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Dev blog: Introducing the new and improved Crimewatch

First post First post First post
Author
Kaildoth
Viziam
Amarr Empire
#241 - 2012-10-04 18:10:48 UTC
CCP Masterplan wrote:
DJ FunkyBacon wrote:
There really needs to be a way for 2 players to engage in a LE without the whole of eve getting involved.

As an example, at Eve Radio we do many tournaments (and I'm sure other entities hold competitions as well) using can flip mechanics to allow players to engage each other in highsec. With these new can flip mechanics, players will now be able to be attacked by anyone nearby.

I would like to see some sort of a challenge system where 2 players can agree to be flagged for an LE against each other without inviting the rest of Eve in on the fight. Tie it to the CSPA charge to prevent abuse if you must, but please don't kill 1v1s.

Aside from that, I think the changes are brilliant.

Your king-of-the-hill radio contests were the specific example I used internally when I explained why we need to support this. I can't commit a solution at this time, but rest assured I really want to make sure a replacement mechanic happen (even if it has to wait until a .1 patch)



Yea good job, start copying the failed pvp systems of other games, just to do ..... a contest....., completely ignoring what system made your game famous.
You start with duels, then we get instanced pvp and all those failed systems, i hope you are just joking, else you really gonna see your subs dropping.
CCP Masterplan
C C P
C C P Alliance
#242 - 2012-10-04 18:11:04 UTC
Arec Bardwin wrote:
Overall, great changes!

A few questions though:

- how is the transporting of illegal goods handled?
- Pods, are they legal targets if the player is criminal, suspect, LE flagged?
- criminally flagged pod cannot initiate warp?

Unchanged
Yes
Criminal pods are excepted from the "can't dock/warp in high-sec" restriction

"This one time, on patch day..."

@ccp_masterplan  |  Team Five-0: Rewriting the law

John Henke
Decompression Services
#243 - 2012-10-04 18:13:13 UTC
I think you should really reconsider the length of the NPC-timer. One thing is if you log off by yourself. You should know what you are doing. But if you have a disconnect because the CCP server have shut down or the internet provider has a problem, you are going to loose the ship. Active tanked ships, which use their boosters only if needed, wont have a chance to survive a 15 minute NPC-timer (e.g. in AE-bonusstage, last room of pirat scarlet).
PinkKnife
The Cuddlefish
Ethereal Dawn
#244 - 2012-10-04 18:15:25 UTC
John Henke wrote:
I think you should really reconsider the length of the NPC-timer. One thing is if you log off by yourself. You should know what you are doing. But if you have a disconnect because the CCP server have shut down or the internet provider has a problem, you are going to loose the ship. Active tanked ships, which use their boosters only if needed, wont have a chance to survive a 15 minute NPC-timer (e.g. in AE-bonusstage, last room of pirat scarlet).


If the CCP server is shutting down the NPC rats won't be there to shoot at you. <.<
JinJao Mackenzie
Garoun Investment Bank
Gallente Federation
#245 - 2012-10-04 18:16:35 UTC
What happens when a player uses an assisting module on an NPC?

One Oneiros I lost was Concorded when I misclicked and activated one of repairers on a mission rat.

I don't see this situation listed in the table.
WInter Borne
Caldari Provisions
Caldari State
#246 - 2012-10-04 18:16:58 UTC  |  Edited by: WInter Borne
So just to confirm, if we are engaging in combat in wspace, and for some reason need to switch from dps to logi, or from dps to ecm....we will have to wait out the full timer? In essence, in any pvp we engage in we are locked in that ship for the duration of the timer?
John Henke
Decompression Services
#247 - 2012-10-04 18:17:06 UTC
PinkKnife wrote:
John Henke wrote:
I think you should really reconsider the length of the NPC-timer. One thing is if you log off by yourself. You should know what you are doing. But if you have a disconnect because the CCP server have shut down or the internet provider has a problem, you are going to loose the ship. Active tanked ships, which use their boosters only if needed, wont have a chance to survive a 15 minute NPC-timer (e.g. in AE-bonusstage, last room of pirat scarlet).


