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[Proposal] Fix Killmails

Author
Shaidar Hussan
HelloKittyFanclub
#1 - 2011-11-15 18:39:56 UTC
Whilst I am glad to see that in the next expansion CCP are adding what appears to be meaningful new content that doesn't involve buying my toon pretty shoes, please CCP, for the love of Chribba, could you fix some of the age old bugs first.

Primarily among them, IMHO, is kill mails. They are an age old "feature" that is still plagued by bugs, given the age of this game the system for generating kill mails should be perfected by now.

Yet still, kill mail after kill mail messes up. I personally have lost T3's that had no subsytems fitted, killed freighters topped up to the brim with BPOs and been solo'd by battle-cruisers because Eve can't keep logs of something that happened two minutes ago if you jump through a gate.

The so-called feature is a joke, accepted only because it's been flawed so long that people have stopped bothering to complain about it. It is perhaps the biggest annoyance for me in PvP, up there with people hot dropping supercaps on battlecruisers and neutral RR in high sec wars (actually the reason I left high sec).

So, here's my list of things that need fixing with the KM system, if anyone can think of anything else that'd be grand:


  1. Session changes mess up kill mails.
  2. Suicide prevents a KM from being generated.
  3. KMs are malformed when cluster load is "high".
  4. Item IDs for BPCs and BPOs are identical.
  5. RR do not show on KMs. (Complicated one to fix, on this list this is perhaps the most understandable issue)


1) Whilst this would probably be the most difficult to fix it has to (for me) be the highest priority issue. The majority (maybe?) of engagements occur on a gate, and the most common method of disengaging is to jump back through.

2) Using suicide to deprive the aggressors of a KM? Fine, that's cool. But a publicly viewable KM showing that the victim did something silly would be nice. At the moment it's a lame mechanic that allows people in high EHP ships/fleet battles to hide their mistakes. I expect it to rise in popularity when the logoffski says goodbye, fixing it before then would be nice.

3) "High" seems to be oddly defined, I've seen it occur on multiple occasions with 20~25k online and <10 in local. I'm not sure what the criteria is, but KMs are an important aspect of the game for the PvP community. They shouldn't get such low priority that they come out malformed. Or they should be stacked in a queue and generated as and when time allows. Messed up killmails due to server load to me smacks of very bad programming.

4) If you can't fix this you shouldn't be designing a computer game. If you can't fix this in a period that spans years... Christ, where does our subscription money go again?

5) Pretty difficult to fix, and perfectly understandable. Maybe adding a tag that shows they were present and repping one of the targets would be possible without increasing server load too much, maybe even showing who they were repping. But killmails should represent what actually occurred, I'd rather people who use an army of neutral RR boats aren't worshipped as PvP gods who fight against the odds.
Goose99
#2 - 2011-11-15 19:03:34 UTC
Remove killmails. There, fixed.Cool
Shaidar Hussan
HelloKittyFanclub
#3 - 2011-11-15 19:17:12 UTC
Goose99 wrote:
Remove killmails. There, fixed.Cool

Go complain about skunkworks some more ;)
Velicitia
XS Tech
#4 - 2011-11-15 19:26:09 UTC
1. Meh
2. either way, someone lost a ship. Bring more DPS if you want a juicy KM.
3. a single server (IIRC) can handle up to ten systems if they're "low volume" systems. Now, if you suddenly have a 10v10 fight in one system and a 50v50 in another on that server ... things get dicey.
4. it's DB stuff ... easier to use 1 ID for 2 items rather than 2 IDs for 2 nearly identical items -- a difference of only 2 columns. seriously, it doesn't matter (though I thought that was fixed with the new BPC colours)
5. meh.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Shaidar Hussan
HelloKittyFanclub
#5 - 2011-11-15 19:35:23 UTC
Velicitia wrote:
1. Meh
2. either way, someone lost a ship. Bring more DPS if you want a juicy KM.
3. a single server (IIRC) can handle up to ten systems if they're "low volume" systems. Now, if you suddenly have a 10v10 fight in one system and a 50v50 in another on that server ... things get dicey.
4. it's DB stuff ... easier to use 1 ID for 2 items rather than 2 IDs for 2 nearly identical items -- a difference of only 2 columns. seriously, it doesn't matter (though I thought that was fixed with the new BPC colours)
5. meh.

