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Save Our Clones Initiative.

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Author
Medalyn Isis
Doomheim
#501 - 2014-11-24 10:38:48 UTC
Algathas wrote:
Jvpiter wrote:
Algathas wrote:

For some the mechanic is meaningless, for others it is content. If you find it meaningful to cause as much damage to your opponent as possible, per unit of time, then you would want to kill their pod knowing that their pod has value. For each pod you kill, you know that is 1 less ship they can buy to come back and attack you with. In addition, some people are able to ransom pods because they have value. By removing the ability to damage an enemy's wallet by pod killing, it makes PVP less damaging to the opponent, therefore less meaningful. just because YOU don't find something meaningful, doesn't mean it is not..



Content?


People having less ships to PVP with is content to you?


It's actually the opposite of content.



Yes, destroying my enemies is content, while having no reason to avoid death removes content.

Some peoples minds can only see one step ahead. So for them the choice seems obvious, less clone cost equals more fun pvping. It is similar to the people who think the minerals they mine are free. Trying to make the understand the nuances of a change as you did above is like trying to get blood from a stone, ie they are never going to understand it.

Hopefully CCP will come to the right decision on their own.
13kr1d1
Hedion University
Amarr Empire
#502 - 2014-11-24 11:19:55 UTC  |  Edited by: 13kr1d1
Lol, don't even get me started on people who think minerals are free.

The reason mining is such a **** profession compared to mish running has nothing to do with loot tables anymore; named module reproc payout is nerfed to hell.

http://www.dummies.com/how-to/content/how-to-succeed-in-your-homebased-business.html

Quote:
Charge what you're worth

Here's an instant going-out-of-business plan, no matter how hard you work: Charge your customers less than you're worth. Why would you do that? Well, some people charge less than they're worth because they don't realize exactly how much they are worth. Others charge less than they're worth because they are embarrassed or afraid to ask for an amount that reflects their true worth. Whatever the reason, if you don't get paid what you're worth, you are putting your business at risk.


(The only reason for insulation from this in Eve and the continuation of sweatshop-like work is because we won't starve to death by being stupid in a video game)

Now, this really struck a chord with me. It's practically endemic that people who work in mining or "the mineral trade business" (traders, margins, haulers, reprocessors, I'm looking at you too), generally don't try for higher prices. At a certain point, you have to be willing to say you're not going to sell at all, rather than try to liquidate your inventory constantly. Liquidation and fire sales are for people going out of business, not for people who want to stay in business.

Alternatively, it could be said these are the results of people doing sweatshop work. Minimal pay for a lot of work. Let's draw analogues to the real world. People that own rare metal mines don't flood the market, they restrict flow. Restriction allows people to profit. Guitar center doesn't sell mass produced guitars at their real world production cost. Everything is enormously expensive, because they need the markup to compensate for lower volume sold. They could probably produce some stuff at 30-40 dollars they're selling at 300-400 dollars. You ever try buying a replacement pre-amp circuit to go inside a guitar? 100 dollars for 10 or 20 resistors and capacitors that cost less than a penny each, especially with bulk deals they get, and the IC which probably cost around 50 cents. But why are they charging so much? Are you going to make your own, learn the trade, etc? They have the manufacturing and the knowledge down, and they have limited sales potential. They need to charge more. You don't see ubiquitous stuff in our daily life selling for so much, because, counterintuitively, the demand part of supply and demand can go both ways. If there's a lot of demand, it's easy to sell something cheap and still make profits. If there's little demand, you would want to jack up the price so that it's worth staying in business. Most people assume prices rise when demand rises, but the equation is too simplistic viewed like that.

If a person in Eve works harder than other people like mish runners, and they make a lot less, perhaps they're selling themselves too cheap, or need a profession change.

Anyway, clone costs are part of the flavor of EVE. Let's hope it isn't diluted by the salty water of carebears.


Algathas wrote:
Vol Arm'OOO wrote:
Amarrian Cougar wrote:
This change is a win\win all around and anyone that opposes it is out of touch.

