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Dev blog: Introducing the new and improved Crimewatch

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Author
darmwand
Stay Frosty.
A Band Apart.
#101 - 2012-10-04 16:04:07 UTC
Nice, this sounds pretty interesting.

Quote:
Illegal attacks on ships (not capsules) in low-sec only incur a Suspect flag. No CONCORD response if the attacker subsequently jumps in to high-sec.


and

Quote:
Assisting an outlaw in low-sec (outside of a combat situation) will not be penalized


are my personal favourites. Thanks!

"The pen is mightier than the sword if the sword is very short, and the pen is very sharp."

Aiden Mourn
Wrack and Ruin
#102 - 2012-10-04 16:04:18 UTC
First, a congratulations are in order for taking the time to actually address the absurd complexity of the aggression system in Eve and iron out some of the wrinkles. Granted, I myself and other like me have based a solid chunk of their entire play-style on exploiting peoples inability or refusal to understand the rules, but I can at least accept that its a messy situation that needed looking at.

That said however, I've got some major concerns about where this takes us. I understand that Eve needs to be, at a ground level, more accessible to a new player. Retention after all, means this game continues to grow and thrive. What worries me though is that the path we seem to be on now equates "accessibility" with "easiness". Historically (and I know its been said a million times), "Eve is hard", and that's actually been its draw to most people who play it. Now, that mentality might be changing as CCP ramps up for the big leagues with the DUST release, but its definitely what drew most of us to this game in the first place; lets now forget that. Eve is a harsh, cruel learning curve, and everyone really is out to get you. There are no "pvp shards" or do-overs, and when you lose your stuff, that stuff is gone, not back in your castle/dungeon/magic toadstool manor.

So why dumb it down? Sure, people should be aware of the consequences of their actions, but that's called "learning the rules", and it does not and should not involve a giant neon blinker in your face yelling "WARNING YOU ARE ABOUT TO DO SOMETHING DUMB". Eve has always been about trial and error, and learning from your mistakes. This just seems like we're diluting it down to make room for some squishy new players. What ever happened to HTFU?

Conversely, the new Crimewatch 2.0 in some ways actually makes being a fresh new player even harder. Lets look at can-flipping, which has been pretty much every budding PvPers first foray into fighting other players. In the past, feisty new guy steals from a can and either A.) kills the common-sense-deprived retriever that actually shoots back or B.) retriever runs off and comes back in a PvP ship to stomp on him. Anybody with an IQ north of 70 would typically go with B and either go get a PvP ship or more commonly, request help from another corpmate nearby. Whatever the outcome though, our feisty new guy learned a lot about fighting a real person, got his adrenaline pumping, and went out looking for more.

That, it seems, all goes out the window with CW2, because now when you steal from a can that isn't yours, everybody pretty much anywhere can now shoot at you. In our brave new world, when our new guy grabs a can, he no longer gets a 1v1 and a valuable lesson, he gets a 1v30 and says "**** this". The lesson learned here now is that large blob mentality wins, and he should probably go off and join one of the biggest null alliances in the game and join rank with thousands of others who now realize that doing anything without at least a fleet behind them is a waste of their time and ship. So much for encouraging solo and small gang work.

There are other points of the new Crimewatch that I think are a great addition to the game; the new logging off mechanics for instance, or killrights for even an attempted gank (and I say that as a suicider). But again, I hope CCP keeps in mind that we love this sandbox because it is what we make it, not because it came with pre-made sandcastles and someone to hold our hand as we play in it.



http://aidenmourn.wordpress.com/

Tippia
Sunshine and Lollipops
#103 - 2012-10-04 16:05:49 UTC
Goonspiracy wrote:
Tippia wrote:
Goonspiracy wrote:
Are you seriously giving ratters 15 min "keep their ships in space" aggression timers? Do you not see anything wrong with this? This is a very simple question
Fit a cloak?

That's a brilliant way to defend your logged out ship
No, it's a brilliant way to defend your ship wile you wait for it to be safe to log out.

DJ FunkyBacon wrote:
There really needs to be a way for 2 players to engage in a LE without the whole of eve getting involved.
Read under “Next time, from Five-0...” — it looks like it's coming, and I would boldly guess that it will build on the LE mechanics.
Syn Fatelyng
Redanni
#104 - 2012-10-04 16:07:15 UTC
Mizhir wrote:
All we need is a way for 2 players to have a 1v1 in highsec without having to agress the entire universe. It wouldn't change the way EVE is, but it will just make life easier for ppl who just want to have a 1v1 with one of their friends for fun or training.
Having a World of Warcraft /duel feature is not the answer.

