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Save Our Clones Initiative.

First post First post First post
Author
13kr1d1
Hedion University
Amarr Empire
#141 - 2014-11-16 16:38:28 UTC  |  Edited by: 13kr1d1
Reiisha wrote:
13kr1d1 wrote:
Fun is all about a person's intrinsic motivators. It has nothing to do with game mechanics. It worries me that whatever complaints were voiced that are getting this removed are coming from the people that come into a game and complain about it instead of accept what is, when they'll be leaving in 2 months anyway because they already don't like the core of the game. The core of the game being exhibited by ancillary mechanics like clones, obviously.

Language is a funny thing. Calling it "anti-progressive" or "stagnant" implies a negative, despite reality being that sometimes things are the way they are for good reasons.

Quote:
Freedom of speech hasn't changed that much in the U.S. consitution. It's so anti-progressive and stagnant. Better change it.


As an example of why this strawman of calling things "anti-progressive" is exacttly that, a strawman.


I'd love to fly more frigs, but i really don't feel like doing that when clones cost me 65m a pop.

Clone costs discourage more fights than they cause... The costs aren't as much 'stakes' are they are an annoyance.


Noone told you to try to fly every single ship in the game. You're paying for SP greed. The biggest problem I see in this game is that there's obvious benefits to specializing heavily and quickly, from a theoretical standpoint, yet no one does it. If people actually needed each other rather than just isboxing or alt accounting, anyone could specialize and be paid for it. Decreased self-costs, increased payout from other people who need your services.

Remember back when racial determined your base learning stats, and you picked a career path to do things like be an e-war specialist, or be a dps specialist, or a hauler? CCP had a great opportunity there to encourage specialized people to be useful by making missions much easier to complete with RRs or e-war assistance, and by providing some fractional time cost increases to learning additional skills based on how many skills you'd already trained to whatever X level.

It would have worked out great like that, because then people would want to skip say, battleships, in order to get into titans easier, but would need a sub-cap to fall back on, and specialize in cruiser. Same with industrial types. No more being able to "do it all". Now you have to pick to be most effective, and the market reacts to this by being more profitable for everyone because people need each other more, rather than this solo-pvp-and-indusrtials-with-alts/maxed-SP-character-online.

If there's a problem with that game design as far as PvE goes, it's effortless to tweak PvE. Hindsight is 20-20 so I don't blame CCP for not having figured this out (especially as a few original devs have left or been fired by the 'new blood'), but we wouldn't have the complaints about Pod costs among a myriad of other complaints or issues that we have now.

Ila Dace wrote:
Another alternative, if the ISK sink really is important to wars, is specialized pods.

Go with your standard no-bonus pod, or this spendy pod that let's you fit two more neural implants.


Because people with full snake or halo aren't already op compared to newbies, right? And I think that head is expensive enough. People are complaining about clone upgrades because of the cost of losing pods, adding more implant slots just increases player vs player imbalance between those with low isk and less time played, while shifting the clone update cost to implants.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

Jvpiter
Science and Trade Institute
Caldari State
#142 - 2014-11-16 17:03:08 UTC
13kr1d1 wrote:
Noone told you to try to fly every single ship in the game. You're paying for SP greed.


This SP greed is paid for by the monthly subscription, or the price of PLEX. The problem is that the mechanic made you pay for it twice, 3x, 4x, and so on, like double taxation.



Quote:
The biggest problem I see in this game is that there's obvious benefits to specializing heavily and quickly, from a theoretical standpoint, yet no one does it. If people actually needed each other rather than just isboxing or alt accounting, anyone could specialize and be paid for it. Decreased self-costs, increased payout from other people who need your services.


All I see this change doing is equalizing the Character Bazaar price for a "realistically trained" pilot, who may have all sorts of inefficient skill choices vs. a "formula trained" who is designed to take advantage of every last SP.


Even as someone who *studied* EVE Online skills for a week before I even started a trial account, and as someone who meticulously tracks every skill level in EVEMon, I don't actually mind this sort of minmaxing is gone in the *long term*.


