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Fanfest: Crimewatch

First post First post
Author
Adunh Slavy
#581 - 2012-03-26 14:46:44 UTC
Destiny Corrupted wrote:

Fair enough, I think you've won this deba...

...Wait, hang on. Will everyone be able to shoot scammers as well?


Sadly we haven't figured out how to do that one RL with reliability, we keep electing them into positions of power.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Manssell
OmiHyperMultiNationalDrunksConglomerate
#582 - 2012-03-26 15:17:28 UTC  |  Edited by: Manssell
CCP Greyscale wrote:
OK I have a starbase roundtable in half an hour, I have to run. I'll be back later tonight (or tomorrow, or Sunday, IDK) to answer more questions, and I thank you in advance for your patience in the interim Smile



Hello. I have one concern about the suspect flagging that I can't seem to find out about. It's been a long known bug/feature that local does not update GCC on MACs as is. (SOME PCs apparently have this, but from what I have found ALL Macs do).

So with so much "new" gameplay that will be introduced with this idea of "suspect" flagging, 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?
Adunh Slavy
#583 - 2012-03-26 15:28:17 UTC
Arienne Deveraux wrote:
The issue is where you allow completely disinterested third party to get involved into something that should be an "internal affair", so to speak, between the thief and their victim. I find your saying rather appropriate - you can't code morality. This is exactly what the CrimeWatch changes are attempting to do by classifying an act of theft as "immoral" or "illegitimate" by allowing intervention by parties originally not affected by the theft.


Crimewatch as it is now attempts to code morality, the scope of who can deliver the justice is limited to the corp. So not only is the current system attempting to define morality, it is attempting to define justice.

As to who is affected by the theft ... it is quite clear to me that everyone is impacted by the theft. If criminals are allowed to run free, then I might be next. If criminals are not allowed to run free, my chances of being next are greatly diminished. There is no such thing as a disinterested third party. If there were, the gankbears would not be as concerned by this, and in fact CCP would never have been required to attempt to code it in the first place.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#584 - 2012-03-26 15:39:05 UTC
Adunh Slavy wrote:
Arienne Deveraux wrote:
The issue is where you allow completely disinterested third party to get involved into something that should be an "internal affair", so to speak, between the thief and their victim. I find your saying rather appropriate - you can't code morality. This is exactly what the CrimeWatch changes are attempting to do by classifying an act of theft as "immoral" or "illegitimate" by allowing intervention by parties originally not affected by the theft.


Crimewatch as it is now attempts to code morality, the scope of who can deliver the justice is limited to the corp. So not only is the current system attempting to define morality, it is attempting to define justice.

As to who is affected by the theft ... it is quite clear to me that everyone is impacted by the theft. If criminals are allowed to run free, then I might be next. If criminals are not allowed to run free, my chances of being next are greatly diminished. There is no such thing as a disinterested third party. If there were, the gankbears would not be as concerned by this, and in fact CCP would never have been required to attempt to code it in the first place.

We really like morality and all those real-life parallels, huh?

Well, okay, tell me this then: what would you do if you if you saw an armed robber pillaging your neighbor's house?

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Grumpy Owly
Imperial Shipment
Amarr Empire
#585 - 2012-03-26 15:45:35 UTC
Destiny Corrupted wrote:
Adunh Slavy wrote:
Arienne Deveraux wrote:
The issue is where you allow completely disinterested third party to get involved into something that should be an "internal affair", so to speak, between the thief and their victim. I find your saying rather appropriate - you can't code morality. This is exactly what the CrimeWatch changes are attempting to do by classifying an act of theft as "immoral" or "illegitimate" by allowing intervention by parties originally not affected by the theft.


Crimewatch as it is now attempts to code morality, the scope of who can deliver the justice is limited to the corp. So not only is the current system attempting to define morality, it is attempting to define justice.

As to who is affected by the theft ... it is quite clear to me that everyone is impacted by the theft. If criminals are allowed to run free, then I might be next. If criminals are not allowed to run free, my chances of being next are greatly diminished. There is no such thing as a disinterested third party. If there were, the gankbears would not be as concerned by this, and in fact CCP would never have been required to attempt to code it in the first place.

