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Lufio II
Amarr n0thing Inc.
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Posted - 2009.01.20 17:54:00 -
[31]
I have a way better idea. Considering the way jumpclones are currently horribly broken (Modules not activating after a clone jump anyone?), just get rid of the mechanics and make it as it has been pre-Red Moon Rising, that is, no jump cloning at all. Also gets rid off the inconvenience to get a 8.0 corp standing for those empire dwellers, they didn't need those jump clones anyway ;)
(</sarcasm> by the way, in case your detectors are broken)
Honestly, the timers are okay the way they are. As mentioned earlier it needs planning and shortening those timers would open up too many conveniences that were explicitely denied during the creation of jump clones (such as too easy travelling, being in Empire for shopping skills and stuff to have moved with the next freighter that goes there in the morning shortly and back on the same evening to do your 0.0 PVP and such things). They are meant to cause some inconveniences for all the good they do (Implant Storage, Implant-Safe PVP, Clones with Implants for specific purposes, among other things), and I for one am happy that it's only a 24 hour timer and the need to have a ship to board with the clone if you don't want a rookie frig.
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The Yzzerman
Evil Plankton The Church.
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Posted - 2009.01.20 18:05:00 -
[32]
Or why dont they install npc taxi , where you can grab a taxi safe to empire thru 0.0
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JoeT
Amarr Short Attention Span
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Posted - 2009.01.20 18:09:00 -
[33]
Originally by: Gieron
Originally by: Larg Kellein Something like 20 hours would be good, though.
Agreed, the annoying thing is that it is exactly 24 hours, meaning you have to wait until the same time the next day. Just shortening it by a few hours would make a world of difference.
This has been the best idea i heard in a while. Go to the idea's threadand post it in there and hope it gets noticed. - We are anonymous. We Are legion. |
Avon
Caldari Black Nova Corp Band of Brothers
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Posted - 2009.01.20 18:14:00 -
[34]
Edited by: Avon on 20/01/2009 18:14:40 Jump clones were a bad idea, and they are still overpowered.
If 24hrs is inconvenient, then it should be extended to 36hrs rather than reduced to 12.
Eve-Online: The Text Adventure |
shoot me
House Harkonnen
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Posted - 2009.01.20 18:26:00 -
[35]
Just move your clone station to your destination and then pod kill yourself. That's the old school way of travel before jump clones. Just make sure the station your is going to re-appear in has a clone service to install a new clone immediately .
Don't use this method if the clone you are in has any implants as they will be lost forever.
Only cost is a new clone plus any installed implants and no restrictions or time limit. |
Bartholomeus Crane
Gallente The Crane Family
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Posted - 2009.01.20 18:38:00 -
[36]
The reason for the jump clone timer is to make sure that players actually, well, undock and play the game.
Consider the case when there wasn't a jump clone timer. People would have lots of clones and never have to leave the stations, except to place a jump clone somewhere. Things like interdiction attacks on connection pipes would simply die out. Low sec piracy would become even harder than it is now. Sure it would be very convenient, but the game would be negatively affected. Don't forget, every time you jump clone from Empire into 0.0 a kitten dies! Think about the kittens!
Having said that, the length of the jump clone timer is somewhat arbitrary. Why 24 hours and not 23.5? In fact, 48 hours could also have been chosen. However long the jump clone timer is though, it has to be long enough for you to consider actually, well, undocking and taking the risk to actually play the game. For that I think 24 hours is good enough.
Also, and not unimportantly, it forces you to make a choice. Although you might not like actually chosing something, with the jump clone timer as it is now, you actually have to chose to either jump clone and do some mission whoring in Empire, or stay and help out your buddies in that war you're fighting. And when you look at it, making choices is what EVE is all about. If you can't or don't want to, well then maybe Peggle would be a better option for you instead.
Not that I'm worried really. Afterall, I don't think CCP will never change it anyway. So now, go out and try to be the best you can within the constrained environment EVE provides for you. -- Quis custodiet ipsos custodes? |
Megan Maynard
Minmatar Out of Order
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Posted - 2009.01.20 19:12:00 -
[37]
Originally by: Rayton Drew
Originally by: Raven Nightstalker
Originally by: Rayton Drew
Originally by: Kuranta Edited by: Kuranta on 20/01/2009 11:24:15 It should stay as is.
