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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Bienator II
madmen of the skies
2990
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Posted - 2014.12.02 23:48:23 -
[151] - Quote
i always felt it would be a good idea to put the pod in focus when you redesign clones.
- fittable like a ship where the only allowed modules would be implants interfacing between you and the pod (reuses fitting screen) - drugs would work like temporary modules and would be also displayed in their slots. - clonejumps between pods in stations should not cause a huge cooldown, instead, the cooldown should be jump distance dependent. - jumpclones would be pods and would display in your assets list as if it would be a ship
once you have a cool ingame representation of the pod you can improve on it with custom pods etc etc. "Golden pod" would be an actual pod type, not a strange implant.
a pod would come with a clone of course. Its just about how you represent it in the game.
eve style bounties (done)
dust boarding parties
imagine there is war and everybody cloaks - join FW
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Mr Omniblivion
GoonWaffe Goonswarm Federation
254
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Posted - 2014.12.02 23:50:49 -
[152] - Quote
Bienator II wrote: - clonejumps between pods in stations should not cause a huge cooldown, instead, the cooldown should be jump distance dependent.
Clonejump Fatigue |
Bienator II
madmen of the skies
2990
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Posted - 2014.12.02 23:56:20 -
[153] - Quote
Mr Omniblivion wrote:Bienator II wrote: - clonejumps between pods in stations should not cause a huge cooldown, instead, the cooldown should be jump distance dependent.
Clonejump Fatigue not needed. we already have 24h cooldown. all i am saying is that you get less cooldown when the distance is shorter
eve style bounties (done)
dust boarding parties
imagine there is war and everybody cloaks - join FW
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Sabriz Adoudel
Glorious Revolutionary Armed Forces of Highsec CODE.
3877
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Posted - 2014.12.03 00:05:28 -
[154] - Quote
I feel people are making a mountain over a molehill here.
If you need a 30 million ISK clone, you are a high skillpoint player. Probably 30 million is utter chump change to you, but let's say it isn't - let's say you are legitimately broke and down to your last three billion because you just got scammed hard or something like that. 30 million isn't trivial if your assets are only 3b.
Even then, the cost of going on a frigate roam isn't just the 3 million frig plus the 30 million pod. It's the 100 million you'd have made if you spent the time you used roaming instead ishtar ratting, or scamming a trade/mission hub, or suicide ganking autopiloting Iterons in highsec, or trading, or hell even running highsec missions. (I'll assume, because you are broke, that you aren't doing these activities in a very efficient manner).
That 2 hour roam goes from a 33 million cost and 100m opportunity cost down to a 3m cost and 100m opportunity cost.
So my two cents is - who really cares?
If a tax on high skillpoint characters is desired (and IMO it is), reducing all insurance payouts by an amount of ISK equal to your skillpoint total would achieve the goal much better than the clone costs do.
Chaos. Opportunity. Destruction. Excitement... Vote #1 Sabriz Adoudel for CSM 10
& Vote #2 Tora Bushido
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Commissar Kate
GoonWaffe Goonswarm Federation
99172
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Posted - 2014.12.03 00:34:51 -
[155] - Quote
Bienator II wrote:i always felt it would be a good idea to put the pod in focus when you redesign clones.
- fittable like a ship where the only allowed modules would be implants interfacing between you and the pod (reuses fitting screen) - drugs would work like temporary modules and would be also displayed in their slots. - clonejumps between pods in stations should not cause a huge cooldown, instead, the cooldown should be jump distance dependent. - jumpclones would be pods and would display in your assets list as if it would be a ship
once you have a cool ingame representation of the pod you can improve on it with custom pods etc etc. "Golden pod" would be an actual pod type, not a strange implant.
a pod would come with a clone of course. Its just about how you represent it in the game.
I have a strong feeling that this is sort of the route that CCP wants to take from everything they have said over the past few weeks about clones.
We will probably have to fit our capsules with 'hardwires' instead of the actual clone here in the near future. Which would also allow rapid 'refitting' of implants depending whats needed for whatever ship you are flying and negating the need of jump clones for swapping out implants.
I can't remember exactly where I saw or read it but I could have swore I saw a dev say something like this "Flying an empty clone might soon be like flying an unfitted ship." If that's true, fitting capsules seems like it could be very plausible.
Unlock all the clothes || My Fanclub
Harmless - Penniless - Aimless
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Ralph King-Griffin
Lords.Of.Midnight The Devil's Warrior Alliance
7201
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Posted - 2014.12.03 00:40:40 -
[156] - Quote
100,000 ISK is trivial
"I'm also quite confident that you are laughing
and it's the kind of laugh that gives normal people shivers."
