Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
LordLuciusMorpheus
|
Posted - 2008.05.04 20:11:00 -
[1]
I would like to just have yes or no for the reducing of the 24hr Cooldown time it takes to JC. x = yes o - no
|
Corduroy Rab
Digital Fury Corporation Digital Renegades
|
Posted - 2008.05.04 20:26:00 -
[2]
o - no |
Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2008.05.04 23:04:00 -
[3]
Your thread fails. But to humor you I will explain it as it should be...
If everyone jump clones at the beginning or ending of their day, say you jump clone at the end of your night, with the current 24 hour timer, you would be extending your play time by a few minutes every day. That is a big negative.
To be fair, the jump clone timer should be 23 hours or even 23 hours 55 minutes. Allowing for you to realistically jump clone every day and not extending your game time beyond your normal life style or sleeping requirements... So YES it should be reduced, but only just enough. |
NightmoonEagle
Minmatar Matari BackBone
|
Posted - 2008.05.04 23:23:00 -
[4]
Originally by: Nian Banks Your thread fails. But to humor you I will explain it as it should be...
If everyone jump clones at the beginning or ending of their day, say you jump clone at the end of your night, with the current 24 hour timer, you would be extending your play time by a few minutes every day. That is a big negative.
To be fair, the jump clone timer should be 23 hours or even 23 hours 55 minutes. Allowing for you to realistically jump clone every day and not extending your game time beyond your normal life style or sleeping requirements... So YES it should be reduced, but only just enough.
Your logic is flawed. If I have 3hrs every day to play, whether I use it to clone-jump, mine, mission, or just sit and stare at a station interior, I still only have 3hrs of game play per day.
Yes, clone-jumping may save you unnecessary travel time, but it cannot physically add hours (minutes, seconds) into the day.
|
Marcus Gideon
|
Posted - 2008.05.05 02:11:00 -
[5]
Originally by: NightmoonEagle
Originally by: Nian Banks
If everyone jump clones at the beginning or ending of their day, say you jump clone at the end of your night, with the current 24 hour timer, you would be extending your play time by a few minutes every day.
Yes, clone-jumping may save you unnecessary travel time, but it cannot physically add hours (minutes, seconds) into the day.
I think the point is... you decide to jump at 9pm before you log off for bed. The next day, you can't even attempt it until after 9pm. So you linger, get a drink, brush your teeth, and jump at 9:05. Now you have to wait until after 9:05 the next night, or wait another full day and pick a time from there.
I suppose if CCP is insistent on the 1/day rule, they could move it up a few minutes or even an hour. I'd honestly prefer if it were only a few hours delay, or if they used the implant module idea someone else was discussing. Where you load modules into a device, and can switch the devices every so often. I'm sure people use Jump Clones for quite a bit, but I also know I personally am interested in accelerated training vs. losing millions of ISK at a random gate camp. So I'm all for shortening the timer with any approach.
|
Lakut
Arcane Alliance
|
Posted - 2008.05.05 04:47:00 -
[6]
How about allow one* jump anytime between downtimes? Solves the issue completely while still effectively allowing only one jump every 24h on average.
*or maybe even two [possible prereq: Infomorph psychology on V], since one jump a day is kinda annoying if you find out you're suddenly needed somewhere completely different and are stuck in the wrong clone for another x hours. ----------
You get a wonderful view from the point of no return. |
Lusulpher
Raddick Explorations Friend or Enemy
|
Posted - 2008.05.05 06:00:00 -
[7]
Originally by: Lakut How about allow one* jump anytime between downtimes? Solves the issue completely while still effectively allowing only one jump every 24h on average.
*or maybe even two [possible prereq: Infomorph psychology on V], since one jump a day is kinda annoying if you find out you're suddenly needed somewhere completely different and are stuck in the wrong clone for another x hours.
Heck yes! x Live and Let Die...All of it...null |
Seetesh
Caldari Pixels Docks
|
Posted - 2008.05.05 08:11:00 -
[8]
Originally by: Lakut How about allow one* jump anytime between downtimes? Solves the issue completely while still effectively allowing only one jump every 24h on average.
*or maybe even two [possible prereq: Infomorph psychology on V], since one jump a day is kinda annoying if you find out you're suddenly needed somewhere completely different and are stuck in the wrong clone for another x hours.
I like this idea its better than the 24hour rule.
|
sliver 0xD
exiles.
|
Posted - 2008.05.05 08:15:00 -
[9]
Edited by: sliver 0xD on 05/05/2008 08:16:14
Originally by: NightmoonEagle
Originally by: Nian Banks Your thread fails. But to humor you I will explain it as it should be...
If everyone jump clones at the beginning or ending of their day, say you jump clone at the end of your night, with the current 24 hour timer, you would be extending your play time by a few minutes every day. That is a big negative.
To be fair, the jump clone timer should be 23 hours or even 23 hours 55 minutes. Allowing for you to realistically jump clone every day and not extending your game time beyond your normal life style or sleeping requirements... So YES it should be reduced, but only just enough.
