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Dev blog: Introducing the new and improved Crimewatch

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Author
Tippia
Sunshine and Lollipops
#61 - 2012-10-04 15:40:11 UTC  |  Edited by: Tippia
Seems good. Limited engagements making it in is especially nice since it solves a whole slew of problems and might work as a platform for future mechanism that do the same thing. That said, I'd also like to see the clarification someone else mentioned above: does this “interfere with an LE” extend to wardecs as well?

My only slight eye-raise is that you've managed to create a reward scheme for PvP
CCP GingerDude wrote:
CCP Masterplan wrote:
There is no character-to-character flagging any more..
I'm going to miss debugging the implicit cyclic graph of engagements so much ;(
I think you might be lying to yourself here… Lol

Unforgiven Storm wrote:
1 - Ejection should be allowed even with any timer, Im thinking t3 ships, Im thinking saving my pod while everybody is looking at my ship - I used this tecnique before and should be legal, I can't remember any reason not to allow it. Why this was changed?
To plug the “switch ships to avoid destruction” tactic? But yes, the session timer efter an ejection might be enough to dissuade it — you'd still have 20s of sitting still in a pod before you can get a new ship, which should make it a less than ideal tactic…
l0rd carlos
the king asked me to guard the mountain
#62 - 2012-10-04 15:40:22 UTC
Let me get this right, repping a -10 char that has no Criminal flag will not result in gateguns shooting at you?

Also: Hurray to the end of Gatecamps with Hotswapping Orca.

Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

CCP Masterplan
C C P
C C P Alliance
#63 - 2012-10-04 15:41:29 UTC
Kel hound wrote:
YES! Blog from crimewatch!
+5 points to Five-0
-5 points to Super Friends (note: This is what you get for being tard)



One thing that immediately caught my eye in this was that it looks like you will no longer be able to eject from a T3 just before death in-order to avoid skill loss. This seem's oddly intentional; will this fact be taken into consideration when tericide passes over Teir 3 cruisers? Is this the proverbial lambs blood on the door posts to ward off the angel of nerfs when she passes over the land of EVE?


Im trying to look for more loop holes but this largely seems solid.

Sun Win wrote:
Quote:
It is possible to be prevented from switching ships or ejecting (whilst in space) by your actions


So does this mean that we can no longer strategically eject to prevent skill loss from our Tech 3 cruisers blowing up?

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

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

@ccp_masterplan  |  Team Five-0: Rewriting the law

War Kitten
Panda McLegion
#64 - 2012-10-04 15:41:55 UTC  |  Edited by: War Kitten
CCP Masterplan wrote:
Mizhir wrote:
Sounds like a great solution, but i got a question.

If I in lowsec attacks a player, who is an illegal target for me, and I destroy his ship I will get Suspect flag and the Sentry guns will shoot me during the combat. But if I warps out and warps back again (while still under the S flag) will they resume attacking me?

No. They'll always shoot Criminals on-sight for as long as the Criminal has the flag, but for other acts they will only shoot you for as long as you stay in their vicinity after whatever action gave you a Suspect flag.


I need a clarification on this example too.

From reading the charts, I see that shooting at a player ship only generates the suspect flag. The suspect flag consequences do not include sentry gun fire.

So will the sentry guns even fire at all if I shoot an illegal target player ship at a gatecamp in lowsec? I got the warp out and back thing... but why do I even need to warp out? All I have is Suspect, Weapons and PvP flags.


EDIT: Nevermind, I missed the part at the bottom about incurring a sec status penalty.

Carry on!

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Sheynan
Lighting the blight
#65 - 2012-10-04 15:41:57 UTC
wait....
so I can shoot everyone else in lowsec without sentry gun interference as long as I don't pod them ?
CCP Masterplan
C C P
C C P Alliance
#66 - 2012-10-04 15:43:36 UTC
Jita Bloodtear wrote:
"Using assistance modules will pass on all flags to the assistor, possibly preventing them from docking/jumping for the same interval as their assistee"

Does jumping = gate jumping? Or jump = cyno jumping?

