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Clone costs and old vets

First post
Author
Six Six Six
Doomheim
#281 - 2013-05-16 02:57:55 UTC
Corey Fumimasa wrote:
lollerwaffle wrote:

So you're saying that a high SP player is making a poor choice when he wants to engage in some t1 frigate pvp? You're saying that high SP players should only fly bling ships, or high SP ships? Not everyone wants to sit in a cap/supercap all day, you know?



Its a poor choice to skill a frig pilot up to 150 million SP's. It was a mistake and anyone who did so is going to pay for it.





If your main gripe is about shaking in your boots heading into combat, that could easily be rectified even at lower clone prices.

The old alt trick, make an alt transfer surplus funds into said alt and delete. Fit some combat implants into your clone that you can't afford to replace, then everything should be fine.
lollerwaffle
Perkone
Caldari State
#282 - 2013-05-16 03:46:03 UTC
Corey Fumimasa wrote:
The game is as advertised, to come here whining about how unfair and difficult it is after playing for 100million skill points is just bizarre. What game did you think that you were playing?


No one is whining that it's unfair or difficult. It just doesn't make any sense to have such high clone costs for higher SP players, as this essentially means that it's not worth going on a t1 suicide frigate roam for such a pilot.

As an example, if I went out in a t1 frigate roam, a full t2 fitted frigate costs around 8-10mil nowadays. My close costs are 30mil. This means that every time I lose my pod, I could have fitted and fought in 3 ships. If you didn't know, even if t1 frgates were rebalanced/buffed, they're still relatively fragile, and the chances of losing your ships is pretty high.

This is particularly true when you add in friends to the equation. Flying around in a gang means you're looking to take on gangs of similar or larger size, where often times a frigate is easily instapopped since it's almost impossible to get transversal on all 5-20 of the opposing gang.

Another issue with having multiple alts to be able to fly other ships and keep clone costs done, is, aside from the increased RL cost of maintaining such accounts, it would break the immersion factor for a lot of people. Here's my pilot, I can do many things, but can only one thing at any single moment. It feels unrealistic flying around with, for example, a falcon alt, booster alt, tackling alt, scout alt, DPS alt, ewar alt etc.

Finally, having a high SP clone doesn't automatically make you 'better' as a lot of misconceptions seem to be propagated on this basis.

I do agree that clone costs SHOULD go up as your SP rises, but as of the current costs, they may be a tad high, but I hear CCP is making changes so we shall see what those bring.

*************

On a separate issue, for the ISK sink vs ISK faucet issue, while clone costs represent a not insignificant ISK sink, I agree with another poster above that cheaper clones = more PVP = more ships/stuff lost = more market transactions = more taxes

I can't be bothered to work out which is a larger ISK sink (i.e. more market taxes vs more expensive clones), but surely you can't be suggesting nerfing ISK faucets? If you are, then yes, I agree, we should definitely nerf ISK faucets, such as Null sec ratting/high sec level 4/incursions etc. Be prepared for the **** storm following any suggestions to balancing those things though vOv
lollerwaffle
Perkone
Caldari State
#283 - 2013-05-16 03:49:06 UTC
Corey Fumimasa wrote:
lollerwaffle wrote:

So you're saying that a high SP player is making a poor choice when he wants to engage in some t1 frigate pvp? You're saying that high SP players should only fly bling ships, or high SP ships? Not everyone wants to sit in a cap/supercap all day, you know?



Its a poor choice to skill a frig pilot up to 150 million SP's. It was a mistake and anyone who did so is going to pay for it.

It's a poor choice if you fly frigates EXCLUSIVELY. However, most sane people would not skill up a 150mil SP frigate pilot.

Is it a poor choice if I want to have level 5 on all my t2 ship skills and yet have the option of flying cheap disposable frigates every now and again? You're saying that it SHOULD NOT BE VIABLE for a high SP character to fly a cheap disposable frigate? Is that what you're really saying?
Bi-Mi Lansatha
The Scope
Gallente Federation
#284 - 2013-05-16 06:49:40 UTC
Yokai Mitsuhide wrote:

That is a ridiculous comment. I wanna fly any and everything, just because I have a high amount of SP I shouldn't have to give up on flying smaller ships like frigates. Very poor way of looking at things.
Nothing is stopping a person from doing that.
Bi-Mi Lansatha
The Scope
Gallente Federation
#285 - 2013-05-16 07:07:14 UTC
lollerwaffle wrote:

So you're saying that a high SP player is making a poor choice when he wants to engage in some t1 frigate pvp? You're saying that high SP players should only fly bling ships, or high SP ships? Not everyone wants to sit in a cap/supercap all day, you know?

