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Fade Azura
Chemikals Ministry of Inappropriate Footwork
93
|
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? |

Sadaris
STA'IN -affliction-
5
|
Posted - 2012.01.06 23:39:00 -
[2] - Quote
No |

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

Monica Sharezan
Azura Industries The World of Friends Alliance
33
|
Posted - 2012.01.06 23:44:00 -
[4] - Quote
I think its a good idea .. its not like 12 hour is gunna make a diffrence .... you can fly from one end of the universe to the other end in like a couple hours or much less using cyno's |

Monica Sharezan
Azura Industries The World of Friends Alliance
33
|
Posted - 2012.01.06 23:45:00 -
[5] - Quote
sadaris give a reason or you just look like a e-tard ginger stepchild who died their hair blonde b4 kick-a-ginger day. |

Vincent Athena
V.I.C.E. Comic Mischief
249
|
Posted - 2012.01.07 00:22:00 -
[6] - Quote
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. 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. |

Sadaris
STA'IN -affliction-
5
|
Posted - 2012.01.07 01:36:00 -
[7] - Quote
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. |

Jafit McJafitson
Dreddit Test Alliance Please Ignore
105
|
Posted - 2012.01.07 02:47:00 -
[8] - Quote
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. |

Fade Azura
Chemikals Ministry of Inappropriate Footwork
97
|
Posted - 2012.01.07 02:49:00 -
[9] - 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
|
Posted - 2012.01.07 02:57:00 -
[10] - 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 |
|

Monica Sharezan
Azura Industries The World of Friends Alliance
35
|
Posted - 2012.01.07 03:05:00 -
[11] - Quote
Monica Sharezan wrote:sadaris give a reason or you just look like a e-tard ginger stepchild who died their hair blonde b4 kick-a-ginger day.
btw i am not a natural ginger ... look at the eyebrows! ... i just died my hair red to signify that yes indeed i do not have a soul. |

Monica Sharezan
Azura Industries The World of Friends Alliance
35
|
Posted - 2012.01.07 03:12:00 -
[12] - 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.
yup this pretty much proves the 24 rule is an outdated relic .... change to 12 hours would make more people go pew pew! and not logoffski
|

Mirima Thurander
Sarajevo Syndicate True Reign
213
|
Posted - 2012.01.07 05:03:00 -
[13] - 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.
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 love the the smell of victory in the morning. It smells like... Blood, vomit and burning flesh. I Like You. I'll Kill You Last. |

Michael Harari
The Hatchery Team Liquid
37
|
Posted - 2012.01.07 05:04:00 -
[14] - Quote
Id like to see the jump clone timer changed to twice ever 48 hours instead of once ever 24. |

Fade Azura
Chemikals Ministry of Inappropriate Footwork
103
|
Posted - 2012.01.07 05:39:00 -
[15] - 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. |

Nestara Aldent
EVE University Ivy League
24
|
Posted - 2012.01.07 07:23:00 -
[16] - Quote
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. |

Fade Azura
Chemikals Ministry of Inappropriate Footwork
106
|
Posted - 2012.01.07 08:57:00 -
[17] - 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
|
Posted - 2012.01.07 09:07:00 -
[18] - 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. |

Nestara Aldent
EVE University Ivy League
25
|
Posted - 2012.01.07 09:11:00 -
[19] - Quote
Raise the cost of the clone then. That's easy to solve. Moving around in the game world doesn't hinder the game activity. It is the game activity.
|

Fade Azura
Chemikals Ministry of Inappropriate Footwork
107
|
Posted - 2012.01.07 09:24:00 -
[20] - 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. |
|

Nestara Aldent
EVE University Ivy League
24
|
Posted - 2012.01.07 09:27:00 -
[21] - Quote
Fade Azura wrote: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.
Of course. That's working as intended. I didn't stuck you in +5 clone did I? |

Fade Azura
Chemikals Ministry of Inappropriate Footwork
113
|
Posted - 2012.01.07 09:30:00 -
[22] - 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 |

