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Author |
Thread Statistics | Show CCP posts - 81 post(s) |
Enik3
Ubiquity Inc. Punkz 'n Monkeys
65
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Posted - 2012.10.28 19:48:00 -
[1171] - Quote
This is great, CCP. I can't really see any downside to this. It will take away station games and risk-less ratting, it balances ganker vs. gankee, and it helps protect noobs from cheap PVP by can-flippers and the like. Very nice! |
Johan Civire
Dirty Curse inc.
180
|
Posted - 2012.10.29 00:27:00 -
[1172] - Quote
really i`am scared now for sure |
Gizznitt Malikite
Agony Unleashed Agony Empire
703
|
Posted - 2012.10.29 17:32:00 -
[1173] - Quote
Tsukinosuke wrote:Gizznitt Malikite wrote:Green Looter wrote:I have a some questions:
If you attack or kill an innocent ship in low sec and you get the suspect flag will you still take a "negative standing" hit on your personal sec-status like you do now?
And will the security status system work like it does now
Players with better than -2.0 can enter any system Players with -2.0 or worse cannot enter 1.0 systems Players with -2.5 or worse cannot enter 0.9 systems Players with -3.0 or worse cannot enter 0.8 systems Players with -3.5 or worse cannot enter 0.7 systems Players with -4.0 or worse cannot enter 0.6 systems Players with -4.5 or worse cannot enter 0.5 systems
and so on, or will that be changed? You will take a negative standings hit on your sec status like you do now... The security status is not changing yet... but there are cogs in motion to change this soon( tm) (Probably Summer)... because CCP is too busy making it "improved" with NPC/WEAPON/PVP ridiculous flags instead.. also those arent about CRIMEWATCH imho.. p.s. how many pilots could escape from you in the middle of fight by your famous logoffski? all time, per week please??? or it is only your imagine..
1.) While the system has the name Crimewatch.. it's not entirely focused on criminal actions... It is a system which deals with all forms of aggression in EvE, including NPC, Player vs Player, etc. As such, NPC, Weapons, and PvP flags are completely within it's scope...
2.) What are you talking about in your P.S.?? The new changes pretty much prevent people from logoffski'ing to avoid destruction, and strive to define a time when it is OK to logoff in a safe manner. The last major change (renewable PvP flags) really inhibit people logoffsking to avoid their death, but there are still some loopholes that the new crimewatch system is very much addressing (i.e. you can gain a PvP flag after logoff even if you didn't have one prior to logging off!)!!!1! This swings the pendulum a little too far given you can scan down almost any ship within the 1min non-aggressed despawn timer, which is why we're advocating a reduced despawn timer (like 15 seconds) which is short enough to prevent this. |
Rutger Gist
Lords of Larceny
0
|
Posted - 2012.10.30 01:20:00 -
[1174] - Quote
Quote:Q: My corporation's acquisition specialists are concerned they will be out of a job once these Crimewatch changes go into effect. What is CONCORD doing to prevent massive layoffs in the private sector of wealth redistribution?
A: CONCORD acknowledges the free enterprise of the capsuleers and respects their acceptance of the risks and consequences related to their chosen careers. To that end, the primary aim of Crimewatch is to provide clearer information to those seeking it. CONCORD's goal is to reduce the level of creative abuse without adversely affecting the capsuleers' options for creative acquisition.
CCP, why the non answer?
Bottom line is that Crimewatch is more Crimestop. I'm not talking about suicide ganking or jumping from a ship that you attracted aggro in, to then use another ship to free gank a non participating target. I'm strictly writing about ore thieves and looting / salvaging another player's wrecks.
If I understand the system correctly, stealing or salvaging another player's wreck will now allow every player in the system to freely attack you. But not only killing your ship, but your pod will be flagged as well. But wait, if they do attack you, they then get flagged and are free to being attacked by everyone in the system as well.
The you are also flagged for killing NPCs in this system as well. So mission runners and ratters alike will also be flagged and vulnerable? Killing NPC will also block us from going through gates or docking while the timer is running? We have to wait for a timer to return to our agent to turn in a mission?
