These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Clone Jumping for all!

Author
Nikk Narrel
Moonlit Bonsai
#1 - 2013-01-28 15:15:14 UTC  |  Edited by: Nikk Narrel
I am surprised noone else suggested this, so here I go.

I feel the established example of skill points, as dictated by an active queue, sets a precedent for this logic.
(The queue advances skills fairly for all, not favoring a player simply because they can spread their play time over different periods of time)

Now, this works off the 7 day week being a cycle in most players lives, and balances out their play time effectively.

Each day when the servers come up, every pilot character is issued one Jump Clone credit.
This credit will only last for 7 days. When being used, the oldest credit is automatically charged.
This effectively means no pilot character can ever have more than 7 JC credits at any one time. Use it or lose it.

You can use all 7 in the same day, but you only get one new credit each day when the servers come back up.

So, play daily, or in concentrated sessions on your weekend. Same benefit either way.

This is intended to balance the following idea:
Player A, who can log in daily for activities, uses his jump clone ability also on a daily basis. He enjoys the advantage offered by having different sets of implants active as well as not needing to directly travel manually this way.

Player B, who cannot log in daily, but only on weekends, has a comparable amount of activities over the period of the weekend. But unlike player A, who enjoys using 7 clone jumps over the course of a week, player B at best can use only three, since the timer does not adapt to play styles for this.
Mary Annabelle
Moonlit Bonsai
#2 - 2013-01-28 16:58:31 UTC
I would change that a little.

Make it so that only missed opportunities to use the clone jump in the past seven days would provide a credit like this.

Otherwise people will bank them, who otherwise already use the jumping regularly.

(credits expire after 7 days, but are automatically replaced by new credits if available in that time frame)

Otherwise, this makes sense to not penalize people who play in short bursts, rather than a little each day.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#3 - 2013-01-28 18:47:32 UTC

Only if there was a "range limit" to JC'ing.... in other words, you can't JC across the entire universe, but are limited to stations within 5 ly's or something equally limiting...
Nikk Narrel
Moonlit Bonsai
#4 - 2013-01-28 18:57:20 UTC
Gizznitt Malikite wrote:

Only if there was a "range limit" to JC'ing.... in other words, you can't JC across the entire universe, but are limited to stations within 5 ly's or something equally limiting...

You may have a point, that jump cloning is too powerful. On the other hand, isn't that really the point of it, to get you somewhere so you can participate in some game events?

In my understanding, the point is so a player with limited time can be where the action is, instead of missing it due to unavoidable travel time issues. (Realistically, travel time is good and should stay in the game, but that still leaves players with more limited game time out of many events, penalizing both them and the other players who want to play with them)

Simply put, Jump Cloning will benefits most the player who only needs it once a night, and can use it daily.
A player who has the same amount of weekly play time, but not spread out in this way, is effectively penalized the second time in a 24 hour period where a jump clone would help them.

From this perspective, the clone jump timer is also a meta gaming tool, and one giving a clear advantage to the play schedule capable of fitting around it.
Nikk Narrel
Moonlit Bonsai
#5 - 2013-01-28 19:09:43 UTC
Mary Annabelle wrote:
I would change that a little.

Make it so that only missed opportunities to use the clone jump in the past seven days would provide a credit like this.

Otherwise people will bank them, who otherwise already use the jumping regularly.

(credits expire after 7 days, but are automatically replaced by new credits if available in that time frame)

Otherwise, this makes sense to not penalize people who play in short bursts, rather than a little each day.

Ok, this gives me an idea... one that deliberately balances this game mechanic.

Now, this works off the 7 day week being a cycle in most players lives, and balances out their play time effectively.

Each day when the servers come up, every pilot character is issued one Jump Clone credit.
This credit will only last for 7 days. When being used, the oldest credit is automatically charged.
This effectively means no pilot character can ever have more than 7 JC credits at any one time. Use it or lose it.

You can use all 7 in the same day, but you only get one new credit each day when the servers come back up.

So, play daily, or in concentrated sessions on your weekend. Same benefit either way.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#6 - 2013-01-28 19:58:54 UTC

Jump clones currently:

A.) Allow the storage of Implanted Clones. This is ideally setup so you don't need to risk your expensive implants until you want to risk your expensive implants.

B.) Allows you the ability to insta-travel across the universe to another station.
--- Limited to once / day; Requires you to have Previously traveled and left behind a clone at your destination.
--- Death cloning competes with this... but death cloning has other issues that make it less effective (loss of implants, need access to Med Facilities, has a clone upgrade cost). It is not once/day, and you can death-clone anywhere you can set your med clone to (which is a random list + stations with corp offices).

