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Player Features and Ideas Discussion

 
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Suspect Timer (lvl2) for better interaction, pvp&fun

Author
Sally Clay
State War Academy
Caldari State
#1 - 2017-03-13 15:27:58 UTC
If you were killed by Concord after interact with other player in hs space (for exclude situation like someone shoot at station, npc assist, e.t.c.) ur Suspect Timer will be - 72 hours (for 0.5 sys), 96h (0.6), 120h (0.7), 144h (0.8), 168h (0.9), 192h (1.0).
With this Flag: no kill right if u where killed, no standing loss for attackers (mean for pod).
Anyone can attack&kill you without aftermath.
If u providing any remote assistance to a pilot who has this Flag you also be flagged with this.
If pilot with Flag gank again till timers off time will added.

In many topics here gankers ask better interaction between players in hs, they wanna kill ships&pods.
So GIVE IT TO HIM!

"CCP stating repeatedly that Eve is a PvP game and that nowhere is safe"/c Jonah Grave
"It's essential to the premise of EVE, that it's a cold dark universe where survival of the fittest is the primary rule." /c Merin Ryskin
Cade Windstalker
#2 - 2017-03-13 15:32:07 UTC  |  Edited by: Cade Windstalker
I don't think this kind of downtime would be very fun for anyone, since a lot of people have ganking alts this is just an absurdly long timer for them to wait out AFK or offline, and generally speaking ganking doesn't need a nerf like this at all.

I'd say the above holds even if you remove the no-CONCORD part of this, which essentially makes this a week long suspect timer.

Even without that the no kill rights and no standing loss doesn't really make this particularly fun or interesting, it's just an additional penalty for ganking and doesn't add anything that isn't already present for the kill rights that are already handed out for a gank.
Sally Clay
State War Academy
Caldari State
#3 - 2017-03-13 15:36:55 UTC
It's not a NERF!
It's real BOOST pvp in HS!
Jonah Gravenstein
Machiavellian Space Bastards
#4 - 2017-03-13 16:20:15 UTC  |  Edited by: Jonah Gravenstein
We did this idea a couple of weeks ago, it was shite and unnecessarily punitive then, it's still shite and unnecessarily punitive now.

You and your ilk are constantly claiming that ganking doesn't have risks and consequences, yet you're afraid to incur those 'non existent' risks and consequences Shocked

If you want to make life more difficult for gankers, try thinking about how you play and what you do with your stuff. The nature of the sandbox is such that the level of risk and consequence, over and above that provided by the game engine, is entirely up to you.

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Black Pedro
Mine.
#5 - 2017-03-13 16:36:03 UTC
Isn't this a little redundant? Criminals, that is outlaws, are already permanently free-to-shoot, and players who gank regularly accumulate killrights which are often set public and free or offered for next to nothing.

You can already shoot the gankers without CONCORD getting involved. There is no need for some extended suspect flag.
elitatwo
Zansha Expansion
#6 - 2017-03-13 18:57:32 UTC
Gankers are bored nullsec carrier ratting carebears that have too much isk anyway. They don't know what risk or loss means.

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Frostys Virpio
State War Academy
Caldari State
#7 - 2017-03-14 15:16:28 UTC
This would not change much. Most gankers are docked while they wait for their next hit. Many are already perma "kill on sight" so making them shootable is kinda pointless. They just adapt to the environment in way that reduce their exposition to enemy guns and optimizing their up time so they get as much done as possible when they are in place where they can be shot.
Wander Prian
Nosferatu Security Foundation
#8 - 2017-03-14 15:43:31 UTC
No matter how you try to spin this, it's still just "nerf ganking" and also quite a bad idea.

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Daichi Yamato
Jabbersnarks and Wonderglass
#9 - 2017-03-14 23:58:39 UTC
If it was this instead of a concord response you might have players protecting eachother and hunting criminals. Gankers wouldn't use overwhelming numbers to kill something because they'd have more than a few seconds to do it in. This would also give more time for defenders to react and deal with the gankers before their target goes down.

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Sally Clay
State War Academy
Caldari State
#10 - 2017-04-30 07:16:21 UTC
Now after gank they just warp out, dock and wait till timer off, board new cata/trasher and fly kill new victim.
Nothing u can do with this. KR system is broken.
But with this long suspect timer everyone will have the opportunity to take revenge.
Gankers victim will can camp station, gate, scan them and just kill in comfortable conditions for himself.
Gankers always say they wanna PVP&Interaction so CCPls give it to him!
Merin Ryskin
Peregrine Industries
#11 - 2017-04-30 08:03:02 UTC
Sally Clay wrote:
Nothing u can do with this.


