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Save Our Clones Initiative.

First post First post First post
Author
Medalyn Isis
Doomheim
#441 - 2014-11-22 20:26:23 UTC
FunGu Arsten wrote:
Medalyn Isis wrote:
Pod death should result in SP loss. Just a small amount, but enough to make it a deterrent that you would not want to lose your pod.

the more you pvp the worse you become // i like your highsec attitude!

Or, actions have consequences. Eve isn't meant to be a theme park as you would seem to believe.
Rowells
Blackwater USA Inc.
Pandemic Horde
#442 - 2014-11-22 20:31:01 UTC
Medalyn Isis wrote:
FunGu Arsten wrote:
Medalyn Isis wrote:
Pod death should result in SP loss. Just a small amount, but enough to make it a deterrent that you would not want to lose your pod.

the more you pvp the worse you become // i like your highsec attitude!

Or, actions have consequences. Eve isn't meant to be a theme park as you would seem to believe.

and I'm assuming that clone expenses were the only consequences then? There are no others? Removing clones would remove all consequences?
Mharius Skjem
Guardians of the Underworld
#443 - 2014-11-22 20:36:45 UTC
Rowells wrote:
Medalyn Isis wrote:
FunGu Arsten wrote:
Medalyn Isis wrote:
Pod death should result in SP loss. Just a small amount, but enough to make it a deterrent that you would not want to lose your pod.

the more you pvp the worse you become // i like your highsec attitude!

Or, actions have consequences. Eve isn't meant to be a theme park as you would seem to believe.

and I'm assuming that clone expenses were the only consequences then? There are no others? Removing clones would remove all consequences?


It's certainly one more nail in the sandbox's coffin, which is why I am uneasy about it.

Each nail in the sandbox is yet another birth pain for the theme park.

Most people who are supporting the removal of the clone costs are doing so as a result of their own self interest. Null bears and F1 monkeys mostly.

A recovering btter vet,  with a fresh toon and a determination to like everything that CCP does to Eve...

Don't take me too seriously though, I like to tease a bit on the forums, but that's only because I love you...

Ssabat Thraxx
DUST Expeditionary Team
Good Sax
#444 - 2014-11-22 20:38:23 UTC
Well, just poppin in here after yesterday's .. whatever it was. Anyway, I just want to say 1 more time that imo, no real penalties for dying is just $hitty. It takes out the element of actually giving a $hit or two what happens to you. Death penalties promote "meaningful decisions" about the risks one is willing to take.

I think it sux big hairy donkey kawk.

\m/ O.o \m/

"You're a freak ..." - Solecist Project

Rowells
Blackwater USA Inc.
Pandemic Horde
#445 - 2014-11-22 20:46:30 UTC  |  Edited by: Rowells
Mharius Skjem wrote:
Rowells wrote:
Medalyn Isis wrote:
FunGu Arsten wrote:
Medalyn Isis wrote:
Pod death should result in SP loss. Just a small amount, but enough to make it a deterrent that you would not want to lose your pod.

the more you pvp the worse you become // i like your highsec attitude!

Or, actions have consequences. Eve isn't meant to be a theme park as you would seem to believe.

and I'm assuming that clone expenses were the only consequences then? There are no others? Removing clones would remove all consequences?


It's certainly one more nail in the sandbox's coffin, which is why I am uneasy about it.

Each nail in the sandbox is yet another birth pain for the theme park.

Most people who are supporting the removal of the clone costs are doing so as a result of their own self interest. Null bears and F1 monkeys mostly.

So far, I have seen to main arguments on how clones are useless in providing any meaningful content.

- Clones are so cheap they just become an annoyance.
- clones are so expensive they become a detrimental factor in deciding whether to undock or not

So on both ends of the spectrum you see it providing no meaningful content, and on the flipside, having a negative impact on content. In a worst case scenario, it makes people want to risk less. Its not because nobody wants to pay isk for it, but why do it? Why pour isk into something that provides no benefit? Why would you fit an expensive module on your ship if it did absolutely nothing, aside from keeping your ship from prematurely exploding? Theres nothing to be gained by spending more on it, but something to be lost by spending less on it. It doesnt even follow the rule of diminishing returns like everything else. There is a set point for each person where it either works, or it doesnt. Its annoyingly binary.

Simply put, it reduces the amount of 'fun' risk pilots are willing to take and provides no 'fun' gameplay in return. Getting rid of clone costs offers otions to replace it with a better system later, as has been mentioned.

