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Thread Statistics | Show CCP posts - 81 post(s) |
Andski
GoonWaffe Goonswarm Federation
5044
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Posted - 2012.10.08 18:25:00 -
[871] - Quote
Sounds like it's time to dust off the bait Hyperions This post was crafted by a member of the Goonswarm Federation posting cabal, the foremost authority on Eve: Online posting.
fofofofofo |
Raigir
Frontier Explorer's League Sadistica Alliance
0
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Posted - 2012.10.08 18:59:00 -
[872] - Quote
Steve Ronuken wrote:Raigir wrote:So given the information from the ever so pretty charts: Low Sec gate guns won't engage you if you start attacking someone? I ask: Do you get a criminal after destroying your target or are you still just a suspect? Else is the criminal timer only for pods (speaking low sec)? Given what I deduced, unless we pod kill, pirates no longer have anything to fear from gate guns. (which I won't exactly complain about to be honest ) If you attack someone who is not a legal target for you, you take a sec hit. If gate guns see you take a sec hit, they'll engage. In high sec, you'll get a criminal flag, and get concorded. In lowsec you'll get a suspect flag (unless it's a pod. then it's a criminal flag).
Not according to their chart on consequences. Gate guns only engage criminal flaged targets. Since engaging a ship in low sec only applies a suspect flag, gate guns will not attack. The only time someone criminal flaged in low sec is for attacking a pod. |
Gizznitt Malikite
Agony Unleashed Agony Empire
605
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Posted - 2012.10.08 19:03:00 -
[873] - Quote
Raigir wrote:Steve Ronuken wrote:Raigir wrote:So given the information from the ever so pretty charts: Low Sec gate guns won't engage you if you start attacking someone? I ask: Do you get a criminal after destroying your target or are you still just a suspect? Else is the criminal timer only for pods (speaking low sec)? Given what I deduced, unless we pod kill, pirates no longer have anything to fear from gate guns. (which I won't exactly complain about to be honest ) If you attack someone who is not a legal target for you, you take a sec hit. If gate guns see you take a sec hit, they'll engage. In high sec, you'll get a criminal flag, and get concorded. In lowsec you'll get a suspect flag (unless it's a pod. then it's a criminal flag). Not according to their chart on consequences. Gate guns only engage criminal flaged targets. Since engaging a ship in low sec only applies a suspect flag, gate guns will not attack. The only time someone criminal flaged in low sec is for attacking a pod.
Read the Botom Row
So, everything that gives you a sec hit gets you gate gun aggro.....
Then Read the Sec Satus Penalty Column
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OT Smithers
BLOMI
203
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Posted - 2012.10.08 19:56:00 -
[874] - Quote
Pipa Porto wrote:Daioh Azu wrote:Given that you're relying on the naivety of your mark to engage after you have stolen from him, you might find that an unguarded can of his coveted salvage works just as well. Except that mission runners don't loot with their mission ship. Quote:"orbit the idiot until Downtime." Now that's an interesting point to explore. Since your flag for theft lasts only 15 minutes should you keep a target pointed until the flag expires what happens? I imagine your coexisting aggression would keep already active modules from alerting Concord, but what about newly activated modules. In any case, orbiting the idiot until downtime is only a consequence should you choose to maintain the stalemate by keeping your point, or you could just warp away. Warp disruptors aren't typical on a PVE fit since mission rats don't try to escape. Wrong flag. You (as the ninja) can only point someone after they have shot at you. That's the problem. The Missionbear will be able to shoot at the interloping frigates with impunity because they know the Frigate can't break their tank, the ninja can't switch to something that can shoot, and even if the ninja does manage to make the switch, everyone in local can come for the free gank instead of having to rely on previously formalized social contacts (corpmates).
So... get better?
Why would you feel entitled to harrass these folks, steal their stuff, then kill them with absolutely no risk to yourself? You have every possible advantage going in: you can search for the ship you want to go after, you can check the character age, you know exactly how they will be tanked, you know what kind of damage they will likely be dishing out, you know that they do not have a point or neuts, you know that even if everything goes completely wrong the worst that will happen is that you might lose a bait frigate.
