These forums have been archived and are now read-only.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

Can someone explain why we need a 24 hour timer on jumping to a new clone?

Author
InternetSpaceJesus
Imperial Academy
Amarr Empire
#1 - 2012-10-25 09:37:07 UTC
I mean I get that it would be too easy to move around if you could just jump around all the time, but 24 hours seems like an awfully large penalty to solve a relatively minor problem. Couldn't the timer be 2 hours, 4 hours, or 8 hours, and do the same thing?

I make meth to fund my internet spaceships.

rodyas
Tie Fighters Inc
#2 - 2012-10-25 09:37:48 UTC
Sorry, people don't like AFK in the game.

Signature removed for inappropriate language - CCP Eterne

InternetSpaceJesus
Imperial Academy
Amarr Empire
#3 - 2012-10-25 09:46:10 UTC
I'm not really sure what you mean.

I make meth to fund my internet spaceships.

Ravnik
Infinate Horizon
#4 - 2012-10-25 09:51:18 UTC
Maybe they could give us a skill that decreases clone jump timer. I dunno, just an idea Roll

The light that burns twice as bright burns half as long - and you have burned so very, very brightly..........

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#5 - 2012-10-25 09:53:22 UTC
Clone jumping more often would mean that there's more pvp in the game. As we all know, more pvp means that there's a lack of consequences for undesirable behavior. This is something that's not in line with current development focus.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

InternetSpaceJesus
Imperial Academy
Amarr Empire
#6 - 2012-10-25 10:03:52 UTC
Destiny Corrupted wrote:
Clone jumping more often would mean that there's more pvp in the game. As we all know, more pvp means that there's a lack of consequences for undesirable behavior. This is something that's not in line with current development focus.


Undesirable behavior? Or is that just sarcasm saying that CCP doesn't want us to have more PVP for some reason?

I make meth to fund my internet spaceships.

Alara IonStorm
#7 - 2012-10-25 10:04:26 UTC
I would prefer it if you could just switch pods immediately at any medical station.

Never been a fan learning implants just like the skills but separate from that I would like it if you could switch from your Nano Cruiser Minmatar Pod to your Gallente Blaster Frigate Pod on the fly in side a station, like switching ships.

That way you can create empty pods for the cost of Updating your Clone and seed pods around Med Stations for PvE or PvP purposes. That way if you use an expensive pod for any purpose like a Crystal, Slave Set or +4's and 5's and want to go on a Thrasher roam or switch tanking styles and weapons you don't have to wait 24 hours.

Even better carry them from one Med station to another in your Cargo Hold. Like moving them from X Med Station to Y Med Station where you are relocating.
Val'Dore
PlanetCorp InterStellar
#8 - 2012-10-25 10:06:10 UTC
Database corruption.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Vera Algaert
Republic University
Minmatar Republic
#9 - 2012-10-25 10:09:29 UTC  |  Edited by: Vera Algaert
InternetSpaceJesus wrote:
I mean I get that it would be too easy to move around if you could just jump around all the time, but 24 hours seems like an awfully large penalty to solve a relatively minor problem. Couldn't the timer be 2 hours, 4 hours, or 8 hours, and do the same thing?

It doesn't really serve a purpose

The biggest argument in favor of the timer is probably that it slows down force projection - you are deployed in some faraway region, somebody SBUs your home space or hits some of your moons, now you have to make a decision on whether to jumpclone home or not.

The problem is that even if you exclude other means of force projection that might allow you to cross several regions quickly (titan bridges, jumpbridges, etc) there is always the option to do the jump via medical clone without any cooldowns (and most pvpers in 0.0 don't use expensive implant sets anyways - for me the total cost of a jump is 60m and that's probably on the upper end of the spectrum).

.

Shederov Blood
Deadly Viper Kitten Mitten Sewing Company
#10 - 2012-10-25 10:20:09 UTC
Destiny Corrupted wrote:
Clone jumping more often would mean that there's more pvp in the game. As we all know, more pvp means that there's a lack of consequences for undesirable behavior. This is something that's not in line with current development focus.
The lady doth protest too much, methinks.

