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Is CrimeWatch vaporware?

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Antisocial Malkavian
Antisocial Malkavians
#21 - 2012-07-15 21:48:01 UTC  |  Edited by: Antisocial Malkavian
Vimsy Vortis wrote:
Because making it so that people who are flagged with aggression can be shot at by everyone in space but will get concorded if they shoot back is totally "fixing" highsec PVP.

That's straight up what was proposed at fanfest in the presentation and even after acknowledging that it was a bad idea in the roundtable that came after it they weren't able a think of a way for the suspect flagging system to allow suspects to shoot back without being concorded.

I don't know about you, but I don't think that mechanics like that showing up on TQ would be a good thing.


yeah cause this game totally ISNT about having consequences for your actions. AT ALL. Amirite?

CCP Greyscale wrote:
First part of the rework shipped in Escalation, so no, not vaporware. That stage was all behind-the-scenes (as detailed in the presentation at Fanfest, which is on Youtube somewhere); the next step is to start implementing the redesign.

Also, the current design explicitly allows you to return fire in all cases Smile


Ah so it was redesigned... can you guys put forth some details on that design?

CCP Greyscale wrote:


We allow one-time mappings but we don't make them transitive, ie if you're a suspect and someone shoots you then you can always fire back, but if that person has a third party repping them, you can't shoot the logi because we don't allow aggression transfer like that (for obvious reasons).


you should lol

You shouldnt be able to rep ppl in a fight and not become part of the fight. Because by your action you are engaging in the fight in a support role.

And, isn't sanity really just a one-trick pony anyway? I mean all you get is one trick, rational thinking, but when you're good and crazy, oooh, oooh, oooh, the sky is the limit.

Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#22 - 2012-07-15 22:00:15 UTC  |  Edited by: Vimsy Vortis
Lin-Young Borovskova wrote:
Vimsy Vortis wrote:
The inevitable end result will be that the new system will be more difficult to understand than the old system, even if what is happening serverside is simpler.



Challenge keeps things interesting and actually can't be worst than what it is. High sec PVP fans say they love pvp, witch seems to be true, but I'd like to see what happens if they start getting flagged and spanked by other players just waiting flags, unlike know they're pretty much safe behind concord exploiting aggression mechanics.

I pretty much like the idea every action brings consequences and the fact no one should be safe, whenever it comes to make choices in high sec it shouldn't be the joke it is with neutral repps/jam/boost, there should be real consequences just like in low sec/null/wh space. Those are not trusting Concord mechanics to get it done the easy way.

This post is probably the single most ignorant thing I've ever read on these forums, it's literally the opposite of reality.

As it is right now you can always shoot neutral reps that someone you're fighting is using unless they happen to be in the same corporation as you. If you don't believe me go and find someone, shoot at them and have a third party rep them, you'll be amazed to learn that you can shoot the third party with impunity. To reiterate, with the current aggression system you can always shoot at anyone who is remotely assisting someone that is shooting at you, nobody is "safe behind concord".

However as CCP Greyscale just said what he wants to do is make it so that you can be shooting someone who is suspect flagged and be receiving neutral RR and the suspect won't be able to shoot the neutral RR.

It is literally a step backwards from what you just said you wanted. Also there's no such thing as neutral jams in highsec.

Antisocial Malkavian wrote:
yeah cause this game totally ISNT about having consequences for your actions. AT ALL. Amirite?

The main thing that will result in people being suspect flagged is stealing, and there already is a consequence for that. What suspect flagging is on a basic level is an expansion of the negative consequences without any attempt to balance it out by adding some better opportunities for criminality.

It wouldn't really be a huge issue if it was just going to be the case that everyone can shoot you, but you can shoot back just like normal and if you bring logi they can shoot your logi, but if they bring logi you can shoot it too, but that's not what is happening, it's clearly being designed so that the entire system massively stacks any engagement in highsec against the person who instigated it. Even if there are dedicated highsec PVPers who can deal with that and even us it to their advantage at it's core that type of design is anti-PVP and will only serve to reduce the amount of PVP in highsec, which is not something that the game is in need of.

On top of all that RR crap it was also noted that you'd lose sec status if you destroyed a ship while suspect flagged. So someone who starts any kind of non-war PVP event will be able to be shot at by everyone in system, won't be able to shoot the logi of the people attacking them and if he wins he will lose sec status for his effort.