1. This change will create content. People won't be as reluctant to PVP for fear of losing a clone.
2. Fights will be better. People will be less inclined to GTFO during a fight to save their clone.
3. Older players will be more inclined to PvP again without fear of losing a clone worth more than 7 of their ships.
4. No more "oops, my character received brain damage because I forgot to pay a bill"
5. More death will result from this, meaning more players will most likely resub.



OFC people will be less inclined to GTFO because the change promotes riskless, meaningless pvp. Bet you like wow too.


Part of the fun in PVP is podding people because even if a Kill mail doesn't show the loss, you know you likely made them buy an expensive clone (and sometimes receive hate mails for it). It is also the act of getting your pod out of danger that is the "interesting content" that comes because you don't want to be podded. Yes.. there may be more PVP, but it will be more meaningless PVP.. and yes.. interesting content will be removed.



yeah, attrition.

If attrition becomes meaningless, than wars fought become meaningless. Clone costs being start of a slippery slope and all that.

As for the person you quoted saying people will fear PvP less and that'll create more content, I call bullshit. They'll just shift the fear onto something else, their expensive ships, dying for the e-peen gratification of others because they picked a frig ("LOL I just ganked this 10 year vet's ass, post his KM and laugh in local!"), etc. People who don't want to PvP because of the clone costs now, will still find reasons not to PvP if clone costs disappear tomorrow.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

13kr1d1
Hedion University
Amarr Empire
#503 - 2014-11-24 11:30:39 UTC  |  Edited by: 13kr1d1
Jvpiter wrote:
Algathas wrote:

For some the mechanic is meaningless, for others it is content. If you find it meaningful to cause as much damage to your opponent as possible, per unit of time, then you would want to kill their pod knowing that their pod has value. For each pod you kill, you know that is 1 less ship they can buy to come back and attack you with. In addition, some people are able to ransom pods because they have value. By removing the ability to damage an enemy's wallet by pod killing, it makes PVP less damaging to the opponent, therefore less meaningful. just because YOU don't find something meaningful, doesn't mean it is not..



Content?


People having less ships to PVP with is content to you?


It's actually the opposite of content.



For example: Clone costs are game Content. They exist. Removal of clone costs is removal of content.

Stop using this fallacy of a phrase "content creation" to automatically think you've won the argument. Just because you invoke that phrase doesn't mean it has any meaning, let alone a positive one. I came up with a "content" creating idea in F&I for miners that'd force them to be more aware of what they're doing, and content would be created in their ship being damaged, and yet, it was pu-pu'd by everyone, despite being "a creation of content" where mining was easily afk-safe before.

Saying "content creation" as a valid argument on it's own a giant fallacy. Please stop.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

13kr1d1
Hedion University
Amarr Empire
#504 - 2014-11-24 11:33:38 UTC
Orwyyn Darsha wrote:
Algathas wrote:
Antihrist Pripravnik wrote:
Algathas wrote:

Not sure where you got "RVB is meaningless" from what I said. Although I believe RVB is more of an artificial setting than regular lowsec or nullsec it's their choice to make their setting that way. Also I am sure there are plenty of people in RVB that wouldn't mind podding eachother if they did not have such a policy.


Well, I think that it's not artificial but rather player created rule that works around a meaningless mechanic. A rule made to squeeze as much fun per unit of ISK as possible... which is the whole point of clone cost removal anyway. Why pay for clones when you can buy more ships to have fun with instead?

I'll leave this thread because any further discussion is pretty much pointless. As for the conclusion:
- industrial players are not affected. They don't lose pods anyway;
- PvE players are not affected. They don't lose pods anyway;
- traders are not affected. They don't lose pods anyway;
- PvP-ers will have more more ships / fun per unit of ISK / grinding session.

How can anyone spin this to be a bad thing is beyond me, since every argument against the change failed on many levels and was disputed during the course of this discussion. But then again, there are people in RL who would complain if the taxes get lower, so yeah... what do I know.


