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Clone Jump : Reduce waiting time

Author
Katas Strophe
Science and Trade Institute
Caldari State
#1 - 2013-01-03 18:32:58 UTC
Hello,


The 24 hours waiting time for the use of jump clone is too long.


Solution: Reduce the waiting time to 12 hours.


The reason for this change is very simple : I do not play at the same time every day and I want to access my "clone jump" when I log in the game.
Tippia
Sunshine and Lollipops
#2 - 2013-01-03 20:11:35 UTC
12 hours makes it a bit too easy to jump all over the place.

However, the clone jump timer could indeed do with a reduction to, say, 23h, to actually make it a once-a-day thing rather than the current once-a-day-and-a-bit.
Somatic Neuron
Masterwork Productions Inc
#3 - 2013-01-03 20:56:06 UTC
I could see adding a skill that would allow a certain percentage of time per level...say 5% reduction in time per level, rank 5 or 8. Charisma and Memory primary attributes...Could get you down to a minimum of 19h 12 minutes
Sigras
Conglomo
#4 - 2013-01-03 21:12:44 UTC
Jump clones make moving around the galaxy too easy as it is, they need to be nerfed not buffed.

I propose a 12 hour timer to change clones in the same station IE if you want to switch implants
then a 36 hour timer to jump to a different station

this will allow people to change implants per play session but will nerf the insta teleportation that makes eve too small
Somatic Neuron
Masterwork Productions Inc
#5 - 2013-01-03 21:15:50 UTC
Sigras wrote:
Jump clones make moving around the galaxy too easy as it is, they need to be nerfed not buffed.

I propose a 12 hour timer to change clones in the same station IE if you want to switch implants
then a 36 hour timer to jump to a different station

this will allow people to change implants per play session but will nerf the insta teleportation that makes eve too small


Same Station/Constellation jump clones should not have a timer imho.
Gypsio III
State War Academy
Caldari State
#6 - 2013-01-03 22:35:30 UTC
Somatic Neuron wrote:
Sigras wrote:
Jump clones make moving around the galaxy too easy as it is, they need to be nerfed not buffed.

I propose a 12 hour timer to change clones in the same station IE if you want to switch implants
then a 36 hour timer to jump to a different station

this will allow people to change implants per play session but will nerf the insta teleportation that makes eve too small


Same Station/Constellation jump clones should not have a timer imho.


They certainly should have the timer. Allowing people to teleport around a constellation at will or to jump into different implant sets as they see fit is not clever.
Somatic Neuron
Masterwork Productions Inc
#7 - 2013-01-04 00:27:14 UTC
Gypsio III wrote:
Somatic Neuron wrote:
Sigras wrote:
Jump clones make moving around the galaxy too easy as it is, they need to be nerfed not buffed.

I propose a 12 hour timer to change clones in the same station IE if you want to switch implants
then a 36 hour timer to jump to a different station

this will allow people to change implants per play session but will nerf the insta teleportation that makes eve too small


Same Station/Constellation jump clones should not have a timer imho.


They certainly should have the timer. Allowing people to teleport around a constellation at will or to jump into different implant sets as they see fit is not clever.



everyone has their own opinion :)
Sigras
Conglomo
#8 - 2013-01-04 00:37:54 UTC
The thing about this game is, all of your actions have consequences, in this game, you have to pick one set of implants per play session. My suggestion maintains that consequence but allows for people who dont play at the same time every day.

One set of implants per play session . . . 1, one, uno, ein, ένας, один
Aptenodytes
Reckless Abandon
#9 - 2013-01-04 09:58:52 UTC
Sigras wrote:
One set of implants per play session . . . 1, one, uno, ein, ένας, один

That's really not a very sensible idea. Lets say for example you log in and none of your mates are on, so you start running missions in your implanted clone. Then a bunch of corpies come online and want to go on a null roam - you're basically screwed, you either miss out on the fun our risk your +5s. The current system you can just jump into your clean clone and off you go. Of course the consequences are that you can't get back into your +5's for 24 hours, that is fine, you make the choice. But if you're restricting it to a choice of 1 clone per play session then it removes a lot of flexibility and reduces play options.

