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Baron Deathicon
Outerspace Vanguard
41
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Posted - 2016.12.08 21:49:06 -
[1] - Quote
Hello,
Why is it that implants must be destroyed to clone jump to another station if the current station have more than one jump clone? What does it bring to the overall EVE gameplay? Is it only a technical limitation which makes it difficult to properly implement, or is there a reason? Prevent some exploits?
please explain |
Memphis Baas
2446
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Posted - 2016.12.08 21:53:43 -
[2] - Quote
Issue isn't with implants, issue is with "more than one clone" at the station where you're jumping from.
Because when you jump away, a clone gets added to the station that you just left. So you can jump back the next day.
So if you have multiple clones, they get destroyed.
Because ONE departure point and ONE arrival point (technical limitation).
So if you want to avoid this, don't keep all your jump clones in the same station. Install clones at different stations.
Or install ONE clone at the station, fly away, jump TO the clone, install a second clone at the station, fly away, jump TO the (second) clone, repeat. |
Baron Deathicon
Outerspace Vanguard
41
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Posted - 2016.12.08 21:59:11 -
[3] - Quote
Memphis Baas wrote:Because when you jump away, a clone gets added to the station that you just left. So you can jump back the next day.
Yeah sure, but then how does it work for the working case where there is only one clone in both stations - their implants aren't getting destroyed, implying its not creating a NEW clone. Doesn't make sense. |
Dr Yukazuma
Perkone Caldari State
0
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Posted - 2016.12.08 22:03:19 -
[4] - Quote
Baron Deathicon wrote:[quote=Memphis Baas]Because when you jump away, a clone gets added to the station that you just left. So you can jump back the next day.
Yeah sure, but then how does it work for the working case where there is only one clone in both stations - their implants aren't getting destroyed, implying its not creating a NEW clone. Doesn't make sense.[/quote
It is creating a new clone and having ONE clone per station does not destroy the implants. |
Baron Deathicon
Outerspace Vanguard
41
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Posted - 2016.12.08 22:06:57 -
[5] - Quote
I know all those mechanics, I'm asking why are they implemented like this. |
Memphis Baas
2446
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Posted - 2016.12.08 22:14:38 -
[6] - Quote
Don't know why, unfortunately. Open a ticket and ask CCP directly, or perhaps a dev will drop by and answer what they were thinking when they implemented this. |
Neuntausend
Rens Nursing Home
1201
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Posted - 2016.12.08 22:23:46 -
[7] - Quote
http://imgur.com/Iqy3lny |
Geronimo McVain
EVE University Ivy League
261
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Posted - 2016.12.08 22:26:33 -
[8] - Quote
Baron Deathicon wrote:I know all those mechanics, I'm asking why are they implemented like this. My guess is that it makes it easier on the Database because there can only be one clone associated to any station.d |
Estella Osoka
Perkone Caldari State
1142
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Posted - 2016.12.08 22:43:43 -
[9] - Quote
Baron Deathicon wrote:I know all those mechanics, I'm asking why are they implemented like this.
Apparently you don't. Because if you did, you would not have lost a clone with a full set of implants. |
Elenahina
Agony Unleashed Agony Empire
1487
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Posted - 2016.12.08 22:44:49 -
[10] - Quote
Ours is not to question why; ours is but to do and die.
Eve is like an addiction; you can't quit it until it quits you.
Also, iderno
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DeMichael Crimson
Republic University Minmatar Republic
57759
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Posted - 2016.12.08 23:48:23 -
[11] - Quote
Yeah, I agree. Definitely would be nice if we could stack clones with implants in one station but that could be used as an exploit, especially for PvP / Fleet Ops.
That's why CCP decided a long time ago ..................
DMC
'The Plan' | California Eve Players | Proposal - The Endless Battle
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Nevyn Auscent
Broke Sauce
3762
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Posted - 2016.12.08 23:58:10 -
[12] - Quote
Legacy code they'll hopefully fix at some point. |
Vortexo VonBrenner
Raumfahrer Spiff Rakett Piloot Anslutning
2574
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Posted - 2016.12.09 01:26:35 -
[13] - Quote
Don't we get a warning now, at least?
EvE security zones in pictures
EvE quick reference pdf
EvE guide for alpha clones
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Sobaan Tali
Caldari Quick Reaction Force
1107
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Posted - 2016.12.09 03:01:48 -
[14] - Quote
Vortexo VonBrenner wrote:Don't we get a warning now, at least?
