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

Author
James Amril-Kesh
Viziam
Amarr Empire
#81 - 2012-10-26 00:51:07 UTC
No More Heroes wrote:
As soon as you divorce yourself from the emotional and psycological connection to your implants- you can jump every 2 minutes via changing where your med clone is and self destruct.

Yes, I'm sure you do this often with +5s and hardwirings.

Enjoying the rain today? ;)

Sentamon
Imperial Academy
Amarr Empire
#82 - 2012-10-26 00:57:25 UTC
After having recently played an MMO that has instant teleports all over the place, I hope to never see it again elsewhere. Even 24 hours is too long.

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No More Heroes
Boomer Humor
Snuffed Out
#83 - 2012-10-26 01:08:18 UTC
James Amril-Kesh wrote:
No More Heroes wrote:
As soon as you divorce yourself from the emotional and psycological connection to your implants- you can jump every 2 minutes via changing where your med clone is and self destruct.

Yes, I'm sure you do this often with +5s and hardwirings.


I would imagine most high sec pubbies have all that crap in their head but I usually don't have any implants.

.

James Amril-Kesh
Viziam
Amarr Empire
#84 - 2012-10-26 05:08:32 UTC
No More Heroes wrote:
James Amril-Kesh wrote:
No More Heroes wrote:
As soon as you divorce yourself from the emotional and psycological connection to your implants- you can jump every 2 minutes via changing where your med clone is and self destruct.

Yes, I'm sure you do this often with +5s and hardwirings.


I would imagine most high sec pubbies have all that crap in their head but I usually don't have any implants.

Hmmm, you might want to check who you're talking to.

Enjoying the rain today? ;)

Commander Spurty
#85 - 2012-10-26 05:23:37 UTC
Hmm

The more I read why you want the timer decreased, the more I'm convinced it should be increased

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Qaidan Alenko
Eezo-Lution Inc.
#86 - 2012-10-26 05:40:44 UTC
Because they felt that 48 hours was to long....
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Tul Breetai
Impromptu Asset Requisition
#87 - 2012-10-26 06:05:59 UTC  |  Edited by: Tul Breetai
I only read the first page cuz im in class, so it may have been mentioned, but I agree the 24 hours is way too long. If you're a pvper with separate learning and pvp clones, you would want to be able to switch to pvp at the beginning of your session and back to learning at the end. Most of us are on at the same time everyday because thats our rl schedule. With a 24 hour timer you can't do that because you wouldn't be able to switch until the end of you next session, or change your rl schedule to fit the game. I think this is the biggest issue because it kills the fun. But how could ccp address that? Or is that a good thing?

What would be the harm in having a separate 24 hour timer for each clone?

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Mara Rinn
Cosmic Goo Convertor
#88 - 2012-10-26 06:30:51 UTC
Swarm Of Bees wrote:
The 24h cooldown is fine, and totally reasonable. However, I think it'd work if it was 24h per clone.


Make it a fortnight per clone, and I'll buy it. I see jump clones as being a way to switch to a different type of game play for an extended time. The power of implants means that you want to have some kind of consequence for clone jumping.

Perhaps there could be a 20 hr "side effect" period during which skills are diminished by 30%, with Infomorph Psychology reducing the penalty duration by 2hrs, there would be some balance. Jump into your PvP clone before you head to work, PvP for the evening, then jump back to your +5 clone at the end of the session/weekend/whatever.

Allowing consequence-free clone jumping twice in the same day is just asking for trouble, especially wrt trade alts. At least there would be an end to station camping.
Opertone
State War Academy
Caldari State
#89 - 2012-10-26 06:33:29 UTC
jump Clones are bad - instant teleport is bad. No more jump clones improvements.

This post sums up why the 'best' work with DCM inc.

WARP DRIVE makes eve boring

really - add warping align time 300% on gun aggression and eve becomes great again

Jin alPatar
Entertainment 7wenty
The Burning Contingent Alliance
#90 - 2012-10-26 06:43:20 UTC
Aralyn Cormallen wrote:
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.


I'd be OK with free in-station transfers. If we can leave the expensive ship in station, we should be able to leave teh expensive clone in station too (especially as the mechanic allows an unlimited number of medical 'jumps' in 24 hours.
Bubanni
Corus Aerospace
#91 - 2012-10-26 06:49:59 UTC  |  Edited by: Bubanni
It's about time that CCP adds a skill that reduces jump clone cooldown by either 5% 7.5% or 10% per level (10% per level at lvl 5 should = 12 hour cooldown as in 50% of the original time)

or as someone else suggested I think, the 24 hour cooldown could be applied to the jump clone you jumped to, that way you could jump back in the same day or do 2-4 jumps in a day if needed but perhaps it should have 48 hour cooldown then :)

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James Amril-Kesh
Viziam
Amarr Empire
#92 - 2012-10-26 06:54:55 UTC
I think there are a few separate crowds here that some people have difficulties telling apart. Namely there are two completely separate groups, one who wants to make using jump clones easier for their intended purpose (clone travel), and another who want a boost to their secondary purpose (implant storage).

