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Add a Suspect Flag for Mission Invasion

First post
Author
Abdul 'aleem
Sumiko Yoshida Corporation
#141 - 2014-01-24 03:19:03 UTC
Daichi Yamato wrote:
so what would you ask for on F+I when thieves start using cloaked ships and inties?


Why would I have to post anything?

The ability for everyone and their allies to legally counter-gank mission invaders... yes please. Add a Suspect Flag for Mission Invasion

Click "like" in the original post to support it.

Daichi Yamato
Jabbersnarks and Wonderglass
#142 - 2014-01-24 03:20:40 UTC
where would u like me to begin?

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Abdul 'aleem
Sumiko Yoshida Corporation
#143 - 2014-01-24 03:22:00 UTC
Daichi Yamato wrote:
where would u like me to begin?



If you haven't read the original post, I would like you to begin there.

The ability for everyone and their allies to legally counter-gank mission invaders... yes please. Add a Suspect Flag for Mission Invasion

Click "like" in the original post to support it.

Daichi Yamato
Jabbersnarks and Wonderglass
#144 - 2014-01-24 03:41:58 UTC  |  Edited by: Daichi Yamato
quoting the OP
Quote:

1) The would be thief is not a valid target in almost all situations until after they have successfully looted the mission item

2) If the thief aligns, loots and warps, the missioner can be deprived of the possibility to engage


inties and cloaks would still be able to take the item without being targettable until its too late, and it would be easy to pre align before taking the item with a cloak. Going suspect is little deterrent to most ppl who are aware of game mechanics. It certainly never stopped ppl looting wrecks in missions and sitting right out in front of you, or can flipping miners or providing neutral RR in war decs. Making them go suspect for entering the mission adds little to their risk and solves nothing of the problem ur experiencing. It only hurts salvagers; a profession deliberately allowed without criminal related consequences. CCP set that precedent years ago.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Abdul 'aleem
Sumiko Yoshida Corporation
#145 - 2014-01-24 03:46:49 UTC  |  Edited by: Abdul 'aleem
Daichi Yamato wrote:
quoting the OP
Quote:

1) The would be thief is not a valid target in almost all situations until after they have successfully looted the mission item

2) If the thief aligns, loots and warps, the missioner can be deprived of the possibility to engage


inties and cloaks would still be able to take the item without being targettable until its too late, and it would be easy to pre align before taking the item with a cloak. Going suspect is little deterrent to most ppl who are aware of game mechanics. It certainly never stopped ppl looting wrecks in missions and sitting right out in front of you, or can flipping miners or providing neutral RR in war decs. Making them go suspect for entering the mission adds little to their risk and solves nothing of the problem ur experiencing. It only hurts salvagers; a profession deliberately allowed without criminal related consequences. CCP set that precedent years ago.


WB and thanks for taking the time to read the original post.

Thanks for acknowledging that my suggestion would add risk to the act of trespassing/mission invasion.

That is the intent.

That's all.

This creates counter-play options that are not currently available and evens out the risk/reward imbalance that exists between the missioner and the invader.

There's no reason that Concord should be protecting a mission thief until after they actually loot the item, which is happening now and preventing legitimate counter-play.



Salvagers getting flagged? Yeah this is the only truly supported objection so far. As I have posted many times, if it is more important for CCP to keep salvagers a 100% protected class, then there may be better options than a suspect flag at warp in for trespassing.

My position is that salvagers being open to this suspect flag is not that big of an issue. It just adds a little risk to salvaging another player's mission without permission. It doesn't prevent it at all nor are they ever forced to invade the site. And, it's the same level of risk that exists for salvaging in other locations (WH, Low Sec or Null Sec). I think that they could handle it, but that's CCP's call to make.

The ability for everyone and their allies to legally counter-gank mission invaders... yes please. Add a Suspect Flag for Mission Invasion

Click "like" in the original post to support it.

