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[Odyssey] Clone Costs

First post First post
Author
Alx Warlord
The Scope
Gallente Federation
#281 - 2013-05-16 17:13:41 UTC
CCP Rise wrote:
Quote:
CCP Rise - Why did you not remove them completely?


I'm with you. We talked about it a lot here, and we all would rather make this system better than strip it out completely. I know this is a careful first step, but trust me, we want to do more with it and this is a way for us to act in a more informed way when we are able to more, and in the mean time it eases the pain a bit for you guys.

Something CCP is becoming more serious about (with Fozzie as one of the major champions) is making 'good' changes NOW even if there's some 'perfect' solution somewhere down the line that might take quite awhile to actually happen.


Wait Wait!!!! Don't remove it completely! Make it like DUST514 !!! Turn clones into a comoditie!!!!! So you con only "Respawn" in stations where you have them. And if you own none, you respawn in a home station.

And remove the gradual increase in clones price!!!! Implants already makes them expensive... we don't need a 108Milion isk fee to fly a pod inside a frigate. This is the biggest reason why old player retire.
Nyx STeeLGamers
Murderous Inc
Me Hearties
#282 - 2013-05-16 18:05:21 UTC
Yahooooo!!! I can be bad at pvp on my main again. o yeah o yeah
Corey Fumimasa
CFM Salvage
#283 - 2013-05-16 18:27:39 UTC
Callduron wrote:
...edited for space...

And this is in TEST which is probably where the greatest integration of new and old players happens. Most players in null simply to everything possible to minimise risk entirely or we see veteran pvpers move to low sec to keep their Slave sets safe.


We go out in everything with everyone. After an hour of roaming there's usually a pod as +1 and -1, and the scouts have been promoted to hero tackle Big smile.

Pods don't automatically vaporize in null, when your fleet is getting burned down at a rate that may or may not be faster than you are burning down the other fleet very few FC's are calling pods for primary.

The thing about full SRP alliances is that it completely skews the cost/risk equation.

I often wonder if part of the movement against clone costs is spawned by players who get used to full SRP and so they don't notice the price of clones climbing because the cost of PvP has been made so affordable for them by the SRP. Then they suddenly hit the point where clone costs overtake ship costs and only then do they notice.
Sa'haira
The Scope
Gallente Federation
#284 - 2013-05-16 18:45:14 UTC
Good.


I fall into a subset of players that ccp doesn't really seem to acknowledge (which i don't have a problem with, we're not spending much nor adding much through participation), who only play for a month at a time every now and again to keep in touch with people and be nosy.

I and others like me really don't have the time to invest in making 'proper' isk, hell even learning all the new mechanics takes longer than i have. basically a variation on 'bitter vet', but with less grumbling. As someone with no time to make isk but still only really into pvp, having a 50m clone (or whatever it is) is just a disincentive to risk taking when i know i'm not gonna have time to make that isk back.

It's a dirty, shameful secret that no-one talks about, but there's a hell of a lot of high SP players that are pretty poor because they just don't have time or have no interest in the pve options available... think of us as pensioners, old and poor. why put up barriers that get in the way of pensioners committing violence? we want to shoot people and get shot too!

nb: my current liquid isk is 26,269,714 i can't even afford my next clone Oops. the next time i get podded it's likely to be a choice between pve or just leaving the game again. (hint: i get a few hours spare 'gaming' time a week, i'm certainly not spending it pve'ing).
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#285 - 2013-05-16 18:45:58 UTC  |  Edited by: Sergeant Acht Scultz
CCP Rise wrote:
I just saw (thanks Reddit) that the clone cost adjustment for Odyssey went to Singularity with the latest update. I didn't realize this would happen so quickly and I didn't have a post ready so I'm throwing this up in the middle of the night!

Basically, for Odyssey we are lowering the cost of clone upgrades across the board by 30%. This is meant as the first increment on a more thorough iteration on the clone system. Our hope is that through this first step we will be able to establish what (if any) effect clone prices have on player behavior. If you have any feedback related to the clone system (especially in terms of how it affects your play-style) we would love to hear from you.

I'm sure image links are usually not ideal for dev posts, but it is the middle of the night, so here is a screen shot of the new clone prices proposed for Odyssey: CLONES

Yours,
CCP Rise



To have a significant impact on the short term 30% is not enough, everything under 50% will not prove that much because of this regular use of alts with 20/25M sp for specific tasks that are now trained and for who the 30% cost difference is still an insignificant difference in cost over the main character with 60M and above SP.

