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log on traps

Author
Mike Voidstar
Voidstar Free Flight Foundation
#61 - 2014-04-12 18:13:22 UTC
Daichi Yamato wrote:
Mike Voidstar wrote:

Why do these targets need caught when you win just by stopping them from their chosen activity? They dont owe you an explosion, they are already harmed and disrupted.


sometimes the kill is the goal. and thats ok.

say u were driven by revenge to blow up the targets ship and pod him, or ur targeting that ship because its pimped out with officer mods. If the game was designed where a ship could choose to never encounter combat, then there would be no risk in fitting officer mods in ur ship, there would be no vengeance unless ur target allowed u to attack him.

sometimes denying ppl an activity is insufficient. Sometimes targeting the char and/or his ship is the goal. and yes, thats ok.



That is indeed fine. However, mechanics don't need to be further bent in favor of hunters. Evasion works, and that's fine too.
Crakachunky
Elite Mining Services
#62 - 2014-04-13 11:00:40 UTC
Tarsas Phage wrote:
Crakachunky wrote:

logging in is hardly effort for a kill and doesn't afford the unlucky guy to get trapped much in the way of tactical choice


actually it's pretty good effort in order to catch squirrely people who wouldn't budge from station or a pos when there's even a slight sniff of danger in the air.

But being FA you wouldn't know what fishing is like anyway.


awww you tried to insult me by assuming something, yh it didn't work, as I've previously stated I like hot drops they're fun
Crakachunky
Elite Mining Services
#63 - 2014-04-13 11:03:07 UTC
Medalyn Isis wrote:
First page is full of trolls who think having to log out of the game to catch targets is a good mechanic. Please get back under your bridge.


this is the entire issue in a nutshell
Crakachunky
Elite Mining Services
#64 - 2014-04-13 11:08:23 UTC
Daichi Yamato wrote:
Mike Voidstar wrote:


Not really. There is a disturbing trend among some people to try and link local to everything from cloaking to cupcakes because they get frustrated that ships designed to use evasion as their primary defense can actually use evasion as their primary defense in areas where a great many people have spent a great deal of time and effort keeping a given area of space clear.


nah mike. afk cloaking is done specifically to counter local. log on traps are done specifically to counter local (and the watch list). these issues are directly linked to local, which is why its always brought up. Without local the maximum range to detect a potential hostile would be 14au, and log on traps wouldnt be nearly as useful as they are now.

@ OP: so players have adapted to counter local. either have local, and learn to live with the meta-game counters. Or make local less perfect to make such tactics less useful.

at the end of the day, ur never 100% safe either way. This is a good thing.


I somewhat agree with this, but two wrongs don't make a right, log on traps are not not meta game content, they only provide content for one side of the activity
Crakachunky
Elite Mining Services
#65 - 2014-04-13 11:13:00 UTC
Anariasis wrote:
However, logging off/on in space makes you disappear/reappear into/out of nothingness. And since that is basically out of the game mechanics, it's not good. People shouldn't (de)-materialize in the middle of space. Especially since it's quite often used to make your enemy think your fleet has only half the members that it actually has. There's no way ingame to determine how many people are logged off and that's the flaw.
Not so sure what would be a good fix for that. Removing local certainly isn't a solution at all. Maybe have a list of who logged off in system outside a FF or Station in last hour or so would do it.


this is one of the better suggestions so far, maybe even further though and add a full 24 report with graphs an stuff, if the ship is seen on grid at any point by an alliance member or probed down then even add the shiptype ?

I'd love a system of intel where you start out with nothing, intel is actively acquired but is persistent across all alliance members, it makes sense, it's another point of alliance co-operation and it isn't really annoying to maintain, after that though, constellation reports? regional reports? I see great potential in this
Crakachunky
Elite Mining Services
#66 - 2014-04-13 11:15:45 UTC
Daichi Yamato wrote:
no its not good. but its one of the only ways to get close to ur target without being detected at all.

why is it a bad thing to hide half ur fleet? deceit is a part of war.
why must there be an in game way to determine exactly how many ppl are in a system and what faction they represent?

why not change local, or come up with an intel system that is not as perfect as local but is still universally useful for guesstimating how many possible bad guys?