You're proposal, essentially increases the rate of JC'ing...
A.) Your changes to this category are moderately good.... Although some people will use the increased number of JC's available to JC to +5 attributed clones in an effort to speed up training. Most people don't play 7 days a week... so I would reduce the number to 4 or 5 max JC's stored...

B.) I think this is the area your proposal would hurt the game the most... In my opinion, CCP should encourage flying in space... With the ability to JC everywhere, and often... I fear you really reduce the "traveling" in-game. I realize traveling isn't what people like to do, but traveling is where all the random encounters happen, it's where a hug amount of gameplay risk is found, and it's what helps make eve "feel" big... This is why I proposed the range limit, in an effort to minimize the use of JC's to travel...
Nikk Narrel
Moonlit Bonsai
#7 - 2013-01-28 20:20:50 UTC
Gizznitt Malikite wrote:

Jump clones currently:

A.) Allow the storage of Implanted Clones. This is ideally setup so you don't need to risk your expensive implants until you want to risk your expensive implants.

B.) Allows you the ability to insta-travel across the universe to another station.
--- Limited to once / day; Requires you to have Previously traveled and left behind a clone at your destination.
--- Death cloning competes with this... but death cloning has other issues that make it less effective (loss of implants, need access to Med Facilities, has a clone upgrade cost). It is not once/day, and you can death-clone anywhere you can set your med clone to (which is a random list + stations with corp offices).

You're proposal, essentially increases the rate of JC'ing...
A.) Your changes to this category are moderately good.... Although some people will use the increased number of JC's available to JC to +5 attributed clones in an effort to speed up training. Most people don't play 7 days a week... so I would reduce the number to 4 or 5 max JC's stored...

B.) I think this is the area your proposal would hurt the game the most... In my opinion, CCP should encourage flying in space... With the ability to JC everywhere, and often... I fear you really reduce the "traveling" in-game. I realize traveling isn't what people like to do, but traveling is where all the random encounters happen, it's where a hug amount of gameplay risk is found, and it's what helps make eve "feel" big... This is why I proposed the range limit, in an effort to minimize the use of JC's to travel...

I appreciate the opportunity to discuss this. Thank you for raising these points!

Specifically, this does not increase the possible times in a week someone can jump clone. It just doesn't punish you for every minute after 24 hours passed since the last time it was used.
And by punish, I mean that you lose out on being able to use it as often as another player who is able to log in more often.

Regarding distance being important, I agree. I witnessed other games trivializing travel in an attempt to cater to their playerbase, but all they did was make the game seem smaller, and parts of it became mostly unvisited.
That being said, I feel the game is damaged to a much greater extent when it is not played.
The player able to log in for a couple of hours, who is otherwise exactly where they need to be in the game for other reasons, relies on jump cloning to participate in activities not local to them.

Are they really trivializing travel?
I don't think so. They leave behind all ships, equipment, and implants, taking only their awareness to an otherwise nude clone body. Of course, they would place items for this body to use there, ships and equipment, possibly more implants as well.
These items do NOT travel, as we both already know.

Except for having the same skills, and identifying account info such as name, they might as well not even be the same character.

More than anything, it is giving a chance to play with friends, which is often a condition for playing in an MMO such as EVE. A chance that does not exist if the time frame available would be used up and lost if traveling directly.

Considering this as the reason, I would say it does little if no damage.
(Besides, CJ'ing to Jita can be done, but it hardly is practical as a necessity when a cheap market alt can bypass such a need. You simply don't need meaningful skill points to read the market pricing, compared to PvP and PvE opportunities with friends)
Drake Doe
88Th Tax Haven
#8 - 2013-01-30 22:43:23 UTC
Maybe as an added bonus a skill that increases the amount that roll over during a time period (for example at level one you could potentially jump clone 8 times in one day or more after raising that skill)

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Kodiii
The Scope
Gallente Federation
#9 - 2013-01-30 23:24:58 UTC
I love this idea! Even though it seems like it would limit travel, I don't believe it would.

Because for instance, if someone jumped cloned 3 times in the first day to travel and then used their remaining 4 one day at a time, the last 2 days, they would be forced to travel anyway.

You could argue that the last day they would choose not to travel, however I believe this proposed system would increase travelling, or at least be similar to the current system, as instead of being stuck in an expensive clone, pilots can change to a cheaper one and be more likely to travel rather than safed up waiting for the 24 hour timer to count down.

+1
Human Cola
Caldari Provisions
Caldari State
#10 - 2013-01-31 18:28:25 UTC
The Code for this could possible be scavenged from remaps, so there is that. But i would argue that rather than 7 stored, and one restored at every downtime.