In other words, you want everything handed to you on a silver platter. You want the risk and skill free hrassment and slaughter of players who, by their choice to play in high sec, have indicated that they are not currently interested in PvP.
And now your tears are flooding this forum. You are going to lose one advantage. Whatever. Get over it or cancel.
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OT Smithers
BLOMI
204
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Posted - 2012.10.08 20:17:00 -
[875] - Quote
Bart Starr wrote:Gizznitt Malikite wrote:
1.) Mission baiting can still happen... but your tactics need to change some.... instead of baiting with a heron, you need to bait with a ship that can actually win the fight (use a vexor or whatever instead). Or, you can still bait your opponent with a heron, but hold them there until they pay you a ransom.... (or get help). Your suspect flag is only 15 minutes, and isn't extended...
Yeah, try killing a faction fit Passive Rattlesnake with a Vexor. Let me know how that works out for you. And getting fights with vigilantes in T2 cruisers and Drakes is all well and good, but it misses the point: Killing heavily tanked, expensively fit Battleships is the goal, not skirmishing with Rifters.
Here's a thought...
Maybe it's time for you to leave the kiddie pool and head out to either low sec or null. Seriously, unless you are a new player, high sec baiting is lame. I'm sure you are very good at it, but it's lame. It's way past time for you to get your pirate on. Come join us in low sec. You'll lose more often, but you will damn sure have a hell of a lot more fun. |
Bart Starr
Aggressive Structural Steel Expediting Services
115
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Posted - 2012.10.08 20:37:00 -
[876] - Quote
OT Smithers wrote:Bart Starr wrote:Gizznitt Malikite wrote:
1.) Mission baiting can still happen... but your tactics need to change some.... instead of baiting with a heron, you need to bait with a ship that can actually win the fight (use a vexor or whatever instead). Or, you can still bait your opponent with a heron, but hold them there until they pay you a ransom.... (or get help). Your suspect flag is only 15 minutes, and isn't extended...
Yeah, try killing a faction fit Passive Rattlesnake with a Vexor. Let me know how that works out for you. And getting fights with vigilantes in T2 cruisers and Drakes is all well and good, but it misses the point: Killing heavily tanked, expensively fit Battleships is the goal, not skirmishing with Rifters. Here's a thought... Maybe it's time for you to leave the kiddie pool and head out to either low sec or null. Seriously, unless you are a new player, high sec baiting is lame. I'm sure you are very good at it, but it's lame. It's way past time for you to get your pirate on. Come join us in low sec. You'll lose more often, but you will damn sure have a hell of a lot more fun.
Missing the point again. How many faction or deadspace fit CNRs are in lowsec? How much ISK do yo make blowing up T1 Ruptures in lowsec? How many tears are collected from killing a pilot in lowsec who is looking for a fight in a cheap insured ship? You realize that without ninjas, LVL 4 Mission runner ships are almost completely without threat in highsec?
And no, a even a buffed Vexor isn't going to kill a bling Passive Rattlesnake - even if you convince one to shoot at a Vexor. Even the pre-nerf, stock ninja Plate/Neut Hurricanes struggle to crack them because of reload cycles on autocannons.
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Gizznitt Malikite
Agony Unleashed Agony Empire
606
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Posted - 2012.10.08 21:02:00 -
[877] - Quote
Bart Starr wrote:OT Smithers wrote:Bart Starr wrote:Gizznitt Malikite wrote:
1.) Mission baiting can still happen... but your tactics need to change some.... instead of baiting with a heron, you need to bait with a ship that can actually win the fight (use a vexor or whatever instead). Or, you can still bait your opponent with a heron, but hold them there until they pay you a ransom.... (or get help). Your suspect flag is only 15 minutes, and isn't extended...
