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Is CrimeWatch vaporware?

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Author
Tippia
Sunshine and Lollipops
#201 - 2012-07-16 14:44:16 UTC  |  Edited by: Tippia
Vol Arm'OOO wrote:
they are imposing safeties on everybody that will make it impossible for you to flip a can unless you specifically disable the safeties.
Vimsy Vortis wrote:
Safeties in and of themselves will have virtually no effect on canflipping
How about you two just fight it out and leave me out of it?

Vol Arm'OOO wrote:
CCP has indicated that they expect that this will make can flipping non-viable.
They've indicated that it will no longer automatically work on people who aren't familiar with the mechanics. Rest assured, though: enough people will be stupid enough to ignore those warnings and let themselves get blow up.

It may be trickier to pull off against the unknowing, but the results of doing it successfully will be all that more spectacular, and it's not like the method is being removed.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#202 - 2012-07-16 14:52:00 UTC  |  Edited by: Vimsy Vortis
I'll argue that one with anyone because I've got like 30 barge/exhumer kills from canflipping and not a single one ever took stuff out of a container.

I understand where the argument comes from, but it makes the assumption that getting kills from canflipping relies on people being able to steal ore back from you without knowing what they are doing and it just plain doesn't.
Tippia
Sunshine and Lollipops
#203 - 2012-07-16 14:56:33 UTC  |  Edited by: Tippia
Vimsy Vortis wrote:
I'll argue that one with anyone because I've got like 30 barge/exhumer kills from canflipping and not a single one ever took stuff out of a container.
Then it's not really a canflip, now is it? It's just plain old theft and itchy trigger fingers. Blink

…and anyway, the safeties will help against that too afair.
Vol Arm'OOO
Central Co-Prosperity Union
#204 - 2012-07-16 14:59:41 UTC  |  Edited by: Vol Arm'OOO
Vimsy Vortis wrote:
[quote=Tippia]

People virtually never steal back a flipped can, in practice you're more likely to see a hulk set its drones on a canflipper than actually try and take their ore back. When you canflip someone what you're actually trying to do is get the person you flipped or their corp members to shoot at you so the safeties are virtually a non-issue.



Um no - simply not true. Many folk try to flip their cans back - and there are many ways to successfully steal your can back if you take the time to learn them. And yes the goal is not to get the person to shoot at you but to flip the can - that way you and your friends can shoot at them. But of course if no one ever bothered to reflip the cans then there would be no need for ccp to force the safeties on its players.

I don't play, I just fourm warrior.

FloppieTheBanjoClown
Arcana Imperii Ltd.
#205 - 2012-07-16 15:03:53 UTC
One major concern I have with the suspect system is you're removing a major incentive toward corporate membership. If I'm running a mining operation using jetcans and someone comes along and canflips me today, any defensive action taken has to be by my own corp. With your new system, every member of my fleet can be in an NPC corp and we can all engage the thief. The last thing Eve needs is to make NPC corps more attractive.

Founding member of the Belligerent Undesirables movement.

Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#206 - 2012-07-16 15:10:26 UTC  |  Edited by: Vimsy Vortis
Vol Arm'OOO wrote:
Vimsy Vortis wrote:

People virtually never steal back a flipped can, in practice you're more likely to see a hulk set its drones on a canflipper than actually try and take their ore back. When you canflip someone what you're actually trying to do is get the person you flipped or their corp members to shoot at you so the safeties are virtually a non-issue.



Um no - simply not true. Many folk try to flip their cans back - and there are many ways to successfully steal your can back if you take the time to learn them. And yes the goal is not to get the person to shoot at you but to flip the can - that way you and your friends can shoot at them. But of course if no one ever bothered to reflip the cans then there would be no need for ccp to force the safeties on its players.

Horseshit. The only time anyone ever takes a can back is in a hauler, and if they're intent on doing that then they're going to disable their safeties to do it. Also generally speaking I'd much rather get kills on the half a dozen combat ships belonging to the corporation I'm canflipping that come to shoot me then having my entire corp come along to gank a single itty 5, I don't know about you though.

People who're successful at getting their cans back will be just as successful in a system with safeties and you'll be just as unable to kill them as you are now, it's not like you won't be able to turn them off when you're specifically trying to do something that you know will get you flagged.

The problem with safeties is that if by default you're unable to attack flagged characters without disabling a safety it's a get out of jail free card for braindead mission runners in 30 billion isk mission ships.
Ohh Yeah
Jerkasaurus Wrecks Inc.
Sedition.
#207 - 2012-07-16 15:56:01 UTC
CCP Greyscale wrote:

We had a discussion this morning about the specific case of people RRing vigilantes. We're currently considering treating it like all other "neutral RR" situations under the new system, ie suspect-flagging you if you RR a vigilante, as this seems to iron out a lot of the wrinkles here and makes it more consistent with the rest of the design.