1) Meh for you, because you're a PvE toon. Why are you posting in a thread concerning killmails? A subject you likely don't care about? It's akin to me posting my opinions on mining.
2) Not realistic. Two minute timer, fights don't last two minutes. Again, something you'd know if you were a PvP toon.
3) There's no noticeable lag, surrounding areas are empty (we know they are, we're roaming with scouts out.) killmails still mess up. Priority needs raising, or the KMs need to be queued. My point stands.
4) Again, it isn't fixed and it's a simple issue that completely screws up killmails.
5) Meh, because you're a PvE toon.
Vertisce Soritenshi
The Scope
Gallente Federation
#6 - 2011-11-15 19:35:51 UTC
Kill mails are completely irrelevant to PvP and EvE as a whole. I say just remove them. But we know that won't happen. Either way I am going to vote no on this since you came right out of the gate whining about CCP not fixing what YOU want them to which completely dismisses everything coming with the winter expansion despite you specifically mentioning what is coming in the winter expansion.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Shaidar Hussan
HelloKittyFanclub
#7 - 2011-11-15 19:49:41 UTC
Vertisce Soritenshi wrote:
Kill mails are completely irrelevant to PvP and EvE as a whole. I say just remove them. But we know that won't happen. Either way I am going to vote no on this since you came right out of the gate whining about CCP not fixing what YOU want them to which completely dismisses everything coming with the winter expansion despite you specifically mentioning what is coming in the winter expansion.


Meh, I'm fine with the winter expansion, especially the idea of new complexes and items. Kudos to CCP for changing direction a little with the content they're adding.

But there are a large number of issues with the game as it stands, many of which are completely ignored by CCP. Killmails, for me, is one of the main ones and so it's the one I posted on. The problem as far as I'm concerned is that them messing up is a daily occurrence, not rare one off incidents that happen every few months. Especially the part about sessions changes, almost every engagement without a blob that becomes an issue. We end up being forced to blob just to stop nano drakes getting back to gate.

They are not irrelevant to PvP, and they're pretty important for alliances and corporations when recruiting. As for PvE, if you had a JF pilot apply to your alliance who regularly loses ships, it would be nice to know, yes?
Lykouleon
Noble Sentiments
Second Empire.
#8 - 2011-11-15 20:44:40 UTC
1) Yes, killmail denial due to session changes needs to be fixed.
2) No. Self-destruct is a legitimate tactic. Get over it.
3) Some yes, some no here. Limiting the number of people on a KM ensures some decent competition for getting on them. Sometimes, malformed killmails are simply the result of something not going right on the interpreter for 3rd party killmail parsers (killboards). However, modules not showing correctly or pilots being dropped from kills they legitimately should be on should be looked into.
4) Yes. Separating BPCs and BPOs in killmails makes them more interesting.
5) I'm ambivalent.


However, there are many more factors in the game that I'd rather have CCP focusing on than making killmails better at this current point.

Lykouleon > CYNO ME CLOSER so I can hit them with my sword

Velicitia
XS Tech
#9 - 2011-11-15 20:49:12 UTC
Shaidar Hussan wrote:
Velicitia wrote:
1. Meh
2. either way, someone lost a ship. Bring more DPS if you want a juicy KM.
3. a single server (IIRC) can handle up to ten systems if they're "low volume" systems. Now, if you suddenly have a 10v10 fight in one system and a 50v50 in another on that server ... things get dicey.
4. it's DB stuff ... easier to use 1 ID for 2 items rather than 2 IDs for 2 nearly identical items -- a difference of only 2 columns. seriously, it doesn't matter (though I thought that was fixed with the new BPC colours)
5. meh.

1) Meh for you, because you're a PvE toon. Why are you posting in a thread concerning killmails? A subject you likely don't care about? It's akin to me posting my opinions on mining.
2) Not realistic. Two minute timer, fights don't last two minutes. Again, something you'd know if you were a PvP toon.
3) There's no noticeable lag, surrounding areas are empty (we know they are, we're roaming with scouts out.) killmails still mess up. Priority needs raising, or the KMs need to be queued. My point stands.
4) Again, it isn't fixed and it's a simple issue that completely screws up killmails.
5) Meh, because you're a PvE toon.


