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Is CrimeWatch vaporware?

First post First post
Author
Tippia
Sunshine and Lollipops
#281 - 2012-07-16 21:57:43 UTC
Rara Yariza wrote:
It was never bad from the games point of view
…aside from it triggering a criminal flagging, just like it will with CW2.0.

Quote:
I said it was up to the player to decide if that behavior was bad and the aggression flag a way for them to do something about it if they decided to.
…just like it will be with CW2.0.

If it is mechanically “bad” after the change, it was mechanically “bad” in the same way and for the same reasons under the current system.
Ziranda Hakuli
Brutor Tribe
Minmatar Republic
#282 - 2012-07-16 22:02:28 UTC
the more i read this and re read CCP Greyscale's comments is just starting to make the head hurt and only drawing the conclusion that CCP has their head up thier ass again.

Crime Watch from my understanding and a few others was to be ONE of the big highlights for Escalation. Big frackin let down.

For the Neut RR crap. just do not let it happen, but at the same time i can see why this would be an issue with the Incursion community.

how about this as for an idea
1> Neut RR reps someone with GCC looses sec rating and concord shows up and pops them
2> Neut RR interferes in a War Dec. Looses Sec Status and Concord blows up the Neut RR.

For the Gankers this has always been a hot topic
1> Global criminal Tag. make this last a week.
A> Anyone can shoot them
B> Empire stations should deny them docking permission
C> Committing another offense resets times and lose twice has much Sec Status and standing with faction in area.

How about also create a new organization for players to join. something like the Navy police. Granted this idea is kinda on the spur of the moment.
1> Anyone with Global Criminal Tag will show up on overview even if off grid within Empire space.
2> can shot anyone with negative Sec Status or Faction status you are working for.
3> anyone shooting a player who has joined the force navy police ship show up immediately to reinforce their officer with concord showing up at their normal time.
4> NPC reinforcements cannot aid those in Low Sec.

crazy idea.

have fun kids
Rara Yariza
Royal Amarr Institute
Amarr Empire
#283 - 2012-07-16 22:04:23 UTC
Tippia wrote:
Rara Yariza wrote:
It was never bad from the games point of view
…aside from it triggering a criminal flagging, just like it will with CW2.0.

Quote:
I said it was up to the player to decide if that behavior was bad and the aggression flag a way for them to do something about it if they decided to.
…just like it will be with CW2.0.

If it is mechanically “bad” after the change, it was mechanically “bad” in the same way and for the same reasons under the current system.


it isn't at all, it doesn't trigger a criminal flag it triggers an aggression flag. A criminal flag will get you concorded. The new way doesn't only let the player decide if he wants to do something, it's letting anyone decide they want to do something, whether you have done something to them or not.

currently the game is saying:

'that guy took your stuff, we don't mind, but if you want to do something up here in highsec, you can and concord wont shoot you'

with the new change the game is saying:

'that guy took someones stuff! you can all shoot because we think that is bad!'

do you see the difference?
Tippia
Sunshine and Lollipops
#284 - 2012-07-16 22:18:40 UTC
Ziranda Hakuli wrote:
Crime Watch from my understanding and a few others was to be ONE of the big highlights for Escalation. Big frackin let down.
Weeeell… they gave us some advance warning that it wouldn't be ready at that time.

As for your ideas about RR, the first one will already happen (just like now), and the latter one is a bit OTT — instead, the RR will get a suspect flag and be free-for-all so you (and everyone else) can just blow him up. Also, he won't be able to play docking games.

Rara Yariza wrote:
it isn't at all, it doesn't trigger a criminal flag it triggers an aggression flag.
…which is a criminal flag. It's not a GCC, but it's still a criminal flag. You're still engaging in an illegal act and you're still being mechanically punished for it by being given that timer. None of that changes with GW2.0. Just like now, in GW2.0, it's up to the players to decide whether they want to do something or not.

