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Sitting Bull Lakota
SBL Co
259
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Posted - 2017.03.05 23:04:18 -
[31] - Quote
Captain Campion wrote:Yesterday I jumped out of my expensive implants and went on a public roam. After the roam I got back into my implants asap for faster training. That was the smartest thing I could do at the time. Today, I heard there's another public fleet, I didn't know about it yesterday so couldn't plan ahead. But there's a timer until I can clone jump again. I've trained up the skills to reduce the timer, but it still means I can't go on today's roam without risking my expensive clone, and that's not worth it. So I'm logging off for today. Fun ruined because of implants. 
Take a step back with me and imagine for a second how many more people there are who have abstained from hitting "Undock" for fear of losing 100m-500m isk and some measure of sp/hr just like our op here.
The solution isn't to remove them. They're a great isk sink, fun to kill, and fit in with EvE's wealth=power theme. As many have said in here, citadels are the counter. You don't have to wait 24 hours, because you can use a freeport to switch freely between clones. Everyone should have a cheap clone whether it's in a citadel or not. It should be and is common practice.
CCP has done more than enough in providing us with the ability to quickly hop clones without penalty in citadels and create jump clones in any station without grinding up rep. It's on us to instruct others to protect their clones' implants with liberal use of jump clones, and I plan on doing that this week with an artillery thrasher. |

Teckos Pech
The Executives Executive Outcomes
6054
|
Posted - 2017.03.05 23:13:33 -
[32] - Quote
Nevyn Auscent wrote:
I'll agree to disagree on +y sp/hr implants being a good thing, because I still see it as a pay wall, and one that stops them using implants that actually benefit their ship as well. But you are right that it is a middle ground if CCP are too worried about the impact on the LP market to actually remove them, and allows for removing the worst part of the problem (the attributes themselves)
Why? The +y SP/hour implant approach would let you render attributes meaningless and thus remove attribute remaps. But still let players train faster. Your post here suggests that a newer player is going to more interested in training implants. Removing all of this means there is even less ability to close the SP gap between older and newer players. I don't really care about SP like I used too. I've even used my last remap to equalize my attributes so I can shift around and train whatever I want. A newer player who is optimizing his training will be catching up, slowly yes, but catching up.
And using a public clone bay in a citadel offers newer players a way to do this without the JC timer. And paywall? Only if you are trying to get into the best implants right away and then again look at the marginal differences. What is the marginal benefit from going up one step in implants on an annual basis, it is 788,400 SP/year. The cost differential is much, much larger. If somebody is that desperate that they are going to open up their RL wallet to that kind of benefit...okay, but sheesh talk about having some skewed understanding of marginal benefit vs. marginal cost. And isn't this true of just about everything in game. If I want X now it is a paywall if I don't already have the means to obtain/use X now.
"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek
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Captain Campion
Campion Corp.
52
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Posted - 2017.03.05 23:25:54 -
[33] - Quote
OK, So I've been reading the link about Upwell Structures posted earlier. I don't mind admitting I didn't know about that, and having read it I still don't really get it. It''s likely that most EVE players don't know any of this either. I'll try and explain my thoughts, and hopefully you won't just fling insults back...
the link again: https://support.eveonline.com/hc/en-us/articles/209985225-Upwell-Structures-Quick-Facts
I'm assuming these things are Citadels, it doesn't actually say and I don't see how I'm supposed to know that. I don't know if all Citadels are Upwell, or if all Upwell are Citadels.
My experience of Citadels is in 0.0 and I've learnt they are dangerous, with odd tethering mechanics so I never really know what I'm dealing with and end up avoiding them altogether.
I don't know why they're even allowed in high sec. I'd be very worried about putting my stuff in someone else's structure. I've heard about people losing stuff and clones because of that.
The notes about cloning are:
Cloning Service
- The cost of installing a jump clones is set by the structure's owner. - Jump clones and their implants are lost when a structure is destroyed or unanchored. - If you jump clone to a clone you have at the Upwell structure you are currently located in, then you receive no activation delay to jump clone again.
So it sounds like someone can change the cost. Are there any restrictions on that, e.g. timers to stop them from 100x-ing the cost every few seconds?
I have no clue about how destroying or unanchoring Citadels works, what concord would do, how reinforcements work, do you have to declare war, what happens if they declare war on you, etc. I'm not planning on using or owning a Citadel so you don't need to explain it. But I do know that Citadels come and go, so it's not unusual for these things to happen.
It used to be that jumping to the same station would destroy one of your clones. So I really don't know what would happen if I jumped to the same location in a Citadel OR in a regular station. I really like the intent of this though - to say if you're not travelling there's no timer, that's exactly what I want. I am really only trying to go from one station to another within the same system (I'd have them all in the same station if I could), and therefore there'd be no need for a timer to apply to me. |

