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EVE Online: Retribution 1.0 Issues

First post First post
Author
Emu Meo
Doomheim
#1281 - 2012-12-18 22:31:48 UTC
Ranger 1 wrote:
My understanding was that the Logi pilot is supposed to gain whatever flags their target has. If their target has no flags then yes there may be a bug at work.

If it is not a bug and there is no way around it for some obscure technical reason we may need to simply put up with it as being well worth the trouble to put an end to neutral logistics.


Yes, that would make sense. But it seems the logi pilot is getting a suspect flag whereas your fleet simply have the PVP and weapons flag. I just was wondering if this is working as intended or if a possible fix will be on the horizon.

If working as intended it doesn't make sense as the fleet will have to either leave the logistics behind, or be prepared to take a security hit, get fired on by gate guns, and gain suspect flags themselves if anyone in low sec engages the logi. Also jumping into high sec will be a definite no as there is no way to protect the logi without being concorded.
Ruvin
Amarr Empire
#1282 - 2012-12-18 22:38:15 UTC  |  Edited by: Ruvin
Emu Meo wrote:
Ranger 1 wrote:
My understanding was that the Logi pilot is supposed to gain whatever flags their target has. If their target has no flags then yes there may be a bug at work.

If it is not a bug and there is no way around it for some obscure technical reason we may need to simply put up with it as being well worth the trouble to put an end to neutral logistics.


Yes, that would make sense. But it seems the logi pilot is getting a suspect flag whereas your fleet simply have the PVP and weapons flag. I just was wondering if this is working as intended or if a possible fix will be on the horizon.

If working as intended it doesn't make sense as the fleet will have to either leave the logistics behind, or be prepared to take a security hit, get fired on by gate guns, and gain suspect flags themselves if anyone in low sec engages the logi. Also jumping into high sec will be a definite no as there is no way to protect the logi without being concorded.



Were is the game breaking issue ? i clicked here for nothing ?

Read dev's blog's working as intended . Giving the criminal a "chance" jumping xx on 1 with a logi isnt a chance . The explanation so the target HAS a chance even small to fight back .
scenario A : you kill him without logi pilot = gg no need for him to get a S flag
scenario B : you CANT kill him without a logi pilot = criminal has a chance , if logi helps you someone can kill it

pretty fair






Limited Engagements

The personal-flags system tidies up a lot of problems with the old system, but still leaves us with a couple of cases that aren't covered. The main one is that a suspect can be freely attacked, but he has no way to defend himself from attack without committing further crimes. We want to ensure that a player always has a right to self-defense, even if he is A Bad Guy. To solve this, we still require a form of A-B flagging. However this will be heavily limited in application, and won't be propagated via assistance chains like the existing aggression flags are. This is where we introduce the concept of a Limited Engagement. An LE is between a pair of characters. (Always characters, not corps, alliances, factions or anything else). An LE gives each party a legal right to attack the other, without triggering any Legal flag. An LE is ACTIVE as long as offensive actions are on-going. Once offensive acts have stopped, it will begin to count down. Resuming hostilities will reset the timer. If the timer expires (probably 15 minutes but still TBC) then the LE is ended. An LE is created when character A attacks character B, and where B is globally-attackable due to being a Suspect, Criminal or Outlaw. This then allows B to defend himself against A. Like Criminal and Suspect flags, An LE is only effective in empire space. Assisting someone who is engaged in an LE will cause the assistor to receive a Suspect flag. This is to prevent NEUTRAL LOGISTICS interfering in ongoing combat without risk to themselves.

Opportunities multiply as they are seized.

Psychotic Monk
Sebiestor Tribe
Minmatar Republic
#1283 - 2012-12-18 22:43:35 UTC
Confirming that sometimes logi gains a suspect flag when repping during corp-on-corp violence. Not always, just sometimes. Havn't yet narrowed down what's causing it.
Emu Meo
Doomheim
#1284 - 2012-12-18 22:44:20 UTC
Ruvin wrote:
Emu Meo wrote:
Ranger 1 wrote:
My understanding was that the Logi pilot is supposed to gain whatever flags their target has. If their target has no flags then yes there may be a bug at work.

