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Player Features and Ideas Discussion

 
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An Adjustment for Local Chat

Author
Clementina
University of Caille
#1 - 2012-01-15 03:19:03 UTC  |  Edited by: Clementina
Local chat has bedevilled the playerbase of Eve online since time immaterial. People have complained about the fact that Local chat provides free and flawless intel to anyone who would wish to have it. There have been proposed several ideas proposed over the years for local chat's rationalization. Most of which involve removing it, replicating the situation in Wormhole space.

In the past I have not agreed with calls for Local chat change because I believe that if local were to be removed completely, it would make places which have many people in them seem dead, and thus convince newbies that Eve is not as populated as it really is and thus disincline them to play further. I also think that a simple means of scouting should exist because it helps newbies be useful in scouting roles, which also helps neophyte fun and retention.

However, I over heard a method which I believe might be an acceptable compromise. A Delay in local chat, such that people who enter show up on local chat, but do not do so immediately. From this idea, I'll float a solution.

* Local should have a delay associated with it between 1.5 minutes and 2.5 minutes (Someone with more recent ganking experience might be able to give a tighter proposal with respect to time). The delay I want is long enough to enter local, warp to a belt, and get a point on someone.
* The delay should apply to people who enter local by; Jumping through a Gate, Jumping to a Jump Bridge, Jumping to a Cyno on a Ship, Jumping to a Cyno on a POS, Bridging with a Titan, Bridging with a Black Ops Battleship, and Clone Jumping to a Titan. People who Log on, clone jump to a station, and get podded elsewhere should appear in local instantly; like what goes on now.
* the delay goes away and the person appears in local if; The time elapses for the delay, the pilot attacks another player, the pilot is attacked by another player, or the pilot speaks in local.

Also to go with this there can be a cloaking device change.
* A script can be developed to go with a cloaking device. Let us call the script 'Ansible Silence' for now.
* If a cloaking device is run without the script, it works as cloaking devices work currently.
* If a cloaking device is run with the script, the person who's ship it is attached to disappears from local after the delay time. If the pilot talks, they reappear in local, and disappear again after the pilot has been quiet for as long as the delay time.

This is my proposal, Like it if you believe that it is good, Any questions, comments and concerns may be left in the thread below.
Domukuan II
Caldari Provisions
Caldari State
#2 - 2012-01-15 08:17:56 UTC  |  Edited by: Domukuan II
From the player's prospective: Supported with full knowledge that this would cause immense chaos on the forums. 75% of people will hate this. I don't really care. It would just make my job more fun.

From the developer prospective: Not immensely difficult to implement. I can draw many similarities to the session change timer.

From the RP prospective: Not supported. Although this is for the same reason that I do not support WHS's existence. Breaking your connection with the system's communications network has the following side effects:


  1. You should lose connections with all other chats including alliance, corp, fleet, recruitment, SOMER, whatever. If I unplug my internet connection to not look visible to my ISP I can't still play EVE.
  2. If you are podded without access to the interstellar communications network your brain scan should not be transferred. Same reasoning as point 1.
  3. According to the lore set forth in Empyrean Age, only non-capsuleer ships can disengage from the communications network.
Alticus C Bear
University of Caille
Gallente Federation
#3 - 2012-01-15 10:55:43 UTC
The main problem I have with your idea is that you as the aggressor seem to maintain the advantage of local while removing it from the target, if I was to support this change then how would you feel about not be able to see Local for the same period of time that you do not appear?

You would then need to warp to celestials and scan for targets quickly to maintain the advantage.
Kusariqqu
BB8's
#4 - 2012-01-15 11:29:44 UTC
Local chat in high sec should remain the same, but in low sec and 0.0 it should be exactly the same as worm hole space.

But for all the haters they should bring in mods/pos mods that can detect the number of pilots in local, not there names nore there corp/allaince so that pilots need to be more organised with intel and eye.

This will never happen tho. There's way to many people against the idea and i can see lots of people leaving due to it, also it makes pirating 100x easier, you have no idea what your jumping into or who chasing you down.

Altho everyone would need a scout infront of them if they wanted to travel anywhere lol.
Gerrick Palivorn
Caldari Provisions
Caldari State
#5 - 2012-01-15 11:58:43 UTC  |  Edited by: Gerrick Palivorn
I really like your idea and it puts forward some things that I had not thought of before. Your idea has merit, don't count yourself out.

Some modifications that I would like to see.

-You show up in local if you are attacked, attacking someone, and talking. All other times you shouldn't be in local.

