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Crimewatch pointless on arrival

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Author
Tippia
Sunshine and Lollipops
#181 - 2012-10-05 02:53:42 UTC
Destiny Corrupted wrote:
So my reward is that I'll now be able to shoot the people who take from the wreck of a "suspect" that I kill. But, since he was a suspect to begin with, everyone would be able to take from his wreck.
If all you choose to hunt is suspects, then yes. But being a merc/war corp, you will presumably go up against war targets and (later) bought killright targets, which are legal to you and you alone.

Quote:
In the case of war, I would share ownership of my dead enemy's wreck with its owner. In this case, I would have the right to shoot random neutral parties who take from this wreck. However, once again, so would everyone else.
…but they wouldn't have right to the big pile of loot you just scored, nor are they likely to come equipped with scooping it all because, as you point out, who on earth would be roaming around fully equipped to shoot and loot suspects? And if those other people feel the need to help you defend that loot, then that's awfully nice of them, isn't it? Sure, by then anyone else will be able to pick up whatever remains of what he stole, but you're the guys with the dedicated looting ship already in position…

Basically, it comes down to planning (as it often does). You now have a very good reason to plan for securing the loot you're going to be awarded if you win the fight.

Quote:
No need for personal attacks.
It wasn't a personal attack. It was me snarking about your asking what a legal target is, when that should be obvious to you.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#182 - 2012-10-05 03:09:12 UTC
Tippia wrote:
If all you choose to hunt is suspects, then yes. But being a merc/war corp, you will presumably go up against war targets and (later) bought killright targets, which are legal to you and you alone.

You particularly quoted the suspect flag in your reward system example. In the case of war targets, sure, the wreck would be legitimately mine. Uh, see below.

Tippia wrote:
…but they wouldn't have right to the big pile of loot you just scored, nor are they likely to come equipped with scooping it all because, as you point out, who on earth would be roaming around fully equipped to shoot and loot suspects? And if those other people feel the need to help you defend that loot, then that's awfully nice of them, isn't it? Sure, by then anyone else will be able to pick up whatever remains of what he stole, but you're the guys with the dedicated looting ship already in position…

Basically, it comes down to planning (as it often does). You now have a very good reason to plan for securing the loot you're going to be awarded if you win the fight.

They already don't have the right to that big pile of loot. I'd say about 95% of the time, I end up scooping the wrecks of my war targets. This is because I already had a very good reason to plan for securing the loot that my enemies leave behind. But you know something interesting? The suspect flag isn't going to prevent someone from taking the loot and docking. Nor is it going to prevent someone from using the align method to scoop it and warp before the server even processes their aggression status (it takes a second or two for a thief to become red, so you can't instantly tackle a thief even if you see wreck contents disappear with no one else around). So this war target wreck ownership thing doesn't really do a whole lot to guarantee me ownership of its contents. The only thing that will change is that they won't be able to remain on the field for longer than a few moments.

Minor reward, yes; jackpot, no. Can you name any other rewards, or is this the only one?

Tippia wrote:
It wasn't a personal attack. It was me snarking about your asking what a legal target is, when that should be obvious to you.


Destiny Corrupted wrote:
I have no idea what you meant by these other two responses though. I don't understand what you mean by "reward system," I don't understand how exactly I'm benefiting, and I don't understand what you mean by "legal kills" giving me a reward and the ability to defend that reward. Please elaborate.

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

Tippia
Sunshine and Lollipops
#183 - 2012-10-05 04:47:39 UTC
Destiny Corrupted wrote:
They already don't have the right to that big pile of loot.
The difference is that now you can do something about it.

Quote:
But you know something interesting? The suspect flag isn't going to prevent someone from taking the loot and docking. Nor is it going to prevent someone from using the align method to scoop it and warp before the server even processes their aggression status (it takes a second or two for a thief to become red, so you can't instantly tackle a thief even if you see wreck contents disappear with no one else around).
If they're good thieves, sure. But then, that just proves that this whole “onoz, thieving is dead” nonsense is… well… nonsense.That would normally be the only real downside of S-flagging, but since it's so trivially bypassed once everyone stop being upset and settle down to think, what is there to complain about?