For some the mechanic is meaningless, for others it is content. If you find it meaningful to cause as much damage to your opponent as possible, per unit of time, then you would want to kill their pod knowing that their pod has value. For each pod you kill, you know that is 1 less ship they can buy to come back and attack you with. In addition, some people are able to ransom pods because they have value. By removing the ability to damage an enemy's wallet by pod killing, it makes PVP less damaging to the opponent, therefore less meaningful. just because YOU don't find something meaningful, doesn't mean it is not..



Lots of blabbering , 0 sense.


A pod and implant set being ransomed is a TOTALLY different issue from med clone costs. 99% of the time there is a medical clone set on the player, CCP is just trying to remove a pointless and time wasting step that adds nothing to EVE experience. You guys need to stay on topic goddammit.

Thank you, come back again.


Grinding ISK and SPs to be able to buy and fly ships is pointless, time and isk sinking content. Please remove it with clone costs so we can add more content to the game through ships blowing up.

Oh wait. Suddenly now game mechanic removal steps on your toes.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

13kr1d1
Hedion University
Amarr Empire
#505 - 2014-11-24 11:36:18 UTC
Rowells wrote:
Mharius Skjem wrote:
Rowells wrote:
Medalyn Isis wrote:
Rowells wrote:
E: do we really want a mechanic that discourages risk for higher SP characters? Don't we want them undocked and shootable? Don't we want them risking real assets in space more often? Clone costs do not help that in any way.

Why don't we turn tranquillity into sisi, put everything on the market at 100 isk with unlimited supply, after all, we don't want to discourage people from pvp do we?

Your logic is flawed. Pod loss is meant to be the most detrimental thing which can happen to a pod pilot, the consequence should reflect that. Then the bounty system might finally make sense too.

Your calling my logic flawed while pulling a slippery slope? Good lord.

As has been said before there is a spectrum of effects clones have. It doesn't affect low so characters that much but much more against higher sp characters.

The point is, clone costs add nothing to the game. Everything else has the diversity of decision to either increase risk and possible reward, or decrease risk and potential reward. Do clones fit in there? No, they are binary. Can't play with them, can't risk one that is better than your opponent, no gameplay. Eve is supposed to be risky, but there is also supposed to be degrees of reward for taking that risk. It's just not there. And until the current system gets removed, there is not much room for improvement


The reward is that you've accrued and are protecting a **** load of sp that you are using to pwn the enemy.
not getting a punishment =/= reward. If I decide not to invest money into a new capital production line, do I have less money than I started? No. If I don't decide to fit a mid slot in my ship, does it suffer from a detriment? No. If I don't use implants, do I lose anything at all? No. The only thing lost is opportunity to do more or lose more. Clone costs don't allow that. You either pay enough to keep sp or enough to keep it.


In the real world If you're not making money, you're losing money.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

13kr1d1
Hedion University
Amarr Empire
#506 - 2014-11-24 11:47:03 UTC  |  Edited by: 13kr1d1
Nevyn Auscent wrote:
Solops Crendraven wrote:
and a Mini Map would be nice.Blink

Press F11 in game. Or turn brackets on and know how to use the tactical overlay.
One of those two applies.

As for 'more SP gives you advantages' it's been pointed out a million times why this is a lie.
SP in EVE gives you diversity of choices, not advantages in a specific ship (once you hit a certain point). It's fairly easy to max out a single fit option. Not so easy to max out every potential option.
But if I have 100 Mil SP, nothing says I have more than 1 mil SP towards a specific ship, meaning that 2 Mil SP character may actually fly the specific ship they are in better.


I can pretty much headshot this argument with one acronym. PvP.

PvP doctrine in nullsec caused some players to have to gain more SP, in their very own words. Why would doctrine change if it yielded no advantage?

PvP is all about maximizing advantages of a certain ship and a certain fit to counter other ships and other fits, and also is countered in turn by various ships and fits on the other side.

If you think diversity isn't an advantage, then dont cross train.Oh wait, you can't fly pirate faction now?

What about when prices of a certain faction's ships take an overall decline while the other factions rise? Is it an advantage to fly those in PvP conflicts to fuel better replaceability and attrition an opposing side who's ships have gotten more expensive? How you going to do that without more SPs?