Of course there's something you can do, you can avoid getting ganked in the first place. The simple truth is that most gank targets are people who put way too much ISK into a fragile ship and then fly into popular gank systems without paying attention to their surroundings. Smart players who keep the value of their ships proportionate to the difficulty of ganking them and avoid autopiloting through dangerous systems will rarely, if ever, get ganked.

Quote:
But with this long suspect timer everyone will have the opportunity to take revenge.


No you won't. Because, again, the gankers are staying docked/tethered (or at least at a safespot) until it's time to make another kill. And, having flown through highsec with a suspect timer just for fun, the sad truth is that most highsec players aren't going to shoot.

The only time you'll see them getting killed by the long suspect timer is if they decide to stop ganking and do something else, and don't just leave highsec until the timer expires. IOW, if the ridiculously long timer (over a week for a kill in 1.0 systems FFS) is so annoying that the risk of death is an acceptable price to pay.
Sally Clay
State War Academy
Caldari State
#12 - 2017-04-30 08:27:18 UTC  |  Edited by: Sally Clay
...
How to delete dbl post?
Sally Clay
State War Academy
Caldari State
#13 - 2017-04-30 08:33:32 UTC
Sally Clay wrote:
Merin Ryskin wrote:
[quote=Sally Clay]Nothing u can do with this.

...
No you won't. Because, again, the gankers are staying docked/tethered (or at least at a safespot) until it's time to make another kill. And, having flown through highsec with a suspect timer just for fun, the sad truth is that most highsec players aren't going to shoot.

The only time you'll see them getting killed by the long suspect timer is if they decide to stop ganking and do something else, and don't just leave highsec until the timer expires. IOW, if the ridiculously long timer (over a week for a kill in 1.0 systems FFS) is so annoying that the risk of death is an acceptable price to pay.


Ok, u agreed this timer will no influence on dat ***t ppl?
So why are you resisting the introduction of this Timer?
I tell u why! COZ You are all hypocrites!
Merin Ryskin
Peregrine Industries
#14 - 2017-04-30 08:42:51 UTC
Sally Clay wrote:
Ok, u agreed this timer will no influence on dat ***t ppl?
So why are you resisting the introduction of this Timer?
I tell u why! COZ You are all hypocrites!


Ever hear the phrase "solution in need of a problem"? If your proposed timer would have little impact on anything then there's no point in adding it to the game. You don't come up with random ideas and throw everything in unless you can prove that it shouldn't exist, you have to demonstrate that an idea is a worthy addition to the game before even considering adding it.

And beyond that, your idea is a terrible one. It has little effect on the players that are actively engaged in ganking, and can very easily get into "permanently ruin your character" territory if/when those players decide to play some other part of EVE. You could very easily end up not being able to do anything in highsec for months, or even years as you wait out the suspect timer. And I think it should be obvious why, in a sandbox game like EVE, it's a bad idea to have players effectively permanently locked out of some parts of the sandbox because of choices they made a long time ago.

Contrast this with going -10, which has an even harsher version of your proposed permanent suspect status as a consequence but also a fairly straightforward (if expensive) solution if you decide that you want to do something besides piracy.
Vokan Narkar
Doomheim
#15 - 2017-04-30 09:32:48 UTC
Look if this suggestion is to punish highsec gankers then it will not work.

1. Majority of them do it with alt character. So they are perfectly fine with any system punishments - actions made with alt has no consequences to their main character.

2.Except few solo gankers like those with Tornade at trade hubs, currently highsec gankers do not even try to fix their security status. They found a way how to live in highsec and avoid the punishment from faction police and concord. And you can already attack these guys because their security status is -9.9. Problem is that they won't let you. They wait in station or citadel and the only chance to shoot them is when they arrive on grid and start shooting their target.

So basically it will only punish those you do not intent to deal with.

But I wouldn't against possibility to get a longer suspect flag by a choice. Twisted
Black Pedro
Mine.
#16 - 2017-04-30 10:01:21 UTC
Vokan Narkar wrote:
Look if this suggestion is to punish highsec gankers then it will not work.