1. EvE is PVP. Just because I choose different arenas than you doesn't mean I am not engaged in PvP. While I admittedly refrain from combat, can you say with certainty that I cannot hop into a ship and pew?
2. If the fight doesn't take 2 minutes to complete ... then shouldn't the Self Destruct be irrelevant?
3. I suppose... it all comes down to how CCP determines WHAT systems are on a node ...
4. you really don't get how bad it is to do stuff like this in DBs .. do you?
5. you were logistics ... and didn't apply ANYTHING to the target. why does this matter? Or are you talking about the other guy's RR (if any)?

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Shaidar Hussan
HelloKittyFanclub
#10 - 2011-11-15 21:35:17 UTC  |  Edited by: Shaidar Hussan
I like this bullet point format, makes arguing multiple points possible without creating a wall of text :P Anyways, yeah:

Lykouleon wrote:
1) Yes, killmail denial due to session changes needs to be fixed.
2) No. Self-destruct is a legitimate tactic. Get over it.
3) Some yes, some no here. Limiting the number of people on a KM ensures some decent competition for getting on them. Sometimes, malformed killmails are simply the result of something not going right on the interpreter for 3rd party killmail parsers (killboards). However, modules not showing correctly or pilots being dropped from kills they legitimately should be on should be looked into.
4) Yes. Separating BPCs and BPOs in killmails makes them more interesting.
5) I'm ambivalent.


However, there are many more factors in the game that I'd rather have CCP focusing on than making killmails better at this current point.

2) I agree, killer should be denied a KM. But IMHO the loss should be visible, and the timer should be balanced around the length of an average fleet fight. As I said, I think this will become a bigger issue when titans/supercaps begin commiting suicide instead of using the 15 minute logoffski.

3) I don't think it's a limit on the number of people, last time it happened to me I was cut off the KM and there were only 6 people on there. Same with the time my T3 exploded without subs or mods, very few enemy ships on the KM. I even petitioned it alongside the guys that killed me, admitting that I had some very expensive stuff on there (T2 rigs etc.), CCP replied with copy pasta saying they can't generate KMs.

Also, I've never seen an issue with interpretation by a 3rd party, except rare cases that battleclinic have quickly rectified. Most of the time, you can see from reading the kill mail that it is incorrect.

4) Lol, I'm just tired of seeing lolwtf isk kills on BC. Not to mention the completely inaccurate corp/personal/alliance stats that come about as a result.

5) Meh, same, I'm glad I moved to low sec. However I still think if they don't fix neutral RR they should at least let it show up on KMs. High sec war is just a joke as it is.

Velicitia wrote:
[quote=Shaidar Hussan]1. EvE is PVP. Just because I choose different arenas than you doesn't mean I am not engaged in PvP. While I admittedly refrain from combat, can you say with certainty that I cannot hop into a ship and pew?
2. If the fight doesn't take 2 minutes to complete ... then shouldn't the Self Destruct be irrelevant?
3. I suppose... it all comes down to how CCP determines WHAT systems are on a node ...
4. you really don't get how bad it is to do stuff like this in DBs .. do you?
5. you were logistics ... and didn't apply ANYTHING to the target. why does this matter? Or are you talking about the other guy's RR (if any)?

1) I can say that you have no interest in it, hence your "meh" concerning killmails. They don't concern you, asteroids don't concern me. Going into a thread you don't care about and saying "meh" is simply pointless and not constructive.

*Meh, I take that back after reading on. You're being pretty constructive Big smile

2) Fights don't take two minutes. They take six, or ten, or more. For example we want to kill an orca in a belt, his friends warp in to help. Do we ignore his friends and focus DPS on him to kill him in less than two minutes, or do we call primaries sensibly and win without losses? To win without losses might take ten minutes or more.

3) Hmm, good point, I assumed nodes were done by region and expanded or contracted as needed. But yeah, that probably wouldn't distribute load very evenly. Still, during off peak hours KMs really shouldn't be messing up, they are important to us PvP guys. Unfortunately they do, and it grates.

4) Yes, creating a new item ID for all the existing BPCs/BPOs would probably be messy. But it could be done during a DT when a new patch comes out, and they could try it out on the test server to make sure it doesn't mess anything up first. That's why we have a test server.

