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Ospie
Core Impulse
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Posted - 2009.03.11 00:02:00 -
[31]
Originally by: Jimer Lins I know that there's enough people irked at this exploit being abused so much and that there are some relatively simple changes that would make it less abusable.
My personal favorite is the "login timer", which would be like a reverse aggro timer.
1) If you log in in space (and only if you log in in space) your ship must remain for a minimum of 5 minutes, during which time it can be aggroed regardless of whether you are connected or not. 2) For the 30 second timer after disconnect, you are vulnerable to aggro mechanics. 3) After logging out, your warpin point never moves until you have actually completed a warp back to it, regardless of how many times you log out.
That would mean that anyone who logged in, then logged out to move their warpin would be vulnerable to being probed out and aggroed within 5 minutes, and would take the logoffski==safe brigade and cut them off at the knees.
It would also mean that those who logoff under gatecloak (or after hitting the jump button) would be able to be tagged with aggro without having to resort to silliness like an AOE weapon on a covert ops.
This looks like a good solution to this issue.
On the whole support this idea, what people who keep posting against this complaint don't seem to realise is that this is a get out of jail free card for freighters, orcas and little more (most BS's won't survive a couple of BS's shooting them) - and it's specifically abused by those industrial ships and little else. If you're bouncing about in lowsec in a cruiser and you disconnect when you jump into a camp, you're going to die with or without a fix to this problem, so the average player will see no difference to their gameplay at all.
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Santiago Fahahrri
Galactic Geographic
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Posted - 2009.03.11 00:29:00 -
[32]
Originally by: Ospie
Originally by: Jimer Lins I know that there's enough people irked at this exploit being abused so much and that there are some relatively simple changes that would make it less abusable.
My personal favorite is the "login timer", which would be like a reverse aggro timer.
1) If you log in in space (and only if you log in in space) your ship must remain for a minimum of 5 minutes, during which time it can be aggroed regardless of whether you are connected or not. 2) For the 30 second timer after disconnect, you are vulnerable to aggro mechanics. 3) After logging out, your warpin point never moves until you have actually completed a warp back to it, regardless of how many times you log out.
That would mean that anyone who logged in, then logged out to move their warpin would be vulnerable to being probed out and aggroed within 5 minutes, and would take the logoffski==safe brigade and cut them off at the knees.
It would also mean that those who logoff under gatecloak (or after hitting the jump button) would be able to be tagged with aggro without having to resort to silliness like an AOE weapon on a covert ops.
This looks like a good solution to this issue.
On the whole support this idea, what people who keep posting against this complaint don't seem to realise is that this is a get out of jail free card for freighters, orcas and little more (most BS's won't survive a couple of BS's shooting them) - and it's specifically abused by those industrial ships and little else. If you're bouncing about in lowsec in a cruiser and you disconnect when you jump into a camp, you're going to die with or without a fix to this problem, so the average player will see no difference to their gameplay at all.
That's a terrible solution. Not everyone plays the same way. I fly with a nomadic group in deep 0.0 space. We are often more than 15-20 hostile jumps from any place we can dock. We log out in space every day - because we rarely dock. It is not acceptable for ships to float around for 5 minutes after a player logs out or loses connection.
For some pilots that would be the equivalent of - "When you log out in a station your ship is ejected into space and sits there for 5 minutes." ~ Santiago Fahahrri Galactic Geographic |

