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[Odyssey 1.1] Jump Clone skills *Updated with Advanced Infomorph Psychology*

First post First post
Author
Tryss DeVir
Dancing Pistols
LowSechnaya Sholupen
#321 - 2013-08-06 16:10:23 UTC  |  Edited by: Tryss DeVir
glad to see this skill finally come to life, but not to keen on the name

was purposed before under a better name (imo)

https://forums.eveonline.com/default.aspx?g=posts&m=475876#post475876


Infomorph Physiology

5% reduction per level in the time required between jump clone activations

primary attribute: Intellegence
secondary attribute: memory
training time multiplier: x5
level: 1

prereq: Science Lvl 5, Biology Lvl 1, Infomorpgh Psychology lvl 1
shado20
Aliastra
Gallente Federation
#322 - 2013-08-06 16:17:24 UTC
I understand the need to have a delay in jumping, but 24hr has been a pain as I always seem to jump at the end of my playing time. then next day I need to jump back, but instead go play another game cause I'm stuck till I'm about to log off for the night.
removing 5hr may be nice , but its only barley there as I play for 6 to 9 hrs a night. so I would still be playing another game 1/2 the night.
I think the way to look at this, is that you have the ability to jump once per "play cycle". as I sit down, I should be able to jump to friends is needed but once. so even if you shorten the jumping down to 12hr , that gives a 24hr player that has no life 2 jumps a day. but most of us would still be jumping 1 time a day, and 12hr exceeds most players play time till the next day.
Rainbow Prism Colorblind
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#323 - 2013-08-06 16:37:47 UTC  |  Edited by: Rainbow Prism Colorblind
Quote:

Why ?

Is it important to limit the fun ?

Skills for flexibility need to make in session swapping viable.
This is not viable with your proposed idea
A jump every 22 hours instead of every 23 hours is more or less pointless



Base time between jumps before any sync skill should be 16 hours.
So I can do a 8 hour sess in a choosen clone each day and I'm not punished for starting 8 hours earlier at the weekend when I'm not working.

Each level of syncronisation skill should add 1 to maximum number of intermorphs I can accumulate before braindamage.
one level of intermorph is removed every 16 hours from the last jump.

e.g. at level 3 sync I can make up to 4 jumps in a burst if I want but it will take

4 x 16 hours for the intermorphs to reduce back to 0.


I have to answer this, everyone want to have fun right now with all skills and unlimited isk,
you want a 'i win' button.. then what?..

I myself prefer a little hardship, know that you achieve something when you reach your goal.

I liked this game over other online games just because it is so darn hard! :)
Adam Lyon
Caldari Provisions
Caldari State
#324 - 2013-08-06 17:25:39 UTC
CCP Rise wrote:
It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.

I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change.


With all due respect, why does it matter what you want? Shouldn't it be what the players want? You make the game, but we're the ones who literally pay your salary. We're not asking to easy-fy EVE, we're asking to play the game without sitting in station waiting for a pointless timer to go off. I've said before and I'll say it again--waiting in station for 12 hours because I wanted to PVE yesterday makes me just shut off the game. Is that what you want from your players?
Soldarius
Dreddit
Test Alliance Please Ignore
#325 - 2013-08-06 17:36:00 UTC
So many negative comments.

I see it as being able to log-in, jc somewhere, do some business for a couple hours, and then tomorrow evening jc back in time to do more business back home, rather than having to sit where ever it is that I am doing nothing, effectively making jump clone cooldown 48 hours instead of 24.

This change is clearly aimed at the more casual week-day players.

Deal with it.

+1 for CCP

http://youtu.be/YVkUvmDQ3HY

Adam Lyon
Caldari Provisions
Caldari State
#326 - 2013-08-06 17:42:00 UTC
Soldarius wrote:
So many negative comments.

I see it as being able to log-in, jc somewhere, do some business for a couple hours, and then tomorrow evening jc back in time to do more business back home, rather than having to sit where ever it is that I am doing nothing, effectively making jump clone cooldown 48 hours instead of 24.

This change is clearly aimed at the more casual week-day players.

Deal with it.

+1 for CCP


Because EVE has been for casual gamers since 2003?
Luc Chastot
#327 - 2013-08-06 17:43:15 UTC
CCP Rise wrote:
It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.

I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change.

I don't think people go like "oh, I have a clone that is perfect for this thing I want to do now, but as I can't jump at this time, I will go and do it less efficiently". The jump clone timers and the attributes/training implants mechanics are terrible and don't get along at all.

Make it idiot-proof and someone will make a better idiot.

Saint Hecate
Viziam
Amarr Empire
#328 - 2013-08-06 17:59:19 UTC
I would personally love to see jump clone timers knocked down to 12 hours. I think it would have nice use for those that live in nullsec but like to jump to highsec for a few hours to run manufactory jobs or other assorted tasks. I think a 12 hour timer instead of 24 between jumps would be a nice usability improvement.