In the short term it absolutely is important which skills you prioritize. None of us are getting any younger, and the immediate playability of SP choices does not change in that regard.



Quote:
It would have worked out great like that, because then people would want to skip say, battleships, in order to get into titans easier, but would need a sub-cap to fall back on, and specialize in cruiser. Same with industrial types. No more being able to "do it all". Now you have to pick to be most effective, and the market reacts to this by being more profitable for everyone because people need each other more, rather than this solo-pvp-and-indusrtials-with-alts/maxed-SP-character-online.



I disagree. When I started EVE, I had decided I would specialize in two or three types of ships and learn to fly them extremely well. When I lived out in null, corporation doctrine fits would frustratingly change *all* the time. Instead of two or three ships, now I am investing in 8-10, and then 10-14 and so on. These choices I make shouldn't penalize me for the rest of the game for eternity.

People are going to worry about what they can do, instead of choices they made which result in things they can't do. Things we can't do no longer penalize us. This is a good thing. It encourages people to try things out, instead of being cautious about every single SP they invest.


Call me Joe.

Grey Stone
BRUTAL GENESIS
GaNg BaNg TeAm
#143 - 2014-11-16 17:41:50 UTC
Jvpiter wrote:
13kr1d1 wrote:
Noone told you to try to fly every single ship in the game. You're paying for SP greed.


This SP greed is paid for by the monthly subscription, or the price of PLEX. The problem is that the mechanic made you pay for it twice, 3x, 4x, and so on, like double taxation.



Quote:
The biggest problem I see in this game is that there's obvious benefits to specializing heavily and quickly, from a theoretical standpoint, yet no one does it. If people actually needed each other rather than just isboxing or alt accounting, anyone could specialize and be paid for it. Decreased self-costs, increased payout from other people who need your services.


All I see this change doing is equalizing the Character Bazaar price for a "realistically trained" pilot, who may have all sorts of inefficient skill choices vs. a "formula trained" who is designed to take advantage of every last SP.


Even as someone who *studied* EVE Online skills for a week before I even started a trial account, and as someone who meticulously tracks every skill level in EVEMon, I don't actually mind this sort of minmaxing is gone in the *long term*.


In the short term it absolutely is important which skills you prioritize. None of us are getting any younger, and the immediate playability of SP choices does not change in that regard.



Quote:
It would have worked out great like that, because then people would want to skip say, battleships, in order to get into titans easier, but would need a sub-cap to fall back on, and specialize in cruiser. Same with industrial types. No more being able to "do it all". Now you have to pick to be most effective, and the market reacts to this by being more profitable for everyone because people need each other more, rather than this solo-pvp-and-indusrtials-with-alts/maxed-SP-character-online.



I disagree. When I started EVE, I had decided I would specialize in two or three types of ships and learn to fly them extremely well. When I lived out in null, corporation doctrine fits would frustratingly change *all* the time. Instead of two or three ships, now I am investing in 8-10, and then 10-14 and so on. These choices I make shouldn't penalize me for the rest of the game for eternity.

People are going to worry about what they can do, instead of choices they made which result in things they can't do. Things we can't do no longer penalize us. This is a good thing. It encourages people to try things out, instead of being cautious about every single SP they invest.




^^

Thank you mate for putting this so clearly out for ppl like 13kr1d1 who obviously have no clue/don't want to see that medical clone costs and skill loss was the worst game design (stupid) for a game like EVE.
13kr1d1
Hedion University
Amarr Empire
#144 - 2014-11-16 17:46:48 UTC  |  Edited by: 13kr1d1
Saffron Noire wrote:
No, i want to fly a rifter again drunk with my buddies without the painful clone bill. It''ll be fun again



So use an alt slot. Isn't that what you people do?

Grey Stone wrote:

^^

Thank you mate for putting this so clearly out for ppl like 13kr1d1 who obviously have no clue/don't want to see that medical clone costs and skill loss was the worst game design (stupid) for a game like EVE.


That's a fallacy based on the assumption that the post was correct. If there's a flaw which damages specializing choices, then decisions are already taken away. Isn't that what everyone here is braying about? The lack of decision ability? Well, if you need to have a 25 mil SP clone, then I'd say you as a player already have no ability to make choice.

