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Remove Medical Clones

Author
Celthric Kanerian
Viziam
Amarr Empire
#21 - 2014-08-10 23:02:34 UTC
No, I like it as it is... it's one of those things in EVE that makes me remember that she's a mean old crazy *****.
Sethris
The Scope
Gallente Federation
#22 - 2014-08-12 10:19:53 UTC
While removing clone costs all together might be nice on paper, I don't think it is the way to go. Losing a pod should still hurt.

My suggestion would be that there would only be one clone type instead of all the grades. However, the cost would be based on your most recent loss.

Please! Before going on a rant of how bad this idea is allow me to elaborate!

When flying a ship (any ship) you're not using your all of your skill points. You've trained to fly a frigate before moving on towards a battleship, yet you don't use the frigate skills (ship skill, gunnery skills) when sitting in a battleship. Of course there are overlaps in the skills used, but some skills are specific. Miners might be ratters as well, but when gettiung ganked in their mining barge they aren't using their ratting skills. If we can agree on this

A while ago CCP introduced ISIS and the mastery system. I think this is something that could be usefull for this discussion.

For example, if I'm new to flying a battleship - i.e. I only have mastery 1 or 2, and I get killed in that ship, and subsequently podded afterwards - the cost of the clone should be lower than when someone with master 5 got podded in the same ship. My reasoning is that, in theory, someone with a high mastery level should have a higher chance of survivability than someone with a lower mastery level.

So after you've been podded and wake up in the station and go to update your clone, you'll only have one clone choice. The implicit choice of not updating your clone (and potentially lose skill points) will still be there.

This might mean that if you've chosen to focus on frigates, for example, and have not trained any further, getting podded in a T1 frigate might be more expensive for you than then capital pilot that got podded next to you - despite him having 100m skill points and you only 20m. However, I feel that fair, since you should be better at flying that ship than him.

Anyhow... Just a thought...
Kagura Nikon
Native Freshfood
Minmatar Republic
#23 - 2014-08-12 11:37:33 UTC
Samillian wrote:
Not supported.

What is next on your list? Re-spawn points in-system and the automatic replacement of any implants?

The inconvenience of replacing implants and upgrading your clone is part of the gamble when you go into combat. The more you remove such things from the game more pointless you make PvP and the more of its edge you remove. In short while you seek to encourage riskier behaviour (no bad thing) your method would make that behaviour inherently less risky.

Plus let us be honest here it doesn't take much to set your medical clone up near to your current centre of activity or to remember to upgrade if your unlucky.



when you have over 160M SP the thing starts to get really expensive. Well used to be way worse. Not so long ago the pod used to cost way more than a battleship on this SP level :P

"If brute force does not solve your problem....  then you are  surely not using enough!"

Frostys Virpio
State War Academy
Caldari State
#24 - 2014-08-12 14:49:28 UTC
Med clone upgrade are literally up in the alley of paperwork because :reasons: as far as a game mechanic goes. You do it because you have to. It's like a stupid layer of paperwork you have to do even if you know it will end up in a large filer never actually getting used. You only really do it because you get chewed up if you don't. Even your boss know it's useless but he will chew you up for it because someone chew him up when you forget it. At the top, there is someone who doesn't care but who decided it had to be done. He never requested any report over this but he still make sure everybody does it.

Updating your clone is buisness as ususal, there are no choice over it. You update it because you have to, 3 clicks + some ISK and then, the mecanic can be entirely forgotten until you break the SP limit or get podded. You avoid the penalty by doing it but there would be nothing of value lost in if the thing was gone because it's normal procedure for the clone to be updated. There is no choice. No game reason to not follow the standard procedure. It influence nothing in the game except getting chewed up if you forgot. Why can't the game assume I will update my fuckign clone when there is actaully no drawback to it?

Choosing to use implants or not has drawdack and provide meaningfull options, med clone upgrade have no option. It's useless as a mechanic except to add a stupid layer of things to do from time to time because.
afkalt
Republic Military School
Minmatar Republic
#25 - 2014-08-12 15:02:52 UTC
Sethris wrote:
While removing clone costs all together might be nice on paper, I don't think it is the way to go. Losing a pod should still hurt.


It already does without the need for a varying penalty based on toon age.

Podded - lose implants. Hurt.

No implants? Being hurt every second you sit in that pod compared to someone dotting about in high/low sec.


Why should an empty clone cost twice the ship you lost it in "because $AGE"?

It's flat out dumb.

Either flat fee it, or get shot of it.
Foxstar Damaskeenus
why did i join this corp
Not Purple Shoot It.
#26 - 2014-08-12 15:07:11 UTC
Losing a nice ship sucks, getting ganked sucks, getting podded with implants sucks. Eve is hard and the risks seem real, that's why many of us play it.

Original Post NOT SUPPORTED. Whats next? Get rid of ammo so you don't forget that too?