If it is not a bug and there is no way around it for some obscure technical reason we may need to simply put up with it as being well worth the trouble to put an end to neutral logistics.


Yes, that would make sense. But it seems the logi pilot is getting a suspect flag whereas your fleet simply have the PVP and weapons flag. I just was wondering if this is working as intended or if a possible fix will be on the horizon.

If working as intended it doesn't make sense as the fleet will have to either leave the logistics behind, or be prepared to take a security hit, get fired on by gate guns, and gain suspect flags themselves if anyone in low sec engages the logi. Also jumping into high sec will be a definite no as there is no way to protect the logi without being concorded.



Were is the game breaking issue ? i clicked here for nothing ?

Read dev's blog's working as intended . Giving the criminal a "chance" jumping xx on 1 with a logi isnt a chance . The explanation so the target HAS a chance even small to fight back .
scenario A : you kill him without logi pilot = gg no need for him to get a S flag
scenario B : you CANT kill him without a logi pilot = criminal has a chance , if logi helps you someone can kill it

pretty fair


Interesting, could you link the dev blog?

Also your scenario involved xx jumping on 1, what if the situation is xx jumping on xx, then xx's friends come from the HS gate and attack the logi. If you try to engage them the gate guns will shoot you and also if you jump into HS after them you cannot shoot them but everyone can shoot at you.
Emu Meo
Doomheim
#1285 - 2012-12-18 22:45:50 UTC
Psychotic Monk wrote:
Confirming that sometimes logi gains a suspect flag when repping during corp-on-corp violence. Not always, just sometimes. Havn't yet narrowed down what's causing it.


Yes, I will see if I can figure this one out also and submit a bug report. Im not familiar with the system but it seems that getting the suspect flag in a wormhole is definitely bugged.
Ruvin
Amarr Empire
#1286 - 2012-12-18 22:49:01 UTC  |  Edited by: Ruvin
Emu Meo wrote:
Ruvin wrote:
Emu Meo wrote:
Ranger 1 wrote:
My understanding was that the Logi pilot is supposed to gain whatever flags their target has. If their target has no flags then yes there may be a bug at work.

If it is not a bug and there is no way around it for some obscure technical reason we may need to simply put up with it as being well worth the trouble to put an end to neutral logistics.


Yes, that would make sense. But it seems the logi pilot is getting a suspect flag whereas your fleet simply have the PVP and weapons flag. I just was wondering if this is working as intended or if a possible fix will be on the horizon.

If working as intended it doesn't make sense as the fleet will have to either leave the logistics behind, or be prepared to take a security hit, get fired on by gate guns, and gain suspect flags themselves if anyone in low sec engages the logi. Also jumping into high sec will be a definite no as there is no way to protect the logi without being concorded.



Were is the game breaking issue ? i clicked here for nothing ?

Read dev's blog's working as intended . Giving the criminal a "chance" jumping xx on 1 with a logi isnt a chance . The explanation so the target HAS a chance even small to fight back .
scenario A : you kill him without logi pilot = gg no need for him to get a S flag
scenario B : you CANT kill him without a logi pilot = criminal has a chance , if logi helps you someone can kill it

pretty fair


Interesting, could you link the dev blog?

Also your scenario involved xx jumping on 1, what if the situation is xx jumping on xx, then xx's friends come from the HS gate and attack the logi. If you try to engage them the gate guns will shoot you and also if you jump into HS after them you cannot shoot them but everyone can shoot at you.


http://community.eveonline.com/devblog.asp?a=blog&nbid=73443 <---- Blog clickz

Dont use xx for first party and for second ... use different letters xx = xx , but there are 2 parties .
So players A attacks players B , B friends come to help , and kill the logi . Thats the right scenario ?


A can be replaced with xx , but let the B be something else like zz or yy :)

Opportunities multiply as they are seized.

