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blankseplocked Jump Clone timers redux
 
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Durzel
The Xenodus Initiative.
Posted - 2011.09.06 12:23:00 - [1]
 

Maybe one day this will get a dev response.

I propose the following:
  1. Remove 24 hour jump clone timer completely
  2. Add new timer that dynamically changes according to how far away you are from the clone you want to jump into.
The logic for this is that the only real reason to stop people jumping to and from clones is to stop people from escaping camped in systems, etc. Ergo if you can get to the system, or close by, to where you want to jump to then you are not really gaining any advantage from being able to jump early.

It would also clearly promote more PvP since people who are on the fence wouldn't have to choose between their +5 implants and pirate sets (or none at all).

The current arbitrary 24 hour timers are a relic akin to Learning skills, a disincentive to PvP because people are forced to choose between implants that increase training speed and effectiveness. Unless you are PvP'ing for 24 hours straight you are going to be hamstrung for that entire 24 hour period, even when you're not even online.

It would probably need some tweaking but I would suggest the following timers:
  • Same solar system: 15 minutes

  • Each additional solar system (shortest route) from destination JC: +30 minutes

  • Timer is capped at 24 hours, as per current system.
Thoughts? Criticisms?

Robert Caldera
Posted - 2011.09.06 12:33:00 - [2]
 

jump clones do not need a boost, they require a nerf instead... lets say, 1 week jump cooldown would be fine.

Van Derka
Posted - 2011.09.07 05:01:00 - [3]
 

I agree, I really cant see the reasoning behind the 24 hour restriction.

Why shouldn't traders be able to jump clone to each region they have a clone in to setup more trades?

Why shouldn't someone who jumped to a camped system not be able to leave for 24 hours?

Jump clones are earned, if you dont spend the time learning the skills, then you dont get a JC, but if you do spend the time to get JC's and spend the ISK to put implants in them, why not be able to jump to any clone in under 24 hours?

noone wants to sit around waiting 24 hours to be able to get into their +5 clone while they go on a work trip or holiday, or to get out of a camped/hostile system, but having a 24 hour window does not automagically give the hostiles/campers an easy KM, and does nothing for any player who's just wanting to get into their skilling clone. playersin that position will either make it out without getting killed or just sit tight till the timer runs out. It would be rare that someone creates a loss mail specifically due to impatience with the jump clone time frame.


I think that a 1 hour jump restriction is adaquate enougt to manage traders and manage people avoiding situations, and if a trader can move around quicker, then the market has more competition, if a pvper can jump to another clone and come back to the originating system to take on a camp, then thats a good thing IMO...

You can always use a locator agent to find the pilot that clone jumped out of your locked down system, so its not like they can actually get away...

Phlyk
The VonBraun Institute
Posted - 2011.09.07 06:45:00 - [4]
 

I still believe that the best option is as follows:

1) Jump clone to another station, 24 hour cooldown, or longer.

2) Jump clone to another clone in the SAME station, no cooldown timer at all.


Jump clones are not meant to enable people to move around freely. But being able to pop into a PvP clone at the edge of low/null to go pewpewing for a few hours without the worry of losing a lot of training time may increase casual PvP a fair amount.

Nezumiiro Noneko
Posted - 2011.09.07 06:59:00 - [5]
 

Eve is small enough...lets not make it smaller. really need ot be somewhere else fast, blood clone it. Not worht the blood cloning....hop in a ship and go go go.


The pvp whine again....nifty little trick I'll share. make an int/mem clone and an perc/will clone. Learning ship gun skills, stay in that clone. If it dies...only out 2 implants. Not the end of the world.

Also worht noting this for me...resulted in less poddings. True story....I ran clones all 4 implants and they died 100% money back guaranteed pretty much all the time. I went 2 implant clones....pods came back home way more often. One in structure....but it made it lol. talked with another friend and said dude...same way with me lol.

PVP is also why this in effect. To keep people from stacking the decks. Start the day jumping in the snake clone for the cynabal roam then hit the slave clone for the mommie needed for the bash later in the day (cause well hell if you afford a mommie, slaves and snakes...pshh, mommie sitter alt is chump change lol).

Eve isn't burger king, you don't get it your way. Choose the clone wisely. Want the snakey cynabal....well then enjoy a faster mommie later in the day. or run the slave clone and confuse the hell out of people who are going wtf is up with this armour tank on this cyna ? lol.

And the +5's....dude its a day. Lose a few hours of training time...but get a crack at some gf's. Very fair tradeoff. Pvp is fun stuff...if this is scaring them away, they have issues.

Me personally....after my first pod goes boom, its rather liberating. Looking like a rough night, clone goes commando after. Okay...lets have some real fun now my outlook in a clean clone.

Sigras
Gallente
Conglomo
Posted - 2011.09.07 07:01:00 - [6]
 

I would agree to this as long as the timer was changed to: 15 minutes + 2 hours for every jump outside the current system with no penalty cap.

that way, if all you truly want is to PvP for some time, you can put a PvP clone in the current system or next system over and clone jump to your hearts content, but if you want instant travel to defend all of your space, or to be able to easily move from place to place with no penalty, you're gonna get whacked by a huge timer.

The problem I have with jump cloning is that it and "teleporting" AKA cyno jumping have made logistics a non issue for large alliances. Logistics should get HARDER as you get bigger, not easier.

Robert Caldera
Posted - 2011.09.07 11:14:00 - [7]
 

Originally by: Van Derka
Why shouldn't traders be able to jump clone to each region they have a clone in to setup more trades?

this is alts are for, noob.

Originally by: Van Derka
Why shouldn't someone who jumped to a camped system not be able to leave for 24 hours?
why should he?? Jump clones arent meant as regular travel tools.

Originally by: Van Derka
Jump clones are earned, if you dont spend the time learning the skills, then you dont get a JC, but if you do spend the time to get JC's and spend the ISK to put implants in them, why not be able to jump to any clone in under 24 hours?

are you kidding?? learning 2h for a jump clone is a reasonable "time investment" in your opinion?

Originally by: Van Derka
noone wants to sit around waiting 24 hours to be able to get into their +5 clone while they go on a work trip or holiday, or to get out of a camped/hostile system, but having a 24 hour window does not automagically give the hostiles/campers an easy KM, and does nothing for any player who's just wanting to get into their skilling clone.

noone wants getting killed at all. Thats eve. If you're camped, you should not have an easy way out.

Originally by: Van Derka
You can always use a locator agent to find the pilot that clone jumped out of your locked down system, so its not like they can actually get away...

you can always take a shuttle and fly like everyone else. Or take pod express. Why to use locator agents (you have to grind missions for!!)?? Not everybody does missions in high sec.


Originally by: Sigras
I would agree to this as long as the timer was changed to: 15 minutes + 2 hours for every jump outside the current system with no penalty cap.

that way, if all you truly want is to PvP for some time, you can put a PvP clone in the current system or next system over and clone jump to your hearts content, but if you want instant travel to defend all of your space, or to be able to easily move from place to place with no penalty, you're gonna get whacked by a huge timer.

2h = huge timer?? lol
you arent supposed to jump like a monkey around the universe at all, so jump clone for emergency situations is fine, with a cooldown of 7 days or something.


 

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