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Sec hit severity

First post
Author
Gneeznow
Ship spinners inc
#1 - 2012-11-22 22:29:13 UTC  |  Edited by: Gneeznow
I posted this in one of the dev blog threads but got no response, basically your sec is now penalized 4 times harder in low sec pvp with retribution, Now that the sec hit is front loaded you get the whole shebang. this is a comparison screenshot of sec hits

-2.6% sec hit for 'ganking' someone with no return fire on tranquility
-0.6% sec hit for return fire low sec engagement on tranquility
-2.0% sec hit for aggression on Buckingham with retribution

This is a nerf to low sec pvpers who also want to keep their security status intact because they don't have loads of alts to do logistics for them (like myself). So now I'll have to be far more picky in what I attack unless I want to spend as much time doing sec-gain runs in 0.0 as I do pvping in low sec. Why does the hit have to be so severe? sec grinding in this game is a chore for many pvpers, CCP should be trying to get rid of these 'chore' activities, not making them 4x worse.
Gneeznow
Ship spinners inc
#2 - 2012-11-22 22:56:19 UTC
Oh and on an unrelated note, some constructive feedback. The new tempest looks awful, your modelers have made some bad choices over the years with minmatar, especially the vagabond and typhoon when premium graphics came along, but this is really bad - stop trying to make all minmatar ships in maelstroms.
Harland White
Adventurer's Guild
#3 - 2012-11-23 00:11:44 UTC
I love the new Minmatar designs, I think they're fantastic. They fit in with EVE lore too, it would make perfect sense now that the Minmatar are making big strides as far as freedom and determining their own destiny and creating their own real republic, that they'd be making some serious technological leaps forward (upgrades to ship designs for example).

Keep up the good work on the new models, CCP! You're going the right direction!

By their fruit you will recognize them.

CCP Masterplan
C C P
C C P Alliance
#4 - 2012-11-23 18:11:06 UTC
Thanks for your input Gneeznow. We'll have another look at those numbers on Monday, it does seem a little higher than expected.

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

@ccp_masterplan  |  Team Five-0: Rewriting the law

Yusef Yeasef Yosef
Doomheim
#5 - 2012-11-24 23:21:09 UTC
Gneeznow wrote:
Oh and on an unrelated note, some constructive feedback. The new tempest looks awful, your modelers have made some bad choices over the years with minmatar, especially the vagabond and typhoon when premium graphics came along, but this is really bad - stop trying to make all minmatar ships in maelstroms.



I think the new Tempest model looks great.
CCP Greyscale
C C P
C C P Alliance
#6 - 2012-11-26 13:46:53 UTC
We've looked at the numbers again and we're halving the size of the hit for aggressing another ship. It's not a perfect system in that this change is simultaneously making it harder for people getting into "fair fights" and easier for people who're just ganking, but with the current TQ implementation it's also the case that the system is somewhat penalizing people for fighting back (indirectly via the size of the sec hit); and the new Crimewatch stuff has other benefits for people engaged in extended fights such as the new sentry-gun logic. We're not totally happy with this compromise, but the more nuanced system we were originally discussing proved to be out-of-scope for this release (due largely to the complexity involved in defining and enforcing what counts as "participating in a kill").
Gneeznow
Ship spinners inc
#7 - 2012-11-26 21:05:47 UTC
CCP Greyscale wrote:
We've looked at the numbers again and we're halving the size of the hit for aggressing another ship. It's not a perfect system in that this change is simultaneously making it harder for people getting into "fair fights" and easier for people who're just ganking, but with the current TQ implementation it's also the case that the system is somewhat penalizing people for fighting back (indirectly via the size of the sec hit); and the new Crimewatch stuff has other benefits for people engaged in extended fights such as the new sentry-gun logic.


Noice, but even after halving it, it's still close to double the hit of the current build. Still far far better than the -2% hit though so I'm glad it did get adjusted. However I'm still not a fan of the sec system in general, I can see why it's there, so actions have consequences but these days with the power creep that's in the game, penalizing low sec pvp with large sec hits is a bad mechanic imo. Outlaws gonna outlaw and when they reach -10 they can't go any lower, but casual pvpers have to grind and grind for sec status like a juggling act to keep it up (no pun intended, weird mental image there)

Quote:
but the more nuanced system we were originally discussing proved to be out-of-scope for this release (due largely to the complexity involved in defining and enforcing what counts as "participating in a kill")


By the sounds of it there seems to be some replacement and/or major change to the sec system in the works, any idea when we'll hear more about it?
Anakin Katana
Center for Advanced Studies
Gallente Federation
#8 - 2012-11-28 14:55:58 UTC  |  Edited by: Anakin Katana
Just hope they will take time to fix sec gain issues... actually it's pretty hard to fix security status in Empire... and it's made harder by random "not giving sec update" bugs, especially in some missions with mixed race rats (no sec status gain at all) and sites (like blood raider 5/10).

Like world collide... or dead pirat scarlet. And they need to improve the gain too. So.. Please CCP, if you add sec status gain with rogue drone... fix the damn bugs in the same move !
Gogela
Epic Ganking Time
CODE.
#9 - 2012-12-11 19:03:20 UTC
Tags for sec: Solved.

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