it isn't bad to hide half your fleet (see new deployable released by ccp) what's bad is having to log off to enable the mechanic, there must be a way to find out anything and everything a player wants about another player, but there has to be an element of game play to figure that out as well

a change to intel/local is something everyone agrees with, but it should not drag back other changes with it
Crakachunky
Elite Mining Services
#67 - 2014-04-13 11:18:33 UTC
Mike Voidstar wrote:
Daichi Yamato wrote:
Mike Voidstar wrote:


Not really. There is a disturbing trend among some people to try and link local to everything from cloaking to cupcakes because they get frustrated that ships designed to use evasion as their primary defense can actually use evasion as their primary defense in areas where a great many people have spent a great deal of time and effort keeping a given area of space clear.


nah mike. afk cloaking is done specifically to counter local. log on traps are done specifically to counter local (and the watch list). these issues are directly linked to local, which is why its always brought up. Without local the maximum range to detect a potential hostile would be 14au, and log on traps wouldnt be nearly as useful as they are now.

@ OP: so players have adapted to counter local. either have local, and learn to live with the meta-game counters. Or make local less perfect to make such tactics less useful.

at the end of the day, ur never 100% safe either way. This is a good thing.


Local does not need countering. It is balanced as is. Cloaks are just plain broke (because "at the end of the day, ur never 100% safe either way. This is a good thing unless you cloak.), which is a different discussion. People want to link local to their favorite broke toys in fear that they may actually have to experiance danger in their hunts.

OP has a point. If log on can be used to safely aggress, then log off should allow safe escape--- if not, then not. People hunting ships designed to evade should be prepared to be evaded. No one is owed a chance to shoot at defenseless ships. If a pilot chooses to enter space in a defenseless ship and fails to pay attention, he deserves to explode, but his ships defense should be given the chance to function by the game, failure should be on the part of the pilot--- unless you want to advocate shields and armor shutting off as soon as you aggress a mining or industrial ship and mining lasers being able to damage the hull.


stuff about local is another topic (that seems to have crept in) but excellent second paragraph better than I could have ever put it
Crakachunky
Elite Mining Services
#68 - 2014-04-13 11:20:03 UTC
Black Canary Jnr wrote:
Log in traps are the only way to catch ratters in bubbled up systems. Even with inties they will be warping off as you land if they are watching local. Deal with it.


people who are just as active as you are should be able to run away just as much as your able to chase them, YOU deal with it
Crakachunky
Elite Mining Services
#69 - 2014-04-13 11:23:06 UTC
Daichi Yamato wrote:
The danger of hunting is inherent. u cannot shoot anyone without them having the ability to shoot back. THAT is balance.
Some ships are terrible at fighting, so they fly rather than fight. This is great. There is nothing wrong with having the option to retreat. And no one is saying that a system where u are able to detect incoming bad guys in advance is broken.

The supreme omnipotence of local as an advanced warning system or hunting guide however, makes awareness a trivial effort. on all sides and is perfect. The supreme cloak is also a trivial effort for all sides and perfect. U can use it to hunt, u can use it to hide, just like local. As i have said to u before Mike, whatever arguments there are for local, there are the exact same arguments for cloaks and vice versa, they are quite metaphorically ying and yang.

Log on traps are a bit more effort, but also quite potent. There is no way to detect anyone who is logged off. the best thing u can do is run a locator agent on him. Whether u like it or not, they remain to exist because of eachother, they are all part of the same broken process that is intel gathering and hunting.

no, its not part of the game, not quite intentional. but neither was the potency of local intentional.

all of it, absolutely all of it, is less than ideal. A more sophisticated way of gathering intel that is not so perfect would affect all sides, hunters and hunted, as being able to avoid detection is both useful to hunter and hunted. It would also open up avenues to address everything else related to this god awful mess.

But if u think one should nerfed before the others, u are wrong.


the problem is if you compare people who sit cloaked as a mechanic on par with log off traps then I should stay docked indefinitely in-case someone logs in? system camping is taken to a whole new level by that reasoning as now people don't even have to be in game to cause disruption!
Crakachunky
Elite Mining Services
#70 - 2014-04-13 11:30:04 UTC
Black Canary Jnr wrote:
Mike Voidstar wrote:
Black Canary Jnr wrote:
Log in traps are the only way to catch ratters in bubbled up systems. Even with inties they will be warping off as you land if they are watching local. Deal with it.