Will these flags finally apply to prevent people from pvping and then instantly vanishing through a wormhole? (Currently there is no timer on going through a WH while aggressing)

It is specifically "Can not jump through stargate" only. Wormholes don't care about recent aggression. (Though high-sec ones still do their part to uphold the law and prevent criminals from jumping out of high-sec)

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

@ccp_masterplan  |  Team Five-0: Rewriting the law

Goonspiracy
Doomheim
#67 - 2012-10-04 15:43:40 UTC
Are you seriously giving ratters 15 min "keep their ships in space" aggression timers? Do you not see anything wrong with this? This is a very simple question
Zagdul
Federal Navy Academy
Gallente Federation
#68 - 2012-10-04 15:45:50 UTC
Unforgiven Storm wrote:
now that I read it, my comments...

1 - Ejection should be allowed even with any timer, Im thinking t3 ships, Im thinking saving my pod while everybody is looking at my ship - I used this tecnique before and should be legal, I can't remember any reason not to allow it. Why this was changed?

2 - NPC timer, I'm fine with it. I'm not fine with the time it uses. It should have a diferent time than player aggro. NPC aggro is less important than player aggro and the flag timer should reflect this fact. Do you agree?

3 - "Target offensive Module Againts Illegal Player Target (ship) -> Low-sec -> sec status penalty = yes"... do you want more people living in low sec and shooting each other more? Then change this value from "yes" to "no". This small change will shake up things positively for everybody.


1. I agree. This also effectively nerfs ghost riding which I don't think I'm entirely a fan of as it takes some skill to master.

2. Part of the issue is people using log-off mechanics to avoid combat in null sec. My hunters and I are actually very excited about this change and I'm on board with it. 15 minutes seems like a pretty long timer but I think it's sufficient.

3. Agreed. Low sec is supposed to be the wild wild west. Podding should cause the penalty, not the initial flagging.

Dual Pane idea: Click!

CCP Please Implement

Mizhir
Devara Biotech
#69 - 2012-10-04 15:46:12 UTC
Sheynan wrote:
wait....
so I can shoot everyone else in lowsec without sentry gun interference as long as I don't pod them ?

The Sentries will shoot you during the fight and as long as you stay on grid. But if you warp out and back again you wouldn't be attacked by them.

❤️️💛💚💙💜

Tippia
Sunshine and Lollipops
#70 - 2012-10-04 15:46:15 UTC
Goonspiracy wrote:
Are you seriously giving ratters 15 min "keep their ships in space" aggression timers? Do you not see anything wrong with this? This is a very simple question
Fit a cloak?
Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#71 - 2012-10-04 15:46:34 UTC  |  Edited by: Sentient Blade
CCP Masterplan wrote:
If we didn't want to penalise T3 death, we simply wouldn't have the skillpoint-loss mechanic in the first place


Everyone knows that having to train the same skills over and over again at the expense of training other skills to open up new ships, modules etc makes for awesome gameplay.
CCP Masterplan
C C P
C C P Alliance
#72 - 2012-10-04 15:46:54 UTC
l0rd carlos wrote:
Let me get this right, repping a -10 char that has no Criminal flag will not result in gateguns shooting at you?

Confirmed (in low sec)
l0rd carlos wrote:
Also: Hurray to the end of Gatecamps with Hotswapping Orca.

I see you see what I did there Twisted

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

@ccp_masterplan  |  Team Five-0: Rewriting the law

DJWiggles
Eve Radio Corporation
#73 - 2012-10-04 15:47:08 UTC  |  Edited by: DJWiggles
Zagdul wrote:
All we're missing now is a 'paused' local where you don't show up until you de-cloak and this will be a beautiful EVE Online.



Sorry go live in W/H if you want a "paused" local the game HAS lore behind it all (high/low/null) systems have gates and are run by concord and have fluid routers that track everyone

Live on Eve Radio Sundays 15:00 GMT with me & friends talking about Eve and stuff. Twitter, Facebook TotalEve

Warde Guildencrantz
Caldari Provisions
Caldari State
#74 - 2012-10-04 15:47:09 UTC  |  Edited by: Warde Guildencrantz
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.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Kel hound
The Scope
Gallente Federation
#75 - 2012-10-04 15:47:09 UTC
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


Then bravo for closing that one, but I'd still like to know if the guys working on tericide will take this into account.
Zagdul
Federal Navy Academy
Gallente Federation
#76 - 2012-10-04 15:47:50 UTC
@Masterplan

Please release "paused" local where you don't show up until you decloak for this change...


and a pony

Dual Pane idea: Click!

