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My implants are keeping me from PvP. Little help?

Author
Quintessen
The Scope
Gallente Federation
#1 - 2013-02-14 21:37:40 UTC
Basically my problem is that the implant kill training bonus is hard to give up. A lot of money has to be dropped to buy a set and it's easily lost. Jump Clones can help, but the 24 hour delay makes it untenable. If I want to PvP for a couple hours, but then go back to industry and training I have to wait the day or do it very sub-optimally. Now I know I'm not alone.

Almost every person I've talked to who PvPs regularly in small gangs says... fly cheap. That's something I'd like to do, but unlike my ships which I can just easily switch, the same cannot be said for my actual capsuleer.

What I would like to see as a possibility, especially given different outfits and professions is that my clothing, portrait were also tied to my clone (I think the clothing is actually), so that I can switch back and forth between my various personalities.

Frankly, I'm not sure why the delay is so high. I could see it being two or four hours, but 24 hours means I have to commit to a set of activities for the entire day and frankly that's not something I'm interested in. I setup my industry jobs, run a mission or two, check trades and I'd like very much for run some PvP stuff to be in there as well.

And before you post please come at this not as someone who logs on every day or multiple times a day, but one of the people with a life outside of EVE who really doesn't want to be down 20% training time for multiple days.
Domanique Altares
Rifterlings
#2 - 2013-02-14 21:45:20 UTC  |  Edited by: Domanique Altares
Use more than one set. I keep a training clone with +5s in hisec, and run +3s in another clone when I want to keep my training queue happy while fooling around in lowsec. +3s are super cheap comparatively. If you're training long skills, or several related skills, you can simply use just two or three +3 implants in that clone, instead of a full set, to go even cheaper.

Also, if you don't have one, make an overview tab designed just to get your pod out. List celestials, stations, COs/POCOs for quick warp selection as you head into low structure. Won't save you all the time, but it helps.

ETA:

On the topic of jump clones themselves, 24h can be somewhat limiting at times. My personal suggestion would be to retain the current 24h limitation as a 'free' service, and offer one or two PAID, limited jumps within the same period. For instance, the clone you want to jump to MUST be housed in a station with an actual Med clone facility, and you must pay X million isk to perform the expedited jump.
Quintessen
The Scope
Gallente Federation
#3 - 2013-02-14 21:49:11 UTC
Domanique Altares wrote:
Use more than one set. I keep a training clone with +5s in hisec, and run +3s in another clone when I want to keep my training queue happy while fooling around in lowsec. +3s are super cheap comparatively. If you're training long skills, or several related skills, you can simply use just two or three +3 implants in that clone, instead of a full set, to go even cheaper.

Also, if you don't have one, make an overview tab designed just to get your pod out. List celestials, stations, COs/POCOs for quick warp selection as you head into low structure. Won't save you all the time, but it helps.


All excellent suggestions. I just wish the clone jump delay was more like 4 hours instead of 24.
Domanique Altares
Rifterlings
#4 - 2013-02-14 21:51:55 UTC
Quintessen wrote:

All excellent suggestions. I just wish the clone jump delay was more like 4 hours instead of 24.


You got in before my edit above. It is a hassle sometimes, certainly.
Grunnax Aurelius
Banana-Republic.
Shadow Cartel
#5 - 2013-02-14 21:52:30 UTC  |  Edited by: Grunnax Aurelius
I PvP with my implants, how ever i go to an empty clone if im going to PvP in Null Sec because of bubble camps.

But i must agree, clone change time is way too big, 4 hours would be perfect maybe even 5

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

Bow'en
Solutum
#6 - 2013-02-14 22:01:01 UTC  |  Edited by: Bow'en
Quintessen wrote:
Domanique Altares wrote:
Use more than one set. I keep a training clone with +5s in hisec, and run +3s in another clone when I want to keep my training queue happy while fooling around in lowsec. +3s are super cheap comparatively. If you're training long skills, or several related skills, you can simply use just two or three +3 implants in that clone, instead of a full set, to go even cheaper.

Also, if you don't have one, make an overview tab designed just to get your pod out. List celestials, stations, COs/POCOs for quick warp selection as you head into low structure. Won't save you all the time, but it helps.


All excellent suggestions. I just wish the clone jump delay was more like 4 hours instead of 24.

I would rather the reduction get reduced to 20 hours for jumping to a JC in a different station, and have jumping between clones in the same station have 0 cooldown.

The difference here versus your proposal (which I think has merit, don't get me wrong), is that you don't have people jumping Hi-Sec down to Null, doing a roam with their Alliance/Defending POS/whatever and then jumping back out once that is done. That should be discouraged.

