These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev blog: Introducing the new and improved Crimewatch

First post First post First post
Author
Ganthrithor
School of Applied Knowledge
Caldari State
#1121 - 2012-10-24 17:05:38 UTC
Soon Shin wrote:


Stop using occassional and seldom real life events to justify things. The game will move on regardless of what happens. HTFU and adapt or die.

A short timer given to everyone is a short timer and opportunity given to logoffski.

A minute ensures that logoffski can no longer be exploited and gives a clear message that you must play the game if you want to survive.

Maybe if your fear of being probed is so bad then you should dock in a station or safe log in a pos. If someone traps you where you are and you allow yourself to get trapped well ctrl-q shouldn't be a get out of jail free card for you.



Your constant "htfu, adapt or die, etc" rhetoric is a waste of everyone's time, especially mine. I don't need some wormhole carebear giving me attitude pointers, thanks. How about you take your ultimate badass attitude and check it at the door. Some sort of reasonable argument would be much more compelling than a stream of ineptly-constructed platitudes.

Speaking of which, perhaps you could enlighten us all as to the scenario you've obviously constructed in that head of yours in which a full, minute-long timer is necessary to avoid "logoffskiing." I've already pointed out to you that the typical scenarios (in which someone logs off because they jumped unscouted into a camp, jumped unscouted to a beacon with a tackler on it, or logged while tackled by rats to avoid being gibbed by a gang) don't require a 60 second timer as a remedy under the proposed mechanics. If someone was fighting other players, ratting, or otherwise doing some form of "dangerous" or "risky" activity, they will not be able to logoffski successfully under the proposed changes.

With regard to your "why don't you sit in a POS or station" comment, well, not everyone has access to POSes or stations! It's as simple as that. If you're going to go ahead and say that anyone who doesn't have their own station or POS to cower in deserves to die for daring to log off of EVE without your permission, well, you're welcome to your own opinion I suppose but I'm pretty sure the devs don't share it with you.

You're the one claiming that you need a full minute to probe out and shoot at someone who logs out (manifestly untrue as I've done it myself on numerous occasions without even using a highly-specialized probing character). You're the one claiming that anyone who logs out in a system in which a hostile prober is present should be a free kill, whether their logout was voluntary or not. It's really on you to convince the rest of us that your attitude is warranted. So far you're doing a ****-poor job.

So, explain the scenario in which a 15 second vanishing timer causes you to be unable to kill someone that you deserve to be able to kill. I'm all ears.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1122 - 2012-10-24 17:51:26 UTC
Barney Goldwing wrote:
Gizznitt Malikite wrote:

1.) What requires an MWD to stay safe?? that doesn't make a lot of sense to me! Sure, MWD's help you stay safe when active, but if you legitimately dc, an MWD wont' save you now!!!! The only thing that saves a player dc'ing into a gate camp is a high amount of HP so they can survive until they despawn.... which they can no longer do....

3.) While unstable clients do occasionally occur upon jumping, for the most part jumping is fine (just be careful after every patch until you know it's stable). If you are taking a slow-moving ship through a dangerous area of space (nullsec/lowsec), then make sure you are on a stable client, use scouts, and don't warp gate to gate... then you'll be alright... People, especially in big ships, purposely dc to "save their ship" far, far more often than people legitimately dc....

Truthfully, moving a freighter (the most awkward since it warps real slow and cannot cloak) doesn't change much... if you currently web to warp it, you have to deal with a 15 minute extendable PvP timer.... if you don't, it takes 50s to get it into warp.... during which time someone can come and attack it...


1) Any ship with an align time in excess of 10seconds, like deep space transports, battleships, etc.
Im sure you know about "cloak mwd trick"

If you today crash on a gate jump, the ship will be visible for 5-10seconds, and given that these are bulky ships, they stand a chance of surviving.
With the new changes, that is much less likely, since the ship is not e-warping under gate cloak, so it will spend its entire align time uncloaked, giving you at least 15-20seconds to scram it (scram may not stop it, but it will start the 15min timer).


What?? If you crash on gate jump today, your ship will attempt to ewarp as soon as the server notices your dc.... you will attempt to warp (and can easily be caught right away), and will take 60 seconds to despawn.... sure... big BS's, Orca's, and freighters can survive for 60 seconds, but your survival is really based on how many ships are on gate and your tank... a MWD only helps you are LOGGED IN and ACTIVE.... You ship won't automatically perform the cloaky MWD trick... If you DC, an MWD does NOTHING to help "save your ship".

Barney Goldwing wrote:

3) well a blocade runner is kinda made for going unscouted trough at least low-sec, otherwise I could just as well use a T1 with scout.

I agree that it should not be possible to logoff to avoid a freighter gank, niether in high or low/nullsec.
At the same time I dont think its fair to make it that easy to lose it on a disconnect.