No, I am saying knowing the game mechanic of clones, choosing to train up a 200M skill point, know the chances of being podded in a T1 during PvP is high, and still using that toon in PvP... is a choice.

It is going to cost you. You know that. I have been told over and over again that skill points mean so little (by some) or cap out at a certain (65M which makes sense), so anything else you put in your PvP character is a choice, but you aren't improving you PvP abilities and are costing yourself more ISK.

It is a choice some make and accept. Others make it and have tears... for them it is a poor choice.


Bi-Mi Lansatha
The Scope
Gallente Federation
#286 - 2013-05-16 07:11:39 UTC
lollerwaffle wrote:
No one is whining that it's unfair...
Your statement is incorrect. Some bitter vets are shedding tears because it isn't fair.

Other are pointing out a game mechanic that might be detrimental to the game play.

Both want the same goal, but for different reasons.


Bi-Mi Lansatha
The Scope
Gallente Federation
#287 - 2013-05-16 07:27:26 UTC
lollerwaffle wrote:

Finally, having a high SP clone doesn't automatically make you 'better' as a lot of misconceptions seem to be propagated on this basis.

I do agree that clone costs SHOULD go up as your SP rises, but as of the current costs, they may be a tad high, but I hear CCP is making changes so we shall see what those bring.
It isn't even a question of higher SP toons paying more, but also that the cost mostly fall on PvPers. Those toon with 200M that are industrialist suffer little with this system, yet enjoy all of the advantages of their high skill level.

I am not sure clone costs do 'balance' PvP in any meaningful way but, if they do... a 65M skill pinot has the same advantage a 200M skill pilot does. Why are their clone costs different?


Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#288 - 2013-05-16 07:38:48 UTC
Bi-Mi Lansatha wrote:
I am not sure clone costs do 'balance' PvP in any meaningful way but, if they do... a 65M skill pinot has the same advantage a 200M skill pilot does. Why are their clone costs different?

Because developers aren't Gods, and sometimes make mistakes.

That's why we get patches every once in a while.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Bi-Mi Lansatha
The Scope
Gallente Federation
#289 - 2013-05-16 08:29:49 UTC
Destiny Corrupted wrote:
Bi-Mi Lansatha wrote:
I am not sure clone costs do 'balance' PvP in any meaningful way but, if they do... a 65M skill pinot has the same advantage a 200M skill pilot does. Why are their clone costs different?

Because developers aren't Gods, and sometimes make mistakes.

That's why we get patches every once in a while.
They aren't Gods! Shocked

I haven't seen a developer explain why the system is the way it is (that is God like); of course they may have in the past and I just missed it. The only two reasons players have given is ISK sinks and PvP balancing.

1. I understand it is an ISK sink, but if that sink is hurting overall game play... is it doing more harm than good to the game
2. PvP balancing... maybe, but after a certain point 65M (? )extra skills don't help.



Tippia
Sunshine and Lollipops
#290 - 2013-05-16 08:45:43 UTC  |  Edited by: Tippia
Gogela wrote:
That's a good argument. I don't know how big of a sink clone costs are tbqh... I guess if I knew that I'd have to re-evaluate my position.
About 27 billion a day last time any numbers were published. Compare this to 120bn in market fees; 180bn in LP store fees; 500bn in NPC sell orders. All in all, roughly 2 trillion ISK is injected into the game on a daily basis and 1 trillion is sunk.

...the recent BPO price hike alone is enough to cancel out the utterly minute sink that would be lost if there were no clone costs at all. The loss of ~9bn from the upcoming 30% reduction in clone costs amounts to a rounding error in the overall faucet/sink balance.
addelee
KarmaFleet
Goonswarm Federation
#291 - 2013-05-16 10:12:51 UTC
lollerwaffle wrote:
Corey Fumimasa wrote:
lollerwaffle wrote:

So you're saying that a high SP player is making a poor choice when he wants to engage in some t1 frigate pvp? You're saying that high SP players should only fly bling ships, or high SP ships? Not everyone wants to sit in a cap/supercap all day, you know?



Its a poor choice to skill a frig pilot up to 150 million SP's. It was a mistake and anyone who did so is going to pay for it.

It's a poor choice if you fly frigates EXCLUSIVELY. However, most sane people would not skill up a 150mil SP frigate pilot.

Is it a poor choice if I want to have level 5 on all my t2 ship skills and yet have the option of flying cheap disposable frigates every now and again? You're saying that it SHOULD NOT BE VIABLE for a high SP character to fly a cheap disposable frigate? Is that what you're really saying?


