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Identifying Thieves

Author
BaroteToo
Deus Quattour
#21 - 2013-10-04 22:27:48 UTC  |  Edited by: BaroteToo
Maximus Aerelius wrote:
BaroteToo wrote:
War and Peace


Please make a TL;DR version or more accurately state the problem and your proposed solution in a TL;DR version.



Maximus. I don't understand the abbreviation "TL;DR," however I have explained elsewhere exactly what happened. The solution I proposed, for hi-sec (since in low-sec there are no police anyway) is for stolen items to remain stolen, and still the property of the person from whom they were stolen for as long as the offended party has the right to shoot at the thief, or until the thief returns to station with it. If I can't jet-can mine without risk, why can the jet-can steal without risk?

In the example of a pick-pocketing incident that I mentioned, why would anybody beat up the pick-pocket and let the person known to actually possess the wallet walk away, scot free? It isn't realistic, and it's a way that pirates exploit what is supposed to be a system of security and safety that is so blatantly obvious even the dumbest cop on earth would never fall for it. In RL, the crime is called "receiving stolen property." It usually happens behind closed doors, and not while the victim is watching and able to track who has his stuff.

CCP clearly knows a theft occurred if they can say who took what when. Why then should the stolen item or items magically become the property of the person who takes it? If they can tag a pilot with a timer, why not the item that started the timer? Why bother with an "offender" system at all? It's a bit thin. Upon the theft, the property is tagged as stolen just as the thief is tagged a theif. If transferred to someone else during the tagged time, the tag time resets to 0, regarding the property, since it just got stolen a second time and the new thief is vulnerable to attack; but the clock on the first thief continues on and runs out as normal--or until the original thief steals from the same person again. That is my proposed solution. And, thanks for asking.

You know what? Let's go one better. I CAN imagine a scenario in which local police would behave as they do now; but the circumstances would have to be different. They'd have to be bribed, every day or week (beforehand, unrefundable) for the privilege of NOT becoming vulnerable to attack due to stolen property arriving in your cargo; AND they'd be in on the action, itself, receiving at least 45% in .5 space, 50% in .6 space, 55% in .7 space, 60% in .8 space, and 67% in .9 space, with "hunting rights" bribes going up in a similar manner. No bribes or hunting rights in 1.0. Otherwise, they don't ignore the stolen property tag, and receivers become equally vulnerable to attack as the original thief. Now that would be much more like RL in a semi-civilized universe. But miners could also pay with smaller bribes (to prevent hunting rights on them) and percentages of the take, so that pirates could only discover who they ought not to attack in hi-sec by losing something of value, like an Orca, for their trouble. Yeah. That would be a lot more like RL.
Manny Moons
University of Caille
Gallente Federation
#22 - 2013-10-04 23:20:02 UTC
I don't pretend to know what actually happened in this case. I do know that when CCP changed the game mechanics, they added a safety with a default setting of green. To get Concorded, you must have changed the safety setting to red, which triggers an explanatory warning. I also know that you don't get Concorded for shooting a ship with a suspect timer, regardless of whether that suspect timer has anything to do with an offense against you. So the story makes little sense to me as written, and I'm going to conclude that I don't have the facts needed to understand what happened.

Depending on your overview settings, it's possible to confuse low security status with a suspect flag (i.e. not everything orange is a suspect) so maybe that's the explanation. Check overview settings and understand what is attackable, and if unable to figure that out, then leave the safety on.