We really like morality and all those real-life parallels, huh?

Well, okay, tell me this then: what would you do if you if you saw an armed robber pillaging your neighbor's house?


Phone the police. Should we introduce similar parallels as RL then? Maybe let Concord take care of it? Twisted
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#586 - 2012-03-26 16:00:51 UTC  |  Edited by: Destiny Corrupted
Grumpy Owly wrote:
Destiny Corrupted wrote:
We really like morality and all those real-life parallels, huh?

Well, okay, tell me this then: what would you do if you if you saw an armed robber pillaging your neighbor's house?


Phone the police. Should we introduce similar parallels as RL then? Maybe let Concord take care of it? Twisted

I wanted him to answer it, but whatever.

Anyway, you're correct. We phone the police. No, we don't grab the ol' Peacekeeper and plug the baddie full of second assholes; we'd go to jail for that. Vigilantism is illegal.

So why is it suddenly "morally" justified to allow everyone to shoot a can thief? And don't tell me "because it's not RL, duh" because that's the exact argument I can make to say that this change shouldn't be effected.

So, we phone the police. The police the arrives and deals with the perpetrator.

In EVE, we have CONCORD, and faction navies. CONCORD exists only for the sole purpose of mitigating capsuleer-on-capsuleer violence in "protected space." Therefore, CONCORD wouldn't interfere in a case of petty theft. Faction navies guard faction assets, and don't give a crap about what pod pilots do to each other.

So, we're obviously lacking a vital component; a player-driven police force. This force would need to be highly-selective, and clearly visible to all. I'm not going to theorize on the selection process, and rights given, because this isn't really a features/ideas post. However, having a small, selective, clearly visible player-driven police force would be a better game mechanic than simply flagging a thief to the whole universe.

Oh, and if the victim of theft makes use of this police force's services, the victim and his corporation lose their own aggression against the thief, unless the thief doesn't want them to (safety toggle switch thing).

For balance, I'd recommend something like removing sec hits for shooting these player cops in high-sec (CONCORD still comes, maybe at a slightly delayed response).

Would be fun maybe.

Edit: Oh, even better. If the theft victim uses the player cop's services, and the thief kills the player cop, then the thief can also kill the theft victim without CONCORD intervention for the remainder of the aggro timer. Think of it as changing jurisdictions.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Adunh Slavy
#587 - 2012-03-26 16:18:23 UTC
Destiny Corrupted wrote:

We really like morality and all those real-life parallels, huh?


Is there another life I can use from which to cite examples? If there is, please let me know, I'd like to visit and just have a look around.

Destiny Corrupted wrote:

Well, okay, tell me this then: what would you do if you if you saw an armed robber pillaging your neighbor's house?


Take a shot at him, just like I did last time I was in that situation RL. I could have removed the guy's head from his body, but the zipper whiz and plink of a bullet near him, followed by the crack of a shot was sufficient. My neighbors were not too concerned about the shattered brick in their wall, they were glad that a neighbor cared enough to take a risk on their behalf. I must say I do enjoy the yearly Christmas gift of fine German beer.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Adunh Slavy
#588 - 2012-03-26 16:28:31 UTC  |  Edited by: Adunh Slavy
Destiny Corrupted wrote:

So, we're obviously lacking a vital component; a player-driven police force. This force would need to be highly-selective, and clearly visible to all. I'm not going to theorize on the selection process, and rights given, because this isn't really a features/ideas post. However, having a small, selective, clearly visible player-driven police force would be a better game mechanic than simply flagging a thief to the whole universe.


But that is what we will have, and that's exactly what has the the criminals worried. They will be selective, against those who have the suspect flag and negative standings. And they will be highly visible when some one flips some miner's can and a white knight with a security standing above +5 pops the offender and the miner says in local "Fck yeah! Thanks Dude! Here's a million ISK for your trouble."

