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Dev blog: The Retribution of Team Super Friends

First post First post
Author
Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#981 - 2012-10-17 05:20:08 UTC  |  Edited by: Grey Stormshadow
I just want to clarify my previous post and why I am so deeply against some parts of this system:

It is very bad idea to add any FFA triggers to hands of any player.

Much better approach would be to further iterate to who (all) you get kill rights when you get for example ganked or otherwise killed. Then trading those (maybe multible) kill rights forward to bounty hunters who then could possibly share them inside fleet they are flying in.

FFA button is very dirty workaround and should never end up to live server.

Also kill rights should be handed only from cases which cause concord intervention in hisec or death in lowsec. If I steal your candy you're not supposed to be able to kill me 25 days later for doing that.


CCP Tallest wrote:
We are using the suspect flag for 2 reasons: One is to allow your fleet to help you with your revenge. Two is that we are trying to move away from single player to single player aggression flags, as you can see with the new crimewatch mechanics.

Using the criminal flag makes the whole system easier to understand. You do the crime, your victim gets a kill right. As for ransoming, it's still a criminal act, even if it is more merciful than podding.


...and this is not a reason. It is just bad excuse to use FFA button as dirty workaround to avoid workload from code which would allow kill rights to fleet members only.

You guys are going way overboard with this and wont even let people know who places the bounties. Talking about consequences is rather pointless if that is one way deal.

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

Tippia
Sunshine and Lollipops
#982 - 2012-10-17 07:06:15 UTC
Karl Hobb wrote:
Villani Capelli wrote:
Good point, I think its a tech decision, to eliminate LE from the software.

LE aren't being removed the from the software, they're simply being used elsewhere.
To be precise: LE isn't being removed from the software — it's being added. Right now, we don't have it.

What we have at the moment a tangled mess of 1-v-1 flags that describe who did what to whom and who is therefore allowed to shoot whom as a result. The original idea of LEs when it was discussed back in March and again during the summer was to have LEs work like mini-wardecs with dynamic membership lists. Not quite 1-v-1 flagging and definitely no transferrable flagging trees — just a list of members that were on opposite sides.

The rest was rather similar to the current deal: A gets an S-Flag; B engages A and an LE is set up with sides a and b. Anyone supporting A gets added to the LE on the a side; anyone supporting B gets added to the LE on the b side. Since A is a suspect, he's free-for-all so other may attack him as well, at which point they're also added to the b side of the pre-existing LE. If you support both sides you appear on both lists and everyone in the LE can shoot you… so don't. Or maybe supporting the enemy side of an LE should just kick you out of the LE, brand you a traitor, and C-flag you.

The “inheritance” rule is vastly simplified (to the point where you're not really inhereting anything any more): support an a-side player and you end up on the b-list; support a b-side player and you end up on the a-list. You and only you can add yourself to an LE; you and only you can remove yourself from an LE (by letting your P-flag time out). Once you are in an LE with another player through your own actions, that's it — no new checks are made on either side to see if you should be added to some other LE because you're already in one and there's no reason for you to be in two (this is to remove the ability to “bring along” a pre-existing LE and auto-add all members of a new LE you butt in on to the fight you're already in: you add yourself to the new LE and the pre-existing members of that LE don't check to see if you're already fighting somewhere else — the only thing that matters is that you're for or against them in this fight).

On top of this, there'd still be the option of flagging anyone anyone suspect if they brought remote support to an LE to dissuade the use of neutral reps; the option having “implicit members” of the LE, such as corp members on the b side above (to essentially replicate the current theft flagging); and of course, the ability to spawn an LE without having a suspect flagging at its root (again, theft flagging 2.0 and for things like kill rights).



Yes, it's not nearly as “neat” as doing it all with s-flags and a single, non-transferable 1-v-1 LE, and this is why CCP is against the idea, but having two distinct sides and a “possible to count on on one hand” number of methods for adding yourself (and only yourself) to either side still seems like a vast improvement. It's not a matter of inheritance or long trees of who did what to whom, but of a single, contained LE and what you do in relation to it. The tricky part in the programming is to enforce that “…and only yourself” bit by checking whether two players are already in an active LE, and if they are, stop trying to add either one of them to any new lists.
CCP SoniClover
C C P
C C P Alliance
#983 - 2012-10-17 09:31:50 UTC
Destiny Corrupted wrote:
Ranger 1 wrote:
For the record, I also approve of the new system... although I feel it may need a little adjustment here and there.