Emu Meo
Doomheim
#1287 - 2012-12-18 22:50:43 UTC  |  Edited by: Emu Meo
Ruvin wrote:
Emu Meo wrote:
Ruvin wrote:
Emu Meo wrote:
Ranger 1 wrote:
My understanding was that the Logi pilot is supposed to gain whatever flags their target has. If their target has no flags then yes there may be a bug at work.

If it is not a bug and there is no way around it for some obscure technical reason we may need to simply put up with it as being well worth the trouble to put an end to neutral logistics.


Yes, that would make sense. But it seems the logi pilot is getting a suspect flag whereas your fleet simply have the PVP and weapons flag. I just was wondering if this is working as intended or if a possible fix will be on the horizon.

If working as intended it doesn't make sense as the fleet will have to either leave the logistics behind, or be prepared to take a security hit, get fired on by gate guns, and gain suspect flags themselves if anyone in low sec engages the logi. Also jumping into high sec will be a definite no as there is no way to protect the logi without being concorded.



Were is the game breaking issue ? i clicked here for nothing ?

Read dev's blog's working as intended . Giving the criminal a "chance" jumping xx on 1 with a logi isnt a chance . The explanation so the target HAS a chance even small to fight back .
scenario A : you kill him without logi pilot = gg no need for him to get a S flag
scenario B : you CANT kill him without a logi pilot = criminal has a chance , if logi helps you someone can kill it

pretty fair


Interesting, could you link the dev blog?

Also your scenario involved xx jumping on 1, what if the situation is xx jumping on xx, then xx's friends come from the HS gate and attack the logi. If you try to engage them the gate guns will shoot you and also if you jump into HS after them you cannot shoot them but everyone can shoot at you.


http://community.eveonline.com/devblog.asp?a=blog&nbid=73443 <---- Blog clickz

Dont use xx for first party and for second ... use different letters xx = xx , but there are 2 parties .
So players A attacks players B , B friends come to help , and kill the logi . Thats the right scenario ?


Ok thanks. Guess that confirms this is working as intended and will have to work out a way to manage the extra risk, although the issue of getting a suspect flag in the wormhole I will have to do more tests on.

And yes, that is the correct scenario I was describing. Was using XX's to describe a number of 10 or above.
Emu Meo
Doomheim
#1288 - 2012-12-18 23:02:37 UTC  |  Edited by: Emu Meo
I read through the blog, and the issue with logistics getting a suspect flag for helping during a limited engagements should only apply to high sec, not to low sec or WH space. I am not sure why this is occurring, and unless CCP has made any changes since the release of that dev blog then this is indeed a bug.

From what I understand the logistics will rightfully get all the flags of the person they are assisting. The exception is in high sec where they will also get a suspect flag. This should not though be occuring in WH space and in low sec according to the Dev blog.
Ruvin
Amarr Empire
#1289 - 2012-12-18 23:11:32 UTC  |  Edited by: Ruvin
Emu Meo wrote:
I read through the blog, and the issue with logistics getting a suspect flag for helping during a limited engagements should only apply to high sec, not to low sec or WH space. I am not sure why this is occurring, and unless CCP has made any changes since the release of that dev blog then this is indeed a bug.

From what I understand the logistics will rightfully get all the flags of the person they are assisting. The exception is in high sec where they will also get a suspect flag. This should not though be occuring in WH space and in low sec according to the Dev blog.




Special for you :

HIGH SEC = LOW SEC

http://img29.imageshack.us/img29/6435/123iyc.jpg

LOW SEC \= WH <---- 2 different things

WH = NULLS <----- this should be same thing afaik

Opportunities multiply as they are seized.

Psychotic Monk
Sebiestor Tribe
Minmatar Republic
#1290 - 2012-12-18 23:11:49 UTC
Nobody gets a suspect flag in corp-on-corp violence. Except very occationally neutral rr. For reasons unexplained.
Lipbite
Express Hauler
#1291 - 2012-12-18 23:12:42 UTC
It's not only in WH - happens in hi-sec too. Somewhat annoying.

