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45 million ISK cover charge to PvP...

Author
Mashie Saldana
V0LTA
WE FORM V0LTA
#41 - 2012-07-18 17:28:27 UTC
The 45m ISK for the clone is nothing compared to the implants that are lost at the same time.
Lin-Young Borovskova
Doomheim
#42 - 2012-07-18 17:30:11 UTC
Marconus Orion wrote:
I'm just face palming left and right over the "train an alt" posts. Really??



It's the biggest problem in Eve, primordial idiots unable to evolve or think by themselves.

brb

Ranger 1
Ranger Corp
Vae. Victis.
#43 - 2012-07-18 17:36:01 UTC  |  Edited by: Ranger 1
Mashie Saldana wrote:
The 45m ISK for the clone is nothing compared to the implants that are lost at the same time.


Implants are voluntary purchases that give distinct tangible benefits, your clone cost is somewhat out of your control unless you wish to stop progressing in the game... and frankly it makes little sense.

Why, exactly, should a clone with more skills learned cost more? Is it more expensive to grow one with a bigger brain? SmileSmileSmile

Yes, I'm being a bit silly with the question but it really does make no sense what so ever.

There are better ways to do this that also promote using inexpensive, riskier ships in combat... and involve player industry and the economy.

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Fiona Tsero
Doomheim
#44 - 2012-07-18 17:41:25 UTC
Well if clones are such an ISK sink, maybe it's time to remove insurance to remove a fountain.
Ranger 1
Ranger Corp
Vae. Victis.
#45 - 2012-07-18 17:45:33 UTC
Fiona Tsero wrote:
Well if clones are such an ISK sink, maybe it's time to remove insurance to remove a fountain.


I have been in favor of this since the day the servers went live.

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Rain King
Playing Alone Sucks
#46 - 2012-07-18 17:50:20 UTC
Worry less about the kitchen plumbing and more about a way to encourage players to be willing to take a loss in PvP. If someone has to drop 50 million for a clone just to PvP, I don't blame him for turning to alternate methods to obtain a sense of fun and accomplishment. So focusing on the problem at hand, nothing else, what is the logical solution to removing a player's roadblock to more PvP?
Corina Jarr
en Welle Shipping Inc.
#47 - 2012-07-18 17:53:23 UTC  |  Edited by: Corina Jarr
Interestingly, my clone hasn't been up to date for months. Its just a few days lost, and I am reasonably confident I will not be podded (I always make sure that I update if going to null or WH space).

Edit: and I would have no issue with removing clone costs (or reducing) along with insurance.
Alternatively, make it into a real insurance company and make the largest ISK sink in the game...Lol
Cass Lie
State War Academy
Caldari State
#48 - 2012-07-18 18:00:13 UTC
I am with Marlona on this one, I think the clone costs serve as a rather artificial barrier further discouraging the higher sp chars from pvp. Not really a good thing. Also, above certain (say, battleship + basic market skills) threshold, the higher sp chars don't really have greater isk generating potential. There is however also a counterargument, lowering clone costs would significantly increase power projection via death clone jumping.

On a slightly related note, I think the jump clone timer could be lowered to 23 or 22 hours.
Roll Sizzle Beef
Space Mutiny
#49 - 2012-07-18 18:06:16 UTC
Cost of ship: 15m
Cost of mods: 10m
Cost of basic implants: 10m
Cost of some temp boosters: 5m

Cost of playing longer than most other players: 45m

You currently have 400m to spend this weekend
What is better for EvE in worst case scenario.?
Losing 10 ships, 100 modules, X boosters
or adding clone costs
losing 4 ships, 40 modules... etc.

If you are more willing to lose items without the worry of clone cost, the more the player market moves to make up for the lost items, and more items being wiped from the face of the universe. Although they lose an isk sink, its still a healthier game for it. An adjustment in insurance by a few % can easily offset the clone isk sink. I just know there is a graph somewhere showing the total loss of clones in a year and yearly payouts of insurance.

