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[Odyssey 1.1] Jump Clone skills *Updated with Advanced Infomorph Psychology*

First post First post
Author
Onslaughtor
Phoenix Naval Operations
Phoenix Naval Systems
#261 - 2013-08-06 09:53:44 UTC
Sable Moran wrote:
Bienator II wrote:
shouldn't be a skill IMO. just make it 20h by default


This. Absolutely the easiest and the fastest way to actually do this. Change one number from 24 to 20.


I agree.
I don't see why this needs to be a skill.

Remember that thing at fanfest about complexity creep?
Yeah that is whats going on here.
A function that should have been introduced with the mechanic does not make a good skill. It being a skill does nothing because we are all just going to train it to 4 anyway, and it just becomes another time sink for new players to waste on to get into the game proper.

Don't make skills for skills sake, do it to further the drive to specialize, not to just add more time to the clock.
LtTrog
Perkone
Caldari State
#262 - 2013-08-06 10:02:05 UTC
Mike Whiite wrote:


For everyone that participates, part of the obsticals EVE throws at us are oppertunities for others and or choices of Players.



I see an oppertunity for a industrial, player/corp, though by closing down sov space you create your own scarcity, it garanties a certain safety, though you close down your markt.





Because Sci-Fi writers write from a limited amound of people not 50.000 acounts that all need to have oppertunities to interact in several different ways.





obstacles opportunities are great, particularly when they are fun. As many have said already being able to get into the right place/clone at the right time adds content as more people are willing to get out and fight.
William Wormhole
Doomheim
#263 - 2013-08-06 10:48:21 UTC
DarklordKarn wrote:
Edenmain wrote:

Can't we have something which allows us to change clones inside a wormhole, so we can swap implants. I don't want to be able to jump into wormholes from anywhere, just swap clones in some kind of corporation clone vat anchored at a POS or a specialised kind of POS in it's own right (which could be attacked destroyed along with clones).



No...


I quess you don't even live in a WH, you're view is insignificantly irrelevant
William Wormhole
Doomheim
#264 - 2013-08-06 10:49:55 UTC
Please introduce a POS mod for Towers that you can store and change upto a max of 3 Clones at?

I'm not asking to JC to it from empire and vise versa, just a Bay anchored to a tower so us in WH's can change clones depending on fleet comp and fighting, maybe have reset of every 12 hours? Thanks
William Wormhole
Doomheim
#265 - 2013-08-06 10:51:00 UTC
Royal Jedi wrote:
Edenmain wrote:

Can't we have something which allows us to change clones inside a wormhole, so we can swap implants. I don't want to be able to jump into wormholes from anywhere, just swap clones in some kind of corporation clone vat anchored at a POS or a specialised kind of POS in it's own right (which could be attacked destroyed along with clones).


This, please. Clone vat pos module so we can switch clones in a pos? With 24hr timer... or 19 i guess with this...

Thanks in advance!


Take note CCP
Invisusira
Escalated.
OnlyFleets.
#266 - 2013-08-06 11:06:17 UTC
I was really excited until I read how much it actually does. qqqqqqqqqqq
Kwa Zulu
The Graduates
The Initiative.
#267 - 2013-08-06 11:08:32 UTC
Bienator II wrote:
shouldn't be a skill IMO. just make it 20h by default


This

Terrorfrodo
Interbus Universal
#268 - 2013-08-06 11:13:31 UTC  |  Edited by: Terrorfrodo
William Wormhole wrote:
Please introduce a POS mod for Towers that you can store and change upto a max of 3 Clones at?

I'm not asking to JC to it from empire and vise versa, just a Bay anchored to a tower so us in WH's can change clones depending on fleet comp and fighting, maybe have reset of every 12 hours? Thanks

As a wormholer I am against this. It would just force everyone to fight with super expensive implants in fleet fights because you put yourself at a great disadvantage if you don't. The end result is that the balance of power is the same, only with more stupid clonejumping hassle and delayed form-ups.

Right now, if you want to have your overpowered slave set in a fleet fight, you also have to risk it at every other time, and that is how it should be.

.

Lidia Caderu
Brave Newbies Inc.
Brave Collective
#269 - 2013-08-06 11:25:08 UTC
Kane Fenris wrote:
MeBiatch wrote:
CCP FoxFour wrote:
Hey, I am at the office working so don't go trying to use the holiday as an excuse to not be here.


well i guess one needs shoes to leave the office eh?

edit. reduction of 1 hour per level is too low. (unless you are going to introduce an advanced Informorph Synchronizing which will reduce the time by an additional 1 hour per level.

may i suggest 1.5 hours per level. that way with the skill at V you can jump every 16.5 hours.



wanted to say the same... make it 1,5h plz

yeah 1.5 is just optimal
Miss Teri
Skybert Organization
#270 - 2013-08-06 11:28:39 UTC
As proposed (1h/lvl) it's a waste of a skill.

