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Scooping Ships: The Better Fix - How not to ruin the game for others aswell

Author
Seraph Razgriz
State War Academy
Caldari State
#1 - 2012-12-06 19:21:44 UTC
Recently the change went out that no longer can you eject from your ship while aggressed.
This change took place mainly due to pilots aggressing in low sec on high sec gates, then when getting overwhelmed, ejecting and then having their ships scooped by an orca(or in a different situation a carrier) who then jumps to high sec safety.


This change however has many other consequences.
-You can no longer eject from a T3 in an attempt to save skill points. Which is intended based on this blog. http://community.eveonline.com/devblog.asp?a=blog&bid=629

-You can no longer ransom ships as a pirate

-You can no longer eject from a ship when you know the inevitable will happen in an attempt to get your pod out before the aggressors are ready

-You can no longer eject from a ship in an attempt to save your pod when you are bubbled

-Possibly make pvp impossible with the use of POS?(not sure on this one, does the aggression prevent you from using the POS arrays?)

-Other consequences?

The reasoning for a fix like this, is because CCP could not come up with another solution.
And thus nerfed what works in an attempt to fix whats broken

My suggested fix is thusly: Do not allow locked ships to be scooped.
They cannot get their ship scooped to safety, but still can eject allowing all consequences to be fixed.
Grezh
Hextrix Enterprise
#2 - 2012-12-06 22:29:13 UTC
Wouldn't you still be able to ransom the victims ship still? As long s it doesn't have really good agility and you have a fast locking frig, just make them stop, unlock them, if they start moving then relock and kill.
Dark Long
Sebiestor Tribe
Minmatar Republic
#3 - 2012-12-07 02:41:32 UTC  |  Edited by: Dark Long
Seraph Razgriz wrote:
Recently the change went out that no longer can you eject from your ship while aggressed.
This change took place mainly due to pilots aggressing in low sec on high sec gates, then when getting overwhelmed, ejecting and then having their ships scooped by an orca(or in a different situation a carrier) who then jumps to high sec safety.


This change however has many other consequences.
-You can no longer eject from a T3 in an attempt to save skill points. Which is intended based on this blog. http://community.eveonline.com/devblog.asp?a=blog&bid=629

-You can no longer ransom ships as a pirate

-You can no longer eject from a ship when you know the inevitable will happen in an attempt to get your pod out before the aggressors are ready

-You can no longer eject from a ship in an attempt to save your pod when you are bubbled

-Possibly make pvp impossible with the use of POS?(not sure on this one, does the aggression prevent you from using the POS arrays?)

-Other consequences?

The reasoning for a fix like this, is because CCP could not come up with another solution.
And thus nerfed what works in an attempt to fix whats broken

My suggested fix is thusly: Do not allow locked ships to be scooped.
They cannot get their ship scooped to safety, but still can eject allowing all consequences to be fixed.


1st you can eject from a t3 as long as you dont have a weapons flag deal with it. When you first got into that t3 a window poped up saying you lose this ship you will lose a subsystem skill level. ccp added the weapon flag to hold you to that warring window HTFU. It only took ccp 2 years to hold you to that warring and its about time. No saveing those sp there are only 2 ways ingame to lose spout of date med clone and a lose of a t3.
Dont try the whole i payed for skill training no you payed to log into the game and you can lose just about anything after you log in deal with it.

2nd you can still ransom ships what you been smokeing btw pass it around.

3rd as in my first statement you can if you not flaged pick your fights better.

4th were did you come up with this?!?! You can still use pos mods just dont have a flag in high sec concord can and will shot though the pos shields and still pop the ship your in.

5th as for the whole orca and carrier scooping if you have a weapons flag your not ejecting so ya you cant save the ship anymore.
Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#4 - 2012-12-07 02:55:41 UTC
I think the whole "You cannot eject" system is just a bad solution to a problem which should have been fixed long enough.

If you would rather let your ship be stolen, than lose SP, or let them capture your pod, that should be your informed choice to make. Decisions are part of EVE, right?

But to go from there, to saying that you can't eject a ship if you have a weapons flag, even if it goes from a 1-on-1 to a 20-on-1 ganking, is really poor game design IMO. When **** goes south you should always have ejection as a viable choice, and use a proper mechanism (i.e. you cannot store your ship with a weapons flag) to fix the rest.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#5 - 2012-12-07 05:23:39 UTC
Sentient Blade wrote:
I think the whole "You cannot eject" system is just a bad solution to a problem which should have been fixed long enough.

If you would rather let your ship be stolen, than lose SP, or let them capture your pod, that should be your informed choice to make. Decisions are part of EVE, right?

But to go from there, to saying that you can't eject a ship if you have a weapons flag, even if it goes from a 1-on-1 to a 20-on-1 ganking, is really poor game design IMO. When **** goes south you should always have ejection as a viable choice, and use a proper mechanism (i.e. you cannot store your ship with a weapons flag) to fix the rest.



Yeees.. Because thats how ejecting from T3's was being used ^^

BYDI recruitment closed-ish

Sigras
Conglomo
#6 - 2012-12-07 10:46:56 UTC
I feel like from an RP standpoint, there isnt much point of having an eject button that only works some of the time . . .

Honestly there are very few times I can even think of now where you would even want to eject from a ship if you cant do it in combat . . .

From a game design standpoint, I believe that you should always be giving the players more options instead of taking them away whenever possible. The OPs suggestion thoroughly fixed the problem while actually adding to the number of options players have in game.

IE from a game design standpoint, I believe the OPs suggestion is superior to CCPs implementation.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#7 - 2012-12-07 11:34:12 UTC

1.) Almost Every Reason you posted is complete and utter bullcrap!!!! The only reason you posted that had any validity to it at all was, "You can no longer eject from a ship when you know the inevitable will happen in an attempt to get your pod out before the aggressors are ready".

2.) If you read through that blog comments, you'd see that CCP did NOT intend everyone other the sun to use their T3 to attack until the very last second and then eject to escape.... You can avoid the T3 SP loss by simply not shooting back and ejecting...

3.) I think a much better solution, than what you posted, would be to keep things as they are in regards to ejection, but reduce the Self Destruct timer to 10 seconds. This allows you to "get your pod out before the aggressors are ready." As an additional caveat to this, if you SD a t3, you should still lose sp!
Dark Long
Sebiestor Tribe
Minmatar Republic
#8 - 2012-12-07 12:16:41 UTC
Gizznitt Malikite wrote:

1.) Almost Every Reason you posted is complete and utter bullcrap!!!! The only reason you posted that had any validity to it at all was, "You can no longer eject from a ship when you know the inevitable will happen in an attempt to get your pod out before the aggressors are ready".

2.) If you read through that blog comments, you'd see that CCP did NOT intend everyone other the sun to use their T3 to attack until the very last second and then eject to escape.... You can avoid the T3 SP loss by simply not shooting back and ejecting...

3.) I think a much better solution, than what you posted, would be to keep things as they are in regards to ejection, but reduce the Self Destruct timer to 10 seconds. This allows you to "get your pod out before the aggressors are ready." As an additional caveat to this, if you SD a t3, you should still lose sp!



t3 still died you lose the sp but ok sd 10 sec timer iam ok with.