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Can someone explain why we need a 24 hour timer on jumping to a new clone?

Author
James Amril-Kesh
Viziam
Amarr Empire
#41 - 2012-10-25 12:34:44 UTC
Rordan D'Kherr wrote:
James Amril-Kesh wrote:
Well what I know for sure is a lot of us don't us jump clones for their intended purpose, but instead we use them to store different implant sets. Being able to switch between implant sets only once per 24 hours is detrimental to PVP. For example, during a quiet period you and a whole bunch of other people in your alliance jump into ratting clones. My ratting clone has +5 learning implants and 5% damage hardwirings. 10 hours later there's a spontaneous fleet. A large number of people aren't going to be showing up to this fleet because they don't want to risk their blinged out brains.


Consequences. Yeah. Bad thingy.

The consequences are entirely avoidable as it is, the problem is that everyone chooses to avoid the consequences and this comes at the expense of PVP.

Enjoying the rain today? ;)

svenska flicka
Caldari Provisions
Caldari State
#42 - 2012-10-25 12:37:52 UTC
James Amril-Kesh wrote:
Well what I know for sure is a lot of us don't us jump clones for their intended purpose, but instead we use them to store different implant sets. Being able to switch between implant sets only once per 24 hours is detrimental to PVP. For example, during a quiet period you and a whole bunch of other people in your alliance jump into ratting clones. My ratting clone has +5 learning implants and 5% damage hardwirings. 10 hours later there's a spontaneous fleet. A large number of people aren't going to be showing up to this fleet because they don't want to risk their blinged out brains.

A couple solutions to this problem would be allowing jumps within clones at the same station with a greatly reduced timer or no timer at all, or allowing unplugging of learning implants without destroying them (and possibly hardwirings with some penalty).

However I just thought of a way this could be exploited in combination with death cloning, but death cloning is already a problem. The solution to this, I propose, would be so that you cannot change your medical clone station more than once every 48 hours.



Maybe even just let anyone store implants as much as they want and or replace without destroying them for an ISK sink charge or something and remove that feature from jump clones altogether. Then if you want to jump across the galaxy to a clone with implants you need to have those implants at that hangar or buy them there.

You still lose them if you get podded flying with them so am I crazy to suggest that? Or would that for some reason I cannot see currently be OP???
Da'iel Zehn
Evil Frosty's Premium Liqours and Fine Wines
#43 - 2012-10-25 13:33:18 UTC
I'm good with 12 hours.
Rordan D'Kherr
Imperial Academy
Amarr Empire
#44 - 2012-10-25 14:27:18 UTC
James Amril-Kesh wrote:
Rordan D'Kherr wrote:
James Amril-Kesh wrote:
Well what I know for sure is a lot of us don't us jump clones for their intended purpose, but instead we use them to store different implant sets. Being able to switch between implant sets only once per 24 hours is detrimental to PVP. For example, during a quiet period you and a whole bunch of other people in your alliance jump into ratting clones. My ratting clone has +5 learning implants and 5% damage hardwirings. 10 hours later there's a spontaneous fleet. A large number of people aren't going to be showing up to this fleet because they don't want to risk their blinged out brains.


Consequences. Yeah. Bad thingy.

The consequences are entirely avoidable as it is, the problem is that everyone chooses to avoid the consequences and this comes at the expense of PVP.


You could choose to avoid the consequence by staying in your PvP clone (especially if you are in a pvp alliance like Razor with an active campaign afaik).

Don't be scared, because being afk is not a crime.

svenska flicka
Caldari Provisions
Caldari State
#45 - 2012-10-25 14:31:25 UTC
Rordan D'Kherr wrote:
James Amril-Kesh wrote:
Rordan D'Kherr wrote:
James Amril-Kesh wrote:
Well what I know for sure is a lot of us don't us jump clones for their intended purpose, but instead we use them to store different implant sets. Being able to switch between implant sets only once per 24 hours is detrimental to PVP. For example, during a quiet period you and a whole bunch of other people in your alliance jump into ratting clones. My ratting clone has +5 learning implants and 5% damage hardwirings. 10 hours later there's a spontaneous fleet. A large number of people aren't going to be showing up to this fleet because they don't want to risk their blinged out brains.


Consequences. Yeah. Bad thingy.

The consequences are entirely avoidable as it is, the problem is that everyone chooses to avoid the consequences and this comes at the expense of PVP.