However I don't like it because I feel it makes high sec safer. I like it because it gives the high sec citizen (especially those that have more money than combat prowess) options he did not have before.

Then why not make a small change to one aspect of the system that will turn it from utter crap, into one of CCP's crown achievements?

All they have to do is make kill rights result in a Limited Engagement between the owner of the kill rights (can be player OR corporation) and the target. That's it. If they were to do that, then every single ******* person would get on board with these changes. It would be the best thing ever. Literally.


We looked closely at this solution in our design process and discarded it. It doesn't work because it doesn't scale - it doesn't support a group of people hunting someone and it creates the problem of someone hogging the kill right for whatever reason.
Lord Zim
Gallente Federation
#984 - 2012-10-17 09:34:11 UTC  |  Edited by: Lord Zim
CCP SoniClover wrote:
We looked closely at this solution in our design process and discarded it. It doesn't work because it doesn't scale - it doesn't support a group of people hunting someone

Try assigning the killright to a corp. Voila, group of people hunting someone, and a sandboxy solution to this problem.

CCP SoniClover wrote:
and it creates the problem of someone hogging the kill right for whatever reason.

I guess that's one bountyhunter or a bountyhunter corp which won't be getting a very good reputation (and as a consequence, not much future work). Voila, sandboxy solution to this problem.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#985 - 2012-10-17 09:40:33 UTC
CCP SoniClover wrote:
Destiny Corrupted wrote:
Then why not make a small change to one aspect of the system that will turn it from utter crap, into one of CCP's crown achievements?

All they have to do is make kill rights result in a Limited Engagement between the owner of the kill rights (can be player OR corporation) and the target. That's it. If they were to do that, then every single ******* person would get on board with these changes. It would be the best thing ever. Literally.


We looked closely at this solution in our design process and discarded it. It doesn't work because it doesn't scale - it doesn't support a group of people hunting someone and it creates the problem of someone hogging the kill right for whatever reason.

As we said multiple times, you can make kill rights corp-assignable. How would that not be group hunting?

If you're concerned with people hoarding kill rights, then make the owner able to buy them back. The owner sells his kill right to a bounty hunter corporation. The bounty hunter corporation doesn't deliver within the time frame the seller finds acceptable? The seller rescinds the offer, gets the kill right back for a refund, and can go sell it to another bounty hunter corporation. Market forces at work.

Genius, huh?

So many possibilities, and yet you guys keep finding these nonsensical excuses to not make the system work the way it should. If that's not indicative of an agenda, I don't know what is.

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

CCP SoniClover
C C P
C C P Alliance
#986 - 2012-10-17 09:43:00 UTC
mkint wrote:
@CCP (if you are still reading, which in your place, I probably wouldn't be) What metrics do you intend to use to determine if the new killrights are a success, and what specific numbers are you looking for? (For example number and isk value of killrights losses before and after the patch, or something?) What do you intend to do if your chosen metric fails to meet expectations? Or do you even have actual measurable goals to reach?


As kill rights are now created differently than before, it is of little value to compare before and after in that regard. For this reason, it's very likely that we'll see more kill rights generated post-Retribution. There are several metrics we'll be tracking, but we're not setting ourselves goals as to what has to happen for this to be a success. We'll track number of kill rights created, number of kill rights made public, average price of public kill rights and frequency of their activation, for instance.

As mentioned in the blog, the long-term goal is to allow people more control over who can buy their kill right, so once that option is in it will definitely alter the landscape considerably. Until then, yes, open kill rights are of more limited value because of how easily the target can rid himself of it, but it doesn't invalidate them completely. At the very least, the original victim can use the open kill right to get compensations from his attacker, which is a moral victory of sorts.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#987 - 2012-10-17 09:51:53 UTC  |  Edited by: Destiny Corrupted
CCP SoniClover wrote:
As mentioned in the blog, the long-term goal is to allow people more control over who can buy their kill right, so once that option is in it will definitely alter the landscape considerably.