Zenethalos
Minmatar Noir.
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Posted - 2009.03.11 01:01:00 -
[33]
Edited by: Zenethalos on 11/03/2009 01:03:19 I agree sitting there for five minutes after you log is not a great solution (sry jimer). Someone suggested a special packet be sent for a ctrl q or an esc -> quit be sent to the server to let them know they quit the game. That said the ship should be vulnerable to 30 seconds after the exit meaning even though they are not in game you can stil agro the ship with a direct fire weapon giving it a 15minute timer as it would normally if you were shot then logged out. It's not a concrete solution as a person can just unplug the motem/turn off their pc but its still better then nothing.
Or just simply you can be agro'd for the first 30seconds after any type of exit/DC. As it stands if you DC after a jump your dead any ways if your in a BS/sub BS most of the time. We were able to take down an abaddon that "dropped" right after saying bi in local with only 5 recons/hacs so.
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Jimer Lins
Gallente Noir.
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Posted - 2009.03.11 18:42:00 -
[34]
Originally by: Santiago Fahahrri
Originally by: Ospie
Originally by: Jimer Lins I know that there's enough people irked at this exploit being abused so much and that there are some relatively simple changes that would make it less abusable.
My personal favorite is the "login timer", which would be like a reverse aggro timer.
1) If you log in in space (and only if you log in in space) your ship must remain for a minimum of 5 minutes, during which time it can be aggroed regardless of whether you are connected or not. 2) For the 30 second timer after disconnect, you are vulnerable to aggro mechanics. 3) After logging out, your warpin point never moves until you have actually completed a warp back to it, regardless of how many times you log out.
That would mean that anyone who logged in, then logged out to move their warpin would be vulnerable to being probed out and aggroed within 5 minutes, and would take the logoffski==safe brigade and cut them off at the knees.
It would also mean that those who logoff under gatecloak (or after hitting the jump button) would be able to be tagged with aggro without having to resort to silliness like an AOE weapon on a covert ops.
This looks like a good solution to this issue.
On the whole support this idea, what people who keep posting against this complaint don't seem to realise is that this is a get out of jail free card for freighters, orcas and little more (most BS's won't survive a couple of BS's shooting them) - and it's specifically abused by those industrial ships and little else. If you're bouncing about in lowsec in a cruiser and you disconnect when you jump into a camp, you're going to die with or without a fix to this problem, so the average player will see no difference to their gameplay at all.
That's a terrible solution. Not everyone plays the same way. I fly with a nomadic group in deep 0.0 space. We are often more than 15-20 hostile jumps from any place we can dock. We log out in space every day - because we rarely dock. It is not acceptable for ships to float around for 5 minutes after a player logs out or loses connection.
For some pilots that would be the equivalent of - "When you log out in a station your ship is ejected into space and sits there for 5 minutes."
No, you misread what I said. The five minutes applies ONLY from the time of login and ONLY if you log in in space.
Meaning that if you log in, stay for more than 5 minutes, then log out- you still vanish in 30 seconds. If you log out after 3 minutes, you stay in space for 2 minutes.
Corp killboard-How to Kill Logoffskis |

Jimer Lins
Gallente Noir.
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Posted - 2009.03.11 18:46:00 -
[35]
Reiterating, because I obviously wasn't clear enough:
* The 5 minute timer applies ONLY to login and ONLY if you log in in space. * If you stay for more than five minutes, there is no timer other than the current one.
So for those who log out in space with no aggro after doing their regular play session for hours, nothing changes.
All it means is that you can't log in and out to check local or move your warpin, because you're around for five minutes if you do. If you're not exploiting login mechanics, you're fine.
Corp killboard-How to Kill Logoffskis |

EdFromHumanResources
GoonFleet GoonSwarm
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Posted - 2009.03.13 00:06:00 -
[36]
Wow you said you were going to post a thread about me ctrl Qing I cant believe you actually did it. But hey there are more whine threads about this than pos warfare so sure ill support it because it'll never happen. ------------------------------------------------- Everyone hates goonswarm for one reason or another. ... And they promote ***gotism -Zurrar
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Zenethalos
Minmatar Noir.
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Posted - 2009.03.13 04:58:00 -
[37]
Originally by: EdFromHumanResources Wow you said you were going to post a thread about me ctrl Qing I cant believe you actually did it. But hey there are more whine threads about this than pos warfare so sure ill support it because it'll never happen.
You're probably right. It seems CCP is more concerned with carebears having their way and ensuring their security, that and stupid pilots. All these people complain that they dont have a stable connection and its not fair. Whats not fair is that for every 1 person with a faulty connection there are 5 asshats exploiting that saying they dropped. |

