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Author |
Thread Statistics | Show CCP posts - 81 post(s) |
Kaildoth
Generic Corp.
10
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Posted - 2012.10.04 18:10:00 -
[241] - Quote
CCP Masterplan wrote:DJ FunkyBacon wrote:There really needs to be a way for 2 players to engage in a LE without the whole of eve getting involved.
As an example, at Eve Radio we do many tournaments (and I'm sure other entities hold competitions as well) using can flip mechanics to allow players to engage each other in highsec. With these new can flip mechanics, players will now be able to be attacked by anyone nearby.
I would like to see some sort of a challenge system where 2 players can agree to be flagged for an LE against each other without inviting the rest of Eve in on the fight. Tie it to the CSPA charge to prevent abuse if you must, but please don't kill 1v1s.
Aside from that, I think the changes are brilliant. Your king-of-the-hill radio contests were the specific example I used internally when I explained why we need to support this. I can't commit a solution at this time, but rest assured I really want to make sure a replacement mechanic happen (even if it has to wait until a .1 patch)
Yea good job, start copying the failed pvp systems of other games, just to do ..... a contest....., completely ignoring what system made your game famous. You start with duels, then we get instanced pvp and all those failed systems, i hope you are just joking, else you really gonna see your subs dropping. |
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CCP Masterplan
C C P C C P Alliance
667
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Posted - 2012.10.04 18:11:00 -
[242] - Quote
Arec Bardwin wrote:Overall, great changes!
A few questions though:
- how is the transporting of illegal goods handled? - Pods, are they legal targets if the player is criminal, suspect, LE flagged? - criminally flagged pod cannot initiate warp? Unchanged Yes Criminal pods are excepted from the "can't dock/warp in high-sec" restriction "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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John Henke
Republic Military School Minmatar Republic
0
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Posted - 2012.10.04 18:13:00 -
[243] - Quote
I think you should really reconsider the length of the NPC-timer. One thing is if you log off by yourself. You should know what you are doing. But if you have a disconnect because the CCP server have shut down or the internet provider has a problem, you are going to loose the ship. Active tanked ships, which use their boosters only if needed, wont have a chance to survive a 15 minute NPC-timer (e.g. in AE-bonusstage, last room of pirat scarlet). |
PinkKnife
L F C Ethereal Dawn
231
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Posted - 2012.10.04 18:15:00 -
[244] - Quote
John Henke wrote:I think you should really reconsider the length of the NPC-timer. One thing is if you log off by yourself. You should know what you are doing. But if you have a disconnect because the CCP server have shut down or the internet provider has a problem, you are going to loose the ship. Active tanked ships, which use their boosters only if needed, wont have a chance to survive a 15 minute NPC-timer (e.g. in AE-bonusstage, last room of pirat scarlet).
If the CCP server is shutting down the NPC rats won't be there to shoot at you. <.< |
JinJao Mackenzie
Garoun Investment Bank Gallente Federation
1
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Posted - 2012.10.04 18:16:00 -
[245] - Quote
What happens when a player uses an assisting module on an NPC?
One Oneiros I lost was Concorded when I misclicked and activated one of repairers on a mission rat.
I don't see this situation listed in the table. |
WInter Borne
Cold Station 12 Surely You're Joking
9
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Posted - 2012.10.04 18:16:00 -
[246] - Quote
So just to confirm, if we are engaging in combat in wspace, and for some reason need to switch from dps to logi, or from dps to ecm....we will have to wait out the full timer? In essence, in any pvp we engage in we are locked in that ship for the duration of the timer? |
John Henke
Republic Military School Minmatar Republic
0
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Posted - 2012.10.04 18:17:00 -
[247] - Quote
PinkKnife wrote:John Henke wrote:I think you should really reconsider the length of the NPC-timer. One thing is if you log off by yourself. You should know what you are doing. But if you have a disconnect because the CCP server have shut down or the internet provider has a problem, you are going to loose the ship. Active tanked ships, which use their boosters only if needed, wont have a chance to survive a 15 minute NPC-timer (e.g. in AE-bonusstage, last room of pirat scarlet). If the CCP server is shutting down the NPC rats won't be there to shoot at you. <.<
You are right! My mistake. |
Bloodpetal
Mimidae Risk Solutions
908
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Posted - 2012.10.04 18:17:00 -
[248] - Quote
Sorry if this was answered.
