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[Odyssey 1.1] Jump Clone skills *Updated with Advanced Infomorph Psychology*

First post First post
Author
Kane Fenris
NWP
#41 - 2013-08-05 16:55:32 UTC
MeBiatch wrote:


make the skill like an x8 (time to train BS to V)



hell no..... why punish players through a very high skill time just to be able to take advantage of an existig feature?
multiplier should be 3-4 so a player who needs it can skill it without beeing robed a ton of skilltime.
but players who dont realy need it wont end up skilling it.

we all (inlueding CCP) profit if eve is played more so don't make it harder to play more
Maximus Andendare
Stimulus
Rote Kapelle
#42 - 2013-08-05 16:55:37 UTC
What are the prereqs going to be on this skill?

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Boris Amarr
Viziam
Amarr Empire
#43 - 2013-08-05 16:55:40 UTC
Very very good news!
Gizznitt Malikite
Agony Unleashed
Agony Empire
#44 - 2013-08-05 16:56:27 UTC
Sephira Galamore wrote:
Why?

In more words...
Why buff safe instantaneous travel?
If this change is supposed to help with implants, allow clone switching in stations.
I hope you give this some more thought :S


There are really two issues:

1.) Instantaneous travel around the universe: Frankly, the loss of all implants and the cost of upgrading your clone is one of the few things that limits this. A 5 hour reduction probably won't be game changing in regards to "instant travel" via j-clones. However, a "change clones" in station allows people to swap to an empty clone and death-clone anywhere almost as efficiently as jump cloning. And that would be abused and game changing.

2.) Implant utilization. If I can swap clones, I can swap to my +5 attribute implants at the end of the night, and swap back for PvP. This will inevitably lead to some blingy lossmails ans people don't realize what clone they are in, but the majority of EvE players would abuse the hell out of clone switching.

Overall, I don't think a 5 hour reduction to the jump clone timer is going to be hurtful to game play. And if we had "clone switching", to prevent abuse, we'd essentially have to put the Jump clone cooldown timer on it anyway.
Laendra
Universalis Imperium
Goonswarm Federation
#45 - 2013-08-05 16:56:32 UTC  |  Edited by: Laendra
I ******* love this change. If you are ever in Kansas City, let me know, I'll buy you some BBQ...(this was for CCP Rise only, or CCP devs in general ;) )
Lex Arson
Adversity.
Psychotic Tendencies.
#46 - 2013-08-05 16:56:58 UTC
wow the amount of people not reading the OP

CCP Rise wrote:
The goal here is to avoid situations where jump clone delay pushes jump clone use back a bit each play session until eventually people wind up stranded in the wrong clone during their few hours of play time. We don't want to accelerate the rate that you can jump significantly, we just want to make sure that switching once a day is actually possible.

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GizzyBoy
I N E X T R E M I S
Tactical Narcotics Team
#47 - 2013-08-05 16:57:10 UTC
not sure if trolling..
Vincent Athena
Photosynth
#48 - 2013-08-05 16:57:38 UTC
Do we really need it to be a skill? Just set it to 20 hours.

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Phoenix Jones
Small-Arms Fire
#49 - 2013-08-05 16:57:39 UTC
Ong wrote:
Any chance of a skill to create more jump clones? Advanced infomorph psychology perhaps?

6 clones is just not enough any more after the crystals/snakes/slaves a set of really spendy implants I was given for an alliance tourney team a few years back and a set of +5's for those times when I know I'm going to be away from the game for a few days. That leaves me with 1 "cheap clone" I can use for general pew pew, I would love to be able to put a few clones and ships in various npc null'ss and be able to go pew in other locations for a weekend or whatever without having to setup cyno chains and spend a couple hundred mill on jump fuel b4 I even get there.

Also having more then 1 clone per station would be awesome while your at it.


IMO, I'm not sure its needed, that and giving people the ability to load clones across all of new Eden's probably not the smartest idea. You'd wind up with spy jump clones in stations, people would be jumping clones every few hours to go across the entire universe instantly. CCP wants people to deal with the logistics of eve at some point.

eh....Its odd to have more, not a bad thing, but not necessarily a good thing either.

Yaay!!!!

Anhenka
Native Freshfood
Minmatar Republic
#50 - 2013-08-05 16:58:10 UTC
Rather disappointing if I say so. Was really expecting something along the lines of 12-16 hours, I really don't see much use in a reduction to 20-19, wont really help all that much for most of the situations where I find myself not using a JC because of the timer.
MeBiatch
GRR GOONS
#51 - 2013-08-05 16:58:36 UTC
Kane Fenris wrote:
MeBiatch wrote:


make the skill like an x8 (time to train BS to V)



hell no..... why punish players through a very high skill time just to be able to take advantage of an existig feature?
multiplier should be 3-4 so a player who needs it can skill it without beeing robed a ton of skilltime.
but players who dont realy need it wont end up skilling it.

we all (inlueding CCP) profit if eve is played more so don't make it harder to play more


thats for the advanced version budy.

the basic one i would argue be a iv.