-Players will have an option to report/autoreport seen ships into local, but as a consequence show up in local themselves, also if you are cloaked and report someone into local it will decloak you.

-Cloaks will disengage you from local after 2 or maybe 5 minutes, while the regular local cool down should be 15 works the same as any aggression timer.

-Being docked up works the same as cloaking, if you stay docked for more than 5 min, you disappear from local unless you are chatting.

-High sec ofcourse remains the same.

Best Idea I've seen in a long time.

MMOs come and go, but Eve remains.  -Garresh-

Nikk Narrel
Moonlit Bonsai
#6 - 2012-01-15 16:12:47 UTC
Clementina wrote:
Local chat has bedevilled the playerbase of Eve online since time immaterial. People have complained about the fact that Local chat provides free and flawless intel to anyone who would wish to have it. There have been proposed several ideas proposed over the years for local chat's rationalization. Most of which involve removing it, replicating the situation in Wormhole space.


Consider this idea to fix local: Noone gets into local list without flagging themselves to do so. A "ShowMe" checkbox by the minimize button, so the social types can be seen.

Gates will automatically broadcast into local chat the hyperlinked name and pic of every pilot immediately on gate use, into or out of the system. Like any other local chat, if you are not there to see it, you don't know about it.

If they log out, the gates don't know, and neither do you. If they have been sitting quietly to ambush someone, the gates don't know that either.

Exemption: Hi Sec systems can automatically list all pilots in local, based on the concept that concord as part of their presence automatically scans everyone down for presence, cloaked or not, if they are online in a system.
Goose99
#7 - 2012-01-15 16:31:30 UTC  |  Edited by: Goose99
Clementina wrote:
I, ganker, should have free intel on everyone else, but everyone else shouldn't have free intel on me. Cool


Pirate
Lord Zim
Gallente Federation
#8 - 2012-01-15 17:02:56 UTC
I swear, these "fix local" ideas get worse by the minute.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Clementina
University of Caille
#9 - 2012-01-15 17:09:38 UTC
A Response to some of the comments above.

First Alticus C Bear
Alticus C Bear wrote:
The main problem I have with your idea is that you as the aggressor seem to maintain the advantage of local while removing it from the target, if I was to support this change then how would you feel about not be able to see Local for the same period of time that you do not appear?

You would then need to warp to celestials and scan for targets quickly to maintain the advantage.


What you are arguing is that if a person is hidden from local, then local ought also be hidden from them. That it would not be fair for someone hunting to derive all benefit from this adjustment and for the hunted to not have benefit. I did think about that slightly before writing, but I couldn't think of a way to propose it without being exploitable or without harming newbies scouting ahead. But here's an idea that I was able to piece together from your post.

Suppose people were allowed to choose to enter local chat sooner than the delay would obligate them to. Perhaps by setting a new menu option under the 'Enter Starbase Forcefield Password' let us call it 'Enter Local Chat Visibility Delay' for now. The default can be the max and the player can enter a personal delay time in seconds, there can be a button on the pop-up that allows you to restore the default.
Now how this can function is that the person is hidden from local for as long as their personal delay time, and local is hidden from them for their personal delay time. What this does is anyone who wants to see local instantly would have to be seen instantly, but anyone who wants to have time to look around before being seen in local would also be obligated to use their scanners or bounce the belts since local will not give them anything until they want to be seen. Someone whose goal is to pass through without being seen will have to warp to a tactical instead of knowing whether or not they can warp to the gate immediately if the elect for a local delay.

Now Kusariqqu, Gerrick Palivorn, and Nikk Narrel
My purpose is not to remove local as an intelligence tool for low-sec and 0.0. The cultures of these places use local in ways that complete removal is not practical. In fleets some People are asked to fly ahead in order to see what local will be ahead of them, people are also told to watch local in order to protect themselves from danger. It would be as bad as adding local to wormhole space.

Gerrick Palivorn wrote:
-Players will have an option to report/autoreport seen ships into local, but as a consequence show up in local themselves, also if you are cloaked and report someone into local it will decloak you.


I can agree and this would be an interesting addition, You should be able to select someone in space and add them to local if they are not in local already. You should also be able to choose to have everyone on your overview automatically placed into local if you want that to happen. If you place someone into local, then you should also be placed in local regardless of any delay.

Also
Gerrick Palivorn wrote:
-Being docked up works the same as cloaking, if you stay docked for more than 5 min, you disappear from local unless you are chatting.


I can see where you are coming from. If a player is inside of a station, then they are not in space at all, and thus should probably be in a station-specific local, rather than in the system local, but can be seen in the system local only if they are chatting. I'm not sure how this would affect things from a social standpoint though. I'll have to meditate on it.