I could get on just after downtime JC to highsec, install build jobs, fiddle with the market, run some incursions and then be back down in nullsec later that evening for a mining op. This is all hypothetical because I dont build things haha :P but i think it illustrates my idea.

Best wishes
Saint
Shantetha
Brutor Tribe
Minmatar Republic
#329 - 2013-08-06 18:32:46 UTC
Luc Chastot wrote:
CCP Rise wrote:
It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.

I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change.


I don't think people go like "oh, I have a clone that is perfect for this thing I want to do now, but as I can't jump at this time, I will go and do it less efficiently". The jump clone timers and the attributes/training implants mechanics are terrible and don't get along at all.



Attributes/training implants mechanics are as bad as learning skills, tbh. It really isn't an interesting choice, nor is it fun and that is why they were phased out. Attributes/training implants mechanics should be just removed for a flat SP per day; this would best be done in conjunction with the ending of the active skill queue and the flat accrual of SP into a spending pool for you to assign. But that would cause a majority of veterans to cry and wail about hills, snow, walking, and no feet or some such silliness.

The easiest solution for CCP to do, without making the BitterVets cry foul, is eliminate the +4 & +5 stat implants, increase all base stats by 2, implement corpse reprocessing for implant salvage and then put in implant BPOs for low-grade implants +1 & +2 stats yes 2 tiers complete with the percent bonus contribution in 2 levels 2.5 percent & 5 percent. Allow invention to create the high-grade bpc's +3 stats / 5 percent .

The materials necessary for the implants should be something like PI materials, minerals, and implant salvage. For the high grade implants they could require r32 / r64 as well like t2 parts/ships etc. (i'm not an industrialist so someone else should figured out what would best)

This still rewards those players who risk more money with a slightly better training time. Makes the choices of which JC you use actually interesting, not can i jump back to Training Body today or tomorrow and how much further away is random skill V now because i keep switching to a pvp body.
Ranger 1
Ranger Corp
Vae. Victis.
#330 - 2013-08-06 18:57:02 UTC
Adam Lyon wrote:
CCP Rise wrote:
It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.

I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change.


With all due respect, why does it matter what you want? Shouldn't it be what the players want? You make the game, but we're the ones who literally pay your salary. We're not asking to easy-fy EVE, we're asking to play the game without sitting in station waiting for a pointless timer to go off. I've said before and I'll say it again--waiting in station for 12 hours because I wanted to PVE yesterday makes me just shut off the game. Is that what you want from your players?

If EVE players were given complete say so in game design the lifespan of EVE would be measured in days, possibly hours.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#331 - 2013-08-06 18:58:35 UTC  |  Edited by: Ranger 1
Zaxix wrote:
CCP Rise wrote:
It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.

I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change.

Wow, a dev comment that kind of seems directed at me! A first! Thanks. Sorry for sounding annoyed, but I was grinning like an idiot when I saw that changes were coming and then disappointed by the reality.

There is obviously an expectation gap here. You've made it clear this is as far as the changes are ever likely to go, and it's equally clear that most players want to go further. Perhaps there needs to be a slightly expanded conversation where the design side makes it clear what they're trying to avoid or what it is that jump cloning is really intended for. And the players need to make clear what they use it for. I get that one jump per day is what the expectation is and that this fix is supposed to do a better job of guaranteeing that. What I don't get is why more than once a day is a bad thing.

As I mentioned before, I can jump whenever I want using a med clone. I'm limited only by office location and the location of the nearest medical facilities. In the case of sov stations, both are always present and therefore aren't a barrier. I pay for my clone upgrade and I'm done. In hisec, unless I'm decced or flagged, it's also no barrier. I can risk my pod to jump a few gates to a med facility if there isn't one in my office station. Losec is pretty much the same. NPC nosec ups the danger because of bubbles, and so isn't ideal for this usage. To tally, that's ony one real barrier in all scenarios and it only applies if my office station doesn't have med clone facilities. The only other issue is implants, but many people aren't wearing them anyway since they're going to get podded. The best part of this method of travel is that ONE alt with renter permissions can act as a "cyno" by getting to a station and opening an office. Everyone else can come in by med clone. Bonus points if that character is also an actual cyno, so he can bring in the equipment by carrier or JF. An entire fleet can avoid a long, potentially disastrous trip on the back of ONE pilot. If there is some sort of travel or power projection issue with jumping around, it would appear that this methodology is vastly more powerful and useful than pure jump cloning. BTW, did I mention that you don't actually need an office for this technique? HQ's ftw!

