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rubico1337
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Posted - 2009.03.27 02:03:00 -
[1]
wormhole space was an amazing proof of concept which show that the dynamics of the absence of local is both interesting and fun, lets take the next step and bring it to known space!
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Kiithnaras
Minmatar Es and Whizz Hedonistic Imperative
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Posted - 2009.03.27 02:25:00 -
[2]
No.
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Herschel Yamamoto
Bloodmoney Incorporated
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Posted - 2009.03.27 02:42:00 -
[3]
I'll say the same thing I've said a hundred other times. If system scanning tools are developed to the point where local is unnecessary, then I favour the abolition(well, delayed mode-ing) of local. Local is a stopgap intel tool, and it wouldn't be used like it is under a sufficiently improved system. That said, given that those scanning tools do not yet exist, trying to extend this to known space is premature. It's fine for the funky space to be genuinely hard to find people in, but not for the real world. ----- Bloodmoney Incorporated is recruiting! |

Jin Labarre
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Posted - 2009.03.27 12:12:00 -
[4]
I agree with Yamamoto-san.
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Santiago Fahahrri
Galactic Geographic
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Posted - 2009.03.27 12:37:00 -
[5]
I support delayed local in all 0.0 space
~ Santiago Fahahrri Galactic Geographic |

Odetta Harpy
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Posted - 2009.03.27 12:42:00 -
[6]
no, just no. null sec alliances get enough people raiding their space, local makes it possible to defend against them.
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Doctor Penguin
Shadow Command Tenth Legion
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Posted - 2009.03.27 12:57:00 -
[7]
More risk in 0.0 would be great in my book. ________________________________________________
http://eve.drome.nl/CaodCleaner/ Help make CAOD readable. |

AndzX11
Caldari Order of Anarchy
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Posted - 2009.03.27 15:26:00 -
[8]
Simply no. What would this change exactly? So you know the numbers of your enemy... so what? He knows your numbers too. Just leave 0.0 the way it is.
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.03.27 17:28:00 -
[9]
One thing for certain, local nerf would be a serious deterrent to chinese farmer operations in 0.0
right now they occur on massive scale
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Vincent Gaines
Avis de Captura
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Posted - 2009.03.27 17:37:00 -
[10]
Originally by: Odetta Harpy no, just no. null sec alliances get enough people raiding their space, local makes it possible to defend against them.
wait wut?
So, no more claiming 100+ systems that you really don't have the resources to defend?
No more insta-blob because of a local spike, thus encouraging small-scale PvP with roaming patrol gangs?
require active attentiveness to those allainces while operating in lawless space?
god, yes, this is HORRIBLE.
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Efrim Black
Apellon
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Posted - 2009.03.27 17:56:00 -
[11]
Edited by: Efrim Black on 27/03/2009 17:56:28
Originally by: Vincent Gaines
Originally by: Odetta Harpy no, just no. null sec alliances get enough people raiding their space, local makes it possible to defend against them.
wait wut?
So, no more claiming 100+ systems that you really don't have the resources to defend?
No more insta-blob because of a local spike, thus encouraging small-scale PvP with roaming patrol gangs?
require active attentiveness to those allainces while operating in lawless space?
god, yes, this is HORRIBLE.
The ability to know I am in a system whether I have been Seen or Scanned, is whats kept me out of 0.0 for the most part.
Sorry but this is a needed addition, you shouldn't show up on a local cortex unless you Choose to say something.
Use your combat scanners, and kill the Localspy.
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Esmenet
Gallente
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Posted - 2009.03.27 18:00:00 -
[12]
Great idea we need more mission farmer alts, and i need some free kills for my cloaking gangs. And yea this is my sig. Real PVP'ers only use f1. |

Lord Eremet
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Posted - 2009.03.27 19:13:00 -
[13]
Edited by: Lord Eremet on 27/03/2009 19:13:20 I support this idea,
On the conditions that:
1) We get scanning tools that make local unneeded in 0.0.
2) Local stays in low-sec and npc-0.0 but in delayed mode (You only show up 30 seconds after you jumped into system or when you start moving).
3) Hisec no change at all.
Doh forgot to klick the support icon
/Erem
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Vincent Gaines
Avis de Captura
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Posted - 2009.03.27 19:27:00 -
[14]
Edited by: Vincent Gaines on 27/03/2009 19:27:56
Originally by: Lord Eremet Edited by: Lord Eremet on 27/03/2009 19:13:20 I support this idea,
On the conditions that:
1) We get scanning tools that make local unneeded in 0.0.
2) Local stays in low-sec and npc-0.0 but in delayed mode (You only show up 30 seconds after you jumped into system or when you start moving).
3) Hisec no change at all.
Doh forgot to klick the support icon
/Erem
1) Autoupdating scanner UI, maybe a mini-UI might be nice.
2) no
3) sure
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Kilostream
Roving Guns Inc. RAZOR Alliance
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Posted - 2009.03.27 19:48:00 -
[15]
No.
Why?
Because in "normal" space entry and exit to the system is governed by jump gates, which broadcast the info on a system-wide basis (which is why you can gank someone somewhere, fly to another gate and still be denied permission to jump until your aggro is clear) This information is available to all ships within the sphere of influence of those gates hence jumping into system leads to your appearance in local.
W-Space is accessed through unstable fractures that are not connected to any technological equipment that will broadcast this information - this is why you only see another player when they open comms by talking, you probe them out, scan them down or get visual contact on the same grid.
The only time I would support ships being able to jump into "regular" space and not appear in local is covert ops-class ships that enter via covert cynosural field (i.e. if they enter via jump gate they appear in local)
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Tesseract d'Urberville
Tadakastu-Obata Corporation The Honda Accord
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Posted - 2009.03.27 20:46:00 -
[16]
Only with suitable scanning substitutes. CCP has made good progress in improving scanning, but it's not ready to replace local yet.
That said, I'm going to support this because I want to see what CCP can come up with...
--------------------------------- Thomas Hardy is going to eat your brains. |

Natasha Zenith
Crushed Ambitions
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Posted - 2009.03.27 21:24:00 -
[17]
Yes, lets buff Solo/small gang roaming thanks.