=]I[=
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Karl Hobb
Imperial Margarine
2122
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Posted - 2014.12.03 00:43:49 -
[157] - Quote
Ralph King-Griffin wrote:100,000 ISK is trivial I crap 100,000 ISK
A professional astro-bastard was not available so they sent me.
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Sizeof Void
Ninja Suicide Squadron
525
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Posted - 2014.12.03 00:58:31 -
[158] - Quote
Karl Hobb wrote:Ralph King-Griffin wrote:100,000 ISK is trivial I crap 100,000 ISK Perhaps this should be raised to 100M ISK? |
Rick McCormick
JOGONADAI inc.
0
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Posted - 2014.12.03 01:04:18 -
[159] - Quote
Im actually writing this as a character whos going to be biomassed in couple of hours.
For me paying the clone upgrade has never been issue when being podded, but it has been nasty 'must remember' issue. Today one alt got podded and lost 100M implants and 150M ship, thats part of the game and the risk.
I really do welcome the removal of 'must remember'.
Someone mentioned the reusability of implants and it got me thinking and I realized, I have never been much to Impants, other than +3 and +4 training 'boosters'...
Personally I would get excited if impants could be plugged in and and removed.
Thoughts: 1. If EVE engineers are so clever that they can clone ppl, they can not remove implants... 2. What kind of effect would it actually have on implant market (ccp could probably simulate it?) 3. Would it make a new exciting decision making process to prepare for battle, when deciding which implants to take to battle? 4. New profession: Implant hauler - head full of expensive implants delivered to remote location. 5. Collecting implants on your station, for different purpose, nice? 6. Would you buy more implants then?
All this comes from solo-player, so I probably dont think it wide enough. Im actually in process of biomassing 2 characters (used for tradehubs). Closing 2 subscriptions and selling 5 characters. Leaving only my main and one trader. im most likely terminating 3 jump-clones from my main leaving only one with maxed training implants somewhere in hi-sec for holidays.
All this to make the experience 'being there' stronger, I have missed that with all jump-clones and alts and their jump-clones.
-Rick (r.i.p.) |
Karl Hobb
Imperial Margarine
2122
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Posted - 2014.12.03 01:19:59 -
[160] - Quote
Sizeof Void wrote:Karl Hobb wrote:Ralph King-Griffin wrote:100,000 ISK is trivial I crap 100,000 ISK Perhaps this should be raised to 100M ISK? Skillpoints/10 ISK.
A professional astro-bastard was not available so they sent me.
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Algathas
Wraithguard. Dirt Nap Squad.
44
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Posted - 2014.12.03 01:25:51 -
[161] - Quote
"Death Matters..." .. not anymore in EVE... I joined eve partly because it had things like XP loss and was greatly disappointed when I first found out about this update. Other games are boring because there is no risk, and EVE is heading that way.
So now it would be more punishing to not pod someone so that they have to fly back to their home base. Except that now there is no loss from being podded so the person will just self-destruct. Welcome to less meaningful PVP with less choices.
If this change goes through, please remove self destructing of pods outside of station. At least then we can have a "choice" to either pod them to blow up implants or to not pod them and make them fly 20 jumps home. At least that is reasonable since we cant slow an enemy down isk wise anymore.
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Rain6637
GoonWaffe Goonswarm Federation
26586
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Posted - 2014.12.03 01:29:50 -
[162] - Quote
Karl Hobb wrote:Ralph King-Griffin wrote:100,000 ISK is trivial I crap 100,000 ISK how often can you crap. is there a way to make you crap faster? perhaps it's possible for you to crap several times at once? even if it's just you, if you can automate that and do it 23/7 it will add up. I'm thinking maybe we can work something out to both our benefit. lemme know.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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Karl Hobb
Imperial Margarine
2122
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Posted - 2014.12.03 01:33:13 -
[163] - Quote
Rain6637 wrote:Karl Hobb wrote:Ralph King-Griffin wrote:100,000 ISK is trivial I crap 100,000 ISK how often can you crap. is there a way to make you crap faster? perhaps it's possible for you to crap several times at once? even if it's just you, if you can automate that and do it 23/7 it will add up. I'm thinking maybe we can work something out to both our benefit. lemme know. I'm pretty regular, but I'd love your help working something out.
A professional astro-bastard was not available so they sent me.