The main thing is, these items are obviously going to be of different value. Why were they ever given identical IDs in the first place? I'm guessing there is a single item type, and a boolean value or something to decide if it's a BPC/BPO? Why not just have two items? Anyway, if it's just some value dictating what the item is, hopefully a script could quite easily create a new item to replace all the BPOs.

Then again you are correct, I don't really know exactly how difficult it would be, but it would be nice if CCP would explain to us why they can't do these things, and try and sound convincing :P As it is it's just a major flaw they seem to have ignored for a very long time.

5) Two guys fight, say, Rupture vs. Tengu. The rupture wins because he has four guardians helping, the KM shows that in a 1v1 a Rupture killed a Tengu. Rupture pilot looks like a god, and because he does this consistently his kill board makes him look like a ridiculously good pilot.


**Scratch that about creating walls of text. I always manage it. Always.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#11 - 2011-11-15 23:16:57 UTC  |  Edited by: FloppieTheBanjoClown
Shaidar Hussan wrote:
Goose99 wrote:
Remove killmails. There, fixed.Cool

Go complain about skunkworks some more ;)

hahahahahahahahahahaha *gasp*

CCP has already gone on record that killmails are Working As Intended, so the carebear fantasy of killmails going away won't happen. They consider them important and are adding implants to killmails, so obviously the trend is toward *improving* them.

1, 3 and 4 I'm not familiar with.

2: I had a thread in here a while back about self destructs creating killmails. Losing a ship to concord gives a killmail to the player that did the most damage (assuming a player did any damage), I don't see why suicides should be any different.

5) I've wondered if there would be a way to put remote support on a killmail. Of course, that would open the door for some serious km whoring where everyone with an sort of remote support throws reps, sebo, whatever on a fight to get in on the mail. Definitely needs a lot of thought to make it work well. Maybe only RR coming from fleetmates?

(edit: completely random thought, it would be hilarious to take a fleet of logis to jita and RR both parties of any fight that starts so that they can't kill each other)

I've been pushing for a change to RR so that if you rep a target that has an aggression timer that would prevent them from jumping or docking, you would inherit that timer and be unable to dock or jump as well. If that were put into place, it should be easy enough to have the logis get on the killmail. That's assuming CCP's system of generating killmails works the way I think it does.

Founding member of the Belligerent Undesirables movement.

Shaidar Hussan
HelloKittyFanclub
#12 - 2011-11-15 23:30:57 UTC
FloppieTheBanjoClown wrote:
I've been pushing for a change to RR so that if you rep a target that has an aggression timer that would prevent them from jumping or docking, you would inherit that timer and be unable to dock or jump as well. If that were put into place, it should be easy enough to have the logis get on the killmail. That's assuming CCP's system of generating killmails works the way I think it does.

Aye, I've read that suggestion on here before and, I think, on the old forums. It seems like the best solution to the issues with RR.

FloppieTheBanjoClown wrote:
5) I've wondered if there would be a way to put remote support on a killmail. Of course, that would open the door for some serious km whoring where everyone with an sort of remote support throws reps, sebo, whatever on a fight to get in on the mail. Definitely needs a lot of thought to make it work well. Maybe only RR coming from fleetmates?

I think the whole RR system needs a slight rework, RR from fleetmates only would probably prevent KM whoring. And also maybe put a dampener on the guys that randomly rep people outside Jita, before promptly undocking a vindicator if they get attacked.

In all honesty though, getting RR onto KMs would be difficult at best. RR should just never have become this much of a problem in the first place. Again, it's another issue that should have been addressed by now, it would have been nice if CCP at least came forward and gave a good reason as to why adopting an aggression timer is infeasible.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#13 - 2011-11-15 23:56:51 UTC
Shaidar Hussan wrote:
In all honesty though, getting RR onto KMs would be difficult at best. RR should just never have become this much of a problem in the first place. Again, it's another issue that should have been addressed by now, it would have been nice if CCP at least came forward and gave a good reason as to why adopting an aggression timer is infeasible.

It's certainly feasible. The current system where logi inherit yellow timers is relatively new. I think they need to take the final step and transfer all forms of aggression.

One concern that has been raised is the ability to pass the aggression timer down a logi chain in such a way that two logis repping each other would permanently hold that timer and never be able to dock, even though neither of them has committed a hostile act. That could certainly be prevented from happening, it's just up to the devs to work out the best way to do so.

