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Dev blog: Introducing the new and improved Crimewatch

First post First post First post
Author
Kilroy Nightbarr
Anarchic Exploration
#941 - 2012-10-09 23:35:57 UTC  |  Edited by: Kilroy Nightbarr
Salpun wrote:
I would suggest disabling the weapons flag in WH and null sec space.

This, mainly due to T3 skillpoint loss.

Many WH and null fights involve bubbles so pods may not escape, but at least T3 skillpoints could be preserved by making the tactical decision to eject when things go south. Still could lose the pod so the ISK sink is still there, and the winner could get a free T3 instead of just a killmail, which adds variety to this sandbox game. I understand the T3 skillpoint loss rationale, as they are awesome ships and there should be consequences to losing them, but players should be allowed to make the decision for themselves with respect to handing it to their enemies versus incurring a 4-5 day train to bring back the skills, especially in a game where training time equals money.

*EDIT* Also, page 48 snipah!
Gizznitt Malikite
Agony Unleashed
Agony Empire
#942 - 2012-10-09 23:46:25 UTC
Singulis Pacifica wrote:
After reading some answers by Masterplan,

namely:

CCP Masterplan wrote:
Looks like I forgot to include the other, inverse rule, which goes something like this:
Assisting a non-corp/alliance/miliitia-mate with a PVP flag would get you a Suspect flag
Again, this one is still under discussion


I found myself confused. This is not what it says here:

Please note: "targetted assistance against a player with a PVP flag" The flag the assistor would get is the one the assistee has: the pvp flag. This will not add a suspect flag to the assistor, provided he does not have one to begin with (as that would mean he could erase his suspect flag by assisting a player that just has a pvp or weapons flag)

So as example.

Player A (in a dessie) attacks Player B (in a Skiff) with both being wardecced with each other (neither is a suspect, criminal, or outlaw)

Player A gets a weapons and PVP flag. B has no weapons so he just gets a PVP flag (assuming he doesn't have combat drones with him). It takes A time to truly destroy B. However, player C (who is in an NPC corp) is also found in the asteroid belt and decides to aid player B by repping him. This gives C a PvP flag, but nothing else. C commits no crime, there is no LE between A and B, thus C will not get a suspect flag. This is not the same as what is mentioned in the quote by Masterplan.

The main problem with the forums like this is that, because of the enormous amount of feedback any regulation that is originally described becomes a blur. Players answer questions of others and some answer corrrectly, others do not. I am not blaming anyone, but now even Masterplan contradicts himself here, adding to the confusion.

From what I understand about the blog, a suspect flag to a new player that supports another (through modules or drones) is only given if :

The assistee already has a suspect flag.
or
The assistee has an LE with someone else.

The task for CCP is to make sure that if players engage in an LE, a specific icon needs to be created to identify that supporting this player will result in being flagged as a suspect.


Very shortly after the Dev Blog was punished, some people repeatedly asked what happens when a neutral assists a party engaged in a legal battle.... This was left out of the dev blog, and asked repeatedly....

He finally answered it... so what exactly are you flipping out about? The answer is moderately good... In short, neutral assistance flags you as a suspect...
Daioh Azu
Center for Advanced Studies
Gallente Federation
#943 - 2012-10-10 00:06:23 UTC
Pipa Porto wrote:
Daioh Azu wrote:

No, but "preying on people who are too new at the game to" have learned the aggression mechanics and their exploits isn't "Pr0" either.


Never said it was. You're the one claiming it's the example of "nerves of steel."

Those that are new to EvE often panic when so much as targeted by another player, occasionally leading to some "humorous" results. Older, more experience players typically don't. When I said, "nerves of steel" , I mean nothing more than that.

Pipa Porto wrote:
Since when is teaching someone that "shooting someone allows them to shoot back" an exploit?

Perhaps I chose my words poorly. Its not so much an exploit of game mechanics as it is an exploit of naivety. Which is quite right and proper.