Daoden
The Scope
Gallente Federation
#146 - 2014-01-24 03:50:55 UTC
The fact that there are 12 pages on this subject is obsurd. just agree to disagree and leave it at that. OP voiced his opinion and several of you voiced yours, to such a degree i feel like im watching 2 lawyers battle it out over something rediculous like what kind of fence a neighbor is allowed to put up in his yard. Get over it.
Abdul 'aleem
Sumiko Yoshida Corporation
#147 - 2014-01-24 04:04:39 UTC  |  Edited by: Abdul 'aleem
Daoden wrote:
The fact that there are 12 pages on this subject is obsurd. just agree to disagree and leave it at that. OP voiced his opinion and several of you voiced yours, to such a degree i feel like im watching 2 lawyers battle it out over something rediculous like what kind of fence a neighbor is allowed to put up in his yard. Get over it.


Welcome to the thread.

The fact that people can get locked out of content permanently because of this particular mission theft scenario is partly why it is a little more significant than a neighbor's fence, along with the lack of legitimate counter-play options available to the missioner.

The issue is all about game balance and balancing out the risk/reward equation in these types of situations.

The ability for everyone and their allies to legally counter-gank mission invaders... yes please. Add a Suspect Flag for Mission Invasion

Click "like" in the original post to support it.

ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#148 - 2014-01-24 12:24:27 UTC
I have removed some rule breaking posts and those quoting them. As always I let some edge cases stay.
That said, the OP has the right to post an idea to discuss and has the right to expect a civil and healthy discussion as a result. You don't have to agree, but post your arguments in a civil manner please. This goes both ways by the way.

The rules:
4. Personal attacks are prohibited.

Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.


5. Trolling is prohibited.

Trolling is a defined as a post that is deliberately designed for the purpose of angering and insulting other players in an attempt to incite retaliation or an emotional response. Posts of this nature are disruptive, often abusive and do not contribute to the sense of community that CCP promote.


26. Off-topic posting is prohibited.

Off-topic posting is permitted within reason, as sometimes a single comment may color or lighten the tone of discussion. However, excessive posting of off-topic remarks in an attempt to derail a thread may result in the thread being locked, or a forum warning being issued.

ISD Ezwal Community Communication Liaisons (CCLs)

Karynn Denton
Lekhantsi Salvage Depot
#149 - 2014-01-24 16:23:32 UTC
Abdul 'aleem wrote:
...the missioner owns the mission pocket.


Nah, the little red crosses who you're intending to blap own the mission pocket - you, as the missioner, are trespassing on their facilities!
Under you own logic, you're ok for a Suspect flag, right? Blink

Two things concern me about your suggestion.

First up, it would have a detrimental impact on salvaging. It's a great newbie profession, one I enjoyed from my second month in the game. I quickly racked up my first 100 mil, learned how to probe, d-scan, evade fire through speed - all skills which I now use in low-sec. It was also encouraging that I could compete in some way against players much older than I was Smile
Your suggestion would criminalize salvaging and CCP has repeatedly stated that they intended salvaging to be a legal activity.

Secondly, this idea of Suspect flagging for "trespassing"... when is the flag activated? When I click the warp button on your signature hit, or when I actually land in the mission area?
Mechanics-wise, this is a peculiarity as flags are triggered by performing an action on something, be it activating a module or moving an item from a can to cargo-hold. Your suggestion would make the Crimewatch mechanic more convoluted (remember why it was overhauled in the first place?) by introducing flagging for being in a particular area.
If the flag goes up when I click Warp, that could make me a valid target outside a station or near a gate... fair enough if I've been naughty, but at that point I haven't actually done anything!

Karynn Denton

Caravan Master

Abdul 'aleem
Sumiko Yoshida Corporation
#150 - 2014-01-24 16:31:16 UTC  |  Edited by: Abdul 'aleem
Karynn Denton wrote:
Abdul 'aleem wrote:
...the missioner owns the mission pocket.


Nah, the little red crosses who you're intending to blap own the mission pocket - you, as the missioner, are trespassing on their facilities!
Under you own logic, you're ok for a Suspect flag, right? Blink



All the proofs that the missioner owns the mission space are listed in the original post.