Your logic is flawed. If I have 3hrs every day to play, whether I use it to clone-jump, mine, mission, or just sit and stare at a station interior, I still only have 3hrs of game play per day.
Yes, clone-jumping may save you unnecessary travel time, but it cannot physically add hours (minutes, seconds) into the day.
well thats where your logic and point of view is limited. you obviously miss a part of the game.
you forget that some players play this game full time as in 16 or more hours a day. its a huge pain in the ass that the cloneing is limited by 24 hours.
the logic of the jump clone was that you could jump clone to a system where there is a huge fight. and join this fight. makeing eve more fun becouse you get a great fight.
i for one do not use clone jumps becouse its unusefull for me to wait the damn 24 hours. i want to play eve now and not tomorow!
i would just remove the time and set the skill training on hold for time remaining when you jump in the 24 hours. --- Somebody needs a hug! |
Silvana Kor'ah
Minmatar
|
Posted - 2008.05.05 10:03:00 -
[10]
hell yes
x
The reason is simple. Imagine you like to pvp for a 3h eve'ning, and therefore don't want to get your +5 attribute enhancers blow up. So you CJ, make your 3h pvp every evening and are completely unable to get the benefits of your +5 set ...
Stupid! Make it a 12h cooldown, that's completely enough
|
|
LordLuciusMorpheus
|
Posted - 2008.05.07 01:58:00 -
[11]
Originally by: sliver 0xD Edited by: sliver 0xD on 05/05/2008 08:16:14
Originally by: NightmoonEagle
Originally by: Nian Banks Your thread fails. But to humor you I will explain it as it should be...
If everyone jump clones at the beginning or ending of their day, say you jump clone at the end of your night, with the current 24 hour timer, you would be extending your play time by a few minutes every day. That is a big negative.
To be fair, the jump clone timer should be 23 hours or even 23 hours 55 minutes. Allowing for you to realistically jump clone every day and not extending your game time beyond your normal life style or sleeping requirements... So YES it should be reduced, but only just enough.
Your logic is flawed. If I have 3hrs every day to play, whether I use it to clone-jump, mine, mission, or just sit and stare at a station interior, I still only have 3hrs of game play per day.
Yes, clone-jumping may save you unnecessary travel time, but it cannot physically add hours (minutes, seconds) into the day.
well thats where your logic and point of view is limited. you obviously miss a part of the game.
you forget that some players play this game full time as in 16 or more hours a day. its a huge pain in the ass that the cloneing is limited by 24 hours.
the logic of the jump clone was that you could jump clone to a system where there is a huge fight. and join this fight. makeing eve more fun becouse you get a great fight.
i for one do not use clone jumps becouse its unusefull for me to wait the damn 24 hours. i want to play eve now and not tomorow!
i would just remove the time and set the skill training on hold for time remaining when you jump in the 24 hours.
sliver 0xD, that is why I started this in the first place. I want to fight now, not 24hrs from now when the war or whatever is over. I shouldn't have to wait 24hrs to want to go fight or help in a war. For multiple JC's I think it would be better if the 24hrs was set to each JC, not all JC's. I should be able to go fight, then JC somewhere else and do missions or mine or whatever. Remember I, We are the ones paying to play. And by this, it is limiting my playing time. I know someone is going to say something smart about that last part so, Yes I LOVE this game and No I will not stop playing, and Yes I will suck it up. I have been for almost 5 yrs, but that's not the point of this. It's just to see what everyones Opinion on the 24hr Cooldown time on the JC is and if it should be changed or not, that's it. ------------------ System Information ------------------ Time of this report: 12/4/2007, 07:31:50 Machine name: ALIENWARE Operating System: Windows XP Professional (5.1, Build 2600) Ser |
Callthetruth
Caldari Caldari Provisions
|
Posted - 2008.05.07 08:26:00 -
[12]
12 hour cycle would appease more players. Twice per day would encourage more PVP and stuff
|
Cyberman Mastermind
|
Posted - 2008.05.07 09:47:00 -
[13]
Originally by: Silvana Kor'ah hell yes
x
The reason is simple. Imagine you like to pvp for a 3h eve'ning, and therefore don't want to get your +5 attribute enhancers blow up. So you CJ, make your 3h pvp every evening and are completely unable to get the benefits of your +5 set ...
I fear this is exactly the reason FOR the cooldown. CCP wants to force to decide between risking your implants or not using them.
