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blankseplocked [Issue] 23h Jump Cloning
 
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Ummon Mu
Posted - 2008.05.23 20:30:00 - [1]
 

Edited by: Ummon Mu on 23/05/2008 20:45:21
A very simple issue, often raised in various subfora:

Make the jumpclone availiable once every 23 hours.

Reason

Simple and convincing: The regular EvE-day also has only 23 hours.

Thank you for your attention.

Inanna Zuni
Minmatar
The Causality
Electus Matari
Posted - 2008.05.24 14:06:00 - [2]
 

EVE is active for the full 24 hours each day; you can only *access* it directly for 23 of them, as such there isn't an appealing logic for this suggestion.

Separately though, it might be nice to see some skill (high level) that you could train which would let you reduce the time between clone jumps by some percentage ...

IZ


Pliauga
Gallente
Posted - 2008.05.24 14:51:00 - [3]
 

Is it just my imagination or did the devs mention a few months back that they are discusing the possibility to jump to your clone and back (to the same clone) within 24h?

Kuranta
Minmatar
Pator Tech School
Posted - 2008.05.25 00:03:00 - [4]
 

I don't think traveling in EVE should be made any easier. Beeing able to jump daily without any tradeoff is too much imho. Makes the universe even smaller than it is with wtz.

Gwendion
Gallente
Macabre Votum
Morsus Mihi
Posted - 2008.05.25 02:24:00 - [5]
 

Originally by: Kuranta
I don't think traveling in EVE should be made any easier. Beeing able to jump daily without any tradeoff is too much imho. Makes the universe even smaller than it is with wtz.


You can already do this if you time it right. The issue is, if you work, eventually, you'll have a day you cant jump clone because it ends too late.

Support for the Dev idea myself, Rorq ftw

LordSwift
Caldari
The Riot Act
Sacra Cupola
Posted - 2008.05.29 10:28:00 - [6]
 

Support

Raiven Parker
The Athiest Syndicate
Posted - 2008.05.29 12:33:00 - [7]
 

Originally by: Inanna Zuni


Separately though, it might be nice to see some skill (high level) that you could train which would let you reduce the time between clone jumps by some percentage ...

IZ




I would support this idea

Miyamoto Shigesuke
Jugis Modo Utopia
THE KLINGONS
Posted - 2008.05.29 14:55:00 - [8]
 

A dev said in the live dev blog before the last, that they plan to significantly reduce the clone jump time in order to make the clone vat bays of titans and mothersips useful.

Lumy
Minmatar
Sebiestor Tribe
Posted - 2008.05.29 15:17:00 - [9]
 

Maybe they could introduce new skill that would reduce clone jump delay by 10%? 15%? (more?). High rank charisma based.

Herschel Yamamoto
Agent-Orange
Nabaal Syndicate
Posted - 2008.05.29 16:37:00 - [10]
 

Originally by: Lumy
Maybe they could introduce new skill that would reduce clone jump delay by 10%? 15%? (more?). High rank charisma based.


Now that I can agree with. 23 hours is a bit arbitrary, but a skill modifying it would be okay.

Also, a question. Would a zero-delay jumpclone timer be broken in any way? I.e., could it be 20% per level?

Four Degrees
Caldari
Alternative End
Phobos Alliance
Posted - 2008.05.29 17:27:00 - [11]
 

I think the dev blog mentioned a rough idea for it to be 12 hours, just to make it slightly more viable without it being abused - while that's unlikely to be the specific value, I do believe that increasing the frequency, even if only slightly is a step forward.

(Although, losing 1 hour is hardly far enough, amirite?)

Amarr Holymight
Ultrapolite Socialites
GoonSwarm
Posted - 2008.05.30 01:01:00 - [12]
 

Edited by: Amarr Holymight on 30/05/2008 01:02:36

Funny I thought to make a post saying 12 hour jumpcloning. I'll vote here anyway but why don't people make their posts here broader? by specifying 23 hours you might lose votes from people who think it should be less.

Dlardrageth
ANZAC ALLIANCE
Posted - 2008.05.30 03:29:00 - [13]
 

Originally by: Inanna Zuni
[...]
Separately though, it might be nice to see some skill (high level) that you could train which would let you reduce the time between clone jumps by some percentage ...



Sounds like a nifty idea.Smile Out of my head... a Complexity 8 or 10 skill, about as hard to train up (from scratch) as Thermodynamics (prerequisite skills) and offering a cooldown deduction of 2 hours per skill level? Thus at Lvl 5 you get a cooldown on clone-jumps of 14 hours, which should make "insta-hopping" around EVE still not possible.

Talkuth Rel
Minmatar
Republic Military School

Posted - 2008.05.30 22:54:00 - [14]
 

I definetely agree that jumpclone delay needs to be less than 24 hours, even if not by much.

The main reason is to reduce push-out of available jump times so that if you're jumping on a regular basis, the time doesn't get pushed later and later each day.

As it is, you will periodically be forced to go a day without jumping as the time reaches a point inconvenient for your schedule. Granted, few people are jumping on a daily basis, but this is still an issue.

