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Simc0m
Dreddit Test Alliance Please Ignore
9
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Posted - 2012.01.08 19:36:00 -
[31] - Quote
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.
This.
I'll go a little bit further. NO timer if jumping into a clone in the same station. |

Tomytronic
GoonWaffe Goonswarm Federation
48
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Posted - 2012.01.08 19:56:00 -
[32] - Quote
Nestara Aldent wrote:
Or maybe not.
You're asking game to be dumbed down because you cant plan in advance to jump into a clone for pvp, either an empty one or maybe with two cheap +3 implants.
'Dumbing down'
You see how you've been suckered in? Jump clones do not add any level of complexity that makes the game enjoyable. You're buying into the nonsense and you accept the current state of affairs without question. It doesn't have to be this way. Don't you understand?
Things can change. We can remove this arbitrary barrier to fun. We can do it.
Together.
But first you have to sit yourself down and ask yourself a simple question: why do I accept these meaningless restrictions? |

Nestara Aldent
EVE University Ivy League
24
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Posted - 2012.01.08 20:17:00 -
[33] - Quote
Tomytronic wrote:Nestara Aldent wrote:
Or maybe not.
You're asking game to be dumbed down because you cant plan in advance to jump into a clone for pvp, either an empty one or maybe with two cheap +3 implants.
'Dumbing down' You see how you've been suckered in? Jump clones do not add any level of complexity that makes the game enjoyable. You're buying into the nonsense and you accept the current state of affairs without question. It doesn't have to be this way. Don't you understand? Things can change. We can remove this arbitrary barrier to fun. We can do it. Together. But first you have to sit yourself down and ask yourself a simple question: why do I accept these meaningless restrictions?
You don't like it, but I have no problem with it. And managing training plan and attribute remaps for optimal use of training time, how it's "barrier to fun"? How it's barrier to fun, when you can just clone jump, put two cheap +3 implants in that clone and pvp to your heart's content?
I don't get it. It's not a barrier to my fun.
Eve is made so that every decision has both advantages and drawbacks, including implants. Removing implants would simplify one part of the game which is "working as intended" and don't need a fix. |

Lord Zim
Bat Country Goonswarm Federation
500
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Posted - 2012.01.08 20:41:00 -
[34] - Quote
The only reason this is a problem for you, is that you're perpetually trying to min/maxing everything. I haven't had an implanted clone on my PVP char the last 2+ years, because I know I will get podded, and I can't be arsed to use implants.
Essentially, the "oh god I can't go PVPing because I'm in my +5 clone" problem is your own fault. You chose to go there instead of being more patient or less min/maxing. |

ShipToaster
91
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Posted - 2012.01.08 21:03:00 -
[35] - Quote
Lord Zim wrote:The only reason this is a problem for you, is that you're perpetually trying to min/maxing everything. I haven't had an implanted clone on my PVP char the last 2+ years, because I know I will get podded, and I can't be arsed to use implants.
Essentially, the "oh god I can't go PVPing because I'm in my +5 clone" problem is your own fault. You chose to go there instead of being more patient or less min/maxing.
Would agree with this. Remove implants which boost learning speed would also fix this. The only contact I want to have with eve university is if I can have them all ****** to death by space robo donkeys.
Griefing CCP - Bounties for E-Uni Ganking: action continues. https://forums.eveonline.com/default.aspx?g=posts&m=343354#post343354 |

Tomytronic
GoonWaffe Goonswarm Federation
48
|
Posted - 2012.01.08 21:40:00 -
[36] - Quote
Lord Zim wrote:The only reason this is a problem for you, is that you're perpetually trying to min/maxing everything. I haven't had an implanted clone on my PVP char the last 2+ years, because I know I will get podded, and I can't be arsed to use implants.
Essentially, the "oh god I can't go PVPing because I'm in my +5 clone" problem is your own fault. You chose to go there instead of being more patient or less min/maxing. You worked around the problem by gimping yourself. Everything is working as planned! A feature that causes people to react like this is not a beneficial one. It is a problem and just because you've given up seeing it as one, doesn't mean it isn't actually one. |

Lord Zim
Bat Country Goonswarm Federation
500
|
Posted - 2012.01.08 21:49:00 -
[37] - Quote
I haven't "given up seeing it as one", I've just stopped giving a flying **** because it doesn't matter. Oh dear my skillplan didn't finish a few days earlier after a whole year, I must perform seppuku now. |

Katie Frost
Asgard. Exodus.
13
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Posted - 2012.01.08 23:40:00 -
[38] - Quote
I can see the OPs argument and I do not agree with it.
You opted to jump into your +5 clone to maximise your training time while you do not PvP. You are not restricted from PvP-ing in any shape or form whilst in your +5 clone... you just don't because you are scared of losing the implants. This is an invalid argument to change anything about this game.
The argument that there are other ways to traverse the EVE universe by podding yourself repeatedly or Titan bridging also does not reinforce your argument. This would suggest that the 24-hr clone-jump timer for the purpose of traversing large areas of space has therefore been resolved, as there are clearly other ways to do this without having to wait 24 hours or going gate-to-gate.
Now whether jump-clones should exist at all... that is a valid argument but not the one that you made... so -1. |

XXSketchxx
Dreddit Test Alliance Please Ignore
78
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Posted - 2012.01.08 23:47:00 -
[39] - Quote
I have a better idea.
Remove jump clones and learning implants. |

