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

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Author
Zaxix
State War Academy
Caldari State
#301 - 2013-08-06 14:11:41 UTC
I'm jumping on the "why does this need a skill to train" bandwagon. There are already too many things to train. We don't need more.

Bokononist

 

Zaxix
State War Academy
Caldari State
#302 - 2013-08-06 14:19:08 UTC
CCP Rise wrote:
Update:

We had a chat this morning and will be leaving this as a skill rather than changing the base timer.

There are good points on both sides, and it depends a lot on how you are using jump clones, but because there certainly will be strategic implications for at least some players, we feel that having this as a skill fits well. It is by no means mandatory like the old learning skills, and it is not purely a quality of life change (although that is certainly a large part of the design goal), so it makes sense to have training associated with it.

The skill will be rank 2 and will cost very little so for the players that want to use it there won't be significant barriers.

On a related note: there is some people discussing the drawbacks of making these small adjustments rather than large systemic changes and I must say that we feel really good about small changes in many situations. Systemic changes are important and should never be ignored or delayed because of small tweaks, but when there are very solid improvements available, like this one, we should not put them off because the system as a whole isn't perfect.

Thanks for the feedback

edit: oh and also, we definitely will not be extending the timer any further. The implications related to travel become problematic fairly quickly and we don't want to worsen that situation at all.

Part of the problem with EVE and design choices is that too many choices are made based on worst case scenarios. The majority of people are going to put this to good, practical use. You're not solving some power projection/travel time problem by limiting the amount of time improvement on this new skill. I can "jump clone" anywhere by resetting my med clone and self destructing. It's going to cost me a clone upgrade, but if jumping around is so damn powerful, 10 mil to 15mil isn't any kind of deterrent AND you guys just buffed that by lowering the cost of clones.

This wasn't what i thought I was voting for in the reasonable things thread. I thought I was voting for a significant change, not a tweak and another week of training time.

Am disappoint.

Bokononist

 

Mole Guy
Bob's Bait and Tackle
#303 - 2013-08-06 14:20:38 UTC
its odd how people assume jc's are for travel and not about getting into another clone. i have 4 clones in the area i live in. all a station away. one for mining boost, one for command ship bootsing, one for my missile pvp and the last for laser pvp.
if i jumped into my rorqual and have my mining link, i cannot go "switch back" to pvp and fight off the aggressors.
so, i sit, in the pos shields and await their boredom enough to leave. their constant whine about how we never come pvp..blah blah blah

in reality, i am not going to lose a 1.4b isk implant. if we had the opportunity to jump into a pvp clone and back once a day, then more ships would go boom, more pvp..blah blah.

quit whining about some people making money and jumping around and let us who actually use them for their intended purpose (in my eyes) play.
CCP Rise
C C P
C C P Alliance
#304 - 2013-08-06 14:27:25 UTC
It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.

I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change.

@ccp_rise

Iamien
Deep Core Mining Inc.
Caldari State
#305 - 2013-08-06 14:28:33 UTC  |  Edited by: Iamien
CCP Rise. Please do not Seed this skill on the market. Put it in exploration cans or in the LP store of the under-appreciated science mission corps.

Let supply/demand play out here. There is enormous demand, let the isk sink be avoided this time.
Harvey James
The Sengoku Legacy
#306 - 2013-08-06 14:29:55 UTC
Iamien wrote:
CCP Rise. Please do not Seed this skill on the market. Put it in exploration cans or in the LP store of the under-appreciated science mission corps.


mmm.... give hacking sites something worth getting

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Tiberu Stundrif
Nifty Idustries
Pandemic Horde
#307 - 2013-08-06 14:37:57 UTC
2 hours/level would be epic, but 1 hour/level is a lot better than a straight 24-hour JC timer.

I'm not going to look a gift horse in the mouth.