I rarely get crashes/disconnects, buy it does happen(my worst case being 3 crashes in 10jumps), thankfully it has not yet caused death, even my scout ship survived DCing on grid with a gate camp :)


It is NOT easy to lose your ship on DC.... to lose your ship on DC, someone has to be able to attack you before you despawn... sure, if you are on gate with an enemy when you dc, you're ship is given to them on a silver platter. However, if you make it hard to kill in that scenario, then you essentially make logging off an illegitimate tactic to escape ship destruction whenever you jump into a system and happen to be on grid with a tackling frigate...

As for a blockade runner running unscouted.... You will die NOW if you enter a system unscouted and DC with an enemy on gate... because your ship won't cloak to warp... Perhaps, if your stabbed, the new mechanics allow them to aggress you, then scan you down and gank you... but sorry, so what! The loss is worth it to prevent logoffski "I'm afraid of loss" mechanics!
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1123 - 2012-10-24 19:48:50 UTC
Ganthrithor wrote:
Soon Shin wrote:


10-15 seconds is far too short, when you factor in lag, invulnerability from warp/jump and time to lock(battleships take more than 10-15 seconds to lock a frig). 10-15 seconds is far too short.


15 seconds is plenty of time to aggress someone when on grid... but not enough when they are off grid...


I originally aggreed with Soon Shin here... 15 seconds, on the surface, feels far too short... If no probes are in the air, it takes 8 seconds to release 4 probes (2 seconds each), 5 seconds to position them, 5-10 seconds to scan, 10+ seconds to warp to the target, and 1 second to aggress them with aoe (longer for targetted aggresssion). While I'll admit 60 seconds is enough time to scan down a target, it is not an easy task unless you already have probes out and are waiting for the DC.... If you DC while cloaked in a safe, unless you are in a very big ship, I highly doubt you'll get scanned down within 60 seconds... At the same point in time, it is very possible to scan down a big ship and aggress them within 60 seconds, especially if you are ready for them...

Now, I honestly have the impression Ganthrithor is trying to keep a titan safe, because, unless you are fielding bling, people are not going to waste 12 hours to hunt down your precious ship... A titan can be easily scanned down and aggressed within 60 seconds.... And truthfully, if you are cloaked in a ship (be it a titan or impairor), without any flags, you should be able to DC safely....

I'd like to discuss three situations:

A.) Hazardous: If you have an enemy on grid, you are in a hazardous situation. You are in immediate danger (even if cloaked). The only way you should be able to "confidently" get safe, is to use in-game mechanics to get your ship out. For example: If you enter a system, and there is a hostile on grid, your options should be deal with / escape from that hostile by flying your ship, or die.... Logging off should be almost equivalent to self destructing in that scenario. If you truly do DC in this scenario.... sorry for your loss, **** happens, go save a kitten to up your karma... This type of situation is why we need the despawn timer to begin with. The despawn timer allows that hostile to aggress you, and ensure your righteous destruction! In reducing the despawn timer (to say 15 seconds), it's important that the despawn timer does not count down until your ship attempts its emergency warp. This means if you dc while warping a freighter across system, you won't disappear before landing on the gate. This means if you DC under gate cloak, you wont despawn before breaking cloak. I think this is extremely important to implement!

B.) Semi-Hazardous: I would define this as a situation, where you are in space, and have a timer. Essentially, when in this situation, you MUST use in-game mechanics to get your ship out of harms way. In-game mechanics would be warping to a POS, docking up in a station, warping around until your timers expire, cloaking up, etc... If you are currently (or recently) engaged in any in-space PvE or PvP activity, you should considered in a Semi-Hazardous situation, and should NOT be able to use log-off mechanics to risklessly get Safe. As such, I think NPC timers need to be extended to most Flying in Space PvE activities. If you activate mining lasers, gas harvesters, hacking/salvaging/analyzing modules, scan with a probe, or interacting with the PI system, you should receive the 5 minute NPC timer. (note: Activating a Jump Portal should also give you a timer).
-- Why? One of the major reasons ships have slow align times is to enhance the dangers in using that ship, and you should deal with that drawback in a manner that doesn't involve disconnecting. If you are ratting in an Archon with a 30s align time, then you should need to warp off to a safe spot, cloak up, etc, to avoid potential PvP. Disconnecting should NOT be a (good) option... I don't care if you are ratting, mining, etc... logging off should not be a tool to get your ship safe! To get save, you should first use in-game mechanics to avoid a fight, and wait out any timers you have, and ONLY then should you be able to DC safely!!

