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Crimewatch pointless on arrival

First post First post
Author
Vol Arm'OOO
Central Co-Prosperity Union
#21 - 2012-10-04 14:51:47 UTC
John Ratcliffe wrote:
The idea that the Noctis stops ninja looting is ret@rded. It doesn't and it continues to this day.

What would stop ninja looting would be to prevent any ship not in fleet from warping into a mission room. I'm talking stricctly about Lvl 1-4 missions here.


Doh - of course it didnt stop it entirely - there is some amount going on, just as there is still some fool out there can mining - but the changes marginalized the activity to the point of irrelevance just the way buggy whips, while still being made are not much of a factor in modern society.

I don't play, I just fourm warrior.

Vol Arm'OOO
Central Co-Prosperity Union
#22 - 2012-10-04 14:53:59 UTC
CCP Greyscale wrote:
Myxx wrote:
CCP Greyscale wrote:
Ok, so explain to me under what conditions a starbase with just "attack if aggression" set would fire on a player under the current implementation of Crimewatch, and how you as a player would go about predicting its likely behavior (before we removed that option, of course).



PS For anyone concerned about whether or not we've done any design work for this, I recommend waiting for the blog to come out some time in the next week or so.

How do you respond to the accusation you specifically want to make Highsec completely safe with no risk whatsoever?


If we wanted to do that then we would've spent a month putting in code that stopped you from committing crimes in the first place, rather than a year overhauling the system that gives interesting consequences for committing crimes.


Again - what crimes are there to be committed? Putting aside scamming, market games and stealing from corps - which are outside of crimewatch - where is the potential criminal interaction between players that you feel needs consequences?

I don't play, I just fourm warrior.

CCP Greyscale
C C P
C C P Alliance
#23 - 2012-10-04 14:59:23 UTC  |  Edited by: CCP Greyscale
Warde Guildencrantz wrote:
CCP Greyscale wrote:


If we wanted to do that then we would've spent a month putting in code that stopped you from committing crimes in the first place, rather than a year overhauling the system that gives interesting consequences for committing crimes.


CCP Greyscale: 'Hmm, what should the message be for preventing shooting other players...'

*types* "Concord has jammed your guns, you cannot fire on this hulk when in high security space."

Seems legit O_o

but seriously, I don't get how the faction police can jam a cloaking device while you are warping around high sec at 8 AU/second


Jove tech Blink

Skippermonkey wrote:
CCP Greyscale wrote:
Ok, so explain to me under what conditions a starbase with just "attack if aggression" set would fire on a player under the current implementation of Crimewatch, and how you as a player would go about predicting its likely behavior (before we removed that option, of course).



PS For anyone concerned about whether or not we've done any design work for this, I recommend waiting for the blog to come out some time in the next week or so.

"Attack if aggression"

...does this mean you fixed your own POS shooting at you when you have a fight outside the POS bubble?


If by "fixed" you mean "removed that stupid 'skynet' tickbox" then yes Smile

Vol Arm'OOO wrote:
Honestly, I dont know what you mean by this question - if you are talking about a station then its guns will shoot at somebody in highsec if they get gcc which is pointless in highsec as you get killed by concord anyway. If you are talking about a pos - well then it will shoot at somebody where the player is aggro to the corp (I think) - but i didnt understand crimewatch to be about pos mechanics - but lets say crimewatch is somehow related to pos mechanics - the true issue is how a person acquires aggro and there simply are very few opportunities to acquire aggro against another player without concord blowing up your ship. As it stands now there is: war decing, can flipinging, ninja wreck flipping, suiciding and awocking. Of these war dec and awocking are outside of crimewatch, suiciding results in a visit by concord and wreck and can flipping no longer exist since the opportunity to do them has been marginalized. So changing pos mechanics is kinda pointless since there is no really opportunity for a person to acquire aggro.

Of course if you are playing with the station guns - then crimewatch is really a change to low sec mechanics - which is not something that was ever mentioned in any of the crimewatch presentations as far as i know.


Starbases going crazy and shooting random people is part of Crimewatch. War decs are (partly) part of Crimewatch. Sec hits are part of Crimewatch. Sentry guns are part of Crimewatch. Killmails are part of Crimewatch. Whether or not you're allowed to jump through a gate is part of Crimewatch. When you can safely log off is part of Crimewatch. GCCs are part of Crimewatch. Can theft is part of Crimewatch.