If the CCP server is shutting down the NPC rats won't be there to shoot at you. <.<


You are right! My mistake.
Bloodpetal
Tir Capital Management Group
#248 - 2012-10-04 18:17:19 UTC
Sorry if this was answered.

The "Incur Sec Status" says you will get Sentry Guns as long as you "remain in sight" - does that mean warping out and back to the gate resets sentry guns?

Where I am.

Adaahh Gee
Dark Venture Corporation
Kitchen Sinkhole
#249 - 2012-10-04 18:17:29 UTC
Just to clarify this "NPC aggro timer"

Assuming I'm in high sec running a lev 4 in a ship with active tank.

My local BT engineer unplugs the wrong cable in the telephone exchange. My internet falls on it's arse.

Under current system, my modules deactivate at the end of cycle and I emergency warp off (assuming I'm not scram'd) and I disappear from D-scan.

Under this new system,
1. Would I remain in the mission site, with all my modules switched off for 15 mins? (and therefore loose my active tanking ship)
Or
2. Would I E-Warp away from the mission site but remain on d-scan and probe-able for 15 mins.

Scenario 1 will lead to a a lot of complaints and petitions and serves give no real gain to improving game mechanics.
Scenario 2 is fair enough and as someone said "Fit a cloak" and warp to a safe for 15mins, then log.
FalconX Blast
Garoun Investment Bank
Gallente Federation
#250 - 2012-10-04 18:17:37 UTC
1. Looks like interdictors are back to being unable to bubble and jump.

2. If the target has NPC aggression from log-off, and I shoot him, does that start a pvp aggression timer that I can keep perpetually til he dies?
MIrple
Black Sheep Down
Tactical Narcotics Team
#251 - 2012-10-04 18:20:14 UTC
Unforgiven Storm wrote:
CCP Masterplan wrote:
Sun Win wrote:
That's unfortunate, given that when you guys announced Tech 3 on the Dev Blog, you said:



Now you've made it so that Tech 3 pilots can't abandon ship. It's not a huge deal, most Tech 3 ships go down fighting. But this was something that you originally included as an interesting gameplay choice that you are now removing.

"From time-to-time" is not the same as "In the middle of combat that isn't going your way"
If you were suprise-ganked and weren't shooting, you can eject as you wish. But once you make an attack, you are committing yourself, for good or for bad.


Im sorry, but when two navy boats are fighting in the sea and one is loosing the capitan of the losing ship has always the option to say "abandon ship" in the middle of the fight. Same principle applies here, why I cant abandon a ship that is "sinking" and try to save myself (my pod)?

You still didn't manage to explain why this needs to change! What is the main purpose of this change other than, "because I want it"? Please explain this change to me, I'm a simple player that didn't understand this change and need help to understand the purpose so I can make my peace and deal with it... what is the purpose, what people and this game gains by changing this?


I think this is aimed solely at T3's when they were created they put into the rules that when you lose your ship you lose a skill. Players found a way around this. This is a way for them to put it back in balance. Would you be more for it if it was limited to T3's only?
Dinsdale Pirannha
Pirannha Corp
#252 - 2012-10-04 18:21:03 UTC
PinkKnife wrote:
John Henke wrote:
I think you should really reconsider the length of the NPC-timer. One thing is if you log off by yourself. You should know what you are doing. But if you have a disconnect because the CCP server have shut down or the internet provider has a problem, you are going to loose the ship. Active tanked ships, which use their boosters only if needed, wont have a chance to survive a 15 minute NPC-timer (e.g. in AE-bonusstage, last room of pirat scarlet).


If the CCP server is shutting down the NPC rats won't be there to shoot at you. <.<


Right, and the CCP routers and FW's on their side are bulletproof....
Or an large North American carrier loses the connectivity to Europe for 15 minutes, that has never happened.....
PinkKnife
The Cuddlefish
Ethereal Dawn
#253 - 2012-10-04 18:21:13 UTC
FalconX Blast wrote:
1. Looks like interdictors are back to being unable to bubble and jump.

2. If the target has NPC aggression from log-off, and I shoot him, does that start a pvp aggression timer that I can keep perpetually til he dies?


