These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev blog: Introducing the new and improved Crimewatch

First post First post First post
Author
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#561 - 2012-10-05 02:12:16 UTC
Reticle wrote:
captain foivos wrote:
Hey Masterplan, if players are the new police, why the hell do we still need CONCORD to be so strong?

excellent question

A better question might be "Is this actually intended as a shift toward player policing?" It still leaves concord as the consequence for acts that would create a GCC under the current system and provides no incentive for people to engage suspects. Really all it does as far as behaviors is allow people who might have wanted to involve themselves in a non-concord invoking conflict but weren't able to before to be able to now and also be able to retaliate against assisting parties considered neutral and protected prior.
Havegun Willtravel
Mobile Alcohol Processing Units
#562 - 2012-10-05 02:13:07 UTC  |  Edited by: Havegun Willtravel
I'll reserve judgement unitl Super Friends blog comes out, but atm it's being implied that just the simple act of shooting first results in Kill Rights. Shocked

So if someone who's -4.9 charges me in a low sec belt and I do the intelligent thing and shoot, no matter the outcome they get kill rights ?

Thus, even in low sec, the only way i can avoid looking over my sholder for a month is to flip a can ? Or put myself at a distinct disadvantage by always having to wait for someone else to shoot first ?

Sorry, but if left unchanged you've very severly damaged low sec pvp.

The existing system, quite frankly, works perfectly. If you never get a chance to defend yourself ( ie: you get blobbed ) you can get payback 1 v 1. These proposed changed completely inbalance that.

I can see a great many people who principaly live in high sec, but who do random roams into LS, stopping under these circumstances. The risk to their main activities would be to great to warrant giving out kill rights to every target.

Low sec doesn't need fewer people pvp'ing it needs more, and this is a recipe for to kill that.


** Edit: Perhaps I've answered my own question. " Performing an action against another player that gets you a Criminal flag will also award a kill-right " On a more careful reading, Criminal flag would only apply to High sec agression ? So a failed suicide gank would carry the consequence of dealing killrights, but low sec agression would fall under the new PvP/LE flag and kill rights would apply only if the target couldn't/didn't defend themselves ?
Tippia
Sunshine and Lollipops
#563 - 2012-10-05 02:16:32 UTC  |  Edited by: Tippia
Vladimir Norkoff wrote:
Ok, can-flipping question here.... When you incur your Suspect flag, does it retro-actively affect every can/wreck you have in space? Or does it only affect cans/wrecks that are jettisoned AFTER you get the flag?
By the sounds of it, it will will be retroactive, yes. A can is a can is a can, and I seriously doubt that they're going to individually track each and every one of them — they'll just look at your current flagging and see if you're a legal target or not. If at any point in time you are, your cans are free game at that point in time as well.

The new trick will lie in making people pick up cans they don't own, thereby S-flagging themselves so you can shoot them.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#564 - 2012-10-05 02:19:47 UTC
Havegun Willtravel wrote:
So if someone who's -4.9 charges me in a low sec belt and I do the intelligent thing and shoot, no matter the outcome they get kill rights ?

Seems the best option would simply be letting them take the first shot and retaliating accordingly. that way you get killrights and if all goes well a killmail at the end of the fight as well.
Dirael Papier
Malevelon Roe Industries
Convocation of Empyreans
#565 - 2012-10-05 02:21:36 UTC
Tippia wrote:
Vladimir Norkoff wrote:
Ok, can-flipping question here.... When you incur your Suspect flag, does it retro-actively affect every can/wreck you have in space? Or does it only affect cans/wrecks that are jettisoned AFTER you get the flag?
By the sounds of it, it will will be retroactive, yes. A can is a can is a can, and I seriously doubt that they're going to individually track each and every one of them — they'll just look at your current flagging and see if you're a legal target or not. If at any point in time you are, your cans are free game at that point in time as well.

The new trick will lie in making people pick up cans they don't own, thereby S-flagging themselves so you can shoot them.

I thought I remember someone saying it'll actually abandon all of your cans once you're flagged, but I can't find any of the dev posts saying that in this thread and have no clue where else I would've seen it. So I could just be delusional.
Mars Theran
Foreign Interloper
#566 - 2012-10-05 02:29:26 UTC
Okay, couple things.

ECM and ECM burst against a pod = who cares. Why would you get an upgraded flag from firing one off, to hitting a pod vs. a ship. It doesn't kill or damage, it just blocks them from targeting. ECM penalties are maybe necessary as it is 'technically' an aggressive module, but it has no bearing on a pod, (or even a shuttle), as it doesn't have weapons or modules. It just grants a lock to look function.

Wipe that penalty. Anything that does nothing to something and incurs a penalty is kind of rediculous.

Move ECM and EWAR, (with exception to Warp Disruption), to an assisting module rather than a weapons module. It is more like Logistics than weapons, and should be treated as such. Just because it is used, doesn't mean it is used with criminal intent or for aggressive purposes, just like logistics.

ECM and EWAR, (Not including Jamming or Disrupting Warp), are primarily passive-aggressive modules and function more in a defensive role than an attack role in my opinion. They should be treated as such.

Example of use:

Webbed targeted ship, no other players involved - Ship is webbed; it aligns faster. Helpful action, and not likely to be used before an attack as it gives the target the ability to escape faster. Still results in Weapons Flag, but no PvP flag.

Webbed Targeted ship, NPCs involved - Action causes ship to become vulnerable to NPC attacks; should be considered Criminal in Highsec or Suspect in Lowsec.

Webbed Targeted ship, players involved - Remote assistance penalties apply as you are aiding the attackers.

ECM can't be helpful, but aside from use to prevent a target defending itself, can't be considered particularly harmful either. Weapon Disruption also fall into this category.

Target Painting would fall into the webbing category, with the unique exception that it can be used to increase a targets sig for the purpose of logistics locking time reduction, which would result in assistance.

..anyway, whatever. I'm just thinking. I got Concorded once for dropping ECM, (only), on a Brutix that was ganking my friends Orca in a Wardec. I was in fleet I believe, but not in Corp at the time, and the action was a legal one under the Wardec system for the attacker, but I wasn't able to help without losing my ship. Kinda felt that was a bit extreme under the circumstances, and I'd like to see that changed.

I do understand that, but at the same time, that person could have used Neutral logistics without penalty if they thought they neded it. Old system, I know, but something to consider for the current one. Not all actions are black and white, and there should be some consideration for that.

Maybe something to save for a later iteration of Crimewatch, or maybe not. Up to you ultimately, and the players who read this of course.

Ultimately, I'd still drop a Scorp on a ship attacking a friends ship, even in a Wardec I wasn't part of, only next time I'd probably bring guns if the situation called for the same action. ..and a Web.Smile
zubzubzubzubzubzubzubzub
Cpt Gobla
Sebiestor Tribe
Minmatar Republic
#567 - 2012-10-05 02:31:37 UTC
Just one question,

Having either a PvP or PvE flag and crashing does your ship still warp off?

Which happens?

Situation A: Pilot with flag crashes, warps off 100.000km (if not scrammed), sits in space for 15min.

Or

Situation B: Pilot with flag crashes, sits in space for 15min.

I'm suspecting it's B but I'm hoping it's A as this would allow careful pilots to focus-fire on scrambling frigates first and then engage in PvE without worry of disconnections.

Furthermore, when crashing and remaining in space will your drones still be automatically recalled as they currently are?
Tippia
Sunshine and Lollipops
#568 - 2012-10-05 02:35:57 UTC
Cpt Gobla wrote:
Just one question,

Having either a PvP or PvE flag and crashing does your ship still warp off?
Yes. The only change they've mentioned so far is that they're separating the flags into coherent units rather than have everything fall under a single flag with tons of special rules and exceptions, and that the PvE flag actually has some effects (viz. making you stay in space). The rest is pretty much business as usual: you e-warp off if you can; after the timer runs out (if you're not a pile of debris at that point), the ship disappears.
Chitsa Jason
Deep Core Mining Inc.
Caldari State
#569 - 2012-10-05 02:38:27 UTC  |  Edited by: Chitsa Jason
CCP Masterplan wrote:
Absocold wrote:
Giving light interdictors a 'W' flag just for activating an interdiction sphere launcher will make them unable to jump through a gate after doing so. Dics are supposed to be able to jump after launching a bubble as long as no one tries to warp in it, this was broken for a while and was only recently fixed, you're about to break it again.

Nope. It was always intended to work this way, but never did. Then it got fixed so that it would prevent you from jumping after launching. Then it got broken again recently.


This is **** then. You need more pilots to bubble both sides of the gate. Nerf to small gang pvp.

Also SP loss for loosing T3 is stupid in the first place.

Other changes seem good.

Now that rage is out.. i can go to sleep o/

Burn the land and boil the sea You can't take the sky from me

Cloora
APEX Unlimited
APEX Conglomerate
#570 - 2012-10-05 03:03:10 UTC
Warde Guildencrantz wrote:
CCP Masterplan wrote:

This is not just oddly intentional, it is very intentional. If we didn't want to penalise T3 death, we simply wouldn't have the skillpoint-loss mechanic in the first place


I really don't get why losing an 800mil ship is not enough of a penalization.

Also, what is the point of ejecting if you can't do it when there is an emergency. Isn't that what an "escape pod" is for?

Perhaps you should just make T3s not have this penalty, their cost is already huge, losing them is already penalty enough when you pop.



HA HA HA HA HA HA HAAA!!!!!

TDG tears because they can't engage in thier riskless PvP anymore. Boo hoo hoo!

http://www.altaholics.blogspot.com

Sabriz Adoudel
Move along there is nothing here
#571 - 2012-10-05 03:05:38 UTC
Two concerns, assuming I read things correctly (a hostile action of any sort against a player pod, even where that pod escapes, now causes the same serious sec status loss you get for actually participating in podding someone now)

#1: Ransoming player pods in lowsec sounds like it will now cause a massive sec status loss as the warp scram will count as podding them.
#2: (leaving aside thoughts about the tactical merit of using this module) Setting off ECM bursts in lowsec gang encounters may hit multiple pods, again causing massive sec status loss even though those pods will in all likelihood escape.

I support the New Order and CODE. alliance. www.minerbumping.com

Michael Harari
Genos Occidere
HYDRA RELOADED
#572 - 2012-10-05 03:16:40 UTC
Gizznitt Malikite wrote:
Michael Harari wrote:
I understand you are trying to fix the orca swap trick in both highsec and on gates, but the way you have it implemented is rather ham-fistedand breaks a bunch of other things, like ejected from a ship before a sabre bubbles you


Perhaps the self destruct timer should be reduced to a few seconds....

Essentially, the pros and cons of preventing ejecting:

Pro:
--- T3 Skill losses will become much more common place (as was INTENDED).
--- You can't save ships by scooping them into an orca/carrier hangar bay...
--- People can't eject from a ship to potentially avoid embarrassing losses.

Cons:
--- In nullsec, people sometimes hold your ship in place and bring in a dictor to get your pod.... you typically can't prevent this by eject/warping... (although more pod losses are a pro IMO).
--- If people typically can't eject from their ship, capturing ships will become much less common (I've caught many ships because of this tactic, including freighters and BS's... I'll miss them).
--- People can't switch ships to "bait'n'switch" a mission runner that was successfully baited into aggressing when they shouldn't have...

What are we missing???
In my opinion, those pros outweigh those cons!



You can easily get pods in lowsec with these changes, just instead of a dictor, bring a smartbomb battleship.
Eon Ending
Perkone
Caldari State
#573 - 2012-10-05 03:22:25 UTC
Tsubutai wrote:
Eon Ending wrote:
Question to CCP Masterplan from the WH crowd:
Char A tracks down and shoots Char B & destroys Char B.
Char A now has a 15 minute flag.
Char A wants to fly to his POS, grab a indy and pick up said epic lewtz.
Char A can't under the new system as he's got the flag and can't change ships.

Is that the new reality under this system??

The flag that prevents you from ejecting and swapping ships is the weapons flag, which only lasts for one minute. Bearing in mind that it'd probably take at least 20-odd seconds to warp to your POS from the grid where the fight happened, I really don't think it's going to be a huge deal.


Didn't see that it was only 1 minute.

/hats off to you Tsubutai.

Great work CCP.
Rhavas
Noble Sentiments
Second Empire.
#574 - 2012-10-05 03:38:30 UTC
My detailed take on these changes is on my blog, here.

Here's the TL;DR -

In my opinion, CCP has made a solid start, at least at the things I use regularly. I particularly am very happy with the changes to separate Suspect from Criminal in Lowsec (although I think further tweaks to gate guns are required to fully address the issue) I would like to see them do the following to polish it off before release:

  1. Remove the eject lock, at least for T3s. Forcing people to stay in and lose skills is BS, and cuts off a great “steal the T3″ gameplay mechanic.
  2. Reduce the Criminal timer to 5 minutes plus a full 15-minute Suspect timer after that.
  3. Eliminate any affect to sec status below -2.0 (see Hans Jagerblitzen’s original election proposal) for triggering the Suspect timer. Only Criminal acts should drive you under -2.0.
  4. Do not trigger Criminal flags unless the pod dies. Shooting it without killing keeps you at Suspect only.
  5. Review neutral RR approach flagging approach to ensure loopholes are closed.

More on the eject lock in a separate reply.

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Bart Starr
Aggressive Structural Steel Expediting Services
#575 - 2012-10-05 03:41:20 UTC
Tippia wrote:
Bart Starr wrote:
Why is it illegal to board a new ship for 60 seconds with a weapons timer?
Because the ability to do so is being abused to unduly protect against ship losses and to stay in a fight that has long since been lost.

Have a look in any of the more heavily travelled (and camped) lowsec pockets and you'll quickly see the extent of the problem. It has nothing to do with protecting highsec carebears and everything to do with removing undue protection from people who want the best offence without the risk and costs that come with it.


I might need more details here.

I can understand why ejecting from a ship, then stuffing it into an Orca could be considered an abuse.

What I am talking about is simply boarding a new ship.

If scooping ships into an Orca is a problem, fix it.
And fix it in lowsec, not just in highsec (like was done previously).

Fixing it by almost completely removing the ability to eject (which totally screws people who are disproportionately affected by explosion/session change lag....) - or telling players that they can't board a new ship for 60 seconds after shooting (for what purpose? why? - its not an abuse)

Universal 'suspect' flag. Fine, whatever, as a ninja I can deal.
Safety condoms? This, more than anything will probably kill the profession by making MR aggression extremely rare.
But preventing someone from jumping into a new ship (even if the old ship remains a target in space....) WTF. Makes no sense.

Unless the whole concept of mission runner baiting is 'the abuse' that they are trying to phase out.

In which case, I wish they would have the guts to say it outright.....I can find other things to do with my time.
Rhavas
Noble Sentiments
Second Empire.
#576 - 2012-10-05 03:47:31 UTC
Gizznitt Malikite wrote:
Michael Harari wrote:
I understand you are trying to fix the orca swap trick in both highsec and on gates, but the way you have it implemented is rather ham-fistedand breaks a bunch of other things, like ejected from a ship before a sabre bubbles you


Perhaps the self destruct timer should be reduced to a few seconds....

Essentially, the pros and cons of preventing ejecting:

Pro:
--- T3 Skill losses will become much more common place (as was INTENDED).
--- You can't save ships by scooping them into an orca/carrier hangar bay...
--- People can't eject from a ship to potentially avoid embarrassing losses.

Cons:
--- In nullsec, people sometimes hold your ship in place and bring in a dictor to get your pod.... you typically can't prevent this by eject/warping... (although more pod losses are a pro IMO).
--- If people typically can't eject from their ship, capturing ships will become much less common (I've caught many ships because of this tactic, including freighters and BS's... I'll miss them).
--- People can't switch ships to "bait'n'switch" a mission runner that was successfully baited into aggressing when they shouldn't have...