If calling it "teaching" is what lets you get to sleep at night then good for you, but you certainly aren't teaching anyone that "shooting someone allows them to shoot back." I'm sure some victims of your bait a switch techinque are already aware of that. Why else would you need to choose a bait ship that doesn't even have a threatening sounding name let alone one that poses a real danger. All you are really are teaching is that you can change ships even in the middle of combat. The worth of that lesson is up to CCP to decide.

Pipa Porto wrote:
That's how switching ships works in this context. You bring the Orca around, bump the target, eject (dropping the point and incurring a 10s timer), board the ship, relock, and re-point.

Thank you, this clears some of my confusion. I'm gonna assume the bump is done by the Orca because its larger mass would make it more effective, if so then your bait ship probably needs a web or two. Bumping with a frigate wouldn't be nearly as effective since you'd need more speed and many mission sites prohibit MWD. I have seen frigate fits that include an oversized AB and can reach near MWD speeds but leave little room for anything else.
Daioh Azu
Center for Advanced Studies
Gallente Federation
#944 - 2012-10-10 00:15:10 UTC
Pipa Porto wrote:
The point keeps the target on grid while the Orca slowboats for several minutes (they're really slow). Then there's the fancy ship switching dance. It's almost like you have no experience with what we're discussing.

The idea of changing ships in the middle of combat is an anathema to me, so saying I have little experience with this tactic is true. However, just because I don't like a tactic doesn't make it invalid.

Pipa Porto wrote:
What cycle timer? Your point drops the instant you eject. Bumping is what keeps the target on grid for the switch. The initial tackle keeps the target on grid while the Orca shows up. Different parts of the process.

When loading grid after a system jump to find the gate bubbled, it is a common practice to MWD away from the gate and immediately activate a cloak. The cloak turns off the MWD but you still get the benefit of a complete cycle of MWD acceleration as you burn away for the gate while cloaked. This is the kind of cycle timer shenanigans to which I'm alluding.

You say the point drops the instant you eject and I want to believe you. That is how it should work. With the exception of network latency and propagation delay, the target should be able to warp away to anyplace to which he is aligned as soon as your bait ship is not piloted. However, I have pointed out one instance where a player gets the full benefit on a complete cycle while also enjoying the benefits of another that prevents the use for the first. I'd just like to be certain of the truth before I commit my support.
Daioh Azu
Center for Advanced Studies
Gallente Federation
#945 - 2012-10-10 01:35:37 UTC
Pipa Porto wrote:
Daioh Azu wrote:
Precisely how can everyone in local come for the free gank? Isn't this baiting taking place in a mission dead space, whether it be gated or not gated? Unless everyone in local are all in the same fleet, they will have to scan the mission site down, just as you did. Generally I can't get most people to talk in local, let alone get them to join my fleet.


Right Click -> Invite to Fleet

Unlike LS, this cannot lead to an effective trap, and the interlopers can wait to engage until they're sure of victory.

Perhaps then the PVP or W-flag should also prevent sending and receiving of fleet requests just as the session timer does.

By the way, isn't the entire bait a switch tactic about ensuring YOUR victory?
Etribas Taranogas
School of Applied Knowledge
Caldari State
#946 - 2012-10-10 01:52:37 UTC
Not trying to accuse anyone of ducking the question, but I've seen it asked multiple times with no DEV response (although I've seen multiple responses from players, with both answers).

When I get an NPC flag, which should last for 15 minutes from the last shot fired, will a ship still "safety warp" 100,000 km from the current spot after a period of time? Specifically when missioning, will non-permatank ships all be destroyed by the in-mission rats, regardless of whether we are scanned down or not? Or will our "safety warp" location be scannable by other players.

I can't say I have a problem with still being visible to scanners, as that is expected, and does avoid the logoff exploit for avoiding PvP. But if a risk-averse, L4 mission runner is going to start losing multiple ships to rats due to poor internet connection, I'm not sure what their new outlet will be. Will losses due to disconnect (that don't involve another player) be petitionable, then?

Also, what if you have drones out on Aggressive? Although they shouldn't keep the NPC flag past the server timeout (i.e., the server recognizes you as disconnected), has this been confirmed?

