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[Odyssey] Clone Costs

First post First post
Author
Ruze
Next Stage Initiative
#81 - 2013-05-15 01:41:57 UTC
James Amril-Kesh wrote:
Ruze wrote:
So basically, pay the new clone cost, and die as much as you want for 30 - 90 days. I like that.

I like it too, but it has its own problems, particularly for supercapital pilots, people who live in w-space, and people who go unsubscribed.

I suppose you could also have a mechanic that allows you to pay some multiple of ISK for that multiple of subscription time.
e.g. 14m isk insures 92.5m SP for 90 days, so 28m isk would insure 92.5m SP for 180 days, 56m isk for 360 days, etc.


The supercap and w-space problem could easily be fixed by allowing people to update their clones from the Character Sheet without ever having to be docked. I don't really get why being docked in a med clone station is a requirement. Of course changing your med clone station or creating a jump clone should require use of a station.


That's a fair point. Unless we are going to turn clones into a commodity that players can sell on the market and produce, there's no real issue with having players update their clone remotely.

Hell, just let them 'call it in' from in game. "Hey, bro? Yeah, give me one of those new clones, I've gotten smarter. Thanks, k, bye."

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Crestor Markham
Sebiestor Tribe
Minmatar Republic
#82 - 2013-05-15 01:55:44 UTC
MeBiatch wrote:
Abrazzar wrote:
If we remove clones as an ISK sink, what will replace it?


i dunno... perhaps pvp...

think of all those people who dont pvp that often now... all of a sudden you know playing the pvp game again...


PVP is an isk source, via insurance. Learn what it means for something to be an isk sink/source.
Johan Toralen
IIIJIIIITIIII
#83 - 2013-05-15 01:56:55 UTC
Welcome change. In my book the prices should be reduced even more. Just make it a flat price from say 50m sp onwards.
With a high sp char you never use all the skills in say a pvp situation. From a certain point an old char can't have a technical advantage over say a fully skilled younger pvp char. So why punish the older player for having stuck around in Eve for so long.
Sure it most likely wont kill him financialy but its about the principle. And i'm sure many players also keep economical thinking in the back of their head even if they could afford to lose a couple pods here and there.
Crestor Markham
Sebiestor Tribe
Minmatar Republic
#84 - 2013-05-15 02:00:47 UTC
MeBiatch wrote:
Charlie Jacobson wrote:


No, sorry. Isk sinks remove isk from the game. PvP is a mineral sink. But even a low insurance payout is an isk faucet because it creates isk out of thin air. The isk you spend on buying ships go to other players, so apart from the broker's fee and sales tax, it is not removed from the game.


ah the difference between macro and micro economics...

on a personal (micro) level i dont have the isk anymore so its a sink in my pocket but on a marco level that isk went to someone else so its not gone... perspective is a btich.

This is not a matter of perspective. And you apparently also don't know what macro and microeconomics are any more than you do isk sinks and sources. PVP is an _asset_ sink for you, or to bring it back to building blocks, it's a mineral sink. That ship could've been reprocessed into minerals, but when blown up it can't be any more. Minerals went poof, isk did not. Indeed, you have an evemail waiting from pend insurance... even on the personal scale, you have lost minerals into thin air and gotten isk from thin air.

If you go trade some of your isk for some minerals (possibly in the form of a ship!), that's a transaction that neither creates nor destroys minerals or isk, outside of the transaction tax/order fee.
Ryuu Shi
School of Applied Knowledge
Caldari State
#85 - 2013-05-15 02:22:40 UTC
Hey CCP Rise why not keep the current pricing for the clones as they are now with the 30% discount and make it like it is in dust514 with their mass bulk buying with the clones.

For example:

72mill SP clone upgrade gets you 5 'insured' bodies to play around with in the targeted station (which can't be transferred other stations). You can play around with the number of 'insured' bodies vs level of SP the current character has so it won't be as over powered.

Of course the numbers can be tweaked a little. This combined with maxed skills in informorph Psychology they can place 5 clones bodies anywhere in New Eden with a backed up 'insured' X amount of bodies per insured level to pvp in.

Over all people pay X isk for X 'insured' bodies to pvp for the current clone system = happier people pew pewing each other.

Or something like that.

_**Noob **_isn't really a status, it's the online equivalent of a 5-year old calling you a poopy fart head.

