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Fix bloody NPC aggro switching

Author
Mike Voidstar
Voidstar Free Flight Foundation
#101 - 2013-02-12 15:12:51 UTC
Mag's wrote:


While I understand you may be frustrated with having your boat violenced, when you simply want to mind your own business. I feel you don't help your stance with terms like asshat. The whole point of a sandbox game like this, is that even though you can do whatever you like within it's rules, so can everyone else. This means sometimes they are things, that may naff you off. This doesn't mean they are an asshat or anything else, they are simply playing the game.



Then you sir, are not an asshat. You are also correct. I usually go with Mouth Breathing Baby Eater, but it gets cumbersome to type when I'm on my phone. I apologize for the Asshat name calling.

It's actually a specific mindset that gets me naffed. There are many who are not looking for a fight, they are looking for a way to make my playtime miserable because the game allows them to do so. These same type of people are the ones stealing mission objectives, ransoming them and then not returning the items when paid. Yes, it happened a long time ago, I know better now and was a newb to fall for it then. I'm sure that sort of thing was fun for them, but fun at anothers expense is poor game design for the guy paying to get trolled. There are countless examples of this sort of behavior in EVE in all professions from ganking combat pilots to scamming station potato traders.

Honestly, in many ways it is what we signed up for. If you are not of that mindset you had better be prepared to tolerate those who are since the game is heavily weighted in their favor. All I want is a little parity so that when violence comes to my ship, I can give it back in a competant manner without having both arms and a leg bound behind me.

But I rant...and I don't really mean too.
Quintessen
The Scope
Gallente Federation
#102 - 2013-02-12 15:29:03 UTC
Mike Voidstar wrote:
Mag's wrote:


While I understand you may be frustrated with having your boat violenced, when you simply want to mind your own business. I feel you don't help your stance with terms like asshat. The whole point of a sandbox game like this, is that even though you can do whatever you like within it's rules, so can everyone else. This means sometimes they are things, that may naff you off. This doesn't mean they are an asshat or anything else, they are simply playing the game.



Then you sir, are not an asshat. You are also correct. I usually go with Mouth Breathing Baby Eater, but it gets cumbersome to type when I'm on my phone. I apologize for the Asshat name calling.

It's actually a specific mindset that gets me naffed. There are many who are not looking for a fight, they are looking for a way to make my playtime miserable because the game allows them to do so. These same type of people are the ones stealing mission objectives, ransoming them and then not returning the items when paid. Yes, it happened a long time ago, I know better now and was a newb to fall for it then. I'm sure that sort of thing was fun for them, but fun at anothers expense is poor game design for the guy paying to get trolled. There are countless examples of this sort of behavior in EVE in all professions from ganking combat pilots to scamming station potato traders.

Honestly, in many ways it is what we signed up for. If you are not of that mindset you had better be prepared to tolerate those who are since the game is heavily weighted in their favor. All I want is a little parity so that when violence comes to my ship, I can give it back in a competant manner without having both arms and a leg bound behind me.

But I rant...and I don't really mean too.


Actually this kind of thing still happens. Frankly I think that people who have had their mission objectives stolen should be given a new mission to hunt that person down... but that's just me.

I agree with the fact that there are a lot of ways in which people can be -- anti-social -- in game. I've been a victim or attempted victim of most of those things you listed myself. The new crimewatch system makes it better, but frankly with private police it's hard to get justice. The problem is that the people most likely to get victimized are the ones also least likely to be in a financial position to do something about it -- new players.

In the real world we've created democratic government to deal with things like this -- the abuses of the powerful. The problem is there is no non-gameable mechanic in EVE to setup a government to enforce justice. They've gone a long way to create a secure system of corporate governance, but not one to create political governance. EVE's sandbox is tilted in a particular direction to create a very specific kind of environment.

In a real world environment, a governmental entity would be able to revoke your pilot's license, stop you from re-cloning or simply imprisoning you to stop your behavior. But in EVE all we get is the might-makes-right chosen successor feudal model. There is no Magna Carta. There is no Roman senate.

So until I'm given the power to deal with gankers, mission stealers etc. permanently, please save you complaining. The deck is already stacked in favor of people seeking to force me to play the way they want to. So until I'm given the tools to play it my way, save your complaining. I'm still waiting for mine.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#103 - 2013-02-12 16:49:44 UTC
Mike Voidstar wrote:
Gizznitt Malikite wrote:


I have mixed feelings on your post....