We do. I think he was just questioning the reasoning behind why it works that way.
"Tomahawks?"
"----in' A, right?"
"Trouble is, those things cost like a million and a half each."
"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."
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Baron Deathicon
Outerspace Vanguard
44
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Posted - 2016.12.09 03:17:57 -
[15] - Quote
Yeah this popup has been there for several years now. And no I have never lost implants that way, I wouldn't click yes to that. Just curious if there was a good reason behind it. I don't see this could be an exploit considering you can fly to nearest station and still choose a clone with different implants, and regardless there's the jump cooldown... oh well. Please fix? |
Cade Windstalker
626
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Posted - 2016.12.09 03:33:40 -
[16] - Quote
Baron Deathicon wrote:Yeah sure, but then how does it work for the working case where there is only one clone in both stations - their implants aren't getting destroyed, implying its not creating a NEW clone. Doesn't make sense.
If you have a Jump Clone in your current station, and you jump to another, then you just left one clone body in the station where you already had one, so there are now 2 there and the older one gets chucked in the garbage.
Baron Deathicon wrote:Yeah this popup has been there for several years now. And no I have never lost implants that way, I wouldn't click yes to that. Just curious if there was a good reason behind it. I don't see this could be an exploit considering you can fly to nearest station and still choose a clone with different implants, and regardless there's the jump cooldown... oh well. Please fix?
This was already answered in literally the first response, technical limitations. There's a list of jump clone locations attached to your character, and the location is a unique key, so you can't have more than one clone per station in the Eve data back-end.
Aka: Technical limitations.
Could they go back and code this differently? Yes!
Would it be far more work than it's currently worth just for this very small QoL feature? Yup!
So it's not going to happen until CCP gets around to re-writing that part of the back-end code, and even then only if the designers decide that it's not more interesting/balanced/funny to leave the limitation at 1 clone per station. |
2Sonas1Cup
171
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Posted - 2016.12.09 04:22:43 -
[17] - Quote
Because CCP |
Cutter Isaacson
wiggle Tech. Pandamimic Legion
3124
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Posted - 2016.12.09 05:40:31 -
[18] - Quote
My guess would be that it's an ISK sink. Nothing more.
"The truth is usually just an excuse for a lack of imagination." Elim Garak.
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Paranoid Loyd
9932
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Posted - 2016.12.09 06:35:01 -
[19] - Quote
That expression you've managed to achieve tho. Looks like someone just dropped the smelliest fart ever.
"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix
Fix the Prospect!
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Caviar Liberta
Moira. Villore Accords
894
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Posted - 2016.12.09 09:45:20 -
[20] - Quote
However with the new citadels you can have multiple jump clones in it and you can jump between them with no cool down period as long as it's the same citadel. |
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Malcanis
Vanishing Point. The Initiative.
18236
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Posted - 2016.12.09 11:50:17 -
[21] - Quote
Vortexo VonBrenner wrote:Don't we get a warning now, at least?
We always did. Some people disabled theirs.
"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."
Grath Telkin, 11.10.2016
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Major Trant
Hard Knocks Inc. Hard Knocks Citizens
1551
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Posted - 2016.12.09 12:09:43 -
[22] - Quote
Caviar Liberta wrote:However with the new citadels you can have multiple jump clones in it and you can jump between them with no cool down period as long as it's the same citadel. You can't store multiple clones in the same Citadel. |
Marcus Binchiette
Pyrotech Creations
21
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Posted - 2016.12.09 17:00:20 -
[23] - Quote
I don't have any issue with the one clone per station limitation. But, the language in the error message is unclear and frankly it creates an extremely annoying problem.
Okay, so you have a clone installed at home station with some rather expensive implants. Because you died previously, you end up in a medical clone at the home station, and then soon after want to clone jump back into the region where you previously died.
But, an error message pops up saying "there is already a clone located here. If you clone jump then your current clone located here will be destroyed". So, you accept this, because, you only need one clone in the home system. But instead of destroying your current clone, (which is completely clean), it goes and destroys the damned stored clone with all the expensive implants.
WTF CCP..... If you say you're going to destroy the CURRENT CLONE. Then destroy the bloody current clone! Not the one which is inactive. Saying that you're going to destroy the, "current clone located here", does not tell me whether you're going to destroy the current inactive clone located here, or the current active clone located here. So, if you're not going to change this please at least provide some clarity and consistency between what you say, and what will actually happen...