Please reduce the file size of your sig to under 24000 bytes - Mitnal |

Fahtim Meidires
Caldari GoonFleet GoonSwarm
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Posted - 2009.03.27 21:33:00 -
[18]
Originally by: Kilostream
The only time I would support ships being able to jump into "regular" space and not appear in local is covert ops-class ships that enter via covert cynosural field (i.e. if they enter via jump gate they appear in local)
This. |

Santiago Fahahrri
Galactic Geographic
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Posted - 2009.03.27 21:46:00 -
[19]
Originally by: Fahtim Meidires
Originally by: Kilostream
The only time I would support ships being able to jump into "regular" space and not appear in local is covert ops-class ships that enter via covert cynosural field (i.e. if they enter via jump gate they appear in local)
This.
By that logic anyone that enters through a wormhole shouldn't show up either.
I still support 100% delayed mode in local in 0.0
It's a LOT of fun in w-space picking up a ship on scan that wasn't there before and trying to figure out if it's friend or foe and wondering if they've spotted you. It also seems to benefit/hinder pve'ers and pvp'ers about the same. ~ Santiago Fahahrri Galactic Geographic |

Vincent Gaines
Avis de Captura
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Posted - 2009.03.27 22:27:00 -
[20]
Originally by: Kilostream No.
Why?
Because in "normal" space entry and exit to the system is governed by jump gates, which broadcast the info on a system-wide basis (which is why you can gank someone somewhere, fly to another gate and still be denied permission to jump until your aggro is clear) This information is available to all ships within the sphere of influence of those gates hence jumping into system leads to your appearance in local.
W-Space is accessed through unstable fractures that are not connected to any technological equipment that will broadcast this information - this is why you only see another player when they open comms by talking, you probe them out, scan them down or get visual contact on the same grid.
The only time I would support ships being able to jump into "regular" space and not appear in local is covert ops-class ships that enter via covert cynosural field (i.e. if they enter via jump gate they appear in local)
funny, because when you jump from w-space to k-space you instantly appear on local 
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Alon Black
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Posted - 2009.03.27 22:58:00 -
[21]
Originally by: Vincent Gaines
Originally by: Kilostream No.
Why?
Because in "normal" space entry and exit to the system is governed by jump gates, which broadcast the info on a system-wide basis (which is why you can gank someone somewhere, fly to another gate and still be denied permission to jump until your aggro is clear) This information is available to all ships within the sphere of influence of those gates hence jumping into system leads to your appearance in local.
W-Space is accessed through unstable fractures that are not connected to any technological equipment that will broadcast this information - this is why you only see another player when they open comms by talking, you probe them out, scan them down or get visual contact on the same grid.
The only time I would support ships being able to jump into "regular" space and not appear in local is covert ops-class ships that enter via covert cynosural field (i.e. if they enter via jump gate they appear in local)
funny, because when you jump from w-space to k-space you instantly appear on local 
The simplest solution would be to make it so that you Never show up on the communications channel unless you Say something. Period.
It's a communications tool, not an intel tool. It only became that I suppose out of CCP's negligence. The most logical system, for high-sec, low-sec, 0.0, and wormhole space, is that you never show up on a communication network unless you fraking communicate. Any other system is ******ed. Does this need to be implemented with boosted ship scanners? Yes. But it still needs to be universal. - Adding a second support.
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Kilostream
Roving Guns Inc. RAZOR Alliance
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Posted - 2009.03.28 01:15:00 -
[22]
Edited by: Kilostream on 28/03/2009 01:16:24
Originally by: Vincent Gaines
Originally by: Kilostream Things & stuff
funny, because when you jump from w-space to k-space you instantly appear on local 
That, my friend, is a good point that I had not previously considered. By my own logic I'd have no choice but to support the notion that ships entering regular space from W-space through a wormhole would not appear in local until a w-space-like condition had been met - if someone made a specific thread about that, I'd give it a thumbs up.
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Malthros Zenobia
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Posted - 2009.03.28 02:00:00 -
[23]
Originally by: Kilostream That, my friend, is a good point that I had not previously considered. By my own logic I'd have no choice but to support the notion that ships entering regular space from W-space through a wormhole would not appear in local until a w-space-like condition had been met - if someone made a specific thread about that, I'd give it a thumbs up.
The entire reason you don't show up in W-space is because it lacks communication devices that are in known space and cause you to show up instantly.
Originally by: kieron The Carrier was never intended to be a solo OMGWTF mission-farming PWNmobile.
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Razin
The xDEATHx Squadron Legion of xXDEATHXx
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Posted - 2009.03.28 02:07:00 -
[24]
Edited by: Razin on 28/03/2009 02:10:01
Support.
With a caveat that directional scanner needs a severe rework (including autoupdate, just like the overview), and the ability to slave it to station sensors while docked for grid info. ...
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Wet Ferret
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Posted - 2009.03.28 03:06:00 -
[25]
Originally by: Ephemeron One thing for certain, local nerf would be a serious deterrent to chinese farmer operations in 0.0
right now they occur on massive scale
Of all the players in this game, the china/macro farmers are the least likely to be bothered by endless, monotonous, constant directional scanner clicking for intel.
And for us legitimate players? Well we hate your poorly thought out idea.
But, yeah. These forums seriously need some indicator that the post has ended and the sig has started. |

Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.03.28 04:57:00 -
[26]
Originally by: Wet Ferret
Originally by: Ephemeron One thing for certain, local nerf would be a serious deterrent to chinese farmer operations in 0.0
right now they occur on massive scale
Of all the players in this game, the china/macro farmers are the least likely to be bothered by endless, monotonous, constant directional scanner clicking for intel.
And for us legitimate players? Well we hate your poorly thought out idea.
I already said there won't be the need for constant scanner clicking.
And even with real time scanner update, it's already a big step plus to being able to gank them
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Saggy Glands
Amalgamated Transport And Trade
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Posted - 2009.03.28 06:04:00 -
[27]
This would be a huge boost to small scale PvP. No more of the silly "Hey local is +2. Ok, let's undock 50 people!" |

