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Dev blog: Introducing the new and improved Crimewatch

First post First post First post
Author
xvart
ARK-CORP
#621 - 2012-10-05 08:53:14 UTC
What is the deal with corp hangars, why the hate.

This is a high/low sec fix and only interferes with null, most of this junk should have the if (secstatus < 1) return; at the start.

Why am I restricted from using my pos the way I want, station fine gate no issue, but not my pos.
If you supply and maintain it for free then go for it, but you don't so leave it alone.

Don't care about high sec/low sec game stuff but the additional rules for null are just dumb.

I can see it now,
Ok guys reship to bombers -> warp to pos-> go have coffee, **** talk to wife-> oh great now after 60 seconds intended to stop morons playing station games in high sec I can finally board my bomber-> warp back, oh look they left because after 60 seconds they can jump... nice one break null even more.

Rek Seven
University of Caille
Gallente Federation
#622 - 2012-10-05 08:54:47 UTC
Daedra Blue wrote:

T3 skillloss mechanic should be player preventable if you are skilled enough and odds are in your favor. Even like that i could not understand the condemnation of every other ship to pod kill to force a pretty shady mechanic onto players.


No it shouldn't. Loosing skill points is a risk you take when flying a T3. That said, i agree that we should be able to eject whenever we want.
Securis Unus
Pod Repo
#623 - 2012-10-05 08:57:08 UTC
https://forums.eveonline.com/default.aspx?g=posts&t=156804&find=unread

So was this never a bug and just a precursor to this new system? If not what do you do when it happens in the new system as it won't allow you to eject in the new system?
Cerulean Ice
Royal Amarr Reclamation
#624 - 2012-10-05 08:57:50 UTC
Echoing some other comments, I'd like to know why ejecting from a ship is being restricted by the W flag. Can you explain the reason for this, CCP? Part of it is making sure T3 losses have a skill point loss, I'm sure, but how does it impact the rest of the ships?
SunTsu Rae
Perkone
Caldari State
#625 - 2012-10-05 09:02:12 UTC
Hint to CCP , drop the non-eject clause . . . . . Attention

SunTsu Rae Ensuring Rights, Recognition, and Remembrance. (Gulf War 1991) http://www.vfw.org

TheBlueMonkey
Center for Advanced Studies
Gallente Federation
#626 - 2012-10-05 09:04:31 UTC
SunTsu Rae wrote:
Hint to CCP , drop the non-eject clause . . . . . Attention



but retraining the same skills everytime you lose a ship is fun Roll
Angarchanin
Doomheim
#627 - 2012-10-05 09:09:58 UTC  |  Edited by: Angarchanin
not enough "Weapons Flag - not to get under the field POS for 15 minutes after receiving the flag" for all levels of security

There is also proposal to allow kill right transfwe via contract. Mercenary have certain period of time to kill the target after contract is accepted. He will got bounty that was predefined in contract if succeed. He have to pay compensation (optionally) if he accepted contract but failed to kill target.
SunTsu Rae
Perkone
Caldari State
#628 - 2012-10-05 09:10:57 UTC
Another Hint , Crimewatch items should be non-operative in Null/WH space. Attention

The wait to reship after aggression would be obnoxious to those defending. X

I agree the timers should not reset if activated in High/Low Sec. , but in Null/WH they should be nothing but background noise.

SunTsu Rae Ensuring Rights, Recognition, and Remembrance. (Gulf War 1991) http://www.vfw.org

Lemming Alpha1dash1
Lemmings Online
#629 - 2012-10-05 09:12:46 UTC
Current Crimewatch: I have the Dumb

Improved Crimewatch FTW Bear

Limited Engagements in Hisec makes sense thanks for that.

Information is Ammunition,

War does not tolerate Ambiguities.

May you live in an interesting Empyrean age !

http://eve-radio.com/

Solstice Project
Sebiestor Tribe
Minmatar Republic
#630 - 2012-10-05 09:15:07 UTC
TheBlueMonkey wrote:
SunTsu Rae wrote:
Hint to CCP , drop the non-eject clause . . . . . Attention



but retraining the same skills everytime you lose a ship is fun Roll

Consequences ... damn !
Tusko Hopkins
Puritans
#631 - 2012-10-05 09:19:20 UTC
Proddy Scun wrote:
As now being in pod will not lose the flags. They are there in case should you board another ship. Under current system, you can already dock in pod and leave station in new ship with timer still going and get blown up immediately by station guns.


I know the current system, but have you seen it anywhere in CCP Mastermind's blog that pods are exempt from being treated as a ship when they have flags?
Proddy Scun
Doomheim
#632 - 2012-10-05 09:20:16 UTC
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.