Quote:
Minor reward, yes; jackpot, no. Can you name any other rewards, or is this the only one?
Seeing as how wardeccers have been clamouring for this exact change — loot ownership and the ability to get rid of the competition — for many many years, I would indeed call it a jackpot. Getting exactly what you want (generic “you”, since you don't seem to enjoy it) usually qualifies.
Bloodpetal
Tir Capital Management Group
#184 - 2012-10-05 04:55:29 UTC  |  Edited by: Bloodpetal
I only cared about the changes for low sec.

The high sec changes are sufficiently simplified. Anyone thinking that those professions are dead for can flipping clearly hasn't thought it through. All it really means is when you have a successful can flip, that the miner will go full Suspect to everyone for taking his ore back.

Which will be a lot better tears in the end, because taking your ore back will now be a lethal consequence. (Pending the information on the "Criminal switch" to turn on and off the ability to do crimes.)

The only thing this changes is that major trade hubs and locations are marginally safer from asshattery. And dead end quiet high sec systems are now more likely to be the homes of can flippers and naughty people.

Where I am.

Herzog Wolfhammer
Sigma Special Tactics Group
#185 - 2012-10-05 04:58:10 UTC
CCP Greyscale wrote:
Ok, so explain to me under what conditions a starbase with just "attack if aggression" set would fire on a player under the current implementation of Crimewatch, and how you as a player would go about predicting its likely behavior (before we removed that option, of course).



PS For anyone concerned about whether or not we've done any design work for this, I recommend waiting for the blog to come out some time in the next week or so.



C'mon Greyscale. This is the forums. We are supposed to make assumptions and complain stuff all day without grounding anything on facts.

You see if we don't, all this hair on our necks will start to itch. We'll get rashes because our hands are not busy enough typing constant complaints. Then we'll get staph infections and die.

So we have to do this or we'll die.

Bring back DEEEEP Space!

Terminal Insanity
KarmaFleet
Goonswarm Federation
#186 - 2012-10-05 05:04:29 UTC
Can PVP'ers get our own server without concord at all? This just isnt the same game anymore

"War declarations are never officially considered griefing and are not a bannable offense, and it has been repeatedly stated by the developers that the possibility for non-consensual PvP is an intended feature." - CCP

Terminal Insanity
KarmaFleet
Goonswarm Federation
#187 - 2012-10-05 05:06:01 UTC
CCP Greyscale wrote:
Myxx wrote:
CCP Greyscale wrote:
Ok, so explain to me under what conditions a starbase with just "attack if aggression" set would fire on a player under the current implementation of Crimewatch, and how you as a player would go about predicting its likely behavior (before we removed that option, of course).



PS For anyone concerned about whether or not we've done any design work for this, I recommend waiting for the blog to come out some time in the next week or so.

How do you respond to the accusation you specifically want to make Highsec completely safe with no risk whatsoever?


If we wanted to do that then we would've spent a month putting in code that stopped you from committing crimes in the first place, rather than a year overhauling the system that gives interesting consequences for committing crimes.

But the 'interesting consequences' have now made committing the crimes pointless. You may as well have just removed the ability to commit the crimes in the first place and saved yourselves many hours of coding.

"War declarations are never officially considered griefing and are not a bannable offense, and it has been repeatedly stated by the developers that the possibility for non-consensual PvP is an intended feature." - CCP

Tippia
Sunshine and Lollipops
#188 - 2012-10-05 05:13:41 UTC
Terminal Insanity wrote:
But the 'interesting consequences' have now made committing the crimes pointless.
In what way? You can still commit them and you can still make money form it. They have neither been made trivial nor unnecessary, and they most certainly aren't impossible.
Gogela
Epic Ganking Time
CODE.
#189 - 2012-10-05 05:15:28 UTC
Terminal Insanity wrote:
wah wa wah... wah wa wha nana.


I picture you dancing around a room singing your name to this.

Signatures should be used responsibly...

