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Crimewatch 2: Is Highsec Made Safer?

Author
Poetic Stanziel
The Scope
Gallente Federation
#1 - 2012-10-04 23:36:35 UTC  |  Edited by: Poetic Stanziel
from http://poeticstanziel.blogspot.ca/2012/10/crimewatch-2-is-highsec-made-safer.html

Will highsec become a safer place once Crimewatch 2 is implemented? Certainly. Not hugely safer, but moderately so. Anyone who says otherwise is being disingenuous, or simply towing the CCP script.

tl;dr: I personally think the Crimewatch 2 changes are necessary and good, but I argue that their net effect is to make highsec safer. I call out those people (esp. CCP and CSM) who would state that Crimewatch 2 will not make highsec safer.

How does highsec become safer? Crimewatch 2 (CW2) aims to curtail certain highsec PvP tactics, tactics which are popular under the current implementation of Crimewatch (now known as CW1). Some of these changes are necessary, but that doesn't change the fact that by adding penalties to those tactics they will see a decrease in their use, which will result in an overall decrease in PvP activity in highsec.

I'm not arguing that CW2 is not a necessary change. For the most part, it is highly necessary, and has a number of excellent features. It certainly simplifies what was an overly complex system in CW1. All of that doesn't change the fact that the net effect in highsec will be a decrease in ship kills. There's nothing in CW2 that encourages an increase in highsec PvP.

What tactics does CW2 curtail? Can-flipping goes away completely. No longer can the stupid be tricked into PvP. Ganking. CW2 does not eliminate ganking, but it does curtail certain aspects of the highsec gank. Neutral repping is curtailed, since they are open to attack by anyone. Station games are curtailed. That anyone with a suspect flag can be attacked by anyone (not only the person you aggressed) will curtail certain types of player-on-player aggression. Not too mention that victims get killrights just for being attacked, not for being killed.

Some might argue that it is good that these tactics are being eliminated or mitigated, that those tactics were unfair and dishonourable. I don't argue that PvP needs to be made fair and/or honourable, though. I do argue that PvPers of all varieties look for advantage. Without a sense of advantage, PvP tends to not be initiated. CW2 acts to curtail certain advantages, which curtails certain types of PvP, which makes highsec a safer locale in which to play the game.

So if someone tells you CW2 is going to have no effect on highsec PvP, they're kidding themselves or simply not being honest.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#2 - 2012-10-04 23:43:11 UTC
You've listed off everything that Crimewatch is, and you've listed all of its negative impacts, but you've given zero explanation or support for your claim that "Crimewatch 2 changes are necessary and good."

Your post is basically a massive contradiction.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Beekeeper Bob
Beekeepers Anonymous
#3 - 2012-10-04 23:48:54 UTC

"There's nothing in CW2 that encourages an increase in highsec PvP."

All those new flashy targets won't encourage pvp? Shocked

Or did you mean, CW2 Does not encourage gankers who lack the skills to fight someone who might be able to fight back?

Signature removed - CCP Eterne

Bloodpetal
Tir Capital Management Group
#4 - 2012-10-04 23:50:06 UTC
Poetic Stanziel wrote:

What tactics does CW2 curtail? Can-flipping goes away completely. No longer can the stupid be tricked into PvP. Ganking. CW2 does not eliminate ganking, but it does curtail certain aspects of the highsec gank. Neutral repping is curtailed, since they are open to attack by anyone. Station games are curtailed. That anyone with a suspect flag can be attacked by anyone (not only the person you aggressed) will curtail certain types of player-on-player aggression. Not too mention that victims get killrights just for being attacked, not for being killed. t.



I disagree with Can-flipping going away "completely".

#1 - Not all places in EVE are well populated. If you find a miner in an empty high sec or with very few PVPers, you can can-flip him, and he can take the bait, or even take his ore back and then you end up with the same can-flip experience you did in the past.

Can flip with a frigate, warp away, wait nearby with a backup friend for the miner to innocently take his can of ore back, he is now flagged suspect, and you can shoot him. Will this happen in populated systems as often? No. Is it more than a one man job? Yes. Does that destroy it? No.

#2 - Killrights for being attacked in a criminal way isn't really that bizarre. Frankly, the few times you "Failed" to get the kill, you were expecting a kill right to happen anyways. And it only happens with high sec ships, not in low sec for shooting other ships.

#3 - Station games are awful and should die a horrible death. If anything, Crimewatch doesn't do enough to create consequences for station games.


Again, it relegates certain tactics to the backend high sec systems, which should be inherently less safe anyways, and thus you get a perk for moving into quiet high sec systems, and now you get a consequence.