This should be the initial system. We'd rather you take another half a year to get it right, then roll out the veritable crap you're planning to at this time.

CCP SoniClover wrote:
Until then, yes, open kill rights are of more limited value because of how easily the target can rid himself of it, but it doesn't invalidate them completely.

Yeah, it does.

Also, lol? CCP admits the systems blows in their own dev blog thread? And then tries to justify it anyway? Uh...

CCP SoniClover wrote:
At the very least, the original victim can use the open kill right to get compensations from his attacker, which is a moral victory of sorts.

So all you're doing is passing the grief from the gank victim to the guy who gets scammed when he activates the kill right. Gotcha.

To elaborate on this point: either the victim sets the price too low and the ganker self-claims, or the victim sets it too high and the ganker baits other people into activating the kill right for him. Either way the ganker doesn't get "punished."

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

CCP SoniClover
C C P
C C P Alliance
#988 - 2012-10-17 09:54:19 UTC
Destiny Corrupted wrote:

As we said multiple times, you can make kill rights corp-assignable. How would that not be group hunting?

If you're concerned with people hoarding kill rights, then make the owner able to buy them back. The owner sells his kill right to a bounty hunter corporation. The bounty hunter corporation doesn't deliver within the time frame the seller finds acceptable? The seller rescinds the offer, gets the kill right back for a refund, and can go sell it to another bounty hunter corporation. Market forces at work.

Genius, huh?

So many possibilities, and yet you guys keep finding these nonsensical excuses to not make the system work the way it should. If that's not indicative of an agenda, I don't know what is.


Making them corp-assignable is not a viable option - we want people to group together, but not necessarily force them to be in corps together (as groups can form and disband much more quickly and freely than corporation membership).

The open market kill right option you mention is also something we discarded for the public kill rights as we want them to be as asynchronious as possible. Once players can tailor more who can buy their kill rights, then that part can move more in the direction you're talking about. But not the public system.

The fact that you keep coming up with these ideas framing them like they're the best things like sliced bread without seeing the limitations in them tells me you're just throwing out ideas on the fly without really thinking about them. That's not genius, that's just lame.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#989 - 2012-10-17 09:58:55 UTC  |  Edited by: Destiny Corrupted
CCP SoniClover wrote:
Making them corp-assignable is not a viable option - we want people to group together, but not necessarily force them to be in corps together (as groups can form and disband much more quickly and freely than corporation membership).

Bounty hunting isn't a PUG. Making them fleet-only is no different from the FFA toggle crap you have going on now. Are you saying CCP no longer wants people in corporations made for specific goals? Please go on record with that.

CCP SoniClover wrote:
The open market kill right option you mention is also something we discarded for the public kill rights as we want them to be as asynchronious as possible. Once players can tailor more who can buy their kill rights, then that part can move more in the direction you're talking about. But not the public system.

Why don't you lay that out in layman's terms for us yokels?

CCP SoniClover wrote:
The fact that you keep coming up with these ideas framing them like they're the best things like sliced bread without seeing the limitations in them tells me you're just throwing out ideas on the fly without really thinking about them. That's not genius, that's just lame.

Are you ******* kidding me? We've been asking for a kill right marketplace for years. Since the day they came out, we've been asking for a system that is the exact same thing I, and other people keep bugging you for. And you call it an on-the-fly idea? Are you okay?

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

Gilbaron
The Scope
Gallente Federation
#990 - 2012-10-17 09:59:38 UTC
Quote:
you're just throwing out ideas on the fly without really thinking about them. That's not genius, that's just lame.


quoting for awesomeness :D

it't actually brainstorming, and brainstorming has no place in a discussion, its for brainstorming sessions :)
Lord Zim
Gallente Federation
#991 - 2012-10-17 10:04:29 UTC
CCP SoniClover wrote:
The fact that you keep coming up with these ideas framing them like they're the best things like sliced bread without seeing the limitations in them tells me you're just throwing out ideas on the fly without really thinking about them. That's not genius, that's just lame.

What the ****? Seriously, is this ...

Nevermind, gank alt going in the oven when I get home.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#992 - 2012-10-17 10:07:48 UTC
Lord Zim wrote:
CCP SoniClover wrote:
The fact that you keep coming up with these ideas framing them like they're the best things like sliced bread without seeing the limitations in them tells me you're just throwing out ideas on the fly without really thinking about them. That's not genius, that's just lame.