If you have a legitimate counter to any of them, please feel free to post.Blink

Karynn Denton wrote:


Two things concern me about your suggestion.

First up, it would have a detrimental impact on salvaging.

...

Your suggestion would criminalize salvaging and CCP has repeatedly stated that they intended salvaging to be a legal activity.



My suggestion does not criminalize salvaging at all. It only criminalizes mission invasion/trespassing. Salvaging wrecks would not be criminal or suspicious at all.

If CCP intended for salvagers to have 0 risk in salvaging, they would be immune to attack in all areas while they salvaged. The fact that salvagers can be attacked while salvaging in other risky areas is proof that CCP does not have this intention.

A suspect flag for trespassing just puts the decision to salvage in a mission owner's pocket without permission on par with the decision to salvage in WH, Low Sec or Null Sec space. They are never forced to go into any of these areas to salvage nor are they prevented. And, if the reward (ISK value of salvage) is higher for salvaging in these areas, there is nothing wrong with a higher level of risk.

A suspect flag for trespassing may also create the opportunity for salvaging players to experience the risk/excitement associated with salvaging in high risk/high reward areas like WH, Low and Null without actually exposing them to the full risk of being in those areas....


Quote:
Secondly, this idea of Suspect flagging for "trespassing"... when is the flag activated?


There are already in-game mechanics that trigger events based on destination. My suggestion is that the suspect flag be the result of those existing mechanics after the warp destination is set but before arriving.

Just like any other illegal act, the pop-up warning mechanic prior to completion would be in effect.

The suspicious*** act of mission invasion/trespassing starts with the deliberate decision to set the destination and warp to it.

If you have scanned a missioner's pocket and deliberately chosen to warp to them without a valid legal reason, you have started that suspicious*** act.

The ability for everyone and their allies to legally counter-gank mission invaders... yes please. Add a Suspect Flag for Mission Invasion

Click "like" in the original post to support it.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#151 - 2014-01-24 16:44:25 UTC  |  Edited by: Gizznitt Malikite
Abdul 'aleem wrote:
Gizznitt Malikite wrote:

3.) Your option is extreme. Even if we only dished out suspect flags for entering another player's mission pocket, it still would cause all sorts of issues with players teaming up to run missions together. It would cause problems for ninja salvagers (guess what, the savlage isn't yours either!). It would hinder many other valid playstyles that involve sending a ship into another players mission.


3) saying it is "extreme" may be a little extreme, but I get your points. Salvagers being flagged was identified as a consequence several times and I don't think anyone has disagreed. I think that the salvagers flag is not a big issue. No other playstyles have been identified as being effected. If you know some specific ones, post them.


Play Styles that would be harmfully effected if entering into another players mission pocket gave you a suspect flag:

1.) Ninja Salvaging: Suddenly all ninja salvagers would become suspects and open to being shot at.

2.) Vigilantes: These are players that "save" mission runners that get caught by mission baiters. The mission baiter usually goes suspect to get a mission runner to attack them, and when the missioner attacks, the are inevitably overpowered by the mission baiter resulting in a lost ship. Those missioners that ask for help in local though are sometimes saved by vigilantes who join the fight and attack the mission baiter (who is a suspect). You'll lose the few vigilantes that currently exist if they go suspect just entering the mission space.

3.) Grouping up for missions: Many friends group up to run missions together. This is done for many reasons like introducing a new player to the game, helping someone increase their standings, or just being social. If your "friend" suddenly goes suspect just entering the pocket, then any predator can follow them into the mission pocket and gank the suspect flagged friend.

These are just the playstyles I'm familiar with that would be brutally altered with your new mechanics, and I'm sure there are more. I don't see how protecting your princess is at all worth the loss of these playstyles.
Karynn Denton
Lekhantsi Salvage Depot
#152 - 2014-01-24 16:47:12 UTC
Abdul 'aleem wrote:
I believe that a suspect flag for trespassing would not have that much impact on salvagers. But, it is up to CCP whether they want to make/keep salvagers a protected class or not.