There is no change in “morality” — it's the same act being treated the same way: a crime being flagged and left to players to deal with.
Rara Yariza
Royal Amarr Institute
Amarr Empire
#285 - 2012-07-16 22:24:13 UTC
Tippia wrote:
Ziranda Hakuli wrote:
Crime Watch from my understanding and a few others was to be ONE of the big highlights for Escalation. Big frackin let down.
Weeeell… they gave us some advance warning that it wouldn't be ready at that time.

As for your ideas about RR, the first one will already happen (just like now), and the latter one is a bit OTT — instead, the RR will get a suspect flag and be free-for-all so you (and everyone else) can just blow him up. Also, he won't be able to play docking games.

Rara Yariza wrote:
it isn't at all, it doesn't trigger a criminal flag it triggers an aggression flag.
…which is a criminal flag. It's not a GCC, but it's still a criminal flag. You're still engaging in an illegal act and you're still being mechanically punished for it by being given that timer. None of that changes with GW2.0. Just like now, in GW2.0, it's up to the players to decide whether they want to do something or not.

There is no change in “morality” — it's the same act being treated the same way: a crime being flagged and left to players to deal with.


it does change.... as i've explained.


Tippia
Sunshine and Lollipops
#286 - 2012-07-16 22:28:44 UTC
Rara Yariza wrote:
it does change.... as i've explained.
It remains balanced, as I've explained.

…and the “morality” is no different.
Rara Yariza
Royal Amarr Institute
Amarr Empire
#287 - 2012-07-16 22:29:56 UTC
Tippia wrote:
Rara Yariza wrote:
it does change.... as i've explained.
It remains balanced, as I've explained.

…and the “morality” is no different.


it isn't balanced, and the morality is different as it brings in a CCP judged morality to game play that didn't exist before.
Tippia
Sunshine and Lollipops
#288 - 2012-07-16 22:33:57 UTC
Rara Yariza wrote:
it isn't balanced, and the morality is different as it brings in a CCP judged morality to game play that didn't exist before.
More people (potentially), but less incentive.
More risk for the thief; vastly more risk for the can-flipped.

Seems balanced enough.

And CCP hasn't added or even changed their judgement. The bad act is still bad.
Rara Yariza
Royal Amarr Institute
Amarr Empire
#289 - 2012-07-16 22:40:58 UTC  |  Edited by: Rara Yariza
Tippia wrote:
Rara Yariza wrote:
it isn't balanced, and the morality is different as it brings in a CCP judged morality to game play that didn't exist before.
More people (potentially), but less incentive.
More risk for the thief; vastly more risk for the can-flipped.

Seems balanced enough.

And CCP hasn't added or even changed their judgement. The bad act is still bad.


Nope, balanced isn't turning high sec into null for one guy and not the other. The act isn't bad now, it will be considered so if those changes go through.
Tippia
Sunshine and Lollipops
#290 - 2012-07-16 22:49:25 UTC
Rara Yariza wrote:
Nope, balanced isn't turning high sec into null for one guy and not the other.
Good thing that they're not doing that, then.

Quote:
The act isn't bad now, it will be considered so if those changes go through.
It's bad now and will still be be after the change. Why is this so hard for you to understand? Why do you think the act triggers any flags? What do you think the act will do after the change but trigger a flag?
Zedrik Cayne
Standards and Practices
#291 - 2012-07-16 22:56:18 UTC
The new mechanics as described here are the other reason the IEEE will be shutting down.

Stealing from jet-cans is one of the ways that the IEEE keeps the office in paper and staples. And also provides many teachable moments to folks who attempted to stop us.

What it provided, was a nice easy way to attempt to get some aggression going in a limited fashion. Warp to a belt, and there are four barges, a hauler and a rifter. Bustle the battle iteron up to the can and take it all. And usually that rifter is going to light you up.

And usually that rifter is going to die. Soon to be followed by one or more of the barges present as they try to gang up on you. And as they yell in local for help. You were aware of who was in local because you looked. How many of them, how many of you, you watched like a hawk for others coming in and out of local. You see a spike of 'them' and you finish what you can and take off. Or look at the d-scan to see what they are bringing. Can you tank it and spank it? Some folks show up to watch. On occasion you get a white knight out there with remote repair.

