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Dev blog: Introducing the new and improved Crimewatch

First post First post First post
Author
Daneel Trevize
Give my 11percent back
#181 - 2012-10-04 16:56:41 UTC
So sentries, can they see the whole grid or just their lock range (150km?)? If you bounce an or offgrid bookmark and come back, will they have stopped shooting you until you trigger them via aggression again, even if it took less than 60s to warp off and back?
Karl Planck
Perkone
Caldari State
#182 - 2012-10-04 16:57:41 UTC
Nalha Saldana wrote:
So if I understood this correctly suicide ganking will be nerfed quite hard because there is no way to scoop the loot without getting a suspect flag.


rofl, freighter ganks will be HILARIOUS if this is like you paint it.

I has all the eve inactivity

Durzel
Questionable Ethics.
Ministry of Inappropriate Footwork
#183 - 2012-10-04 16:58:02 UTC
Nalha Saldana wrote:
So if I understood this correctly suicide ganking will be nerfed quite hard because there is no way to scoop the loot without getting a suspect flag.

Not in a freighter at any rate, nor anywhere busy.

Undecided whether this is "good" or not, since the gank victim can't do anything anyway (they're in a pod) and unless they have an escort (really, who actually does this?) then the neutral scooper is untouchable.
June Ting
Nobody in Local
Deepwater Hooligans
#184 - 2012-10-04 16:58:52 UTC
CCP Masterplan wrote:
Odin Shadow wrote:
Tippia wrote:
Odin Shadow wrote:
when running a mission, you are scrammed. ccp have one of the network issue that have happened of late, so you D/C and cant reconnect. you ship just sits there and dies now?
If it does now, it will in the future, only for a longer time.


if the npc's are shooting you, that time will never expire?

No flags can be created after log-off. The only flag that can be extended after log-off is the PVP flag.

Please re-think this, or wait until the player successfully makes ewarp before stopping further application of flags. Otherwise any lowsec camp can be evaded trivially if a ship can tank for 30 seconds-1 minute simply by holding cloak and logging off before breaking cloak.

I fight for the freedom of my people.

Durzel
Questionable Ethics.
Ministry of Inappropriate Footwork
#185 - 2012-10-04 17:00:34 UTC
Daneel Trevize wrote:
So sentries, can they see the whole grid or just their lock range (150km?)? If you bounce an or offgrid bookmark and come back, will they have stopped shooting you until you trigger them via aggression again, even if it took less than 60s to warp off and back?

From what's been said off-grid certainly, so you could warp off gate and back again in <60 secs in any reasonably fast ship. Dunno if you could warp to an on grid tac (so sentries lose lock) and be safe or not? Does the reseting happen on entering warp, or being invisible to the sentries?
Durzel
Questionable Ethics.
Ministry of Inappropriate Footwork
#186 - 2012-10-04 17:01:23 UTC
June Ting wrote:
CCP Masterplan wrote:
Odin Shadow wrote:
Tippia wrote:
Odin Shadow wrote:
when running a mission, you are scrammed. ccp have one of the network issue that have happened of late, so you D/C and cant reconnect. you ship just sits there and dies now?
If it does now, it will in the future, only for a longer time.


if the npc's are shooting you, that time will never expire?

No flags can be created after log-off. The only flag that can be extended after log-off is the PVP flag.

Please re-think this, or wait until the player successfully makes ewarp before stopping further application of flags. Otherwise any lowsec camp can be evaded trivially if a ship can tank for 30 seconds-1 minute simply by holding cloak and logging off before breaking cloak.

This is nothing new. What you describe is and has always been the case.
Akrasjel Lanate
Immemorial Coalescence Administration
Immemorial Coalescence
#187 - 2012-10-04 17:02:55 UTC
That means if someone uses a cargo scaner on a frighter looking for a target for his friends he gets a suspect flag and can be shoot by anyone... hell yea Lol

CEO of Lanate Industries

Citizen of Solitude

ORCACommander
Obsidian Firelance Technologies
#188 - 2012-10-04 17:04:39 UTC
great plan but i want to see individual flagging vs fleet and vs corp. There should be safety in numbers too. if someone is dumb enough to agro a member of an incursion fleet he should expect the incursion fleet to rain hell down on upon his ship without concordokken or penalty to the fleet.
Palovana
Inner Fire Inc.
#189 - 2012-10-04 17:04:59 UTC
Since I haven't seen anyone bring this up...

