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Player Features and Ideas Discussion

 
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Aggression timer revamp

Author
Lo Res
Native Freshfood
Minmatar Republic
#1 - 2012-08-27 03:13:02 UTC  |  Edited by: Lo Res
the following excerpt is from a corpmate of mine who listed a problem with aggression timers to Seleene, CSM member.

My personal feeling is that if you are playing eve, ratting in a carrier in 0.0, and become so frightened by the appearance of neutrals in local that you reach down and pull the plug on your PC, you should be punished. This log off tactic is disruptive to the immersive nature of EVE and just really pathetic.

Aggression mechanics:
Now, when something like a carrier is ratting in null, a neutral pops in, carrier pilot logs out, pointed by rats, carrier still there. Neutral gets point, fleet warps in. The carrier disappears.
This has happened to me and people I know multiple times. Instead of trying to reduce afk ratting in capitals by changing other game mechanics, you could change the aggression mechanic so that if a point from a player is on the carrier before it disappears, it stays there. There would be much less afk ratting out of fear from losing the thing as opposed to making it hard. This is also a bot issue as well. 9/10 bots just log as soon as they see a neutral in system.
[–]PandasxGallente 2 points 3 days ago
Yes, I have a story to go along with this...
In lowsec, we see someone pop into local and a Moros on scan, we undock multiple ships, but the character leaves local before we see anything. Moros still on scan, we see it land with no pilot in it, and we start laying into it, but after 2 minutes it disappears. Same kind of thing.
permalinkparent
[–]Moderninferno 1 point 3 days ago
This is exactly what I'm talking about.
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[–]Seleene[S] 1 point 3 days ago*
I.. thought this was fixed?? But even if it is, assuming I'm understanding your question / issue, personally I think the 'logoff timer' should / could be tied to the mass of the ship. Frigates vanish in 2 mins, Titans... longer. Maybe something like that. v0v
Gerrick Palivorn
Caldari Provisions
Caldari State
#2 - 2012-08-27 03:26:04 UTC
I thought this was fixed, best way I know to keep a ship aggro'd is to bomb it. As long as the ship maintains aggro it will not disappear, at least that is what has happened in my experience.

MMOs come and go, but Eve remains.  -Garresh-

Robert Caldera
Caldera Trading and Investment
#3 - 2012-08-27 09:08:28 UTC
Gerrick Palivorn wrote:
I thought this was fixed, best way I know to keep a ship aggro'd is to bomb it. As long as the ship maintains aggro it will not disappear, at least that is what has happened in my experience.


this is only valid if you aggroed the victim before he logged off. Once he logged off without aggression, he's safe.
Ganthrithor
School of Applied Knowledge
Caldari State
#4 - 2012-08-27 09:11:29 UTC  |  Edited by: Ganthrithor
Yup, it's dumb.

e: my favorite is when people jump a something tanky into you, log off before their gate cloak expires, and you can't kill it before it vanishes, or when someone jumps a cap to a cyno beacon you're camping and logoffskis before the invuln timer expires. So maddening.
Modern Inferno
Southern Cross Silver Shields
Flying Dangerous
#5 - 2012-08-30 09:08:17 UTC
Log off timer based on mass should be implemented.

There's no easy fix to this when you consider disconnects, but having the timer tied to mass would be a step in the right direction.

I'd like to reiterate that the log off tactic is abused so frequently that I've seen it multiple times in the outer reaches of null in ratting pockets, pipes, you name it. Getting a tackle on a carrier ratting with your friends one jump behind only to have it disappear right in front of you is really annoying.
Pinky Denmark
The Cursed Navy
#6 - 2012-08-30 09:57:20 UTC
Being able to agress players after they logged would solve everything - I even had haulers jump blind into you and log off before I could get a lock... Then dissapearing within 30 seconds and before they would decloak from gate Grrr