These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
123Next pageLast page
 

JumpClone cooldown to 12 Hours! [POLL]

Author
Kamara Sertiko
Usually Harmless
#1 - 2011-12-09 11:34:55 UTC  |  Edited by: Kamara Sertiko
I'm just wondering, is there a (good) reason for the JumpClone timer to be set to 24Hours. I really think there is no EVE player that would not like it to be changed to 12 Hours. I find myself many times just waiting and station spinnen for the CJ timer to end, it really makes me sad! Cry

Another alternative for changing the CJ timer is to say: You can make one CJ in 24H, lets say you get one CJ activation after downtime, and it doesn't matter when you use it, but you can only use it once. After the next DT you can CJ again. But I guess this doesn't really help me out a lot, but in some situations it might help...

I really see no reason why not relax the restrictions on the CJ timer a bit...

POLL
http://www.acepolls.com/polls/1239827-jumpclone-timer-to-12h
Adamonus
The Scope
Gallente Federation
#2 - 2011-12-09 11:39:38 UTC  |  Edited by: Adamonus
Hello,

probably this is to avoid "bunnyhopping" with jumpclones.

You can a) skill in highsec or b) kill in lowsec. And between these two "main activities" you should also show your avatar to other player a bit and the universe, as you play a mmo ^^
Brooks Puuntai
Solar Nexus.
#3 - 2011-12-09 11:44:56 UTC
I actually think they need to INCREASE the time or limit the ability of jump cloning. The whole JC process eliminates the need for normal travel and makes moving around WAY to easy. You can be at your home defending one day then JC to a staging area across the map the next. This makes any sort of longterm invasion a cake walk, aswell as defending large areas of space a breeze.

So no.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

RaTTuS
BIG
#4 - 2011-12-09 11:47:51 UTC
Having a skill that reduces it to 22hrs for level 5 I could live with ....

http://eveboard.com/ub/419190933-134.png http://i.imgur.com/kYLoKrM.png

Kamara Sertiko
Usually Harmless
#5 - 2011-12-09 11:50:35 UTC
RaTTuS wrote:
Having a skill that reduces it to 22hrs for level 5 I could live with ....


Nice one :) I'll vote for this!
Louis deGuerre
The Dark Tribe
#6 - 2011-12-09 11:54:30 UTC
I agree with op. 12 hours would be great. No good reason not to and would greatly ease my life.
Neo Agricola
Gallente Federation
#7 - 2011-12-09 11:59:59 UTC
Louis deGuerre wrote:
I agree with op. 12 hours would be great. No good reason not to and would greatly ease my life.

Same here

DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=706442#post706442 Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710

Lord Zim
Gallente Federation
#8 - 2011-12-09 12:02:17 UTC
Or you can just update the clone to a different station and pod your sorry ass.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Karn Dulake
Doomheim
#9 - 2011-12-09 12:30:41 UTC
Make it instant

I dont care about you lot i only care about me

(In before hate)
I dont normally troll, but when i do i do it on General Discussion.
Lexmana
#10 - 2011-12-09 12:33:45 UTC
Louis deGuerre wrote:
I agree with op. 12 hours would be great. No good reason not to and would greatly ease my life.


Other things that could ease your life is:

Autopilot from station to station with warp at zero to gate and MWD+Cloak.
Unlimited cargohold on frigates.
Teleporting from station to station.
More ISK button in neocom.

Raven Ether
Doomheim
#11 - 2011-12-09 12:33:58 UTC
Brooks Puuntai wrote:
I actually think they need to INCREASE the time or limit the ability of jump cloning. The whole JC process eliminates the need for normal travel and makes moving around WAY to easy. You can be at your home defending one day then JC to a staging area across the map the next. This makes any sort of longterm invasion a cake walk, aswell as defending large areas of space a breeze.

So no.



Bitter gatecamper tears.
Karn Dulake
Doomheim
#12 - 2011-12-09 12:39:32 UTC
Lexmana wrote:
Louis deGuerre wrote:
I agree with op. 12 hours would be great. No good reason not to and would greatly ease my life.


Other things that could ease your life is:

Autopilot from station to station with warp at zero to gate and MWD+Cloak.
Unlimited cargohold on frigates.
Teleporting from station to station.
More ISK button in neocom.




Gate camper and blob merchant detected
I dont normally troll, but when i do i do it on General Discussion.
Gerald Taric
NEO DYNAMICS
#13 - 2011-12-09 12:43:05 UTC  |  Edited by: Gerald Taric
No

I admit not having a jump clone yet. Nevertheless i would deny this "decrease it to 12h". Next step ist: "Why are it 12 h, why not 6h?"? ... 3h ... 1h?
"Why are traininmg times 21 days, why not 12d, ... 6d ... 1d .... ... it would ease my EVE life, if there is no training time for skills at all."