Finally
Gerrick Palivorn wrote:
-Cloaks will disengage you from local after 2 or maybe 5 minutes, while the regular local cool down should be 15 works the same as any aggression timer.


I don't want to break AFK Cloaking, which is what would happen is the game obligated people with cloaking devices to not appear in local chat. I want people with cloaking devices to have the option to appear in local chat or not. Hence the idea for the script.
Valei Khurelem
#10 - 2012-01-15 17:10:34 UTC  |  Edited by: Valei Khurelem
Lord Zim wrote:
I swear, these "fix local" ideas get worse by the minute.


For you perhaps, they provide endless entertainment for anyone else.

"don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP."   - CCP Ytterbium

Goose99
#11 - 2012-01-15 17:14:08 UTC
Valei Khurelem wrote:
Lord Zim wrote:
I swear, these "fix local" ideas get worse by the minute.


For you perhaps, they provide endless entertainment for anyone else.


In the form of walls of text on things that will never happen.Cool
Nikk Narrel
Moonlit Bonsai
#12 - 2012-01-15 18:28:04 UTC
Clementina wrote:
Now Kusariqqu, Gerrick Palivorn, and Nikk Narrel
My purpose is not to remove local as an intelligence tool for low-sec and 0.0. The cultures of these places use local in ways that complete removal is not practical. In fleets some People are asked to fly ahead in order to see what local will be ahead of them, people are also told to watch local in order to protect themselves from danger. It would be as bad as adding local to wormhole space.


You may accept giving them a free ride on intel, but let's not pretend it is earned. They are just used to having it.

If you walk into the lobby of a convention center, do you automatically know everyone in the building on a list that automatically updates the moment they vanish, or walk out of the building?

Even if they are invisible, and you could not actually find them?

If the ship is invisible, and cannot be probed due to cloaks, having the pilot's presence handed to visitors on a silver platter makes no sense.

Also, the whole point of an ambush is that people have no warning, that tactic alone is compromised here. (Scout to fleet, I feel the presence of 30 ships somewhere in the system, it might be an ambush, since they are all red to us. Psychic? Went to great effort or skill to learn this? Naww, just glanced at local)

A real scout would need to at least go to the other gate to check.
Lord Zim
Gallente Federation
#13 - 2012-01-15 18:30:50 UTC
Cheap ganker spotted.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Nikk Narrel
Moonlit Bonsai
#14 - 2012-01-15 19:19:26 UTC
Lord Zim wrote:
Cheap ganker spotted.


ROFL!!

Nice try. I am indy, and when I do fly anything towards pvp, it is logi.

In the years I played, I only racked up a bare handful of player killmails, half of them in self defense.

No, this actually benefits those who would be ganked just as much, if not a lot more. We miners hate our presence being handed out like invitations to those wanting cheap or easy kills.

The idea I suggested would go far in protecting us, since it would alert us to those entering the system, without letting them know we were there to be hunted.
Nikk Narrel
Moonlit Bonsai
#15 - 2012-01-16 15:41:53 UTC
Nikk Narrel wrote:
Clementina wrote:
Local chat has bedevilled the playerbase of Eve online since time immaterial. People have complained about the fact that Local chat provides free and flawless intel to anyone who would wish to have it. There have been proposed several ideas proposed over the years for local chat's rationalization. Most of which involve removing it, replicating the situation in Wormhole space.


Consider this idea to fix local: Noone gets into local list without flagging themselves to do so. A "ShowMe" checkbox by the minimize button, so the social types can be seen.

Gates will automatically broadcast into local chat the hyperlinked name and pic of every pilot immediately on gate use, into or out of the system. Like any other local chat, if you are not there to see it, you don't know about it.

If they log out, the gates don't know, and neither do you. If they have been sitting quietly to ambush someone, the gates don't know that either.

Exemption: Hi Sec systems can automatically list all pilots in local, based on the concept that concord as part of their presence automatically scans everyone down for presence, cloaked or not, if they are online in a system.

Bumping this.

I think this would give it a more realistic feel. ALSO: the current system gives too much advantage to rush cloaker style ganking.

