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Fanfest 2012 presentation on Crimewatch

First post
Author
CCP Navigator
C C P
C C P Alliance
#1 - 2012-03-22 14:43:50 UTC  |  Edited by: CCP Navigator
Team Five 0 are working on a two-stage project: refactoring and rewriting the code within the current design, so that it is actually manageable, and then redesign most of the systems involved including criminal timers, logoff mechanics, killmails and security status so that they are simpler and better.

We are still working on the design for the improved version, and it won’t start development for a few months yet, but highlights include simpler logoff timers, a simpler three-stage criminal flagging system with built-in safeties and less frustration for players, a reworked sec status system with a -5 cap for people who’re only somewhat bad, and (eventually, sometime in the future) better battle reporting and way more API data for kills.

We will provide more details in the coming weeks and months through Dev Blogs .
Ampoliros
Aperture Harmonics
#2 - 2012-03-22 14:49:56 UTC  |  Edited by: Ampoliros
god bless whomever asked greyscale to stop clicking his thing Cool
Josefius
13th Tribe of Kobol Expeditionary
#3 - 2012-03-22 14:51:00 UTC
Ampoliros wrote:
god bless whomever asked greyscale to stop clicking his thing Cool


We were talking about it over on IRC in #eve-dev, maybe a developer saw and did something :)

You have enemies? Good, that means you stood up for something, sometime in your life.

-Winston Churchill

HeavensGuard
Caldari Provisions
Caldari State
#4 - 2012-03-22 14:54:12 UTC
did i understand it right, if i kill someone in low sec i go strait to -5 sec stat ? if so that sucks, i make my isk from doing incursions and obviously killing npcs gets boring after awhile, so i go to lowsec every now and then just to find and kill someone, then go back to incursions, so if i go to -5 everytime is gonna get really annoying xD

You think you die and everything will be sugar and rainbows ?

Bloodpetal
Tir Capital Management Group
#5 - 2012-03-22 15:01:26 UTC
CCP Navigator wrote:

We are still working on the design for the improved version, and it won’t start development for a few months yet, but highlights include simpler logoff timers, a simpler three-stage criminal flagging system with built-in safeties and less frustration for players, a reworked sec status system with a -5 cap for people who’re only somewhat bad, and (eventually, sometime in the future) better battle reporting and way more API data for kills.

We will provide more details in the coming weeks and months through Dev Blogs .



Bad to the bone!

-5 Cap sounds interesting, and I can sympathize with it - but I think the bigger issue is the amount of sec status loss for PVP in Low Sec so that we take less damaging sec hits for a huge fight. Will that be addressed so a 10-15 man pirate fight doesn't send you straight to -5 for all the pew pew going back and forth. Then followed by a pain in the ass sec grind.

I think the other big issues are neutral logistics and neutral ganglink boosters in high sec that screw with pilots being able to target those ships first, rather than the lameness of what is neutral assistance in high sec.

Will those be addressed in Crime watch better?

I am really super excited about the new crime watch as a low sec pilot that wants to ride that fuzzy grey line between the law and the grime. And all my corp mates love it too, but they get so frustrated with the sec status recoverage to keep being able to enter high sec, and all of this can be easily fixed by just reducing the amount of sec damage for attacking another player, and probably for how much sec hit you take.

A quick thought, I know the current formula for sec loss for crimes goes up and down based on a formula for the sec status of the system, and the sec status of the people involved. I think this should probably be a bit more extreme for low and high sec than it currently is. Low sec fighting should take a considerably less sec loss for aggression and combat kill (or just throw those out as they are, because really they inhibit big fights in low sec). Low Sec fights should barely scrape away at your sec status, while high sec ganks should drop it in big chunks 10+ times more quickly. Meanwhile, if you accentuate the sec status loss based on sec status, which is already there. By the time pilots reach -2.5 and are shooting at each other as both are -2.5 they should both barely take sec loss for shooting, letting them open fire with little concerns about their sec loss.

