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

Author
Bubanni
Corus Aerospace
#41 - 2012-03-20 09:56:00 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


Nah the OP is actually right, Jump clone time needs to be reduced, but it should be skill related, like either 30 mins per level or 1 hour per level, so at level 5, it takes 21.5hours or 19 hours before you can jump clone again, making a new skill would be acceptable :) (we can always use another skill to train)

and those few hours would not be game breaking by any standard, as the point of jumping somewhere before ending your day, (after having played for a few hours... makes sense to be able to jump back the next day at the beginning of your play time, instead of only being able to do it again by the end of it. (if that makes any sense)...

But thats just my opinion, I havn't used my jump clones for almost a year now because I feel them limit my gameplay most of the time

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Florio
Miniature Giant Space Hamsters
#42 - 2012-03-20 10:03:52 UTC  |  Edited by: Florio
The OP's suggestion of a 22 hr timer makes a huge amount of sense for the reasons he gave.

Reducing the timer slightly will increase the number of players actually playing the game, as they will be able to jump in time for operations, so CCP will get more active players. This would benefit those many players with a busy RL.

CCP, this doesn't break anything, would surely be easy to implement, and would help keep players playing the game rather than ship spinning or languishing in empire just mucking about on eveboard or evemon *blush*.
Cindy Marco
Sebiestor Tribe
Minmatar Republic
#43 - 2012-03-20 10:25:06 UTC
I have to agree. 22 hours would be great. I don't really care if its a skill based reduction, or if they simply change the timer.

I don't want short jump timers, but 22 hours isn't much of a change. And it would be great for those times you jump, and then get on a little earlier than normal the next day.
My Postman
Royal Amarr Institute
Amarr Empire
#44 - 2012-03-20 11:51:43 UTC
Mara Rinn wrote:
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.



Best.Poast.Ever.

When i was 24 i went to a party, came home at 6 am, had a shower and went to work. Jump clone timer : 1 hour.
Now when i go out on weekdays, had a few drinks too much, came home at 2 am, slept for 6 hours, i´m dead gone in the morning, unable to work and have to take one day off, maybe recovering the NEXT day : Jump clone timer 48 hours.

Actually i like your idea, Mara!
Bubanni
Corus Aerospace
#45 - 2012-03-20 12:05:19 UTC
My Postman wrote:
Mara Rinn wrote:
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.



Best.Poast.Ever.

When i was 24 i went to a party, came home at 6 am, had a shower and went to work. Jump clone timer : 1 hour.
Now when i go out on weekdays, had a few drinks too much, came home at 2 am, slept for 6 hours, i´m dead gone in the morning, unable to work and have to take one day off, maybe recovering the NEXT day : Jump clone timer 48 hours.

Actually i like your idea, Mara!


If people gotta compare jump cloneing to drinking... then I will say it really depends on how much you drink... make jump clones dynamic... the less you drink, the earlier you can drink again and still feel good... or the less distance your jump clone is away from your current location, the shorter time before you can jump clone again... if the jump clone is on the other side of the universe, it could be 24+ hours, if it is in same station or next door system, it could be 8-12 hours if it is next door region, it could be 12-18 hours, if its across 1-2(maybe 3) or more regions it could be 18-24hours

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Grukni
Caldari Provisions
Caldari State
#46 - 2012-03-20 12:22:37 UTC  |  Edited by: Grukni
Natasha Alfie wrote:
IHaveCandyGetInTheVan69 wrote:
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


I have to +1 this idea, it should make sense that the further I jump the greater the cooldown on being able to jump again.


No, it doesn't make sense. Your mind doesn't suffer by the distance of jump, it does suffer by the process of jumping itself and accommodating to the brain of the new clone.
Greg Valanti
The Scope
Gallente Federation
#47 - 2012-03-20 12:40:17 UTC
Maxpie wrote:
Just make it once per downtime


I support this - my play sessions are not always at the same time, if I need or want to jump at the start of one often I can't until the following day.
Bubanni
Corus Aerospace
#48 - 2012-03-20 12:56:39 UTC
Grukni wrote:
Natasha Alfie wrote:
IHaveCandyGetInTheVan69 wrote:
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


I have to +1 this idea, it should make sense that the further I jump the greater the cooldown on being able to jump again.


No, it doesn't make sense. Your mind doesn't suffer by the distance of jump, it does suffer by the process of jumping itself and accommodating to the brain of the new clone.


New clone, new brain, the next clone wouldn't have been stressed yet... (if you really want lore, we could compromise on not being able to jump back to same exact clone after that duration)

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Ghoest
#49 - 2012-03-20 12:59:11 UTC
This is a great idea an extra 2 hours would greatly help sync the game with unpredictability of real life.

Wherever You Went - Here You Are

Tobiaz
Spacerats
#50 - 2012-03-20 14:38:03 UTC
How about paying ISK for using jumpclones? The more you use it in a day, the more expensive it becomes. Hey presto, another ISK-sink!