Yeah, try killing a faction fit Passive Rattlesnake with a Vexor. Let me know how that works out for you. And getting fights with vigilantes in T2 cruisers and Drakes is all well and good, but it misses the point: Killing heavily tanked, expensively fit Battleships is the goal, not skirmishing with Rifters. Here's a thought... Maybe it's time for you to leave the kiddie pool and head out to either low sec or null. Seriously, unless you are a new player, high sec baiting is lame. I'm sure you are very good at it, but it's lame. It's way past time for you to get your pirate on. Come join us in low sec. You'll lose more often, but you will damn sure have a hell of a lot more fun. Missing the point again. How many faction or deadspace fit CNRs are in lowsec? How much ISK do yo make blowing up T1 Ruptures in lowsec? How many tears are collected from killing a pilot in lowsec who is looking for a fight in a cheap insured ship? You realize that without ninjas, LVL 4 Mission runner ships are almost completely without threat in highsec? And no, a even a buffed Vexor isn't going to kill a bling Passive Rattlesnake - even if you convince one to shoot at a Vexor. Even the pre-nerf, stock ninja Plate/Neut Hurricanes struggle to crack them because of reload cycles on autocannons.
If they are officer fit.... combine it with a suicide gank to get it over the regen threshold... it will often still be worth it.... Or just hold them in place until they pay you to leave.... you may not get the ship kill... buy you can still make isk..... Or start experimenting... its adapt or die time, and I'm positive all worthy gankers will still find ways to gank mission runners. And when it becomes more rare, and more difficult, you'll find emboldened carebears that still make tasty treats....
If you can't adapt to these changes, then you probably need to find a new profession...
This system, so far, is so full of awesomesauce that I really don't understand your opposition... |
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CCP Masterplan
C C P C C P Alliance
811
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Posted - 2012.10.08 22:16:00 -
[878] - Quote
Kitsune io wrote:Greetings I may have missed a post about this or I am just pedantic. I have a concern about the wording "Targeting and offensive module against an illegal player target". Should it not read "Activating an offensive module against an illegal player target"? If one has the 'Auto target back', x targets ticked, just being targeted by another player will cause your ship to target theirs, apparently incurring the same criminal flag? Great ideas though, should ruffle a few gangster feathers Kit I've think you've misread something (since I can't find that exact quote in the blog). "Targeted offensive module" means a module that performs an offensive action against a single item that you have targeted when you activate it. (As oppose to a non-targeted offensive module such as a smartbomb) The simple act of just locking someone is never considered an offensive action.
Noslen Nosilla wrote:What happens between members of the same corp doing inter corp duels for fun? Do they get concorded? Shot at by gate guns? No penalties for shooting your own corp mates (excluding NPC corps obviously) apart from whatever consequence your corp mates will provide.
Marrano Cardosa wrote:Great job. While it doesn't make the system simple it does allow me to see clearly what consequences there are for my actions. It should make low sec fights at gates interesting.
I also like the changes to logi mechanics. No more insta-dock at station when the logi gets in trouble (and I like that even thought I do fly logi upon occasion).
But I do have one question about logi that isn't clear from either the blog or the posts I have read so far. This involves high-sec wars and neutral logi. Its clear that the neutral logi won't be able to dock at will, but will have a weapon and pvp flag that could have a timer of as long as 1 minute (for the weapon) and 15 minutes (for the pvp).
What's unclear is if and when the neutral logi become legal targets for the WTs of the ships they are aiding. Right now (or rather the last time I was involved in a high sec war which was some months ago), neutral logis only became valid targets when they had repped a ship I had already done damage to. This was less than desirable as various ships were only valid targets to a subset of the fleet (and did on at least one occasion result in Concord getting involved). Our current thinking on this is something like:
Assisting your own corp mates* in a Limited Engagement is always legally allowed (it won't be punished per se, but you'll still inherit any W/P/S/C flags they have)
But this is still something we're discussing * Excluding NPC corps, and assisting Outlaws in high-sec
Kumbu Valley wrote:To be honest, I dont expect CCP to make it easier for gankers but also that they dont make it impossible from now on. Ganking was always a part of the game (remember the days when BPO and BPC became visible within cargo scan, combined with "Yarr" by CCP). If it is not intended anymore then pls announce openly and does not leave it to the mechanics.