Or you catch someone mining in a navy apoc

You have a nice, limited engagement. And only overconfident or dumb people do the dumb thing. With risk of someone wandering in and finishing you off if you aren't careful. And I do get blown up plenty often doing this.

With the new changes, this is going to go by the wayside. No more grand theft navy apoc. Even stealing ore for fun and profit will go away as the limited engagement envelope disappear. Adding the 'vigilante' flag helps with organized groups of suspects. Making a pick-up game of 0.0 play. (suspects vs vigilantes or red v blue) but it still effectively cuts out the one guy trying to watch the world learn.

Realistically, anyone shooting a suspect should probably also be a suspect. You want to get involved in someone else's business? Mind you, the poor miner defending himself should not become a suspect. He was directly affronted. So what to do?

Let's see...a steals from corp b's can. And goes suspect, also creates an aggression link to corp b.
Member of corp b starts to shoot a. A can shoot member of corp b because there is an aggression link from b to a directly now. All members of corp b who choose to shoot get an aggression link to a. The timer on the 'corp' aggression counts down like it does currently. The 'suspect' flag keeps resetting to 15 minutes as long as A keeps doing stuff that looks suspicious. Shooting at valid aggression targets count.

So far, we're all cool. Guys can defend themselves, suspect is shootable by everyone. Nobody has nosed in on the fight.

So a's can flipping hauler dies after 5 minutes. He still has 15 minutes of 'suspect' time. Plus 15 minutes vs some members of corp b. He returns 10 minutes later. The corporate aggression is gone. He is still a suspect. So say he starts to mop the floor with the members of corp b who foolishly stayed out there. The rest of the corpmates can still intervene. But at the cost of becoming suspects themselves. Or someone else can wander in and white knight. Becoming a suspect themselves to protect the 'innocent' (and possibly get shot themselves). Folks applying remote repair? Get 15 minutes of suspect.

This way we get a limited amount of keeping track of aggression specific to a single act. And a big global 'Shoot at me' flag. It still hammers down on my preferred methods of behaving in EvE. But it is more, fair. Do something suspicious? Get a suspect flag. Shoot a suspect without a valid reason? You are a suspect since it is awfully suspicious to just shoot someone suspected of doing something wrong. If you are defending yourself or your corporation? No suspect flag.

How does that sound? No transitive aggression timers. Easy to limit aggression timers. And big global suspect flag timers. (And since the big global flag is on a pilot basis, can we please get this visible so we know they only have 5 seconds worth of timer left, and possibly the same thing with GCC? Nice little round pie wedge gague of how much aggression is left.)

Hm, that was awfully rambling. But looks like it might work without having to involve a vigilante that can be gamed into aggro creation.

I honestly feel like I just read fifty shades of dumb. --CCP Falcon

Rara Yariza
Royal Amarr Institute
Amarr Empire
#292 - 2012-07-16 22:59:41 UTC  |  Edited by: Rara Yariza
Tippia wrote:
Rara Yariza wrote:
Nope, balanced isn't turning high sec into null for one guy and not the other.
Good thing that they're not doing that, then.

Quote:
The act isn't bad now, it will be considered so if those changes go through.
It's bad now and will still be be after the change. Why is this so hard for you to understand? Why do you think the act triggers any flags? What do you think the act will do after the change but trigger a flag?



They are doing that. read what the suspect flag means and you'll see.

CCP are changing the mechanic of stealing into something that puts anyone who steals into a massively imbalanced situation, and they're saying this is ok as stealing is 'bad'. The current mechanics don't do this.