If you are willing to physically fly to Null and jump into a PVP JC at the station you dock at though? I think that solves the ping pong Hi/Low <-> Null stuff.
Naomi Anthar
#7 - 2013-02-14 22:01:50 UTC
I once propsed idea to remove attribute implants completly. That would make hundreds of people just start to pvp or pve in low/null whenever they want. They would be ok with possibility of losing the ship , paying for clone etc. But they are not ok with losing training time. I can understand this.

Keep only implants like Slaves, Crystals etc ... You want to buff yourself in pvp , pve with implants ? Still possible. But placing mandatory(let's be honest) implants in your head is kinda worst thing that happend to pvp. People are ok with losing clone, pvp frigate along with fit worth maybe 10kk but are quiet not ok with losing 500kk in implants along with pitiful 10kk frigate.

Noone can put reasonable argument behind damn attribute implants. Just rise all attributes for all toons across the board +5. Gj now why train cybernetics ? Plenty of reasons : slaves, crystals , snakes , genoltuion, skill hardwire.

Give this game best change ever - remove attributes implant. You do this and i will pvp EVERY SINGLE DAY. I will provide you many KM's every single day. But cba to lose training time becuase i have to sit in damn jump clone. Wow damn 24h jump clone. It's not even about time i don't want jump clones at all. Remove them along with attribute implants.

Whoever thinks it's bad idea must really be out of this world. You don't want those carebears jump into low sec in GREAT NUMBERS ? Because now all they risk is thier ship and clone ? You don't want number of pvping people doubled,tripled or even more ? Really you don't want ? If not keep those implants and keep those people in high sec because of that. I would do pve content in low sec and pvp all the time if you would remove those bloody implants. Now i do travel to low sec but not very often and try not to pvp - usually on pve bussiness - mostly short ones.
Unsuccessful At Everything
The Troll Bridge
#8 - 2013-02-14 22:03:06 UTC
+5s for training clones, +2 betas for combat clones. Well thought out remaps are your best friend too.

No to decreasing clone jump time.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Naomi Anthar
#9 - 2013-02-14 22:10:34 UTC  |  Edited by: Naomi Anthar
Unsuccessful At Everything wrote:
+5s for training clones, +2 betas for combat clones. Well thought out remaps are your best friend too.

No to decreasing clone jump time.

Everyone knows this , standard +5 and +2 . But this is useless garbage just completly not necessary read my previous post. Why keep broken system when you can bring better more efficient and more pvp friendly. Yes BIG WORD INC : PVP FRIENDLY.
Btw not only no to decreasing clone jump time but remove jump clones at all T_T.
Gelatine
EverBroke Geeks
#10 - 2013-02-14 22:15:28 UTC
I agree that reducing the time to jump clones would be a welcome move. I had a terrible time with my first character being stuck in the wrong clone at the wrong time.

Personally though, I think it would be best to have a service where you pay to remove implants rather than mess with jump clone mechanics... I admit I haven't put a massive amount of thought into that though.
Zan Shiro
Doomheim
#11 - 2013-02-14 22:19:18 UTC
hop on cheap jc's for pvp nights. I did this in 0.0. IN the cheap clone...well then it was pvp till the cows comes home. For example I'd hop in the cheap clone Friday night and not see the more pimp clones until Sunday even Monday. Places I was at got busier on the weekends, so I'd ride that wave till all the kiddies back in school and all the grown ups jsut can't run late nighters with work coming the next day.


Timer is okay, like someone else has said it needs to be 22-23 hours as the timer is buggy for this so that its more like 25-26 hours and not 24. The long limit is so that you don't have say test jc'ing to attack your left flank of your space then jc'ing to attack the right all in the same night. test has to commit to one attack...or opt to blood clone and deal with those consequences.


Also based on experience in game, losing the +4 clone for 1 day here and there does not wreck a training plan. Fun fact...take a pita train like large energy turret 5. Did this recently. Like 18 days with my stats. If you swtich out to a a +3 clone around day 7 or 8....you add hours to the train. Just hours. A fact overlooked with the 4 and 5 implants is they work best on trains with lots and lots time left to them. Shorter the train, the more worthless they are. Evemon up all subsystem skills train to 5 with 3's and 4's. Those 4's save you very little time. Now put them 4's into hell carrier 5. There you see the difference...till that carrier 5 gets down to less than halfway.


A good night or 2 of pvp will be a blast that should have you not even caring about your sp per hour. I have had some kick ass meat grinder nights where I ran the clone naked, no implants. I was dying too much to make even +3's a bad investment. However, I had a blast the whole night. And I learned alot more about pvp than a better sp/hour take in would have given me.



