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[Odyssey] Clone Costs

First post First post
Author
Beckett Firesnake
Viziam
Amarr Empire
#301 - 2013-05-17 11:07:25 UTC
I don't have problem with the clone cost... I have a problem with the time between to cone jumps.
Please think about a skill that would reduce the time between two clone jumps by 10% per level or even 5%!!
It would be so great!
Daedra Blue
The Scope
Gallente Federation
#302 - 2013-05-17 16:16:14 UTC  |  Edited by: Daedra Blue
Corey Fumimasa wrote:
Edward Pierce wrote:
Corey Fumimasa wrote:
Re CCP Rise's statement in https://gate.eveonline.com/Profile/MeBiatch post;

I think Eve would have more interaction if the dps/tank/cap/options disparity between well trained pilots and less well trained pilots were not so great. As it stands clone costs is one of the only things offsetting that difference, it doesn't do a great job of that.

Maybe we also talk about some options for unwinding the power creep bubble that affects all of these games after a certain amount of time. That combined with ideas for consequences that will replace the ISK setback for a clone loss.

If only they made some effort to reduce the disparity between the ships newer players can fly and those the super-veterans can... Something like a ship rebalancing effort...

I fail to see how you think clone cost affects the dps/tank/cap/options disparity. Total SP makes the disparity, clone costs just affects the willingness to engage and the consequence of losing.


Something like the ship rebalancing for skills would be perfect. they could tone down the advantages for skill levels by 50% across the board or something and remove a few areas that multiply a bit too sharply.

Yes total SP makes the disparity, increasing clone costs act as a limit on high SP characters as those characters are a little more hesitant to engage due to the consequences of losing.

Its not perfect but combined with inflationary reduction in the real cost of clones over time it does act as a sort of equalizer.


Reducing impact of spending YEARS to train, will dilute the potential feel of more powerful character. Something EvE is already lacking due to tearing. Improvement is limited due to this as two people with a 3M SP chars in Assault frigs, can easily smack the living hell out of some 120M sp BS pilot. and at around 5M sp both pilots have the same advantages at frigate levels. So what are you talking about here? Veterans just have more options not wild power. That's why skills affect tiers of ships and don't collectively stack up. only a hand full of skills affect what you do at any one time.

On the side note here's one for ya.

Imagine you pod somebody. And that somebody had a set of implants. Now imagine that pod would randomly destroy some of the implants like ships randomly destroy modules. And you could scoop up the body, and use it as your clone instead, and replace the missing implants, hey here's a almost full slave set..... that'll stirr up some clone markets and some pod hunters.
Edward Pierce
State War Academy
Caldari State
#303 - 2013-05-17 16:53:03 UTC
Daedra Blue wrote:
Corey Fumimasa wrote:
Something like the ship rebalancing for skills would be perfect. they could tone down the advantages for skill levels by 50% across the board or something and remove a few areas that multiply a bit too sharply.

Yes total SP makes the disparity, increasing clone costs act as a limit on high SP characters as those characters are a little more hesitant to engage due to the consequences of losing.

Its not perfect but combined with inflationary reduction in the real cost of clones over time it does act as a sort of equalizer.


Reducing impact of spending YEARS to train, will dilute the potential feel of more powerful character. Something EvE is already lacking due to tearing. Improvement is limited due to this as two people with a 3M SP chars in Assault frigs, can easily smack the living hell out of some 120M sp BS pilot. and at around 5M sp both pilots have the same advantages at frigate levels. So what are you talking about here? Veterans just have more options not wild power. That's why skills affect tiers of ships and don't collectively stack up. only a hand full of skills affect what you do at any one time.

I think he's just trolling us. Either that or he is just that dumb and shouldn't be taken seriously.

It's probably best to just ignore him either way, quoting him just gives his stupid ideas some level of validity and promotes further bad-posting.
Corey Fumimasa
CFM Salvage
#304 - 2013-05-17 17:15:40 UTC  |  Edited by: Corey Fumimasa
Edward Pierce wrote:
Daedra Blue wrote:
Corey Fumimasa wrote:
Something like the ship rebalancing for skills would be perfect. they could tone down the advantages for skill levels by 50% across the board or something and remove a few areas that multiply a bit too sharply.

