These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

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

First post First post
Author
Balzac Legazou
Center for Advanced Studies
Gallente Federation
#361 - 2013-08-07 03:46:37 UTC
CCP Rise wrote:


The goal here is to avoid situations where jump clone delay pushes jump clone use back a bit each play session until eventually people wind up stranded in the wrong clone during their few hours of play time.


If that is the goal, simply reduce the timer to 23 (or 20) hours. Problem solved. You change 1 number in your code, and it's done. Simple to implement, and an immediate fix for something that you have (finally!) identified as a design flaw.

If that is not the goal and you expect players to comment, be honest about what the goal actually is.

Mara Rinn
Cosmic Goo Convertor
#362 - 2013-08-07 04:03:49 UTC
Tippia wrote:
why are they tying a quality-of-life improvement to a skill? It's there to fix a amateurish fencepost error in the design of the jumpclone timer. So why not fix the amateurish error in the design of the timer?


Is a reduction to locking time a "quality of life" improvement or a tactical benefit?

Is a reduction to align time a "quality of life" improvement or a tactical benefit?

Is a reduction to manufacturing time a "quality of life" improvement or a tactical benefit?

Is a reduction to POS fuel consumption a "quality of life" improvement or a tactical benefit?

I would suggest that a miner doesn't care about locking time, so a reduction in locking time is only applicable to a small niche of players: shorter locking time is a tactical advantage.

All of these skill-based modifications to the basic rules of the game are tactical (or at least strategic) in nature. Your comparison to "warp and dock" is unsound, simply because access to jump clones is skill-based in the first place.

Look at other skill-based activities in the game: there is a skill to use each class of weapon. Then there are skills to reduce the cycle time of the weapon, reduce the power consumption, and in the case of some modules, increase the number you can fit to your ship. Look at Astrometrics: there is a skill to do astrometrics at all, then there is a skill to reduce the cycle time of the astrometrics analysis process.

Thus throughout the existing skill three there are skills whose only purpose is to reduce the cycle time of some other skill. Why should jump clones be any different? Clones are part of the equipment we fit to any ship. Being able to switch every day rather than every two days is a tactical and strategic advantage. This advantage needs to be bought and paid for in the same way as any other advantage: either through training skills or through use of equipment which other players can destroy.

I am all for increasing the hour reduction of this skill from 1 to 2, along with increasing the base clone jump timer from 24 hours to 28 hours just to make it clear that you are indeed buying an advantage.
Karen Akagai
University of Caille
Gallente Federation
#363 - 2013-08-07 04:13:52 UTC
Balzac Legazou wrote:
CCP Rise wrote:


The goal here is to avoid situations where jump clone delay pushes jump clone use back a bit each play session until eventually people wind up stranded in the wrong clone during their few hours of play time.


If that is the goal, simply reduce the timer to 23 (or 20) hours. Problem solved. You change 1 number in your code, and it's done. Simple to implement, and an immediate fix for something that you have (finally!) identified as a design flaw.


Or do both. Reduce the base timer to (for example) 22 hours, and let people who want it to be shorter train the skill.

Don't force all players to train a skill just to fix what you've identified as a design flaw. That's just trolling.

What's next? A skill to make the drone UI less obtuse? A skill to add a "volume" column to asteroid scanners? A skill to be able to reverse the mouse wheel?
Sgt Ocker
What Corp is it
#364 - 2013-08-07 04:30:25 UTC
Dierdra Vaal wrote:
While I really applaud taking on the jumpcloning mechanics, I am not sure if this is the right way to do it. I'm worried that reducing clone jumping to 19 hours may make it too easy for alliances to use clone jumping as a way of further increasing their power projection. This change basically allows them to one night (during their personal primetime) be in location A, and the next night during their primetime in location B - without requiring them to actually travel the distance inbetween, which may otherwise deterr them from doing so or at least provide a meaningful effort sink.

I'm also worried that this skill will go the way learning skills went. First there is a clone timer of 24 hours. Then there is a skill reducing it to 19. In a year or so everyone will be saying "but you kind of have to train it to level 4 or 5 anyway" and then it is decided to just do away with the skill and set the jump timer at 19 or 20 hours. Thus slowly eroding the jump timer and the consequences for jump cloning.