This all seems really kind of silly to me. Ore Thieves and Ninja Looter / Salvagers had always had the risk of retaliation from the individual pilot or his or her corp members. There is no need to expand this to everyone in the system.
The chain reaction of this system is nothing less than total chaos. Even if you say, "Oh look an outlaw, let me shoot him." , you will then become flagged for anyone else to shoot you. The result is either everyone flies cheap frigates or no one ever shoots anyone or anything (NPC rats included) in High Sec.
Working as intended? |
Steve Ronuken
Fuzzwork Enterprises
754
|
Posted - 2012.10.30 01:42:00 -
[1175] - Quote
You've not been reading it closely enough.
Salvage, as always, is free.
Steal loot, and you'll be suspect flagged, making you a viable target for all.
If you attack a suspect, you enter into a limited engagement with them, allowing them to fight back. No-one else gets to interfere (other than to attack the suspect.) without becoming a suspect themselves (unless they're repping a corp mate)
Engaging NPCs gives you the NPC flag. This flag will stop you from disappearing on logoff, for 5 minutes. That's all it will do. (if you get shot within that 5 minutes, you'll pick up the pvp flag. Which stops you vanishing for 15 minutes. sucks to be a ratter trying a logoffski) FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities.As well as mysql and CSV/XLS conversions of the Static Data Extract. |
Gizznitt Malikite
Agony Unleashed Agony Empire
704
|
Posted - 2012.10.30 17:15:00 -
[1176] - Quote
Rutger Gist wrote:.... rant about changes that mostly aren't being implemented...
Please train reading comprehension.... somehow you woefully misread or misunderstood the upcoming changes.... |
Rutger Gist
Lords of Larceny
0
|
Posted - 2012.10.30 21:03:00 -
[1177] - Quote
Gizznitt Malikite wrote:Rutger Gist wrote:.... rant about changes that mostly aren't being implemented... Please train reading comprehension.... somehow you woefully misread or misunderstood the upcoming changes....
Somehow you managed to attribute a quote to me, I did not make.
But, I do see that I misread the relationship between having a Suspect Flag and Limited Engagement. I still don't understand why there is an aggression timer for shooting Pirate (MOB) NPCs, but it is at least only 5 minutes.
I'm still not a huge fan of everyone having kill rights because I stole from another player, completely disassociated with those that attack me. As I said early, I don't mind being attacked by the pilot / corp I steal from but that is not really anyone else's business.
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Debir Achen
The Red Circle Inc.
31
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Posted - 2012.11.01 02:11:00 -
[1178] - Quote
Belated question on "Limited Engagements" and assistance.
Scenario 1:
Logi and guy with war dec are missioning / incursioning / other together. * does Logi get war-flagged?
WT warps in and engages combat ship * does this create a "limited engagement"? If so, does the logi get suspect flagged if he continues to rep?
Scenario 2:
Incursion fleet. Some guy warps in and attempts to suicide gank a gunship. * does this create a "limited engagement"? * in any case, what is the status of a logi that attempts to rep the target?
Possible exploit: - warp expendable ship into incursion. - attack same target as Sansha (concord retaliates) - logi is suspect flagged when it attempts to (keep) repping target - gank "suspect" logi
Also, it would be really nice to be able to create a consensual fleet vs fleet engagement. Example of how this might work: - Fleet A boss challenges Fleet B boss to consensual engagement - Fleet B boss accepts - All members of both fleets receive a warning message: accept engagement or be auto-kicked from fleet in 1 minute. - At expiration of timer, engagement begins
Refinements: - do the bosses get to see the enemy fleet numbers / composition before confirming the engagement? - can other people join fleet subsequent to the challenge?
In a strict mechanic, the answers would be "yes" and "no", but maybe that level of strictness isn't needed in the situations where this might be used. Aren't Caldari supposed to have a large signature? |
Gizznitt Malikite
Agony Unleashed Agony Empire
706
|
Posted - 2012.11.01 21:37:00 -
[1179] - Quote
Debir Achen wrote:Belated question on "Limited Engagements" and assistance.