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Morgals
Republic Military School
Minmatar Republic
#51 - 2012-03-20 14:42:09 UTC
Last night i did not log into eve...I played something else mainly because last night I logged in late(kids was in an after school program so bed time was late). My corp was running some incursions and was looking for some dps to fill out the fleet(even had an extra legion for me to borrow.) so jump out kill some sancha and make some isk. Now tonight there was a CTA and I did not bother to log on knowing that i could not jump back. Even if I logged in when my JC was ready the fleet would have left and since I stayed up late last night playing was not to keen on staying up late to try to catch up to an op that was already 65% over.

Anythime a player feels it is not worth logging in you have a problem.

JC the night before is also not a good idea, because you are then stuck in the JC for your next play session.
Eg)you jump out to do WH but no good sites are found or you WH is occupied, a plague seems to have struck your corp..may as well log off if the planned op is a no go since you are stuck there..
Or
you jump and the next day you find you logged in a bit later than normal and your fleet has already left via titan bridge 80 jumps away and not much action in your local area...may as well log.

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Aloe Cloveris
The Greater Goon
#52 - 2012-03-20 15:42:24 UTC
E man Industries wrote:
jumpclone timer reduction/~22 hours


This really does need to be a thing. 22 hour cooldown is ideal. If you argue that "uh, well 24+ hours makes those decisions mean something. SO DEEP. SO HARDCORE." you're an ass.




Marlona Sky
State War Academy
Caldari State
#53 - 2012-03-20 15:47:18 UTC
No. Power projection is easy enough. The last thing it needs is a boost. You should be lucky jump clones actually exist. Back in my day we didn't have shoes. And there was those damn hills that only went up both ways...
RaTTuS
BIG
#54 - 2012-03-20 16:17:30 UTC
as i've said before
a skill to change it 1hr / level

http://eveboard.com/ub/419190933-134.png http://i.imgur.com/kYLoKrM.png

Lyron-Baktos
The Scope
Gallente Federation
#55 - 2012-03-20 16:22:12 UTC
ya, smaller timers would be great. The way it is right now, if I run missions in hi-sec on Monday night because my pvp corp is slow, I also suffer on Tuesday night because of the 24 hour timer. Lowering the timer will let me play Eve differently every single night.
Lyron-Baktos
The Scope
Gallente Federation
#56 - 2012-03-20 16:24:29 UTC
Also, this hurts newer players who can't afford to buy or train up a alt. Also hurts us as we can't make isk as much as we want to
Borun Tal
Brutor Tribe
Minmatar Republic
#57 - 2012-03-20 16:26:22 UTC
I'd like to be able to use my jump clone every hour. Oh, and I want about 38 jump clones. Places to go, people to see. Anything else is just unfair!!
Cristl
#58 - 2012-03-20 17:04:14 UTC
A fine idea. 22 hours or 25 hr minus 1 per level keeps the original intent, preventing teleporting at-will, but reduces/removes annoyance.

Morgals wrote:

Anythime a player feels it is not worth logging in you have a problem.


Indeed.
Definitely.
Cpt Syrinx
Jovian Labs
Jovian Enterprises
#59 - 2012-03-20 18:08:36 UTC
Excellent idea. Those of us with busy lives would all applaud this!


masternerdguy wrote:
(...)This is not a problem.


Who let you back in? And were they drinking?
Elzon1
School of Applied Knowledge
Caldari State
#60 - 2012-03-20 20:00:39 UTC
Tippia wrote:
That's the whole point: to reduce the usefulness of having those special clones. It's a balancing solution and as a bonus it adds a planning, prediction, and preparation element and it also adds for the odd combination of allowing for instant travel without completely trivialising long-distance travel

It's not a useless limitation — it's a limitation on usefulness, which is a very good purpose for it and it does it really well

…aside from the 24h+ forward creep that the current timer creates, rather than making it a once-a-day thing.


Right... that completely makes sense..

Lets say you go to work everyday on a bicycle, it takes you 2 hours to get there and back

Now lets say I create a vehicle that allows you to get there and back in less than 15 minutes

In order to "balance things out" the local government essentially put a large hill/mountain in the way

Now it takes 1 hour and 45 minutes to traverse the same distance in the new vehicle.

Lets say people make a little town/village on top of the mountain because people wanted to rest and talk a little. Businesses form on top of the hill/mountain

Now, let say a new individual comes into town. This individual sees the hill/mountain and questions the sanity of such a limitation.

He goes to the local townsfolk to make a suggestion. Local townsfolk, why not take full advantage of this new vehicle by removing the hill/mountain or better yet... make a tunnel through it so the original path can be used by the new vehicles

Arguments are made that the businesses on top of the hill/mountain will cease to exist. The newcomer says that its not his fault that they decided to construct businesses on top of the hill/mountain... adapt or die

"Adapt or die?", the townsfolk say. The newcomer says, oh sorry... I play EVE Online you see... Pirate

Townsfolk: Straight

/End of story

Sure the timer limitation came with the jump clone capability, but why keep it? And its not CCP's fault for people evolving strategies with the jump clone timer limitation.

I have personally been limited by this timer before in that I couldn't pvp and pve when I wanted to (I adapted). Removal of the timer will allow for greater utility of the jump clone system even if additional costs are added. ISK isn't really a limiting factor, time is.

Removal of timer could also open up new play style possibilities that weren't considered previously.