And my usual...a skill number on a screen is not what makes a pvp'er good, its actually doing the pvp that does this. I know bitter vets on shake and bake cyno alts who will for a fraction of many peopls's totals stll whoop some ass. Fit and flying...I haven't touched pvp for far too long. Saying I am rusty as hell would be an undertstatement. I'll bet isk there is 5 mil sp pure pvp rifter pilot out there who will whoop my 68 million sp ass. they live to pvp. I spam missions currently.


your other option is to get better at clearing pods. fun fact...pods are not instapoppable if you get lucky. One night I came home in a pod smoking from hull damage. Yes it was damaged....but it came home. Somedays the sun shines on this dog's ass...I took a a few pot shots, but not enough to kill the pod.
Domanique Altares
Rifterlings
#12 - 2013-02-14 22:19:54 UTC
Naomi Anthar wrote:
Wow damn 24h jump clone. It's not even about time i don't want jump clones at all. Remove them along with attribute implants.


Yeah, no thanks.

I don't just keep clones for attributes. I have different clones with different hardwires, and know others who have separate clones with different pirate implant sets for different things. It's not just about training time. Hell, I've been running in a clean, no implant clone for going on three weeks now. I PVP as much as I have time for, and the training takes care of itself.
Quintessen
The Scope
Gallente Federation
#13 - 2013-02-14 22:21:42 UTC
Naomi Anthar wrote:
I once propsed idea to remove attribute implants completly. That would make hundreds of people just start to pvp or pve in low/null whenever they want. They would be ok with possibility of losing the ship , paying for clone etc. But they are not ok with losing training time. I can understand this.

Keep only implants like Slaves, Crystals etc ... You want to buff yourself in pvp , pve with implants ? Still possible. But placing mandatory(let's be honest) implants in your head is kinda worst thing that happend to pvp. People are ok with losing clone, pvp frigate along with fit worth maybe 10kk but are quiet not ok with losing 500kk in implants along with pitiful 10kk frigate.

Noone can put reasonable argument behind damn attribute implants. Just rise all attributes for all toons across the board +5. Gj now why train cybernetics ? Plenty of reasons : slaves, crystals , snakes , genoltuion, skill hardwire.

Give this game best change ever - remove attributes implant. You do this and i will pvp EVERY SINGLE DAY. I will provide you many KM's every single day. But cba to lose training time becuase i have to sit in damn jump clone. Wow damn 24h jump clone. It's not even about time i don't want jump clones at all. Remove them along with attribute implants.

Whoever thinks it's bad idea must really be out of this world. You don't want those carebears jump into low sec in GREAT NUMBERS ? Because now all they risk is thier ship and clone ? You don't want number of pvping people doubled,tripled or even more ? Really you don't want ? If not keep those implants and keep those people in high sec because of that. I would do pve content in low sec and pvp all the time if you would remove those bloody implants. Now i do travel to low sec but not very often and try not to pvp - usually on pve bussiness - mostly short ones.


I have had this thought myself specifically after they removed learning skills. I think remaps are the only thing you should have to worry about. Because, yeah, implants are mandatory for skilling up and people would PvP more if the death penalty was reduced (or at least controllable). Because skill implants are mandatory the death penalty will always be too high.
Alvatore DiMarco
Capricious Endeavours Ltd
#14 - 2013-02-14 22:23:17 UTC
If you look at the skill description for Infomorph Psychology, it talks about dealing with the reality of having your consciousness downloaded and beamed across the galaxy into another clone. Then when you look at the effect, it says that you get another jump clone per level. To me, the two things don't seem terribly related. You can only ever use one clone at a time, so why should the effects be different whether you're going into this clone or that one?

I would say that the Infomorph Psychology skill would be more useful as a per-level reduction in clone-jumping cooldown.
Even in the chronicles, there's a story about an incredibly wealthy non-capsuleer who clonejumps at least twice in a single day and does so on a somewhat routine basis. A meeting in Caldari space, dinner at this amazing restaurant somewhere in Amarr territory, and a party in Gallente space after that. He wakes up the next day and he's charged with a crime that he didn't actually commit, but one of his clones did. Because someone else downloaded their mind into it temporarily, I believe.
Domanique Altares
Rifterlings
#15 - 2013-02-14 22:26:17 UTC  |  Edited by: Domanique Altares
Quintessen wrote:

I have had this thought myself specifically after they removed learning skills. I think remaps are the only thing you should have to worry about. Because, yeah, implants are mandatory for skilling up and people would PvP more if the death penalty was reduced (or at least controllable). Because skill implants are mandatory the death penalty will always be too high.


I fail to understand why attribute implants are mandatory. There's plenty of us that don't use them at all, for long periods of time. With a proper remap, the skills still get trained, albeit a bit slower.