Yes total SP makes the disparity, increasing clone costs act as a limit on high SP characters as those characters are a little more hesitant to engage due to the consequences of losing.

Its not perfect but combined with inflationary reduction in the real cost of clones over time it does act as a sort of equalizer.


Reducing impact of spending YEARS to train, will dilute the potential feel of more powerful character. ...edit for space...

I think he's just trolling us. Either that or he is just that dumb and shouldn't be taken seriously.

It's probably best to just ignore him either way, quoting him just gives his stupid ideas some level of validity and promotes further bad-posting.


I'm not trolling anyone Edward; I have an interest in games and game theory, and so I enjoy talking about them. And the great thing about forums is that you don't actually need to respond to me to make your position known.

As for Daedra's point of "Reducing impact of spending YEARS to train, will dilute the potential feel of more powerful character."

Grinding levels, Gold, ISK, or Skills in order to "feel" powerful is a theme park idea. It has no place in the head to head competition of Eve.
Daedra Blue
The Scope
Gallente Federation
#305 - 2013-05-17 17:42:40 UTC
Corey Fumimasa wrote:
Edward Pierce wrote:
Daedra Blue wrote:
Corey Fumimasa wrote:
Something like the ship rebalancing for skills would be perfect. they could tone down the advantages for skill levels by 50% across the board or something and remove a few areas that multiply a bit too sharply.

Yes total SP makes the disparity, increasing clone costs act as a limit on high SP characters as those characters are a little more hesitant to engage due to the consequences of losing.

Its not perfect but combined with inflationary reduction in the real cost of clones over time it does act as a sort of equalizer.


Reducing impact of spending YEARS to train, will dilute the potential feel of more powerful character. ...edit for space...

I think he's just trolling us. Either that or he is just that dumb and shouldn't be taken seriously.

It's probably best to just ignore him either way, quoting him just gives his stupid ideas some level of validity and promotes further bad-posting.


I'm not trolling anyone Edward; I have an interest in games and game theory, and so I enjoy talking about them. And the great thing about forums is that you don't actually need to respond to me to make your position known.

As for Daedra's point of "Reducing impact of spending YEARS to train, will dilute the potential feel of more powerful character."

Grinding levels, Gold, ISK, or Skills in order to "feel" powerful is a theme park idea. It has no place in the head to head competition of Eve.


Sorry to burst your bubble but eve is a sandbox, not a head to head competition. Especially not a FAIR head to head competition. Much like CCP Soundwave pointed out that although people organize tournaments, there is no real place for them in EvE, because there is no safe place in EvE to guarantee Fairness, because Fairness is not one of EvE's principles.

If you had any notions about design principles, it is mandatory that a improvement feels like an improvement to drive progression otherwise nobody would bother training 36 days for 1% more. Better needs to feel better. Investment of time and effort has to translate into a proportionally improvement. Also last time i checked "Grinding levels, Gold, ISK, or Skills in order to "feel" powerful is a theme park idea" was the whole point of an MMO, an MMO is a theme park for entertainment.

I'm really curios what is EvE to you? Cause EvE is many things to many people, but your view of it is pretty weird. I don;t know if you deliberately choose not to see some sides of EvE or you don;t really know EvE enough.
Corey Fumimasa
CFM Salvage
#306 - 2013-05-17 18:47:27 UTC  |  Edited by: Corey Fumimasa
Daedra Blue wrote:

Sorry to burst your bubble but eve is a sandbox, not a head to head competition. Especially not a FAIR head to head competition. Much like CCP Soundwave pointed out that although people organize tournaments, there is no real place for them in EvE, because there is no safe place in EvE to guarantee Fairness, because Fairness is not one of EvE's principles.


Eve is a sandbox in which players have many options to make themselves feel power and control. You can set your own goals to get there but other players always have the option to thwart you. That is where the feeling of power comes from in Eve, setting and achieving ones own goals in spite of others trying to stop you. The idea that just participating in the game will eventually lead to feeling powerful is more akin to entertainment and theme park "games."

One of the most common arguments that Clone costs should be removed is that they are not fair to older players. I agree with you that Eve is not designed to be fair.

