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

First post First post
Author
Balzac Legazou
Center for Advanced Studies
Gallente Federation
#501 - 2013-08-12 18:43:07 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. 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


Nocturnal Phantom wrote:
Now, if there was some way to make the skillbook cost 500mil-1bil ISK...


That sounds like a brilliant plan. Idea Let's start charging players $35 to fix individual design bugs...
Keith Planck
Sebiestor Tribe
Minmatar Republic
#502 - 2013-08-12 18:44:22 UTC
I can't think of a time where a 19 hour time would ever save me from jump cloning ever 24 hours...

It needs to be taken down a bit more to like 12-15 at max level.
Reppyk
The Black Shell
#503 - 2013-08-12 19:20:36 UTC
James Amril-Kesh wrote:
Because nerfing "force projection" reduces the possibility of large fights, which are a staple of EVE.
1) Large fights are already too large. Tidy cannot handle them.
2) I, for one, don't find them enjoyable at all. That's my point of view ofc.
3) If force projection was not a problem, where was the "40 super fleet" from your alliance yesterday ? Oh right, letting your subcap and cap fleet dying in a ball of fire, because "others" at the other side of the EVE map may moved. There was a big fight, and force projection stopped it to get larger.

Also ponies.

I AM SPACE CAPTAIN REPPYK. BEWARE.

Proud co-admin of frugu.net, a French fansite about EVE !

Vayn Baxtor
Brutor Tribe
Minmatar Republic
#504 - 2013-08-12 21:39:23 UTC
Think the bonus is still low, but better than nothing.
Now if you could just add in a very long Social Skill that could lower the clone costs °-°!

Or lower the clone costs in general.

*runs away*

Using tablet, typoes are common and I'm not going to fix them all.

Torrent Talon
Hierarch Apotheosis Consortium
#505 - 2013-08-13 00:42:09 UTC  |  Edited by: Torrent Talon
Make Informorph Synchronizing(rank 3) reduce it by 1 hour per level, and Advanced Informorph Synchronizing(rank 16) reduce it by 2-3 hours per level

Limit it so extra regional jumps ignore the advanced skill and only apply if jump cloning within the same region/constellation/system to limit power projection. So the benefit of a 4 hour JC timer only applies to those who want to switch clones in their 'base of operations' for clone changes, most people won't really abuse this as instant travel that way
Jumpshot244
Caldari Provisions
Caldari State
#506 - 2013-08-13 15:09:41 UTC
What a limp-wristed, useless change.

10% per level, or go do something useful, like make a "Launch Drones" shortcut.
Ranger 1
Ranger Corp
Vae. Victis.
#507 - 2013-08-13 17:15:37 UTC
James Amril-Kesh wrote:
Reppyk wrote:
BugraT WarheaD wrote:
Have you ever think of ... I don't know ... Removing the JC system from the game ?
+1.

Implants were made to specialize further your toon. 10 jump clones ? That's 110 implants... In my head.
And they are part of the "force projection" madness that nobody, even Rise or Fozzie, tried to nerf.

Because nerfing "force projection" reduces the possibility of large fights, which are a staple of EVE.

Reducing the incredible ease of "force projection" enables the possibility for many smaller scale fights to occur along the way. If a major fleet fight is going to occur, it's going to occur regardless of whether it was easy to get to or not.

When you can jump your entire fleet directly into the target system, smaller engagements just don't happen.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#508 - 2013-08-13 17:20:34 UTC
Keith Planck wrote:
I can't think of a time where a 19 hour time would ever save me from jump cloning ever 24 hours...

It needs to be taken down a bit more to like 12-15 at max level.

It's not supposed to enable you to jump MORE than once a day, it's to ensure that you CAN jump once per day... even if you screw up and forget to jump right at the beginning of your play time (or get delayed by real life).

It's a pretty safe bet that the majority of the player base does not use their jump clone ability every day (and need no buffer).. but for those that do they can now train up a buffer. The size of that buffer depends on how much time they feel they need to ensure they get to jump when they need to ONCE PER DAY.

No more, no less, and totally optional... with no danger of screwing up the game mechanic (any more than it already is).

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Anthar Thebess
#509 - 2013-08-14 09:02:47 UTC
Why not add the ability to switch the clones inside the station, and ability to have more than one clone on a station.
This will be good isk sink, and make many people happy.
https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=261681

Additionally why new skills?
We already pay the subscription CCP - why not just give something to players as an appreciation for monthly fee ?
Akturous
The Scope
Gallente Federation
#510 - 2013-08-14 09:16:05 UTC
Keith Planck wrote:
I can't think of a time where a 19 hour time would ever save me from jump cloning ever 24 hours...

It needs to be taken down a bit more to like 12-15 at max level.


If you play 15min later a few days in a row and jc, you can no longer do it when you next log on at say your usual time.

