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Dev blog: Introducing the new and improved Crimewatch

First post First post First post
Author
CCP Fozzie
C C P
C C P Alliance
#201 - 2012-10-04 17:14:46 UTC
TrouserDeagle wrote:
CCP Fozzie wrote:
TrouserDeagle wrote:

Also, am I right in reading that if I attack someone in space in low sec and don't pod them, there might not be any sentry guns involved at all, if it doesn't happen at a gate? I might have read wrong, and I'm way too lazy to check other people's posts to see if they answer my question.


This is correct. No more having to sit in a safespot for 15 minutes after shooting someone in a lowsec belt/FW plex.



Ok, you've redeemed yourself somewhat for those combat cruiser changes and not fixing lasers. Thanks.


Receive credit for other team's work 'erryday. Cool

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Vincent Athena
Photosynth
#202 - 2012-10-04 17:16:53 UTC
I note that "Targeted offensive module against illegal target" grants P flag in null, but hitting those same targets with a smartbomb does not. Why? Hitting a legal target in Null grants a P flag, but not an illegal target?

And are there illegal targets in Null? If there are none (and that is why the table is empty for that case) then why are there entries for "Targeted offensive module against illegal target" in Null?

Know a Frozen fan? Check this out

Frozen fanfiction

Jaangel
BLAMBER
#203 - 2012-10-04 17:17:42 UTC
IF i'm a -10 pirate.

I shoot someone = on a gate in lowsec what does this mean to me?

This blog is really poor at explaining how the mechanics work for pirates. You know the people it affects the most.

Sheynan
Lighting the blight
#204 - 2012-10-04 17:18:06 UTC
Ugleb wrote:
Quote:
After losing a ship and entering a capsule, players will still be restricted from docking/jumping for up to a minute (if they have an active Weapons flag).


Sounds like more pods are going to die.


the quoted statement is not a change to the current mechanics...
Sulindra
Aliastra
Gallente Federation
#205 - 2012-10-04 17:19:06 UTC
Forgive me if this has been asked already, but to me it sounds like can flipping will be no more based on what I read.

Quote:

but we are adding one additional rule: If I can legally attack the owner of a container, then I can legally take from the container.


So Player X is mining, Player Y takes from the can and puts it in their own. Player X is free to take it back without incurring a flag?
ShatterSparkz
Sebiestor Tribe
Minmatar Republic
#206 - 2012-10-04 17:21:03 UTC
NPC Flag: This flag is activated when a player uses offensive modules against an NPC (or vice-versa). Having this flag will prevent a ship from being removed from space if the pilot logs off. This flag functions in all areas of space.


This could be one of the most effective tools in the anti-botting war yet.

I think a 15min timer might be a bit extreme, but I approve of making people put more ~effort~ into playing this game
CCP Fozzie
C C P
C C P Alliance
#207 - 2012-10-04 17:22:39 UTC
Jaangel wrote:
IF i'm a -10 pirate.

I shoot someone = on a gate in lowsec what does this mean to me?

This blog is really poor at explaining how the mechanics work for pirates. You know the people it affects the most.



The sentry guns will shoot you just as they do now, except once you leave grid they'll forget about you and won't shoot you when you return.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Jaangel
BLAMBER
#208 - 2012-10-04 17:25:04 UTC
CCP Fozzie wrote:
Jaangel wrote:
IF i'm a -10 pirate.

I shoot someone = on a gate in lowsec what does this mean to me?

This blog is really poor at explaining how the mechanics work for pirates. You know the people it affects the most.



The sentry guns will shoot you just as they do now, except once you leave grid they'll forget about you and won't shoot you when you return.


I may have just fell in love with these changes
Lolmer
Merciless Reckoning
#209 - 2012-10-04 17:29:47 UTC
CCP Masterplan wrote:
Sun Win wrote:
That's unfortunate, given that when you guys announced Tech 3 on the Dev Blog, you said:



Now you've made it so that Tech 3 pilots can't abandon ship. It's not a huge deal, most Tech 3 ships go down fighting. But this was something that you originally included as an interesting gameplay choice that you are now removing.

"From time-to-time" is not the same as "In the middle of combat that isn't going your way"
If you were suprise-ganked and weren't shooting, you can eject as you wish. But once you make an attack, you are committing yourself, for good or for bad.


QFT from OP.

Also, ejecting should never be disallowed for any reason.

"Oh, hey, yeah your ship is on fire and your crew has jumped offboard, but you gotta go down with your ship regardless of what you want."

Horrible idea, not just for the Strategic Cruiser pilots. This should be our choice, not yours, whether we fight it out 'till the end or eject, leaving our precious ship (faction, Strategic Cruiser, whatever) behind to possibly be claimed by the attackers if they stop shooting in time.

Make the ship unable to be scooped if it's locked (just as one cannot board a ship while a target lock is on it) to avoid the eject -> scoop -> new ship scenario. Plus, have a person with a PvP flag (or Weapon flag, whatever) unable to board a ship, so if they eject, they're now just in a pod for the duration of their timer. :)

Win-win, without the sucky enforcement of when I can, or can not, eject from my own ship.

For what it's worth, I like most of all the other changes (except the global flag for can-flipping, but you're working on alternates for that, so...) presented in this blog post.
Burseg Sardaukar
Free State Project
#210 - 2012-10-04 17:29:55 UTC
CCP Fozzie wrote:
Jaangel wrote:
IF i'm a -10 pirate.

