The threat of skill point loss makes 's death penalty seem really punishing, but in reality clones are just an ISK tax on getting your escape pod blown up.

Even veteran players sometimes forget to upgrade their clone when they outgrow their current one or forget to re-upgrade their clone after a pod death.

The clone system basically penalises people for forgetting to file their cloning paperwork and has undoubtedly caused its fair share of ragequits over the years.

Even just the idea that you can potentially lose skillpoints on death is also enough to put some gamers off trying and discourage newbies from getting into Pv P.

This week's Phoebe update revisited capital ship force projection for the first time since the ships were added in 2004, for example, and it removed the 24-hour skill queue limit that CCP insisted on adding in Show, developers announced the next big legacy feature to be put on the chopping block in the game of progress: As part of December's Rhea release, clone upgrades and skill point loss on death will be completely removed from the game.

In this edition of EVE Evolved, I look at the problems caused by the cloning system, why it needs to be removed, and what could possibly replace it.

was originally designed with harsh death penalties bordering on permadeath, but developers quickly put in a lot of safety nets to soften the blow.

Flying cheap tech 1 ships directly minimises death penalty, insurance pays back up to 70% of your ship's value when it's destroyed, and clones stop you from losing skill points if your escape pod is destroyed.

Developers have gone back and iterated on dozens of old game features that were starting to show their age, and some of them have been pretty huge.

The war declaration and criminality overhauls in 2012 were fundamental changes to core gameplay that had been stagnant for almost a decade, and the recent industry and warp acceleration changes were equally fundamental shifts.