Since some people are complaining, it's working as intended.
Umm a game is supposed to be fun? If I need to complain it's not fun?
If you're complaining then CCP is clearly doing their job.
Forgive me for not understanding, could you explain?
WOW is that way ----------->
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Megan Maynard
Minmatar Out of Order
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Posted - 2009.01.20 19:13:00 -
[38]
Originally by: The Yzzerman Or why dont they install npc taxi , where you can grab a taxi safe to empire thru 0.0
WOW is that way ------------>
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JoDan Troikian
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Posted - 2009.01.20 20:58:00 -
[39]
Jump clone timers are working as intended, imho. I agree they are a pain, but they make you decide what and when you are going to invest your next 24 hours in. I personally think that they should limit the amount of implants in clones so that only ONE clone is implantable at once.
A mining/salvaging/speedtanking/beancounter/shield boosting/armor tanking clones etc, is weak sauce. Feel free to disagree, but that is my opinion.
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Sephy'Ra
Ascendant Strategies Inc.
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Posted - 2009.01.22 07:32:00 -
[40]
That, however, is the whole idea behind jumpclones. Different bodies for different purposes and in order not to be too 'exploitable' there is the counter. If implants weren't kept the only implants worth plugging in are maybe +3s and cheap tier2 hardwirings as everything else would be lost during CJing and that is a bit pricey after a while.
Sephy |
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Gorefacer
Caldari Resurrection Skunk-Works
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Posted - 2009.01.22 08:49:00 -
[41]
Originally by: Rayton Drew I find it quite restrictive. Would be nice if it was just an hour or two.
Im sure CCP have their reason for the 24hr timer, anyone here know why it's the way it is?
Why I don't use implants.
Who needs SP anyway (serious).
"You can't reason someone out of a belief they haven't reasoned themselves into" - Prometheus |
Tippia
Raddick Explorations BlackWater.
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Posted - 2009.01.22 09:19:00 -
[42]
The only problem I have with the 24h timer is that, for all intents and purposes, it's really a >24h timer. If you're a heavy jump-clone user, you're always doing it later and later in the day until it's no longer possible to be online when your window opens up.
Even moving it down to 23h 55min would solve that little niggle — then it would effectively be 24h. |
H Lecter
Gallente The Black Rabbits The Gurlstas Associates
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Posted - 2009.01.22 09:37:00 -
[43]
20 hours would be just fine. However, I'm not too optimistic that CCP cares about what we think about this matter...
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.01.22 09:47:00 -
[44]
24 hour baseline perhaps 5 skills could reduce it add it to biology 5 - 2 hours per level level 5 would give 10 hour reduction or make a 20% reduction per level to bring it down to 12 hours maxed out |
Confuzer
Volition Cult The Volition Cult
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Posted - 2009.01.22 10:16:00 -
[45]
Originally by: Bartholomeus Crane The reason for the jump clone timer is to make sure that players actually, well, undock and play the game.
This is so NOT true.
Example: I need to update orders in the drone regions: I jump at 22:00 on a day which has no activity in corp. I update orders... bah nothing else to do here, okay I log and go read a book.
Next day: pvp op! Starts at 19:00... ooh ****, can't jump yet, have to wait 3 hours. O well, gonna read my book again *closes client*. |
Ocih
Amarr
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Posted - 2009.01.22 10:16:00 -
[46]
Originally by: Larg Kellein 1-2 hours would be far too short, would basically negate the inconvenience of travel and war.
Something like 20 hours would be good, though. I'm going to assume most people have relatively fixed play time available, and most people with a job and family can't set aside much more than 4 hours on a week day. If you clone jump during that window, you won't be able to do so during your play window the next day, effectively making it a 48 hour timer in that situation.
I don't find people use JC's to circumvent travel. I only have 3. A High sec and 2 in 0.0 sec. The high sec clone is one jump to low, 6 to 0.0 and it just isn't going there. It's an implant clone. Unless I have the replacement implants in assets, not going to 0.0, I don't care. When there is a war dec, it doesn't even undock uneless it's in an Anathema. I think that is the standard use for Jump clones. Really, I only need 2. The no implant one, the implant one. The 2 in 0.0 are 6 jumps apart of 2 JB's. There really is no need for 24 delays on clone jumps. 8 would be plenty but If I am in a no implant JC and I want to be somewhere, I will suicide the Pod and pay the clone upgrade so I don't worry that much about it. |
TimMc
Gallente Brutal Deliverance OWN Alliance
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Posted - 2009.01.22 10:37:00 -
[47]
Originally by: Larg Kellein 1-2 hours would be far too short, would basically negate the inconvenience of travel and war.