One person mentioned that the timer might be reduced below 15 minutes. Any possible truth to that?
Daioh Azu
Center for Advanced Studies
Gallente Federation
#947 - 2012-10-10 01:59:03 UTC
Bart Starr wrote:
Daioh Azu wrote:

Precisely how can everyone in local come for the free gank? Isn't this baiting taking place in a mission dead space, whether it be gated or not gated? Unless everyone in local are all in the same fleet, they will have to scan the mission site down, just as you did. Generally I can't get most people to talk in local, let alone get them to join my fleet.


You say "Help. Tackled. In Belt. Pls Hurry"

Then you invite the first person who responds to your fleet.
If they can move faster than an Orca, you've got your white knight.

Of course, Mr White Knight will automatically know that the call for help in local came from a an actual carebear and not one of your own alts. If he chooses the right one he gets a little PVP, if he chooses the wrong one he gets Concord. How many Monty Hall moments like that will it take before those cries for help get as ignored as do car alarms?
Karl Hobb
Imperial Margarine
#948 - 2012-10-10 02:32:58 UTC
Daioh Azu wrote:
Of course, Mr White Knight will automatically know that the call for help in local came from a an actual carebear and not one of your own alts. If he chooses the right one he gets a little PVP, if he chooses the wrong one he gets Concord. How many Monty Hall moments like that will it take before those cries for help get as ignored as do car alarms?

Mr. White Knight runs with his safety switches on (really, CCP? I thought this was EVE... Roll) and can't actually activate weapons against a target that will get him CONCORDed. Thus, Mr. White Knight always gets a little PvP if he wants it.

A professional astro-bastard was not available so they sent me.

Zandalar Catari
Doomheim
#949 - 2012-10-10 02:36:05 UTC
/sigh
I swear the new 'crimewatch' system seems even more complicated than the current one.... Shocked
Gizznitt Malikite
Agony Unleashed
Agony Empire
#950 - 2012-10-10 02:44:31 UTC
Etribas Taranogas wrote:
Not trying to accuse anyone of ducking the question, but I've seen it asked multiple times with no DEV response (although I've seen multiple responses from players, with both answers).

1.) When I get an NPC flag, which should last for 15 minutes from the last shot fired, will a ship still "safety warp" 100,000 km from the current spot after a period of time? Specifically when missioning, will non-permatank ships all be destroyed by the in-mission rats, regardless of whether we are scanned down or not? Or will our "safety warp" location be scannable by other players.

2.) I can't say I have a problem with still being visible to scanners, as that is expected, and does avoid the logoff exploit for avoiding PvP. But if a risk-averse, L4 mission runner is going to start losing multiple ships to rats due to poor internet connection, I'm not sure what their new outlet will be. Will losses due to disconnect (that don't involve another player) be petitionable, then?

3.) Also, what if you have drones out on Aggressive? Although they shouldn't keep the NPC flag past the server timeout (i.e., the server recognizes you as disconnected), has this been confirmed?

One person mentioned that the timer might be reduced below 15 minutes. Any possible truth to that?


1.) Here's the answer, with several corrections:
a.) The NPC timer may not be 15 minutes... It is Currently 2 minutes... and we've heard dev responses mention reducing it to ONE minute (<-- dear god I hope not!!!)

b.) Once the server registers you as logged off, your ship will attempt the 1m km safety warp. This can be stopped by any warp inhibiting mechanic, including warp scrambling NPCs. If the warp is inhibited, your ship stay in space, in that spot for the duration of your log off timer.

c.) Once the server registers you as logged off, your ship will not despawn until the NPC aggression timer expires. If you are warp scrambled by an NPC upon logging off, that means your ship stays in place and sustains NPC aggro for the entire NPC aggression timer duration. This is the biggest legitimate danger to your vessel from a 15 minute NPC aggression timer, as non-permatanked ships can easily be destroyed by NPC rats within 15 minutes. However, this ONLY a danger if you are warp scrambled when you log off. Most NPC encounters don't have very many warp scrambling rats.

d.) As long as your ship is uncloaked in space, your ship can be scanned down by PvP'ers. Anywhere! This is the biggest danger to nullbears and lowbears that log off to avoid interactions with PvP'ers. Since 15 minutes is enough time to scan down and destroy MOST ships in this game, this change would end the lame log-off to get safe tactics.