Scenario 1:
Logi and guy with war dec are missioning / incursioning / other together. * does Logi get war-flagged?
WT warps in and engages combat ship * does this create a "limited engagement"? If so, does the logi get suspect flagged if he continues to rep?
Scenario 2:
Incursion fleet. Some guy warps in and attempts to suicide gank a gunship. * does this create a "limited engagement"? * in any case, what is the status of a logi that attempts to rep the target?
Possible exploit: - warp expendable ship into incursion. - attack same target as Sansha (concord retaliates) - logi is suspect flagged when it attempts to (keep) repping target - gank "suspect" logi
Also, it would be really nice to be able to create a consensual fleet vs fleet engagement. Example of how this might work: - Fleet A boss challenges Fleet B boss to consensual engagement - Fleet B boss accepts - All members of both fleets receive a warning message: accept engagement or be auto-kicked from fleet in 1 minute. - At expiration of timer, engagement begins
Refinements: - do the bosses get to see the enemy fleet numbers / composition before confirming the engagement? - can other people join fleet subsequent to the challenge?
In a strict mechanic, the answers would be "yes" and "no", but maybe that level of strictness isn't needed in the situations where this might be used.
Scenario 1: No information has been provided on the interaction between flags and wardecs.... Essentially, we are in the dark here. There has been ONE comment that has not been thoroughly explained that is VERY applicable here:
I believe this "rule" was proposed to flag all neutral logistics ships as suspect if they stick there head into the middle of a legal war.
Scenario 2: A suicide ganker will gain a Criminal Flag when they attack their target... As long as the target does not fire back, no Limited Engagement is created, so the original proposal would NOT create a suspect flag for the logi's. However, quote above changes things. When the suicide ganker aggresses their target, both the suicide ganker and the target gain a PvP Flag. From the above statement, you could infer that non-corp/alliance/militia logi's WILL get a suspect flag if they rep the target of the suicide ganker....
I HOPE that the quote was slightly miss-stated, and that they meant Assisting a non-corp/alliance/miliitia-mate with a WEAPONS flag would get you a Suspect flag[/b] Again, this one is still under discussion. This would solve the incursion fleet exploit you elude to, as well as flag neutral logistics as Suspects when they stick there head into a fight (although neutral logi's could rep a ship that doesn't shoot back all day long!).
It would be really nice to here back from CCP on this.... |
Iwant Urstuff
Iwant Urstuff Corp
2
|
Posted - 2012.11.02 07:54:00 -
[1180] - Quote
The progammers CCP hires are just that programmers. They write code, they probably for the most part do not understand games.
Just two things:
PVE players specifically mission runners are going to HATE this. Some will hate it enough to quit the game. Less accounts equals less dollars.
I can't wait till the roaming fleets in null sec after this encounter gate rats. Gate rats are now the invincible GODS of the PVP world of EVE. This is freaking hilarious. |
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Durzel
The Xenodus Initiative. Ministry of Inappropriate Footwork
85
|
Posted - 2012.11.02 09:57:00 -
[1181] - Quote
I'd like some clarity on the "safe logoff" function.
The implication from earlier in the thread is that it is something that you activate (right click on ship, select option?) and then wait for it to "wind up". If any of the variables previously mentioned exist then you won't be able to initiate "safe logoff", or it'll be cancelled mid-windup.
The dev post linked above suggests by saying "Weapons/PvP flag" specifically that someone with a 5 minute NPC timer could warp to a safe spot, activate the "safe logoff" option and disappear from space, potentially before their NPC timer would otherwise allow them to. Is this correct? In other words - I'm imagining it that if someone Ctrl+Qs as soon as a hostile appears on grid, when they have an NPC timer, then they will e-warp and hang around in space for ~5 minutes. If on the other hand they manage to warp out before getting aggressed by the player, and are able to "safe logoff" before the hostile can find them with probes, then they will disappear even if they would've had an NPC timer running?