C.) Safe: When you are in space, away from hostiles, and free of all PvP, NPC, Suspect, criminal, and Weapons timers, you should be able to disconnect from the game in a riskless fashion. The despawn timer should NOT put a player at risk when leaving the game under this situation. With this in mind, I'm actually going to aggree with Ganthrithor that a 15 second despawn timer is more-less appropriate. Much longer than that, and it becomes very possible for an organized enemy to scan and aggress you before you despawn... and while we all want titan killmails, if someone is cloaked, in a mid spot, with no timers... they should be able to disconnect safely!! I really can't see any good reason why logging off or disconnecting under this scenario should be risky, in any fashion! In truth, most losses in this game should primarily come from piloting error, not an uncontrollable ISP packet loss. As such, the 15 second despawn rate is reasonable, because it's long enough to aggress someone DC'ing when in a hazardous situation, but short enough that you are very unlikely to be aggressed when DC'ing in a Safe Situation.

p.s. I know this sounds contradictory to suggest a player legitimately dc'ing when they jump through a gate into an enemy deserves to die, yet advocate that most losses in game should primarily come from piloting error. The truth is, getting yourself into that hazardous situation IS a piloting error, even if your piloting skills / equipment typically allows you to get back out of that situation safely.
Soon Shin
Scarlet Weather Rhapsody
#1124 - 2012-10-24 20:18:50 UTC  |  Edited by: Soon Shin
Gizznitt Malikite wrote:

p.s. I know this sounds contradictory to suggest a player legitimately dc'ing when they jump through a gate into an enemy deserves to die, yet advocate that most losses in game should primarily come from piloting error. The truth is, getting yourself into that hazardous situation IS a piloting error, even if your piloting skills / equipment typically allows you to get back out of that situation safely.


Well said. That is what I have been trying to say, though I admit probably did not word it as well as you have. If you fly in dangerous space, then you have the right to minimize your risk, but you can never completely eliminate the risk.

I do not know if Ganthrithor(paranoid dude who is not willing to accept the consequences of dangerous space) is a Titan or Supercarrier pilot, looking at his kill records he does fly capital ships.

At that point its no surprise you can probe down a capital in a very short amount of time and why people are constantly probing for him. But this is the cost of flying large and bulky ships, you have to accept the consequences for your actions, get some friends, a capital should never be flown alone.

With that being said, I maintain my position that 10-15 seconds is much too short, it needs to be longer than that. If many people (not just that whiny crybaby with bad connection and paranoid dude who claims that people are constantly after him) believe that 1 minute is too long, then perhaps something in between.
Rhavas
Noble Sentiments
Second Empire.
#1125 - 2012-10-24 21:30:09 UTC
MisterAl tt1 wrote:
While that is perfect capitals won't be able to escape by logging off while the fleet is warping to them, I still backup each and every of these words:

Rhavas wrote:
Still need to solve the T3 issue.
...
However - if you are going to have this mechanic, you have to have a way to NOT be in it when it explodes. This is a play choice that adds potential. Don't bottle it up.

If you must lock the pod in the ship, get rid of the SP loss mechanic. Otherwise let people eject (again - fine if you get rid of self destruct on eject too - eject should almost always result in your enemy stealing your ship!).


In addition many people here showed their concerns that not-ejecting will ruin a practice of ejecting to save pods.


I've never had any situation where ejecting from a ship nets me anything different than having the ship blow up around me. In my experience (high, low, npc null and wormhole) I've never had a problem getting my pod out after ship loss so long as there is no bubble and I have a pod saver (planets, sun and gates only) tab on the overview to get me out of there. Is there some scenario where the pod actually lives longer if you eject? I have no TiDi experience, so maybe there's a difference there. But outside that, I don't see that it makes any difference in any ship other than a T3.

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Rhavas
Noble Sentiments
Second Empire.
#1126 - 2012-10-24 21:34:51 UTC
Gizznitt Malikite wrote:
If you don't want the skill loss, then don't PvP in a t3.....

You have a choice... shoot your opponent and be locked in your ship.... or don't shoot them, and be able to eject...


This is precisely my point. By doing this, CCP makes the choice "fight vs. don't" - and so more people will choose not to fight.

Less fights is bad, m'kay?

Better to have flee, fight to eject, and fight to the end as viable options. That means MOAR FIGHTS. That's good.

What's even better is getting a free shiny T3 when someone bails to save their SP.

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Tarunik Raqalth'Qui
Native Freshfood
Minmatar Republic
#1127 - 2012-10-24 21:38:46 UTC
Soon Shin wrote:
Gizznitt Malikite wrote:

p.s. I know this sounds contradictory to suggest a player legitimately dc'ing when they jump through a gate into an enemy deserves to die, yet advocate that most losses in game should primarily come from piloting error. The truth is, getting yourself into that hazardous situation IS a piloting error, even if your piloting skills / equipment typically allows you to get back out of that situation safely.


Well said. That is what I have been trying to say, though I admit probably did not word it as well as you have. If you fly in dangerous space, then you have the right to minimize your risk, but you can never completely eliminate the risk.

I do not know if Ganthrithor(paranoid dude who is not willing to accept the consequences of dangerous space) is a Titan or Supercarrier pilot, looking at his kill records he does fly capital ships.

At that point its no surprise you can probe down a capital in a very short amount of time and why people are constantly probing for him. But this is the cost of flying large and bulky ships, you have to accept the consequences for your actions, get some friends, a capital should never be flown alone.