A better solution would be to set the default cool-down to 23h (maybe even 22h). This should help most cases of "slippage".
suid0
Pandemic Horde Inc.
Pandemic Horde
#271 - 2013-08-06 11:32:33 UTC
Miss Teri wrote:
As proposed (1h/lvl) it's a waste of a skill.


Then don't train it....

the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones  - Commander Ted

Manfred Hideous
Royal Amarr Institute
Amarr Empire
#272 - 2013-08-06 11:36:30 UTC  |  Edited by: Manfred Hideous
Zaxix wrote:
It's hard to give feedback if you've limited all discussion to a non-existent skill you've already said isn't likely to change.


This.

Serenis in post 215 also makes a great suggestion. It might be out of scope for a quick fix but it's elegant and should not be too overpowering.
Hopelesshobo
Hoboland
#273 - 2013-08-06 11:40:25 UTC
Granted I would love to be able to JC without a timer so I can instantly travel wherever I please very easily....however, I understand this would be terribly unbalanced.

If the average playtime for a player is 5 hours per day, then I am perfectly fine with the skill bringing it down to 19 hours. However if the average playtime for the playerbase is much longer, I would look at matching the skill with the average playtime of the player population.

And since we are on the Jump Clone subject... https://forums.eveonline.com/default.aspx?g=posts&m=2895627#post2895627

This way we can quickly identify which clone we want to jump into.

Lowering the average to make you look better since 2012.

Kalisto Hakaari
Caldari Provisions
Caldari State
#274 - 2013-08-06 11:42:59 UTC
Great idea. I love it.
Mag's
Azn Empire
#275 - 2013-08-06 11:48:23 UTC
I've posted in the past that this would be a reasonable level of reduction. Good move.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Meytal
Doomheim
#276 - 2013-08-06 11:52:29 UTC
Because apparently no one can understand the concept of benefit vs cost, just make implants removable and shut all the crybabies up. It sounds worse than a nursery in here.
Arya Regnar
Darwins Right Hand
#277 - 2013-08-06 11:53:48 UTC
If this is for real then this is EXACTLY what I wanted.

Thank you CCP.

The issue described in the OP is the reason why I avoided jumpcloning to join friends on roams when I was in an expensive clone I needed for my operations. With the 19 hours shift I am able to jump back into old clone next day when it's the start of my playtime hours and I don't have to wait 2 days.

I am not asking for more.


19 hours is perfect.
As for the people that want more... They have no reason to ask for it because anything less would basically be safe travel.

EvE-Mail me if you need anything.

Maximus Aerelius
PROPHET OF ENIGMA
#278 - 2013-08-06 12:07:38 UTC
Arya Regnar wrote:
If this is for real then this is EXACTLY what I wanted.

Thank you CCP.

The issue described in the OP is the reason why I avoided jumpcloning to join friends on roams when I was in an expensive clone I needed for my operations. With the 19 hours shift I am able to jump back into old clone next day when it's the start of my playtime hours and I don't have to wait 2 days.

I am not asking for more.


19 hours is perfect.
As for the people that want more... They have no reason to ask for it because anything less would basically be safe travel.


The only post I've seen where I can picture Arya Regnar actually smiling as she typed her reply. Smile
Rainbow Prism Colorblind
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#279 - 2013-08-06 12:10:09 UTC
I need to put in my 2 cent on this topic.

I see a lot of people complain that they need to jump every 12hr or so.
A lot of you also saying you want to JC into same station without a timer.

Mostly of witch the reason you want it is to be 'safe' or not 'risk' anything.
This is eve, the game is about Money and power.

A game without risk get dull an boring, also what about all gate campers?
they like to play the game as well in there own way.

Equal much are the gate buster groups, both would be affected with to much change in time.

Making JC time down to 19h is good enough, even that is quite powerful to bypass gate camps
or Blockades operations.

Oh and for people who complain it takes 40 jumps throw HS to get to the fun stuff,
ever considering Driving throw Low-sec/null to reduce it to 10?

or get a Bypass rout throw a WH system?

My point here is this! the game need risk!, it is space, its deadly, and everyone is after to skinn you wallet dry!

That is how the game should be.

Thank you.



Maximus Aerelius
PROPHET OF ENIGMA
#280 - 2013-08-06 12:13:43 UTC
My thoughts on this (being a JC Capsuleer myself):

  1. Something is better than nothing so if it has to be a skill to get this timer down then so be it
  2. A better approach would be to reduce the Global Timer for everyone to 19hrs. Training a skill to remove the time-slippage just seems backwards to me.
  3. If in future you wanted to introduce a skill to further reduce JC Cooldown by a further 5 hours you could bring in a Skill that would accomplish this and I believe the community would be more accepting to it and more consideration would be given to it. Right now everyone will hit this training up to L4\L5 to get the playtime back to where it should be anyway...the ability to JC once per day

Just my thoughts.