Who put the goat in there?

baltec1
Bat Country
Pandemic Horde
#11 - 2012-10-25 10:20:49 UTC
Whats with this sudden surge of people who want to do away with meaningfull conciquences to their actions?
Vera Algaert
Republic University
Minmatar Republic
#12 - 2012-10-25 10:27:14 UTC  |  Edited by: Vera Algaert
baltec1 wrote:
Whats with this sudden surge of people who want to do away with meaningfull conciquences to their actions?

the choice between paying a few millions (for clone and implants) or subjecting yourself to a 24h timer (which might make you miss important timers and lose momentum when fighting on multiple fronts) is so obvious that the decision is not meaningful.

I am all for the 24h jumpclone timer if you remove other means of force projection, so that this timer actually is a meaningful restriction. But as is, it doesn't serve any purpose.

.

Tippia
Sunshine and Lollipops
#13 - 2012-10-25 10:32:10 UTC  |  Edited by: Tippia
It's to ensure that you can't move around (or adjust your clone setup) too easily at too little cost.

The only problem with the timer is that it's a classic timer fence-post error. It should really be 23h (or 23:55).
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#14 - 2012-10-25 10:32:45 UTC
I do wish they'd at least let us trade some SP for "expedited" clone jumps. Being locked into one implant set for a day kind of sucks when you need to switch out to something else to deal with a pvp situation. If I could jump a second time within a day but then sacrifice training time for the remainder of the jump duration, that would be cool. It's more of an empire/wh thing though because 0.0 people don't really need to make Slave/Crystal/ECCM choices.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Malcanis
Vanishing Point.
The Initiative.
#15 - 2012-10-25 10:37:34 UTC
InternetSpaceJesus wrote:
I mean I get that it would be too easy to move around if you could just jump around all the time, but 24 hours seems like an awfully large penalty to solve a relatively minor problem. Couldn't the timer be 2 hours, 4 hours, or 8 hours, and do the same thing?


The idea is that if you've committed yourself to operating here, then you have to accept tha your assets are vulnerable over there.

In short, if people could jump-clone freely, then there would be no barrier to one group owning all of 0.0 (and indeed lo-sec). As it is it's easy enough for a single group to dominate vast areas

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

Grath Telkin, 11.10.2016

Rek Seven
University of Caille
Gallente Federation
#16 - 2012-10-25 10:39:47 UTC
It really is an unnecessary and outdated mechanic. It needs to be more like 12 hours.

As a wormholer that goes on regular ops in null/low sec, the jump clone cool down actually dissuades me from participating in pvp.
Aralyn Cormallen
Deep Core Mining Inc.
Caldari State
#17 - 2012-10-25 10:52:50 UTC
I could get behind shortening it to 23 or 23 1/2 just to stop the annoying timer-creep that occurs with a full 24 hours, but otherwise being forced to commit to a jump is a good thing.

Although, to be honest, most of my clone-jumps are done in-station between by learning implanted clone and a naked pvp clone, and a reduction when your in the same station as the clone your hopping into would be kinda helpful, but something I wouldn't care enough about to argue for.
Colonel Xaven
Perkone
Caldari State
#18 - 2012-10-25 10:58:58 UTC  |  Edited by: Colonel Xaven
Imho 24 hours are a fair timeframe.

I can understand a desire to shorten it, but that shortening would start a down spiral (a fulfilled desire awakens more desires) and lead to the exact reason why this timeframe is 24 hours now.

www.facebook.com/RazorAlliance

Rek Seven
University of Caille
Gallente Federation
#19 - 2012-10-25 11:01:19 UTC
InternetSpaceJesus
Imperial Academy
Amarr Empire
#20 - 2012-10-25 11:07:20 UTC
A lot of you guys seem to think I'm for removing it. I'm not, at all. I'm just saying that having to wait 24 hours to jump again is ridiculous to me. As said above, it dissuades from pvping because I cannot switch to a pod with a specific implant set. Overall I think the timer should be lowered to something like 12 hours, and you should be able to switch pods if you're in a station containing a jump clone of yours.

I make meth to fund my internet spaceships.

123Next pageLast page