Daedra Blue wrote:

If you had any notions about design principles, it is mandatory that a improvement feels like an improvement to drive progression otherwise nobody would bother training 36 days for 1% more. Better needs to feel better. Investment of time and effort has to translate into a proportionally improvement. Also last time i checked "Grinding levels, Gold, ISK, or Skills in order to "feel" powerful is a theme park idea" was the whole point of an MMO, an MMO is a theme park for entertainment.


Better needs to be better, the feelings created by Eve are about real values, both success and loss. Theme parks try to make people feel good about accomplishing something that is in actuality very simple, grinding levels or SP is a good example. Eve makes people feel good because of actual achievement; outsmarting a foe or escaping an enemy or figuring out a complicated logistics problem.

Its true someones goal might be to come to Eve and learn all the skills, that's a great goal. But there is no reason to make that goal free of all consequence, as with all achievement some doors open and others close. The neat thing about Eve is that if one door closes you can roll another char up and try again.

Daedra Blue wrote:

I'm really curios what is EvE to you? Cause EvE is many things to many people, but your view of it is pretty weird. I don;t know if you deliberately choose not to see some sides of EvE or you don;t really know EvE enough.


Eve to me is an experiment to see if an artificial world can be as rich and fulfilling as the "real" world. I don't mind the consequences and limitations and setbacks, I think they lend to that idea.
Electra Magnetic
The Scope
Gallente Federation
#307 - 2013-05-17 22:28:07 UTC
Id personally rather see insurance that pony's up to the cost of t1 and t2 (especially) ships and their modules.

Spending hundreds of hours grinding rats or missions just so you can buy a fancy t2 and get 10% of your investment back when it gets blown up dont make sense.
Solhild
Doomheim
#308 - 2013-05-18 23:40:59 UTC
I will take one of my main characters into danger using a non-augmented jump clone if the clone is free.
I've paid for the clone with 5 years of subs.
Until this happens, I won't bother risking the s.p. loss etc. (that's a complete gonad of a game mechanic).
Adunh Slavy
#309 - 2013-05-20 13:55:44 UTC
Make clones free and no SP loss ever.

Players pay their sub and then also have to click on some silly button to protect what they paid for is a pretty poor way to treat customers. It's not PVP risk, it's GUI risk.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Edward Pierce
State War Academy
Caldari State
#310 - 2013-05-20 20:25:49 UTC
Corey Fumimasa wrote:
The neat thing about Eve is that if one door closes you can roll another char up and try again.

I knew you were a troll...
Alundil
Rolled Out
#311 - 2013-05-20 22:01:14 UTC  |  Edited by: Alundil
This is a nice first step. I look forward to even further improvements in the clone mechanics.

I am sure that I'm not the only one who would love to see the following things;
1. Reduced/eliminated cool-down when switching between jump clones (could look into cost per JC activation as I saw another poster mention).
-o- A skill implemented to reduce/eliminate the cooldown would accomplish this.
Skill: Infomorph Host Reconfiguration (Rank 5)
Bonus: Reduces the Jump Clone cooldown time 4% per level (effectively allowing JC every ~2h 20m @ LVL 5 skills)
Prerequisite: Infomorph Psychology 3
-o- This one of the frequent causes for pilots to miss opportunities for fights.
-o- JC out to a distant system (0.0 --> HiSec for example). Ping goes out that a strat op has just been called for later that day/evening but you are effectively out of the fight. All due to clone game mechanics.
-o- There is either a time constraint (the cool down) or it's cost prohibitive to death clone back (clone costs and/or implant costs).

2. Ability to jump clone within the same station without destroying a jump clone if one is already present (see above - could be a cost to jump into a clone in the same station, something along the lines of "Scotty the Engineer needs to free up a clone vat capsule" or something).
-o- A skill implemented to increase the number of jump clones able to be stored in a single station
Skill: Infomorph Bio-Management (Rank 8)
Bonus: Increases the number of Jump Clones allowable in a single station by 1 per level (Note: Does not alter the total number available of Jump Clones provided by the Infomorph Psychology skill)
Prerequisite: Infomorph Host Reconfiguration 3
-o- Travelling to a station that just so happens to have a JC already and an emergency arises necessitating the use of a JC many regions away. This is rarely done in many cases because the JC already present in the station has specialized implants and death cloning might not be an option either for the same reason.
-o- In the example from #1, this mechanic could allow a pilot to have multiple JC in a single station thereby making the pilot's choice "to pew or not to pew" less a question of implant/clone economics than it currently is.