Personally, I'd just add a "jumpclone support" implant that both clones need and costs at least 100M. Still risk(podding remains expensive) but more jumping. -------------------------------------------------- I'm a rich person. How I know? I can afford to be a miner. |
Lodhi
Celestial Apocalypse Insurgency
|
Posted - 2008.05.07 10:16:00 -
[14]
infomorph psychology L1 = 24h infomorph psychology L2 = 22h infomorph psychology L3 = 20h infomorph psychology L4 = 18h infomorph psychology L5 = 16h
why not?
|
Xplained
Caldari Caldari Provisions
|
Posted - 2008.05.07 10:57:00 -
[15]
I think 1 jump per 24hr is sufficient, if you were that despereate to get a to another location sooner, you could always use the old method and pod yourself, +4 Implants dont cost as much as they used too
yep, Mods stole my sig! |
Pliauga
|
Posted - 2008.05.07 11:19:00 -
[16]
ok, correct me if i'm wrong, but didn't the devs mention in one of the dev blogs that they are thininking about letting you to jump to and back from a JC once every 24h?
|
Andreya
Direct Intent
|
Posted - 2008.05.07 19:51:00 -
[17]
Originally by: Seetesh
Originally by: Lakut How about allow one* jump anytime between downtimes? Solves the issue completely while still effectively allowing only one jump every 24h on average.
*or maybe even two [possible prereq: Infomorph psychology on V], since one jump a day is kinda annoying if you find out you're suddenly needed somewhere completely different and are stuck in the wrong clone for another x hours.
I like this idea its better than the 24hour rule.
yes please... or just a 12 hour jump rule _________________________________________________________ Only once you've lost everything, are you free to do anything. Your signature exceeds the maximum allowed filesize of 24000 bytes -Navigator ([email protected]) |
Tarron Sarek
Gallente Cadien Cybernetics
|
Posted - 2008.05.07 19:56:00 -
[18]
How about a different, kind of new and fresh approach?
- Have a 24h timer for each clone
Now having a high level in infomorph psychology actually makes sense.
___________________________________
Balance is power, guard hide it well
-Ceterum censeo Polycarbonem esse delendam-
('nerf' means 'incompetence', esp. when you use it) |
Tamoko
|
Posted - 2008.05.07 21:29:00 -
[19]
Originally by: Lodhi infomorph psychology L1 = 24h infomorph psychology L2 = 22h infomorph psychology L3 = 20h infomorph psychology L4 = 18h infomorph psychology L5 = 16h
why not?
this. At the very least. Seriously, what harm could it possibly do to Eve at large to reduce the drudgery of long travels? Lowering the cooldown is the single largest thing, other than fixing the UI, that CCP could do to endear me to them more. ---
|
000Hunter000
Gallente Missiles 'R' Us
|
Posted - 2008.05.07 21:52:00 -
[20]
Yes, but as is the eve style, make it skillbased, release a skill (and mebbe funny enough an implant)
so u get a skill (which might need the infomorphe psychology skill to L5 to be able to learn it) and the skill reduces the cooldown an X hours/minutes per level. _______________________________________________________ CCP, let us pay the online shop with Direct Debit!!!
|
|
Robert VonBraun
|
Posted - 2008.05.07 23:21:00 -
[21]
the 24hr timer is good for the risk/reward side of losing implants but it makes using Rorquals and Mom's as intended very hard. I'd like to see a new JC class one that is only placed into Cloning Vat Bays.
|
Danton Marcellus
Nebula Rasa Holdings
|
Posted - 2008.05.07 23:26:00 -
[22]
Edited by: Danton Marcellus on 07/05/2008 23:25:59
I like to be able to clonejump every 24 seconds. I need to!
Seriously chill, I could go for a cooldown skill if it was 24 hours with max skills.
Oh and no, hell NO!
Should/would/could have, HAVE you chav!
Also Known As |
LordLuciusMorpheus
|
Posted - 2008.05.09 21:05:00 -
[23]
Having the CoolDown time based off a skill would be nice. Also the Clone Vat Bay idea would work as well. And as far as risk/loss, it would increase if the CoolDown was lowered. More players would be able to get to that Fight, War sooner, which in turn would increase Market sales. All +++ on CCP's end. ------------------ System Information ------------------ Time of this report: 12/4/2007, 07:31:50 Machine name: ALIENWARE Operating System: Windows XP Professional (5.1, Build 2600) Ser |
Zirconium Blade
Ass Pounding Space Monkeys
|
Posted - 2008.05.09 22:04:00 -
[24]
I agree, cooldown should be based on a skill. 10% less cooldown per lvl, base time 72 hours.
|
Auron Shadowbane
Pelennor Swarm Phalanx Alliance
|
Posted - 2008.05.09 22:16:00 -
[25]
i like the idea to have a cooldown for every clone. maybe even 1 week - 1day/infomorph psychology lvl.
add more skills to bring it down to ~24h/clone and add more to make more clones so you can have 30 spare clones in a rfiendly mom.
oh and plz for gods sacke link medical clones with jumpclones so you can use a friendly clone vat to redeploy right into a fight after dying!
|
Leviathan9
Gallente Royal Hiigaran Navy
|
Posted - 2008.05.09 23:50:00 -
[26]
I haven't read any replies to start off with.
Anyway, yeah i think it should be reduced, 24hrs is too long of a wait, make it shorter, like 6hrs or 12hrs. ----------------------------
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |