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CCP wants to change the Watchlist feature ...

Author
Khan Wrenth
Viziam
Amarr Empire
#41 - 2016-02-22 02:39:24 UTC
I'd like to bring up a system of changes I proposed a while back, including changes to the watch list and local.

https://forums.eveonline.com/default.aspx?g=posts&t=416522

I'd direct your attention to post #2, where I propose making watch lists a function of locator agents, as part of an overhaul both of watch lists and locator agents. It's best to get full context of the changes I proposed since they all are part of an integrated system, but I'll copy-paste the relevant section to this thread since this thread deals strictly with the discussion around watch lists.

Quote:
Locator agents are desperately in need of an overhaul. And in my system, they would get a wide array of new buffs, both out of necessity, and because even without my proposed changes they need some changes. So here's how I would change them.

1:) All locator agents now have unlimited range. From level one to level four, all agents can now locate anyone anywhere. Let's be honest, the level one and two agents are near useless, three may be marginally useful, but I am fairly sure people only ever use level four agents. Since you had to grind standings anyway and you pay for distance of locate, it really doesn't make sense not to use level four agents. So, we'll give all agents a huge buff so they can all be useful. This also means you don't have to do tedious grinding with local NPC's just to be able to run basic locates.

2:) With all locator agents finding people at all ranges, what is left for the level two through four agents? We are going to revamp what intel is given at what level agent.
__A: Level one agents give you star system information only.
__B: Level two agents tell you whether the person is docked (at what station) or if they're in space.
__C: Level three agents tell you what ship the person is flying.
__D: Level four agents give you access to watch list functions. For a sum of 10 million isk, they will enable you to watch 1 person per transaction, for a period of 7 days. Only works in k-space, and while undocked. Further explanation on page 3, first post.

3:) Decreased search duration, decreased cooldown. Locates need to be more accessible, with how few and far between some locator agents can be. So, I'd make the search duration a mere 30 seconds, with no cooldown. If you want to toss a ton of isk at an agent finding out where every person of that 30-man industrial corp is, then you should be able to go for it.

4:) Cost. I'm not immediately familiar with how much each level of locator agent costs (again, I recall it is based on distance, I just don't remember what each level costs), but I believe the farthest current range costs 500,000 isk, am I correct? I would up the cost of the locator agents so level one agents start at that, then it doubles up from there. 1 million isk for a level two agent, 2 million isk for a level three agent, and 4 million isk for a level 4 agent.


(...)The lore: level 4 agents, being rather high up in the command chain of their respective companies, have contacts within Concord. Contacts willing to keep tabs on other players for you...for a price. Concord officers take the bribe and spread it to their friends, friends that use the stargate network to monitor your status.

Here's the catch:

All things in the game need counterplay. The counterplay for this watchlist is this: It no longer functions as a simple "online/offline" status. It functions as an "in k-space" status. Due to working through the Concord-monitored stargate network, it does not work in wormholes. And it does not work while a pilot is docked.

So is your target offline, or simply docked up? Hmm. Now the intel is incomplete, and it has to be. Streaming intel cannot be infallible, heck, streaming intel should not be possible at all. But I think this is an acceptable compromise.
Demon Cookie
The House of Flying Stabbers
#42 - 2016-02-22 03:27:43 UTC
I think CCP should just go the whole hog. Black out the screen and give us a white stick to wave in front of our ship.
SurrenderMonkey
State Protectorate
Caldari State
#43 - 2016-02-22 03:40:12 UTC
Khan Wrenth wrote:


__B: Level two agents tell you whether the person is docked (at what station) or if they're in space.


,,,

And it does not work while a pilot is docked.

So is your target offline, or simply docked up?


Wat

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Lugh Crow-Slave
#44 - 2016-02-22 04:33:19 UTC
Khan Wrenth wrote:
I'd like to bring up a system of changes I proposed a while back, including changes to the watch list and local.

https://forums.eveonline.com/default.aspx?g=posts&t=416522

I'd direct your attention to post #2, where I propose making watch lists a function of locator agents, as part of an overhaul both of watch lists and locator agents. It's best to get full context of the changes I proposed since they all are part of an integrated system, but I'll copy-paste the relevant section to this thread since this thread deals strictly with the discussion around watch lists.

Quote:
Locator agents are desperately in need of an overhaul. And in my system, they would get a wide array of new buffs, both out of necessity, and because even without my proposed changes they need some changes. So here's how I would change them.

