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Almost an EXPLOIT: Unplugging Implants in Space

Author
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#21 - 2013-07-16 00:09:03 UTC
Kill the target, spare his pod and watch him crying a river.

Not much of an exploit imo.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Starbuck Arkaral
Carpe Noctem.
#22 - 2013-07-16 00:16:32 UTC
Swiftstrike1 wrote:
I don't think CCP introduced implants to pod mails just so that people could unplug them before dying and effectively cheat the system.


I resent you statements regarding implants, sir. Such an action does not "cheat" the system, it simply takes advantage of one of the game's lesser-utilized features.

You fail you fail you fail you fail you fail to jump because you are cloaked....

Shereza
Center for Advanced Studies
Gallente Federation
#23 - 2013-07-16 00:49:52 UTC  |  Edited by: Shereza
Personally, from the perspective of "realism" anything that alters the state of your ship ought to disrupt cloaking or be prohibited while cloaked. Because of their primary or secondary effects any implant that does anything more than enhance your base attributes should either be unable to be removed/destroyed while cloaked or outright decloak you on their destruction.

From a practical perspective I don't see that it matters much either way. I might not have any animosity for KM whores, but I don't have any sympathy for them either.
Jint Hikaru
OffWorld Exploration Inc
#24 - 2013-07-16 09:19:24 UTC
I agree with the OP. The generation of killmails and the subsequent mocking of the loss is part of Eve. If you rip out implants just before destruction, it was your defeat at the hands of your opponent that caused the implants to be destroyed.

Simple fix,
No removing of implants when under an aggression timer.


(I presume this would work right? no real drawbacks to players... (apart from those who are bad losers)

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Valleria Darkmoon
Imperial Academy
Amarr Empire
#25 - 2013-07-16 09:34:04 UTC
Implants appearing on Killmails at all is a relatively recent development.

The "gains" here by using this "exploit" are simply not worth worrying about, you can trash your assets at any time if you so choose convenient as the timing may be in some cases. Self-destructing cap ships to avoid giving a mail was never an exploit either, it was just frowned upon by the people who didn't get a mail as an e-peen saving move to avoid leaving a record of the shame of the pilot's derp. You know the people who considered locking in self-destruct before even seeing if their tank could hold when their cap got tackled?

Reality has an almost infinite capacity to resist oversimplification.

Rented
Hunter Heavy Industries
#26 - 2013-07-16 10:03:42 UTC
I find your give-a-crap-about-imaginary-internet-killboard-points disturbing.
Valleria Darkmoon
Imperial Academy
Amarr Empire
#27 - 2013-07-16 10:14:17 UTC  |  Edited by: Valleria Darkmoon
Remember too that individual killboard efficiency is a hyper inflated stat anyhow, so I'm generally less interested in it than I am in the mails that look very strange.

How did you get soloed by a blaster merlin in a dual web armor cane again?

OR

How did you kill two black ops solo in an Arbitrator again?

These are the kinds of mails that let you know who you're dealing with. When you think about individual efficiency on the other hand all kills have their values multiplied by the number of people on the mail since everyone gains the full ISK value of the kill regardless of how many people are on the mail or whether they did any damage to it. A 100 million ISK ship with explodes with 150 people on the mail, that ship is now worth 15 billion in individual kill efficiency divided among the aggressors. Even with only 2 people on a mail the value doubles and it just escalates from there. If anything anywhere is hyper inflation, that's it.

If efficiency is supposed to show the quality of a pilot then the system for calculating it needs to be zero sum which is to say that when a ship is lost the value is divided among the involved parties so that a 100 million ISK ship is worth 100 million ISK lost to the victim and the 100 million ISK kill total is divided between the killers. This means that if you are blobbing you will need to kill a lot of stuff before you'll break even if you lose your own ship. Your losses remain completely your own because no one shares your loss with you but the value of your loss will not be amplified for your killers either so your loss is worth what it is actually worth and not multiplied by a factor of X where X=involved parties count (this value multiplier is only absent in solo kills). Efficiency for everyone, myself included, would plummet if this were the case but remember that what is considered a good stat is always relative (for example in baseball a batting average of .300 is considered good). 80% efficiency is currently considered acceptable for the most part with numbers approaching 90 or better being good. With that change 45 - 50% might be acceptable while efficiency approaching 60% might be considered good with 70%+ being outstanding and efficiency would become a better indicator of the quality of a pilot.

