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CCP wants to change the Watchlist feature ...

Author
Robert Caldera
Caldera Trading and Investment
#61 - 2016-02-22 11:12:12 UTC
Morrigan LeSante wrote:

You see when you log off you're invisible, no trace, 100% completely unfindable, ever. So with power like that, why should there not be counterplay that allows people to even know that finding you is so much as possible?

so people will stop looking for players who arent in their direct range of influence (otherwise they would see them), just because a bad mechanic tells you they are online and have to be somewhere - good change.
Barrett Fruitcake
Doomheim
#62 - 2016-02-22 11:35:40 UTC
Morrigan LeSante wrote:

Prey tell, how does one locate a logged off asset in a system? This should be good.

You see when you log off you're invisible, no trace, 100% completely unfindable, ever. So with power like that, why should there not be counterplay that allows people to even know that finding you is so much as possible?


I see you ducked the local question, thus I can only conclude you belong to the large crop of hypocrites.



Well, you actually have to take some effort as a group to find where players log off. There should be no easy-mode, "ya, my target just logged on" service in the game.

There is a locator service that tells you where someone is though I would say that mechanic is also broken. It, and no game mechanic, should be 100% accurate at all times. There should be some uncertainty and risk involved in trying discover a players location.

The locator service should give out accurate and inaccurate information that can't be gamed by having 20 players running it on the same player. It should give them all the same accurate and inaccurate information based upon random chance.

There should also be a risk that each time you run the locator service the target is notified and given the option to provide specific false information to maybe set their own trap for those who are trying to locate him.

Getting 100% risk-free and accurate intel should never exist in this game.

Ralph King-Griffin
New Eden Tech Support
#63 - 2016-02-22 11:39:29 UTC
Barrett Fruitcake wrote:
Morrigan LeSante wrote:

Prey tell, how does one locate a logged off asset in a system? This should be good.

You see when you log off you're invisible, no trace, 100% completely unfindable, ever. So with power like that, why should there not be counterplay that allows people to even know that finding you is so much as possible?


I see you ducked the local question, thus I can only conclude you belong to the large crop of hypocrites.



Well, you actually have to take some effort as a group to find where players log off. There should be no easy-mode, "ya, my target just logged on" service in the game.

There is a locator service that tells you where someone is though I would say that mechanic is also broken. It, and no game mechanic, should be 100% accurate at all times. There should be some uncertainty and risk involved in trying discover a players location.

The locator service should give out accurate and inaccurate information that can't be gamed by having 20 players running it on the same player. It should give them all the same accurate and inaccurate information based upon random chance.

There should also be a risk that each time you run the locator service the target is notified and given the option to provide specific false information to maybe set their own trap for those who are trying to locate him.

Getting 100% risk-free and accurate intel should never exist in this game.


local
Tiber Ira
Fusion Research Ltd
#64 - 2016-02-22 11:56:17 UTC
Don't like the idea personnaly but if it's gonna happen then if you log in space you stay there. Only exceptions is when you are in a POS or within tethering of a citadel.
Threm
Funatix Sanctuary
Funatix
#65 - 2016-02-22 12:00:26 UTC  |  Edited by: Threm
Barrett Fruitcake wrote:


Getting 100% risk-free and accurate intel should never exist in this game.



There are game aspects that need to have this character, otherwise you have to have the black screen and a pocket light as others have written earlier.

But I tell you what is second best solution: if such 100% risk-free and accurate aspects are fair available to everyone without limitation.

And dont forget the enourmous database information out of game. All available for everyone. Dont think that could be switched off again.

Watchlist the other can be used by anyone, hunter can watchlist and locate the prey, the prey can watchlist and locate the hunter. Where is the unbalance?

I tell you what is unfair: That a new character has to get standing for a level 4 agent to locate possible opponent while they already can. Watchlist in the opposite does not need requirements, it is fair in regard of the prerequisites.

What do you learn first in Eve? Have the Local chat separatly! Its fair available for everyone. Do you let someone tackled go because he is telling you he didnt know? And even not having it in wormhole is fair because it is for everyone. Same is dscan, the rules for being seen or not seen are the same for everyone.

