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CCP Tallest pls look at this: Logoffski change is good, but...

Author
Nautsyn Thome
Shark Investments
#1 - 2011-11-08 14:32:12 UTC  |  Edited by: Nautsyn Thome
CCP Tallest wrote:
Jack Dant wrote:
Sounds good, but will this also affect people who log off without aggression, and would normally dissapear within 1 minute?

If you have not registered aggression at the point of logoff, you will disappear as normal. This cannot be extended by post-logoff aggression.


CCP Tallest wrote:

Logging off should not be a viable tactic

Then there are the logoff mechanics. When you log off your character in space, the ship you are piloting disappears after 15 minutes. This, coupled with the millions of hitponts that supercapitals have, means that very few supercapitals are actually being destroyed. When a fleet is losing a large supercapital fight, they can simply log everyone off and be confident that they enemy fleet will only have enough time to kill a handful of their supercapitals. This kind of meta-gaming is not only un-fun but it just doesn't make much sense. When you commit your ship to a battle that should actually be a commitment. Only by winning or by making a tactical, well planned retreat should your ship be able to survive. It has been said that spaceships are serious business and they damn well should be. We are changing the logoff mechanics in such a way that as long as your enemies are actively engaged in fighting you, logging off is not going to save your ship.



In other words, in your recent blog you say that bringing a ship into battle should be a commitment, without the possibility to simply log off when things not going well.

Why is it still possible then, to log off after jump and simply disappear after a min? Sure, most ships wont survive 1 min at a big enough gate camp.

Im talking about the ships which will.

Good tanked BS's even BC's, Orca's and Freighters come into my mind, which always have the possibility to escape, when there are only a handful of tacklers and damagedealers attacking.

One minute wont be enough in many cases. (also because you simply dont notice THAT they log off)

Why dont they get the 15 min aggro, even if they are engaged after log off? I dont see the difference. They commited their ship to battle as they jumped through that WH/GATE, they shouldnt be able to escape like that.

I fully understand that some people have real issues with their isp and therefore have real disconnects during play, but i doubt that this happens more commonly than the exploit im talking about here. Also, if i know that i have issues with my isp, i dont fly my ship to dangerous regions, simple as that.

Maybe CCP can explain further on this topic?

edit: Quoted CCP Tallest and bolded the important part
Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#2 - 2011-11-08 14:34:31 UTC
Everyone knows that attacking targets that are not fighting back is just such hard work.
Nautsyn Thome
Shark Investments
#3 - 2011-11-08 14:42:14 UTC
Sentient Blade wrote:
Everyone knows that attacking targets that are not fighting back is just such hard work.


You missed the topic.
De'Veldrin
Republic University
Minmatar Republic
#4 - 2011-11-08 14:46:46 UTC
Nautsyn Thome wrote:
Sentient Blade wrote:
Everyone knows that attacking targets that are not fighting back is just such hard work.


You missed the topic.


No I think he hit the nail pretty much on the head.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Nautsyn Thome
Shark Investments
#5 - 2011-11-08 14:56:16 UTC
De'Veldrin wrote:
Nautsyn Thome wrote:
Sentient Blade wrote:
Everyone knows that attacking targets that are not fighting back is just such hard work.


You missed the topic.


No I think he hit the nail pretty much on the head.


So you both say, its perfectly fine to exploit this mechanic? Or in other words, you say when i dont have enough dps at hand, the target it legitimated to escape?