1:) All locator agents now have unlimited range. From level one to level four, all agents can now locate anyone anywhere. Let's be honest, the level one and two agents are near useless, three may be marginally useful, but I am fairly sure people only ever use level four agents. Since you had to grind standings anyway and you pay for distance of locate, it really doesn't make sense not to use level four agents. So, we'll give all agents a huge buff so they can all be useful. This also means you don't have to do tedious grinding with local NPC's just to be able to run basic locates.

2:) With all locator agents finding people at all ranges, what is left for the level two through four agents? We are going to revamp what intel is given at what level agent.
__A: Level one agents give you star system information only.
__B: Level two agents tell you whether the person is docked (at what station) or if they're in space.
__C: Level three agents tell you what ship the person is flying.
__D: Level four agents give you access to watch list functions. For a sum of 10 million isk, they will enable you to watch 1 person per transaction, for a period of 7 days. Only works in k-space, and while undocked. Further explanation on page 3, first post.

3:) Decreased search duration, decreased cooldown. Locates need to be more accessible, with how few and far between some locator agents can be. So, I'd make the search duration a mere 30 seconds, with no cooldown. If you want to toss a ton of isk at an agent finding out where every person of that 30-man industrial corp is, then you should be able to go for it.

4:) Cost. I'm not immediately familiar with how much each level of locator agent costs (again, I recall it is based on distance, I just don't remember what each level costs), but I believe the farthest current range costs 500,000 isk, am I correct? I would up the cost of the locator agents so level one agents start at that, then it doubles up from there. 1 million isk for a level two agent, 2 million isk for a level three agent, and 4 million isk for a level 4 agent.


(...)The lore: level 4 agents, being rather high up in the command chain of their respective companies, have contacts within Concord. Contacts willing to keep tabs on other players for you...for a price. Concord officers take the bribe and spread it to their friends, friends that use the stargate network to monitor your status.

Here's the catch:

All things in the game need counterplay. The counterplay for this watchlist is this: It no longer functions as a simple "online/offline" status. It functions as an "in k-space" status. Due to working through the Concord-monitored stargate network, it does not work in wormholes. And it does not work while a pilot is docked.

So is your target offline, or simply docked up? Hmm. Now the intel is incomplete, and it has to be. Streaming intel cannot be infallible, heck, streaming intel should not be possible at all. But I think this is an acceptable compromise.


no eve should not make players do pve the amount we are already forced to is to much
Lugh Crow-Slave
#45 - 2016-02-22 04:35:36 UTC
r3c0n en Distel wrote:
I use the watchlist to track whether or not someone is multiboxing so we know if 4 War Targets are 1 person or 4 individals which assists in tactics.

Most Intel people can tell this without the watchlist but getting OOC eyes flagged to your corp usually requires some form of proof.

This will no longer be the case and so sucks balls imho.

Seeing a lot of talk about Supercaps, so looks like as usual CCP is pandering to the elite level and saying F%^& You to everyone else.

What's next CCP? Pandas and a F%^&ing Farming Option?

Evil


considering the amount of cadering to newer players and ignoring of vets recently your point lose wight when you try to bring that up
Lugh Crow-Slave
#46 - 2016-02-22 04:38:53 UTC
Robert Caldera wrote:


Threm wrote:

- while hunting one can not determine if the opponent is lost or logged off, which lead to very frustating gameplay

not frustrating for someone being chased.

this change is good and long overdue. You shouldnt be able to see someones online status just by adding them to a list.


you should be able to know if you are wasting your time looking for some one who has just quit playing
Nevyn Auscent
Broke Sauce
#47 - 2016-02-22 06:35:59 UTC  |  Edited by: Nevyn Auscent
Lugh Crow-Slave wrote:

you should be able to know if you are wasting your time looking for some one who has just quit playing

So put it onto locator agents or some other new form of active intel gathering that has both cost and requires you to be in a specific location and travel between locations the same way locator agents do.
(So you can't camp a station alt there 24/7)

But honestly, if someone had proposed in F&I yesterday that "Hey guys, we should introduce a mechanic that lets me know the second a pilot comes online no matter how far away from me they are, so I can start hunting them instantly, and this mechanic will have no cost at all and can be done by a zero skill alt" they'd have been laughed off the forums and called a troll for proposing an idea that bad. The current Watchlist is a terrible mechanic.
Black Pedro
Mine.
#48 - 2016-02-22 06:57:27 UTC
Nevyn Auscent wrote:
But honestly, if someone had proposed in F&I yesterday that "Hey guys, we should introduce a mechanic that lets me know the second a pilot comes online no matter how far away from me they are, so I can start hunting them instantly, and this mechanic will have no cost at all and can be done by a zero skill alt" they'd have been laughed off the forums and called a troll for proposing an idea that bad. The current Watchlist is a terrible mechanic.