You could choose to avoid the consequence by staying in your PvP clone (especially if you are in a pvp alliance like Razor with an active campaign afaik).



PVP clones has implants as well also for different situations depending on what you fly etc. So that argument is mute, thank you.
Mehashi 'Kho
New Eden Motion Pictures
#46 - 2012-10-25 14:31:44 UTC
James Amril-Kesh wrote:
The consequences are entirely avoidable as it is, the problem is that everyone chooses to avoid the consequences and this comes at the expense of PVP.

+1 Happens all the time. Not only the damage mitigating circumstance as you've mentioned, it's also sometimes the case you are simply in the wrong clone for the job, that even if you were willing to use you couldn't because you don't have the PG implant due to being in slaves, or other similar situations.

12 hours or less would be better, so if I have an engagement requiring 1 clone in the late evening on friday, when I log on saturday I could be ready to change clone appropriate to the days targets, instead of having to wait until I have to go to bed to change clone hoping I get it right for sunday.
svenska flicka
Caldari Provisions
Caldari State
#47 - 2012-10-25 14:36:05 UTC
Mehashi 'Kho wrote:
James Amril-Kesh wrote:
The consequences are entirely avoidable as it is, the problem is that everyone chooses to avoid the consequences and this comes at the expense of PVP.

+1 Happens all the time. Not only the damage mitigating circumstance as you've mentioned, it's also sometimes the case you are simply in the wrong clone for the job, that even if you were willing to use you couldn't because you don't have the PG implant due to being in slaves, or other similar situations.

12 hours or less would be better, so if I have an engagement requiring 1 clone in the late evening on friday, when I log on saturday I could be ready to change clone appropriate to the days targets, instead of having to wait until I have to go to bed to change clone hoping I get it right for sunday.



It especially hurts during weekends, no kidding.
Holy One
Privat Party
#48 - 2012-10-25 14:41:07 UTC
Long long long advocated just putting in a rank 12 skill to miitgate clone jumping down to 5-6 hrs tops.

:)

svenska flicka
Caldari Provisions
Caldari State
#49 - 2012-10-25 14:41:58 UTC
Holy One wrote:
Long long long advocated just putting in a rank 12 skill to miitgate clone jumping down to 5-6 hrs tops.



and force every one in the game to train it to level 5.

Again, terrible solution.
Rek Seven
University of Caille
Gallente Federation
#50 - 2012-10-25 14:42:32 UTC
Yeah, going an op on Friday night and then logging on Saturday morning and having to wait all day to get in your real clone sucks!
Holy One
Privat Party
#51 - 2012-10-25 14:43:09 UTC
svenska flicka wrote:
Holy One wrote:
Long long long advocated just putting in a rank 12 skill to miitgate clone jumping down to 5-6 hrs tops.



and force every one in the game to train it to level 5.

Again, terrible solution.


Yeah I am forcing you to make terrible posts as well. I should probably stop.

:)

svenska flicka
Caldari Provisions
Caldari State
#52 - 2012-10-25 14:45:09 UTC
Holy One wrote:
svenska flicka wrote:
Holy One wrote:
Long long long advocated just putting in a rank 12 skill to miitgate clone jumping down to 5-6 hrs tops.



and force every one in the game to train it to level 5.

Again, terrible solution.


Yeah I am forcing you to make terrible posts as well. I should probably stop.



Your idea for solution is terrible, sorry I hurt your feelings.
March rabbit
Aliastra
Gallente Federation
#53 - 2012-10-25 15:03:30 UTC
James Amril-Kesh wrote:
Rordan D'Kherr wrote:
James Amril-Kesh wrote:
Well what I know for sure is a lot of us don't us jump clones for their intended purpose, but instead we use them to store different implant sets. Being able to switch between implant sets only once per 24 hours is detrimental to PVP. For example, during a quiet period you and a whole bunch of other people in your alliance jump into ratting clones. My ratting clone has +5 learning implants and 5% damage hardwirings. 10 hours later there's a spontaneous fleet. A large number of people aren't going to be showing up to this fleet because they don't want to risk their blinged out brains.


Consequences. Yeah. Bad thingy.

