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Rebalance Clone Prices

First post
Author
Demolishar
United Aggression
#61 - 2012-11-13 18:21:33 UTC
Sointu Luonnotar wrote:
Mirima Thurander wrote:
Yea clones costs do keep me from using some of my older accounts to bumble about and do fun things in but that's why I have alts.

I would like cheaper clones. But we need the isk sinks.




Well clearly the isk sinks aren't working if even you aren't willing to pew pew with your more expensive clones.


The problem isn't that ISK is hard to make - it's not - it is that it takes a lot of time. For people who work, have a family, etc. this equals to maybe an hour or two of gametime, three-to-four at best. I don't know about you, but even with the absolute best skills and best ship for blowing through lvl4's and assuming mission gods are merciful with good missions - I can make about 20 million ISK an hour.
With my current skillpoints this means I have to pve 2 hours just to cover my clone cost, and additional 2-10 depending on how good implants and modules I want to use. Obviously I want maximum life expectancy so best the money can buy, ship, module and implant wise, maybe even some combat boosters. So suddenly, for an hour or two of PVP I would have had to PvE for 12-20 hours.

Now of course, I don't have an alt that could double my isk/hr through salvage, so my money making is obviously gimped. However, this is supposed to be a sandbox and therefore I should be allowed to play this game without using a "mandatory" alt.

TL;DR if we want people to PVP more we have to make money a non-issue in regards to PVP.


Selling PLEX was designed for people like you.
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#62 - 2012-11-13 18:22:15 UTC  |  Edited by: Vincent Gaines
Demolishar wrote:
A 100M+ character can be worth 50 billion isk or more on Bazaar. These older players ARE consistently rich whether they realise it or not.



Why would I want to sell this char? I've had it for going on 7 years, it's set up to fly what I enjoy to fly without having to worry about if I have the skills to.

I could sell it, but then what? I'll have ISK but be starting over, rinse and repeat.

edit: on the flipside of isk sinks, as a higher SP player I'm almost always flying something T2/T3 which is a decent enough isk sink. Oh, not to mention the T3 SP loss.

Not a diplo. 

The above post was edited for spelling.

Demolishar
United Aggression
#63 - 2012-11-13 18:25:03 UTC
Vincent Gaines wrote:

edit: on the flipside of isk sinks, as a higher SP player I'm almost always flying something T2/T3 which is a decent enough isk sink. Oh, not to mention the T3 SP loss.


Ships are a mineral sink. They are an ISK FAUCET because of insurance.
Othran
Route One
#64 - 2012-11-13 18:27:32 UTC
Sointu Luonnotar wrote:

Well clearly the isk sinks aren't working if even you aren't willing to pew pew with your more expensive clones.


The problem isn't that ISK is hard to make - it's not - it is that it takes a lot of time. For people who work, have a family, etc. this equals to maybe an hour or two of gametime, three-to-four at best. I don't know about you, but even with the absolute best skills and best ship for blowing through lvl4's and assuming mission gods are merciful with good missions - I can make about 20 million ISK an hour.
With my current skillpoints this means I have to pve 2 hours just to cover my clone cost, and additional 2-10 depending on how good implants and modules I want to use. Obviously I want maximum life expectancy so best the money can buy, ship, module and implant wise, maybe even some combat boosters. So suddenly, for an hour or two of PVP I would have had to PvE for 12-20 hours.

Now of course, I don't have an alt that could double my isk/hr through salvage, so my money making is obviously gimped. However, this is supposed to be a sandbox and therefore I should be allowed to play this game without using a "mandatory" alt.

TL;DR if we want people to PVP more we have to make money a non-issue in regards to PVP.



I think this is a classic example of someone who hasn't PvP'd much (if at all) and doesn't realise that its cheap as chips to do when you're learning PROVIDED you get the pod out. Getting the pod out is easy in low-sec once you get some practice; its often impossible to do in null as someone pops a bubble on you.

Not a criticism of you Sointu, more an observation that you think you need lots more isk than you do.

There needs to be less fear (cost) of losing clones if people want more PvP involvement from the average player. Whether that means they're cheaper or whatever I dunno, mechanics can be worked out.
Jake Rivers
New Planetary Order
#65 - 2012-11-13 18:28:39 UTC
Jurias wrote:
Problem:

The cost of clones exponentially increases as you acquire more SP. This causes an imbalance in the game due to the following facts.