Sure, but CCP did add the mechanic for a good reason years ago. This is a game universe where you can remove yourself from by just logging out. There needs to be ways to know when other players, both your friends and your foes, are online so you can interact with them.

I think the compromise is to buff locator agents or add equivalent functionality via a new structure so players can check if a player is online actively. It would allow you still to see if your target or friend that didn't watchlist you is online, but not allow you to passively blanket track every super pilot in the game for example.

Just making it more difficult for players to find each other is going to stifle conflict and interaction. I recommend CCP have the alternative system in place before making this change to the watch list.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#49 - 2016-02-22 07:23:37 UTC
I suspect that a lot of people will get on the Blocked list once this feature goes live, for the simple reason that you can just "Start Conversation" them to find out whether they are online or not. Not nearly as stealthy as the Watchlist should they be online and a lot more invasive should a lot of people chose to convo you, but that's that to it.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Hairpins Blueprint
The Northerners
Pandemic Horde
#50 - 2016-02-22 07:45:10 UTC  |  Edited by: Hairpins Blueprint
Tora Bushido wrote:
For those care bears who now think AWESOME ..... you're wrong. Let me tell you what will happen if they implement this. It means I can no longer focus my wars as a mercenary on specific targets. Guess what I will do next.... exactly, War dec twice as many alliances/corps as I do now.

Want less wars ? Dont nerf but buff the watch lists, so we need less wars to operate. Blink



Boo Hoo

Baby It's triple. Warded six times more and pay more isk for it. whatever.



Now you need eyes on Towers to see Titans log in.


It's very good change.
Barrett Fruitcake
Doomheim
#51 - 2016-02-22 08:17:34 UTC
You know its a good change when you generate this kind of response.
All free intel should go from this game.

You should be required to take more effort than looking at a contact to see if your target is online.
Being able to do so has been OP for a long time.


Morrigan LeSante
Perkone
Caldari State
#52 - 2016-02-22 08:21:06 UTC
Rivr Luzade wrote:
I suspect that a lot of people will get on the Blocked list once this feature goes live, for the simple reason that you can just "Start Conversation" them to find out whether they are online or not. Not nearly as stealthy as the Watchlist should they be online and a lot more invasive should a lot of people chose to convo you, but that's that to it.



That's (pretty much) flagged as an exploit, iirc. People used to spam convos at people to cripple their ability to use the UI was the reason.

To be fair, this was a while ago.
Morrigan LeSante
Perkone
Caldari State
#53 - 2016-02-22 08:22:44 UTC  |  Edited by: Morrigan LeSante
Barrett Fruitcake wrote:
You know its a good change when you generate this kind of response.
All free intel should go from this game.

You should be required to take more effort than looking at a contact to see if your target is online.
Being able to do so has been OP for a long time.





So I assume you're 100% behind complete and total local removal, right?

And whilst we're talking about massively OP, let's talk about hiding the location of assets by logging them off so their towers (typo) assets cannot be easily located.
Barrett Fruitcake
Doomheim
#54 - 2016-02-22 09:45:38 UTC
Morrigan LeSante wrote:

....so their towers cannot be easily located.


Sounds like interesting and challenging gameplay.

A lot better than free-force fed intel.


Morrigan LeSante
Perkone
Caldari State
#55 - 2016-02-22 09:58:38 UTC
Barrett Fruitcake wrote:
Morrigan LeSante wrote:

....so their towers cannot be easily located.


Sounds like interesting and challenging gameplay.

A lot better than free-force fed intel.





That was a typo, should have read assets however the point remains.

Prey tell, how does one locate a logged off asset in a system? This should be good.

You see when you log off you're invisible, no trace, 100% completely unfindable, ever. So with power like that, why should there not be counterplay that allows people to even know that finding you is so much as possible?


I see you ducked the local question, thus I can only conclude you belong to the large crop of hypocrites.
Nevyn Auscent
Broke Sauce
#56 - 2016-02-22 10:19:47 UTC
Morrigan LeSante wrote:

That was a typo, should have read assets however the point remains.

Prey tell, how does one locate a logged off asset in a system? This should be good.

You see when you log off you're invisible, no trace, 100% completely unfindable, ever. So with power like that, why should there not be counterplay that allows people to even know that finding you is so much as possible?


I see you ducked the local question, thus I can only conclude you belong to the large crop of hypocrites.

