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Dev blog: Introducing the new and improved Crimewatch

First post First post First post
Author
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#301 - 2012-10-04 19:08:06 UTC
Looking pretty good!

Three comments:

Quote:
If I can legally attack the owner of a container, then I can legally take from the container.

Does this mean we can finally use a tractor beam on any and all wrecks in 0.0 space? (Specifically player wrecks - it's not that easy to ask everyone in a 150 man fleet to abandon their wrecks after a battle!)

Quote:
Limited Engagements [snip]

Let's say a corp A is passing through lowsec with a small fleet of dudes. They spot a random hauler on a gate and kill it. Now they can freely continue on their way without having to worry about gateguns or even Concord if they happen to pass through highsec (which is beyond awesome).

However, let's say that a corp B intercepts them in highsec while corp A pilots still have a Suspect flag. (Corp B pilots have no flags in this scenario.) Can the fleet of corp B simply pick off targets from corp A's fleet one by one, while everyone else in corp A other than the one person being targeted can do nothing about it?

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

1) Join an "open mining fleet".
2) Shoot a station with a noobship.
3) Watch Orca get concordokkened.
4) ???
5) Profit.
Sulindra
Aliastra
Gallente Federation
#302 - 2012-10-04 19:09:49 UTC
Cassius Longinus wrote:

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.


Seconded, man so many ganker orcas would go down in Highsec. So much fun! So much isk to make selling orcas!
Tsubutai
Perkone
Caldari State
#303 - 2012-10-04 19:09:49 UTC
Kmelx wrote:
Bottom line is if they commit a crime in low sec and jump to high sec concord should blap them for it, the same as they do now, it shouldn't be a possible survival strategy for pirates to run away and hide in high sec. People commiting criminal acts in low security space shouldn't be able to run and hide in supposedly high sec space, its completley backwards.

If they've been shooting people in lowsec, they'll have suspect flags. All it means is that you'll have to have a tackler or two on the highsec side of the gate, just as you would if you were fighting on a gate deeper in lowsec. It's really not a big deal.
Lolmer
Merciless Reckoning
#304 - 2012-10-04 19:11:13 UTC
Dinsdale Pirannha wrote:
Well, the null sec zealots get to rejoice a little more as the path of the utter destruction of high sec just got a little shorter.
Let us combine 2 features by separate dev's and see what happens in missions.

My opposition to the AI changes are all over the forums, but this NPC timer is wonderful, just wonderful.
The null sec zealots say "man up, fly a non-drone boat".

OK, let's say I am in Worlds Collide and I am in a Vargur.
I still need small drones because my BS guns can't track the frigs that are scramming me in the room.
Now, the new AI states that the NPC's will go after objects of similar sigs, so that means the frigs will be going after small drones in a big big way.
So once all the small drones are dead, my gunboat Vargur is in a really bad way.
I can't warp out of the mission, and with the new 15 minute timer, my active-tanked Vargur is auto-dead if I log off to be able to get new drones.

Only way the Vargur survives is if it can sit in the mission for 15 minutes tanking the site, then logging off, or waiting until downtime.

But no, these two new "improvements" by separate dev's will not have wipe out high sec income at all.

Just fly a missile Tengu...oh yeah.forgot, the mission Tengu is having is DPS reduced by 20% by a 3rd dev.


Or....you could fly a ship and fittings appropriate to the mission you are running. What a concept! Perhaps you should learn to play instead of asking the developers to keep parts of the game dumbed down so that you don't have to think.
Jim Era
#305 - 2012-10-04 19:11:40 UTC
As I was saying, I was wondering why people read dev blogs and **** like that,
I prefer to wait til it happens, hell half the time I don't even know it happens...
Just these godamn eve forums are spoiling it.
I am very disappointed in those guys who have taken up one of my passtimes.

Wat™

Meissa Anunthiel
Redshift Industrial
Rooks and Kings
#306 - 2012-10-04 19:12:05 UTC
Absolutely wonderful. Good job guys!

