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

First post First post
Author
Vincent Athena
Photosynth
#341 - 2013-08-06 20:39:30 UTC
CCP Rise wrote:
Update:

We had a chat this morning and will be leaving this as a skill rather than changing the base timer.

There are good points on both sides, and it depends a lot on how you are using jump clones, but because there certainly will be strategic implications for at least some players, we feel that having this as a skill fits well. It is by no means mandatory like the old learning skills, and it is not purely a quality of life change (although that is certainly a large part of the design goal), so it makes sense to have training associated with it.


I don't get it. What other type of change is it other than a quality of life change? What are the other design goals? What "strategic implications" are you talking about? "When you are ready for jump clones, be sure to spend an extra day to train this to L4"...That is some grand strategy?

CCP Rise wrote:

The skill will be rank 2 and will cost very little so for the players that want to use it there won't be significant barriers.


What is the point in adding a barrier to the game that is not significant? If its not significant, why have it at all? Just give it to everyone for free.

To me this looks like adding complexity for the sake of complexity. This as a skill does not enrich the game. It just adds a little speed bump. What is gained by having this a skill over just a base timer change?

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KIller Wabbit
MEME Thoughts
#342 - 2013-08-06 20:42:35 UTC
Zaxix wrote:


As I mentioned before, I can jump whenever I want using a med clone.


The more med clone jumping the more money CCP makes - don't expect them to go up against their bottom line.
KIller Wabbit
MEME Thoughts
#343 - 2013-08-06 20:45:28 UTC
Vincent Athena wrote:

What is the point in adding a barrier to the game that is not significant? If its not significant, why have it at all? Just give it to everyone for free.

To me this looks like adding complexity for the sake of complexity. This as a skill does not enrich the game. It just adds a little speed bump. What is gained by having this a skill over just a base timer change?



Another isk sink. Another stretching of the skill queue - insuring more revenue (if people stick around).

Cadius Vect
Tenth Plague of Egypt
#344 - 2013-08-06 20:50:17 UTC
Well done CCP, I actually made a thread and asked for this maybe 3 years ago.
suid0
Pandemic Horde Inc.
Pandemic Horde
#345 - 2013-08-06 20:55:16 UTC  |  Edited by: suid0
Vincent Athena wrote:

What is the point in adding a barrier to the game that is not significant? If its not significant, why have it at all? Just give it to everyone for free.

To me this looks like adding complexity for the sake of complexity. This as a skill does not enrich the game. It just adds a little speed bump. What is gained by having this a skill over just a base timer change?



yeah, you are right... what's the point in having to train skills at all... we should all just be given all V characters so we can get on with playing the game...



wow...

the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones  - Commander Ted

Ranger 1
Ranger Corp
Vae. Victis.
#346 - 2013-08-06 21:02:14 UTC  |  Edited by: Ranger 1
Zaxix wrote:
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.


All you have done is regurgitate arguments that have been shot down since jump clones were first introduced. Recently there has been a resurgence in these arguments, and that's fine... it doesn't make them any more valid.

I didn't call you a noob, and I didn't tell you to quit EVE. I told you, point blank, that if you are looking for a game that lets you click a button whenever you like and instantly be where you want to be to engage in whatever you like, you have been wasting your time.

EVE will never be that game.

I'm sure that the changes to jump clones would vastly simplify many things for you and your company. That's the problem.

Planning what clone, what location, what implants, what timing... none of those fall into the category of meaningless decisions. These are crucially important decisions for many players in various occupations throughout the game. If you find yourself wasting an entire evening to accomplish an hours worth of fun, frankly, you're doing it wrong.

Jump clone and medical clone mechanics already tread a thin line between enabling meaningful decisions/game play, and undermining meaningful game play in other area's. The ability to move massive numbers of personnel in the blink of an eye is problematic enough without there being some downside involved (implants, inability to get right back to other activities elsewhere). You are ignoring the impact some of these proposals would have on the game as a whole, outside of your little corner of it.

By the way, I couldn't care less if others have told you this before (I hadn't noticed)... but if you sense a reoccurring theme in the responses you are getting, perhaps there is a good reason for it. Smile

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.
#347 - 2013-08-06 21:35:02 UTC  |  Edited by: Ranger 1
As a side note, you might also consider that mechanics that make it easier to jump bridge/cyno/etc. around EVE actually reduces demand for services like Black Frog.

Yes, it would make your job easier... but at that point people need your services less and less.