I think you're confusing immediate "in the moment" advantage with strategic advantage. More SP is more strategic advantage, fullstop.

Even arguing that in a limited engagement time, there's no advantage conferred by, say, mining, in a PvP 1v1, what about the ability of being able to active tank with all cap and rep skills at level 5 vs someone who can't ever fit an active tank? Is the latter character simply "incomplete" because they lack SP, or at a disadvantage because they lack SP? It's funny how the nebulosity of the term "advantage" can allow it to be twisted to mean some undefinable rhetoric.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

Rain6637
GoonWaffe
Goonswarm Federation
#507 - 2014-11-24 15:24:33 UTC
13kr1d1, i'm still trying to figure out how to pronounce your name.
Maekchu
Doomheim
#508 - 2014-11-24 16:39:33 UTC  |  Edited by: Maekchu
13kr1d1 wrote:
Nevyn Auscent wrote:
Solops Crendraven wrote:
and a Mini Map would be nice.Blink

Press F11 in game. Or turn brackets on and know how to use the tactical overlay.
One of those two applies.

As for 'more SP gives you advantages' it's been pointed out a million times why this is a lie.
SP in EVE gives you diversity of choices, not advantages in a specific ship (once you hit a certain point). It's fairly easy to max out a single fit option. Not so easy to max out every potential option.
But if I have 100 Mil SP, nothing says I have more than 1 mil SP towards a specific ship, meaning that 2 Mil SP character may actually fly the specific ship they are in better.


I can pretty much headshot this argument with one acronym. PvP.

PvP doctrine in nullsec caused some players to have to gain more SP, in their very own words. Why would doctrine change if it yielded no advantage?

PvP is all about maximizing advantages of a certain ship and a certain fit to counter other ships and other fits, and also is countered in turn by various ships and fits on the other side.

If you think diversity isn't an advantage, then dont cross train.Oh wait, you can't fly pirate faction now?

What about when prices of a certain faction's ships take an overall decline while the other factions rise? Is it an advantage to fly those in PvP conflicts to fuel better replaceability and attrition an opposing side who's ships have gotten more expensive? How you going to do that without more SPs?

I think you're confusing immediate "in the moment" advantage with strategic advantage. More SP is more strategic advantage, fullstop.

Even arguing that in a limited engagement time, there's no advantage conferred by, say, mining, in a PvP 1v1, what about the ability of being able to active tank with all cap and rep skills at level 5 vs someone who can't ever fit an active tank? Is the latter character simply "incomplete" because they lack SP, or at a disadvantage because they lack SP? It's funny how the nebulosity of the term "advantage" can allow it to be twisted to mean some undefinable rhetoric.

A character can have 2M SP in combat skills, while having maybe 5M SP in industry/mining stuff. Meaning this character will have no advantage over a 2M SP character with the same combat skills.

Therefore, the numerical value of SP, is a stupid way to measure "strength" of a character and shouldn't have a constantly increasing tax tied to it.
Desimus Maximus
Deep Core Mining Inc.
Caldari State
#509 - 2014-11-24 17:29:55 UTC
Clones are a barrier for pvp. Want to see pvp action quadruple overnight? Remove all penalties to being podded. No skillpoint loss, no implant loss.

Implants are a huge reason for avoiding pvp at all costs. Jump Clones are key here. You have an armor clone.. a shield clone.. a travel clone.. an ecm clone... etc etc.. Building up clones over time with high-end implants. Allowing players to keep implants will allow timid players to experience pvp with less worry. You can still lose your shiny ships that will still make for great KMs but implant KMs have always made me cringe because you know that player is gonna rage quit and avoid pvp if/when they finally log in again.

Maekchu
Doomheim
#510 - 2014-11-24 17:54:28 UTC  |  Edited by: Maekchu
Desimus Maximus wrote:
Clones are a barrier for pvp. Want to see pvp action quadruple overnight? Remove all penalties to being podded. No skillpoint loss, no implant loss.

