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Player Features and Ideas Discussion

 
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CCP We ALL want 12 hr Jump Clone delays not 24 hr.

Author
Peter Raptor
Galactic Hawks
#21 - 2012-04-19 10:21:53 UTC  |  Edited by: Peter Raptor
Reducing to 12 hrs would not alter the balance of the game at all, after all picking 24 hr cooldown in the first place, was just a case of picking an arbitrary number of hours outta thin air, theres no REAL logic to it .

Evelopedia; 

The Amarr Empire, is known for its omnipresent religion  †  

IHaveCandyGetInTheVan69
Crouching Woman Hidden Cucumber
#22 - 2012-04-19 10:24:49 UTC
Peter Raptor wrote:
Reducing to 12 hrs would not alter the balance of the game at all, after all picking 24 hr cooldown in the first place, was just a case of picking an arbitrary number of hours outta thin air, theres no REAL logic to it .


hurr durr
Joran Dravius
Doomheim
#23 - 2012-04-19 10:27:04 UTC  |  Edited by: Joran Dravius
Brooks Puuntai wrote:
Your gross assumption that ALL players want the same thing is horribly wrong. Not everyone thinks like you do nor wants 12hour JCs. If anything there are those who think adding JCs in the first place was a mistake.

I am one of them. Remove jumpclones and jump bridges in escalation is what I want them to do.

Edit: And jump freighters. Basically anything with 'jump' in the name.
Brooks Puuntai
Solar Nexus.
#24 - 2012-04-19 10:28:45 UTC
Peter Raptor wrote:
Reducing to 12 hrs would not alter the balance of the game at all, after all picking 24 hr cooldown in the first place, was just a case of picking an arbitrary number of hours outta thin air, theres no REAL logic to it .


If you don't understand how fast travel can negatively effect a PVP sandbox game, then there's no hope for you.

Though I'm starting to believe you are trolling.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Xpaulusx
Naari LLC
#25 - 2012-04-19 10:30:05 UTC
I don't see a problem with reducing it to 12 hours although i have no problem with the way it is now. This is a rather peddy & minor issue compared to other things in the game right now.

......................................................

Joran Dravius
Doomheim
#26 - 2012-04-19 10:30:11 UTC  |  Edited by: Joran Dravius
Peter Raptor wrote:
To those who like waiting 24 hrs for clone jumps, what have you been smoking?

No disrespect, but for the life of me why do you wanna wait 24hr for a piddly clone jump??

Because I don't like the idea of people being able to instantly bypass my gate camp with a 100% chance of success, for one. Same reason I don't like jump freighters. Jump bridges encourage blobbing.
Linda Shadowborn
Dark Steel Industries
#27 - 2012-04-19 10:32:17 UTC
Nope, dont want that at all. For reasons stated above, EVE has become to small with JF, titans, bridges etc so you can now zip around from one end to the other in no time.
Hroya
#28 - 2012-04-19 10:37:36 UTC  |  Edited by: Hroya
The use of ALL in the topic pretty much sealed the fate of this proposal.

You go your corridor but.

Sasha Azala
Doomheim
#29 - 2012-04-19 11:03:28 UTC
Brooks Puuntai wrote:
Peter Raptor wrote:
Brooks Puuntai wrote:
Your gross assumption that ALL players want the same thing is horribly wrong. Not everyone thinks like you do nor wants 12hour JCs. If anything there are those who think adding JCs in the first place was a mistake. Personally I feel jump clones should be given a 72 hour delay, and be limited to regional stations. The only quick jump you should be able to do is into another clone at the same station.


Surely you cant be serious Shocked


Iam dead serious. The problem with JCs and especially with 0.0 is it makes things too easy to control large areas of space. It also allows groups go on a offensive on the other side of the universe then be able to instantly jump back to their home and defend. This hinders the idea of a counter invasion. It also makes it so there's no possible way to bleed the enemy dry when it comes to a defending, since the attacker can just JC home and rat and go back. There are more examples but I'm feeling lazy and I'm pretty sure you get the idea.



Very true, not the lazy part Smile
c4 t
Cosmic Psychedelics
#30 - 2012-04-19 11:04:23 UTC
I don't. Don't cave CCP!
Ione Hawke
Darkness Industries
#31 - 2012-04-19 11:05:36 UTC
Dont presume to speak for me please.
Rek Seven
University of Caille
Gallente Federation
#32 - 2012-04-19 11:07:04 UTC
Dasola
New Edens Freeports
#33 - 2012-04-19 11:08:58 UTC
To op i disagree with you, i want 48 hours delay between jumpclones. Should make power projection bit more difficult and add some chances for conflight.

We are Minmatar, Our ship are made of scraps, but look what our scraps can do...

Oxandrolone
Center for Advanced Studies
Gallente Federation
#34 - 2012-04-19 11:11:02 UTC
try the features and ideas forum if you dont want to look like and idiot?
Gonada
Center for Advanced Studies
Gallente Federation
#35 - 2012-04-19 11:14:00 UTC
Reminds me of people crying about not being able to insta port across WoW.

24 hrs is fine, having the ability to recall at a whim is ridiculous here ,vast distances are involved.

Instant gratification is not the way to go.
Ione Hawke
Darkness Industries
#36 - 2012-04-19 11:15:32 UTC
Peter Raptor wrote:
Reducing to 12 hrs would not alter the balance of the game at all, after all picking 24 hr cooldown in the first place, was just a case of picking an arbitrary number of hours outta thin air, theres no REAL logic to it .



Totally agree with you there, the number of hours in a day is pretty arbitrary indeed. I propose we change the number of hours in a day to 12, but please leave the JC delay at 24, thanks.
Tippia
Sunshine and Lollipops
#37 - 2012-04-19 11:16:50 UTC  |  Edited by: Tippia
Lexmana wrote:
No we don't.

I want it to be 23 hours, for instance, so it becomes a once-a-day thing.
Vauss Dutan
Brave Newbies Inc.
Brave Collective
#38 - 2012-04-19 11:31:09 UTC
24 hour cooldowns are a design nogo anyhow. It results in creep that causes some people to have to lose an additional day to bring the cooldown back to thier usual playtime.

I skipped an op because i couldnt get out of my implanted clone due to cooldown. Since implants are tied to training time, im not risking it. Too costly. You could say i have more isk in my head than i can afford to lose and thats the problem. I would argue that since implants are tied to training you should always have a body with the best inplants you can possibly buy. It would be nice if training times werent tied to implants.

Implants shouldnt be looked at like ships are. They are not a consumable that you burn through and the prices reflect this.

Its a bad mechanic when someone doesnt have the option to leave a half a billion isk body in the hangar. Instant clone transfers in the same station would fix this.

We should always have te option to jump into **** ships and crappy clones and participate in the game any time.
War Kitten
Panda McLegion
#39 - 2012-04-19 11:35:30 UTC
Peter Raptor wrote:
Brooks Puuntai wrote:
Your gross assumption that ALL players want the same thing is horribly wrong. Not everyone thinks like you do nor wants 12hour JCs. If anything there are those who think adding JCs in the first place was a mistake. Personally I feel jump clones should be given a 72 hour delay, and be limited to regional stations. The only quick jump you should be able to do is into another clone at the same station.


Surely you cant be serious Shocked


He is serious, and stop calling him Shirley.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

RaTTuS
BIG
#40 - 2012-04-19 11:35:36 UTC
a pri charisma skill to drop the time by 1hour each level would be the best way IMO

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