The "Incur Sec Status" says you will get Sentry Guns as long as you "remain in sight" - does that mean warping out and back to the gate resets sentry guns?
Mimidae Risk Solutions Recruiting |
Adaahh Gee
Rock jockeyz The Jagged Alliance
40
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Posted - 2012.10.04 18:17:00 -
[249] - Quote
Just to clarify this "NPC aggro timer"
Assuming I'm in high sec running a lev 4 in a ship with active tank.
My local BT engineer unplugs the wrong cable in the telephone exchange. My internet falls on it's arse.
Under current system, my modules deactivate at the end of cycle and I emergency warp off (assuming I'm not scram'd) and I disappear from D-scan.
Under this new system, 1. Would I remain in the mission site, with all my modules switched off for 15 mins? (and therefore loose my active tanking ship) Or 2. Would I E-Warp away from the mission site but remain on d-scan and probe-able for 15 mins.
Scenario 1 will lead to a a lot of complaints and petitions and serves give no real gain to improving game mechanics. Scenario 2 is fair enough and as someone said "Fit a cloak" and warp to a safe for 15mins, then log.
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FalconX Blast
Amok. Goonswarm Federation
29
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Posted - 2012.10.04 18:17:00 -
[250] - Quote
1. Looks like interdictors are back to being unable to bubble and jump.
2. If the target has NPC aggression from log-off, and I shoot him, does that start a pvp aggression timer that I can keep perpetually til he dies? |
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MIrple
BSC LEGION Tactical Narcotics Team
142
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Posted - 2012.10.04 18:20:00 -
[251] - Quote
Unforgiven Storm wrote:CCP Masterplan wrote:Sun Win wrote:That's unfortunate, given that when you guys announced Tech 3 on the Dev Blog, you said: Now you've made it so that Tech 3 pilots can't abandon ship. It's not a huge deal, most Tech 3 ships go down fighting. But this was something that you originally included as an interesting gameplay choice that you are now removing. "From time-to-time" is not the same as "In the middle of combat that isn't going your way" If you were suprise-ganked and weren't shooting, you can eject as you wish. But once you make an attack, you are committing yourself, for good or for bad. Im sorry, but when two navy boats are fighting in the sea and one is loosing the capitan of the losing ship has always the option to say "abandon ship" in the middle of the fight. Same principle applies here, why I cant abandon a ship that is "sinking" and try to save myself (my pod)? You still didn't manage to explain why this needs to change! What is the main purpose of this change other than, "because I want it"? Please explain this change to me, I'm a simple player that didn't understand this change and need help to understand the purpose so I can make my peace and deal with it... what is the purpose, what people and this game gains by changing this?
I think this is aimed solely at T3's when they were created they put into the rules that when you lose your ship you lose a skill. Players found a way around this. This is a way for them to put it back in balance. Would you be more for it if it was limited to T3's only? |
Dinsdale Pirannha
Pirannha Corp
324
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Posted - 2012.10.04 18:21:00 -
[252] - Quote
PinkKnife wrote:John Henke wrote:I think you should really reconsider the length of the NPC-timer. One thing is if you log off by yourself. You should know what you are doing. But if you have a disconnect because the CCP server have shut down or the internet provider has a problem, you are going to loose the ship. Active tanked ships, which use their boosters only if needed, wont have a chance to survive a 15 minute NPC-timer (e.g. in AE-bonusstage, last room of pirat scarlet). If the CCP server is shutting down the NPC rats won't be there to shoot at you. <.<
Right, and the CCP routers and FW's on their side are bulletproof.... Or an large North American carrier loses the connectivity to Europe for 15 minutes, that has never happened..... |
PinkKnife
L F C Ethereal Dawn
231
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Posted - 2012.10.04 18:21:00 -
[253] - Quote
FalconX Blast wrote:1. Looks like interdictors are back to being unable to bubble and jump.
2. If the target has NPC aggression from log-off, and I shoot him, does that start a pvp aggression timer that I can keep perpetually til he dies?