Or better yet, please give me some control over which clone is going to be destroyed. I would have actually preferred the active clone as the default clone to be discarded. Because, I already have the option to discard inactive clones. I don't have that option with the active one. |
Princess Adhara
University of Caille Gallente Federation
88
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Posted - 2016.12.10 02:36:34 -
[24] - Quote
Marcus Binchiette wrote:I don't have any issue with the one clone per station limitation. But, the language in the error message is unclear and frankly it creates an extremely annoying problem.
Okay, so you have a clone installed at home station with some rather expensive implants. Because you died previously, you end up in a medical clone at the home station, and then soon after want to clone jump back into the region where you previously died.
But, an error message pops up saying "there is already a clone located here. If you clone jump then your current clone located here will be destroyed". So, you accept this, because, you only need one clone in the home system. But instead of destroying your current clone, (which is completely clean), it goes and destroys the damned stored clone with all the expensive implants.
WTF CCP..... If you say you're going to destroy the CURRENT CLONE. Then destroy the bloody current clone! Not the one which is inactive. Saying that you're going to destroy the, "current clone located here", does not tell me whether you're going to destroy the current inactive clone located here, or the current active clone located here. So, if you're not going to change this please at least provide some clarity and consistency between what you say, and what will actually happen...
Or better yet, please give me some control over which clone is going to be destroyed. I would have actually preferred the active clone as the default clone to be discarded. Because, I already have the option to discard inactive clones. I don't have that option with the active one.
Maybe that's because "you" <> "your current clone"? "you" = "you who are reading the error message right now" "your current clone" = "that suspended animation body lying somewhere in the station"
|
Nicolai Serkanner
Brave Newbies Inc. Brave Collective
584
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Posted - 2016.12.10 12:24:08 -
[25] - Quote
Marcus Binchiette wrote:I don't have any issue with the one clone per station limitation. But, the language in the error message is unclear and frankly it creates an extremely annoying problem.
Okay, so you have a clone installed at home station with some rather expensive implants. Because you died previously, you end up in a medical clone at the home station, and then soon after want to clone jump back into the region where you previously died.
But, an error message pops up saying "there is already a clone located here. If you clone jump then your current clone located here will be destroyed". So, you accept this, because, you only need one clone in the home system. But instead of destroying your current clone, (which is completely clean), it goes and destroys the damned stored clone with all the expensive implants.
WTF CCP..... If you say you're going to destroy the CURRENT CLONE. Then destroy the bloody current clone! Not the one which is inactive. Saying that you're going to destroy the, "current clone located here", does not tell me whether you're going to destroy the current inactive clone located here, or the current active clone located here. So, if you're not going to change this please at least provide some clarity and consistency between what you say, and what will actually happen...
Or better yet, please give me some control over which clone is going to be destroyed. I would have actually preferred the active clone as the default clone to be discarded. Because, I already have the option to discard inactive clones. I don't have that option with the active one.
nm |
AlexHalstead
Viziam Amarr Empire
6
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Posted - 2016.12.10 13:05:34 -
[26] - Quote
Princess Adhara wrote:Marcus Binchiette wrote:I don't have any issue with the one clone per station limitation. But, the language in the error message is unclear and frankly it creates an extremely annoying problem.
Okay, so you have a clone installed at home station with some rather expensive implants. Because you died previously, you end up in a medical clone at the home station, and then soon after want to clone jump back into the region where you previously died.
But, an error message pops up saying "there is already a clone located here. If you clone jump then your current clone located here will be destroyed". So, you accept this, because, you only need one clone in the home system. But instead of destroying your current clone, (which is completely clean), it goes and destroys the damned stored clone with all the expensive implants.
WTF CCP..... If you say you're going to destroy the CURRENT CLONE. Then destroy the bloody current clone! Not the one which is inactive. Saying that you're going to destroy the, "current clone located here", does not tell me whether you're going to destroy the current inactive clone located here, or the current active clone located here. So, if you're not going to change this please at least provide some clarity and consistency between what you say, and what will actually happen...
Or better yet, please give me some control over which clone is going to be destroyed. I would have actually preferred the active clone as the default clone to be discarded. Because, I already have the option to discard inactive clones. I don't have that option with the active one. Maybe that's because "you" <> "your current clone"? "you" = "you who are reading the error message right now" "your current clone" = "that suspended animation body lying somewhere in the station" That's bad language. Lost in translation or something. If the pop up said current clone one would not be in error to assume that's the clone the player is active in. If it said older clone will be destroyed then it would had cut down complaints about losing the clone with implants and actually describe what would happen. |
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