  • Sun Tzu
Rabbit P
Nuwa Foundation
Fraternity.
#86 - 2013-05-15 02:25:00 UTC
will we have a dev blog talking about clone before odyssey release?
Liang Nuren
No Salvation
Divine Damnation
#87 - 2013-05-15 03:28:57 UTC
I approve, though I think I'd rather see the clone system go away entirely. There's nothing quite like losing SP to make people epic ragequit.

-Liang

I'm an idiot, don't mind me.

Bi-Mi Lansatha
The Scope
Gallente Federation
#88 - 2013-05-15 03:33:08 UTC
CCP Rise wrote:
... Our hope is that through this first step we will be able to establish what (if any) effect clone prices have on player behavior...
If you find no significant EvE wide change in behavior, will you set the costs back?

If the goal and what is accomplish is great player freedom to PvP, then great. If the result is simply some save ISK, somewhat more questionable.
Bi-Mi Lansatha
The Scope
Gallente Federation
#89 - 2013-05-15 03:33:51 UTC
Liang Nuren wrote:
I approve, though I think I'd rather see the clone system go away entirely. There's nothing quite like losing SP to make people epic ragequit.

-Liang
Lol
Wrayeth
Inexorable Retribution
#90 - 2013-05-15 03:46:06 UTC
WOOT! I no longer have to blow 50 mil every time I need a new clone. 30 mil's still a lot for a clone and will continue to discourage the reckless PvPing I used to do in my younger days, but nowhere near as much as the current 50. I may actually undock now... P
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#91 - 2013-05-15 04:11:24 UTC  |  Edited by: Vayn Baxtor
Sorry for saying this but : Frakk-YEEEEEEEEEEEEEEEEEEES

Thank you.

It is a first step, but this is probably the main thang I will be happy about for Odyssey.

Using tablet, typoes are common and I'm not going to fix them all.

mynnna
State War Academy
Caldari State
#92 - 2013-05-15 04:30:04 UTC
Abrazzar wrote:
chatgris wrote:
MeBiatch wrote:
Abrazzar wrote:
If we remove clones as an ISK sink, what will replace it?


i dunno... perhaps pvp...

think of all those people who dont pvp that often now... all of a sudden you know playing the pvp game again...


While I fully support that more pvp is good, pvp is NOT an ISK sink. If anything PVP is an ISK faucet due to insurance.

Exactly. Hence my proposition to make clones a monthly subscription.

You pay your 32 million a month and you can die as often as you like. No need to get a new clone every time you die. If you get over a limit, the next clone subscription billed to you will increase automatically.

So you die that month 64664 time, alright 32 mil from you. If you don't die at all because you spend time missioning in high-sec, 32 mil from you.

This will keep the ISK sink intact, probably even increase it, and remove the drag and exponential cost for doing PvP in null.

You will still risk your implants, though. So let's have those produced, from high-sec LP store blueprints and low- and null-sec hacking sites and reverse engineering corpses.


I like this idea. At least the part about the clones. I have a different issue with implants (namely that stats still exist at all) but if you're flying with hardwirings, you're paying for an extra edge in combat and should risk it as a result.

Member of the Goonswarm Economic Warfare Cabal

Aglais
Ice-Storm
#93 - 2013-05-15 04:42:24 UTC
This is excellent. Everything about this particular change is excellent.
Throktar
Deep Core Mining Inc.
#94 - 2013-05-15 04:55:55 UTC
chatgris wrote:
CCP Rise wrote:
If you have any feedback related to the clone system (especially in terms of how it affects your play-style) we would love to hear from you.


Clones (and implants) have always been a mechanic that turned me off of pvp and nullsec.

When I was a young player, I never went to nullsec because I did not want to slow down my training due to learning implants. PVP for me isn't a weekend thing, it's what I do nightly when I log in so jump clones did not solve this for me. I just stayed out of nullsec. Clone cost wasn't a big deal for me.

Now that I am a high SP player that likes to pvp frequently, I don't go to nullsec because I have an expensive clone. I also don't go because it would mean I would have to jump clone out of my hardwirings for 24 hours. When I pvp, I enjoy pvp where I have a good chance to lose my ship, and in nullsec with bubbles, that generally means a dead pod.

