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[Odyssey] Clone Costs

First post First post
Author
Cromzor
Hideaway Hunters
The Hideaway.
#141 - 2013-05-15 12:17:16 UTC
Please remove learning implants (give everyone the equivalent of +5s). If isk sinks are needed to counteract that, do whatever. Learning implants are the only reason I dont pvp.
Fifth Blade
Jump Drive Appreciation Society
#142 - 2013-05-15 12:23:56 UTC  |  Edited by: Fifth Blade
CCP Rise wrote:
Quote:
CCP Rise - Why did you not remove them completely?


I'm with you. We talked about it a lot here, and we all would rather make this system better than strip it out completely. I know this is a careful first step, but trust me, we want to do more with it and this is a way for us to act in a more informed way when we are able to more, and in the mean time it eases the pain a bit for you guys.

If you are considering removing clone costs altogether. Consider removing the necessity to buy them too. If they are free, upgrading clones would simply be busywork.

For a (minor) isk sink instead, consider adding a charge to set a new medical clone default location.

I would suspect you would not lose any of the isk sink doing this (as high SP characters avoid losing clones as much as possible currently). While also making it convenient for people to change clone location.

Win / Win
xxArchangelxx
Open University of Celestial Hardship
Art of War Alliance
#143 - 2013-05-15 12:32:48 UTC  |  Edited by: xxArchangelxx
I never understood why we are penalized with higher clone costs for being loyal, long term (and paying) clients of a great game.

Shelling out 30M in a frig / cruiser roam for a clone blows.

Remove the ISK sink all together.
Clone Reaper
Doomheim
#144 - 2013-05-15 12:37:41 UTC
Having the option to store more than one clone in a station and being able to swap between them without triggering the 24hr clone jump countdown would be a very useful improvement.

Ths would be especially useful for characters that have clones with different mindlinks or weapon/tank specific implants plugged in.
Uranium 242
Sebiestor Tribe
Minmatar Republic
#145 - 2013-05-15 12:39:53 UTC
Death to clone costs, death to learning implants. Make more interesting hardwirings. Make boosters legal in empire.

Problem solved.
Evelina Rakovic
Imperial Shipment
Amarr Empire
#146 - 2013-05-15 12:49:55 UTC
Most important:

if your clone have less sp than your current clone must be a special advise like "you forget to upgrade clone" before your try to undock.
Skia Aumer
Planetary Harvesting and Processing LLC
#147 - 2013-05-15 12:54:24 UTC
Laveaolous wrote:
Now you're just trolling. There is nothing sandbox about taxing a player out of cheap ships and fun fights it is the exact opposite.

I'm not trolling, may be just you dont want / cannot understand my arguments.
I'll try it again but you better read it carefully.

1. New players have disadvantage on field. Older players have disadvantage when upgrading clones. It's not about sandbox, it's just fair.
2. Suppose you have free clones, free ships, alright. How many fun roams would you need to understand that when you dont risk anything - it's not fun at all? It's not about sandbox as well, it's just common sense.
3. Now when a player finds out "omg, I need to earn isk somehow" - that's when he starts to interact with the sandbox. When you have isk, you just go to the market and buy ship, mods etc. But when you need isk - you have to sell something yourself, but you need to acquire it first of all. How? Numerous ways. Mine, explore, build, steal, you name it. Suddenly, the world of EVE is not just a bunch of random people who are targets to shoot. It's a way more complicated and interesting world. But you only see it when you need isk.
Bi-Mi Lansatha
The Scope
Gallente Federation
#148 - 2013-05-15 13:07:51 UTC
La Nariz wrote:
This is a good start. Reduce clone costs to 0, add 5 to each attribute, and remove learning implants. That will remove the pvp disincentives. To compensate for the sink put out some cool new implants and increase market fees.
That would not be bad actually, but how soon before some complain about the cost of their implants being lost?

I support this change if it allows greater PvP.
valerydarcy
Doomheim
#149 - 2013-05-15 13:10:46 UTC
Now how about giving 1x free clone upgrade to all of us who are going to be forced to pay upward of 30mil for a new clone when you gift us 8m sp which give no benefit. o7gf

Post with your main™

Vyktor Abyss
Abyss Research
#150 - 2013-05-15 13:12:27 UTC  |  Edited by: Vyktor Abyss
Clone costs are a rather redundant balancing tool for younger less skilled players versus older broader skilled players.