I believe the pvp flag only gets issued if the they are online, so no. You'd essentially have the 15minutes to try and kill them. |
Alx Warlord
Security Task Force
172
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Posted - 2012.10.04 18:22:00 -
[254] - Quote
Will the carrier triage module, the dread siege module, and the cynos gen count as a weapon? will it aplly continuously untill the cycle ends or it will only aplly in the begin? [Discussion] - New POS system ( Construction Block Built - Starbasecraft) <<< Please CCP read this! |
Alx Warlord
Security Task Force
172
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Posted - 2012.10.04 18:23:00 -
[255] - Quote
Bloodpetal wrote:Sorry if this was answered.
The "Incur Sec Status" says you will get Sentry Guns as long as you "remain in sight" - does that mean warping out and back to the gate resets sentry guns?
YES. [Discussion] - New POS system ( Construction Block Built - Starbasecraft) <<< Please CCP read this! |
Cassius Longinus
Stimulus Rote Kapelle
14
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Posted - 2012.10.04 18:23:00 -
[256] - Quote
My thoughts:
1. I'm going to be sad about dictors being pinned on one side of a gate again. That generally means you need to "bring more" to cover both sides of a gate (which is bad... we want less people in gang, not more).
2. Probably you should have docking your ship in a carrier/orca etc, pass on flags to the carrier/orca the same way the remote-assistance does.
3. Probably, boosting a fleet (on grid or off) should count as remote assistance.
I love the resetting gate guns change. When roaming, that means we'll only have to tank the guns on gates in which we engage in combat. That is terrific.
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Odin Shadow
ZC Industries Dark Stripes
1
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Posted - 2012.10.04 18:25:00 -
[257] - Quote
Adaahh Gee wrote:Just to clarify this "NPC aggro timer"
Assuming I'm in high sec running a lev 4 in a ship with active tank.
My local BT engineer unplugs the wrong cable in the telephone exchange. My internet falls on it's arse.
Under current system, my modules deactivate at the end of cycle and I emergency warp off (assuming I'm not scram'd) and I disappear from D-scan.
Under this new system, 1. Would I remain in the mission site, with all my modules switched off for 15 mins? (and therefore loose my active tanking ship) Or 2. Would I E-Warp away from the mission site but remain on d-scan and probe-able for 15 mins.
Scenario 1 will lead to a a lot of complaints and petitions and serves give no real gain to improving game mechanics. Scenario 2 is fair enough and as someone said "Fit a cloak" and warp to a safe for 15mins, then log.
1. if scrammed (unsure if they have changed mods switching off at the end of the cycle to combat this issue) 2. if not scrammed |
Dinsdale Pirannha
Pirannha Corp
324
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Posted - 2012.10.04 18:26:00 -
[258] - Quote
Adaahh Gee wrote:Just to clarify this "NPC aggro timer"
Assuming I'm in high sec running a lev 4 in a ship with active tank.
My local BT engineer unplugs the wrong cable in the telephone exchange. My internet falls on it's arse.
Under current system, my modules deactivate at the end of cycle and I emergency warp off (assuming I'm not scram'd) and I disappear from D-scan.
Under this new system, 1. Would I remain in the mission site, with all my modules switched off for 15 mins? (and therefore loose my active tanking ship) Or 2. Would I E-Warp away from the mission site but remain on d-scan and probe-able for 15 mins.
Scenario 1 will lead to a a lot of complaints and petitions and serves give no real gain to improving game mechanics. Scenario 2 is fair enough and as someone said "Fit a cloak" and warp to a safe for 15mins, then log.
One point, if an ISP pulls the plug, (and this WILL happen, it happens all the time), how will you be able to turn on the cloak? You can't shoot rats if cloaked, so precisely when will this cloak, which BTW many fits won't allow, be turned on? |
Solstice Project
Red Tsunami No Value
1774
|
Posted - 2012.10.04 18:26:00 -
[259] - Quote
So, if i understand this right ... people who attack outlaws in highsec won't become suspects, it'll just be a limited engagement ?
And there goes my hope that the bigmouthed cowards die out ...
Edit: Actually, i hoped for more changes to weed out all the idiots from highsec, not related to attacking outlaws or not ... Inappropriate signature removed. Spitfire |
Reticle
Sight Picture
31
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Posted - 2012.10.04 18:26:00 -
[260] - Quote
Whoop Whoop. That's the Sound of da Police
Pretty good stuff. And FINALLY some decent CCP-produced game documentation. You need more of that EVERYWHERE.