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#190 - 2012-10-05 05:16:37 UTC
Tippia wrote:
Destiny Corrupted wrote:
But you know something interesting? The suspect flag isn't going to prevent someone from taking the loot and docking. Nor is it going to prevent someone from using the align method to scoop it and warp before the server even processes their aggression status (it takes a second or two for a thief to become red, so you can't instantly tackle a thief even if you see wreck contents disappear with no one else around).
If they're good thieves, sure. But then, that just proves that this whole “onoz, thieving is dead” nonsense is… well… nonsense.That would normally be the only real downside of S-flagging, but since it's so trivially bypassed once everyone stop being upset and settle down to think, what is there to complain about?

We don't have a problem with the suspect flag affecting theft. We have a problem with the suspect flag practically making theft a useless tool for baiting people into pvp. That has been our argument from the very beginning. We never lamented for theft being more difficult per se.

Tippia wrote:
Seeing as how wardeccers have been clamouring for this exact change — loot ownership and the ability to get rid of the competition — for many many years, I would indeed call it a jackpot. Getting exactly what you want (generic “you”, since you don't seem to enjoy it) usually qualifies.

Then you should ask these wardeccers whether or not they prefer this change at the expense of what the suspect flag takes away. I guarantee you that people will side with me on this. I welcome anyone who does wars to comment on this. It's like your friend tells you he's annoyed by someone and the next day you come over with a bloody axe and that person's head in your hands and "oh God I said I didn't like him I never said I wanted him to be brutally murdered Jesus **** what have you done" you get the idea.

We already have methods to deal with the competition. We don't need enemy wreck ownership. Especially since the only places that it would help us are around stations and sometimes gates, where the thief has a guaranteed chance of escaping anyway. In all of my time killing people in high-sec, I don't think I've even once thought "dang, wish those wrecks belonged to me too." I either got the loot, or it was stolen in such a manner that prevented retaliation.

You've basically just served a red herring.

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

Bart Starr
Aggressive Structural Steel Expediting Services
#191 - 2012-10-05 05:19:33 UTC
Bloodpetal wrote:
I only cared about the changes for low sec.

The high sec changes are sufficiently simplified. Anyone thinking that those professions are dead for can flipping clearly hasn't thought it through. All it really means is when you have a successful can flip, that the miner will go full Suspect to everyone for taking his ore back.

Which will be a lot better tears in the end, because taking your ore back will now be a lethal consequence. (Pending the information on the "Criminal switch" to turn on and off the ability to do crimes.)

The only thing this changes is that major trade hubs and locations are marginally safer from asshattery. And dead end quiet high sec systems are now more likely to be the homes of can flippers and naughty people.


Did you actually read the devblog? Masterplan and Greyscale already thought of this.

So when you canflip, you become a suspect - and anybody can subsequently steal from your cans without it becoming a theft.

Crimewatch is not designed to 'make sense'. It is designed to make highsec safer.
That means miners can steal their ore back without penalty. Glad I could help.....


Ejecting and boarding ships penalties have nothing to do with T3 SP losses, or 'hiding ships in Orcas'. I know, because CCP could easily 'fix' Orcas without going overboard and restricting the simple act of ejecting from ships or boarding new ones.


'Ejecting and reboarding' is not abusive in the slightest....as long as both ships hang in space and are vulnerable to attack. Unfortunately, allowing ninjas to board new ships gets mission running carebears killed in highsec, while flying multi-billion ISK ships)

That is what is being attacked here.



Gogela
Epic Ganking Time
CODE.
#192 - 2012-10-05 05:22:52 UTC
Bart Starr wrote:

'Ejecting and reboarding' is not abusive in the slightest....as long as both ships hang in space and are vulnerable to attack. Unfortunately, allowing ninjas to board new ships gets mission running carebears killed in highsec, while flying multi-billion ISK ships)

People do that? Oh that sounds awesome... that should be allowed.

Signatures should be used responsibly...

Bart Starr
Aggressive Structural Steel Expediting Services
#193 - 2012-10-05 05:25:43 UTC
@ Destiny and Tippia

Best and easiest solution?

Simply make all player 'PVP' wrecks blue.
Similar to how suicide ganker wrecks are right now.