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M1k3y Koontz
Thorn Project Surely You're Joking
618
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Posted - 2014.12.03 01:36:49 -
[164] - Quote
Sven Viko VIkolander wrote:This is a fantastic change. Has been suggested for years. The mechanic primarily harms newer players. There are no good arguments against it. Etc. etc.. bravo.
I will tell you exactly what needs to be changed after this, though: Jump clones need to be significantly changed, so that jumping in the same system to switch implants is completely removed from jumping across the galaxy for fast travel. The whole "clones as specialized implant sets" system and "clone as fast travel" mechanic need to be completely separated.
Along with that, you need to allow for multiple clones in a single station. THEN, you need to allow clones to be moved by players, so that if I want to deploy to an area I don't have to spend days jumping to each of my clones and moving them, instead I can put them all in a ship and take the huge risk to fly them to my destination.
Those changes are at the top of my list for improvements to EVE by a wide margin.
This. But also, dont stop with sov changes and POS changes, pleeeaaasssee with the POS changes!
How much herp could a herp derp derp if a herp derp could herp derp.
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Peoke
Interstellar Renegades Advent of Fate
2
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Posted - 2014.12.03 01:46:54 -
[165] - Quote
now that there is no cost whats to stop entire alliances changing thier clone location and self destructing to travel across the galaxy. you can bypass jump fatigue by just setting clone locations. was this even discussed. |
fukier
Brave Collective
1172
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Posted - 2014.12.03 01:47:43 -
[166] - Quote
My Idea for player made clones.
So now that there is no longer a payment for loosing a clone based on Skill points there is a loss of isk sink.
So i would propose that clones are made by players using PI materials. CLone vat bays would be upgraded to be usefull and there would be the reintroduction of the mothership which acts as a mobile base for wh space.
now why should ther be variation in clones?
well its simple its called faction implants and hardware and jump clone time.
My idea is you add special clone bpc for faction loot that allows you to manufacture pirate faction clones that allow you to install pirate faction inplants.
without one of these clones you cant install lets say snake or slave implants. I would then add some sort of isk sink in the manufacturing prosses for clones that replace the current metric of clone upgrades.
also there could be a clone that allows you to jump clone ever 12 hours but cant have harware upgrades and only up to plus two implants for attribute points.
i would totally like to get a shadow serpentis clone or a true sansha clone or angel.
At the end of the game both the pawn and the Queen go in the same box.
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MeBiatch
GRR GOONS
2025
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Posted - 2014.12.03 01:53:06 -
[167] - Quote
fukier wrote:My Idea for player made clones.
So now that there is no longer a payment for loosing a clone based on Skill points there is a loss of isk sink.
So i would propose that clones are made by players using PI materials. CLone vat bays would be upgraded to be usefull and there would be the reintroduction of the mothership which acts as a mobile base for wh space.
now why should ther be variation in clones?
well its simple its called faction implants and hardware and jump clone time.
My idea is you add special clone bpc for faction loot that allows you to manufacture pirate faction clones that allow you to install pirate faction inplants.
without one of these clones you cant install lets say snake or slave implants. I would then add some sort of isk sink in the manufacturing prosses for clones that replace the current metric of clone upgrades.
also there could be a clone that allows you to jump clone ever 12 hours but cant have harware upgrades and only up to plus two implants for attribute points.
i would totally like to get a shadow serpentis clone or a true sansha clone or angel.
how about variation in clones too like low grade standard and high end that separates the variations even more.
There are no stupid Questions... just stupid people...
CCP Goliath wrote:
Ugh ti-di pooping makes me sad.
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Jack Tronic
borkedLabs
226
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Posted - 2014.12.03 02:02:47 -
[168] - Quote
Algathas wrote:"Death Matters..." .. not anymore in EVE... I joined eve partly because it had things like XP loss and was greatly disappointed when I first found out about this update. Other games are boring because there is no risk, and EVE is heading that way.
So now it would be more punishing to not pod someone so that they have to fly back to their home base. Except that now there is no loss from being podded so the person will just self-destruct. Welcome to less meaningful PVP with less choices.
If this change goes through, please remove self destructing of pods outside of station. At least then we can have a "choice" to either pod them to blow up implants or to not pod them and make them fly 20 jumps home. At least that is reasonable since we cant slow an enemy down isk wise anymore.
Only 0.0001% of people lost XP in EVE. Those that did only because they slipped up, everyone else has the boring task of automating the clone grade in muscle memory. If its something everyone does by default, why bother? Nobody ever lacked the isk. Implant loss doesn't mean much either.
