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Fade Azura
Chemikals Ministry of Inappropriate Footwork
93
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Posted - 2012.01.06 23:34:00 -
[1] - Quote
Hello ... it has become extremely annoying to me that the jump clone timer is so long ... like the other night i jumped into my +5 clone cause there was nothing going on but then the next day we find something to kill and i still have many hours before i can jump into my pvp clone. this has been happening constantly lately for me and is causing me to miss tons of kills my alliance m8's are getting.
I understand the timer is there to prevent people from jumping across the universe several times ... but the 24 hour timer is a bit too much ... especially when it forces you to have a 24 hour in advance warning of a combat op or your stuck in your training clone.
yes i could just stay in a crappy clone 24h a day but that just defeats the purpose of using jump clones at all. and rarely is there an op planned 24 hours in advance unless its a pos bash. it usually hey we got a carrier on the WH exit everyone burn! or lets go hotdropping guys meet up in an hour type of thing.
A reduction to a 12 hour timer on the jump clones would solve this for the most part as u can jump into your training clone when u go to bed and still be able to jump into a proper pvp clone the next day if something pops up..
so what do you guys think about a 12 hour timer on jump clones? |

Fade Azura
Chemikals Ministry of Inappropriate Footwork
93
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Posted - 2012.01.06 23:42:00 -
[2] - Quote
STFU and GTFO you worthless troll.
give a reason or just take your sorry ass back to the short bus |

Fade Azura
Chemikals Ministry of Inappropriate Footwork
97
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Posted - 2012.01.07 02:49:00 -
[3] - Quote
Sadaris wrote:Ok because its been brought up countless times happy if you wanted to pew you shouldn't have jced to your training clone then deal with it or go pew in said clone.
well it wouldnt even be an issue if it was 12 hours long. and yes usually i have to jump in a crappy pvp clone if i know i am going to go roaming and switch out to training clone when i am not. but if i have already jumped into my trainer clone im basically screwed for the next 24 hours besides playing can flips games in highsec.(this gets boring real fast)
and its actually pretty much 2 days i cant pvp after switching cause i dont play 24 hour a day and i can only jump clone while in game. therefore my next 2 gaming sessions are screwed unless i am an idiot and go roaming in +5's not gunna happen. all its doing is making me go do something else besides play eve. and is very annoying when it could be fixed by a 12 hour rule meaning my next gaming session i can jump to whatever clone suited best for what i am doing. but i got 4 jump clones. +5's for trainer clone. Slaves set if i am needed in a capship, and 2 pvp clones with crap implants for null/WH pvp(cause bubbles).
if i never used jump clones this wouldnt be an issue. but i do like to switch my clones as much as possible to suit my situation as thats why we got them in the first place. the 24 rule is too much. and it would be pretty stupid if i stayed in my slave set after doing capship stuff the previous night and go on a drake roam someone started the next day in slaves. this just makes people log off an wait.
only an idiot would go roaming in a +5 clone in WH/nullsec. and a 12 hour timer isnt going to hinder the basic concept of the timing rule so you cant go across the universe all the time .....
the 24 rule would make sense if we all played 24 hour a day but im pretty sure that vast majority of us play 2-4 hour max. so 12 hour makes much more sense for us people that actually have to go to work and sleep ect ect. which i am sure is the overwhelming majority of the community. |

Fade Azura
Chemikals Ministry of Inappropriate Footwork
97
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Posted - 2012.01.07 02:57:00 -
[4] - Quote
Jafit McJafitson wrote:I imagine CCP limited Jumpclones to 1 every 24 hours because they didn't want people jumpcloning to the other side of the map to defend their space as soon as a threat showed up and then jumpcloning back to resume whatever they were doing on the other side of the map.
However jumpclones were introduced at the same time as Titans. CCP at the time wanted Titans to be super super rare, but here we are in a game full of supercaps where you can set up a chain of titans to jumpbridge a fleet to practically anywhere in the game. Pandemic legion actually do this. They're deployed down south, but if you mess with their personal tech moons up north, they'll Titan chain right up there and push your sh*t in straight away, and then they'll Titan chain right back down again and resume whatever they were doing.
Even if you don't have a titan chain set up to your home region while you're deployed, you can still set your clone to another station remotely and just kill yourself, then pay for a new clone. That's what we do every time G0dfathers (they're so cute, they think they own Fountain) reinforce one of our POSes in Fountain while we're all deployed in Vale. We save it, dock our ships up, and kill ourselves back to vale to continue what we were doing.
So if you have an alliance full of low SP players you can traverse the map by podding yourself home. If you have an alliance full of high SP players you can probably set up a titan chain to bridge yourselves back home.
Therefore I think that the long cooldown on jumpclones is now redundant and jumpclones are only useful as a means of storing implants which would otherwise prevent you from wanting to participate in PvP. So the jumpclone cooldown timer should be reduced, or just remove JCs and give us free SP clones and allow us to unplug implants.
hehe dang sounds like the 24 rule is pretty redendunt after you explain it like that. and it sounds like not using any implants is best way to travel quickly as you said you can just pod urself home whenever. but if the timer was reduced then maybe some of you guys could hop in a trainer clone if you know your not gunna be on for next 12 hour(work+sleep or whatever)
thanks for that information sir |

