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Thread Statistics | Show CCP posts - 0 post(s) |
Katerina Torrentae
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Posted - 2007.05.31 08:36:00 -
[1]
I was thinking about how utterly useless haveing jump clones are unless you don't plan to play for over 24 hour inbetween jumps, then it hit me;
have your level of infomorph Psycology reuce the time inbetween jumpclones: as it stands now i don't know of anyone who has taken the time to train this skill past lvl 3 just because its useless after three, but if you make it so that each lvl of this skill not only opens up the option for one more jump clone but it also reduces the wait time between jumps down by 4 - 6 hour per jump, example; lvl 1 wait time = 24 hours lvl 2 wait time = 20 hours lvl 3 wait time = 16 hours lvl 4 wait time = 12 hours lvl 5 wait time = 8 hours
with the skill set up this way ppl can actualy take the time to train up the benifits to reduced time and you will actualy see ppl setting up training clones and taking the time to jump to them over night.
Just a thought, Katerina Torrentae
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Camilo Cienfuegos
Caldari EP0CH
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Posted - 2007.05.31 09:49:00 -
[2]
/signed
I'd take a secondary jump clone skill if need be, but anything to allow me to actually have useful jump clones. It's nice to have them every 24hrs, but it's so incredibly frustrating as well you could not believe!
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Kramer Verone
Amarr TeamMX
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Posted - 2007.05.31 12:29:00 -
[3]
only if you are limited to 2 jump clones, not 5.
the galaxy is small enough already
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Christopher Dalran
Gallente Deadly Alliance
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Posted - 2007.05.31 16:25:00 -
[4]
If you have spare cash and no implants in your current body you can alwayse move your regular clone to any station with a med facility you have used before and simply self destruct your pod. No time delay on that one, just make sure you bought a clone. ------------------------------- C.D's Formula for success ------------------------------- Credit Card = Game Time Card Gametime Card = ISK Therefore Credit Card = ISK.
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DeckardIRL
Setenta Corp Xelas Alliance
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Posted - 2007.05.31 19:11:00 -
[5]
/signed _____________________________________________ Xelas Fleet Admiral
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Neuromandis
Novastorm Inc Interstellar Alcohol Conglomerate
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Posted - 2007.05.31 20:55:00 -
[6]
even a 22-20-18-16-14 would suit me fine. In any case the basic wait time should be about 20 hours instead of 24 to account for people that have very small "playing windows" due to their jobs et.c. and they should be ble to clonejump once per day just like anyone else. Just a convenience fix, really.
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Sgt Torrent
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Posted - 2007.06.01 15:31:00 -
[7]
Bump
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Ethaet
Gallente
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Posted - 2007.06.01 18:16:00 -
[8]
/signed
Originally by: Phoenixhawk Patching.......... Oh wow look the servers didnt all shut down. Hi-Five another successful patch....Durrrwomp....Hey who turned out the lights, oh look there's light outside the wi |
45thtiger011
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Posted - 2007.06.02 04:17:00 -
[9]
Originally by: Katerina Torrentae I was thinking about how utterly useless haveing jump clones are unless you don't plan to play for over 24 hour inbetween jumps, then it hit me;
have your level of infomorph Psycology reuce the time inbetween jumpclones: as it stands now i don't know of anyone who has taken the time to train this skill past lvl 3 just because its useless after three, but if you make it so that each lvl of this skill not only opens up the option for one more jump clone but it also reduces the wait time between jumps down by 4 - 6 hour per jump, example; lvl 1 wait time = 24 hours lvl 2 wait time = 20 hours lvl 3 wait time = 16 hours lvl 4 wait time = 12 hours lvl 5 wait time = 8 hours
with the skill set up this way ppl can actualy take the time to train up the benifits to reduced time and you will actualy see ppl setting up training clones and taking the time to jump to them over night.
Just a thought, Katerina Torrentae
/signed
Originally by: Camilo Cienfuegos I'd take a secondary jump clone skill if need be, but anything to allow me to actually have useful jump clones. It's nice to have them every 24hrs, but it's so incredibly frustrating as well you could not believe!