Lokajin
modro Sc0rched Earth
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Posted - 2009.03.28 07:57:00 -
[28]
That would help in my eyes the whole problem of isk farmers in 0.0 its already annoying enough to fly through your space to see macro ratters everywhere. Add Delayed local and bring some risk to those macro's. I approve just for the plain fact that i want to pop more macro ratting ravens/nighthawks ;)
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Venkul Mul
Gallente
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Posted - 2009.03.28 09:55:00 -
[29]
Originally by: Ephemeron I already said there won't be the need for constant scanner clicking.
And even with real time scanner update, it's already a big step plus to being able to gank them
Why you people never search for a previous version of the same thread?
It was stated by the Developers that a auto updating scanner is not a acceptable solution as 50K scanners updating every 2-3 second across all of EVE (with all the information gathering that they will do) will add a unacceptable strain to the server, with consequent lag, crashes and so on.
From this point on it is my opinion, not some Dev statement.
Local is the system intelligence toll that has the least impact on the game performance.
It was possible to remove it from WH space as most of the time a WH system will have a limited number of people in it, so even if they are all using the directional scanner the impact on performance is manageable.
It you have 2 20 man fleets in a K space system with every one of them hitting the directional scan every 2 seconds and getting several hundreds of signals the lag will be unberable.
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Clansworth
Good Rock Materials
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Posted - 2009.03.28 10:10:00 -
[30]
Edited by: Clansworth on 28/03/2009 10:10:07 I've spent a decent amount of time through the years in both 0.0 and empire, and i definately support this. I do believe there should be some sort of intelligence networking built into the game though. Seems strange that in RL now, we can share intel across multiple fleets, but in the future, this is resolved to text or voice comms. I also believe that nerfing down the local-intel would lead to a more specialized intel gathering network, and ultimately shrink empire sizes. All of this, i believe to be a good thing.
I detailed a bit of my idea for an "Intelligence Network" here, though some of it is outdated with the newer scanning systems. I guess I should write up a new proposal.
System Influence |
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Zostera
Minmatar Honour Bound Sc0rched Earth
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Posted - 2009.03.28 11:25:00 -
[31]
I tentatively support this idea, however I agree with a need buff to scanning tools. So for the moment it does not get thumbs up.
One idea that may contribute is to tie this in with system scanners on a POS. The current system scanner is essentially redundant since in home systems there will be many ships in space, many of those idling in a pos. Perhaps changing the system scanner to show local in a system to the sov holders and their allies would help with this. Rational would be the scanner automatically scans and updates local with all the pilots in space.
This would retain the intel aspect for the home defence, who reasonably ought to have an advantage where is concerned.
However simply changing this would introduce a significant imbalance to the setriment of a hostile roam. Therefore buffing scanning tools would be required as well. Perhaps a "Transponder probe" could be introduced, the mechanic being that when deployed it searches for active pilots transponders in the system as a whole. This probe would not be a locator as combat probes currently are, but while deployed by a fleet member would allow visibility of local to a hostile fleet.
Two seperate mechanics that need to be balanced well. And ultimately allowing visibility of local to both. Where the benefit to PvP is concerned it removes local from systems without any Sov, unless the parties involved use a "Transponder probe".
Active scouting would be more essential, and probers more common in fleets.
Just a couple of ideas, and maybe not the best, but something to throw into the pot.
Zos
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Maraleith
Gallente Zephan Industries
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Posted - 2009.03.28 11:51:00 -
[32]
A simple scenario to demonstrate why this should not be proceeded with.
You have a mining op going on in an ice belt with 10 people, an orca and a rorqual. You have scouts out and all is well. You think you are safe and that you have prepared well, but all of a sudden, 20 covert ops (force recons, black ops etc ) appear from nowhere and you start screaming as your well planned and executed little op gets torn to pieces.
Much puiblic ridicule is heaped on your shoulders by whoever.
Podded and annoyed at being bounced, you scream at the scouts, "where was my warning?" and they yell back, "we saw nothing."
Then it dawns on you. Logonski by one character; covert cyno and you were stuffed. And despite all your preparations, you really stood no chance what so ever.
Small problem perhaps anyone?
Until an instant scanning system is implemented that warns of hostiles in system AND does not drive people to distraction, proceed no further.
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Jane Indy
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Posted - 2009.03.28 13:18:00 -
[33]
Edited by: Jane Indy on 28/03/2009 13:18:16 I do support this for reasons allready stated in this thread 
If CCP improves and adds more scanning mechanics of course.
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Zostera
Minmatar Honour Bound Sc0rched Earth
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Posted - 2009.03.28 13:18:00 -
[34]
Originally by: Maraleith A simple scenario to demonstrate why this should not be proceeded with.
You have a mining op going on in an ice belt with 10 people, an orca and a rorqual. You have scouts out and all is well. You think you are safe and that you have prepared well, but all of a sudden, 20 covert ops (force recons, black ops etc ) appear from nowhere and you start screaming as your well planned and executed little op gets torn to pieces.
Much puiblic ridicule is heaped on your shoulders by whoever.
Podded and annoyed at being bounced, you scream at the scouts, "where was my warning?" and they yell back, "we saw nothing."
Then it dawns on you. Logonski by one character; covert cyno and you were stuffed. And despite all your preparations, you really stood no chance what so ever.
Small problem perhaps anyone?
Until an instant scanning system is implemented that warns of hostiles in system AND does not drive people to distraction, proceed no further.
Refer to my post above and it is possible to see how some changes could balance this out. Arguably it would be foolish to carry out mining ops in a system with no towers, with a tower and sov you would gain a warning from local as you currently do.
Zos
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glitterbomb
tr0pa de elite
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Posted - 2009.03.28 14:21:00 -
[35]
i agree with this, local needs to be changed. either to have it show blank unless someone has typed. or a 30 second delay at least.
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Darknesss
D00M. Triumvirate.
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Posted - 2009.03.28 14:23:00 -
[36]
yeah
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glitterbomb
Caldari tr0pa de elite
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Posted - 2009.03.28 14:25:00 -
[37]
Originally by: Maraleith A simple scenario to demonstrate why this should not be proceeded with.
You have a mining op going on in an ice belt with 10 people, an orca and a rorqual. You have scouts out and all is well. You think you are safe and that you have prepared well, but all of a sudden, 20 covert ops (force recons, black ops etc ) appear from nowhere and you start screaming as your well planned and executed little op gets torn to pieces.
Much puiblic ridicule is heaped on your shoulders by whoever.
Podded and annoyed at being bounced, you scream at the scouts, "where was my warning?" and they yell back, "we saw nothing."
Then it dawns on you. Logonski by one character; covert cyno and you were stuffed. And despite all your preparations, you really stood no chance what so ever.
Small problem perhaps anyone?
Until an instant scanning system is implemented that warns of hostiles in system AND does not drive people to distraction, proceed no further.
This is why you need ships in your op to protect your mining ships. It would mean you need to be more on your toes. instead of having a scout 2 jumps down the pipe to give you warning. it makes the game somewhat more exciting then sitting there watching your mining lasers mindlessly and without any worry. Its 0.0 space, it only makes sence. local should be removed from game completeley
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Towelieban
D00M.
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Posted - 2009.03.28 14:41:00 -
[38]
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Wu Jiaqiu
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Posted - 2009.03.28 14:56:00 -
[39]
Supported - except we should have delayed local in ALL space.
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Dariah Stardweller
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Posted - 2009.03.28 16:55:00 -
[40]
Sounds like a plan.
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Malcanis
R.E.C.O.N. Dara Cothrom
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Posted - 2009.03.28 17:01:00 -
[41]
With the proviso of some much improved scanning interface, OH GOD YES PLEASE DO THIS AS SOON AS YOU CAN.
At the very least to 0.0
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Razin
The xDEATHx Squadron Legion of xXDEATHXx
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Posted - 2009.03.28 17:04:00 -
[42]
Originally by: Venkul Mul
Why you people never search for a previous version of the same thread?
It was stated by the Developers that a auto updating scanner is not a acceptable solution as 50K scanners updating every 2-3 second across all of EVE (with all the information gathering that they will do) will add a unacceptable strain to the server, with consequent lag, crashes and so on.
You need to read that again more carefully. What the devs said is that the 'current' directional scanner on autorepeat is bad for the server. This statement was in answer to a "just put an autorepeat on the directional scanner" suggestion.
Obviously the number of possible results/parameters the on-board scanner produces in auto mode would need to be reduced, among other changes. ...
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Efrim Black
Gallente Apellon
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Posted - 2009.03.28 17:38:00 -
[43]
Originally by: Razin
Originally by: Venkul Mul
Why you people never search for a previous version of the same thread?
It was stated by the Developers that a auto updating scanner is not a acceptable solution as 50K scanners updating every 2-3 second across all of EVE (with all the information gathering that they will do) will add a unacceptable strain to the server, with consequent lag, crashes and so on.
You need to read that again more carefully. What the devs said is that the 'current' directional scanner on autorepeat is bad for the server. This statement was in answer to a "just put an autorepeat on the directional scanner" suggestion.
Obviously the number of possible results/parameters the on-board scanner produces in auto mode would need to be reduced, among other changes.
More importantly , we're not proposing an auto-repeating scanner. Only a buff to combat scanning, and or probes.
A wise man once said, you want to find someone...use your eyes.
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Razin
The xDEATHx Squadron Legion of xXDEATHXx
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Posted - 2009.03.28 17:47:00 -
[44]
Originally by: Efrim Black
More importantly , we're not proposing an auto-repeating scanner. Only a buff to combat scanning, and or probes.
A wise man once said, you want to find someone...use your eyes.
I'm not sure I'm understanding you correctly here, but with a delayed Local every ship needs to have the innate ability to acquire this intel (in circumstances mainly limited by range) without having to deploy anything, fit any additional modules, or spam button presses. This ability should come from the on-board scanner.
Deployed and fitted equipment should only serve to enhance that ability. ...
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Efrim Black
Gallente Apellon
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Posted - 2009.03.28 17:50:00 -
[45]
Originally by: Razin
"....with a delayed Local every ship needs to have the innate ability to acquire this intel (in circumstances mainly limited by range) without having to deploy anything, fit any additional modules, or spam button presses.
Which is why I said we also need a boost to onboard scanners, and combat scanning probes.
The two go hand in hand. Boost scanners and probes + Nerf localspy.
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Esmenet
Gallente
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Posted - 2009.03.28 18:02:00 -
[46]
Originally by: glitterbomb
This is why you need ships in your op to protect your mining ships. It would mean you need to be more on your toes. instead of having a scout 2 jumps down the pipe to give you warning. it makes the game somewhat more exciting then sitting there watching your mining lasers mindlessly and without any worry. Its 0.0 space, it only makes sence. local should be removed from game completeley
The problem with that is the extreme boredom of sitting watching nothing to "scout" for hours. Its the most ******ed gameplay ever.
Simply speaking in such a situation attackers have all the advantages, and no drawbacks. Attackers dont have to wait. And lets not get started on cloaks that would be extremely overpowered in such a place.
All you do is force the few that actually live in 0.0 to get a iskmaking alt in empire along with the rest of you. It would be fun to run around in my recons in 0.0 but no way am i gonna do any ratting or mining in such a scenario. Then i'll stick to missions.
The only way removing local would make sense is if there is some sort of replacement tool for local that would give some of the same info. And yea this is my sig. Real PVP'ers only use f1. |

