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War dec recurrence

Author
Dirty Forum Alt
Forum Alts Anonymous
#161 - 2016-09-22 18:57:14 UTC
Lucas Kell wrote:
Dirty Forum Alt wrote:
It is a *video game* - of course there are "free" and "easy" tools that don't make any sense...you need them to make the game *fun* and *playable* for the average person.

Having a way to know if your enemy is even playing really is a natural tool that should be provided - even if limits are placed upon it.
Sure, but it has to be balanced. Look at it from a targets point of view, the moment he logs in he flags up to his aggressors so they can immediately start hunting him, and they've had to do nothing for that ability. That's why it's important for it to be an active task. right now it is since you have to actively hunt down the target to see if thy are there.

I believe people have already pointed out it worked both ways - I know all my targets added me to their watch lists and tried to watch out when I was online.

It wasn't one-sided - everyone had it and everyone used it.

The dead swans lay in the stagnant pool. They lay. They rotted. They turned Around occasionally. Bits of flesh dropped off them from Time to time. And sank into the pool's mire. They also smelt a great deal.

Paula Nancy Millstone Jennings (Sussex)

Zanar Skwigelf
HIgh Sec Care Bears
Brothers of Tangra
#162 - 2016-09-22 18:59:34 UTC
Dirty Forum Alt wrote:

Look buddy boy, if A locator agent that takes 4 minutes to ****ing answer my question and then won't talk to me for 15 more minutes afterwards is "instant" - then D-scan is so instant it is time travelling backwards in time!

In addition to being a module that has to be fit and manually activated - there should be a time delay for the ping to bounce off of objects and return results - longer if they are farther away. Plus you are neglecting my statement that it shouldn't be 100% accurate even then, and should require training skills to get close to accurate info.


Comparing d scan to locator agents is irrelevant. I have to wait for d scan results, therefore it's not instant.

The time delay is there, just faster than you like.

I don't care if d scan becomes skill based. A single injector gets us back to where we are today.
Dirty Forum Alt
Forum Alts Anonymous
#163 - 2016-09-22 19:01:54 UTC
Zanar Skwigelf wrote:
Dirty Forum Alt wrote:

Look buddy boy, if A locator agent that takes 4 minutes to ****ing answer my question and then won't talk to me for 15 more minutes afterwards is "instant" - then D-scan is so instant it is time travelling backwards in time!

In addition to being a module that has to be fit and manually activated - there should be a time delay for the ping to bounce off of objects and return results - longer if they are farther away. Plus you are neglecting my statement that it shouldn't be 100% accurate even then, and should require training skills to get close to accurate info.


Comparing d scan to locator agents is irrelevant. I have to wait for d scan results, therefore it's not instant.

The time delay is there, just faster than you like.

I don't care if d scan becomes skill based. A single injector gets us back to where we are today.

The leading proposal I've seen to replace the watch list was adding online/offline status to locator agent results - I thought you were aware of that - that is why I brought up that comparison. People keep calling it "free" and "instant".

Also you do get the results pretty close to instantly - and you can spam the button >_>

The dead swans lay in the stagnant pool. They lay. They rotted. They turned Around occasionally. Bits of flesh dropped off them from Time to time. And sank into the pool's mire. They also smelt a great deal.

Paula Nancy Millstone Jennings (Sussex)

Ralph King-Griffin
New Eden Tech Support
#164 - 2016-09-22 19:25:40 UTC
The leading proposal
Ginger Naari
Doomheim
#165 - 2016-09-22 19:36:47 UTC
I can't see an issue with a locator agent knowing if you are on or offline.

If they know where you are they should be able to discern that much.

Afterall, the targets know you're coming, and have local, if they aren't checking who's about...that's unlucky.
Linus Gorp
Ministry of Propaganda and Morale
#166 - 2016-09-22 20:03:09 UTC
Valkin Mordirc wrote:
Linus Gorp wrote:
baltec1 wrote:
Lucas Kell wrote:

It's a method that uses... wait for it... tools.


What tools?

The complaint is they are running locators then going hunting people that are not even there, what tools are there that tell them if these people are online or not before they go hunting down a shadow?

A convo request.
Or fleet invite them to a full squad and look at the message... Will either tell you they're offline or will tell you they can't be invited because squad is full.



That is not a tool.


That is a work around.


Technically it could be labeled as an exploit.

