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Pod death, no isk loss but clone efficiency decrease for some time

Author
Althalus Stenory
Flying Blacksmiths
#1 - 2014-11-26 11:04:30 UTC
In some way, this idea comes from this one https://forums.eveonline.com/default.aspx?g=posts&t=387411&find=unread as I don't like it. (I'd rather keep clone grade than always losing SP).

What about something not ISK related, as you already lose implants with pod loss ?


If you get podded, you'll get a "podded penalty" saying "you have just been killed, you need some time to adapt to your new clone to use it at its full capacity".

Let's say, once you get podded, you'll get this penalty "level 1" with a timer (yep, another one):

  • 1st death, you lose 10% on all the bonus given from the skills.
  • 2nd death, if your "penalty lvl 1" is still active : 20% reduction on skill bonus
  • 3rd death, if your penalty "lvl 2" is still active: 30% reduction on skill bonus
  • 4th death, if your penalty "lvl 3" is still active: 40% reduction on skill bonus
  • 5th death, if your penalty "lvl 4" is still active: 50% reduction on skill bonus


What I mean with skill bonus
for example surgical strike, which gives you 3% damage bonus to turrets per level, will only give 1.5% bonus per level with max pod penalty.

How to apply this penalty
There is 2 choices : we can either apply this penalty to all skills or just randomly to some skill groups (gunnery, shield, armor..) the same way boosters give their penalty.

Finally
The pod loss is full of consequences. Not for people wallet, but better : efficiency using their ship for a given time.

It won't then prevent people from doing pvp, as they won't lose SP, clones.
But it will give a noticeable disadvantage to a fleet being killed, who will just reship and come back to kill you : they didn't lose anything but their ship : they'll be XX% weaker in some point (less dps/tank/buffer/agility...)

EsiPy - Python 2.7 / 3.3+ Swagger Client based on pyswagger for ESI

Samillian
Angry Mustellid
#2 - 2014-11-26 11:15:44 UTC  |  Edited by: Samillian
Its an improvement over the thread you linked I'll give you that but it still isn't something I can get onboard with now or ever.

Not supported.

NBSI shall be the whole of the Law

NearNihil
Jump Drive Appreciation Society
#3 - 2014-11-26 11:25:37 UTC
This suggestion is all stick and no carrot. It's not like I pod myself over and over for fun, it's a consequence for getting my pod stuck in a bubble or on the wrong end of a smartbombing ship after my ship also died in a fire.

Let me put it this way: why does getting podded need more repercussions than losing implants?
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2014-11-26 11:25:47 UTC
Althalus Stenory wrote:


It won't then prevent people from doing pvp, as they won't lose SP, clones.
But it will give a noticeable disadvantage to a fleet being killed, who will just reship and come back to kill you : they didn't lose anything but their ship : they'll be XX% weaker in some point (less dps/tank/buffer/agility...)



And so, they won't undock to fight again until they've waited out their death fatigue timer, thus preventing them from PVPing...
Adrie Atticus
Caldari Provisions
Caldari State
#5 - 2014-11-26 11:44:04 UTC
PvP fatigue.

Because fatigue is an excellent mechanic and should be spread around?
shimiku
Zircron Industries
#6 - 2014-11-26 11:53:04 UTC
ye lets also ad this system to the market because market pvp is a thing and see how happy ppl will be when you drop one item on the market every time you do that the tax will go up have fun in jita
and now that we are at it make docking timer this way to so every time you dock you will get a timer so you cant dock again befor that run out

we need penalty every where
afkalt
Republic Military School
Minmatar Republic
#7 - 2014-11-26 12:16:50 UTC
I think the better suggestion is anyone lobbying for (additional) pod penalties needs to spend 3-6 months flying a 'dictor in hostile/contested space.
Omnathious Deninard
University of Caille
Gallente Federation
#8 - 2014-11-26 12:49:24 UTC
Why are people so obsessed with resurrecting a terrible mechanic before it is removed.

If you don't follow the rules, neither will I.