E: do we really want a mechanic that discourages risk for higher SP characters? Don't we want them undocked and shootable? Don't we want them risking real assets in space more often? Clone costs do not help that in any way. Not to mention it doesnt even remotely follow risk vs reward, which the actual risk situation eve should encourage.
Rain6637
GoonWaffe
Goonswarm Federation
#446 - 2014-11-22 20:49:59 UTC
Ssabat Thraxx
DUST Expeditionary Team
Good Sax
#447 - 2014-11-22 20:52:55 UTC
Rowells wrote:

So far, I have seen to main arguments on how clones are useless in providing any meaningful content.

- Clones are so cheap they just become an annoyance.
- clones are so expensive they become a detrimental factor in deciding whether to undock or not

So on both ends of the spectrum you see it providing no meaningful content, and on the flipside, having a negative impact on content. In a worst case scenario, it makes people want to risk less. Its not because nobody wants to pay isk for it, but why do it? Why pour isk into something that provides no benefit? Why would you fit an expensive module on your ship if it did absolutely nothing, aside from keeping your ship from prematurely exploding? Theres nothing to be gained by spending more on it, but something to be lost by spending less on it. It doesnt even follow the rule of diminishing returns like everything else. There is a set point for each person where it either works, or it doesnt. Its annoyingly binary.

Simply put, it reduces the amount of 'fun' risk pilots are willing to take and provides no 'fun' gameplay in return. Getting rid of clone costs offers otions to replace it with a better system later, as has been mentioned.


I disagree. In other MMO's where one had a choice as to if they wanted to play in a PVP or straight PVE shard, I always chose PVP even if I wasnt wild about that game's PVP. This is because, to me, half the damn fun of playing is having to watch your back, a constant threat of danger and loss!

I keep 4 rather expensive clones, and 1 empty. The empty is for wild shenanigans in null, the others are optimized for certain ships. I make a "meaningful decision" with real consequences to my gameplay just about every day as I decide whether to jump into another clone and which one.

Like I said, removing the element of danger is removing part of the fun!


\m/ O.o \m/

"You're a freak ..." - Solecist Project

Medalyn Isis
Doomheim
#448 - 2014-11-22 20:54:33 UTC
Rowells wrote:
E: do we really want a mechanic that discourages risk for higher SP characters? Don't we want them undocked and shootable? Don't we want them risking real assets in space more often? Clone costs do not help that in any way.

Why don't we turn tranquillity into sisi, put everything on the market at 100 isk with unlimited supply, after all, we don't want to discourage people from pvp do we?

Your logic is flawed. Pod loss is meant to be the most detrimental thing which can happen to a pod pilot, the consequence should reflect that. Then the bounty system might finally make sense too.
Solops Crendraven
University of Caille
Gallente Federation
#449 - 2014-11-22 21:01:31 UTC  |  Edited by: Solops Crendraven
13kr1d1 wrote:
Unezka Turigahl wrote:
Most games have one death and it is meaningless. Eve has two deaths that are both full loot-loss deaths with the possibility for a third XP death if you're forgetful. It stupid. It adds nothing. Good riddance.

And no, I've never personally lost XP. I just know stupid when I see it.


So you don't like the core of Eve gameplay. Don't wander into lowsec, you may not enjoy it.

Ive been in Low sec and null its boring in its present state dont believe the hypehttp://www.gamespot.com/articles/this-amazing-eve-online-trailer-shows-why-the-mmo-/1100-6423766/ its time for the old guard to adapt to the New Order! Change is Coming Like it or not! The Only Fun I get playing Eve now is Logging into My skill Que and now That I have Unlimited just que up log out and come back in 10 years.Roll

Moving To Las Vegas Watch Me Play Poker! enter link description here

Ssabat Thraxx
DUST Expeditionary Team
Good Sax
#450 - 2014-11-22 21:03:29 UTC
Solops Crendraven wrote:
13kr1d1 wrote:
Unezka Turigahl wrote:
Most games have one death and it is meaningless. Eve has two deaths that are both full loot-loss deaths with the possibility for a third XP death if you're forgetful. It stupid. It adds nothing. Good riddance.

And no, I've never personally lost XP. I just know stupid when I see it.


So you don't like the core of Eve gameplay. Don't wander into lowsec, you may not enjoy it.