As such, I'd prefer this skill not to be included in Odyssey 1.1, and would prefer instead that the devs work towards a systemic improvement of the jumpclone system. A system where the two functions of jump clones (travel and implant switching) are separated. For example, allow only one clone jump per 24 hours if this moves the player out of the station (or system) he activated the jump from, but allow any amount of clone 'switches' within the same station.
Seriously?? Death clones are used by so many to simply move from 1 location to another, a 5 hour reduction in JC times is not going to effect that at all.. During times of alliance deployment most run empty clones for the duration, I have at times death cloned to and from a deployment 2 or 3 times in a 24 hour period when the need arises.
I agree with others if 19 hours is the maximum reduction we can expect why not just simply reduce the time on JC's from 24hrs to 19.. Having to drop a skill that will actually be helpful in pew pew to train a skill to allow me to pew pew 5 hours earlier?? Doesn't make a lot of sense, I'll probably just stick to death clones..

Suggestion; why not make jump cloning at shorter intervals isk based.. you jump to a training clone then 18 hours later you want to be in a pvp clone, cost is XXX isk.. you want to jump 12 hours later cost is XXXXisk.. you want to swap clones within 12 hours is XXXXXXXXisk.. Make it a user pays system, no new skills to train but isk based..

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Veldaran
The Scope
Gallente Federation
#365 - 2013-08-07 04:38:33 UTC
I'm wondering why the normal 5/10% reductions aren't being applied here.

-5% maxes at 25% (-6hrs or 18hrs per jump)

-10% 50% (-12hrs or 12hrs per jump)

Could even split the difference at -7.5% per skill level.

LtTrog
Perkone
Caldari State
#366 - 2013-08-07 04:43:40 UTC
why 12h cool down would not be over powered;

its still realistically 1J/session but gives flexibility as to when that is between weekday and weekend play

you cant bring assets with you (obvious but following the thread could do with restating)

If every one has the same tool its not an imbalance

9/10 a jump is made to get into combat, not avoid it

you still wont be where you need to be exactly just closer and still need to run the gauntlet of gates to get from your JC to the action

you can only have 5 max JC in strategic locations and most players have a no more than 4.



Lets be brutally honest Eve is awesome in spite of its self. I love eve as do we all, I wouldnt be writing this and still playing after 4 years if I didnt.
But lets look at an average play session of say 4h what do we actually do during those 4h,
1h google-fu eft/dotlan ect.
1h traveling while playing another game/watching netflix on another monitor
20min of PI (which we hate but cant say no to the isk)
10min reading mails/chatting to corp bros

leaving 1h30 to do the thing we logged on to do in the 1st place

sound about right?

The nay sayers argument is pretty much force projection is bad, it should take forever to do something.
why?
whats wrong with cutting down the busy work and letting players get to the bit they consider play as fast as possible.
12h is not game breaking it would not be possible for a player to jump twice in one day but give real freedom as to when that jump is.
JC is not really the bug bear of the force projection group any way, YOU CAN NOT BRING GEAR WITH YOU. Titan/blop/jump bridges can but require real strategic investment and imo are balanced because of it.
Lets look at the resent large battles do you think Asakai or 6VDT would or even could have happened with out force projection?

TL;DR
12h please
other stuff.....


Bigg Gun
T.I.E. Inc.
#367 - 2013-08-07 05:30:56 UTC
there should be a t2 version of the skill so it's 10 hrs for the both skills at 5. Second skill requires 1st at 4
KIller Wabbit
MEME Thoughts
#368 - 2013-08-07 05:36:36 UTC
Balzac Legazou wrote:
KIller Wabbit wrote:
The more med clone jumping the more money CCP makes - don't expect them to go up against their bottom line.


Hint: ISK isn't real money, and, even if it were, they can print as much of it as they want. ;)

I doubt anyone will be buying PLEX to pay for their "med clone jumps".


Any sink means more plex sales.
Kikusama
Ministry of War
Amarr Empire
#369 - 2013-08-07 06:20:55 UTC
A realistically more useful skill bonus would be 10% per level, reducing the JC timer at level V to 12 hours. Swapping clones in stations would also be good, especially for multi-focus pilots (e.g. you have a HG slave clone you'd use with a triage carrier and a Talisman clone for use with a Bhaalgorn, HG Snake clone for skirmish fleets, learning clone with learning implants only and maybe a scanning clone with LG Virtues).