Vote Item Heck One for CSM8

Maximus Aerelius
PROPHET OF ENIGMA
#511 - 2013-08-14 13:17:51 UTC
Look what I found in the archive:

#1 Posted: 2011.10.11 15:49 - Advanced Infomorph Psychology - Proposed by Ong

Let's just read that date again: 2011.10.11. Yep, how'd it take this long to get this into the game?

I did chuckle a little...
Alundil
Rolled Out
#512 - 2013-08-14 13:52:04 UTC
Tippia wrote:
Alundil wrote:
@ Tippia - force projection via cloning can already be done with death clones almost instantaneously (either 2 minutes to undock and self destruct pod or even less to undock and call for "pod express").
…and comes at significant cost for each jump to compensate.


I'd disagree that the cost is significant. Clone costs have not been a huge issue (regardless of the supposed rage against them) and are now even 30% cheaper than they were previously.

I'm right behind you

Daniel Plain
Doomheim
#513 - 2013-08-14 15:33:06 UTC
Keith Planck wrote:
I can't think of a time where a 19 hour time would ever save me from jump cloning ever 24 hours...

It needs to be taken down a bit more to like 12-15 at max level.

"the fix seems just about right. let's **** with it."

I should buy an Ishtar.

Ix Method
Doomheim
#514 - 2013-08-16 21:04:36 UTC
While you're at it is multiple clones in one station too much to ask?

Travelling at the speed of love.

Vas Vadum
Draconian Empire
#515 - 2013-08-18 06:51:36 UTC  |  Edited by: Vas Vadum
What if level one deducts 30 minutes. Level two 1 hour, level three 1 and a half hours, level four 2 hours, level five 3 hours.

Level 5 would make it so you can jump clone after just 16 hours. Does that sound good? 5 hours isn't that big of a noticable difference really. 16 hours might be a good balance between 12 godly jump clone time and 19 not really easily noticeable time. Since the skill will possibly have a high multiplier on it making it hard to train to level 5, you'll want the later levels to be more worth it. If you just make level 5 do one hour like level 1 does, what's the point of training it? Level 1 might take 60 minutes to train while level 5 would take 30 days to train, all for 1 hour bonus each level? I seem to recall this is a reason why most people don't do level 5 on a lot of things because the skills are fixed per level. You get the same per level, and thus spending 6 times longer than the previous level took to get the same thing, isn't really worth it.

Maximus Aerelius wrote:
Look what I found in the archive:

#1 Posted: 2011.10.11 15:49 - Advanced Infomorph Psychology - Proposed by Ong

Let's just read that date again: 2011.10.11. Yep, how'd it take this long to get this into the game?

I did chuckle a little...


https://forums.eveonline.com/default.aspx?g=posts&m=173923#post173923
I wanted to reply to her post and say "And what if you're 60 jumps away from your clone? Or your clone is in a wormhole, and that makes it 2,147,483,647 systems away? it would take you 2,576,980,376.40 hours to jump clone again based on your math there of 1.2 hours per jump distance."
Pinky Denmark
The Cursed Navy
#516 - 2013-08-22 10:33:12 UTC
MeBiatch wrote:
may i suggest 1.5 hours per level. that way with the skill at V you can jump every 16.5 hours.


I was about to suggest 1,6 hours pr level (1h36m) giving a straight 8 hour advantage at level 5...
I think this would really help out the gamers using lots of time playing without making the skill too overpowered.
Klendatu Niban
Aliastra
Gallente Federation
#517 - 2013-08-23 10:04:05 UTC
Good change and extension, I love it! P
Vulfen
Imperial Academy
Amarr Empire
#518 - 2013-08-23 10:22:18 UTC
perfect numbers in my view, this means you can log in for a fleet op at 2000 play till just after midnight, clone jump and come back ready for a fleet next day, the perfect skill for someone who has a life n plays eve around that life
Janna Sway
Imperial Shipment
Amarr Empire
#519 - 2013-08-23 15:11:55 UTC  |  Edited by: Janna Sway
1 hour per level is quite fine.

Skills are not there to entirely change game mechanics but offer rather minor advantages to those who did not train the skill.
To me, the skills could be with at most a x16 training multiplier, which is ok.
Fantastic suggestions, like getting the jump clone timer reduced by 12 hours at rank five might probably have a x32, x64, or even higher multiplier, for you are asking for a skill that buffs jumping by 50%(!!!).
Usually, rank5-skills give a buff of 25%.

1 hour per level, or 5% per level would be realistic. More than that would be nice for trolling, but not really necessary. The current 24h/jump is fine already and we all have lived quite well with it so far.
FlinchingNinja Kishunuba
Crunchy Crunchy
#520 - 2013-08-25 19:41:07 UTC
Allow people to jc at any time over 12 hours but with a chance of sp loss if before 24. Let the advanced skill reduce that risk of sp loss by fixed percent.