Founding member of the Belligerent Undesirables movement.

Katarina Reid
Deep Core Mining Inc.
Caldari State
#14 - 2011-11-16 00:35:10 UTC
For RR how about everyone in fleet on grid is on the killmail. Put flags on the killmail for boosting/repping/pointing/ewar and just doing nothing. Atleast if everyone is on the killmail people might drop the 4x sebo's for tank.
Shaidar Hussan
HelloKittyFanclub
#15 - 2011-11-16 01:35:00 UTC
FloppieTheBanjoClown wrote:
It's certainly feasible. The current system where logi inherit yellow timers is relatively new. I think they need to take the final step and transfer all forms of aggression.

One concern that has been raised is the ability to pass the aggression timer down a logi chain in such a way that two logis repping each other would permanently hold that timer and never be able to dock, even though neither of them has committed a hostile act. That could certainly be prevented from happening, it's just up to the devs to work out the best way to do so.

Hmm, well, hopefully they'll get round to it at some point. If they do I might grind my sec back up and try some high sec warfare again, might be nice to have some fights that don't consist mainly of aligning out unless a cyno pops and a fleet of supercaps appears :D

If they don't, it would be nice if they could explain their reasoning. If there's a genuine technical limitation, fair enough, it would just be nice to know if it's something that will ever be fixed.

Katarina Reid wrote:
For RR how about everyone in fleet on grid is on the killmail. Put flags on the killmail for boosting/repping/pointing/ewar and just doing nothing. Atleast if everyone is on the killmail people might drop the 4x sebo's for tank.

Hah, true, although I hope they have a flag for "do not show my alt that is in the enemy alliance and was cloaked in fleet off the gate". That could be embarrassing Twisted

IMHO the easiest way would be to amend the "involved parties" part of a KM, so that it adds to the list any pilot who has remote repped one of the attacking pilots whilst they where aggressed. Perhaps even showing repair amount, although that wouldn't strictly be necessary if it created too much server load.

Although as Floppie pointed out, that would probably result in some major kill mail whoring. I might even train up logi myself Big smile Either way, it'd be pretty messing adding RR to KMs, I'd prefer if they just changed it so RR wasn't the only valid strategy in high sec wars*.

*INB4 "it isn't": it is.
Talr Shiar
Caldari Provisions
Caldari State
#16 - 2011-11-16 05:34:16 UTC
this gets a + from me, the system needs to be revamped. When you have entire corps out there who are based around remote repping other corps who do wars and split the loot i belive its time for a change, if at least that the player who is at war with your RR target can now target you without concord intervention it would be nice.

I like the fact that we are getting teh ability to see implants, possibly clothing in the future. But i have had several of these issues mentioned come up, if someone jumps trough the gate it resets their damage counters bascially, and so you have to follow them trough and hit them again to get on killmails. So say a fleet is engaging a person in say a orca and he powers tyrough you to the otherside and barley jumps. Then you have a few guys on the otherside, whalla it looks like a bc took out a orca by himself.

RR it has always been a problem to me that they can disengage and warp away no problem, but think about it this way your a logi ship with no way of defending yourself. To that i belive they do need to be marked on teh killmails, otherwise it would look silly that a few af take out a large ship or can surive in lowsec at stations or gates.

I have yet to figure out what cuases the killmails to break, becuase you have killmails with hundreds on them and they are correct and you have killmails with 4 people on it and their fittings are wrong.
Cearain
Plus 10 NV
#17 - 2011-11-16 16:01:23 UTC
IMHO fleet boosters (whether off or on grid) should also show up on killmails. Anything that contributes to the kill should show up.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Jerick Ludhowe
Internet Tuff Guys
#18 - 2011-11-17 09:43:19 UTC
Goose99 wrote:
Remove killmails. There, fixed.Cool


This
Diosas
Doomheim
#19 - 2011-11-17 09:44:54 UTC
Goose99 wrote:
Remove killmails. There, fixed.Cool


lol tbh this ^^

Will it ever happen i doubt it..too much epeen and bragging rights...
Aphrodite Skripalle
Garoun Investment Bank
Gallente Federation
#20 - 2011-11-17 16:00:46 UTC
Be happy to have killed someone, why you need a kilmail ?
Remove killmails. Problem solved, but this will never happen.
But imho this problem has a very low priority.
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