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Player Features and Ideas Discussion

 
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Jump Cloning tuning

Author
Mrs MilkMan
Phlippo Empire Operations
#1 - 2011-12-09 12:11:46 UTC
Hey CCP, hey Atlas, hey Features & Ideas,

I would like to see some changes to jump cloning. If I understood it right, the 24h penalty prevents gaining advantages, so you cannot jump to systems far far away multiple times without any relation to time and distance, which is a good thing. So, I will just explain it a little bit, if you think this makes the game too easy just tell me :)

What I don't like about it, is that the 24h timer will make certain things harder. Eve shouldnt be too easy, but I always prefer having an easier access to pvp for all people, because of explosions. more explosions.


Scenario: A full skilled fleet boost character
Day 1 a fleet starts at 21:00 eve time, I jump into my skirmish clone and I am fleet booster in my claymore, nice nano fleet going on.
Day 2 a fleet starts at 20:30 eve time, pos bashing in armor bs. Now I have several options: another character takes fc, boost without mindlink, wait for 31 min and join later etc.


There are certain possibilities which could improve the gaming experience.

1.) Reduce the timer to 20h. Because most players will be playing in the same timezone everyday, you still have to commit to one clone for that "day". But you would be able to jump to another clone on the next day in your timezone. This would be very easy to implement I guess.

2.) Reduce the timer to x hours depending on the distance between the jumpclones. This could be a terrible and very flexible solution at the same time, by providing really "quick" clonejumps with the cost of a more complex model when you can jump to different jump clones. for example: both clones on the same station = jump every 10h , more than 10 jumps between the two clones = 24h. Well just an example.

3.) Some weird ideas in my head which could get me killed really fast, like multiple jumps per timeinterval or some kind of costs for jumping etc. Maybe something combined ? If you have any ideas, let me know guys and girls :)

Did I miss anything?would this be a bad thing for eve? Any comments appreciated!

Cheers from Germany,
Mrs Milkman
Rina Asanari
CitadeI
#2 - 2011-12-10 06:46:38 UTC
Mrs MilkMan wrote:
1.) Reduce the timer to 20h. Because most players will be playing in the same timezone everyday, you still have to commit to one clone for that "day". But you would be able to jump to another clone on the next day in your timezone. This would be very easy to implement I guess.


You said 20h just because the tims in your example were 23 hours 30 minutes apart. And what wouldn't stop the next poster asking for, say, 19h, putting up an example with 19,5 hours apart?

No.

If your fleet ops have been poorly timed, it was either bad luck (and yes, bad luck is a perfectly valid way to lose ships/pods in EvE as well) or the shortsightedness of the FC or whoever set up the dates.

Taint
Deep Core Mining Inc.
Caldari State
#3 - 2011-12-10 08:06:11 UTC
shouldnt be allowed to jump, you should be aloowed to have an clone, but it should be that you manualy have to fly to that station you have that clone you want to use.
Mrs MilkMan
Phlippo Empire Operations
#4 - 2012-01-01 23:48:45 UTC
Rina Asanari wrote:
Mrs MilkMan wrote:
1.) Reduce the timer to 20h. Because most players will be playing in the same timezone everyday, you still have to commit to one clone for that "day". But you would be able to jump to another clone on the next day in your timezone. This would be very easy to implement I guess.


You said 20h just because the tims in your example were 23 hours 30 minutes apart. And what wouldn't stop the next poster asking for, say, 19h, putting up an example with 19,5 hours apart?

No.

If your fleet ops have been poorly timed, it was either bad luck (and yes, bad luck is a perfectly valid way to lose ships/pods in EvE as well) or the shortsightedness of the FC or whoever set up the dates.



No, that is not my example. I am saying that your timezone will always be around that 24h period, because of our daily routines. So I cannot speak for the whole community for eve, but this is my idea to make eve more accessible for people playing in one timezone. You will always have people requesting changes, but you cannot use that as a reason to prevent a change.
This has nothing to do with losing ships/pods. You can still lose them and I honestly do not see why a different timer would change that.

Yes

You can of course argue, that without todays skill queue eve was more fun, because it was just bad luck if one of your skills finishes before you come back. But most people will tell you how this change helped to adapt to daily routines and made eve easier.

@Taint : Yeah maybe not jumping, but switching in station. I can only see my use for jumpclones here, so maybe different people have different reasons why they jump. But I had no problem with adding the risk of manually flying to the station of the desired jumpclone. It is like my point, that it could be done depending on your range. Could even bring more hillarious pod kills.

King Rothgar
Deadly Solutions
#5 - 2012-01-01 23:54:38 UTC
I would support a skill seeded on the market for the price of 100M isk that would give a 5% reduction in JC timer per lvl. It's a nice little isk sink, does exactly what the original poster wants and still requires some planning to ensure you're in the right clone at the right time. Should be simple to implement as well. Thoughts?

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

FlinchingNinja Kishunuba
Crunchy Crunchy
#6 - 2012-01-02 01:13:54 UTC  |  Edited by: FlinchingNinja Kishunuba
How about you can jump anywhere from 18 hours up but as a penalty you lose skill points if its earlier then 24 hours? You can train a skill to reduce this but it never reaches 0%
Gerrick Palivorn
Caldari Provisions
Caldari State
#7 - 2012-01-02 04:48:14 UTC
FlinchingNinja Kishunuba wrote:
How about you can jump anywhere from 18 hours up but as a penalty you lose skill points if its earlier then 24 hours? You can train a skill to reduce this but it never reaches 0%


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