1. Majority of them do it with alt character. So they are perfectly fine with any system punishments - actions made with alt has no consequences to their main character.

2.Except few solo gankers like those with Tornade at trade hubs, currently highsec gankers do not even try to fix their security status. They found a way how to live in highsec and avoid the punishment from faction police and concord. And you can already attack these guys because their security status is -9.9. Problem is that they won't let you. They wait in station or citadel and the only chance to shoot them is when they arrive on grid and start shooting their target.

So basically it will only punish those you do not intent to deal with.

But I wouldn't against possibility to get a longer suspect flag by a choice. Twisted
Of course. Despite the narrative in thread after thread of ideas for the need 'harsher consequences' for illegal highsec aggression, they would do nothing. Highsec criminality is already so harshly punished that no one but the dedicated criminals will pay the current consequences. They make you so vulnerable, and at such a disadvantage in any PvP encounter once you become an outlaw that you are all but forced to hide in a station all the time and can't even engage in a fair fight even if you want to, not to mention normal income-generating activities in highsec. The faction police limit the types of ships criminals can fly and prevent them from fighting anyone "fairly" given the NPCs will step in and kill them, so they stay safe in stations, only emerging for the minimal amount of time to commit a crime and then go back to ground.

Yes, you can argue that alts allow them to shirk the 'consequences' of being a criminal but Eve is a game of alts so there is no solution to this. Anyone can make one of their three characters a law-abiding ally of the Empires, and another a dastardly pirate and there is nothing you can do to prevent that. Harsher penalties just minimize the chances of the pirate characters and the law-abiding/law-enforcing characters from interacting and prevent "good guys" from attacking the looters, scouts and logistic support characters of the criminals without also dedicating a character to a life of crime.

The worst offender contributing to this situation are the faction police who prevent most of the PvP from finding the criminals by keeping the outlaws in station for most of the time and shooting them better than any player character ever could. If you want criminals to loiter in space and open a window for vigilantes to find them and explode, that is where you should look to increase player interaction and bring more PvP to outlaws. That though, I am afraid, is a topic for another thread.



Cade Windstalker
#17 - 2017-04-30 16:17:28 UTC
Sally Clay wrote:
Now after gank they just warp out, dock and wait till timer off, board new cata/trasher and fly kill new victim.
Nothing u can do with this. KR system is broken.
But with this long suspect timer everyone will have the opportunity to take revenge.
Gankers victim will can camp station, gate, scan them and just kill in comfortable conditions for himself.
Gankers always say they wanna PVP&Interaction so CCPls give it to him!


Considering the most prolific gankers in the game are all already -10 and aren't impacted by it much if at all I'm wondering how you think this is going to impact them in the least.

The only people it has the potential to impact are casual gankers, or people ganking for reasons other than profit (killing spies, neutral boosting ships in High Sec, ect) who are going to simply dock up for the duration of this absurdly long timer. The actual professional gankers would see zero impact from this on their ganking.

Sally Clay wrote:
...
How to delete dbl post?


Click the flag up by the top of the post you want deleted and request that it be deleted as a double post.
Alderson Point
Federal Navy Academy
Gallente Federation
#18 - 2017-05-01 16:27:40 UTC
Sally Clay wrote:
If you were killed by Concord after interact with other player in hs space (for exclude situation like someone shoot at station, npc assist, e.t.c.) ur Suspect Timer will be - 72 hours (for 0.5 sys), 96h (0.6), 120h (0.7), 144h (0.8), 168h (0.9), 192h (1.0).
With this Flag: no kill right if u where killed, no standing loss for attackers (mean for pod).
Anyone can attack&kill you without aftermath.
If u providing any remote assistance to a pilot who has this Flag you also be flagged with this.
If pilot with Flag gank again till timers off time will added.

In many topics here gankers ask better interaction between players in hs, they wanna kill ships&pods.
So GIVE IT TO HIM!

"CCP stating repeatedly that Eve is a PvP game and that nowhere is safe"/c Jonah Grave
"It's essential to the premise of EVE, that it's a cold dark universe where survival of the fittest is the primary rule." /c Merin Ryskin



Putting aside the issue of whether this solves a problem that needs to be fixed (which gets hundreds of pages pro and anti on these forums and elsewhere).

If there is a problem that needs solving, the ideal solution is one that enables CCP to remove rules, code, and complication. Not add them.

Of course many people want to remove code. But that's a seperate issue.Lol