I'll repost an example, think about it.

currently the game is saying:

'that guy took your stuff, we don't mind, but if you want to do something up here in highsec you can and concord wont shoot you'

with the new change the game is saying:

'that guy took someones stuff! you can all shoot because we think that is bad!'

do you see the difference?
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#293 - 2012-07-16 23:08:55 UTC
Question:

Since engaging a suspect causes that suspect to be able to engage you in return it would appear that 1 to 1 flagging is still a part of crimewatch 2.0. Is it not possible for logistics and other forms of RR aiding the person attacking the suspect to simply inherit the same personal aggressions the person they are helping has? It seems like it wouldn't over-penalize RR while still leaving room for retaliation without adding something all too different for the aggression mechanics already described.

Or am I misunderstanding how it's intended to work from the start?
Gogela
Epic Ganking Time
CODE.
#294 - 2012-07-16 23:11:36 UTC
Tyberius Franklin wrote:
Question:

Since engaging a suspect causes that suspect to be able to engage you in return it would appear that 1 to 1 flagging is still a part of crimewatch 2.0. Is it not possible for logistics and other forms of RR aiding the person attacking the suspect to simply inherit the same personal aggressions the person they are helping has? It seems like it wouldn't over-penalize RR while still leaving room for retaliation without adding something all too different for the aggression mechanics already described.

Or am I misunderstanding how it's intended to work from the start?

As I understand it there's a technical problem with that... something about tracking who can agress who in more complex scenarios. CCP Greyscale talked about it in another thread. ...can't find link atm

Signatures should be used responsibly...

Tippia
Sunshine and Lollipops
#295 - 2012-07-16 23:15:40 UTC
Rara Yariza wrote:
They are doing that. read what the suspect flag means and you'll see.
I was there when they first presented it. I know what it means. What it doesn't mean is turning highsec into null.

Quote:
CCP are changing the mechanic of stealing into something that puts anyone who steals into a massively imbalanced situation, and they're saying this is ok as stealing is 'bad'.
…compared to the current situation where stealing has a chance of putting the thief in a massively imbalanced situation, and this is ok as stealing is “bad” (as shown by the fact that it triggers a criminal timer).

Tyberius Franklin wrote:
Since engaging a suspect causes that suspect to be able to engage you in return it would appear that 1 to 1 flagging is still a part of crimewatch 2.0. Is it not possible for logistics and other forms of RR aiding the person attacking the suspect to simply inherit the same personal aggressions the person they are helping has?
It's exactly that kind of 1-to-1 flagging transfer that they want to get away from because it's what has caused the mess that is the current CrimeWatch system. The only reason they're (re)implementing it for defensive purposes is because it would be hugely imbalanced if they didn't. The flagging is only there to let the criminal defend himself.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#296 - 2012-07-16 23:19:53 UTC
Gogela wrote:
Tyberius Franklin wrote:
Question:

Since engaging a suspect causes that suspect to be able to engage you in return it would appear that 1 to 1 flagging is still a part of crimewatch 2.0. Is it not possible for logistics and other forms of RR aiding the person attacking the suspect to simply inherit the same personal aggressions the person they are helping has? It seems like it wouldn't over-penalize RR while still leaving room for retaliation without adding something all too different for the aggression mechanics already described.

Or am I misunderstanding how it's intended to work from the start?

As I understand it there's a technical problem with that... something about tracking who can agress who in more complex scenarios. CCP Greyscale talked about it in another thread. ...can't find link atm

Not knowing the ins and outs of the system, if it was possible to have a person inherit a strait exact copy of another persons aggression then that would solve the issue, but it they have already ruled that out for technical reasons, then yeah, I guess not. But it doesn't seem to much different than the mechanism able to make it so a person who has a suspect flag can only shoot people who aggress them in theory.
Sheynan
Lighting the blight
#297 - 2012-07-16 23:22:09 UTC
Crimewatch 2.0 looks great so far and hooray for the end of neutral-RR.


And are you people really fighting over special canflipping cases ? The only areas where I can see a change are can flipping/stealing on gates, stations and highly frequented belts.
For most people stealing in mission pockets or in in a random belt with 3 ships active nothing will change. So only a minority of the minority of can flippers is actually harmed by this.



