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Aggression Mechanics Change (Dear CCP, please, PLEASE fix this sorry state of affairs)

Author
Ganthrithor
School of Applied Knowledge
Caldari State
#1 - 2012-04-30 07:43:12 UTC
Aggression mechanics need a small tweak:

Allow pilots to inherit aggression within ~20-30 seconds of logging off.

Currently it's FAR too easy for pilots in tanky ships to fly around in an utterly carefree manner without worrying about dying to solo PvPers or small gangs. Here's why: say you're in a Drake/Command Ship/tanky battleship and you're cruisin gates without a scout, like a boss. You jump through a gate and encounter a solo PvPer or couple of dudes out in their newly-buffed assault frigates on the other side. ****! You might lose your ship! OH WAIT, no you wont. Simply log off before your gate-cloak expires and you'll be fine due to the inability of the hostile ships to kill you in under 60 seconds.

The same scenario goes for capital / supercapital ships jumping to cynos / cyno beacons as well. Simply put, tanky ships can cruise around unscouted with very little risk of dying to small gangs / solo PvPers unless the hostiles can put a dictor bubble up before the hostile can jump in.

My original suggestion was going to be to render logged off ships open to receiving aggression flags until they had entered or completed their emergency-warps (thus, if you jump into dictorless-hostiles and CTRL-Q, you'll become aggressed when the hostiles tackle your ship when it decloaks to e-warp off). If this is technically feasible I would suggest implementing this change. If it's not feasible to track states like that, you could simply set a 15-30 second timer (most ships take around this amount of time to e-warp off anyway) during which aggression could still be inherited post-logoff.

It's seriously obnoxious in an exploity-way that people can just jump into dictorless camps and get away scot-free as long as they have a big tank. I'd love you long time if you'd remedy this situation at some point... preferably sooner rather than later.
Astroniomix
School of Applied Knowledge
Caldari State
#2 - 2012-04-30 08:35:30 UTC
Good idea? yep
Likely to happen? nope
Destination SkillQueue
Doomheim
#3 - 2012-04-30 08:47:48 UTC
While I agree that the problem you're trying to solve is exploity and should be plugged in some way, your solution is bad and is very unlikely to be implemented taking in account CCP's plans for changing how logoff works. If you don't already know, the plan is to make it so, that you can logoff and wait for your ship to disappear without closing the client. This way it isn't left to chance what happens to your ship when you logoff. This is a good thing and your idea goes against the whole point of this planned change.
Astroniomix
School of Applied Knowledge
Caldari State
#4 - 2012-04-30 09:16:37 UTC
Destination SkillQueue wrote:
While I agree that the problem you're trying to solve is exploity and should be plugged in some way, your solution is bad and is very unlikely to be implemented taking in account CCP's plans for changing how logoff works. If you don't already know, the plan is to make it so, that you can logoff and wait for your ship to disappear without closing the client. This way it isn't left to chance what happens to your ship when you logoff. This is a good thing and your idea goes against the whole point of this planned change.

How exactly?
RavenTesio
Liandri Corporation
#5 - 2012-04-30 09:23:35 UTC
I would think the better solution would be so for normal Warp, 75% Speed is Required (as it is now) but Emergency / Log-off Warp has that extended to 95-100%.

This wouldn't stop the issue, but this would basically mean it takes longer to do an E-Warp. This would render the target more vunerable to Warp Disruption / Scrambling prior to logging out. Would work incredible well with the new log-off mechanics.
Astroniomix
School of Applied Knowledge
Caldari State
#6 - 2012-04-30 09:27:37 UTC
RavenTesio wrote:
I would think the better solution would be so for normal Warp, 75% Speed is Required (as it is now) but Emergency / Log-off Warp has that extended to 95-100%.

This wouldn't stop the issue, but this would basically mean it takes longer to do an E-Warp. This would render the target more vunerable to Warp Disruption / Scrambling prior to logging out. Would work incredible well with the new log-off mechanics.

Your ship still vanishes 1 minute after logging off as long as you don't get agressed BEFORE logging off. Even if you get scrammed.
Destination SkillQueue
Doomheim
#7 - 2012-04-30 09:35:23 UTC
Astroniomix wrote:
Destination SkillQueue wrote:
While I agree that the problem you're trying to solve is exploity and should be plugged in some way, your solution is bad and is very unlikely to be implemented taking in account CCP's plans for changing how logoff works. If you don't already know, the plan is to make it so, that you can logoff and wait for your ship to disappear without closing the client. This way it isn't left to chance what happens to your ship when you logoff. This is a good thing and your idea goes against the whole point of this planned change.

How exactly?


