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The Jump Clone Timer Needs to be reduced from 24h to 22h

Author
E man Industries
SeaChell Productions
#1 - 2012-03-19 22:04:27 UTC
The Jump Clone timer is very restrictive and penalizes players who do not schedule their life around eve.
Logging in 30min later one night and jumping to empire means not you are not able to jump back that play session or the next one. You are out of commission for 2 play sessions rather than one if there is a variance in your log in times. That is assuming you immediately jump clone. You also are out for 2 play sessions if you JC part way though a play session.

By reducing the Jump clone timer to 22h or 30min per infomorph level you still ensure that only one jump can occur per play session. However by next play session most players will be able to jump and play as they wish.

Currently jumping to empire to conduct some business, run incursions, missions, train newer players or anything else effectively takes 2 play sessions.

Could we please get this updated?
ElQuirko
University of Caille
Gallente Federation
#2 - 2012-03-19 22:05:33 UTC
TWO HOURS EH MATE? COOL.

Dodixie > Hek

IsTheOpOver
#3 - 2012-03-19 22:09:32 UTC
Yeah really.. if you are going to ask them to change it, make it 8 or 12 hrs .. not 22

Tippia
Sunshine and Lollipops
#4 - 2012-03-19 22:13:18 UTC
IsTheOpOver wrote:
Yeah really.. if you are going to ask them to change it, make it 8 or 12 hrs .. not 22
Nah. 22 is a far more reasonable suggestion.

The problem with the current timer is that while it looks like it's a “once a day” timer, that 24 hour cooldown means you can only jump once every just-over-24 hours. It's a classic fence post error.

Reducing the timer to 22 hours, or even just 23 (hell, even 23h 55min), means that it goes from being a not-quite-every-24-hour thing to being a once-a-day thing.
Roll Sizzle Beef
Space Mutiny
#5 - 2012-03-19 22:13:27 UTC  |  Edited by: Roll Sizzle Beef
Makes sense. Reason why PI originally had a 23 hour cycle before you could actually cancel. You would just end up swapping out later and later in the day with 24 hours. Hard to maintain a proper 24hour schedule, specially with work or school and sleep in-between.

Even 23 hours would be an improvement.
Jovan Geldon
The Scope
Gallente Federation
#6 - 2012-03-19 22:31:50 UTC  |  Edited by: Jovan Geldon
So you're literally saying that it's not possible for you to wait one extra minute at the end of your playing session to jumpclone back to wherever?

Okay then
Barakkus
#7 - 2012-03-19 23:08:13 UTC
Make jump cloning timer be 1 hour plz :)

http://youtu.be/yytbDZrw1jc

Ocih
Space Mermaids
#8 - 2012-03-19 23:15:52 UTC
This came up years ago as well, it got ignored.

We either need to log in 3 hrs earlier the day we schedule a logistical jump so it times back to our play sessions or treat is as a 48 hr timer. Giving the Infomorph Psychology skill a 5% reduction per level was also suggested but again, it came and went and nothing was done.
Roll Sizzle Beef
Space Mutiny
#9 - 2012-03-19 23:32:27 UTC
Jovan Geldon wrote:
So you're literally saying that it's not possible for you to wait one extra minute at the end of your playing session to jumpclone back to wherever?

Okay then


The point, its a schedule crawl that cant be avoided day after day. You will always lose a minute if not more. Eventually screwing up a whole day of play time due to schedule overlapping real life. Troubling for those that travel between clones often (as in daily).
Now I don't move that much myself. Far from it. Yet this seems an appropriate 10000 papercuts issue.
20 to 23 hour wait still plenty of down time from hopping quickly everywhere. Slower than a super fleet going across the universe for sure.
masternerdguy
Doomheim
#10 - 2012-03-19 23:38:07 UTC
Roll Sizzle Beef wrote:
Jovan Geldon wrote:
So you're literally saying that it's not possible for you to wait one extra minute at the end of your playing session to jumpclone back to wherever?