Member of CSM 2, 3, 4, 5, 6 and 7

Tippia
Sunshine and Lollipops
#307 - 2012-10-04 19:12:31 UTC
Kmelx wrote:
Bottom line is if they commit a crime in low sec and jump to high sec concord should blap them for it, the same as they do now, it shouldn't be a possible survival strategy for pirates to run away and hide in high sec. People commiting criminal acts in low security space shouldn't be able to run and hide in supposedly high sec space, its completley backwards.
They can't run and hide in highsec any more than they can in lowsec, and even so, didn't that sound a bit backwards to you? “High sec space” sounds exactly like where you would go to run and hide. Blink
Burseg Sardaukar
Free State Project
#308 - 2012-10-04 19:12:40 UTC
Garviel Tarrant wrote:
TrouserDeagle wrote:
If me and a corpmate are roaming in low sec and we are both outlaws, is it still possible for people to attack one of us without getting 'aggression' to the corp of the person they are attacking? It's really annoying because a small gang of little ships that cannot survive combat under sentry guns can basically be picked apart by fast lockers and cannot respond at all, with no risk at all to the neutrals who do it. For example if we're in two cruisers and one gets tackled by a condor, all he can do is go back to the gate and jump out. The other cruiser will die if it does anything, basically, and all this is no risk to the neutral guy in the frigate (unless he's really bad).


Could i get a response to this question since its something we run into quite often and its really hard to deal with.



I think the only real way to make this not happen is to stay above -5. There have to be some drawbacks to being an outlaw, and I'd say this is a pretty key one.

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

ISD Suvetar
ISD Community Communications Liaisons
ISD Alliance
#309 - 2012-10-04 19:13:08 UTC
Very welcome changes, thanks so much CCP!

[b]ISD Suvetar Captain/Commando Community Communication Liaisons (CCLs) Interstellar Services Department[/b]

Oreamnos Amric
Confidently Incompetent
#310 - 2012-10-04 19:14:45 UTC  |  Edited by: Oreamnos Amric
All things considered these changes appear pretty good. I think the 15 minute timers could do with shortening, especially in lowsec and nullsec. After all you're basically penalising people for playing the game by flagging them for quarter of an hour.

There could also be more differentiation between hisec and lowsec. Sure you don't have to worry about Concord in lowsec, but how about dropping the criminal flag and just marking people as suspects? Alternatively, you could link the sec status penalty to being attacked by sentry guns and remove penalties for people who meet in a safe for some pewpew.

Ultimately it shouldn't affect me too much as I live in a wormhole, but it would be nice to see more people in lowsec.
Varesk
Aliastra
Gallente Federation
#311 - 2012-10-04 19:16:12 UTC
Bienator II wrote:
why can't i eject when i have a weapon timer?


Mass T3 user complaints.

On a serious note,

Can you give us an option to remove the new flags from the overview?


Poetic Stanziel
The Scope
Gallente Federation
#312 - 2012-10-04 19:16:27 UTC  |  Edited by: Poetic Stanziel
nm.
Solstice Project
Sebiestor Tribe
Minmatar Republic
#313 - 2012-10-04 19:17:41 UTC  |  Edited by: Solstice Project
John Henke wrote:
Solstice Project wrote:
Steijn wrote:
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.

It's fair because COMBAT is COMBAT, no matter against whom.
The PvPer could have a weak internet connection too, but of course,
mission runners want a special piece of the cake everybody gets ...


But in a PvP-Situation i consider my ship lost before i undock. If i am lucky or know, what i am doing, i will return with it and consider as a win.


Combat is combat ... think about it. There's no real reason to distinguish between NPCs and players.
They're still ships and it's still combat. Issues with disconnects can happen to both PvE and PvP people.
Mission runners aren't special snowflakes ...

Edit: Oh i forgot to note ... they didn't write that the ship won't go into emergency warp, so ......................
Gogela
Epic Ganking Time
CODE.
#314 - 2012-10-04 19:17:51 UTC
I like it. Pretty sweet... now about the changes to repairing sec status... Big smile

Signatures should be used responsibly...

Rixx Javix
Stay Frosty.
A Band Apart.
#315 - 2012-10-04 19:17:55 UTC
As a pilot who is going to have a criminal flag hoisted above his ship all the time anyway, I can support these changes. I'd support them more fully however if we can agree that a 15 minute timer for any possible infraction is too long! There should not be a situation in which someone has a 15m timer, ever.

Especially given the new changes and flags. A maximum limit of 5m for a timer violation is more than adequate given the additional parameters initiated in this new system.

