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[Proposal] Fix Killmails

Author
Shaidar Hussan
HelloKittyFanclub
#21 - 2011-11-17 16:20:17 UTC
Aphrodite Skripalle wrote:
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.

Eve is a competitive game, you compete for ISK, we compete for kills. Kill to death ratio, ISK efficiency etc. are all used to judge a corporation or alliance's skill in combat. Therefore the current kill mail system negatively effects recruitment for PvP alliances and corporations, and for individuals. We need good kill boards to get into corporations.

All things you'd probably know if you had ever actually killed anybody in this game. Either you're an alt hiding a terrible kill board (likely), or you're a very new player who obviously isn't interested in PvP, in which case KMs shouldn't really be your concern at all.

Cearain wrote:
IMHO fleet boosters (whether off or on grid) should also show up on killmails. Anything that contributes to the kill should show up.


Hmm, maybe, although sometimes I'd prefer to keep certain toons secret. So as long as it was an opti-in function. As it is I believe there are mods for the EDK killboard to give scouts and other participants an honourable mention on a kill mail that's been posted.

Perhaps something similar in the fleet window would be nice, although it would probably be open to abuse. (AFK toons being added to KMs etc.)

I just wouldn't want the KM system to become a method for garnering intel that couldn't otherwise be garnered elsewhere. Especially when we have toons in alliances they shouldn't be in Blink

Talr Shiar wrote:
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.

According to CCP the KMs break due to high load on the cluster the fight occurred on, although just how low a priority they must have set them to for this to occur astounds me.

The fact that we're going to be able to see implants shows they are at least trying to improve the kill mail system, CCP even say they "love" kill mails in their blog. But do they? What is the point in something this inaccurate? I'd prefer they spent time, money and resources on fixing the issues it currently has rather than adding features which may or may not cause more.

Either way I can't see adding implant KMs lowering server load, so if they can manage that, why can't they raise the priority?
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