As a salvager, I can tell you - yes, it would. The L4 missions are a great source for large wrecks.

Abdul 'aleem wrote:
If you have scanned a missioner's pocket and chosen to warp to them without a valid legal reason, you have started that criminal act.


I'm going into the pocket for the valid and legal reason of salvaging wrecks. This isn't a criminal act.
Your suggestion would make it so, which goes against what CCP have already stated on salvaging.

It's not going to happen, is it?

Karynn Denton

Caravan Master

Abdul 'aleem
Sumiko Yoshida Corporation
#153 - 2014-01-24 16:48:01 UTC
Gizznitt Malikite wrote:
Abdul 'aleem wrote:
Gizznitt Malikite wrote:

3.) Your option is extreme. Even if we only dished out suspect flags for entering another player's mission pocket, it still would cause all sorts of issues with players teaming up to run missions together. It would cause problems for ninja salvagers (guess what, the savlage isn't yours either!). It would hinder many other valid playstyles that involve sending a ship into another players mission.


3) saying it is "extreme" may be a little extreme, but I get your points. Salvagers being flagged was identified as a consequence several times and I don't think anyone has disagreed. I think that the salvagers flag is not a big issue. No other playstyles have been identified as being effected. If you know some specific ones, post them.


Play Styles that would be harmfully effected if entering into another players mission pocket gave you a suspect flag:

1.) Ninja Salvaging: Suddenly all ninja salvagers would become suspects and open to being shot at.

2.) Vigilantes: These are players that "save" mission runners that get caught by mission baiters. The mission baiter usually goes suspect to get a mission runner to attack them, and when they get attacked and overpowered by the mission baiter they generally lose their ship. They can ask for help in local though, with the hopes that a vigilante will join the fight and attack the mission baiter (who is a suspect). You'll lose the few vigilantes that currently exist if they go suspect just entering the mission space.

3.) Grouping up for missions: Many friends group up to run missions together. This is done for many reasons like introducing a new player to the game, helping someone increase their standings, or just being social. If your "friend" suddenly goes suspect just entering the pocket, then any predator can follow them into the mission pocket and gank the suspect flagged friend.

These are just the playstyles I'm familiar with that would be brutally altered with your new mechanics, and I'm sure there are more. I don't see how protecting your princess is at all worth the loss of these playstyles.



1) valid and currently being discussed in thread

2) they would simply need to get permission from the owner to legally enter the mission space (ie "can I get a fleet invite?")

3) same as number 2

So, would they really be "brutally altered" because they have to contact the owner of the pocket before entering it?

The ability for everyone and their allies to legally counter-gank mission invaders... yes please. Add a Suspect Flag for Mission Invasion

Click "like" in the original post to support it.

Abdul 'aleem
Sumiko Yoshida Corporation
#154 - 2014-01-24 16:57:17 UTC  |  Edited by: Abdul 'aleem
Karynn Denton wrote:
Abdul 'aleem wrote:
I believe that a suspect flag for trespassing would not have that much impact on salvagers. But, it is up to CCP whether they want to make/keep salvagers a protected class or not.


As a salvager, I can tell you - yes, it would. The L4 missions are a great source for large wrecks.

Abdul 'aleem wrote:
If you have scanned a missioner's pocket and chosen to warp to them without a valid legal reason, you have started that criminal act.


I'm going into the pocket for the valid and legal reason of salvaging wrecks. This isn't a criminal act.
Your suggestion would make it so, which goes against what CCP have already stated on salvaging.

It's not going to happen, is it?



Yes I am proposing that CCP make trespassing into another player's mission site a suspicious*** act in-game and that it generates a suspect flag.

If CCP thinks that the specific ability to salvage mission sites without the permission of the owner is essential to their vision of EVE, that's CCP's call to make. I am just proposing an idea and defending it.

However, I think adding a little isolated risk specific to choosing to salvage in a mission site owned by another player is good game play. Salvaging in a mission pocket would just be a little closer to salvaging in a WH, Low Sec or Null Sec.