With that being said, I maintain my position that 10-15 seconds is much too short, it needs to be longer than that. If many people (not just that whiny crybaby with bad connection and paranoid dude who claims that people are constantly after him) believe that 1 minute is too long, then perhaps something in between.

About this paranoid guy:
Question 1: How does he KNOW he has people probing him for 12hrs straight? What breed of terrible prober leaves combats on scan to their target for that long? (Read Penny's tutorial on combat scanning if you think I'm full of you-know-what about this.)
Question 2: Has he thought about the time it'd take a prober (at least 1 additional combat scanner pass in all but the smallest systems or >5-10s using D-scan) to acquire an initial fix on his position? The adversary has to do that as well as the 100% pass, the warp-in, and gaining aggression within the length of the logout timer...or is there something that keeps Mr. Paranoid from throwing the scanners off his tail long enough to make them re-acquire from scratch (which is what the "log off mid warp" trick does, basically)?
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1128 - 2012-10-24 22:02:14 UTC
Rhavas wrote:
MisterAl tt1 wrote:
While that is perfect capitals won't be able to escape by logging off while the fleet is warping to them, I still backup each and every of these words:

Rhavas wrote:
Still need to solve the T3 issue.
...
However - if you are going to have this mechanic, you have to have a way to NOT be in it when it explodes. This is a play choice that adds potential. Don't bottle it up.

If you must lock the pod in the ship, get rid of the SP loss mechanic. Otherwise let people eject (again - fine if you get rid of self destruct on eject too - eject should almost always result in your enemy stealing your ship!).


In addition many people here showed their concerns that not-ejecting will ruin a practice of ejecting to save pods.


I've never had any situation where ejecting from a ship nets me anything different than having the ship blow up around me. In my experience (high, low, npc null and wormhole) I've never had a problem getting my pod out after ship loss so long as there is no bubble and I have a pod saver (planets, sun and gates only) tab on the overview to get me out of there. Is there some scenario where the pod actually lives longer if you eject? I have no TiDi experience, so maybe there's a difference there. But outside that, I don't see that it makes any difference in any ship other than a T3.


I've had situations, where my ship was "held" and not destroyed so my opponent could bring in a bubbler to get my pod... recognizing the situation, I've ejected and warped to save my pod before the bubble could be deployed around me... I'm still willing to lose my pod occasionally if it prevents Orca/Carrier Scoop-to-save mechanics...
Rhavas
Noble Sentiments
Second Empire.
#1129 - 2012-10-24 22:04:18 UTC
Gizznitt Malikite wrote:

I've had situations, where my ship was "held" and not destroyed so my opponent could bring in a bubbler to get my pod... recognizing the situation, I've ejected and warped to save my pod before the bubble could be deployed around me... I'm still willing to lose my pod occasionally if it prevents Orca/Carrier Scoop-to-save mechanics...


And that's where we differ, my friend. CCP needs to fix THAT problem, not cause a new one.

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Gizznitt Malikite
Agony Unleashed
Agony Empire
#1130 - 2012-10-24 22:06:38 UTC
Rhavas wrote:
Gizznitt Malikite wrote:
If you don't want the skill loss, then don't PvP in a t3.....

You have a choice... shoot your opponent and be locked in your ship.... or don't shoot them, and be able to eject...


This is precisely my point. By doing this, CCP makes the choice "fight vs. don't" - and so more people will choose not to fight.

Less fights is bad, m'kay?

Better to have flee, fight to eject, and fight to the end as viable options. That means MOAR FIGHTS. That's good.

What's even better is getting a free shiny T3 when someone bails to save their SP.


I've picked up many BC's, BS's, and even a freighter due to pilots prematurely ejecting to get their pod out...

If people chose to "not fight", as you so elegantly put it, then you still get to collect that T3 when/if they eject...

And lets be honest... very few people are going to "not fight" so they can save their pods or sp... they are going to fight back. This change really means there will be less ships captured, and that t3 pilots will lose sp when PvP'ing...

I really don't think this is a big deal....
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1131 - 2012-10-24 22:15:04 UTC
Tarunik Raqalth'Qui wrote:
Soon Shin wrote:
Gizznitt Malikite wrote:

p.s. I know this sounds contradictory to suggest a player legitimately dc'ing when they jump through a gate into an enemy deserves to die, yet advocate that most losses in game should primarily come from piloting error. The truth is, getting yourself into that hazardous situation IS a piloting error, even if your piloting skills / equipment typically allows you to get back out of that situation safely.


Well said. That is what I have been trying to say, though I admit probably did not word it as well as you have. If you fly in dangerous space, then you have the right to minimize your risk, but you can never completely eliminate the risk.

I do not know if Ganthrithor(paranoid dude who is not willing to accept the consequences of dangerous space) is a Titan or Supercarrier pilot, looking at his kill records he does fly capital ships.