How will the Overview be changed to display all of the possible valid targets?

Will I be able to differentiate between how Suspects, Criminals, War Targets and Militia Targets are displayed?
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#190 - 2012-10-04 17:06:45 UTC
If me and a corpmate are roaming in low sec and we are both outlaws, is it still possible for people to attack one of us without getting 'aggression' to the corp of the person they are attacking? It's really annoying because a small gang of little ships that cannot survive combat under sentry guns can basically be picked apart by fast lockers and cannot respond at all, with no risk at all to the neutrals who do it. For example if we're in two cruisers and one gets tackled by a condor, all he can do is go back to the gate and jump out. The other cruiser will die if it does anything, basically, and all this is no risk to the neutral guy in the frigate (unless he's really bad).

Also, am I right in reading that if I attack someone in space in low sec and don't pod them, there might not be any sentry guns involved at all, if it doesn't happen at a gate? I might have read wrong, and I'm way too lazy to check other people's posts to see if they answer my question.
Mynas Atoch
Eternity INC.
Goonswarm Federation
#191 - 2012-10-04 17:07:54 UTC  |  Edited by: Mynas Atoch
CCP Masterplan wrote:
Jita Bloodtear wrote:
Just to clarify some scenarios that we encounter regularly:

1.) A nullsec mining fleet sees a hostile roam coming their direction, they crash the clients to prevent being seen. Right now, all the non-pvp aggressed ships would leave space after 60 seconds. With the changes the ones who had been shot by belt rats recently would remain in space for up to 15 mins where they'll easily be scanned down and killed?

2.) A supercarrier fleet is going around creating sov timers, reinforcing ihubs/stations unopposed, destroying offline towers, attacking POCOs. Their internet fails and their clients DC. Right now they would vanish in 60 seconds. With the changes they would persist in space for 15 mins where they can easily be scanned down and killed?

3.) A super capital fleet is involved in a pvp skirmish while out on operations but they're almost done. They cyno back to their staging system, warp off to their own towers, and log. Right now they'd vanish after 60 seconds. With the changes they'd persist for up to 15 mins with renewable pvp aggression?


Yes

I'm pretty sure we're going to make shooting structures owned by players give the attacker a PVP flag. So probably yes

They'd persist for 15 minutes after they were last involved in PVP, and that time can be extended after they log


Have your operations team been able to give you metrics on the stability of your customer base under PvP conditions, to give you some feel for how many of your customers are going to be affected negatively by this?

Are you considering changing your reimbursement rules to take into account the huge spike in demand through your petition system for customers who lose ships, sometimes VERY expensive ships worth hundreds if not thousands of euros (as CCPs own marketing often boasts) due to internet issues combined with your change in aggression mechanics?

In other words, have you done a proper change analysis including effects outside simply the codebase, or is this just some coders thinking this will be cool without looking at the secondary effects and their deleterious impact on customer and community relations?
CCP Fozzie
C C P
C C P Alliance
#192 - 2012-10-04 17:08:23 UTC
TrouserDeagle wrote:

Also, am I right in reading that if I attack someone in space in low sec and don't pod them, there might not be any sentry guns involved at all, if it doesn't happen at a gate? I might have read wrong, and I'm way too lazy to check other people's posts to see if they answer my question.


This is correct. No more having to sit in a safespot for 15 minutes after shooting someone in a lowsec belt/FW plex.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Karl Planck
Perkone
Caldari State
#193 - 2012-10-04 17:10:01 UTC  |  Edited by: Karl Planck
CCP Fozzie wrote:
TrouserDeagle wrote:

Also, am I right in reading that if I attack someone in space in low sec and don't pod them, there might not be any sentry guns involved at all, if it doesn't happen at a gate? I might have read wrong, and I'm way too lazy to check other people's posts to see if they answer my question.


This is correct. No more having to sit in a safespot for 15 minutes after shooting someone in a lowsec belt/FW plex.