What the ****? Seriously, is this ...

Nevermind, gank alt going in the oven when I get home.

I have a new one made, and will work on a second one. We should try and organize this on a larger scale. Larger than Goon-buffed Hulkageddon even.



Holy ****, I just realized how amazingly detached CCP is from the wants of the community. Eight years, and it just hit me like a freight train. I really need to rethink some things.

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

Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#993 - 2012-10-17 10:09:29 UTC  |  Edited by: Grey Stormshadow
CCP SoniClover wrote:
^^^

More excuses to stick dirty FFA button to live server and not to code actual system which would limit kill rights to fleet.

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

Bubanni
Corus Aerospace
#994 - 2012-10-17 11:27:39 UTC
CCP SoniClover wrote:
Destiny Corrupted wrote:
Ranger 1 wrote:
For the record, I also approve of the new system... although I feel it may need a little adjustment here and there.

However I don't like it because I feel it makes high sec safer. I like it because it gives the high sec citizen (especially those that have more money than combat prowess) options he did not have before.

Then why not make a small change to one aspect of the system that will turn it from utter crap, into one of CCP's crown achievements?

All they have to do is make kill rights result in a Limited Engagement between the owner of the kill rights (can be player OR corporation) and the target. That's it. If they were to do that, then every single ******* person would get on board with these changes. It would be the best thing ever. Literally.


We looked closely at this solution in our design process and discarded it. It doesn't work because it doesn't scale - it doesn't support a group of people hunting someone and it creates the problem of someone hogging the kill right for whatever reason.


...!!!!!!

Just make a limited engagement where everyone in fleet with the person who activates it can attack the target.... it is super stupid that you allow everyone in the area to shoot the target

We suggested it multiple times, its what you said you want also... so why don't you do it like that?!

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

CCP SoniClover
C C P
C C P Alliance
#995 - 2012-10-17 11:32:04 UTC
Destiny Corrupted wrote:

Bounty hunting isn't a PUG. Making them fleet-only is no different from the FFA toggle crap you have going on now. Are you saying CCP no longer wants people in corporations made for specific goals? Please go on record with that.


Fleet option would be awesome, unfortunately there's some technical issues with that. Making it FFA obviously makes it more dangerous to have a kill right on you, which is quite a step up from having them more or less meaningless right now but whether it becomes too dangerous is up for discussion. Will some players have to adapt a little to continue playing their playstyle? Yes. Does it make it impossible for them? IMO, no. It is very, very important for several reasons that high-sec continues to be a potentially dangerous place and we definitely don't want to make it impossible for people to aggress on people there. But IMO making a FFA option for public kill rights, making them more meaningful, does not take us into that territory.

As for the corporation side, there is a difference between a corporation goal and an impromptu gang action. Corporation goal implies pre-planning and long-term strategy, neither of which fits very well into the public kill right system. So what I'm saying is that corporations are great for getting people to work together for many things, especially long-term goals, but don't support some forms of co-operative gameplay all that well, like impromptu pick-up group activity.

CCP SoniClover wrote:
The open market kill right option you mention is also something we discarded for the public kill rights as we want them to be as asynchronious as possible. Once players can tailor more who can buy their kill rights, then that part can move more in the direction you're talking about. But not the public system.

Destiny Corrupted wrote:
Why don't you lay that out in layman's terms for us yokels?


Sorry if I wasn't clear - for the public kill rights system, we want people to basically be able to use it at a whims notice without having to go through negotiations and such. That's why we want to set it up so that there is minimum hassle for both seller and buyer to strike a deal - up to and including that they don't have be online at the same time or be aware of each other. Now, for non-public kill rights (where the owner specifies who can use his kill right), that does not apply as strongly, as negotiations, etc. enter the picture then. So for them a 'kill right market place' of some sorts makes sense. Just not for the purely public ones. Hope that explains it better.

Destiny Corrupted wrote:

Are you ******* kidding me? We've been asking for a kill right marketplace for years. Since the day they came out, we've been asking for a system that is the exact same thing I, and other people keep bugging you for. And you call it an on-the-fly idea? Are you okay?