It should be a viable option. I run as a bubbler a lot and it's getting expensive as the ship is paper thin and the clone costs double the amount of said ship.

Of course, we could all train multiple alts to be frigate pilots, a cruiser pilot (obviously, sheild tanking and armor tanking), BS, BC, BLOPS, logi, snipers not to mention the support skills like a miner, hauler, jf pilot. Seems a 150mill sp would need quite a few alts therefore donations are welcome to fund the accounts Twisted
Ruvin
Amarr Empire
#292 - 2013-05-16 10:33:08 UTC
older players make more money so the cost's of theyre living/playing/dieing should be higher .

If a 5 day player in a t1 frigate gets (example) 1 million from missions and in a pvp battle looses 500k of it , he will have left 500k right ?
If a 5 year player in a t1 frigate gets (example) 100 millions from missions and in pvp battle looses 500k , he will have left 99.500k like 99% , he doesnt lose anything almost AT ALL .

Im not saying a veteran must lose 50 millions , but a LOT more then a new player .
Profit's grow exponentially , i mean ships dont cost 1 million 2 millions 3 millions . they cost like 500k 5 millions 50 millions 200 and so on right ?

The rewards from different activities do also grow by a LOT , so the costs should

Opportunities multiply as they are seized.

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#293 - 2013-05-16 11:09:26 UTC
Ruvin wrote:
older players make more money so the cost's of theyre living/playing/dieing should be higher .

This is a fallacy, and can only be true by incidence. There are only a few methods of making money in the game that increase in efficiency proportionally to skill points, such as mining, and high-end anomalies.

The rest of the methods usually cap out within a few million skill points. Take null ratting for example. With a combat build, you can reliably kill those rats at maybe 5-10 million skill points. That level 5 T2 gun specialty might allow the really old character to do it slightly faster, but if your newer character is focused, the difference is so small that it's insignificant.

And then you have methods like trading, scamming, ninja-salvaging, etc etc, where the only difference in moneymaking rates comes from player competency, and not skill point counts.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#294 - 2013-05-16 11:14:23 UTC
You guys blahblahing about isk syncs should actually be happy with the idea of getting clone costs removed and transfer this sync to market trading and fees, decrease trading skills effect on NPC taxes amount which would crate a higher isk sync than clones cost.
But I'm sure you guys don't want this, you don't care about isk syncs which are a poor minded excuse to justify you want to keep tràlàlà grieffing tools, or those you think they are.

You're wrong all the line, as you have been all over the years with your poor troglodyte ideas who want to keep this game running under XP with graphics from the 70's etc., you can't adapt to necessary changes but you will have to.

I've got another bad news for you to prove how wrong you are again, second character training ability in the same account is ON

Clones costs and the silliness it is has to go away, it's counter productive for all areas of the game as it is for the interest in playing on the long term, brings no benefit but assets that are nothing more than pixels coming and going.

removed inappropriate ASCII art signature - CCP Eterne

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#295 - 2013-05-16 11:23:32 UTC  |  Edited by: Sergeant Acht Scultz
Destiny Corrupted wrote:
Ruvin wrote:
older players make more money so the cost's of theyre living/playing/dieing should be higher .

This is a fallacy, and can only be true by incidence. There are only a few methods of making money in the game that increase in efficiency proportionally to skill points, such as mining, and high-end anomalies.

The rest of the methods usually cap out within a few million skill points. Take null ratting for example. With a combat build, you can reliably kill those rats at maybe 5-10 million skill points. That level 5 T2 gun specialty might allow the really old character to do it slightly faster, but if your newer character is focused, the difference is so small that it's insignificant.

And then you have methods like trading, scamming, ninja-salvaging, etc etc, where the only difference in moneymaking rates comes from player competency, and not skill point counts.



I know a pure noob in my alliance about one month old having already about 80 billions isk with scams. It's his fun, scam people and cheating others but he is totally miserable at fitting ships training skills or doing anything else than scamming.

The amount of isk you can get is absolutely not proportional to your character skill points and people telling this are just unbrained birds.

Again, if CCP really wants to change the global amount of isk sync by clones for market trading/contracts NPC fees this would get more isk out of the game than clones whatever amounts.

removed inappropriate ASCII art signature - CCP Eterne

addelee
KarmaFleet
Goonswarm Federation
#296 - 2013-05-16 11:31:44 UTC  |  Edited by: addelee
Ruvin wrote:
older players make more money so the cost's of theyre living/playing/dieing should be higher .