They will be visible in low sec, when the territorial white knights living in there camp the gates to their systems, popping interloping pirates. Traders and others with neutral standings, those disinterested third parties, will be able to visit, seed their markets, buy their products and fill their ranks.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#589 - 2012-03-26 17:12:25 UTC
Old system:

Break the law in a minor way, your victim gets to retaliate.

New system:

Break the law in a minor way, lose the law's protection.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Alice Katsuko
Perkone
Caldari State
#590 - 2012-03-26 19:07:59 UTC  |  Edited by: Alice Katsuko
CCP Greyscale wrote:
Alice Katsuko wrote:
Seem like very good changes. I do think that preventing a player from defending himself against other players in any circumstances is a bad idea, but that seems to be off the table. Under no circumstances should one player be able to attack another with impunity that is enforced by game mechanics

This may have already been discussed, and so apologies in advance, but will a Suspect's corp/fleet members be able to return fire on someone who shoots the Suspect? Ninja fleets will probably just carry around remote-assist modules so that they can inherit the Suspect flag; forcing players to jump through hoops to acquire aggro doesn't seem like a good mechanic. And it might be good if prospective pirate-hunters had to worry about a Suspect's friends. At no point should the decision to open fire on a player's ship be trivial.

Second suggestion: make the Suspect flag reset every time someone shoots the Suspect or the Suspect shoots another player. This is to avoid situations where a pirate-hunter fleet lands on a Suspect only to find that half of them cannot engage the Suspect without getting Concorded.

Third suggestion: players flagged as Suspect should be subject to the same logoff mechanics as supercapital pilots. This is to prevent players who engage in criminal activity from simply logging off in space with impunity.

Fourth Suggestion: a ship whose maintenance bay is used by a Suspect should inherit the Suspect flag. This is to make swapping ships in an Orca and such somewhat more risky. However, with Suspect shootable by all of EVE, I don't think hotswapping in an Orca is a big issue.

Either way, look forward to finding out more, even if I don't live in high-sec anymore.


- My gut reaction is "probably not" but I've not really thought about it that hard. Will consider it more as we get the design more nailed down.
- Intent is that the flags are attached to the logoff timer countdown, so yeah, anything that refreshes the logoff aggro timer will refresh the flags too in the current design
- Everyone's subject to those logoff mechanics anyway, and as per the previous point, you'll get an aggro timer when you do anything illegal
- We need to do something about Orcas but not 100% sure what yet



Thanks for the response, and for clarification, and in general for listening to us players. Suspect that isn't the easiest thing to do at times.

Can see both advantages and disadvantages to allowing corp and fleet members to freely support Suspects. My thought is that corp and fleet members should generally be able to choose to support one another without jumping through hoops. But they should not be protected by Concord if they support a corp/fleet member who is flagged as a Suspect.

For example, White Knight comes along and shoots Suspect. Suspect calls in a corp/fleet member. Under currently proposed rules as I understand them, Suspect's corp member would only be able to assist Suspect through remote support, which would also give him a global Suspect flag, but which would still not allow him to engage White Knight unless White Knight chooses to do so. This may tilt the balance too heavily against Suspects, since only White Knight has the option of expanding the field of engagement.

Alternativey. When White Knight shoots Suspect, Suspect's corp and fleet members get the option to shoot at White Knight. However, when they shoot at White Knight, they get their own Suspect flags, independent of Suspect's. This creates risks for White Knight, because he is not the only one who can expannd the field of engagement, but also carries risks for Susect's friends, because they risk being engaged at will by third parties, including White Knight's fleet/corp mates.

This proposal combines two basic rules of engagement: (1) a corporation or fleet member is always able to assist fellow corp/fleet members; (2) shooting at a non-Suspect triggers the Suspect flag unless the target (i) has aggro to you, (ii) is a valid ar target, (iii) is a -10 criminal, (iv) other exceptions.

