like me) would *never* take the risk of hauling an implanted alt anywhere, and would not keep any of those with themselves at all times. That might seem convenient, but the little bit of risk actually adds a pleasant edge to the game.
Swapping at stations would be even worse GÇö then only WH space inhabitants would keep any implants on themselves.
Right now I actually have to risk keeping a cheap set of implants on me just because I can't flip around all the time. If I could switch every 20h, I'd probably make the "active" ones cheaper (it's still 5-15h per week). If I could switch in stations, I would never leave a station with learning implants.
I do think it's a good idea to make the timer a bit shorter, and have it cost a bit (so that making it *a lot shorter* involves a trade-off), but even less than 22h means you're unlikely to get into trouble due to unexpected situations/poor planning/all of the above.
|

War Kitten
Panda McLegion
2544
|
Posted - 2013.08.09 11:21:00 -
[455] - 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.
Awesome, I can soon have clones scattered around the universe as widely as my inventory.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Templar Knightsbane
Ministry of War Amarr Empire
71
|
Posted - 2013.08.09 11:27:00 -
[456] - Quote
Estel Ador influx ahead! |

Tippia
Sunshine and Lollipops
15988
|
Posted - 2013.08.09 20:05:00 -
[457] - 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.
So you're still not going to address the core design issue 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? GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Omnathious Deninard
Novis Initiis
1439
|
Posted - 2013.08.09 20:07:00 -
[458] - Quote
Tippia wrote: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.
So you're still not going to address the core design issue 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? Another new skill reduces the jump clone timer by 1 hour per level almost eliminating that. Ideas for Drone Improvement |

Maximus Aerelius
PROPHET OF ENIGMA
248
|
Posted - 2013.08.09 20:24:00 -
[459] - Quote
Omnathious Deninard wrote:Tippia wrote: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.
So you're still not going to address the core design issue 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? Another new skill reduces the jump clone timer by 1 hour per level almost eliminating that.
I think you've missed the point that Tippia was making in that CCP has identified that this is a design flaw and that Tippia is championing that this should not be then passed onto the paying customer to "fix" it by training a skill. Instead it should be addressed in the code and the fix implemented system wide.
I'd accept an longer than normal DT if required to make this right.
EDIT: Not that she needed it but White-Knighting Tippia...gotta get a like from her for that surely  My Feature\Idea:-á Fast Character Switching "XP Stylee"
Here's my tear jar > |_| < Fill 'er up! |

Maximus Andendare
Future Corps Sleeper Social Club
432
|
Posted - 2013.08.09 20:32:00 -
[460] - Quote
Maximus Aerelius wrote:Omnathious Deninard wrote:Tippia wrote: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.
So you're still not going to address the core design issue 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? Another new skill reduces the jump clone timer by 1 hour per level almost eliminating that. I think you've missed the point that Tippia was making in that CCP has identified that this is a design flaw and that Tippia is championing that this should not be then passed onto the paying customer to "fix" it by training a skill. Instead it should be addressed in the code and the fix implemented system wide. I'd accept an longer than normal DT if required to make this right. EDIT: Not that she needed it but White-Knighting Tippia...gotta get a like from her for that surely  Oh, Maximus....I'll give you a like, but that's only because you summed up Tippia's position so concisely.
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day. |
|

Maximus Aerelius
PROPHET OF ENIGMA
248
|
Posted - 2013.08.09 20:38:00 -
[461] - Quote
Maximus Andendare wrote:Maximus Aerelius wrote:Omnathious Deninard wrote:Tippia wrote: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.
So you're still not going to address the core design issue 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? Another new skill reduces the jump clone timer by 1 hour per level almost eliminating that. I think you've missed the point that Tippia was making in that CCP has identified that this is a design flaw and that Tippia is championing that this should not be then passed onto the paying customer to "fix" it by training a skill. Instead it should be addressed in the code and the fix implemented system wide. I'd accept an longer than normal DT if required to make this right. EDIT: Not that she needed it but White-Knighting Tippia...gotta get a like from her for that surely  Oh, Maximus....I'll give you a like, but that's only because you summed up Tippia's position so concisely.
Maximii 4TW  My Feature\Idea:-á Fast Character Switching "XP Stylee"
Here's my tear jar > |_| < Fill 'er up! |

