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Self-destruct changes on Singularity

First post First post
Author
Thomas Kreshant
Brutor Tribe
Minmatar Republic
#21 - 2012-07-27 16:58:37 UTC
Jiska Ensa wrote:
Can we at least now make self-destruct happen faster? Say 10 seconds instead of two minutes? ?


This ^

As the only reason I can see for it taking so long to self destruct was to give people chance to kill you can we simply have a self destruct followed by are you sure insta destruct change added please.

Frabba
Perkone
Caldari State
#22 - 2012-07-27 16:58:46 UTC
This is a fantastic change, thank you CCP!

its me im the best poster.

Kismeteer
Bat Country
Pandemic Horde
#23 - 2012-07-27 17:02:35 UTC
Drop timer to 30 seconds, and you have a perfect improvement.
James Arget
Future Corps
Sleeper Social Club
#24 - 2012-07-27 17:02:40 UTC
How about them POS shields?

CSM 8 Representative

http://csm8.org

KelShanique TiAndre JaLarion
Brutor Tribe
Minmatar Republic
#25 - 2012-07-27 17:04:35 UTC
Kismeteer wrote:
Drop timer to 30 seconds, and you have a perfect improvement.


PiratePiratePirate
Hans Jagerblitzen
Ice Fire Warriors
Infinite Pew
#26 - 2012-07-27 17:04:58 UTC  |  Edited by: Hans Jagerblitzen
Thomas Kreshant wrote:
Jiska Ensa wrote:
Can we at least now make self-destruct happen faster? Say 10 seconds instead of two minutes? ?


This ^

As the only reason I can see for it taking so long to self destruct was to give people chance to kill you can we simply have a self destruct followed by are you sure insta destruct change added please.



The CSM threw up a thread about self-destruct creating kill reports when we first took office, and have been discussing it with CCP off and on since than whenever the subject came up. I'm not entirely convinced we need INSTANT self-destruct, but one of the CSM's suggestions was to scale the self-destruct sequence based on the size of ship. So maybe pods could be near instant, frigates might be 10 seconds, cruisers 30, battleships 60 seconds, capitals 2 minutes, etc. (Though these numbers are just an example)

Thoughts? We'll be happy to keep bugging the devs about the timer length if its something that's important to you all.

CPM0 Chairman / CSM7 Vice Secretary

Jiska Ensa
Estrale Frontiers
#27 - 2012-07-27 17:06:39 UTC
Hans Jagerblitzen wrote:
Thomas Kreshant wrote:
Jiska Ensa wrote:
Can we at least now make self-destruct happen faster? Say 10 seconds instead of two minutes? ?


This ^

As the only reason I can see for it taking so long to self destruct was to give people chance to kill you can we simply have a self destruct followed by are you sure insta destruct change added please.



The CSM threw up a thread about self-destruct creating kill reports when we first took office, and have been discussing it with CCP off and on since than whenever the subject came up. I'm not entirely convinced we need INSTANT self-destruct, but one of the CSM's suggestions was to scale the self-destruct sequence based on the size of ship. So maybe pods could be near instant, frigates might be 10 seconds, cruisers 30, battleships 60 seconds, capitals 2 minutes, etc. (Though these numbers are just an example)

Thoughts? We'll be happy to keep bugging the devs about the timer length if its something that's important to you all.


Works for me. I was mainly thinking of pods anyway. It's pretty rare a ship takes longer than 2 minutes to kill.
DJWiggles
Eve Radio Corporation
#28 - 2012-07-27 17:07:38 UTC
SO MUCH WIN \o/

Live on Eve Radio Sundays 15:00 GMT with me & friends talking about Eve and stuff. Twitter, Facebook TotalEve

Kismeteer
Bat Country
Pandemic Horde
#29 - 2012-07-27 17:08:19 UTC
Hans Jagerblitzen wrote:
Thoughts? We'll be happy to keep bugging the devs about the timer length if its something that's important to you all.


Two minutes is way too long. 10 seconds could prevent an inexperienced pilot from finding the 'off' switch soon enough, not to mention the fleet change timer is longer. I think 30 is 'long enough' for a pilot to turn it off, avoiding those weird 'you can't do that now' timers, and short enough to give you the sweet release of death.

Whatever you do, don't do different length timers, don't burden pilots with having to know the different lengths of time.
StarFleetCommander
V0LTA
WE FORM V0LTA
#30 - 2012-07-27 17:10:54 UTC
FINALLY!!!!!!!!!!!Big smile
Gibbo3771
AQUILA INC
Verge of Collapse
#31 - 2012-07-27 17:12:27 UTC
Change it so the loot doesent drop fs, I am pretty sure if you hit self destruct on anything with such a function, it is designed to kill everything attached/part of it.
Rengas
AQUILA INC
Verge of Collapse
#32 - 2012-07-27 17:13:50 UTC
+9000 likes.
Thomas Kreshant
Brutor Tribe
Minmatar Republic
#33 - 2012-07-27 17:13:53 UTC
Kismeteer wrote:
Hans Jagerblitzen wrote:
Thoughts? We'll be happy to keep bugging the devs about the timer length if its something that's important to you all.