Teckos Pech
The Executives Executive Outcomes
6054
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Posted - 2017.03.05 23:34:40 -
[34] - Quote
Captain Campion wrote:OK, So I've been reading the link about Upwell Structures posted earlier. I don't mind admitting I didn't know about that, and having read it I still don't really get it. I'll try and explain my thoughts, and hopefully you won't just fling insults back... the link again: https://support.eveonline.com/hc/en-us/articles/209985225-Upwell-Structures-Quick-Facts
I'm assuming these things are Citadels, it doesn't actually say and I don't see how I'm supposed to know that. I don't know if all Citadels are Upwell, or if all Upwell are Citadels. My experience of Citadels is in 0.0 and I've learnt they are dangerous, with odd tethering mechanics so I never really know what I'm dealing with and end up avoiding them altogether. I don't know why they're even allowed in high sec. I'd be very worried about putting my stuff in someone else's structure. I've heard about people losing stuff and clones because of that. The notes about cloning are: Cloning Service - The cost of installing a jump clones is set by the structure's owner. - Jump clones and their implants are lost when a structure is destroyed or unanchored. - If you jump clone to a clone you have at the Upwell structure you are currently located in, then you receive no activation delay to jump clone again. So it sounds like someone can change the cost. Are there any restrictions on that, e.g. timers to stop them from 100x-ing the cost every few seconds? I have no clue about how destroying or unanchoring Citadels works, what concord would do, how reinforcements work, do you have to declare war, what happens if they declare war on you, etc. I'm not planning on using or owning a Citadel so you don't need to explain it. But I do know that Citadels come and go, so it's not unusual for these things to happen. It used to be that jumping to the same station would destroy one of your clones. So I really don't know what would happen if I jumped to the same location in a Citadel OR in a regular station. I really like the intent of this though - to say if you're not travelling there's no timer, that's exactly what I want. I am really only trying to go from one station to another within the same system (I'd have them all in the same station if I could), and therefore there'd be no need for a timer to apply to me.
Yes, they are citadels.
In NS they can be a PITA in that everything in your personal hangar will be moved to the closest LS station upon destruction of the citadel. If you have a clone there, the clone dies, and if you had implants, they are gone too. So yes, they entail risk.
One thing to consider is using a public HS citadel and moving back and forth from where ever the roams are starting with a travel ceptor. Since they are nullified for interdiction bubbles and when fitted properly are fast as Hell, you can get to where you need to be very quickly. Even dozens of jumps. So just log in 20-30 minutes early burn to wherever you need to be, and there you go. You can have your training and your PvP with minimal fuss.
Once the clone is installed at a given cost, they can't come back and charge you again and again. You will also have to pay to JC in and out, but there is a notification for that, so just read it and if the cost has been set to some ridiculous level, decline it and move somewhere else.
Jumping to the same citadel does NOT destroy clones. I just tested this in the Perimeter citadel I referenced back up stream. You would destroy a clone doing this in a station, that has not changed.
"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek
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Elenahina
Agony Unleashed Agony Empire
1619
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Posted - 2017.03.06 20:31:32 -
[35] - Quote
Captain Campion wrote: And just because you have ISK doesn't mean you should waste it. (same as RL money)
Why not? WTF else are you going to do with it? It's not like you can save it for retirement like RL money.
Eve is like an addiction; you can't quit it until it quits you.
Also, iderno
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Scipio Artelius
The Vendunari End of Life
47187
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Posted - 2017.03.06 23:52:30 -
[36] - Quote
Nevyn Auscent wrote:And well, that newbie just lost their clone when the perimeter market wars blew the citadel up as well.
And you don't see any problems here at all? Anyone who loses a clone to a destroyed Citadel clearly isn't spending 4 hours a day out of their training clone. They aren't logging in for at least 8 days.
If it goes into reinforced, move the clone. |

Lugh Crow-Slave
3877
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Posted - 2017.03.07 00:20:57 -
[37] - Quote
to be honest with things like injectors and CCP overall wanting eve to be more accessible i would not be surprised if an outdated system like attributes was removed. and i would really not be surprised if when they did it the NEX store started selling something like a 2x sp accelerator
BLOPS Hauler
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Sonya Corvinus
Grant Village
1026
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Posted - 2017.03.07 00:54:26 -
[38] - Quote
Just put +3s in every clone and forget about them. They cost next to nothing, and the difference in training time between +3 and +5 is nearly nothing. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
3034
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Posted - 2017.03.07 03:57:59 -
[39] - Quote
Danika Princip wrote:There's no timer if you jump between clones in the same citadel I've never heard of this before.
FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."
Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."
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Scipio Artelius
The Vendunari End of Life
47193
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Posted - 2017.03.07 04:44:19 -
[40] - Quote
Reaver Glitterstim wrote:Danika Princip wrote:There's no timer if you jump between clones in the same citadel I've never heard of this before. It's been in the game since cloning facilities for Citadels were introduced. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
3034
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Posted - 2017.03.07 05:05:17 -
[41] - Quote
So it's a citadel-specific function? Why can't I do that in a station?
FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."
Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."
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Teckos Pech
The Executives Executive Outcomes
6058
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Posted - 2017.03.07 05:23:37 -
[42] - Quote
Reaver Glitterstim wrote:So it's a citadel-specific function? Why can't I do that in a station?
By passing fatigue is bad.
"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek
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Nevyn Auscent
Broke Sauce
3894
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Posted - 2017.03.07 07:28:25 -
[43] - Quote
Reaver Glitterstim wrote:So it's a citadel-specific function? Why can't I do that in a station? Because CCP wanted to add value to having your own/a trusted Citadel rather than just living in a station. Frankly they should put them into stations, but then remove 90% of stations in New Eden, and make them 1-2 a constellation in high sec, and rarer from there. That's actually what needs to happen to stations, but is a totally different point to why you can't hot swap clones in a station. |