This is why efficiency tends to drop at corp levels and again at alliance levels because the multiplier for a kill is often drastically reduced compared with individual efficiency while losses, as always, are properly calculated. If kill values became zero sum this trend might invert itself somewhat but that's fine imo.

The reason I don't seriously suggest this as a system is because I don't give a rat's ass (I used to care which is why I've given it all this thought), these are just the reasons I don't personally consider efficiency to be a big deal and the only reason to make this thread in the first place is because you feel you have been (or might be) "cheated" out of further padding the padded stat that other people are going to look at.

Reality has an almost infinite capacity to resist oversimplification.

seth Hendar
I love you miners
#28 - 2013-07-16 12:49:00 UTC
Jint Hikaru wrote:
I agree with the OP. The generation of killmails and the subsequent mocking of the loss is part of Eve. If you rip out implants just before destruction, it was your defeat at the hands of your opponent that caused the implants to be destroyed.

Simple fix,
No removing of implants when under an aggression timer.


(I presume this would work right? no real drawbacks to players... (apart from those who are bad losers)

i was thinking of this fix too, but won't work, wouldn't prevent one to unplug implants while holding cloack on a gates with 100+ ppl waiting for him to uncloack, and 30 sec is plenty to wipe out said implants..

possible fix from my pov:

implants can only be plugged / unplugged within station OR a pos shield (so WH ppl can still use implants too)
Little Dragon Khamez
Guardians of the Underworld
#29 - 2013-07-16 16:12:47 UTC
personally I just start right clicking the warp button when into low structure, your ship pops and your pod insta warps to your destination. Just keep moving and jump out of the system, if this is not possible, just keep moving or safe spot until your timers run out then self destruct your pod. Either way you shouldn't need to unplug any implants.

If you've got time to unplug your implants you are probably doing it wrong. But I have no problem with people unplugging, ejecting or whatever. I do not want new rules written into the client to prevent this, since when did eve start holding your hand or fluffing your ego.

Dumbing down of Eve Online will result in it's destruction...

S'totan
Republic Military School
Minmatar Republic
#30 - 2013-07-16 17:18:13 UTC
Honestly i think that getting rage mails from people who lost crystal sets were far better than any KM that shows up.

There was a sense of joy that came from guessing what they had.
Erutpar Ambient
The Scope
Gallente Federation
#31 - 2013-07-16 19:08:35 UTC
Does the value of the implants in your pod affect bounty payout at all?

If not, who cares.
If so, fix it!

Might I suggest: Cannot plug or unplug implants in your pod in space? Gotta be in a ship to do it.
War Kitten
Panda McLegion
#32 - 2013-07-16 19:16:38 UTC
Little Dragon Khamez wrote:
personally I just start right clicking the warp button when into low structure, your ship pops and your pod insta warps to your destination. Just keep moving and jump out of the system, if this is not possible, just keep moving or safe spot until your timers run out then self destruct your pod. Either way you shouldn't need to unplug any implants.

If you've got time to unplug your implants you are probably doing it wrong. But I have no problem with people unplugging, ejecting or whatever. I do not want new rules written into the client to prevent this, since when did eve start holding your hand or fluffing your ego.


Never seen the inside of a warp bubble have you?

I don't think this is a major issue - nor an exploit. Let 'em destroy their implants I say! It's really a hollow victory for them, let them have it :)

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Swiftstrike1
Swiftstrike Incorporated
#33 - 2013-07-16 23:27:45 UTC
Erutpar Ambient wrote:
Does the value of the implants in your pod affect bounty payout at all?

If not, who cares.
If so, fix it!

Might I suggest: Cannot plug or unplug implants in your pod in space? Gotta be in a ship to do it.

