These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Crime watch Idea - Logoff Mechanics

First post
Author
Donnachadh
United Allegiance of Undesirables
#41 - 2015-01-10 03:09:25 UTC
I will leave all the in depth discussions to others and simply state -1 because of all the reasons stated above.

That and maybe I have a more devious streak than I thought but I can see all kinds of ways that this could be abused.
Esmanpir
Raccoon's with LightSabers
#42 - 2015-01-10 03:33:09 UTC
Donnachadh wrote:
I will leave all the in depth discussions to others and simply state -1 because of all the reasons stated above.

That and maybe I have a more devious streak than I thought but I can see all kinds of ways that this could be abused.


THIS

No, -1
Globby
Never Ignorant Gettin' Goals Accomplished
Gimme Da Loot
#43 - 2015-01-10 13:18:16 UTC
Understandably people are completely missing the point here and are letting their player bias form their opinions about something that they don't quite understand. The point is that you can completely disappear from player versus player interaction by logging off. That idea is completely broken if you apply it to any other form of PvP.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#44 - 2015-01-10 13:32:14 UTC
Globby wrote:
Understandably people are completely missing the point here and are letting their player bias form their opinions about something that they don't quite understand. The point is that you can completely disappear from player versus player interaction by logging off. That idea is completely broken if you apply it to any other form of PvP.

I think it's you that are missing the point in that there already exist mechanisms in-game to prevent player logoff. You just don't seem willing to suffer the consequences or deal with probing your targets down after they E-warp.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

chaosgrimm
Synth Tech
#45 - 2015-01-10 13:41:50 UTC  |  Edited by: chaosgrimm
While I'm not necessarily opposed to the justification of the idea, that is, players shouldnt be using logging off to avoid risk. I would question if its really necessary. This change could definitely be the source of abuse in other areas of the game, and the period where a freighter pilot might circumvent risk this way..... is when a ganker is trying to circumvent penalties of:
* using warp disruption in hisec.
* negative security standings by keeping the ganking fleet in station.
Mag's
Azn Empire
#46 - 2015-01-10 13:42:09 UTC
Bronson Hughes wrote:
I think it's you that are missing the point in that there already exist mechanisms in-game to prevent player logoff. You just don't seem willing to suffer the consequences or deal with probing your targets down after they E-warp.
This.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Globby
Never Ignorant Gettin' Goals Accomplished
Gimme Da Loot
#47 - 2015-01-10 13:53:03 UTC
I'm not saying it's hard to use other methods, I just think that we shouldn't have to use the other methods.

It's logging off when you are faced with player versus player interaction, and it doesn't work in any other part of eve, except for this one.
Lugh Crow-Slave
#48 - 2015-01-10 13:57:59 UTC  |  Edited by: Lugh Crow-Slave
Globby wrote:
Understandably people are completely missing the point here and are letting their player bias form their opinions about something that they don't quite understand. The point is that you can completely disappear from player versus player interaction by logging off. That idea is completely broken if you apply it to any other form of PvP.




You are missing the point when i log of i don't leave the PvP in fact i am still conducting it.


as long as the guy is waiting for me there is still player VS player interaction

and logging off is used in other areas of PvP go find out what a log off trap is
BeBopAReBop RhubarbPie
Stimulus
Rote Kapelle
#49 - 2015-01-10 14:00:52 UTC
Perhaps if there was a module that created an aggression without going criminal. Neutral agression is a damn stupid mechanic, but so are a lot of the mechanics surrounding ganking. (Don't get me started on faction police...)

Founder of Violet Squadron, a small gang NPSI community! Mail me for more information.

BeBopAReBop RhubarbPie's Space Mediation Service!

Yolandar
CSR Strategic Reserves
Citizen's Star Republic
#50 - 2015-01-10 14:36:31 UTC
BeBopAReBop RhubarbPie wrote:
Perhaps if there was a module that created an aggression without going criminal. Neutral agression is a damn stupid mechanic, but so are a lot of the mechanics surrounding ganking. (Don't get me started on faction police...)


There's already a button for that.
Its called 'activate kill-right'

still -1
Globby
Never Ignorant Gettin' Goals Accomplished
Gimme Da Loot
#51 - 2015-01-10 15:49:33 UTC
No where else in eve can you avoid player versus player interaction once interacted with by logging off, except for highsec ganking.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#52 - 2015-01-10 16:10:51 UTC
You can't if you as a ganker do it right.

You as a ganker want to engage in illegal activities, don't make it look like it should be easy to do that.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Lugh Crow-Slave
#53 - 2015-01-10 16:40:53 UTC  |  Edited by: Lugh Crow-Slave
Globby wrote:
No where else in eve can you avoid player versus player interaction once interacted with by logging off, except for highsec ganking.



again logging off is NOT avoiding player versus player interaction



as for where else it is used supers null/ls did you want just one place or a list?
Ro Fenrios
Armilies Corporation
Domain Research and Mining Inst.
#54 - 2015-01-10 17:23:39 UTC  |  Edited by: Ro Fenrios
Globby wrote:
No where else in eve can you avoid player versus player interaction once interacted with by logging off, except for highsec ganking.