EdFromHumanResources
Caldari GoonFleet GoonSwarm
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Posted - 2009.03.13 15:46:00 -
[38]
Originally by: Zenethalos
Originally by: EdFromHumanResources Wow you said you were going to post a thread about me ctrl Qing I cant believe you actually did it. But hey there are more whine threads about this than pos warfare so sure ill support it because it'll never happen.
You're probably right. It seems CCP is more concerned with carebears having their way and ensuring their security, that and stupid pilots. All these people complain that they dont have a stable connection and its not fair. Whats not fair is that for every 1 person with a faulty connection there are 5 asshats exploiting that saying they dropped.
Sup I Ctrl Q'ed to save the 15b in my freighter. What category do I fit in? ------------------------------------------------- Everyone hates goonswarm for one reason or another. ... And they promote ***gotism -Zurrar
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Shade Millith
International House of PWNCakes Libertas Fidelitas
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Posted - 2009.03.16 22:21:00 -
[39]
I'm gonna bump this.
Just had a AAA freighter vanish while in hull.
For every 2 people that actually has a propper disconnect, you have entire fleets logging off to avoid combat. This is a bad mechanic. Fix it --------------------------------------------
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Arpad Elo
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Posted - 2009.03.17 00:44:00 -
[40]
not sure if I've supported this yet, but I do.
I'd like to see aggro prevent people from vanishing regardless of whether or not they're currently logged in.
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Jimer Lins
Gallente Noir.
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Posted - 2009.03.17 18:54:00 -
[41]
So, exactly what does it take to get CSM attention to this matter?
Corp killboard-How to Kill Logoffskis |

Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.03.17 19:03:00 -
[42]
regarding OP's scenario, sounds like some kind of desync problem - I noticed a lot more of those since last big patch
I do support rewriting of logoff mechanics - to make them more favorable to PvPer. It gets pretty bad right now with some of the tricks people pull, like:
*) loging off, then logging in a minute later and immediately log off again, then log in again and warp to a safe point instead of the original place of log off
*) in some cases, log off makes ship invulnerable to lock
*) people jumping into systems and logging off at same time - gives attackers only 30 second window to destroy them
*) people logging off as soon as they see that they are about to get tackled, thus by-passing the aggro timer by a couple seconds, giving attackers just 1 minute to destroy them (if they don't get hit by the invulnerable to lock bug)
The most important change, in my opinion, is to make it so people can get aggro timer during the 1 minute their ship remains in space without aggro. Basically - if anyone shoots a ship, it gets aggro, doesn't matter if the char is logged in or not.
This would have most significant impact on people who abuse log off mechanics to save ships, while having little negative impact on people who have real connection problems.
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irion felpamy
HellJumpers Corp United For 0rder
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Posted - 2009.03.18 12:20:00 -
[43]
To easy to abuse current system. seen it done, don't want to see it again.
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Tesseract d'Urberville
Tadakastu-Obata Corporation The Honda Accord
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Posted - 2009.03.18 22:59:00 -
[44]
I agree the system can be abused too easily, and we should consider alternatives.
BUT,
I don't see a proposal here that protects players who honest-to-god involuntarily disconnect at the worst possible moment due to a network failure, wifi disconnect, client crash, or a power outage. These things do happen occasionally (wifi disconnects happen to me from time to time, and a year ago the Macintosh client that I run crashed with irritating regularity) and players should not be punishable in those types of situations.
Sorry, not supported.
--------------------------------- Thomas Hardy is going to eat your brains. |

irion felpamy
Minmatar HellJumpers Corp United For 0rder
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Posted - 2009.03.19 09:49:00 -
[45]
Originally by: Tesseract d'Urberville I agree the system can be abused too easily, and we should consider alternatives.
BUT,
I don't see a proposal here that protects players who honest-to-god involuntarily disconnect at the worst possible moment due to a network failure, wifi disconnect, client crash, or a power outage. These things do happen occasionally (wifi disconnects happen to me from time to time, and a year ago the Macintosh client that I run crashed with irritating regularity) and players should not be punishable in those types of situations.
Sorry, not supported.
Then you e-warp out, difference is if you are pointed when you disconnect you don't dissapear.
How about we give you a little flag you can set so if you are worried about a GPU overheating, PC crashing or your neighbour finaly securing his wifi connection and disconnecting you. Every downtime CCP replaces all the ships and implants you lost while it was set. 100% effective, never lose a ship to a discon ever again.
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Shade Millith
International House of PWNCakes Libertas Fidelitas
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Posted - 2009.03.19 11:56:00 -
[46]
Originally by: Tesseract d'Urberville I agree the system can be abused too easily, and we should consider alternatives.
BUT,
I don't see a proposal here that protects players who honest-to-god involuntarily disconnect at the worst possible moment due to a network failure, wifi disconnect, client crash, or a power outage. These things do happen occasionally (wifi disconnects happen to me from time to time, and a year ago the Macintosh client that I run crashed with irritating regularity) and players should not be punishable in those types of situations.
Sorry, not supported.
Then make is so if your shot at any time you recive the 15 min vanish timer. The problem here is that while you have a legitimate problem, entire fleets are logging off when they don't like the odds --------------------------------------------
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Jimer Lins
Gallente Noir.
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Posted - 2009.03.19 19:13:00 -
[47]
Originally by: Tesseract d'Urberville I agree the system can be abused too easily, and we should consider alternatives.
BUT,
I don't see a proposal here that protects players who honest-to-god involuntarily disconnect at the worst possible moment due to a network failure, wifi disconnect, client crash, or a power outage. These things do happen occasionally (wifi disconnects happen to me from time to time, and a year ago the Macintosh client that I run crashed with irritating regularity) and players should not be punishable in those types of situations.
Sorry, not supported.
If you had looked at my idea, people who have that kind of problem wouldn't be affected, unless it happened within 5 minutes of login. As it stands now, if you get aggro, then disconnect, you're stuck for 15 minutes anyway.
the fact is that it only protects exploiters and abusers of a bad game mechanic to leave it as it is. No viable justification has yet been offered. The "Some people have legit disconnects" argument fails because of the rarity of the event, coupled with the fact that a legit disconnect already has the 30 second protection in that you vanish utterly unless you've been aggressed.
Corp killboard-How to Kill Logoffskis |