2.) Risk adverse LvL 4 mission runners can choose to fly tanky ships that can survive the full 15 minutes of rat aggro. The passive tanked rattlesnake is a good example of a ship that can easily survive a disconnect with major rat aggro. There are domi setups that can perma run Dual LAR's, there are Raven setups that can also permatank full rat aggro from a lvl 4 mission. Hell, there are Myrm and Drake setups that can do this with passive shield tanks.... So, if you are on a shaky internet connection, there are many options you can utilize.... I highly doubt CCP will reimburse your ships loss if you lose it to NPC rats from a disconnect.

3.) The NPC aggression timer is renew whenever you attack an NPC, or whenever an NPC attacks you. Once the server recognizes that you've logged off, the NPC timer CANNOT be renewed. With the recent "drones return to your drone bay upon logoff" changes, your drones will actually return to your drone bay. Ironically, this is a mixed bag for drone users, as it means their drones will not continue shooting the NPC's, which could save their ship....

There have been rumors from EvE Vegas that the NPC aggression timer will be reduced to one minute.... I hope not... CCP Masterplan has NOT mentioned a reduced NPC aggression timer.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#951 - 2012-10-10 02:58:54 UTC  |  Edited by: Gizznitt Malikite
Karl Hobb wrote:
Daioh Azu wrote:
Of course, Mr White Knight will automatically know that the call for help in local came from a an actual carebear and not one of your own alts. If he chooses the right one he gets a little PVP, if he chooses the wrong one he gets Concord. How many Monty Hall moments like that will it take before those cries for help get as ignored as do car alarms?

Mr. White Knight runs with his safety switches on (really, CCP? I thought this was EVE... Roll) and can't actually activate weapons against a target that will get him CONCORDed. Thus, Mr. White Knight always gets a little PvP if he wants it.


Think outside the box... this is how you ambush Mr. White Night...

Put Alt A in a Remote Repping Battleship. Put Alt B in a bait hull (ideally a non-threatening yet combat capable ship)
Become a suspect with Alt B, and have Alt A aggress Alt B, so Alt B can "fake tackle" Alt A.
Then call out for help in Local with Alt A and fleet up with Mr. White Knight,
Mr. White knight warps in to save the day, sees suspect flagged Alt B, and engages (because he thinks Alt A is his friend!).
Alt B can then return fire on Mr White Knight, and does so with a vengeance.
Mr White Knight is originally not too worried, as he obviously wouldn't have aggressed unless he thinks he can destroy Alt B. However, Mr White Knight is in in for a battle-changing surprise when Alt A suddenly applies remote repair assistance to Alt B, allowing the non-threatening ship to win the fight.

That's how you screw over Mr White Knight!!!!
Daioh Azu
Center for Advanced Studies
Gallente Federation
#952 - 2012-10-10 03:26:56 UTC  |  Edited by: Daioh Azu
Karl Hobb wrote:
[quote=Daioh Azu]Of course, Mr White Knight will automatically know that the call for help in local came from a an actual carebear and not one of your own alts. If he chooses the right one he gets a little PVP, if he chooses the wrong one he gets Concord. How many Monty Hall moments like that will it take before those cries for help get as ignored as do car alarms?

See post directly above.

I know there was a way to do it.
Karl Hobb
Imperial Margarine
#953 - 2012-10-10 03:41:26 UTC
Daioh Azu wrote:
Karl Hobb wrote:
Of course, Mr White Knight will automatically know that the call for help in local came from a an actual carebear and not one of your own alts. If he chooses the right one he gets a little PVP, if he chooses the wrong one he gets Concord. How many Monty Hall moments like that will it take before those cries for help get as ignored as do car alarms?

See post directly above.

I know there was a way to do it.

While Gizznitt Malikite's rep trap is hilariously awesome, it still does not result in Mr. White Knight getting CONCORDed.