I think i dont understand you, cause this makes no sense at all.
Sir Willy
Caldari Innovations and Research
#6 - 2011-11-08 15:02:59 UTC
You said it yourself... "when i dont have enough dps at hand"

If you don't have enough DPS to drop a ship that cannot fight back within the minute timer, the problem is not CCP's, it is yours. It is unrealistic to expect ships, especially ones w/o aggression to remain in space if someone aggresses it post-log out. Bring enough DPS to drop the freighter in under a minute, it's actually really easy. Look to 0.5 systems on trading pipes to see people dropping freighters in less than 10 seconds.
Nautsyn Thome
Shark Investments
#7 - 2011-11-08 15:07:45 UTC
Sir Willy wrote:
You said it yourself... "when i dont have enough dps at hand"

If you don't have enough DPS to drop a ship that cannot fight back within the minute timer, the problem is not CCP's, it is yours. It is unrealistic to expect ships, especially ones w/o aggression to remain in space if someone aggresses it post-log out. Bring enough DPS to drop the freighter in under a minute, it's actually really easy. Look to 0.5 systems on trading pipes to see people dropping freighters in less than 10 seconds.


Im not talking about high sec ganks. Im talking about targets of opputunity.

Example:
You are scouting your wormhole region, jumping through a wormhole and suddenly an orca warps right into you at 0.
He jumps, and on the other side your corpmate gets the info that he has to tackle it. Orca decloaks, 2 Recons engaging it. Orca disapears after a min, in half armor.

I think this is wrong.
Morganta
The Greater Goon
#8 - 2011-11-08 15:09:52 UTC
I'm pretty sure when you log off your mods and buffs go away so your ship is only tanking its base during that minute

just use moar DPS
Morganta
The Greater Goon
#9 - 2011-11-08 15:11:28 UTC
Nautsyn Thome wrote:
Sir Willy wrote:
You said it yourself... "when i dont have enough dps at hand"

If you don't have enough DPS to drop a ship that cannot fight back within the minute timer, the problem is not CCP's, it is yours. It is unrealistic to expect ships, especially ones w/o aggression to remain in space if someone aggresses it post-log out. Bring enough DPS to drop the freighter in under a minute, it's actually really easy. Look to 0.5 systems on trading pipes to see people dropping freighters in less than 10 seconds.


Im not talking about high sec ganks. Im talking about targets of opputunity.

Example:
You are scouting your wormhole region, jumping through a wormhole and suddenly an orca warps right into you at 0.
He jumps, and on the other side your corpmate gets the info that he has to tackle it. Orca decloaks, 2 Recons engaging it. Orca disapears after a min, in half armor.

I think this is wrong.


and when it logs back on it will return to the same place in half armor

like my ex used to tell me, commitment is a two way street Roll
Nautsyn Thome
Shark Investments
#10 - 2011-11-08 15:20:36 UTC
Morganta wrote:
I'm pretty sure when you log off your mods and buffs go away so your ship is only tanking its base during that minute

just use moar DPS


So if the victim doesnt manage to log off soon enough it's perfectly fine that his timer gets extended by 15 minutes, which will be more than sufficient to kill anything (since you have time to call in reinforcments) but hey, if he logs off soon enough than its clearly fair and legitimate that he will disappear after 1 min?

I get your point and can live with it.

It just makes no sense at all, after the recent changes to the aggro timer.
Sir Willy
Caldari Innovations and Research
#11 - 2011-11-08 16:13:36 UTC
Nautsyn Thome wrote:
Sir Willy wrote:
You said it yourself... "when i dont have enough dps at hand"

If you don't have enough DPS to drop a ship that cannot fight back within the minute timer, the problem is not CCP's, it is yours. It is unrealistic to expect ships, especially ones w/o aggression to remain in space if someone aggresses it post-log out. Bring enough DPS to drop the freighter in under a minute, it's actually really easy. Look to 0.5 systems on trading pipes to see people dropping freighters in less than 10 seconds.


Im not talking about high sec ganks. Im talking about targets of opputunity.

Example:
You are scouting your wormhole region, jumping through a wormhole and suddenly an orca warps right into you at 0.
He jumps, and on the other side your corpmate gets the info that he has to tackle it. Orca decloaks, 2 Recons engaging it. Orca disapears after a min, in half armor.

I think this is wrong.


