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Dev blog: Introducing the new and improved Crimewatch

First post First post First post
Author
Kitsune io
The Crashed Bandicoots
#781 - 2012-10-06 09:14:14 UTC
Greetings

I may have missed a post about this or I am just pedantic.

I have a concern about the wording "Targeting and offensive module against an illegal player target". Should it not read "Activating an offensive module against an illegal player target"? If one has the 'Auto target back', x targets ticked, just being targeted by another player will cause your ship to target theirs, apparently incurring the same criminal flag?

Great ideas though, should ruffle a few gangster feathers Big smile

Kit
Raging Beaver
Republic University
Minmatar Republic
#782 - 2012-10-06 11:23:50 UTC
Brunaburh wrote:
You didn't read enough. The ejection lock only occurs when you aggress, according to masterplan


So? I am to understand that prior to ejecting, I am to cease fire? This makes it better? I don't think so.
Sola Mercury
Republic Military School
Minmatar Republic
#783 - 2012-10-06 12:01:51 UTC  |  Edited by: Sola Mercury
never mind
Kilroy Nightbarr
Anarchic Exploration
#784 - 2012-10-06 12:47:45 UTC
Ejection mechanic is bad, I agree with the posts on that. If the problem is ship scooping, fix that, but don't do this. Abandoning a T3 is a hard choice, but it should be an available one. Same for trying to save a pod from insta-lockers in a non-T3.

As for can-flipping giving everyone the ability to shoot you, this won't end up protecting miners or noobs. Example: Character 1 flips a can and warps off to log/cloak/leave system. Noob/miner sees he is gone and takes his stuff back, is now fair game for everyone, and Character 1's cloaked alt (or anyone else nearby who happens to be watching) blasts him to bits.
Cismet
Silent Knights.
LinkNet
#785 - 2012-10-06 13:24:11 UTC
Kilroy Nightbarr wrote:
Ejection mechanic is bad, I agree with the posts on that. If the problem is ship scooping, fix that, but don't do this. Abandoning a T3 is a hard choice, but it should be an available one. Same for trying to save a pod from insta-lockers in a non-T3.

As for can-flipping giving everyone the ability to shoot you, this won't end up protecting miners or noobs. Example: Character 1 flips a can and warps off to log/cloak/leave system. Noob/miner sees he is gone and takes his stuff back, is now fair game for everyone, and Character 1's cloaked alt (or anyone else nearby who happens to be watching) blasts him to bits.


I think the general gist was that the person you can-flipped can take his stuff back consequence free if you leave it floating around in space. This would make the general concept of a small ship putting your stuff in a new can very difficult as you could just take it back without consequence while they get the aggression flag. At least that's how I (and apparently many others) have read it.
Che Biko
Alexylva Paradox
#786 - 2012-10-06 13:47:31 UTC  |  Edited by: Che Biko
I think that getting a criminal flag for targetted assistance against a player in an LE is kinda overkill by multiple factors, and is kind of unfair to "non-violent" pilots vs violent pilots, not to mention kind of illogical to have bigger consequences for non-violent assistance than violent assistance..

If A attacks Suspect B, and C comes to assist A by shooting at B, C will just get caught in an LE. But if C comes to assist by repping A, he gets a suspect flag.

ArrowMy preferred way of dealing with this is that the player (C) who engages in targetted assistance against another player caught in an LE (A) would get the LE "flag" transferred to him as well. It seems more consistent that way to me.
I suspect you have a good reason for not doing it my way, I'm guessing a technical one, but I'd really like to hear that reason.
Gaia Ma'chello
Photosynth
#787 - 2012-10-06 14:27:34 UTC
Kitsune io wrote:
Greetings

I may have missed a post about this or I am just pedantic.

I have a concern about the wording "Targeting and offensive module against an illegal player target". Should it not read "Activating an offensive module against an illegal player target"? If one has the 'Auto target back', x targets ticked, just being targeted by another player will cause your ship to target theirs, apparently incurring the same criminal flag?