The consequences are entirely avoidable as it is, the problem is that everyone chooses to avoid the consequences and this comes at the expense of PVP.

and this is problem CCP NEEDS TO FIX?Shocked

The Mittani: "the inappropriate drunked joke"

Rordan D'Kherr
Imperial Academy
Amarr Empire
#54 - 2012-10-25 15:44:22 UTC
svenska flicka wrote:
Rordan D'Kherr wrote:
James Amril-Kesh wrote:
Rordan D'Kherr wrote:
James Amril-Kesh wrote:
Well what I know for sure is a lot of us don't us jump clones for their intended purpose, but instead we use them to store different implant sets. Being able to switch between implant sets only once per 24 hours is detrimental to PVP. For example, during a quiet period you and a whole bunch of other people in your alliance jump into ratting clones. My ratting clone has +5 learning implants and 5% damage hardwirings. 10 hours later there's a spontaneous fleet. A large number of people aren't going to be showing up to this fleet because they don't want to risk their blinged out brains.


Consequences. Yeah. Bad thingy.

The consequences are entirely avoidable as it is, the problem is that everyone chooses to avoid the consequences and this comes at the expense of PVP.


You could choose to avoid the consequence by staying in your PvP clone (especially if you are in a pvp alliance like Razor with an active campaign afaik).



PVP clones has implants as well also for different situations depending on what you fly etc. So that argument is mute, thank you.


So clone hopping is the solution to mitigate consequences of your clone choice in the first place? Besides that: I doubt that you are unable to do something because you are in a clone with certain implants. Your argument is mute, try again.

Don't be scared, because being afk is not a crime.

svenska flicka
Caldari Provisions
Caldari State
#55 - 2012-10-25 15:48:11 UTC
Rordan D'Kherr wrote:
I doubt that you are unable to do something because you are in a clone with certain implants. Your argument is mute, try again.



Learn the game before you argue any further please.

Rordan D'Kherr
Imperial Academy
Amarr Empire
#56 - 2012-10-25 15:51:20 UTC
svenska flicka wrote:
Rordan D'Kherr wrote:
I doubt that you are unable to do something because you are in a clone with certain implants. Your argument is mute, try again.



Learn the game before you argue any further please.



I play since 2007. Please explain your argument on a concrete example. Thanks

Don't be scared, because being afk is not a crime.

svenska flicka
Caldari Provisions
Caldari State
#57 - 2012-10-25 15:56:16 UTC  |  Edited by: svenska flicka
Rordan D'Kherr wrote:
svenska flicka wrote:
Rordan D'Kherr wrote:
I doubt that you are unable to do something because you are in a clone with certain implants. Your argument is mute, try again.



Learn the game before you argue any further please.



I play since 2007. Please explain your argument on a concrete example. Thanks



I don't have the time to do the much needed power point display with colorful pictures for you, sorry.

Let's just say, this issue we are arguing about will clearly not affect you so don't worry about a thing.
Gillia Winddancer
Aliastra
Gallente Federation
#58 - 2012-10-25 15:57:40 UTC
So the issue at hand is not the instant travelling (which is a bad feature to have regardless) but rather the unwillingness to lose bling bling implants.

So what happened to EVE being all "hardcore" and "don't fly (or rather use) what you cannot afford to lose and yada yada yada?

I really get the feeling that people only want the "anti-carebear" measurements only as long as they themselves aren't affected by it.
Rordan D'Kherr
Imperial Academy
Amarr Empire
#59 - 2012-10-25 15:57:57 UTC  |  Edited by: Rordan D'Kherr
svenska flicka wrote:
Rordan D'Kherr wrote:
svenska flicka wrote:
Rordan D'Kherr wrote:
I doubt that you are unable to do something because you are in a clone with certain implants. Your argument is mute, try again.



Learn the game before you argue any further please.



I play since 2007. Please explain your argument on a concrete example. Thanks



I don't have the time to do the much needed power point display with colorful pictures for you, sorry.

Let's just say, this issue we are arguing about will clearly not affect you so don't worry about a thing.


That pretty much is the answer I have expected.

Come again with an argument please.

A valid argument looks like this:

Gillia Winddancer wrote:
So the issue at hand is not the instant travelling (which is a bad feature to have regardless) but rather the unwillingness to lose bling bling implants.

So what happened to EVE being all "hardcore" and "don't fly (or rather use) what you cannot afford to lose and yada yada yada?

I really get the feeling that people only want the "anti-carebear" measurements only as long as they themselves aren't affected by it.


and I second that.

Don't be scared, because being afk is not a crime.

baltec1
Bat Country
Pandemic Horde
#60 - 2012-10-25 15:58:55 UTC
Da'iel Zehn wrote:
I'm good with 12 hours.

Which is why its 24.