(RUSH CLOAKER: You come in from a neighboring system, and use a bookmark to warp directly to your target, who has little to no warning in order to react to you. Highly effective in situations where attacker has intel, such as being tipped off.)
The current system let's them verify at a glance as they rush whether their target is still present, and if more have arrived that might complicate their attack.
The defender, however, has only moments to react, including time to decide if that neutral in local needs to be reacted to at all.
The attacker, relying on the fact they are not visible in the target system's local, is hidden. Rather than wait out the targeting delay on a cloak, where the target already has time to react because you are listed in local, they twist the rules to their advantage.
Squidgey
Perkone
Caldari State
#16 - 2012-01-16 15:54:07 UTC
Domukuan II wrote:


  1. You should lose connections with all other chats including alliance, corp, fleet, recruitment, SOMER, whatever. If I unplug my internet connection to not look visible to my ISP I can't still play EVE.
  2. If you are podded without access to the interstellar communications network your brain scan should not be transferred. Same reasoning as point 1.
  3. According to the lore set forth in Empyrean Age, only non-capsuleer ships can disengage from the communications network.

The thing about those is that they run on their own networks. Lore specifically says so. At least about the brain scanner. Every pod has a brain scanner linked to a counterpart (particle intertwining or whatever its called, most of the lore nerds should know what I mean) in the base medical station. No matter where they are in the universe it will transfer data.

I can only imagine that any corp would have a similar communications node, also linked to their member's ships as well.

Your third point negates your other two, because in WH space - there is no local communications network. The coms network is "joined" and then maintained via the ships present. Once linked into the pseudo network in WH space your ship becomes a node. But as you stated, you still remain connected to the other networks because they do not depend on a local communications beacon.
Iris Bravemount
Golden Grinding Gears
#17 - 2012-01-16 15:57:08 UTC
How about a compromise ? Roll

Keep high and lowsec local channels as they are.

In 0.0, make local only display pilots who are either:

- Speaking (obviously)
- Members of your alliance or PC corp (friends have no reason to hide, don't they ?)
- Members of any NPC corp (those corps have an honorable image to defend)
- On your grid (your sensors can at least detect their presence, even if not their exact location if they are cloaked)
- Currently warping to your grid (your sensors can detect incoming warp signatures)

You could even add a system message informing you that X was added to local because he/she is currently warping to your position.

But TBH, I like it as it is. If you don't like local and you are a d-scan freak, move to WH space.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Nikk Narrel
Moonlit Bonsai
#18 - 2012-01-16 16:16:48 UTC
Iris Bravemount wrote:
How about a compromise ? Roll

Keep high and lowsec local channels as they are.

In 0.0, make local only display pilots who are either:

- Speaking (obviously)
- Members of your alliance or PC corp (friends have no reason to hide, don't they ?)
- Members of any NPC corp (those corps have an honorable image to defend)
- On your grid (your sensors can at least detect their presence, even if not their exact location if they are cloaked)
- Currently warping to your grid (your sensors can detect incoming warp signatures)

You could even add a system message informing you that X was added to local because he/she is currently warping to your position.

But TBH, I like it as it is. If you don't like local and you are a d-scan freak, move to WH space.


I like part of your idea, and I would suggest expanding upon it: Put only people who are friendly to your corp/alliance in local. Noone sees anyone in the local list not friendly, ever.
(Real world style explanation: All ships have coded transponders, and only friendly forces can decode yours to recognize you in the area. Knowing and identifying others is unreliable, so non friendly transponders are ignored)
Now, others can still broadcast in local, but they will never appear on your local list unless friendly.

I would leave out the NPC corp types.

If your sensors are going to detect anything cloaked by proximity, balance dictates that decoys be allowed in the game.
Iris Bravemount
Golden Grinding Gears
#19 - 2012-01-16 16:35:22 UTC
Nikk Narrel wrote:

I like part of your idea, and I would suggest expanding upon it: Put only people who are friendly to your corp/alliance in local. Noone sees anyone in the local list not friendly, ever.
(Real world style explanation: All ships have coded transponders, and only friendly forces can decode yours to recognize you in the area. Knowing and identifying others is unreliable, so non friendly transponders are ignored)
Now, others can still broadcast in local, but they will never appear on your local list unless friendly.

I would leave out the NPC corp types.

If your sensors are going to detect anything cloaked by proximity, balance dictates that decoys be allowed in the game.


It would only show them in local: no way to locate the signal in order to decloak the ship, so no decoys needed.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Nikk Narrel
Moonlit Bonsai
#20 - 2012-01-16 16:44:49 UTC
Iris Bravemount wrote:
It would only show them in local: no way to locate the signal in order to decloak the ship, so no decoys needed.


But that's the whole point. If it is one of the select few ships able to warp cloaked, there should be no way your ship could detect the warp sig either.

You would have a cloak proximity detector, effectively, since anything unfriendly appearing in local, but not your overview, would be a cloaked ship.