Good news: CONCORD ignore it. Though I'm not sure how is it visible to other players - if logi attack-able or not with this flag?
Emu Meo
Doomheim
#1292 - 2012-12-18 23:15:13 UTC  |  Edited by: Emu Meo
Ruvin wrote:
Emu Meo wrote:
I read through the blog, and the issue with logistics getting a suspect flag for helping during a limited engagements should only apply to high sec, not to low sec or WH space. I am not sure why this is occurring, and unless CCP has made any changes since the release of that dev blog then this is indeed a bug.

From what I understand the logistics will rightfully get all the flags of the person they are assisting. The exception is in high sec where they will also get a suspect flag. This should not though be occuring in WH space and in low sec according to the Dev blog.




Special for you :

HIGH SEC = LOW SEC

http://img29.imageshack.us/img29/6435/123iyc.jpg

LOW SEC \= WH <---- 2 different things

WH = NULLS <----- this should be same thing afaik


Incorrect. This is quoted according to the dev blog. "An LE is only effective in empire space"

The suspect flag is only given when assisting a limtied engagement, as LE's do not happen in low sec or WH space, no suspect flag should be given.
Ruvin
Amarr Empire
#1293 - 2012-12-18 23:17:11 UTC  |  Edited by: Ruvin
Emu Meo wrote:
Ruvin wrote:
Emu Meo wrote:
I read through the blog, and the issue with logistics getting a suspect flag for helping during a limited engagements should only apply to high sec, not to low sec or WH space. I am not sure why this is occurring, and unless CCP has made any changes since the release of that dev blog then this is indeed a bug.

From what I understand the logistics will rightfully get all the flags of the person they are assisting. The exception is in high sec where they will also get a suspect flag. This should not though be occuring in WH space and in low sec according to the Dev blog.




Special for you :

HIGH SEC = LOW SEC

http://img29.imageshack.us/img29/6435/123iyc.jpg

LOW SEC \= WH <---- 2 different things

WH = NULLS <----- this should be same thing afaik


Incorrect. This is quoted according to the dev blog. "An LE is only effective in empire space"


Low sec is still empire space = concord and stuff ... just less of them ... and you even have a graph ... Since when empire is high sec ?

Check even eve trailers ? i think even first one introduction , empire = EMPIRE both high and low ... they get "colored" in trailer with colors when describing each race ......



Empire space, often shortened to "Empire", is the area of space where the four major factions, The Amarr Empire, Minmatar Republic, Caldari State, and Gallente Federation as well as The Khanid Kingdom and Ammatar Mandate, hold sovereignty. Empire space encompasses the space with a positive security rating (from 0.1 to 1.0). As sovereignty is already held by by one of the factions, alliances may not lay claim to sovereignty anywhere in Empire space.




http://lmgtfy.com/?q=eve+empire&l=1 <--- linky

Opportunities multiply as they are seized.

Emu Meo
Doomheim
#1294 - 2012-12-18 23:20:01 UTC
Ruvin wrote:
Emu Meo wrote:
Ruvin wrote:
Emu Meo wrote:
I read through the blog, and the issue with logistics getting a suspect flag for helping during a limited engagements should only apply to high sec, not to low sec or WH space. I am not sure why this is occurring, and unless CCP has made any changes since the release of that dev blog then this is indeed a bug.

From what I understand the logistics will rightfully get all the flags of the person they are assisting. The exception is in high sec where they will also get a suspect flag. This should not though be occuring in WH space and in low sec according to the Dev blog.




Special for you :

HIGH SEC = LOW SEC

http://img29.imageshack.us/img29/6435/123iyc.jpg

LOW SEC \= WH <---- 2 different things

WH = NULLS <----- this should be same thing afaik


Incorrect. This is quoted according to the dev blog. "An LE is only effective in empire space"


Low sec is still empire space = concord and stuff ... just less of them ... and you even have a graph ... Since when empire is high sec ?