The high SP clones and the related cost aren't the cause, they're the symptom.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

13kr1d1
Hedion University
Amarr Empire
#145 - 2014-11-16 17:53:35 UTC  |  Edited by: 13kr1d1
Carmen Electra wrote:
Kerono Thalmor wrote:
Rain6637 wrote:
it was well-writtenish, but you're basically tinfoiling. just because you're paranoid doesn't mean they're not out to get you etc, there's no way to convince you of something when the reasons you use are imaginary relationships between people.

you're asking for someone to disprove an imagined scenario with hard facts, how is that equal.


Yes, my hat is made of tin foil. Look how shiny it is. Look at it.

But can you seriously tell me that someone hasn't at least suggested that? Am I really the only one who sees how this change could be abused in this way?

E: I didn't ask for hard facts, I asked for reason. Give me one good reason, just one, that it is absurd to think that the blocs have CCPs ear in that way. If you think about it, it seems plausible. Unless I'm horrifically mistaken, those jump changes really rained on their parade. Of course they'd want some other way to keep their power and the projection thereof. And they have seats in the CSM. I'm sure I don't have to explain what I see that could possibly happen there.

Ok, fine, I'll bite. It's like I have a big shard of glass stuck in my foot. There are two schools of thought. The first goes something like "It really hurts to have this shard of glass in my foot, I think I'll pull it out." The other one is "Keep that shard in there because pain makes you stronger."

I, along with most other non-masochists fall into the first camp. Does this make more sense now?


And you know what, the new jump limitation mechanics are shards of glass in the foot as well, going by your analogy. Hell, turning on the Damage Control Unit is a shard of glass. Why do I have to turn it on every time I undock? Why can't it just be a passive module or something that automatically comes on at all times? Why do I get punished for forgetting to turn it on? OH NO, ITS A SHARD OF GLASS/FORCED OPTION. CCP PLS NURF SO I CAN HAZ IT EZR.

Seriously. Everything you do in this game that punishes you for forgetting is a "shard of glass in the foot". That's what GAMES are. If you want to play a game where you can just run around without consequence and be uber, there's PLENTY of games out there with invincibility and infinite ammo as toggle-able options. You post reads as anything which can cause issues with mindlessly undocking as "a shard of glass in the foot" and anyone who "likes" those things must be masochist. Maybe some people want to play a game, and not pay 15$ a month for hand holding ride.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

Ryomaru Reaper
Imperial Academy
Amarr Empire
#146 - 2014-11-16 17:54:42 UTC
To be honest and I am quite the new player, but isn't having 25mill SP a choice as well, if you want to be a jack-of-all-trades, that's a choice.

Also having clones reworked, this way, it's easier for new players to come in, and try different things, and not be penalized as harsh. It makes way for people like me to enjoy the journey of learning that is Eve, instead of brutally be killed everytime, and stopping progression.

I think CCP has made a amazing choice to this, and thank the company for this amazing game.
13kr1d1
Hedion University
Amarr Empire
#147 - 2014-11-16 17:59:43 UTC
Ryomaru Reaper wrote:
To be honest and I am quite the new player, but isn't having 25mill SP a choice as well, if you want to be a jack-of-all-trades, that's a choice.

Also having clones reworked, this way, it's easier for new players to come in, and try different things, and not be penalized as harsh. It makes way for people like me to enjoy the journey of learning that is Eve, instead of brutally be killed everytime, and stopping progression.

I think CCP has made a amazing choice to this, and thank the company for this amazing game.


Clone costs are 80-100k for a new skill player. You only cost clones in PvP. You don't even need a clone sub-900,000 skill points. If the complaint is that clone costs drive away new players when even a venture miner can make 5 mil an hour, those new players aren't fit for EvE in the first place, since, as clones only cost you when in PvP, and as clones are so ridiculously cheap for new players, you have to be pretty dumb, or expect a lot of hand holding and no cost for dumb decisions, to keep going into PvP sectors in your 5 mil "all I got in ISK" ship and get it blown up, and then complaining about the 1 hour of afk mining it takes to get the money back.