Thanks, CCP Rise.
Phoenix Jones
Small-Arms Fire
#308 - 2013-08-06 14:38:55 UTC
Harvey James wrote:
Iamien wrote:
CCP Rise. Please do not Seed this skill on the market. Put it in exploration cans or in the LP store of the under-appreciated science mission corps.


mmm.... give hacking sites something worth getting


Dunno everybody seems to be strip mining every site just after downtime.


Yaay!!!!

Maximus Andendare
Stimulus
Rote Kapelle
#309 - 2013-08-06 14:40:15 UTC
CCP Rise wrote:
It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.
If you guys want it to actually be once per day, then you should just adjust the base timer. What are the "good arguments" for, since there's been plenty of arguments against in this thread, while some posters just agree and say "at least its something."

What's next for the quality of life skills? Will there be a "POS Access" skill that let's us "access your POS SMAs from an extra 1000m per level"?

Seriously, this change does not create compelling gameplay choices, enrich our decision making, and it only serves as a time sink. It directly serves to improve a quality-of-life issue in that you want players who jump clone out to be able to JC back to their "original" clone roughly at their usual playtime. Great goal and props to recognizing an issue. Terrible implementation, however.

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Iamien
Deep Core Mining Inc.
Caldari State
#310 - 2013-08-06 14:40:30 UTC
Phoenix Jones wrote:
Harvey James wrote:
Iamien wrote:
CCP Rise. Please do not Seed this skill on the market. Put it in exploration cans or in the LP store of the under-appreciated science mission corps.


mmm.... give hacking sites something worth getting


Dunno everybody seems to be strip mining every site just after downtime.





You do know they respawn, right?
suid0
Pandemic Horde Inc.
Pandemic Horde
#311 - 2013-08-06 14:50:13 UTC  |  Edited by: suid0
Maximus Andendare wrote:

Seriously, this change does not create compelling gameplay choices, enrich our decision making, and it only serves as a time sink.


Didn't he post and say it'd be a level 2 skill? level 2 skills are hardly a time sink,, it means you can get your JC timer down to 20 hrs with just over 1d training... cripes

tbh the implementation is fine

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Maximus Andendare
Stimulus
Rote Kapelle
#312 - 2013-08-06 14:59:41 UTC
suid0 wrote:
Maximus Andendare wrote:

Seriously, this change does not create compelling gameplay choices, enrich our decision making, and it only serves as a time sink.


Didn't he post and say it'd be a level 2 skill? level 2 skills are hardly a time sink,, it means you can get your JC timer down to 20 hrs with just over 1d training... cripes

tbh the implementation is fine
It could be a 1x training time skill and it'd still be a time sink. It's a wasteful use of training time to improve a recognized quality-of-life issue. It's not really the time per se. It's the point: there's no reason this needs to be done via training.

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FoxBird Freir
Bloomberg Horizont
#313 - 2013-08-06 15:04:30 UTC  |  Edited by: FoxBird Freir
Keep the 24h timer and allow 2 jumps per 24h (or make the timer slightly longer).
that way players get to effectively change once a day (say into pvp empty clone and back into training clone) with the added benifit of them making their own schedual or allowing irregular scheduals to work (like vecations, weekend etc).

Would be far more benificial to the casual player who might play 1-2hours a day and maybe 5-7h on some days (vecation etc) while still allowing hardcore players to change the appropriate amount of times.

prolly wanna nerf it somehow, maybe only allowing 2 jumps in home station.

point is: PLEASE let people change their close once and still be able to use their learning clone at the end of the session! or better yet, remove learning implants altogether and impliment current change..

idc if you tie it to a skill as long as it is viable.
Zifrian
Federal Defense Union
Gallente Federation
#314 - 2013-08-06 15:12:06 UTC
Thanks for this. I like the concept but 2 hours per level would be better. I'm not sure one hour accomplishes much overall.

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Ranger 1
Ranger Corp
Vae. Victis.
#315 - 2013-08-06 15:30:41 UTC
Maximus Andendare wrote:
suid0 wrote:
Maximus Andendare wrote:

Seriously, this change does not create compelling gameplay choices, enrich our decision making, and it only serves as a time sink.