Finally, on the topic: The current system to save your clone in lowsec which is spam the warpout button with all your might as you hit structure is awful. It ruins the enjoyment of the last part of the fight, makes you turn off explosions and notifications so you don't get lag during those precious fractions of a second as you are trying to warp your pod out. Noobs who don't know any better lose (for them) expensive learning implants, and get turned off of pvp. I am strongly of the opinion that if you lose a ship, your pod should immediately begin an emergency warp to a random safespot (in nullsec, a bubble would prevent you from doing this). There is no "skill" in spamming the warpout button as fast as you can to keep your clone, it just detracts from the combat.

I know I deviated off the original request for feedback, but it is related. IMO, Lowsec is so much more alive for pvp than nullsec because lowsec is about pvp, while nullsec is about controlling territory. And if you pvp, a large part of that is generally reducing the cost of loss so you can fight more.

In lowsec:

a) Bubbles don't exist, people can move freely and generally choose not to engage in combat when they are at a stupid disadvantage (And the RSB nerf will help here too).
b) In lowsec you get to keep training, keep some hardwirings, and not pay clone costs once you figure out how to spam the warpout button on your pod


Another suggestion could be that in addition to the removal of clone costs, the jump clone timer could be based on the distance you travel. If for example, you are jump cloning within the exact same system, there's no cooldown timer so you can decide "I'm going on a nullsec roam, and when i come back I can continue to train with my implants in". The further between your jump clones, the longer the timer before you can jump again.



This is me also. I only do my pvp in low sec simply because of implants and clones. I can pvp in low sec in my main body with all my wonderful implants with no real worry about getting podded.

The only solutions I can come up with would be allowing you to buy insurance for your pod that automatically fits your new clone with your attribute only implants. This way you would still lose all your other implants, but at least yo can keep your +5's or your set implants. This way you can remove the clone costs almost entirely and use this as a new isk sink. I mean if you are already a high SP player and are paying lets say 30m in clone costs, I bet you wouldn't mind that cost if you could keep your attribute implants.
Grunnax Aurelius
Banana-Republic.
Shadow Cartel
#95 - 2013-05-15 04:59:48 UTC
CCP Rise,

If you don't want to get rid of the Clone system, I believe i have a solution.

Simply make it so that when you upgrade your Clone its a one time payment and you have that Clone Grade permanently and don't need to refresh it after being podded, to regulate this you could make the Clones cost say 20-30% more seeing as your only having to pay for a specific Clone Grade once.

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

Ruze
Next Stage Initiative
#96 - 2013-05-15 05:02:32 UTC
Grunnax Aurelius wrote:
CCP Rise,

If you don't want to get rid of the Clone system, I believe i have a solution.

Simply make it so that when you upgrade your Clone its a one time payment and you have that Clone Grade permanently and don't need to refresh it after being podded, to regulate this you could make the Clones cost say 20-30% more seeing as your only having to pay for a specific Clone Grade once.


So you don't pay for another clone until you have to upgrade? Not a bad idea, either. Increase the cost per clone, sure, but then your free until you get that next clone level.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Destination SkillQueue
Doomheim
#97 - 2013-05-15 05:08:32 UTC
Here is a overall future vision plan for the entire clone system.

Remove medical clones and jump clones from the game entirely and replace them with a new and exciting item called "clones". These clones can then be bought and they function like current jump clones with two exceptions. First, when people get podded they'll lose the clone they used permanently, which ensures a constant demand for the things and allows you to make them player build items at some point. Use the current jump clone skills to limit the number of clones a player can own. Second, players can choose to be respawned in a clone he owns instead of a medical facility. If respawn happen in a med facility, you need to buy a new clone insurance. If it happens to a clone, there is no cost, but you're forced to choose a new spawn location, since the current clone is in use and no longer available as a spawn location. This creates new tactical options, which also help to increase the demand for bought clones instead of just relying on NPC medical services.

I think this system has several advantages over the current system. First being, that having medical clones and jump clones different items can be confusing and it's an unnecessary thing in the first place. Second, it allows new tactical possibilities. Third, it paves the way to player produced clones, ensures a demand for them and still retains the NPC service to ensure clones are always available for everyone, while allowing CCP to exert control over the system by manipulating the NPC price for clones. It also allows a permanent solution to the ridiculous medical clones cost growth by removing them from the game entirely. Instead we would have one item for all and players under certain SP level would get one for free when respawning at a medical facility. No clone grades, no multiple different clone types. Just clones, which can easily be player manufactured at a cost below the CCP controlled price level, so there is room for profit making with increased tactical options and demand for the player manufactured item, but also control to ensure game stability and playability for everyone.