Just remove it for a year and see what happens, there must be a point and be a goal to train your main character for multiple activities rather than multiple alts so the clone cost overall gets lowered.

removed inappropriate ASCII art signature - CCP Eterne

Corey Fumimasa
CFM Salvage
#286 - 2013-05-16 18:51:41 UTC  |  Edited by: Corey Fumimasa
Sa'haira wrote:
Good.


I fall into a subset of players that ccp doesn't really seem to acknowledge (which i don't have a problem with, we're not spending much nor adding much through participation), who only play for a month at a time every now and again to keep in touch with people and be nosy.

... the next time i get podded it's likely to be a choice between pve or just leaving the game again. (hint: i get a few hours spare 'gaming' time a week, i'm certainly not spending it pve'ing).

So you are isk poor and SP rich, take the alpha clone out and see what the SP hit is like. It doesn't sound like you are using all the SP's anyway.

Is there a way to control where the lost SP's come from? do they start with partially trained skills?
Little Dragon Khamez
Guardians of the Underworld
#287 - 2013-05-16 21:28:09 UTC  |  Edited by: Little Dragon Khamez
i support the posts that suggest a monthly fee for as many clones of the right quality that you need, it seems fair and can be an optional set up transaction that just dissapeers from your wallet once a month like station rental fees.

Alternatively I would prefer an insurance type system that replaced your clone plus your implants that you had installed at the time the clone contract was taken out, This would obviously be more expensive than normal clone costs but at least you wouldn't be totally disadvantaged when you wake up in your clone vat.

Dumbing down of Eve Online will result in it's destruction...

MekaJonna
Nehalem Inc.
#288 - 2013-05-16 21:55:59 UTC
Solution needs to be an implementation that combines the current system with the idea of a monthly fee.

There would be a monthly fee for a clone level, you could be podded any number of time during the monthly subscription and be fine.

If the subscription ended however, it would maintain your clone level like the current system. Being podded would bring you back to station where you would want to resubscribe/ upgrade your clone level.

Maybe make it a choice between buying a specific level like the system now, or purchasing a subscription. Subscription would cost more up front, but would pay them selves off in the long run for players who get podded a lot.

Having both system like this would not only benefit those who PVP, but would also keep those who don't get podded a lot from having issues with paying for subscriptions.
Corey Fumimasa
CFM Salvage
#289 - 2013-05-16 22:51:34 UTC  |  Edited by: Corey Fumimasa
MekaJonna wrote:
Solution needs to be an implementation that combines the current system with the idea of a monthly fee.

....edit for space.... cost more up front, but would pay them selves off in the long run for players who get podded a lot.

Having both system like this would not only benefit those who PVP, but would also keep those who don't get podded a lot from having issues with paying for subscriptions.


The subscription fee idea has the potential to reduce the balancing effect of clone costs the most. Well removing them entirely from the game would be worse I guess.

Much better to make them a player made item. There have been all kinds of cool ideas about how that would work. And body snatchers would be an awesome new profession.
Edward Pierce
State War Academy
Caldari State
#290 - 2013-05-16 22:56:43 UTC
Corey Fumimasa wrote:
The subscription fee idea has the potential to reduce the balancing effect of clone costs the most. Well removing them entirely from the game would be worse I guess.

Much better to make them a player made item. There have been all kinds of cool ideas about how that would work. And body snatchers would be an awesome new profession.

You keep referencing this non-existent "balancing effect" of the current system; paying more when your clone dies doesn't make you worse at pvp, it only makes you pvp less frequently, which is bad for the game.
Dr Ted Kaper
Arondight
#291 - 2013-05-17 04:10:16 UTC  |  Edited by: Dr Ted Kaper
Implants are more significant here. If I want to PvP for a day it has to be a day because you need a jump clone or I risk losing 100M isk for flying a ship worth 1/100 the cost! Jump clones are also a pain to get: so for some people its a pick between training time and PvP, or when they have 100M in implants PvP is super risky. So clone price AND the ability to swap clones needs to be adjusted.1 will have little impact without the other...
Maybe it doesn't have to be jump clones but making it a swap clones, which can only be done between 2 clones in a station. This let's battle clones serve as battle clones and training clones be training clones.

Edit: So now there needs to be an isk sink, well if this is successful than PvP loses will create the isk sink.
Apostrof Ahashion
Doomheim
#292 - 2013-05-17 05:57:04 UTC  |  Edited by: Apostrof Ahashion
I dont think that removing/reducing one of the main isk sinks in the game is gonna be good in the long run.

If you want to pvp in a frigate in 0,0 space and have over 150M sp train an alt.

