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Turnabout for Local

Author
Nikk Narrel
Moonlit Bonsai
#1 - 2014-11-11 16:13:45 UTC
This is NOT about removing the ability to use Local Chat to see who is present in the same system, as we currently do.

This is about putting local chat into the game for it's other aspects, communications.

I am suggesting that we create link type jamming modules.

These would require the usual ships in order to fit, such as BCs or strategic cruisers with the right subsystems, etc.

The local channel itself, as well as any EVE channel, could be affected.

I suggest three links, A Tech 1 followed by two Tech 2 items.

For the T1 version:
Information Warfare Link - Partial Communication Disruption
Range: System-wide
This link has the unusual feature of exclusively affecting ships NOT inside the normal fleet structure.
All chat channel transmissions which are not between ships linked by dedicated fleet connections are blocked.
Due to the brute force nature of this effect, friendly communications are also affected in the same manner.

For the T2 version:
Information Warfare Link - Full Bandwidth Communication Disruption
Range: System-wide
This link has the unusual feature of exclusively affecting ALL ships.
All chat channel transmissions are blocked, with the exception of ships in fleet with the active presence of a secured communications bridge.
Due to the brute force nature of this effect, friendly communications are also affected in the same manner.

For the T2 version:
Information Warfare Link - Secured Communication Bridge
This link is intended to specifically override the effects of the disruption links, and allow full communication ability for fleet members.
Whether the source of the disruption is friendly or hostile, the bridge creates a bypass that restores full communications.
Komi Toran
Perkone
Caldari State
#2 - 2014-11-11 16:18:31 UTC
You do realize that the only effect this would have on a fleet is the inability to share memes and pr0n links, right?
Nikk Narrel
Moonlit Bonsai
#3 - 2014-11-11 16:36:04 UTC
Komi Toran wrote:
You do realize that the only effect this would have on a fleet is the inability to share memes and **** links, right?

The chat channels are used in different ways by different players.

Some players rely on it quite heavily, by necessity.
As an example, intel channels in null cannot assume that all assets are logged into the same voice coms, so warnings often need to be copied and pasted into intel channels.
Some groups rely on web pages to parse this data, by links.

Will players who go to the extra effort, (using out of game voice coms), be able to ignore this?
If they are only concerned about reaching players using their comms system.
Komi Toran
Perkone
Caldari State
#4 - 2014-11-11 18:11:08 UTC
Alts. Mail to send links. External chat programs. The best your module does is encourage the use of external communications, which makes it terrible. Standard side effect of viewing a population as a collection of unreactive potted plants, instead of human beings. Meanwhile, your module gets in the way of every other non-PvP related chat in the game, which makes it more terrible.
Nikk Narrel
Moonlit Bonsai
#5 - 2014-11-11 18:34:27 UTC
Komi Toran wrote:
Alts. Mail to send links. External chat programs. The best your module does is encourage the use of external communications, which makes it terrible. Standard side effect of viewing a population as a collection of unreactive potted plants, instead of human beings. Meanwhile, your module gets in the way of every other non-PvP related chat in the game, which makes it more terrible.

That is ignoring some truly significant details.

Consider instead, how exactly this can interfere with non-PvP interests.

The moment an untargeted effect hits a ship that is not under a war-dec, it is considered an attack.

It doesn't matter if it is a smart bomb, or something like this.

Anyone trying to use this outside of null would risk a security standing loss.
Anyone affecting a neutral player in high sec would find Concord throwing them a party.

While I am sure the devs might decide it would be balanced to use something like this in high sec, I seriously doubt it.

Although, I must admit, being able to stop the Jita spam for even a few moments would be tempting.
Komi Toran
Perkone
Caldari State
#6 - 2014-11-11 18:46:54 UTC
I was unaware that recruitment, new player help, market channels, alliance/corp chat, and private convos with old friends were off limits in null. Obviously, my client is defective and I will stop being involved in these things immediately, for fear I might be banned for an exploit.
Nikk Narrel
Moonlit Bonsai
#7 - 2014-11-11 19:25:52 UTC
Komi Toran wrote:
I was unaware that recruitment, new player help, market channels, alliance/corp chat, and private convos with old friends were off limits in null. Obviously, my client is defective and I will stop being involved in these things immediately, for fear I might be banned for an exploit.

ROFL

Brilliantly put, but I think we are both clever enough to know EVE is a pvp game as a foundation, with the other aspects built with the understanding of this base detail.

But just a few posts above, you were pointing out:
Komi Toran wrote:
You do realize that the only effect this would have on a fleet is the inability to share memes and **** links, right?


So, are you saying the chat channels sacred ground, or trivial?

Either way it is a secondary detail.
Chat already came to pvp, according to many, by revealing who is present in which system.
Now, PvP could come to chat too.

Big smile
Komi Toran
Perkone
Caldari State
#8 - 2014-11-11 19:31:14 UTC
Nikk Narrel wrote:
So, are you saying the chat channels sacred ground, or trivial?