BlondieBC
Minmatar
Galactic Exploration and Missions
Posted - 2008.06.02 04:55:00 - [15]
 

Add a skill is the way to go.

Somatic Neuron
Posted - 2008.06.05 13:40:00 - [16]
 

Support if it is skill based, and not limited to an hour Wink

Sul Trewtis
ANZAC ALLIANCE
IT Alliance
Posted - 2008.06.19 05:11:00 - [17]
 

Originally by: Inanna Zuni
EVE is active for the full 24 hours each day; you can only *access* it directly for 23 of them, as such there isn't an appealing logic for this suggestion.

Separately though, it might be nice to see some skill (high level) that you could train which would let you reduce the time between clone jumps by some percentage ...

IZ




Inanna, To me the main reason people would like the jump clone delay shortend even just an hour is that many of us have very limited/set hours that we can play so a 24 hour delay means that we may have to wait an extra day before being able to jump clone back whereas with a 23 hour delay we'd be able to get much more value out of our time. I do understand having a delay in to discourage hopping around New Eden like a rabbit but like the "align to" button I think this change could make a big difference to quite a few people.

As to my view. I'd like to see it get dropped back even just a single hour to 23. The idea for a skill sounds quite interesting as well and I'd support that to.

Artemis Rose
Clandestine Vector
THE SPACE P0LICE
Posted - 2008.06.19 06:05:00 - [18]
 

Lets turn off all skill training for one hour then, because the regular Eve day has 23 hours?

Messerschmitt facility
Amarr
Posted - 2008.06.22 11:39:00 - [19]
 

Edited by: Messerschmitt facility on 22/06/2008 11:39:31
If you support the idea of reducing the jump clone timer (with the introduction of a skill or not) please also jump and support:
http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=790778
http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=794735

Tessen
Stellar Tide
Posted - 2008.09.12 13:37:00 - [20]
 

Edited by: Tessen on 12/09/2008 13:44:49
Sry for necro, I missread the date of the last message.

Danton Marcellus
Nebula Rasa Holdings
Posted - 2008.09.12 19:23:00 - [21]
 

Unsupported, if anything jumpclones should have 24 hours at max skills, never shorter.

Herschel Yamamoto
Agent-Orange
Nabaal Syndicate
Posted - 2008.09.12 23:32:00 - [22]
 

Originally by: Danton Marcellus
Unsupported, if anything jumpclones should have 24 hours at max skills, never shorter.


Why? That's not snark, I actually want to hear your reasons.

Dogfighter
Posted - 2008.09.17 22:53:00 - [23]
 

Edited by: Dogfighter on 17/09/2008 22:53:43

Originally by: Inanna Zuni
EVE is active for the full 24 hours each day; you can only *access* it directly for 23 of them, as such there isn't an appealing logic for this suggestion.

Separately though, it might be nice to see some skill (high level) that you could train which would let you reduce the time between clone jumps by some percentage ...

IZ





50% reduction in jump clone time delay at skill lvl 5 would be nice.


Danton Marcellus
Nebula Rasa Holdings
Posted - 2008.09.17 23:04:00 - [24]
 

Originally by: Herschel Yamamoto
Originally by: Danton Marcellus
Unsupported, if anything jumpclones should have 24 hours at max skills, never shorter.


Why? That's not snark, I actually want to hear your reasons.


It limits the worth of your intel and the degree of consequences for the enemy.

If you find out someone is zipping about in snakes and gear up to kill them and they all come out in something different entirely, sure it can still happen but shorter cooldown just further facilitate the between act dress changes.

Also if you pick a fight someplace by jumping in there you should be somewhat committed to it. So you argue even 6 hours is committed enough, possibly so if you're there all the time but if you have several accounts zipping in and out in hostile territory wrecking havoc and then leave the defenders there staring at your AFK ass while you go and do the same till you can zip back out again. I really don't see how this could promote gameplay of any consequence.

If the jumpclones get a shorter timer and we can file up even more of them then we may as well just sign up to queue for some battlegrounds and be done with it.

Aprudena Gist
GoonFleet
GoonSwarm
Posted - 2008.09.17 23:42:00 - [25]
 

It really should be about a 20h reset timer so that you can jump clone at the end of your gaming sessions and then jump clone back at the start of your next day gaming session.

RedLion
Caldari
State Constructions

Posted - 2008.09.18 03:41:00 - [26]
 

23,5 hr would be enough too

Snarker
Caldari
Dragon's Rage
KIA Alliance
Posted - 2008.09.18 04:00:00 - [27]
 

http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=790778

2 threads down, you guys are blind Confused

LaVista Vista
Conservative Shenanigans Party
Posted - 2008.09.18 13:06:00 - [28]
 

I already promised I will be submitting an issue about this.

I'll try and make it for this weeks meeting.

SysFin
Amarr
Posted - 2008.09.27 19:41:00 - [29]
 

Originally by: RedLion
23,5 hr would be enough too


 

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