Nestara Aldent
EVE University Ivy League
24
|
Posted - 2012.01.07 11:03:00 -
[23] - Quote
I don't know why I even bother when its clear you dont want to discuss in a civil manner. Point of the game is making decisions, and one of those is when to clone jump. So if you're found yourself in a clone with expensive implants and your next clone jump is not ready yet so you cant pvp with your buddies, _that's entirely your problem for not planning in advance_.
|

Monica Sharezan
Azura Industries The World of Friends Alliance
40
|
Posted - 2012.01.07 11:09:00 -
[24] - Quote
honestly Nestara you are a very young and inexperienced character ... i seriously doubt you even got a jump clone much less one with any good implants ... please just stop talking as you dont have any clue even whats going on here ... lol. thank you. |

Kristoffon Ellecon
Dreddit Test Alliance Please Ignore
7
|
Posted - 2012.01.07 21:27:00 -
[25] - Quote
As much as I'd like to see that implemented let me tell you guys there's a workaround already: being rich.
Jumpclones are meant as a trade between spending isk and getting benefits such as faster training and better ship attributes.
If you're complaining about being podded in a pvp fight then you're not rich enough. As much as I hate being podded in a +4 set it's better than sitting in station and even many times I lost my ship but managed to escape a couple gatecamps trough null in my pod. And if I do lose them, oh well, time to buy new ones.
The only benefit I'd get from shorter cooldown is being able to update market orders more often while my alliance is deployed elsewhere. |

Mesasone
Anla'Shok
0
|
Posted - 2012.01.08 04:36:00 -
[26] - Quote
Boo-hoo. The number one rule in EVE is don't fly what you can't afford to lose. If you can't afford to PVP in a clone with +5 implants, then don't use +5 implants! +3 implants are pretty cheap and +2 implants are practically free. Use those instead. |

Dantes Wolf
i-Pos Inception Alliance
7
|
Posted - 2012.01.08 17:17:00 -
[27] - Quote
Meh..
It's a nuissance, end of story.
Supported.
Det er s+Ñdan lidt.. Meh.. -áMen der er meget af det.. :) |

Tomytronic
GoonWaffe Goonswarm Federation
48
|
Posted - 2012.01.08 17:29:00 -
[28] - Quote
Why do people insist on clinging to the arbitrary barriers to fun in the game? There is literally no reason for jump clones except to act as a sort of bottleneck for enjoyment. They are pointless and stupid and do nothing but stand in the way of enjoying the game wherever you are. The fact that anyone wants to hold onto jump clones and learning implants shows that they have become Stockholm syndrome sufferers, unable to see that they are being forced into misery because they think it's the only way.
Remove jump clones, remove learning implants and hell, remove learning attributes. All they do is provide meaningless and perfunctory barriers to the enjoyment of playing the game. They restrict your in-game freedom in large and noticeable ways and no-one in the right mind should want to hold onto them. There is no reason for their continued existence. None. |

Nestara Aldent
EVE University Ivy League
24
|
Posted - 2012.01.08 19:26:00 -
[29] - Quote
Tomytronic wrote:Why do people insist on clinging to the arbitrary barriers to fun in the game? There is literally no reason for jump clones except to act as a sort of bottleneck for enjoyment. They are pointless and stupid and do nothing but stand in the way of enjoying the game wherever you are. The fact that anyone wants to hold onto jump clones and learning implants shows that they have become Stockholm syndrome sufferers, unable to see that they are being forced into misery because they think it's the only way.
Remove jump clones, remove learning implants and hell, remove learning attributes. All they do is provide meaningless and perfunctory barriers to the enjoyment of playing the game. They restrict your in-game freedom in large and noticeable ways and no-one in the right mind should want to hold onto them. There is no reason for their continued existence. None.
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. |

Hirana Yoshida
Behavioral Affront
245
|
Posted - 2012.01.08 19:34:00 -
[30] - Quote
Just add an emergency jump-clone; Get the current one jump per day, all subsequent jumps made that day, before the brain, amino acids or what not has stabilized causes memory loss .. ie. extra jumps acts as if you were podded with a basic or some lower tier clone.
There, problem solved. You get to chose if time to retrain is more important than ISK for the implants .. as it should be. |
|

Simc0m
Dreddit Test Alliance Please Ignore
9
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|

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
|
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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