My only complaint is killrights for simple agression. Kill rights should be for kills only. |
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MIrple
BSC LEGION Tactical Narcotics Team
142
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Posted - 2012.10.04 18:27:00 -
[261] - Quote
Cassius Longinus wrote:My thoughts:
1. I'm going to be sad about dictors being pinned on one side of a gate again. That generally means you need to "bring more" to cover both sides of a gate (which is bad... we want less people in gang, not more).
2. Probably you should have docking your ship in a carrier/orca etc, pass on flags to the carrier/orca the same way the remote-assistance does.
3. Probably, boosting a fleet (on grid or off) should count as remote assistance.
I love the resetting gate guns change. When roaming, that means we'll only have to tank the guns on gates in which we engage in combat. That is terrific.
Why would this stop dictors from jumping the bubble mechanic only gave agro if someone inside the bubble tried to warp. I dont see this changing in the new system or did I miss something? |
Warde Guildencrantz
TunDraGon
106
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Posted - 2012.10.04 18:29:00 -
[262] - Quote
War Kitten wrote:CCP Masterplan wrote:Odin Shadow wrote:Tippia wrote:Odin Shadow wrote:when running a mission, you are scrammed. ccp have one of the network issue that have happened of late, so you D/C and cant reconnect. you ship just sits there and dies now? If it does now, it will in the future, only for a longer time. if the npc's are shooting you, that time will never expire? No flags can be created after log-off. The only flag that can be extended after log-off is the PVP flag. I thought logoffski tricks were fixed by being able to scan out a ship and point it before it disappeared, thus applying the 15 minute PVP timer. This is going away now? Now a ship with no flags can jump a gate in lowsec, logoff before they decloak, and be safely gone in 60 seconds? That should bring up some old tears again. You have to be able to prevent that e-warp *and* kill it within 60 seconds.
Decloak is 30 seconds and targeting is 1 second, they won't disappear :P |
TheMaster42
Scorpion Unicorn Bird
3
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Posted - 2012.10.04 18:29:00 -
[263] - Quote
So will the PvP flag appear on your screen when you INITIATE warp and are going to get pulled in by a drag bubble (so you can cancel your warp in response)? |
Unforgiven Storm
Eternity INC. Goonswarm Federation
147
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Posted - 2012.10.04 18:31:00 -
[264] - Quote
MIrple wrote:Unforgiven Storm wrote:CCP Masterplan wrote:Sun Win wrote:That's unfortunate, given that when you guys announced Tech 3 on the Dev Blog, you said: Now you've made it so that Tech 3 pilots can't abandon ship. It's not a huge deal, most Tech 3 ships go down fighting. But this was something that you originally included as an interesting gameplay choice that you are now removing. "From time-to-time" is not the same as "In the middle of combat that isn't going your way" If you were suprise-ganked and weren't shooting, you can eject as you wish. But once you make an attack, you are committing yourself, for good or for bad. Im sorry, but when two navy boats are fighting in the sea and one is loosing the capitan of the losing ship has always the option to say "abandon ship" in the middle of the fight. Same principle applies here, why I cant abandon a ship that is "sinking" and try to save myself (my pod)? You still didn't manage to explain why this needs to change! What is the main purpose of this change other than, "because I want it"? Please explain this change to me, I'm a simple player that didn't understand this change and need help to understand the purpose so I can make my peace and deal with it... what is the purpose, what people and this game gains by changing this? I think this is aimed solely at T3's when they were created they put into the rules that when you lose your ship you lose a skill. Players found a way around this. This is a way for them to put it back in balance. Would you be more for it if it was limited to T3's only?
I don't care about T3, make the rule just for them, but don't drag anybody behind. One tecnique I use alot, because in my pc exposions tend to lag the client for a couple of seconds and I normally find my pod locked and scram after the lag goes away, I normally eject when in structure and press warp saving my pod 10/10 times I do this (and not bubled ofcourse). Its a valid survival pod tactic that I see no reason to change. Now if t3 pilots must die because there is a rule, fine make only for t3 I can live with that, just don't punish everybody else please. Allow us to change characters of the same account without the need to logout and put the password again. |
Ali Aras
Valkyries of Night Of Sound Mind
0
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Posted - 2012.10.04 18:32:00 -
[265] - Quote
PinkKnife wrote:Also, Death to strategically logging off. I can't believe everyone's internet is that bad, and strangely enough only when they are ratting do they experience such unusual internet latency issues. Heh, actually the causality is the other way -- my internet is terribad but I want to play EVE, so I rat instead of PvP. It's less fun, but at least a disconnect isn't likely death in a ship with sufficient tank. |
Kmelx
The Elysian Agoge Elysian Empire
50
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Posted - 2012.10.04 18:33:00 -
[266] - Quote
CCP Masterplan wrote:Here's some of the important changes compared to the old system that players should be aware of:
Illegal attacks on ships (not capsules) in low-sec only incur a Suspect flag. No CONCORD response if the attacker subsequently jumps in to high-sec.