Ive been in Low sec and null its boring in its present state dont believe the hype its time for the old guard to adapt to the New Order! Change is Coming Like it or not!


Oh plz, no more "Hope and Change" Cry


\m/ O.o \m/

"You're a freak ..." - Solecist Project

Mharius Skjem
Guardians of the Underworld
#451 - 2014-11-22 21:09:11 UTC
Medalyn Isis wrote:
Rowells wrote:
E: do we really want a mechanic that discourages risk for higher SP characters? Don't we want them undocked and shootable? Don't we want them risking real assets in space more often? Clone costs do not help that in any way.

Why don't we turn tranquillity into sisi, put everything on the market at 100 isk with unlimited supply, after all, we don't want to discourage people from pvp do we?

Your logic is flawed. Pod loss is meant to be the most detrimental thing which can happen to a pod pilot, the consequence should reflect that. Then the bounty system might finally make sense too.


Well said.

A recovering btter vet,  with a fresh toon and a determination to like everything that CCP does to Eve...

Don't take me too seriously though, I like to tease a bit on the forums, but that's only because I love you...

Commissar Kate
Kesukka
#452 - 2014-11-22 21:10:34 UTC
Looks like the pro clone grade people are currently winning.

All you anti clone grade people need to step up your game!
Jack Tronic
borkedLabs
#453 - 2014-11-22 21:16:12 UTC
This is an awful idea.
Clones are currently a dead mechanic from when ISK was not plentiful and there were much less skills.


Scale clones to the current game.

Don't upgrade your clone? Your next pod death == your character is dead FOREVER
Rain6637
GoonWaffe
Goonswarm Federation
#454 - 2014-11-22 21:22:18 UTC
Mharius Skjem
Guardians of the Underworld
#455 - 2014-11-22 21:24:12 UTC
It would be nice if we had some further comments on this from CCP as to the value of our feedback thus far.

I'm not opposed to a change of game mechanic around clones as long as death hurts you in some way or another.

After all if i fire some projectile ammo through your pod forcing your consciousness to wake up in a new body light years away in an instant, iI'd say that it was the perfect representation of a nasty experience...

to make that meaninglessness is in opposition to the very core of the values of Eve Online and it's community.

I don't want to see the equivalent of cod re spawn points being set up in our beautiful sandbox.

Make death meaningful, I don't care how CCP do it, let death keep its sting.

A recovering btter vet,  with a fresh toon and a determination to like everything that CCP does to Eve...

Don't take me too seriously though, I like to tease a bit on the forums, but that's only because I love you...

Solops Crendraven
University of Caille
Gallente Federation
#456 - 2014-11-22 21:39:54 UTC
Mharius Skjem wrote:
It would be nice if we had some further comments on this from CCP as to the value of our feedback thus far.

I'm not opposed to a change of game mechanic around clones as long as death hurts you in some way or another.

After all if i fire some projectile ammo through your pod forcing your consciousness to wake up in a new body light years away in an instant, iI'd say that it was the perfect representation of a nasty experience...

to make that meaninglessness is in opposition to the very core of the values of Eve Online and it's community.

I don't want to see the equivalent of cod re spawn points being set up in our beautiful sandbox.

Make death meaningful, I don't care how CCP do it, let death keep its sting.
Why Make Death Meaningful? Hows that going to Grow our Player base? casual Players dont care about Death They just want to Log in Respawn! and Blow up ships. respawn! Blow up some ships. Respawn blow up some ships so on and log out Que up for a week in skills and unlock and come back and repeat the process again without losing there rent money the core mechanics cater only to Hardcore Players. thats why these changes are a good thing.

Moving To Las Vegas Watch Me Play Poker! enter link description here

Tipa Riot
Federal Navy Academy
Gallente Federation
#457 - 2014-11-22 21:48:09 UTC
Originally I was strong pro removing death penalties as planed and I'm still pro removing the clone grades ... but as I'm PvPing in empty clones most of the time, I will much less care about my pod, I would even welcome the fast trip home to hop into the next ship. Hence clone death and kills become meaningless ... which I think is not a good situation in the long run. Somewhere I read a proposal which I think would well fit as a replacement death penalty, lock one or more of your skills temporarily, so you can still play but are handicapped for a time.

I'm my own NPC alt.