Fade Azura
Chemikals Ministry of Inappropriate Footwork
103
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Posted - 2012.01.07 05:39:00 -
[5] - Quote
Mirima Thurander wrote:Vincent Athena wrote:How about if the clone jump does not result in changing stations, the timer is much shorter? That way the purpose of the 24 hour timer, to keep the universe a big place, remains, but a change done just to get into a low implant clone is fast. (Another reason for the 24 hour timer is to prevent easy escapes from a camped station.)
It could even be fitted into the game lore: Sending your mind across space is disruptive to it, and you need 24 hours to recover. But if the transfer can be done via a hardwired connection between you and your clone its much less disruptive and the recovery time is less. seeing as the Etards ignore the good ideas in favor of trolling the bad ideas i will repost this for more views and mabe it will sink in that this is a good idea
i think both ideas are good but the whole timer's purpose is pretty much circumvented by podding yourself back to any station you want with a medical facility ... you can get across the whole of eve in like what a few minutes regardless of your JC's. you can set your medical clone remotely and pod yourself to get anywhere. thats why you see people undock at trade hubs and Self destruct their pods. just have to pod yourself a few times and switch facilities. and the big alliances can just jump bridge all over. You can remotely set clone if your corp has an office or HQ there. If not, you have to dock there first.
because of that the timer is useless just got to setup a few strategic offices and pod yourself a few times.
so all the timer is doing now is preventing people from switching their clone when they want and causing them to log off or just not even use clones and use the tactic stated by Jafit . a 12 hour or less timer would allow people to switch their clone the next day when they get on eve after work and sleep. and still maintain a semblance of not allowing jump cloneing with no drawbacks.
this could be easily roleplayed as well as you can just say they are refined the tech used for it because its been out for a long time already ... would make sense that they could make it more efficient. |

Fade Azura
Chemikals Ministry of Inappropriate Footwork
106
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Posted - 2012.01.07 08:57:00 -
[6] - Quote
Nestara Aldent wrote:Even 24h is too much IMHO, so no thanks. Yes its a convenience, but I'd rather play _without_ it. If I put something sixty jumps away, I expect to be forced to go there manually. With portal the feeling of belonging to a game universe and immersion is broken.
if you read jafit's post Nestara you will see that the portal to do this is already there pretty much by setting your medical clone to diffrent stations remotely and podding yourself around the universe. and anyways you are never traveling the 60 jumps for a JC its an instantaneous jump into another clone and 24 hour timer before u can jump into a diffrent clone. which locks the average player out for 2 gaming sessions.
all this does is hinder game activity and make people play less. as people that know better will not risk expensive implants clones in pvp situations unless it has worth to it .. using slave set on nyx for example. |

Fade Azura
Chemikals Ministry of Inappropriate Footwork
106
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Posted - 2012.01.07 09:07:00 -
[7] - Quote
i actually really like jafits suggestion the best as he seems to have a good handle on JC's and medical clones. but it might be a bit too much as we all know ccp loves to watch us lose our isk in a fire .. and being able to unplug implants they might not go for but i would like to see at least a 12 hour timer put in but any suggestions to improve the system is more then welcome and if ccp see's this hopefully they will improve the outdated jump clone system ... i dont think it would be too much work at least i hope =)
i know it would make me happy and probably be a *nice improvement* for everybody in the community. |

Fade Azura
Chemikals Ministry of Inappropriate Footwork
107
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Posted - 2012.01.07 09:24:00 -
[8] - Quote
you are not getting what i am saying Nestara ..... if your corp/alliance decides to go on a roam and you stuck in a expensive implant jump clone you most likely will not go unless there is little risk in being podded. in nullsec/wh pvp the chances of getting podded are MUCH greater as you can use interdictor bubbles there and if you die in the bubble you can prety much kiss your clone goodbye.
and this thread is not about nerfing anything especially medical clones ... noone in the game wants that ... this thread is about streamlining the Jump clone timer to be in line more with the modern game of eve not what it was based on years ago when titans came out ... things are totaly diffrent now.
also i am not sure why you would enjoy flying 60 jumps to get something there is not much immersion there as almost everyone spends 50% of their game activity jumping around anyway. i would think immersion would be being able to get into the right clones for task at hand and flying with my m8's to fight when we get good opportunities to do so.( this is also in CCP's best interest as it promotes more pew pew)
the alternative is to risk losing a possible billion dollar clone in situations where its unneccasary(pretty dumb) or just waiting until you can jump your clone again and logging off. |

Fade Azura
Chemikals Ministry of Inappropriate Footwork
113
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Posted - 2012.01.07 09:30:00 -
[9] - Quote
ok now you are being an obvious idiot ... i doubt you couldnt stuck me in anything .... lol or whatever the hell your trying to say. anyways i doubt anyone cares what you say at this point if you want to fly 60 jumps to your jump clone then realize you could have just jumped there feel free ... what a moron =) .... see what happens when you try to reason with someone that has an IQ of a frickin gerbil ... rofl |
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