If a 5 day player in a t1 frigate gets (example) 1 million from missions and in a pvp battle looses 500k of it , he will have left 500k right ?
If a 5 year player in a t1 frigate gets (example) 100 millions from missions and in pvp battle looses 500k , he will have left 99.500k like 99% , he doesnt lose anything almost AT ALL .

Im not saying a veteran must lose 50 millions , but a LOT more then a new player .
Profit's grow exponentially , i mean ships dont cost 1 million 2 millions 3 millions . they cost like 500k 5 millions 50 millions 200 and so on right ?

The rewards from different activities do also grow by a LOT , so the costs should


This isn't necessarily true. Sure, traders probably have billions but clones don't effect them; or at least not in the same way.
I PvP (mainly on another account) and have very little money. I have enough to kit out another Hurricane when this one dies and then I'm forced down the PvE route to earn some isk again for combat (and I've been playing since 2006). I don't even like PvE but what other options are there for combat pilots?

The clones changes (any of them) don't really effect Highsec space (highsec is already too safe imo) but come and play in low and null and you'd soon see the effect. Null's already expensive enough through combat without having to add an unnecessary isk sink.

Another thing is it might encourage people to do combat with hardwires in rather than JC'ing into an empty clone to help reduce the already large cost. Having hardwire purely for PvE is silly as PvE is already far too simple and easy in Eve.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#297 - 2013-05-16 11:32:27 UTC
Furthermore, instead of creating ISK sinks, it is better for faucets to be adjusted. ISK sinks have a disproportionate tendency to affect most the players who make the least amount of money.

Think about it for a second: a mission runner earns pay and bounties, and then loses some ISK on market broker fees, and sometimes dumps some money on loyalty point store items (that he profits from anyway). Meanwhile, the pvper rapidly buys insurance and clones, and then has to pay for wars, locator agent services, quick station repairs, etc etc out of pocket.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Six Six Six
Doomheim
#298 - 2013-05-16 11:32:57 UTC
Destiny Corrupted wrote:
Ruvin wrote:
older players make more money so the cost's of theyre living/playing/dieing should be higher .

This is a fallacy, and can only be true by incidence. There are only a few methods of making money in the game that increase in efficiency proportionally to skill points, such as mining, and high-end anomalies.

The rest of the methods usually cap out within a few million skill points. Take null ratting for example. With a combat build, you can reliably kill those rats at maybe 5-10 million skill points. That level 5 T2 gun specialty might allow the really old character to do it slightly faster, but if your newer character is focused, the difference is so small that it's insignificant.

And then you have methods like trading, scamming, ninja-salvaging, etc etc, where the only difference in moneymaking rates comes from player competency, and not skill point counts.



Very true, with one character in 0.0 (about 12 mill sp) I used to rat asteroid belts and half of those skills were mining/industry.


Some of these high sp people do have a mix of industry and combat. I've known people start out in industry then switch to combat. Also known people play only one high level character.


I have multiple accounts, of which 4 or 5 (at least 4 probably 5, no longer remember the details as I'm no longer using them but it doesn't matter to me). People say make an alt but there are people that don't want to make an alt even if it does mean that they could earn more efficiently in EVE. I'm actually one of those now, long gone are the days of me having alts (through choice) so it's this character or nothing come what may.

Tippia
Sunshine and Lollipops
#299 - 2013-05-16 11:38:09 UTC
...oh, and the aforementioned 120bn/day in market fees was before the tax increase and with much lower population. It should be at least 150-180bn now before even accounting for the 20% increase in server activity, which in and of itself should translate fairly directly into a similar increase in ISK taxed.

Put in other terms, a 10% (percent, not percentage points, to a base rate of 1.65) increase in market fees would sink as much ISK as clones do, and would do it much more equitably.

Ruvin wrote:
older players make more money so the cost's of theyre living/playing/dieing should be higher .
Older players (generally) make more money because they know the game better, not because they have more SP. Penalising them on account of the latter to make up for the former is nonsensical.
addelee
KarmaFleet
Goonswarm Federation
#300 - 2013-05-16 11:49:34 UTC  |  Edited by: addelee
I wouldn't mind pumping more money into the market either (and the null market is generally much higher in cost that highsec due to supply). Be it tax or whatever as at least there are sklls that help reduce these things. There are no skills to reduce clones. I actually feel like I get something out of a ship and it's fitting as I learn what works, what doesn't work, etc. The cost of the clone offsets this as you're less likely to try different things in cheaper ships. Losing a clone in a 4bill mach fit is a drop in the ocean but it isn't when the ship costs 50% less than the clone. It makes no logical sense.

Eve prides itself on every action having a reaction; the longer you play, the longer you are forced to grind.