A professional astro-bastard was not available so they sent me.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#954 - 2012-10-10 05:26:34 UTC
Karl Hobb wrote:
Daioh Azu wrote:
Karl Hobb wrote:
Of course, Mr White Knight will automatically know that the call for help in local came from a an actual carebear and not one of your own alts. If he chooses the right one he gets a little PVP, if he chooses the wrong one he gets Concord. How many Monty Hall moments like that will it take before those cries for help get as ignored as do car alarms?

See post directly above.

I know there was a way to do it.

While Gizznitt Malikite's rep trap is hilariously awesome, it still does not result in Mr. White Knight getting CONCORDed.


I didn't realize we were trying to concord Mr. White Knight.... In my opinion... its soo much better to kill him yourself!!!
Echo Mande
#955 - 2012-10-10 09:08:48 UTC  |  Edited by: Echo Mande
Why should setting off a smartbomb in highsec, even if nothing gets hit, net you a suspect flag?

There are actually legitimate uses for smartbombs in PVE situations. Scraping close-orbitting NPC frigs off your battleship rather than waiting for your drones to do it comes to mind.

Also, please make the icon area used for crimewatch moveable like the target icons are. Not everyone wants these icons in the top left of the screen.
Singulis Pacifica
Pator Tech School
Minmatar Republic
#956 - 2012-10-10 09:09:04 UTC  |  Edited by: Singulis Pacifica
Gizznitt Malikite wrote:


Very shortly after the Dev Blog was punished, some people repeatedly asked what happens when a neutral assists a party engaged in a legal battle.... This was left out of the dev blog, and asked repeatedly....

He finally answered it... so what exactly are you flipping out about? The answer is moderately good... In short, neutral assistance flags you as a suspect...


I'm not "flipping out" as such, but your answer and his answer is inconsistent with what has been written down in the link I mentioned in my previous post. A legal battle does not give any additional neutral that provides assistance a suspect flag. Merely a PvP flag and/or a Weapons flag, nothing more. The fact that this is now changed isn't necessarily a bad thing and I don't dislike Masterplan for it as such. It's just that because of this, things become blurry and he's on that same slippery slope as the original Crimewatch is: trying to cope with every single exception.

So just leave it as is: wars are never fought fair and square. Wars are dirty and it will bring out the best and worst in people. If a neutral decides to pick sides in a legal battle, he should not become a suspect that everyone else can fire at. It's the nature of a sandbox. Stuff like this can happen. CCP wants players to be involved. Well, this would do the opposite. A neutral will just shy away from any involvement as it would lead to him being flagged as a suspect, thereby potentially rewarding the aggressor.

As example: High-sec space.

Players A to L fly Tornados
Player M is in a freighter
Player N is a neutral

A to L gank M. N is a neutral, but will now think twice before assisting M. This essentially rewards aggressors knowing that they will not have to deal with neutrals defending M through means of repairing him. Neutrals can only defend M by attacking A to L as they have now become criminals.

What I am favor of however, is that if player N decides to repair M, is that he's not only PvP flagged, but also a viable target for A to L. Essentially, that would mean that the legality of a fight is transferred to the neutral alongside the flags. So it would come down to: You can assist a player as a neutral and, provided the player you assist has no suspect or criminal flag, you will not get one yourself. However, as you are interfering in a battle, all players that are registered to have been engaged in a battle with the one you are assisting can now shoot legally at you as well. But only these players can do so. Other neutrals will not. This legality should only transfer to players interfering with the initial party:

A and B pick a fight.
neutral C supports A.
B can also shoot C now.
neutral D supports B.
A can shoot D, but C can not without penalties.

As long as none are flagged suspect, then A and B would get PVP and at least one will have a Weapons flag, C and D would get a PVP and a Weapons flag, depending on the one they support.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#957 - 2012-10-10 09:22:36 UTC
Welcome to the wonderful world of why Crimewatch 1 was such a big ball of, umm, mud.

This stuff isn't so easy to manage Blink

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

CCP Masterplan
C C P
C C P Alliance
#958 - 2012-10-10 10:29:21 UTC
Che Biko wrote:
CCP Masterplan wrote:
Assisting a non-corp/alliance/miliitia-mate with a PVP flag would get you a Suspect flag
Again, this one is still under discussion

Ah, so is that why my "question" about the possibility of extending LEs to the assisting player was not answered yet? Can I assume then that it's technicaly feasable and could be implemented without too much workQuestion

If we start propating LEs, we basically end up back with the old aggression-graph, where assisting a single target can end up flagging you to an un-knowable set of people. That is what we're trying to avoid with the flag system.