At that point its no surprise you can probe down a capital in a very short amount of time and why people are constantly probing for him. But this is the cost of flying large and bulky ships, you have to accept the consequences for your actions, get some friends, a capital should never be flown alone.

With that being said, I maintain my position that 10-15 seconds is much too short, it needs to be longer than that. If many people (not just that whiny crybaby with bad connection and paranoid dude who claims that people are constantly after him) believe that 1 minute is too long, then perhaps something in between.

About this paranoid guy:
Question 1: How does he KNOW he has people probing him for 12hrs straight? What breed of terrible prober leaves combats on scan to their target for that long? (Read Penny's tutorial on combat scanning if you think I'm full of you-know-what about this.)
Question 2: Has he thought about the time it'd take a prober (at least 1 additional combat scanner pass in all but the smallest systems or >5-10s using D-scan) to acquire an initial fix on his position? The adversary has to do that as well as the 100% pass, the warp-in, and gaining aggression within the length of the logout timer...or is there something that keeps Mr. Paranoid from throwing the scanners off his tail long enough to make them re-acquire from scratch (which is what the "log off mid warp" trick does, basically)?


If you are in a titan, orca, or any capital, it takes 30-60s to ALIGN, which means they will not be able to enter warp prior to a tackler landing on grid with them. These ships are very easy to scan down, and don't require a lot of "focusing" with probes. Additionally, for supercap kills, people WILL spend 12 hours waiting for them to decloak...

With the new system, where they can gain a PvP timer after logging off, a determined alliance wil camp a system until DT to get that supercap killmail.

There really needs to be a balance on the despawn timer. It needs to be long enough that you can't log off to save yourself when you are in a hazardous situation (enemy on grid), but short enough that you can't be caught and ganked when you're in a mostly safe situation (like cloaked in a safe spot without aggresion, even IF people have probes out ready to scan and warp in).
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1132 - 2012-10-24 22:16:11 UTC
Rhavas wrote:
Gizznitt Malikite wrote:

I've had situations, where my ship was "held" and not destroyed so my opponent could bring in a bubbler to get my pod... recognizing the situation, I've ejected and warped to save my pod before the bubble could be deployed around me... I'm still willing to lose my pod occasionally if it prevents Orca/Carrier Scoop-to-save mechanics...


And that's where we differ, my friend. CCP needs to fix THAT problem, not cause a new one.


Ironically, "most" of the time this has happened to me, I haven't been aggressed so I could still eject...
Soon Shin
Scarlet Weather Rhapsody
#1133 - 2012-10-24 23:04:20 UTC
Gizznitt Malikite wrote:

If you are in a titan, orca, or any capital, it takes 30-60s to ALIGN, which means they will not be able to enter warp prior to a tackler landing on grid with them. These ships are very easy to scan down, and don't require a lot of "focusing" with probes. Additionally, for supercap kills, people WILL spend 12 hours waiting for them to decloak...

With the new system, where they can gain a PvP timer after logging off, a determined alliance wil camp a system until DT to get that supercap killmail.

There really needs to be a balance on the despawn timer. It needs to be long enough that you can't log off to save yourself when you are in a hazardous situation (enemy on grid), but short enough that you can't be caught and ganked when you're in a mostly safe situation (like cloaked in a safe spot without aggresion, even IF people have probes out ready to scan and warp in).


While you do have a point there, Titans and capitals are ships that require a good deal of responsibility. What are you doing with a multibillion ship with no support?

The problem can easily be avoided by simply fleeting up with a cyno and then jumping out of a system, after all nothing can prevent you from jumping out a system.

I think if you have an enemy around waiting in to get your titan and you're worried about being aggressed after when logging, I don't think the logging mechanic is an issue compared to having an unprotected supercap.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1134 - 2012-10-24 23:24:13 UTC  |  Edited by: Gizznitt Malikite
Soon Shin wrote:
Gizznitt Malikite wrote:

If you are in a titan, orca, or any capital, it takes 30-60s to ALIGN, which means they will not be able to enter warp prior to a tackler landing on grid with them. These ships are very easy to scan down, and don't require a lot of "focusing" with probes. Additionally, for supercap kills, people WILL spend 12 hours waiting for them to decloak...

With the new system, where they can gain a PvP timer after logging off, a determined alliance wil camp a system until DT to get that supercap killmail.

There really needs to be a balance on the despawn timer. It needs to be long enough that you can't log off to save yourself when you are in a hazardous situation (enemy on grid), but short enough that you can't be caught and ganked when you're in a mostly safe situation (like cloaked in a safe spot without aggresion, even IF people have probes out ready to scan and warp in).


While you do have a point there, Titans and capitals are ships that require a good deal of responsibility. What are you doing with a multibillion ship with no support?

The problem can easily be avoided by simply fleeting up with a cyno and then jumping out of a system, after all nothing can prevent you from jumping out a system.

I think if you have an enemy around waiting in to get your titan and you're worried about being aggressed after when logging, I don't think the logging mechanic is an issue compared to having an unprotected supercap.


