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Timer to DIAF

Author
Klandi
Consortium of stella Technologies
#1 - 2012-01-31 11:59:00 UTC
With the changers in the timers, CCP- can we have the clone jump timer reduced to 6hrs or even 3hrs? When you're the jack of all trades like you have to be in this game - you want to utilise the clones and implants most effectively for the best effect

Make it so

I am aware of my own ignorance and have checked my emotional quotient - thanks for asking

baltec1
Bat Country
Pandemic Horde
#2 - 2012-01-31 12:04:38 UTC
Still against this as it makes travel too easy
Nex apparatu5
GoonWaffe
Goonswarm Federation
#3 - 2012-01-31 12:08:52 UTC
Please CCP just introduce a new skill that drops the clone timer. 24 hours is forever, and with cynos travel is already too easy for cap pilots. This would just help subcap pilots compete.
Commander Spurty
#4 - 2012-01-31 12:30:28 UTC  |  Edited by: Commander Spurty
As I understand it:

- session timers were created to solve the issues such as docking, reshipping, undocking and observing your ship docking from happening. It's to allow the transition from one system to another to have enough time to complete the transaction

- jump clones having 24 hours between them in order to make waging war an event rather than a 20 minute excursion, then home Instantly, 70 jumps back to PVE and pointlessly grinding ISK, oh they are repairing the damage, jump clone back for 20 mins

Note: I'd have preferred shorter when I used to use implants. Now I don't , means nothing to me. Just pod express.

There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

Klandi
Consortium of stella Technologies
#5 - 2012-01-31 12:34:48 UTC
As I understand it, the clone session timers were because TQ couldn't keep up - as was the reason for most of the timers. but things change and we must adopt an adaptive mindset!

I am aware of my own ignorance and have checked my emotional quotient - thanks for asking

Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#6 - 2012-01-31 12:50:52 UTC
Agree with reduction of jump clone timers. There's been dozens if not hundreds of threads on it and the argument still remains - 24 hour waits are a drag on willingness to engage in combat.
Solstice Project
Sebiestor Tribe
Minmatar Republic
#7 - 2012-01-31 12:53:08 UTC
"24 hours is forever" ...

24 hours ... forever ...
24 hours ... one day ... forever ...

Duke Nukem 24 hours ...
Wait, does that mean that ... 24 hours = 12 years ?

Wow... so deep !
How did you come up with that ????
You must be SO smart, wow !!!
War Swine
Garoun Investment Bank
Gallente Federation
#8 - 2012-01-31 12:55:59 UTC
Or at least make it like 2 jumps in 48 hours.
So you can at least switch clones in one day and still are restricted to not jump around like crazy...
Amsterdam Conversations
Doomheim
#9 - 2012-01-31 12:59:56 UTC
Yeah no problem.

If clone jumping is only allowed to within the same station.

Otherwise this will be a no-effort no-cost 100-jumps-in-1-second travel option, which EVE doesn't need.
Tippia
Sunshine and Lollipops
#10 - 2012-01-31 13:05:42 UTC
They should reduce it to 23h (or even 23h50min) to make it an actual once-a-day thing rather than the once-a-just-a-bit-more-than-a-day-due-to-the-unavoidable-delays thing the current fence-post error creates.

It's a fairly common error, though, so I don't fault them too much: they simply though that “every n hours” translates in “n-hour timer” when it should in fact be “n-1 hour timer”.
Malcanis
Vanishing Point.
The Initiative.
#11 - 2012-01-31 13:24:19 UTC
How about a variable timer in return for a geometrically increasing fee?

For clones jumps >24 hours apart, no fee
For clone jumps > 23 hours apart, 1M ISK
For clone jumps > 22 hours apart, 2M ISK
For clone jumps > 21 hours apart, 4M ISK
For clone jumps > 20 hours apart, 8M ISK

And so on.

This makes it pretty inexpensive to subtract the length of the average play 4-5 session, so if you clone jump last thing Wednesday and then discover you need to jump back when you start playing again on Thursday, well then it costs you a few mill but you can do it. But it does make it impractically expensive to clone jump about the place simply because you can't ever be bothered to travel normally. But if someone wants to pay a billion ISK to get to his HG Snake clone after only 14 hours, then he can.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Shadowsword
The Scope
Gallente Federation
#12 - 2012-01-31 14:14:58 UTC
Klandi wrote:
With the changers in the timers, CCP- can we have the clone jump timer reduced to 6hrs or even 3hrs? When you're the jack of all trades like you have to be in this game - you want to utilise the clones and implants most effectively for the best effect

Make it so


This would make force projection even more easy by making it much easier to return home fast to defend against something, then returning on the offensive. It would favor powerblocs, which is a bad thing.

So, no.
Rhinanna
Brutor Tribe
Minmatar Republic
#13 - 2012-01-31 14:17:15 UTC
How about adding the ability to do a 'in-station' jump with no timer.

Gets round the 'insta-travel' problem but still allows people to get on with whatever they want to do without waiting for a timer.

Also doesn't restrict PvP like the current system as people who are in +5s e.t.c. for PvE will be able to switch out reasonbly quickly.

-The sword is only as sharp as the one who wields it! Other names: Drenzul (WoT, WoW, Lineage 2, WarH, BloodBowl, BSG, SC2 and lots more) 

Alara IonStorm
#14 - 2012-01-31 15:52:55 UTC
I would enjoy a way to change pods without jumping.
Klandi
Consortium of stella Technologies
#15 - 2012-01-31 16:07:03 UTC
I would love to see a response from CCP saying Yea or FO.....

I am aware of my own ignorance and have checked my emotional quotient - thanks for asking