And one that CCP is not happy with.

It still works and does what you want.

When you don't know the difference between there, their, and they're, you come across as being so uneducated that your viewpoint can be safely dismissed. The literate is unlikely to learn much from the illiterate.

baltec1
Bat Country
Pandemic Horde
#167 - 2016-09-22 20:32:48 UTC
Lucas Kell wrote:
I didn't miss it, it's just irrelevant.


Hardly, its what everyone is complaining about.

Lucas Kell wrote:
If you don't want to have to do all of that pesky undocking and flying of spaceships to get your content, you're playing the wrong game.


Where did that idiocy come from? They still have to undock, they just don't want to spend all of their time chasing around targets that don't exist.

Lucas Kell wrote:

The real question is why is it suddenly a forum worthy issue.


Its been an issue since CCP announced the removal of watchlists.
Lugh Crow-Slave
#168 - 2016-09-22 20:38:40 UTC
baltec1 wrote:


Lucas Kell wrote:
If you don't want to have to do all of that pesky undocking and flying of spaceships to get your content, you're playing the wrong game.


Where did that idiocy come from? They still have to undock, they just don't want to spend all of their time chasing around targets that don't exist.



as an example lets say you are an explorer but at random and for random amounts of time all data and relic sites in eve de-spawn you will have no way of knowing if the systems around you have been picked clean so you just need to go a bit farther or if you are wasting your time
Rawmeat Mary
Empire Assault Corp
Dead Terrorists
#169 - 2016-09-22 21:59:05 UTC
Linus Gorp wrote:
Valkin Mordirc wrote:
Linus Gorp wrote:
baltec1 wrote:
Lucas Kell wrote:

It's a method that uses... wait for it... tools.


What tools?

The complaint is they are running locators then going hunting people that are not even there, what tools are there that tell them if these people are online or not before they go hunting down a shadow?

A convo request.
Or fleet invite them to a full squad and look at the message... Will either tell you they're offline or will tell you they can't be invited because squad is full.



That is not a tool.


That is a work around.


Technically it could be labeled as an exploit.

And one that CCP is not happy with.

It still works and does what you want.

So you are advocating using a workaround mechanic that CCP doesn't like and is intending to remove.

What then?

'If they take the ship, they'll rape us to death, eat our flesh, and sew our skins onto their clothing. And if we're very, very lucky, they'll do it in that order.'

Yeah, we're like that.

Lucas Kell
Solitude Trading
#170 - 2016-09-22 22:00:19 UTC
Dirty Forum Alt wrote:
I believe people have already pointed out it worked both ways - I know all my targets added me to their watch lists and tried to watch out when I was online.

It wasn't one-sided - everyone had it and everyone used it.
Not quite so simple, since wardeccers can add alts to their corp to go point their targets and there'd be no way they could have pre-watchlisted a character they didn't know was associated. The simple point is that it was automatic intel on a given player and simply shouldn't be available without input or cost. Even local you have to physically travel to the system to use.

baltec1 wrote:
Hardly, its what everyone is complaining about.
No... what you're complaining about is your loss of magic intel and how CCP keep bullying you and ruining their game at the same time and how you'll teach them for being so mean.

baltec1 wrote:
Where did that idiocy come from? They still have to undock, they just don't want to spend all of their time chasing around targets that don't exist.
They only have to undock when there's a target they want. They don't have to undock to actually hunt. You know EVE is supposed to be a remotely tough game, right?

baltec1 wrote:
Its been an issue since CCP announced the removal of watchlists.
So again I ask, why wasn't it an issue when you fle all the way out to get someone only to find them docked in a station AFK for the rest of the day. That's just as much of a time waste as hunting someone that's offline. If anything the offline player is better as you can confirm for sure they aren't playing.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Rawmeat Mary
Empire Assault Corp
Dead Terrorists
#171 - 2016-09-22 22:35:56 UTC  |  Edited by: Rawmeat Mary
Lucas Kell wrote:
Dirty Forum Alt wrote:
[quote=baltec1]Its been an issue since CCP announced the removal of watchlists.
So again I ask, why wasn't it an issue when you fle all the way out to get someone only to find them docked in a station AFK for the rest of the day. That's just as much of a time waste as hunting someone that's offline. If anything the offline player is better as you can confirm for sure they aren't playing.