I believe the pvp flag only gets issued if the they are online, so no. You'd essentially have the 15minutes to try and kill them.
Alx Warlord
The Scope
Gallente Federation
#254 - 2012-10-04 18:22:49 UTC
Will the carrier triage module, the dread siege module, and the cynos gen count as a weapon? will it aplly continuously untill the cycle ends or it will only aplly in the begin?
Alx Warlord
The Scope
Gallente Federation
#255 - 2012-10-04 18:23:16 UTC
Bloodpetal wrote:
Sorry if this was answered.

The "Incur Sec Status" says you will get Sentry Guns as long as you "remain in sight" - does that mean warping out and back to the gate resets sentry guns?



YES.
Cassius Longinus
Stimulus
Rote Kapelle
#256 - 2012-10-04 18:23:26 UTC
My thoughts:

1. I'm going to be sad about dictors being pinned on one side of a gate again. That generally means you need to "bring more" to cover both sides of a gate (which is bad... we want less people in gang, not more).

2. Probably you should have docking your ship in a carrier/orca etc, pass on flags to the carrier/orca the same way the remote-assistance does.

3. Probably, boosting a fleet (on grid or off) should count as remote assistance.

I love the resetting gate guns change. When roaming, that means we'll only have to tank the guns on gates in which we engage in combat. That is terrific.

Odin Shadow
ZC Industries
Dark Stripes
#257 - 2012-10-04 18:25:55 UTC
Adaahh Gee wrote:
Just to clarify this "NPC aggro timer"

Assuming I'm in high sec running a lev 4 in a ship with active tank.

My local BT engineer unplugs the wrong cable in the telephone exchange. My internet falls on it's arse.

Under current system, my modules deactivate at the end of cycle and I emergency warp off (assuming I'm not scram'd) and I disappear from D-scan.

Under this new system,
1. Would I remain in the mission site, with all my modules switched off for 15 mins? (and therefore loose my active tanking ship)
Or
2. Would I E-Warp away from the mission site but remain on d-scan and probe-able for 15 mins.

Scenario 1 will lead to a a lot of complaints and petitions and serves give no real gain to improving game mechanics.
Scenario 2 is fair enough and as someone said "Fit a cloak" and warp to a safe for 15mins, then log.



1. if scrammed (unsure if they have changed mods switching off at the end of the cycle to combat this issue)
2. if not scrammed
Dinsdale Pirannha
Pirannha Corp
#258 - 2012-10-04 18:26:29 UTC
Adaahh Gee wrote:
Just to clarify this "NPC aggro timer"

Assuming I'm in high sec running a lev 4 in a ship with active tank.

My local BT engineer unplugs the wrong cable in the telephone exchange. My internet falls on it's arse.

Under current system, my modules deactivate at the end of cycle and I emergency warp off (assuming I'm not scram'd) and I disappear from D-scan.

Under this new system,
1. Would I remain in the mission site, with all my modules switched off for 15 mins? (and therefore loose my active tanking ship)
Or
2. Would I E-Warp away from the mission site but remain on d-scan and probe-able for 15 mins.

Scenario 1 will lead to a a lot of complaints and petitions and serves give no real gain to improving game mechanics.
Scenario 2 is fair enough and as someone said "Fit a cloak" and warp to a safe for 15mins, then log.


One point, if an ISP pulls the plug, (and this WILL happen, it happens all the time), how will you be able to turn on the cloak?
You can't shoot rats if cloaked, so precisely when will this cloak, which BTW many fits won't allow, be turned on?
Solstice Project
Sebiestor Tribe
Minmatar Republic
#259 - 2012-10-04 18:26:36 UTC  |  Edited by: Solstice Project
So, if i understand this right ... people who attack outlaws in highsec won't become suspects,
it'll just be a limited engagement ?

And there goes my hope that the bigmouthed cowards die out ...

Edit: Actually, i hoped for more changes to weed out all the idiots from highsec,
not related to attacking outlaws or not ...
Reticle
Sight Picture
#260 - 2012-10-04 18:26:36 UTC
Whoop Whoop. That's the Sound of da Police

Pretty good stuff. And FINALLY some decent CCP-produced game documentation. You need more of that EVERYWHERE.

My only complaint is killrights for simple agression. Kill rights should be for kills only.