People like me support making the movement of people, ships and goods around the EVE universe challenging not because we personally would not reap the benefits of EVE on easy mode, but because it provides more challenging game play for everyone in general and niche's for enterprising industrialists like yourself in particular.

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
#348 - 2013-08-06 21:38:52 UTC  |  Edited by: Zaxix
Ranger 1 wrote:
All you have done is regurgitate arguments that have been shot down since jump clones were first introduced. Recently there has been a resurgence in these arguments, and that's fine... it doesn't make them any more valid.

I didn't call you a noob, and I didn't tell you to quit EVE. I told you, point blank, that if you are looking for a game that lets you click a button whenever you like and instantly be where you want to be to engage in whatever you like, you have been wasting your time.

EVE will never be that game.

I'm sure that the changes to jump clones would vastly simplify many things for you and your company. That's the problem.

Planning what clone, what location, what implants, what timing... none of those fall into the category of meaningless decisions. These are crucially important decisions for many players in various occupations throughout the game. If you find yourself wasting an entire evening to accomplish an hours worth of fun, frankly, you're doing it wrong.

Jump clone and medical clone mechanics already tread a thin line between enabling meaningful decisions/game play, and undermining meaningful game play in other area's. The ability to move massive numbers of personnel in the blink of an eye is problematic enough without there being some downside involved (implants, inability to get right back to other activities elsewhere). You are ignoring the impact some of these proposals would have on the game as a whole, outside of your little corner of it.

By the way, I could care less if others have told you this before (I hadn't noticed)... but if you sense a reoccurring theme in the responses you are getting, perhaps there is a good reason for it. Smile

I haven't actually made an argument. My original post was me asking someone to show me what it is that I'm missing. There might be something, but I don't know what it is, nor am I pretending to know all there is to know.

To clarify, Red Frog and Black Frog use med clones to facilitate operations, not jump clones. Jump clones are useless for that application. Even with a 12hr timer, they would be useless for it. I'm acutely aware of what effect this would have on other areas of the game (I've long since retired from hauling). I am involved in many, many aspects of the game. My point in my original post was precisely that it wouldn't have any effect at all, because anyone can do with med clones whatever "game breaking" jump clone uses people are worrying about. And the uses of med clones are much, much more powerful than jump clone uses. Jump clones at least require that you show yourself in your target jump system at some point prior to the jump. Med clones can be used to sneak an entire fleet into a system with no warning, no need to have ever visited it before, and absolutely no downside (if you want implants, you just bring them in with the rest of the equipment). The things that can be done are mind blowing if you consider prepositioning assets (perhaps through Black Frog! P).

I'm not noticing a recurring theme in what people are telling me, I'm noticing a recurring theme in what you (and others) frequently tell people. It's a silly way to make an argument, not least because it doesn't actually resolve anything. If you've got an argument, make it. Simply declaring that the point is made and insulting people isn't much of a position. I see you can't resist the haughty, insulting tone. It's almost like you think you've made a point.

EVE isn't static. It has changed many, many times over the years. More often than not, it has changed for the better. If there are legitimate reasons for not making this change, I'd like to hear them. That's exactly what I asked for in that post. I'm not married to my position. I'm capable of having a rational conversation and changing my mind when new information is presented to me. Are you? Break it down for me. What exactly is the game breaking effect that would result from, say, a 12hr timer?

edit for your second post: it's irrelevant what effect it would have on BF. Not that it would have ANY effect; the courier business is built on laziness.

Bokononist

 

Freighdee Katt
Center for Advanced Studies
Gallente Federation
#349 - 2013-08-06 21:55:14 UTC  |  Edited by: Freighdee Katt
CCP Rise wrote:
Maybe I should mention that while there may be plenty of feedback related to jump clones as a whole, this change is simply something very easy to do which will have a very positive affect on player experience.

Yeah. You know what would be even easier and have a far more positive impact on player experience?

1. Open parameters file

2. [DEL] 24. [INS] 19.

3. ???

4. PROFIT!!!

Enough with the endless train of chickenshit garbage skills already. Stop making me spend MY subscription time to do YOUR programming work.

EvE is supposed to suck.  Wait . . . what was the question?

Freighdee Katt
Center for Advanced Studies
Gallente Federation
#350 - 2013-08-06 22:03:16 UTC
CCP Rise wrote:
It is by no means mandatory like the old learning skills, and it is not purely a quality of life change (although that is certainly a large part of the design goal), so it makes sense to have training associated with it.