I shoot someone = on a gate in lowsec what does this mean to me?

This blog is really poor at explaining how the mechanics work for pirates. You know the people it affects the most.



The sentry guns will shoot you just as they do now, except once you leave grid they'll forget about you and won't shoot you when you return.


Now for us that aren't -10, how quickly will shooting/killing these people on the gates make us -10?

Can't wait to dual box my Dust toon and EVE toon on the same machine!

CCP Fozzie
C C P
C C P Alliance
#211 - 2012-10-04 17:32:10 UTC
Burseg Sardaukar wrote:
CCP Fozzie wrote:
Jaangel wrote:
IF i'm a -10 pirate.

I shoot someone = on a gate in lowsec what does this mean to me?

This blog is really poor at explaining how the mechanics work for pirates. You know the people it affects the most.



The sentry guns will shoot you just as they do now, except once you leave grid they'll forget about you and won't shoot you when you return.


Now for us that aren't -10, how quickly will shooting/killing these people on the gates make us -10?


Same rate as it currently does.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Midnight Hope
Pator Tech School
Minmatar Republic
#212 - 2012-10-04 17:32:12 UTC
How are we going to see everybody else flags? New icons? Can we have a pretty pic please?
Emmy Mnemonic
Royal Amarr Institute
Amarr Empire
#213 - 2012-10-04 17:33:33 UTC
I just came home from work, I'm tired and exhausted and fed up by the advanced and complicated rules/regulations/procedures in my trade of work, really looking forward to some mindeless pewpew. But had a quick glance at the dev blogs first.

..and so I came to read this...

Really CCP...gimme a break! ;-) Thats to advanced, I dont have the energy atm!

Guess I'll stay in nullsec where all this about agression and flagging (hopefully) will continue to be very easy to understand! Just shoot the other guy before he shoots you. Simple. Straight forward. No bitching.

Ex ex-CEO of Svea Rike [.S.R.]

Burseg Sardaukar
Free State Project
#214 - 2012-10-04 17:35:59 UTC
CCP Fozzie wrote:
Burseg Sardaukar wrote:
CCP Fozzie wrote:
Jaangel wrote:
IF i'm a -10 pirate.

I shoot someone = on a gate in lowsec what does this mean to me?

This blog is really poor at explaining how the mechanics work for pirates. You know the people it affects the most.



The sentry guns will shoot you just as they do now, except once you leave grid they'll forget about you and won't shoot you when you return.


Now for us that aren't -10, how quickly will shooting/killing these people on the gates make us -10?


Same rate as it currently does.


And its frontloaded? So instead of shooting a guy, waiting for him to shoot back, then killing him to get an aggression-level hit, I'm going to take a -2.5% change or so regardless?

Somewhat more hesitant about these changes... unless you guys make it so you can't go below -5 without podding

Can't wait to dual box my Dust toon and EVE toon on the same machine!

scimichar
Deep Hole Explorers of New Eden
#215 - 2012-10-04 17:36:04 UTC  |  Edited by: scimichar
I searched the thread, but couldn't find an answer. Since logi will inherit aggression flags from someone aggressed, does that mean they will now get on the kill mail from the pilots they are assisting if the original aggressor gets a kill?


Or put less convoluted: Will logi now inherit kill mails from assisting aggressed pilots?
Salpad
Carebears with Attitude
#216 - 2012-10-04 17:39:06 UTC
I just want to know how long those flags last. You seem to want some types to last 15 minutes. That's fine, but what about the rest?
Warde Guildencrantz
Caldari Provisions
Caldari State
#217 - 2012-10-04 17:39:56 UTC
The only glaring issue with the current setup is that pods should be able to eject from a ship whenever, not ever being prevented.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Tippia
Sunshine and Lollipops
#218 - 2012-10-04 17:41:40 UTC  |  Edited by: Tippia
Salpad wrote:
I just want to know how long those flags last. You seem to want some types to last 15 minutes. That's fine, but what about the rest?
What others are you thinking of?

Warde Guildencrantz wrote:
The only glaring issue with the current setup is that pods should be able to eject from a ship whenever, not ever being prevented.
The best solution would probably be if ejecting simply gave you one last weapons flag and both the exceptions for boarding from a pod were removed, whereas ship destruction cleared that flag. Yes, you'd be able to insta-dock or insta-jump with your pod (well… aside from the session timer) but you have to have lost your ship in order to do so, so that seems reasonably fair.
War Kitten
Panda McLegion
#219 - 2012-10-04 17:43:15 UTC
CCP Masterplan wrote:
Odin Shadow wrote:
Tippia wrote:
Odin Shadow wrote:
when running a mission, you are scrammed. ccp have one of the network issue that have happened of late, so you D/C and cant reconnect. you ship just sits there and dies now?
If it does now, it will in the future, only for a longer time.


if the npc's are shooting you, that time will never expire?

No flags can be created after log-off. The only flag that can be extended after log-off is the PVP flag.


I thought logoffski tricks were fixed by being able to scan out a ship and point it before it disappeared, thus applying the 15 minute PVP timer. This is going away now?

Now a ship with no flags can jump a gate in lowsec, logoff before they decloak, and be safely gone in 60 seconds? That should bring up some old tears again. You have to be able to prevent that e-warp *and* kill it within 60 seconds.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Zarnak Wulf
Task Force 641
Empyrean Edict
#220 - 2012-10-04 17:44:11 UTC
This is a bit confusing. As for me - I'm not a schemer, I'm like a dog chasing a car.