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we need jump clone reform

Author
Lord Zim
Gallente Federation
#21 - 2012-06-21 15:34:17 UTC
Tenchi Sal wrote:
Lord Zim wrote:
How about removing jumpclones altogether?


removing them all together will have the complete opposite effect. you have even less people inclined to pvp.

Either use +3s or don't use implants then. vOv

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Lipbite
Express Hauler
#22 - 2012-06-21 15:39:49 UTC
Haquer wrote:
how exactly you can lose a pod unless you're just being stupid.


Most people aren't the brightest kind + most want to relax within game so April survey results aren't any kind of wonder (only 25% interesting in EVE PvP). Overcomplicated EVE tech shaman rituals making PvP inaccessible for most of players - jump clones mechanics included.

Real problem is if PvP in EVE will become too simply - hordes of casuals will disintegrate null-sec alliances in no time. And CCP caring about null-sec alliances a lot - I'd say it's the only part of player base they are caring about. So I wouldn't expect any substantial clone mechanics changes - maybe just 23 hours cooldown instead of 24h. Otherwise it will put whole system in danger of destabilization (imagine gangs of thousands RvB frigates and cruisers roaming null-sec).
Lord Zim
Gallente Federation
#23 - 2012-06-21 15:43:38 UTC
Lipbite wrote:
hordes of casuals will disintegrate null-sec alliances in no time.

Heh, no.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Singoth
Federal Navy Academy
Gallente Federation
#24 - 2012-06-21 15:47:42 UTC
Ehm... maybe don't use implants at all? Or use the cheap ones that you can afford to lose.
You know, much like you don't fly ships you can't afford to lose? Don't fly implants you can't afford to lose.

Simple as that.

Less yappin', more zappin'!

Simetraz
State War Academy
Caldari State
#25 - 2012-06-21 15:49:16 UTC
Lipbite wrote:
(imagine gangs of thousands RvB frigates and cruisers roaming null-sec).


OMG there would be targets all over the place.
That would just be terrible.

You wouldn't even have to try and get them out of station or there POS's cause they wouldn't have any.

Yeh I can see how that would completely destroy 0.0




Doddy
Excidium.
#26 - 2012-06-21 15:57:02 UTC
Singoth wrote:
Ehm... maybe don't use implants at all? Or use the cheap ones that you can afford to lose.
You know, much like you don't fly ships you can't afford to lose? Don't fly implants you can't afford to lose.

Simple as that.


but but but my lost sp!
Emma Royd
Maddled Gommerils
#27 - 2012-06-21 15:57:29 UTC
There could be an interesting solution to this.

Keep the jump clone period at 24 hours, but have the option to jump early with the penalty of either losing implants in the clone you're jumping from or to, depending on how early you jump depends on the percentage chance of something bad happening.

If you've not got implants in either clone, then you're on a winner, since chances are you could already pod-kill yourself up there if you were desperate and didn't mind forking out for the clone update.

There could be a skill that lessens the chance of the bad stuff happening, but it shouldn't eliminate it altogether.

Haquer
Vorkuta Inc
#28 - 2012-06-21 16:37:21 UTC
Tenchi Sal wrote:
Haquer wrote:
I mean unless you're a drooling at the mouth sperg who facerolls their keyboard while playing, I don't see how exactly you can lose a pod unless you're just being stupid.



people win, people lose, it happens. in null, when someone can instantly put a bubble around you, you wouldnt want to be caught with nice implants.


i've seen a few good suggestions in this thread. ANY of them would be FAR BETTER then this crappy game mechanic we have now.

ccp could even take the average time players play the game per day and subtract it from the 24 hours and it would still be better then what it is now.


I have 2 characters in nullsec right now in hostile systems with +4's in their heads. Quit being a whiny babby.
Kieron VonDeux
#29 - 2012-06-21 16:40:04 UTC
Tenchi Sal wrote:
Lord Zim wrote:
How about removing jumpclones altogether?



removing them all together will have the complete opposite effect. you have even less people inclined to pvp.


Not if you remove JCs and allow all implants to be unplugable/swapable.
killorbekilled TBE
The Scope
Gallente Federation
#30 - 2012-06-21 16:40:59 UTC
no we dont.

:)

Eternal Error
Doomheim
#31 - 2012-06-21 16:52:24 UTC  |  Edited by: Eternal Error
No. Die less, get podded less, or stop whining and learn to pvp with +3s and pay for the new clones. As someone already mentioned, I don't think jump clones were intended to avoid implant loss, they were intended for jumping between regions quickly to defend or assault assets.

