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

First post First post
Author
Destination SkillQueue
Doomheim
#141 - 2013-08-05 20:17:26 UTC
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.


What rank skill will it be and what are the prequesites? I'm mainly concerned with it being newbie friendly, since it seems like a skill anyone not married to a specifc type of activity would have occasional use for and there really isn't a reason why it should be behind a high training barrier.

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.


If that is all, why not just drop the cooldown to around 20 hours and be done with it? What is the design goal, that made you retain the problematic system intact and just allow us to sacrifice time to get character specific fixes to it?

In my view if it's deemed as a problem then just fix the problem. This kind of common sense mechanical change shouldn't be something you make players sweat for, so to speak. It's like you notice a design problem, but instead of fixing it, you leave the initial problem in the game and offer us an option to achieve the fix by stop training gameplay enhancing skills for a few days. It doesn't exactly scream great game design. More like the gamemechanics are made to be unnecessarily painful, but you have the option to achieve the fix if you just pause your character progression for a few days. Yay?! I guess it's better then nothing, but I still dislike the approach you've chosen.

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. Feedback on large scale plans or changes to jump clones, or clones generally, while totally valid, won't have an effect on 1.1. So, if possible, please focus feedback on this skill specifically.

o/

Nice to see you're going to think about the system properly at some point. If you're taking in feedback on a future project, I'd like to see you clearly type out the goals you have for the system and why you think the limitations need to be there. Without that any system you go with will seem somewhat arbitrary(like why 24h of cooldown instead of 20h). If you provide those details, it'll make giving constructive feedback much easier, since we have a solid base to ground that feedback on.
Rowells
Blackwater USA Inc.
Pandemic Horde
#142 - 2013-08-05 20:27:29 UTC
Marcel Devereux wrote:
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 will only accomplish your goal if everyone has exactly the same playtime every single day. It doesn't help in the situations where someone JC's and then a CTA goes out for a few hours later and they are stuck in the wrong clone.

If your primary goal is to have people able to switch out implants, then why not talk about more jumps with the skill? Or can we talk about why there is even a limit? What if there wasn't a limit and jump cloning and it cost ISK to jump clone (hey look another ISK sink!)?

read the post, implants were not mentioned nor were CTAs. its just to make jumpcloning easier in terms of each time you play a day.

say i start playing at six every day and log off around 9. i decided at 830 to jc up to a trade hub for some orders.

day 2 rolls around and its 7 o'clock - "guys, form up we're gonna go have some fun (insert activity here) in 20 minutes."

....well ****.

See? it's only to help each session (assuming a normal session is about 4-5 hours long, hence the hours per skill)
Lyra Gerie
Garoun Investment Bank
Gallente Federation
#143 - 2013-08-05 20:27:44 UTC  |  Edited by: Lyra Gerie
I like this change, +1

And to everyone saying it should be longer. Just make another skill, make it something like 10x-15x train time and have it require Informorph Synchronizing level 5 and call it Advanced Informorph Synchronizing which will again give 1 hour reduction per level.

This would make the training time take so long that only the most dedicated of pvp/fleet people would get it to the point where they have a 14 hour timer on their clones.

That aside, I still don't like reducing it that far. I understand most players use it to get into cheap clones but it also has the side effect of putting you anywhere in KS in an instant and there really isn't a reason to allow that twice a day (ie the 12 hours everyone wants).
Gamer4liff
Deep Core Mining Inc.
Caldari State
#144 - 2013-08-05 20:29:02 UTC
It's nice, but I think a full reduction of 50% (to 12 hours) at max level would be more reasonable and cleaner. I don't think too many people are going to be able to make much use of the difference between 19 hours and 24.

A comprehensive proposal for balancing T2 Production: here

Khanh'rhh
Sparkle Motion.
#145 - 2013-08-05 20:31:29 UTC  |  Edited by: Khanh'rhh
What in the ****?