I do agree that reducing the time to 12h would make clone hopping too easy; you could hop to Jita to check your market sales when you go to bed and hop back when you're home from work the next day. But the current system is just fine IMO.
Darius Caliente
Worthless Carebears
The Initiative.
#10 - 2013-01-04 11:06:35 UTC
Somatic Neuron wrote:
I could see adding a skill that would allow a certain percentage of time per level...say 5% reduction in time per level, rank 5 or 8. Charisma and Memory primary attributes...Could get you down to a minimum of 19h 12 minutes


I like this idea... I talked to others before about the idea of a 5% reduction per level skill. It seems like a skill that fits perfectly with the EVE world.
DarkestHeart
ItsMeCorp
#11 - 2013-01-04 11:28:56 UTC
Darius Caliente wrote:
Somatic Neuron wrote:
I could see adding a skill that would allow a certain percentage of time per level...say 5% reduction in time per level, rank 5 or 8. Charisma and Memory primary attributes...Could get you down to a minimum of 19h 12 minutes


I like this idea... I talked to others before about the idea of a 5% reduction per level skill. It seems like a skill that fits perfectly with the EVE world.


Agreed. The skill should however should have a long train-time but cheap base cost - I think that new players, which will already struggle with getting standings (If in high/low sec) should be able to easily obtain, but also have to spend a long time to train.
Tiberius Murderhorne
CONTRATTO
#12 - 2013-01-04 15:47:39 UTC
so an entire alliance fleet can move from one side of the galaxy to the other in 1 min, yet for a person to do it you have to wait a day....

these 2 parameters need to be switched!

Disclaimer : My posting does not always reflect my Corps views or my allience views.... Infact sometimes it does not even reflect my views!

nikon56
UnSkilleD Inc.
#13 - 2013-01-07 17:03:59 UTC
Gypsio III wrote:
Somatic Neuron wrote:
Sigras wrote:
Jump clones make moving around the galaxy too easy as it is, they need to be nerfed not buffed.

I propose a 12 hour timer to change clones in the same station IE if you want to switch implants
then a 36 hour timer to jump to a different station

this will allow people to change implants per play session but will nerf the insta teleportation that makes eve too small


Same Station/Constellation jump clones should not have a timer imho.


They certainly should have the timer. Allowing people to teleport around a constellation at will or to jump into different implant sets as they see fit is not clever.

while i agree about the constellation, i still think you should be able to have a very short timer or no timer at all if in the same station.

i mean, this would make implants somehow like fitting, i can instant switch between my 2 canes, whether i need the shield or the armor one, why not my implants, which for some can be dedicated to armor or shield?

also i think the timer , provided within the same constellation, shall be a bit shorter, like 12h (not less)
keep at 24h (or 23h) if jumping outside constellation.

in a nutshell, 3 timers:

change clone to same station => no timers or a few minutes
change clone within same constellation => 12h
change clone outside of constellation => no change (or almost no change)

and if using clone vat bay => same as outside constellation, regardless of the ship position, or match to the corresponding usecase above, to be defined
Dantes Wolf
Interstellar Corporation of Universal Management
#14 - 2013-01-08 08:14:34 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".

Gypsio III
State War Academy
Caldari State
#15 - 2013-01-08 09:11:27 UTC
nikon56 wrote:
Gypsio III wrote:
Somatic Neuron wrote:
Sigras wrote:
Jump clones make moving around the galaxy too easy as it is, they need to be nerfed not buffed.

I propose a 12 hour timer to change clones in the same station IE if you want to switch implants
then a 36 hour timer to jump to a different station

this will allow people to change implants per play session but will nerf the insta teleportation that makes eve too small


Same Station/Constellation jump clones should not have a timer imho.


They certainly should have the timer. Allowing people to teleport around a constellation at will or to jump into different implant sets as they see fit is not clever.

while i agree about the constellation, i still think you should be able to have a very short timer or no timer at all if in the same station.

i mean, this would make implants somehow like fitting, i can instant switch between my 2 canes, whether i need the shield or the armor one, why not my implants, which for some can be dedicated to armor or shield?


Because implants should not be regarded as "required" for pvp, they should be kept as an optional extra. Making implants regarded as required acts as a deterrent to entering pvp for new players who see them, like off-grid boosters, as just another barrier hindering their entrance, without which they cannot compete. Now their perception may be flawed but it as long as they believe it, it will cause problems.
nikon56
UnSkilleD Inc.
#16 - 2013-01-08 10:37:37 UTC  |  Edited by: nikon56
Gypsio III wrote:
nikon56 wrote:
Gypsio III wrote:
Somatic Neuron wrote:
Sigras wrote:
Jump clones make moving around the galaxy too easy as it is, they need to be nerfed not buffed.