That being said, I WOULD be in favor of a small tweak regarding pods and bubbles. Something as drastic as making pods immune to bubbles makes it too easy and is too significant a change. Maybe pods should get scrambled for a set period of time (say, 5-10 seconds) by a bubble, but after that time period their warp drives recalibrate and they can get away. Plenty of risk and dead pods, but no more fish in a barrel.
Betrinna Cantis
#32 - 2012-06-21 17:11:32 UTC
Kieron VonDeux wrote:
Tenchi Sal wrote:
Lord Zim wrote:
How about removing jumpclones altogether?



removing them all together will have the complete opposite effect. you have even less people inclined to pvp.


Not if you remove JCs and allow all implants to be unplugable/swapable.

Skillbook- Jump Clone Mechanics- 10% reduction in cooldown period between jumps per level. 8x Multiplier Cost 50 million Isk.
There is your 50% timer reduction at level 5. Unplugable Implants would be nice, but limit the amount of times you can reuse them.

Alts have been changed to protect the Innocent. You may have mistaken me for someone who cares.....

Haoibuni
Mish 4 free
#33 - 2012-06-21 18:32:27 UTC  |  Edited by: Haoibuni
-1

If Jump clone timer was lowered to, say, 18hrs then many many 0.0 dwellers would jump back to high sec at the end of their play session to take advantage of thier high sec +5's.

Leader1: "Titan tackled 2 jumps out, send Jabber pings, get everyone online, lets go"
Leader2: "Nah, don't bother mate, our EU contingent has just jumped to hi-sec and our US bros still have an hour left on their jump clone timers before they can jump up here."

Null sec would become even more empty and lose a great deal of spontanaiety.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#34 - 2012-06-21 18:34:36 UTC
I'd like to see the standings requirement on them removed. Forcing people to grind missions solely to get access to jump clones is a barrier to taking risks.

Founding member of the Belligerent Undesirables movement.

Pak Narhoo
Splinter Foundation
#35 - 2012-06-21 18:38:49 UTC
FloppieTheBanjoClown wrote:
I'd like to see the standings requirement on them removed. Forcing people to grind missions solely to get access to jump clones is a barrier to taking risks.

if you cannot figure out that there are services specially made to circumvent the standings requirements you maybe are in the wrong game.
Simetraz
State War Academy
Caldari State
#36 - 2012-06-21 18:39:47 UTC  |  Edited by: Simetraz
Haoibuni wrote:
-1

If Jump clone timer was lowered to, say, 18hrs then many many 0.0 dwellers would jump back to high sec at the end of their play session to take advantage of thier high sec +5's.

Leader1: "Titan tackled 2 jumps out, send Jabber pings, get everyone online, lets go"
Leader2: "Nah, don't bother mate, our EU contingent has just jumped to hi-sec and our US bros still have an hour left on their jump clone timers before they can jump up here."

Null sec would become even more empty and lose a great deal of spontanaiety.


Nope that excuse to too thin.
Not worth it to jump clone every 18 hours.
Maybe some would do it but overall it is way too much hassle.
The ones that do are the ones that would never show up for a CTA anyways.
Besides null alliances have lots of rules now to control there members, what is one more.
IF you can't keep your members out of high-sec then you have bigger problems then just jump clones.
Freezehunter
#37 - 2012-06-21 18:41:02 UTC  |  Edited by: Freezehunter
Pak Narhoo wrote:
FloppieTheBanjoClown wrote:
I'd like to see the standings requirement on them removed. Forcing people to grind missions solely to get access to jump clones is a barrier to taking risks.

if you cannot figure out that there are services specially made to circumvent the standings requirements you maybe are in the wrong game.


That's the idea, why the **** have to CIRCUMVENT stupid **** instead of just removing it because it's a massive pain in the ass?

We should not have to have corporations like Estel Arador just to bypass a pain in the ass requirement that can just be removed.

If people are going out of their way to bypass **** like standings requirements, PVPing in learning implanted clones, waiting for the jump clone timer in the same station and other stuff like that, why still have them in the first place, when all they do is put arbitrary bullshit barriers to fun that people bypass anyway, while getting severely annoyed at the same time instead of having fun?

Inappropriate signature, CCP Phantom.

Zyress
Caldari Provisions
Caldari State
#38 - 2012-06-21 18:41:34 UTC
I could care less about distances I just know I'd do it more evenings if the timer were short enough for me to jump back on my next login, 12 hours would be ok for that but honestly 4 would be better, particularly on a weekend when I may login more than once in a 12 hour period
AureoBroker
Perkone
Caldari State
#39 - 2012-06-21 18:43:39 UTC
I thought half the freaking galaxy suggested the "Eliminate the cooldown for in-station" already.
Dave stark
#40 - 2012-06-21 18:50:07 UTC
i got lazy and skipped the page 2 replies. has nobody thought of resetting jump clones at a pre-set time?
eg midnight eve time is when the clone resets.

sure it means you can jump clone to jita at 11pm, and your clone will reset in 1hr, but if you jump back directly after you've still got a 24hr cooldown.

the above situation is probably what CCP want to avoid, but it would solve the issue the OP and probably many other people have.
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