Dont focus too much to risk aspect or accuracy for basic information, focus on availability and same rules for everyone.
Morrigan LeSante
Perkone
Caldari State
#66 - 2016-02-22 12:05:22 UTC
Ralph King-Griffin wrote:
Barrett Fruitcake wrote:
Morrigan LeSante wrote:

Prey tell, how does one locate a logged off asset in a system? This should be good.

You see when you log off you're invisible, no trace, 100% completely unfindable, ever. So with power like that, why should there not be counterplay that allows people to even know that finding you is so much as possible?


I see you ducked the local question, thus I can only conclude you belong to the large crop of hypocrites.



Well, you actually have to take some effort as a group to find where players log off. There should be no easy-mode, "ya, my target just logged on" service in the game.

There is a locator service that tells you where someone is though I would say that mechanic is also broken. It, and no game mechanic, should be 100% accurate at all times. There should be some uncertainty and risk involved in trying discover a players location.

The locator service should give out accurate and inaccurate information that can't be gamed by having 20 players running it on the same player. It should give them all the same accurate and inaccurate information based upon random chance.

There should also be a risk that each time you run the locator service the target is notified and given the option to provide specific false information to maybe set their own trap for those who are trying to locate him.

Getting 100% risk-free and accurate intel should never exist in this game.


local



Yeah he's not touching that with a 100' pole because that increases safety, thus is sacrosanct.

Goddamned hypocrites the lot of them.
Mag's
Azn Empire
#67 - 2016-02-22 12:06:27 UTC
Barrett Fruitcake wrote:
Getting 100% risk-free and accurate intel should never exist in this game.
So you are an advocate, for the removal of local?

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

Khan Wrenth
Viziam
Amarr Empire
#68 - 2016-02-22 12:34:23 UTC
Mag's wrote:
Barrett Fruitcake wrote:
Getting 100% risk-free and accurate intel should never exist in this game.
So you are an advocate, for the removal of local?

Don't know about him, but I certainly am.

Get rid of local, keep watchlists as a function of locator agents and an isk sink to discourage mass-use, and increase reliance on d-scan. Safety in this game should come from what you actively do to keep yourself safe, not passive things like watching local and watchlists.
Khan Wrenth
Viziam
Amarr Empire
#69 - 2016-02-22 12:47:34 UTC
SurrenderMonkey wrote:
Wat

What wat? If your target is showing negative on the status (in the case of using the watch-list), I was putting forth the rhetorical question to demonstrate that you wouldn't know if he's simply offline, or docked up. It's a demonstration that the provided intel is not perfect anymore and I feel it's a fine balance and gives players all across New Eden many ways to use or attempt to baffle the information provided. You quoted something from a level 2 agent, then something from a level 4 agent, when neither have anything to do with one-another.

Lugh Crow-Slave wrote:

no eve should not make players do pve the amount we are already forced to is to much

Good thing nothing in my proposal advocates for any forced PvE, nor does it change any aspect of the current systems to increase PvE load on players. It just makes locator agents more useful.

Black Pedro wrote:
Sure, but CCP did add the mechanic for a good reason years ago. This is a game universe where you can remove yourself from by just logging out. There needs to be ways to know when other players, both your friends and your foes, are online so you can interact with them.

I think the compromise is to buff locator agents or add equivalent functionality via a new structure

The problem with a structure is that it brings up a lot of questions like "what kind of structure?" If it's a SOV structure, then you've just removed watchlist from everybody in highsec or lowsec. If it's a Citadel-type deployable, then we have to start having conversations about structure hitpoints, vulnerability windows, deployment time, etc. It gets really complicated really quick.

Locator agents already need a buff, and there is a use for watchlists in the game. It just makes sense to merge the two.
Threm
Funatix Sanctuary
Funatix
#70 - 2016-02-22 12:48:17 UTC
Khan Wrenth wrote:
Mag's wrote:
Barrett Fruitcake wrote:
Getting 100% risk-free and accurate intel should never exist in this game.
So you are an advocate, for the removal of local?

Don't know about him, but I certainly am.

Get rid of local, keep watchlists as a function of locator agents and an isk sink to discourage mass-use, and increase reliance on d-scan. Safety in this game should come from what you actively do to keep yourself safe, not passive things like watching local and watchlists.


This is already existing and is called wormhole. Everyone is free to move there and meet others like the same. Therefore it is no need to expand it to other areas. And btw it is unbalanced as all industry related stuff and pve cant be hidden from dscan while all pvp can. It would be a need to increase the reward for pve and industry then.