Ssabat Thraxx
DUST Expeditionary Team
Good Sax
#458 - 2014-11-22 22:00:52 UTC
Solops Crendraven wrote:
Mharius Skjem wrote:
It would be nice if we had some further comments on this from CCP as to the value of our feedback thus far.

I'm not opposed to a change of game mechanic around clones as long as death hurts you in some way or another.

After all if i fire some projectile ammo through your pod forcing your consciousness to wake up in a new body light years away in an instant, iI'd say that it was the perfect representation of a nasty experience...

to make that meaninglessness is in opposition to the very core of the values of Eve Online and it's community.

I don't want to see the equivalent of cod re spawn points being set up in our beautiful sandbox.

Make death meaningful, I don't care how CCP do it, let death keep its sting.
Why Make Death Meaningful? Hows that going to Grow our Player base? casual Players dont care about Death They just want to Log in Respawn! and Blow up ships. respawn! Blow up some ships. Respawn blow up some ships so on and log out Que up for a week in skills and unlock and come back and repeat the process again without losing there rent money the core mechanics cater only to Hardcore Players. thats why these changes are a good thing.


Because this isn't freaking Counterstrike.

\m/ O.o \m/

"You're a freak ..." - Solecist Project

Rowells
Blackwater USA Inc.
Pandemic Horde
#459 - 2014-11-22 22:14:28 UTC
Ssabat Thraxx wrote:
Rowells wrote:

So far, I have seen to main arguments on how clones are useless in providing any meaningful content.

- Clones are so cheap they just become an annoyance.
- clones are so expensive they become a detrimental factor in deciding whether to undock or not

So on both ends of the spectrum you see it providing no meaningful content, and on the flipside, having a negative impact on content. In a worst case scenario, it makes people want to risk less. Its not because nobody wants to pay isk for it, but why do it? Why pour isk into something that provides no benefit? Why would you fit an expensive module on your ship if it did absolutely nothing, aside from keeping your ship from prematurely exploding? Theres nothing to be gained by spending more on it, but something to be lost by spending less on it. It doesnt even follow the rule of diminishing returns like everything else. There is a set point for each person where it either works, or it doesnt. Its annoyingly binary.

Simply put, it reduces the amount of 'fun' risk pilots are willing to take and provides no 'fun' gameplay in return. Getting rid of clone costs offers otions to replace it with a better system later, as has been mentioned.


I disagree. In other MMO's where one had a choice as to if they wanted to play in a PVP or straight PVE shard, I always chose PVP even if I wasnt wild about that game's PVP. This is because, to me, half the damn fun of playing is having to watch your back, a constant threat of danger and loss!

I keep 4 rather expensive clones, and 1 empty. The empty is for wild shenanigans in null, the others are optimized for certain ships. I make a "meaningful decision" with real consequences to my gameplay just about every day as I decide whether to jump into another clone and which one.

Like I said, removing the element of danger is removing part of the fun!


do you mean empty as in implants or as in clone upgrades
Solops Crendraven
University of Caille
Gallente Federation
#460 - 2014-11-22 22:16:31 UTC  |  Edited by: Solops Crendraven
Ssabat Thraxx wrote:
Solops Crendraven wrote:
Mharius Skjem wrote:
It would be nice if we had some further comments on this from CCP as to the value of our feedback thus far.

I'm not opposed to a change of game mechanic around clones as long as death hurts you in some way or another.

After all if i fire some projectile ammo through your pod forcing your consciousness to wake up in a new body light years away in an instant, iI'd say that it was the perfect representation of a nasty experience...

to make that meaninglessness is in opposition to the very core of the values of Eve Online and it's community.

I don't want to see the equivalent of cod re spawn points being set up in our beautiful sandbox.

Make death meaningful, I don't care how CCP do it, let death keep its sting.
Why Make Death Meaningful? Hows that going to Grow our Player base? casual Players dont care about Death They just want to Log in Respawn! and Blow up ships. respawn! Blow up some ships. Respawn blow up some ships so on and log out Que up for a week in skills and unlock and come back and repeat the process again without losing there rent money the core mechanics cater only to Hardcore Players. thats why these changes are a good thing.


Because this isn't freaking Counterstrike.
Lol fair Enough However Counterstrike has over 20k viewer Daily!!! vs Eve Online not even 10 Sadon twitch TV http://www.twitch.tv/directoryWhats up with that?Well back to the OPs Thread Sorry Dont wanna spend isk on clones.

Moving To Las Vegas Watch Me Play Poker! enter link description here