Maybe my suggestion will allow for the salvagers to experience some of the excitement that is associated with those risky areas without actually going fully into them? If they want the salvage risk free, just fleet up with the mission owner.

The ability for everyone and their allies to legally counter-gank mission invaders... yes please. Add a Suspect Flag for Mission Invasion

Click "like" in the original post to support it.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#155 - 2014-01-24 17:06:11 UTC  |  Edited by: Gizznitt Malikite
Abdul 'aleem wrote:
Gizznitt Malikite wrote:
Abdul 'aleem wrote:
Gizznitt Malikite wrote:

3.) Your option is extreme. Even if we only dished out suspect flags for entering another player's mission pocket, it still would cause all sorts of issues with players teaming up to run missions together. It would cause problems for ninja salvagers (guess what, the savlage isn't yours either!). It would hinder many other valid playstyles that involve sending a ship into another players mission.


3) saying it is "extreme" may be a little extreme, but I get your points. Salvagers being flagged was identified as a consequence several times and I don't think anyone has disagreed. I think that the salvagers flag is not a big issue. No other playstyles have been identified as being effected. If you know some specific ones, post them.


Play Styles that would be harmfully effected if entering into another players mission pocket gave you a suspect flag:

1.) Ninja Salvaging: Suddenly all ninja salvagers would become suspects and open to being shot at.

2.) Vigilantes: These are players that "save" mission runners that get caught by mission baiters. The mission baiter usually goes suspect to get a mission runner to attack them, and when they get attacked and overpowered by the mission baiter they generally lose their ship. They can ask for help in local though, with the hopes that a vigilante will join the fight and attack the mission baiter (who is a suspect). You'll lose the few vigilantes that currently exist if they go suspect just entering the mission space.

3.) Grouping up for missions: Many friends group up to run missions together. This is done for many reasons like introducing a new player to the game, helping someone increase their standings, or just being social. If your "friend" suddenly goes suspect just entering the pocket, then any predator can follow them into the mission pocket and gank the suspect flagged friend.

These are just the playstyles I'm familiar with that would be brutally altered with your new mechanics, and I'm sure there are more. I don't see how protecting your princess is at all worth the loss of these playstyles.



1) valid and currently being discussed in thread

2) they would simply need to get permission from the owner to legally enter the mission space (ie "can I get a fleet invite?")

3) same as number 2

So, would they really be "brutally altered" because they have to contact the owner of the pocket before entering it?


Depends on when the suspect flag is granted. If it is granted upon landing at the mission site, an unscrupulous player would kick a fleet mate before they landed on grid so they go suspect upon completing the warp.

And truth be told, your solution of "make mission pockets combat arena's to protect mission objectives" will not solve your cosmos issues. In reality, most players running the cosmos missions will still be surprised by the invasion of their mission, and they will still be unprepared to defend the mission objective from combat ready invaders. In 95% of the cases, the result will still be the missioner fails to ascertain the mission objective and must pay the ransom to complete the mission.

The situation where the mission respawns at downtime will be a much better solution, as while they will undoubtedly be sucker-punched their first attempt, they can come back prepared on the second and third attempts. Furthermore, enterprising pilots will purposely run the mission multiple times to ascertain multiple princesses, thereby resulting in less expensive princesses on the market.

*edit* quit ******* around with the word criminal. A criminal act generates a criminal flag. A suspect act commits a suspect flag.
Abdul 'aleem
Sumiko Yoshida Corporation
#156 - 2014-01-24 17:16:25 UTC  |  Edited by: Abdul 'aleem
Gizznitt Malikite wrote:
Abdul 'aleem wrote:
Gizznitt Malikite wrote:
Abdul 'aleem wrote:
Gizznitt Malikite wrote:

3.) Your option is extreme. Even if we only dished out suspect flags for entering another player's mission pocket, it still would cause all sorts of issues with players teaming up to run missions together. It would cause problems for ninja salvagers (guess what, the savlage isn't yours either!). It would hinder many other valid playstyles that involve sending a ship into another players mission.