An orca cannot jump out, and could be trapped until DT by a determined foe...
Its true all other cloakable capitals can just jump out if they are in known space, but they can't use that as an escape if living in a WH. Thereby, potentially trapped until DT by a determined foe...

I really think, if a capital ship successfully warps to a safespot, then cloaks up long enough to remove all of their timers, that they should be able to log off from the game without being "at risk" of someone scanning them down and warping a ship to them prior to them despawning... even if those players have probes setup and ready to scan... Otherwise that player is stuck until DT... which is just a bad design!!!

As such, the despawn timer should not be longer than it takes an agility fit covops to complete a scan cycle and warp 1 au to the target to ECM burst... This means the despawn timer really should realistically be about 15-25 seconds... and not much more...

In my post above, I put in an extremely important caveat to the despawn timer; namely, the despawn timer should not start until the ship attempts it's emergency warp....
This way, you cannot despawn while warping across the system....
This way, you cannot despawn while under gate cloak (or any cloak)...
Ganthrithor
School of Applied Knowledge
Caldari State
#1135 - 2012-10-25 00:40:45 UTC
Gizznitt, thanks for your well-considered reply. I wish everyone made use of reasoned explanation!

Gizznitt Malikite wrote:
In reducing the despawn timer (to say 15 seconds), it's important that the despawn timer does not count down until your ship attempts its emergency warp. This means if you dc while warping a freighter across system, you won't disappear before landing on the gate. This means if you DC under gate cloak, you wont despawn before breaking cloak. I think this is extremely important to implement!


This is an extremely good point and something that I'd neglected to consider. You're absolutely right that the timer starting before an ewarp would have disastrous consequences as far as the intent of these changes is concerned.

Gizznitt Malikite wrote:
B.) Semi-Hazardous: I would define this as a situation, where you are in space, and have a timer. Essentially, when in this situation, you MUST use in-game mechanics to get your ship out of harms way. In-game mechanics would be warping to a POS, docking up in a station, warping around until your timers expire, cloaking up, etc... If you are currently (or recently) engaged in any in-space PvE or PvP activity, you should considered in a Semi-Hazardous situation, and should NOT be able to use log-off mechanics to risklessly get Safe. As such, I think NPC timers need to be extended to most Flying in Space PvE activities. If you activate mining lasers, gas harvesters, hacking/salvaging/analyzing modules, scan with a probe, or interacting with the PI system, you should receive the 5 minute NPC timer. (note: Activating a Jump Portal should also give you a timer).


I don't know that its necessary to extend timer application quite this far. I don't think there's a need to extend it to activities like probing or other passive activities that don't affect players or NPCs. Miners are reasonably likely (maybe especially so with the new AI?) to be affected by NPC timers (assuming I understand it right-- being engaged by NPCs yields a timer). I don't think its necessary to make any in-space activity cause NPC flagging.

Gizznitt Malikite wrote:
C.) Safe: When you are in space, away from hostiles, and free of all PvP, NPC, Suspect, criminal, and Weapons timers, you should be able to disconnect from the game in a riskless fashion. The despawn timer should NOT put a player at risk when leaving the game under this situation. With this in mind, I'm actually going to aggree with Ganthrithor that a 15 second despawn timer is more-less appropriate. Much longer than that, and it becomes very possible for an organized enemy to scan and aggress you before you despawn... and while we all want titan killmails, if someone is cloaked, in a mid spot, with no timers... they should be able to disconnect safely!! I really can't see any good reason why logging off or disconnecting under this scenario should be risky, in any fashion! In truth, most losses in this game should primarily come from piloting error, not an uncontrollable ISP packet loss. As such, the 15 second despawn rate is reasonable, because it's long enough to aggress someone DC'ing when in a hazardous situation, but short enough that you are very unlikely to be aggressed when DC'ing in a Safe Situation.


Totally agree.


Soon Shin wrote:

Well said. That is what I have been trying to say, though I admit probably did not word it as well as you have. If you fly in dangerous space, then you have the right to minimize your risk, but you can never completely eliminate the risk.

I do not know if Ganthrithor(paranoid dude who is not willing to accept the consequences of dangerous space) is a Titan or Supercarrier pilot, looking at his kill records he does fly capital ships.

At that point its no surprise you can probe down a capital in a very short amount of time and why people are constantly probing for him. But this is the cost of flying large and bulky ships, you have to accept the consequences for your actions, get some friends, a capital should never be flown alone.

With that being said, I maintain my position that 10-15 seconds is much too short, it needs to be longer than that. If many people (not just that whiny crybaby with bad connection and paranoid dude who claims that people are constantly after him) believe that 1 minute is too long, then perhaps something in between.


For the record, I used to fly a supercap. In fact, I used to to profoundly risky things with my supercap. I'll leave it to you to figure out the details if you want, but let's just say there are capital wrecks with my name on them everywhere from Period Basis to Cobalt Edge. Don't get me wrong, I'm no Zungen (which probably explains why I sold my Nyx instead of buying replacements), but I'm not exactly risk-averse either.