Bloated clone costs punish the minority that love the game enough to keep playing past the standard few years of interest.
Some peoples solution, make a highly specialized alt with little SP... then what about your main? Are you dooming it to eventually be some super cap stuck alliance tool? Not training SP on some character is not an option considering you are paying to train 24/7 and to not make use of training time is silly.

Years of training will let you do missions, mining, combat more efficiently. Yet you can only EVER use so much of your SP at a time, and while your effective skill to time required for a task eventually hits lvl 5 and can no longer be boosted. The clone cost still escalates beyond the earning capabilities of some professions. Just because you play for a long time also does not mean you are a mega ceo with underlings in step underneath you giving you isk. Nor will you be rolling in isk as a weekend warrior,
CCP simply punishes players the longer they stick with it.
Skex Relbore
Center for Advanced Studies
Gallente Federation
#50 - 2012-07-18 18:43:07 UTC
Honestly I'd like to see the clone cost substantially reduced or eliminated. I'd also like toe see all training implants removed and a flat 5 points added to every attribute.

Replace learning implants with combat implants that would give a benefit worth of risking them rather than simply being a impediment to having fun.

All the Risk this ISK sink that nonsense is well.. nonsense. The fact is that if an expensive clone is causing someone to not PVP then it's not acting as an isk sink at all because for it to be a sink it has to actually be spent and if you don't go into risky situations because of that disincentive then the isk sink effect is the same as if the clone cost didn't exist at all.

The people who oppose such a change are the same short sited dipshit's who complain about risk aversion encouraging blobbing and carebearism. It's the same stupid mentality that leads to people thinking that if L4 missions were moved to low sec only that there would be a sudden influx of stupid carebear's flying faction fit pirate battleships into low sec (isn't going to happen).

An activity is only a risk if people actually engage in it. The only real result that comes from expensive clones is that high sp players are more risk averse. they're less likely to engage in PVP period and when they do they're going to more likely to blob and select fights where they face little if any challenge.

Ships are a good thing to risk. It's something an individual player can control, you can risk anything from a few hundred thousand to well a hell of a lot depending on what you take out into combat. Want to be reckless and just go hop on anything and everything, grab a Rifter with T1 modules and knock yourself out. Want to risk big and increase your chance of victory grab that officer fit faction ship and tear it up.

Clones on the other hand are not mitigated by player choice you can't say screw it I want to go on a suicide roam unless you've ensured that you've got the cost of a new clone in the bank otherwise you'd best stay docked until you can get some more isk. I'd far rather that isk be spent on ships and modules that I could blow up than sit idle in someone's wallet because they're unwilling to risk their clone.

Implants aren't quite as bad, but coupled with the 24hr Jump Clone timer create a major disincentive to taking risk. Implants in particular affect lower skill point players (read newer) since they have more limited options and thus the most driving desire for new skills as quickly as possible. So low SP players have the most (need/desire) for high value learning implants but generally fewer options to pay for them thus less likely to actually go out and have fun and more likely to sit around waiting for skills to train. Back when I had a couple million SP and new skills opened up new items and opportunities rapidly I cared far more about my skill point acquisition speed than I do now with 60mil sp and the ability to fly pretty much everything I want competently and most skills take weeks to train. I tend to roll with a couple +4s (if I can find them) or +3s if I can't nowadays but I used to live in high sec in a +5 clone and the hunger for more sp/options coupled with the 24hr JC timer kept me screwing about in high sec much longer than if that hadn't been a concern.

This insistence on meaningless disincentives to risk taking leads to most of the ill that people complain the about in this game, Blobbing, ganking, lack of targets, clinging to high sec, you name a complaint odds are you can trace the bulk of it it back to silly mechanics like clone costs and learning implants. Sure you can't make someone who's completely risk averse change their behavior but you can shift those on the margins. I know I'd have been (hell would be) far more reckless if I didn't have to keep those two concerns in mind.