Where I am.

Kimo Khan
Rage Against All Reds
GunFam
#6 - 2012-03-22 15:13:59 UTC
HeavensGuard wrote:
did i understand it right, if i kill someone in low sec i go strait to -5 sec stat ? if so that sucks, i make my isk from doing incursions and obviously killing npcs gets boring after awhile, so i go to lowsec every now and then just to find and kill someone, then go back to incursions, so if i go to -5 everytime is gonna get really annoying xD



I read that as CAP -5 instead of CAP-10. You would lose sec status same as before but CAP at -5 just like gain is CAP at +5 unless you really work at it.

You could go lower than -5 if you did missions and higher than 5 if you did missions, but rat kills and player kills cap is 5 and -5 respectively.

I think that is fair so that it won't take much for pirates to get back in to high sec if they wardec a high sec corp.
Bloodpetal
Tir Capital Management Group
#7 - 2012-03-22 15:22:47 UTC
Kimo Khan wrote:


I read that as CAP -5 instead of CAP-10. You would lose sec status same as before but CAP at -5 just like gain is CAP at +5 unless you really work at it.

You could go lower than -5 if you did missions and higher than 5 if you did missions, but rat kills and player kills cap is 5 and -5 respectively.

I think that is fair so that it won't take much for pirates to get back in to high sec if they wardec a high sec corp.


"-5 cap for people who’re only somewhat bad, "

There will be -10, from what I'm reading - but it will require you to kill pods and capsules, or that kind of thing, not just shooting ships - which will cap you out at -5.

Where I am.

Anne Sapyx
Federal Navy Academy
Gallente Federation
#8 - 2012-03-22 15:27:35 UTC
we must rewrite our killboards?Lol

_First YaKB '__Public Demo'_

Bloodpetal
Tir Capital Management Group
#9 - 2012-03-22 15:36:48 UTC
More notes are taken here by another...

https://forums.eveonline.com/default.aspx?g=posts&t=84723&find=unread

Where I am.

HeavensGuard
Caldari Provisions
Caldari State
#10 - 2012-03-22 15:44:02 UTC
ah i get it now, thanks Blood, Kimo

You think you die and everything will be sugar and rainbows ?

Klandi
Consortium of stella Technologies
#11 - 2012-03-22 15:58:58 UTC
I would love there to be an insta-death feature in Crimewatch that immediately throws you back to your clone-station - leaving the ship you were in floating in space....

I am aware of my own ignorance and have checked my emotional quotient - thanks for asking

Liang Nuren
No Salvation
Divine Damnation
#12 - 2012-03-22 16:52:21 UTC
My only comments:
- Greyscale is wrong: Flashy Flashy pirates are dangerous in high sec or not. Please bring back Flashy.
- The changes to RR might make it so that its impossible for logistics ships to deagress (ever). That's stupid, don't do it.
- It sounds like flying through high sec as a pirate is going to be Instant Doom From The Laser Of Doom. Don't do that - the current mechanics let you take the risky path and sneak ships of varying size through high sec.
- Killmails are stupid and encourage KM whoring over following the objective.
- If simple "Suspect" gives everyone aggression against me in high sec, its almost like being flashy but better because you don't get Instant Rayed of Doom'ed. Consider letting -10 pilots into high sec without Concord/faction police intervention and just letting them be flagged to players.

-Liang

I'm an idiot, don't mind me.

Anne Sapyx
Federal Navy Academy
Gallente Federation
#13 - 2012-03-22 17:03:05 UTC
Liang Nuren wrote:
- Killmails are stupid and encourage KM whoring over following the objective.


My objective is killmail whoring :D

_First YaKB '__Public Demo'_

Zowie Powers
Aliastra
Gallente Federation
#14 - 2012-03-22 17:21:51 UTC
0.0, the magical place where you can only gain sec status. Let's hope that twisted mechanic dies the death it deserves.