Why is this a bad thing? They are watching local, evading you as intended by game mechanics. You have already disrupted their activity, and to continue they must either move elsewhere or wait till you leave. Explosions are not required to win an encounter vs. a PvE pilot.



If i'm roaming in a gang i don't want to sit in a system for more than 5 mins, it's not a big disruption, especially in the dead parts of null where they are disrupted rarely. TBH though if someone gets caught by a log off trap they are bad. Going back to the same site is a no no. Kudos to the person who does the log off trap and worked out where the ratter/ miner was going to land.


Good mechanic, keep it, it's balanced for everyone at the end of the day.


just because you roam doesn't mean other people who hunt do, far from it in fact they sit in one system cloaked and are lazy, you say going back to the same site is a no-no, so you made one huge assumption, that I'd been to the site in the first place! I logged in to the game, jumped one system, saw it was clear then warped to a site, AFTER I entered warp the guy logged on directly onto the site I was warping to. So what "no-no" was I guilty of here ?
Crakachunky
Elite Mining Services
#71 - 2014-04-13 11:34:57 UTC
Daichi Yamato wrote:
id say half the time it takes a BS to align from stationary is how long it takes someone coming through a gate to load the system. even trying to be generous to u with the term extreme, a battleship is quite safe at being 10au away. dnt know what timing is needed to evade.

yes local should be replaced with something that still has the ability to give some kind of an advanced warning, with a few things that differentiate it from local. i.e.

- is not passive, infallible and instant
- does not provide 100% certainty of numbers or friend or foe at any and all distances.
- More information comes more frequently and with greater accuracy with more effort.
- Cloaks are not immediately apparent but are detectable, and can be pin pointed by some anti-cloaky device/ship

the system should be made all the more potent by players working together. Patrols and making effort to keep baddies out ur systems would be useful and effective, but not provide certainty.

Until something more appropriate and balanced can be made, things like log on traps are a thing, and CCP says they are fine. Honestly how else do u expect an ambush to work with the current system?


a person logging in is 1m km away not 10AU so far from generous I'd say, and you ask how ambushes would work in my own alliance space would be akin to asking why I can't ambush the US government by driving a tank into Washington DC.... think about it, my space, my intel, my advantage... foreign space, no easy intel, ambush galore
Crakachunky
Elite Mining Services
#72 - 2014-04-13 11:36:13 UTC
Tarsas Phage wrote:
Medalyn Isis wrote:
First page is full of trolls who think having to log out of the game to catch targets is a good mechanic. Please get back under your bridge.


Unfortunately, due to basic human behaviors, it is sometimes the only way to catch a certain target. And it's also a good challenge!


log out, log in, repeat until someone lands in front of you, very challenging
Crakachunky
Elite Mining Services
#73 - 2014-04-13 11:40:36 UTC
Black Canary Jnr wrote:
To be honest this whole thread is someone complaining that they got killed by a mechanic that isn't 'broken'.

It's very easy to avoid a log off trap, there are watchlists, there is the simple method of not going to the same site, at the same range, from the same vector. If you don't watchlist people you can scout the enemy to make sure they have moved on instead of hiding in a pos/ outpost (inties are pretty much uncatchable). If you die to a log in trap it's because you were lazy and not cautious enough. Yes, logging off might be cheesy but people want kills and it's near impossible unless someone is afk long enough for you to locate them and get a tackle. No you should not be safe because you watched local, you were predictable in your actions and screwed up.

The system is fine, there is no need to change it so people appear in local before they appear etc.; Local is overpowered as it is.

p.s. i have done log off traps when i had timers and got kills. If they had d-scanned they would know i'd d/ced or were gonna do a trap. But no, they watched local and paid for it. Local reliance is a disease.


it not being broken is one opinion yes, and there may be ways to avoid log off traps in other circumstances, but If a mechanic allows even one way of effecting another player without any game play involved then the whole thing should be considered scrap

read how I was caught and please let me know how I was lazy? how I was predictable? p.s. how would of watching dscan helped me?
Crakachunky
Elite Mining Services
#74 - 2014-04-13 11:41:26 UTC
Kaarous Aldurald wrote:
Silvetica Dian wrote:
RIP proteus
i read the post and looked up the kill that was making you cry.
Pretty sure 100% of this threads readers will do the same.
and then laugh happily and go about there day.