Sec status hits, criminal flags, station and gate guns, and a 5m flag timer are enough.

http://eveoganda.blogspot.com

Dinsdale Pirannha
Pirannha Corp
#316 - 2012-10-04 19:18:09 UTC
Lolmer wrote:


Or....you could fly a ship and fittings appropriate to the mission you are running. What a concept! Perhaps you should learn to play instead of asking the developers to keep parts of the game dumbed down so that you don't have to think.


Of course, a very trite answer with zero substance.
Contrary to what you might think, not all ships have the fitting flexibility to handle these changes.

And if a high sec player is lucky enough to have the skills ship that can be altered he still has to nerf his tank or DPS to handle these changes, which will hammer his income, which this was all about anyway: wiping out high sec income.
Jace Errata
Caldari Provisions
Caldari State
#317 - 2012-10-04 19:18:13 UTC
Copy from another thread:

I'm rather worried by the change to can-related aggression. It means that if I so much as pick up a wreck from someone else's ill-advised attempt to kill a battleship with an Ibis, every single player in EVE, all of them, gets the ability to shoot me with no consequences, for 15 minutes.

And people will take advantage of that.

tweeten

One day they woke me up so I could live forever

It's such a shame the same will never happen to you

Kasuko
Native Freshfood
Minmatar Republic
#318 - 2012-10-04 19:19:38 UTC
NPC log off time of 15 minutes sounds good to me. Logging off should never be a "valid tactic". If you want to rat in null sec (it's dangerous out there you know) and you don't want to fit a cloak and you don't want to have your ship aligned and you don't want to have your finger on the warp button and you don't want to sit in a safe spot cloaked for 15 minutes while your timer runs down and no one can find you then ... YES YOU WILL BE KILLED! Play the game!

Also Can flipping still exists ... it's just harder which is good. If you just liked being a douche before and flipping cans with there being nothing anyone could do before you are SOL now, they can just take it back and you won't get kill rights on them. However if you really want to keep flipping cans you can have a second neutral character scoop from your flipped can (which will be auto-abandoned) and flip that one. If they steal from the neutral characters can you get your kill rights too!

Bart Starr
Aggressive Structural Steel Expediting Services
#319 - 2012-10-04 19:19:52 UTC
Dinsdale Pirannha wrote:
Well, the null sec zealots get to rejoice a little more as the path of the utter destruction of high sec just got a little shorter.
Let us combine 2 features by separate dev's and see what happens in missions.

My opposition to the AI changes are all over the forums, but this NPC timer is wonderful, just wonderful.
The null sec zealots say "man up, fly a non-drone boat".

OK, let's say I am in Worlds Collide and I am in a Vargur.
I still need small drones because my BS guns can't track the frigs that are scramming me in the room.
Now, the new AI states that the NPC's will go after objects of similar sigs, so that means the frigs will be going after small drones in a big big way.
So once all the small drones are dead, my gunboat Vargur is in a really bad way.
I can't warp out of the mission, and with the new 15 minute timer, my active-tanked Vargur is auto-dead if I log off to be able to get new drones.

Only way the Vargur survives is if it can sit in the mission for 15 minutes tanking the site, then logging off, or waiting until downtime.

But no, these two new "improvements" by separate dev's will not have wipe out high sec income at all.

Just fly a missile Tengu...oh yeah.forgot, the mission Tengu is having is DPS reduced by 20% by a 3rd dev.


Try 10% DPS nerf. When bears whine, the nerfs are dialed back.

Um. How are you scrambled if the frigates are attacking your drones? You should still be able to warp out.
Now, if the frigates kill off your drones, then scram you down because you decided to keep hanging around, well thats your fault, right? Maybe if you were clever, you would bring in an alt in a frigate to draw the frigs away....

Carebears just fail at adapting to anything.


Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#320 - 2012-10-04 19:21:35 UTC
Re 15 minute NPC timer: there is a small adjustment I would suggest. Make it so that cloaking devices stay active when a person logs off.

Why? Imagine someone diving deep into 0.0 space with an intention to kill rats or do exploration sites. They don't have any stations or towers to hide in. With CW2 they can't save themselves by simply logging off - which is nice. However, to end a play session, they now have to wait 15 minutes while literally doing nothing. If they have a cloak and warp off to a safespot, they are virtually invulnerable for the duration of the timer anyway, so why not just let them warp off, cloak, and log out? Functionally it would be equivalent to them waiting out the timer cloaked, only it would save them 15 minutes of real life time.