As an 'old' character with 125M+ skillpoints, clone costs are incredibly prohibitive even after this reduction on my playstyle since I have for the last few years mostly been involved with Gallente Faction Warfare.

In FW the most common ships flown are frigates, destroyers and cruisers and for me my base clone cost is actually normally at least 4 or 5 times the cost of a fitted cruiser.

This makes PVP (which is all I actually like to do) completely cost ineffective in these smaller ships because :

i) Pod losses often happen due to lag etc anyway
ii) Enemies are more often (compared to other areas of PVP) flying the fastest scan resolution ships ie: frigates/ sensor boosted destroyers etc
iii) It takes much more loot gained from killing enemies to even cover the loss of one pod

I am also put off pvping in nullsec for exactly this same reason. Certain ships like the Interdictor that I love flying are basically a huge loss making coffin for older higher skilled characters like myself.

My perception is I find it rather distasteful that in order to cost effectively fly these smaller ships I'd need to train up a low skillpoint alt, and so am effectively being penalised for being a loyal customer/player by not being able to fly all the ships I've trained for on a par with some newer player.

The re-balancing of ships has generally been a success from what I can tell with regards making more ships useful, accessible and quicker to specialise for, however the incongruity of clone loss still makes flying a lot of these ships a penalty for some like me.

10 years of Eve means you have a lot of older skilled characters out there so clone costs would be better set at some flat rate in my opinion, so this reduction is a welcome start, but does not rectify this outdated mechanic.

Eve is now a mature MMO - I'm sure the demographics see a wide range of character ages/skillpoint players playing the game - most ships can be specifically trained to a near maximum within 6 months and in PVP I generally assume everyone I fight will be maximum skilled and this holds true for the majority of PVP.

The idea that one character has a massive advantage in PVP over another due to character age is now completely flawed and the clone cost mechanic was there to support that for the immature Eve. It is time to remove that poor legacy mechanic of increasing clone cost IMHO now Eve has reached maturity.

Thats my feedback. Cheers.
Bi-Mi Lansatha
The Scope
Gallente Federation
#151 - 2013-05-15 13:14:12 UTC
xxArchangelxx wrote:
...Shelling out 30M in a frig / cruiser roam for a clone blows...
On those Cruisers, how much are you paying for your ship and fittings?
Real Poison
Sebiestor Tribe
Minmatar Republic
#152 - 2013-05-15 13:15:21 UTC
Thanks, even though it's not that much of a change.
Could you please put away the exponential cost increase?

I'm close to the Tau clone and besides fun PVP fleets i'm not doing much (as in living off of savings, not earning anything).
And i surely would prefer to burn my isk on ships alone compared to overexpensive pods.

Even after the change a pod (without implants) will still hurt me more than a Tech-2 frigate.
When i don't have a proper ship at hand for a fleet i will probably still not mind to bring tackle and rather log.
Random McNally
Stay Frosty.
A Band Apart.
#153 - 2013-05-15 13:19:23 UTC
Good start! I approve of this. Trim a little deeper!

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Unforgiven Storm
Eternity INC.
Goonswarm Federation
#154 - 2013-05-15 13:26:23 UTC
TrouserDeagle wrote:
So getting podded in 0.0 in a 1m frigate still costs me 32m.


Some problem. My main char will continue to be in station. These price changes will make no difference in my willing to undock in anything less expensive than my clone.

I think CCP is worry of loosing this ISK sink but I think I have a possible solution:

I think the solution to this problem could be found by doing the opposite. Each clone upgrade to the next level should cost x more times what it costs today, then any clone replacement should cost a base fee of 1M isk. We shift the cost structure for the moment of the upgrade and that is it.

Only CCP can do the math to check if this is possible, we need to check statistics and determine how many times a player with skill points x was killed in x period of time. Then calculate an average and determine the base multiplier for the clone upgrade.

In terms of ISK spend, players will spend the same as today and CCP will not loose ISK, but in practice it solves the undocking problem and in long term it also increases CCP sink because players will be killed much more.