Great ideas though, should ruffle a few gangster feathers Big smile

Kit

"Targeting an offensive module" means you shoot. A target lock comes from your ship, not a module.
Vladimir Norkoff
Income Redistribution Service
#788 - 2012-10-06 14:48:26 UTC
Pipa Porto wrote:
I'll ask again.

Dear CCP,

Is there a specific reason why you want to raise the safe hauling limit for Freighters to the neighborhood of 10b ISK?
It's not 10B. It will be the same cost as it is now. It's just gonna require alot more hassle and alts to handle.

You gank the hauler. Your freighter warps to the wreck and drops a can (freighters can do that now, right?), and then you have another alt who is fleeted with the freighter, he moves all the loot from the wreck to the can. The freighter just pulls from the can that he dropped, and has no problems with flagging. It effectively "launders" the stolen loot. Obviously not everything from the wreck is going to fit in the can, so it's an ongoing drop-and-pull of items. As long as you don't completely empty the can, there shouldn't be a problem. However, since that alt pulls a Suspect flag, odds are he's gonna get popped by some hero. So you need a few alts. And if freighters can't drop cans, then you'll need another alt for can dropping. So a major pain in the ass, but better than sacrificing a freighter.
Noslen Nosilla
Federal Logistics Initiative Conglomerate
United Interests
#789 - 2012-10-06 15:14:49 UTC
What happens between members of the same corp doing inter corp duels for fun? Twisted
Do they get concorded?Cry
Shot at by gate guns?Cry

Be polite.

Be professional.

But have a plan to kill everyone you meet.

Bloodpetal
Tir Capital Management Group
#790 - 2012-10-06 16:28:34 UTC
Can we have the same rules as Logistics Assistance apply to gang boosters?

i.e. if a booster is boosting someone who has a PVP flag (>than assistor flag) then they go suspect?

Where I am.

Marrano Cardosa
Revenent Defence Corperation
Ishuk-Raata Enforcement Directive
#791 - 2012-10-06 16:43:00 UTC
Great job. While it doesn't make the system simple it does allow me to see clearly what consequences there are for my actions. It should make low sec fights at gates interesting.

I also like the changes to logi mechanics. No more insta-dock at station when the logi gets in trouble (and I like that even thought I do fly logi upon occasion).

But I do have one question about logi that isn't clear from either the blog or the posts I have read so far. This involves high-sec wars and neutral logi. Its clear that the neutral logi won't be able to dock at will, but will have a weapon and pvp flag that could have a timer of as long as 1 minute (for the weapon) and 15 minutes (for the pvp).

What's unclear is if and when the neutral logi become legal targets for the WTs of the ships they are aiding. Right now (or rather the last time I was involved in a high sec war which was some months ago), neutral logis only became valid targets when they had repped a ship I had already done damage to. This was less than desirable as various ships were only valid targets to a subset of the fleet (and did on at least one occasion result in Concord getting involved).
Bart Starr
Aggressive Structural Steel Expediting Services
#792 - 2012-10-06 16:43:02 UTC
Kumbu Valley wrote:
Please think about change the legal owner of wrecks to the following:
- former owner player
- fleet & corp (both) of aggressing / killed by player

Else at the moment I dont not understand how it shall be possible to loot ANY wreck at in high sec at all. No matter if the ship was killed within war or by legal counter attack or even by GCC gank attack. I dont think you want to make looting nearly impossible, especial with having a few more other player around. I hope but I expect you to have thought sufficiently about this. Regards.


Personally, I think PVP wrecks should just be blue.

But I think this would work as well.

Would allow gankers 'rights' to the loot by simply being in fleet or corp, without having to jump through ridiculous hoops.
After all, killing a freighter is already a fairly monumental task in highsec. Plus its easy to code and makes sense.....

