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Dev blog: Introducing the new and improved Crimewatch

First post First post First post
Author
Bubanni
Center for Advanced Studies
Gallente Federation
#801 - 2012-10-06 21:12:22 UTC
I would like to know if this also means that "If player B shoots player A, and player A then jumps into next door system and gets killed by player C, will both player C and player B show up on the killmail?" and will the logistic ships also show up on the killmails now since they are getting the same agression as the target they are repping?

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

cerberus hates
Taxation is Theft Probably
#802 - 2012-10-06 23:26:45 UTC
i like the pictures, and the whole concept. keep it up guys
Cordo Draken
ABOS Industrial Enterprises
#803 - 2012-10-06 23:42:26 UTC  |  Edited by: Cordo Draken
CCP Masterplan wrote:
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


Still reading through all the Comments, but I saw this and had to respond. While I agree that the T3 Pilot that losses their ship should get penalized... Can't you script it so that if they Eject and the Ship blows up, they'd still lose skill? Kinda like what you guys did with still giving Kill reports for people that Self-destructed their ships to prevent a loss recorded?

Seems Highly unfair, that just because you have this Tech 3 penalty, that all ships must suffer the denial of Ejecting. As I agree, Having the Option to Eject early is critical to most pilots. Denying an "Eject Button" is like saying a Jet Fighter Pilot who's going down can't use his ejection seat until after his plane crashed and becomes a fireball. Does that make any sense? Of course not... Players should always have the option to eject.

I also disagree that a player can't hop into another unoccupied ship in space, they should be able to. I'm totally for the Denial of the Orca ship hanger swap... but there is more of a risk in doing an out in the open ship swap and can be prevented by alert pilots.

Also, the Criminal flagged player basically can't do diddly... "Just Because..." So, no Concord engaging you... you just can do anything... Seems kinda lame really. Why not just give Concord Very Fast Interceptors with fast tackle? There shouldn't ever be an "Unknown Source" warp jamming you. There should be a very slim chance to get away... just not.. automatic shut down from your own ship.

OH, Why do Highsec Wormholes care about flagging? They're not Concord controlled. Enough said...

I do Love all the changes in Majority... You guys did an Awesome job... I just think some things need tweeks to give fairness and more reality to it. I do especially love that you guys added the Suspect flag allowing players to police on a certain Level.

Question though for clarity: If a Neutral Logi Reps a War target, does that make the Logi Suspect or just LE to the opposing Corp? The answer is probably there in the cracks of all the info... I'm just not putting it together at the moment.

Thank you for all this! And I can't wait to see how you guys "Solve" the Bounty system. Hopefully it's being handled with as much thought and effort as this was. Great Job!

Sorry for the WOT,

Cordo

Whomever said, "You only get one shot to make a good impression," was utterly wrong. I've made plenty of great impressions with my Autocannons 

Bart Starr
Aggressive Structural Steel Expediting Services
#804 - 2012-10-07 00:08:05 UTC
Tippia wrote:
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.


Why do you think 'boarding' a ship while in combat is a problem that requires fixing?

I've read your posts.

The only scenario you've presented (Stashing a T3 into an Orca on a low to high sec gate) is easily fixed without randomly locking players into their ships because of a weapon cycle. They've already patched the Orca a year ago - just apply that same patch to all Hangars in lowsec AND highsec. (why they limited the last year's patch to high-sec is beyond me)

I've clearly illustrated cases where these abilities are used in a 'legit' way.
Abilities that would be eliminated with CCP's chainsaw approach - that you are endorsing.

I've explained how to fix the 'abuse' of removing ships from the field of combat under fire.
You insist that doesn't go far enough because 'other ways to abuse the system' are possible.....
Yet it has not escaped me that you are completely unable to explain how.

(Tinfoil hat on)

Unless of course, CCP now considers 'mission runner baiting' itself to be the problem.
The real problem? Mission running carebears are getting killed.
Do you really think that anyone REALLY cares about random T3+Orca skirmishes on low-sec gates??
No.

Its that every day, carebear mission runners insist on shooting at ninja frigates because they are overconfident in the abilities of their ultra-pimp CNR and want an easy KM.
Then they lose their multi-billion ISK CNRs and Marauders when the ninja swaps into a Hurricane.
The carebear, having lost his ENTIRE net worth - proceeds to blame everyone else, pitch a fit, file a petition and/or quit.
I believe these players deserve no sympathy - and the last thing we need to do is make these pilots even 'safer'.