If we're going to change clone costs simply for these types of players, then there's already a fundamental problem, because that type of player is going to leave ANYWAY when they lose a faction mod ship in PvP and then say the game sucks. Dumbing the game down for a bonehead mass audience isn't going to improve retention.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

Marlona Sky
State War Academy
Caldari State
#148 - 2014-11-16 18:05:45 UTC
I really, really like this CCP Darwin guy. ♥
Ryomaru Reaper
Imperial Academy
Amarr Empire
#149 - 2014-11-16 18:08:20 UTC
I never said that it might drive away new players, I said it's easier to come into, and try different things. In this game a 3 month player is still a new player, by definition.

I actually meant that with the new system in place, people can try different fits, different tactics, without losing alot of progression in their skill training. It provides for a more fluid and dynamic gameplay, instead of a static type one, build this and that, and that's the best it can do.

When this will be in the update, you dont have to constantly lookup fits anymore, and just experiment. A stagnant game, is a soon to be dead game. Which CCP is doing a marvelous job at not doing, they're not making this game stagnant, and this game will continue. Kudos CCP.

If you want to keep this system of clone-cost-and-penalization alive, essentially you're wishing for Eve to stop existing as a growing and expanding game, ultimately keeping it stagnant.

13kr1d1
Hedion University
Amarr Empire
#150 - 2014-11-16 18:20:12 UTC
Jvpiter wrote:
13kr1d1 wrote:
Noone told you to try to fly every single ship in the game. You're paying for SP greed.


This SP greed is paid for by the monthly subscription, or the price of PLEX. The problem is that the mechanic made you pay for it twice, 3x, 4x, and so on, like double taxation.



Quote:
The biggest problem I see in this game is that there's obvious benefits to specializing heavily and quickly, from a theoretical standpoint, yet no one does it. If people actually needed each other rather than just isboxing or alt accounting, anyone could specialize and be paid for it. Decreased self-costs, increased payout from other people who need your services.


All I see this change doing is equalizing the Character Bazaar price for a "realistically trained" pilot, who may have all sorts of inefficient skill choices vs. a "formula trained" who is designed to take advantage of every last SP.


Even as someone who *studied* EVE Online skills for a week before I even started a trial account, and as someone who meticulously tracks every skill level in EVEMon, I don't actually mind this sort of minmaxing is gone in the *long term*.


In the short term it absolutely is important which skills you prioritize. None of us are getting any younger, and the immediate playability of SP choices does not change in that regard.



Quote:
It would have worked out great like that, because then people would want to skip say, battleships, in order to get into titans easier, but would need a sub-cap to fall back on, and specialize in cruiser. Same with industrial types. No more being able to "do it all". Now you have to pick to be most effective, and the market reacts to this by being more profitable for everyone because people need each other more, rather than this solo-pvp-and-indusrtials-with-alts/maxed-SP-character-online.



I disagree. When I started EVE, I had decided I would specialize in two or three types of ships and learn to fly them extremely well. When I lived out in null, corporation doctrine fits would frustratingly change *all* the time. Instead of two or three ships, now I am investing in 8-10, and then 10-14 and so on. These choices I make shouldn't penalize me for the rest of the game for eternity.

People are going to worry about what they can do, instead of choices they made which result in things they can't do. Things we can't do no longer penalize us. This is a good thing. It encourages people to try things out, instead of being cautious about every single SP they invest.




ANd doesn't that tell you something about the null alliance you were a part of? Instead of letting you work to achieve a goal within the framework of your current SP, they made you get more SP. More SP = exponentially scaling ISK cost for lost clones, and null fights are all about lost clones. In essence, assuming these so-called doctrines mean choose shield frigs one day, armor frigs the next, and armor HACS another day, or some other variations, they're enforcing roles on you which bloat your SP and thus cause you, and therefore the alliance more cost in ISK when clones pop. Interestingly, this might be EXACTLY why a previous poster said null alliances were pushing so hard for this change and CCP was listening. Maybe we still haven't gotten away from the BoB/CCPdev fiasco.