In the case of jump cloning for travel purposes, you give up the costs of upgrades and the annoyance of no implants for the timer and limitation of targets to jump to. It's biggest limitation is actually the requirement that you "preset" yourself to your target location in advance of any actual jump. In other words, you work backwards from your target instead of forward in the med clone scenario. The one biggest difference though, is that two ship types can serve as target points for a jump. I can see that some people would potentially have an issue with this. Instead of some "bridge back" scenario where a titan bridges podded characters from their home system back into the fight, they jump clone back and avoid the need for bridges and the costs and overhead associated with running a titan logistics chain. In the current system, they can only do this once (assuming the target titan has clone mods). But even if the timer was set to 12hrs, no fight has ever lasted that long. And since med clone jumping is an option, anything a player MIGHT do with a jump clone and a shorter timer, they can already do it with a combination of the two methods. And if the titan/rorq issue is a serious concern, nerf the clone mod, not jump clones.

This is all to say: reducing the timer is a convenience issue, not some bigger design issue, at least from my vantage point. So what am I missing here? What's the issue with lowering the timers further?

This however is possibly the best example I have ever seen of what mechanics have issues that seriously need to be rectified in EVE.

None of them are the one you want changed though. Smile

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Zaxix
State War Academy
Caldari State
#332 - 2013-08-06 19:07:30 UTC
Ranger 1 wrote:
This however is possibly the best example I have ever seen of what mechanics have issue that seriously need to be rectified in EVE.

None of them are the one you want changed though. Smile

I detect a nerf jump drives complaint. I'm all for jump clones and jump drives. Too much of eve game time is spent getting ready to do the thing I'd like to do, wrapping up the results of that thing, and moving the crap to somewhere that I can turn it into something I can use. Enough with the barriers to logging in and having fun.

Bokononist

 

Ranger 1
Ranger Corp
Vae. Victis.
#333 - 2013-08-06 19:18:27 UTC
Zaxix wrote:
Ranger 1 wrote:
This however is possibly the best example I have ever seen of what mechanics have issue that seriously need to be rectified in EVE.

None of them are the one you want changed though. Smile

I detect a nerf jump drives complaint. I'm all for jump clones and jump drives. Too much of eve game time is spent getting ready to do the thing I'd like to do, wrapping up the results of that thing, and moving the crap to somewhere that I can turn it into something I can use. Enough with the barriers to logging in and having fun.

Part of the fun of EVE is planning, making tactical and logistical decisions, and accepting the consequences (good or bad) of those decisions. It's not about instant gratification.

If that isn't part of the fun for you, you are playing the wrong game. Making those kinds of decisions are one of the fundamental concepts of EVE, and are one of the things that separates it from games with lesser depth of play.

To put it another way, you are playing chess... not checkers. Learn to plan ahead.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

John McCreedy
Eve Defence Force
#334 - 2013-08-06 19:36:47 UTC
19 Hours isn't really going to make much of a difference. At least 12 hours would (in theory) allow someone to jump to X and back to Y in the same day. In all honesty I fail to see why there needs to be any restriction on jump cloning in the first place? Just get rid of it completely and allow us to jump clone freely.

13 years and counting. Eve Defence Force is recruiting.

Zaxix
State War Academy
Caldari State
#335 - 2013-08-06 19:53:53 UTC  |  Edited by: Zaxix
Ranger 1 wrote:
Zaxix wrote:
Ranger 1 wrote:
This however is possibly the best example I have ever seen of what mechanics have issue that seriously need to be rectified in EVE.

None of them are the one you want changed though. Smile

I detect a nerf jump drives complaint. I'm all for jump clones and jump drives. Too much of eve game time is spent getting ready to do the thing I'd like to do, wrapping up the results of that thing, and moving the crap to somewhere that I can turn it into something I can use. Enough with the barriers to logging in and having fun.

Part of the fun of EVE is planning, making tactical and logistical decisions, and accepting the consequences (good or bad) of those decisions. It's not about instant gratification.

If that isn't part of the fun for you, you are playing the wrong game. Making those kinds of decisions are one of the fundamental concepts of EVE, and are one of the things that separates it from games with lesser depth of play.

To put it another way, you are playing chess... not checkers. Learn to plan ahead.

I founded Black Frog. I've run 12 accounts simultaneously on multiple indy, hauling, and pvp projects (even piracy Blink). I know a LOT about planning ahead and the intricacies of logistics. I too enjoy planning and making meaningful decisions. What I don't like is wasting an entire evening getting into position to have 1 hour of fun. Or having even the simplest tasks turn into soul-crushing bouts of clicking, searching, google-fu, and endless, pointless administration. This game is filled with needless complexity that adds nothing to the core game or truly reflects its core ethos.