I totally acknowledge and agree many nullbears min/max their fits to get the most isk/hr... and in doing so essentially gimp their ability to PvP, not to mention in many, many cases operate in blingy ships that just aren't practical as PvP ships...
^^ This is indicative of the terrible state of things in nullsec.... Why?

Because it indicates that nullsec is too safe... Min/Maxing and Bling is what you should see from highsec mission boats, not from pragmatic nullsec PvE pilots. Frankly, if you're so confident that you can safely operate in your 2b isk archon or 20b isk supercarrier, so much so that you don't bother attempting to get these ships safe until a hostile enters your system, then nullsec is just too safe. What's worse, this level of safety just perpetuates the notion that you should fit your nullsec PvE ships to maximize your isk/tick rather than fitting an appropriate combat capable fit...

Frankly, nullsec needs to be made more dangerous, so ratting in a ship that's capable of fighting is commonplace, and perhaps even running the advanced anomalies should only be practical in groups....

In the end, the rewards should be a bit higher, intel should be a bit slower (delayed 10-15s?), and then we can balance rat aggro mechanics...

Until then, the only EWAR a rat should prioritize should be ECM, Target Painters, and maybe webs...



That's fair, and frankly understandable. I have not gone to Null Sec in years beyond a brief daytrip, and so I don't really deal with Nullbears or their hunters too often. I disagree on the Ewar though. I'd rather see all Ewar simply made useful in some way against rats, so that there would be a reason to use those modules. Understand that I'm very unlikely to care about Ewar's uses against players--- I like PvE content and wish devoutly that EVE's was better. I'd rather all parties have a reason to make use of all the toys, instead of most of the toys being the sole purview of the PvP guys.

Null being too safe is another discussion though. I love cooperative game play, world building, and PvE type things. I would be happy if there was a way to establish NPC patrols in space I own to protect PvE activities. I'm obviously on the opposite end of the spectrum from most in this thread. That being said, I am not against PvP, or even Non-consensual PvP. I'm against sitting in a helpless ship while some asshat decides to ruin my few hours of playtime, or else ruin it myself sitting in a station watching my ship spin because some asshat is wanding around looking for someones day to ruin. If the sort of fit required to survive a mission was viable in PvP, then I would enjoy fighting to protect my mission--- but surviving against rats requires a different setup than surviving against a Player that decides to come gank me. The result is a lack of targets, because I simply don't like that kind of gameplay, and the current ruleset stacks the deck 100% against me as I find no joy in simply safespotting and frustrating someone else for a while.

Half the whining in this thread is about the difficulty of finding someone to fight with. That would be greatly allieviated if the targets could fight back with at least some likelyhood of surviving----god forbid he actually get to have fun or even be rewarded in some way meaningful to him in the encounter. The other half is pure childish emoting about not having everything handed to them on a silver platter as if I was an NPC created to die for their enjoyment.


A few additional comments on this:
1.) "I'd rather see all EWAR simply made useful against rats"... Regardless if Points and Scrams are useful against rats... I don't think rats should prioritize that EWAR.... at all....

2.) "Half the whining in this thread is about the difficulty of finding someone to fight with. That would be greatly allieviated if the targets could fight back with at least some likelyhood of surviving"... As pointed out earlier... When player's feel safe enough to min/maxing their fits to get the most isk/tick, they will never be fit for PvP.... If they aren't fit for PvP, they will not have much success in destroying their opponents, and thereby discourage fighting... Several things need to happen to change this situation:

  • Nullsec needs to become riskier... The ONLY way to do this is to alter local chat. I'd prefer it gets replaced with an actual intel tool... but I could settle with an actual delay between when a person comes into local and when they appear in local... I've seen many proposals for both of these, and posted a few myself. Regardless of how, when nullsec becomes riskier, people will start flying ships they can afford to lose...

  • Nullsec will need it's rewards buffed... In general, losses should be expected, and reward less losses should still be more profitable than "safe activiteis" (Highsec Incursions, LvL 4 Missions, etc). At least.. this level of rewards should exist in fully upgraded systems, even if they have mediocre trusec.

  • PvE should encourage group behavior... Working as a group should just be more profitable than flying solo... ALWAYS... People in groups can fight other groups... I actually think that the whole risk vs reward paradigm should also include an effort vs reward paradigm... It takes effort to get people to work together, and this should be rewarded (it's why HS incursions should pay much better than solo LvL 4 missions). This same paradigm should be encouraged in nullsec.... Perhaps anomalies ought to have Concord like "pay outs" like incursions, where if you run them with too few people, you don't get fully paid.
  • Mike Voidstar
    Voidstar Free Flight Foundation
    #104 - 2013-02-12 19:13:17 UTC  |  Edited by: Mike Voidstar
    Gizznitt Malikite wrote:


    A few additional comments on this:
    1.) "I'd rather see all EWAR simply made useful against rats"... Regardless if Points and Scrams are useful against rats... I don't think rats should prioritize that EWAR.... at all....


    Why, because it's needed to ensure a PvP kill? Sorry, no. You should have to carefully consider what equipment you bring on your hunt, and that is and should be part of it.

    However, PvE needs a ton of work, and right behind making PvE and PvP fits able to meaningfully interact both ways is actually putting some more game in the game. Give me a reason worth dying for and you won't need that point because I'll either stay to the very last moment, or you will have the reward we were fighting over---assuming you are not one of those that just likes causing grief.

    Gizznitt Malikite wrote:


    2.) "Half the whining in this thread is about the difficulty of finding someone to fight with. That would be greatly allieviated if the targets could fight back with at least some likelyhood of surviving"... As pointed out earlier... When player's feel safe enough to min/maxing their fits to get the most isk/tick, they will never be fit for PvP.... If they aren't fit for PvP, they will not have much success in destroying their opponents, and thereby discourage fighting... Several things need to happen to change this situation:

  • Nullsec needs to become riskier... The ONLY way to do this is to alter local chat. I'd prefer it gets replaced with an actual intel tool... but I could settle with an actual delay between when a person comes into local and when they appear in local... I've seen many proposals for both of these, and posted a few myself. Regardless of how, when nullsec becomes riskier, people will start flying ships they can afford to lose...

  • Nullsec will need it's rewards buffed... In general, losses should be expected, and reward less losses should still be more profitable than "safe activiteis" (Highsec Incursions, LvL 4 Missions, etc). At least.. this level of rewards should exist in fully upgraded systems, even if they have mediocre trusec.

  • PvE should encourage group behavior... Working as a group should just be more profitable than flying solo... ALWAYS... People in groups can fight other groups... I actually think that the whole risk vs reward paradigm should also include an effort vs reward paradigm... It takes effort to get people to work together, and this should be rewarded (it's why HS incursions should pay much better than solo LvL 4 missions). This same paradigm should be encouraged in nullsec.... Perhaps anomalies ought to have Concord like "pay outs" like incursions, where if you run them with too few people, you don't get fully paid.


  • We have some core differences there, but I don't disagree in spirit to anything you said there. However, none of it is really a part of this discussion. PvE needs so much work. I love the game parts of this game, but the developers do not. So much emphasis for so many years on various PvP mechanics yet we still have the same issues with finding fights because the core reasons to fight have not been meaningfully improved from the viewpoint of the targets you want to sit still for you. I think there is great potential to make this game more than just a place for maladjusted psychopaths to take out their domestic abuse fantasies on the carebears trying to actually enjoy the game. Step one is to fix the disparity in PvE vs PvP. Step 2 addresses the core of everyones concern by giving the newly enfranchised bears something to fight over and the PvP crowd a new crop of targets willing to fight them rather than having to be forced to sit and explode when you can catch them.
    Akara Ito
    Phalanx Solutions
    #105 - 2013-02-12 19:20:11 UTC
    Yolo wrote:
    I have to ask: How should the NPC's know if you are "friendly" (Want to kill the NPC ship) or "hostile" want to kill them

    Start realizing that eve is a complex game, just as the PvE pilot cannot opt out of PvP interaction, the PvP pilot cannot opt out of PvE interaction.

    Engage when the NPC's are dead and shut the hell up.


    The Moment you attack a PvE ship in a site the NPCs should get the hint that you are helping them and stop shooting you.
    For all they know a friendly capsuleer just came and attacked the guy that had probably destroyed several of their bases already.

    So why would the NPCs attack the pvp ship?
    In fact: killing another player in a site should improve your reputation with the NPC fraction defending that site.
    Mike Voidstar
    Voidstar Free Flight Foundation
    #106 - 2013-02-12 19:37:02 UTC
    Akara Ito wrote:
    Yolo wrote:
    I have to ask: How should the NPC's know if you are "friendly" (Want to kill the NPC ship) or "hostile" want to kill them

    Start realizing that eve is a complex game, just as the PvE pilot cannot opt out of PvP interaction, the PvP pilot cannot opt out of PvE interaction.

    Engage when the NPC's are dead and shut the hell up.