However, my concerns here aren't based on my experience flying supers. In fact, with a 60-second timer, the vast majority of ships in EVE become targets-- anything either very large (with an align time of 30+ seconds-- so, carriers, dreads, armor supers, etc) or relatively small (anything from frigates to nano-battleships) would suffer from the same basic problem; anything with a long or short align time is vulnerable to being probed out and aggroed before they can vanish. With small or otherwise agile ships this is the case because their align time is low, meaning they spend the majority of their 60 second timer sitting stopped after completing their e-warp. For very large ships, the risk is that they can be probed and warped to before their e-warp even begins, since 30 seconds is more than enough time to run probes and warp to a result. Actually, something like an armor tanked battleship probably has the "best" chance of not being probed down under the 60-second timer, since it spends just long enough entering ewarp to burn a significant portion of the 60 seconds, but doesn't give a prober enough time to do their work...
Ganthrithor
School of Applied Knowledge
Caldari State
#1136 - 2012-10-25 00:58:04 UTC  |  Edited by: Ganthrithor
... An armor tanked BS takes about 15 seconds to enter warp, then another ~8-10 seconds in warp before landing at its 1m km spot. That's 25 seconds. If the prober then runs their probes (another ~5 seconds) and warps to the result (another ~10 seconds) that brings us to 35 seconds.

As you can see, this still leaves about 25 "extra" seconds of wiggle room to account for human error in the probing process-- plenty of time for a player to probe the BS out and aggro it. Still, it's far better off than, say, a nano cruiser (which takes about 4.5 seconds to align-- 14ish seconds to its final destination, 46 seconds sitting stationary waiting to get fisted) or a titan (~44 second align-- more than enough time for a prober to just probe it out and land on it before it can even e-warp).

As you can see, not only is it ~*possible*~ to easily aggress someone who DCs in a safespot, it's not even particularly difficult. I'd also like to reassure everyone (since people don't seem to realize how common a phenomenon this is) that poopsocking probers are by no means a rarity in EVE online. Every alliance has their poopsocking prober, whether they're elite-PvP alliances like NCdot or alloy-farming (not anymore I guess :\) serfs like IRC. You also don't need to fly a titan to attract these probers-- people will poopsock you for all kinds of reasons. Maybe you are flying a Big Ship(TM). Maybe you ganked one too many of their m8m8m8s and they're just angry. Or maybe, as seemed to be the case with NCdot, you're just bored because there's literally nothing else to do in your space between op formups.

People poopsock probes literally all the time, sometimes for seemingly no reason at all except vindictiveness. I'll add that under the current system (the "unfair" "logoffski" one), these poopsockers still rack up a decent killcount (and good on'em)-- usually by bookmarking other people's tactical bookmark spots and then suddenly appearing on top of them when they go to re-use them. This is a totally legitimate and clever way to get kills and I have zero issue with people being able to do things like this. What I don't consider acceptable is the presence of one of these people making it impossible to log off for any reason without sacrificing your ship. There's just no way they should be able to force you to stay connected until downtime (if that's even possible) or die. That's bad game design.

Shortening the timer is A: necessary to prevent what I just described and B: assuming the conditions elaborated by Giznitt are met, doesn't interfere with players ability to aggress and kill people who attempt to blatantly exploit a disconnect to avoid a scenario they brought on themselves by pilot error.
Ganthrithor
School of Applied Knowledge
Caldari State
#1137 - 2012-10-25 01:09:57 UTC  |  Edited by: Ganthrithor
Tarunik Raqalth'Qui wrote:

About this paranoid guy:
Question 1: How does he KNOW he has people probing him for 12hrs straight? What breed of terrible prober leaves combats on scan to their target for that long? (Read Penny's tutorial on combat scanning if you think I'm full of you-know-what about this.)
Question 2: Has he thought about the time it'd take a prober (at least 1 additional combat scanner pass in all but the smallest systems or >5-10s using D-scan) to acquire an initial fix on his position? The adversary has to do that as well as the 100% pass, the warp-in, and gaining aggression within the length of the logout timer...or is there something that keeps Mr. Paranoid from throwing the scanners off his tail long enough to make them re-acquire from scratch (which is what the "log off mid warp" trick does, basically)?