I think the changes are good.

Where I am.

Touval Lysander
Zero Wine
#5 - 2012-10-04 23:50:19 UTC
Poetic Stanziel wrote:
stuff

or of course, pvp'ers can go FIND fights and stop dicking around playing testosterone tiddly-winks shitting up local.

you know, i woke up today thinking i'm gonna go do some solo pvp for a while just for kicks and my first task is to find a nice lowsec system and go for a stickybeak. win lose or draw. not fussed.

and in my pre-dawn musings, I didn't even consider putting out a little can out front of Rens or Hek or Jita and faff in local all day to get a "fair, gentlemanly engagment" with neut reps and all other associated bad mechanics.

if cw2 does anything, it's gonna make highsec pvp'ers man up. if they can't handle it then tough - they were never meant to be pvp'ers.

for mine, cw2 is gonna punish the lame & lazy, the cheats and morons and those highsec pvp km's are going to have some cred attached.

finally.

If "manning up" = "softening" then I've read this all wrong.

"I've always been mad, I know I've been mad, like the most of us...very hard to explain why you're mad, even if you're not mad..."

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#6 - 2012-10-04 23:51:35 UTC
Beekeeper Bob wrote:

"There's nothing in CW2 that encourages an increase in highsec PvP."

All those new flashy targets won't encourage pvp? Shocked

Or did you mean, CW2 Does not encourage gankers who lack the skills to fight someone who might be able to fight back?


If people suffer such extreme disadvantages when they commit "crimes," then they won't commit those crimes anymore, or at least on a reasonably-expected scale. You will have many less "new flashy targets" because of these changes, so yes, logic dictates that there will be less pvp.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#7 - 2012-10-04 23:53:12 UTC
Touval Lysander wrote:
if cw2 does anything, it's gonna make highsec pvp'ers man up. if they can't handle it then tough - they were never meant to be pvp'ers.

No, it's just going to make them use bigger fleets, and even more RR than they do today.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Poetic Stanziel
The Scope
Gallente Federation
#8 - 2012-10-04 23:53:50 UTC  |  Edited by: Poetic Stanziel
Destiny Corrupted wrote:
You've listed off everything that Crimewatch is, and you've listed all of its negative impacts, but you've given zero explanation or support for your claim that "Crimewatch 2 changes are necessary and good."
The point of this post is to simply call out those people (esp. CCP and CSM) who are stating quite strongly that CW2 will not make highsec safer. I'm calling bullshit on those statements. They're deceptive statements. Man up, tell the truth. I'm in favour of CW2 overall (it's quite awesome for lowsec play), but to placate a certain segment of the playing population with an outright lie is, well, wrong.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#9 - 2012-10-04 23:56:07 UTC
Poetic Stanziel wrote:
Destiny Corrupted wrote:
You've listed off everything that Crimewatch is, and you've listed all of its negative impacts, but you've given zero explanation or support for your claim that "Crimewatch 2 changes are necessary and good."
The point of this post is to simply call out those people (esp. CCP and CSM) who are stating quite strongly that CW2 will not make highsec safer. I'm calling bullshit on those statements. They're deceptive statements.

In that case your post is a bit ambiguous. It makes it sound like you support the Crimewatch changes. I'm not attacking you, just saying that's how it comes off across as.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Poetic Stanziel
The Scope
Gallente Federation
#10 - 2012-10-04 23:57:03 UTC
Beekeeper Bob wrote:
All those new flashy targets won't encourage pvp? Shocked
You need people to go flashy before you have flashy targets. CW2 works to curtail those people from going flashy in the first place.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#11 - 2012-10-05 00:00:08 UTC
Touval Lysander wrote:
Poetic Stanziel wrote:
stuff


and in my pre-dawn musings, I didn't even consider putting out a little can out front of Rens or Hek or Jita and faff in local all day to get a "fair, gentlemanly engagment" with neut reps and all other associated bad mechanics.

And after reading about CW2 changes do you find yourself more or less likely to consider doing that and do you think other players are going to be more or less likely to do that?

Because if the answer isn't "Yes, under CW2 I would be more likely to go and fight in highsec and I think other people will be more willing to start fights in highsec too." then it should be pretty apparent to you that CW2 discourages people from starting fights in highsec, which in turn makes highsec safer for carebears to churn out money in at zero risk. That is what highsec PVPers don't like.