Holding the duel in a remote area, perhaps even in a safespot, makes far more sense in a sandbox game where you take control over existing mechanics.
CCP Masterplan
C C P
C C P Alliance
#105 - 2012-10-04 16:07:18 UTC  |  Edited by: CCP Masterplan
DJ FunkyBacon wrote:
There really needs to be a way for 2 players to engage in a LE without the whole of eve getting involved.

As an example, at Eve Radio we do many tournaments (and I'm sure other entities hold competitions as well) using can flip mechanics to allow players to engage each other in highsec. With these new can flip mechanics, players will now be able to be attacked by anyone nearby.

I would like to see some sort of a challenge system where 2 players can agree to be flagged for an LE against each other without inviting the rest of Eve in on the fight. Tie it to the CSPA charge to prevent abuse if you must, but please don't kill 1v1s.

Aside from that, I think the changes are brilliant.

Your king-of-the-hill radio contests were the specific example I used internally when I explained why we need to support this. I can't commit a solution at this time, but rest assured I really want to make sure a replacement mechanic happen (even if it has to wait until a .1 patch)

"This one time, on patch day..."

@ccp_masterplan  |  Team Five-0: Rewriting the law

CCP Masterplan
C C P
C C P Alliance
#106 - 2012-10-04 16:08:04 UTC
Tsubutai wrote:
How will outlaws (i.e. characters with a sec status below -5.0) without criminal flags be treated in highsec - will they continue to be valid targets for all players and also attacked by the faction navies/police but not CONCORD?

Yes, this part will be generally unchanged.

"This one time, on patch day..."

@ccp_masterplan  |  Team Five-0: Rewriting the law

June Ting
Nobody in Local
Deepwater Hooligans
#107 - 2012-10-04 16:08:16 UTC  |  Edited by: June Ting
CCP Masterplan wrote:
June Ting wrote:
Do flags persist when jumping between systems, or are they system-specific? I know I've had multiple cases under the old system where someone gets PVP-flagged on one side of a gate, gatecrashes, and logoffskies, and disappears from space 1 minute later rather than 15 minutes since they're in a different system.


Yes, flags will follow you wherever you go. Let's just say that trying to fix the issue you talked about under the old system had some exploit issues preventing us from doing it. With the new system, things are much better in this regard.

Fantastic.

CCP Masterplan wrote:
June Ting wrote:
Also, "The initiator of the action will get a PVP flag. If the recipient is a piloted ship, then the owner of this ship will also get a PVP flag." -- if a player is PVE flagged and logs off, and I scan them down under the new system, does putting a hit on their ship give them a fresh PVP timer, or do they disappear within 15 minutes of NPC aggression regardless of whether a player attacks them after they log off? (e.g. is their ship considered 'piloted' or not?)

By this, I was distinguishing between ships that have been ejected from and left floating in space, and ones that have a pilot in them (regardless of that pilot being logged in or not)
A PVP flag can only be created whilst logged on, but it can be extended whilst logged off (much like the current invisible logoff timer works today)

This means that if someone logs off a carrier after getting PVE aggression, I have a 15 minute DPS race timer to scan and kill them before they disappear. This seems to not actually carry out the intent of having PVE be risky if you get scanned down, as there is nothing I can do to add a PVP flag to your ship after you've logged out, and if you can survive 5 min for me to switch to a helios, scan you, plus tank my fleet for ~10 minutes, you're scot-free. Mostly an issue for big ships, not as big a deal for small ships which can be blapped easily within 10 minutes.

I still think there's an exploit here that happened to my fleet a few months ago. An orca jumped through into my lowsec gatecamp, held cloak, and logged off. We pointed him as he was about to ewarp off, but he disappeared from space 1 min later because he had no PVP aggression on him at the time he logged off, even though we had point, web, scram, and gobs of DPS being applied to him. Petition ID 2976870 if you want to read the gory details.

I fight for the freedom of my people.

l0rd carlos
the king asked me to guard the mountain
#108 - 2012-10-04 16:10:13 UTC  |  Edited by: l0rd carlos
Make a turnement at a remote place somewhere. Does not matter if it's high/low or 0.0 sec. There are sooooo many empty systems. Be creativ.

(And do it on a savespot.)

@June Ting
You have 15 Minutes to scan the carrier down and agress him agian. That should restart the countdown as far as i understould it.
Please correct me if i am wrong.

Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

CCP Masterplan
C C P
C C P Alliance
#109 - 2012-10-04 16:10:26 UTC
DJWiggles wrote:
DJ FunkyBacon wrote:
There really needs to be a way for 2 players to engage in a LE without the whole of eve getting involved.

As an example, at Eve Radio we do many tournaments (and I'm sure other entities hold competitions as well) using can flip mechanics to allow players to engage each other in highsec. With these new can flip mechanics, players will now be able to be attacked by anyone nearby.