Facts


  • More SP does not allow you to make ISK exponentially faster. This has far more to do with your situation/location in EVE. A lower SP player can be just as effective at making ISK in terms of skill points as a 9 year old bittervet. There is only so much specialisation available in whatever ISK making career you choose, whether it be combat or industry based. This threshold can be met very early on and does not scale with the SP to clone cost ratio at all - even though lower SP players with argue otherwise, they are just plain wrong.
  • [BR]

  • More time subscribed to EVE does not automatically mean you are rich with a huge stash of ISK to spare. Some comparatively new players are far more wealthy than some bittervets - playing the game for longer and having more SP doesn't make you 'better'.
  • [BR]

  • A higher SP player cannot go and have fun in a cheap ship with way lower SP players can for the same cost. I'm sure you'd have more higher SP players bringing about more PVP in nullsec in the way of affordable PVP with more Tech 1 and smaller hulls if they weren't having to worry about the 65mil clone cost on top when they inevitably get bubbled.
  • [BR]

  • The higher clone cost represents the additional SP cover provided by the clone. The cost should indeed be higher, but not exponentially so. I agree with the extra risk for having more SP available, but there's no justification why one pilot's grind to replace their clone should be 10 times the length of time compare to another pilot for losing the exact same hull.
  • [BR]

  • It makes no sense that lots of vets would prefer to use lower SP alts to do things such as frigate or T1 gangs in null simply because it isn't worth their clone expense otherwise.
  • [BR]

  • Clone costs are a necessary ISK sink. I agree, but don't assume that bittervets hold all the ISK. It's not logical to penalise them based on this false assumption.
  • [BR]

  • In time nobody will be able to afford clones as the exponential model means it will scale to a point where people need 500mil to replace their clone. The time will come, the change has to happen sooner or later. CCP have already eased this issue in the past, it's just time for another review is all.
  • [BR]



Now - I've seen previous posts on this issue go down in a ball of flames. Mainly from people who are rich enough not to care, or newer players who firmly believe that older players should face the penalty imposed by the current system for reasons above. I've seen all the arguments against this notion several times before. Fights should indeed be about risk vs reward, but let people choose the level of risk!

A nerf to the cost of clones has happened before. It is about time the situation was reviewed.

Now please, no flames, and read the points above before posting something stupid. Everyone wants more fights, so why not fix this issue and free people up to have a little more fun.



What amazing implants does a 7 month old character have to be worried about a 65 million ISK clone?

I am going to assume you are not posting on your main due to the fact that you just bought it off the character bazaar, if you can afford to buy a character with that much skill points, then you can afford to pay for your medical clones.
fukier
Gallente Federation
#66 - 2012-11-13 18:35:31 UTC
Demolishar wrote:
Sointu Luonnotar wrote:
Mirima Thurander wrote:
Yea clones costs do keep me from using some of my older accounts to bumble about and do fun things in but that's why I have alts.

I would like cheaper clones. But we need the isk sinks.




Well clearly the isk sinks aren't working if even you aren't willing to pew pew with your more expensive clones.


The problem isn't that ISK is hard to make - it's not - it is that it takes a lot of time. For people who work, have a family, etc. this equals to maybe an hour or two of gametime, three-to-four at best. I don't know about you, but even with the absolute best skills and best ship for blowing through lvl4's and assuming mission gods are merciful with good missions - I can make about 20 million ISK an hour.
With my current skillpoints this means I have to pve 2 hours just to cover my clone cost, and additional 2-10 depending on how good implants and modules I want to use. Obviously I want maximum life expectancy so best the money can buy, ship, module and implant wise, maybe even some combat boosters. So suddenly, for an hour or two of PVP I would have had to PvE for 12-20 hours.

Now of course, I don't have an alt that could double my isk/hr through salvage, so my money making is obviously gimped. However, this is supposed to be a sandbox and therefore I should be allowed to play this game without using a "mandatory" alt.

TL;DR if we want people to PVP more we have to make money a non-issue in regards to PVP.