I don't think that is going to "fix" highsec PVP for anyone other than carebears who want highsec PVP to simply not exist.
Jason Xado
Doomheim
#23 - 2012-07-15 22:33:46 UTC
CCP Greyscale wrote:
[quote=Jason Xado]
We allow one-time mappings but we don't make them transitive, ie if you're a suspect and someone shoots you then you can always fire back, but if that person has a third party repping them, you can't shoot the logi because we don't allow aggression transfer like that (for obvious reasons).


Interesting. So you will still have aggression maps but they will be kept small and tidy.

Interesting. Let me take some time to digest this bit of information. Thanks for the details.
Ohh Yeah
Jerkasaurus Wrecks Inc.
Sedition.
#24 - 2012-07-15 22:45:55 UTC  |  Edited by: Ohh Yeah
Hi. I've never had anything useful to contribute to the production of this game, but for the love of God, hear me out on this one CCP Greyscale. I promise it's simpler than what you may be trying to do.

Please give players the option to flag themselves as suspects without committing crimes, so they can bait fights if they want.

Please flag players who shoot suspects as vigilantes. Anyone who assists a suspect becomes a suspect, and anyone who assists a vigilante becomes a vigilante.

There - you have a neat, two-sided high-sec fighting mechanic in which a player is either a suspect, vigilante, or neither. If they are neither, they have the ability to join either side in the fight, but otherwise are not involved. This system has few caveats with regards to remote assistance that are easy to iron out. Don't allow a vigilante to activate remote assistance on a suspect, and vice versa. Alternatively allow players to receive both flags and be shot by both. A player who flags as a suspect and then reps his vigilante friends shouldn't be immune to blapping from suspects.

This system is significantly better than a "Suspect vs everyone else" system where everyone has their own individual aggro timers on suspects. If you wish to engage a suspect, you should gain a flag that effectively separates you from "everyone else" and puts you with those who are shooting suspects. This polarizes engagements and simplifies aggression maps. Furthermore, vigilantes will always have the upper hand, as they can decide when (and when not) to flag themselves by engaging a suspect and initiating the fight. From a lore/whatever point of view, they are undercover and can watch suspects, ready to pounce with as many or few of their friends at any time.

You're no longer creating chains of aggression, you're sorting people into teams. The more people start assisting, then more people get put on either team. They will shoot each other. Stuff will die.

If you're lucky, you will see groups of players flying around as vigilantes, and others flying around as suspects. They will fight each other - possibly not on station, because they may be roaming. That will create high-sec PvP that is a good lead-in to low-sec and 0.0 PvP for new players. It's entirely optional, encourages players to work together, and is much more simple than the current system. It is also 100% compatible with low-sec changes. People who shoot neutrals in low-sec become suspects, and anyone who shoots them become vigilantes. It's super simple stuff.


Edit: Since I didn't clarify how this should accommodate war-decs, I will:

The suspect system should be separate from the war-dec system, but they should work together where needed.

Neutral RR should not get flagged as suspects. They should get flagged to the hostile corp, and (in my opinion) be given a 1 minute aggro timer to prevent them from playing docking games. I see no reason for allowing everyone in EVE to shoot your neutral logistics, as that makes no sense. However, if the members of the corp are flagged as suspects, assisting them should result in a suspect flag. That corp's war-targets will not become flagged as vigilantes for aggressing, as war-dec shootability should override Suspect/Vigilante flags.

Keep war decs and suspect flags completely separate. Corporations should be able to duke it out (even with neutral logi) without intervention from everyone and their mother on the undock. I know people aren't fond of neutral logi, but having them get volleyed by unaffiliated Tornados on the undock is simply strange and unrealistic.
Chainsaw Plankton
FaDoyToy
#25 - 2012-07-15 22:57:48 UTC
CCP Greyscale wrote:
We allow one-time mappings but we don't make them transitive, ie if you're a suspect and someone shoots you then you can always fire back, but if that person has a third party repping them, you can't shoot the logi because we don't allow aggression transfer like that (for obvious reasons).


so invincible third party logis now?

or was that he is repping you, you shoot someone, and the next cycle he gets the pop up warning? as yes getting aggression due to something another does could be annoying (such as the repping someone who then goes gcc and concorddokken which got fixed a while back), but I would think interfering and being immune would be a far bigger problem

@ChainsawPlankto on twitter

Bienator II
madmen of the skies
#26 - 2012-07-15 23:47:42 UTC
CCP Greyscale wrote:

We allow one-time mappings but we don't make them transitive, ie if you're a suspect and someone shoots you then you can always fire back, but if that person has a third party repping them, you can't shoot the logi because we don't allow aggression transfer like that (for obvious reasons).


i don't like the third party logi immunity (for obvious reasons).