But that may be tilting the risks too heavily in favor of Suspects. It will definitely require good notifcations for fleet/corp members who try and assist Suspect-flagged characters, so that folk do not get baited. It may also result in situations where our White Knight accidentally runs into and gets ganked by a Suspect's corp/fleet members ten minutes after killing the original Suspect, although that sort of interaction was one of the arguments for made for changing jump bridges some months back, so it may actually be a positive result.

Anyways, the proposed changes are quite good even as they are, so can't complain. Just maybe an idea to consider, though you've probably already thought of and maybe discarded it.
Sisohiv
Center for Advanced Studies
Gallente Federation
#591 - 2012-03-27 02:42:49 UTC
Varesk wrote:
Velicia Tuoro wrote:
Did I miss anything important?



Sec Status
- Kill someone while a suspect will only take you to -5
- Pod killing will take you below -5 to -10
- Killing someone with positive +5 gives you hit
- Killing someone with a negative sec gives you bonus
- Hand in tags for sec boost up to +5. Less effect if you are -5.
- Fixing rat spawns after downtime.
- -5 can be killed without penalty in low sec.
- Something about -5 in high sec being pursued.





If i am reading this correctly. One ship kill in high sec will take you to -5, one pod kill will take you to -5 to -10?





All tags need to have a bounty rate for this to work. Not to sound like I don't have an Agenda. I have been invsted in tags in the past and would do so again if I thought I had a motive but this is two fold. I will see to it even at loss, all my tags get sold to NPC or reproc if the option is to hand them out to pirates. I'd prefer to not do it for 2100 ISK worth of high sec minerals though.
Neo Agricola
Gallente Federation
#592 - 2012-03-30 07:21:26 UTC
perhaps it is better here.

as I asked there: https://forums.eveonline.com/default.aspx?g=posts&m=1043237#post1043237

Hi CCP,

did you think about a way for "limited" aggression between two persons.

e.g. arranged 1v1 PvP in Highsec (so nobody "can" interfere) (something like todays canflipping)
or:
i want to web my frighter alt, which is not in my corp. (interference from outsiders who kill my webbingalt because of a global Flag dosnt sound promising...)

thx for feedback

DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=706442#post706442 Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#593 - 2012-03-30 09:25:56 UTC
Neo Agricola wrote:
perhaps it is better here.

as I asked there: https://forums.eveonline.com/default.aspx?g=posts&m=1043237#post1043237

Hi CCP,

did you think about a way for "limited" aggression between two persons.

e.g. arranged 1v1 PvP in Highsec (so nobody "can" interfere) (something like todays canflipping)
or:
i want to web my frighter alt, which is not in my corp. (interference from outsiders who kill my webbingalt because of a global Flag dosnt sound promising...)

thx for feedback



Something has been said about a duel option (It was brought up at the round table)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Alain Kinsella
#594 - 2012-03-30 09:28:39 UTC
Grumpy Owly wrote:
Stormtemplar Andven wrote:
I'm concerned about this. I don't want my salvage alt to be in my corp because we get wardecced by griefers, and while I love a fight (I live in low and fly around EC- tons), I do want to be able to make income, and that involves "Stealing" from my corpmates. Webbing frieghters was mentioned earlier as well. Hell, looting from my own missions or taking ore from my own can on a neutral alt (I don't mine, but hypothetically) would get me in trouble. That's STUPID. To combat this, I think we need a "No aggro" checkbox for characters that marks them as a friend and allows you to "steal" stuff and such (this should probably be required to be mutual) Also, to avoid stupid crap, make it last like an hour so you can't like...uncheck part way through a fight and get them suspected.


Or alternatively as a workaround if you want to run neutral salvage operations you could ask the people to abandon the wrecks for you?


Set mutual +10 standing. You can now share a can/container/wreck between each other. Did that with my assisting char and never had a problem in 2+ years.

Obviously this is a problem with various char<->corp standing setups, but that *can* be done now.

"The Meta Game does not stop at the game. Ever."

Currently Retired / Semi-Casual (pending changes to RL concerns).