Two minutes is way too long. 10 seconds could prevent an inexperienced pilot from finding the 'off' switch soon enough, not to mention the fleet change timer is longer. I think 30 is 'long enough' for a pilot to turn it off, avoiding those weird 'you can't do that now' timers, and short enough to give you the sweet release of death.

Whatever you do, don't do different length timers, don't burden pilots with having to know the different lengths of time.



Don't see the point of any wait tbh as it doesn't add anything to the game, simple add a confirmation box and if a new pilot accidently chooses self destruct followed up by YES on a confirmation box then losing the odd ship isn't the worst thing in the world.
Two step
Aperture Harmonics
#34 - 2012-07-27 17:15:41 UTC
Hans Jagerblitzen wrote:
Thomas Kreshant wrote:
Jiska Ensa wrote:
Can we at least now make self-destruct happen faster? Say 10 seconds instead of two minutes? ?


This ^

As the only reason I can see for it taking so long to self destruct was to give people chance to kill you can we simply have a self destruct followed by are you sure insta destruct change added please.



The CSM threw up a thread about self-destruct creating kill reports when we first took office, and have been discussing it with CCP off and on since than whenever the subject came up. I'm not entirely convinced we need INSTANT self-destruct, but one of the CSM's suggestions was to scale the self-destruct sequence based on the size of ship. So maybe pods could be near instant, frigates might be 10 seconds, cruisers 30, battleships 60 seconds, capitals 2 minutes, etc. (Though these numbers are just an example)

Thoughts? We'll be happy to keep bugging the devs about the timer length if its something that's important to you all.


Actually, it even predates CSM 7, and has long been one of our top issues.

There are a couple of problems with reducing the SD time:
1) Accidents. You need to give people a chance to cancel
2) Preventing people from reshipping. If you kill an enemy's ship, you might not want to pod them so that it will take them longer to get back into the fight. They might have to clear a bubble or have a corpmate kill them to get back to their cloning station, and sometimes that is a good thing.

I do support some sort of reduction of the timer, I think a minute seems more reasonable to me.

CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog

Mumtaz Khan
Ministry of War
Amarr Empire
#35 - 2012-07-27 17:19:31 UTC
This is the best update since pod-kill reports!
Shimali Softpaws
Perkone
Caldari State
#36 - 2012-07-27 17:20:10 UTC
CCP Masterplan wrote:
For the Inferno 1.2 release, we've modified the self-destruct mechanics a little. These changes are now live on the Singularity test server. You can go and try them for yourself, and leave feedback in this thread.


Loot Drops
Ships that self-destruct will now drop loot in their wreck. This follows the regular chance-based loot-drop mechanics for items fitted to the ship and carried in the cargo hold.


Kill Reports
Ships that self-destruct whilst under aggression will now generate a regular kill-report. In order for this to happen, the ship must have been recently aggressed, and there must be at least one of the aggressors in space in the system at the time of death. The final-blow will be awarded to the eligible attacker who inflicted the most damage.

Self-destructs that do not involve player aggression will not generate a kill-report


By the way, you may have seen reports of the occasional self-destruct kill-report on Tranquility recently. These were caused by an unrelated defect, and were not intentional. Typically the items list of such mails is incomplete. I'm stating this in-advance, as no doubt someone would have asked about it.



I like the feel of this one.
Poloturion
Genco Pura Olive Oil Company.
#37 - 2012-07-27 17:20:12 UTC
Masterplan, best plan. Most excellent!

Also, please fix POS.

Jake Rivers
New Planetary Order
#38 - 2012-07-27 17:22:15 UTC
Very nice!

2 Thumbs up!
Mikal Red
Aliastra
Gallente Federation
#39 - 2012-07-27 17:24:41 UTC
Gibbo3771 wrote:
Change it so the loot doesent drop fs

Spot the person who like's self destructing Lol

Great change, thank you Smile
Malcanis
Vanishing Point.
The Initiative.
#40 - 2012-07-27 17:24:53 UTC
CCP Masterplan wrote:
For the Inferno 1.2 release, we've modified the self-destruct mechanics a little. These changes are now live on the Singularity test server. You can go and try them for yourself, and leave feedback in this thread.


Loot Drops
Ships that self-destruct will now drop loot in their wreck. This follows the regular chance-based loot-drop mechanics for items fitted to the ship and carried in the cargo hold.


Kill Reports
Ships that self-destruct whilst under aggression will now generate a regular kill-report. In order for this to happen, the ship must have been recently aggressed, and there must be at least one of the aggressors in space in the system at the time of death. The final-blow will be awarded to the eligible attacker who inflicted the most damage.

Self-destructs that do not involve player aggression will not generate a kill-report


By the way, you may have seen reports of the occasional self-destruct kill-report on Tranquility recently. These were caused by an unrelated defect, and were not intentional. Typically the items list of such mails is incomplete. I'm stating this in-advance, as no doubt someone would have asked about it.



Excellent!

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016