And even if you train to fly every sub-capital ship in the game perfectly (including training useless things like medium railgun specialization 5) you will probably have less than 92M sp when you finish. 20M for a clone of that grade is right on the spot. This will be bad for the economy in the long run and the only ppl that will profit are players that cram every skill they get in their main dont even thinking if they are gonna need it.
Crellion
Nano Rhinos
PURPLE HELMETED WARRIORS
#293 - 2013-05-17 07:34:04 UTC
Apostrof Ahashion wrote:
I dont think that removing/reducing one of the main isk sinks in the game is gonna be good in the long run.

If you want to pvp in a frigate in 0,0 space and have over 150M sp train an alt.

And even if you train to fly every sub-capital ship in the game perfectly (including training useless things like medium railgun specialization 5) you will probably have less than 92M sp when you finish. 20M for a clone of that grade is right on the spot. This will be bad for the economy in the long run and the only ppl that will profit are players that cram every skill they get in their main dont even thinking if they are gonna need it.


As opposed to the clever few (incl. you I presume) who stop skilling entirely when they can't think of a necessary skill? Wait what?

Clone costs down is good!

1) Get bittervets back into frig roams in 0.0 even if it is every now and then can only be good for everybody.
2) Increase the mobility of those not in alliances and coallitions with 12314132335 jump bridges.
3) It will be a pat on the back for people who keep pvp clones devoid of implants and other haxspensive augs.

Any odd measure Devs can think that will decrease reservedness and promote leeroy behavior in pvp will be good. There was a time when A could beat B simply because of being more decicive and getting 1-2 additional volleys in first. I know it sound srandom but it was good and we need more of it back. The old pendulum has swang way off center...
Carniflex
StarHunt
Mordus Angels
#294 - 2013-05-17 07:40:24 UTC
A welcome change.

As far as behavior goes in my case it will have some effect. I do not fly ships that cost less than my clone (without hardwires) for pvp purposes. Lowering the clone costs by 30% brings my clone cost down enough to make T1 cruiser with T2 fit a feasible possibility.

My clone cost is atm 40 mil per pop. Unfortunately it will not bring me down enough to make using this character in AF's and such feasible. Ofc I have many alts, but even alts grow out of fun-frigate-roam class SP amounts relatively fast.

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Ioci
Bad Girl Posse
#295 - 2013-05-17 07:49:56 UTC
For many older vet's clone cost is something we look at. I made a decision long ago to break tradition and I trained all my character slots, mostly with PI alts but they were also given a T2 frigate or a racial T1 cruiser they were good in. Never going over 2 mill SP but still being able to apply dps in a fleet if I needed a front line pilot that I knew would lose assets.

In terms of my mains and how or when I send them in to battle, I don't see the clone cost being the hinge. Most cases I have experienced the combat was very one sided and I docked up and logged out because I knew the outcome. It had nothing to do with a 30 mill clone.

R.I.P. Vile Rat

Destination SkillQueue
Doomheim
#296 - 2013-05-17 07:54:42 UTC
Apostrof Ahashion wrote:
I dont think that removing/reducing one of the main isk sinks in the game is gonna be good in the long run.

If you want to pvp in a frigate in 0,0 space and have over 150M sp train an alt.

And even if you train to fly every sub-capital ship in the game perfectly (including training useless things like medium railgun specialization 5) you will probably have less than 92M sp when you finish. 20M for a clone of that grade is right on the spot. This will be bad for the economy in the long run and the only ppl that will profit are players that cram every skill they get in their main dont even thinking if they are gonna need it.

It's not a significant ISK sink. Based on CCP posted snapshot of daily sinks it was under 30 billion a day, which was about 3,5% of daily sinks. Even minor increases in manufacturing or market taxes would be far larger and be distributed in a way, that isn't harmful to any single playstyle. This is because the additional cost per transaction would still remain minor and the extra costs in production will be transferred to the consumers.
Grey Stone
BRUTAL GENESIS
GaNg BaNg TeAm
#297 - 2013-05-17 09:47:36 UTC  |  Edited by: Grey Stone
I think that clone cost should be reduced by at least 50% to 75% in the new expansion. I know if that would happen I would start to pvp in smaller ships (frigs, des, crus) with my mains who are now 160+ and 120+ mil sp

In the meantime, CCP should develop new clone costs system in game.

something like this: (I already posted this before in some clone price thread)


Higher SP character have the advantage over the low SP characters in that that they can do more things in EVE and fly more Ships.

But the main point is> They can do only one thing at the time.

What does it mean? Well I can either fly frigate or carrier or whatever at one time. I can only do one thing in EVE. I cannot with my 150 mil SP char do 2 missions at one time. I cannot split him.

So advantage really depends on an occasion.

I think that the cloning system should be like this to be fair:

Clone SP TIED to a ship and modules fitted at the time pod exploded.

It would go i.e. like this:

- Jump into t1 frigate.
- Fit t1 frig.
- Undock.
!!!!! EVE calculates what skills are needed for this ship and for the modules I have.