Tippia
Sunshine and Lollipops
15989
|
Posted - 2013.08.09 21:14:00 -
[462] - Quote
Omnathious Deninard wrote:Another new skill reduces the jump clone timer by 1 hour per level almost eliminating that. That doesn't in any way address the core design issue. It just clumsily tries to hide it behind a thin veil of pointless busywork.
You address the core design issue by fixing the core design issue. You don't address it by leaving it in the game and adding in a lame excuse not to fix it. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Maximus Andendare
Future Corps Sleeper Social Club
435
|
Posted - 2013.08.09 21:16:00 -
[463] - Quote
Tippia wrote:Omnathious Deninard wrote:Another new skill reduces the jump clone timer by 1 hour per level almost eliminating that. That doesn't in any way address the core design issue. It just clumsily tries to hide it behind a thin veil of pointless busywork. You address the core design issue by fixing the core design issue. You don't address it by leaving it in the game and adding in a lame excuse not to fix it. Common Sense skillbook hasn't been injected at CCP yet, Tippia.
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day. |

Omnathious Deninard
Novis Initiis
1441
|
Posted - 2013.08.09 21:18:00 -
[464] - Quote
Tippia wrote:Omnathious Deninard wrote:Another new skill reduces the jump clone timer by 1 hour per level almost eliminating that. That doesn't in any way address the core design issue. It just clumsily tries to hide it behind a thin veil of pointless busywork. You address the core design issue by fixing the core design issue. You don't address it by leaving it in the game and adding in a lame excuse not to fix it. Well said. Ideas for Drone Improvement |

Caleb Ayrania
TarNec Invisible Exchequer
217
|
Posted - 2013.08.09 22:52:00 -
[465] - Quote
More skills at high costs is just more old player bias..
Instead of all these one time only isk sinks it might be worth considering something a bit more permanent..
Make cloning isk sink based, make cost based on clone SP and range, cost drops over time based on skill and standing.
Simple and much more useful in general. |

Maximus Aerelius
PROPHET OF ENIGMA
251
|
Posted - 2013.08.09 23:33:00 -
[466] - Quote
Caleb Ayrania wrote:More skills at high costs is just more old player bias..
Instead of all these one time only isk sinks it might be worth considering something a bit more permanent..
Make cloning isk sink based, make cost based on clone SP and range, cost drops over time based on skill and standing.
Simple and much more useful in general.
The "old players" don't want this skill so pipe down with the 'Bittervets just want more' and aren't you included in the "old players" category Mr 2003? Or was this a Character Bazaar buy? Any way, your comments aren't based on what the Dev Post is about so I'm wondering if you have any comments on them apart from splurging on the forums?
Just curious: Have you put your idea up on F&I forum for comments? I'm sure you'll get more of a directed discussion there if you did. My Feature\Idea:-á Fast Character Switching "XP Stylee"
Here's my tear jar > |_| < Fill 'er up! |

Nelly Uanos
Quebec's Underdog League Quebec United Legions
1
|
Posted - 2013.08.09 23:44:00 -
[467] - Quote
Finally thank god Rise!
About the skill vs direct game implementation, the **** I care how... just that it's going to exist made my mind EXPLODE! 
Finally to all ungrateful whiny baby that jusk ask for more, you should all be banned from ever learning that skill on your character...  |

Caleb Ayrania
TarNec Invisible Exchequer
217
|
Posted - 2013.08.09 23:44:00 -
[468] - Quote
Maximus Aerelius wrote:Caleb Ayrania wrote:More skills at high costs is just more old player bias..
Instead of all these one time only isk sinks it might be worth considering something a bit more permanent..
Make cloning isk sink based, make cost based on clone SP and range, cost drops over time based on skill and standing.
Simple and much more useful in general. The "old players" don't want this skill so pipe down with the 'Bittervets just want more' and aren't you included in the "old players" category Mr 2003? Or was this a Character Bazaar buy? Any way, your comments aren't based on what the Dev Post is about so I'm wondering if you have any comments on them apart from splurging on the forums? Just curious: Have you put your idea up on F&I forum for comments? I'm sure you'll get more of a directed discussion there if you did.
I was pointing out that patching up a rather poorly aged clone mechanic is a bad choice..
If you dont understand the veteran bias you should not go straight to personal attacks. I know it might seem totally crazy that a player would actually prefer something that benefits the general community and not personal interests, but I am just strange that way.
I have posted many things in F&I in my days, and still occasionally do, but it makes more sense to actually comment directly on a game mechanic when its being looked at and rebalanced by the devs. Taking part in those threads are a rather good way to not only point out flaws and ideas, but also see of other players have similar issues with upcoming changes. FYI this was kinda what happened with the recent T1 Industrial changes. Even though it was stated that more changes would come in a later expansion..
|

Drew Li
Space Exploitation Inc Get Off My Lawn
48
|
Posted - 2013.08.10 01:57:00 -
[469] - Quote
Didn't read through the entire thread so maybe I'm rehashing some ideas, but with the 2 additional skills I'd go a little further with the tweaks.
1) Multiple Clones per Station Everyone hates accidentally destroying an expensive existing clone or hunting around for stations to park your current one. With the possibility of 10 clones with the Adv. Infomorph this will get even worse. It would be nice to have all the mindlinked clones at a station readily available to transfer into without jumping gates to do it.
2) Immediate Local Clone Jump If you are docked with your clone you should be able to switch instantly, regardless of the time. This would allow all the guys with expensive clones to hop into something more suitable to their current task. Nobody wants to take a HG slave clone on a frigate roam. Same thing goes for boosters with different mindlinks. The timer would still apply to transferring to distant clones.
|