Secondly and more important looting wrecks needs to be possible! How the ninjas shall feed their families? Just kidding but really, what about wrecks in faction warfare, in official war declaration? What is the mechanics here? You cant go suspect with looting the wreck! Without making them blue for the aggressor/killer/war oppnent whatsoever, it is not possible to loot them anymore from what I read. That cant be the intention. Therefore I would appreciate clarification and leave it not to find out in December. Thanks. From the dev blog: "If I can legally attack the owner of a container, then I can legally take from the container." If you kill a war target (including an FW target), since you are legally allowed to attack them you are also legally allowed to take their stuff.
"This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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CCP Masterplan
C C P C C P Alliance
811
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Posted - 2012.10.08 22:16:00 -
[879] - Quote
Komen wrote:I just want to say if I ever meet you Masterplan, I'm buying you a beer. I like the 'no logging off if you're ratting to save your ship's ass from PvP gank squads. I like the 'no ejecting if you have fired weapons to save skill points/pod' thing. Of course this means many people are going to be even more hesitant about committing to combat, but that's Eve for ya.
I'm sure we'll all adjust.
See you at Fanfest '13? "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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CCP Masterplan
C C P C C P Alliance
811
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Posted - 2012.10.08 22:17:00 -
[880] - Quote
McDarila wrote:My big question is are wreaks containers? If so the next burn jita event will be truely epic. Not from the concord responce but from the players as they all start turning killable with out concord responce. As far as Crimewatch is concerned, yes, wrecks and containers are basically the same thing "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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CCP Masterplan
C C P C C P Alliance
811
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Posted - 2012.10.08 22:22:00 -
[881] - Quote
Dierdra Vaal wrote:Question:
At fanfest you guys said that ship killing (but not pod killing) in low sec would only drop your sec status to -5, not -10, and that you'd change high sec so that you can still go anywhere at -5, unlike the gradual system of exclusion that currently exists. Essentially, this would allow people to be low sec pirates without locking themselves out of high sec, provided they don't podkill.
Is this still happening? (please say yes!) We planned out a large amount of changes to how sec-status is gained and lost, but unfortunately it didn't fit within the available development times for Winter. We still have all these plans ready to go, but need to the badnwidth to make it happen. That all depends on how Retribution 1.0 goes and what we decide to work on afterwards. "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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CCP Masterplan
C C P C C P Alliance
811
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Posted - 2012.10.08 22:23:00 -
[882] - Quote
Reticle wrote:I haven't seen an answer to this yet:
Are in corp ganks still retribution-less? See 3 posts up. (Yes, except for the retribution supplied by your corpmates themselves) "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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CCP Masterplan
C C P C C P Alliance
811
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Posted - 2012.10.08 22:24:00 -
[883] - Quote
Empress Shadowfox Ordo wrote:There's something I noticed that I wanted to ask a question about.
We've been talking about the NPC timer a lot and it's possible effects on Mission Runners. But, I've noticed that already in the game, there is a significant difference between Mission NPC's and say Belt NPC's, specifically in the Aggression timer. Right now, you can shoot at Mission NPC's with no drawbacks at all, including aggression timers. If you are shot at by a Belt NPC, then there is an aggression timer.
So, my question is pretty much this. When we're talking about the NPC flag, does this only apply to NPC's that currently would give us an Aggression timer, or does it apply to all NPC's, including Mission NPC's that currently don't give us a timer? This would solve a lot of the fears for Mission runners that sudden log offs would kill them in missions, since they wouldn't have an NPC timer from Mission NPC's, but only from any other type of NPC that would currently give an Aggression timer. As a guideline, the NPC flag will apply to anything that isn't owned by players or player corps. "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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Salpun
Paramount Commerce
386
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Posted - 2012.10.08 22:27:00 -
[884] - Quote
CCP Masterplan wrote:Dierdra Vaal wrote:Question:
At fanfest you guys said that ship killing (but not pod killing) in low sec would only drop your sec status to -5, not -10, and that you'd change high sec so that you can still go anywhere at -5, unlike the gradual system of exclusion that currently exists. Essentially, this would allow people to be low sec pirates without locking themselves out of high sec, provided they don't podkill.
