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Fanfest: Crimewatch

First post First post
Author
CCP Greyscale
C C P
C C P Alliance
#341 - 2012-03-23 10:19:19 UTC
Destiny Corrupted wrote:
Greyscale, have you considered the possibility that the current can-flagging mechanics are already adequate? I know you want to add on to the game, but sometimes new additions do more harm than good. Having a system where a can-flipper gets aggro toward the can owner's corporation is quite fair and balanced. Extending that aggro to the whole alliance might also be tolerable. But extending it to every single player in high-sec is ridiculous.

Also, note how we're not criticizing the RR and security status proposals. It's this specific change that we have an issue with, and quite frankly, it should be dropped without further discussion. I feel like my words are falling upon deaf ears, however. I shudder to think what kind of surprises Sunday will bring.


Can you lay out for me the specific things you guys are currently trying to achieve involving can-flagging mechanics, so I can properly see the problem from your perspective?

Liang Nuren wrote:

2. Why do you feel that there needs to be a penalty involved with being flagged as a suspect? Why is ships blowing up a bad thing? You implemented your "safety off" - they know what the consequences are. This is notably how other games handle PVP flagging. Its why its called "PVP flagging".


If you're doing something mildly "illegal" (as defined by the very loose and approximate code of morality that the mechanics are trying to suggest), my default position is that there should be some mild negative consequences for that action. If aggressing someone with a suspect flag is always a statistically dumb move, we may as well just make all those actions legal and be done with it.

Vaerah Vahrokha wrote:
CCP Greyscale wrote:

Here's the awkwardness with all three obvious solutions to this problem:

1. You can't defend yourself. Silly but robust.
2. Anyone who attacks a suspect becomes a suspec. Robust, but effectively nullifies the penalties of the suspect flag because the risk of engaging a suspect becomes huge without fully comprehensive scouting (which with cloaking and high local-counts is pretty much impossible in hisec).
3. We reintroduce one-to-one flagging in its current form, which is nice in this limited scenario but causes endless breakages and exploits in aggregate, as we've discovered over the past decade or so.

What we're actually considering right now, based on player suggestions, is to formalize the concept of a "limited engagement", which is effectively needed for both wardecs and some kind of duelling system, and carry that across to here too. To whit, anyone who engages a suspect becomes part of a "limited engagement" with the suspect on one side and all their aggressors on the other side, and any further interference by anyone else in that engagement gets a suspect flag.


What about:

4. Anyone who attacks a suspect becomes a suspect *in current grid* (plus a timer to avoid flag => warp => clear flag => get back)? It'd avoid the "viral" flagging (except at Jita undock).
A follow up addition would be "in current grid + gang links in current system".



Also, will you deal with the "circumvent CONCORD with Orca and never lose a ship" trick?


That's actually an interesting idea.

(And yes, that's yet another thing that we would like to get rid of, because again, it's our stated policy that it shouldn't be possible, therefore we should be trying to ensure that it's not possible.)
Tanya Powers
Doomheim
#342 - 2012-03-23 10:24:05 UTC
Destiny Corrupted wrote:
Greyscale, have you considered the possibility that the current can-flagging mechanics are already adequate? I know you want to add on to the game, but sometimes new additions do more harm than good. Having a system where a can-flipper gets aggro toward the can owner's corporation is quite fair and balanced. Extending that aggro to the whole alliance might also be tolerable. But extending it to every single player in high-sec is ridiculous.

Also, note how we're not criticizing the RR and security status proposals. It's this specific change that we have an issue with, and quite frankly, it should be dropped without further discussion. I feel like my words are falling upon deaf ears, however. I shudder to think what kind of surprises Sunday will bring.



They are not.

It's far too easy to grief noobs and +/- lazy players, get their aggression and easy kills to pave your so glorious Elite pvp killboard.
Well, many people think that the first reasonable thing CCP should do is rename "High Sec" to "Arena Zone" that defines much better what's going on since it's nothing more than a wow arena, you get there you agress guys you kill them, yeye uberness and internets e-peen.