Avila Cracko
#595 - 2012-04-01 10:34:40 UTC  |  Edited by: Avila Cracko
Attention@ CCP GreyscaleAttention

Can you give me your opinion on this:
(in the next 2 posts are quotes of the one same thing posted by one griefer who clearly want to destroy EVE by pushing people to quit - and he is not alone who want to get ppl quit just because they don't play the game the way they want):

You made ganking miners so easy. With so little ISK you can make so great ISK damage to miners and many players quit because of that. And now ppl are using obvious exploits to kill more more more and more miners with less and less loss.
Will you do anything to protect miners and indy players???
You just putting in new ganking ships for griefers and making their lifes easier every expansion, and indy people got nothing all this years, so I must ask you why are you ppl hate EVE industry???

Please CCP, read this and give us response;
Will you do anything to protect miners and indy players from griefers???



(Link to original topic from where this OP is quoted:
https://forums.eveonline.com/default.aspx?g=posts&t=89242&find=unread )

Herr Wilkus wrote:
Eh, whats the point of arguing.

CCP GMs want to coddle carebears - even if they have to rewrite their own rules to do it.

I developed the 'Tornado Boomerang' technique shortly after the 'nado was released and I knew it was good - but challenging to do properly and NOT broken. The technique, done right, effectively reversed the effects of the simultaneous 'insurance nerf' that I was seeking to overcome. Used it to my benefit for 3 solid months, killing 635 Exhumers and 1 Orca, solo. Only shared the technique with a few in the ganking community. But I wanted it to see wider use.....

(Disclaimer: Its quite possible that others figured it out independently, but I saw no evidence of that anywhere.)

So I eventually wrote my (immediately locked) primer as a 'test case'. After all, it was merely min-maxing the Tornado into effectiveness by maximizing gank and agility - at the expense of everything else. Wanted to see how CCP would respond to 'innovation' in ganking. They like innovation right? WRONG.

If you discover a good, efficient ganking tactic - you keep it to yourself and tell nobody. Even if it violates no rules, CCP will rewrite the rules based on the 'end result' - not the 'means'. IE: If innovation results in carebears crying, nerfs and rule changes will be incoming. Got it loud and clear, CCP. Thats the last trick I'll openly share with the GMs.

So, where does that leave me?

Tactical Situation:

Case 1. Warping away from a gank.

- This is not an exploit now, and it never was. You are allowed to get your Tornado off-grid to die in a 'safe place'. The Tornado 'drive-by' shooting. This is important if you are dealing with 'white knights' - looking to pod you and/or loot your wreck.

Case 2. Warping repeatedly (with a very agile ship) for 15 minutes until the GCC expires.
- This has always been an exploit, because your ship doesn't die, and I don't know why people are talking about it.

Case 3. Warping away from a gank, and shooting again, then getting caught and exploded.
-This previously was NOT an exploit, but now it is. (because CCP was washed away in Carebear tears, esp. once freighters started going down) Goonswarm had posted videos of doing exactly this, years ago - using about 15 destroyers. Granted, it was not especially common, but it was possible and did happen. It was public knowledge and nobody was banned....because it wasn't considered an exploit because the Tornado did not yet exist.

Further, using the 'fitting service' on your Orca while GCC is STILL LEGAL.
In my experience, this will allow you plenty of time to 'prep your guns' for unfitting.
You can generally save 90-95% of all the mods on a Tornado this way, and it drives the cost of ganking down to the hull price.
Second post will contain a detailed primer.

Strategic Goal:


1. Carebears whined and CCP listened. Why? Because they outnumber us. This needs to be rectified.
2. Ganking miners with Tornados is no a longer profitable endeavor, but can only be done at a loss.
3. Ganking at a loss, I can not match the limitless resources of large botting/RMT operations, so why even try?

Thus: I plan to do my utmost to 'encourage' young mining carebears to quit the game via selective, predatory ganking.
Effective immediately, all operations, reports, and petitions against mining botters will cease. No more 'padding' the KB with my new 'artificial friends'. In my view, mining bots are actually beneficial: They flood the market with minerals/ice and significantly depress 'real miner' earnings.