Efrim Black
Gallente Apellon
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Posted - 2009.03.28 18:09:00 -
[47]
Originally by: Esmenet
Originally by: glitterbomb
This is why you need ships in your op to protect your mining ships. It would mean you need to be more on your toes. instead of having a scout 2 jumps down the pipe to give you warning. it makes the game somewhat more exciting then sitting there watching your mining lasers mindlessly and without any worry. Its 0.0 space, it only makes sence. local should be removed from game completeley
The problem with that is the extreme boredom of sitting watching nothing to "scout" for hours. Its the most ******ed gameplay ever.
Simply speaking in such a situation attackers have all the advantages, and no drawbacks. Attackers dont have to wait. And lets not get started on cloaks that would be extremely overpowered in such a place.
All you do is force the few that actually live in 0.0 to get a iskmaking alt in empire along with the rest of you. It would be fun to run around in my recons in 0.0 but no way am i gonna do any ratting or mining in such a scenario. Then i'll stick to missions.
The only way removing local would make sense is if there is some sort of replacement tool for local that would give some of the same info.
Heres an idea, because I've been thinking on this for awhile. If we were to come up with some science skills relating to communications networks and interfacing, that would stand as a nice compromise.
It would be some extra lvl V's to train, but the idea is only the people with the right training can manipulate the comm-networks to use them for intel. Eh? The bonuses could also extend to anyone they are commanding in a Fleet. This would allow small 0.0 corps to have one hacker-scout to watch local while he plays, he keeps the gate campers and sentinels informed?
Just throwing it out there.
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Drake Draconis
Minmatar Shadow Cadre Worlds End Consortium
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Posted - 2009.03.28 18:17:00 -
[48]
Originally by: Efrim Black
Originally by: Esmenet
Originally by: glitterbomb
This is why you need ships in your op to protect your mining ships. It would mean you need to be more on your toes. instead of having a scout 2 jumps down the pipe to give you warning. it makes the game somewhat more exciting then sitting there watching your mining lasers mindlessly and without any worry. Its 0.0 space, it only makes sence. local should be removed from game completeley
The problem with that is the extreme boredom of sitting watching nothing to "scout" for hours. Its the most ******ed gameplay ever.
Simply speaking in such a situation attackers have all the advantages, and no drawbacks. Attackers dont have to wait. And lets not get started on cloaks that would be extremely overpowered in such a place.
All you do is force the few that actually live in 0.0 to get a iskmaking alt in empire along with the rest of you. It would be fun to run around in my recons in 0.0 but no way am i gonna do any ratting or mining in such a scenario. Then i'll stick to missions.
The only way removing local would make sense is if there is some sort of replacement tool for local that would give some of the same info.
Heres an idea, because I've been thinking on this for awhile. If we were to come up with some science skills relating to communications networks and interfacing, that would stand as a nice compromise.
It would be some extra lvl V's to train, but the idea is only the people with the right training can manipulate the comm-networks to use them for intel. Eh? The bonuses could also extend to anyone they are commanding in a Fleet. This would allow small 0.0 corps to have one hacker-scout to watch local while he plays, he keeps the gate campers and sentinels informed?
Just throwing it out there.
Very Intriguing.
I'd like to see someone expand on this.
Reading the back stories on Fluid Comm's always begged the question...wheres the comm hackers? ========================= CEO of Shadow Cadre http://www.shadowcadre.com =========================
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Efrim Black
Gallente Apellon
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Posted - 2009.03.28 18:32:00 -
[49]
Edited by: Efrim Black on 28/03/2009 18:32:46
Originally by: Drake Draconis
Very Intriguing.
I'd like to see someone expand on this.
Reading the back stories on Fluid Comm's always Raised the question...wheres the comm hackers?
Yeah I'm thinking that with two Lvl Vs, (edit: two lvl V's not counting the pre-reqs)maybe a maximum of 50 names can be displayed on local, even if they don't speak.
This + a boost in strength to combat scanning (even if it's only nominal) would be very nice.
I had some other ideas about actually hacking comm-channels, but I don't think CCP would ever implement them, even if the skill requirements were insane.
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Razin
The xDEATHx Squadron Legion of xXDEATHXx
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Posted - 2009.03.28 18:34:00 -
[50]
Originally by: Efrim Black
Heres an idea, because I've been thinking on this for awhile. If we were to come up with some science skills relating to communications networks and interfacing, that would stand as a nice compromise.
It would be some extra lvl V's to train, but the idea is only the people with the right training can manipulate the comm-networks to use them for intel. Eh? The bonuses could also extend to anyone they are commanding in a Fleet. This would allow small 0.0 corps to have one hacker-scout to watch local while he plays, he keeps the gate campers and sentinels informed?
Just throwing it out there.
IMO any skill-based solution will just mean an additional required timesink. Everyone will train the new skills and we'll be back to the current situation.
I believe the solution to cloaked ships is to add a 'cloak signature' to scan results. No range or direction, just a presence in system. Maybe the 'visibility' of this signature should depend on the size and type of the cloaked ship, and its range from the scanning ship or probe. ...
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Efrim Black
Gallente Apellon
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Posted - 2009.03.28 18:44:00 -
[51]
Originally by: Razin
IMO any skill-based solution will just mean an additional required timesink. Everyone will train the new skills and we'll be back to the current situation.
Well...no. Because if you lower the bonus enough, to say 10 non-speaking people shown on local, and you make the pre-requisites hard enough, then even if everyone trained up, it would still be harder to see who was where.
While the idea of cloaked sigs is novel, it would have to be impossible to pin down any of the signals - or cloaking would be pointless.
I still think there is probably a skill-based and or modular solution.
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Doctor Penguin
Amarr Shadow Command Tenth Legion
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Posted - 2009.03.28 19:52:00 -
[52]
How about only having no local in conquerable space? ________________________________________________
http://eve.drome.nl/CaodCleaner/ Help make CAOD readable. |