Implants are a huge reason for avoiding pvp at all costs. Jump Clones are key here. You have an armor clone.. a shield clone.. a travel clone.. an ecm clone... etc etc.. Building up clones over time with high-end implants. Allowing players to keep implants will allow timid players to experience pvp with less worry. You can still lose your shiny ships that will still make for great KMs but implant KMs have always made me cringe because you know that player is gonna rage quit and avoid pvp if/when they finally log in again.


Narh, this is going too far. Removing clone costs is a good thing. Will create more opportunity for high SP characters to undock in much cheaper ships.

Removing implant loss, would just make it mandatory to have implants, thus removing the risk-reward effect implants bring to the game.

So keeping implant losses is a good thing, cause you need to have some risk of losing them, when you inject those 2B implant into your head.

If people ragequit cause of losing implants, then EVE wasn't a game for them in the first place anyway.
Liz Laser
Blood Tribe Inc
#511 - 2014-11-24 18:23:52 UTC
13kr1d1 wrote:
Unezka Turigahl wrote:
Most games have one death and it is meaningless. Eve has two deaths that are both full loot-loss deaths with the possibility for a third XP death if you're forgetful. It stupid. It adds nothing. Good riddance.

And no, I've never personally lost XP. I just know stupid when I see it.


So you don't like the core of Eve gameplay. Don't wander into lowsec, you may not enjoy it.


Fixating on one single game mechanic and then suggesting that it represents "the core of Eve gameplay" is rhetorical nonsense.

I don't care what they do with clones, but we'll all be better off without ridiculous posturing.
13kr1d1
Hedion University
Amarr Empire
#512 - 2014-11-24 18:27:29 UTC  |  Edited by: 13kr1d1
Desimus Maximus wrote:
Clones are a barrier for pvp. Want to see pvp action quadruple overnight? Remove all penalties to being podded. No skillpoint loss, no implant loss.

Implants are a huge reason for avoiding pvp at all costs. Jump Clones are key here. You have an armor clone.. a shield clone.. a travel clone.. an ecm clone... etc etc.. Building up clones over time with high-end implants. Allowing players to keep implants will allow timid players to experience pvp with less worry. You can still lose your shiny ships that will still make for great KMs but implant KMs have always made me cringe because you know that player is gonna rage quit and avoid pvp if/when they finally log in again.



Ship cost is a barrier to PvP as well. We need to reduce it by 90% or something. Right?

Liz Laser wrote:
13kr1d1 wrote:
Unezka Turigahl wrote:
Most games have one death and it is meaningless. Eve has two deaths that are both full loot-loss deaths with the possibility for a third XP death if you're forgetful. It stupid. It adds nothing. Good riddance.

And no, I've never personally lost XP. I just know stupid when I see it.


So you don't like the core of Eve gameplay. Don't wander into lowsec, you may not enjoy it.


Fixating on one single game mechanic and then suggesting that it represents "the core of Eve gameplay" is rhetorical nonsense.

I don't care what they do with clones, but we'll all be better off without ridiculous posturing.


An ironic post. The core of EvE is a game where choices matter, and can cost you. You're free not to upgrade your clone, as you're free not to buy insurance.

Hey, why aren't you guys whining about insurance, since there's no real reason to buy anything less than full payout? Buying anything less is just a bad financial decision if you expect to lose your ship. Why do we even have grades of insurance when you either want bare minimum for hi-sec carebearing or full on platinum for active PvP?

In the interest of reducing mechanics which you feel have no value or are a waste, start with mid-grades of insurance.

What about all those modules/rigs that are useless except as newbie traps, like small energy ambit extension? Are they valid content or should we be removing them as mechanically flawed?

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

Sakura Nihil
Faded Light
#513 - 2014-11-24 18:36:54 UTC
The problem what that argument is that when you exchange ISK for a ship, modules, rigs, etc., you get some inherent value from the ISK you spend. The more ISK you spend, you generally get a better ship, more DPS, better tank, etc.

The ISK you spend on clones is nothing more than a penalty for getting killed, because you were out in space doing something risky rather than spinning your ship in-station. Paying more ISK on a clone doesn't give you any advantages that you'd get from a ship or modules.