It's not an issue of my game being negatively effected, it's an issue of The game being negatively effected.
Poetic Stanziel
The Scope
Gallente Federation
#12 - 2012-10-05 00:00:16 UTC
Destiny Corrupted wrote:
Poetic Stanziel wrote:
Destiny Corrupted wrote:
You've listed off everything that Crimewatch is, and you've listed all of its negative impacts, but you've given zero explanation or support for your claim that "Crimewatch 2 changes are necessary and good."
The point of this post is to simply call out those people (esp. CCP and CSM) who are stating quite strongly that CW2 will not make highsec safer. I'm calling bullshit on those statements. They're deceptive statements.

In that case your post is a bit ambiguous. It makes it sound like you support the Crimewatch changes. I'm not attacking you, just saying that's how it comes off across as.
Thanks. I added a sentence to the tl;dr that maybe makes the post less ambiguous?
Beekeeper Bob
Beekeepers Anonymous
#13 - 2012-10-05 00:05:55 UTC
Poetic Stanziel wrote:
Beekeeper Bob wrote:
All those new flashy targets won't encourage pvp? Shocked
You need people to go flashy before you have flashy targets. CW2 works to curtail those people from going flashy in the first place.


So your complaint is, fail pvpers, who are too scared to lose a ship and only want easy targets that can't fight back won't go flashy......
That's Terrible! Cool




Signature removed - CCP Eterne

Poetic Stanziel
The Scope
Gallente Federation
#14 - 2012-10-05 00:09:37 UTC
Beekeeper Bob wrote:
So your complaint is, fail pvpers, who are too scared to lose a ship and only want easy targets that can't fight back won't go flashy......
That's Terrible! Cool
This game is supposed to be a sandbox. Your definition of PvP should not be the only type of PvP that is encouraged and/or allowed.
RAGE QU1T
Deep Core Mining Inc.
Caldari State
#15 - 2012-10-05 00:18:03 UTC
Bloodpetal wrote:
Poetic Stanziel wrote:

What tactics does CW2 curtail? Can-flipping goes away completely. No longer can the stupid be tricked into PvP. Ganking. CW2 does not eliminate ganking, but it does curtail certain aspects of the highsec gank. Neutral repping is curtailed, since they are open to attack by anyone. Station games are curtailed. That anyone with a suspect flag can be attacked by anyone (not only the person you aggressed) will curtail certain types of player-on-player aggression. Not too mention that victims get killrights just for being attacked, not for being killed. t.



I disagree with Can-flipping going away "completely".

#1 - Not all places in EVE are well populated. If you find a miner in an empty high sec or with very few PVPers, you can can-flip him, and he can take the bait, or even take his ore back and then you end up with the same can-flip experience you did in the past.

Can flip with a frigate, warp away, wait nearby with a backup friend for the miner to innocently take his can of ore back, he is now flagged suspect, and you can shoot him. Will this happen in populated systems as often? No. Is it more than a one man job? Yes. Does that destroy it? No.

#2 - Killrights for being attacked in a criminal way isn't really that bizarre. Frankly, the few times you "Failed" to get the kill, you were expecting a kill right to happen anyways. And it only happens with high sec ships, not in low sec for shooting other ships.

#3 - Station games are awful and should die a horrible death. If anything, Crimewatch doesn't do enough to create consequences for station games.


Again, it relegates certain tactics to the backend high sec systems, which should be inherently less safe anyways, and thus you get a perk for moving into quiet high sec systems, and now you get a consequence.


I think the changes are good.


"Can Flipping" Ain't PvP, Trying killing something that actually shoots backs. then come back here to discuss.


Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#16 - 2012-10-05 00:19:33 UTC  |  Edited by: Destiny Corrupted
Poetic Stanziel wrote:
Destiny Corrupted wrote:
Poetic Stanziel wrote:
Destiny Corrupted wrote:
You've listed off everything that Crimewatch is, and you've listed all of its negative impacts, but you've given zero explanation or support for your claim that "Crimewatch 2 changes are necessary and good."
The point of this post is to simply call out those people (esp. CCP and CSM) who are stating quite strongly that CW2 will not make highsec safer. I'm calling bullshit on those statements. They're deceptive statements.

In that case your post is a bit ambiguous. It makes it sound like you support the Crimewatch changes. I'm not attacking you, just saying that's how it comes off across as.
Thanks. I added a sentence to the tl;dr that maybe makes the post less ambiguous?

I'd go for something like:

"tl;dr: I personally think that most of the Crimewatch 2 changes (neutral RR, flag visibility, Orca) are necessary and good, but I argue that their net effect is to make highsec safer due in most part to the replacement of individual and corporate aggression flags by the all-encompassing suspect flag. I call out those people (esp. CCP and CSM) who would state that Crimewatch 2 will not make highsec safer."