Debir Achen
The Red Circle Inc.
63
|
Posted - 2013.08.10 02:22:00 -
[470] - Quote
Drew Li wrote:2) Immediate Local Clone Jump If you are docked with your clone you should be able to switch instantly, regardless of the time. This would allow all the guys with expensive clones to hop into something more suitable to their current task. Nobody wants to take a HG slave clone on a frigate roam. Same thing goes for boosters with different mindlinks. The timer would still apply to transferring to distant clones.
Read between the lines from CCP: "no, we don't want to enable consequence-free implant swapping" (at least not without completely reviewing the entire system).
Seriously, this suggestion is a HUGE boost for people who base out of one station, without any benefit for those who don't / can't. It's also why the clone delay isn't going beyond 18-20 hours, because 12 hours is enough to swap twice a day and gain a little of the same effect, but with the added bonus of power projection. The goal is "swap once per day", the new skill is a cheap mechanism to gain a little bit of flexibility on what constitutes a day (and yes, I consider a rank 2 skill to IV to be cheap - if you don't believe me, train a T2 large gun first and then we'll talk). Aren't Caldari supposed to have a large signature? |
|

Oreb Wing
Aideron Robotics
29
|
Posted - 2013.08.10 06:26:00 -
[471] - Quote
Could always make each clone have it's own separate 24 waiting period, and making the cool-down clones unavailable/undeletable until their respective timer is over. |

Roseline Penshar
Illusory Superiority
14
|
Posted - 2013.08.10 07:18:00 -
[472] - Quote
how about raise the rank of skill - Informorph Synchronizing, so it train longer (rank 5 maybe?) but make it reduce 7% of time need to activate jump clone so if the skill are max it need 15.6 hours to jump between clone, it still get once daily jump but will take a long time to get it to lv 5 |

Haoibuni
UK Corp RAZOR Alliance
46
|
Posted - 2013.08.10 07:39:00 -
[473] - Quote
This will back fire. Many people will jump to their hi-sec +5's at the end of an evening knowing that they can jump back for tomorrow's session.
But what happens when the ping goes up for the titan that's tackled just after you have jumped..... crickets
Encourage us to live in Null, not take excursions there.
Massive minus 1 for this. |

Caleb Ayrania
TarNec Invisible Exchequer
219
|
Posted - 2013.08.10 07:46:00 -
[474] - Quote
Haoibuni wrote:This will back fire. Many people will jump to their hi-sec +5's at the end of an evening knowing that they can jump back for tomorrow's session.
But what happens when the ping goes up for the titan that's tackled just after you have jumped..... crickets
Encourage us to live in Null, not take excursions there.
Massive minus 1 for this.
This might be where an isk based argument would be valid. A fee for transmitting to a clone could very well be a potential sov entity income. Avoiding this using Rorq could be balanced by demanding fuel.
So jumping back to high sec would be more costly, and jumping down to null could be controlled by alliances and be fitting cheap to promote more migration out of high sec?
|

Zappity
Red Federation RvB - RED Federation
266
|
Posted - 2013.08.10 07:54:00 -
[475] - Quote
Haoibuni wrote:This will back fire. Many people will jump to their hi-sec +5's at the end of an evening knowing that they can jump back for tomorrow's session.
But what happens when the ping goes up for the titan that's tackled just after you have jumped..... crickets
Encourage us to live in Null, not take excursions there.
Massive minus 1 for this.
What pathetic self centered incoherence is this? If you want to be available in null then DON'T JUMP.
It is tremendously useful for the rest of us. If null isn't attractive enough to keep people there then the answer is not to make it harder to move about but to improve null. Hooray, I'm l33t! -á(Kil2: "The higher their ship losses...the better they're going to be.") |

Templar Knightsbane
Ministry of War Amarr Empire
74
|
Posted - 2013.08.10 11:27:00 -
[476] - Quote
Personally i would love to see the ability to be able to save up a couple of clone jumps.
Skill Tree example
Lvl 1 - 2 Hour reduction of Jump time Lvl 2 - 1 stored jump that is used up (takes a 24hour period without jumping to activate) Lvl 3 - 2 Hour reduction of Jump time Lvl 4 - 1 stored jump etc Lvl 5 - 2 Hour reduction
This would mean that you can have 2 jumps now and again to be able to jump someplace and then back again, but is used up and you are unable to do this all the time and you would still get a reduction in jump clone time as well.
A little bit like how Re-maps work. The timeframe i'm just usuing as an example, 24 hours, 48, a week whatever, it would just be nice to be able to say use a JC once a week as a -10player to get to amarr to trade and buy some ships etc and set up a frieght contract beforeyou zip back to no-mans land where your bad bad bad belongs!
Just an idea. |