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

@ccp_masterplan  |  Team Five-0: Rewriting the law

CCP Masterplan
C C P
C C P Alliance
#959 - 2012-10-10 10:31:39 UTC
Singulis Pacifica wrote:
After reading some answers by Masterplan,

namely:

CCP Masterplan wrote:
Looks like I forgot to include the other, inverse rule, which goes something like this:
Assisting a non-corp/alliance/miliitia-mate with a PVP flag would get you a Suspect flag
Again, this one is still under discussion


I found myself confused. This is not what it says here:

Please note: "targetted assistance against a player with a PVP flag" The flag the assistor would get is the one the assistee has: the pvp flag. This will not add a suspect flag to the assistor, provided he does not have one to begin with (as that would mean he could erase his suspect flag by assisting a player that just has a pvp or weapons flag)

So as example.

Player A (in a dessie) attacks Player B (in a Skiff) with both being wardecced with each other (neither is a suspect, criminal, or outlaw)

Player A gets a weapons and PVP flag. B has no weapons so he just gets a PVP flag (assuming he doesn't have combat drones with him). It takes A time to truly destroy B. However, player C (who is in an NPC corp) is also found in the asteroid belt and decides to aid player B by repping him. This gives C a PvP flag, but nothing else. C commits no crime, there is no LE between A and B, thus C will not get a suspect flag. This is not the same as what is mentioned in the quote by Masterplan.

The main problem with the forums like this is that, because of the enormous amount of feedback any regulation that is originally described becomes a blur. Players answer questions of others and some answer corrrectly, others do not. I am not blaming anyone, but now even Masterplan contradicts himself here, adding to the confusion.

From what I understand about the blog, a suspect flag to a new player that supports another (through modules or drones) is only given if :

The assistee already has a suspect flag.
or
The assistee has an LE with someone else.

The task for CCP is to make sure that if players engage in an LE, a specific icon needs to be created to identify that supporting this player will result in being flagged as a suspect.

Please be aware that we're evolving the design based on internal developments, and external feedback (such as this thread). This is exactly why I have to put a disclaimer on every post that these rules are subject to changes and additions.

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

@ccp_masterplan  |  Team Five-0: Rewriting the law

CCP Masterplan
C C P
C C P Alliance
#960 - 2012-10-10 10:36:19 UTC
Etribas Taranogas wrote:
Not trying to accuse anyone of ducking the question, but I've seen it asked multiple times with no DEV response (although I've seen multiple responses from players, with both answers).

When I get an NPC flag, which should last for 15 minutes from the last shot fired, will a ship still "safety warp" 100,000 km from the current spot after a period of time? Specifically when missioning, will non-permatank ships all be destroyed by the in-mission rats, regardless of whether we are scanned down or not? Or will our "safety warp" location be scannable by other players.

I can't say I have a problem with still being visible to scanners, as that is expected, and does avoid the logoff exploit for avoiding PvP. But if a risk-averse, L4 mission runner is going to start losing multiple ships to rats due to poor internet connection, I'm not sure what their new outlet will be. Will losses due to disconnect (that don't involve another player) be petitionable, then?

Also, what if you have drones out on Aggressive? Although they shouldn't keep the NPC flag past the server timeout (i.e., the server recognizes you as disconnected), has this been confirmed?

One person mentioned that the timer might be reduced below 15 minutes. Any possible truth to that?

If you are not warp-scrambled, your ship will always attempt to do a 1-million km emergency-warp if you disconnect (outside of a forcefield). It will then wait out any log-off timers at this position. Whilst here, you can be scanned down as normal.
Having nothing but an NPC flag at the moment you log-off will keep you in space for a non-extendible 15 minutes. (Numbers subject to change)

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

@ccp_masterplan  |  Team Five-0: Rewriting the law