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Dev blog: Introducing the new and improved Crimewatch

First post First post First post
Author
Andre Vauban
Federal Defense Union
Gallente Federation
#321 - 2012-10-04 19:22:07 UTC
CCP Masterplan wrote:
Mizhir wrote:
Dierdra Vaal wrote:
Do I understand it correctly that if two players are in a Limited Engagement, and a third player reps one of the two, the third player becomes attackable by everyone and not just the people in the LE?


Thats how I understand it. But one of the two players will be attackable by everyone aswell since he was already flagged for something in the first place. The LE just allows him to defend himself without committing more crimes.

Exactly this. Interfering in an LE will get you a suspect flag


This is a bad idea. Example: I am in a fleet with logi and none of the fleet is -5. A single pirate attacks one member of the fleet, which requires the logi to rep that person. However, by repping that person the logi is suspect flagged so the logi starts taking gate guns and can be freely engaged by the rest of the pirate gang without them getting the suspect flag and getting gate guns? That is not cool.

.

Absocold
Origin.
Fraternity.
#322 - 2012-10-04 19:23:53 UTC  |  Edited by: Absocold
Giving light interdictors a 'W' flag just for activating an interdiction sphere launcher will make them unable to jump through a gate after doing so. Dics are supposed to be able to jump after launching a bubble as long as no one tries to warp in it, this was broken for a while and was only recently fixed, you're about to break it again.
Arya Regnar
Darwins Right Hand
#323 - 2012-10-04 19:23:58 UTC
-6 subs
Have fun guys.

It was fun while it lasted.

EvE-Mail me if you need anything.

Aiden Mourn
Wrack and Ruin
#324 - 2012-10-04 19:24:40 UTC  |  Edited by: Aiden Mourn
Lolmer wrote:
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.



I think he's got a fair point actually. Running missions has absolutely nothing to do with "learning to play" or "being better at Eve". They're a "push button, receive candy" mechanic to keep isk flowing into the game. In fact they are explicitly a dumbed down way to grind isk without really thinking, but thats what they're there for (which, not so incidentally, is why they don't pay much anyways.).

I enjoy preying on mission runners as much as the next guy, but that one was actually a pretty realistic question for an extremely common scenario; just saying.


Edit: just the same, its going to be hilarious watching people who don't read the news at all log off in missions now Blink

http://aidenmourn.wordpress.com/

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#325 - 2012-10-04 19:26:03 UTC  |  Edited by: Abdiel Kavash
Andre Vauban wrote:
CCP Masterplan wrote:
Mizhir wrote:
Dierdra Vaal wrote:
Do I understand it correctly that if two players are in a Limited Engagement, and a third player reps one of the two, the third player becomes attackable by everyone and not just the people in the LE?


Thats how I understand it. But one of the two players will be attackable by everyone aswell since he was already flagged for something in the first place. The LE just allows him to defend himself without committing more crimes.

Exactly this. Interfering in an LE will get you a suspect flag


This is a bad idea. Example: I am in a fleet with logi and none of the fleet is -5. A single pirate attacks one member of the fleet, which requires the logi to rep that person. However, by repping that person the logi is suspect flagged so the logi starts taking gate guns and can be freely engaged by the rest of the pirate gang without them getting the suspect flag and getting gate guns? That is not cool.


There is no LE going on in your example, as far as I can tell. The first pirate will get an S flag on attacking. (Assuming this is lowsec. In 0.0 nothing happens and in high he'll get concorded.) However your friend gets no flags* and the logi can freely rep him. Moreover, your entire fleet can now attack the aggressing pirate without repercussions, as he is a suspect.

* He will get a PvP (aka logoff) flag, however that has nothing to do with gateguns.
Solstice Project
Sebiestor Tribe
Minmatar Republic
#326 - 2012-10-04 19:26:53 UTC
Arya Regnar wrote:
-6 subs
Have fun guys.

It was fun while it lasted.

Not sure what your issue is, but i'm sure it's great that you go,
because CCP probably didn't want you anyway ... if i remember a certain quote right.
Alli Othman
Republic Military School
Minmatar Republic
#327 - 2012-10-04 19:27:56 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.