In short, I'm fine with them removing this mechanic. Just because it's been this way for a decade doesn't mean it needs to stay the same.
13kr1d1
Hedion University
Amarr Empire
#514 - 2014-11-24 18:39:25 UTC  |  Edited by: 13kr1d1
Medical clones are insurance to SP as ship insurance is insurance to ships. They both reduce downtime between pvps.

Your argument is predicated on the assumption that you deserve to never lose SP. The risk of losing SP is part of the game, as clone costs can attest.

Would you be fine with removal of clones so that every death is a loss of SP? Or would you suddenly cry out for clone upgrades back because it's "too harsh"? The people glad it's gone makes me want to see what it'd be like (in game howling, forum bombs) if the removal was accompanied by assured losses in SP.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

Maekchu
Doomheim
#515 - 2014-11-24 18:55:12 UTC  |  Edited by: Maekchu
13kr1d1 wrote:
Medical clones are insurance to SP as ship insurance is insurance to ships. They both reduce downtime between pvps.

Your argument is predicated on the assumption that you deserve to never lose SP. The risk of losing SP is part of the game, as clone costs can attest.

Would you be fine with removal of clones so that every death is a loss of SP? Or would you suddenly cry out for clone upgrades back because it's "too harsh"? The people glad it's gone makes me want to see what it'd be like (in game howling, forum bombs) if the removal was accompanied by assured losses in SP.

SP loss is part of the game, but it is implemented badly. If SP loss was the only option, on all pod losses, then one could argue that it should remain in the game, since skill loss is part of what EVE PvP is about. However, currently only T3 cruisers and not upgraded clones lose skill points.

Your argument assumes, that people actually do make the decision not to upgrade the clone. However, people only don't upgrade clones, if they are too much of a newbie to understand what is going on, or someone simply forgets (which can be argued, that is a noob mistake). There is no concious decision to not upgrade the clone, and it is always the best choice to just pay the tax, therefore it is a bad game mechanic since there is only one logical choice.

Implants and ships are viable choices a player makes. And it is on these choices, risk should be bound to.
Sakura Nihil
Faded Light
#516 - 2014-11-24 18:58:05 UTC
The risk of losing SP should not be part of the game. That's my argument.

I'm all for making EVE harsh, cold, and dark. But having someone lose a month of training because they drunkenly decided to go out and have some fun in-game instead of staying docked up is a bad gameplay decision. Making every ship loss or pod loss inflict SP loss is an even worse idea in a game where the only way to replace that SP is to wait, let time pass, and SP recover.

The removal of clones is coming, and I welcome it.
Medalyn Isis
Doomheim
#517 - 2014-11-24 19:03:59 UTC
Maekchu wrote:
13kr1d1 wrote:
Medical clones are insurance to SP as ship insurance is insurance to ships. They both reduce downtime between pvps.

Your argument is predicated on the assumption that you deserve to never lose SP. The risk of losing SP is part of the game, as clone costs can attest.

Would you be fine with removal of clones so that every death is a loss of SP? Or would you suddenly cry out for clone upgrades back because it's "too harsh"? The people glad it's gone makes me want to see what it'd be like (in game howling, forum bombs) if the removal was accompanied by assured losses in SP.

SP loss is part of the game, but it is implemented badly. If SP loss was the only option, on all pod losses, then one could argue that it should remain in the game, since skill loss is part of what EVE PvP is about.

Precisely. So why don't CCP remove the clone cost mechanic as currently suggested, and replace it with a proper SP loss mechanic such as the one I set out a couple of pages back.

Sure you would get the COD and WOW type players screaming at the top of their lungs that they don't want to lose SP, but then the rest of us who realise that eve is harsh universe, and SP loss was always meant to be an intended consequence of losing ones pod, will be happy for a properly functioning mechanic instead of the current poor implementation.
Algathas
Swamp Panthers
SONS of BANE
#518 - 2014-11-24 19:04:49 UTC
Sakura Nihil wrote:
The problem what that argument is that when you exchange ISK for a ship, modules, rigs, etc., you get some inherent value from the ISK you spend. The more ISK you spend, you generally get a better ship, more DPS, better tank, etc.