I wasn't talking about hisec ganks either. I was just mearly using them as an example of people organized enough to drop a freighter or any other ship short of a supercap within the 1 min timer. Simple answer is bring more DPS and don't engage unless you know you can kill it.

If your two recons can't drop the orca, bring more recons/dps. If orca does manage to escape the 1 min timer, wait for a bit. Chances are, they'll log back in to see if they're still in a ship within 15 min or so.
Nautsyn Thome
Shark Investments
#12 - 2011-11-08 16:19:28 UTC
As you may guessed, the above example with the orca really happened to us, and we waited for 2 hours.

The thing is, i perfectly understand the orca pilot, he used this mechanic perfectly and escaped. It was in his wormhole and why should he risk it to log back in, if he can log in the next day and warp away in perfect safety.

He didnt use a scout, he didnt use an escort and he gets away with it. Thats wrong.
BeanBagKing
The Order of Atlas
#13 - 2011-11-08 16:22:10 UTC
You know what I really hate that isn't fixed by the current ideas? When we manage to find someone and trap them and they clear aggro, either by jumping through a gate (which is a really stupid way for CCP to clear aggro) or warping around for 15 minutes. But they are being actively hunted, so we scan them down right away, but by the time they are scanned down and we warp to them, we land just in time to see them disappear in space.

IMO extend the aggression timer if they get re-aggressed during this 1 minute. If I can scan someone down and warp to his last location and get 1 shot off on him, that should extend the aggression. That would prevent logging off from being a viable mechanic. As it stands, yea, they fixed it for supers, so if that's the only thing they intended then well done. But the statement seems pretty all encompassing, "logging off should not be a viable tactic", and if that's so, then there's still work that needs to be done.
Vincent Athena
Photosynth
#14 - 2011-11-08 16:23:47 UTC
Falling into a trap is not "committing to battle". To commit to battle you actually have to shoot.

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Nautsyn Thome
Shark Investments
#15 - 2011-11-08 16:27:32 UTC
Vincent Athena wrote:
Falling into a trap is not "committing to battle". To commit to battle you actually have to shoot.


It wasnt even a trap, it was a mere coincidence that i landed on his side ot the wormhole as he landed right next to me and his careless attempt to fly through dangerous space turned into his favor by using an exploit.
Weaselior
GoonWaffe
Goonswarm Federation
#16 - 2011-11-08 16:32:29 UTC
trying to e-warp out of a bubble counts as logging with agression

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Weaselior
GoonWaffe
Goonswarm Federation
#17 - 2011-11-08 16:33:13 UTC
basically just don't be a bubbleless scrub

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Nautsyn Thome
Shark Investments
#18 - 2011-11-08 16:39:50 UTC
Weaselior wrote:
basically just don't be a bubbleless scrub


Just try to understand my first post and that what CCP Tallest wrote. You dont need a bubble to tackle an orca. But you need more time than 1 minute to bring more dps when you are just a scout without bubble.

All i want it to understand, why there is a difference to made between the recent change, and the above mentioned example.

Why does the orca deserve to get away, when it is clearly stated that logging off shouldnt be a viable tactic?
Cyniac
Federal Navy Academy
Gallente Federation
#19 - 2011-11-08 16:45:09 UTC
Nautsyn Thome wrote:
It just makes no sense at all, after the recent changes to the aggro timer.


You know trying to make sense out of game mechanics generally does not end up well for those concerned. I hear it brings out the hounds of tindalos.
Renan Ruivo
Forcas armadas
Brave Collective
#20 - 2011-11-08 16:50:16 UTC
I actually agree with this. Don't bother with all these other people, they just like having something to complain about in everyone's post. It's CCP you need to convince, not them.

And if you think loudmouth's opinion (hey, i are one xD) matters that much, just take a quick look at the original thread proposing the removal of insurance about a month ago, and how the OP was bombarded. Yet, here we are.

The world is a community of idiots doing a series of things until it explodes and we all die.

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