Alekseyev Karrde
Noir.
|
Posted - 2009.03.28 20:13:00 -
[53]
Yes please! ---
Zombie Apocalypse Guitar-Wielding Superteam |

Razin
The xDEATHx Squadron Legion of xXDEATHXx
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Posted - 2009.03.28 20:21:00 -
[54]
Edited by: Razin on 28/03/2009 20:25:30
Originally by: Efrim Black
Well...no. Because if you lower the bonus enough, to say 10 non-speaking people shown on local, and you make the pre-requisites hard enough, then even if everyone trained up, it would still be harder to see who was where.
How will those 10 be chosen? Seems a little arbitrary. And how hard would you make the pre-requisites? Do the high pre-requisites stop people from having capship-pilot alts? This will just become another item for the alt market.
In any case, even just 10 showing up will completely negate the delayed Local effect, as a ratter will still safe-and-log when someone shows up in Local, and a scout will show up in local to another scout or fleet, etc. Everyone will either have trained those skills themselves or have a "Local alt", in the same way as the current falcon alt.
Originally by: Efrim Black While the idea of cloaked sigs is novel, it would have to be impossible to pin down any of the signals - or cloaking would be pointless.
Maybe the 'cloak sig' would show up at some relatively short range without giving up the direction, and that this range would vary with the ship size and type. This way makes the stand-off cloaked recon possible, but makes close approach risky. ...
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Venkul Mul
Gallente
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Posted - 2009.03.28 22:27:00 -
[55]
Originally by: Efrim Black
Originally by: Razin
Originally by: Venkul Mul
Why you people never search for a previous version of the same thread?
It was stated by the Developers that a auto updating scanner is not a acceptable solution as 50K scanners updating every 2-3 second across all of EVE (with all the information gathering that they will do) will add a unacceptable strain to the server, with consequent lag, crashes and so on.
You need to read that again more carefully. What the devs said is that the 'current' directional scanner on autorepeat is bad for the server. This statement was in answer to a "just put an autorepeat on the directional scanner" suggestion.
Obviously the number of possible results/parameters the on-board scanner produces in auto mode would need to be reduced, among other changes.
More importantly , we're not proposing an auto-repeating scanner. Only a buff to combat scanning, and or probes.
A wise man once said, you want to find someone...use your eyes.
This is what was proposed:
Quote: I already said there won't be the need for constant scanner clicking. And even with real time scanner update, it's already a big step plus to being able to gank them
"Real time scanner updates" If that is not a scanner on auto repeat it is a scanner in constant use. Or it will not be real time.
Originally by: Razim Obviously the number of possible results/parameters the on-board scanner produces in auto mode would need to be reduced, among other changes.
There is nothing obvious in this. So you want to reduce the information you get from the scanner and remove local at the same time.
Some other nice idea?
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Vincent Gaines
Avis de Captura
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Posted - 2009.03.28 22:44:00 -
[56]
Edited by: Vincent Gaines on 28/03/2009 22:44:10
Originally by: Maraleith A simple scenario to demonstrate why this should not be proceeded with.
You have a mining op going on in an ice belt with 10 people, an orca and a rorqual. You have scouts out and all is well. You think you are safe and that you have prepared well, but all of a sudden, 20 covert ops (force recons, black ops etc ) appear from nowhere and you start screaming as your well planned and executed little op gets torn to pieces.
Much puiblic ridicule is heaped on your shoulders by whoever.
Podded and annoyed at being bounced, you scream at the scouts, "where was my warning?" and they yell back, "we saw nothing."
Then it dawns on you. Logonski by one character; covert cyno and you were stuffed. And despite all your preparations, you really stood no chance what so ever.
Small problem perhaps anyone?
Until an instant scanning system is implemented that warns of hostiles in system AND does not drive people to distraction, proceed no further.
simple, scanning sends out a ping. you can passively scan, say 3au, and actively scan the 14 or whatever.
so when you scan, you can also be pinpointed.
problem solved.
so those covops exposed themselves scanning down your position.
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Fearless Kill
Garoun Investment Bank
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Posted - 2009.03.28 22:57:00 -
[57]
not supported
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Razin
The xDEATHx Squadron Legion of xXDEATHXx
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Posted - 2009.03.28 23:09:00 -
[58]
Edited by: Razin on 28/03/2009 23:11:39
Originally by: Venkul Mul
Originally by: Razin Obviously the number of possible results/parameters the on-board scanner produces in auto mode would need to be reduced, among other changes.
There is nothing obvious in this. So you want to reduce the information you get from the scanner and remove local at the same time.
Some other nice idea?
I wrote about reducing the amount of info from ship's scanner when in auto-mode. This seemed obvious to me to allow it to work in real time over ranges of several AU and not overwhelmingly stress the server.
The manual scan may retain all it's current functionality.
Originally by: Vincent Gaines
simple, scanning sends out a ping. you can passively scan, say 3au, and actively scan the 14 or whatever.
so when you scan, you can also be pinpointed.
problem solved.
so those covops exposed themselves scanning down your position.
Good idea. Adds some complexity to the scanning system. ...
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Pharago
Piratas Leprosos Guineanos
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Posted - 2009.03.29 03:59:00 -
[59]
yes please
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Maraleith
Gallente Zephan Industries
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Posted - 2009.03.29 07:54:00 -
[60]
Originally by: Vincent Gaines Edited by: Vincent Gaines on 28/03/2009 22:44:10
Originally by: Maraleith A simple scenario to demonstrate why this should not be proceeded with.
You have a mining op going on in an ice belt with 10 people, an orca and a rorqual. You have scouts out and all is well. You think you are safe and that you have prepared well, but all of a sudden, 20 covert ops (force recons, black ops etc ) appear from nowhere and you start screaming as your well planned and executed little op gets torn to pieces.
Much puiblic ridicule is heaped on your shoulders by whoever.
Podded and annoyed at being bounced, you scream at the scouts, "where was my warning?" and they yell back, "we saw nothing."
Then it dawns on you. Logonski by one character; covert cyno and you were stuffed. And despite all your preparations, you really stood no chance what so ever.
Small problem perhaps anyone?
Until an instant scanning system is implemented that warns of hostiles in system AND does not drive people to distraction, proceed no further.
simple, scanning sends out a ping. you can passively scan, say 3au, and actively scan the 14 or whatever.
so when you scan, you can also be pinpointed.
problem solved.
so those covops exposed themselves scanning down your position.
SYSTEM/NETWORK SCANNERS Personally, I would prefer something linked to sovreignty as a system scanner. If sov level then you can anchor a module at a tower. Make it a big power/cpu module so it cannot be on a deathstar and make it fragile. Then you can have a small gang attack the module offline it and then go on there merry way.
SOV 1 makes people in CONSTELLATION appear 10 seconds after jump cloak finishes. SOV 2 makes people in CONSTELLATION appear instantly SOV 3 makes people in SYSTEM appear 10 seconds after jump cloak finishes SOV 4 makes people in SYSTEM appear instantly
That way, if you hold sov space you get some protection.
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Vincent Gaines
Avis de Captura
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Posted - 2009.03.29 14:29:00 -
[61]
Edited by: Vincent Gaines on 29/03/2009 14:29:33 what protection is local? an arbitrary list of names? How do you know if player x is in a recon or just sitting in a shuttle somewhere?
You use the scanner.
Enhance the scanner. Scanner sends out a 10-second cycle ping when it's opened, and the window can be made smaller- in fact, if you remove the local window that people have up separately, you instantly have room to place it.
From there on, you can have 2 options, active and passive scan
Active scan sends out a ping which signals itself to other players running both and active and passive scan.
Passive scans are useful when cloaked in a covops. You have a more limited scan range, say -50%, and you cannot activate any weapon groups/modules while in passive mode.
An option, to steal from Freespace- is to have a scanner able to detect a "hostile configuration" which can determine if the ship on scan is set positive or negative based on standings.
I don't see why this isn't the best solution.
a) players that have these vast empty systems and rely on local/alts to be afk monitors on hostile fleets now will have to defend the space they claim.
b) covops can still do recon missions in which they were designed for
c) mining ops still have that level of protection, you just can't afk mine solo in yor hulk without at least watching the scanner occasionally for a blip.
d) There is still a mystery, especially if the other person is beyond scan range (having a full system scan range negates the purpose if "hostile configuration" is implemented.
This option keeps your intel tool, that requires SOME level of intelligence to use, it removes local allowing some mystery and not the instablob of some alliances when you want to come down and have some love.
Best of all, it makes black ops useful.
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Lucas Tigh
East Khanid Trading Khanid Trade Syndicate
|
Posted - 2009.03.29 16:11:00 -
[62]
No.  -------------------------------------
CCP, make me a winner. |