I agree with not being able to pop out of your t3 just cause you got in a fight that went badly for you (though with the coming T3 nerf it'll probably be necessary to re-evaluate the SP loss if they're going to take such a hit as has been hinted at), but the main thing that I'm concerned about is what Zagdul brought up:

Eliminating the ability to ghostride with caps/supers. It's already a high risk, high player-skill intensive thing to do. Getting rid of the ability to do it just kind of kills some of the more creative combat situations that have come from it. Honestly, I would rather have t3s still able to eject if it meant keeping this neat bit of player creativity- after all, they can't store their t3 in a neutral orca anymore so there's still going to be a good loss coming to them.
CCP Masterplan
C C P
C C P Alliance
#328 - 2012-10-04 19:28:48 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.

Also i love these changes.. I might just walk down to CCP hq, break in and start hugging people.

That's the penalty you have to live with for being an outlaw. Consequences and all that...

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

@ccp_masterplan  |  Team Five-0: Rewriting the law

Lolmer
Merciless Reckoning
#329 - 2012-10-04 19:29:30 UTC
Dinsdale Pirannha wrote:
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.


My reply was succinct and accurate. Use the right tool for the job, rather than fitting the job to the tool. Your inability to use a ship and fittings appropriate to what you're fighting is no reason to hold back this much requested, and appropriate, AI update.

Maybe learn to play? Learn to change how you play? Change your ship and fittings to meet the changing environment? Or would you rather the universe stays static so that you don't have to think or do any work

So sorry you might have to make a trade-off on your Perfect Ship & Fittings (PSF) because the developers would like to improve the game and improve some of the content so that it is more interactive.
CCP Masterplan
C C P
C C P Alliance
#330 - 2012-10-04 19:33:57 UTC
Abdiel Kavash wrote:
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!)

I'll have to look in to this one

Abdiel Kavash wrote:
Looking pretty good!
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?

That's the compromise for letting you in to high-sec even after you've recently done something bad (killing the hauler). You won't be instakilled by CONCORD, but player justice is still something you have to deal with.

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

@ccp_masterplan  |  Team Five-0: Rewriting the law

Proddy Scun
Doomheim
#331 - 2012-10-04 19:34:27 UTC
Poetic Stanziel wrote:
CCP Masterplan wrote:
Mizhir wrote:
Sounds like a great solution, but i got a question.

If I in lowsec attacks a player, who is an illegal target for me, and I destroy his ship I will get Suspect flag and the Sentry guns will shoot me during the combat. But if I warps out and warps back again (while still under the S flag) will they resume attacking me?

No. They'll always shoot Criminals on-sight for as long as the Criminal has the flag, but for other acts they will only shoot you for as long as you stay in their vicinity after whatever action gave you a Suspect flag.
That seems fine ... in low-sec, shooting an illegal ship will get me a SUSPECT flag. But, shooting an illegal ship will get me a secstatus penalty, and another chart states that sentry guns will fire on anyone who receives a secstatus penalty, in highsec or lowsec.

So, we get a suspect flag in lowsec for shooting an illegal ship, but sentry guns will still fire on us due to the secstatus penalty we incur.


I think CCP means a sufficiently LOW secstatus will cause you to be fired upon. That is if you had 0.0 secstatus before - destroying a single illegal ship probably will NOT result in a low enough secstatus for you to be fired upon by sentry guns.

Thus secstatus will continue to mean something (if not much) if you repeatedly fire upon illegal ship targets in low sec without doing good deeds in between (ratting/tag turn in etc).

But thanks for complaining that you can't incorporate sentry guns into the force defending your standing gate camp from in system ambushers. Simply flying away and then back won't make them like habitual suspects. P



CCP Masterplan
C C P
C C P Alliance
#332 - 2012-10-04 19:34:39 UTC
Poetic Stanziel wrote:
CCP Masterplan wrote:
Mizhir wrote:
Sounds like a great solution, but i got a question.

If I in lowsec attacks a player, who is an illegal target for me, and I destroy his ship I will get Suspect flag and the Sentry guns will shoot me during the combat. But if I warps out and warps back again (while still under the S flag) will they resume attacking me?

No. They'll always shoot Criminals on-sight for as long as the Criminal has the flag, but for other acts they will only shoot you for as long as you stay in their vicinity after whatever action gave you a Suspect flag.
That seems fine ... in low-sec, shooting an illegal ship will get me a SUSPECT flag. But, shooting an illegal ship will get me a secstatus penalty, and another chart states that sentry guns will fire on anyone who receives a secstatus penalty, in highsec or lowsec.