That's a great point that I hadn't even considered. I don't know is the answer, but I would guess that it probably does affect bounty payout.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Mylena Inera
Doomheim
#34 - 2013-07-17 03:20:03 UTC
I like this image

a lone captain sits solemnly in his pod, staring off into the blackness of space as the ship crumbles and collapses around him. he looks at a picture of his wife just below the control panel and a single tear runs down his face. he looks back into the empty faces of the ships bombarding his precious craft, and slams his head into the neighboring wall.

again and again he bashes his head against anything around him until a computer chip falls out and fizzles as it short circuits in the goo.

blood streaming down his face, a look of triumph crosses his cheeks and a smile emerges. "Now no one will know"
supernova ranger
The End of Eternity
#35 - 2013-07-17 04:00:16 UTC
Leave it as is...

They still loss their implants, ship and either way you don't gain isk via bounty so let them have their final act of defiance against you...
Zan Shiro
Doomheim
#36 - 2013-07-17 04:28:08 UTC  |  Edited by: Zan Shiro
Erutpar Ambient wrote:
Does the value of the implants in your pod affect bounty payout at all?

If not, who cares.
If so, fix it!

Might I suggest: Cannot plug or unplug implants in your pod in space? Gotta be in a ship to do it.



why would this be a change needed to be implemented.

If you can''t lock and drop the pod faster than they can pull the implants in a pod...that is a sign of deeper issues, on the the side of the shooter(s).


For the guy who just lost his ship, if not locked by the time they can pull the implants....they probably have cleared the pod already since most don't go I will wait here for a non-sebo'd bs to retarget pod 2 minutes later to be a nice guy. .
supernova ranger
The End of Eternity
#37 - 2013-07-17 04:41:31 UTC
Zan Shiro wrote:
Erutpar Ambient wrote:
Does the value of the implants in your pod affect bounty payout at all?

If not, who cares.
If so, fix it!

Might I suggest: Cannot plug or unplug implants in your pod in space? Gotta be in a ship to do it.



why would this be a change needed to be implemented.

If you can''t lock and drop the pod faster than they can pull the implants in a pod...that is a sign of deeper issues, on the the side of the shooter(s).


For the guy who just lost his ship, if not locked by the time they can pull the implants....they probably have cleared the pod already since most don't go I will wait here for a non-sebo'd bs to retarget pod 2 minutes later to be a nice guy. .


not to agree or disagree with anyone but your forgetting about warp bubbles and that pods are actually kinda hard to hit - I only need less then 8s if my warning are off to get em out
Erutpar Ambient
The Scope
Gallente Federation
#38 - 2013-07-17 05:29:30 UTC
Zan Shiro wrote:
Erutpar Ambient wrote:
Does the value of the implants in your pod affect bounty payout at all?

If not, who cares.
If so, fix it!

Might I suggest: Cannot plug or unplug implants in your pod in space? Gotta be in a ship to do it.



why would this be a change needed to be implemented.

If you can''t lock and drop the pod faster than they can pull the implants in a pod...that is a sign of deeper issues, on the the side of the shooter(s).


For the guy who just lost his ship, if not locked by the time they can pull the implants....they probably have cleared the pod already since most don't go I will wait here for a non-sebo'd bs to retarget pod 2 minutes later to be a nice guy. .


Actually i guess i miss read the OP the first time through. I thought he was in his pod in a bubble.

But yeah, what you say is true. Then some other thing to fix it!

Supposing the implant value affects the bounty payout. (Can anyone confirm?)
Jasmine Assasin
The Holy Rollers
#39 - 2013-07-17 06:21:34 UTC  |  Edited by: Jasmine Assasin
forum goof
Jasmine Assasin
The Holy Rollers
#40 - 2013-07-17 06:24:39 UTC
Erutpar Ambient wrote:


Supposing the implant value affects the bounty payout. (Can anyone confirm?)



Yes it does, I have gotten bounty just from shooting a pod and the guy had his two genolution implants in, I got about 4m ISK out of it. He was flashing red so I assume Concord got his ship.


Swiftstrike1 wrote:
ejecting from T3 cruisers to avoid losing skill points (fixed).


When was this fixed?