Eye-Luv-Girls wDaddyIssues
Hookers N' Blow
29
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Posted - 2017.03.07 18:03:12 -
[44] - Quote
I feel like removing attributes all together including attribute implants would appease 90% of the game. Just make everyone train at the same rate not implants.
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Scialt
Universal Sanitation Corporation
46
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Posted - 2017.03.07 18:38:51 -
[45] - Quote
I've decided to stop caring about training speed.
I'm not replacing implants on any of my characters once they get lost. I found myself worrying too much about training time and figured that since I can already fly stuff I'm happy using... I can afford to wait longer to move up to cooler toys in exchange for not worrying about what might be in my pod.
perhaps a year from now I'll be kicking myself... but I'm having more fun now. |

Teckos Pech
The Executives Executive Outcomes
6066
|
Posted - 2017.03.07 18:48:51 -
[46] - Quote
Eye-Luv-Girls wDaddyIssues wrote:I feel like removing attributes all together including attribute implants would appease 90% of the game. Just make everyone train at the same rate not implants.
Really, consider two players:
1. They are like me, well north of 100 million SP and really don't care nearly as much anymore. This change leaves me rather indifferent. 2. The player who is using public citadel to optimize his training. This change will definitely slow down his rate of training and delay all of his training related goals.
And consider those who do run missions for whatever reasons. No more implants may very well mean one less source of ISK for such players.
Not sure that is going to get 90%.
"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek
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Captain Campion
Campion Corp.
54
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Posted - 2017.03.07 20:52:28 -
[47] - Quote
Scialt wrote:I've decided to stop caring about training speed.
I'm not replacing implants on any of my characters once they get lost. I found myself worrying too much about training time and figured that since I can already fly stuff I'm happy using... I can afford to wait longer to move up to cooler toys in exchange for not worrying about what might be in my pod.
perhaps a year from now I'll be kicking myself... but I'm having more fun now.
If the game doesn't change to solve this issue in some way, this is exactly what I'll be doing. I really believe we can do better though, I've heard a few ideas I think are better than the current system. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
3036
|
Posted - 2017.03.08 07:00:26 -
[48] - Quote
Captain Campion wrote:I've heard a few ideas I think are better than the current system. I had an idea but nobody liked it. Still, I think it would be highly effective relative to how easy it would be to implement:
Illegal pirate training implants. They are farmed entirely in nullsec but are common and much cheaper than the same legal types you get from empire space. These implants are illegal to take with you into empire space and if any customs agent finds them in your head, they'll be removed and you'll be docked some security status.
For extra flavor, they could each grant a tiny bonus and penalty, further explaining why they are illegal without giving them much room for use other than as attribute implants. Example: +1% shield hit points, -0.8% shield resists.
FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."
Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."
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Eye-Luv-Girls wDaddyIssues
Hookers N' Blow
30
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Posted - 2017.03.08 15:37:15 -
[49] - Quote
Reaver Glitterstim wrote:Captain Campion wrote:I've heard a few ideas I think are better than the current system. I had an idea but nobody liked it. Still, I think it would be highly effective relative to how easy it would be to implement: Illegal pirate training implants. They are farmed entirely in nullsec but are common and much cheaper than the same legal types you get from empire space. These implants are illegal to take with you into empire space and if any customs agent finds them in your head, they'll be removed and you'll be docked some security status. For extra flavor, they could each grant a tiny bonus and penalty, further explaining why they are illegal without giving them much room for use other than as attribute implants. Example: +1% shield hit points, -0.8% shield resists.
While your heart is in the right place, why add more complications for less or no content. As for guys who use these implants for income they can run other missions do other things etc. This game has evolved above and beyond the need for these implants and attributes etc. We now have skill injectors etc.
Its already on the board to be removed the attributes and implants etc. |

Frostys Virpio
KarmaFleet Goonswarm Federation
3173
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Posted - 2017.03.08 16:35:52 -
[50] - Quote
Teckos Pech wrote: And consider those who do run missions for whatever reasons. No more implants may very well mean one less source of ISK for such players.
The LP market crash would be interesting to see in a way. It might bring faction BS more in line with pirate ones in term of value. |
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