I'm well aware this might be drastically over your capabilities or intentions for the clone system, but I'm posting it anyway to get people really thinking what the clone system is for and what it could possibly be in the future. Whatever you decide to do don't try to retain the old system just for the sake of retaining it. If you can come up with a better system, bring it to us for discussion/hole poking and if it survives the process in good shape, go for it. No need to keep the old system just for the sake of tradition.

Thanks for your time.
Gelatine
EverBroke Geeks
#98 - 2013-05-15 05:24:04 UTC
mynnna wrote:
I like this idea. At least the part about the clones. I have a different issue with implants (namely that stats still exist at all) but if you're flying with hardwirings, you're paying for an extra edge in combat and should risk it as a result.


I like the idea too, but most carebears I've spoken to are more worried about their skill queue than anything. Expensive implants=no PvP because they don't want to lose any time getting "to the next level." I hope doing something about implants gets on this years CSM agenda.
Bakuhz
Banana-Republic.
Shadow Cartel
#99 - 2013-05-15 05:36:18 UTC  |  Edited by: Bakuhz
Grunnax Aurelius wrote:
CCP Rise,

If you don't want to get rid of the Clone system, I believe i have a solution.

Simply make it so that when you upgrade your Clone its a one time payment and you have that Clone Grade permanently and don't need to refresh it after being podded, to regulate this you could make the Clones cost say 20-30% more seeing as your only having to pay for a specific Clone Grade once.


paying for clone one time until i reach the SP limit yes im all up for that

and another idea Passive generation of SP just like in Dust as an extra for us ontop of the current system not a replacement
nothing more then fair as eve capsuleers pay for the game and dust are not

and would aid the militairy personnel on deployment i myself have been deployed multiple times and training about 30 to 40 days only before you stop for about 4 a 5 months before you have the chance to get back to the game to skilltrain
knowing quite a bunch of militairy personnel in this game it would aid not just them but everyone else aswell
and there are more scenario's probabbly the eve community can bring up that a little sp gain over time ontop of the currently active learning system would not hurt to much but a nice addition

dust SP generates 86.400 SP per 24 hours wich is 31.536.000 skillpoints per year
idea in EVE passive generation of 27.397 SP per 24 hours would result in a gain of 10.000.000 SP a year that will be able to allocate after buying a skillbook but still needs normal training of skills to stay in a normal pace in general

just a little boost for us paying capsuleers and an aid for people that have jobs limiting them from skill training at a constant rate like the majority of the eve community

https://zkillboard.com/character/584042527/

Grunnax Aurelius
Banana-Republic.
Shadow Cartel
#100 - 2013-05-15 05:41:54 UTC
Bakuhz wrote:
Grunnax Aurelius wrote:
CCP Rise,

If you don't want to get rid of the Clone system, I believe i have a solution.

Simply make it so that when you upgrade your Clone its a one time payment and you have that Clone Grade permanently and don't need to refresh it after being podded, to regulate this you could make the Clones cost say 20-30% more seeing as your only having to pay for a specific Clone Grade once.


paying for clone one time until i reach the SP limit yes im all up for that

and another idea Passive generation of SP just like in Dust as an extra for us ontop of the current system not a replacement
nothing more then fair as eve capsuleers pay for the game and dust are not

and would aid the militairy personnel on deployment i myself have been deployed multiple times and training about 30 to 40 days only before you stop for about 4 a 5 months before you have the chance to get back to the game to skilltrain
knowing quite a bunch of militairy personnel in this game it would aid not just them but everyone else aswell
and there are more scenario's probabbly the eve community can bring up that a little sp gain over time ontop of the currently active learning system would not hurt to much but a nice addition

dust SP generates 86.400 SP per 24 hours wich is 31.536.000 skillpoints per year
idea in EVE passive generation of 27.397 SP per 24 hours would result in a gain of 10.000.000 SP a year that will be able to allocate after buying a skillbook but still needs normal training of skills to stay in a normal pace in general

just a little boost for us paying capsuleers and an aid for people that have jobs limiting them from skill training at a constant rate like the majority of the eve community


Of this I Approve!!! Big smile

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread