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[Odyssey] Clone Costs

First post First post
Author
Cearain
Plus 10 NV
#201 - 2013-05-15 16:40:03 UTC
Laveaolous wrote:
Cearain wrote:
Yes if all the ships and pods were free more people might pvp, but that is going in the wrong direction.


No one that I have seen is advocating free ships,


The argument is the same. We want more pvp so reduce the consequences.



Laveaolous wrote:

...they are after freedom to choose the amount of ISK they risk when they undock .....The only plus point for high clone costs is that it gives some consequence to the pod express and power projection, apart from that I see none,



People want the higher skills saved forever but they don't want to pay for it.

If you lost pods the same way you lost ships we wouldn't be having this discussion. The reason we are having this discussion is because pod mechanics in eve are bad - in that there is no skill involved. This is why people are advocating removing all consequences for their loss.

I am just saying ccp should change the pod mechanics so that they aren't dependant on your internet connection or client hiccups.

And for those who want bubbles to prevent pods from warping out - I say live with your decision but don't water the game down for the rest of us.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Rebecha Pucontis
Doomheim
#202 - 2013-05-15 16:54:23 UTC
Cearain wrote:
Laveaolous wrote:
Cearain wrote:
Yes if all the ships and pods were free more people might pvp, but that is going in the wrong direction.


No one that I have seen is advocating free ships,


The argument is the same. We want more pvp so reduce the consequences.

Exactly, this is a very dangerous line of thought and a bad route for Eve to go down. Listening to those voices will be similar to changing UO because of the miners of minoc. Or boosting everyone to level 90 in WOW because players complain that it is too much work to get there.

The current pod mechanics aren't great, and that is a result of the fact that CCP have backtracked already on the original intended design of the game which was for pod death to cause SP loss. If CCP are reading this, then although the current mechanic is not ideal, people still want pod deaths to be meaningful. Taking away the isk cost and not replacing it with anything will be a slippery slope.
DireNecessity
Mayhem-Industries
#203 - 2013-05-15 16:56:32 UTC
Jump cloning up for PvP generates at least two possible losses. An ISK loss if the PvP clone itself is podded and the training loss when you jump out of your super expensive learning clone for at least 24 hours.

A PvP clone loss is not a big deal if your space rich but I find the mandatory 24 hours of suboptimal training very annoying since it means a PvP roam will not only slow down my improvement but also requires me to make a log in appoint 24 hours hence to jump back into the training clone. PvP shouldn’t inhibit one’s training. Some way around the current 24 hour inhibition that doesn’t break the game would be appreciated.

(I’m aware I can PvP in my super expensive training clone and while implants can be replaced the humiliation at losing such a clone lasts forever.)
Roime
Mea Culpa.
Shadow Cartel
#204 - 2013-05-15 17:03:23 UTC
DireNecessity wrote:
Jump cloning up for PvP generates at least two possible losses. An ISK loss if the PvP clone itself is podded and the training loss when you jump out of your super expensive learning clone for at least 24 hours.

A PvP clone loss is not a big deal if your space rich but I find the mandatory 24 hours of suboptimal training very annoying since it means a PvP roam will not only slow down my improvement but also requires me to make a log in appoint 24 hours hence to jump back into the training clone. PvP shouldn’t inhibit one’s training. Some way around the current 24 hour inhibition that doesn’t break the game would be appreciated.

(I’m aware I can PvP in my super expensive training clone and while implants can be replaced the humiliation at losing such a clone lasts forever.)


So tell me how much SP gain you lose when spending 24 hours in a clone with +3s or +4s instead +5s?


.

DireNecessity
Mayhem-Industries
#205 - 2013-05-15 17:09:27 UTC  |  Edited by: DireNecessity
Roime wrote:
So tell me how much SP gain you lose when spending 24 hours in a clone with +3s or +4s instead +5s?



I've never bothered to figure it out. Annoyances are annoyances. Surely you're not arguing that CCP should retain a petty and pointless annoyance.
Rebecha Pucontis
Doomheim
#206 - 2013-05-15 17:10:28 UTC
Roime wrote:
DireNecessity wrote:
Jump cloning up for PvP generates at least two possible losses. An ISK loss if the PvP clone itself is podded and the training loss when you jump out of your super expensive learning clone for at least 24 hours.

A PvP clone loss is not a big deal if your space rich but I find the mandatory 24 hours of suboptimal training very annoying since it means a PvP roam will not only slow down my improvement but also requires me to make a log in appoint 24 hours hence to jump back into the training clone. PvP shouldn’t inhibit one’s training. Some way around the current 24 hour inhibition that doesn’t break the game would be appreciated.

(I’m aware I can PvP in my super expensive training clone and while implants can be replaced the humiliation at losing such a clone lasts forever.)


So tell me how much SP gain you lose when spending 24 hours in a clone with +3s or +4s instead +5s?



Why don't we just remove jump clones completely and allow everyone to freely teleport any where on the map. I mean, it kind of annoys me that I cant do 2 specialised ops in a day and be back home in time for tea. *sarcasm mode off*
Johan Toralen
IIIJIIIITIIII
#207 - 2013-05-15 17:21:41 UTC
Rebecha Pucontis wrote:

The best way to make the clone mechanic compelling is to make it so SP is lost upon pod death. This is how I would implement it.

  1. Upon a pod death character loses x% of total skill points from the skill with the most SP invested.
  2. Character gets a certain "tax" free amount (for instance the first 10 million SP) to which no SP loss can occur.
  3. Pods are immune to all forms of non targeted warp disruption.

So this would work in a similar way to how T3 cruiser SP loss occurs. This change would simultaneously also fix a number of issues and add to better gameplay on a number of levels.

  1. Bounty hunting profession could be tied to a pod kill, and achieving a pod kill would have a tangible in game affect on your opponent.
  2. The ever increasing SP grind could be slowed slightly by total SP pool of characters in general being lowered.

I don't think the SP penalty should be too harsh, particularly not for a newer player who is still below 50 million SP for example, but harsh enough to make a pod death more meaningful as I feel was originally intended for the game.


How can you with a straight face complain about everybody going carebear and then propose a system like this?
All this would achieve is to make risk averse players even more risk averse and create more carebearing.

Your system actualy rewards carebearing over those who constantly get podded in pvp fights.
addelee
KarmaFleet
Goonswarm Federation
#208 - 2013-05-15 17:24:00 UTC  |  Edited by: addelee
Rebecha Pucontis wrote:


  1. Upon a pod death character loses x% of total skill points from the skill with the most SP invested.
  2. Character gets a certain "tax" free amount (for instance the first 10 million SP) to which no SP loss can occur.
  3. Pods are immune to all forms of non targeted warp disruption.



This wouldn't work. For a start, it would make planning a nightmare as suddenly you'd be losing skill levels which may effect a) the actual ships you can fly and b) the modules you can fit. With T3 strats this isn't really the case as you need lvl 1 to fit any sub-system therefore it dropping isn't a huge problem (and death only effects subsystems). If however, it was based on the skill with the most SP invested (and how that'd be determined seemed flawed as many skills will be equal) you'd be losing random skills.

Also, it would completely kill off a lot of PvP. If you were a dedicated PvP pilot, you'll have quite a few deaths which would mean a lot of skill loss. If it's percentage driven, again you're punishing longer term players for absolutely no reason.

There must be a solution that's fair on rookies and doesn't punish long term players...

Rebecha Pucontis wrote:

The current pod mechanics aren't great, and that is a result of the fact that CCP have backtracked already on the original intended design of the game which was for pod death to cause SP loss

Where did you read their original intent? I've played (with various character) since the early betas and the clone mechanics have never changed. The isk price has changed per level but the principles have been the same.
DireNecessity
Mayhem-Industries
#209 - 2013-05-15 17:26:52 UTC
Rebecha Pucontis wrote:
Roime wrote:
DireNecessity wrote:
Jump cloning up for PvP generates at least two possible losses. An ISK loss if the PvP clone itself is podded and the training loss when you jump out of your super expensive learning clone for at least 24 hours.

A PvP clone loss is not a big deal if your space rich but I find the mandatory 24 hours of suboptimal training very annoying since it means a PvP roam will not only slow down my improvement but also requires me to make a log in appoint 24 hours hence to jump back into the training clone. PvP shouldn’t inhibit one’s training. Some way around the current 24 hour inhibition that doesn’t break the game would be appreciated.

(I’m aware I can PvP in my super expensive training clone and while implants can be replaced the humiliation at losing such a clone lasts forever.)


So tell me how much SP gain you lose when spending 24 hours in a clone with +3s or +4s instead +5s?



Why don't we just remove jump clones completely and allow everyone to freely teleport any where on the map. I mean, it kind of annoys me that I cant do 2 specialised ops in a day and be back home in time for tea. *sarcasm mode off*


I fully agree with you. On demand teleport is game breaking. What annoys me is the fact that current mechanics well-nigh require PvP pilots to literally choose to be comparatively stupid; especially if they want to PvP a lot. I’d like to see a fix to that very particular perverse incentive.
Naxy Antollare
Center for Advanced Studies
Gallente Federation
#210 - 2013-05-15 17:43:33 UTC
DireNecessity wrote:
Rebecha Pucontis wrote:
Roime wrote:
DireNecessity wrote:
Jump cloning up for PvP generates at least two possible losses. An ISK loss if the PvP clone itself is podded and the training loss when you jump out of your super expensive learning clone for at least 24 hours.

A PvP clone loss is not a big deal if your space rich but I find the mandatory 24 hours of suboptimal training very annoying since it means a PvP roam will not only slow down my improvement but also requires me to make a log in appoint 24 hours hence to jump back into the training clone. PvP shouldn’t inhibit one’s training. Some way around the current 24 hour inhibition that doesn’t break the game would be appreciated.

(I’m aware I can PvP in my super expensive training clone and while implants can be replaced the humiliation at losing such a clone lasts forever.)


So tell me how much SP gain you lose when spending 24 hours in a clone with +3s or +4s instead +5s?



Why don't we just remove jump clones completely and allow everyone to freely teleport any where on the map. I mean, it kind of annoys me that I cant do 2 specialised ops in a day and be back home in time for tea. *sarcasm mode off*


I fully agree with you. On demand teleport is game breaking. What annoys me is the fact that current mechanics well-nigh require PvP pilots to literally choose to be comparatively stupid; especially if they want to PvP a lot. I’d like to see a fix to that very particular perverse incentive.


YES on demand teleport (beam me up scoty..) .. that will be nice , then.. take out the cost of ships, the cicles of mining lasorz .. blasters should trow flowers and btw.. when pandas will be brought in EVE???? i can`t w8 for that day \o/
Sofia Wolf
Ubuntu Inc.
The Fourth District
#211 - 2013-05-15 17:48:10 UTC
CCP Rise wrote:
I just saw (thanks Reddit) that the clone cost adjustment for Odyssey went to Singularity with the latest update. I didn't realize this would happen so quickly and I didn't have a post ready so I'm throwing this up in the middle of the night!

Basically, for Odyssey we are lowering the cost of clone upgrades across the board by 30%. This is meant as the first increment on a more thorough iteration on the clone system. 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 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.

I'm sure image links are usually not ideal for dev posts, but it is the middle of the night, so here is a screen shot of the new clone prices proposed for Odyssey: CLONES

Yours,
CCP Rise


I'll be contrarian voice here and say I don't think clone cost reduction is a good idea.

Fundamental principle of EvE design is that defeat matters, this is what makes it distinct among MMO on the market. If one loses as ship, that ship is gone for good, and all the time spent to acquire that ship is waisted. This is what gives meaning and significance EvE pvp.

Price we pay when we get poded is just an extension of that principle, and removing or even reducing that price establishes dangerous precedent as it is contrary to before mentioned design principle.

Also escalating price of clone with increasing clone XP can also be viewed as extension of another eve game balance principle, that small improvement in power come with disproportionally large increase in cost. This is why BC will cost 5 to 10 times price of cruiser despite providing much smaller increase in combat utility. Same is the reason why Jaguar or Wolf cost 50 times more then Rifer. So by extension it is only right and proper that more powerful clones (with more XP) will cost drastically more then less powerful clones (those of n00bs with less XP).

I would warn CCP designers to be wary of changes that would diminish impact of loss, on any level , being it losing space, losing ship or losing clone.

That said there are some things that could be improved when it comes to game clone mechanics. I think some boring and tedious parts of manipulating them should be automatised. For example when I want to plug an implant why do I have to go through ritual of pausing skill learning, plugging whatever I want to plugin, then restarting skill queue? When I get podded why do I have to manually update my clone, can't that be done automatically with normal ISK cost being detracted form my wallet? When I clone jump why do I also have to do boring ritual of going to pod, pausing skill queue, jumping, restarting skill queue and then opening again munch of my station interface windows because for some stupid reason they close down when I clonejump?

So yes there are improvements to be made with clone mechanics, but those are not on the line of making combat defeat and loss of pod less sigificant events. Keep it real!

Jessica Danikov > EVE is your real life. the rest is fantasy. caught in a corporation. no escape from banality. open up yours eyes, peer through pod good and seeeeeee. I'm just a poor pilot, I need no sympathy. because I'm easy scam, easy go, little isk, little know. anyway the solar wind blows...

Roime
Mea Culpa.
Shadow Cartel
#212 - 2013-05-15 17:53:18 UTC
DireNecessity wrote:

I've never bothered to figure it out.


No further questions.



.

Rebecha Pucontis
Doomheim
#213 - 2013-05-15 17:57:45 UTC
Johan Toralen wrote:
Rebecha Pucontis wrote:

The best way to make the clone mechanic compelling is to make it so SP is lost upon pod death. This is how I would implement it.

  1. Upon a pod death character loses x% of total skill points from the skill with the most SP invested.
  2. Character gets a certain "tax" free amount (for instance the first 10 million SP) to which no SP loss can occur.
  3. Pods are immune to all forms of non targeted warp disruption.

So this would work in a similar way to how T3 cruiser SP loss occurs. This change would simultaneously also fix a number of issues and add to better gameplay on a number of levels.

  1. Bounty hunting profession could be tied to a pod kill, and achieving a pod kill would have a tangible in game affect on your opponent.
  2. The ever increasing SP grind could be slowed slightly by total SP pool of characters in general being lowered.

I don't think the SP penalty should be too harsh, particularly not for a newer player who is still below 50 million SP for example, but harsh enough to make a pod death more meaningful as I feel was originally intended for the game.


How can you with a straight face complain about everybody going carebear and then propose a system like this?
All this would achieve is to make risk averse players even more risk averse and create more carebearing.

Your system actualy rewards carebearing over those who constantly get podded in pvp fights.

I think you underestimate how easy it is to avoid pod losses if non targeted warp disruption were to be removed. To hunt someones pod down would be a major challenge which would not be taken lightly. If lag is a problem then you could have the pod auto warp off after a one second delay after ship destruction making pod kills even more difficult.

The balance I'm trying to get at here is that pod kills should be much harder to achieve, but also should cause much greater suffering in the event of it happening. The current mechanics, and with the further lowering of pod penalties, is turning pvp itself into a carebear activity, particularly if penalties are removed completely.
Rebecha Pucontis
Doomheim
#214 - 2013-05-15 17:59:23 UTC
Sofia Wolf wrote:
Very good post

Agree on every point, I couldn't have said it better myself.
Sven Viko VIkolander
In space we are briefly free
#215 - 2013-05-15 18:39:12 UTC  |  Edited by: Sven Viko VIkolander
This is a welcome step in the right direction, but it needs to go further particularly to help newer players. I've made these suggestions elsewhere before since I was a new player, but here they are again with 1 and 2 as the really important points:

1. Clone costs should be further reduced, perhaps even removed altogether, as they are a reason for players to avoid flying in space, both for newbros and vets alike. The people complaining that this removes "risk" and real loss from pvp are simply mistaken, as it places the risk where it belongs--losing ships in space. The current system gives people a reason to stay docked, and any mechanic in game which does that should be removed.

2. Skill loss needs to be removed ASAP. This mechanic only hurts new players. I think just about every new player has had the experience early on of venturing into low/null sec and getting podded, only to realize they did not upgrade their clone, thus losing valuable skill points. Getting set back a few hours or days in SP as a new player is a massive blow to what they can do in game. There is so much to learn as a new player in EVE that we do not need severe punishments simply for making a new player mistake. Make this happen CCP Rise.

3. Not as urgent as 1 and 2, but still important: the Jump Clone system needs a revamp. It needs to be more new-player friendly, both made more intuitive to use and less prohibitive for new players (e.g., lowered standing requirements). I'd like to see the system made very user-friendly, but I'd also (less urgently) like there to be more options for old players.

4. Learning implants need to go the way of learning skills. Why? Because EVE is going into its second decade and it needs to find ways to gain and keep new players—players, like me a year and a half ago, who often feel (mistakenly, albeit) like it is 10 years too late to start playing and being competitive in EVE. Having a gap between skill training times for the rich vets and the newbros only hurts the newbros. IMO learning implants should be tossed and those +5 amounts simply added to the base attribute amounts for all players.

5. I would also REALLY like to see a very limited skill reimbursement program put into the game, similar in limitations to the current attribute remap system (e.g., 1 a year with a few bonus when you start playing or at special give-aways). Why? Again, because of newbros. Newbros often training mining skills, say, only to realize mining sucks and PVP rocks, for instance, but then have to spend valuable time--time where they are still testing the game to see if they like it enough to stick around--waiting to get minimal skills necessary to PVP, say. A skill reimbursement program would help them drop, e.g., one level of one skill and then apply those points to other skills. This would also help older players who would really like to drop that 14 day level in some skill and apply it elsewhere.
Marlona Sky
State War Academy
Caldari State
#216 - 2013-05-15 18:42:02 UTC
Sofia Wolf wrote:
I'll be contrarian voice here and say I don't think clone cost reduction is a good idea.

Fundamental principle of EvE design is that defeat matters, this is what makes it distinct among MMO on the market. If one loses as ship, that ship is gone for good, and all the time spent to acquire that ship is waisted. This is what gives meaning and significance EvE pvp.