Resources will now be focused exclusively on hunting 'real' miners. I've found that younger miners are more likely to become discouraged after multiple Exhumer losses and will simply cancel their subscription. This will help achieve the goal of reducing carebear influence over EVE - simply by reducing their numbers.

truth, the whole truth and nothing but the truth.

Avila Cracko
#596 - 2012-04-01 10:34:48 UTC  |  Edited by: Avila Cracko
Herr Wilkus wrote:
I've posted instructions on how to do this somewhere else before, but it is now unambiguously LEGAL.
The GMs have spoken. Mods AREN'T required to die, which makes sense - because they routinely survive Concord attacks and are looted. (Otherwise, Concord kills would be treated like self-destruction - where nothing survives)

Its is now even MORE important than for Tornado gankers to add this tactic to their repertoire....

Why? Ganking with T2 (or FACTION!) mods and T2 Howitzers gives you a significantly larger volley. Don't let those expensive mods die in an explosion, and still get your moneys worth from the hull. Here's how to do it right:

1. Position your Orca in a convenient safe spot.
- Preferably several AU from the gank site (to give you more time to prep your guns for storage)
- Make sure the Orca is CONFIGURED FOR FLEET USAGE. (Its a checkbox in the 'Configure Ship' menu: very easy to forget this.)
- Make sure the Orca is cloaked. (Orcas are very easy to scan down, and your Tornado will naturally uncloak it.)

2. Attack your targets.
-use appropriate turret groupings for maximum carnage.
-With T2 guns, this means 4x for a Mack, 6-7x for a Hulk, 2x for a Retriever and 1x for a pod, depending on skills and tank.
-allow your 'landing speed' to bleed off to nearly zero - and then hit your targets in quick succession.
-Remember, when in doubt go RF PP for Exhumers.

3. Warp to the Orca and while in warp - prep your mods for quick removal. Do it exactly like this.
-FIRST, turn off all of your active 'sensor mods'. (Tracking Computers and Sebos)
-NEXT, unload your ammunition (if any exists) to your cargo bay. Unload your TC/SEBO Scripts as well.
-THEN, use the 'group/ungroup' button to ungroup all of your T2 1400MM turrets.
-When you arrive at the Orca, all of your offensive mods should be ungrouped, unloaded and inactive.

4. Upon arriving at the Orca, open the corporate cargo bay - and immediately start moving your mods.
-Open Corporate Cargo Bay,
-DO NOT use the fitting window! Its laggy, slow and fills your screen.
-Simply DRAG the mods from your control panel/UI directly into the Orca hangar, one at a time.
-If you get the 'ONE WAY MOVE' pop-up warning, immediately turn it off by selecting the check box. Saves mucho time.
-Don't rush! Wait for each movement to register, then move the next. (Going too fast will just spin your camera view)

5. Ship disintegrating? Orca fitting service doesn't care! Orca doesn't give a ****!
-You will have 8-9 seconds before Concord arrives.
-Even Concord locks/ jams and shoots at you - don't panic or stop. You still have plenty of time. Just stay focused.
-Follow these instructions and you should be able to reliably strip all, or nearly all of your fittings from your Tornado.
-I generally go T2 Howitzers first, T2 Tracking Computers 2nd, T2 Gyrostabs 3rd, and SEBO's last.

Carebears often console themselves after being ganked: "Well, at least they lost their stuff too."
Don't give them that satisfaction.
Insurance is gone, but you CAN adapt. Play smart - don't lose your mods needlessly.

Now go out there, be proactive - and trash those carebears!



I am hoping to see the response from CCP on question given in the beginning of the last post regarding all this.
Thank you in advance, CCP.

truth, the whole truth and nothing but the truth.