Odan
Deus Quattour
#23 - 2013-10-05 05:27:35 UTC
This may seem a little long winded and even wandering, but I post it in the hope that even one of you read it and find more enjoyment in the game for it.
BaroteToo is my corpmate, and while I too laughed at his expense, I also am not enough of a narcissistic child to deny that there is some logic here. Barotetoo has laughed at his own loss as well. His ire has nothing to do with reimbursement or revenge though he probably would like to get it, his anger is that the game has been changed for the worse. For those of us as old as we ( Barote and I ) are, eve is a hobby, a video game and a child we have participated in raising.
Eve evolves, by design and with will. That gives it more importance than just a game. If eve is just a game to you, then I humbly suggest that you look deeper because you are missing out. Part of it's evolution is the design of the GM's and part of it is the will of the players. I can honestly tell you that I have disagreed deeply with the GM's at times and have done things that changed the game. For better and worse.
There are many philosophical avenues in Eve and many political statements. The choice to be either a pirate or a law abiding citizen are yours and they each say something about you. I may be one of the few to still call "pirates" by their true names. PK's It is what the original characters who killed other players were called. PK stands for Player Killer.
I have known many, Player Killers and those who play for reasons that have nothing to do with killing.
I was first killed by Lord Zap, the original one, in a Moa. There WERE NO BATTLESHIPS THEN! Belt rats could and would kick your ass! Low Sec was a privilege for very very few, and 99.99 percent of the pirates of today wouldn't last 10 minutes out there.
I was young in the game and played so many hours that I fell asleep at the keyboard. Holding down two jobs and an Eve addiction was tough.
Somewhere between clicking on warp and arriving at the gate, in Nalvula I think it was. I drifted off into sweet slumber and I woke up, as you all know, in a station. The Eve mail said "You have been killed by the criminal Lord Zap" and I held on to it for a long time.
There are those who say you should read up, study so you know all the rules etc. This has some merit. There are also those whom prefer to learn as they go, this adds extra 'spice' to the game in the value of true discovery and wonderment.
Being one of those who would rather discover, I, experienced all the pain and loss the game had to offer then. My fantastic new merlin was gone. It was only a couple hours old and I loved it. No gate rat scared me in it, and only a few belt rats could best me. I also learned about the value of clones that day. I lost a week and a half of skills.
I cannot describe the feeling of loss that I experienced, most of you are so young in the game, you do not know what it is like to start out with no skills, now they give you the equivalent of a good two or three months of work just to start.
Resignedly I took my new ship back out into space, one 75mm railgun and one civilian mining laser mounted and began to mine again. Yes, I know I could go out and thieve, but such is not really my nature.
For you young ones, there was a time when Veldspar netted you 1.5 to 2 isk a unit. You could not warp to Zero in the game, so a noob would fly out to a belt, spend 5 or ten minutes flying out to an asteroid and the next 30 minutes or so filling the hold. Remember, you didn't get a bunch of skills to start. so no hull mods etc. Then you would warp back to the station, spend 5 or more minutes flying into docking range and dropping your ore. There was also time lost running from Belt rats.
A few thousand Tritanium at a time I built myself back up, I trained skills. There was no Training Queue then, and yes, you set your alarm to wake you up to change skills, sometimes it was every 30 minutes all night until you could get to the point where you could train a long one and get a nights sleep. Insane you say, well, I wouldn't trade those times for all Driven's Isk, or anyone else's for that matter.
I don't think you could find an elder player who would trade those times for anything. Most of you are poorer for having missed it.
Yes, I had a Badger with a mining laser.
I lost my first one to belt rats but had enough ore docked to barely buy another and have a hundred thousand isk left over. I was rich!
It was about this time I met a couple other players who would change the way I played and in some ways my life. They weren't the first I had met, Just the first I bothered to talk to. One of them was a generous player who had been a beta tester. I owe him and I wish I could remember his name. The other player was such a kind person that now even 7 years after she quit, I still get occasional convo's asking if I know how she is doing. For anyone who knows me, last I heard, she was doing well.
"What is the point of this story?" You ask.
It is this.
Changes should not give either side an advantage.
Miners must have the right to easily detect, identify and retaliate in safe space. Safe space must be very very dangerous for Pirates.
The alternate is true too, Low sec must continue to be very very dangerous to PK's non PK's. If you alter that, you will, destroy the game.
This change on jet can theft is not properly thought out and enacted in my opinion. In safe space jet can mining should be safer and thieving should carry a harsher penalty.
Splash damage makes sense and should be re-enabled. The effect is just physics and like gravity it should be a law.

Eve GM's have been catering to lowsec wannabees, Pk's to the detriment of the game. Where did the Tank CEO's, Zap's, go?

Real PK's Apply within !!!

If you don't believe a Crap choice can destroy a game, then log into World of Warcraft and go play a panda.
Elvis Preslie
NRDS Securities
#24 - 2013-10-05 07:02:25 UTC  |  Edited by: Elvis Preslie
this is easy to fix:

ccp, make the icon of a new, slidable overview setting's state a flashing, or not, orange version of the current suspect icon, for those who have offended you or your alliance/corp as a player and the current yellow suspect icon for those of others can theives.