Secondly, is far to safe for you to force other players give you aggression timers, this is somehow a lack of knowledge but it's also your way of life and play witch is about abuse any game mechanic failure to show your smartness...
Well, again many people like me think that if you are really a player pretending he enjoy pvp and likes pvp, YOU HAVE NOTHING TO DO IN HIGH SEC YOU PUBBIE !!

So stop showing yourself ridiculous with your fake and 10 year old rabble no one really cares and even laughs at anymore because you are really ridiculous for uber pvp players. Sad part being that CCP obviously lacks of understanding also and does nothing about, well, except if you have a massive unsub witch is even more stupid than the average high sec pvp hero.

Simple put: pvp? -> low/null
High sec?- Grieffing (can flipping/Ganking), wardec, is enough to bring far too much pvp in high sec and far too much abuse of all sort as you high sec fake pvp pussies are used to, it's too safe for you, that has to change.
CCP Greyscale
C C P
C C P Alliance
#343 - 2012-03-23 10:24:54 UTC
Liam Mirren wrote:
CCP Greyscale wrote:
Here's the awkwardness with all three obvious solutions to this problem:

1. You can't defend yourself. Silly but robust.
2. Anyone who attacks a suspect becomes a suspec. Robust, but effectively nullifies the penalties of the suspect flag because the risk of engaging a suspect becomes huge without fully comprehensive scouting (which with cloaking and high local-counts is pretty much impossible in hisec).
3. We reintroduce one-to-one flagging in its current form, which is nice in this limited scenario but causes endless breakages and exploits in aggregate, as we've discovered over the past decade or so.


1. is the silly thing you blurted out at the round table
2. a totally new way of doing things, obviously fueled by the overall agression changes. Thing is this will lead to far more "exploitive" behaviour. If you think that this helps the poor miners then you're very mistaken, what will happen are massive slaughter scenarios which will be far more disruptive that you can imagine.
3. the logical thing to do, it stays small scale and limited. Also, there is no reason for this to cause endless breakages if you simply implement it properly

We don't need high sec to become low sec, what needs to happen is for high sec to become less profitable while low sec needs to get some sort of pull so that people actually WANT to move there.


Ok, so here's where we're at a fundamental disagreement. The current system of directed aggression graphs ("I'm flagged to you") makes a lot of sense when considering small isolated cases, and solves a lot of individual problems, but when viewed in aggregate it is IMO conceptually broken. It generates endless edge cases, and every edge case that's fixed generates new edge cases. It's not just slightly badly implemented, it's a fundamentally flawed design pattern, and we are *never* going to be able to implement it in a good way. Trying to pursue that course of action just dooms us to repeat all our past mistakes, which is why I'm trying very hard to stamp it out completely and why I'm honestly willing to make some small sacrifices in terms of what's currently possible to achieve that. If making a few specific tricks that are currently employed means that the system as a whole stays healthier for longer, that's a worthwhile exchange IMO. YMMV, obviously.
CCP Greyscale
C C P
C C P Alliance
#344 - 2012-03-23 10:26:22 UTC
OK I have a starbase roundtable in half an hour, I have to run. I'll be back later tonight (or tomorrow, or Sunday, IDK) to answer more questions, and I thank you in advance for your patience in the interim Smile
Vaal Erit
Science and Trade Institute
Caldari State
#345 - 2012-03-23 10:27:16 UTC
I will vouch for CCP Greyscale and am sure he will not make it so that you cannot defend yourself when attacked. This is kinda how he operates, he makes really carebear changes at first then loosens them up so they are more fun. I believe you will make the right choice CCP Greyscale.

Let the players decide how much they want to risk. If they want to shoot at a suspect and flag themselves and possibly die then let them. If they don't want to then they won't.
baltec1
Bat Country
Pandemic Horde
#346 - 2012-03-23 10:32:22 UTC
CCP Greyscale wrote:

Can you lay out for me the specific things you guys are currently trying to achieve involving can-flagging mechanics, so I can properly see the problem from your perspective?




I use the cans to pick fights in my battle hauler vs other corps/players. The goal is not the barge but the combat ships the come back in. Solo combat haulers don't really work in low sec/0.0 and going to war with people scares them into cowering in stations even if I am in a one man corp.