Venkul Mul
Gallente
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Posted - 2009.03.29 19:22:00 -
[63]
Originally by: Razin
Originally by: Venkul Mul
Originally by: Razin Obviously the number of possible results/parameters the on-board scanner produces in auto mode would need to be reduced, among other changes.
There is nothing obvious in this. So you want to reduce the information you get from the scanner and remove local at the same time.
Some other nice idea?
I wrote about reducing the amount of info from ship's scanner when in auto-mode. This seemed obvious to me to allow it to work in real time over ranges of several AU and not overwhelmingly stress the server.
The manual scan may retain all it's current functionality.
So after removing local you give less informations if someone don't use the scanner actively, see that as balanced and think that people will not use it actively.
Don't work that way. You will get some new player doing that error, but the largest part of the people will be pinging the scanner constantly.
And you will be still giving less information on a passive scan. Less than the current scanning system and less than active scan.
Removing the information gathering system can be some PvPers wet dream as they think to get tons of kills that way, but the results will be more blobbing and less kills as people will become even more paranoid and stay in high sec, not the reverse.
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Chinwe Rhei
Minmatar Tribal Liberation Force
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Posted - 2009.03.29 20:53:00 -
[64]
I am strongly against it.
This will not help PvP. It will get some poor random sobs jumped while mining or ratting yes, but actually finding a fight with your enemies will be made harder since you can't tell reasonably quickly where hostiles are unless they're literally on the same grid as you are.
I only support specialist cloaked ships not showing on local (while cloaked). That's fair, if you want to sneak up on someone, get a sneaky ship.
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Razin
The xDEATHx Squadron Legion of xXDEATHXx
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Posted - 2009.03.29 22:07:00 -
[65]
Originally by: Venkul Mul
Originally by: Razin
I wrote about reducing the amount of info from ship's scanner when in auto-mode. This seemed obvious to me to allow it to work in real time over ranges of several AU and not overwhelmingly stress the server.
The manual scan may retain all it's current functionality.
So after removing local you give less informations if someone don't use the scanner actively, see that as balanced and think that people will not use it actively.
Don't work that way. You will get some new player doing that error, but the largest part of the people will be pinging the scanner constantly.
And you will be still giving less information on a passive scan. Less than the current scanning system and less than active scan.
Removing the information gathering system can be some PvPers wet dream as they think to get tons of kills that way, but the results will be more blobbing and less kills as people will become even more paranoid and stay in high sec, not the reverse.
Are you intentionally trying to be obtuse?
The 'auto-updating' directional scanner does not need to see anything but manned ships. There is absolutely no reason whatsoever to have real-time updates on unoccupied ships, asteroids, wrecks, POS structures, and all the other crap that the current directional scanner can scan for. All of that can be left for the manual scan that will presumably be left as a sub-function of the new ship's scanner. ...
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Razin
The xDEATHx Squadron Legion of xXDEATHXx
|
Posted - 2009.03.29 22:19:00 -
[66]
Originally by: Chinwe Rhei I am strongly against it.
This will not help PvP. It will get some poor random sobs jumped while mining or ratting yes, but actually finding a fight with your enemies will be made harder since you can't tell reasonably quickly where hostiles are unless they're literally on the same grid as you are.
There is no PvP in w-space. 'Cause there is no Local there, see? ...
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Hyjinx McStagger
Elko Bail Bonds
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Posted - 2009.03.30 01:34:00 -
[67]
supported It's a game, not a job! |