If anything, it'd only increase the ISK sink that implants are for nullsec players.

Guns make the news. Science doesn't.

Battle BV Master
Bacon Never Dies
#370 - 2013-08-07 09:10:58 UTC
I am sure its been said a lot already.

Just adding another vote for the fact that lvl 5 of this skill should make it 12 hours.
qijong jin
Brutor Tribe
Minmatar Republic
#371 - 2013-08-07 09:41:24 UTC
CCP Rise wrote:
Hi Hi

I'm not even in the office today (Icelandic holidays happen approx every other day) but I'm really excited to let you guys know about this, so here you go:

For Odyssey 1.1 we are adding a skill - Informorph Synchronizing - which will lower the time between jumping clones by one hour per level.

The goal here is to avoid situations where jump clone delay pushes jump clone use back a bit each play session until eventually people wind up stranded in the wrong clone during their few hours of play time. 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.

Maybe I should mention that while there may be plenty of feedback related to jump clones as a whole, this change is simply something very easy to do which will have a very positive affect on player experience. Feedback on large scale plans or changes to jump clones, or clones generally, while totally valid, won't have an effect on 1.1. So, if possible, please focus feedback on this skill specifically.

o/


How about adding the ability to install more than one jumpclone in a station, it would make for easier reshipping of clones from say armor clone to shield clone.
Destination SkillQueue
Doomheim
#372 - 2013-08-07 09:57:37 UTC  |  Edited by: Destination SkillQueue
Mara Rinn wrote:
Tippia wrote:
why are they tying a quality-of-life improvement to a skill? It's there to fix a amateurish fencepost error in the design of the jumpclone timer. So why not fix the amateurish error in the design of the timer?


Is a reduction to locking time a "quality of life" improvement or a tactical benefit?

Is a reduction to align time a "quality of life" improvement or a tactical benefit?

Is a reduction to manufacturing time a "quality of life" improvement or a tactical benefit?

Is a reduction to POS fuel consumption a "quality of life" improvement or a tactical benefit?

I would suggest that a miner doesn't care about locking time, so a reduction in locking time is only applicable to a small niche of players: shorter locking time is a tactical advantage.

All of these skill-based modifications to the basic rules of the game are tactical (or at least strategic) in nature. Your comparison to "warp and dock" is unsound, simply because access to jump clones is skill-based in the first place.

Look at other skill-based activities in the game: there is a skill to use each class of weapon. Then there are skills to reduce the cycle time of the weapon, reduce the power consumption, and in the case of some modules, increase the number you can fit to your ship. Look at Astrometrics: there is a skill to do astrometrics at all, then there is a skill to reduce the cycle time of the astrometrics analysis process.

Thus throughout the existing skill three there are skills whose only purpose is to reduce the cycle time of some other skill. Why should jump clones be any different? Clones are part of the equipment we fit to any ship. Being able to switch every day rather than every two days is a tactical and strategic advantage. This advantage needs to be bought and paid for in the same way as any other advantage: either through training skills or through use of equipment which other players can destroy.

I am all for increasing the hour reduction of this skill from 1 to 2, along with increasing the base clone jump timer from 24 hours to 28 hours just to make it clear that you are indeed buying an advantage.

Faster locking time allows a clear advantage in combat over a character with slower locking time. With 2 e-war ships it often decides which ship gets to lock at all. Faster align time is crucial to in game survivability. Faster manufacturing time reduces costs and increases your production capability. Reduction in POS fuel costs reduces your expenses. All great skills to have, provide good in game advantages, provide competative advantages at certain professions and aren't there to fix a design problem.

You're basic mistake is trying to compare skills designed to provide gameplay advantages in a competitive environment to a skill, where its entire reason for existing is to address out of game convenience problems caused by short sighted design of the jump clone mechanic. It has minor gameplay side affect with instant travel, but nothing that already didn't exist in the game. Maybe the exact line between the two groups is sometimes hard to draw, but this isn't one of those times. This skill clearly falls in to the quality of life -category and is entirely needless filler, that should never exist as a trainable skill. The only good thing about it is, that it's still better then the current situation.