Null sec and supers, anyone?



Edit: Mentioned already. Whoops.

Well, here is another.

High, low, null when combat scans go up and you don't want to give your mission/escalation location. Also common in few of those rare missions that you can only do once per character and have some key item that needs to be recovered. I remember one of my members once had this problem. Someone combat scanned his site and took the key item. Note, that is interaction.
TigerXtrm
The Scope
Gallente Federation
#55 - 2015-01-10 17:43:54 UTC
Okay so... you want more ways to keep someone locked down. Does the victim get more ways to escape in this equation or do you only want to change things when they fit your particular play style?

My YouTube Channel - EVE Tutorials & other game related things!

My Website - Blogs, Livestreams & Forums

Zimmer Jones
Aliastra
Gallente Federation
#56 - 2015-01-10 19:38:58 UTC
Player incompetence is not a game bug, they(ccp) have given you the boon of being able to force combat if you risk something. This was not always the case. Work for it, at least you CAN, now. No risk, no reward, no surprise, and NO to this.

-1

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

BeBopAReBop RhubarbPie
Stimulus
Rote Kapelle
#57 - 2015-01-10 20:58:07 UTC
Yolandar wrote:
BeBopAReBop RhubarbPie wrote:
Perhaps if there was a module that created an aggression without going criminal. Neutral agression is a damn stupid mechanic, but so are a lot of the mechanics surrounding ganking. (Don't get me started on faction police...)


There's already a button for that.
Its called 'activate kill-right'

still -1

Kill rights make a target go suspect.

Founder of Violet Squadron, a small gang NPSI community! Mail me for more information.

BeBopAReBop RhubarbPie's Space Mediation Service!

admiral root
Red Galaxy
#58 - 2015-01-10 21:51:03 UTC
Quadima wrote:
I propose replacing cartoon bumping with ... you know... real physics.


If you had the netiquette to search before posting, you'd know that this has been suggested many times and that the New Order would fully support such a change. Twisted

Steppa Musana wrote:
I feel the need to whine


Play to your strengths, dude.

Steppa Musana wrote:
Bumping is already so unfair that once you make contact a single time with the freighter, there is nothing anyone can do to stop you from killing them. You just come with enough alpha ships and you can tear through the strongest armor tanked freighter before reps land. Oh no didn't kill it the first time? No problem! Just bump the ship for another 20 minutes, or hour, or ten hours, until you bring in enough waves to kill it. The remote hull reps are so terrible that as long as you break the shield and armor you will always eventually kill it.

Your chance of success in a freighter gank OP is 99.9% and you still want to nerf the 0.1% chance a freighter has to escape alive. Wow.

Bear


Given how frequently you participate in similar threads I'm going to go ahead and say you're willfully spewing lies and mis-information. Freighter pilots have the power to prevent themselves being ganked, except in rare cases of extremely bad luck.

No, your rights end in optimal+2*falloff

Juan Mileghere
Federal Navy Academy
Gallente Federation
#59 - 2015-01-10 22:24:36 UTC  |  Edited by: Juan Mileghere
Globby wrote:
Since when is shooting people the only form of PvP in eve?

I propose that we should be able to inflict a 15 minute capsuleer log off timer by simply right clicking on a player's name and clicking a button. This can prevent people from avoiding ingame conflict by exiting out of their client, specifically for those freighters who instantly log off when they see a Macharial on gate.

As far as I know, aggression timers were created to keep players from being able to disappear from PvP, and being bumped is a form of player versus player interaction. I cannot tell you how many times a freighter has gotten away from me and has lived simply because he closed his client and left the game for several hours, only to log back on when he has eyes on where he logged off and has made sure the person bumping him is logged off. To be honest, exiting the game to avoid conflict is very unethical and borderline exploitative.

So to make it so this isn't abused, I would give each player the ability to 'tag' every other player once per 24 hours. You can't have one guy 'tagging' the same guy forever, and you can't have an alt 'tag' his main to make it so he can't be caught again.


What are your thoughts? Why is combat the only pvp combat that doesn't allow you to escape by simply closing the client?

I'd get out a velator and shoot the freighter giving it a 15 min log off timer, all you'll need then is a scanner *gasp* and the normal gankers.
M1k3y Koontz
Speaker for the Dead
Stay Feral
#60 - 2015-01-10 22:27:23 UTC
Globby wrote:
This can prevent people from avoiding ingame conflict by exiting out of their client, specifically for those freighters who instantly log off when they see a Macharial on gate.


Aww, is someone upset that they can't gank freighters by bumping them indefinitely? Lol

How much herp could a herp derp derp if a herp derp could herp derp.