"[this thread] is a cesspit of trolling and flaming" ISD Buldath

Foxstar Damaskeenus
why did i join this corp
Not Purple Shoot It.
#27 - 2014-08-12 15:08:54 UTC
afkalt wrote:
[quote=Sethris]


Why should an empty clone cost twice the ship you lost it in "because $AGE"?

It's flat out dumb.

Either flat fee it, or get shot of it.


I don't disagree entirely with that. 50 million for a pod upgrade seems excessive.

"[this thread] is a cesspit of trolling and flaming" ISD Buldath

Frostys Virpio
State War Academy
Caldari State
#28 - 2014-08-12 15:19:30 UTC
Foxstar Damaskeenus wrote:
Losing a nice ship sucks, getting ganked sucks, getting podded with implants sucks. Eve is hard and the risks seem real, that's why many of us play it.

Original Post NOT SUPPORTED. Whats next? Get rid of ammo so you don't forget that too?


The risk you mentionned would still eb there. You would still lose ships, you would still get ganked and you would still lose implants on death. The only thing gone with med clones is the :file a report about your death in 3 copies and put them in this filer here: portion of the system because nobody ever opened the filer. It's only there to accept the reports. Charge me the ISK for all I care, just remove the stupid manual clicking process.

Ammo is a choice for combat. You have different options which have meaningfull impact in game. Your clone is not a meanigfull choice, there is only 1 option which is optimal and one which never really gets chosen except by misstake. Meaningless mechanic are not needed in this game.
Fer'isam K'ahn
SAS Veterinarians
#29 - 2014-08-12 15:35:30 UTC  |  Edited by: Fer'isam K'ahn
Hmm, to be absolutely honest, I could do without reocurring clone insurenaces.

I have been called a bitter-vet like most of you and I am not and neither are you, but I believe this one is a feature that stuck around due to our affinity of being creatures of habits - and for no other reason.
If you imagine for the sake of the arguemnt, that you upgrade your clone once or not at all and the SP would be safe and someone would suggest the system we have now, almost everyone in the forum would rage and take the opposite position as you are doing now. Just saying.


I find it detrimental like the pure learning implants and these are the things keeping me, not completely, but from the more casual form of PvP. Instead of jumping into an adequate ship when the mood strikes you you have to consider 3 things instead of one and each thing adds enormously to the perceived (if not always real) cost.

1.) The ship
2.) The Implants
3.) The clone itself

1. If you want to PvP you count the ship as lost and even if you do not have an appropriate ship it is easy to throw somethign that kind-a fits together and head out. This risk or los of value is calculated and can easily be dealt with in mind as in finances.

2. Adding the implants adds an enormous risk factor to the consideration, especially if the engagement is casual and the implants do not bring any benefit to the venture in themselves (arguing only pure learning implants here). This is more of a gamble then a calculated risk, you might get the pod out, you might not. Can you jump clone, have a jumpclone, can install one, is the cooldown finished, how far is that clone... all considerations that will add to the resistance to PvP.

3. Losing the clone itself is another gamble and risk that further lowers the willingless to 'just head out and wing it' and adds up in more doubt in the venture and more possible and/or calculated loss.


In most cases, where I would have just jumped ship and head out to assist a friend or just go for some spree, the costs, gambles and effort (yes, there is way more effort involved in considering) beyond the ship are what kept me from engaging in PvP and lead me to do just another mission or mine some more... not really what most here would like to see promoted.

My observation and rationalization and conclusen are to do away with clone insurance (one permanent upgrade at max) and the pure learning implants. All the sets already have bonusses to attributes and give another, active and event related reason to use or save (store) them. The only thing the pure implants do is prevent you from undocking in most cases.

And no, no hit on the economy, it will balance iteslf out. Not sure how ppl will get richer from not paying clone upgrades but getting blown up more °°

Cheers Big smile

TL;DR Reverse the circumstances, check your arguments and consider the results.
afkalt
Republic Military School
Minmatar Republic
#30 - 2014-08-12 16:10:06 UTC
To add to the above

3a) Losing the pod is null is not a gamble, it is not a risk. it is a matter of (usually pretty short) time especially for the 'dictor pilots.

Where's the reward? Why should I ever plug anything into a 'dictor pilots pod? Odds of escape are about the same as the odds of losing a pod in low/high.
oohthey ioh
Doomheim
#31 - 2014-08-12 16:45:40 UTC
Nope, not support.


you need a consequence for loosing your pod, and when I move my stuff around I take in to account med bays locations, it add gameplay.


I could risk loosing SP pionts by setting my clone in a station with no medbay, to rejoin the fight sooner.