ATX: The best of the rest.

CCP Greyscale
C C P
C C P Alliance
#15 - 2012-03-22 18:36:38 UTC
Ampoliros wrote:
god bless whomever asked greyscale to stop clicking his thing Cool


Oops
Willl Adama
Deep Core Mining Inc.
Caldari State
#16 - 2012-03-22 20:09:53 UTC
Sounds great guys!

Hi

Udonor
Doomheim
#17 - 2012-03-22 20:26:57 UTC
Yeah cap of -5 doesn't sound like you go instantly to -5 for everything. In fact it sounds like killing combat ships will be LESS drop in security status in low sec -- but pod killing and maybe killing unarmed freighter might cost you more security drop....plus open up that below -5 hole.

But unless the grind for security status is harder...I cannot see that is reduces hardcore bad pirates (podders, griefers, cargo gankers). LOL the pros know how to get back to 0 from -10 in just a few hours.

Maybe its just CCP way to lure more people into small fleet rumbles in low sec. That might be good if everyone added was afraid of -10. But podding danger from bad pirate vultures will still be big brake on small fleet battles.

I suppose that small fleets might be encouraged if just being in small fleet gives you that CAP -5 immunity and reduced sec status loss versus lone wolf status leaves you open to higher rate security loss.

Udonor
Doomheim
#18 - 2012-03-22 20:28:25 UTC  |  Edited by: Udonor
But my REAL question is:

*** If CCP wants to encourage small fleet battles in lo sec -- how do they keep that incentive from turning into a ticket to more lame 24x7 gate and station camps? ***

I am all for small fleet battles in belts or around moons or the middle of nowhere or something -- but long lived gate camps really interfere with use of whole constellations of systems for people not into the small fleet thing.

Actually running into short lived gate camps is sort of fun. Its the 24x7 thing at a given gate that is a type of griefing or interference in play. Maybe gate guns or CONCORD should slowly take notice based on % of time ships are camp at gate and number of kills. Obviously shooting wardec targets would not count, only shooting enough neutral parties.

That is Lo Sec should maybe mean what it says...low (or slow) security response not zero response. Maybe dropping security to preventing crowds of bad security types from hanging around gates and stations or other locations with sensors.

Say 30 minutes to for response to show up in 0.4 space, and hour in 0.5 and so on. And since that is longer than aggression and global criminal flagging -- CONCORD or maybe NAVY would only show up if -5 folk were camped longer than response time near gates or station sensors. Probably need to generalize that to being ANY -5 persons not a specific person near given sensor -- or people will just warp away and back while rest of gate camp stays in place. Probably also need to lag things so that absences of less than 5 minutes will not clear accumulated time camped near sensor.

Heh I am fully aware that active pirate fleets simply need neutral spotters to warp from empty space to jump people at gates. But travelers would have slightly better chance. But more important pirates would need to be awake and not AFK autotargeting or a disco BS parked on gate itself. If its pain in my ass to get through gate, it should be pain to block it as well.

P.S. Disco BS parked on gate itself should bring faster response since in theory gate is being attacked and damaged.
Lemming Alpha1dash1
Lemmings Online
#19 - 2012-03-22 20:31:47 UTC  |  Edited by: Lemming Alpha1dash1
Can you perma tag DJ LMP to -10 sec status plz,

so we can pod him 23.5 / 7 everywhere Bear

Information is Ammunition,

War does not tolerate Ambiguities.

May you live in an interesting Empyrean age !

http://eve-radio.com/

Ager Agemo
Rainbow Ponies Incorporated
#20 - 2012-03-22 21:13:41 UTC
from what i have seem this actually looks cool O,o

basically it makes killing in high sec legal, but once you kill someone you are FFA target to everyone and they wont receive a penalty for killing you.

imagine the posibilities *-* in the first 10 minutes, jita local would be cut in half and everyone would be a criminal.
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