I'm not that concerned about it per se, since I've lived with the old limitation for years. My problem is, that I've not seen any reason given by CCP why they deem it necessary, that new players should be denied that convenience right from the start. That you have to earn this particular sensible fix to an out of game problem. Usually when you put limits on your players you can justify it in a very reasonable way. From a gameplay perspective the likely reason is the teleportation provided, but pod travel already exists, the shorter cooldown is still very long, not seen as a problem to the game and that is not what the skill primarily intended for. In their own words it's being added to: "to avoid situations where jump clone delay pushes jump clone use back a bit each play session until eventually people wind up stranded in the wrong clone during their few hours of play time.". Surely every player regardless how old their character is is potentially affected by this problem, so why not fix it for every player instead of giving every character the option to train the antidote for this particular quality of life poison?
Isaak Artorius
Perkone
Caldari State
#373 - 2013-08-07 10:06:15 UTC
Eliram Kahoudi wrote:
1hr per level is so meh. Something better than nothing for sure and i do appreciate that. But would be awesome to be able to lower the jump clones to 12hrs at rank 5 instead.


So much this. ^^

I am for sale! 74M SP Tengu/Industrial/R&D Pilot!

Ravcharas
Infinite Point
Pandemic Horde
#374 - 2013-08-07 10:23:28 UTC
Mara Rinn wrote:

Thus throughout the existing skill three there are skills whose only purpose is to reduce the cycle time of some other skill. Why should jump clones be any different? Clones are part of the equipment we fit to any ship. Being able to switch every day rather than every two days is a tactical and strategic advantage. This advantage needs to be bought and paid for in the same way as any other advantage: either through training skills or through use of equipment which other players can destroy.

Yeah but the JC mechanic works on a different time and scale compared to ship align time. Imagine if when CCP implemented the skill queue they had piggybacked it onto the skill system so that in order to have a 24 hour queue you hade to take a skill to level 5. Or imagine they wanted to do that now.

There was people who were all **** and vinegar about how a skill queue was a crutch for the non-dedicated and real pilots sets an alarm clock to not lose any skill points and if you weren't ready to do that maybe you deserved to lose out on SP and be at a disadvantage relative to the hardcore players. And they were wrong.
Ravcharas
Infinite Point
Pandemic Horde
#375 - 2013-08-07 11:15:11 UTC
Destination SkillQueue wrote:
I'm not that concerned about it per se, since I've lived with the old limitation for years. My problem is, that I've not seen any reason given by CCP why they deem it necessary, that new players should be denied that convenience right from the start. That you have to earn this particular sensible fix to an out of game problem. Usually when you put limits on your players you can justify it in a very reasonable way. From a gameplay perspective the likely reason is the teleportation provided, but pod travel already exists, the shorter cooldown is still very long, not seen as a problem to the game and that is not what the skill primarily intended for. In their own words it's being added to: "to avoid situations where jump clone delay pushes jump clone use back a bit each play session until eventually people wind up stranded in the wrong clone during their few hours of play time.". Surely every player regardless how old their character is is potentially affected by this problem, so why not fix it for every player instead of giving every character the option to train the antidote for this particular quality of life poison?

Well, I guess new players don't really use jump clones a whole lot.
Rainbow Prism Colorblind
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#376 - 2013-08-07 11:17:45 UTC
Shantetha wrote:
Luc Chastot 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.

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.


I don't think people go like "oh, I have a clone that is perfect for this thing I want to do now, but as I can't jump at this time, I will go and do it less efficiently". The jump clone timers and the attributes/training implants mechanics are terrible and don't get along at all.



Attributes/training implants mechanics are as bad as learning skills, tbh. It really isn't an interesting choice, nor is it fun and that is why they were phased out. Attributes/training implants mechanics should be just removed for a flat SP per day; this would best be done in conjunction with the ending of the active skill queue and the flat accrual of SP into a spending pool for you to assign. But that would cause a majority of veterans to cry and wail about hills, snow, walking, and no feet or some such silliness.