So, I'm a suspect. Someone shoots me. I can shoot them. Someone assists them. Their neutral RR now becomes a suspect. I can shoot them, but so can the rest of EVE?

You said that the suspect flag should be a punishment for doing something bad. I don't see using a logistics ship to help someone fighting crime to be a criminal act.

You truly need two flags, where players of each flag can shoot one another, rather than flagging everyone as a suspect so all of EVE can shoot them.

If you shoot a suspect, every other suspect should be allowed to shoot you. If I engage a Vigilante on a gate, every other vigilante and his RR should be able to engage me without some of them becoming suspects also.

Suspects will always have the disadvantage, because vigilantes must start the fight and can carefully tailor the engagement in such a way that they will be more successful. A suspect will never know who is about to flag as a vigilante on them prior to it happening. It could be like 10 guys sitting on the gate with you that suddenly turn -insert vigilante overview color- and zonk you. But as soon as they reveal themselves and get that first kill, other suspects in the area that I alert via an intel channel or what have you are going to turn up, and there's going to be a fight.
Arcueid Saber
Legio XCIX CA
#208 - 2012-07-16 16:07:06 UTC
I hope that CCP will put the suspect tag in kill mail so that mercenary corp can gain reputation in the eyes of high sec dweller. That also helps out their employments in war dec side.

The vigilante/suspect system should make high sec more lively with a bunch of bad boys and "good cop" duking it out at gate.
Ohh Yeah
Jerkasaurus Wrecks Inc.
Sedition.
#209 - 2012-07-16 16:11:02 UTC  |  Edited by: Ohh Yeah
Arcueid Saber wrote:

The vigilante/suspect system should make high sec more lively with a bunch of bad boys and "good cop" duking it out at gate.



Unfortunately it doesn't look like we'll get a vigilante/suspect system. We're going to get a suspect/neutrals-who-attack-risk-free system. It'll be 50 cops punching a single robber while all of the other robbers stand right next to him and can't do anything until the cops throw punches at them.

Edit: CCP Greyscale, you want suspects to be at risk for their crimes. Anyone who decides they want to be a white-knight and FIGHT CRIME AND EVIL in high-sec should run the risk of ACTUALLY FACING CRIMINALS, not just the one little Rifter they decide to volley with their instalocking Tornado on a gate. Having a system where you can shoot one suspect, but no other suspects can shoot you back is ridiculous.

"In for a penny, in for a pound", not "In for a penny, collect loot and be completely safe"
Corina Jarr
en Welle Shipping Inc.
#210 - 2012-07-16 16:15:00 UTC
All I see this doing is making my life as a vulture either really hard or really entertaining. Or both.

I'm hoping both.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#211 - 2012-07-16 16:24:58 UTC
Thinking this through and reading some more of the thread, I'm not sure the changes to can aggression and safeties is going to have CCP's desired effect.

First, the safety system. Right now, everyone has a safety. If you try to steal from a can, it tells you exactly what you're risking. You can choose to take from the can or abort. This warning would be triggered each time you try this, unless you actively disable it. However as I understand the proposed system, you'd simply fail to take from the can UNLESS you go in and globally disable the safety, at which point you take on suspect aggression without any further warning.

How, pray tell, is this protecting new users? All they want is to get their ore back and make a run for it, and they've opened themselves up to the potential for future suspect flags without warning! What's more, they ALREADY have a safety in place, telling them that taking from the can invites aggression.

Second, it will be quite easy to abuse less informed players who WILL try to get their stuff back. I've already thought up a couple of clever stunts that I'll try if this proposed system goes into place. There should be a glaringly obvious problem with this that CCP appears to be overlooking.

Founding member of the Belligerent Undesirables movement.

FloppieTheBanjoClown
Arcana Imperii Ltd.
#212 - 2012-07-16 16:29:30 UTC
Corina Jarr wrote:
All I see this doing is making my life as a vulture either really hard or really entertaining. Or both.

I'm hoping both.


If you're clever, it will be both.

Let's be optimistic: we're usually all about changes that make things harder for people and reward those willing to put forth the effort to work through the problems. This will take can flipping from something any idiot can do, and elevate it to an art form where only those of us creative enough to imagine new and better methods will succeed.

Founding member of the Belligerent Undesirables movement.

FloppieTheBanjoClown
Arcana Imperii Ltd.
#213 - 2012-07-16 16:38:13 UTC
Ohh Yeah wrote:
CCP Greyscale wrote:

We had a discussion this morning about the specific case of people RRing vigilantes. We're currently considering treating it like all other "neutral RR" situations under the new system, ie suspect-flagging you if you RR a vigilante, as this seems to iron out a lot of the wrinkles here and makes it more consistent with the rest of the design.


So, I'm a suspect. Someone shoots me. I can shoot them. Someone assists them. Their neutral RR now becomes a suspect. I can shoot them, but so can the rest of EVE?