/also signed
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Jurgen Cartis
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Posted - 2007.06.02 08:59:00 -
[10]
I like this. I can log in at rather irregular hours, and while an 8 hour timer will certainly keep me from jumping more than once a session, cutting the wait from 24 hours to something smaller will certainly allow us more freedom in picking what we want to do that day, not 'oh I have 5 more hours left on the JC timer and I'm in my implant clone, guess I'll carebear today'.
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Rod Blaine
Evolution Band of Brothers
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Posted - 2007.06.02 10:13:00 -
[11]
The 24hour timer is there exactly because players tend to play at the same times on consequetive days.
You could read that as you not being supposed to be able to jumpclone *to* and *from* a location within one session of play. This because the mechanic would otherwise would simply come donw to being a rapid deployment method, allowing people like us (BoB) to dominate stupid amounts of space just by making sure we've got ships and clones in alot of places.
[center] Old blog |
Kazuo Ishiguro
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Posted - 2007.06.02 12:48:00 -
[12]
It'd be much more convenient if it was a 23 1/2 hour timer - at present, unless you manage to clone jump at the earliest possible instant, you have to wait a little bit later each time and eventually you end up either staying up very late or skipping a day. This is especially annoying for traders who need to visit clones in multiple hubs. ------ Spreadsheets: Top speed calculation - Halo Implant tanking |
Rod Blaine
Evolution Band of Brothers
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Posted - 2007.06.02 17:31:00 -
[13]
Originally by: Kazuo Ishiguro It'd be much more convenient if it was a 23 1/2 hour timer - at present, unless you manage to clone jump at the earliest possible instant, you have to wait a little bit later each time and eventually you end up either staying up very late or skipping a day. This is especially annoying for traders who need to visit clones in multiple hubs.
As I said, that's the whole idea.
It's not supposed to be a daily usable instant transport service, but mostly a way to move between clones with differing sets of implants, and only secondly a way to move between different places every once in a while.
[center] Old blog |
Truthbringer
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Posted - 2007.06.02 20:39:00 -
[14]
I like it. The 24 hour timer frustrates the hell out of me. |
Camilo Cienfuegos
Caldari EP0CH
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Posted - 2007.06.02 20:49:00 -
[15]
I've been thinking about this. Let's assume everyone has the appropriate skill trained up to 5, allowing 5 jump clones and one jump in 24hrs. Perhaps this could be altered slightly.
Remember, Infomorph Psycholog 5:
5 Clones: 24hrs/Jump 4 Clones: 21hrs/Jump 3 Clones: 18hrs/Jump 2 Clones: 15hrs/Jump 1 Clone: 12hrs/Jump
This would prevent people from being able to deposit clones all over the space they control, but allow those who travel frequently between two or three distant systems the ability to do so. The fact of the matter is that jump clones are used for more than just skill training, they are used as a form of transport.
-- Tractor Beams Caldari Buff |
MotherMoon
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Posted - 2007.06.02 21:20:00 -
[16]
I like the 12 hour one
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Katerina Torrentae
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Posted - 2007.06.03 04:10:00 -
[17]
I would love to hears a devs imput on this subject, please keep bumping it
Kat
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Cyberdine Katana
Caldari A.W.M Ka-Tet
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Posted - 2007.06.03 07:32:00 -
[18]
Originally by: Neuromandis even a 22-20-18-16-14 would suit me fine. In any case the basic wait time should be about 20 hours instead of 24 to account for people that have very small "playing windows" due to their jobs et.c. and they should be ble to clonejump once per day just like anyone else. Just a convenience fix, really.
I fully agree with this. Especially if I want to do 2 things in a day. For example, if I want to run missions for 2 hours in empire, then jump clone to 0.0 to mine/rat/pvp with jumpclones (as they are now) I can do that. Then, lets say I mine/rat/pvp to my heart's contempt, I dont want to do it the following day, so I want to go back to doing missions, but I cannot do it due to the 24 limitation. As Neuro said, even something along the lines of 20 hours (24 hours - 1 hour/level) would be MUCH more appreciated. Also, am I the only one who the jump clone timer still doesn't work for?