Didn't he post and say it'd be a level 2 skill? level 2 skills are hardly a time sink,, it means you can get your JC timer down to 20 hrs with just over 1d training... cripes

tbh the implementation is fine
It could be a 1x training time skill and it'd still be a time sink. It's a wasteful use of training time to improve a recognized quality-of-life issue. It's not really the time per se. It's the point: there's no reason this needs to be done via training.

I personally feel choices are a good thing, and that advantages you gain should come at a cost... not as a gimmie.

Many people will never train it, others will only spend a few minutes and train 1 or 2 levels... still others will go for the whole 5 hours depending on need and play style.

Your "quality of life" mechanic was to get the ability to jump into a different clone once every 24 hours. This is simply a way to enhance that ability a bit if needed.

For those demanding the ability to jump twice a day at will.. lol, no. That completely trivializes the importance of the choices you make as far as implant choices and clone location, both of which are an important part of game play currently. There is absolutely no reason to change this. If you want to be able to hop repeatedly from clone to clone, you're going to sacrifice implants to do so.

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Zaxix
State War Academy
Caldari State
#316 - 2013-08-06 15:41:30 UTC  |  Edited by: Zaxix
CCP Rise wrote:
It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.

I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change.

Wow, a dev comment that kind of seems directed at me! A first! Thanks. Sorry for sounding annoyed, but I was grinning like an idiot when I saw that changes were coming and then disappointed by the reality.

There is obviously an expectation gap here. You've made it clear this is as far as the changes are ever likely to go, and it's equally clear that most players want to go further. Perhaps there needs to be a slightly expanded conversation where the design side makes it clear what they're trying to avoid or what it is that jump cloning is really intended for. And the players need to make clear what they use it for. I get that one jump per day is what the expectation is and that this fix is supposed to do a better job of guaranteeing that. What I don't get is why more than once a day is a bad thing.

As I mentioned before, I can jump whenever I want using a med clone. I'm limited only by office location and the location of the nearest medical facilities. In the case of sov stations, both are always present and therefore aren't a barrier. I pay for my clone upgrade and I'm done. In hisec, unless I'm decced or flagged, it's also no barrier. I can risk my pod to jump a few gates to a med facility if there isn't one in my office station. Losec is pretty much the same. NPC nosec ups the danger because of bubbles, and so isn't ideal for this usage. To tally, that's ony one real barrier in all scenarios and it only applies if my office station doesn't have med clone facilities. The only other issue is implants, but many people aren't wearing them anyway since they're going to get podded. The best part of this method of travel is that ONE alt with renter permissions can act as a "cyno" by getting to a station and opening an office. Everyone else can come in by med clone. Bonus points if that character is also an actual cyno, so he can bring in the equipment by carrier or JF. An entire fleet can avoid a long, potentially disastrous trip on the back of ONE pilot. If there is some sort of travel or power projection issue with jumping around, it would appear that this methodology is vastly more powerful and useful than pure jump cloning. BTW, did I mention that you don't actually need an office for this technique? HQ's ftw!

In the case of jump cloning for travel purposes, you give up the costs of upgrades and the annoyance of no implants for the timer and limitation of targets to jump to. It's biggest limitation is actually the requirement that you "preset" yourself to your target location in advance of any actual jump. In other words, you work backwards from your target instead of forward in the med clone scenario. The one biggest difference though, is that two ship types can serve as target points for a jump. I can see that some people would potentially have an issue with this. Instead of some "bridge back" scenario where a titan bridges podded characters from their home system back into the fight, they jump clone back and avoid the need for bridges and the costs and overhead associated with running a titan logistics chain. In the current system, they can only do this once (assuming the target titan has clone mods). But even if the timer was set to 12hrs, no fight has ever lasted that long. And since med clone jumping is an option, anything a player MIGHT do with a jump clone and a shorter timer, they can already do it with a combination of the two methods. And if the titan/rorq issue is a serious concern, nerf the clone mod, not jump clones.