I'm not paranoid, I've just spent enough time living in hostile space and using probes and the d-scanner to know that its easily possible to probe people out. If you don't believe that people will keep scanner probes out all day long, talk to Flashrain from IRC or eirnee (I think that's his name) from NCdot. Ask me about the time I moved my Nyx to Cobalt Edge and, once people realized who and what I was, regularly had people TAKING SHIFTS probing the system I had my supercarrier parked in. As it happens, I chose a very large system for this reason (although supers are still extremely easy to probe with large-radius probe setups due to their enormous sig size), only cynoed in when local was free of hostiles (so they could never get an approximation of my safe location), and back then you could generate deep safes that would put you in very... unexpected locations, but still. There would be people with probes out for hours and hours on end. If I hadn't been in such a ridiculous safespot, I would have been extremely concerned. Even with that safe I always tried to keep my logon/offs to an absolute minimum in order to minimize their chances of finding me-- if I logged on I would stay online cloaked until DT if I could. I have a pretty good internet connection so *usually* this was possible. Other people I know came very close to losing supercaps out there due to their log on / off spots being probed and camped. It's a very real problem.

Also worth noting-- its really not that hard to predict where people's safes are when you can see them warp off of a grid towards them and know how to use your d-scanner. It's easily possible to estimate where their safe is, at which point all you need to do is put probes out in that approximate area. I'll grant you that this is much more difficult in a large system, but the game can't be designed to work fairly in systems that are 40-60+ au across when plenty of systems have all celestials within d-scan range of each other. You have to design for the worst (from the DCer's perspective-- best for the prober) possible scenario.

I've done most of this stuff before myself (including scanning people out on log-off and landing on them in time to shoot them-- afaik under current mechanics this gives them an aggro timer if they log back in, thus preventing them from logging off again without dying (which people do sometimes to "check" local to see if the hostiles have gone yet)). I'm actually not sure if this is still a thing (EVE mechanics frequently undergo undocumented changes) but figure its always worth doing when I can (which is more often than you'd think). It's not paranoia if they really are out to get you :3
Kilroy Nightbarr
Anarchic Exploration
#1138 - 2012-10-25 01:54:26 UTC
Lack of resolution of the T3 ejection issue is disappointing. Is it a coincidence that the only way to recover a T3 loss is more game time, for which we pay?
Soon Shin
Scarlet Weather Rhapsody
#1139 - 2012-10-25 03:42:39 UTC  |  Edited by: Soon Shin
The question remains is why are you flying a nyx which is generally an alliance asset without alliance support?

And if there are guys in local are wanting to get you, why not just simply cyno to another system?

I can see your reasons why you would want this, but you put yourself in this situation which you did not find favorable. There were plenty of ways you could have done to make it less so, but simply rely on closing the client to solve your problems is not the way things should be done. Not only is it silly, it does not work. People will know you logged off in that system and will keep coming back, keeping the problem existent for you.

When you fly a super, of course you can expect people to come after your ass and the long align times are an intented mechanic put in by CCP.

Big ships come with big responsibility, I'm sure you've learned that.


If one minute is too long fine, but 10-15 seconds just so you can logoffski your caps rather than warp/jump them is not.

10-15 seconds is far too short, it needs to be longer than that, so it gives a clear message that logoff is completely unviable, not just maybe.
Ganthrithor
School of Applied Knowledge
Caldari State
#1140 - 2012-10-25 04:39:51 UTC
Soon Shin wrote:
The question remains is why are you flying a nyx which is generally an alliance asset without alliance support?

And if there are guys in local are wanting to get you, why not just simply cyno to another system?

I can see your reasons why you would want this, but you put yourself in this situation which you did not find favorable. There were plenty of ways you could have done to make it less so, but simply rely on closing the client to solve your problems is not the way things should be done. Not only is it silly, it does not work. People will know you logged off in that system and will keep coming back, keeping the problem existent for you.

When you fly a super, of course you can expect people to come after your ass and the long align times are an intented mechanic put in by CCP.

Big ships come with big responsibility, I'm sure you've learned that.


If one minute is too long fine, but 10-15 seconds just so you can logoffski your caps rather than warp/jump them is not.

10-15 seconds is far too short, it needs to be longer than that, so it gives a clear message that logoff is completely unviable, not just maybe.



You're wrong about almost everything in this post. I already told you:

- I don't fly supers (or even caps outside of a pve / transport ship role) anymore
- I've been probe-poopsocked more often while flying normal ships (cruisers, etc) than I was flying my Nyx
- Keeping the 60-second timer would be just as bad for people flying small ships as those flying supercaps
- A properly-implemented 15 second timer provides plenty of time to aggress legitimate targets
- Etc

Feel free to keep talking out of your arse, though. First I'm "paranoid and risk-averse" and now I'm "reckless for flying alliance-assets around without a whole alliance's worth of support." Giznitt and I explain to you exactly why a 60-second timer is inappropriate, you continue spewing platitudes about "responsibility" and hardening up. I guess I can't win with you.

You still haven't provided a single example of a scenario in which a 15 second timer that begins with an ewarp would deprive you of a deserved kill, by the way.

I'm rapidly tiring of repeating myself over and over again hoping you'll actually read, comprehend, and incorporate what I say into your replies. I kind of feel like I'm talking to a brick wall, so instead of writing another wordy post, I'll simply refer you to my previous ones and Giznitt's. Between the two of us I feel like we covered the relevant points pretty thoroughly.