New suspect flags, safety condoms, its all well and good - but it still requires the carebears to coordinate and take advantage of those tools. Carebears, being what they are - probably won't.

Crimewatch is not really about 'punishing criminals' - its about 'protecting carebears who do stupid things'. I just wish CCP would at least have the guts to acknowledge it.

We saw it with the miner buff, we are seeing it again.
(tin foil off)
Tippia
Sunshine and Lollipops
#805 - 2012-10-07 00:26:59 UTC
Bart Starr wrote:
Why do you think 'boarding' a ship while in combat is a problem that requires fixing?
You'll have to ask CCP that, but it seems rather clear that they think that if you engage in combat in a ship, you should commit to the battle with that ship.

Quote:
Yet it has not escaped me that you are completely unable to explain how.
What has escaped you is that “how” is irrelevant. They're removing the ability to reship by putting a block on the actions required to do so, and then the exact hows — past, present, and future — no longer matter. Instead of waiting for people to find new ways, and then removing them, and people finding newer ways still, and then removing those as well, they short-circuit the whole arms race by going after the source of the problem.
Bart Starr
Aggressive Structural Steel Expediting Services
#806 - 2012-10-07 00:54:22 UTC  |  Edited by: Bart Starr
Tippia wrote:
What has escaped you is that “how” is irrelevant. They're removing the ability to reship by putting a block on the actions required to do so, and then the exact hows — past, present, and future — no longer matter. Instead of waiting for people to find new ways, and then removing them, and people finding newer ways still, and then removing those as well, they short-circuit the whole arms race by going after the source of the problem.


Perhaps you've forgotten the stated rationale for the original Orca nerf.
"Escaping the consequences of initiating combat".
Its even on the error message that started popping up after the nerf.

CCP stated that they were unhappy with people hiding doomed ships in Orcas.
And I could (grudgingly) understand that, even if I didn't understand why it was ONLY applied to highsec. (most likely? because the nerf was narrowly tailored at mission baiting and crying carebears - not stupid low-sec skirmishes. After all, anyone in lowsec is looking for a fight)

Guess what we have here is simply 'mission creep'. Mission runners were still dying, highsec still not safe enough - so more radical measures were taken by CCP - using fringe cases (T3 SP loss, low-sec to highsec Orca escape) as a fig leaf.
Tippia
Sunshine and Lollipops
#807 - 2012-10-07 01:36:46 UTC
Bart Starr wrote:
Perhaps you've forgotten the stated rationale for the original Orca nerf.
"Escaping the consequences of initiating combat".
…and this clears up all such problems without stupidly and needlessly chasing specific instances of it.

Quote:
Guess what we have here is simply 'mission creep'. Mission runners were still dying, highsec still not safe enough
…except that the problem mainly resides in lowsec, so your guess makes no sense.
Bart Starr
Aggressive Structural Steel Expediting Services
#808 - 2012-10-07 02:05:57 UTC  |  Edited by: Bart Starr
Tippia wrote:
Bart Starr wrote:
Perhaps you've forgotten the stated rationale for the original Orca nerf.
"Escaping the consequences of initiating combat".
…and this clears up all such problems without stupidly and needlessly chasing specific instances of it.

Quote:
Guess what we have here is simply 'mission creep'. Mission runners were still dying, highsec still not safe enough
…except that the problem mainly resides in lowsec, so your guess makes no sense.


Except you just said what happens in low sec was the 'symptom' of the problem, not the 'real' problem.
Mission runner baiting is exclusively in highsec and is massively impacted by this change.
The lowsec Orca escape trick can be easily fixed with a Ship Maintenence Bay adjustment, without doing something as stupid as preventing ejecting, or essentially destroying the profession of mission runner baiting.

Its a simple case of the 'cure' being far worse than the disease.
Lets chop off an arm to cure a hangnail.
No worries, its somebody else's arm.....Roll

And whatever other justifications, the end result of this change is that highsec mission running becomes far safer, because getting tricked by a ninja is by FAR the most common way a LVL 4 Mission runner loses a ship.