No it doesn't. Other games figured out a decade ago that all "daily" timers should reset on some interval < 24 hours. It's bad enough that you took this long to figure this simple concept out. Making players do the work to fix your own lack of clue (while simultaneously taking a path that requires MORE programming work on your end than a simple change of one integer parameter would require), is just beyond stupid.

EvE is supposed to suck.  Wait . . . what was the question?

Ranger 1
Ranger Corp
Vae. Victis.
#351 - 2013-08-06 22:07:12 UTC  |  Edited by: Ranger 1
Zaxix:
Actually, medical clones aren't quite a versatile as you make out in all area's of space... but as I originally pointed out some of the arguments presented have been excellent examples of why medical clones need to be looked a closely. They tread very close to the line of undermining more important area's of game play.

So far the only thing keeping them from becoming a serious issue is implant loss. While you dismiss this a trivial, to most players it is not. For your average player the cost involved is an issue, and wealthy players tend to keep very, very expensive implants in their clones... and are loath to give them up for a simple location change.

I apologize for my tone if you took it to be personally insulting, it was not intended to be that way. Just keep in mind that usually the people asking for changes of this nature are usually players that haven't gained enough experience with the game to look beyond the surface layer of cause and effect that ripples throughout this game.

As for specific examples... well, to be honest there are far to many to begin to list here (and my time is limited at the moment). Perhaps the simplest way to say it in the limited time and space I have is that it becomes far too easy to go on a day trip in a fully equipped clone in one corner of EVE... and then that evening hop back across the universe (again in a fully equipped clone) for a completely different activity that night.

No commitment necessary, no real planning necessary, no sacrifices made... just click a button and there you are, fully outfitted for whatever the occasion may be. That's not really challenging game play.

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

Bren Genzan
Open University of Celestial Hardship
Art of War Alliance
#352 - 2013-08-06 22:21:04 UTC
CCP Rise wrote:
Glad that generally this is something people want. I'm not surprised there's different opinions on exactly how much this timer should be reduced, but for now we will stick with this time range and we can see how it fits.

As far as tying it to a skill, there's good arguments for and against. I'll have a chat with some other designers and make sure we're all on the same page before shipping it.

As usual, thanks for the input.

Great job, Rise, this skill was on my Christmas list. I think you guys are right and the typical EVE play session is about 5 hours on a weeknight. I too asked Santa for 10 percent reduction per level, but I won't complain. 5 hours is not at all unreasonable from my perspective.

Many people, especially non-pvpers, do not use jump clones and therefore will not train this skill, so this change allows a player who wants the advantage to gain that advantage. All they have to sacrifice is a little time in their skill queue.

That's very Eve. Well done. Smile
Solhild
Doomheim
#353 - 2013-08-06 22:40:11 UTC
Don't bother with a skill at all.

Instead of a 24 hour cool-down working between different days, make it 2-4 hours so it is more likely to be between different play sessions.
Laendra
Universalis Imperium
Goonswarm Federation
#354 - 2013-08-06 22:42:01 UTC
I dunno, I still think that the jump clone timer should be based on distance to the target jump clone, with further distances causing much more strain on your mental capabilities than a much shorter distance (e.g. in same station). A skill could then be used to reduce the strain, shortening the timer by a percentage.

For instance,

Same station - minimal strain, 4 hour timer
Same system - minimal strain, 6 hour timer
For each light year of distance, add 20 minutes to the timer. That would give you 54 LY travel after 24 hour cooldown, further distances would take longer to cooldown before you could jump.

The skill could then perhaps shave 5% off the cooldown timer per level

You could build in an emergency override that would give a % chance (based on distance between safe distance and destination affecting the chance) of losing skillpoints (based on distance between safe distnace and destination affecting the amount) if you force a jump too early. That would leave the options with the players.

In the same vein, I think there should be cooldown timers for med-clones...with the cooldown affecting how long before your skillpoints are safe. This would limit the death clone capability without consequences.

Tippia
Sunshine and Lollipops
#355 - 2013-08-06 22:52:48 UTC
suid0 wrote:
Vincent Athena wrote:

What is the point in adding a barrier to the game that is not significant? If its not significant, why have it at all? Just give it to everyone for free.