All other things considered, if an alliance enforces such doctrine changes that don't make the best use of the training their alliance members have, and instead enforce doctrine changes which bloat SP, and therefore massively increase the ISK cost to said alliance, they're probably dumb strategists, and this is probably the reason for the blue donut. These alliances, in enforcing such doctrines, actually rapidly increased costs to themselves, sacrificing long term sustainability for a short term gain, and thereby making it too expensive to keep warring. That's on them.

The clone costs is not a problem, it's a symptom of player greed and shortsightedness.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

Owen Levanth
Sagittarius Unlimited Exploration
#151 - 2014-11-16 18:21:49 UTC
13kr1d1 wrote:
I agree. I don't really see why they have to further negatively impact the gameplay of Eve because people can't adapt.


After reading your OP I have to ask: Do you include yourself among the people who can't adapt?

The answer is important for me to conclude if you're delusional or not, so choose wisely.
Rain6637
GoonWaffe
Goonswarm Federation
#152 - 2014-11-16 18:24:58 UTC
also, OP, What... is the air-speed velocity of an unladen swallow. choose wisely
Ila Dace
Center for Advanced Studies
Gallente Federation
#153 - 2014-11-16 18:27:53 UTC
13kr1d1 wrote:
{snip}
Ila Dace wrote:
Another alternative, if the ISK sink really is important to wars, is specialized pods.

Go with your standard no-bonus pod, or this spendy pod that let's you fit two more neural implants.


Because people with full snake or halo aren't already op compared to newbies, right? And I think that head is expensive enough. People are complaining about clone upgrades because of the cost of losing pods, adding more implant slots just increases player vs player imbalance between those with low isk and less time played, while shifting the clone update cost to implants.

Yeah, it'd be better for the specialized pods to provide some specific ship advantage that balances out with a disadvantage:
- more armor, less PG
- more agility, lower max velocity
- more shields, less CPU
- better tracking, less CPU
- ...

Cost: 10mil...

But I'm just spit-balling.

The point is that there are other ways to create an ISK sink that create meaningful trade-offs. Choosing between a slap in the face or a hammer to the groin isn't a meaningful trade-off.

If House played Eve: http://i.imgur.com/y7ShT.jpg

But in purple, I'm stunning!

13kr1d1
Hedion University
Amarr Empire
#154 - 2014-11-16 18:28:13 UTC  |  Edited by: 13kr1d1
Ryomaru Reaper wrote:
I never said that it might drive away new players, I said it's easier to come into, and try different things. In this game a 3 month player is still a new player, by definition.

I actually meant that with the new system in place, people can try different fits, different tactics, without losing alot of progression in their skill training. It provides for a more fluid and dynamic gameplay, instead of a static type one, build this and that, and that's the best it can do.

When this will be in the update, you dont have to constantly lookup fits anymore, and just experiment. A stagnant game, is a soon to be dead game. Which CCP is doing a marvelous job at not doing, they're not making this game stagnant, and this game will continue. Kudos CCP.

If you want to keep this system of clone-cost-and-penalization alive, essentially you're wishing for Eve to stop existing as a growing and expanding game, ultimately keeping it stagnant.



You can already do that. It's called keeping up to date clones, or just making an alt to Pee Vee Pee with. OR PRACTICING WITH CORP MATES. There's ways to get around this so-called problem. And if your ideal is to mass a hundred different fits and go to FW or lowsec and try them all, unless you're running low meta/T1 fits, I have a surprise for you when the ISK bill for the ships alone runs into 100 mil/1 bil. Compounded on this up front ISK cost with the fact that in lowsec or FW, you'll probably get eaten by station campers, T3 gankers, or blobs, and you'll take a fit out to "test it" and learn nothing.

I don't believe you actually understand the premise you're putting forward. the lack of ability to try multiple fits is not related to clone costs, presuming you have learned how to insta-warp the moment your ship goes into hull structure from being ganked, thus saving you the clone cost and time. All the other factors I mentioned make it that much harder to gather meaningful data with rinse/repeat methods using all your "concept" fits. Between all those issues or spending hours at a time actually finding noone "proper" for your fit to fight, these problems are far more of an issue for your slap-together-fit experimentation.