How exactly what? Why is it bad or other ways to solve it? Currently it's bad because mechanics that get you killed after you've logged off the game are god awfully bad design. It's much more preferable to have a system, that no new flags can be added to you once you have logged off. Yes it allows some loopholes, but it's much more preferable to have those loopholes, than allowing people to use different loopholes to gank people who have already logged off justifiedly thinking they were clear to do so. It is simply the less bad way to implement it currently and causes much less work for the GMs, since they don't have to deal with constant petitions about it.

Another solution? Currently I'd just raise the issue and leave the solution to CCP. Reason being that since tho whole logoff system is being changed, so they might as well think about how to eliminate this problem permanently while they're at it. When the devblog is published, raise the issue there too to make sure it gets looked at. Depending on how the new logoff system is implemented, it could even allow gaining new flags after the logoff is initiated, since the player would be able to be aware of them now and cancel the logging off sequence to deal with the situation appropriately.

Just to make sure there is no misunderstanding here. I think the goal of the idea is good, but in the current system the solution is not a good one. It might be doable after the logoff changes have gone through, but if he wants to fix the issue before the new system in implemented, the solution has to be something else.
Astroniomix
School of Applied Knowledge
Caldari State
#8 - 2012-04-30 10:13:18 UTC
Destination SkillQueue wrote:
Astroniomix wrote:
Destination SkillQueue wrote:
While I agree that the problem you're trying to solve is exploity and should be plugged in some way, your solution is bad and is very unlikely to be implemented taking in account CCP's plans for changing how logoff works. If you don't already know, the plan is to make it so, that you can logoff and wait for your ship to disappear without closing the client. This way it isn't left to chance what happens to your ship when you logoff. This is a good thing and your idea goes against the whole point of this planned change.

How exactly?


How exactly what? Why is it bad or other ways to solve it? Currently it's bad because mechanics that get you killed after you've logged off the game are god awfully bad design. It's much more preferable to have a system, that no new flags can be added to you once you have logged off. Yes it allows some loopholes, but it's much more preferable to have those loopholes, than allowing people to use different loopholes to gank people who have already logged off justifiedly thinking they were clear to do so. It is simply the less bad way to implement it currently and causes much less work for the GMs, since they don't have to deal with constant petitions about it.

Another solution? Currently I'd just raise the issue and leave the solution to CCP. Reason being that since tho whole logoff system is being changed, so they might as well think about how to eliminate this problem permanently while they're at it. When the devblog is published, raise the issue there too to make sure it gets looked at. Depending on how the new logoff system is implemented, it could even allow gaining new flags after the logoff is initiated, since the player would be able to be aware of them now and cancel the logging off sequence to deal with the situation appropriately.

Just to make sure there is no misunderstanding here. I think the goal of the idea is good, but in the current system the solution is not a good one. It might be doable after the logoff changes have gone through, but if he wants to fix the issue before the new system in implemented, the solution has to be something else.

Personaly I think that you should be able to inherit agro flags any time your ship is in space. Unless you are scanning down a capital ship, you need to be pretty on the ball to scan down a ship in time for you to be able to warp to them before they vainsh. (this is assuming they managed to e-warp before you locked them down) Also last I checked the logoff changes aren't actualy mechanics rebalancing, but simply changes so you don't have to restart the client every time you want to log off.
Ganthrithor
School of Applied Knowledge
Caldari State
#9 - 2012-04-30 17:08:33 UTC  |  Edited by: Ganthrithor
Destination SkillQueue wrote:
While I agree that the problem you're trying to solve is exploity and should be plugged in some way, your solution is bad and is very unlikely to be implemented taking in account CCP's plans for changing how logoff works. If you don't already know, the plan is to make it so, that you can logoff and wait for your ship to disappear without closing the client. This way it isn't left to chance what happens to your ship when you logoff. This is a good thing and your idea goes against the whole point of this planned change.


If you log off in a safe way, you'll still be fine with something like my proposed mechanic in place. If you jump into a gatecamp or a hostile appears in your anomaly and you log off, however...

Why would this change be so horrific? If you log out at your safespot and some bomber who probed you out and was sitting there all day waiting for you to log points you, you should die IMHO. I imagine this is the kind of thing you are envisioning when you say this idea is bad?

Astroniomix wrote:

Personaly I think that you should be able to inherit agro flags any time your ship is in space. Unless you are scanning down a capital ship, you need to be pretty on the ball to scan down a ship in time for you to be able to warp to them before they vainsh.


Agreein with this. You have to wait for them to finish their ewarp (takes 15-30s), then wait your scan probe time (assuming you had the probes pre-positioned) which adds another couple of seconds, then warp to the result (which takes another ~10+ seconds). If someone is set up well enough to pull this off, the target probably deserves to die. Don't log out with probes on you.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#10 - 2012-04-30 19:39:01 UTC

1.) CCP's safe logoff change is coming to handle the annoyances of auto-renewal of your aggro timer at logoff. Currently, if I was aggressed 10 minutes ago, and log off, my ship stays in space a full 15 minutes, despite the fact I only have five minutes left on aggro. Tie this in with the lack of indicator that you are currently aggressed when in null and the faulty timers when they do show in empire space, and you can have some pilots logging off when they thought they were unaggressed only log back in podded and shipless...