    The Moment you attack a PvE ship in a site the NPCs should get the hint that you are helping them and stop shooting you.
    For all they know a friendly capsuleer just came and attacked the guy that had probably destroyed several of their bases already.

    So why would the NPCs attack the pvp ship?
    In fact: killing another player in a site should improve your reputation with the NPC fraction defending that site.



    They are just typical low sec dwellers shooting at everything that moves in hopes of an easy kill mail. They have been shooting for a while at the first ship, may as well try out the new guy.Lol
    Ganthrithor
    School of Applied Knowledge
    Caldari State
    #107 - 2013-02-17 21:39:09 UTC
    Like I've said, feel free to put in whatever aggro mechanics you want as long as the rats warp off to a safe and cloak if their tanks are breaking and they're untackled.
    Ganthrithor
    School of Applied Knowledge
    Caldari State
    #108 - 2013-02-17 21:41:30 UTC
    Also Gizznitt, as cool as the removal / nerfing of local sounds, don't you think it would just encourage people to move their PvE activities to highsec?

    Given how badly most PvEers manage to screw things up for themselves ~*with*~ perfect intel, I doubt many of them would hang around if they didn't have some illusion of safety.
    Gizznitt Malikite
    Agony Unleashed
    Agony Empire
    #109 - 2013-02-19 17:38:58 UTC
    Ganthrithor wrote:
    Also Gizznitt, as cool as the removal / nerfing of local sounds, don't you think it would just encourage people to move their PvE activities to highsec?

    Given how badly most PvEers manage to screw things up for themselves ~*with*~ perfect intel, I doubt many of them would hang around if they didn't have some illusion of safety.


    Please realize that when I want the "removal of local", I don't want the "removal of viable intel mechanics". In a WH, there are no automated intel tools, and if you don't continually spam scan you don't have ANY warning of danger until it lands on grid with you. People like to point at WH's "Delayed Local" and suggest extending it to nullsec, which is straight up a mistake...

    In general, you should have some automated "warning" that there is a potential threat entering system... long before they decloak on grid next to you. That will easily provide the illusion of safety for most PvE'er's to operate comfortably. Then make sure the rewards are comparable to the risks, and people will absolutely still PvE in risky situations...

    There are many ways to add imperfections to the intel system (local chat) that will still uphold these values:

    The simplest implementation would be to reduce the time players get to react to a threat... which I'm not really a big proponent of (though it's marginally better than nothing). The truth is, good PvE practices make it virtually impossible for you to get caught in the current system, and that won't change even if you get a few seconds less time to react. Never warping to zero, ratting aligned, primarying scrambling rates, and/or having eyes in the adjacent systems all make it very difficult to get caught, although also somewhat pigeonhole ratters into certain style ships, which is less than ideal.

    In my opinion the ideal solution is obfuscation amongst a crowd: If there are 20+ people in a system, regularly coming and going, people won't be as likely to notice a neut entering system. This also results in the locals potentially having the critical mass to thwart an assault, and is generally makes a better PvP/PvE environment. To make this happen, we NEED group PvE activities, ideally in the form of respawnable anomalies. Before local displayed standings, busy systems with lots of "friendly" traffic were always somewhat susceptible to a hostiles because you didn't immediately identify a neut as hostile...

    We could also Limit the intel.... most commonly suggested by range... Where you don't get pilot identification as friend/foe until a ships is within "scan range" of your ship.... Counterbalanced this with intel being shared automatically between fleet members, and perhaps intel bonuses to certain ships (covops), there is a viable system that still balances the in & outs of intel, providing tools to be "safe," with imperfections that can be exploited.
    Mike Voidstar
    Voidstar Free Flight Foundation
    #110 - 2013-02-19 18:00:16 UTC
    The main issue from the PVE side is there is no way to do what needs done and still have the ability to meaningfully defend yourself once engaged, and nothing worth dying for to even try. You can remove all the problems caused by intel by changing the above 2 problems.
    Nikk Narrel
    Moonlit Bonsai
    #111 - 2013-02-19 18:37:16 UTC
    Ganthrithor wrote:
    Also Gizznitt, as cool as the removal / nerfing of local sounds, don't you think it would just encourage people to move their PvE activities to highsec?

    Given how badly most PvEers manage to screw things up for themselves ~*with*~ perfect intel, I doubt many of them would hang around if they didn't have some illusion of safety.

    I am not Gizznitt, but I believe I have a pretty clear grasp of this issue.

    To understand your question, you must first answer what kind of players we have.
    There are two groups for this question:
    Those who are ONLY in null because it is safe,...
    versus...
    Those who would be in null regardless, but are forced to use this mechanic to be competitive.