You said that the suspect flag should be a punishment for doing something bad. I don't see using a logistics ship to help someone fighting crime to be a criminal act.

You truly need two flags, where players of each flag can shoot one another, rather than flagging everyone as a suspect so all of EVE can shoot them.

If you shoot a suspect, every other suspect should be allowed to shoot you. If I engage a Vigilante on a gate, every other vigilante and his RR should be able to engage me without some of them becoming suspects also.

Suspects will always have the disadvantage, because vigilantes must start the fight and can carefully tailor the engagement in such a way that they will be more successful. A suspect will never know who is about to flag as a vigilante on them prior to it happening. It could be like 10 guys sitting on the gate with you that suddenly turn -insert vigilante overview color- and zonk you. But as soon as they reveal themselves and get that first kill, other suspects in the area that I alert via an intel channel or what have you are going to turn up, and there's going to be a fight.


The chilling effect on vigilantes would be almost instant. Say my crew puts out a can at a sniping location. I go suspect in a tanky ship and sit on a gate with our snipers just off grid and aligned to the can. When someone does finally engage me and gets the vigilante tag, those snipers can warp in, loot from the can, and start shooting any vigilante on the field immediately. If anything, it's the reverse of what you described: we'd have the ability to choose whether or not we go suspect, while the vigilante engaged one guy and suddenly found that he has 15 hostiles on grid. That's on par with joining an at-war corp while in space...which is against the rules for the very reason described above.

I do agree, though, that the system as we currently understand it is stupidly one-sided.

Founding member of the Belligerent Undesirables movement.

Barakach
Caldari Provisions
Caldari State
#214 - 2012-07-16 16:45:48 UTC
Vimsy Vortis wrote:
It's nice to have a straight up admission that you are literally trying to discourage highsec PVP.


I didn't know can flipping is known as "PvP"

I didn't know that "PvP" players complained when other people wanted to fight them.
Vincent Athena
Photosynth
#215 - 2012-07-16 16:51:49 UTC
I remember in a blog or fanfest presentation mention of a "dueling" system. Any word of that? Is it real?, How will it work? Will it be just for single players? Fleets? 3 way matches?

Can we stream them to view-screens in establishments and have players bet on the results?

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Frozen fanfiction

FloppieTheBanjoClown
Arcana Imperii Ltd.
#216 - 2012-07-16 16:55:35 UTC
Vincent Athena wrote:
I remember in a blog or fanfest presentation mention of a "dueling" system. Any word of that? Is it real?, How will it work? Will it be just for single players? Fleets? 3 way matches?

I'm hoping that they'll allow people to set up arranged fights in any configuration.

Vincent Athena wrote:
Can we stream them to view-screens in establishments and have players bet on the results?

I don't see the value in doing that. People can watch from space.

Founding member of the Belligerent Undesirables movement.

Bienator II
madmen of the skies
#217 - 2012-07-16 16:57:27 UTC  |  Edited by: Bienator II
just to make sure i understood the proposed new system correctly

- the new system will completly get rid of ANY graph structure in the agression mechanics.
- this means that a suspect is basically a temporary outlaw -> free for all
- a suspect is viral, if you help a suspect you become a suspect
- edit: shooting suspects is completly fine, you don't become a suspect
- a suspect can still dock and jump since its still independent from agression timers

is that correct so far?

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Tippia
Sunshine and Lollipops
#218 - 2012-07-16 17:00:08 UTC
Bienator II wrote:
is that correct so far?
Pretty much.
Vincent Athena
Photosynth
#219 - 2012-07-16 17:05:38 UTC
FloppieTheBanjoClown wrote:
Vincent Athena wrote:
I remember in a blog or fanfest presentation mention of a "dueling" system. Any word of that? Is it real?, How will it work? Will it be just for single players? Fleets? 3 way matches?

I'm hoping that they'll allow people to set up arranged fights in any configuration.

Vincent Athena wrote:
Can we stream them to view-screens in establishments and have players bet on the results?

I don't see the value in doing that. People can watch from space.


Not if they are waiting for a fleet op to start four regions away.

Know a Frozen fan? Check this out

Frozen fanfiction

Eternal Error
Doomheim
#220 - 2012-07-16 17:06:57 UTC  |  Edited by: Eternal Error
The proposed suspect system sucks (for most of the reasons outlined by various people, particularly Vimsy, in this thread. There's no point in repeating them). I really don't like the direction that Eve seems to be taking as this seems to be a deliberate move to reduce danger in the Eve universe under the guise of "fixes" (much in the same way that the inferno wardec changes screwed up wardecs).

The current system is not THAT bad. I understand that some of the mechanics are complicated, and you should try to untangle the web. Neutral logi needs looked at, but can mostly be fixed by adding an aggression timer. What does NOT need to happen is a complete rework. What does NOT need to happen is making any small thing a global flag rather than the current system where you flag to a corp (side note: make it flag to alliances if the corporation is in one) and they can work together to do something about it.