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Dev blog: Introducing the new and improved Crimewatch

First post First post First post
Author
MIrple
Black Sheep Down
Tactical Narcotics Team
#261 - 2012-10-04 18:27:04 UTC
Cassius Longinus wrote:
My thoughts:

1. I'm going to be sad about dictors being pinned on one side of a gate again. That generally means you need to "bring more" to cover both sides of a gate (which is bad... we want less people in gang, not more).

2. Probably you should have docking your ship in a carrier/orca etc, pass on flags to the carrier/orca the same way the remote-assistance does.

3. Probably, boosting a fleet (on grid or off) should count as remote assistance.

I love the resetting gate guns change. When roaming, that means we'll only have to tank the guns on gates in which we engage in combat. That is terrific.



Why would this stop dictors from jumping the bubble mechanic only gave agro if someone inside the bubble tried to warp. I dont see this changing in the new system or did I miss something?
Warde Guildencrantz
Caldari Provisions
Caldari State
#262 - 2012-10-04 18:29:43 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.


Decloak is 30 seconds and targeting is 1 second, they won't disappear :P

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

TheMaster42
Scorpion Unicorn Bird
#263 - 2012-10-04 18:29:56 UTC
So will the PvP flag appear on your screen when you INITIATE warp and are going to get pulled in by a drag bubble (so you can cancel your warp in response)?
Unforgiven Storm
Eternity INC.
Goonswarm Federation
#264 - 2012-10-04 18:31:59 UTC  |  Edited by: Unforgiven Storm
MIrple wrote:
Unforgiven Storm wrote:
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?


I think this is aimed solely at T3's when they were created they put into the rules that when you lose your ship you lose a skill. Players found a way around this. This is a way for them to put it back in balance. Would you be more for it if it was limited to T3's only?



I don't care about T3, make the rule just for them, but don't drag anybody behind. One tecnique I use alot, because in my pc exposions tend to lag the client for a couple of seconds and I normally find my pod locked and scram after the lag goes away, I normally eject when in structure and press warp saving my pod 10/10 times I do this (and not bubled ofcourse). Its a valid survival pod tactic that I see no reason to change. Now if t3 pilots must die because there is a rule, fine make this rule only for T3... I can live with that, just don't punish everybody else please.

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) :-)

Ali Aras
Nobody in Local
Deepwater Hooligans
#265 - 2012-10-04 18:32:41 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

Heh, actually the causality is the other way -- my internet is terribad but I want to play EVE, so I rat instead of PvP. It's less fun, but at least a disconnect isn't likely death in a ship with sufficient tank.

http://warp-to-sun.tumblr.com -- my blog

Kmelx
The Scope
Gallente Federation
#266 - 2012-10-04 18:33:30 UTC  |  Edited by: Kmelx
CCP Masterplan wrote:
Here's some of the important changes compared to the old system that players should be aware of:

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.


That is full ret@rd, all of the popular low sec entry systems will end up perma camped, all you have to do as a pirate is sit there and tank for 60 seconds, then jump to high sec and warp off if the fight goes the wrong way for you. You'll end up with stupid EHP fast locking T3 camps everywhere, the risks will be minimal for the people running the camps.

I thought the general idea from CCP was to ENCOURAGE people to go to lowsec and to introduce consequences for player actions, but you've just buffed piracy massively and the lame ********* who sit on low sec side of high sec entry gates, can now do it with even more impunity, hell you've done away with the stupid Orca camps now, but you don't need an Orca if you can just wait for a bit, jump to high sec and warp off.
Lyron-Baktos
The Scope
Gallente Federation
#267 - 2012-10-04 18:33:51 UTC
the PVP flag that gets added to a ship I just attacked, does that timer keep resetting the more I shoot at him? So, he can't do station games any longer?
Altrue
Exploration Frontier inc
Tactical-Retreat
#268 - 2012-10-04 18:36:41 UTC  |  Edited by: Altrue
If I understood well, logistics assisting someone with only a LE timer (like someone self-defending himself against a criminal) will be flagged SUSPECT and be able to be attacked from everybody around ?

Why don't just replicate the timers from the player who receives the assistance, like with every other case ? (Meaning copy the LE timer instead of a SUSPECT timer.)

I also don't understand why an agressor in low sec could jump back to high sec safely.

Edit : Quote here : "Assisting someone who is engaged in an LE will cause the assistor to receive a Suspect flag."

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Burseg Sardaukar
Free State Project
#269 - 2012-10-04 18:37:15 UTC
Lyron-Baktos wrote:
the PVP flag that gets added to a ship I just attacked, does that timer keep resetting the more I shoot at him? So, he can't do station games any longer?


No this sounds like the Weapons flag, and is required for the target to shoot back, just like today.

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

MIrple
Black Sheep Down
Tactical Narcotics Team
#270 - 2012-10-04 18:39:22 UTC
Kmelx wrote:
CCP Masterplan wrote:
Here's some of the important changes compared to the old system that players should be aware of:

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.