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Baren
Sebiestor Tribe
Minmatar Republic
#52 - 2013-08-05 16:59:04 UTC
i mean i get that if i signed in at myu ussual 20:00 and then i jump cloned at 23:00 it would be nice to be able to jc again the next day at 20:00
MeBiatch
GRR GOONS
#53 - 2013-08-05 16:59:30 UTC
Maximus Andendare wrote:
What are the prereqs going to be on this skill?


i am hopping intromorph trained to iv.

maybe science and biology too.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Orakkus
ImperiaI Federation
Goonswarm Federation
#54 - 2013-08-05 17:01:40 UTC
CCP Rise wrote:
Hi Hi

I'm not even in the office today (Icelandic holidays happen approx every other day) but I'm really excited to let you guys know about this, so here you go:

For Odyssey 1.1 we are adding a skill - Informorph Synchronizing - which will lower the time between jumping clones by one hour per level.

The goal here is to avoid situations where jump clone delay pushes jump clone use back a bit each play session until eventually people wind up stranded in the wrong clone during their few hours of play time. We don't want to accelerate the rate that you can jump significantly, we just want to make sure that switching once a day is actually possible.

Maybe I should mention that while there may be plenty of feedback related to jump clones as a whole, this change is simply something very easy to do which will have a very positive affect on player experience. Feedback on large scale plans or changes to jump clones, or clones generally, while totally valid, won't have an effect on 1.1. So, if possible, please focus feedback on this skill specifically.

o/


I understand the why, but to be fair.. if you are going to do it, make it at least 2 hours per level. It will be far more useful for everyone if that were the case.

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Vince Snetterton
#55 - 2013-08-05 17:01:52 UTC
A reduction to 19 hours is very fair.
I imagine won't players won't take it past 22 hours, as it gives them the time buffer to manage RL and this damn game at the same time.
Drone 16
Holy Horde
#56 - 2013-08-05 17:02:09 UTC
Pinky Feldman wrote:
Destoya wrote:
Thanks Obam... Rise!


He was supposed to bring solo back..he said things would be different..



You miss are funny! +1

Rise, how did you settle on 19hrs as being max? Was there a metric involved? I'm just asking so I know if it is a hard figure that is there for a reason or if it is just because of +1/level. (please read this as a sincerely worded question with no underlying snarkiness intended)

Love that you are so receptive to feedback and keep up the good work.

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M1k3y Koontz
Speaker for the Dead
Shadow Cartel
#57 - 2013-08-05 17:02:23 UTC  |  Edited by: M1k3y Koontz
1 hour per level, helpful I guess.

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md5oogle
Canadian Bacon.
Honorable Third Party
#58 - 2013-08-05 17:02:59 UTC
Skill should actually read: 10% reduction in jump clone cooldown per level
rofflesausage
State War Academy
Caldari State
#59 - 2013-08-05 17:03:35 UTC  |  Edited by: rofflesausage
Skills like this annoy me. They simply get in the way of a good experience with the game.

Look at the traditional way skills were done in Eve: Damage increases, capacitor reduction, CPU / power-grid enhancement....They all give me a nice boost to my stats in PvP and PvE, or to simply making money faster when it comes to industry.

This doesn't really fit in with that mantra. From your own admission: "The goal here is to avoid situations where jump clone delay pushes jump clone use back a bit each play session until eventually people wind up stranded in the wrong clone during their few hours of play time."

A noble reason, but you're not addressing the core issue here. People often play at different times daily. Changing the jump time by a few hours is only going to move the limit to that new time. 5 Hours doesn't really offer that much flexibility.
Flexibility = more pew pew. Most of the people I know who use JCs use it because they PvP. Please realise this, along with that even a 5 hour reduction is a annoyance.

You end up with a situation where I could be playing till say 11PM one night, log in the next day at midday and I can't JC. Why? It's a different day. Different people are online doing different things to yesterday. Heck, an entire different timezone is probably now predominant on Tranquilly. Why do I have to fight this stupid mechanic to get fights easier? I've resorted to podding myself to another station numerous times because of it. It's not exactly a great way to reward those who want to PvP.

Ironically, the guys in our corp who deal with industry and mining rarely JC. Stop punishing those who want to get into PvP faster and easier. Let us fight each other, not a boring, non-interactive mechanic.

By adding this skill, you add a skill which simply makes the game less annoying to play. Tackle that reason at the core, not by patching it with a skill.
MeBiatch
GRR GOONS
#60 - 2013-08-05 17:05:02 UTC
Bubanni wrote:
I will say that this seems very balanced. it's certainly better than the time creep that was there before... I rememeber plenty of times when I had to do "nothing" because I was on cooldown from the day before while being in an expensive combat clone (that would be very bad idea to bring on the specific situration)

I will say that jump clones main function for most people is implant switching, and I hope that the next iteration of jump clones would involve some "smarter" way of switching implants... such as being able to switch clones at a much faster rate if the clone is in your current station (honestly all other locations shouldn't be changed in duration, but I am okay with this 19h delay)

:D and as a disclaimer, I would say that the current cooldown when switching implants (and not considering jumpclones as a means of travel) can cause alot of "risk aversion" this both counts of combat clones and "skill training" clones making the delay much much smaller on changing implants if it's in current station would allow more people to get into action when they might have chosen otherwise because they were on a cooldown or the cooldown would fit badly on their planned adventures for the next day... speaking out of own experience here, where I used to fly a lot with full snake clone, forcing me to stay mainly in my "snake clone ship" :3 as I never knew when I would need it next (I used it almost daily) but it also meant I couldn't really switch out of it to jump into a ships like dictors other stuff that might die... as it would be stupid) just my two cent, ofc it's all a "choice" :D


pretty much this.

also an advanced version of the skill allowing for an adition removal of 5-7.5 hours would greatly help in the switch from combat clone to PVE clones.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.