Why is this a skill? Why are you making people invest SP in order to receive QOL fixes? This is the most bizarre change I've read, so much so when somone mentioned it to me I thought it was a parody. This is like making someone train to get UI fixes, or any other QOL change. "Just train graphical anomalies to IV and you should find less flickering! Oh your corp window keeps freezing? Train HUD stability to V!"

I don't think you've really understood why people are asking for the change, since it makes exactly zero sense to be a skill.

Just chop an average play-time from 24 hours and be done with it - a flat 20 hours will be what everyone goes for, so why you want people to take 1-3days to train this is just frankly bizarre.

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,

Fifth Blade
Jump Drive Appreciation Society
#146 - 2013-08-05 20:31:54 UTC  |  Edited by: Fifth Blade
The problem people have with having to train a skill for it isn't just because they have to train a skill to make the mechanics workable. It is also that they have to take it to V to get any useful reduction at all and even then it is barely useful for many people.

A required level V skill that barely addresses the problem. If it were 2h / level some people could take it to 3 and for them, that might be enough. For the rest of us 4 or 5 is still an option.

As it is we would all need to train it to 5 to get any use at all. And many would find that simply isn't enough for anything more than occasional use (when you know you wont be able to log on for a few hours extra) anyway.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#147 - 2013-08-05 20:35:11 UTC
Gamer4liff wrote:
It's nice, but I think a full reduction of 50% (to 12 hours) at max level would be more reasonable and cleaner. I don't think too many people are going to be able to make much use of the difference between 19 hours and 24.

12hrs is too big of a reduction as there is a concern of power projection (main reason of 24hr cooldown).

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

luredivino
Infinite Point
Pandemic Horde
#148 - 2013-08-05 20:41:22 UTC
I am not really complaining, but 2 hours per level would be much better.
Isengrimus
V0LTA
WE FORM V0LTA
#149 - 2013-08-05 20:44:02 UTC  |  Edited by: Isengrimus
Fifth Blade wrote:
The problem people have with having to train a skill for it isn't just because they have to train a skill to make the mechanics workable. It is also that they have to take it to V to get any useful reduction at all and even then it is barely useful for many people.

A required level V skill that barely addresses the problem. If it were 2h / level some people could take it to 3 and for them, that might be enough. For the rest of us 4 or 5 is still an option.

As it is we would all need to train it to 5 to get any use at all. And many would find that simply isn't enough for anything more than occasional use (when you know you wont be able to log on for a few hours extra) anyway.


This. 2hrs reduction per level while making it more difficult to train (say, "rank" 5 or 6 and some unpopular attributes) would make it much more useful for those who need it but still balanced.
Kobea Thris
Inquisition FiS Division
#150 - 2013-08-05 20:49:35 UTC
Why is this being made a skill? Drop the timer down by 4 hours and be done with it. There is no reason to have skill inflation like this if your simply view a 24 hour timer as a game design flaw that negatively impacts peoples play. If it's flawed, fix it, don't have a skill to fix the flaw, that makes no sense.

.

Balzac Legazou
Center for Advanced Studies
Gallente Federation
#151 - 2013-08-05 20:54:46 UTC  |  Edited by: Balzac Legazou
Why not solve this the way most other MMOs solve the "24 hours plus a bit" problem? Change the cooldown to 23 hours. Problem solved; people will always be able to jump on the next day at their "usual" play time.

Why add yet another skill (to "fix" something that even you recognize as a design flaw)? Does Eve really need more time / ISK sinks?

Also, while you're at it, implement the idea from the big suggestion thread about swapping clones whenever you want as long as you're at the relevant station. It won't affect instant travel and will make people more likely to actually play, instead of going "Oh, I have the wrong implants to [mine/PvP/whatever], I guess I'll go play something else and come back tomorrow..."
kraiklyn Asatru
Sebiestor Tribe
Minmatar Republic
#152 - 2013-08-05 21:00:32 UTC
Imho I think clone jumps should be determined in time and distance. Jumping to a clone 35 jumps away is longer timer then jumping in the same system.