Unfortunately, CCP will not consider this because they are only concerning themselves with creating a highsec carebear theme park.
Bart Starr
Aggressive Structural Steel Expediting Services
#793 - 2012-10-06 16:50:06 UTC
Tippia wrote:
Bart Starr wrote:
I just said, "I fail to see how it can be replicated without the Orca"
…and that's fine, but it's also just you and just right now. The Orca is not the problem so fixing it is pretty meaningless. Sure, you could also fix the Orca, but that would be for different reasons (e.g. extending the notion of “support”).

The problem is obtaining and hiding ships when you shouldn't. That is what's being fixed, and it's being fixed at the root rather than treating one specific incarnation of it. You'll notice that the exact same rules also affect corp hangars at POSes, in carriers, and in any other guise they may appear, as well as stations and other dockables in whatever form those may appear — now and in the future. When they invent new ways of storing and delivering ships, those will automatically also be covered because they have chosen to go for the root cause rather than the symptoms.


Uh, What did I just say? You didn't even read my post, did you?

I said 'fixing Maintenence Bays'. That affects every ship with one, Orcas - and all 'future' Orcas.

The scenario that I asked you to comment on didn't even include an Orca - simply an alt bringing a new ship to the mission space and ejecting. I asked you if you considered that scenario to be 'fair or unfair' so I can understand where you are coming from....

Your failure here is that you consider ejecting and boarding a ship to be the 'root cause' of the problem, and eliminating these abilities is a good thing because it eliminates two 'fringe' uses.

I'm trying to demonstrate that eliminating 'ejecting or boarding' while in combat removes a number of tactics which are anything but abusive, for no good reason.

Fix the fringe case, impede the act of scooping an engaged ship with ANY ship with a Small Maintenence Hangar.

Bang, Problem solved. Prove me wrong.


Tippia
Sunshine and Lollipops
#794 - 2012-10-06 17:02:40 UTC  |  Edited by: Tippia
Bart Starr wrote:
]Uh, What did I just say? You didn't even read my post, did you?
Yes I did. How about you give me the same courtesy.

Quote:
I said 'fixing Maintenence Bays'. That affects every ship with one, Orcas - and all 'future' Orcas.
…and still doesn't address the actual problem, but rather treats the symptoms. Fixing the fringe case does nothing to sort out the problem they're seeing, whereas getting rid of the problem itself does, and it covers all current and future incarnation of that problem regardless of the method used.

Basically, it's as if there were a problem of remote-selling tritanium while inside a POS: the solution to that problem is not to custom-code a special case for selling trit — it's to fix the remote-selling code so the bug that is triggered by that combination of circumstances goes away.
T'Shorin
University of Caille
Gallente Federation
#795 - 2012-10-06 17:13:53 UTC
Mara Rinn wrote:
T'Shorin wrote:
If I am reading the charts and discussion correctly, using ECM creates a W flag, preventing jumping/docking/ejecting. But isn't ECM a defensive action, or is it only ECM bursts?


Judging from the forums, I would class ECM as offensive. Heck, class ECM as indecentLol

Please explain how someone warping into my mission or anomaly and jamming my logistics/tracking link a lot is not an offensive action?


I should clarify, I meant more as a response to aggression where the target is legal. ECMing someone who is not in flagged against you would generate an "S" I would expect (in high sec)
ihcn
Life. Universe. Everything.
#796 - 2012-10-06 17:48:06 UTC
Cerulean Ice wrote:
ihcn wrote:
This is just one example. Another example, which I face every day, is how much ISK worth of stuff to put in a hauler that has to fly through niarja or uedama. 100 million? 300 million? 2 billion? If you put too much, people looking for profit will blow up your ship and take the loot. After the crime watch changes take effect, it will be much harder to profit off of suicide ganks, meaning I have less risk, and therefore I will have fewer decisions to make, and the game once again becomes dumber.

Pipa Porto wrote:
I'll ask again.
Dear CCP,
Is there a specific reason why you want to raise the safe hauling limit for Freighters to the neighborhood of 10b ISK?