Price we pay when we get poded is just an extension of that principle, and removing or even reducing that price establishes dangerous precedent as it is contrary to before mentioned design principle.

Also escalating price of clone with increasing clone XP can also be viewed as extension of another eve game balance principle, that small improvement in power come with disproportionally large increase in cost. This is why BC will cost 5 to 10 times price of cruiser despite providing much smaller increase in combat utility. Same is the reason why Jaguar or Wolf cost 50 times more then Rifer. So by extension it is only right and proper that more powerful clones (with more XP) will cost drastically more then less powerful clones (those of n00bs with less XP).

I would warn CCP designers to be wary of changes that would diminish impact of loss, on any level , being it losing space, losing ship or losing clone.

That said there are some things that could be improved when it comes to game clone mechanics. I think some boring and tedious parts of manipulating them should be automatised. For example when I want to plug an implant why do I have to go through ritual of pausing skill learning, plugging whatever I want to plugin, then restarting skill queue? When I get podded why do I have to manually update my clone, can't that be done automatically with normal ISK cost being detracted form my wallet? When I clone jump why do I also have to do boring ritual of going to pod, pausing skill queue, jumping, restarting skill queue and then opening again munch of my station interface windows because for some stupid reason they close down when I clonejump?

So yes there are improvements to be made with clone mechanics, but those are not on the line of making combat defeat and loss of pod less sigificant events. Keep it real!

I'm going to assume you have another character that is your main. Because in the two years Sofia has been playing you have been involved in a very tiny amount of PvP. If anything you are very close to representing the risk averse game play clone upgrade cost encourage. I can only imagine what what little PvP you will involved with later down the road when your clones cost far, far more, if you risk anything at all. Ugh
De'Veldrin
Republic University
Minmatar Republic
#217 - 2013-05-15 18:45:54 UTC
MeBiatch 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.


right tell that to my tech II ships...


Insuring a tech II ship is like putting on a raincoat in a tsunami.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

CCP Rise
C C P
C C P Alliance
#218 - 2013-05-15 18:46:22 UTC
A small comment on EVE philosophy from me related to some of the conversation in here:

No one here at CCP wants to reduce consequences in EVE as a whole.

The fact that your actions have real consequences is obviously one of the most central parts of EVE design, and I promise that we don't want to move away from that as an over all design philosophy. The thing we are looking at with clones, is that currently the consequences are attached to something arbitrary (account age) which is potentially causing people to actually engage in less risky behavior overall.

There's a lot of directions the clone system COULD go, and I can't say anything specific about that right now. The important thing here is that we A: don't want to make a style of game-play, which we like, inaccessible via an arbitrary tax, and B: generally, consequences aren't going anywhere, so don't worry.

@ccp_rise

Sven Viko VIkolander
In space we are briefly free
#219 - 2013-05-15 18:54:33 UTC
CCP Rise wrote:
A small comment on EVE philosophy from me related to some of the conversation in here:

No one here at CCP wants to reduce consequences in EVE as a whole.

The fact that your actions have real consequences is obviously one of the most central parts of EVE design, and I promise that we don't want to move away from that as an over all design philosophy. The thing we are looking at with clones, is that currently the consequences are attached to something arbitrary (account age) which is potentially causing people to actually engage in less risky behavior overall.

There's a lot of directions the clone system COULD go, and I can't say anything specific about that right now. The important thing here is that we A: don't want to make a style of game-play, which we like, inaccessible via an arbitrary tax, and B: generally, consequences aren't going anywhere, so don't worry.


Consequences in EVE should be the risk of losing SHIPS in space, or implants on clones, not reasons to stay docked up like medical clone costs or skill losses that add no content to the game whatsoever. Remove clone costs and remove the skill loss penalty altogether, as they hurt new players in particular. The added risk and the added isk sink will simply be the added amount of people in space risking their ships.

Rebecha Pucontis
Doomheim
#220 - 2013-05-15 18:57:27 UTC
addelee wrote:
Rebecha Pucontis wrote:

The current pod mechanics aren't great, and that is a result of the fact that CCP have backtracked already on the original intended design of the game which was for pod death to cause SP loss

Where did you read their original intent? I've played (with various character) since the early betas and the clone mechanics have never changed. The isk price has changed per level but the principles have been the same.

Originally there was no clone mechanic in the game. So you couldn't insure your clone and always lost SP upon death. Obviously when people died and lost SP with no mechanism to insure against the loss, CCP implemented the current system we have today to bandage the problem. So that shows how much of an ancient and archaic mechanic it is that needs a overhaul.

Looking forward to what CCP has in store for the new improved clone mechanics then CCP Rise.