I like the idea of mass agro but the sec status drop is a bit too far.
Liam Mirren
#347 - 2012-03-23 10:35:14 UTC  |  Edited by: Liam Mirren
CCP Greyscale wrote:
Can you lay out for me the specific things you guys are currently trying to achieve involving can-flagging mechanics, so I can properly see the problem from your perspective?


1) to initiate a "duel" or practise with out of corp pilots (this can easily be solved by using an "accept duel invite" option)

2) to bait newbies (sad to do and not allowed in starter systems, just mentioning it as it's used for that)

3) when ninja salvaging to gain aggression towards the mission runner, in hopes of him getting mad and shooting you after which you warp off, switch ship, get back and try to kill or ransom him

4) to annoy miner bots by relieving them of their profits (also very useful to gauge if they are indeed bots, if they just keep dropping ore cans which you invariably nick then you can be fairly sure they're bots, so you can then report them)

5) can flipping, getting aggressed to a miner (and his corp if he is in one) to try and initiate a fight of sorts, hoping to get kills or ransom. Note that jetcan mining is used less and less, the Orca isn't only OP for pvp situations, it's also very OP for mining scenarios, you might want to nerf it a bit there as well. Jetcan mining is the lazy, non-effort way of doing things and as such there should be a penalty for it, in the form of risk. Can flipping is that risk.

If Jetcan mining becomes as safe as any other form then there's no reason to use secure containers anymore, or actual teamwork or people having a brain. In other words, taking out lazy jetcan miners is in the spirit of EVE. Apart from that even with jetcans a smart and possibly prepared miner can still avoid trouble and even avoid loss of ore.

Note that the different timers, to corp and specific members who might have attacked you in the mean time, is a VITAL part of this. If the problem you're describing in regards to coding issues is with how individual timers work then honestly, give it more thought before you implement something that can't handle several different timers at the same time.

Excellence is not a skill, it's an attitude.

Roime
Mea Culpa.
Shadow Cartel
#348 - 2012-03-23 10:35:27 UTC
Actually this could increase the interest in hisec pvp too much.

If you are free to fly around looking for targets (these wold probably be other fleets instead of miners or noobs after people realize the possibilities) without anyone being able to shoot you, then flag yourself as suspect when you decide, it will attract even more risk-averse pvpers to hisec.

Smells a bit too much like arena pvp to me :(

.

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#349 - 2012-03-23 10:44:02 UTC
CCP Greyscale wrote:
Destiny Corrupted wrote:
Greyscale, have you considered the possibility that the current can-flagging mechanics are already adequate? I know you want to add on to the game, but sometimes new additions do more harm than good. Having a system where a can-flipper gets aggro toward the can owner's corporation is quite fair and balanced. Extending that aggro to the whole alliance might also be tolerable. But extending it to every single player in high-sec is ridiculous.

Also, note how we're not criticizing the RR and security status proposals. It's this specific change that we have an issue with, and quite frankly, it should be dropped without further discussion. I feel like my words are falling upon deaf ears, however. I shudder to think what kind of surprises Sunday will bring.


Can you lay out for me the specific things you guys are currently trying to achieve involving can-flagging mechanics, so I can properly see the problem from your perspective?

That's the thing, we're not trying to achieve anything. We simply feel that the current system, in which the can-flipper becomes flagged to the can owner's corporation, is already fair. Think about it; a single person is exposing himself to hostility from the can's owner, as well as any number of that owner's corp members. This is, essentially, an already unfair fight, if you only consider numbers and not pilot skill.

There are two scenarios in which a person takes from the can of another person:

1. Person A takes from person B's can/wreck while person B performs some kind of pve activity, such as mining or killing mission rats. In this case, person A is stealing either to make a profit, get person B and his corporation to initiate hostilities, or both. It is objectively fair that discretion fall upon person B and his corporation regarding whether or not to engage the thief. It is entirely rational to expect person B's corporation to run interference or provide cover for its industrial base. The system works. It doesn't need to be touched.