Is this accurate? How long is the windup on "safe logoff" ? |
Steve Ronuken
Fuzzwork Enterprises
763
|
Posted - 2012.11.02 10:14:00 -
[1182] - Quote
Iwant Urstuff wrote:The progammers CCP hires are just that programmers. They write code, they probably for the most part do not understand games.
Just two things:
PVE players specifically mission runners are going to HATE this. Some will hate it enough to quit the game. Less accounts equals less dollars.
I can't wait till the roaming fleets in null sec after this encounter gate rats. Gate rats are now the invincible GODS of the PVP world of EVE. This is freaking hilarious.
Most mission runners aren't going to give a damn about it. The NPC flag only affects disappearing in space on logoff/disconnect. Most mission runners won't see it.
Ratters used to use Ctrl+Q to escape people roaming, they're another matter. FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities.As well as mysql and CSV/XLS conversions of the Static Data Extract. |
Solstice Project
Carebear Cadaver Productions
2013
|
Posted - 2012.11.02 13:24:00 -
[1183] - Quote
Gizznitt Malikite wrote:Green Looter wrote:I have a some questions:
If you attack or kill an innocent ship in low sec and you get the suspect flag will you still take a "negative standing" hit on your personal sec-status like you do now?
And will the security status system work like it does now
Players with better than -2.0 can enter any system Players with -2.0 or worse cannot enter 1.0 systems Players with -2.5 or worse cannot enter 0.9 systems Players with -3.0 or worse cannot enter 0.8 systems Players with -3.5 or worse cannot enter 0.7 systems Players with -4.0 or worse cannot enter 0.6 systems Players with -4.5 or worse cannot enter 0.5 systems
and so on, or will that be changed? You will take a negative standings hit on your sec status like you do now... The security status is not changing yet... but there are cogs in motion to change this soon( tm) (Probably Summer)... "can not enter" is totally misleading, or actually plain wrong.
He will get attacked by the avoidable local faction police.
Thats all. Inappropriate signature removed. Spitfire |
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CCP Masterplan
C C P C C P Alliance
869
|
Posted - 2012.11.03 00:13:00 -
[1184] - Quote
Iwant Urstuff wrote:The progammers CCP hires are just that programmers. They write code, they probably for the most part do not understand games.
Just two things:
PVE players specifically mission runners are going to HATE this. Some will hate it enough to quit the game. Less accounts equals less dollars.
I can't wait till the roaming fleets in null sec after this encounter gate rats. Gate rats are now the invincible GODS of the PVP world of EVE. This is freaking hilarious. Confirming that my main wasn't born around the time of EVE's first ever expansion, that I never attended any fanfests as a player, that I have never set a 4AM alarm clock just so I could switch a vital skill before the skill queue existed, that I never spent an entire weekend making instas for my corp before WTZ, that I never enjoyed life as a pirate or that I've ever ratted myself back up from -10, that I was never involved in 'legitimate' banking and investment schemes, that I've never driven hundreds of miles just to attend a player meet, that I never bought the original boxed version of EVE in a games store 9 years ago, that I never spent hours sniping at a POS in a tempest before dreadnoughts had been conceived, that I never missed on out winning two T2 BPOs at once because I was working away from home for a few weeks without the ability to log in and the agents then decided to give them to someone else instead because I didn't respond to their 'I've had a breakthrough' memos in time.
Nope, I definitely didn't do any of this before CCP hired me. And I'm definitely not still bitter about those agent offers. "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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Gilbaron
Free-Space-Ranger Ev0ke
399
|
Posted - 2012.11.03 00:18:00 -
[1185] - Quote
what BPOs are we talking about ? :D |
Dersen Lowery
Knavery Inc. StructureDamage
151
|
Posted - 2012.11.03 01:05:00 -
[1186] - Quote
Durzel wrote:I'd like some clarity on the "safe logoff" function. The implication from earlier in the thread is that it is something that you activate (right click on ship, select option?) and then wait for it to "wind up". If any of the variables previously mentioned exist then you won't be able to initiate "safe logoff", or it'll be cancelled mid-windup. The dev post linked above suggests by saying "Weapons/PvP flag" specifically that someone with a 5 minute NPC timer could warp to a safe spot, activate the "safe logoff" option and disappear from space, potentially before their NPC timer would otherwise allow them to. Is this correct? In other words - I'm imagining it that if someone Ctrl+Qs as soon as a hostile appears on grid, when they have an NPC timer, then they will e-warp and hang around in space for ~5 minutes. If on the other hand they manage to warp out before getting aggressed by the player, and are able to "safe logoff" before the hostile can find them with probes, then they will disappear even if they would've had an NPC timer running? Is this accurate? How long is the windup on "safe logoff" ?