Severian Carnifex
#597 - 2012-04-01 12:04:22 UTC  |  Edited by: Severian Carnifex
Avila Cracko wrote:
Attention@ CCP GreyscaleAttention

Can you give me your opinion on this:
(in the next 2 posts are quotes of the one same thing posted by one griefer who clearly want to destroy EVE by pushing people to quit - and he is not alone who want to get ppl quit just because they don't play the game the way they want):

You made ganking miners so easy. With so little ISK you can make so great ISK damage to miners and many players quit because of that. And now ppl are using obvious exploits to kill more more more and more miners with less and less loss.
Will you do anything to protect miners and indy players???
You just putting in new ganking ships for griefers and making their lifes easier every expansion, and indy people got nothing all this years, so I must ask you why are you ppl hate EVE industry???

Please CCP, read this and give us response;
Will you do anything to protect miners and indy players from griefers???



(Link to original topic from where this OP is quoted:
https://forums.eveonline.com/default.aspx?g=posts&t=89242&find=unread )

Herr Wilkus wrote:

... WALL OF TEXT - QUOTE 1...


Herr Wilkus wrote:

... WALL OF TEXT - QUOTE 2 ...


I am hoping to see the response from CCP on question given in the beginning of the last post regarding all this.
Thank you in advance, CCP.


^^ I want to hear answer on this question too.
Varr Dorn
Blue Flame Ore Excavations
#598 - 2012-04-01 12:42:11 UTC
Destiny Corrupted wrote:
Grumpy Owly wrote:
Destiny Corrupted wrote:
We really like morality and all those real-life parallels, huh?

Well, okay, tell me this then: what would you do if you if you saw an armed robber pillaging your neighbor's house?


Phone the police. Should we introduce similar parallels as RL then? Maybe let Concord take care of it? Twisted

I wanted him to answer it, but whatever.

Anyway, you're correct. We phone the police. No, we don't grab the ol' Peacekeeper and plug the baddie full of second assholes; we'd go to jail for that. Vigilantism is illegal.

So why is it suddenly "morally" justified to allow everyone to shoot a can thief? And don't tell me "because it's not RL, duh" because that's the exact argument I can make to say that this change shouldn't be effected.

So, we phone the police. The police the arrives and deals with the perpetrator.


There is actually more than one correct answer. It is correct to call the police. However, my state has castle doctrine, as well as other statutes, that make it legal to defend with deadly force. I am not limited to defending myself and my property, but may also defend others if I believe there to be a threat of great bodily harm or death. So if I see an Armed robber at my neighbors house, I am legally allowed to 'grab the ol' peacemaker'.
Whether a person phones the police or shoots to kill or wound is totally up to their conscience and abilities.

As far as Crimewatch goes...I like the ability for the thief to be seen by everyone. It makes it easier to get someone that is violating the 'law'. And I would think that someone that wants to take the risk (in stealing) should be taking a risk. It's not much of a risk in can flipping, for instance, because it's unlikely that a miner can switch ships before you're long gone.

To me it simply seems they are removing a grey area and re-leveling the playing field in this type of instance. (i.e. adding a bit of risk, which should be fun anyway)
Avila Cracko
#599 - 2012-04-01 17:35:42 UTC
Severian Carnifex wrote:
Avila Cracko wrote:
Attention@ CCP GreyscaleAttention

Can you give me your opinion on this:
(in the next 2 posts are quotes of the one same thing posted by one griefer who clearly want to destroy EVE by pushing people to quit - and he is not alone who want to get ppl quit just because they don't play the game the way they want):

You made ganking miners so easy. With so little ISK you can make so great ISK damage to miners and many players quit because of that. And now ppl are using obvious exploits to kill more more more and more miners with less and less loss.
Will you do anything to protect miners and indy players???
You just putting in new ganking ships for griefers and making their lifes easier every expansion, and indy people got nothing all this years, so I must ask you why are you ppl hate EVE industry???

Please CCP, read this and give us response;
Will you do anything to protect miners and indy players from griefers???



(Link to original topic from where this OP is quoted:
https://forums.eveonline.com/default.aspx?g=posts&t=89242&find=unread )

Herr Wilkus wrote:

... WALL OF TEXT - QUOTE 1...


Herr Wilkus wrote:

... WALL OF TEXT - QUOTE 2 ...