This is still a sandbox with interaction to other players. There is no point in artificially make it more difficult by letting them only see what is in 14AU range around.
Khan Wrenth
Viziam
Amarr Empire
#71 - 2016-02-22 13:30:04 UTC
Threm wrote:
This is already existing and is called wormhole. Everyone is free to move there and meet others like the same. Therefore it is no need to expand it to other areas. And btw it is unbalanced as all industry related stuff and pve cant be hidden from dscan while all pvp can. It would be a need to increase the reward for pve and industry then.

This is still a sandbox with interaction to other players. There is no point in artificially make it more difficult by letting them only see what is in 14AU range around.


Wormholes already have anomolies, gas sites, ice, moons, etc, so why bother having anything like that in the rest of the universe?

Wormholes are highly unique for a wide range of reasons; just because one fantastic idea was tried out there successfully doesn't mean the rest of EvE should suffer for the one area of space that was lucky enough to be the original testing ground. That's like saying electric windows on cars is a fantastic idea, better keep it only on Lexus-brand autos.

As for your sandbox argument, artificial lines and barriers exist in every single aspect of the game. From the limits of the grid, to connections between systems, to number of industry or research slots a player has, etc. Artificial limits, when used correctly to balance out gamplay, are a fantastic thing. Like artificial limits on jump ranges and fatigue helped bring more people out of hiding because they didn't have to worry as much. The removal of local, along with serious tweaks to the watchlist and locator agents, would be in much the same vein. It's what is done to improve the game.
Robert Caldera
Caldera Trading and Investment
#72 - 2016-02-22 13:50:03 UTC
Threm wrote:

This is already existing and is called wormhole.

noone was talking about wormholes, as they have already no local display.

Threm wrote:

This is still a sandbox with interaction to other players. There is no point in artificially make it more difficult by letting them only see what is in 14AU range around.


you know, CCP could also implement some sort of replacement for local, it would need to be less powerful however.
Starrakatt
Empire Assault Corp
Dead Terrorists
#73 - 2016-02-22 14:20:09 UTC  |  Edited by: Starrakatt
Barrett Fruitcake wrote:
Stuff about agents that should be inacurate and even harder to use.
From years of experience, between the moment a target is located by the agent, the target has already moved around: There is inacurracy.

From the moment you know the target's location (assuming it is in space and interactable with) and the time you moved there tp intercept, the target has moved even further from original location: There is inacurracy.

Or logged off, by the time you get there. Or just logged in and decided to AFK cloak troll you for the next 10 hours, or stay docked.

Asking an agent to locate someone isn't a guarranty of a kill, or even finding a target, or make it interactable. You spend your time to go grind standings. Then spend time to ask an agent. You spend ISK. You spend more time to get to location, and that with no guarranty you will actually have a target when you get there.

Most users of locator agents will tell you that a vast majority of targets, when located, produce no concrete results in the end. Under teh current system I made watchlists of hundred of active players: Easily over 90% of location results doesn't result on anything.

Inacurracy isn't needed.
Ralph King-Griffin
New Eden Tech Support
#74 - 2016-02-22 14:27:18 UTC
Starrakatt wrote:
Barrett Fruitcake wrote:
Stuff about agents that should be inacurate and even harder to use.
From years of experience, between the moment a target is located by the agent, the target has already moved around: There is inacurracy.

From the moment you know the target's location (assuming it is in space and interactable with) and the time you moved there tp intercept, the target has moved even further from original location: There is inacurracy.

Or logged off, by the time you get there. Or just logged in and decided to AFK cloak troll you for the next 10 hours, or stay docked.

Asking an agent to locate someone isn't a guarranty of a kill, or even finding a target, or make it interactable. You spend your time to go grind standings. Then spend time to ask an agent. You spend ISK. You spend more time to get to location, and that with no guarranty you will actually have a target when you get there.

Most users of locator agents will tell you that a vast majority of targets, when located, produce no concrete results in the end. Under teh current system I made watchlists of hundred of active players: Easily over 90% of location results doesn't result on anything.

Inacurracy isn't needed.

confirming all of this,
given the inordinate amount of effort and grinding needed to gain access to a useful amount of agents they dont offer anywhere near enough with the changes inbound.
Barrett Fruitcake
Doomheim
#75 - 2016-02-22 15:01:12 UTC
Robert Caldera wrote:
Threm wrote:

This is already existing and is called wormhole.

noone was talking about wormholes, as they have already no local display.