Then let the skill level influence the distance timer or the distance you can jump.
Luc Chastot
#153 - 2013-08-05 21:11:00 UTC
This change is as irrelevant to the problem as a fart in the desert.

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

Aayla Securia
Caldari Provisions
Caldari State
#154 - 2013-08-05 21:12:47 UTC
Balzac Legazou > can't agree more ! Reduce to 23 hours as a general game rule and trash the whole skill idea.

Implement station switching if that's so much needed and fix whole "erase my clone" mechanic
Tea Leaves
Abyssus Spatium Exploratorium
#155 - 2013-08-05 21:14:02 UTC
Howsabout Advanced Infomorph Psychology, allowing 1 additional JC per skill level? Huh? Huh? Huh?
Walter Stine
Caldari Provisions
Caldari State
#156 - 2013-08-05 21:17:30 UTC
Change I can believe in.
MacQueen
Viziam
Amarr Empire
#157 - 2013-08-05 21:19:00 UTC
Make 20 hours baseline, skill reduces by 1 hour per level. Most games with a daily cooldown have them set to 20 hours to allow breathing room to ensure you're not slowly pushing back the reset time every day. Having 20 hours baseline and a skill to reduce the time seems like it would work out much better.
Rockstara
Reaction Scientific
#158 - 2013-08-05 21:20:12 UTC
CCP Rise wrote:
Hi Hi

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.

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. Feedback on large scale plans or changes to jump clones, or clones generally, while totally valid, won't have an effect on 1.1. So, if possible, please focus feedback on this skill specifically.



Feedback on this skill specifically - I believe the best solution to this play session sync issue is to not add the skill and just reduce cooldown by a single hour.

However, I think the ability to swap clones in the same system with a ~1 hr cooldown would be in the best interests of the game. If you think about what people want to do with jumpclones within a local system - they want to change to a specialized set of implants (cheap ones, mindlnks, pirate set, etc.) for their current play session and then swap back to learning implants. From a game design perspective what problems does this create? I know many players that have logged off in their expensive clones when they would have stayed and played if they could have swapped them out, so as a player I'd rather have the latter.



Fifth Blade
Jump Drive Appreciation Society
#159 - 2013-08-05 21:25:08 UTC  |  Edited by: Fifth Blade
MacQueen wrote:
Make 20 hours baseline, skill reduces by 1 hour per level. Most games with a daily cooldown have them set to 20 hours to allow breathing room to ensure you're not slowly pushing back the reset time every day. Having 20 hours baseline and a skill to reduce the time seems like it would work out much better.

+1

This would be an even better alternative for those that play for longer stretches on weekends (for example). And would remove the absolute requirement to train it to V for the casual players who play for 3 hours or less.
3rr0rc0d3
#160 - 2013-08-05 21:34:27 UTC
CCP Rise wrote:
For Odyssey 1.1 we are adding a skill - Informorph Synchronizing - which will lower the time between jumping clones by one hour per level.

Feedback on large scale plans or changes to jump clones, or clones generally, while totally valid, won't have an effect on 1.1. So, if possible, please focus feedback on this skill specifically.


Hi Rise (see what I did there? I'll let myself out)
Honestly, I like the idea.
It would make switching between shield and armor clones a lot easier, for example.
But I would've gone a different route with the skill bringing it to 12 hours cooldown at V.
The cooldown period would then work like this:
Level 1: 23h
Level 2: 21h
Level 3: 18h
Level 4: 15h
Level 5: 12h

I'd also (as mentioned before me in this thread) add a skill in the long run to increase the amount of jumpclones, maybe upto a maximum of 8.
10 seems excessive and troublesome to manage, and 6 is not justifyable to train a skill to V for.

I like your ideas, keep 'em coming!

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