Bank 1-5,
One restored every downtime.

Link it to the jump clone skill, at lv5 infomorph or what ever, you can bank 5 jumps. Jump clone 1, can bank one (the current standard).

Effect:

Timmy works 70 miles from his home.
Timmy works 9 hours a day.
Timmy spends 12-13 hours of his day working or commuting, 5 days a week.
With 8 hours for sleep, this gives Timmy 3-4 hours a day for Cooking/eating/sexing/bathing/etc.
Saturday and Sunday roll around, and Timmy doesn't want to wear pants anymore and want to play some Spaceships.
Timmy, being responsible, Jumpclones from his +5 skill training clone, to his combat +3 clone.
Timmy is now right just then needed at a station he has a clone already in. 42 jumps away for a fleet fight, but has 22 hours left on cooldown.
Timmy gets scolded by his FC and enjoys his spaceships less and less.
Timmy takes up mining, because he can do that on this time.
---
With a banked 5 jumps, he could jump to his clone in the far off station, do the pew pew, then at the end of the night, jump to his training clone. (thats 3 jumps)
The next day, Timmy first asks where the party will be, then picks which combat clone to jump to.
At the end of sunday night, he jumps to his training clone, and crashing before work on monday.
---

My name is not Timmy,
This is totally not about me.
Nikk Narrel
Moonlit Bonsai
#11 - 2013-01-31 19:12:19 UTC  |  Edited by: Nikk Narrel
Human Cola wrote:
With a banked 5 jumps, he could jump to his clone in the far off station, do the pew pew, then at the end of the night, jump to his training clone. (thats 3 jumps)
The next day, Timmy first asks where the party will be, then picks which combat clone to jump to.
At the end of sunday night, he jumps to his training clone, and crashing before work on monday.

My system in the OP permits Timmy to do this.

It simply requires that some jump clone credits not be used in order to store them for later use.
If a pilot starts using 1 JC per day, the stored clone credits will cycle, keeping the current amount.
(New JC credit is added, while existing oldest is charged for use)

The only way the stored total is reduced, is for a pilot to use more than one per day. Otherwise they are simply using a stored credit that would have expired at the end of the day regardless.
Mike Voidstar
Voidstar Free Flight Foundation
#12 - 2013-01-31 19:41:52 UTC  |  Edited by: Mike Voidstar
I tend to support the idea, or even a more relaxed version of it.

Who cares if someone JC's into a clone with +5 implants for training? He could have just installed them in the clone he was in, and is likely doing so anyway if he has the skill to do so. The 24 hour timer isn't losing folks much in the way of skillpoints, really. I only recently aquired the ability to slot 5's, but have had 2 clones loaded with +4's for a long time because I used to have 2 groups of RL friends who played, about 30 jumps from eachother. I just used the clones to save time.

It's not avoiding conflict, except for perhaps those asshats gatecamping lowsec gates that shoot anything that moves on general principal. If I'm traveling long distance I generally just get in my pod and buy a ship w/fittings when I get where I'm going. My pod is of little value to anyone (I suppose my implants would award someone all of that 100k bounty) except me, and it warps off pretty quick. When I have to get through lowsec, this is how I do it unless I'm actually doing something there other than passing through. Often I'll have a friend who is already where I'm going pick up the stuff while I'm jumping, and just transfer him the cash.

I'm sure there are good and potent uses of Jumpclones out in Null & Low that don't really occur to me since I'm not interested in those games that would make Jumping more often unbalanced. Certainly there are advantages in MarketWars in being able to jump around and check prices (honestly, it should be possible to do this without being in region---I can check the price of a cup of tea in china from my livingroom easily enough. Might even make a decent ISK sink if you could call up another regions market data for a small fee based on distance). I don't really see much in the way of issues in allowing Jumping to be more common than it is.

I can envision a few restraints that seem prudent:

1. 24 timer on *creating* a jump clone. Even with modern cloneing, it takes time to grow the meat. This avoids a few problems I could see with unpleasant folks sticking a clone in a station, and simply buying a new one every time he dies before going out to gank again. Clearly this would not matter if you can make the station the home for your deathclone, but it would still be possible to hunt a forigner out of system.

2. Timer, large fee, or other restraint on jumping between security levels. High Sec to High Sec is probably pretty harmless, but free range between High/Low/Null might have some issues I am unaware of, since I don't get into that stuff, and am reluctant to suggest changes to it.
Luc Chastot
#13 - 2013-01-31 19:52:13 UTC
Just make it so you can only jump once a day to a JC, but can always go back to the clone you were using before that.

Make it idiot-proof and someone will make a better idiot.