Ganked wrecks, PVP wrecks, wardec wrecks. All of them except for NPC wrecks.

Having 'ownership' of your dead wreck is stupid anyway.


Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#194 - 2012-10-05 05:26:40 UTC  |  Edited by: Destiny Corrupted
Tippia wrote:
Terminal Insanity wrote:
But the 'interesting consequences' have now made committing the crimes pointless.
In what way? You can still commit them and you can still make money form it. They have neither been made trivial nor unnecessary, and they most certainly aren't impossible.

He never said "impossible." He said "pointless," which is more or less the case for small-scale efforts involving the crimes.

Will we still be able to suicide-gank haulers, for example? Sure. Will it still be profitable? Yeah. We'll just need to use sufficient numbers to prevent interference. So, the primary effect will be to encourage blobs. Sure, you can say that we won't need to use blobs, just like for example we don't need to use CNRs to grind level fours, but numbers will still be the single most important factor in the success of these operations.

Bart Starr wrote:
@ Destiny and Tippia

Best and easiest solution?

Simply make all player 'PVP' wrecks blue.
Similar to how suicide ganker wrecks are right now.

Ganked wrecks, PVP wrecks, wardec wrecks. All of them except for NPC wrecks.

Having 'ownership' of your dead wreck is stupid anyway.

I think the system we have right now is the best one. The addition of can-flagging was one of the best changes CCP implemented into the game. And now they're saying "sorry guys, it would be way too hard for us to code something like that."

Just like CONCORD billboards, right CCP?

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

OT Smithers
A Farewell To Kings...
Dock Workers
#195 - 2012-10-05 05:26:44 UTC
Vol Arm'OOO wrote:
Vol Arm'OOO wrote:
CCP Greyscale wrote:


Also, when I said the devblog would be some time in the next week, I actually meant in about an hour but I didn't want to give the game away Smile


[edit] For questions about what crimes we're tracking, see devblog.



Ok so I read the blog - and my initial opinion is that it is way more complicated then what we got already -- but maybe that is because I am familiar with the old stuff -- but none of it addresses the question of where are the opportunities to obtain aggro? Sure there is a section about taking from cans - but where are these cans anymore? And sure you've tinkered with war dec mechanics, docking rights etc. . ., but so what? How does changing the wardec mechanics, or for that matter, gate gun and pos mechanics and everything else deal with the issue of the diminishing role of the criminal?


Edit - so Ive read it more closely, to become a "suspect" you have to steal from a players container or assist someone who has a suspect flag. How is this helpful when their are so few containers around to steal from?


After this I suspect that there will be containers all over the place, and plenty of people more than willing to take from them. If not, get a friend to drop one, or you can both drop one, steal from each other, and get busy fighting off all the good guys.

Quote:
2nd edit - and was yet another nerf to the orca actually required? All you had to do was change it so that the orca acquired aggro - instead you decided to lock people into the ship they are in - which will result in people not engaging in combat since they cant trade out to meet changing circumstances.


Yes it was required. Obviously. The point of the Orca swap isn't to adapt to changing circumstances, it's to:

A. grab something the other guy has absolutely no chance against.
B. escape when things aren't going your way

This way is better and more immersive. You fight in what you are riding.

Bart Starr
Aggressive Structural Steel Expediting Services
#196 - 2012-10-05 05:34:54 UTC
Gogela wrote:
Bart Starr wrote:

'Ejecting and reboarding' is not abusive in the slightest....as long as both ships hang in space and are vulnerable to attack. Unfortunately, allowing ninjas to board new ships gets mission running carebears killed in highsec, while flying multi-billion ISK ships)

People do that? Oh that sounds awesome... that should be allowed.


Thats what people did before Orcas were invented.
Bait a mission runner into attacking, lock it down, then bring a Phoon out to the mission space with an alt.
Jump into the Phoon and crack the Mission runner.

Nothing abusive about it at all, because both ships remain in space, vulnerable to counterfire.

Otherwise, baiting is kind of pointless. A small ship is incapable of killing a CNR, while a larger ship cannot draw aggro.
Forcing the ninja to disengage for 60 seconds allows the mission runner to dock up at his leisure.