Lets make an example using some numbers:

I got 200 Wartargets I got a contract on, to track and kill when possible. Say I did some research and maybe half may be active in a given timezone, so I run 100 Locators on these (and that is a ridiculous numbers, almost no one got that many) which will take a few hours.

As my Locate results come in, I got to fly to, say 75 different star systems to see if they are there and online. If I don't see them in Local (which will be, say, roughly over 95% of the time), I need to run more Locators, hopefully using local L1 or L2 that are cheap and quick, to find out if they are still there and thus determine if they are offline.

That is 400-600 minutes of L3 and L4 Locator agents, not counting 15 to 30 minutes of cooldown between uses.

Add an average of 20 jumps/ target, say your scout is using a regular CoVops, so that it is a 15 minute trip/Located target, just to get there.

15min X 75 systems where these 100 targets were Located. Maths says 1125 minutes of scouting. Can be divided/number of scouts you are using.

That is using the actual system with no Watchlist.



With the old Watchlist, you only ran Locators on the Online targets on said Watchlist, so around. 5-10 people.

That is 20-40 minutes of Locator time + 75-150 minutes of scouting (divided/number of scouts).



With the proposed change to Locator Agents telling you if the target is online, you still spend the 400-600 minutes of Locate time, but at least you cut 95% of the time lost scouting offline targets.

There is the answer to your question: AFK players weren't an issue because you only spent maybe 2-3 hours to find and watch them a bit and see if AFK or active, instead of 18 hours chasing offline players.

Edit: Emphasis on 18 hours. And that is why almost nobody hunts anymore.

'If they take the ship, they'll rape us to death, eat our flesh, and sew our skins onto their clothing. And if we're very, very lucky, they'll do it in that order.'

Yeah, we're like that.

Hengle Teron
Red Sky Morning
The Amarr Militia.
#172 - 2016-09-23 02:06:59 UTC  |  Edited by: Hengle Teron
Dracvlad wrote:
Hengle Teron wrote:
Dracvlad wrote:
Hengle Teron wrote:
Dracvlad wrote:
Or you can go to lowsec or 0.0 and have some fun there, hold on I see you are in CVA, perhaps you like Honourable Third Parties... Question

Nice try, but I find their gameplay as legit as any other.


Yes of course you do, but that was not really my question, do you direct them on targets too?

Given I'm not a locator agent, no.


Yeah right, but if CVA have not worked out what you are up to, I am not going to tell them.

Please do tell.

I'd like to know what the hell I'm doing here as well.
Lucas Kell
Solitude Trading
#173 - 2016-09-23 07:19:22 UTC
Rawmeat Mary wrote:
Lets make an example using some numbers:

I got 200 Wartargets I got a contract on, to track and kill when possible. Say I did some research and maybe half may be active in a given timezone, so I run 100 Locators on these (and that is a ridiculous numbers, almost no one got that many) which will take a few hours.

As my Locate results come in, I got to fly to, say 75 different star systems to see if they are there and online. If I don't see them in Local (which will be, say, roughly over 95% of the time), I need to run more Locators, hopefully using local L1 or L2 that are cheap and quick, to find out if they are still there and thus determine if they are offline.

That is 400-600 minutes of L3 and L4 Locator agents, not counting 15 to 30 minutes of cooldown between uses.

Add an average of 20 jumps/ target, say your scout is using a regular CoVops, so that it is a 15 minute trip/Located target, just to get there.
So in this example you've chosen to go to war with a corp who all play in completely different locations? Sounds like they successfully beat wardeccers.

Most corps will hang out in given areas, once you know where they hang out you go to that area to hunt targets. You can use locators if you're looking for specific targets but if you're intel is so bad you're having to run 100 locator agents, that's your own fault.

Rawmeat Mary wrote:
With the proposed change to Locator Agents telling you if the target is online, you still spend the 400-600 minutes of Locate time, but at least you cut 95% of the time lost scouting offline targets.
Potentially, but then if I was a wardec target I'd absolutely get as many alts in corp sitting all over hell online but inactive all day and you'd be back to the problem. The thing is, you should need to go out to hunt, not just sit in a station firing off requests from alts. That said, I accept the idea of allowing locator agents to give information on whether the player is online as a fair compromise. I've read Ralph's proposal and that seems pretty good. He should probably put a more descriptive link than "click me" P

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Ralph King-Griffin
New Eden Tech Support
#174 - 2016-09-23 09:23:46 UTC
Lucas Kell wrote:
So in this example you've chosen to go to war with a corp who all play in completely different locations? Sounds like they successfully beat wardeccers.