2. Person A takes from person B's can/wreck after person B loses a ship in a pvp engagement against person C. The same reasons for the theft apply. It is objectively fair that discretion fall upon person B and his corporation, and person C (as well as any other parties on the killmail) regarding whether or not to engage the thief. So, a slight gameplay change can be made here, to extend can/wreck ownership to the victor of a pvp battle, at least if the battle happened legitimately, such as during war. If person B lost his ship to a suicide gank, then maybe, maybe it is okay to flag the thief as a suspect to the entirety of EVE, since he was following up on the criminal's action.

The last, and somewhat unconventional, scenario where one person takes another's property is when two (or more) players want to initiate a duel. I don't see why you can't simply add a "glove slap" mechanic that flags two players (or two groups of players) to each other. But leave the sandbox intact, and allow neutral assistance to be able to interfere, albeit with the aggression transfer mechanic that has been proposed (which most of us support, by the way).

I hope this answers your question.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Vaal Erit
Science and Trade Institute
Caldari State
#350 - 2012-03-23 10:48:40 UTC
CCP Greyscale wrote:


If you're doing something mildly "illegal" (as defined by the very loose and approximate code of morality that the mechanics are trying to suggest), my default position is that there should be some mild negative consequences for that action. If aggressing someone with a suspect flag is always a statistically dumb move, we may as well just make all those actions legal and be done with it.


Yeah well jet can mining is an exploit that was never intended. Why don't you fix that.

Oh hell, the whole reason you put in the flagging system in the first place is because people were upset that people were "stealing" and couldn't defend themselves by shooting the stealer. So you let people defend themselves. You are now going to put in a system where people cannot defend themselves. Come on man.
OT Smithers
A Farewell To Kings...
Dock Workers
#351 - 2012-03-23 10:54:59 UTC  |  Edited by: OT Smithers
Tarsas Phage wrote:
I Here's the kicker - going into this preso, CCP Greyscale said that once Player A gets aggressed by Players C-Z, Player A will not be allowed to shoot his aggressors back. Yes, this is basically making anyone with a mere Suspect flag the equivalent of GCC, just without the sec drop and CONCORD spawn. Many people in the audience, including myself, collectively WTF'd and suggested that he's off his rocker... and he seemed a bit surprised at this reaction.

In the end, the proposed Crimewatch 2.0 gameplay changes have big problems. First, for being presented at a fanfest in a embryonic state, and second, the impetus behind them is to make the implementation of aggression mechanics easier (as in lazy-easier) and not really because they might make gameplay better. I don't think this is even close to being a sound basis.

What Crimewatch 2.0 needs to be is a reimplementation of current logic - ie, the current aggression mechanics. Yes, the current Crimewatch code is buggy and convoluted, it needs to be modularized, it needs latent bugs fixed and some additional non-gameplay-affecting features added such as KM's for self-destructs while under aggression. CCP Greyscale and Masterplan need to do this first. Then and only then should actual gameplay-affecting changes be considered.

/T



Lame as hell
OT Smithers
A Farewell To Kings...
Dock Workers
#352 - 2012-03-23 10:57:37 UTC
Liang Nuren wrote:
CCP Greyscale wrote:
Defending yourself while you're suspect-flagged is an ongoing conversation; we've not decided on anything yet, and we'll devblog when we've got it better nailed down Smile


Are you ******* serious m8? That's the dumbest thing you've ever said - and that's saying a lot.

-Liang

Ed: Just to be clear: it should never be in doubt that the player will have the right to defend themselves while merely a suspect. The fact you haven't even decided if that's possible is just out of this ******* world.



Obviously. Anything else is freaking ridiculous.

Garmon
Gods Holy Light Bringing You're Penance
#353 - 2012-03-23 10:58:52 UTC
Adapt or die

Greyscale's presentation was absolutely amazing
I like Duncan
Adunh Slavy
#354 - 2012-03-23 11:01:41 UTC
CCP Greyscale wrote:

What we're actually considering right now, based on player suggestions, is to formalize the concept of a "limited engagement", which is effectively needed for both wardecs and some kind of duelling system, and carry that across to here too. To whit, anyone who engages a suspect becomes part of a "limited engagement" with the suspect on one side and all their aggressors on the other side, and any further interference by anyone else in that engagement gets a suspect flag.