It's a big system. Not all of it's changing this release, but a lot of it is. It's not just GCCs Smile



Also, when I said the devblog would be some time in the next week, I actually meant in about an hour but I didn't want to give the game away Smile


[edit] For questions about what crimes we're tracking, see devblog.
Ranger 1
Ranger Corp
Vae. Victis.
#24 - 2012-10-04 15:00:59 UTC
Idris Helion wrote:
Ranger 1 wrote:
The "attack if aggression" option was removed quite some time ago. Note this is not the same as "attack if aggressed".


I think the only two POS defense options now are "Attack if at war" and "Attack if security level < x". I think all POS's will defend themselves if aggressed, regardless of the settings on the defense tab of the Management screen.


Exactly. I should probably have worded that better, as in:

The "attack if aggression" option was removed quite some time ago. Note this is not the same thing as a POS defending itself if fired upon.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Andski
Science and Trade Institute
Caldari State
#25 - 2012-10-04 15:04:45 UTC
Wait, does this mean that dudes won't be able to park their T3s in neutral Orcas which they immediately jump into hisec when a fight goes south?

Finally.

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Thorn Galen
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#26 - 2012-10-04 15:19:34 UTC
Andski wrote:
Wait, does this mean that dudes won't be able to park their T3s in neutral Orcas which they immediately jump into hisec when a fight goes south?

Finally.


ROFL! pretty much this ^^ Lol
lanyaie
Nocturnal Romance
Cynosural Field Theory.
#27 - 2012-10-04 15:20:34 UTC
How about t3's? no more saving your SP upon destruction?

Spaceprincess

People who put passwords on char bazaar Eveboards are the worst.

Tippia
Sunshine and Lollipops
#28 - 2012-10-04 15:21:12 UTC  |  Edited by: Tippia
Vol Arm'OOO wrote:
Again - what crimes are there to be committed? Putting aside scamming, market games and stealing from corps - which are outside of crimewatch - where is the potential criminal interaction between players that you feel needs consequences?
The same ones as now: theft, unlawful aggression, aiding and abetting. Depending on whether they keep that idea, they might add interfering with lawful aggression to that list.
Vol Arm'OOO
Central Co-Prosperity Union
#29 - 2012-10-04 15:25:44 UTC
CCP Greyscale wrote:


Also, when I said the devblog would be some time in the next week, I actually meant in about an hour but I didn't want to give the game away Smile


[edit] For questions about what crimes we're tracking, see devblog.



Ok so I read the blog - and my initial opinion is that it is way more complicated then what we got already -- but maybe that is because I am familiar with the old stuff -- but none of it addresses the question of where are the opportunities to obtain aggro? Sure there is a section about taking from cans - but where are these cans anymore? And sure you've tinkered with war dec mechanics, docking rights etc. . ., but so what? How does changing the wardec mechanics, or for that matter, gate gun and pos mechanics and everything else deal with the issue of the diminishing role of the criminal?

I don't play, I just fourm warrior.

Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#30 - 2012-10-04 15:33:27 UTC  |  Edited by: Vimsy Vortis
I thought that it was fairly apparent that the purpose of all of the changes CCP has made over the last year to the mechanics affecting PVP in highsec was to disincentivize it. The inferno wardec changes were a laundry list of reasons not to start wars in highsec. There are no new conflict drivers, costs have gone up, declaring war on someone you have a legitimate grievance against is now just an invitation for someone like me to come and beat your face in at no cost and the mutual war and cost scaling system is hideously broken and full of exploits that can leave people permanently locked into wars or paying outlandish fees for no sane reason.

And here we have CCP Greyscale saying "Don't worry crimewatch will totally be good for PVP". You're going to have to forgive me for not believing a word of it because neither recent events or Greyscale's track record for game design indicate that crimewatch will be anything other than a poorly designed, bug filled mess that will serve the sole purpose of making highsec even safer.
Vol Arm'OOO
Central Co-Prosperity Union
#31 - 2012-10-04 15:34:35 UTC  |  Edited by: Vol Arm'OOO
Vol Arm'OOO wrote:
CCP Greyscale wrote:


Also, when I said the devblog would be some time in the next week, I actually meant in about an hour but I didn't want to give the game away Smile


[edit] For questions about what crimes we're tracking, see devblog.



Ok so I read the blog - and my initial opinion is that it is way more complicated then what we got already -- but maybe that is because I am familiar with the old stuff -- but none of it addresses the question of where are the opportunities to obtain aggro? Sure there is a section about taking from cans - but where are these cans anymore? And sure you've tinkered with war dec mechanics, docking rights etc. . ., but so what? How does changing the wardec mechanics, or for that matter, gate gun and pos mechanics and everything else deal with the issue of the diminishing role of the criminal?