I agree with Michael on this one (as noted above). Find a different way to prevent ship-scooping and bait-and-switch (use the PVP flag).

Not having the choice to bail out and leave capturable stuff rather than a killmail is bad. Choices are good.
Losing skillpoints by force rather than choice in a T3 is bad. Choices are good.
Skill loss will not become more common, T3 PVP pilots, especially Skill 5 pilots, will become less common. That's bad.

The weight here is on a ham-handed nerf to the ninja crowd, but cascades to many other Unforseen (Bad) Consequences.

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Michael Harari
Genos Occidere
HYDRA RELOADED
#577 - 2012-10-05 03:51:31 UTC
Idea to prevent scooping

New Rule: Flags are tied to ships, not to players. When you leave a ship, your pod gains all the flags of your old ship. When you board a ship, the ship you board gains all the flags of your pod while keeping all its current flags.
Liafcipe9000
Critically Preposterous
#578 - 2012-10-05 03:53:31 UTC  |  Edited by: Liafcipe9000
some of the consequences in the charts just don't make any sense whatsoever.
in wormhole or nullsec space, there is NOTHING to stop you from doing whatever it is you want to do.
for example, when you're in a wormhole system or a nullsec system, after you destroyed someone else's ship, then you try to dock and change ship(even to one that's in a corp hangar) there's no sense in denying you this action since that hangar is owned by your corporation and so is the rest of the facility where this hangar is located. Also, there is no CONCORD personnel or CONCORD-piloted ships to be found anywhere near the facility that houses the corp hangar.
there's a reason why NPCs call it LAWLESS space - there are no laws at all.

Also, I've read that flags will override other flags which I did not quite understand and I'm left with the quetion of how will this work and if it's level-based, what are the level(s) for each flag?

and finally, this will cause a problem with 1v1 fights. in hisec space, 1v1 fights are started by one player stealing from the can of the other person with whom he agreed to a 1v1 fight. Retribution's crimewatch changes will make it so that anyone can interfere with these fights without CONCORD intervention which will ruin the whole fight - basically almost killing 1v1 fights completely. the only solution to that will be to have a spot in dead space ready for fights like this, which is something that not all people might have done prior to engaging eachother in direct combat.
Rastuasi
Crunchy Crunchy
#579 - 2012-10-05 03:54:52 UTC
Odin Shadow wrote:
Rayemmi B'tes wrote:
Odin Shadow wrote:
so ill ask again.

when running a mission, you are scrammed. ccp have one of the network issue that have happened of late, so you D/C and cant reconnect. you ship just sits there and dies now?


That's what happens when you D/C while scrammed now, if I'm not mistaken. So nothing changing there.


nah, currently you vanish after 30 sec's, might be 60. but you do vanish


If a mission rat scrams you, you in fact are stuck now. You only disappear if you had no scrams on you. I have proof of this due to losing a few ships in missions due to ISP issues and the mission dps was far under a normal problem had I been there to monitor the cap/shield booster. I came back to a loss mail with a point listed on one of the frigs.
Nomistrav
Center for Advanced Studies
Gallente Federation
#580 - 2012-10-05 04:02:26 UTC
Nomistrav wrote:
Has then been any thought to changing the system so that Smuggling of illegal goods in a particular faction's space is viable?


  1. If CONCORD/Faction scans you down and finds illegal goods

  • Are there any Suspect/Criminal flags given to the Smuggler when he/she is scanned and illegal goods are found?

  • Are Customs Scans still going to be nigh-impossible to avoid?

  • If not, where on the road-map are features planned to get past Customs Scans?

  • If Smuggler is a Suspect - do they still get hit with fine/standings loss while potentially being shot at by other players?

  • Does the Sec Status penalty brought on from having illegal goods trigger Sentry Guns in high-sec, as stated in the chart?

  • Does the Smuggler still retain a Suspect/Criminal flag - if any - if he jettisons his/her cargo?


  • No comments on this, CCP?

    "As long as space endures,

    as long as sentient beings exist,

    until then, may I too remain

    and dispel the miseries of the world."

    ~ Vremaja Idama