My reading is that safe logoff is only possible with no flags active and no-one on grid. So if you warp to safe and log off with 5 minutes left on your NPC timer, your ship sits in space until that timer runs down. In those 5 minutes, someone can scan your ship down, shoot it, and put a 15 minute PVP timer on your ship, which will also prevent it from disappearing.
The idea is there's no more vanishing at the first sign of hostiles in system.
Iwant Urstuff: Mission runners will only notice this if their client crashes during a mission and their ship is warp scrambled at the time of the crash and their ship is incapable of perma-tanking the rats. That could be me, because I deliberately fly woefully non-cap-stable ships into missions just to make them more interesting, and my client has crashed in missions before, but I'm not really sweating this. Mass unsubscriptions are just not going to happen; if anything pisses off carebears, it'll be the change to the NPC AI. But I'm not really going to sweat that either; I've long since traded reliable DPS for incredibly conservative drone management. In missions, it's not that big a deal. |
ParkRanger Bill
Parks 'n Wrecks Wildlife Management
0
|
Posted - 2012.11.03 05:11:00 -
[1187] - Quote
My question was answered, danka.
You only lose the ability to eject if you fire back, if your pointed first, you can bail or run if not scramed.
My application was to mining, can a miner eject into a combat ship if they have not engaged, answer 'yes'. |
Lors Dornick
Kallisti Industries Solar Assault Fleet
283
|
Posted - 2012.11.03 08:03:00 -
[1188] - Quote
CCP Masterplan wrote: Confirming that my main wasn't born around the time of EVE's first ever expansion, that I never attended any fanfests as a player, that I have never set a 4AM alarm clock just so I could switch a vital skill before the skill queue existed, that I never spent an entire weekend making instas for my corp before WTZ, that I never enjoyed life as a pirate or that I've ever ratted myself back up from -10, that I was never involved in 'legitimate' banking and investment schemes, that I've never driven hundreds of miles just to attend a player meet, that I never bought the original boxed version of EVE in a games store 9 years ago, that I never spent hours sniping at a POS in a tempest before dreadnoughts had been conceived, that I never missed on out winning two T2 BPOs at once because I was working away from home for a few weeks without the ability to log in and the agents then decided to give them to someone else instead because I didn't respond to their 'I've had a breakthrough' memos in time.
Nope, I definitely didn't do any of this before CCP hired me. And I'm definitely not still bitter about those agent offers.
Me thinks that Masterplan is wee bit ironic in that post ;)
|
fukier
Flatline.
92
|
Posted - 2012.11.03 13:26:00 -
[1189] - Quote
CCP Masterplan wrote:Nope, I definitely didn't do any of this before CCP hired me. And I'm definitely not still bitter about those agent offers.
so you are pro trashing all tech II BPO? cool me too bro.
At the end of the game both the pawn and the Queen go in the same box. |
Azrael Dinn
The 20th Legion Mildly Sober
17
|
Posted - 2012.11.08 07:17:00 -
[1190] - Quote
Too much to read so I hope someone will just answer this. (Yes I was lazy and did'nt read all of this and busy)
Anyhow... I blew up... in a pod... in high sec. And I learned that I should fly a ship always cause otherwise I will not get a kill right so I could go and get even.