Okay then


The point, its a schedule crawl that cant be avoided day after day. You will always lose a minute if not more. Eventually screwing up a whole day of play time due to schedule overlapping real life. Troubling for those that travel between clones often (as in daily).
Now I don't move that much myself. Far from it. Yet this seems an appropriate 10000 papercuts issue.
20 to 23 hour wait still plenty of down time from hopping quickly everywhere. Slower than a super fleet going across the universe for sure.


It crawls an hour forward every 60 days. Then you sleep through it and are good for another 60. This is not a problem.

Things are only impossible until they are not.

stoicfaux
#11 - 2012-03-20 00:21:56 UTC
+1

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Andski
Science and Trade Institute
Caldari State
#12 - 2012-03-20 00:43:29 UTC
masternerdguy wrote:
It crawls an hour forward every 60 days. Then you sleep through it and are good for another 60. This is not a problem.


shut up

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Herping yourDerp
Tribal Liberation Force
Minmatar Republic
#13 - 2012-03-20 00:53:10 UTC
i think it should 16 hours.
jump into clone to pvp or w/epossibly on the other side of the universe
get finished, penatly for clone jump is usually no implants, or implants meant for combat not learning skills faster. ok fine
next day... still going on so either you go pvp, or try to pve or do something else while u wait.

now lets say you were on a pvp roam and you finished and went to bed immediatly
you would have to stay up until you normally go to bed just to jump back to normal clone or be stuck for another day at slower training, it might not seem like much but i its a weekly occurence it adds up.
either way shorter jump timers = better.
Heimdallofasgard
Ministry of Furious Retribution
Fraternity.
#14 - 2012-03-20 01:00:30 UTC
+1

I came in ready for a flame war and then found myself sort of agreeing.
Mara Rinn
Cosmic Goo Convertor
#15 - 2012-03-20 01:12:29 UTC  |  Edited by: Mara Rinn
I like the idea of a 36 hour jump clone timer myself.

Think about how long it takes you to recover from a heavy party. The next day you are nursing a hangover, the day after you start feeling better, it is not until the day after that you finally get back to a proper sleep schedule.

Oh, and add drawbacks which reduce the potency of all implant/hardwiringss and boosters by 20% for 4 hours. Jump clones are for people who plan tomorrow's activities, not those who see some shinier and more interesting thing to do right now.
Andski
Science and Trade Institute
Caldari State
#16 - 2012-03-20 01:22:18 UTC
Mara Rinn wrote:
Oh, and add drawbacks which reduce the potency of all implant/hardwiringss and boosters by 20% for 4 hours. Jump clones are for people who plan tomorrow's activities, not those who see some shinier and more interesting thing to do right now.


nope

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Akirei Scytale
Okami Syndicate
#17 - 2012-03-20 01:29:01 UTC
ElQuirko wrote:
TWO HOURS EH MATE? COOL.


It makes a MUCH bigger difference than you'd think. As is, anyone who jumps around frequently will find their timer being pushed later and later into the night unless they religiously log in at the same time. Some of us have lives.
masternerdguy
Doomheim
#18 - 2012-03-20 01:29:56 UTC
Akirei Scytale wrote:
ElQuirko wrote:
TWO HOURS EH MATE? COOL.


It makes a MUCH bigger difference than you'd think. As is, anyone who jumps around frequently will find their timer being pushed later and later into the night unless they religiously log in at the same time. Some of us have lives.


And I'm all for saving those lives but we're about to go way beyond that.

Things are only impossible until they are not.

Zesoft
Doomheim
#19 - 2012-03-20 01:30:22 UTC
Free jumps every 24h. Charge extra proportional to the time remaining for extra jumps within 24h.
IHaveCandyGetInTheVan69
Crouching Woman Hidden Cucumber
#20 - 2012-03-20 01:35:49 UTC  |  Edited by: IHaveCandyGetInTheVan69
Oh dear.. he is back.



JC timers should be range based.

Universe - 24h
Regional - 12h
Constellation - 6h
Station (direct swap)

Possibly with a skill to affect timers, shouldn't impact their use for travel but would allow people to try more clones.

Also Advanced Infomorph giving +1 JC per level brining the total up to 10
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