Eliminate both, if you must have an idiot test to force people through, make the cost equivalent to that required to change home stations or install jump clones that way they still risk SP if they forget to update their clone and we can laugh that much more at them since they really didn't have an excuse. Replace learning implants with combat implants and a flat 5 point increase to all attributes and encourage more players to go into situations their pods aren't likely to survive earlier and more often. .
Adalun Dey
Royal Amarr Institute
Amarr Empire
#51 - 2012-07-18 19:03:32 UTC
Actions should ALWAYS have consequences. It's what seperates EVE from most other MMORPGs out there.

Instead of lowering the price of clones and removing a useful ISK sink and system to balance risk between new and old players, it might be a better compromise to allow older players to drop skills they no longer find useful or enjoyable. This would both lower the cost of future clones, and narrow the gap with noobs trying to interact with vets in meaningful ways.

In a sandbox your character is the sum of the choices you make, you can have both ice cream AND cake if you want it, but you'll be stuffed if you eat it all. Want to be more nimble? Change your gluttonous ways.

[i]" Take my love, take my land, take me where I can not stand, I don't care, I'm still free. You can't take the sky from me. "[/i]

Marconus Orion
Imperial Academy
Amarr Empire
#52 - 2012-07-18 19:33:29 UTC
Adalun Dey wrote:
Actions should ALWAYS have consequences. It's what seperates EVE from most other MMORPGs out there.

Instead of lowering the price of clones and removing a useful ISK sink and system to balance risk between new and old players, it might be a better compromise to allow older players to drop skills they no longer find useful or enjoyable. This would both lower the cost of future clones, and narrow the gap with noobs trying to interact with vets in meaningful ways.

In a sandbox your character is the sum of the choices you make, you can have both ice cream AND cake if you want it, but you'll be stuffed if you eat it all. Want to be more nimble? Change your gluttonous ways.


/facepalm
Large Collidable Object
morons.
#53 - 2012-07-18 19:53:08 UTC  |  Edited by: Large Collidable Object
In my case, what it leads to is my higher SP characters either not being used at all or only in corps where their high SP are utilized who generally tend to be elitist pricks or goons.

I'd actually like to join newer corps with them, give them a hand, help them build up and in exchange partake in their enthusiasm.

But going on a suicidal T1 frig roam through null on a 120 mill SP char? Lol - probably not. It's not even me not being able to afford it, I just don't want to. And no - old/high SP doesn't equal rich in Eve.

CCP is the only company punishing their long-time customers instead of rewarding them.


And yeah - I have alts, but training ~15-20 mill SP of basic support and fitting skills a fifth time? Nah...
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
MadMuppet
Critical Mass Inc
#54 - 2012-07-18 19:54:26 UTC
Marconus Orion wrote:
Adalun Dey wrote:
Actions should ALWAYS have consequences. It's what seperates EVE from most other MMORPGs out there.

Instead of lowering the price of clones and removing a useful ISK sink and system to balance risk between new and old players, it might be a better compromise to allow older players to drop skills they no longer find useful or enjoyable. This would both lower the cost of future clones, and narrow the gap with noobs trying to interact with vets in meaningful ways.

In a sandbox your character is the sum of the choices you make, you can have both ice cream AND cake if you want it, but you'll be stuffed if you eat it all. Want to be more nimble? Change your gluttonous ways.


/facepalm


Ah, you need the Amarrian Skill Point Diet. You game runs on 'light' electrons that reduce you skill point total.

This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.

"If you are part of the problem, you will be nerfed." -MadMuppet

Togg Bott
Sebiestor Tribe
Minmatar Republic
#55 - 2012-07-18 19:57:06 UTC
i'm not a uber elite 100mill SP toon. however i am pushing more than a few SP. its not a condition of whether i PvP or not, cost of a replacement clone is not something i look at.., i just make sure that the clone is sufficient for the task and go from there.

no problem , no solution needed
Rath Kelbore
Caldari Provisions
Caldari State
#56 - 2012-07-18 20:02:38 UTC
Quit whining about 45 mil "cover charge" OP.