3. Ability to jump clone into and out of w-space. Either from a POS Clone Vat bay or a Rorq clone vat bay. These things must be the most underused POS mods and capital mods in the game.(This has been requested numerous times over the years - but wh combat gang compositions change rapidly depending on who you might be fighting or expecting to fight or what effects the wh you're planning a fight in has - jumping out to some empire location, to the JC, possibly on the other side of the universe from the location you found then slow boating back means that JCs aren't used to their full potential by worm-holers).

These next few are not necessarily tied to clones per se.
4. Ability to alter the implants plugged in both to jump clones and the existing "active clone." This could be accomplished through the use of a skill (similar to reverse engineering) granting a % chance to succeed at removal of the implant in a functional state. This same skill could be leveraged to harvest implants from corpses.
-o- A skill implemented to offer a % chance of "salvaging" implants from clone corpses
Skill: Infomorph Augmentation Recovery
Bonus: Increases the chance of recovering implants by 10% per level per plugged in implant
Prerequisite: Cybernetics 3 & Biology 3 & Nanite Operation 2

5. Clone implant harvesting (see #4).
-o- A reason beyond the meta (bragging/trophy) to collect pod corpses.
-o- Allows for additional gameplay options for battlefield salvagers
-o- Could offer an interesting market possibility in salable corpses, corpse recovery services, scamming possibilities that in turn offer their own risk/reward etc.

I'm right behind you

Adeleine
Sateenvarjo
#312 - 2013-05-21 12:37:52 UTC
+1 on removing the clones!

They are extra isk sink and extra death penalty. They are not required game mechanics; Theres plenty of isk sink and death penalty in eve pvp.

They are adding to the risk factor when older charecters want to do frigate pvp. Risk factors guide player behaivior; not to increase more expencive ships to field but by older charecters not participating in pvp. And that means less players in game and thats not a good thing in sandbox.

We are allready paying to play. How many times we have to pay? We have ships to buy & blow up in. Thats FUN that belongs into GAMES that are played on free time. Extra taxes for playing a long time and training your charecter are not fun and dont belong to games that are played on free time.

- Ade, ship was 1,7mil and the pod was 4,7mil... I rather spend the plex monies to something else; or some other game.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#313 - 2013-05-21 12:57:52 UTC  |  Edited by: Barrogh Habalu
Adunh Slavy wrote:
Make clones free and no SP loss ever.

Players pay their sub and then also have to click on some silly button to protect what they paid for is a pretty poor way to treat customers. It's not PVP risk, it's GUI risk.

While I'm always for any removal of "PvI" (...versus interface) elements from any game, clones aren't purely GUI factor due to them having objective cost. I'm all for implementing something like clone update menu popping up automatially after podding or adding warning for when you are about to undock with insufficient clone (we even have them for insufficient cargo space when taking on distribution missions, dammit), but costs are different matter altogether. And before I get flamed, yes, I think that such GUI elements must be customizable at least in terms of them being enabled/disabled.

Then again, seeing how those are going down, who knows what CCP will eventually do.
Jalson
Celestial Temple
#314 - 2013-05-21 16:03:19 UTC
Alundil wrote:
This is a nice first step. I look forward to even further improvements in the clone mechanics.

I am sure that I'm not the only one who would love to see the following things;
1. Reduced/eliminated cool-down when switching between jump clones (could look into cost per JC activation as I saw another poster mention).

2. Ability to jump clone within the same station without destroying a jump clone if one is already present (see above - could be a cost to jump into a clone in the same station, something along the lines of "Scotty the Engineer needs to free up a clone vat capsule" or something).

3. Ability to jump clone into and out of w-space. Either from a POS Clone Vat bay or a Rorq clone vat bay. These things must be the most underused POS mods and capital mods in the game.(This has been requested numerous times over the years - but wh combat gang compositions change rapidly depending on who you might be fighting or expecting to fight or what effects the wh you're planning a fight in has - jumping out to some empire location, to the JC, possibly on the other side of the universe from the location you found then slow boating back means that JCs aren't used to their full potential by worm-holers).