Now the question. In the new system, will I get kill right if I'm podded or is this all still limited to ships and if I loose a ship? And if this is all limited to ships again could a dev answer why in the !"#-ñ% it is only limited to ships? |
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Fragbox
Lynx Squad Tribal Band
0
|
Posted - 2012.11.08 09:55:00 -
[1191] - Quote
Thank you for killing Dreadnaught ratting cccp and restricting them entirly to Blobfare glad i dont have to train siege mod t2 anymore now |
Che Biko
Humanitarian Communists
113
|
Posted - 2012.11.08 14:59:00 -
[1192] - Quote
Azrael Dinn wrote:In the new system, will I get kill right if I'm podded or is this all still limited to ships and if I loose a ship? CCP Masterplan wrote:Performing an action against another player that gets you a Criminal flag will also award a kill-right to that person. This will happen regardless of whether or not the target ship was destroyed. The way I interpret this is that you will get a killright if your pod is attacked in highsec/lowsec while your pod is not a legal target, as that will give the attacker a Criminal flag. Contraband Smuggling: Player Assisted Customs |
Gizznitt Malikite
Agony Unleashed Agony Empire
714
|
Posted - 2012.11.08 17:55:00 -
[1193] - Quote
Che Biko wrote:Azrael Dinn wrote:In the new system, will I get kill right if I'm podded or is this all still limited to ships and if I loose a ship? CCP Masterplan wrote:Performing an action against another player that gets you a Criminal flag will also award a kill-right to that person. This will happen regardless of whether or not the target ship was destroyed. The way I interpret this is that you will get a killright if your pod is attacked in highsec/lowsec while your pod is not a legal target, as that will give the attacker a Criminal flag.
The new system provides two methods to get a killright:
1.) Attack a Pod illegally in highsec or lowsec. 2.) Attack a player illegally in highsec.
You don't have to kill them, you only need attack.
|
Iwant Urstuff
Iwant Urstuff Corp
2
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Posted - 2012.11.09 08:21:00 -
[1194] - Quote
Hey Masterplan,
You must be the exception that proves the rule?
What happens when you end up in your pod in your own (sov) system, do you still have to wait for the timers to run out to reship?
I just don't like waiting, 15 minutes is an eternity when your waiting. You should really think that over. 15 minutes of waiting is a lot of time to develop something called boredom. Or just say some will get bored of waiting 15 minutes since they can't shoot until that timer runs out.
Can I have urstuff? |
Keko Khaan
Center for Advanced Studies Gallente Federation
18
|
Posted - 2012.11.09 09:10:00 -
[1195] - Quote
CCP Gargant wrote:Team Five-O have been slaving away at unraveling and tweaking the aggression system in EVE Online, generally known as Crimewatch, for almost a year. Now, CCP Masterplan has written a dev blog that goes into the details of the new and improved version of this system. To read it, click this link.This change will effect EVE as we know it. Please leave your comments and feedback in this thread.
I was trying these things on test server. I really liked those indicators telling you when you can dock or log safely etc. Also i liked that when you choose something from overview your camera turns there. Saves alot time when you dont have to find it from space by turning your camera manually. Round shaped red aggres icon on agressor was cool also. Not sure if i like those round shaped target icons tho. Sure i can live with them but i dont know.. If their any better... |
Azrael Dinn
The 20th Legion Mildly Sober
17
|
Posted - 2012.11.09 10:09:00 -
[1196] - Quote
Gizznitt Malikite wrote:Che Biko wrote:Azrael Dinn wrote:In the new system, will I get kill right if I'm podded or is this all still limited to ships and if I loose a ship? CCP Masterplan wrote:Performing an action against another player that gets you a Criminal flag will also award a kill-right to that person. This will happen regardless of whether or not the target ship was destroyed. The way I interpret this is that you will get a killright if your pod is attacked in highsec/lowsec while your pod is not a legal target, as that will give the attacker a Criminal flag. The new system provides two methods to get a killright: 1.) Attack a Pod illegally in highsec or lowsec. 2.) Attack a player illegally in highsec. You don't have to kill them, you only need attack.
Sweet... |
Gneeznow
Ship spinners inc To be Announced.