Edit - so Ive read it more closely, to become a "suspect" you have to steal from a players container or assist someone who has a suspect flag. How is this helpful when their are so few containers around to steal from?

2nd edit - and was yet another nerf to the orca actually required? All you had to do was change it so that the orca acquired aggro - instead you decided to lock people into the ship they are in - which will result in people not engaging in combat since they cant trade out to meet changing circumstances.

I don't play, I just fourm warrior.

Myxx
The Scope
#32 - 2012-10-04 16:02:14 UTC  |  Edited by: Myxx
CCP Greyscale wrote:
Myxx wrote:
CCP Greyscale wrote:
Ok, so explain to me under what conditions a starbase with just "attack if aggression" set would fire on a player under the current implementation of Crimewatch, and how you as a player would go about predicting its likely behavior (before we removed that option, of course).



PS For anyone concerned about whether or not we've done any design work for this, I recommend waiting for the blog to come out some time in the next week or so.

How do you respond to the accusation you specifically want to make Highsec completely safe with no risk whatsoever?


If we wanted to do that then we would've spent a month putting in code that stopped you from committing crimes in the first place, rather than a year overhauling the system that gives interesting consequences for committing crimes.

interesting consequences, implying that costs of suicide ganking ships aren't written off entirely by suicide gankers. that isn't "interesting", thats just... an absolute of the system. its a given, its factored into the process of deciding to suicide someone. You *will* lose the ship, so fit it cheaply with the knowledge that its going to explode with an absolute 100 percent outcome. these costs are fully budgeted for and understood by those funding it. it is not considered "interesting" in that respect. it is shrugged at. vOv

interesting would be permitting someone the ability and chance to escape with other punishments, such as being restricted to low or nullsec, or having to constantly dodge concord from then on.

imo current CONCORD mechanics overstep where they should be and it dangerously veers into the realm of there being such little risk that its marginal at best. it is, imo, very shallow and very uninteresting. the only reason it is of note is because anyone wants to suicide gank in the first place.

if your goal is interesting, look at allowing dynamic variations of each scenario where ships blowing up isn't the absolute end in all cases.
TheGunslinger42
All Web Investigations
#33 - 2012-10-04 16:05:34 UTC
Vol Arm'OOO wrote:
As noted by Jester/Garth in his recent blog http://jestertrek.blogspot.com/2012/10/know-what-you-dont-know.html there has been alot of hand-wringing about what changes crimewatch is actually going to make. However, truth be told its all an academic exercise at this point as other changes made by ccp in recent time have rendered Crimewatch pointless on arrival.

In order for Crimewatch to have purpose there must first be actual crimes for it to impact. What are these crimes? Well in highsec it would be can flipping and ninja salvaging/wreck flipping. CCP, however, has largely eliminated both of these activities from the game. Specifically, the Noctis basically rendered ninja salvaging/wreck flipping obsolete, while the recent barge changes have put can flippers out of business due to the large ore holds of the retriever and mack. So the question becomes, at this point why implement crimewatch at all? Its not needed in low sec where everyone can shot everyone else anyway. While in highsec, CCP has eliminated most points of Player to Player conflicts on a ship to ship basis. Sure there is still suiciding - but concord already takes care of that, and war decing -but that is outside of crimewatch, but every other point of conflict is gone or rendered so marginal as to be effectively the same thing. In fact, IMO the only place where you see the opportunity for crimewatch to have an impact is outside of hubs like jita where there are cans strewn left and right. But these cans are left around solely for the purpose of either gaining consensual fights or ganking newbes who dont know to leave them alone. Hence the implementation of crimewatch will have counter-intuitive effects - it will not add consequences to crime since crime has largely been eliminated through ship design but it will suppress consensual pvp (unless of course ccp adds a flagging system making this even more wow like Shocked) while hurting new players who touch cans and suddenly find themselves aggro to everyone outside of jita.

Of course if crimewatch is to have meaning, ccp could make can mining and ninja salvaging viable again by nerfing ore holds and making it possible to tractor other people wrecks, but these changes would probably cause too much whining so its probably better if CCP simply scraps crimewatch before it causes a decrease in whatever little pvp highsec has left.


When it comes to protecting the terrible hisec bears and attempting to recruit the awful wowscrubs a little redundancy can't hurt, right CCP? Eliminate gameplay that they wouldn't like, then make that gameplay "illegal" with stupid over-the-top repercussions. Just to really hammer in the last nail in the coffin.