That is full ret@rd, all of the popular low sec entry systems will end up perma camped, all you have to do as a pirate is sit there and tank for 60 seconds, then jump to high sec and warp off if the fight goes the wrong way for you. You'll end up with stupid EHP fast locking T3 camps everywhere, the risks will be minimal for the people running the camps.

I thought the general idea from CCP was to ENCOURAGE people to go to lowsec and to introduce consequences for player actions, but you've just buffed piracy massively and the lame ********* who sit on low sec side of high sec entry gates, can now do it with even more impunity, hell you can pretty much do away with the stupid Orca camps now, you don't need an Orca if you can just wait for a bit, jump to high sec and warp off.


You do realize he will still have a 14 minutes left on his suspect flag where anyone can shoot him right.

Also if is his a Pirate and this is my opinion is if he is an outlaw in that system so say a -2 in a 1.0 systeme he shouldnt be able to dock in stations. This should also go the same with standings why are people with low standings allowed to dock in hostile stations.
Shandir
EVE University
Ivy League
#271 - 2012-10-04 18:40:33 UTC
I'm getting the impression you should reduce the NPC timer significantly, and allow it to turn into a PvP timer.
ArmyOfMe
Stay Frosty.
A Band Apart.
#272 - 2012-10-04 18:41:08 UTC  |  Edited by: ArmyOfMe
Ah the sweet outburst of tears from the more cowardly side of pirates that had to depend on orcas to do anythingTwisted


and i wonder what in the world NightmareX will do now Lol

GM Guard > I must ask you not to use the petition option like this again but i personally would finish the chicken sandwich first so it won´t go to waste. The spaghetti will keep and you can use it the next time you get hungry. Best regards.

Lyron-Baktos
The Scope
Gallente Federation
#273 - 2012-10-04 18:41:16 UTC  |  Edited by: ISD TYPE40
so, station games do not get changed. They can undock, shoot one time and then dock again in 60 seconds*snip*

EDIT: No need for that thanks - ISD Type40.
VonKolroth
Anarchist's Anonymous
#274 - 2012-10-04 18:41:25 UTC
CCP Masterplan wrote:
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.


I wouldn't expect it on this release, but I do think we should be getting this sooner than later. I can't think of any downsides for anyone except people who like to pull neutral reps on unsuspecting individuals during station games, and well who really is worried about them?

Sent from my Gallente Erabus Titan on -FA- SRP

Ugleb
Jotunn Risi
#275 - 2012-10-04 18:41:39 UTC
Sheynan wrote:
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...


Actually, good point. I'm not keeping this weapon flag in mind very well. ;)

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Bloodpetal
Tir Capital Management Group
#276 - 2012-10-04 18:43:20 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!



It was mentioned at some point that a "dueling" mechanic would be implemented. Any sign of that?

Where I am.

Bart Starr
Aggressive Structural Steel Expediting Services
#277 - 2012-10-04 18:47:56 UTC
So, how does this affect the common scenario addressed several weeks ago?

Random Hauler gets exploded on a high-sec gate. Wreck is yellow to everyone but the victim.

Player A: Loots the yellow wreck on a highsec jump gate.

What exactly happens?

Player A now gets a suspect flag.
1. Do gate guns open fire? (Y/N?)

Now, suppose Player B ('vigilante') attacks Player A.

2. Player A is allowed to shoot back without penalty, correct? (pretty sure the answer is yes....)
Does this create some kind of strange 'one-on-one' flag which is exactly what Crimewatch was supposed to eliminate?
Really, player B should be getting a 'suspect' flag as well if the system was to be consistent with the stated goal of simplifying webs of flags. I suppose that goal is secondary to simply making highsec as safe as possible. Roll

Now, suppose Player C comes along, doesn't want to engage the suspect, but RR's Player B, the vigilante.

3. Is Player A, (suspect) still allowed to engage the remote repairer (C)? Or is the RRing player allowed to participate in PVP while still under Concord protection? (ie PVP without risk)
Burseg Sardaukar
Free State Project
#278 - 2012-10-04 18:48:49 UTC
I asked earlier, haven't seen an answer:

RR'ing someone at war... does... what exactly? Would it depend on if they are actively fighting?

Would two war targets fighting each other in hisec flag an LE between the two pilots concerned or is it just a PVP flag?

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

TheMaster42
Scorpion Unicorn Bird
#279 - 2012-10-04 18:49:12 UTC  |  Edited by: TheMaster42
Also if I kill a legal wardec target and loot my deserved rewards, I can now be attacked by all players?


EDIT: NOPE cool: "If I can legally attack the owner of a container, then I can legally take from the container."
Steijn
Quay Industries
#280 - 2012-10-04 18:49:57 UTC
Quote:
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.


thats just shafted anyone who does missions and not PVP because they have a weak internet connection.