3) saying it is "extreme" may be a little extreme, but I get your points. Salvagers being flagged was identified as a consequence several times and I don't think anyone has disagreed. I think that the salvagers flag is not a big issue. No other playstyles have been identified as being effected. If you know some specific ones, post them.


Play Styles that would be harmfully effected if entering into another players mission pocket gave you a suspect flag:

1.) Ninja Salvaging: Suddenly all ninja salvagers would become suspects and open to being shot at.

2.) Vigilantes: These are players that "save" mission runners that get caught by mission baiters. The mission baiter usually goes suspect to get a mission runner to attack them, and when they get attacked and overpowered by the mission baiter they generally lose their ship. They can ask for help in local though, with the hopes that a vigilante will join the fight and attack the mission baiter (who is a suspect). You'll lose the few vigilantes that currently exist if they go suspect just entering the mission space.

3.) Grouping up for missions: Many friends group up to run missions together. This is done for many reasons like introducing a new player to the game, helping someone increase their standings, or just being social. If your "friend" suddenly goes suspect just entering the pocket, then any predator can follow them into the mission pocket and gank the suspect flagged friend.

These are just the playstyles I'm familiar with that would be brutally altered with your new mechanics, and I'm sure there are more. I don't see how protecting your princess is at all worth the loss of these playstyles.



1) valid and currently being discussed in thread

2) they would simply need to get permission from the owner to legally enter the mission space (ie "can I get a fleet invite?")

3) same as number 2

So, would they really be "brutally altered" because they have to contact the owner of the pocket before entering it?


Depends on when the suspect flag is granted. If it is granted upon landing at the mission site, an unscrupulous player would kick a fleet mate before they landed on grid so they go suspect upon completing the warp.


The situation where the mission respawns at downtime will be a much better solution, as while they will undoubtedly be sucker-punched their first attempt, they can come back prepared on the second and third attempts. Furthermore, enterprising pilots will purposely run the mission multiple times to ascertain multiple princesses, thereby resulting in less expensive princesses on the market.

*edit* quit ******* around with the word criminal. A criminal act generates a criminal flag. A suspect act commits a suspect flag.



The player always gets to choose who they fleet with and where they warp to. If they choose poorly, they lose.

The ability for one player to trick another is not something CCP considers a problem in EVE as far as I know.

If the mission reset solution is deemed the best solution, then it is deemed the best solution. I just prefer a solution that adds more options for play and counter-play.


For clarity, I will try to clean up my use of those terms. I am sorry if it is confusing you (or anyone else). My apologies.

The ability for everyone and their allies to legally counter-gank mission invaders... yes please. Add a Suspect Flag for Mission Invasion

Click "like" in the original post to support it.

Abdul 'aleem
Sumiko Yoshida Corporation
#157 - 2014-01-24 21:34:55 UTC  |  Edited by: Abdul 'aleem
Gizznitt Malikite wrote:


And truth be told, your solution of "make mission pockets combat arena's to protect mission objectives" will not solve your cosmos issues. In reality, most players running the cosmos missions will still be surprised by the invasion of their mission, and they will still be unprepared to defend the mission objective from combat ready invaders. In 95% of the cases, the result will still be the missioner fails to ascertain the mission objective and must pay the ransom to complete the mission.




Quotes are usually used when referring to something that someone else said or posted. And I never said or posted what you are quoting.

The intentions of this change are listed in the original post.

Summary:

1) Balance out the risk/reward to both the missioner and the mission thief

2) add opportunities for counter-play that do not exist currently

If the theft can still be completed after this change is made (and it can), what are all you gankers/griefers/"pirates" and mission thieves crying about?

I know it is scary when you can no longer exploit a broken game mechanic, but I think you all can handle it.

I mean, you're "pirates," right? Do you really want Concord to continue protecting you after invading a missioner's mission site? That's just not... "piratey."

Be the criminal that you always wanted to be... embrace the suspect flag for trespassing and illegal mission invasion... open yourself up to a little counter-play and PvP....

It's really not going to be that bad.