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Ginger Barbarella
#27 - 2012-07-15 23:50:10 UTC
I'ts real. I got stopped just the other day by customs, who fined me for carrying illegal goods. They never confiscated it, so obviously CCP was behind it. ;-)

"Blow it all on Quafe and strippers." --- Sorlac

CCP Greyscale
C C P
C C P Alliance
#28 - 2012-07-15 23:59:29 UTC
Having a global "vigilante" flag doesn't seem like a good option to us, because it allows you to then undock your thirty suspect-flagged associates and gank them, which is not the effect we're looking for here, and allowing transitive individual kill rights takes us back to square one.

As to "invicible logis", in the current design yes, that is the case, but only in the scenario where you've already done something to become a suspect. There's a point at which we have to say "look, you've done something 'illegal', this fight isn't going to be fair, sorry" if we want to avoid the complexity of the current system.

With the things that will get you into this state in the first place (such as neutrals repping war targets), we're deliberately giving you the ability to do the "bad thing" and take a hit for it rather than simply mechanically banning it, because that's the way we like to do things round here. There does however come a point where we're bending so far over backwards to make the consequences of doing the "bad thing" fair that we have to either stand up or fall over, and in these cases we're currently leaning towards saying "if you don't enjoy it, maybe you should consider not getting into that situation so often in the first place".
Jonas Xiamon
#29 - 2012-07-16 00:02:31 UTC  |  Edited by: Jonas Xiamon
So say two corps are fighting. Neutral party A reps side one, gains aggro. Neutral party B can rep neutral party A, and be fine?

I usally write one of these and then change it a month later when I reread it and decide it sounds stupid.

Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#30 - 2012-07-16 00:07:56 UTC
It's nice to have a straight up admission that you are literally trying to discourage highsec PVP.
CCP Greyscale
C C P
C C P Alliance
#31 - 2012-07-16 00:15:01 UTC
Vimsy Vortis wrote:
It's nice to have a straight up admission that you are literally trying to discourage highsec PVP.


Can you explain exactly what you mean by "highsec PVP" in this context?
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#32 - 2012-07-16 00:16:18 UTC  |  Edited by: Vimsy Vortis
You know, shooting at people in highsec. In this context specifically when the people being shot at aren't at war with you.
Richard Desturned
Royal Amarr Institute
Amarr Empire
#33 - 2012-07-16 00:20:14 UTC
Antisocial Malkavian wrote:
yeah cause this game totally ISNT about having consequences for your actions. AT ALL. Amirite?


So why do you want to shoot suspect-flagged characters without consequences?

npc alts have no opinions worth consideration

Pipa Porto
#34 - 2012-07-16 00:33:49 UTC
CCP Greyscale wrote:
As to "invicible logis", in the current design yes, that is the case


Great plan. Really, wonderful idea to have ships taking part in a fight without the other participants being able to legally shoot them. That's not going to get abused at all.

EvE: Everyone vs Everyone

-RubyPorto

Ohh Yeah
Jerkasaurus Wrecks Inc.
Sedition.
#35 - 2012-07-16 00:34:14 UTC  |  Edited by: Ohh Yeah
CCP Greyscale wrote:
Having a global "vigilante" flag doesn't seem like a good option to us, because it allows you to then undock your thirty suspect-flagged associates and gank them, which is not the effect we're looking for here, and allowing transitive individual kill rights takes us back to square one.



Yet in the currently-proposed system, anyone can shoot suspects. You're already creating a mechanic where a suspect is on his own with individual aggression. This allows someone to undock thirty of their associates and gank the suspect and any other suspects nearby. In fact, if there were 30 suspects on the undock, you could undock 30 of your friends, shoot one, and the others couldn't help. 29 other suspects would sit idly as they watched your blob kill their friend.

You need to create a system where those with suspect flags can all shoot the same targets and help each other out. If you engage a suspect, all suspects should be allowed to engage you. Simply sort people into 'teams'. No need for transitive individual kill rights there. Anyone who is a suspect can shoot anyone who is a vigilante.