So, we get a suspect flag in lowsec for shooting an illegal ship, but sentry guns will still fire on us due to the secstatus penalty we incur.

You got it!

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

@ccp_masterplan  |  Team Five-0: Rewriting the law

Andski
Science and Trade Institute
Caldari State
#333 - 2012-10-04 19:35:11 UTC
Dinsdale Pirannha wrote:
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.


This is going to reduce income across the board, not just in hisec. Sorry.

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

T RAYRAY
Echelon Research
Goonswarm Federation
#334 - 2012-10-04 19:35:17 UTC
Regarding the eject discussion, please ensure that it is only the Weapon flag that prevents eject. If the PVP flag prevents eject it will be used the grief people caught at belts by perma-pointing a ship until downtime, the pointed pilot could not eject but would be bound to the ship even while logged off until DT kicks off the tackler.
Eve Amada
Lightspeed Enterprises
Goonswarm Federation
#335 - 2012-10-04 19:37:45 UTC
Arya Regnar wrote:
-6 subs
Have fun guys.

It was fun while it lasted.



HAHA there goes a FW farmer & his alts
Lolmer
Merciless Reckoning
#336 - 2012-10-04 19:38:27 UTC
Aiden Mourn wrote:
Lolmer wrote:
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.



I think he's got a fair point actually. Running missions has absolutely nothing to do with "learning to play" or "being better at Eve". They're a "push button, receive candy" mechanic to keep isk flowing into the game. In fact they are explicitly a dumbed down way to grind isk without really thinking, but thats what they're there for (which, not so incidentally, is why they don't pay much anyways.).

I enjoy preying on mission runners as much as the next guy, but that one was actually a pretty realistic question for an extremely common scenario; just saying.


Edit: just the same, its going to be hilarious watching people who don't read the news at all log off in missions now Blink


No, it wasn't a valid question as he wants to be able to use the log off mechanic to avoid losing his ship because he failed at his current activity (couldn't tank the mission he was in, didn't expect a hot drop when he jumped through a gate, etc.) I was saying that instead of whining that this change will make his ability to avoid losing his ship because he chooses to not change it to properly run a mission/site/combat/whatever is ridiculous.

He's complaining that his ship by itself (no friends or alts) cannot handle a scenario which he voluntarily went into and that by bringing more dynamic content into a currently very static environment will make it so that he cannot run his missions anymore. Instead of, you know, changing his ship, fittings, or finding some friends (MMO, anyone?).

Don't undock what you can't afford to lose.
Undock is consenting to PvP.
Undock and count your ship as already lost.
...
Tippia
Sunshine and Lollipops
#337 - 2012-10-04 19:39:59 UTC
@ CCP Masterplan

In regards to the T3 SP loss situation, could you care to comment on the thinking and on the possibility (or downsides) of a solution to that change in mechanics. I made a short remark on it earlier but it was kind of buried in a different post.

Right now, you list “Weapons”-flagging as causing a 60-second inability to dock, jump, abandon ship (by ejecting or storing the ship), and board ships (be it in space or from a corp hangar) unless it's done from a capsule. This is to remove the whole “ship-swapping to avoid destruction”, I presume, and the capsule exception is hidden behind the rule that makes it impossible to enter a capsule without being destroyed?

What if you adjusted the weapons-flagging rules so that:
· It does not have that capsule exception: in other words, you cannot board ships while you have a weapons flag, period.
· You are allowed to eject from (but not store) a ship while weapon-flagged.
· Ejecting resets your weapon flag timer to the full 60 seconds.
· Getting blown up clears your weapon flag timer to 0.

As far as I can see, this would maintain the ban on ship-swapping: you can't swap ships mid-battle — yes, you can eject, but it will take 60 seconds for your weapons flag to clear out, and before that, you're not allowed to board a new ship. Have fun orbiting ye olde Orca in a pod for a minute while everyone around you is allowed to shoot you. If you are destroyed, you can board a new ship… but then, that was possible under the suggested rule set as well and you have to lose a ship to get there, so this is no different than what you're proposing. If you are destroyed, you can also (almost) immediately jump through a gate or dock up, but those are still restricted by the session timer that triggers on destruction so the exploitation potential from those (re)added abilities should be minimal. Finally, this means you once again can get out of your T3 to save your SP, but you have all the weapons-flag restrictions for the next 60 seconds so the only possible thing to do is warp off and hope for the best.