The ability for everyone and their allies to legally counter-gank mission invaders... yes please. Add a Suspect Flag for Mission Invasion

Click "like" in the original post to support it.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#158 - 2014-01-24 22:50:19 UTC
Abdul 'aleem wrote:
Gizznitt Malikite wrote:


And truth be told, your solution of "make mission pockets combat arena's to protect mission objectives" will not solve your cosmos issues. In reality, most players running the cosmos missions will still be surprised by the invasion of their mission, and they will still be unprepared to defend the mission objective from combat ready invaders. In 95% of the cases, the result will still be the missioner fails to ascertain the mission objective and must pay the ransom to complete the mission.




Quotes are usually used when referring to something that someone else said or posted. And I never said or posted what you are quoting.

The intentions of this change are listed in the original post.

Summary:

1) Balance out the risk/reward to both the missioner and the mission thief

2) add opportunities for counter-play that do not exist currently

If the theft can still be completed after this change is made (and it can), what are all you gankers/griefers/"pirates" and mission thieves crying about?

I know it is scary when you can no longer exploit a broken game mechanic, but I think you all can handle it.

I mean, you're "pirates," right? Do you really want Concord to continue protecting you after invading a missioner's mission site? That's just not... "piratey."

Be the criminal that you always wanted to be... embrace the suspect flag for trespassing and illegal mission invasion... open yourself up to a little counter-play and PvP....

It's really not going to be that bad.


I am not a pirate, a ganker, or a griefer, and resent the implication.

While you may not have stated "make mission pockets combat arena's to protect mission objectives", flagging players that enter "your" mission space has this exact effect. The stated conclusion, is completely valid, such that, in general, your rebalance will have little to no impact on critical mission item theft.

Yes, it adds counter play, and creates new interesting fight possibilities (which I do agree is a good thing generally). I'm just not convinced this is the best option, given the fact it hinders other game play avenues.

I will agree that it is an interesting avenue to be contemplated.
Abdul 'aleem
Sumiko Yoshida Corporation
#159 - 2014-01-24 22:55:16 UTC  |  Edited by: Abdul 'aleem
Gizznitt Malikite wrote:


I am not a pirate, a ganker, or a griefer, and resent the implication.

While you may not have stated "make mission pockets combat arena's to protect mission objectives", flagging players that enter "your" mission space has this exact effect. The stated conclusion, is completely valid, such that, in general, your rebalance will have little to no impact on critical mission item theft.

Yes, it adds counter play, and creates new interesting fight possibilities (which I do agree is a good thing generally). I'm just not convinced this is the best option, given the fact it hinders other game play avenues.

I will agree that it is an interesting avenue to be contemplated.


My apologies. It was addressed to the community, not you personally.

Lots of gankers/griefers/"pirates" and thieves are crying about this suggestion and are really scared.

I hope that you understand.

The ability for everyone and their allies to legally counter-gank mission invaders... yes please. Add a Suspect Flag for Mission Invasion

Click "like" in the original post to support it.

Abdul 'aleem
Sumiko Yoshida Corporation
#160 - 2014-01-24 23:07:00 UTC  |  Edited by: Abdul 'aleem
Gizznitt Malikite wrote:


While you may not have stated "make mission pockets combat arena's to protect mission objectives", flagging players that enter "your" mission space has this exact effect. The stated conclusion, is completely valid, such that, in general, your rebalance will have little to no impact on critical mission item theft.

Yes, it adds counter play, and creates new interesting fight possibilities (which I do agree is a good thing generally). I'm just not convinced this is the best option, given the fact it hinders other game play avenues.

I will agree that it is an interesting avenue to be contemplated.



This is not true. The missioner and anyone else still retain the option not to attack.

My suggestion only opens the invader up to that risk.

Edit:

Yes my suggestion is not a 100% fix to all the problems, specifically the risk of getting locked out of content because of another players actions.

But a suspect flag for trespassing will help balance out the risk/reward equation and offer legitimate counter-play options that do not currently exist.

That is the intent.

The ability for everyone and their allies to legally counter-gank mission invaders... yes please. Add a Suspect Flag for Mission Invasion

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