Something like 20 hours would be good, though. I'm going to assume most people have relatively fixed play time available, and most people with a job and family can't set aside much more than 4 hours on a week day. If you clone jump during that window, you won't be able to do so during your play window the next day, effectively making it a 48 hour timer in that situation.
This. I jump clone at the end of the day, and cannot play the next because of it. |
Hurricane Carter
0ccam's Razor UNLeashed Legion
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Posted - 2009.01.22 11:24:00 -
[48]
Agreed, I think even 23 hours would be fair enough.
Currently 24, on the dot makes you miss out. making it 20 hours would be brilliant cause that'd mean if you have a average of 4 hours a day to play, and you jump when you log off, you'll be able to jump back to 0.0 for instance when you log back in in your "normal" start time the next day.
If thats too short, 23 would be spot on
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Squably
Minmatar Invenio Inceptum
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Posted - 2009.01.22 12:06:00 -
[49]
Make it 50 hours, theres no need to shorten it. |
Wendat Huron
Stellar Solutions
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Posted - 2009.01.22 13:40:00 -
[50]
I think everyone should have max amount of jumpclones on creation, placable anywhere. |
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Squably
Minmatar Invenio Inceptum
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Posted - 2009.01.22 13:50:00 -
[51]
Originally by: Wendat Huron I think everyone should have max amount of jumpclones on creation, placable anywhere.
The sarcasm is great in this one my padawan |
Ratchman
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Posted - 2009.01.22 15:14:00 -
[52]
The reason I would like a shorter time period is purely down to the fact that if you jump, you are stuck for a whole day after that. This doesn't mean I deliberatly avoid travel in dangerous areas, it's just that the distance between my jump clones is a very long way, and it takes hours to travel the normal way.
In a normal gaming session, you want to be active, not spend the whole time travelling. I agree that it shouldn't be too easy and exploitable, as people will exploit it, given the opportunity, but I think shortening it to anywhere between 6-12 hours would be fine without opening it up to exploits.
I did posit the idea of having a minimum of say 2-4 hours, but having a limited number of times you can jump in a single 24 hour period, say 3-4 times before neural shock sets in. That should allow for some flexibility without it being exploited (to any real degree, anyway).
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Korizan
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Posted - 2009.01.22 15:15:00 -
[53]
I like the idea of 20 hour jump clones from station to station.
I want to be able to jump from a ship clone VAT bay as well as too. I also think that ship clone vats should have a 8 or even 4 hour timer on them.
It would be really nice to jump a mothership with lots of carriers in for an op drop off ships have people clone jump to the mothership. Perform the op. turn around load up what is left and clone jump back out.
THe big part is that you can now have implants on a ship clone and allows you to do a lot more in a short period.
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Heikki
Gallente Wreckless Abandon
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Posted - 2009.01.22 15:38:00 -
[54]
Can't quite decide whether the suggestion of 20 hour timer, or that of 36-44 hours, is better..
Originally by: Rayton Drew Umm a game is supposed to be fun?
Not quite true for all games, or for all the time. Perhaps 'challenging' and/or 'rewarding' are better words.
It might be more fun if we could jump clone faster, or have NPCs haul our stuff, or have '/summon_any_item' - code available. Yet those all might break the things we get from the game.
It's a slippery road indeed.
-Lasse for S&M games
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Spurty
Caldari Technologic Dance
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Posted - 2009.01.22 16:06:00 -
[55]
Originally by: Larg Kellein
Something like 20 hours would be good, though. I'm going to assume most people have relatively fixed play time available, and most people with a job and family can't set aside much more than 4 hours on a week day. If you clone jump during that window, you won't be able to do so during your play window the next day, effectively making it a 48 hour timer in that situation.
agree on your point as this is my experience. Have pod jumped my way back in the past costing me two sets of implants for urgent cta.
like to see a rank 10 skill to reduce time by 5% per level but its way down low on the list of word ccp need to actually do :P |
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