And remember, ships blowing up cost you 10-100x more isk than the clone cost. I understand you're new, which is why I can see the problems with your argument via clone costs prohibiting fit experimentation. It's really not a problem at all.

If you want to expirement with fits, create a corp with like-minded people to try different fits all day long in a quiet system vs each other, or try the RvB corp, or e-uni. That'll be far cheaper on your wallet and TIME than trying to fly in open FW or lowsec looking for just the right fight to give you meaningful feedback data.

Here's the list of things required to learn if a fit is good or bad:
Modules. Usually the higher meta, the more meaningful the feedback. T1 modules and getting blown to hell in FW isn't going to tell you as much.
Rigs. Same here, forgoing rigs isn't going to give you as meaningful data. A single rig of any kind is also going to be 3-15x more expensive than the cost of even a 6 million SP clone. So you're taking ISK hits here, too.
Skills. The better your skills are, the more meaningful the fight feedback is. You need to spend time to get skills, no other way around it. In this same time you'll grind up a TON of isk, more than enough to cover a few hundred thousand podkills, assuming you don't ever figure out how to insta-warp away from death.
A reasonable "counter" ship. This is the ship you want to counter. Whether in isolation as a 1v1, or going against equal sized gangs in a 5v5+ or whatever. You not only have to control for the type of fight due to numbers of ships, but also control for instances where someone is running Full snake or halo implants in a T1-T2 frig at 1 billion ISK for said implants, if you're getting that 1v1, and also if there's any BOOSTERS for that pilot in system. You won;'t get meaningful data here, either, unless the stars align and they're the same SP level, game mechanics skill level, implants level, and booster/nobooster level as you as well. And THEN you still have to figure out if there's any way to skillfully compensate for any losses vs that ship you designed your own ship to counter, or if it's just a bad design.

That's the SHORT and incomplete list. Clone costs rate very low, especially for a pilot with low SP.

Owen Levanth wrote:
13kr1d1 wrote:
I agree. I don't really see why they have to further negatively impact the gameplay of Eve because people can't adapt.


After reading your OP I have to ask: Do you include yourself among the people who can't adapt?

The answer is important for me to conclude if you're delusional or not, so choose wisely.


Troll question. There's no need to adapt to suddenly not paying for clones. I have to presume you're delusional even asking such a question.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

Kerono Thalmor
Band of Buggered
#155 - 2014-11-16 18:30:46 UTC
Rain6637 wrote:
Kerono Thalmor wrote:
Kaaeliaa wrote:

... There's no longer a game mechanic to "abuse" because it's terrible and being removed. End of story....


Lack of a game mechanic can be abused.

The part you're talking about, the one where you set your med clone to a distant station, then self destruct yourself to travel there instantly--is going away with med clone grades. After Rhea you can only set your station to a corporation office once per year (that's where it was abused--you could set your med clone to any med facility where your corporation had an office). Your med clone travel option is once per year, or to your rookie system station.

So yeah, the exploitability is being removed. The only legitimate purpose for using up a lot of med clones is rapid PVP. iz good.

It is, however, still a case of goons getting their way because conspiracy and illumittani.


Ooooooh. Well I guess I have nothing to worry about then... *removes tin foil hat*

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Carmen Electra
AlcoDOTTE
Test Alliance Please Ignore
#156 - 2014-11-16 18:32:55 UTC
13kr1d1 wrote:
You're paying for SP greed.

What the hell is SP greed?
Ryomaru Reaper
Imperial Academy
Amarr Empire
#157 - 2014-11-16 18:36:31 UTC  |  Edited by: Ryomaru Reaper
I didn't say anything about the cost of clones specifically, yes I said clone-cost, but remember, if you forget or have no money for an up-to-date clone, the cost is mightier than a ship of 1 bill.

It stops progression, and that's worse than an isk cost.

Also, if you think using fits that are pre-determined, I guess that view might be a detrimental and negative impact to the game itself. Experimenting brought those fits, experimenting will bring forth better ones.