    Mining and ratting are both PvP, they simply involve less direct combat. Having ISK and resources is a major factor to any corp or alliances PvP direct combat ability.

    Now, the first group detailed above, they are only present because it is safe. If you remove the mechanic used by them to stay safe, they will leave.
    This is desirable, because they will not participate in PvP, AND their presence reflects the lack of danger present for their occupation. This translates to rewards comparable to other risk free occupations. Like the same tasks in high sec.

    The second group, who simply uses the mechanic because it is practical, would adapt. They would also represent a group willing to accept more risk, so they would deserve a reward rebalanced to reflect this added risk potential.

    Is it added risk? Not exactly. It simply means added effort to compensate, as opposed by those competed against.
    Unlike the stalemate routinely created by a cloaked vessel in a PvE system, the PvE pilot's efforts to avoid hostiles would be in a contest against the PvP pilot's efforts to attack.
    Without mutual intel given out freely, the stalemate is far more likely to be resolved with either violence or the attacker leaving.
    The high probability indicates the winner will be whoever makes the best effort. Either simply by being smarter, or by just trying that much harder.
    Johnson Oramara
    Science and Trade Institute
    Caldari State
    #112 - 2013-02-19 18:53:06 UTC  |  Edited by: Johnson Oramara
    Oh wow the bees are crying when the rats are shooting them now instead of helping them to gank someone PVE fitted? Haha :D

    You are getting what you deserve, suck it up.

    It is working as intended.
    Feyd Rautha Harkonnen
    Doomheim
    #113 - 2013-02-19 19:34:32 UTC
    +1. The 'new AI' protects ratters (and carebears in mission pockets), and defies logic. If I jump in on someone in a mission pocket and I am not agressing the rats, it defies logic that they switch their DPS from the guy already there and shooting them -- to switch fire to me who isn't even targeting them...

    if your going to implement 'better NPC AI', it needs to be *realistic* in that sense; otherwise it is what it is, yet another move by CCP to protect the carebears and nerf play for them IMHO.
    Womyn Power
    Broski Bad End
    #114 - 2013-02-19 23:21:06 UTC
    CCPs total lack of replies on this issue are clearly telling man. It's good to see other people upset about this and I feel the OPs arguements have been fantastic so far.

    Hopefully Fozzie comes and looks at this after whatever he's doing now, as it seems some real in-game experience is needed on the part of the developers to actually get this changed. (As the original person who released such a short sighted system even in the face of massive vocal outcry against it, still hasn't deigned to attempt to fix it even after saying they would.)

    Anyways +1 from me, this issue is a real one.
    Kathern Aurilen
    #115 - 2013-02-20 01:57:00 UTC
    http://img0068.popscreencdn.com/18152841_my-e-peen-is-9-internetz-long---cheezburgercom.jpg

    No cuts, no butts, no coconuts!

    Forum alt, unskilled in the ways of pewpew!

    Sura Sadiva
    Entropic Tactical Crew
    #116 - 2013-02-20 02:48:59 UTC
    Feyd Rautha Harkonnen wrote:
    +1. The 'new AI' protects ratters (and carebears in mission pockets), and defies logic. If I jump in on someone in a mission pocket and I am not agressing the rats, it defies logic that they switch their DPS from the guy already there and shooting them -- to switch fire to me who isn't even targeting them...


    Rats are an envinromental hazard; they hate and agress capsuleers, whatever they do. Who says they should prefer you instead of another capsuleer? Eventually standing could be added in the equation to make things more unpredictable.

    Previous system was plainly stupid due to techincal limitation in NPC AI. And ganking ratters was a riskless and brainless activity, all based on the NPC, not on any hunter skill. I marvel how someone can talk of it like was in some challenging, was easyer and safer than ratting.

    Now at least there's some unpredictable/variable factor added in the mix. And is no longer 100% safe for the ganker, only 99%.

    But the point is: ratters and missioners adapted to deal (specific tank and so on) with that envinroment. Rtters gankers have to adapt in the same way to operate in that envinroment.