Enjoying the rain today? ;)

Bubanni
Corus Aerospace
#93 - 2012-10-26 06:59:50 UTC
James Amril-Kesh wrote:
I think there are a few separate crowds here that some people have difficulties telling apart. Namely there are two completely separate groups, one who wants to make using jump clones easier for their intended purpose (clone travel), and another who want a boost to their secondary purpose (implant storage).


I think this is correct, I mainly see jump clones as a implant storage :)...

For people who are against jump clones for their "instant travel" "making eve small", they are stupid, you can travel from one end of eve within like 10-20 mins with capitals and cyno chain... or do it within a few hours in an interceptor...

I personly don't care about jump clones as a means of travel, if they made switching implants easier and without destroying the implants in the process, I would totally be for removing jump clones... (unplug implant to hangar would be kinda sweet)

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

svenska flicka
Caldari Provisions
Caldari State
#94 - 2012-10-26 07:00:28 UTC
James Amril-Kesh wrote:
I think there are a few separate crowds here that some people have difficulties telling apart. Namely there are two completely separate groups, one who wants to make using jump clones easier for their intended purpose (clone travel), and another who want a boost to their secondary purpose (implant storage).



True and I am in the second group. When it comes to traveling 24 hours is good or perhaps too good. But 24 hours to change implants is way too penalizing on a persons game time.
Esan Vartesa
Samarkand Financial
#95 - 2012-10-26 07:20:42 UTC
Bubanni wrote:


For people who are against jump clones for their "instant travel" "making eve small", they are stupid, you can travel from one end of eve within like 10-20 mins with capitals and cyno chain... or do it within a few hours in an interceptor...

I personly don't care about jump clones as a means of travel, if they made switching implants easier and without destroying the implants in the process, I would totally be for removing jump clones... (unplug implant to hangar would be kinda sweet)


Some of us would prefer to have the cyno chains and bridges done away with as well. A few hours in an interceptor sounds just about right to me as the fastest way to travel.

Do away with jump clones entirely. Leave implants as a permanent commitment of ISK. Also, make it so that to change medical stations, you have to be docked at the new station first.

Don't fly what you can't afford to lose.
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Juliade
The Scope
Gallente Federation
#96 - 2012-10-26 07:41:13 UTC
Entirely judging from what I've read so far, I think having clones as a commodity you can plug full of implants and then buy, sell, transport around and switch into (like ships) is really all you need. Jumping around should be a commitment to be active in a specific area for a certain amount of time as many before me already said. I see no problem with the timer.
Warp Planet6
Tribal Liberation Force
Minmatar Republic
#97 - 2012-10-26 08:05:11 UTC
Spurty wrote:
Hmm

The more I read why you want the timer decreased, the more I'm convinced it should be increased


Same here.

All those desires of saving implants, fast travelling etc. make me think about increasing the cooldown timer. Maybe 36 hours.
Tobiaz
Spacerats
#98 - 2012-10-26 08:23:52 UTC  |  Edited by: Tobiaz
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.


Sadly this simply doesn't work that way. More mobility works more in favor of the defenders running away and not having to commit to a fight which, in EVE 'perfect intel' situation they often know beforehand they can't win.

Yes it's easier to scour more area for targets, but those will simply run away as well, with additional downside that this 'shrinks' the galaxy too much and results in excessive power projection. Not to mention it nullifies the commitment consequence for people choosing to live in null, by allowing to jump back and forth to empire , which is VERY bad.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Tobiaz
Spacerats
#99 - 2012-10-26 08:25:21 UTC  |  Edited by: Tobiaz
Bubanni wrote:
James Amril-Kesh wrote:
I think there are a few separate crowds here that some people have difficulties telling apart. Namely there are two completely separate groups, one who wants to make using jump clones easier for their intended purpose (clone travel), and another who want a boost to their secondary purpose (implant storage).


I think this is correct, I mainly see jump clones as a implant storage :)...

For people who are against jump clones for their "instant travel" "making eve small", they are stupid, you can travel from one end of eve within like 10-20 mins with capitals and cyno chain... or do it within a few hours in an interceptor...

I personly don't care about jump clones as a means of travel, if they made switching implants easier and without destroying the implants in the process, I would totally be for removing jump clones... (unplug implant to hangar would be kinda sweet)


Thanks you for underlining how hard jump mechanics as well are in dire need of a massive nerf. Cool
A galaxy-spanning cyno-chain is ok, but it should cost way more then it does now.

I don't know about the unplug implant though. Choices must have consequences. People are already cheating on that with storing implants in jump clones. The ease with which players can have min-maxed clones for several situation is bad and takes away the opportunity of players that do wish to specialize.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Tippia
Sunshine and Lollipops
#100 - 2012-10-26 09:12:28 UTC
Warp Planet6 wrote:
Spurty wrote:
Hmm

The more I read why you want the timer decreased, the more I'm convinced it should be increased
Same here.

All those desires of saving implants, fast travelling etc. make me think about increasing the cooldown timer. Maybe 36 hours.
Make it 35½ and you've got a deal. Blink