While the asset is logged off it also can't affect a single thing, and unless I remember my locators wrong, if you know the asset exists at all, you can then use a locator agent to find which system it was in and if they logged off in space or in a station (& possibly even in a citadel). So yes you can't blow up someone's ship that they are actively piloting while they are logged off. And you should never be able to localise it and lie in wait to ambush them as soon as they log in either, because that's bad gameplay and denies them any chance to respond.

You want to locate it precisely, locate it before they log off. Or accept you only have a rough location.
But while you can't affect them logged off, they also can't affect you or find you. So fair is fair.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#57 - 2016-02-22 10:20:01 UTC
Morrigan LeSante wrote:
Rivr Luzade wrote:
I suspect that a lot of people will get on the Blocked list once this feature goes live, for the simple reason that you can just "Start Conversation" them to find out whether they are online or not. Not nearly as stealthy as the Watchlist should they be online and a lot more invasive should a lot of people chose to convo you, but that's that to it.



That's (pretty much) flagged as an exploit, iirc. People used to spam convos at people to cripple their ability to use the UI was the reason.

To be fair, this was a while ago.

Not much of an exploit there if I convo you daily or every other hour ... or if many people do that. Roll

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Morrigan LeSante
Perkone
Caldari State
#58 - 2016-02-22 10:27:51 UTC
Rivr Luzade wrote:
Morrigan LeSante wrote:
Rivr Luzade wrote:
I suspect that a lot of people will get on the Blocked list once this feature goes live, for the simple reason that you can just "Start Conversation" them to find out whether they are online or not. Not nearly as stealthy as the Watchlist should they be online and a lot more invasive should a lot of people chose to convo you, but that's that to it.



That's (pretty much) flagged as an exploit, iirc. People used to spam convos at people to cripple their ability to use the UI was the reason.

To be fair, this was a while ago.

Not much of an exploit there if I convo you daily or every other hour ... or if many people do that. Roll


It came about because of ENTIRE fleets convoing the enemy FC, my point was more that I don't know where the line in the sand sits.

Now whilst, YOU might not spam convo yourself, but add some scale to the whole of eve and some enterprising scripters and I would expect it to be patched out/ruled illegal sharpish.
Morrigan LeSante
Perkone
Caldari State
#59 - 2016-02-22 10:36:30 UTC
Nevyn Auscent wrote:
Morrigan LeSante wrote:

That was a typo, should have read assets however the point remains.

Prey tell, how does one locate a logged off asset in a system? This should be good.

You see when you log off you're invisible, no trace, 100% completely unfindable, ever. So with power like that, why should there not be counterplay that allows people to even know that finding you is so much as possible?


I see you ducked the local question, thus I can only conclude you belong to the large crop of hypocrites.

While the asset is logged off it also can't affect a single thing, and unless I remember my locators wrong, if you know the asset exists at all, you can then use a locator agent to find which system it was in and if they logged off in space or in a station (& possibly even in a citadel). So yes you can't blow up someone's ship that they are actively piloting while they are logged off. And you should never be able to localise it and lie in wait to ambush them as soon as they log in either, because that's bad gameplay and denies them any chance to respond.

You want to locate it precisely, locate it before they log off. Or accept you only have a rough location.
But while you can't affect them logged off, they also can't affect you or find you. So fair is fair.



Let me be absolutely clear here, I have zero problem logging off and also dislike the idea of camping a logon spot.

However I've yet to see a single reasonable notion to demonstrate why knowing if it is even possible to find someone is somehow "unreasonable".

Like I say, what would be the problem with a (potentially randomised) delay to a log on notification whilst log off remains instant. A rage login of supers isn't instantly notified, you still need to put in effort to find people only at least you know the objective is possible. Logoff being instant is fine, because you're gone, immortal and untouchable, a delay to logon buys time, removes the instant intel and rewards an organised and aggressive use of the ships/pilots involved.

What I'm saying is that in a world where you can completely and totally remove yourself from play, I believe it is pretty reasonable to have something on the other side of the scales to let people know if you can even be found or if you are completely out of reach of the confines of the game.
Arya Regnar
Darwins Right Hand
#60 - 2016-02-22 10:42:17 UTC
Tora Bushido wrote:
For those care bears who now think AWESOME ..... you're wrong. Let me tell you what will happen if they implement this. It means I can no longer focus my wars as a mercenary on specific targets. Guess what I will do next.... exactly, War dec twice as many alliances/corps as I do now.

Want less wars ? Dont nerf but buff the watch lists, so we need less wars to operate. Blink

Its true. Same as EHP buffs to freighter hull, it wont bring down gank numbers, it will drive up ganker numbers who will in turn gank more than they do now.

CCP apparently can't think past step 1.

EvE-Mail me if you need anything.