2.) The changes to the aggression mechanics, which enable a previously aggressed ship to renew aggro when continually aggressed are an AMAZINGLY positive change... In my experience, the player base as a whole fully welcomed this change, as it made supercaps more vulnerable, and solved most of the issues surrounding players logging off to avoid the consequences of combat (<- WHICH IS LAME!!!)

3.) Logging off after gate jumping into an enemy to avoid losing your ship is also really, really lame... And frankly, a mechanic that allows the ship to die as it aught to is welcome. I don't forsee any problems this create would have... although a "better" solution might be to reduce the "time in space" of an unagressed ship from 1 minute to 30 or 20 seconds like the OP suggested. The only downside to this, is I'm not sure what to do about the 2 min NPC aggro timer... (remove it?, leave it?)

Katerwaul
The Scope
Gallente Federation
#11 - 2012-04-30 20:00:00 UTC  |  Edited by: Katerwaul
This isn't fair to those who believe in taking responsibility for their own actions & finding intelligent/effective ways to survive these encounters. Until this exploit is fixed or declared as an official exploit I'll be training my interdiction skills in protest as soon as my current skill queue finishes.
Working with everyone to improve New Eden -- Internet Spaceships Iz Serious Business.
Ganthrithor
School of Applied Knowledge
Caldari State
#12 - 2012-04-30 21:57:36 UTC
Gizznitt Malikite wrote:

1.) CCP's safe logoff change is coming to handle the annoyances of auto-renewal of your aggro timer at logoff. Currently, if I was aggressed 10 minutes ago, and log off, my ship stays in space a full 15 minutes, despite the fact I only have five minutes left on aggro. Tie this in with the lack of indicator that you are currently aggressed when in null and the faulty timers when they do show in empire space, and you can have some pilots logging off when they thought they were unaggressed only log back in podded and shipless...

2.) The changes to the aggression mechanics, which enable a previously aggressed ship to renew aggro when continually aggressed are an AMAZINGLY positive change... In my experience, the player base as a whole fully welcomed this change, as it made supercaps more vulnerable, and solved most of the issues surrounding players logging off to avoid the consequences of combat (<- WHICH IS LAME!!!)

3.) Logging off after gate jumping into an enemy to avoid losing your ship is also really, really lame... And frankly, a mechanic that allows the ship to die as it aught to is welcome. I don't forsee any problems this create would have... although a "better" solution might be to reduce the "time in space" of an unagressed ship from 1 minute to 30 or 20 seconds like the OP suggested. The only downside to this, is I'm not sure what to do about the 2 min NPC aggro timer... (remove it?, leave it?)



I'm a little confused about the italicized section (since what I suggested is letting pilots get aggressed for an additional 15-30 seconds after logging off, not shortening the time an unaggressed ship spends in space), but as far as the NPC aggro timer is concerned, just make it a duplicate of the player aggro model. I don't see why shooting those poor pirates should be different from shooting at players WRT consequences. Pirates are people too. Blink
Gizznitt Malikite
Agony Unleashed
Agony Empire
#13 - 2012-04-30 23:32:13 UTC
Ganthrithor wrote:
Gizznitt Malikite wrote:

3.) Logging off after gate jumping into an enemy to avoid losing your ship is also really, really lame... And frankly, a mechanic that allows the ship to die as it aught to is welcome. I don't forsee any problems this create would have... although a "better" solution might be to reduce the "time in space" of an unagressed ship from 1 minute to 30 or 20 seconds like the OP suggested. The only downside to this, is I'm not sure what to do about the 2 min NPC aggro timer... (remove it?, leave it?)



I'm a little confused about the italicized section (since what I suggested is letting pilots get aggressed for an additional 15-30 seconds after logging off, not shortening the time an unaggressed ship spends in space), but as far as the NPC aggro timer is concerned, just make it a duplicate of the player aggro model. I don't see why shooting those poor pirates should be different from shooting at players WRT consequences. Pirates are people too. Blink


Sorry, I should have explained it a little better:

I was thinking of allowing New Aggro Timers deliverable to any and all ships in space.... Then, just shorten the time the ship is in space to a more reasonable number (20-30 s). This is not necessarily "better," but more like simpler.... If you can start shooting a ship, you get to finish shooting a ship... As long as the ship-will-disappear-in-x-time timer is shortened enough, then you have essentially the same solution you presented... The only strangeness would be NPC aggression, which might keep a ship in space long enough to get you in trouble.... I consider this a possible issue with legit DCs...
Ganthrithor
School of Applied Knowledge
Caldari State
#14 - 2012-05-01 18:09:16 UTC
bumping this thread.