Nicholas DW
Invicta. Advocated Destruction
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Posted - 2009.03.23 09:02:00 -
[48]
I can really only see more nerfs to PVP coming with future patches, fixing this exploit would be counter productive to that process and as such CCP isn't going to fix this issue.
Keep fighting the good fight, but it's a waste of time.
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Gaogan
Solar Storm Sev3rance
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Posted - 2009.03.23 19:20:00 -
[49]
If you actually get disconnected at the wrong time what the hell makes you think you should be 100% safe? If you disconnect in a level 4 mission while rats have you scrambled, do you log back on in a pod? If you disconnect while trying to solo a hac in a t1 frig, do you survive? Then why should you be safe if you disconnect when you jump into a gate camp, or at a ss while the guys you just took pot shots at are probing you out? **** happens. If you really disconnect and get killed, too bad, suck it up.
The following needs changed desperately to put a stop to entire fleets logging off, and the 3 @#%!wads that have been hanging around our space all week, logging on, ganking someone, and logging off with total impunity, and other such ******ation.
1) No ship should EVER, EVER EVER vanish while it is locked, scrambled, and being fired on. EVER.
2) Fix the log on and immediate log off/on again exploit to avoid coming back to where you initially logged off.
3) Fix the jump clears aggression timer exploit ( yes, it still works )
4) Increase the non aggro vanish timer from 30 seconds to 2 minutes. Why? Every other game balances log off timers to prevent you from getting away if an enemy is close to catching you if you had not logged off anyhow. Even without aggro you should stick around just long enough for an accomplished prober who is already looking for you to find you. If they were hot on your tail and you tried to ditch, you should be toast.
5) Like every other mmo, when you quit the logoff countdown should start, and you should be able to sit there while your ship is waiting to vanish at the safe spot. If you get attacked then the logoff is aborted and you can defend yourself, if not, then the client closes when your ship vanishes and you know you will be safe until you log on again.
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.03.23 22:30:00 -
[50]
Quote: 1) No ship should EVER, EVER EVER vanish while it is locked, scrambled, and being fired on. EVER.
This is the first, most basic thing that needs to be done. I don't see how that would be "too much work" for CCP, so that shouldn't be an excuse
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Hel's Advocat
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Posted - 2009.03.23 23:58:00 -
[51]
yeah no **** we need that!
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Wildeboer
Black Arrows Sev3rance
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Posted - 2009.03.24 06:19:00 -
[52]
Edited by: Wildeboer on 24/03/2009 06:19:28 Please CCP fix this !
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4ndromed4
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Posted - 2009.03.24 07:30:00 -
[53]
I really support this. I mean the current system is just absued too much. Yes a new system can also lead to "unfair" situations. But having ppl roaming around and when they are trapped just log off is ridicoulus. It's fighting without taking the concequences.
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THE CYL
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Posted - 2009.03.24 08:38:00 -
[54]
Originally by: 4ndromed4 I really support this. I mean the current system is just absued too much. Yes a new system can also lead to "unfair" situations. But having ppl roaming around and when they are trapped just log off is ridicoulus. It's fighting without taking the concequences.
Well that would be a very welcomed changed indeed! Hope CCP will fix this
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Reachok
Tres Hombres Sev3rance
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Posted - 2009.03.24 10:19:00 -
[55]
Originally by: Jimer Lins I know that there's enough people irked at this exploit being abused so much and that there are some relatively simple changes that would make it less abusable.
My personal favorite is the "login timer", which would be like a reverse aggro timer.
1) If you log in in space (and only if you log in in space) your ship must remain for a minimum of 5 minutes, during which time it can be aggroed regardless of whether you are connected or not. 2) For the 30 second timer after disconnect, you are vulnerable to aggro mechanics. 3) After logging out, your warpin point never moves until you have actually completed a warp back to it, regardless of how many times you log out.
That would mean that anyone who logged in, then logged out to move their warpin would be vulnerable to being probed out and aggroed within 5 minutes, and would take the logoffski==safe brigade and cut them off at the knees.
It would also mean that those who logoff under gatecloak (or after hitting the jump button) would be able to be tagged with aggro without having to resort to silliness like an AOE weapon on a covert ops.
I like this idea, as well as the OP's. Also in this thread the log off timer like other MMO's that counts down, while you stay connected and can see your ship to allow you to defend yourself if attacked before your ship disappears. And can be canceled if that situation occurs. |