I am saying that your module affects chat channel functions disparately; affecting PvP functions the least as a large proportion of that has already been moved OOG, and social functions the most. As I see no possible reason social chat use needs to be nerfed, I oppose it.
Nikk Narrel
Moonlit Bonsai
#9 - 2014-11-11 19:48:07 UTC
Komi Toran wrote:
Nikk Narrel wrote:
So, are you saying the chat channels sacred ground, or trivial?

I am saying that your module affects chat channel functions disparately; affecting PvP functions the least as a large proportion of that has already been moved OOG, and social functions the most. As I see no possible reason social chat use needs to be nerfed, I oppose it.

Social chat is something less common for local chat itself, at least in the null I am familiar with.

What is common, is intel channels monitored by those not involved enough to bother with voice coms.
And not just monitored, but contributed to by the same group who often enough find themselves in remote systems.

Systems where movement of large groups can become known, but not shared except by those intel channels.

Let's be clear, we are not talking about newbie areas, or trade hubs here. High sec itself is unlikely to be affected.

But the potential that a single hostile in a null system, can silence the warnings when their fleet marches through... that is real.
Komi Toran
Perkone
Caldari State
#10 - 2014-11-11 21:13:06 UTC
Nikk Narrel wrote:
Social chat is something less common for local chat itself, at least in the null I am familiar with.

Why are you focused on local chat? I've said absolutely zero about local chat.

and you must be familiar with a very fail part of null if local is used for anything except social interaction.
Nikk Narrel
Moonlit Bonsai
#11 - 2014-11-11 21:23:13 UTC
Komi Toran wrote:
Nikk Narrel wrote:
Social chat is something less common for local chat itself, at least in the null I am familiar with.

Why are you focused on local chat? I've said absolutely zero about local chat.

and you must be familiar with a very fail part of null if local is used for anything except social interaction.

Eh?

I am not focused on local chat, that is simply the default which many in null have up for the simple purpose of system population awareness.

Of the post in question, local was mentioned once, while intel channels were referred to four times. Three of those four naming the intel channel specifically.

Errr, congrats on living in the part of null where they have cocktail parties in local, rather than use it to see who just entered?

I rather considered it obvious that intel was the primary thrust of this, I see now that others can view it from other perspectives.
Komi Toran
Perkone
Caldari State
#12 - 2014-11-11 22:02:29 UTC  |  Edited by: Komi Toran
Nikk Narrel wrote:
Errr, congrats on living in the part of null where they have cocktail parties in local, rather than use it to see who just entered?

The Local list is used to see who just entered. Local chat, which is what you are jamming, is used to trash talk. It has no other purpose.

And it's already been stated that intel channels will be replaced by existing OOG services. So again, you are doing nothing to them.

So, I will ask bluntly, as this is the only effect your change will have: Why should null-sec players be blocked from recruitment, market, help, RP, or other social channels? If you cannot answer why preventing people from using these particular services is a good thing for the game, then your suggestion has no merit.
Nikk Narrel
Moonlit Bonsai
#13 - 2014-11-11 22:38:04 UTC
Komi Toran wrote:
Nikk Narrel wrote:
Errr, congrats on living in the part of null where they have cocktail parties in local, rather than use it to see who just entered?

The Local list is used to see who just entered. Local chat, which is what you are jamming, is used to trash talk. It has no other purpose.

And it's already been stated that intel channels will be replaced by existing OOG services. So again, you are doing nothing to them.

And it has been rejected by myself, that OOG services will COMPLETELY replace intel channels.
Perhaps you mean to suggest that the players involved in a fleet, or a PvP active operation, will all be on a voice comm.
Even if I were to accept this, the fact remains that a large number of non-PvP assets will too often not be in the same channel room, assuming they were to be using voice at all.

I don't know how your alliance has your intel channels set up, but from my own experience, enough assets fail to use voice so that actual intel chat channels need to exist.

Komi Toran wrote:
So, I will ask bluntly, as this is the only effect your change will have: Why should null-sec players be blocked from recruitment, market, help, RP, or other social channels? If you cannot answer why preventing people from using these particular services is a good thing for the game, then your suggestion has no merit.

This question assumes that I accept these services as the only things affected, which I do not.

Claiming that these social aspects are the exclusively affected channels is a straw man argument.
It suggests that all null groups are organized to the point where everyone is on voice comms reliably, and in addition that a warning in one channel will be relayed in a timely manner to the right channel.

Such ideal conditions only exist in the imagination, sadly.
Komi Toran
Perkone
Caldari State
#14 - 2014-11-11 22:59:53 UTC
Nikk Narrel wrote:
I don't know how your alliance has your intel channels set up, but from my own experience, enough assets fail to use voice so that actual intel chat channels need to exist.

A) The fact that you are limiting yourself only to OOG voice comms means that you have a very incomplete notion of OOG communication.
B) Again, you are assuming human beings are non-reactive potted plants, and will not adapt to your changes.