Is there anything I've missed in this that would go against what your goals are? Are there any obvious loop-holes?
CCP Masterplan
C C P
C C P Alliance
#338 - 2012-10-04 19:41:02 UTC
Malcom Dax wrote:
Nice blog. I have one situation that I'm curious about regarding containers and fleets when someone disconnects or leaves fleet (apologies if it has already come up - I don't have time to read the whole thread).

The entry for container access legality says

Quote:
The existing rules for what constitutes 'legal access' to a container are the same (I am the owner of the container, I am in the corp registered to the container, I am in the fleet registered to the container, The container is Abandoned)


According to this, if I am in a fleet with someone who is not in my corp (but maybe in my alliance) and they drop a can I can access it. If they then leave fleet I cannot access the can - if I do I get a suspect flag and can be shot by everyone. As I understand it, the access is based on the current situation of the owner of the can, not the situation when the can was placed in space.

If the above is the case, this creates an issue where someone in fleet (who is not a member of my corp) can drop a can for me to open and then leave fleet for whatever reason. I then take from the can because it has been dropped for me and I can now get shot by everyone. Under the old system I could only be shot by the owner and their corp. This could be creatively misused to trick people into flagging themselves.

In addition it creates an issue for mining fleets when someone drops a can and leaves or disconnects. The hauler/orca can no longer grab the ore in the can without being a target for everyone. Under the old system this was far less of an issue (I'm thinking alliance mining ops here) but under the new system it is.

As a potential solution to this, could the 'legal access' rules be changed to reflect the situation of the owner at the time the can is created, rather than their ongoing situation. Or make alliance members have legal access too, but this seems like a weaker solution.

This used to be an issue, but it got fixed over the summer as part of the first phase of the crimewatch work. Now the can is tagged with the owner, corp and fleet at the time it is jettisoned. From then on, anyone who is in the tagged corp, or in the tagged fleet, can legally access the can. What the owner does after the can is created doesn't matter any more - He can dock, jump out, log off, join another fleet, even join another corp. The can still remembers which corp/fleet it was originally assigned to and this will never change.

Notice that it says "In the fleet registered to the container" and "in the corp registered to the container". Specifically not "in the same fleet as the owner at the time you try to take from it". Your suggested potential solution is in fact exactly what I did back in the summer!

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

@ccp_masterplan  |  Team Five-0: Rewriting the law

BOLEVINE
STEEL UNLIMITED
#339 - 2012-10-04 19:41:55 UTC
-->Means harsher rules for criminals and less fun in the end. For example, "Security-status penalties are now ‘front-loaded’, so a criminal/suspect will incur the full penalty when an illegal attack starts, not when (if) the target is destroyed. "

Means less time in low sec having fun killing peeps for those who dont want to go a full -10. Less time = less fun.


example 2," Weapons Flag: This flag is activated by using offensive modules against another player (or simply by activating certain non-targeted weapons such as smartbombs). Having this flag will prevent a character from performing actions such as jumping, docking and switching ships in space. This flag functions in all areas of space."

->Means we cant jump back through another low sec gate to disrupt the guy your trying to lock down. So less freedom to move around and PVP in low sec means less fun.

This is a step backwards for those who like small gang fun as blob warfare in null can be boring and less challenging unless you are the FC. So all we have left for decent pvp fun is low sec and worm holes.

Also, it sounds like we wont be able to 1v1 for a while.... " 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."

This means less fun in possible high sec pvp as well. Not allowing criminals to steal cans without aggroing everyone in the game means harsher punishments for criminals and therefore less fun and less of a chance to be bad and get away with it. Makes me wonder if someones mom wrote these new rules...
Reticle
Sight Picture
#340 - 2012-10-04 19:42:41 UTC
Don't forget that any and every criminal flag now gives the target KILL RIGHTS. I'm not a fan of this. It's probably to give rights on every member of a gank squad, not just the final blow. Getting kill rights for someone scratching your paint with a single shot seems excessive.