You know, I wonder just how many F&I threads have such a "reason" behind them? I'd guess more than half.


funny thing is he didn't even look it up properly, I lost a tengu lol
Crakachunky
Elite Mining Services
#75 - 2014-04-13 11:42:51 UTC
Daichi Yamato wrote:
Mike Voidstar wrote:

Why do these targets need caught when you win just by stopping them from their chosen activity? They dont owe you an explosion, they are already harmed and disrupted.


sometimes the kill is the goal. and thats ok.

say u were driven by revenge to blow up the targets ship and pod him, or ur targeting that ship because its pimped out with officer mods. If the game was designed where a ship could choose to never encounter combat, then there would be no risk in fitting officer mods in ur ship, there would be no vengeance unless ur target allowed u to attack him.

sometimes denying ppl an activity is insufficient. Sometimes targeting the char and/or his ship is the goal. and yes, thats ok.


I think he's questioning why people feel entitled to that outcome, if I'm butthurt that I got killed then why are they butthurt that I shouldn't be able to get away kind of thing
Daichi Yamato
Jabbersnarks and Wonderglass
#76 - 2014-04-13 19:29:23 UTC
Crakachunky wrote:


a person logging in is 1m km away not 10AU so far from generous I'd say, and you ask how ambushes would work in my own alliance space would be akin to asking why I can't ambush the US government by driving a tank into Washington DC.... think about it, my space, my intel, my advantage... foreign space, no easy intel, ambush galore


a person logging in does not spawn 1km away. they spawn 1million km away, and they have to align from stationary AND they have to have logged off at the specific position ur in for the log on trap to be effective. its the same as leading someone into a trap or ambushing someone on a common route. there is no other way to prevent giving the game away until the moment before u strike other than using a log on trap. If there was someway to lie in wait and not be so easily detectable, log on traps wouldnt be so necessary.

Ppl dnt feel entitled to ur kill, if they did they would start a thread asking for the spawn distance to be reduced so log on traps are more effective because too many ppl get away. Yet after 3 years, ive yet to see one.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#77 - 2014-04-13 20:32:45 UTC
Scorpion Venom1 wrote:
Agondray wrote:
Purpose log off traps is or was bannable, I remember hearing several groups of people that have been banned in my time by having a scout and the fleet staring at their character screen waiting to click and blap the guy the scout tackled or stuck in a bubble.





completely wrong;
2) Loggoffski/loggonski
Not an exploit at all, and never has been. We won’t punish people for logging out of and into the game (even if they happen to log in all at about the same time and location that happens to be inconvenient for you).

not trying to bash on you, just trying to fix a misconception


source : https://forums.eveonline.com/default.aspx?g=posts&m=117249#post117249


i keep it bookmarked since its quite handy


so those group's banned in my time for sudden fleets logging in on what's tackled and being banned for it was imaginary

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Crakachunky
Elite Mining Services
#78 - 2014-04-13 22:40:48 UTC
Daichi Yamato wrote:
Crakachunky wrote:


a person logging in is 1m km away not 10AU so far from generous I'd say, and you ask how ambushes would work in my own alliance space would be akin to asking why I can't ambush the US government by driving a tank into Washington DC.... think about it, my space, my intel, my advantage... foreign space, no easy intel, ambush galore


a person logging in does not spawn 1km away. they spawn 1million km away, and they have to align from stationary AND they have to have logged off at the specific position ur in for the log on trap to be effective. its the same as leading someone into a trap or ambushing someone on a common route. there is no other way to prevent giving the game away until the moment before u strike other than using a log on trap. If there was someway to lie in wait and not be so easily detectable, log on traps wouldnt be so necessary.

Ppl dnt feel entitled to ur kill, if they did they would start a thread asking for the spawn distance to be reduced so log on traps are more effective because too many ppl get away. Yet after 3 years, ive yet to see one.


I know, that's why I said "1m" km. easily missed though I admit. and why are you saying that, surely all that has to be done at the distance you originally quoted i.e. 10AU so why would that suddenly be different at 1m km? you are arguing but not actually brining anything new to the argument