Is this still happening? (please say yes!) We planned out a large amount of changes to how sec-status is gained and lost, but unfortunately it didn't fit within the available development times for Winter. We still have all these plans ready to go, but need to the badnwidth to make it happen. That all depends on how Retribution 1.0 goes and what we decide to work on afterwards. So none of it got in? It was tweeted or posted some where that the -5 sec status was in. Just asking for clearification. |
Gizznitt Malikite
Agony Unleashed Agony Empire
606
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Posted - 2012.10.08 22:35:00 -
[885] - Quote
CCP Masterplan wrote: Our current thinking on this is something like:
Assisting your own corp mates* in a Limited Engagement is always legally allowed (it won't be punished per se, but you'll still inherit any W/P/S/C flags they have)
But this is still something we're discussing * Excluding NPC corps, and assisting Outlaws in high-sec
2 things:
Assisting corp mates in a LE is allowed without becoming a suspect???? That's kind of harsh to the suspect... as it means they cannot attack the In Corp logistics assisting their opponent!!!
*edit* to clarify: A attacks suspect B... and creates a limited engagement. Logistics Pilot C, who's a corp mate of A, would then be able to remote assist pilot A. But since they aren't flagged suspect, Player B cannot do ANYTHING to player C.... This is wrong..
and
You still have NOT answered the question about non-limited engagements in highsec/lowsec.
Quote:An LE is created when character A attacks character B, and where B is globally-attackable due to being a Suspect, Criminal or Outlaw.
But in legal fights (from wars and with killrights), there is NO LE, because there are no globally-attackable flags...
so what are the rules about OOC alts assisting in these engagements |
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CCP Masterplan
C C P C C P Alliance
812
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Posted - 2012.10.08 22:38:00 -
[886] - Quote
Looks like I forgot to include the other, inverse rule, which goes something like this: Assisting a non-corp/alliance/miliitia-mate with a PVP flag would get you a Suspect flag Again, this one is still under discussion "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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Salpun
Paramount Commerce
386
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Posted - 2012.10.08 22:38:00 -
[887] - Quote
Got a question about WH fights.
No flags get created right or do flags get created but only effect things if you jump out?
I would suggest disabling the weapons flag in WH and null sec space.
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CCP Masterplan
C C P C C P Alliance
812
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Posted - 2012.10.08 22:41:00 -
[888] - Quote
Salpun wrote:CCP Masterplan wrote:Dierdra Vaal wrote:Question:
At fanfest you guys said that ship killing (but not pod killing) in low sec would only drop your sec status to -5, not -10, and that you'd change high sec so that you can still go anywhere at -5, unlike the gradual system of exclusion that currently exists. Essentially, this would allow people to be low sec pirates without locking themselves out of high sec, provided they don't podkill.
Is this still happening? (please say yes!) We planned out a large amount of changes to how sec-status is gained and lost, but unfortunately it didn't fit within the available development times for Winter. We still have all these plans ready to go, but need to the badnwidth to make it happen. That all depends on how Retribution 1.0 goes and what we decide to work on afterwards. So none of it got in? It was tweeted or posted some where that the -5 sec status was in. Just asking for clearification. Correct. The front-loaded penalties for illegal aggression will still be happening, but the big shake-up won't be. Where did you see anything mentioned otherwise? Did it have a big "plans are subject to change" disclaimer? "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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Bloodpetal
Mimidae Risk Solutions
912
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Posted - 2012.10.08 22:42:00 -
[889] - Quote
Any chance for suspect flags for using combat offgrid-gang boosting in a gang while PVP flags are running?
