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Dev blog: Introducing the new and improved Crimewatch

First post First post First post
Author
Warde Guildencrantz
Caldari Provisions
Caldari State
#221 - 2012-10-04 17:45:00 UTC
One thing I am wondering about, if you get GCC in low sec for shooting a pod, and gate guns start shooting you, do the gate guns get a 15 min aggression timer? If not, does that mean if my GCC finishes its countdown on a gate, the guns will stop shooting? Or does it mean that the days of landing on gate with 1 minute left on GCC will not make me get shot by gate guns for another 14 minutes after my GCC is gone?

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

VonKolroth
Anarchist's Anonymous
#222 - 2012-10-04 17:45:23 UTC
Sentient Blade wrote:
1. Not sure why you get 15 minutes for ratting. Seems a bit over the top.

2. No ejection? This would prevent people from ejecting from tier 3s, guaranteed skill point loss, which it's fair to say is one of the most hated aspects of the game. Also reduces probability of pod escaping by ejecting before hull hits zero. Doesn't bode well IMO.

Everything else looks fine.


1.) Learn 2 cloak/dock/POS | Short of being awoxed, you really have to just not pay attention to get caught ratting or missioning. On the off chance a gang that actually has a good prober comes into a ratting system or a missioning hub full of ships, you should have a plan prepared for how you're going to deal with those circumstances. It's not anywhere near difficult, unless you feel entitled to not pay attention to what you're doing in the game at the time.

2.) The point of the skill loss was to introduce the risk SP loss to flying T3's. If they took a long time to train I could see a justification for complaints on this one, but as it stands it takes less than a week to train a Level 5 in a subsystem skill.

Sent from my Gallente Erabus Titan on -FA- SRP

War Kitten
Panda McLegion
#223 - 2012-10-04 17:46:36 UTC  |  Edited by: War Kitten
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 think someone else asked this earlier, but I haven't seen the answer:

If you shoot at someone at a gate in lowsec, warp off grid before he dies (point is held by your cohort), and you warp back on grid, and then proceed to shoot the original target some more, do you :

a) Get another sec status hit, and gain new sentry aggro?
b) Get no further sec hit, sentries ignore you?
c) Get no further sec hit, sentries shoot at you anyway because they witnessed a sec status type action?

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.

mkint
#224 - 2012-10-04 17:48:23 UTC
Does Anyone else just want to not log on for a month after this goes live until ccp works out all the game-breaking bugs? Let all the nooblets who don't follow the news and blogs sacrifice their ships first.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Arec Bardwin
#225 - 2012-10-04 17:48:37 UTC  |  Edited by: Arec Bardwin
Overall, great changes!

A few questions though:

- how is the transporting of illegal goods handled?
- Pods, are they legal targets if the player is criminal, suspect, LE flagged?
- criminally flagged pod cannot initiate warp?
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#226 - 2012-10-04 17:49:51 UTC
No moar disappearing Chimera!

Thank you! Dec. 8 can't come soon enough!
PinkKnife
The Cuddlefish
Ethereal Dawn
#227 - 2012-10-04 17:54:45 UTC
THANK YOU.

Death to Drakes and Tengues Online!

Also, Death to strategically logging off. I can't believe everyone's internet is that bad, and strangely enough only when they are ratting do they experience such unusual internet latency issues. Roll

+1 to all of crime watch. +1 to removing logging off as a valid strategy to avoid being caught with your pants down. Learn to be paranoid and smart, or lose your isk.
MIrple
Black Sheep Down
Tactical Narcotics Team
#228 - 2012-10-04 17:58:27 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.


Is this as simple as warping away and warping back to the gate? Can you warp to a 150+ perch spot on the gate where it cant shoot you to work as well?
CCP Masterplan
C C P
C C P Alliance
#229 - 2012-10-04 17:58:50 UTC
CCP Fozzie wrote:
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

Get back to your fitting spreadsheets

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

@ccp_masterplan  |  Team Five-0: Rewriting the law

CCP Masterplan
C C P
C C P Alliance
#230 - 2012-10-04 17:59:52 UTC
Manssell wrote:
Sorry If I got this all wrong, but I'm on the road today and don't have time to read the thread.

If I read this blog right, suspect and criminal flagging will take the place of the old criminal flags we see in local correct? If so I have one huge concern about the suspect flagging in crimewatch that I can't seem to find out about.

It's been a long known bug that local does not update GCC on MACs as is. (SOME PCs apparently have this, but from what I have found ALL Macs do). My first bug report on this was filed under "known bug" (report # 136669) and the last one I filled has sat "unfiltered" (report #143082) for months.

Since it seems there will be some new gameplay added with Crimwatch with the introduction with this idea of "suspect" flagging and player enforcement, am I to understand that this will be the first gameplay features that are introduced in EVE that will be PC only since Mac users will never know if someone gets suspect flagging in their system? Or is the CCP finally addressing the Mac bug with criminal flagging at the same time as the re-write of the code?


