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Player Features and Ideas Discussion

 
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Delay for appearing on local chat

First post
Author
Marek Kanenald
Sebiestor Tribe
Minmatar Republic
#1 - 2017-06-11 10:51:53 UTC
We all know that local chat is an almost infallible source of intel and has a huge impact on the game.

I do not think removing local is a realistic goal and the consequences of doing so would be huge, however I do think the game would benefit from a reduction in power of local intel.


I propose adding a delay, 15-30 seconds or so to the time it takes to appear on local after entering a system.

Do Little
Bluenose Trading
#2 - 2017-06-11 11:46:23 UTC
I sincerely doubt there will be any changes until CCP is ready to start talking about the Observatory Arrays which will likely become the primary intel source for people living in a region.

At that point, roaming gangs will probably be crying to keep local because they would otherwise be flying blind while the locals know what's going on!
Donnachadh
United Allegiance of Undesirables
#3 - 2017-06-11 12:55:18 UTC
-1 - local needs to stay and it needs to stay instant in high and low since it is an integral part of staying safe in those areas especially since there are no practical options for solo players and small groups. If / when CCP changes that and gives solo and small groups an affordable option for setting up their own version of local then we can revisit this idea for high and low.

For nul sec I still do not think delayed local will work out the way you think it will. Attacking or defending a 15 - 30 second head start is a huge advantage in a section of space where it only takes a few seconds to have a very large fleet sitting on top of you. Besides I am not so sure I want to see the oceans of tears that the carebear nul sec ratters will cry when they start dying to roaming groups they did not even know were in the system with them.

DoLittle mentions the observatory arrays and there is an opportunity in those to be able to remove local at least in nul sec. However that will depend on what they actually become when they enter the game. If they are small, easy and quick to set up they may work because both defenders and attackers have the opportunity to use them. If they are expensive, difficult to set up or take a long period of time (more than a few minutes) to anchor and come online then these arrays would give an advantage to the defenders that would be extremely difficult to overcome. To be honest that would be an advantage the larger groups in nul sec do not need.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#4 - 2017-06-11 13:06:20 UTC
Marek Kanenald wrote:
I propose adding a delay, 15-30 seconds or so to the time it takes to appear on local after entering a system.

Obviously, during those 15-30 seconds you don't see who is in local either because the gate network can't access your ship's computer during that time. Flying blind for everyone. Blink

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.

Marek Kanenald
Sebiestor Tribe
Minmatar Republic
#5 - 2017-06-11 14:39:08 UTC
Rivr Luzade wrote:
Marek Kanenald wrote:
I propose adding a delay, 15-30 seconds or so to the time it takes to appear on local after entering a system.

Obviously, during those 15-30 seconds you don't see who is in local either because the gate network can't access your ship's computer during that time. Flying blind for everyone. Blink


No objection.
Marek Kanenald
Sebiestor Tribe
Minmatar Republic
#6 - 2017-06-11 14:43:35 UTC
Donnachadh wrote:
-1 - local needs to stay and it needs to stay instant in high and low since it is an integral part of staying safe in those areas especially since there are no practical options for solo players and small groups. If / when CCP changes that and gives solo and small groups an affordable option for setting up their own version of local then we can revisit this idea for high and low.

For nul sec I still do not think delayed local will work out the way you think it will. Attacking or defending a 15 - 30 second head start is a huge advantage in a section of space where it only takes a few seconds to have a very large fleet sitting on top of you. Besides I am not so sure I want to see the oceans of tears that the carebear nul sec ratters will cry when they start dying to roaming groups they did not even know were in the system with them.

DoLittle mentions the observatory arrays and there is an opportunity in those to be able to remove local at least in nul sec. However that will depend on what they actually become when they enter the game. If they are small, easy and quick to set up they may work because both defenders and attackers have the opportunity to use them. If they are expensive, difficult to set up or take a long period of time (more than a few minutes) to anchor and come online then these arrays would give an advantage to the defenders that would be extremely difficult to overcome. To be honest that would be an advantage the larger groups in nul sec do not need.



Forcing more contact is one of the reasons I proposed this.

Local is currently the only intel tool you need to pack your ratting/mining gear and go hide in a station. It is extremely passive and almost foolproof.

Marek Kanenald
Sebiestor Tribe
Minmatar Republic
#7 - 2017-06-11 19:24:51 UTC
It isn't even about afk cloakers in the place.
Dracvlad
Taishi Combine
Astral Alliance
#8 - 2017-06-11 20:03:45 UTC
Marek Kanenald wrote:
It isn't even about afk cloakers in the place.


It is because you don't want to get into something small that warps fast and work with others, so instead you call for a change that just makes it so easy to hunt it is laughable. If you want easy kills like this go play a FPS.

People have to hunt in this game catching the inattentive and those they have conditioned to make a mistake. They have made it easier and easier to catch people with interceptors that warp very fast and ships that do not show up on D-scan, and now you want a 30 second delay, pathetic....

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

ISD Stall
ISD STAR
ISD Alliance
#9 - 2017-06-11 20:17:08 UTC
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Ragnar Danskjold
Imperial Academy
Amarr Empire
#10 - 2017-06-11 21:33:52 UTC
Marek Kanenald wrote:
We all know that local chat is an almost infallible source of intel and has a huge impact on the game.

I do not think removing local is a realistic goal and the consequences of doing so would be huge, however I do think the game would benefit from a reduction in power of local intel.


I propose adding a delay, 15-30 seconds or so to the time it takes to appear on local after entering a system.


No local needs to be removed entirely everywhere. The intel it provides makes asymmetric warfare against larger entities basically impossible. This is why there is so little fighting in Null. This is just as much a problem in High Sec as it is in null, when it comes to massive wardec alliances picking on carebears. Wormholes have demonstrated that it is quite possible to play the game without local. D-scan is a powerful tool in itself. There should be no mechanic that gives away a players location for free like local does.
Nevyn Auscent
Broke Sauce
#11 - 2017-06-11 22:10:19 UTC
Just remove local, & default everyone into constellation instead.
It's already delayed and also not precise.
It also means that markets create a bit of noise & sprawl near them, which while annoying with the spam bots in Jita would be a good thing for the more regional market hubs that aren't on the same scale.
ISD Bubblemoon
ISD Community Communications Liaisons
ISD Alliance
#12 - 2017-06-12 01:23:20 UTC
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Old Pervert
Perkone
Caldari State
#13 - 2017-06-12 17:31:28 UTC  |  Edited by: Old Pervert
I'd totally support the delay, so long as the person entering local cannot see said local at all for the same period of time.

Once you realize that now you either have to hang out in system for x number of seconds to see if there's even something to hunt, or launch probes in every system to take a peek, you'll be begging for local to go back to how it was.

Your average 2 hour roam just turned into a 4 hour roam. You'll still end up on intel channels, and you'll still get blobbed by major alliances.
Scialt
Corporate Navy Police Force
Sleep Reapers
#14 - 2017-06-12 17:59:55 UTC
In the end... I think this would hurt hunters more than the hunted.

Alliances with decent intel channels will be sharing the location of the reds when they do show up in local. So a ratter (who's not asleep) will know when the hunter pops up in a neighboring system. The plan would likely change so that the ratters just warp to safety when reds are next door until waiting until they show up in local.

While that might result in lost ratting time... it would be the prudent response to the change.

Meanwhile, the hunters would be stuck waiting 30 seconds to see if there's even anyone in system (or waste time actively hunting in an empty system). They'd only have an increased chance of catching ratters who were not paying attention to intel. The thing is... those ratters probably weren't paying much attention to local before... so you probably would have the same opportunity to catch them as you did before.