I mean, when you think about it, Crimewatch is actually pretty good. It's just that CCP is intent on demolishing the building instead of renovating the apartment through the implementation of a single change that makes all others irrelevant.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Reticle
Sight Picture
#17 - 2012-10-05 00:23:02 UTC
Poetic Stanziel wrote:
from http://poeticstanziel.blogspot.ca/2012/10/crimewatch-2-is-highsec-made-safer.html

Will highsec become a safer place once Crimewatch 2 is implemented? Certainly. Not hugely safer, but moderately so. Anyone who says otherwise is being disingenuous, or simply towing the CCP script.

tl;dr: I personally think the Crimewatch 2 changes are necessary and good, but I argue that their net effect is to make highsec safer. I call out those people (esp. CCP and CSM) who would state that Crimewatch 2 will not make highsec safer.

How does highsec become safer? Crimewatch 2 (CW2) aims to curtail certain highsec PvP tactics, tactics which are popular under the current implementation of Crimewatch (now known as CW1). Some of these changes are necessary, but that doesn't change the fact that by adding penalties to those tactics they will see a decrease in their use, which will result in an overall decrease in PvP activity in highsec.

I'm not arguing that CW2 is not a necessary change. For the most part, it is highly necessary, and has a number of excellent features. It certainly simplifies what was an overly complex system in CW1. All of that doesn't change the fact that the net effect in highsec will be a decrease in ship kills. There's nothing in CW2 that encourages an increase in highsec PvP.

What tactics does CW2 curtail? Can-flipping goes away completely. No longer can the stupid be tricked into PvP. Ganking. CW2 does not eliminate ganking, but it does curtail certain aspects of the highsec gank. Neutral repping is curtailed, since they are open to attack by anyone. Station games are curtailed. That anyone with a suspect flag can be attacked by anyone (not only the person you aggressed) will curtail certain types of player-on-player aggression. Not too mention that victims get killrights just for being attacked, not for being killed.

Some might argue that it is good that these tactics are being eliminated or mitigated, that those tactics were unfair and dishonourable. I don't argue that PvP needs to be made fair and/or honourable, though. I do argue that PvPers of all varieties look for advantage. Without a sense of advantage, PvP tends to not be initiated. CW2 acts to curtail certain advantages, which curtails certain types of PvP, which makes highsec a safer locale in which to play the game.

So if someone tells you CW2 is going to have no effect on highsec PvP, they're kidding themselves or simply not being honest.

Zzzzz
Dirael Papier
Malevelon Roe Industries
Convocation of Empyreans
#18 - 2012-10-05 00:44:45 UTC
Bloodpetal wrote:
[quote=Poetic Stanziel]
I disagree with Can-flipping going away "completely".

#1 - Not all places in EVE are well populated. If you find a miner in an empty high sec or with very few PVPers, you can can-flip him, and he can take the bait, or even take his ore back and then you end up with the same can-flip experience you did in the past.

Can flip with a frigate, warp away, wait nearby with a backup friend for the miner to innocently take his can of ore back, he is now flagged suspect, and you can shoot him.

Actually that won't work anymore. If you drop the ore into a new can while you're a suspect, anyone can loot that can without any repercussion. So the miner can take their ore back and you won't get any kill rights on them.

Plus with the larger ore holds there's not much reason to can mine in the first place.
Roll Sizzle Beef
Space Mutiny
#19 - 2012-10-05 00:53:48 UTC  |  Edited by: Roll Sizzle Beef
Poetic Stanziel wrote:
Beekeeper Bob wrote:
So your complaint is, fail pvpers, who are too scared to lose a ship and only want easy targets that can't fight back won't go flashy......
That's Terrible! Cool
This game is supposed to be a sandbox. Your definition of PvP should not be the only type of PvP that is encouraged and/or allowed.

Sissy slap PvP will still be around, they just have to pick safer systems for themselves. OH WELL.
Tippia
Sunshine and Lollipops
#20 - 2012-10-05 00:54:52 UTC
Poetic Stanziel wrote:
What tactics does CW2 curtail? Can-flipping goes away completely. No longer can the stupid be tricked into PvP.
…you mean aside from tricking them into stealing, making themselves free-for-all targets?

Quote:
Neutral repping is curtailed, since they are open to attack by anyone. Station games are curtailed. That anyone with a suspect flag can be attacked by anyone (not only the person you aggressed) will curtail certain types of player-on-player aggression. Not too mention that victims get killrights just for being attacked, not for being killed.
Yes? So how is any of that bad or making the place safer? The advantage gained from those is still maintained — just not the ease of escape, should it prove not to be enough.
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