I was under the impression that the 'safety' of Crimewatch was supposed to be player driven, not simply the specific, punitive elimination of the last few tricks high-sec criminals have left....
IMYou're Mum
Lezbian Foreign Legion
#809 - 2012-10-07 03:41:15 UTC
OK the NPC flag thing.
I see why you may want to do it, Would be great to help disrupt botting activity. HOWEVER
a) Will bots just not be reprogrammed to carry cloaks and wait out 15mins NPC aggression?

Meantime

For all those that do not have the luxury of operating outside a pos or station in 0,0 you are now making the game unplayable for a great batch of people. This will kill of those that take part in NPC killing in otherwise empty system. WHY?

Well not everyone plays eve and has the luxury of 15 minutes notice when they have to disconnect. Many rl reasons can pull you away. Technical reasons beyond a persons ability to control can cause disconnections. Only a few weeks ago you guys at CCP reported a net loss of 10,000 connections due to an ISP issue/

Many will say that if your not in local no-one will know to scan for you?

How untrue this would be. See wrecks one gate, in a belt or on d-scan and pop a probe. 15 minutes to find them.
This will make risk reward completely out of balance.

I have no issue with being in danger. You rat or plex in lowsec or o.o you should have higher risks. Yes you risk destruction with undock. However this NPC 15 minute timer before removing you from game will have severe negative impacts on nullsec. You will further reduce activity in non occupied systems further.

Again in short this point is an attack on the games actual playability.
ROCK MELTER
The Scope
Gallente Federation
#810 - 2012-10-07 04:07:25 UTC
Bienator II wrote:
why can't i eject when i have a weapon timer? thats was a often used strategy in low sec to safe your pod if you know that a instant locker is around you.


This is not true, You can always warp away. There is a video on youtube showing this.

http://www.youtube.com/watch?v=e1ly4qN5lxs
Pipa Porto
#811 - 2012-10-07 04:10:02 UTC
Vladimir Norkoff wrote:
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.


First. Freighters can't drop cans.
Second. Even if they could, all the victim would have to do is package everything in lots bigger than jetcan size (Like, say, in a GFC) and your thought wouldn't work anyway.


A Freighter with a Suspect flag is, generally speaking, a dead freighter. The way to launder the loot is to loot it from your friends dead freighter after they looted the gank victim. Add a Freighter and the fact that looting twice results in a roughly 25% survival rate of loot, and you get around 10b. And that's before taking into account that the wreck of the suspect freighter is lootable by anyone.

EvE: Everyone vs Everyone

-RubyPorto

ROCK MELTER
The Scope
Gallente Federation
#812 - 2012-10-07 04:14:26 UTC
IMYou're Mum wrote:
OK the NPC flag thing.
I see why you may want to do it, Would be great to help disrupt botting activity. HOWEVER
a) Will bots just not be reprogrammed to carry cloaks and wait out 15mins NPC aggression?

Meantime

For all those that do not have the luxury of operating outside a pos or station in 0,0 you are now making the game unplayable for a great batch of people. This will kill of those that take part in NPC killing in otherwise empty system. WHY?


I think you already stated why. It will disrupt botting. I can tell you that at least 100 times I have come into the system where a botter is doing what you said and immediately logs off when we entered the system. This will prevent the logoffski (hopefully) and make it easier to get the botter.

On the other hand, if the botter had a cloak and put it on like you said, they would still be in the system, still have a chance of being decloaked and THAT is what is trying to be addressed here. This change will not disrupt your game play in any way shape or form.
ROCK MELTER
The Scope
Gallente Federation
#813 - 2012-10-07 04:20:46 UTC
wrote:
I'll ask again.

A Freighter with a Suspect flag is, generally speaking, a dead freighter. The way to launder the loot is to loot it from your friends dead freighter after they looted the gank victim. Add a Freighter and the fact that looting twice results in a roughly 25% survival rate of loot, and you get around 10b. And that's before taking into account that the wreck of the suspect freighter is lootable by anyone.


I would also like to add that a freighter pilot can not loot a can. BUT if you try you will get a suspect flag. You will get a suspect flag right now! "The RUB" with that flag is that you can ATTEMPT to look a can while in a freighter, get the flag for it but never actually get the loot. THAT needs to be addressed in the new system.
Pipa Porto
#814 - 2012-10-07 04:43:10 UTC  |  Edited by: Pipa Porto
ROCK MELTER wrote:
wrote:
I'll ask again.