Quote:If this change goes through, please remove self destructing of pods outside of station.
They already did, you can "suicide" inside stations instantly. |
Natalia Srebnaja
Ginnunga Industries Sanctuary Pact
0
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Posted - 2014.12.03 02:11:45 -
[169] - Quote
Aliventi wrote:[b]First: Awesome.
(...)
GET RID OF ATTRIBUTES. Attributes, attribute implants, and remaps do far more harm than good. A simple everyone trains at 2700 sp/hour is a far better system.
What a wonderfully well put together post!
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Algathas
Wraithguard. Dirt Nap Squad.
44
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Posted - 2014.12.03 02:11:58 -
[170] - Quote
Jack Tronic wrote:Algathas wrote:"Death Matters..." .. not anymore in EVE... I joined eve partly because it had things like XP loss and was greatly disappointed when I first found out about this update. Other games are boring because there is no risk, and EVE is heading that way.
So now it would be more punishing to not pod someone so that they have to fly back to their home base. Except that now there is no loss from being podded so the person will just self-destruct. Welcome to less meaningful PVP with less choices.
If this change goes through, please remove self destructing of pods outside of station. At least then we can have a "choice" to either pod them to blow up implants or to not pod them and make them fly 20 jumps home. At least that is reasonable since we cant slow an enemy down isk wise anymore.
Only 0.0001% of people lost XP in EVE. Those that did only because they slipped up, everyone else has the boring task of automating the clone grade in muscle memory. If its something everyone does by default, why bother? Nobody ever lacked the isk. Implant loss doesn't mean much either. Quote:If this change goes through, please remove self destructing of pods outside of station. They already did, you can "suicide" inside stations instantly.
I think you did not understand what I was saying at all. In null most pods have no implants. So in war it was a good idea to pod them to cause your enemy more loss and slow them down. Now, since you can self destruct in space *and* in station, and you have no loss from that, it is actually preferable when you lose your ship to also be podded, since it gets you home faster. If you don't get podded you can just self destruct in space, aka getting you home faster.
The idea about not allowing self destruct of pods in space (and only allowing it in station) gives the choice to either pod the person (giving you a small chance of killing some implants but not likely) or making them fly their pod home, knowing they must fly home because they cant self destruct. Otherwise, the choice to pod or not pod is meaningless since they will just self destruct in space anyway.
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Distant Soul
Brace for contact
0
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Posted - 2014.12.03 02:29:07 -
[171] - Quote
Natalia Srebnaja wrote:Aliventi wrote:[b]First: Awesome.
(...)
GET RID OF ATTRIBUTES. Attributes, attribute implants, and remaps do far more harm than good. A simple everyone trains at 2700 sp/hour is a far better system. What a wonderfully well put together post!
this is the dumbest thing ive ever heard. must be a butthurt WoW player who doesnt like the current system. |
Warde Guildencrantz
TunDraGon Cynosural Field Theory.
1144
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Posted - 2014.12.03 02:29:49 -
[172] - Quote
Natalia Srebnaja wrote:Aliventi wrote:[b]First: Awesome.
(...)
GET RID OF ATTRIBUTES. Attributes, attribute implants, and remaps do far more harm than good. A simple everyone trains at 2700 sp/hour is a far better system. What a wonderfully well put together post!
I see it this way, instead of attribute enhancers, the first 5 slots should be exclusively for implants that promote a style of play (Like snakes, slaves, etc. for tacklers, armor brawlers and solo shield pvpers respectively)
The other 5 should be for boosting of random skill attributes as they are now. However, there should be an 11th slot just for pirate omegas. It's fairly annoying that certain slot 6 implants cant be combined with a full set of pirate implants. (For example, you can get the 8% armor implant in your head at the same time as a full set of slaves, but not shaqil's speed enhancer (8% velocity) at the same time as snake implants. I find that a little bit of an annoyance.)
TunDraGon Director ~ Low sec piracy since 2003 ~
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Winter Archipelago
Thera Industries
302
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Posted - 2014.12.03 03:33:33 -
[173] - Quote
Peoke wrote:now that there is no cost whats to stop entire alliances changing thier clone location and self destructing to travel across the galaxy. you can bypass jump fatigue by just setting clone locations. was this even discussed. You can only change you clone location remotely once per year. You can change it whenever you please, so long as you're actually in the station you want to be in. You have to fly there, first, though.
Join the channel Thera Industries in-game for a general public channel for Thera-based industrialists.