That is full ******, all of the popular low sec entry systems will end up perma camped, all you have to do as a pirate is sit there and tank for 60 seconds, then jump to high sec and warp off if the fight goes the wrong way for you. You'll end up with stupid EHP fast locking T3 camps everywhere, the risks will be minimal for the people running the camps.
I thought the general idea from CCP was to ENCOURAGE people to go to lowsec and to introduce consequences for player actions, but you've just buffed piracy massively and the lame ********* who sit on low sec side of high sec entry gates, can now do it with even more impunity, hell you can pretty much do away with the stupid Orca camps now, you don't need an Orca if you can just wait for a bit, jump to high sec and warp off. |
Lyron-Baktos
Selective Pressure Rote Kapelle
321
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Posted - 2012.10.04 18:33:00 -
[267] - Quote
the PVP flag that gets added to a ship I just attacked, does that timer keep resetting the more I shoot at him? So, he can't do station games any longer? Selective Pressure [FOVRA] is now recruiting! https://forums.eveonline.com/default.aspx?g=posts&m=1797934#post1797934 |
Altrue
Exploration Frontier inc
39
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Posted - 2012.10.04 18:36:00 -
[268] - Quote
If I understood well, logistics assisting someone with only a LE timer (like someone self-defending himself against a criminal) will be flagged SUSPECT and be able to be attacked from everybody around ?
Why don't just replicate the timers from the player who receives the assistance, like with every other case ? (Meaning copy the LE timer instead of a SUSPECT timer.)
I also don't understand why an agressor in low sec could jump back to high sec safely.
Edit : Quote here : "Assisting someone who is engaged in an LE will cause the assistor to receive a Suspect flag." [Hapiness I blueprint]
Whine less - [1] Enjoy more - [1] |
Burseg Sardaukar
Sardaukar Merc Guild General Tso's Alliance
174
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Posted - 2012.10.04 18:37:00 -
[269] - Quote
Lyron-Baktos wrote:the PVP flag that gets added to a ship I just attacked, does that timer keep resetting the more I shoot at him? So, he can't do station games any longer?
No this sounds like the Weapons flag, and is required for the target to shoot back, just like today. Hey, as a dude that lives in lowsec, you should read my idea on how to "fix" it... in Blog format, complete with a spreadsheet! http://3xxxd.blogspot.com/2012/09/how-to-buff-lowsec.html |
MIrple
BSC LEGION Tactical Narcotics Team
142
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Posted - 2012.10.04 18:39:00 -
[270] - Quote
Kmelx wrote:CCP Masterplan wrote:Here's some of the important changes compared to the old system that players should be aware of:
Illegal attacks on ships (not capsules) in low-sec only incur a Suspect flag. No CONCORD response if the attacker subsequently jumps in to high-sec. That is full ret@rd, all of the popular low sec entry systems will end up perma camped, all you have to do as a pirate is sit there and tank for 60 seconds, then jump to high sec and warp off if the fight goes the wrong way for you. You'll end up with stupid EHP fast locking T3 camps everywhere, the risks will be minimal for the people running the camps. I thought the general idea from CCP was to ENCOURAGE people to go to lowsec and to introduce consequences for player actions, but you've just buffed piracy massively and the lame ********* who sit on low sec side of high sec entry gates, can now do it with even more impunity, hell you can pretty much do away with the stupid Orca camps now, you don't need an Orca if you can just wait for a bit, jump to high sec and warp off.
You do realize he will still have a 14 minutes left on his suspect flag where anyone can shoot him right.
Also if is his a Pirate and this is my opinion is if he is an outlaw in that system so say a -2 in a 1.0 systeme he shouldnt be able to dock in stations. This should also go the same with standings why are people with low standings allowed to dock in hostile stations. |
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