This is all to say: reducing the timer is a convenience issue, not some bigger design issue, at least from my vantage point. So what am I missing here? What's the issue with lowering the timers further?

Bokononist

 

Dav Varan
State Protectorate
Caldari State
#317 - 2013-08-06 15:58:15 UTC  |  Edited by: Dav Varan
CCP Rise wrote:

We don't want to accelerate the rate that you can jump significantly, we just want to make sure that switching once a day is actually possible.



Why ?

Is it important to limit the fun ?

Skills for flexibility need to make in session swapping viable.
This is not viable with your proposed idea
A jump every 22 hours instead of every 23 hours is more or less pointless



Base time between jumps before any sync skill should be 16 hours.
So I can do a 8 hour sess in a choosen clone each day and I'm not punished for starting 8 hours earlier at the weekend when I'm not working.

Each level of syncronisation skill should add 1 to maximum number of intermorphs I can accumulate before braindamage.
one level of intermorph is removed every 16 hours from the last jump.

e.g. at level 3 sync I can make up to 4 jumps in a burst if I want but it will take

4 x 16 hours for the intermorphs to reduce back to 0.
Bruce Willers
Wake of Destruction
#318 - 2013-08-06 16:00:30 UTC
Maximus Andendare wrote:
CCP Rise wrote:
It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.
If you guys want it to actually be once per day, then you should just adjust the base timer. What are the "good arguments" for, since there's been plenty of arguments against in this thread, while some posters just agree and say "at least its something."

What's next for the quality of life skills? Will there be a "POS Access" skill that let's us "access your POS SMAs from an extra 1000m per level"?

Seriously, this change does not create compelling gameplay choices, enrich our decision making, and it only serves as a time sink. It directly serves to improve a quality-of-life issue in that you want players who jump clone out to be able to JC back to their "original" clone roughly at their usual playtime. Great goal and props to recognizing an issue. Terrible implementation, however.

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Markku Laaksonen
School of Applied Knowledge
Caldari State
#319 - 2013-08-06 16:06:56 UTC
I'm still of the opinion that the skill should not be implemented, and the JC timer should simply be changed to 23 hours.

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Sven Viko VIkolander
In space we are briefly free
#320 - 2013-08-06 16:07:14 UTC
CCP Rise wrote:
Update:

We had a chat this morning and will be leaving this as a skill rather than changing the base timer.

There are good points on both sides, and it depends a lot on how you are using jump clones, but because there certainly will be strategic implications for at least some players, we feel that having this as a skill fits well. It is by no means mandatory like the old learning skills, and it is not purely a quality of life change (although that is certainly a large part of the design goal), so it makes sense to have training associated with it.

The skill will be rank 2 and will cost very little so for the players that want to use it there won't be significant barriers.

On a related note: there is some people discussing the drawbacks of making these small adjustments rather than large systemic changes and I must say that we feel really good about small changes in many situations. Systemic changes are important and should never be ignored or delayed because of small tweaks, but when there are very solid improvements available, like this one, we should not put them off because the system as a whole isn't perfect.

Thanks for the feedback

edit: oh and also, we definitely will not be extending the timer any further. The implications related to travel become problematic fairly quickly and we don't want to worsen that situation at all.


IMO, this is all on the right track. HOWEVER, one other change currently faring well in the reasonable things vote is the removal of attribute implants pared with add +5 to all player attributes. I am completely in favor of this change, and I think it would fit perfectly with the jump clone timer skill, because 1) it would remove the need for people to jump into a learning character with all +5s when they are not PVPing, which is one of the main reasons people in this thread have wanted a very short jump clone timer (e.g., down to 12 hours), and 2) it would remove some incentive to avoid pvp, thus removing a barrier some have to pvping on many occasions (and the isk sink would be transferred to the increase in people getting their ships exploded!).