Finally, to avoid huge costs each time we need to upgrade a clone, CCP also needs to review the list of clones available and the skill points associated to each one and round them. We need a much small progression skill points jump between clones (until we reach 100M points) and something that makes more sense when we look at the clone window.
I think that until 10M points the clone progression should be make in jumps of 1M, then until 100M in jumps of 5M and after that in jumps of 10M.





Unforgiven Storm for CSM 9, 10, 11, 12 and 13. (If I don't get in in the next 5 years I will quit trying) :-)

Vyktor Abyss
Abyss Research
#155 - 2013-05-15 13:35:52 UTC
One consideration for those talking about the 'ISK sink of clones' being important.

I have no metrics to support this but I'm fairly sure a lot more pvpers would take to nullsec and many many more clones would be destroyed if the clone cost was set at some relatively low ISK value.

All those players like myself that see pvp as a cost effectiveness exercise currently, unshackled to create an uninhibited pvp-scape would arguably make up for with increased volume of destruction the amount of ISK sunk directly by clone costs.
Lord Xyon
Team Hemi
#156 - 2013-05-15 13:39:31 UTC
I only scanned through some of the responses, so if this was brought up before then forgive me. However I think this is a great step. I am thinking about taking advantage of this but in combination with another feature.

Currently we use closer alts in wormholes. Quick way to take a low skilled pilot to ram a lot of mass though a wormhole to close that last little critical bit. If they get caught on the wrong side of the wormhole then simple self destruct. you loose a 5 mill cruiser but nothing else. Because it doesn't take much training to make a closer alt, 3 days tops, you can keep the default clone. However you can't really train up a lot of other skills. Since your going to be blowing this pilot up a lot, you don't want to buy a clone. However if the price is cheap enough I might use the new plex to train another character on my account to add a few more skills to make the closer a little more useful in the hole. I will never get him up to very high because of clone cost but might still give this a try.

Worst case scenario I lose one of my closer alts and gain another utility character.
xxArchangelxx
Open University of Celestial Hardship
Art of War Alliance
#157 - 2013-05-15 13:39:36 UTC
Bi-Mi Lansatha wrote:
xxArchangelxx wrote:
...Shelling out 30M in a frig / cruiser roam for a clone blows...
On those Cruisers, how much are you paying for your ship and fittings?


The topic isnt about the ship or fittings, its about the clones and the costs associated with replacing one.
Bi-Mi Lansatha
The Scope
Gallente Federation
#158 - 2013-05-15 13:47:47 UTC
xxArchangelxx wrote:

The topic isnt about the ship or fittings, its about the clones and the costs associated with replacing one.
The topic is 'costs too much'... and perhaps affects game play.

Didn't your cruiser and fittings cost a lot more?
Unforgiven Storm
Eternity INC.
Goonswarm Federation
#159 - 2013-05-15 13:50:20 UTC
Cromzor wrote:
Please remove learning implants (give everyone the equivalent of +5s). If isk sinks are needed to counteract that, do whatever. Learning implants are the only reason I dont pvp.


There always be many other implants, unless we remove them all there will always be 1 implant that will prevent you from undocking...


I think the solution to fix that issue can be done using the clone system. This system needs a huge review and if we could have more clones and jump clones with much more frequency than 24 hours I think that problem is solved.

For example:

- We should be able to have multiple clones in the same station and its the number of stations (we can have clones) be the ones limited to 5.
- Inside the same station we should be able to change clones how many times we want (like we change ships and for a fee) and only limit the clone jump every 24 hours between clones in different stations.

Unforgiven Storm for CSM 9, 10, 11, 12 and 13. (If I don't get in in the next 5 years I will quit trying) :-)

Major Trant
Brutor Tribe
Minmatar Republic
#160 - 2013-05-15 13:54:36 UTC
chatgris wrote:
Another suggestion could be that in addition to the removal of clone costs, the jump clone timer could be based on the distance you travel. If for example, you are jump cloning within the exact same system, there's no cooldown timer so you can decide "I'm going on a nullsec roam, and when i come back I can continue to train with my implants in". The further between your jump clones, the longer the timer before you can jump again.

+1