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Querns
GBS Logistics and Fives Support Goonswarm Federation
1193
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Posted - 2014.12.03 03:36:44 -
[174] - Quote
Peoke wrote:now that there is no cost whats to stop entire alliances changing thier clone location and self destructing to travel across the galaxy. you can bypass jump fatigue by just setting clone locations. was this even discussed. They changed it in Phoebe so that you can no longer set your clone station remotely to any station. You can set it to your corporation's HQ once a year, or to the station you're currently in at any time.
Podjumping is, essentially, neutered.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Aramis Rosicrux
Ordo Rosa Crux Templaris
21
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Posted - 2014.12.03 03:58:40 -
[175] - Quote
I like this change.
The pilots whining about the loss of their SP, they need to adjust their attitude.
In the real world, I spent seven years getting certified in a technology called "DEC-VAX". Then, the company got lost in a buyout by a conglomerate, and now all my real life skills are lost.
I HAD to re-educate. Fortunately, I got into automation engineering, so I found an alternative, but it did hurt my real world earnings.
So having to scramble to gain skills in a game?
No problem.
Aramis Rosicrux
Sinq Laison Bitter Vet
================================================================================
-á Whats with all the freaking NERFS?-á Everytime I get a skill trained you ruin it.-á Quit breaking our game!
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Bagrat Skalski
Poseidaon
7183
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Posted - 2014.12.03 08:22:59 -
[176] - Quote
Algathas wrote: If this change goes through, please remove self destructing of pods outside of station. At least then we can have a "choice" to either pod them to blow up implants or to not pod them and make them fly 20 jumps home. At least that is reasonable since we cant slow an enemy down isk wise anymore.
Can't do, because of wormholes.
Don't look any further for negative energy, you will find it by being lazy.
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Bagrat Skalski
Poseidaon
7183
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Posted - 2014.12.03 08:29:05 -
[177] - Quote
Winter Archipelago wrote:Peoke wrote:now that there is no cost whats to stop entire alliances changing thier clone location and self destructing to travel across the galaxy. you can bypass jump fatigue by just setting clone locations. was this even discussed. You can only change you clone location remotely once per year. You can change it whenever you please, so long as you're actually in the station you want to be in. You have to fly there, first, though.
Why even change the location remotely? New guys wanting to get to null sec should be fair play jumping everywhere and tasting EVE how it truly tastes just from the begining. A lot of things to learn: earlier = better.
Don't look any further for negative energy, you will find it by being lazy.
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Brian Harrelstein
Science and Trade Institute Caldari State
10
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Posted - 2014.12.03 09:41:34 -
[178] - Quote
I get the feeling that CCP wants to remove everything from the game. First they start gutting modules, then they gutted the jump drive, and now clones...
BTW: thanks for turning all my meta 4 small missile launchers into "compact launchers". Now they're not worth anything. Good to know I'm not getting reimbursed for those either...
So what's next? Insurance? We all know nobody uses that either. |
Alris Soben
Konzil der Drei Evictus.
1
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Posted - 2014.12.03 10:11:36 -
[179] - Quote
I'm looking at their implementation of the Jump fatique and imagine (in horror) how they are already crafting a new icon for the death fatigue timer.
The Mouseovermessage shows: "Constantly dying strains your mind. You wake up in your new clone with a massive headache. Going back into your pod and undock is the last thing you want to do at the moment."
5 Hour cooldown before you can undock again. Have Fun.
We definitely need more timers |
Corraidhin Farsaidh
Farsaidh's Freeborn
802
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Posted - 2014.12.03 10:16:39 -
[180] - Quote
I look forward to seeing how the clone changes transpire but would be against being able to harvest implants. Having created implants from BPCs I can say that they use a fair chunk of PI materials in their production. Also many implants are dropped as loot from missions/deadspace etc rats. Allowing implants to be recovered would hit both of these areas, the loot values especially.
It would also make nil sense in lore terms. The implant is stuck into your brain. To be able to function it would have to use some kind of custom interface/nanotech that 'grows' into your brain and is absolutely unique to you. On top of that your brain is flash-fried by a very powerful laser when you get podded which would cause immeasurable damage to delicate nanostructures.
*If* this were to become a thing it would be better to allow players to use Reverse Engineering on corpses to basically disect the skull and implants to drop out a BPC for the implant (probably a lower grade one than the original due to damage). Also change loot drops to be BPC's mainly with actual implants being rare or not at all (Other than maybe from high level rats). This would then create a market in BPC sales and also add impetus to the PI market and also increase options for science characters. |
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