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Player Features and Ideas Discussion

 
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Im sick from waiting 24h for change clone.

First post
Author
Krixtal Icefluxor
INLAND EMPIRE Galactic
#61 - 2012-12-29 13:23:52 UTC
Nevyn Auscent wrote:
Or we could just get rid of +1-5 Implants, that really are Learning Skills MK II.
And make implants all about helping you in combat/industry/mining/exploration.
And unconnected from the skill training times.

Then people won't be worried about lost training time from getting podded, which is the biggest impact of getting podded in Eve, is that lost training time if you can't afford to buy new +5's for your current training.



Sounds like someone is just jealous because they can't afford them in the first place. Too much PvP ?P

"He has mounted his hind-legs, and blown crass vapidities through the bowel of his neck."  - Ambrose Bierce on Oscar Wilde's Lecture in San Francisco 1882

Zan Shiro
Doomheim
#62 - 2012-12-29 14:29:16 UTC
Tippia wrote:
Yes, it really should be reduced to 23h or 23h55m or so to make an actual once-a-day thing rather than the once-a-day-and-a-bit fencepost error it currently represents.



this would the fairest caveat to this matter and i'd +1 it. when I pvp'd some of my jc cycles came around dt for some reason (the 7 p's basically on my part most likely but your are right about the timer being screwy sometimes...) . that rush after dt to get clones arranged right for the on the dot op after dt sucked ass. Even an extra 10 minutes pre dt would have been nice.


Rest of this stuff.....breaks down to better planning. If the corp/alliance site has 4 enemy pos' coming out of timers in say 20 hours and will be ops most likley....running crystals or snakes not the best thing to do (unless you want a really fast or tanky bs anyway lol).

If roams are hitting consistently daily....same thing. Need the isk that bad ask the CEO for a night off or 2. I got lucky here I guess...I'd tell CEo or other leader online I really need the isk. Let me not get dinged for missing a few roam nights and I rat but am online for core system defence if needed in at least a BC.

Most were cool and said get your isk up. They were also smart....my only oher option would be alt'ing in empire and not even around for core system defence. It did help ofc that I was active in pvp and they could see off kb a few times I was jsut getting ground up in some meat grinder ops going at the time.
Daisai
Daisai Investments.
#63 - 2012-12-29 15:26:40 UTC
Reducing the time for jumpcloning is a good idea.
It will result in more pvp since the holdback for alot of people to pvp is being lowered.

If you pvp in low/null sec you basicly dont gain anything , the fun is only depending on the outcome so holding people back with these 24 hours cooldown isnt helping.
You need to motivate people to pvp in low/null sec, putting up a jumpclone cooldown for 24 hours isnt helping.

Reducing it to 12 hours or even put in a skill ( which was also suggested ) could help with motivating people abit more to pvp.

It will also result in people that for example do incursions or fleetbattles and are willing to pvp in expensive clones to change set depending on the ship they bring.

The downside people are saying is that people abuse it for travelling, which isnt really true.
Right now people already do that with clones without implants, reducing the jumpclone cooldown isnt going to change that.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#64 - 2012-12-31 13:33:14 UTC
Daisai wrote:
The downside people are saying is that people abuse it for travelling, which isnt really true.
Right now people already do that with clones without implants, reducing the jumpclone cooldown isnt going to change that.


On this single base when you know how it's easy to travel hundreds of jumps in a couple minutes thanks to titans/jump bridges it's clearly ridiculous to bring "power projection argument".
I have yet to read a decent counter argument to the fact this actual timer prevents pvp, actually there's no reasonable argument at all except the usual rabble of the old days having no global sense at all but situational, unlike the fact this timer hits every one even if some think their playing time planning is better than anyone else.

AS far as I'm concerned right now it's quite easy, if clone timer is up when I can log in it's ok, if not I have no interest on logging no matter whatever internet ridiculous e-peen or stupid honor some random pawn will claim, I'm the one who pays my subs no one will tell me what I have to do or how I must play my game except CCP telling me, with this timer I can not play when I have the time for it but that I should manage my life around that stupid timer to play Eve, which will never happen.

removed inappropriate ASCII art signature - CCP Eterne

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#65 - 2012-12-31 16:23:28 UTC
Daisai wrote:
Reducing the time for jumpcloning is a good idea.
It will result in more pvp since the holdback for alot of people to pvp is being lowered.


If given a choice, I'd tend to favour quality over quantity tbh.

Easy long-range force projection damages the quality of pvp; while jump clones are certainly only a minor cause of this, we should live in hope that changes to deathcloning and jump/bridge mechanics will be made in the future.
Sigras
Conglomo
#66 - 2012-12-31 17:30:24 UTC
Ines Tegator wrote:
Alts and titan bridges are the bigger problem with force projection. It's only us average players that are limited by the timer. This change would just make it that much easier to convince people like us to go take risks.

Thats like saying cancer causes more deaths than car accidents, so we shouldnt make cars any safer until we cure cancer . . .

Obviously in real life we want to fix both problems . . . just like in eve we need to fix both problems.
Juan Thang
Optimistic Wasteland Inc.
Fraternity.
#67 - 2013-01-03 06:13:30 UTC
If someones already said this then my bad but i couldnt be bothered to read through 3 pages of blah about something im not too fused about and its early.

Why not have a standard clone, that you cannot jump to from another station, this clone could be switched with your current clone at a moments notice, a max of 2 clones per station would be allowed.
1 jump clone - this can be jumped to and from and still holds the 24 hour timer when jumping to other jump clones..
1 standard clone = this can be switched to and from in station at any time. and are slightly cheaper due to the unenhanced neural gizmos. These also hold a 24 hour timer when switching between standard clones.

When in a jump clone you can switch between the same standard clone and jump clone as many times as you want, but accessing a second standard clone will involve the 24 hour timer.

nikon56
UnSkilleD Inc.
#68 - 2013-01-07 17:14:16 UTC  |  Edited by: nikon56
Varesk wrote:
if you are going to pvp in lowsec or highsec you dont have to worry about being podded.

lol

just lol

you pvp a lot in low don't you?

so many ways to catch pod in low, first and almost inevitable one: smartbombs

and ceptors / strat über seboed

while i would tend to agree the chances are lower in high, because of the high risk of smartbomb usage, in low, the pod remain at risk, still less than in null / WH of course but still!
Dantes Wolf
Interstellar Corporation of Universal Management
#69 - 2013-01-08 08:13:59 UTC
forum link

"Before you diagnose yourself with low selfesteem and depression, you should first make sure, that you are not just, in fact, surrounded by assholes".