If anything it would be cool to pre-buy death clones, so if I know i'm going be spending a week in null with a lot of pvp action i could pre-buy 20 clones. and not to worry till i loose the 19th clone.
afkalt
Republic Military School
Minmatar Republic
#32 - 2014-08-12 16:54:41 UTC
oohthey ioh wrote:
you need a consequence for loosing your pod


Explain to my why implant loss - either directly, or pre-emptively by not using them thus losing SP every tick isn't a consequence.
Michael Ignis Archangel
Deep Core Mining Inc.
Caldari State
#33 - 2014-08-12 17:05:26 UTC
Not supported. It's one of the very rare ways to balance the new/old player imbalance. With 100+m SP, your capabilities should make the ISK cost trivial.
Frostys Virpio
State War Academy
Caldari State
#34 - 2014-08-12 17:08:07 UTC
Michael Ignis Archangel wrote:
Not supported. It's one of the very rare ways to balance the new/old player imbalance. With 100+m SP, your capabilities should make the ISK cost trivial.


Why even put it there if it's trivial?
Fer'isam K'ahn
SAS Veterinarians
#35 - 2014-08-12 17:10:08 UTC  |  Edited by: Fer'isam K'ahn
Michael Ignis Archangel wrote:
Not supported. It's one of the very rare ways to balance the new/old player imbalance. With 100+m SP, your capabilities should make the ISK cost trivial.

That's a faulty assumption. High SP do not make high income, they can of course, but correlation does not make causation. High SP don't cause great amounts of ISK to appear - so one can blow them to bits again

Something to add to my above post.

This is also a reason why I do not train my FW char. This changfe might well convince me to activate dual training again.

It would also stop all discussions about more clone skills for better and faster clone exchanges (not jumps) and more ... I see only positive results from this.
Abrazzar
Vardaugas Family
#36 - 2014-08-12 17:30:30 UTC
Make it a monthly subscription instead of a per death cost. Then all those not dying that month pay for the clones of those dying over and over again.
Sethris
The Scope
Gallente Federation
#37 - 2014-08-13 07:27:21 UTC  |  Edited by: Sethris
Fer'isam K'ahn wrote:

Michael Ignis Archangel wrote:
Not supported. It's one of the very rare ways to balance the new/old player imbalance. With 100+m SP, your capabilities should make the ISK cost trivial.

That's a faulty assumption. High SP do not make high income, they can of course, but correlation does not make causation. High SP don't cause great amounts of ISK to appear - so one can blow them to bits again


While a certain amount of SPs is needed to generate income, it doesn't scale linear. If you can fly the best ratting ship with 20m SPs, the other 100m doesn't help you that much. But you still get punished for you ability to fly different ships. However, I consider the "income in relation to SPs" issue separated from clone costs.

While the general rule in EVE applies "Fly what you can afford to lose" it doesn't appear to apply to clones - as far as I can tell. Of course, I assume that you don't want to lose any SPs. It does however, as previously stated in this thread, apply to implants. While having some token penalty to update your clone is fine, see jump clones, the current cost doesn't seem well thought out as it stands.

Nor do I feel that it is something that plays well with the narrative. Take nullsec with its conquerable stations where you can decrease the repair cost to 0. But you can't influence the clone cost?

Which brings me to another suggestions - let the current clone cost stand in NPC stations, but let conquerable stations have the ability to set the cost themselves (and the owning corporation keep any revenue).
oohthey ioh
Doomheim
#38 - 2014-08-13 09:39:04 UTC
afkalt wrote:
oohthey ioh wrote:
you need a consequence for loosing your pod


Explain to my why implant loss - either directly, or pre-emptively by not using them thus losing SP every tick isn't a consequence.



Whats stopping form flying my toon with no implants and not caring if i get podded or not?
afkalt
Republic Military School
Minmatar Republic
#39 - 2014-08-13 09:49:01 UTC
oohthey ioh wrote:
afkalt wrote:
oohthey ioh wrote:
you need a consequence for loosing your pod


Explain to my why implant loss - either directly, or pre-emptively by not using them thus losing SP every tick isn't a consequence.



Whats stopping form flying my toon with no implants and not caring if i get podded or not?



Nothing. But you're less combat effective and train slower.

You're telling me that is not paying a price up front?

It's like a down payment on the consequences.
oohthey ioh
Doomheim
#40 - 2014-08-13 09:59:51 UTC
afkalt wrote:
oohthey ioh wrote:
afkalt wrote:
oohthey ioh wrote:
you need a consequence for loosing your pod


Explain to my why implant loss - either directly, or pre-emptively by not using them thus losing SP every tick isn't a consequence.



Whats stopping form flying my toon with no implants and not caring if i get podded or not?



Nothing. But you're less combat effective and train slower.

You're telling me that is not paying a price up front?

It's like a down payment on the consequences.


so an industrialist toon that is not skill training, has a free pass to pod it self and go to any station in game where the corp has an office?

Or if i need to pass though WH space or null, i can warp gate to gate/hole to hole with out having to worry about a consequence?

Not everybody has implants, I don't fly in null/WHs with implants in unless they are cheap, I need a consequence for dying. or there is no risk.
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