Anyway I have one question about RR: If someone agresses a suspect and then remote-reps someone else who is also agressed to that suspect, will he go into suspect mode ?
Rara Yariza
Royal Amarr Institute
Amarr Empire
#298 - 2012-07-16 23:30:42 UTC
Tippia wrote:
Rara Yariza wrote:
They are doing that. read what the suspect flag means and you'll see.
I was there when they first presented it. I know what it means. What it doesn't mean is turning highsec into null.

Quote:
CCP are changing the mechanic of stealing into something that puts anyone who steals into a massively imbalanced situation, and they're saying this is ok as stealing is 'bad'.
…compared to the current situation where stealing has a chance of putting the thief in a massively imbalanced situation, and this is ok as stealing is “bad” (as shown by the fact that it triggers a criminal timer).


let me break it down for you:

Under the new mechanics you steal and get suspect flag = everyone can shoot you without consequences and without you doing something to them that causes an aggression flag, this is just like null. So if you steal it turns highsec into null for you (the other guy doesn't have this disadvantage) if you are then shot at by the guy you stole from it now becomes you v guy you stole from + everyone else. That is imbalanced.

This situation is only possible as they are changing the mechanic so you get an aggression flag to everyone, whether you did something that affected them or not. That is not like it is now at all, and CCP are saying it is ok to do this as they will consider stealing as 'bad'. Do you understand that this is a moral judgment? and that CCP aren't making that moral judgment now?Giving a guy and his corp the option to shoot you is nowhere near as imbalanced as letting everyone shoot you.

Pipa Porto
#299 - 2012-07-16 23:33:11 UTC  |  Edited by: Pipa Porto
Tippia wrote:

Rara Yariza wrote:
it isn't at all, it doesn't trigger a criminal flag it triggers an aggression flag.
…which is a criminal flag. It's not a GCC, but it's still a criminal flag. You're still engaging in an illegal act and you're still being mechanically punished for it by being given that timer. None of that changes with GW2.0. Just like now, in GW2.0, it's up to the players to decide whether they want to do something or not.

There is no change in “morality” — it's the same act being treated the same way: a crime being flagged and left to players to deal with.



Except that you gain the exact same aggression flag when you do something expressly legal like shooting at Outlaws or Rats.

EDIT: Quoted the wrong bit. Oops

EvE: Everyone vs Everyone

-RubyPorto

Antisocial Malkavian
Antisocial Malkavians
#300 - 2012-07-16 23:33:29 UTC  |  Edited by: Antisocial Malkavian
Ziranda Hakuli wrote:
the more i read this and re read CCP Greyscale's comments is just starting to make the head hurt and only drawing the conclusion that CCP has their head up thier ass again.

Crime Watch from my understanding and a few others was to be ONE of the big highlights for Escalation. Big frackin let down.

For the Neut RR crap. just do not let it happen, but at the same time i can see why this would be an issue with the Incursion community.

how about this as for an idea
1> Neut RR reps someone with GCC looses sec rating and concord shows up and pops them
2> Neut RR interferes in a War Dec. Looses Sec Status and Concord blows up the Neut RR.

For the Gankers this has always been a hot topic
1> Global criminal Tag. make this last a week.
A> Anyone can shoot them
B> Empire stations should deny them docking permission
C> Committing another offense resets times and lose twice has much Sec Status and standing with faction in area.

How about also create a new organization for players to join. something like the Navy police. Granted this idea is kinda on the spur of the moment.
1> Anyone with Global Criminal Tag will show up on overview even if off grid within Empire space.
2> can shot anyone with negative Sec Status or Faction status you are working for.
3> anyone shooting a player who has joined the force navy police ship show up immediately to reinforce their officer with concord showing up at their normal time.
4> NPC reinforcements cannot aid those in Low Sec.

crazy idea.

have fun kids


Sounds like fun except remove concord. Its gotten stupidly offender security heavy lately anyways

Let players defend players in high sec belts.
I think THAT would be fun. Then youd have that "mercenary market" Soundwave was pretending he wanted

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.