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

First post First post
Author
Bi-Mi Lansatha
The Scope
Gallente Federation
#521 - 2013-08-28 07:46:47 UTC
CCP Rise wrote:


For Odyssey 1.1 we are adding a skill - Informorph Synchronizing - which will lower the time between jumping clones...

... Based on feedback we are also going to be able to add a second skill in this patch - Advanced Infomorph Psychology - which will open up 5 more jump clone slots....


Bitter Vets often complain about the cost of clones (with some justification I believe). How about another skill... one that reduces Clone costs by a percentage. Low skill point players players could ignore it, while higher skill point players (PvPers in particular) might find a benefit in training it.
Bi-Mi Lansatha
The Scope
Gallente Federation
#522 - 2013-08-28 07:48:31 UTC
Vayn Baxtor wrote:
Think the bonus is still low, but better than nothing.
Now if you could just add in a very long Social Skill that could lower the clone costs °-°!

Or lower the clone costs in general.

*runs away*
I didn't see this...Oops


Fleet Admiral Ocampo
Critical Influx
#523 - 2013-08-28 17:19:26 UTC  |  Edited by: Fleet Admiral Ocampo
CCP Rise wrote:
Hi Hi


For Odyssey 1.1 we are adding a skill - Informorph Synchronizing - which will lower the time between jumping clones by one hour per level.

The goal here is to avoid situations where jump clone delay pushes jump clone use back a bit each play session until eventually people wind up stranded in the wrong clone during their few hours of play time. We don't want to accelerate the rate that you can jump significantly, we just want to make sure that switching once a day is actually possible.




and how about a total new mechanics

Infomorph Psychology : Psychological training that strengthens the pilot's mental tenacity. The reality of having one's consciousness detached from one's physical form, scattered across the galaxy and then placed in a vat-grown clone can be very unsettling to the untrained mind.

Allows 1 jump clone per level.
Activation Cost ( 200% Current Medical Clone ) isk cost
Cooldown 6 Hrs



Informorph Synchronizing : will decrese the Jump Clone Cost by 10% per level.
Skill Req Infomorph Psychology V


this will really cut down the time needed and will make another isk Sink for CCP

FAO
Kane Fenris
NWP
#524 - 2013-08-29 05:38:31 UTC
@ CCP


with the increased number of clones could we have "name labels" to distinguish clones faster from one another?

would be great
Elvis Preslie
NRDS Securities
#525 - 2013-08-29 06:04:04 UTC  |  Edited by: Elvis Preslie
CCP Rise wrote:


The goal here is to avoid situations where jump clone delay pushes jump clone use back a bit each play session until eventually people wind up stranded in the wrong clone during their few hours of play time. We don't want to accelerate the rate that you can jump significantly, we just want to make sure that switching once a day is actually possible.

.


you need to do it the same as you did with warfarelink specialist skills, requiring lvl 2 and higher before actually starting to decrease the time. Make level 1 have no effect, giving the default 24 hours, and level 2 decrease by whatever intervals or percentage you intend. Whatever formula you programmed in whatever language, for that, just use the same function for the jump delay. Case closed.

Preferably, just start out at 24hours and make level 1 have an effect, please, please with quafe on top :-D
Julius Priscus
#526 - 2013-09-01 06:55:00 UTC
CCP Rise wrote:
Updated OP to reflect that we are also going to add another skill in this patch which allows for 5 more jump clones per character, bringing the max up to 10.

Many people asked for this skill and while we don't expect most players to need it, we wanted to support those that do. The skill will be called "Advanced Infomorph Psychology" and will require basic informorph to be level 5 before training.



you know you could of done it differently?

Advanced Infomorph Psychology

allows the user to to jump clones every 12 hours , minus one hour per level of said skill.
every time user jumps clones the base timer increases by 25% until 72 hours cool down timer has passed.
after 72 hours of no clone jumping base timer is back to 12 hours ( adjusted for skill level ofc ).
Sulindra
Aliastra
Gallente Federation
#527 - 2013-09-02 04:14:12 UTC
Hey, while you are at it...

Can you automate pausing skills, leaving ships, jumping and restarting your skills. I think it's totally lame that we have to to through all this to JC, it is such a time suck.
APOLLO4578
Mount Olympus Galactic Industries Inc
#528 - 2013-09-03 15:26:40 UTC
When will these skill books be added to the market? I'm not familiar with the mechanics of seeding.

Thanks for the help!
Harvey James
The Sengoku Legacy
#529 - 2013-09-03 15:30:19 UTC
20 mil and 5 mil for these on the market .... i wasn't expecting them to cost as much as that

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Astenion
University of Caille
Gallente Federation
#530 - 2013-09-08 15:42:59 UTC
Yay! So instead of having to wait an entire rotation of the earth on its axis, I only have to wait ALMOST an entire rotation of the earth on its axis in order to clone jump. Woot.

It's better than nothing, I guess.
Marc Callan
Center for Advanced Studies
Gallente Federation
#531 - 2013-09-09 09:52:59 UTC
Alternative option for a second iteration of Infomorph Synchronizing, based on something I threw into the "Reasonable Ideas" pot for the CSM:

IS I: Clone jump timer reduced to 20 hours.
IS II: If jumping to a clone in the same region, clone jump timer reduced to 16 hours; otherwise IS I timer applies.
IS III: If jumping to a clone in the same constellation, clone jump timer reduced to 12 hours; otherwise IS II timer applies.
IS IV: If jumping to a clone in the same system, clone jump timer reduced to 8 (or 4) hours; otherwise IS III timer applies.
IS V: If jumping to a clone in the same station, clone jump timer reduced to 4 hours (or zero); otherwise IS IV timer applies.

I'm sure there are problems with this setup, but it seems to me a fair enough balance; you get better jump clone timers, but only if you're closer to your clones, thus neutralizing the possibilities for rapid clone deployment to the other side of New Eden.

Ready to hear what makes this a bad idea (i.e. if you don't like it, just tell me why).

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

CCP Ytterbium
C C P
C C P Alliance
#532 - 2013-09-11 09:53:06 UTC
Unpinning, 1.1 has been released.
Alianerta Liniskan
hZ7x7V2
#533 - 2013-11-07 02:53:13 UTC
Pin again, pls, or Rise into new thread, There are couple of questions about these two new skills.

1. "Advanced Infomorth Psichology"
What is the case, that capsuleer can use 10 clones? (silent about jcing at a station with one). Curious, if any1 got them ten.

2. "Informorph Synchronizing":
Why not to minimize the jc timer to zero?
Imagine a situation, when someone has ten clones, but can`t activate any, due to the 19 hour (24-5) limit, while his friends are dying.

Quote:
Suggestion is:

  • Make lvl 5 the `Informorph Synchronizing` jcing availability to 0 hours;
  • lvl 4: 12 hours;
  • lvl 3: 6 hours;
  • lvl 2: 3 hours;
  • lvl 1: anderhalf

Would be nice to augment it.


Out.

Alianerta