Pistonbroke
D00M. Northern Coalition.
4
|
Posted - 2013.08.10 12:01:00 -
[477] - Quote
Personally I'd prefer six hours so I can jump to a +5 / bear clone at midnight when I go to bed, and then, when I have had my tea in the evening, at about 6 pm, jump back to the pvp clone, or stay in the current clone and carebear, depending upon what's going on.
It's another one of the skills us old fart players will enjoy taking up to V, for that small extra advantage, whereas newer players can have most of the advantage for just a day or two of training up to L4.
On the whole though, the five hours strikes just about the right balance, I believe that it will increase the use of jump clones, and help more people pvp.
Some people are proposing a 4 hour cool down. This is frankly stupid, and would lead to all manner of game unbalancing shenanigans.
+1 from me for the proposal as it stands |

Pistonbroke
D00M. Northern Coalition.
4
|
Posted - 2013.08.10 12:06:00 -
[478] - Quote
Drew Li wrote:Didn't read through the entire thread so maybe I'm rehashing some ideas, but with the 2 additional skills I'd go a little further with the tweaks.
1) Multiple Clones per Station Everyone hates accidentally destroying an expensive existing clone or hunting around for stations to park your current one. With the possibility of 10 clones with the Adv. Infomorph this will get even worse. It would be nice to have all the mindlinked clones at a station readily available to transfer into without jumping gates to do it.
2) Immediate Local Clone Jump If you are docked with your clone you should be able to switch instantly, regardless of the time. This would allow all the guys with expensive clones to hop into something more suitable to their current task. Nobody wants to take a HG slave clone on a frigate roam. Same thing goes for boosters with different mindlinks. The timer would still apply to transferring to distant clones.
Yes to number 1 I HATE having to have different clones in different stations in null. it's a complete PITA
No to number 2 too big an advantage to home soil (defenders) - they already have BMs up the wazoo, multiple ships in station, JBs, POSes for boosters to hide in etc. etc. Now you want to give them the opportunity to say - everyone change into armor clones. Oh wait, that's not working, dock up and switch to fast clones... oh wait, switch again into shield clones.... until the perfect counter to the raiding or opposing force is found. DO NOT WANT. |

Aleander Brunsh
EVE University Ivy League
1
|
Posted - 2013.08.10 12:33:00 -
[479] - Quote
I like this being a sill, particularly if it's relatively (but not extremely) slow: this means that the added flexibility has a cost GÇö sure, go ahead and reduce the timer to 19h, or go get Couch Reconfiguration V instead. This, again, will mean a bit more people will take risks, and that is good.
I do like the idea of having multiple clones per station, though (as otherwise you just end up with clones spread "nearby", which is annoying and doesn't really change much balance-wise GÇö at best you'll catch a clone in a shuttle, and in a staging/home system, probably not even that). |

Haoibuni
UK Corp RAZOR Alliance
46
|
Posted - 2013.08.10 14:28:00 -
[480] - Quote
Zappity wrote:
What pathetic self centered incoherence is this? If you want to be available in null then DON'T JUMP.
Yes, I agree on the self-centred bit. I won't be doing it, ofc (70mill sp so plodding along with sp aint an issue and I'm cybernetics 4 anyhow) but literally 1000's of lesser SP pilots will be doing it every single time they play.
Look a few posts above where a chap says that he is gonna do exactly that. |
|

Cyrano Buckminster
EVE University Ivy League
0
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|

FT Diomedes
The Graduates RAZOR Alliance
169
|
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
|
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
|
|

Dysgenesis
Dhoomcats
12
|
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
|
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
|
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
|
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.
|

Balzac Legazou
Center for Advanced Studies Gallente Federation
28
|
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
|
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
|
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
|
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
|
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. |
|

Nocturnal Phantom
TunDraGon Suddenly Spaceships.
20
|
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
|
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...
|

Keith Planck
League of Extraordinary Equines Disciples of Vectron
517
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Akturous
Van Diemen's Demise Northern Coalition.
221
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2013.08.23 10:04:00 -
[518] - Quote
Good change and extension, I love it!  |

Vulfen
Snuff Box Urine Alliance
15
|
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
|
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
|
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
|
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
|
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...
|

Fleet Admiral Ocampo
Quad Technologies
0
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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

|
Posted - 2013.09.11 09:53:00 -
[533] - Quote
Unpinning, 1.1 has been released. |
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Alianerta Liniskan
hZ7x7V2
3
|
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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