Selling PLEX was designed for people like you.



so we now have to pay for a monthly sub and get a plex just do to really high clone costs?

why not make clone grades manufacturable?

that way i can make spare clones on my free time...
At the end of the game both the pawn and the Queen go in the same box.
Zhade Lezte
#67 - 2012-11-13 18:36:04 UTC  |  Edited by: Zhade Lezte
I'm not training interdictors on my main because of clone costs, even though I'd like to fly those ships. Could squeeze it in now, but the SP refund from battlecruisers V being split racially will kick me up a clone bracket.

It won't prevent me from pvping, I'll just be pvping in expensive ships with either higher HP/more able to escape an engagement gone south so I'm much less likely to eat the clone cost.

I'm an obsessive enough gamer to deal with the issues (have multiple accounts and will be training a light interdictor/frigate specialist soon), but exponential clone costs as opposed to linear are pretty dumb and awful at the highest tiers.

It really seems okay enough until you start getting to absurd levels of bittervet sp, so I can understand the "it's fine L2P" crowd but still, ugh.
XxRTEKxX
256th Shadow Wing
#68 - 2012-11-13 18:37:15 UTC
I have to agree with the OP. The higher cost of clones is bound to discourage pvp for some players. Not all, but some. PVP should be far more encouraged to all players.

Risk vs Reward is a big reason a lot of players avoid pvp. Losing a high SP pod only to have to update the new clone only adds to the isk lost/spent. However it is a part of the game and a big reason I rarely go to nullsec. Too easy to lose a pod to a gate camped with bubbles. If losing a pod wasnt so expensive the higher my sp get, i would be more inclined to go risk pod losses and do some nullsec pvp.
Mallak Azaria
Caldari Provisions
Caldari State
#69 - 2012-11-13 18:45:26 UTC
fukier wrote:
why not make clone grades manufacturable?


It's an isk sink that everyone uses. The game needs more isk sinks, not less.

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fukier
Gallente Federation
#70 - 2012-11-13 18:48:39 UTC
Mallak Azaria wrote:
fukier wrote:
why not make clone grades manufacturable?


It's an isk sink that everyone uses. The game needs more isk sinks, not less.


since when can an isk sink for one person not be an isk faucet for another...

not everyone makes ships and for those who loose them its an isk sink... and for those who make them its an isk faucet...

you still get the isk sink... but now it would allow for thoughs who want to do clone production the ability to do it...
At the end of the game both the pawn and the Queen go in the same box.
Zhade Lezte
#71 - 2012-11-13 18:54:20 UTC
fukier wrote:
Mallak Azaria wrote:
fukier wrote:
why not make clone grades manufacturable?


It's an isk sink that everyone uses. The game needs more isk sinks, not less.


since when can an isk sink for one person not be an isk faucet for another...

not everyone makes ships and for those who loose them its an isk sink... and for those who make them its an isk faucet...

you still get the isk sink... but now it would allow for thoughs who want to do clone production the ability to do it...


ISK sink = ISK leaves the economy (is given to NPC)

ISK faucet = ISK enters the economy (is given to players from NPCs)

The only ISK sink in manufacturable clone grades is the market tax (and broker fees in NPC stations).
Jurias
Caldari Provisions
Caldari State
#72 - 2012-11-13 19:02:23 UTC
Jake Rivers wrote:



What amazing implants does a 7 month old character have to be worried about a 65 million ISK clone?

I am going to assume you are not posting on your main due to the fact that you just bought it off the character bazaar, if you can afford to buy a character with that much skill points, then you can afford to pay for your medical clones.


This char is much older than that actually, 7 years and 3 months to be a little more exact. The time you quoted is the time it has been a member of this corporation. I've never bought or sold a character. I have played since the start of EVE and been a loyal subscriber throughout thanks.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#73 - 2012-11-13 19:02:41 UTC

Here's an additional reason for a linear progression, rather than exponential progression, in sp cost:

Skillpoints already suffer from diminishing returns in an exponential function:
It takes exponentially more SP to gain that next level, which only provides a linear benefit (i.e. 5% more damage or what-not). As such, there is no reason to add another exponential cost to having those skill points.
Jurias
Caldari Provisions
Caldari State
#74 - 2012-11-13 19:03:50 UTC
Mallak Azaria wrote:
fukier wrote:
why not make clone grades manufacturable?


It's an isk sink that everyone uses. The game needs more isk sinks, not less.