The carebear picked the fight, I don't see why he should be guaranteed a window of escape.... or why the ninja is artificially restricted from jumping into a ship with sufficient firepower to crack a Battleship tank.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#197 - 2012-10-05 05:35:34 UTC
OT Smithers wrote:
After this I suspect that there will be containers all over the place, and plenty of people more than willing to take from them. If not, get a friend to drop one, or you can both drop one, steal from each other, and get busy fighting off all the good guys.

The people who will be hunting for suspects won't be "good guys." They'll be guys like us, who can put an 80,000 volley onto a target every 14 seconds. Unless the suspects are rocking enough buffer and enough logistics to handle that, they ain't going to take that chance.

So, like I said before multiple times, the majority of criminal activity will be done by hardcore groups that can take the heat. All the little guys will be completely marginalized.

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

Bart Starr
Aggressive Structural Steel Expediting Services
#198 - 2012-10-05 05:43:46 UTC
OT Smithers wrote:


Yes it was required. Obviously. The point of the Orca swap isn't to adapt to changing circumstances, it's to:

A. grab something the other guy has absolutely no chance against.
B. escape when things aren't going your way

This way is better and more immersive. You fight in what you are riding.




I agree with B). Hiding a ship in mid combat was cheap. But this can be fixed without locking people into their ships, and preventing boarding.

Disagree with A). Grabbing another ship is not an abuse.
Just because a mission runner engages a ninja flying a Vigil doesn't mean the carebear is entitled to 'only' fight the ninja in a Vigil.

After all - the mission runner CHOSE to engage the ninja. And a Vigil doesn't have a prayer of cracking a BS tank.

Hiding the Vigil in an Orca is probably not really fair, but forcing the Vigil to stop scrambling the mission runner for 60 seconds before he can jump into a ship with enough firepower to break a BS? On top of all the prior Orca nerfs, new crimewatch suspect flag, AND the new AI?

I could live with Crimewatch if it cleaned up some of the code mess and simplified things.
But all this is 'make highsec radically more safe for carebears'.

I don't remember seeing people clamor for this, but looks like we got it. Makes me wish the DEVs continued to waste their time on Space Barbies.


Malcanis
Vanishing Point.
The Initiative.
#199 - 2012-10-05 05:47:12 UTC
Destiny Corrupted wrote:
OT Smithers wrote:
After this I suspect that there will be containers all over the place, and plenty of people more than willing to take from them. If not, get a friend to drop one, or you can both drop one, steal from each other, and get busy fighting off all the good guys.

The people who will be hunting for suspects won't be "good guys." They'll be guys like us, who can put an 80,000 volley onto a target every 14 seconds. Unless the suspects are rocking enough buffer and enough logistics to handle that, they ain't going to take that chance.

So, like I said before multiple times, the majority of criminal activity will be done by hardcore groups that can take the heat. All the little guys will be completely marginalized.



Can I see your 80k alpha fit please?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Bart Starr
Aggressive Structural Steel Expediting Services
#200 - 2012-10-05 05:52:00 UTC
Destiny Corrupted wrote:
OT Smithers wrote:
After this I suspect that there will be containers all over the place, and plenty of people more than willing to take from them. If not, get a friend to drop one, or you can both drop one, steal from each other, and get busy fighting off all the good guys.

The people who will be hunting for suspects won't be "good guys." They'll be guys like us, who can put an 80,000 volley onto a target every 14 seconds. Unless the suspects are rocking enough buffer and enough logistics to handle that, they ain't going to take that chance.

So, like I said before multiple times, the majority of criminal activity will be done by hardcore groups that can take the heat. All the little guys will be completely marginalized.



I guess the bigger picture is this:
Whatever the other side-benefits of Crimewatch 2.0, in the end....

Highsec is now objectively and demonstratably safer.

Ganking is a larger pain in the ass, so less people will do it.
Baiting/canflipping is destroyed, so less people will do it.

Is this what people were clamoring for? Safer carebearing in highsec?

I would argue that highsec is already too safe AND too profitable. We see 90% of the population crammed there as it is. Why make the situation worse?