I think it's one of these challenges you have to deal with in EVE. And it's okay this way.

Anyway: Some "Biological Adaption"-Skil, which will reduce the time (at level 5) to 22h ... that would be an interesting idea.
Grayn
Caldari Provisions
Caldari State
#14 - 2011-12-09 12:46:19 UTC  |  Edited by: Grayn
I've been living in 0.0 for quite a while, and I think the JC timer is one of the limitinfg factor for pvp for many ppl. Obviously, if im in my +5s clone, im much less tempted to go roam around and whatnot.

Wouldnt it be possible to make the JC timer 1-5 hours for clones that are in the same region as you are?
To limit the "bunnyhopping" around the galaxy, we could keep the 24 hours timer for clones that are in another region, i.e. far away..

*edit* @previous: I don't think of JC timer as a challenge, I see it more as something that prevents me from doing what I would like to do...
Brooks Puuntai
Solar Nexus.
#15 - 2011-12-09 13:03:29 UTC
Raven Ether wrote:
Brooks Puuntai wrote:
I actually think they need to INCREASE the time or limit the ability of jump cloning. The whole JC process eliminates the need for normal travel and makes moving around WAY to easy. You can be at your home defending one day then JC to a staging area across the map the next. This makes any sort of longterm invasion a cake walk, aswell as defending large areas of space a breeze.

So no.



Bitter gatecamper tears.


How does increasing JC timer make it easier for gatecampers? Not that I actually gate camp. If anything it would make gate camping easier, since if one gate is dry and not getting enough traffic I can JC to another area and gate camp there.

Its funny how most here have no idea the detrimental impact that it will be caused if you lower the cooldown on jump cloning. It would make owning and control large areas of space even more easier then it is now. It would allow alliances to do both a offensive on the other side of the galaxy while at the same time easily defend their home space with ease.

Its understandable why you would want it. However it is for personal selfish reasons with no understanding of the overall negative impact.


CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Louis deGuerre
The Dark Tribe
#16 - 2011-12-09 13:04:22 UTC
I currently live in 0.0
If I have to change something in the highsec market and jump there i'm stuck there for 24 hours for no good reason.
Next evening there is epic fight in 0.0 and I can't jump back to join in Evil

This scenario has played out a hundred times at least already. Change it to 12 hours and let me join the goodfights ! Pirate

I fail to see how this would suddenly imbalance gameplay.
Kalicor Lightwind
Garoun Investment Bank
Gallente Federation
#17 - 2011-12-09 13:19:11 UTC
Why don't we just do this?

If you jump to a clone that's at your current station, no CD on it.

People can then jump into a low-implant clone for some low sec pvp or a larger battle and they don't have to worry so much about losing implant.
DarkAegix
Center for Advanced Studies
Gallente Federation
#18 - 2011-12-09 13:23:52 UTC
So, we'll allow players afraid of losing a pricey clone/skillpoints to engage in some PVP?
Sounds like a win to me.
The more PVP the better.
Vincent Athena
Photosynth
#19 - 2011-12-09 13:33:29 UTC
Grayn wrote:
I've been living in 0.0 for quite a while, and I think the JC timer is one of the limitinfg factor for pvp for many ppl. Obviously, if im in my +5s clone, im much less tempted to go roam around and whatnot.

Wouldnt it be possible to make the JC timer 1-5 hours for clones that are in the same region as you are?
To limit the "bunnyhopping" around the galaxy, we could keep the 24 hours timer for clones that are in another region, i.e. far away..

*edit* @previous: I don't think of JC timer as a challenge, I see it more as something that prevents me from doing what I would like to do...


You could also make it the same station and fold it into the lore. Say sending your mind through space is traumatic, and takes 24 hours to recover from. But if you and your jump clone are side by side, hard wired into each other, then the trauma is less and the cool down is shorter.

Also making a quick jump require being in the same station means no quick clone jumping to escape a station camp.

Know a Frozen fan? Check this out

Frozen fanfiction

Sgt Lurch
Doomheim
#20 - 2011-12-09 13:35:29 UTC
since many people are offline for 12 hours a day, it would be a buff to certain aspects of the game by being able to park your character overnight in high sec for example, and next day log in and go back to your usual location. This would aid traders who could wake up in Jita before playing in null per example.

Also would be an buff to skill training as you overnight in a set of +5 training implants.

Effectively gives you two lives everyday for completely different activities, I think it's better that you get one choice tbh.
123Next pageLast page