This would work like logistics assistance, if PVP flag is greater for a fleet member, etc? Mimidae Risk Solutions Recruiting |
Salpun
Paramount Commerce
386
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Posted - 2012.10.08 22:44:00 -
[890] - Quote
CCP Masterplan wrote:Salpun wrote:CCP Masterplan wrote:Dierdra Vaal wrote:Question:
At fanfest you guys said that ship killing (but not pod killing) in low sec would only drop your sec status to -5, not -10, and that you'd change high sec so that you can still go anywhere at -5, unlike the gradual system of exclusion that currently exists. Essentially, this would allow people to be low sec pirates without locking themselves out of high sec, provided they don't podkill.
Is this still happening? (please say yes!) We planned out a large amount of changes to how sec-status is gained and lost, but unfortunately it didn't fit within the available development times for Winter. We still have all these plans ready to go, but need to the badnwidth to make it happen. That all depends on how Retribution 1.0 goes and what we decide to work on afterwards. So none of it got in? It was tweeted or posted some where that the -5 sec status was in. Just asking for clearification. Correct. The front-loaded penalties for illegal aggression will still be happening, but the big shake-up won't be. Where did you see anything mentioned otherwise? Did it have a big "plans are subject to change" disclaimer? There was a tweet out of EVE Vegas that one of the devs confirmed the -5 was in I'll have to look it up. At least that is where i think i saw it.
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Cerulean Ice
Repercussus RAZOR Alliance
31
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Posted - 2012.10.08 22:47:00 -
[891] - Quote
CCP, how would the flag work in this case:
A has suspect flag B attacks A C helps B with logi C is not part of the same corp as B, but is in the same fleet
Alternatively A has suspect flag B attacks A C attacks A then helps B with logi C is not part of the same corp as B, but is in the same fleet
What happens to B and C in both cases? |
Gizznitt Malikite
Agony Unleashed Agony Empire
606
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Posted - 2012.10.08 22:54:00 -
[892] - Quote
POST A
CCP Masterplan wrote: Our current thinking on this is something like:
Assisting your own corp mates* in a Limited Engagement is always legally allowed (it won't be punished per se, but you'll still inherit any W/P/S/C flags they have)
^^ This is not acceptable... as it allows free logistics that are immune to retribution... just because they are in your corp...
POST B
CCP Masterplan wrote:Looks like I forgot to include the other, inverse rule, which goes something like this: Assisting a non-corp/alliance/miliitia-mate with a PVP flag would get you a Suspect flag Again, this one is still under discussion
^^^I like this... as it means that Remote Assisting in PvP is dangerous in highsec...
If you do NOT implement your Post A, then:
Player A attacks Player B. Player C remote assists Player A.
If player C gives remote assistance to player A, they get a suspect flag UNLESS player B can legally shoot player C due to killrights/wars. Player C can still help Player A by shooting or EWARing Player B, but if they use logistics they risk being shot by others!!! |
Gizznitt Malikite
Agony Unleashed Agony Empire
606
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Posted - 2012.10.08 22:58:00 -
[893] - Quote
Cerulean Ice wrote:CCP, how would the flag work in this case:
A has suspect flag B attacks A C helps B with logi C is not part of the same corp as B, but is in the same fleet
Player C is flagged a suspect and can be shot by EVERYONE (including Player B).
Cerulean Ice wrote:
Alternatively A has suspect flag B attacks A C attacks A then helps B with logi C is not part of the same corp as B, but is in the same fleet
What happens to B and C in both cases?
Player C first creates a LE with player A when it shoots player A. This allows player A to shoot Player C too... Player C then is flagged a suspect for violating the LE between A & B when it reps player B, and can be shot by EVERYONE (including player B).
^ LE's are between two character's only... so attacking player C first doesn't "extend" the LE to enable suspect-flag-free logistics. |
Terrorfrodo
Deep Space Darwinian Law Enforcement Agency
197
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Posted - 2012.10.08 23:01:00 -
[894] - Quote
So there is this rumour out that NPC aggro timer will not be 15 minutes but will stay as it is now, at 60 seconds. It seems to be based on a vague account by an eyewitness about what Soundwave supposedly said at EVE Vegas.