Most corps will hang out in given areas, once you know where they hang out you go to that area to hunt targets. You can use locators if you're looking for specific targets but if you're intel is so bad you're having to run 100 locator agents, that's your own fault.


id say about 60% of the corps we dec are like this ,you can do all the research on a target you like but as soon as the war goes live you only ever have 10%(ish) of the corp active, pretty much regardless of what their previous activity levels were like.

and of those that remain online their behavior almost always changes significantly,
a considerably amount will go wh diving , some will station trade exclusivly and thats grand,
good job lads making it hard ,fair play,
but by and large the default response is just to stay offline even the ones you wouldn't expect it from.

Lucas Kell wrote:
The thing is, you should need to go out to hunt, not just sit in a station firing off requests from alts. That said, I accept the idea of allowing locator agents to give information on whether the player is online as a fair compromise. I've read Ralph's proposal and that seems pretty good. He should probably put a more descriptive link than "click me" P

i agree 100%,
unfortunately mechanically speaking they dont leave a trail of any sort for me to follow,
there is no hint that they have been in a system ,hell even a system they are logged off in has no indication whatsoever that they're in there.

the watchlist was too easy ill agree, the notification that someone logged in especially so.
when the api opened up to write contacts it became flat out op,
you can have a comprehensive list of a 500 man alliance up in seconds (literally seconds)
most of understand and accept why this had to go away
but as rawmeat was illustrating the level of work thats now required is burnout level busy work ,
and believe me it is, i have had several friends burn out , hell Raz stopped taking contracts because he couldn't in good conscience ask it of us.
we still do it anyway when we have the time and energy but both of those are limited.


and yeah fair point on the "click me" thing, updated it now.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#175 - 2016-09-23 09:41:38 UTC
Ginger Naari wrote:
I can't see an issue with a locator agent knowing if you are on or offline.

If they know where you are they should be able to discern that much.

Afterall, the targets know you're coming, and have local, if they aren't checking who's about...that's unlucky.

I don't particularly like the idea of the locator agent knowing online/offline status, for the same reason I don't like the AFK flag for cloaking outlined here:

https://forums.eveonline.com/default.aspx?g=posts&m=6637964#post6637964

In the alternate reality that is New Eden, our characters represent real, living beings. They are always present in the cluster and locator agents know nothing about us as players. They only know about our characters and that's what they look for.

An online/offline indicator breaks the concept that Eve is real by reaching out to say something about us as players.

So for me, that's kind of immersion breaking.

Perhaps something else, that indicates something about our character, but not an online/offline flag about us as players.

Just my 0.02

Lugh Crow-Slave
#176 - 2016-09-23 09:47:50 UTC
... so lore > gameplay? no thanks
Rawmeat Mary
Empire Assault Corp
Dead Terrorists
#177 - 2016-09-23 09:50:09 UTC  |  Edited by: Rawmeat Mary
Lucas Kell wrote:
Rawmeat Mary wrote:
Lets make an example using some numbers:

I got 200 Wartargets I got a contract on, to track and kill when possible. Say I did some research and maybe half may be active in a given timezone, so I run 100 Locators on these (and that is a ridiculous numbers, almost no one got that many) which will take a few hours.

As my Locate results come in, I got to fly to, say 75 different star systems to see if they are there and online. If I don't see them in Local (which will be, say, roughly over 95% of the time), I need to run more Locators, hopefully using local L1 or L2 that are cheap and quick, to find out if they are still there and thus determine if they are offline.

That is 400-600 minutes of L3 and L4 Locator agents, not counting 15 to 30 minutes of cooldown between uses.

Add an average of 20 jumps/ target, say your scout is using a regular CoVops, so that it is a 15 minute trip/Located target, just to get there.
So in this example you've chosen to go to war with a corp who all play in completely different locations? Sounds like they successfully beat wardeccers.

Most corps will hang out in given areas, once you know where they hang out you go to that area to hunt targets. You can use locators if you're looking for specific targets but if you're intel is so bad you're having to run 100 locator agents, that's your own fault.
This was an extreme example. Ofc when we get contracts the client would usually hand us some intel and it is no that hard to figure out a couple of place where they hang out, usually around Citadels or POS, or out of the way mining/mission systems, low/hisec entry points.