You could even make a new icon for thief, of a hooded grim reaper :)

Make this a NEW slidable state to read "pilot you have a choice of limited engagement with" in the overview settings, for appearance tab; WHEN someone has then chosen to engage that thief, it should, of course change states to the default BLUE engagement icon, the state in overview settings, again appearance tab and reading as "Pilot has limited engagement with you"

ANyone who can aggress me in high sec, I have flashing backgrounds; when in null, i assume everyone not blue will aggress.
Petrified
Old and Petrified Syndication
#25 - 2013-10-05 07:31:12 UTC
BaroteToo wrote:
Recently I shot the wrong person; no, let me take that back, I recently shot the wrong thief, ....

There’s an old saying: “If it ain’t broke, don’t fix it.” But, not being broke doesn’t mean that something cannot or should not be improved. Apparently CCP goes by “If it ain’t broke, then break it a little.”

BaroteToo


I have several problems with your problem:
1 - When Procurers, Skiffs, Retrievers, and Mackinaws have huge ore holds, why the heck are you jet canning? It is simpler to Warp to station, drop it off, then warp back to the belt. The time spent in transit is trivial compared to worrying about an ore thief.
2 - Why is it a problem to know which yellow flashy skull committed the crime? If they are flagged as a suspect, you can shoot them without retaliation by Concord. You need to fix your overview.
3 - Related to 2: If your guns are set to Safety, Green, you won't be able to fire on someone who is not a suspect.
4 - Anyone else can also fire on the thief - a plus to people hanging out being molested by a thief and don't want to be baited into losing their ship (cause the thief can warp off and come back in something bigger) as someone else may take advantage of that yellow flashy suspect icon they have.

5 - seriously, if your safeties are on (green), you can't go wrong. Shoot any and all offenders.

6 - If you have to take your safeties off to shoot someone in high sec, that is your first mistake. If the person is flagged suspect - whether they have stolen from you or someone else, and you fire on them, you will not be CONCORDed and you will not have handed them kill rights on you.

7 - Bears repeating: anyone flagged as a suspect is freely shootable and CONCORD will not turn you into an egg. Just keep your safeties green and you won't go wrong.

You clearly made a mistake. You took your safeties off and shoot someone who was yellow because of a negative security status and not suspect. Your loss is here: http://eve-kill.net/?a=kill_detail&kll_id=19433114
The system works fine and is working as intended. Learn from your mistake and next time you engage someone in high Sec PvP and are not a ganker: leave your safeties on green.

Period.
End of Line.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

Petrified
Old and Petrified Syndication
#26 - 2013-10-05 07:41:29 UTC
Elvis Preslie wrote:
this is easy to fix:

ccp, make the icon of a new, slidable overview setting's state a flashing, or not, orange version of the current suspect icon, for those who have offended you or your alliance/corp as a player and the current yellow suspect icon for those of others can theives.

You could even make a new icon for thief, of a hooded grim reaper :)

Make this a NEW slidable state to read "pilot you have a choice of limited engagement with" in the overview settings, for appearance tab; WHEN someone has then chosen to engage that thief, it should, of course change states to the default BLUE engagement icon, the state in overview settings, again appearance tab and reading as "Pilot has limited engagement with you"

ANyone who can aggress me in high sec, I have flashing backgrounds; when in null, i assume everyone not blue will aggress.



You said it before: if it ain't broke, don't fix it. Here is the thing: it ain't broke and it is working as intended.
A person who is flagged suspect is given a flashy yellow skull (you can set it on or off in the overview).
If they are merely yellow, your safeties on green, and you shoot them - your guns will not fire.
If they are flagged suspect, your safeties on green, and you shoot them - your guns will fire, CONCORD won't care, and they will not gain Kill Rights on you.

I know this from personal experience shooting suspects who did no direct wrong to me (but certainly wronged someone else). CONCORD doesn't care, no kill right is awarded, and once I shoot at them, they can return the favor without penalty as well.

Seriously, I enjoy the new flagging system and see nothing wrong with it.

Now, could CCP add a little: such as this person wronged you and only you? Sure. But your problem is not that you shot someone who was flagged suspect, you shot someone who was merely yellow by taking your safeties off of green. Keep your safeties on green, you won't be CONCORDed.

If your safeties were green and CONCORD killed you, they owe you the drake you lost cause it's their programming.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

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