Any confirmation? It seems completely ridiculous to me to first shock everyone with a 15 minute timer, then just leave it at 1 minute. If there is to be a revision, one would at least expect something in between. . |
Gizznitt Malikite
Agony Unleashed Agony Empire
606
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Posted - 2012.10.08 23:08:00 -
[895] - Quote
Terrorfrodo wrote:So there is this rumour out that NPC aggro timer will not be 15 minutes but will stay as it is now, at 60 seconds. It seems to be based on a vague account by an eyewitness about what Soundwave supposedly said at EVE Vegas.
Any confirmation? It seems completely ridiculous to me to first shock everyone with a 15 minute timer, then just leave it at 1 minute. If there is to be a revision, one would at least expect something in between.
I could be mistaken, but I believe the current NPC aggression timer is 2 minutes.
I think the 15 minute aggro timer is a good thing... as it prevents Nullsec carebears from logging off to "get safe" whenever a hostile enters system (which is a cheap and pathetic way to get safe)!!! I'll admit, a 5 minute timer would work as well as a 15 minute timer for this....
The ONLY drawback to this timer, is if you are scrammed in a LvL 4 missions or plex, there is a strong likelihood your ship will be killed before it despawns... whereas 2 (or even 5) minutes is much more survivable. |
Gizznitt Malikite
Agony Unleashed Agony Empire
606
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Posted - 2012.10.08 23:14:00 -
[896] - Quote
Another drawback to using highsec logistics, is your logi ships become vulnerable to an attack that your dps ships cannot defend.
Player Z is a suspect.... Pilots A-D attacks player Z, creating four LE's with Player Z. Pilots E & F both rep Pilot A, and all becoming flagged as suspects.
Then, Pilots L, M, N, & O might attack Pilots E & F (who are suspects), and Pilots A-D cannot help their logi pilots because none of the Pilots L-O are suspects.....
Essentially, highsec logistics become very dangerous to use.... but that's a good thing!!! |
Gizznitt Malikite
Agony Unleashed Agony Empire
606
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Posted - 2012.10.08 23:19:00 -
[897] - Quote
Salpun wrote:Got a question about WH fights.
No flags get created right or do flags get created but only effect things if you jump out?
I would suggest disabling the weapons flag in WH and null sec space.
Wormholes are included in the section labeled other sec
You gain Weapons, PvP, and NPC flags just like you would in nullsec. |
Rengerel en Distel
Amarr Science and Industry
452
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Posted - 2012.10.08 23:42:00 -
[898] - Quote
Instead of posting all these A attacks B who is a friend of C's barber, why not wait 2 weeks until it's on the test server? Seriously, every possible twist and turn has been posted 5 different ways, and no one bothers to read the responses anyways. Also, they're still changing things, so it may change before it hits the test server making it all moot.
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Bubanni
ElitistOps Pandemic Legion
462
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Posted - 2012.10.08 23:53:00 -
[899] - Quote
CCP Masterplan wrote:scimichar wrote:I searched the thread, but couldn't find an answer. Since logi will inherit aggression flags from someone aggressed, does that mean they will now get on the kill mail from the pilots they are assisting if the original aggressor gets a kill?
Or put less convoluted: Will logi now inherit kill mails from assisting aggressed pilots? Logistics on killmails will not be happening in this release, sorry.
you should try to make it happen soon after the expansion then... also, I wanted to know if everyone gets on the killmail if a target is shot at on one side of a gate, but killed on the other side by a different player... (asked twice now without answere... player B shoots player A in on gate... and player A jumps out and gets killed by player C... does player B also get on the killmail then?) Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
Mikaila Penshar
Take it Deep
11
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Posted - 2012.10.09 02:25:00 -
[900] - Quote
When can we expect a DevBlog on the changes to the BOUNTY SYSTEM ??? |
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