However as Ralf point out, WT behavior will change/stop playing and some of them will go hide somewhere else to play quitely, all of which is fine. Realistically, as per the example, you still have to run a good percentage of those 100 Locators to see if the targets have in fact decided to go to ground and stay logged off, so that point is very real - though the scouting time can effectively be cut a lot by observing their hangouts while running the Locators.

Like I said, this was an extreme example of what can happen on a 200 men corp. However, multiply that by a few more contracts and burnout happen.

Presently I am using the exact method you described to find some handfuls of specific targets when I get the time, but mostly, today's 'hunting' is just roaming around hoping to catch someone, dedicated, directed hunting is mostly dead.

About filling the corp with alts that are left online, yeah, that would be smart trolling and exhausting for the Wardec corp to deal with. Some WT do, though mostly they just let their usual character logged in and AFK: tthat behaviour become kinda obvious afer a couple days of observing. After that you just have to come in from time to time to see if that behaviour changed.

But rolling new alts in corp and scatter them all over? Never seen it happen, and that is many years of on and off Hisec mercing experience. Good for those that would try do it, but to be fair it takes a lot of effort and most won't. Much easier to drop corp and laugh at you.

'If they take the ship, they'll rape us to death, eat our flesh, and sew our skins onto their clothing. And if we're very, very lucky, they'll do it in that order.'

Yeah, we're like that.

baltec1
Bat Country
Pandemic Horde
#178 - 2016-09-23 09:51:23 UTC
Scipio Artelius wrote:
Ginger Naari wrote:
I can't see an issue with a locator agent knowing if you are on or offline.

If they know where you are they should be able to discern that much.

Afterall, the targets know you're coming, and have local, if they aren't checking who's about...that's unlucky.

I don't particularly like the idea of the locator agent knowing online/offline status, for the same reason I don't like the AFK flag for cloaking outlined here:

https://forums.eveonline.com/default.aspx?g=posts&m=6637964#post6637964

In the alternate reality that is New Eden, our characters represent real, living beings. They are always present in the cluster and locator agents know nothing about us as players. They only know about our characters and that's what they look for.

An online/offline indicator breaks the concept that Eve is real by reaching out to say something about us as players.

So for me, that's kind of immersion breaking.

Perhaps something else, that indicates something about our character, but not an online/offline flag about us as players.

Just my 0.02



Gameplay quality trumps lore.

Its not like a lot is being asked for here, a simple "the target seems to have gone to ground" or "we were unable to track the target" if the player is offline would be fine. It wouldn't be free and it wouldn't let you track them when offline.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#179 - 2016-09-23 09:52:58 UTC  |  Edited by: Scipio Artelius
Lugh Crow-Slave wrote:
... so lore > gameplay? no thanks

I'm not sure if it's lore as such. Maybe it is, but each to their own.

Why introduce a new mechanic unlike any other in the game - there is currently no mechanic that specifically indicates anything about us as players - if there is an alternate way that fits with the existing basis of the game's design?

Baltec1 wrote:
Its not like a lot is being asked for here, a simple "the target seems to have gone to ground" or "we were unable to track the target" if the player is offline would be fine. It wouldn't be free and it wouldn't let you track them when offline.

TBH, I'd go further then that to something like:

'Your scumbag has been found.

He last docked/jumped gate/set a market order/etc. in <\[system/station/etc.], XX:XX:XX h:m:s ago."


Whatever the last logged activity of the character was, just report that. It keeps the focus on the characters, not us as players; and allows for interpretation of the information, which is more interesting than simply "offline/gone to ground/etc." which all mean the same thing no matter how it's worded.

That may be going too far, but the current system isn't working. I miss the BAW guys and other hunters that are largely offline because CCP unintentionally/intentionally (I have no clue) removed an important part of their play without giving them something in return.

While we have lived in an 'adapt or die' environment for a long time, the optimal adaption isn't that great for anyone. Something needs to change, but that doesn't mean it has to break how the game has largely been designed for 13 years.
Lugh Crow-Slave
#180 - 2016-09-23 09:58:04 UTC
its not introducing a new mechanic so much as replacing an old one. the only issue i have with it is it helps attackers way more than defenders were the old one was = but it is better than nothing