Threm wrote:

This is still a sandbox with interaction to other players. There is no point in artificially make it more difficult by letting them only see what is in 14AU range around.


you know, CCP could also implement some sort of replacement for local, it would need to be less powerful however.


Maybe a delayed local with each ship having increased directional scan capability.
Certainly would help with the afk cloaker fallacy.

Getting rid of local without at least modifying some other game mechanics would be a bit harsh, but getting rid of local should be a distance goal.



Barrett Fruitcake
Doomheim
#76 - 2016-02-22 15:04:05 UTC
Ralph King-Griffin wrote:
Starrakatt wrote:
Barrett Fruitcake wrote:
Stuff about agents that should be inacurate and even harder to use.
From years of experience, between the moment a target is located by the agent, the target has already moved around: There is inacurracy.

From the moment you know the target's location (assuming it is in space and interactable with) and the time you moved there tp intercept, the target has moved even further from original location: There is inacurracy.

Or logged off, by the time you get there. Or just logged in and decided to AFK cloak troll you for the next 10 hours, or stay docked.

Asking an agent to locate someone isn't a guarranty of a kill, or even finding a target, or make it interactable. You spend your time to go grind standings. Then spend time to ask an agent. You spend ISK. You spend more time to get to location, and that with no guarranty you will actually have a target when you get there.

Most users of locator agents will tell you that a vast majority of targets, when located, produce no concrete results in the end. Under teh current system I made watchlists of hundred of active players: Easily over 90% of location results doesn't result on anything.

Inacurracy isn't needed.

confirming all of this,
given the inordinate amount of effort and grinding needed to gain access to a useful amount of agents they dont offer anywhere near enough with the changes inbound.


From 10 years of Null Sec and Low Sec Pvp experience, this is a bit overblown.
You just don't want to lose your free intel in order to keep it easy to track Supercapitals, war and gank targets.
Ralph King-Griffin
New Eden Tech Support
#77 - 2016-02-22 15:05:17 UTC
Barrett Fruitcake wrote:

Getting rid of local without at least modifying some other game mechanics would be a bit harsh



which is exactly what we are saying about watch-lists.
Barrett Fruitcake
Doomheim
#78 - 2016-02-22 15:09:56 UTC
Ralph King-Griffin wrote:
Barrett Fruitcake wrote:

Getting rid of local without at least modifying some other game mechanics would be a bit harsh



which is exactly what we are saying about watch-lists.


Yeah, I don't agree.

Watch list is Stalkers-Online and spoon fed free intel.

Though If I had a choice I would say get completely rid of local and watch-lists, along with all map statistics related to jumps, kills, pod kills, and active cynos.

All of that should be only locally accessible, not spoon feed to lazy station bound alts.
Ralph King-Griffin
New Eden Tech Support
#79 - 2016-02-22 15:14:51 UTC
Barrett Fruitcake wrote:

From 10 years of Null Sec and Low Sec Pvp experience, this is a bit overblown.
You just don't want to lose your free intel in order to keep it easy to track Supercapitals, war and gank targets.

i dont give two ****s about your supers , truly i don't.

what i want is the ability to decern between someone who is actually playing the game and isnt before i waste 40 minuets looking for him.

i dont need to see when he logs in but i would need to know if he is online when i make the decision to try and find him.

this isnt about your supers ,
neither i nor any of my friends could conceivably care any less about what or when you do with them.

Barrett Fruitcake
Doomheim
#80 - 2016-02-22 15:18:10 UTC
Ralph King-Griffin wrote:
Barrett Fruitcake wrote:

From 10 years of Null Sec and Low Sec Pvp experience, this is a bit overblown.
You just don't want to lose your free intel in order to keep it easy to track Supercapitals, war and gank targets.

i dont give two ****s about your supers , truly i don't.

what i want is the ability to decern between someone who is actually playing the game and isnt before i waste 40 minuets looking for him.

i dont need to see when he logs in but i would need to know if he is online when i make the decision to try and find him.

this isnt about your supers ,
neither i nor any of my friends could conceivably care any less about what or when you do with them.




Not knowing if your quarry is around or not is part of the game.
You should never know for certainty that they are, you should be required to look.