!!!!! EVE calculates number of SP I have in skills needed to fly that ship and modules (not just needed level of skills but my lvl of skills, so if i fly galente frig and have skill at 5 my clone would have to cover more sp than if I would have skill at 4).

!!!!! EVE assigns above mentioned SP amount to the clone.

- If character gets his ship destroyed and than podded, the clone costs are not for total SP char has, but for amount that game calculated as explained above.

So if I get into t1 frigate with 150 mil SP and go fighting 30 day old char in t1 frig, I would still pay more than he is for a pod loss because although we both have necessary skills, I will have to pay more as I have my skill maxed. This is how it should be.

This also make sense for capital ships. SP needed is much higher. You enter super-capital, your clone will cost much more that when you are in t1 frig. But it make sense as you are USING those additional skills.

This also works with miners. Hulk pilot clone will cost much more than a future 30 days old mining frig pilot.

This makes sense imho.


This is only fair solution I could come to. Maybe it can be refined. I hope we will get something like this.
Apostrof Ahashion
Doomheim
#298 - 2013-05-17 10:25:59 UTC
Crellion wrote:

As opposed to the clever few (incl. you I presume) who stop skilling entirely when they can't think of a necessary skill? Wait what?


My oldest character has 80M sp and is not training anything for almost 1 year. I dont need PI on him, Marauders on him, traiding and corporate management skills on him, mining and/or industry on him etc. And i have a couple of 20-40M alts specialized in certain roles that mostly just sit in stations and trade. And i made quite a bit of isk selling characters on the bazaar.

Not my problem if ppl trained Minmatar titan on a pilot that already had lvl 5 in all races battleships and lvl 5 in all turret specializations. I really dont see the reason to gimp the economy for that. Eve is about planing and consequences.
George Boothe
Blootered Bastards
#299 - 2013-05-17 10:29:49 UTC
Grey Stone wrote:

[...]
Clone SP TIED to a ship and modules fitted at the time pod exploded.

It would go i.e. like this:

- Jump into t1 frigate.
- Fit t1 frig.
- Undock.
!!!!! EVE calculates what skills are needed for this ship and for the modules I have.

!!!!! EVE calculates number of SP I have in skills needed to fly that ship and modules (not just needed level of skills but my lvl of skills, so if i fly galente frig and have skill at 5 my clone would have to cover more sp than if I would have skill at 4).

!!!!! EVE assigns above mentioned SP amount to the clone.

- If character gets his ship destroyed and than podded, the clone costs are not for total SP char has, but for amount that game calculated as explained above.
[...]


This is an awesome idea! This would actually make the cloning system cool and dynamic in my opinion as well as give older players the possibility to fly frigs without 100mil clone costs, as well as keep the balance between clone costs for older players with all V skills and newer players with III-V skills. Especially, considering that the SP amount from lvl IV to lvl V skills is a huge increase, so an all IV character will have a substantially lower clone cost than an all V char.
Corey Fumimasa
CFM Salvage
#300 - 2013-05-17 10:51:15 UTC
Edward Pierce wrote:
Corey Fumimasa wrote:
The subscription fee idea has the potential to reduce the balancing effect of clone costs the most. Well removing them entirely from the game would be worse I guess.

Much better to make them a player made item. There have been all kinds of cool ideas about how that would work. And body snatchers would be an awesome new profession.

You keep referencing this non-existent "balancing effect" of the current system; paying more when your clone dies doesn't make you worse at pvp, it only makes you pvp less frequently, which is bad for the game.


Some people want more, others would like to see less. I think the level of PvP over all of New Eden is about right. Devaluing combat and lowering the risk factor across the board to appease a minority of players that live in a particular area is inconsiderate to everyone who A. Wants combat to remain expensive and risk intensive for the thrill factor or B. Thinks the level of combat is fine as is.

Most of the people affected by high clone costs live in null or w and just want to go roam with their friends. Thats a localized issue where PvP could be made more accessible in those areas, perhaps by having swaths of Null in which bubbles don't work on pods. They could be seeded with valuable deadspace pockets that only allow frigs in order to encourage small ship combat. And so there is more PvP where people want pvp and the level as a whole and the current risk factor remain pretty constant.

There are options to get these people into the fights they want without lowering the risk / danger / cost equation that has already come down to the point of boredom for many.

Also, Eve is a as much about resource management as it is about PvP. Clone costs and long term character development are an interesting part of that game.

Lowering the cost of PvP to make it more common also reduces the interaction between the two different styles of gaming, resource management and PvP. This interaction is a terrific part of Eve and PvP without it and without the real risk for loss would be pale shadow of what it once was.