It's - surprise - a risk. When you sit on an undock as a suspect in the proposed system, you are going to get blobbed. Likewise, if you sit flagged as a vigilante, there's a good chance some suspects are going to roll over you. That encourages people to group up and look out for each other, creating a system where random people are fighting alongside each other in a very emergent way.

I guess I don't see why you're opposed to a vigilante flag. The ganking is going to happen one way (Neutrals blapping suspects), but I see no reason to deny suspects the opportunity to do the same in return. Trying to shoot someone who is a suspect (hint: criminal/dangerous individual) should carry the risk of having the suspect's friends show up and strong-arm you.

In fact, a Vigilante/Suspect system not only fixes some of the current issues with the aggression system, it also creates an ENTIRELY NEW PLAYSTYLE for people. There would be corps of people who are constantly vigilantes, and corps who are constantly suspects. They would brawl it out all the time. Perhaps, once you get such a system worked out and implemented, you could add incentives for being suspects and vigilantes. Vigilantes gain concord standing and rewards, and Suspects gain pirate faction standing/rewards, perhaps? Your LP-payouts-based-on-kill-value system is already in. Let the high-sec crew have their own little mini-FW deal. There's a lot that can come out of such a system besides being a blanket-fix for your problems.

It's like you're looking to make a system where shooting suspects is a fish in a barrel or some other analogy involving a Japanese word spelled with some of the same letters as bucket
Richard Desturned
Royal Amarr Institute
Amarr Empire
#36 - 2012-07-16 00:37:30 UTC
CCP Greyscale wrote:
Having a global "vigilante" flag doesn't seem like a good option to us, because it allows you to then undock your thirty suspect-flagged associates and gank them, which is not the effect we're looking for here.


But on the other hand, you're looking to allow players to participate in a fight in a very meaningful way without risk or consequence. That's great!

npc alts have no opinions worth consideration

Ohh Yeah
Jerkasaurus Wrecks Inc.
Sedition.
#37 - 2012-07-16 00:41:36 UTC
Richard Desturned wrote:
CCP Greyscale wrote:
Having a global "vigilante" flag doesn't seem like a good option to us, because it allows you to then undock your thirty suspect-flagged associates and gank them, which is not the effect we're looking for here.


But on the other hand, you're looking to allow players to participate in a fight in a very meaningful way without risk or consequence. That's great!


Yeah what they're really looking for is a system where people can undock their neutral characters and gank a suspect-flagged character without any other suspects being able to help out their bros.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#38 - 2012-07-16 00:49:03 UTC
The proposed crimewatch feels a lot less like iteration, and a lot more like a total rewrite. It's a shame they won't JUST fix the ability of logis to jump/dock with aggression, and THEN reconsider the whole aggression mechanic (which can be tweaked before being completely thrown out).

Founding member of the Belligerent Undesirables movement.

Grinder2210
Science and Trade Institute
Caldari State
#39 - 2012-07-16 00:49:54 UTC  |  Edited by: Grinder2210
I mean realy

why shouldnt every faction fit battleship pilot in anymajor lv4 hub every have to risk loseing it anyways

It a great idea to have them just call in all of local to save there butt becasue thay made a idiotic misstake with there billions of isk faction battleship

but hey its not there failt thay opend fire on a merlin and the merlin won was it

At no point was there anyway for them to know in there time playing eve online that mabye just mabye shooting at the guy stealing from your wrecks was a bad idea

its kinda like a jump bridge in null suck whan the titan jumps itself insteed of the fleet its deffently not the titans idiotic action that was the problem
Jonas Xiamon
#40 - 2012-07-16 00:55:31 UTC  |  Edited by: Jonas Xiamon
Grinder2210 wrote:
I mean realy

why shouldnt every faction fit battleship pilot in anymajor lv4 hub every have to risk loseing it anyways

It a great idea to have them just call in all of local to save there butt becasue thay made a idiotic misstake with there billions of isk faction battleship

but hey its not there failt thay opend fire on a merlin and the merlin won was it

At no point was there anyway for them to know in there time playing eve online that mabye just mabye shooting at the guy stealing from your wrecks was a bad idea

its kinda like a jump bridge in null suck whan the titan jumps itself insteed of the fleet its deffently not the titans idiotic action that was the problem


You're dumb, concord will kill them.

I usally write one of these and then change it a month later when I reread it and decide it sounds stupid.