Mag's
Azn Empire
#9 - 2014-11-26 14:09:29 UTC
Althalus Stenory wrote:
But it will give a noticeable disadvantage to a fleet being killed, who will just reship and come back to kill you : they didn't lose anything but their ship : they'll be XX% weaker in some point (less dps/tank/buffer/agility...)
You wish for people to gain a disadvantage for combat PvPing in a PvP centric game?

Please, do tell me more.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Commissar Kate
Kesukka
#10 - 2014-11-26 15:07:30 UTC
Just a tad bit not as bad as the last guy....

I don't want to loose a skill thats vital to flying my ship just because I attempted to PVP and got my capsule killed. God forbid I try and have fun in EvE.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#11 - 2014-11-26 15:22:26 UTC
Commissar Kate wrote:
Just a tad bit not as bad as the last guy....

I don't want to loose a skill thats vital to flying my ship just because I attempted to PVP and got my capsule killed. God forbid I try and have fun in EvE.


Next thing you know you'll have to train 'Fun' to level V before you are allowed any ...
Alvatore DiMarco
Capricious Endeavours Ltd
#12 - 2014-11-26 15:46:54 UTC
Have these threads become redundant yet? Can I start reporting them as such yet?

Being EA should be a reportable offense.
Zan Shiro
Doomheim
#13 - 2014-11-26 16:27:47 UTC
Mag's wrote:
Althalus Stenory wrote:
But it will give a noticeable disadvantage to a fleet being killed, who will just reship and come back to kill you : they didn't lose anything but their ship : they'll be XX% weaker in some point (less dps/tank/buffer/agility...)
You wish for people to gain a disadvantage for combat PvPing in a PvP centric game?

Please, do tell me more.



Because this is how eve is hard core to some.

Me....the ship and implant costs they are blowing off I think are more than adequate for making eve cold when you go boom.

But at like 6 years I see several of my ships with fit costs and go damn, wtf happened to the prices in this game. I remember my 80-90 mil full fit scorpions for example long ago. That covers a little bit over half the hull price these days sadly...and you can't fly just half a ship lol.

Well that and I never had the pleasure of a good frp/srp home. I didn't get welfare checks lol. Lost a ship my wallet bought the new one. enough loss mails in a night reached a cutoff I had....time for me to log off.
Tabyll Altol
Viziam
Amarr Empire
#14 - 2014-11-26 16:28:26 UTC
Althalus Stenory wrote:
In some way, this idea comes from this one https://forums.eveonline.com/default.aspx?g=posts&t=387411&find=unread as I don't like it. (I'd rather keep clone grade than always losing SP).

What about something not ISK related, as you already lose implants with pod loss ?


If you get podded, you'll get a "podded penalty" saying "you have just been killed, you need some time to adapt to your new clone to use it at its full capacity".

Let's say, once you get podded, you'll get this penalty "level 1" with a timer (yep, another one):

  • 1st death, you lose 10% on all the bonus given from the skills.
  • 2nd death, if your "penalty lvl 1" is still active : 20% reduction on skill bonus
  • 3rd death, if your penalty "lvl 2" is still active: 30% reduction on skill bonus
  • 4th death, if your penalty "lvl 3" is still active: 40% reduction on skill bonus
  • 5th death, if your penalty "lvl 4" is still active: 50% reduction on skill bonus


What I mean with skill bonus
for example surgical strike, which gives you 3% damage bonus to turrets per level, will only give 1.5% bonus per level with max pod penalty.

How to apply this penalty
There is 2 choices : we can either apply this penalty to all skills or just randomly to some skill groups (gunnery, shield, armor..) the same way boosters give their penalty.

Finally
The pod loss is full of consequences. Not for people wallet, but better : efficiency using their ship for a given time.

It won't then prevent people from doing pvp, as they won't lose SP, clones.
But it will give a noticeable disadvantage to a fleet being killed, who will just reship and come back to kill you : they didn't lose anything but their ship : they'll be XX% weaker in some point (less dps/tank/buffer/agility...)


There are already so many timers in the game that most time make me only harder to play this game. Timers are the last posibility to balance something. No more timers this game is a sandbox not code of law which have at least one rule for every possible situation.