I would like to see some sort of a challenge system where 2 players can agree to be flagged for an LE against each other without inviting the rest of Eve in on the fight.

Aside from that, I think the changes are brilliant.


Yep we do need something like that, a magic gauntlet you can slap people with, WE do need it, na WE MUST HAVE IT!!!!!!!!!!!

That is worryingly similar to a glove-slapping conversation we had very recently in the office!

"This one time, on patch day..."

@ccp_masterplan  |  Team Five-0: Rewriting the law

Dinsdale Pirannha
Pirannha Corp
#110 - 2012-10-04 16:10:36 UTC
Goonspiracy wrote:
Tippia wrote:
Goonspiracy wrote:
Are you seriously giving ratters 15 min "keep their ships in space" aggression timers? Do you not see anything wrong with this? This is a very simple question
Fit a cloak?

That's a brilliant way to defend your logged out ship


Tippia always comes up with flippiant answers that have very little basis in reality.
This 15 minute NPC timer means death for any ratter who has an internet outage.

Dirael Papier
Malevelon Roe Industries
Convocation of Empyreans
#111 - 2012-10-04 16:11:03 UTC
So, for the low sec gate guns, warp out and back in thing,

* Player A shoots player B on a gate and becomes a suspect and takes a sec status penalty and the guns start firing.
* Player A warps away, while player B decides to just sit there without doing anything. (He left to go make a sandwich or something and won't be back for a while. It's complicated.)
* Player A warps back in and sits there for a bit. Nothing happens. (He's still a suspect, but the guns leave him alone and B is still AFK)
* Suddenly player A starts shooting player B again, so A's suspect flag is updated and he takes another sec status hit and the gate guns go back to firing at him.

So the suspect flag will keep updating while the weapons are firing, but the sec status will only occur on module activation, right? (or at the initiation of whatever action caused the sec status hit).

And the sec status hit will occur each time an offensive module is activated on a ship, or only for the first time an offensive action is taken against another ship? Will leaving the grid and coming back in (but not doing any session changes) and resuming offensive action against the same ship count as a "first time offensive action" against that ship?



Basically, I want to know if I activate a web on a ship, I take a standings hit. If I then activate a gun on the same ship I won't take another standings hit in addition to the web one? If I break target and re-lock and start attacking again is that a separate standings hit? If I warp out and back in and resume attacking is that a separate standings hit? If no to the last question, what can stop someone from attacking someone in low sec on a gate, then warping out and back in to resume attacking without gate gun interference?
TheBlueMonkey
Center for Advanced Studies
Gallente Federation
#112 - 2012-10-04 16:11:23 UTC
in before the circlejerk... maybe not

So you're killing off ninja salvaging and can flipping as a professions how is that not dumbing things down?
Shandir
EVE University
Ivy League
#113 - 2012-10-04 16:11:31 UTC
June Ting wrote:
CCP Masterplan wrote:
June Ting wrote:
Do flags persist when jumping between systems, or are they system-specific? I know I've had multiple cases under the old system where someone gets PVP-flagged on one side of a gate, gatecrashes, and logoffskies, and disappears from space 1 minute later rather than 15 minutes since they're in a different system.


Yes, flags will follow you wherever you go. Let's just say that trying to fix the issue you talked about under the old system had some exploit issues preventing us from doing it. With the new system, things are much better in this regard.

Fantastic.

CCP Masterplan wrote:
June Ting wrote:
Also, "The initiator of the action will get a PVP flag. If the recipient is a piloted ship, then the owner of this ship will also get a PVP flag." -- if a player is PVE flagged and logs off, and I scan them down under the new system, does putting a hit on their ship give them a fresh PVP timer, or do they disappear within 15 minutes of NPC aggression regardless of whether a player attacks them after they log off? (e.g. is their ship considered 'piloted' or not?)

By this, I was distinguishing between ships that have been ejected from and left floating in space, and ones that have a pilot in them (regardless of that pilot being logged in or not)
A PVP flag can only be created whilst logged on, but it can be extended whilst logged off (much like the current invisible logoff timer works today)

This means that if someone logs off a carrier after getting PVE aggression, I have a 15 minute DPS race timer to scan and kill them before they disappear. This seems to not actually carry out the intent of having PVE be risky if you get scanned down, as there is nothing I can do to add a PVP flag to your ship after you've logged out, and if you can survive 5 min for me to switch to a helios, scan you, plus tank my fleet for ~10 minutes, you're scot-free. Mostly an issue for big ships, not as big a deal for small ships which can be blapped easily within 10 minutes.