MJ Maverick
IronPig Sev3rance
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Posted - 2009.03.24 10:51:00 -
[56]
Edited by: MJ Maverick on 24/03/2009 10:52:02
Originally by: Gaogan If you actually get disconnected at the wrong time what the hell makes you think you should be 100% safe? If you disconnect in a level 4 mission while rats have you scrambled, do you log back on in a pod? If you disconnect while trying to solo a hac in a t1 frig, do you survive? Then why should you be safe if you disconnect when you jump into a gate camp, or at a ss while the guys you just took pot shots at are probing you out? **** happens. If you really disconnect and get killed, too bad, suck it up.
The following needs changed desperately to put a stop to entire fleets logging off, and the 3 @#%!wads that have been hanging around our space all week, logging on, ganking someone, and logging off with total impunity, and other such ******ation.
1) No ship should EVER, EVER EVER vanish while it is locked, scrambled, and being fired on. EVER.
2) Fix the log on and immediate log off/on again exploit to avoid coming back to where you initially logged off.
3) Fix the jump clears aggression timer exploit ( yes, it still works )
4) Increase the non aggro vanish timer from 30 seconds to 2 minutes. Why? Every other game balances log off timers to prevent you from getting away if an enemy is close to catching you if you had not logged off anyhow. Even without aggro you should stick around just long enough for an accomplished prober who is already looking for you to find you. If they were hot on your tail and you tried to ditch, you should be toast.
5) Like every other mmo, when you quit the logoff countdown should start, and you should be able to sit there while your ship is waiting to vanish at the safe spot. If you get attacked then the logoff is aborted and you can defend yourself, if not, then the client closes when your ship vanishes and you know you will be safe until you log on again.
+1
I don't like the OPs suggestion but this sorts it. --------------------
 CCP arse kissing drones are not welcome in my threads. CCP are not perfect.
Please resize your sig to a file size no greater than 24000 bytes - Mitnal |

Tomic
The Illuminati. Pandemic Legion
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Posted - 2009.03.24 11:24:00 -
[57]
I totally support this.
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Namelessness
Amarr KINGS OF EDEN Sev3rance
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Posted - 2009.03.24 12:38:00 -
[58]
How many more years will the logoffskies have to continue?
Thanks for all the goodness you add to EVE CCP but this exploit really needs to be solved once and for all...
Totally supporting this thread!
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Jimer Lins
Gallente Noir.
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Posted - 2009.03.25 17:59:00 -
[59]
Even though the emoragers are flooding the Assembly Hall with bullcrap posts about alliance renaming (go back to CAOD, whiners) and pushing legitimate issues to the bottom, I think this still merits attention.
Once again, what exactly does it take to get a CSM to even acknowledge this exists?
Corp killboard-How to Kill Logoffskis |

Foulque
|
Posted - 2009.03.26 05:32:00 -
[60]
Originally by: Darkside 34 Once you are agressed (someone is attacking you) then your ship will NOT dissapear until the hostiles STOP aggroing you. Your ship will continue to attempt to warp off to another safe, so if the hostiles have horrible tackle, its their bad luck.
Would fix the issue without screwing over genuine disconnects. May want to change that to still disappearing after 15 minutes though. There's nothing really wrong with the current 15min timer, it's avoiding that timer which is the issue. ________
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