Venkul Mul
Gallente
|
Posted - 2009.03.30 05:51:00 -
[68]
Originally by: Razin
Are you intentionally trying to be obtuse?
The 'auto-updating' directional scanner does not need to see anything but manned ships. There is absolutely no reason whatsoever to have real-time updates on unoccupied ships, asteroids, wrecks, POS structures, and all the other crap that the current directional scanner can scan for. All of that can be left for the manual scan that will presumably be left as a sub-function of the new ship's scanner.
1) you haven't definite your "less information" before this post.
2) most of the posters suggest a range reduction in passive mode and that is the best way to make the scanner useless.
3)I would very much want to see other things beside manned ships, for example probes, drones, maybe wrecks (it will give me an idea what the other guy is doing), cans (same reason as wrecks), unmanned ships if identified as such.
The function of a scanner is to get an idea of what is happening, not simply to know "there are 3 pings".
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Grek Forto
Malevolent Intentions Dark Solar Empire
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Posted - 2009.03.30 06:46:00 -
[69]
Oh yes, wouldn't make 0.0 as boring.
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Vincent Gaines
Avis de Captura
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Posted - 2009.03.30 10:02:00 -
[70]
Originally by: Venkul Mul
1) you haven't definite your "less information" before this post.
2) most of the posters suggest a range reduction in passive mode and that is the best way to make the scanner useless.
3)I would very much want to see other things beside manned ships, for example probes, drones, maybe wrecks (it will give me an idea what the other guy is doing), cans (same reason as wrecks), unmanned ships if identified as such.
The function of a scanner is to get an idea of what is happening, not simply to know "there are 3 pings".
If you don't understand what we've said then just say so.
1) What are you asking?
2) Read again- you misunderstand
3) ok
As to your last part, it's the same interface. Only actively scanning makes you more visable, thus the "ping" reference.
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Venkul Mul
Gallente
|
Posted - 2009.03.30 11:14:00 -
[71]
Edited by: Venkul Mul on 30/03/2009 11:21:43
Originally by: Vincent Gaines
Originally by: Venkul Mul
1) you haven't definite your "less information" before this post.
2) most of the posters suggest a range reduction in passive mode and that is the best way to make the scanner useless.
3)I would very much want to see other things beside manned ships, for example probes, drones, maybe wrecks (it will give me an idea what the other guy is doing), cans (same reason as wrecks), unmanned ships if identified as such.
The function of a scanner is to get an idea of what is happening, not simply to know "there are 3 pings".
If you don't understand what we've said then just say so.
1) What are you asking?
Till the post 65 I cited no one has defined in any way what "less information when auto scanning" was. I don't agree that reducing them to only "manned ship" is a good idea, but at least it define a starting point.
Saying "you haven't understood what what we are saying" when you hadn't defined that vital point has no meaning.
Quote: 2) Read again- you misunderstand
Maybe you should read the posts again. Suggestion so far:
1) Replace local with a POS add-on linked to sovereignty
Quote: One idea that may contribute is to tie this in with system scanners on a POS. The current system scanner is essentially redundant since in home systems there will be many ships in space, many of those idling in a pos. Perhaps changing the system scanner to show local in a system to the sov holders and their allies would help with this. Rational would be the scanner automatically scans and updates local with all the pilots in space.
2) Passive scan with reduced range
Quote: Passive scans ..... You have a more limited scan range, say -50%, and you cannot activate any weapon groups/modules while in passive mode.
Quote: simple, scanning sends out a ping. you can passively scan, say 3au, and actively scan the 14 or whatever.
3) No, we don't want a auto repeating scan
Quote: More importantly , we're not proposing an auto-repeating scanner. Only a buff to combat scanning, and or probes.
Quote: 3) ok
As to your last part, it's the same interface. Only actively scanning makes you more visable, thus the "ping" reference.
Good, having a starting point helped.
The last part mean that getting only the ships (and pods hopefully) is getting "there are x pings" (targets, or however you want to call them).
People need to know more informations to try to guess what they are doing. So if I lose local with his friend/not friend display I need to have more informations by the scanner to compensate.
For example if I am in high sec and see:
Orca Pod A Pod B Pod C Unmanned combat ship 1 Unmanned combat ship 2 Unmanned combat ship 3
and then it change to
Orca Manned combat ship 1 Manned combat ship 2 Manned combat ship 3
as a miner I can suspect I am in trouble even if I don't see that there are 3 red flashing guys in system.
A useful feature to add to an active scanner if local is removed, is the detection of friendly transponders.
I.e. I actively scan and send out a signal. All friendly (blue) pilots transponders reply and the relative ships are identified as allied, the others simply as not identified.
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Venkul Mul
Gallente
|
Posted - 2009.03.30 11:20:00 -
[72]
Originally by: Vincent Gaines
Originally by: Venkul Mul
2) most of the posters suggest a range reduction in passive mode and that is the best way to make the scanner useless.
2) Read again- you misunderstand
Seeing how the 2 post about reduce range when in passive mode are yours (-50% range and 3 AU) can you care to explain how that will make the passive mode useful?
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Random Womble
Minmatar Master Miners Electric Monkey Overlords
|
Posted - 2009.03.30 12:03:00 -
[73]
This only works in WH space atm because there are a limited number of POSs up without a bazillion ships foating in space plus most WH system i have encountered have been fairly small. In reality in proper 0.0 it just wont work.
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Zex Maxwell
Caldari
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Posted - 2009.03.30 14:15:00 -
[74]
no ---
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Vincent Gaines
Avis de Captura
|
Posted - 2009.03.30 15:43:00 -
[75]
Originally by: Venkul Mul
Originally by: Vincent Gaines
Originally by: Venkul Mul
2) most of the posters suggest a range reduction in passive mode and that is the best way to make the scanner useless.
2) Read again- you misunderstand
Seeing how the 2 post about reduce range when in passive mode are yours (-50% range and 3 AU) can you care to explain how that will make the passive mode useful?
if you're not using the scanner, and it's just sitting there, exactly what would it matter, other than a quick glance?
See, you want to have everything simple and easy, and handed to you. You want to get a full picture of the situation without any work. As you posted above, you want to know FOR SURE based on scan results if some ships are manned or not, or what changes have taken place. Hell, let's just make a huge system-wide map that shows everyone's position and what they're doing.
No, a scanner should essentially say, "x ship is roughly y AU/km away and in z direction with n% accuracy.
I've posted the interface will not change. But if this would be a local replacement, with the scanner constantly being on the main UI, then unless hunting for someone actively then reduce the range and add some mystery.
stop wanting to play the game on easy mode.
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Venkul Mul
Gallente
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Posted - 2009.03.30 16:07:00 -
[76]
Originally by: Vincent Gaines
if you're not using the scanner, and it's just sitting there, exactly what would it matter, other than a quick glance?
See, you want to have everything simple and easy, and handed to you. You want to get a full picture of the situation without any work. As you posted above, you want to know FOR SURE based on scan results if some ships are manned or not, or what changes have taken place. Hell, let's just make a huge system-wide map that shows everyone's position and what they're doing.
No, a scanner should essentially say, "x ship is roughly y AU/km away and in z direction with n% accuracy.
I've posted the interface will not change. But if this would be a local replacement, with the scanner constantly being on the main UI, then unless hunting for someone actively then reduce the range and add some mystery.
stop wanting to play the game on easy mode.
Because there is people like you that want to get a "easy ganker" mode.
3 au passive range is laughable.
It will not detect any probe (but then probably you don't want probes detected), it will detect a ship that is already warping to your position and only a pair of seconds before it drop on you.
Coupled with a refresh cycle of some seconds it mean it will miss a ship warping to you at least 75% of the time.
That mean that passive scanning is totally useless.
At that point we return to step one.
Mash the scan button every 2 seconds and kill the server and find the scanner made useless by lag.
You don't want a replacement to the local system, you want what you dream is a "get plenty of kills" system.
But the effect of a change like that would be exactly the same of the change of the probing system with Kali.
A pair of week of easy ganking of mission runners, then years of cries in forum "where are all the low sec missionrunenrs, force them to run in low sec, we don't have target".
You will not get more easy pickings, you will simply increase the number of empty systems and cloaked ships.
Maybe you think that cloak on line will be a beautiful game, I think it will be a total waste of bandwidth.
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Vincent Gaines
Avis de Captura
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Posted - 2009.03.30 19:11:00 -
[77]
Originally by: Venkul Mul [Because there is people like you that want to get a "easy ganker" mode.
Yep, I really rack up those kills... oh wait.
Quote: 3 au passive range is laughable.
It will not detect any probe (but then probably you don't want probes detected), it will detect a ship that is already warping to your position and only a pair of seconds before it drop on you.
Coupled with a refresh cycle of some seconds it mean it will miss a ship warping to you at least 75% of the time.
That mean that passive scanning is totally useless.
At that point we return to step one.
Mash the scan button every 2 seconds and kill the server and find the scanner made useless by lag.
You don't want a replacement to the local system, you want what you dream is a "get plenty of kills" system.
But the effect of a change like that would be exactly the same of the change of the probing system with Kali.
A pair of week of easy ganking of mission runners, then years of cries in forum "where are all the low sec missionrunenrs, force them to run in low sec, we don't have target".
You will not get more easy pickings, you will simply increase the number of empty systems and cloaked ships.
Maybe you think that cloak on line will be a beautiful game, I think it will be a total waste of bandwidth.
You see, here's where people like you have a huge problem.
You say, nope that won't work. So instead of finding a way to fix it here and there, you throw everything out.
Here's a thought. passive scan range 14 AU, active is 25 AU.
Suddenly nothing changes, except we get an auto scanner that broadcasts the location.
Local does nothing to prevent anyone from getting ganked. Oh wait, that's unless you use it as a batsignal when to run, hide, and log out.
because when you run to station you can't do anything. you can't scan where he/she is. For all you know they're cloaked and AFK.
Local does absolutely nothing right now but give a false sense of security. Enhance scanning, by benefiting those that want to be found and those that don't.
make it so stealth has a purpose.
make it so hunting down people takes work.
make it so there's no insta-broadcast of who's in space.
make it so alliances can't take 100 systems with 30 people.
make it so 0.0 industrialists have to actually be cautious, instead of parking a scout 2 jumps up.
it's a joke, and I'm an industrialist.
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CrestoftheStars
Recreation Of The World
|
Posted - 2009.03.30 19:45:00 -
[78]
signed.
local shouldn't show you in any systems if your not talking. ___________________________________________ Whoever appeals to the law against his fellow man is either a fool or a coward. Whoever cannot take care of himself without that law is both. For a wounded |