I still think there's an exploit here that happened to my fleet a few months ago. An orca jumped through into my lowsec gatecamp, held cloak, and logged off. We pointed him as he was about to ewarp off, but he disappeared from space 1 min later because he had no PVP aggression on him at the time he logged off, even though we had point, web, scram, and gobs of DPS being applied to him. Petition ID 2976870 if you want to read the gory details.


Yes, there really should be a 5-30 second LogOff timer that allows a PvP flag to be created.
Mark726
Project Compass Holdings
#114 - 2012-10-04 16:11:36 UTC  |  Edited by: Mark726
I'll leave prognistications on the general merits to others who have far more experience with it (anyone who knows me knows that I'm a carebear at heart). However, I'm in help chat enough to know that there's no particularly easy to mutually agree to a 1v1 or some such in high sec (dropping one piece of ammo and stealing from each other seems to be going by the wayside under the proposed changes). Are there any plans to implement an ability for pilots (either 1v1 or in larger numbers) to duel without invoking the broader criminal flags and/or CONCORD in high sec (or, to a lesser extent, low sec/null sec)? Did I miss something in the dev blog?

EDIT: Ha, just saw this "We're also working on a replacement for the usage of loot-theft as a way to initiate consensual 1v1s without incurring criminal penalties that we hope to release for Winter" SO NEVER MIND. I would still like to see a definitive plan for this before launch, however.
DJWiggles
Eve Radio Corporation
#115 - 2012-10-04 16:12:12 UTC
CCP Masterplan wrote:
DJWiggles wrote:
DJ FunkyBacon wrote:
There really needs to be a way for 2 players to engage in a LE without the whole of eve getting involved.

As an example, at Eve Radio we do many tournaments (and I'm sure other entities hold competitions as well) using can flip mechanics to allow players to engage each other in highsec. With these new can flip mechanics, players will now be able to be attacked by anyone nearby.

I would like to see some sort of a challenge system where 2 players can agree to be flagged for an LE against each other without inviting the rest of Eve in on the fight.

Aside from that, I think the changes are brilliant.


Yep we do need something like that, a magic gauntlet you can slap people with, WE do need it, na WE MUST HAVE IT!!!!!!!!!!!

That is worryingly similar to a glove-slapping conversation we had very recently in the office!



PICS OR GTFO

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

Karl Hobb
Imperial Margarine
#116 - 2012-10-04 16:12:32 UTC
Might have been asked already, but if I have an NPC flag, activate a cloak module, and then log off, will the cloak remain active until the ship disappears the same way it does now?

A professional astro-bastard was not available so they sent me.

The Zerg Overmind
Rule Reversal
#117 - 2012-10-04 16:13:28 UTC
What was the rationale behind the 15 min logout timer for NPC aggression?
CCP Masterplan
C C P
C C P Alliance
#118 - 2012-10-04 16:13:53 UTC
Ydnari wrote:
There's a mention of kill rights, particularly that you get KR from a Criminal act being done against you, so according to the charts that's pod attacked in lowsec, assistants of a Criminal, or ship or pod attacked in highsec (whether it's destroyed or not).

Apart from the assistance bit, you've correct.

Does this mean that kill rights for ship (not pod) destroyed in lowsec without aggressing back to the attacker have gone, or is that still in the new system?[/quote]
Ship-ship aggression in low-sec will no longer generate a kill right. Super Friends have a blog coming along that goes in to this in more details about how this will work.

"This one time, on patch day..."

@ccp_masterplan  |  Team Five-0: Rewriting the law

DJWiggles
Eve Radio Corporation
#119 - 2012-10-04 16:14:10 UTC
TheBlueMonkey wrote:
in before the circlejerk... maybe not

So you're killing off ninja salvaging and can flipping as a professions how is that not dumbing things down?



Ninja salvaging is NOT affected ... salvage is FFA

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

DJ FunkyBacon
Rabid Ninja Space Monkey Inc.
Monkeys with Guns.
#120 - 2012-10-04 16:14:14 UTC
Lialem wrote:
DJ FunkyBacon wrote:
There really needs to be a way for 2 players to engage in a LE without the whole of eve getting involved.

As an example, at Eve Radio we do many tournaments (and I'm sure other entities hold competitions as well) using can flip mechanics to allow players to engage each other in highsec. With these new can flip mechanics, players will now be able to be attacked by anyone nearby.

I would like to see some sort of a challenge system where 2 players can agree to be flagged for an LE against each other without inviting the rest of Eve in on the fight.

Aside from that, I think the changes are brilliant.



You mean like a.... duel?.... maybe you want some arenas also.... maybe a battleground?..
Please no....


Not asking for anything we don't have already.

Radio Host, Blogger, Lowsec Resident, PvP Afficionado.

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