Not so sure about consensual war decs, but the limited engagement / duel and flagging interference from others as a global suspect is the way to go, ship it.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Lady Spank
Get Out Nasty Face
#355 - 2012-03-23 11:02:05 UTC
Roime wrote:
Smells a bit too much like arena pvp to me :(


This is why the concept of duels is very VERY bad and why the flagging should set you red to everyone but then allow you to shoot back at anyone attacking you.

1. Uninterrupted 1v1 fights just discourage people from actually roaming about trying to find a fight. The more people just doing safe-mode 1v1 in high sec, the less people out there enriching the PVP game.

2. What's the point of initiating a fight where you lay yourself open to attack by everyone about you with no ability to fight back should they engage you. There is absolutely no way this idea is going to be put through in this form.

I think the mechanics need a change up and for the most part the suggestions have merit, but the above two points really are atrocious ideas not only from an individual engagements point of view but as a massively negative influence on the game overall.

(ಠ_ృ) ~ It Takes a Million Years to Become Diamonds So Lets Just Burn Like Coal Until the Sky's Black ~ (ಠ_ృ)

OT Smithers
A Farewell To Kings...
Dock Workers
#356 - 2012-03-23 11:09:08 UTC
Terminal Insanity wrote:
CCP Greyscale wrote:

Can-flipping as-is will be impossible once the safeties are added. People should be able to choose to do dumb things, but they should also have the information they need to figure out that the thing they're doing is dumb.

Duelling we're planning to support with an explicit mechanic rather than the current hacky workaround.


They do have that right to do stupid things. And in space, when you do something stupid, it gets you killed. That is how you learn.
How about you protect me when i approach a cyno dominix with my webbing loki and cant get away in time? i mean, if i was smart i'd have stayed out of point range, but hey i'm dumb and i need you to hold my hand through it.

Seriously though, carebear gets canflipped and gets a POPUP WARNING EXPLAINING EXACTLY WHAT WILL HAPPEN when he steals it back. If he chooses to ignore it the first time, that's his own fault and he receives his lesson. If he refuses to listen to it time and time again, that's his own stupidity getting him killed.


You are talking about carebears and consequences while crying that it will be more difficult for you to to pursue the risk and consequence free high sec griefing you currently enjoy. Roll



baltec1
Bat Country
Pandemic Horde
#357 - 2012-03-23 11:15:21 UTC
OT Smithers wrote:


You are talking about carebears and consequences while crying that it will be more difficult for you to to pursue the risk and consequence free high sec griefing you currently enjoy. Roll





Because the victims corp cant come and blow the can flipper awayRoll
HellGate fr
#358 - 2012-03-23 11:15:54 UTC
Is this a major nerf of ganking ?

I say this is bullshit.
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#359 - 2012-03-23 11:16:31 UTC
Quote:
but you will only be able to retaliate against people who specifically aggress you.


Your guns won't turn on? lol.

internet spaceships

are serious business sir.

and don't forget it

Blind Navigator
Science and Trade Institute
Caldari State
#360 - 2012-03-23 11:16:57 UTC
The system roughly sketched in the presentation will either be insanely complicated or will have massive loopholes.


Example "Suspect Baiting"
A can flips and becomes suspect.
B-D shoot the suspect as he is flagged "anyone can shoot him"
A1-A20 "neutral" logis warpin and keep A safe while he kills unsuspecting B-D.


Example "Inherited Flipping"
A1 flips a can of a mining fleet.
B-G miners pop A1's Ibis.
H orca loots the can after can flipper is popped. But can has been flipped so H becomes suspect.
A2 warps cane on other account and has an easy go at the orca while B-G can only watch.


"suspect-baiting" "inherited flipping" will cause more tears than current system

Fixing such holes in the system will make it even harder for new playe and in the end easier for pirates.

Not a bad thing imo but I dont think its what CCP is trying to accomplish.