And with that, I am done here.

Terrible idea is terrible.
Nikk Narrel
Moonlit Bonsai
#15 - 2014-11-11 23:21:36 UTC
Komi Toran wrote:
Nikk Narrel wrote:
I don't know how your alliance has your intel channels set up, but from my own experience, enough assets fail to use voice so that actual intel chat channels need to exist.

A) The fact that you are limiting yourself only to OOG voice comms means that you have a very incomplete notion of OOG communication.
B) Again, you are assuming human beings are non-reactive potted plants, and will not adapt to your changes.

And with that, I am done here.

Terrible idea is terrible.

LOL

A)
You mean OOG IM chat servers?
I have seen those too, but you can't build a serious case against in game chat channels using these.
Half the time I recall these being used to alert players who were offline, that something had happened in game requiring a response.

B)
Of course they will adapt. Emergent play is the result of this, and will evolve to use this jamming as a tactic, as much as how players can defend against it.

I appreciate your opinion, but your suggestion that chat channels are already obsolete in game, well, I disagree.

The bit about my assuming players are non-reactive potted plants who won't adapt.
Perhaps you made this assumption instead of me, when you suggested that someone would jam a system that had players using social channels.
Why exactly wouldn't the inconvenienced players simply blow up the problem, turn it off, or leave?
You made a point that they would not have any PvP setback from this, so their ability to deal with the issue should have no problem.
Jur Tissant
Garoun Investment Bank
Gallente Federation
#16 - 2014-11-12 01:06:59 UTC
If you are in a PvP fleet and not using third-party communication software then you are Doing It Wrong. "Advanced" players will already have multiple means of communication to call out for help. Other players probably won't have anyone to call out to in the first place.

Basically, if your target is already cut off from any nearby help then your module won't change anything. If they aren't cut off from nearby help then they'll be able to reach it by different means.
Arthur Aihaken
CODE.d
#17 - 2014-11-12 02:28:04 UTC
Nikk Narrel wrote:
The local channel itself, as well as any EVE channel, could be affected.

If this would finally shutdown the Jita scammers, count me in...

I am currently away, traveling through time and will be returning last week.

Nikk Narrel
Moonlit Bonsai
#18 - 2014-11-12 14:07:58 UTC
Arthur Aihaken wrote:
Nikk Narrel wrote:
The local channel itself, as well as any EVE channel, could be affected.

If this would finally shutdown the Jita scammers, count me in...

Technically it could, but I really expect that the devs would balance this so that was viewed as a hostile act by concord.

Still, I have empathy for this view... I would be happy to see that happen too.
Nikk Narrel
Moonlit Bonsai
#19 - 2014-11-12 14:27:13 UTC
Jur Tissant wrote:
If you are in a PvP fleet and not using third-party communication software then you are Doing It Wrong. "Advanced" players will already have multiple means of communication to call out for help. Other players probably won't have anyone to call out to in the first place.

Basically, if your target is already cut off from any nearby help then your module won't change anything. If they aren't cut off from nearby help then they'll be able to reach it by different means.

You make a good, if flawed, argument.

I will point out this flaw, as you have made a straw man argument in doing so.
You have lumped all null sec players into either one of two groups:
1. Advanced player already using effective third party (OOG) comms.
2. Player who is too far from help by any means, making their ability to communicate already compromised.

Now, I could see how MOST players active in a current PvP event would be likely to use third party comms.
I know from experience that this can be complicated, but usually works quite well to coordinate large fleet efforts all the way down to smaller roams.

But, and I must point out that this following detail cannot be effectively disproven, not all players in null fit into these two groups, even if they are what most would consider as advanced.

3. Not directly active in a group effort, (PvP or otherwise) possibly not intending to participate in one during their current session.

We can't always find our friends online, just because we managed to gather the time for a play session.
In many cases, if we have odd hours, or simply inconsistent ones, we don't always have a regular group we associate with for online activities.

Now, add into this the players who are making an effort to PvE, and aren't going to drop everything to join a roam or fleet.
(What? Some players do this in null? Rumors that everyone uses high sec alts for ISK grinding are false, I assure you)
These players often avoid PvE grinds during expected fleet ops, so they aren't bothered by pressure to join them.

Does that mean intel channels are all dead?
NO.
Many active in non-PvP actions use them.
They also know the fastest way to relay time sensitive intel is a chat channel dedicated to intel, because by the time they jump onto their voice client to warn about a speed roam heading in, it is 4 systems away and getting kill mails by the time anyone can relay to those needing to react.

If players want to make the extra effort to use third party OOG comms, great. They deserve to be rewarded by being immune to the effective cut-off this idea offers.
Iain Cariaba
#20 - 2014-11-12 17:25:31 UTC  |  Edited by: Iain Cariaba
All I would do to bypass your module is put an in Corp alt docked in high-sec, where you can't use this module, and alt-tab over to it to send out Intel reports. Your module is instantly neutralized.
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