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Player Features and Ideas Discussion

 
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Clone jump fatigue

Author
Wimzy Chent-Shi
Garoun Investment Bank
Gallente Federation
#1 - 2016-07-06 05:03:38 UTC
Hello everyone,
I will open up a topic that gets booed everytime but let's revisit it, clone jumping could use some love.

My idea is to make the clone jumps more frequent while implementing a SEPARATE jump fatigue timer for such action to limit it.

Issue pretty much comes down to the fact that once people jump into a clone which is on the other edge of space or in a high sec they face a choice whether to pod their implant set potentially worth billions and move wherever their home station was or move it although they can only do it once a year to get where they need to be, or could they just jump again knowing their jump timer will rapidly increase?
Which option offers more content and is less "omg but I already jumped into Jita learning clone, you guys said you were gonna go to sleep and now you say that we have a super pointed again? I will rather sleep and ~ 8 hours later after I wake up I still won't probably get do stuff for another 11 - 16 hours."
The thing is, you will "get to do stuff", unless you are wardeced by hubcampers, then you can roll the dice on who can do their thing first, will you interrupt your undocking animation or will you get instapopped?
And even then, why not just start station trading while you have no skills for it? It' easy HTFU noob! You can buy skills now omg stop crying, to increment orders is fun too!

TL:DR: Shorter separate clone jump timer with separate jump fatigue. Might aswell copy the current jump fatigue system.

Is it long? Yes.
Is it reasonably long? Maybe.
Could it be made "better"? Well read above and voice your opinion.

Come get some cancer @ my blog !

"This clash of opinions is like cutting onions. We are creating something here, that's productive, ...and then there is also salt." -Wimzy 2016

Nevyn Auscent
Broke Sauce
#2 - 2016-07-06 05:28:00 UTC
Or.... We could do away with attributes and flat rate train.
At which point people aren't going to need to jump into a 'learning clone' which is & has always been a terrible mechanic, and then they can just risk their current pod & implants whatever they are since it won't affect SP.
Xaros IX
Doomheim
#3 - 2016-07-06 07:22:56 UTC
Citadel clone jump grants you 0 delay time to switch between clones, provided you got both clones installed in the same citadel
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#4 - 2016-07-06 23:50:55 UTC
Why must we complicate simple mechanics?

The whole point of a clone timer, same as with jumprange nerfs, is to prevent people from being everywhere at once. So either you goof around Jita, or you go out hunting with your bros. Can't have it bothways.

Next thing you know, you'll see guys moving up the pipe and you'd jumpclone to beat them to it.

Finally ... there already is a timer. You want to replace the current timer with another timer that doesn't really limit your mobility? To achieve what actually? Why don't you cut to the chase and say you want to get rid of jumpclone timers-- then I can simply post "no" and that'd be it.
Wimzy Chent-Shi
Garoun Investment Bank
Gallente Federation
#5 - 2016-07-09 09:33:12 UTC  |  Edited by: Wimzy Chent-Shi
Brokk Witgenstein wrote:
Why must we complicate simple mechanics?

The whole point of a clone timer, same as with jumprange nerfs, is to prevent people from being everywhere at once. So either you goof around Jita, or you go out hunting with your bros. Can't have it bothways.

Next thing you know, you'll see guys moving up the pipe and you'd jumpclone to beat them to it.

Finally ... there already is a timer. You want to replace the current timer with another timer that doesn't really limit your mobility? To achieve what actually? Why don't you cut to the chase and say you want to get rid of jumpclone timers-- then I can simply post "no" and that'd be it.


1)Pausing a skillQ, ejecting from ship, pressing the jump key, waiting for it to load, resuming skillQ has still a way to go to the "simple" status.
2) Making it shorter and more punishing for consecutive usage to prevent abuse still seems reasonable.
3) You can still jumpclone to beat people to their destination, this is a current state of the game, the argument does not make sense.
4) It does really limit your mobility. Achievement is more active play, hence the argument stated in OP. I won't cut to the chase for it would spare me your bittervet tears and attitude by which you effectively counterargument yourself through proving my suggestion can not be simply denied and is thus reasonable and worth attention. Thank you.

Come get some cancer @ my blog !

"This clash of opinions is like cutting onions. We are creating something here, that's productive, ...and then there is also salt." -Wimzy 2016