Edit: reading comprehension trained to lvl1 Ugh

I has all the eve inactivity

Aiden Mourn
Wrack and Ruin
#194 - 2012-10-04 17:11:16 UTC
Durzel wrote:
Nalha Saldana wrote:
So if I understood this correctly suicide ganking will be nerfed quite hard because there is no way to scoop the loot without getting a suspect flag.

Not in a freighter at any rate, nor anywhere busy.

Undecided whether this is "good" or not, since the gank victim can't do anything anyway (they're in a pod) and unless they have an escort (really, who actually does this?) then the neutral scooper is untouchable.


Though wouldn't that "neutral scooper" now become a suspect to the entire game for effectively "stealing" from the original owner? Remind me to bring popcorn and a lawnchair to Uedama on expansion day.

http://aidenmourn.wordpress.com/

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#195 - 2012-10-04 17:11:34 UTC
Oh another question I have is this:

Are you guys going to fix Sanctum constellation in Genesis? Currently if you get aggressed by a police NPC for being outlaw there you get concorded.

A few years back it was possible to petition losses there, and you guys said it was a bug you'd fix, but recently you have changed the policy and claim that it's not broken, and only reimburse one ship lost there per character.
CCP Fozzie
C C P
C C P Alliance
#196 - 2012-10-04 17:12:28 UTC
Karl Planck wrote:
CCP Fozzie wrote:
TrouserDeagle wrote:

Also, am I right in reading that if I attack someone in space in low sec and don't pod them, there might not be any sentry guns involved at all, if it doesn't happen at a gate? I might have read wrong, and I'm way too lazy to check other people's posts to see if they answer my question.


This is correct. No more having to sit in a safespot for 15 minutes after shooting someone in a lowsec belt/FW plex.


woa woa woa woa, that is NOT what master plan said here


If you shoot an innocent ship (as long as you don't shoot the pod) in a lowsec belt you will be flagged as a suspect, not a criminal, and you will have not received your sec status hit while within sight of the sentries. Therefore the sentries don't care even a little bit.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#197 - 2012-10-04 17:13:08 UTC
CCP Fozzie wrote:
TrouserDeagle wrote:

Also, am I right in reading that if I attack someone in space in low sec and don't pod them, there might not be any sentry guns involved at all, if it doesn't happen at a gate? I might have read wrong, and I'm way too lazy to check other people's posts to see if they answer my question.


This is correct. No more having to sit in a safespot for 15 minutes after shooting someone in a lowsec belt/FW plex.



Ok, you've redeemed yourself somewhat for those combat cruiser changes and not fixing lasers. Thanks.
Ugleb
Jotunn Risi
#198 - 2012-10-04 17:13:20 UTC
Quote:
After losing a ship and entering a capsule, players will still be restricted from docking/jumping for up to a minute (if they have an active Weapons flag).


Sounds like more pods are going to die.

http://uglebsjournal.wordpress.com/

The Jotunn Risi are now recruiting, Brutor ancestry required in order to best represent the Brutor interest.  Join channel JORIS to learn more!

Alx Warlord
The Scope
Gallente Federation
#199 - 2012-10-04 17:14:21 UTC
When the new POS system comes, that will have no forcefield, will the "docking flag game" be aplied? I mean, if you get out of your POS and shot someone near it, will you be able to dock like reentering the "forcefield" ????
Manssell
OmiHyperMultiNationalDrunksConglomerate
#200 - 2012-10-04 17:14:39 UTC
Sorry If I got this all wrong, but I'm on the road today and don't have time to read the thread.

If I read this blog right, suspect and criminal flagging will take the place of the old criminal flags we see in local correct? If so I have one huge concern about the suspect flagging in crimewatch that I can't seem to find out about.

It's been a long known bug that local does not update GCC on MACs as is. (SOME PCs apparently have this, but from what I have found ALL Macs do). My first bug report on this was filed under "known bug" (report # 136669) and the last one I filled has sat "unfiltered" (report #143082) for months.

Since it seems there will be some new gameplay added with Crimwatch with the introduction with this idea of "suspect" flagging and player enforcement, am I to understand that this will be the first gameplay features that are introduced in EVE that will be PC only since Mac users will never know if someone gets suspect flagging in their system? Or is the CCP finally addressing the Mac bug with criminal flagging at the same time as the re-write of the code?


Thanks