The ideas being discussed here are those that are applicable for the public kill right system. As explained above, the kill right market place does not fit into that part of the system.

Destiny Corrupted wrote:
I have a new one made, and will work on a second one. We should try and organize this on a larger scale. Larger than Goon-buffed Hulkageddon even.


Hurray for emergent gameplay Blink
Bubanni
Corus Aerospace
#996 - 2012-10-17 11:34:27 UTC
CCP SoniClover wrote:
Destiny Corrupted wrote:

As we said multiple times, you can make kill rights corp-assignable. How would that not be group hunting?

If you're concerned with people hoarding kill rights, then make the owner able to buy them back. The owner sells his kill right to a bounty hunter corporation. The bounty hunter corporation doesn't deliver within the time frame the seller finds acceptable? The seller rescinds the offer, gets the kill right back for a refund, and can go sell it to another bounty hunter corporation. Market forces at work.

Genius, huh?

So many possibilities, and yet you guys keep finding these nonsensical excuses to not make the system work the way it should. If that's not indicative of an agenda, I don't know what is.


Making them corp-assignable is not a viable option - we want people to group together, but not necessarily force them to be in corps together (as groups can form and disband much more quickly and freely than corporation membership).

The open market kill right option you mention is also something we discarded for the public kill rights as we want them to be as asynchronious as possible. Once players can tailor more who can buy their kill rights, then that part can move more in the direction you're talking about. But not the public system.

The fact that you keep coming up with these ideas framing them like they're the best things like sliced bread without seeing the limitations in them tells me you're just throwing out ideas on the fly without really thinking about them. That's not genius, that's just lame.


Seriously, his idea is much better than yours, mine is fine too if you ask me... but it makes of very annoyed that you guys seem so rock set on the target becoming suspect... so everyone can shoot him... there are so many better solutions, why won't you even listen to player suggestions about it...

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

CCP SoniClover
C C P
C C P Alliance
#997 - 2012-10-17 11:34:52 UTC
Bubanni wrote:
[

...!!!!!!

Just make a limited engagement where everyone in fleet with the person who activates it can attack the target.... it is super stupid that you allow everyone in the area to shoot the target

We suggested it multiple times, its what you said you want also... so why don't you do it like that?!


As I said above, there are some technical hurdles for making this happen. If that can be solved, it would be a better solution. Note that this being a better solution doesn't make the Suspect flag option a bad solution, just not as good.
CCP SoniClover
C C P
C C P Alliance
#998 - 2012-10-17 11:47:46 UTC  |  Edited by: CCP SoniClover
Bubanni wrote:


Seriously, his idea is much better than yours, mine is fine too if you ask me... but it makes of very annoyed that you guys seem so rock set on the target becoming suspect... so everyone can shoot him... there are so many better solutions, why won't you even listen to player suggestions about it...


The Suspect flag option is not set in stone, but at least right now the order of options is: limited engagement < corp engagement < suspect flag < fleet engagement. With the last one not being possible right now for technical reasons, we chose what we feel is the next best one (suspect flag).
Bubanni
Corus Aerospace
#999 - 2012-10-17 11:52:11 UTC
CCP SoniClover wrote:
Bubanni wrote:
[

...!!!!!!

Just make a limited engagement where everyone in fleet with the person who activates it can attack the target.... it is super stupid that you allow everyone in the area to shoot the target

We suggested it multiple times, its what you said you want also... so why don't you do it like that?!


As I said above, there are some technical hurdles for making this happen. If that can be solved, it would be a better solution. Note that this being a better solution doesn't make the Suspect flag option a bad solution, just not as good.


The suspect flag is a very very bad solution... either you try to make the fleet thing work, or you make it only Limited Engagement between the target and the pilot who activates the kill right...

The solution with this suspect flag would lead to bad gameplay

Do note I live in 0.0 so I am only saying all this because I am concerned you lead the game in the wrong direction

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Wibla
Tactical Narcotics Team
#1000 - 2012-10-17 12:02:52 UTC
This is pathetic.

CCP again shows how disconnected they are from their playerbase and what actually goes on in their own game.

Paging a CCP dev with an actual brain to this thread.

(Stoffer, don't let us down!)