Isn't this game suppose to be risk vs reward? Aren't you gaining any benefits from your high SP character over a lower SP character? Shouldn't it then be a greater risk for you? Come on.

What's next? x amount cover charge to pvp since I have to buy a ship. It's not fair that I have to pay more for a better ship when newbs in rifters are running around pvping for so cheap.

That may be taking your thought to a ridiculous extreme but you get the point. Or at least I hope you do.

I plan on living forever.......so far, so good.

Malcanis
Vanishing Point.
The Initiative.
#57 - 2012-07-18 20:04:01 UTC
Marconus Orion wrote:
Granted there are not that many, but more and more players are breaking into that realm of what it cost to keep your clone up to date with the skill points you have.

Yes I know there will be players who chime in with sage words like:
"With that many skill points you should be rolling in katrillions of iskies!!!!"
or
"If you are losing your pod you are doing it wrong!!!!... wait you're in null/wormholes?...what do you mean bubbles???"
or my personal favorite
"It is mechanics like those that make sure this game remains HARD CORE and L33TZOR compared to other games, why you dying anyways? BRING FRIENDS and blob more!"

My questions are:
1) Does this mechanic encourage players to go pew pew more or become more reluctant to engage in combat?
2) If clone upgrade costs were removed completely, what are your solid predictions on how and what things would change.
3) This question only CCP can really answer or unless the exact statistics have been released before. Is there more ISK removed from clone upgrade costs or more ISK added from ship insurance?

EDIT: Added question #3, but perhaps someone could help me word that better if they know what I am talking about. Straight



Come to that why shouldn't we just get free ships? Do you think having to pay for ships discourages people from PvPing?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#58 - 2012-07-18 20:04:39 UTC
Let me tell you about playing this game for 7 years, yet raising 45 million ISK is a problem for me


"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Takeshi Yamato
Ministry of War
Amarr Empire
#59 - 2012-07-18 20:06:03 UTC
Malcanis wrote:
Marconus Orion wrote:
Granted there are not that many, but more and more players are breaking into that realm of what it cost to keep your clone up to date with the skill points you have.

Yes I know there will be players who chime in with sage words like:
"With that many skill points you should be rolling in katrillions of iskies!!!!"
or
"If you are losing your pod you are doing it wrong!!!!... wait you're in null/wormholes?...what do you mean bubbles???"
or my personal favorite
"It is mechanics like those that make sure this game remains HARD CORE and L33TZOR compared to other games, why you dying anyways? BRING FRIENDS and blob more!"

My questions are:
1) Does this mechanic encourage players to go pew pew more or become more reluctant to engage in combat?
2) If clone upgrade costs were removed completely, what are your solid predictions on how and what things would change.
3) This question only CCP can really answer or unless the exact statistics have been released before. Is there more ISK removed from clone upgrade costs or more ISK added from ship insurance?

EDIT: Added question #3, but perhaps someone could help me word that better if they know what I am talking about. Straight



Come to that why shouldn't we just get free ships? Do you think having to pay for ships discourages people from PvPing?


You're comparing apples and oranges. Implants, ships and modules can easily be adapted to the player's budget, while the clone cost just goes up.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#60 - 2012-07-18 20:07:04 UTC
Adalun Dey wrote:
Actions should ALWAYS have consequences.


Like losing your ship and implants and being displaced to wherever you set your clone up?

Adalun Dey wrote:
removing a useful ISK sink


I still want to know what kind of isk sink we're talking about here. According to Dotlan, there were 156,814 podkills in June. For grade omicron clones with 42.2 million SPs kept, the cost of all those pods would be 737 billion isk. Seems like a lot, but when you consider that it amounts to just over a billion isk per hour, that's the equivalent of maybe 20 L4 mission runners in highsec. A single agent probably pays more in a month than is consumed by pod replacement. it is a tiny drop in the bucket that is Eve's economy.

Founding member of the Belligerent Undesirables movement.