...and I agree, but this thread is about balance. If you would like to start a topic on ISK sinks I will be more than willing to contribute. Please try to remember the topic people.
Jurias
Caldari Provisions
Caldari State
#75 - 2012-11-13 19:05:55 UTC
Gizznitt Malikite wrote:

Here's an additional reason for a linear progression, rather than exponential progression, in sp cost:

Skillpoints already suffer from diminishing returns in an exponential function:
It takes exponentially more SP to gain that next level, which only provides a linear benefit (i.e. 5% more damage or what-not). As such, there is no reason to add another exponential cost to having those skill points.


Wow another brilliant fact I totally missed. Thanks.
Othran
Route One
#76 - 2012-11-13 19:11:47 UTC  |  Edited by: Othran
Custom clones are a good idea.

Making them player-manufactured is a better idea but I can see significant problems with that - specifically making them available on-demand where needed.

I'd go for the idea of a custom jumpclone - you select the subset of skills you need to use from the main medical clone and those are all that jumpclone has. The clone activation cost could be based on that subset.

I can churn through well over a thousand clones (just checked) before I'd even have to think about isk to replace them, so my comments aren't motivated by isk.

I just don't think the current system works well is all.
Ashterothi
The Order of Thelemic Ascension
The Invited
#77 - 2012-11-13 19:14:23 UTC
Jurias wrote:
Oh dear here we go. Please READ the post. The forums are not here for spam and abuse, they are here for constructive discussion. Very helpful start, bravo.


I fear you have a fundamental misunderstanding of general forums.

There are legitimate forums and avenues for legitimate discussion. GD is not one of them.

Tell you what, go to Jita, post this in local, then complain when no one reads it.
Sarmea Moon
Aliastra
Gallente Federation
#78 - 2012-11-13 19:15:04 UTC
Zhade Lezte wrote:
fukier wrote:
Mallak Azaria wrote:
fukier wrote:
why not make clone grades manufacturable?


It's an isk sink that everyone uses. The game needs more isk sinks, not less.


since when can an isk sink for one person not be an isk faucet for another...

not everyone makes ships and for those who loose them its an isk sink... and for those who make them its an isk faucet...

you still get the isk sink... but now it would allow for thoughs who want to do clone production the ability to do it...


ISK sink = ISK leaves the economy (is given to NPC)

ISK faucet = ISK enters the economy (is given to players from NPCs)

The only ISK sink in manufacturable clone grades is the market tax (and broker fees in NPC stations).



Then allow us to buy clones from the NPC station. I can't pick skills I don't already have trained, but can buy a say 10M SP clone that has some PVP skills for frig roaming ( I can pare my skills down to 10M SP). Cost? the same as a 10M SP clone. It's the same concept as jump clones, but with variable SP amounts. This eliminates the need for 40 alts.

The problem with defending the purity of the English language is that English is about as pure as a cribhouse [lady of commercial virtue]. We don't just borrow words; on occasion, English has pursued other languages down alleyways to beat them unconscious and rifle their pockets for new vocabulary.- James Nicoll

fukier
Gallente Federation
#79 - 2012-11-13 19:15:52 UTC
Zhade Lezte wrote:

ISK sink = ISK leaves the economy (is given to NPC)

ISK faucet = ISK enters the economy (is given to players from NPCs)

The only ISK sink in manufacturable clone grades is the market tax (and broker fees in NPC stations).


hmm i was looking at it from a MICRO perspective...
At the end of the game both the pawn and the Queen go in the same box.
fukier
Gallente Federation
#80 - 2012-11-13 19:18:16 UTC
Othran wrote:
Custom clones are a good idea.

Making them player-manufactured is a better idea but I can see significant problems with that - specifically making them available on-demand where needed.

I'd go for the idea of a custom jumpclone - you select the subset of skills you need to use from the main medical clone and those are all that jumpclone has. The clone activation cost could be based on that subset.

I can churn through well over a thousand clones (just checked) before I'd even have to think about isk to replace them, so my comments aren't motivated by isk.

I just don't think the current system works well is all.


the difference is you still have med bays in stations... but now you can trade player made clones on the open market...

you will always be able to go to a station and pay full price for a clone if you wish... but now will have to ability to purchase clones in non med bay stations...
At the end of the game both the pawn and the Queen go in the same box.