6
|
Posted - 2012.11.09 14:45:00 -
[1197] - Quote
If the sec hit is front loaded, does that mean each time I attack someone in low sec, I get the full -2% ~ sec hit (the one you get now for 'ganking' someone who doesn't fire back at you) instead of the roughly 10x smaller sec hit you get when they fire back at you?
Also with killirights, someone now gets killrights on you if you attack their SHIP in low sec? |
Gizznitt Malikite
Agony Unleashed Agony Empire
716
|
Posted - 2012.11.09 17:54:00 -
[1198] - Quote
Iwant Urstuff wrote:Hey Masterplan,
You must be the exception that proves the rule?
What happens when you end up in your pod in your own (sov) system, do you still have to wait for the timers to run out to reship?
I just don't like waiting, 15 minutes is an eternity when your waiting. You should really think that over. 15 minutes of waiting is a lot of time to develop something called boredom. Or just say some will get bored of waiting 15 minutes since they can't shoot until that timer runs out.
Can I have urstuff?
You misread the blog....
The Re-ship timer is tied to the WEAPONS timer.... which is 60 seconds, NOT 15 minutes... Until recently, all session change timers were 30 seconds (meaning you couldn't docking/jumping/re-ship for 30 seconds), and we managed just fine... I'm pretty sure a 60 second timer is very manageable, and won't ruin your ability to reship and rejoing a decent sized fight. |
Gizznitt Malikite
Agony Unleashed Agony Empire
716
|
Posted - 2012.11.09 18:05:00 -
[1199] - Quote
Gneeznow wrote:If the sec hit is front loaded, does that mean each time I attack someone in low sec, I get the full -2% ~ sec hit (the one you get now for 'ganking' someone who doesn't fire back at you) instead of the roughly 10x smaller sec hit you get when they fire back at you?
Also with killirights, someone now gets killrights on you if you attack their SHIP in low sec?
Excellent question about the sec hits.... CCP needs to answer that....
As for you killrights question: Killrights are ONLY generated for CRIMINAL actions...
Criminal actions are: Illegally Attacking a POD in lowsec or highsec. Illegally Attacking a SHIP in highsec.
If you attack a ship (not pod) in lowsec, you are NOT committing a criminal act. You will take a sec hit and gain a Suspect.
The implications of this: A nasty wannabe pirate sitting on a gate can shoot that ship that jumped in, going Suspect.... Suddenly some trap is triggered, and you need to escape.... you now have the option of de-aggressing (if you can survive 60 s) and jumping into highsec... In highsec, you will still be flagged as a suspect, meaning everyone can shoot you... but no NPC police force (like concord) will be coming to shoot you (note: if your sec status is low enough, then you'll draw the normal police action from entering highsec)
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CCP Masterplan
C C P C C P Alliance
877
|
Posted - 2012.11.09 18:17:00 -
[1200] - Quote
Gizznitt Malikite wrote:Gneeznow wrote:If the sec hit is front loaded, does that mean each time I attack someone in low sec, I get the full -2% ~ sec hit (the one you get now for 'ganking' someone who doesn't fire back at you) instead of the roughly 10x smaller sec hit you get when they fire back at you?
Also with killirights, someone now gets killrights on you if you attack their SHIP in low sec? Excellent question about the sec hits.... CCP needs to answer that....
The way this works is that for as long as you have a criminal/suspect timer, or are in a limited engagement, the system will remember which offenses you have been punished for. Once your criminal/suspect timer has cleared and you are no longer in any limited engagements, this record is cleared, and you will once again incur sec-status punishments. The memory tracks who you've offended against, and the level of the offense (ship vs pod). Repeating an offense - ie attacking the same person, perhaps after your guns have reloaded or you've chased him to another location - will not incur a repeated sec-hit.
The history is also passed across jumps, so if you attack someone in one system (and suffer a sec hit), then jump through a gate and attack him again (as long as your timers haven't expired), then you'll be able to continue fighting the same target in a different without another sec hit.
Attacking a pod is a more severe offense than attacking a ship, so you'll still get two sec hits if you shoot his ship and then his pod.
Make sense? "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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