I've played this game for 5 years. I wouldn't have done that if I didn't love the game. The refrain of "if you don't like it, leave" can be applied to whatever issues you have with the game. And I would be just as wrong to say that to you, as you are to say it to me. We both care enough to have an opinion, think it through, and come up with arguments for and against. That's good for the game. You can save the "this is what EVE is" lectures for noobs.

For all the haughtiness in your reply, you were too lazy to come up with an original response. Please. Recycling the chess/checkers analogy? And a chess master always studies his opponent before engaging. Leveling the "instant gratification" charge at a long distance hauler is ridiculous.

Bokononist

 

Mag's
Azn Empire
#336 - 2013-08-06 20:08:02 UTC
Maximus Andendare wrote:
suid0 wrote:
Maximus Andendare wrote:

Seriously, this change does not create compelling gameplay choices, enrich our decision making, and it only serves as a time sink.


Didn't he post and say it'd be a level 2 skill? level 2 skills are hardly a time sink,, it means you can get your JC timer down to 20 hrs with just over 1d training... cripes

tbh the implementation is fine
It could be a 1x training time skill and it'd still be a time sink. It's a wasteful use of training time to improve a recognized quality-of-life issue. It's not really the time per se. It's the point: there's no reason this needs to be done via training.
There is every point in it being a skill choice.
If you want to take advantage of this, then train for it. If you don't like the just over 1 day it'll take for level 4, then don't train for it. Roll

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Mag's
Azn Empire
#337 - 2013-08-06 20:09:56 UTC
Ranger 1 wrote:
Adam Lyon wrote:
CCP Rise wrote:
It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.

I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change.


With all due respect, why does it matter what you want? Shouldn't it be what the players want? You make the game, but we're the ones who literally pay your salary. We're not asking to easy-fy EVE, we're asking to play the game without sitting in station waiting for a pointless timer to go off. I've said before and I'll say it again--waiting in station for 12 hours because I wanted to PVE yesterday makes me just shut off the game. Is that what you want from your players?

If EVE players were given complete say so in game design the lifespan of EVE would be measured in days, possibly hours.
Not empty quoting.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Twikki
The Rusty Muskets
#338 - 2013-08-06 20:10:12 UTC
Lots of valid points raised here.

19hrs better than nothing. but why not make it percentage based, for example

10% per lvl or 5%

lvl 5 skill being at say 20 days worth of training.

To be fair for 5 hrs i ll prob not train the skill as i have more important skills to train.

Make it so i can do 2 different playstyles per day ie a 12hr turn around.

then its a win win situation

Just my 2 pennies worth
Maximus Andendare
Stimulus
Rote Kapelle
#339 - 2013-08-06 20:16:23 UTC
Mag's wrote:
Maximus Andendare wrote:
suid0 wrote:
Maximus Andendare wrote:

Seriously, this change does not create compelling gameplay choices, enrich our decision making, and it only serves as a time sink.


Didn't he post and say it'd be a level 2 skill? level 2 skills are hardly a time sink,, it means you can get your JC timer down to 20 hrs with just over 1d training... cripes

tbh the implementation is fine
It could be a 1x training time skill and it'd still be a time sink. It's a wasteful use of training time to improve a recognized quality-of-life issue. It's not really the time per se. It's the point: there's no reason this needs to be done via training.
There is every point in it being a skill choice.
If you want to take advantage of this, then train for it. If you don't like the just over 1 day it'll take for level 4, then don't train for it. Roll
What exactly is the point in it being done via skills over just lowering the base timer to 20h? It doesn't serve a need or give me a "gameplay" choice. It's just a wasteful use of training time. By you just saying "there is a point" doesn't make it so.

Enter grid and you're already dead, destined to be reborn and fight another day.

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KIller Wabbit
MEME Thoughts
#340 - 2013-08-06 20:29:46 UTC
Longinius Spear wrote:
Let’s be real here CCP, how could you not know this would go over like a wet pancake?

Your continual release of skills that just make current content less annoying doesn’t bring anything to the game.

Skills to make ECM slightly less effective, or armor slightly more agile is like teasing us. It doesn’t address actual problems and looks like you're simply throwing scraps to your players.

Want to make this skill a game changer? Change it to 4 hours per level. THAT would bring content. At max level it would knock it down to 4 hours between clone jumps. A person could roam in a throw away pvp ship for a few hours, die in a fire of pod goo and go back to skilling the rest of the day.

You would have more people not stressing about pod death, more roams, more pvp, more emersion, less people sitting in a station because they are scared to lose millions in implants.

But changing it from 24 to 19 at max level.. is like showing us you can do it… and not actually doing it, just cause. I personally think that’s worse.


This. I want to do PvP with one small gang independent group (you can take a guess) part of the day and be able to perform my duties with my corp as well. Right now I have to choose no PvP. Sad

(and no I can't afford more accounts)