Thanks

I know the bug you mean. It happens to me too on my PC when I'm playing. Hopefully that will die along with the rest of the dodgy old crimewatch code.

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

@ccp_masterplan  |  Team Five-0: Rewriting the law

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#231 - 2012-10-04 18:01:12 UTC
I think you guys should do what I said, especially about sanctum constellation. Fix it or make it so outlaws can't jump in or something.
June Ting
Nobody in Local
Deepwater Hooligans
#232 - 2012-10-04 18:01:35 UTC
War Kitten wrote:
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.

What Durzel said is true -- this is *currently* a mechanic that is valid (yes, I petitioned it, and was told working as intended), but I personally think it should be considered an exploit, and made non-viable with the release of CrimeWatch. If they're tightening the "gatecrash to another system and log" cheat-y behavior to make it non-viable, they should also be tightening this.

I fight for the freedom of my people.

Odin Shadow
ZC Industries
Dark Stripes
#233 - 2012-10-04 18:02:09 UTC
PinkKnife wrote:


Also, Death to strategically logging off. I can't believe everyone's internet is that bad, and strangely enough only when they are ratting do they experience such unusual internet latency issues. Roll



what about the times ccp's network goes down or the random isp drops people get.
while i agree with not letting peeps get away from pvp'ing by logging off, letting tham die in missions because a lone NPC frig is scramming them seams a little bit daft tbh
all missioners will now only be able to make sure they dont die to disconnects if they are in a +20min cap stable, high dps tanking ship. narrowing the ships people use is not a good thing.
Bloodpetal
Tir Capital Management Group
#234 - 2012-10-04 18:02:19 UTC  |  Edited by: Bloodpetal
When do gate guns get involved in Low Sec?

That's not addressed. Since GCC isn't activated, I'm not clear on that. EDIT :: I see it on the 2nd diagram, at the bottom saying incurring sec status loss will get gate guns.

EDIT ::

What about the logistics repair timers? Are those synched up with the aggressor, or only as long as you are repping?

Where I am.

CCP Masterplan
C C P
C C P Alliance
#235 - 2012-10-04 18:03:59 UTC
Vincent Athena wrote:
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?

You're right in that it is because there's no such thing as illegal targets null/WH. The W/P entries for "Targetted offensive module against illegal ..." under "Other-sec" are effectively redundant. I should tidy that up.

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

@ccp_masterplan  |  Team Five-0: Rewriting the law

Ranger 1
Ranger Corp
Vae. Victis.
#236 - 2012-10-04 18:04:35 UTC
I can hardly wait for the outcry from all of the botters ratting in Null when they realize the old "someone comes into local = log off immediately" tactic won't work anymore.

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

MIrple
Black Sheep Down
Tactical Narcotics Team
#237 - 2012-10-04 18:08:58 UTC
After thinking things over I was really unsure if I was going to like the new Crimewatch system. For the most part I think you guys hit it spot on. Will need to test it though. Also I cant wait to see the tricks people come up with to get around the rules.
CCP Masterplan
C C P
C C P Alliance
#238 - 2012-10-04 18:09:25 UTC
scimichar wrote:
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?

Logistics on killmails will not be happening in this release, sorry.

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

@ccp_masterplan  |  Team Five-0: Rewriting the law

Unforgiven Storm
Eternity INC.
Goonswarm Federation
#239 - 2012-10-04 18:09:50 UTC  |  Edited by: Unforgiven Storm
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.


Im sorry, but when two navy boats are fighting in the sea and one is loosing the capitan of the losing ship has always the option to say "abandon ship" in the middle of the fight. Same principle applies here, why I cant abandon a ship that is "sinking" and try to save myself (my pod)?

You still didn't manage to explain why this needs to change! What is the main purpose of this change other than, "because I want it"? Please explain this change to me, I'm a simple player that didn't understand this change and need help to understand the purpose so I can make my peace and deal with it... what is the purpose, what people and this game gains by changing this?

Unforgiven Storm for CSM 9, 10, 11, 12 and 13. (If I don't get in in the next 5 years I will quit trying) :-)

Ripard Teg
Jerkasaurus Wrecks Inc.
Sedition.
#240 - 2012-10-04 18:10:21 UTC
Quote:
Performing an action against another player that gets you a Criminal flag will also award a kill-right to that person. This will happen regardless of whether or not the target ship was destroyed.


So wait. Does this mean I can ridiculously over-tank a ship, load a PLEX into it, undock from Jita, wait to be cargo scanned and for a Thrasher to shoot at me, dock back up, repeat 50-odd times...

...and as long as they were all different Thrashers, I'll check my character sheet to find that I now have 50 kill-rights?

I'm liking this plan.

aka Jester, who apparently was once Deemed Worthy To Wield The Banhammer to good effect.