It's nothing for me to lose enough ships to cover two sets of +3 implants in a busy weekend of learning to be bad at PvP. Or even a set of +3 or +2 implants, themselves. Thankfully, the LP store always has more.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#16 - 2013-02-14 22:47:27 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Domanique Altares wrote:

I fail to understand why attribute implants are mandatory. There's plenty of us that don't use them at all, for long periods of time. With a proper remap, the skills still get trained, albeit a bit slower.

It's nothing for me to lose enough ships to cover two sets of +3 implants in a busy weekend of learning to be bad at PvP. Or even a set of +3 or +2 implants, themselves. Thankfully, the LP store always has more.

Same way as learnings were mandatory. You could train your skills without them, albeit a bit slower.

I wholeheartly concur with an idea of removing delay for clone jump to same station you're currently in.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Derath Ellecon
University of Caille
Gallente Federation
#17 - 2013-02-14 22:49:08 UTC
Naomi Anthar wrote:
Unsuccessful At Everything wrote:
+5s for training clones, +2 betas for combat clones. Well thought out remaps are your best friend too.

No to decreasing clone jump time.

Everyone knows this , standard +5 and +2 . But this is useless garbage just completly not necessary read my previous post. Why keep broken system when you can bring better more efficient and more pvp friendly. Yes BIG WORD INC : PVP FRIENDLY.
Btw not only no to decreasing clone jump time but remove jump clones at all T_T.



Implants are a big isk sink, in a game that needs more not less isk sinks. And while nice, there are absolutely no requirements to use implants at all.

And seriously, unless you are fighting in 0.0 all the time how often do you actually lose your pod?
Quintessen
The Scope
Gallente Federation
#18 - 2013-02-14 22:50:26 UTC
Domanique Altares wrote:
Quintessen wrote:

I have had this thought myself specifically after they removed learning skills. I think remaps are the only thing you should have to worry about. Because, yeah, implants are mandatory for skilling up and people would PvP more if the death penalty was reduced (or at least controllable). Because skill implants are mandatory the death penalty will always be too high.


I fail to understand why attribute implants are mandatory. There's plenty of us that don't use them at all, for long periods of time. With a proper remap, the skills still get trained, albeit a bit slower.

It's nothing for me to lose enough ships to cover two sets of +3 implants in a busy weekend of learning to be bad at PvP. Or even a set of +3 or +2 implants, themselves. Thankfully, the LP store always has more.


@ 50M a pop for a set of +3s (presuming that's the only implants you have) that's still not nothing for a good many pilots. I think people forget how much distance there is between new pilots and the veterans. It's easy to blow 50M at a time when you've got 10B in the bank or are worth 50B in assets. It's quite another when you're sitting on 500M and are only making 5M a day.

You don't start playing with drakes in the first week. You don't run level IVs in 20 minutes when you're still until 5M SP. You don't run a vast trade network when you don't have the skills to do so. Please understand the plight of the young.
Quintessen
The Scope
Gallente Federation
#19 - 2013-02-14 22:53:28 UTC
Derath Ellecon wrote:
Naomi Anthar wrote:
Unsuccessful At Everything wrote:
+5s for training clones, +2 betas for combat clones. Well thought out remaps are your best friend too.

No to decreasing clone jump time.

Everyone knows this , standard +5 and +2 . But this is useless garbage just completly not necessary read my previous post. Why keep broken system when you can bring better more efficient and more pvp friendly. Yes BIG WORD INC : PVP FRIENDLY.
Btw not only no to decreasing clone jump time but remove jump clones at all T_T.



Implants are a big isk sink, in a game that needs more not less isk sinks. And while nice, there are absolutely no requirements to use implants at all.

And seriously, unless you are fighting in 0.0 all the time how often do you actually lose your pod?


I don't go to null for casual PvP. I'd rather go to lo-sec. The way people get their friends to try PvP is by showing them it's not that dangerous or expensive. I'd like to do FW. We'll see how it goes.

Anyone know if flagging yourself for Minmatar or Gallente FW makes you hostile to Ammatar?
Quintessen
The Scope
Gallente Federation
#20 - 2013-02-14 22:55:44 UTC
Kirimeena D'Zbrkesbris wrote:
Domanique Altares wrote:

I fail to understand why attribute implants are mandatory. There's plenty of us that don't use them at all, for long periods of time. With a proper remap, the skills still get trained, albeit a bit slower.

It's nothing for me to lose enough ships to cover two sets of +3 implants in a busy weekend of learning to be bad at PvP. Or even a set of +3 or +2 implants, themselves. Thankfully, the LP store always has more.

Same way as learnings were mandatory. You could train your skills without them, albeit a bit slower.

I'm wholeheartly concur with an idea of removing delay for clone on same station you're currently in.


That seems like a really good compromise that addresses the concerns of jumping all around.

And taking that same principle maybe the delay should be related to how far you jumped?

Say 4 hours for every 10 jumps?
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