The easiest solution for CCP to do, without making the BitterVets cry foul, is eliminate the +4 & +5 stat implants, increase all base stats by 2, implement corpse reprocessing for implant salvage and then put in implant BPOs for low-grade implants +1 & +2 stats yes 2 tiers complete with the percent bonus contribution in 2 levels 2.5 percent & 5 percent. Allow invention to create the high-grade bpc's +3 stats / 5 percent .

The materials necessary for the implants should be something like PI materials, minerals, and implant salvage. For the high grade implants they could require r32 / r64 as well like t2 parts/ships etc. (i'm not an industrialist so someone else should figured out what would best)

This still rewards those players who risk more money with a slightly better training time. Makes the choices of which JC you use actually interesting, not can i jump back to Training Body today or tomorrow and how much further away is random skill V now because i keep switching to a pvp body.


IF you remove the +4 and +5 it would only make +3 cost around 1 bil instead sense it would be the best implant.
It really would not solve anything, also you do not HAVE to use implants, you are not forced to use implants for faster SP

Just complain and want to have them just cause X and Y have them and have a edge over you is just a bit stupid.

I like a game where it IS hard to find gear, for people who manage to actually make a huge income, it takes effort, ISK don't literately land in your lap wile you twiddle your thumbs
Rainbow Prism Colorblind
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#377 - 2013-08-07 11:31:22 UTC
Mag's wrote:
Ranger 1 wrote:
[quote=Adam Lyon][quote=CCP Rise]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.


With all due respect, why does it matter what you want? Shouldn't it be what the players want? You make the game, but we're the ones who literally pay your salary. We're not asking to easy-fy EVE, we're asking to play the game without sitting in station waiting for a pointless timer to go off. I've said before and I'll say it again--waiting in station for 12 hours because I wanted to PVE yesterday makes me just shut off the game. Is that what you want from your players?


your not FORCED to stay in station, your not FORCED to use implants, it is YOUR chooise stop point fingers at others
and actually do something yourself, plan ahead is not that hard, a extra day is not to much loss of time.

The world don't end just cause you do not play the game for a extra day.
Rainbow Prism Colorblind
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#378 - 2013-08-07 11:38:37 UTC
Vincent Athena wrote:
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.


I don't get it. What other type of change is it other than a quality of life change? What are the other design goals? What "strategic implications" are you talking about? "When you are ready for jump clones, be sure to spend an extra day to train this to L4"...That is some grand strategy?

CCP Rise wrote:

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.


What is the point in adding a barrier to the game that is not significant? If its not significant, why have it at all? Just give it to everyone for free.

To me this looks like adding complexity for the sake of complexity. This as a skill does not enrich the game. It just adds a little speed bump. What is gained by having this a skill over just a base timer change?



Hmm, what is this talk about barriers, and why you you NEED to train the skill? your not forced to have the skill learned, you talk about as you HAVE to have all skills to max, witch you really don't, heck for pvp you can get a new toon trainfor 2 weeks then get into a rifter and have fun in LS no problem at all! time never is waste unless you decide it will be.
Rainbow Prism Colorblind
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#379 - 2013-08-07 11:40:04 UTC
KIller Wabbit wrote:
Vincent Athena wrote:

What is the point in adding a barrier to the game that is not significant? If its not significant, why have it at all? Just give it to everyone for free.

To me this looks like adding complexity for the sake of complexity. This as a skill does not enrich the game. It just adds a little speed bump. What is gained by having this a skill over just a base timer change?



Another isk sink. Another stretching of the skill queue - insuring more revenue (if people stick around).



If you not need the skill you don't need to train it, simple
Rainbow Prism Colorblind
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#380 - 2013-08-07 11:42:18 UTC
suid0 wrote:
Vincent Athena wrote:

What is the point in adding a barrier to the game that is not significant? If its not significant, why have it at all? Just give it to everyone for free.

To me this looks like adding complexity for the sake of complexity. This as a skill does not enrich the game. It just adds a little speed bump. What is gained by having this a skill over just a base timer change?



yeah, you are right... what's the point in having to train skills at all... we should all just be given all V characters so we can get on with playing the game...



wow...


+1 to you for actually understanding that the game is about hardship and not just get everything maxed out within a week. ^^/

Lets keep the game Cruel, evil and hard! and love it for it!