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Haffrage
Sharks With Frickin' Laser Beams Mercenary Coalition
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Posted - 2007.06.03 10:41:00 -
[19]
As much as I love this idea considering I have info psych to V on two characters, it wouldn't go well with just an 8 hour wait. It would turn from waiting the rest of the day, going to bed, and signing back on and waiting even MORE to just waiting and jumping right before you go to bed.
So, no. I'd say 12 hours is as short as it should get with the skill at V, 15-18 hours preferable so it doesn't cut into your game time the next day. -----
Tech 2 Tier 2 Battlecruisers |
Aenlar Solivonyx
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Posted - 2007.06.03 12:36:00 -
[20]
I only have 1 jump clone that I use for stat implants that are very expensive. The problem is that I only use it about once a week due to the long wait and interval between clone jumpin. Im not really sure how I feel on the subject I understand full well several reasons why CCP has such a long jump time. And yet I could see why we would love it shortened as well. I'd love to be able to jump to my skill trainer when I goto sleep and have him train all day while im at work and jump back when I get out of work. Skip a day waiting til I could jump again and on the 3rd day jump again. And yet I can clearly see other jump cloners completely abusing the instawarp abilities jump clone gives and frankly I think the sacrifice of waiting so long to warp is a price you pay for humanities tendencys to abuse any and all systems.
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Riddick Valer
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Posted - 2007.06.03 17:07:00 -
[21]
/signed
Getting it down to 12-15 hours would be very useful.
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Rhaegor Stormborn
Sturmgrenadier Inc R i s e
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Posted - 2007.06.03 17:36:00 -
[22]
/signed
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Drizit
Amarr
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Posted - 2007.06.03 21:42:00 -
[23]
I would prefer the 12 hour wait rather than a 24 hour. You might play after work one night but then have to wait until the evening to jump the next day even though you have the whole day off. 12 hours would stop people jumping twice in the same session but 24 means a whole day wasted on many occasions.
--
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Mezikk
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Posted - 2007.06.03 22:42:00 -
[24]
/signed
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Letheeth Kayl
Amarr Chosen Path FATAL Alliance
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Posted - 2007.06.04 01:07:00 -
[25]
jump clone timer reduction is a secondary skill that requires infomorph psychology 5 (it's only a level 1, please), and has a training time multiplier of say 4 or 5? Infomorph Stability (sanity?) (5) Requires Infomorph Psychology 5 Benefit: reduces jump clone wait time by 2 hours (16 hour wait at level 4).
Personally i'd prefer it be 3 or 4 hour reduction (jump cloning every 4 hours with level 5 on the skill would be awesome). A downside to help reduce this would be double or triple all clone fees, making it pricier to die (no pod express anymore), and set up fees be like 5-10million, instead of 100k. 10million would make most anyone pause.
Just my 2 bit
Put down the mirror and return to live With pain With sin With despair Live with penance in God's glory Lesson of Tobias and the Mirror Scriptures Verses26-29 |
Katerina Torrentae
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Posted - 2007.06.04 21:02:00 -
[26]
Bump
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Stellar Vix
State War Academy
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Posted - 2007.06.04 21:31:00 -
[27]
/signed make i dont see any negative effects of doing this. ========= (picture removed, I'll get something smaller next time)
SWA Qualified Instructor and Mascot or sorts Ensign Stellar Vix |
Irob Urore
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Posted - 2007.06.05 04:16:00 -
[28]
signed!
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Geisha Jang
Gallente Central Defiance Terror In The System
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Posted - 2007.06.05 05:43:00 -
[29]
/signed!
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Mecinia Lua
Galactic Express Frontier Trade League
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Posted - 2007.06.05 11:32:00 -
[30]
I would support a skill to decrease the time. I think it should be a seperate skill though. I think it would be fine even if the person had 5 jump clones.
Thoughts expressed are mine and mine alone. They do not necessarily reflect my alliances thoughts. |
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