How does any change to crimewatch and flagging affect the amount of firepower (and thus isk) required to destroy a hauler? Quick answer: it doesn't. There will be zero change to what it takes to gank a hauler and have it be profitable. No extra costs, no extra losses. Gate guns will shoot you in both the new and old system. Concord will show up in highsec in both the new and old system. The only real difference between new and old? Your sec status won't drop below -5 unless you break some eggs.


It's pretty clear after this post that you weren't even tryiung to read my post. They can kill my ship all they want, but it will be much harder to profit off of it, and thus more people won't bother It's not that difficult to understand.
Kaelarian
Aliastra
Gallente Federation
#797 - 2012-10-06 18:23:40 UTC
CCP Masterplan wrote:
Tippia wrote:
CCP Masterplan wrote:
When you've ejected from your expensive gatecamp ship, what's to stop a conveniently-placed alt-orca scooping it and insta-jumping to highsec, where it will be untouchable?
Good point. Darn.

…unless you want to go the evil route and somehow transfer the flags to the actual ship and then onto anyone who tries to scoop it. P

Which is something we thought about, but want to avoid. Having to track flags per character and flags per item, and then deal with merging/splitting those is going to lead to even more bugs and exploits.


Blog wrote:
Note that we're not attempting to dumb down the system, or restrict what you can or cannot do.


Except that you're now arbitrarily preventing everyone from tactically ejecting just because some players abuse the mechanic above. What's to stop the orca? There are several options:

  1. They could be flagged:

    • by carrying over/synchronizing the current flags of the ship owner (which hopefully wouldn't require flagging the ship, just tracking the ship's owner), or
    • by flagging the ship and syncing its flags to the orca pilot, or
    • by giving any SMA ship a W flag for scooping a ship in space, preventing it from jumping through a gate/docking/etc for 60 seconds under any circumstance. (might be harsh, but should be enough to solve the abuse problems and be simple to implement)

  • They could be prevented from scooping a ship that is being targeted. (probably a good idea regardless)


  • Personally, even if it takes more work to code, I think any ship scooping a ship that was recently in combat should be flagged as a valid target for whomever was shooting the scooped ship and the offending orca should be prevented from running through a gate (W flagged) to escape penalty. This is clearly an abuse. If you want to fly an expensive ship anywhere you should be prepared to lose it.

    While the ejection prevention has wiespread drawbacks argued by others here, you are currently not even adequately addressing the cited abuse by only preventing pilots with a W flag from ejecting for 60s. Some T3s, faction BSs, and other pricey ships can have pretty hefty tanks, esp under remote repair. 60 seconds can be plenty of time for them to deaggress, eject, and let their ship be scooped and saved without any penalty to them when they don't think a fight is going their way. And just to be clear, "solving" this by preventing anyone with a PVP flag from ejecting would be ridiculous and further upset quite a lot of players.

    There are a lot of other reasons to want to eject shortly before your ship is destroyed (besides evading SP loss, which is stupid but a risk we take*), especially attempting to save an expensive pod, or any pod living in WH space. Skill plays a part in saving your pod at any time but, unless you have a quality ISP, session change lag is often enough that fast locking ships like double sebo zealots will have already locked and killed your pod before you even respawn on grid (visually). Being able to eject at least introduces uncertainty as to when to try and target you so you have a better chance to escape.

    Kilroy Nightbarr wrote:
    Ejection mechanic is bad, I agree with the posts on that. If the problem is ship scooping, fix that, but don't do this. Abandoning a T3 is a hard choice, but it should be an available one. Same for trying to save a pod from insta-lockers in a non-T3.

    As for can-flipping giving everyone the ability to shoot you, this won't end up protecting miners or noobs. Example: Character 1 flips a can and warps off to log/cloak/leave system. Noob/miner sees he is gone and takes his stuff back, is now fair game for everyone, and Character 1's cloaked alt (or anyone else nearby who happens to be watching) blasts him to bits.