A Freighter with a Suspect flag is, generally speaking, a dead freighter. The way to launder the loot is to loot it from your friends dead freighter after they looted the gank victim. Add a Freighter and the fact that looting twice results in a roughly 25% survival rate of loot, and you get around 10b. And that's before taking into account that the wreck of the suspect freighter is lootable by anyone.


I would also like to add that a freighter pilot can not loot a can. BUT if you try you will get a suspect flag. You will get a suspect flag right now! "The RUB" with that flag is that you can ATTEMPT to look a can while in a freighter, get the flag for it but never actually get the loot. THAT needs to be addressed in the new system.


That got changed ages ago because stupid, greedy people would look at freighter wrecks that were set up as traps and get killed. Then they whined to CCP.

And CCP, of course, has decided that protecting stupid, greedy people from themselves is a good thing for EVE.

EvE: Everyone vs Everyone

-RubyPorto

Tippia
Sunshine and Lollipops
#815 - 2012-10-07 06:57:25 UTC  |  Edited by: Tippia
Bart Starr wrote:
Except you just said what happens in low sec was the 'symptom' of the problem, not the 'real' problem.
Mission runner baiting is exclusively in highsec and is massively impacted by this change.
Not really. Mission runner baiting isn't affected in the slightest by the ship-swapping rule because there's no reason to get the W-flag that prohibits it.

Quote:
The lowsec Orca escape trick can be easily fixed with a Ship Maintenence Bay adjustment, without doing something as stupid as preventing ejecting, or essentially destroying the profession of mission runner baiting.
…except that you're back to treating the symptom, not the problem — viz. ship swapping in the middle of combat. This change takes care of that in all its forms. Trying to limit it to certain expressions will only lead to new ones popping up, which will then have to be patched away as well, and the only reason to be against it is the vain hope that the exploit du jour will be left open for a while.

Quote:
Its a simple case of the 'cure' being far worse than the disease.
Seeing as how the cure is actually very good — largely because it attacks the generic issue rather than hopelessly chase individual expressions of it — and seeing as how the disease — ships not being lost when they ought to be, and people not committing to the fight they chose to engage in — is very bad, no. If anything, it's a case of “please only patch this one thing rather than fix the problem so I can keep abusing it in new ways”.

Put another way: why should they try to predict and specifically code out every last variation of this tactic when they can just ensure that all of them (including ones that don't even exist yet) are gone at the same time?
Pipa Porto
#816 - 2012-10-07 08:12:13 UTC
Tippia wrote:
Bart Starr wrote:
Except you just said what happens in low sec was the 'symptom' of the problem, not the 'real' problem.
Mission runner baiting is exclusively in highsec and is massively impacted by this change.
Not really. Mission runner baiting isn't affected in the slightest by the ship-swapping rule because there's no reason to get the W-flag that prohibits it.


You mean besides this?

EvE: Everyone vs Everyone

-RubyPorto

Cerulean Ice
Royal Amarr Reclamation
#817 - 2012-10-07 10:01:58 UTC
ihcn wrote:
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.

This made me giggle ^^

You still haven't said a word about how it will affect the profit of a gank. I suggest going back to page 39, where your quote is from, and reading the responses from Tippia and the dialogue she and I had on the subject. It is going to be a bit more challenging to get profit from a gank, but only if you don't know how to align before looting a can. Hell, even a freighter looting a freighter wreck can pull it off, with some corpmates to web your thief freighter. This is the same tactic used to escape crimewatch 1.0 can flippers. If a miner can figure it out, I'm sure you can too.Cool
Dianedre of Shoun
Pator Tech School
Minmatar Republic
#818 - 2012-10-07 12:29:07 UTC
PVP Flag: This flag is activated when one player uses offensive modules against another. The initiator of the action will get a PVP flag. If the recipient is a piloted ship, then the owner of this ship will also get a PVP flag. Having this flag will prevent a ship from being removed from space if the pilot logs off.

According to the PVP flag you won't be able to escape any attack. Like Docking! This seems a bit harsh to Carebears.
OT Smithers
A Farewell To Kings...
Dock Workers
#819 - 2012-10-07 14:23:00 UTC
Raging Beaver wrote:
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.


If you do not want to suffer the risks don't fly the ship.
OT Smithers
A Farewell To Kings...
Dock Workers
#820 - 2012-10-07 14:24:22 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.


The miner can take his stuff back without flagging as a suspect.