I propose a 12 hour timer to change clones in the same station IE if you want to switch implants
then a 36 hour timer to jump to a different station

this will allow people to change implants per play session but will nerf the insta teleportation that makes eve too small


Same Station/Constellation jump clones should not have a timer imho.


They certainly should have the timer. Allowing people to teleport around a constellation at will or to jump into different implant sets as they see fit is not clever.

while i agree about the constellation, i still think you should be able to have a very short timer or no timer at all if in the same station.

i mean, this would make implants somehow like fitting, i can instant switch between my 2 canes, whether i need the shield or the armor one, why not my implants, which for some can be dedicated to armor or shield?


Because implants should not be regarded as "required" for pvp, they should be kept as an optional extra. Making implants regarded as required acts as a deterrent to entering pvp for new players who see them, like off-grid boosters, as just another barrier hindering their entrance, without which they cannot compete. Now their perception may be flawed but it as long as they believe it, it will cause problems.

no, not at all

implants required to pvp => no, no more than are t2 guns, faction ammo etc.....

deterrent to new players? neither

+1 +2 are dirt cheap, plus the odds of loosing them are pretty low unless you live in null

regarding skills, it's faster to be able to use +2 hardwiring than T2 small guns

prevent ppl to be able to teleport across regions? ok, i see the point, so tell me about jump bridges and the ability big alliances have to move a fleet across several region in a matter of 10-30 minutes, and we are not talking about only pods, we are talking about pilots + ships + ammo + logi + capitals etc.... a full strike force

it would not cause any problem at all being able to switch clone on the fly in same station just to switch implant set, if you believe it would, then we have a big problem, cause you can switch ship/modules in a matter of seconds.

eve is all about specialisation and adaptation, and a good pvp pilot will switch ship / fitting according to what he has in front of him, and implants shall be included.

fleet booster have even more impact than any implant, and still i can switch from a booster dedicated to shield to an armor one in a split second..... and there is no problem actually with that (except the ongrid / offgrid thingy, but this will get sorted out soon).
Delonius the Hamster
Federal Defense Union
Gallente Federation
#17 - 2013-01-08 11:40:35 UTC  |  Edited by: Delonius the Hamster
How about a 3 days waiting time on jump clones but in the next 24 hour we can use 1 jump back to the previous clone anytime. This way we could change to a clone with more specialized implants and then jump back when we are done but we couldn't use this thrick every day also it would be a nerf to huge coalition's power projection too with the 3 days cooldown.
nikon56
UnSkilleD Inc.
#18 - 2013-01-09 10:10:18 UTC
Delonius the Hamster wrote:
How about a 3 days waiting time on jump clones but in the next 24 hour we can use 1 jump back to the previous clone anytime. This way we could change to a clone with more specialized implants and then jump back when we are done but we couldn't use this thrick every day also it would be a nerf to huge coalition's power projection too with the 3 days cooldown.

seems an interesting idea, but i don't' think would be a nerf to big blocks, since those project forces mainly using bridge network anyway
Lux Nitor
#19 - 2013-01-31 03:33:33 UTC
Somatic Neuron wrote:
I could see adding a skill that would allow a certain percentage of time per level...say 5% reduction in time per level, rank 5 or 8. Charisma and Memory primary attributes...Could get you down to a minimum of 19h 12 minutes



I logged in to the forum to post this exact suggestion. Glad I searched first.

A longer train time skill (5 - 8%), with an odd attribute pairing (charisma memory), and perhaps requires Infomorph Psychology IV or V, that gave a 5% reduction in jump clone cool down per level.

Just enough to be obnoxious to train but still useful for those of us who pay more than a couple hours once a day.
Lavayar
Haidamaky
UA Fleets
#20 - 2013-02-01 08:00:25 UTC
Somatic Neuron wrote:
I could see adding a skill that would allow a certain percentage of time per level...say 5% reduction in time per level, rank 5 or 8. Charisma and Memory primary attributes...Could get you down to a minimum of 19h 12 minutes

And add Infomorph Psychology lvl 5 pre-requirement
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