To me this looks like adding complexity for the sake of complexity. This as a skill does not enrich the game. It just adds a little speed bump. What is gained by having this a skill over just a base timer change?

yeah, you are right... what's the point in having to train skills at all... we should all just be given all V characters so we can get on with playing the game...

wow...
…wow, indeed, you really didn't get what he was saying. Why are they tying a quality-of-life improvement to a skill? It's there to fix a amateurish fencepost error in the design of the jumpclone timer. So why not fix the amateurish error in the design of the timer?

This is not something that should be a skill — it's something that should be a correction of the design. Having this as a skill is like having “warp and dock” as a skill rather than as a button on the selected items menu; like having the new “access POS modules from anywhere within the bubble” functionality be tied to a “POS Proficiency” skill; like having a “run tutorial” skill that lets you run the improved tutorials rather than the old crap ones.

Letting everyone play the game with the same design (i.e. without glaringly obvious design flaws) is not the same thing as giving everyone all-V skills — that's just a moronic simile on every level.

What they're doing here is trying to fix a recognised design flaw by adding a new design flaw on top of it that works in the opposite direction, hoping that the two wrongs will… if not make a right, then at least cancel each other out. In reality, all it does is make the game have two design flaws rather than one. They're not actually going after the stated goal of the change, which quite simply means that their proposed solution is 100% wrong, and they're trying to justify this horrible idea by saying that it's only a little horrible.

If the goal here is to avoid situations where jump clone delay pushes jump clone use back a bit each play session without accelerating the rate that you can jump significantly, and just wanting to make sure that switching once a day is actually possible, the solution is to remove the fencepost error that created that problem: reduce the timer from 24h to… whatever. 23h55min would be sufficient if that's actually what they wanted. But they don't, which only ever raises the question of what the purpose of this addition actually is, because it definitely isn't to pursue the stated goal.
Vaju Enki
Secular Wisdom
#356 - 2013-08-06 23:07:31 UTC
You should remove jump clones from the game.

The Tears Must Flow

Eternal Error
The Scope
Gallente Federation
#357 - 2013-08-06 23:15:22 UTC
Solid change. Might be a better idea to reduce base timer to 22-23 hours and have the skill reduce 30 mins per level, but this is certainly better than what we have now.
Stalence
Caldari Colonial Defense Ministry
Templis CALSF
#358 - 2013-08-06 23:43:04 UTC
I 100% endorse this skill, but like others have stated, I would buff the skill to allow 2hr reductions per skill level. If you left it as 1 hour, I could almost assure you nobody would ever train the skill to 5... just wouldn't be worth the SP investment.

I'm not sure I caught what rank you had in mind for this I would increase the rank to adjust for the greater time. I think 5x would be fair.

If you're absolutely opposed to making this skill better than 1hr increments you could introduce an Advanced Informorph Synchronizing skill that could add the additional 1hr per level? I'm not sure that would be a popular option with players (as its over twice the amount of training for what people are requesting) but maybe more will be ammenable than not to it.


Also side note: I saw a few posts regarding jump clone vats at POSs in wormholes... not sure how that fits into the lore or WHs being "off the grid" but nonetheless it would be a cool mechanic. Even if just to swap clones/implants in person as some have suggested.

Member of #tweetfleet @stalence // Templis CALSF // YouTube Channel

Balzac Legazou
Center for Advanced Studies
Gallente Federation
#359 - 2013-08-07 03:35:10 UTC  |  Edited by: Balzac Legazou
KIller Wabbit wrote:
The more med clone jumping the more money CCP makes - don't expect them to go up against their bottom line.


Hint: ISK isn't real money, and, even if it were, they can print as much of it as they want. ;)

I doubt anyone will be buying PLEX to pay for their "med clone jumps".
Mara Rinn
Cosmic Goo Convertor
#360 - 2013-08-07 03:44:46 UTC
I am one of the people that will benefit greatly from this skill: I spend a lot of time mining,mount I like running incursionsas a logistics or command pilot. Those activities use vastly different skills and thus implant sets (Highwall +5% yield isn't going to help me rep your ship faster). So on nights where I am mining and a friend suggests we get a group together for Incursions, I no longer have to sacrifice two nights of mining (tonight and tomorrow night) for the sake of joining friends in Incursion fleets.

With this change, you don't have to work your life around jump clone timers. You get to spend part of your gaming session tonight on one activity, jump to another activity that becomes more interesting socially, spend some time doing that other activity then jump back to this activity for the entire night tomorrow.

I suspect that five hours is more than the average play session, meaning you will be able to jump to a clone at the end of this session without knowing what clone you might prefer to use tomorrow night.