These next few are not necessarily tied to clones per se.
4. Ability to alter the implants plugged in both to jump clones and the existing "active clone." This could be accomplished through the use of a skill (similar to reverse engineering) granting a % chance to succeed at removal of the implant in a functional state. This same skill could be leveraged to harvest implants from corpses.

5. Clone implant harvesting (see #4).



+1 to all of these!!!

I completely understand and agree with the reason for having a cool-down between jumpclones, would be nice if it was more like 12-18 hours though.

Clone implant harvesting to me is just a logical step.....would create a better reason to want to pod someone other than just for lols
Jake Rivers
New Planetary Order
#315 - 2013-05-21 17:22:17 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


My concern has never been the cost of the clone itself, usually I have implants in my clones that are worth more than the upgrade costs.

What I hate, and I am sure I am not in the same boat, if I use a jump clone to go to another region of space for a single night of activity, my toon is essentially unplayable for the following night because of where it ended up the previous night due to the single minded cooldown timer of 24 hours for the jump clone. I am sure the original thought in this cooldown was not to put a player out of the game for a day, but that is what it does.

We need a skill to reduce the timer so players can more freely use the jump clones, or charge a fee for jump cloning early or anything that is less than 24 hours.

Why not allow multiple clones in the same station? Nothing worse than jumping in a rush and not thinking that the warning message you just ignored destroyed your best set of implants. -p
Rual Storge
Caldari Provisions
Caldari State
#316 - 2013-05-22 13:13:40 UTC
YESSSS!!! Only 45 mil clones for sabre'' ing instead of 80 mils!! Go go CCP!!!
Viger
Tortuga Trading Company
#317 - 2013-05-22 16:00:52 UTC
Alundil wrote:
This is a nice first step. I look forward to even further improvements in the clone mechanics.

I am sure that I'm not the only one who would love to see the following things;
1. Reduced/eliminated cool-down when switching between jump clones (could look into cost per JC activation as I saw another poster mention).

2. Ability to jump clone within the same station without destroying a jump clone if one is already present (see above - could be a cost to jump into a clone in the same station, something along the lines of "Scotty the Engineer needs to free up a clone vat capsule" or something).

3. Ability to jump clone into and out of w-space. Either from a POS Clone Vat bay or a Rorq clone vat bay. These things must be the most underused POS mods and capital mods in the game.(This has been requested numerous times over the years - but wh combat gang compositions change rapidly depending on who you might be fighting or expecting to fight or what effects the wh you're planning a fight in has - jumping out to some empire location, to the JC, possibly on the other side of the universe from the location you found then slow boating back means that JCs aren't used to their full potential by worm-holers).

These next few are not necessarily tied to clones per se.
4. Ability to alter the implants plugged in both to jump clones and the existing "active clone." This could be accomplished through the use of a skill (similar to reverse engineering) granting a % chance to succeed at removal of the implant in a functional state. This same skill could be leveraged to harvest implants from corpses.

5. Clone implant harvesting (see #4).



+1

follow me on twit :   @viger1

Adunh Slavy
#318 - 2013-05-23 02:06:14 UTC
Rual Storge wrote:
YESSSS!!! Only 45 mil clones for sabre'' ing instead of 80 mils!! Go go CCP!!!



+1 for the encouragement of sarcasm aimed at truth.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

James Amril-Kesh
Viziam
Amarr Empire
#319 - 2013-05-23 03:00:53 UTC
Alundil wrote:
2. Ability to jump clone within the same station without destroying a jump clone if one is already present

You can already do this. It generally helps to have an understanding of game mechanics when you're trying to suggest changes to developers, otherwise you end up looking like you don't know what you're talking about and it diminishes the rest of what you're trying to say, however valid.

Enjoying the rain today? ;)

Kagura Nikon
Native Freshfood
Minmatar Republic
#320 - 2013-05-23 11:00:28 UTC
Electra Magnetic wrote:
Id personally rather see insurance that pony's up to the cost of t1 and t2 (especially) ships and their modules.

Spending hundreds of hours grinding rats or missions just so you can buy a fancy t2 and get 10% of your investment back when it gets blown up dont make sense.



If you woudl get 100% back it woudl not make sense to blow thing up!

There needs to be some serious damage when you kill someoen's ship.

"If brute force does not solve your problem....  then you are  surely not using enough!"