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Idea to drive more pvp and make it easier on new players

Author
saltrock0000
State War Academy
Caldari State
#1 - 2012-02-16 10:35:46 UTC
Ok another one of my crazy idea's comming up, but is this one so crazy?

CCP and the playerbase, really want more people out in 0.0 experiencing pvp, loosing ships and enjoying themself - this is a game after all!

So my idea is to remove attribute enhancing implants, or change the way they work!! I know right madness!! But i know for myself skill training and being sat in that +5 clone is a big deal, and if a pvp oportunity arrises i certainly weigh up the 24hours of being in a +0 implant clone.

I still love the idea of performance enhancing implants, which would still get destroyed when podded but just leveling out the attribute enhancing ones i believe would entice more people to pvp without the fear of loosing that all valuable training time whilst making the game more fair on the new gamers who dont have the money for the +5's as it stands.


Cue bitter vets

\'''\<(o_O)>/'''/

YUMAD BRO
ZZ Cow
#2 - 2012-02-16 10:47:10 UTC
omg tard......





Nuf said.
Malcanis
Vanishing Point.
The Initiative.
#3 - 2012-02-16 10:47:15 UTC
Have some cheap +3 implants in your PvP clone. You only need a pair to match whatever your stat spec is and they're what? 9M each?

Also: learn to get your pod out.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

saltrock0000
State War Academy
Caldari State
#4 - 2012-02-16 10:49:17 UTC
Malcanis wrote:
Also: learn to get your pod out.




Not a 0.0 pvper are you?

\'''\<(o_O)>/'''/

Buhtlica
Pator Tech School
Minmatar Republic
#5 - 2012-02-16 10:50:31 UTC  |  Edited by: Buhtlica
Why would you remove a implants which are useful for skill training, not to mention they are interesting trading commodity.

More elegant and better solution (IMO) is to cut jump clone cooldown from 24h to 12h.
saltrock0000
State War Academy
Caldari State
#6 - 2012-02-16 10:53:58 UTC
If CCP did what they did with the learning skills, but with implants - add the possible attribute to the base character value. Thats what i mean basicaly

\'''\<(o_O)>/'''/

Rek Seven
University of Caille
Gallente Federation
#7 - 2012-02-16 10:54:26 UTC
Buhtlica wrote:


cut jump clone cooldown from 24h to 12h.


This
RaTTuS
BIG
#8 - 2012-02-16 10:57:34 UTC
a skill for Jump clones activation - 24 to 12 via another skill - even 1 hr off per level will do

http://eveboard.com/ub/419190933-134.png http://i.imgur.com/kYLoKrM.png

Marcus Harikari
#9 - 2012-02-16 10:57:51 UTC
eliminate clone jump cooldown
saltrock0000
State War Academy
Caldari State
#10 - 2012-02-16 11:06:13 UTC
Marcus Harikari wrote:
eliminate clone jump cooldown



That would also do it

\'''\<(o_O)>/'''/

JitaPriceChecker2
Doomheim
#11 - 2012-02-16 11:10:50 UTC  |  Edited by: JitaPriceChecker2
saltrock0000 wrote:
Marcus Harikari wrote:
eliminate clone jump cooldown



That would also do it


NO !!!!!!!!!!!!

Idea to this was posted long ago.

Make clone jump timer dependent upon range.
It takes two birds with one stone.

* If you just want to change implants set in the same station you can do it instantly.
* If you wanna force project across universe you have to abandon your original locations( just make suicide travel harder as well) this point is importent to make life harder for blobs.
Thorn Galen
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#12 - 2012-02-16 11:11:32 UTC
saltrock0000 wrote:
Malcanis wrote:
Also: learn to get your pod out.




Not a 0.0 pvper are you?


I had a good laugh at this.
You're clueless about Malcanis Mr. Op.
Serge Bastana
GWA Corp
#13 - 2012-02-16 11:19:03 UTC
Even a 22 hour JC timer would be preferable, though many pilots would prefer a much shorter cool down. This thread is getting support for a 22 hour cool down, so if you like that idea then add your support as well.

I used the +3 implant idea mentioned above, when you aren't a new player skill training isn't the be all and end all that is seems to be when you're new to the game and a bit extra time on skill training isn't that big a deal with a point or two off your implants.

WoW holds your hand until end game, and gives you a cookie whether you win or lose. EVE not only takes your cookie, but laughs at you for bringing one in the first place...

Khanh'rhh
Sparkle Motion.
#14 - 2012-02-16 11:20:58 UTC
The difference between +4 and +5 training is much less than you think (in the order of a handful of days over a whole year).

You lose almost nothing by JCing out of your +5 clone to PVP.

Just put a +4 in for the primary and a +3 in for the secondary attribute of the skill(s) you're training. Or 3/3 if you're cheap.

"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,

knobber Jobbler
State War Academy
Caldari State
#15 - 2012-02-16 11:30:08 UTC
Man up, live without implant, have jump clones. Life without implants isn't the end of the world.
Serene Repose
#16 - 2012-02-16 11:53:02 UTC  |  Edited by: Serene Repose
The only people, a vocal few, who want MORE people in THEIR area PvP-ing are the people who've run out of victims to gank. Your idea solves a problem that exists only in their minds. And, now I suppose it exists in yours, too.

We must accommodate the idiocracy.

Sasha Azala
Doomheim
#17 - 2012-02-16 12:04:48 UTC  |  Edited by: Sasha Azala
2x +3 implants is all you need in PvP, the 2 implants related to the skill you are training.

Why buy a set when you don't need to, if your jump clone survives long enough you may have to buy 1 or 2 more but the fact it's survived is a bonus anyway.



Edit: Although the downside is jump clones are not available to new players unless they join a player corp.

I'd like to see the amount of standing needed for jump clones reduced considerably.
seany1212
M Y S T
#18 - 2012-02-16 13:28:33 UTC  |  Edited by: seany1212
Taking away implants makes it HARDER for new players not easier Roll a new player with +2/3/4/5s are going to be obtaining more SP/hour than you without your implants when you're podded (which you inevitably have been because this is basically what this thread is about, amirite?)
Serene Repose
#19 - 2012-02-16 13:42:51 UTC  |  Edited by: Serene Repose
Sasha Azala wrote:
I'd like to see the amount of standing needed for jump clones reduced considerably.


Estel Arador Corp Services EACS

GO HERE to get a jump clone. Only takes a couple of days. Costs you NOTHING. When you GET it, or as many as you want, leave the corp and you're back in your NPC corp.

One of the oldest, and bestest player assistance corps in EVE.

Try it. You'll like it.

We must accommodate the idiocracy.

Red Teufel
Calamitous-Intent
#20 - 2012-02-16 13:44:51 UTC
go back to highsec where you belong
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