CCP Please Implement

Alua Oresson
Aegis Ascending
Solyaris Chtonium
#77 - 2012-10-04 15:51:09 UTC
War Kitten wrote:
CCP Masterplan wrote:
Mizhir wrote:
Sounds like a great solution, but i got a question.

If I in lowsec attacks a player, who is an illegal target for me, and I destroy his ship I will get Suspect flag and the Sentry guns will shoot me during the combat. But if I warps out and warps back again (while still under the S flag) will they resume attacking me?

No. They'll always shoot Criminals on-sight for as long as the Criminal has the flag, but for other acts they will only shoot you for as long as you stay in their vicinity after whatever action gave you a Suspect flag.


I need a clarification on this example too.

From reading the charts, I see that shooting at a player ship only generates the suspect flag. The suspect flag consequences do not include sentry gun fire.

So will the sentry guns even fire at all if I shoot an illegal target player ship at a gatecamp in lowsec? I got the warp out and back thing... but why do I even need to warp out? All I have is Suspect, Weapons and PvP flags.


You missed the part at the bottom where doing something that results in a sec status loss will have the gate guns shoot you. If you shoot a non outlaw person then you get a sec status loss. Therefore the guns will shoot at you until you warp out.

http://pvpwannabe.blogspot.com/

Dirael Papier
Malevelon Roe Industries
Convocation of Empyreans
#78 - 2012-10-04 15:51:13 UTC
War Kitten wrote:
CCP Masterplan wrote:
Mizhir wrote:
Sounds like a great solution, but i got a question.

If I in lowsec attacks a player, who is an illegal target for me, and I destroy his ship I will get Suspect flag and the Sentry guns will shoot me during the combat. But if I warps out and warps back again (while still under the S flag) will they resume attacking me?

No. They'll always shoot Criminals on-sight for as long as the Criminal has the flag, but for other acts they will only shoot you for as long as you stay in their vicinity after whatever action gave you a Suspect flag.


I need a clarification on this example too.

From reading the charts, I see that shooting at a player ship only generates the suspect flag. The suspect flag consequences do not include sentry gun fire.

So will the sentry guns even fire at all if I shoot an illegal target player ship at a gatecamp in lowsec? I got the warp out and back thing... but why do I even need to warp out? All I have is Suspect, Weapons and PvP flags.

All of the actions that trigger a suspect flag except can stealing and assisting someone in an LE also have a sec status penalty.

When you take that sec status penalty, any gate guns that are in the area will start shooting at you until you leave.
CCP Masterplan
C C P
C C P Alliance
#79 - 2012-10-04 15:51:20 UTC
War Kitten wrote:
CCP Masterplan wrote:
Mizhir wrote:
Sounds like a great solution, but i got a question.

If I in lowsec attacks a player, who is an illegal target for me, and I destroy his ship I will get Suspect flag and the Sentry guns will shoot me during the combat. But if I warps out and warps back again (while still under the S flag) will they resume attacking me?

No. They'll always shoot Criminals on-sight for as long as the Criminal has the flag, but for other acts they will only shoot you for as long as you stay in their vicinity after whatever action gave you a Suspect flag.


I need a clarification on this example too.

From reading the charts, I see that shooting at a player ship only generates the suspect flag. The suspect flag consequences do not include sentry gun fire.

So will the sentry guns even fire at all if I shoot an illegal target player ship at a gatecamp in lowsec? I got the warp out and back thing... but why do I even need to warp out? All I have is Suspect, Weapons and PvP flags.

That's the "Sec hit = Yes" and "Incurring Sec-status penalty" entries interact. If a sentry sees you do something bad, it will shoot you until you go away. After that, it will only shoot you again if you do something else bad, or are a Criminal

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

@ccp_masterplan  |  Team Five-0: Rewriting the law

Mizhir
Devara Biotech
#80 - 2012-10-04 15:51:58 UTC
My fellow RVBer had a great suggestion

Quote:
No kidding. I wish that ganglinks would be treated the same way... it would make a good difference in high sec. That and I would love to see all the flashy T3's start popping up in local.

❤️️💛💚💙💜