    Before this a common complain from ratters and missioner was "but is unfair, cause I'm in a PvE ship optimized to deal with rats and not prepared to deal with any PvP aggression". The common answer to them was "your bad, have to evaluate the environmental risks and fit to deal a possible gank"

    Now the gankers say exactly the same "but I'm in a PvP ship, not prepared to deal with rats aggro" and still the asnwer for them is the same: "your bad, have to evaluate the environmental risks and fit to deal with them"



    Victor Bastion
    Danger Management
    #117 - 2013-02-20 03:26:29 UTC
    Ganthrithor wrote:
    Dear CCP,

    Remember a few months ago when you first brought up the NPC AI changes and a bunch of us said "is this change going to screw people who want to hunt ratters?" and you guys said "no." Then remember when you put the changes on SiSi and we found that they screwed people who were trying to hunt ratters and we said "hey, you should fix this" and Foxfour muttered something about going and talking to the guy who coded it and getting it fixed? Then remember when you deployed the changes on TQ and they were still screwing people who hunted ratters?

    Yeah, your terrible AI still sucks.

    Please see about assigning somebody to adjust the way NPC aggro works so that rats don't immediately go into full "ratter protection mode" when a ship warps in and starts aggressing a ratter; it's really poor game design.

    It shouldn't be hard to do-- just make NPCs prioritize things that are aggressing them or assisting an aggressor instead of automatically jumping all over the first ship that uses EWAR regardless of who or what it's used on.


    This is a dumb idea, however, I can see CCP making changes to the system so that the rats would not engage a player who has a naturally high standing with their faction.

    So for example, if I were the PVE ship fighting Serpentis rats and you happened to have a high enough standing with the Serpentis faction (Say 5.0 or higher) then there is justification for them not shooting at you.

    This would allow PVPer's who want to hunt ratters a way of doing so without getting the agro from the rats that is logical. It would also mean that said PVPer would first have to spend countless hours doing PVE for that pirate faction prior to hunting the ratters.

    Seems like a fair in between to me.
    Radhe Amatin
    Federal Navy Academy
    Gallente Federation
    #118 - 2013-02-20 12:43:16 UTC
    Akara Ito wrote:
    Yolo wrote:
    I have to ask: How should the NPC's know if you are "friendly" (Want to kill the NPC ship) or "hostile" want to kill them

    Start realizing that eve is a complex game, just as the PvE pilot cannot opt out of PvP interaction, the PvP pilot cannot opt out of PvE interaction.

    Engage when the NPC's are dead and shut the hell up.


    The Moment you attack a PvE ship in a site the NPCs should get the hint that you are helping them and stop shooting you.
    For all they know a friendly capsuleer just came and attacked the guy that had probably destroyed several of their bases already.

    So why would the NPCs attack the pvp ship?
    In fact: killing another player in a site should improve your reputation with the NPC fraction defending that site.


    Don`t want to ruin you're parade but u assume that npc pirates are friends of capsuleers. U couldn't be more wrong.
    They are pirates and they`ll attack everyone as they please.they are like "hey guys a new dumb pilot just warped in let kick his ***".
    Or as the guy in the OP said the rats targeted his arazu...the rats were like "look a juicer target just warped in , forget the drake lets get that one".

    The AI is fine...and working as intended they make life harder for pve and pvp players.

    Whining in they forums will not solve you're problem. Go test new tactics and new fittings until u find a viable one.
    TheGunslinger42
    All Web Investigations
    #119 - 2013-02-20 12:55:34 UTC
    Akara Ito wrote:
    Yolo wrote:
    I have to ask: How should the NPC's know if you are "friendly" (Want to kill the NPC ship) or "hostile" want to kill them

    Start realizing that eve is a complex game, just as the PvE pilot cannot opt out of PvP interaction, the PvP pilot cannot opt out of PvE interaction.

    Engage when the NPC's are dead and shut the hell up.


    The Moment you attack a PvE ship in a site the NPCs should get the hint that you are helping them and stop shooting you.
    For all they know a friendly capsuleer just came and attacked the guy that had probably destroyed several of their bases already.

    So why would the NPCs attack the pvp ship?
    In fact: killing another player in a site should improve your reputation with the NPC fraction defending that site.


    Why would they attack you? Because the crap you're saying is just desperate attempts to create some excuse for them to help only you.

    Why not think of it this way: They're a gang of asshats/lunatics, they have their own turf. They don't care if you're there to shoot some outsider, you're BOTH encroaching on their territory. You're BOTH outsiders.

    I've seen player groups act the same way, turning a one-group-vs-one-group into a big free for all as other entities show up.
    Bane Nucleus
    Dark Venture Corporation
    Kitchen Sinkhole
    #120 - 2013-02-20 13:03:33 UTC
    People having been ganking ships in sleeper sites for years now with no issue.

    Clearly, the AI isn't the issue. It's local. Twisted

    No trolling please