I am hoping to see the response from CCP on question given in the beginning of the last post regarding all this.
Thank you in advance, CCP.


^^ I want to hear answer on this question too.


Bump for my question.

truth, the whole truth and nothing but the truth.

stoicfaux
#600 - 2012-04-01 19:34:33 UTC  |  Edited by: stoicfaux
disclaimer: Apologies if this is redundant or is based on incorrect assumptions, I only skimmed through the previous 30 pages. =P

The current aggression/CONCORD mechanics create a "victim mentality" in high-sec carebears, so I'm glad that the whole system is being overhauled. This "victim mentality" is really bad because it actively pushes carebears away from PvP instead of making them more comfortable with the idea of PvP. Generally speaking, CONCORD is a joke from the victim's point of view because it provides revenge instead of actual justice, gives the initiative to the ganker, "punishes" the attacker with a very temporary probation, and provides no restitution for the victim. High-sec carebears thus have to adopt a meek risk avoidance attitude instead of aggressively working to secure their homes.

As others have hinted at, there's a big difference between security and "law enforcement." CONCORD's (weak) security just encourages increased passivity in high-sec carebears whereas we should have "law enforcement" which relies on community action to enforce the law in high-sec. (Plus, community increases sub stickiness and community PvP makes the transition to a PvP mentality a bit easier.) In other words, the current security mechanics result in "Waaaaaah! CCP save us!" instead of "Call out the local watch and round up a posse, we gots us some vermin to hang!"

As others have pointed out, the greater the high-sec carebear mentality grows, the more economic reasons that CCP has to make high-sec a 100% PvE.

Timer Length
My initial criticism of the initial crimewatch system is how short the timers are. Realistically, if someone attacks someone in high-sec there should be serious repercussions, such as a month long "kill on sight" flag against the perp where the sentry guns, faction police and deputized "player police" can attack the perp whenever they trespass in the faction or corp space where the infraction(s) occurred. Short suspect/criminal timers favor the perps over the law abiding citizens and are insulting.

Now before people whine about how "unfair" that is, it should be possible for perps to avoid or kill the sentry guns and faction police in order to gank high-sec, however, it shouldn't be easy, especially if local citizens have paid to beef up security. And even then, the perps should have to deal with player based "police" units with badges (think deputized players) that allow them to kill perps on sight. The more "civilized" the system is, the more effort it will take to gank again in high-sec. Ideally, it should take a major raid by an organized group (*cough*Goons*cough*BurnJita*cough*) to effectively attack a system like Jita 4-4 and it should be easy for the citizens to join in the defense of "their" home.

More importantly, the local high-sec community members should be able to pay into their defenses to make their neighborhoods and trade routes safer, such as buying additional sentry guns, more faction police, having faction police patrol the mining belts, etc.. It wold be an isk sink and gives the non-combat oriented players a stronger voice in the security of their neighborhoods. They should also be able to vote on how and when the sentry guns and/or faction police attack someone. For example, the Jita 4-4 community could implement a "one strike and you're banned from the station grid" rule, or that anyone with a personal sec status of 2.5 or less on the station grid is kill on sight, and/or that perps have to provide X amount of restitution to the victim before being removed from the KoS list.

Regaining security status
Tags to regain security status? Stupid, stupid, stupid. How about paying restitution instead? If CCP is going to track the amount of isk lost in a war dec, then it should be easy to track the isk loss of a gank victim. The perp can get "forgiveness" by paying off the victim via restitution.


From the RP perspective, high-sec is supposed to be "civilized" space, providing a stable environment in which to perform trade, manufacturing, etc.. It doesn't have to be completely locked down, but even in the Wild West, towns didn't allow a policy of "you can mug whoever you want, just as long as the sheriff kills your horse." Instead, the citizenry got together, hunted you down, and if they caught you, built a gallows in the town square and hung you by the neck until dead.

Crimewatch, even with its improvements, could still learn a lot about community, justice, and law enforcement from the US Wild West period.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.