Check even eve trailers ? i think even first one introduction , empire = EMPIRE both high and low ... they get "colored" in trailer with colors when describing each race ......



Empire space, often shortened to "Empire", is the area of space where the four major factions, The Amarr Empire, Minmatar Republic, Caldari State, and Gallente Federation as well as The Khanid Kingdom and Ammatar Mandate, hold sovereignty. Empire space encompasses the space with a positive security rating (from 0.1 to 1.0). As sovereignty is already held by by one of the factions, alliances may not lay claim to sovereignty anywhere in Empire space.


Ok, low sec may have been referred to as empire space in the dev blog. But that doesn't explain the suspect flag still occuring in WHs also. So still strange behaviour which seems to be not working as intended, at least in the case of WHs.
Ruvin
Amarr Empire
#1295 - 2012-12-18 23:23:56 UTC
its not refered as that in "dev blog" ... its like that everywhere :/

Well we started slowly ... very slowly and removed the problems 1 by 1 .... I hope so.

one one thing we do agree after all ... In WH logi shouldnt get ANY flag . Even dev's agree looking at the graphic . And that ! is not working correctly .

(i wouldnt call a S in wh gamebreaking tho :P )

Opportunities multiply as they are seized.

Emu Meo
Doomheim
#1296 - 2012-12-18 23:27:32 UTC  |  Edited by: Emu Meo
Ruvin wrote:
its not refered as that in "dev blog" ... its like that everywhere :/

Well we started slowly ... very slowly and removed the problems 1 by 1 .... I hope so.

one one thing we do agree after all ... In WH logi shouldnt get ANY flag . Even dev's agree looking at the graphic . And that ! is not working correctly .

(i wouldnt call a S in wh gamebreaking tho :P )


Well, the issue can be worked around in low sec, although it isn't ideal in my opinion as I believe the logical way would be for the logistics to simply get all of the flags which the person he is assisting has. But if this is working as intended then I guess I will work a way to deal with it.

But like we both agree, it does appear the issue in WHs is not meant to be happening. I will replicate it later and submit a bug report.

Thanks for being helpful and clarifying things.
MRJXD Inferno
Infernal Corporation
Ahbazon-Prime
#1297 - 2012-12-19 02:16:37 UTC
The explosions sounds MUST be reduced now.. im getting a headache while incursioning.

*PLAAAAAAAAAAAAAAAAAAAA*
*PLAAAAAAAAAAAAAAAAAAAA*
*PLAAAAAAAAAAAAAAAAAAAA*
*PLAAAAAAAAAAAAAAAAAAAA*
*PLAAAAAAAAAAAAAAAAAAAA*
*PLAAAAAAAAAAAAAAAAAAAA*

So damn loud :(
Aldori Tesslar
56th Support Unit
#1298 - 2012-12-19 10:46:20 UTC
For info, after resolving issue i had.

I updated eve on my other comp. Ran out of space, update got aborted. I cleared some space, and tried again.

End of story is that i couldn't start eve. If i tried safe mode, i got an error log that ended on:

"ImportError: No module named email.utils"

Repairs, reinstalls, changing locations, nothing helped.
After much googling and asking around, i was still stumped.

My solution is not 100% narrowed down, but i can tell ya for me it was either lack of .NET framework update, or DirectX. I updated both before i reinstalled, so i couldn't tell you which one of them it was.

Anywho, just wanted to put it in writing for the few that have the same problem.

FlumZ
Center for Advanced Studies
Gallente Federation
#1299 - 2012-12-19 11:01:52 UTC
Now we just need the old ship/item back !

Political correctness is tyranny with manners

Gizan
Deep Core Mining Inc.
Caldari State
#1300 - 2012-12-19 11:12:53 UTC
NPCs will now only target drones in their size category.

Elite frigates and cruisers NPCs will go for small drones and above.
Frigates and Cruisers NPCs will go for medium drones and above.
Battleship NPCs will go for large drones.

What does this mean for sentry drones?