Suspect flag for assistance to good guy is foul idea.

Why not just copy the flags from the ship assisted?

Copying the LE flag from the "good guy" citizen attacker would then allow the criminal to attack the assister as a legal target.

Assisting the "bad guy" would copy criminal or suspect flags.

Or do LE flags also keep any additional ships from attacking the "bad guy" directly with weapons? Forcing good guys to line up for 1v1 combat queue with bad guy would just seem bizarrely like fairy tale knight's trial by combat. Especially since I bet CONCORD doesn't comply.
Vaerah Vahrokha
Vahrokh Consulting
#633 - 2012-10-05 09:30:30 UTC
Tippia wrote:
Dinsdale Pirannha wrote:
This 15 minute NPC timer means death for any ratter who has an internet outage.
You can't balance a game around the assumption that people have awful ISPs because that only ever opens the door for new and fun exploits. If you have an outage, do what you would normally do: get back online ASAP.


"Play from the USA, UK or Germany or GTFO".

Sounds great, expecially for the majority of the worldwide population stuck with monopolist / bad technology nations.
Veronika Kastrato
Royal Amarr Institute
Amarr Empire
#634 - 2012-10-05 09:31:13 UTC
SpreadSheeeeetsss!!!
Proddy Scun
Doomheim
#635 - 2012-10-05 09:36:43 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



Is LE intended to limit combat with Suspect and Criminals to 1v1 encounters?

That is can I shoot flagged ship if someone is already shooting it? or do I have to wait my turn?

Or does Suspect flag for LE interference only apply to indirect assistance?

It seems like copying LE flag from assisted ship to indirect assister would solve things without excluding assist ship from battle or risk of being shot.

Or does this solution stem from issues with later flag propagation if assisted good guy ship later performs criminal act while assistance continues? I thought CCP solved that by having new flags also cause assistance interruption. Guess you can't just break lock of all former friendlies once player-player flagging is gone. But a quick flag check by assisting ships before each module cycle should reveal changes with fairly low overhead.
Katarina Reid
Deep Core Mining Inc.
Caldari State
#636 - 2012-10-05 09:42:02 UTC
Losing t3 skills is good but not being able to eject from your ship to save your pod sucks.
Cerulean Ice
Royal Amarr Reclamation
#637 - 2012-10-05 09:45:36 UTC
Why do people equate ejecting with saving the pod? It's pretty easy to save your pod when your ship explodes if you know what you're doing, and it's pretty easy to lose your pod after ejecting if you don't know what you're doing. Or you'll just lose it either way, because bubbles <3
Skippermonkey
Deep Core Mining Inc.
Caldari State
#638 - 2012-10-05 09:47:57 UTC
@ Herr Wilkus

I see you posting a lot. I think its time for the ninjas to get back to baiting and killing in the same ship

COME AT ME BRO

I'LL JUST BE DOCKED IN THIS STATION

Ray Hellguard
X-COM
#639 - 2012-10-05 09:51:53 UTC
Quote: "A lot of work has gone in to making sure we can keep your client up-to-date at all times, whilst minimizing the overhead on the servers."

I hope you considered the security related to phyton injection. So people won't be able to hit & "inject" runs. Or maybe, injections are history anyway. idk.
Vaerah Vahrokha
Vahrokh Consulting
#640 - 2012-10-05 10:05:25 UTC
Could I please get more clarification about the 15 mins NPC timer?

There are whole countries where your only choices are: analog modem or ADSL and there's just 1 large national ISP.

Those ISPs cyclically change the DHCP address of those contected (with a rate that some times seems every very few hours) with the effect those people get disconnected 5-6 times a day, with no prior warning.

Now you CCP come say all those players are boned and should just rat / do L4 missions in a disposable Drake?

Is the ship being always pinned in there for the whole duration or will it emergency warp (if not scrammed) like today?
Is it pinned and the modules also turned off? I can see the technological why of that, but that spells death to everything that is active tanked.

I just made myself a Vargur, shall I just dump it on the market before they tank to zero value?



Solstice Project wrote:
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 ......................


There are two large differences.

Small scale / solo PvP combat is usually quite short lived, it's statistically rare to get disconnected exactly during that time.
Large scale PvP is longer lived but in that case you are just "one in the blob", this alone helps against insta death due to DC.

PvE instead is always 1-2 vs an NPC blob and it takes from 20 minutes to 4 hours (depending on how long is the mission and which setup is used, a guy in a Drake will take a lot). During 20 minutes to 4 hours, disconnect is much more probable than during 5-10 mins and there's just one pilot all the NPCs target, not a spread of target in an opponent's blob.