Vincent Athena
V.I.C.E. Comic Mischief
256
|
Posted - 2012.01.09 17:37:00 -
[40] - Quote
Jump clones were added because suiciding yourself about the universe was the norm. Players asked CCP for some sort of relief from having to to that, something a bit more convenient. Others did not want more convenience in the game. The compromise was jump clones with a 24 hour cooldown. Not complete freedom, but enough to reduce the desire to suicide jump.
Any game mechanic that causes people to log instead of play is a poor one, and should be changed. CCP employees should never proclaim a feature to be awesome. Only subscribers should. Subscribers can never answer a question posed to CCP. Only CCP can. |
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Lord Zim
Bat Country Goonswarm Federation
500
|
Posted - 2012.01.09 17:39:00 -
[41] - Quote
Vincent Athena wrote:Any game mechanic that causes people to log instead of play is a poor one, and should be changed. Remove implants, then? |

Hannibalx
Bladerunners
6
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Posted - 2012.01.09 19:42:00 -
[42] - Quote
Simc0m 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. This. I'll go a little bit further. NO timer if jumping into a clone in the same station.
+1 to both quotes |

Welsige
SregginWaffe Elite Space Guild
0
|
Posted - 2012.01.11 16:56:00 -
[43] - Quote
I would go further and reduce the timming to 6 hours, but whatever this time may be, 12, 6, 8.4323, the current time is too long. The time should allow a player logging the next day after a night of sleep to jump clone.
I primarily pvp, and it have been the norm to me to keep myself without implants just because i need to often as soon as i log to be somewhere else, far far away, because the place i live and the places i fight usually are regions appart.
Death cloning works fine, sure, but as the game progresses i can see a point in time where I will have to chose not ot play simply because my JC is still in cooldown and suiciding will have a unreasonable price attached to it. I already pay 2milion for each suicide in case my clone isnt available just because a few hours / minutes, and Ops wont wait.
I seriously wish i could resume using implants, right now they are pretty much worthless to me just because i have to commit suicide once a day. |

Nova Fox
Novafox Shipyards
2746
|
Posted - 2012.01.11 17:07:00 -
[44] - Quote
Id rather have a seconde skill that reduces the time. but yes it needs to be shorter.
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Welsige
SregginWaffe Elite Space Guild
0
|
Posted - 2012.01.11 17:34:00 -
[45] - Quote
Nova Fox wrote:Id rather have a seconde skill that reduces the time. but yes it needs to be shorter.
could work as well, maybe like -2 or -3 hours per skill level.
|

Fidelium Mortis
Quantum Cats Syndicate
24
|
Posted - 2012.01.11 19:51:00 -
[46] - Quote
Nova Fox wrote:Id rather have a seconde skill that reduces the time. but yes it needs to be shorter.
Agreed. Though I think 1 hour per level is more than sufficient. The main issue I have is that if I make the choice to jump into a clone during a game session, it actually has the potential of impacting close to 2 days of gameplay especially if the jump is made close to the end of the usual playing session. I honestly couldn't care less about the actual cost of the clone, it's more the fact that some ships that I fly are specifically setup with a specific set in mind (or even possible to use due to pg/cpu limits). A 5 hour reduction to the cooldown means that, in most cases, I will have the freedom to pick the clone I want for my next playing session. ICRS - Intergalactic Certified Rocket Surgeon |

AnzacPaul
Invictus Australis Northern Coalition.
96
|
Posted - 2012.03.03 04:46:00 -
[47] - Quote
bumping this for a good idea. 12 hrs is great! |

James Amril-Kesh
4S Corporation RAZOR Alliance
57
|
Posted - 2012.03.03 07:11:00 -
[48] - Quote
I personally like the idea of having to wait 24 hours for clone jumps that move you, while abolishing the timer entirely for jumps to clones within the same station. Support showing T2 and faction frequency crystal damage in the info window! |

Amber Lumiere
Center for Advanced Studies Gallente Federation
1
|
Posted - 2012.03.03 08:31:00 -
[49] - Quote
If there were no jumpclone timer, how would CCP discourage players from trying PvP? It's clear from the current design of the game that they want as few players PvPing as possible, but making this change would encourage more PvP, and that's obviously not what CCP wants...
/sarcasm
|

Robert Caldera
Caldera Trading and Investment
161
|
Posted - 2012.03.03 14:22:00 -
[50] - Quote
raise the cooldown to 1 week or something.
Jumpcloning shouldnt be for regular travel, that are ships for.
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Vixxen Sparkledust
Imperial Shipment Amarr Empire
4
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Posted - 2012.05.26 05:49:00 -
[51] - Quote
I like the idea of a 12 hour timer. It would be nice. Now that I'm prepping to learn PvP, I'd use it to switch btwn my pvp clone and my training implant clone. 12 hours btwn clones would be much more practical than the 24 hour timer which feels overly long (zzzzzz).
Thanks!
Vixxen Sparkledust
 |

Bluddwolf
Minmatar Death Squad Broken Chains Alliance
29
|
Posted - 2012.05.26 13:00:00 -
[52] - Quote
I did not read all of the posts here, but here is my take on it.
There could be a few options here:
1. Put your "training clone" at risk and join the fight for your corp / alliance.
2. Stay in your "training clone" and stay out of the fight. Maybe your corp / alliance will understand.
3. CCP could reduce the timer to 12 hours, but that is no garauntee that you won't find yourself in the same situation.
4. CCP could change training "implants" into a Captain's Quarters function, so that you only getting training boost when you are "docked" and your training "implants" will never be at risk or tied to one particular clone.
I personally like my idea #4 the most, because it can be explained logically as a game mechanic. Making a new thread for this one... To join Heimatar Military Industries-á visit website or conatct Bluddwolf in-gamewww.hmi.guildlaunch.com |

Michael Harari
The Hatchery Team Liquid
115
|
Posted - 2012.05.26 16:15:00 -
[53] - Quote
I think 2 jump clones / 48 hours would be better. |

Lord Zim
708
|
Posted - 2012.05.26 16:17:00 -
[54] - Quote
1 jumpclone pr week. Stop this power projection loophole! |
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