    Regarding ejection of T3s, there are 3 scenarios to consider if you decide to eject from one in combat: If you eject too early, the enemy is likely to steal your ship, which is embarrassing. If you wait too long, you blow up and lose SP. It can be tricky to find that middle ground as is so that they don't steal it and you avoid SP loss in many situations. Ofc, this is not considering having a orca-alt land on field to scoop it at the last minute.

    *I have never liked or agreed with any mechanic that takes away skill points (eg clone penalties). Since you train in real time you are quite literally buying skill points. Any SP loss is direct hit to what you've paid into the game, in time and money. That said I fly T3s occasionally at the risk of losing SP anyway.
    Kumbu Valley
    Funatix Sanctuary
    Funatix
    #798 - 2012-10-06 18:37:03 UTC  |  Edited by: Kumbu Valley
    Bart Starr wrote:
    Kumbu Valley wrote:
    Please think about change the legal owner of wrecks to the following:
    - former owner player
    - fleet & corp (both) of aggressing / killed by player

    Else at the moment I dont not understand how it shall be possible to loot ANY wreck at in high sec at all. No matter if the ship was killed within war or by legal counter attack or even by GCC gank attack. I dont think you want to make looting nearly impossible, especial with having a few more other player around. I hope but I expect you to have thought sufficiently about this. Regards.


    Personally, I think PVP wrecks should just be blue.

    But I think this would work as well.

    Would allow gankers 'rights' to the loot by simply being in fleet or corp, without having to jump through ridiculous hoops.
    After all, killing a freighter is already a fairly monumental task in highsec. Plus its easy to code and makes sense.....

    Unfortunately, CCP will not consider this because they are only concerning themselves with creating a highsec carebear theme park.


    To be honest, I dont expect CCP to make it easier for gankers but also that they dont make it impossible from now on. Ganking was always a part of the game (remember the days when BPO and BPC became visible within cargo scan, combined with "Yarr" by CCP). If it is not intended anymore then pls announce openly and does not leave it to the mechanics.

    Secondly and more important looting wrecks needs to be possible! How the ninjas shall feed their families? Just kidding but really, what about wrecks in faction warfare, in official war declaration? What is the mechanics here? You cant go suspect with looting the wreck! Without making them blue for the aggressor/killer/war oppnent whatsoever, it is not possible to loot them anymore from what I read. That cant be the intention. Therefore I would appreciate clarification and leave it not to find out in December. Thanks.
    Komen
    Aliastra
    Gallente Federation
    #799 - 2012-10-06 18:53:30 UTC
    I just want to say if I ever meet you Masterplan, I'm buying you a beer. I like the 'no logging off if you're ratting to save your ship's ass from PvP gank squads. I like the 'no ejecting if you have fired weapons to save skill points/pod' thing. Of course this means many people are going to be even more hesitant about committing to combat, but that's Eve for ya.

    I'm sure we'll all adjust.

    Kilroy Nightbarr
    Anarchic Exploration
    #800 - 2012-10-06 19:42:57 UTC
    Cismet wrote:
    Kilroy Nightbarr wrote:
    As for can-flipping giving everyone the ability to shoot you, this won't end up protecting miners or noobs. Example: Character 1 flips a can and warps off to log/cloak/leave system. Noob/miner sees he is gone and takes his stuff back, is now fair game for everyone, and Character 1's cloaked alt (or anyone else nearby who happens to be watching) blasts him to bits.


    I think the general gist was that the person you can-flipped can take his stuff back consequence free if you leave it floating around in space.


    Looks like I missed that the first time around.

    What about this: The Dev Blog says "If I can legally attack the owner of a container, then I can legally take from the container." So I flip a can and become flagged for anyone to shoot. Meaning everyone can legally attack me. Hence anyone can legally take from the can. Doesn't lead to the noob/miner dying, but just by my flipping of the can his stuff is now free for anyone else to steal. Working as intended? What am I missing?