EVE IS DYING, ETC
Silk daShocka
Greasy Hair Club
#34 - 2012-10-04 16:07:32 UTC  |  Edited by: Silk daShocka
Am I reading the charts correctly when I say that you can't warp if you have criminal flag in low-sec? for 15 minutes?

edit: nvm, i need glasses
Jonah Gravenstein
Machiavellian Space Bastards
#35 - 2012-10-04 16:27:25 UTC
Vol Arm'OOO wrote:


In order for Crimewatch to have purpose there must first be actual crimes for it to impact. What are these crimes? Well in highsec it would be can flipping and ninja salvaging/wreck flipping. CCP, however, has largely eliminated both of these activities from the game. Specifically, the Noctis basically rendered ninja salvaging/wreck flipping obsolete, while the recent barge changes have put can flippers out of business due to the large ore holds of the retriever and mack.


Ninja salvaging was never a crime, it's a recognised "career", the Noctis did nothing to curtail the sport of ninja looting, people still warp into missions and empty the wrecks while the mission runner plinks away at the npcs, they still get flagged for it to.

Can flipping is still very much alive and well, Hulks with Orca support still mine into cans, if the Orca pilot is half asleep the opportunity to flip the can is still there, alternatively you can get inventive like this guy did, someone left their drones when they warped off to unload, the guy kindly gathered them up & put them into a can for the owner, then killed the owners mackinaw, with the drones from his own barges drone bay, when they took them back.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Ensign X
#36 - 2012-10-04 16:27:28 UTC
To those complaining about the Noctis killing off ninja-salvaging: the buff to mission NPC's will have a far greater impact on killing off ninja-salvaging than the Noctis ever could.
March rabbit
Aliastra
Gallente Federation
#37 - 2012-10-04 16:28:59 UTC
Vol Arm'OOO wrote:
Vol Arm'OOO wrote:
CCP Greyscale wrote:


Also, when I said the devblog would be some time in the next week, I actually meant in about an hour but I didn't want to give the game away Smile


[edit] For questions about what crimes we're tracking, see devblog.



Ok so I read the blog - and my initial opinion is that it is way more complicated then what we got already -- but maybe that is because I am familiar with the old stuff -- but none of it addresses the question of where are the opportunities to obtain aggro? Sure there is a section about taking from cans - but where are these cans anymore? And sure you've tinkered with war dec mechanics, docking rights etc. . ., but so what? How does changing the wardec mechanics, or for that matter, gate gun and pos mechanics and everything else deal with the issue of the diminishing role of the criminal?


Edit - so Ive read it more closely, to become a "suspect" you have to steal from a players container or assist someone who has a suspect flag. How is this helpful when their are so few containers around to steal from?

contact me ingame. i will drop containers for ya.

On the other hand if you want PVP (read: want to get flag) you can use your alt to drop those cans.
Lol

Vol Arm'OOO wrote:

2nd edit - and was yet another nerf to the orca actually required? All you had to do was change it so that the orca acquired aggro - instead you decided to lock people into the ship they are in - which will result in people not engaging in combat since they cant trade out to meet changing circumstances.

risk averse players will always evade risk

The Mittani: "the inappropriate drunked joke"

Roll Sizzle Beef
Space Mutiny
#38 - 2012-10-04 16:30:58 UTC  |  Edited by: Roll Sizzle Beef
Crimewatch isn't just highsec. It controls all aggression flags. That red blob in nul? It's red to you because the system tells you so. You're carrier smartbombs enemy drones and hits from friendlies? Crimewatch tells you they are still friendlies and tells your friends your still on their side due to checks in the system. Crimewatch isn't just for highsec dickery. Yet the system was becoming so bloated it is effecting large scale fights.
With better aggression chains in the system, it runs smoother and it should be a step closer to logi showing up on killmails so they wont whore kills with drones.
Brooks Puuntai
Solar Nexus.
#39 - 2012-10-04 16:38:30 UTC
When it comes to CCP and major updates, you should always expect it to be pointless on arrival. That way you don't have to deal with disappointment.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Crispin McTarmac
School of Applied Knowledge
Caldari State
#40 - 2012-10-04 16:39:38 UTC
Vol Arm'OOO wrote:
Specifically, the Noctis basically rendered ninja salvaging/wreck flipping obsolete


That's total nonsense. The appearance of the noctis has had almost no effect on ninja looting whatsoever- in fact a skilled thief can actually use the prescence of a noctis to their advantage. I expect mission looters will be affected least of all by the new crimewatch though, because they don't operate in public places.
The most interesting place to watch will be the jita undock- suicide gank loot scooping alts in particular are going to have to be very careful. That place is always swarming with instalocking monsters, so you'd better make sure you're in dock range when you grab the stuff