If you die you already loose all imps and will respawn most times in a different corner of eve thats hard enough. This game needs a easier way to encourage pvp not some ways to make it harder or with more drawback.

-1
Jean Luc Lemmont
Carebears on Fire
#15 - 2014-11-26 17:02:34 UTC
Mag's wrote:
Althalus Stenory wrote:
But it will give a noticeable disadvantage to a fleet being killed, who will just reship and come back to kill you : they didn't lose anything but their ship : they'll be XX% weaker in some point (less dps/tank/buffer/agility...)
You wish for people to gain a disadvantage for combat PvPing in a PvP centric game?

Please, do tell me more.


He's kidding. He really doesn't want to hear more.

Mags, please. Don't encourage him.

Will I get banned for boxing!?!?!

This thread has degenerated to the point it's become like two bald men fighting over a comb. -- Doc Fury

It's bonuses, not boni, you cretins.

Anhenka
The New Federation
Sigma Grindset
#16 - 2014-11-26 17:22:51 UTC  |  Edited by: Anhenka
I support mission fatigue too!

After all, it's just silly that the average mission giver has an infinite supply of horribly important missions that just must be done right now with associated awards.

So when you finish a missions, you get told to go chill for a few while he see's if there is something else for you to do. 3 minutes later, you can accept another missions after he checks in with his boss and gets something new for you to do.

Of course, as you finished more missions, the immediate need for a capsuleer to go full HULK on a group of baddies would decrease, so fatigue would rapidly increase to match. First 3 minutes, then 5, then 10, then 30, then a full hour. After five missions he tells you he needs a cig break and closes you off for 12 hours.

This would give people an incentive to maintain jump clones and hips in multiple places in highsec, as well as spreading out their activities, and promoting group missions during fatigue timers.

See, I too can layer a terrible idea in justifying psuedobabble reasons. But really it's just cause I hate mission runners and think they need more hassle in their gaming, like you apparently think about PvP'rs.




-1, your idea is terrible
FT Diomedes
The Graduates
#17 - 2014-11-26 18:46:22 UTC
Your idea is bad and you should not post.

CCP is removing a psychological barrier to PVP, you want to add one. Just stop.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

FT Diomedes
The Graduates
#18 - 2014-11-26 18:55:46 UTC
Omnathious Deninard wrote:
Why are people so obsessed with resurrecting a terrible mechanic before it is removed.


I don't know.

Hell, I'll counter troll the OP and suggest that because of the normal decay on human bodies, pod pilots are advised to get a new clone at least once every 6-12 months or their attributes begin to decay. The cheapest way is just to die early and often, or you can pay 100m ISK for clone refurbishment.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Alvatore DiMarco
Capricious Endeavours Ltd
#19 - 2014-11-26 19:11:55 UTC
FT Diomedes wrote:
Omnathious Deninard wrote:
Why are people so obsessed with resurrecting a terrible mechanic before it is removed.


I don't know.

Hell, I'll counter troll the OP and suggest that because of the normal decay on human bodies, pod pilots are advised to get a new clone at least once every 6-12 months or their attributes begin to decay. The cheapest way is just to die early and often, or you can pay 100m ISK for clone refurbishment.


This sounds remarkably like the old (and removed) mechanic I've heard about where you had to not only keep an up-to-date clone but also had to re-purchase your medclone every so often if you didn't use it because they had an expiration date.
FT Diomedes
The Graduates
#20 - 2014-11-26 19:25:45 UTC
Alvatore DiMarco wrote:
FT Diomedes wrote:
Omnathious Deninard wrote:
Why are people so obsessed with resurrecting a terrible mechanic before it is removed.


I don't know.

Hell, I'll counter troll the OP and suggest that because of the normal decay on human bodies, pod pilots are advised to get a new clone at least once every 6-12 months or their attributes begin to decay. The cheapest way is just to die early and often, or you can pay 100m ISK for clone refurbishment.


This sounds remarkably like the old (and removed) mechanic I've heard about where you had to not only keep an up-to-date clone but also had to re-purchase your medclone every so often if you didn't use it because they had an expiration date.


I just wanted to prevent the OP from getting a monopoly on bad ideas.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

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