If you think stagnation is the way to go, then I guess you can see that this is no problem, but stagnation isn't the way to go, so there's a problem.

I guess you're avoiding the problem, rather than trying to fix one.

Edit: Trying different fits, is related to clone-cost, cause clone-cost is tied to SP, if you lose a clone, at high SP counts where you dont have the funds for a up-to-date one, you will lose SP.

So I wont be trying fits that aren't the "optimal" ones, because it would be bad to lose that one battle.
Kaaeliaa
Tyrannos Sunset
#158 - 2014-11-16 18:37:32 UTC
Carmen Electra wrote:
13kr1d1 wrote:
You're paying for SP greed.

What the hell is SP greed?


A concept made up by an idiot who has had all of their weak arguments eviscerated over and over in this thread. :D

"Do not lift the veil. Do not show the door. Do not split the dream."

Rain6637
GoonWaffe
Goonswarm Federation
#159 - 2014-11-16 18:37:38 UTC
Carmen Electra wrote:
13kr1d1 wrote:
You're paying for SP greed.

What the hell is SP greed?

It's more like SP gluttony. totally different sin.
Owen Levanth
Sagittarius Unlimited Exploration
#160 - 2014-11-16 18:43:10 UTC
13kr1d1 wrote:
Ryomaru Reaper wrote:
I never said that it might drive away new players, I said it's easier to come into, and try different things. In this game a 3 month player is still a new player, by definition.

I actually meant that with the new system in place, people can try different fits, different tactics, without losing alot of progression in their skill training. It provides for a more fluid and dynamic gameplay, instead of a static type one, build this and that, and that's the best it can do.

When this will be in the update, you dont have to constantly lookup fits anymore, and just experiment. A stagnant game, is a soon to be dead game. Which CCP is doing a marvelous job at not doing, they're not making this game stagnant, and this game will continue. Kudos CCP.

If you want to keep this system of clone-cost-and-penalization alive, essentially you're wishing for Eve to stop existing as a growing and expanding game, ultimately keeping it stagnant.



You can already do that. It's called keeping up to date clones, or just making an alt to Pee Vee Pee with. OR PRACTICING WITH CORP MATES. There's ways to get around this so-called problem. And if your ideal is to mass a hundred different fits and go to FW or lowsec and try them all, unless you're running low meta/T1 fits, I have a surprise for you when the ISK bill for the ships alone runs into 100 mil/1 bil. Compounded on this up front ISK cost with the fact that in lowsec or FW, you'll probably get eaten by station campers, T3 gankers, or blobs, and you'll take a fit out to "test it" and learn nothing.

I don't believe you actually understand the premise you're putting forward. the lack of ability to try multiple fits is not related to clone costs, presuming you have learned how to insta-warp the moment your ship goes into hull structure from being ganked, thus saving you the clone cost and time. All the other factors I mentioned make it that much harder to gather meaningful data with rinse/repeat methods using all your "concept" fits. Between all those issues or spending hours at a time actually finding noone "proper" for your fit to fight, these problems are far more of an issue for your slap-together-fit experimentation.

And remember, ships blowing up cost you 10-100x more isk than the clone cost. I understand you're new, which is why I can see the problems with your argument via clone costs prohibiting fit experimentation. It's really not a problem at all.

If you want to expirement with fits, create a corp with like-minded people to try different fits all day long in a quiet system vs each other, or try the RvB corp, or e-uni. That'll be far cheaper on your wallet and TIME than trying to fly in open FW or lowsec looking for just the right fight to give you meaningful feedback data.

Owen Levanth wrote:
13kr1d1 wrote:
I agree. I don't really see why they have to further negatively impact the gameplay of Eve because people can't adapt.


After reading your OP I have to ask: Do you include yourself among the people who can't adapt?

The answer is important for me to conclude if you're delusional or not, so choose wisely.


Troll question. There's no need to adapt to suddenly not paying for clones. I have to presume you're delusional even asking such a question.


Nope, the question was real. But thanks for the troll answer, Mrs. Delusional.