The ISK you spend on clones is nothing more than a penalty for getting killed, because you were out in space doing something risky rather than spinning your ship in-station. Paying more ISK on a clone doesn't give you any advantages that you'd get from a ship or modules.

In short, I'm fine with them removing this mechanic. Just because it's been this way for a decade doesn't mean it needs to stay the same.


You are only looking at it from a defender's or loser's point of view. From an attacker's or winner's point of view, podding someone and having them have a penalty for loss makes perfect sense. You want to inflict damage on your enemy so you pod them knowing they have to buy a new clone (or lose SP). Every battle has a winner and a loser, which means there is always a side in every battle that can benefit from podding someone and making them pay for a clone. You can also chose to ransom them or let them go and not inflict that damage.

Under the new rules it would be advantageous punish someone by not podding them and making them fly all the way back from wherever they came from to get a new ship. Except oh wait! since pods are free they can just self destruct and get a free ride home anyway.

So under the new rules, you are taking choice away from the winner/attacker. Now the winner has no choice to A) kill the pod to do more damage. B) ransom the pod because they want to save their clone, or c) let them go. Under the new rules they get a free ride home no matter what.

And before you go on about implants. Really look at how many pods actually have implants in null. The vast majority of pods I have killed have no implants , which taking away medical clones will not change (not perfect statistical analysis I know, but I have podded a lot of people). Most pods that DO have implants are very cheap ones worth only a few mil. Then there is the rare pod worth a lot. So from the attacker's standpoint, for the majority of pods with no implants, you at least know you did some damage to them either by some isk or annoyance. For the ones that have implants, you know they can afford the loss.
Medalyn Isis
Doomheim
#519 - 2014-11-24 19:07:09 UTC  |  Edited by: Medalyn Isis
Sakura Nihil wrote:
The risk of losing SP should not be part of the game. That's my argument.

I'm all for making EVE harsh, cold, and dark. But having someone lose a month of training because they drunkenly decided to go out and have some fun in-game instead of staying docked up is a bad gameplay decision. Making every ship loss or pod loss inflict SP loss is an even worse idea in a game where the only way to replace that SP is to wait, let time pass, and SP recover.

The removal of clones is coming, and I welcome it.

Read this proposal. No one is their right mind is suggesting anyone loses months of skill training for a pod loss, but that doesn't mean SP loss should be ruled out completely. A conception that many new players seem to have is that SP is sacred which is something that is either bashed out of them by Tippia and other such people on the forums who understand the game, or they learn it when they get to be a bitter old vet.

Medalyn Isis wrote:
Exactly, the previous system was terrible, the isk sink was virtually meaningless for a lot of the playerbase, and the rest it hit pretty hard. This current system of having no death penalty at all is even worse though.

I was thinking of a solution and came up with this idea.

Upon pod death, you lose 20% of SP from a skill (the skill could be chosen randomly, but more weight given to recently trained skills).

To mitigate this you would have 3 levels of clone, each reduce the penalty by 0.8.

Basic Clone = 20.00% SP loss
Lvl 1 clone = 16.00% SP loss (Skill areas protected = 1) Cost = 15 mil isk
Lvl 2 clone = 12.80% SP loss (Skill areas protected = 2) Cost = 75 mil isk
Lvl 3 clone = 10.24% SP loss (Skill areas protected = 3) Cost = 375 mil isk

In addition to this you can protect skill areas, the amount of areas you can protect would be corresponding to the level of the clone. So for instance, if I wanted to protect my spaceship command and gunnery skills, then I could install a level 2 clone, and be assured that no skill will be removed from either of those two areas.

To protect new players, skill points could be completely safe up to a set amount, 2 million SP for example.


Link to F&I discussion for this proposal as someone asked me to do earlier in the thread. https://forums.eveonline.com/default.aspx?g=posts&m=5238601#post5238601
Rain6637
GoonWaffe
Goonswarm Federation
#520 - 2014-11-25 01:40:16 UTC
typing typing words tippity tap wow i love the sound my keyboard makes