Souvera Corvus
Gallente SPORADIC MOVEMENT Cruor-Salax Legion
|
Posted - 2009.03.31 05:24:00 -
[79]
Originally by: Kilostream No.
Why?
Because in "normal" space entry and exit to the system is governed by jump gates, which broadcast the info on a system-wide basis (which is why you can gank someone somewhere, fly to another gate and still be denied permission to jump until your aggro is clear) This information is available to all ships within the sphere of influence of those gates hence jumping into system leads to your appearance in local.
W-Space is accessed through unstable fractures that are not connected to any technological equipment that will broadcast this information - this is why you only see another player when they open comms by talking, you probe them out, scan them down or get visual contact on the same grid.
The only time I would support ships being able to jump into "regular" space and not appear in local is covert ops-class ships that enter via covert cynosural field (i.e. if they enter via jump gate they appear in local)
What this guy said.
So no.
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Venkul Mul
Gallente
|
Posted - 2009.03.31 09:20:00 -
[80]
Originally by: Vincent Gaines
Here's a thought. passive scan range 14 AU, active is 25 AU.
The were the one suggesting 3 AU or in alternative to cut range by 50%.
Passive at 14 AU is functional, 3 not.
Originally by: Vincent Gaines
Suddenly nothing changes, except we get an auto scanner that broadcasts the location.
Scanner don't broadcast the location. It give number of presences in range.
Originally by: Vincent Gaines
You see, here's where people like you have a huge problem.
You say, nope that won't work. So instead of finding a way to fix it here and there, you throw everything out.
....
Local does nothing to prevent anyone from getting ganked. Oh wait, that's unless you use it as a batsignal when to run, hide, and log out.
because when you run to station you can't do anything. you can't scan where he/she is. For all you know they're cloaked and AFK.
Local does absolutely nothing right now but give a false sense of security. Enhance scanning, by benefiting those that want to be found and those that don't.
make it so stealth has a purpose.
make it so hunting down people takes work.
make it so there's no insta-broadcast of who's in space.
make it so alliances can't take 100 systems with 30 people.
make it so 0.0 industrialists have to actually be cautious, instead of parking a scout 2 jumps up.
it's a joke, and I'm an industrialist.
And there are those like you that offer one sided solutions and then get all offended when people shot them down.
You want it changed, your job is to offer functional solution, I don't see much reasons to change, my job is to shot down unworkable solutions.
I have suggested some idea, you fell they are overpowered and shot them down, good, you are doing your part of the job, but don't pretend that your suggestion have no flaws.
All your argument have a value if you offer a a workable solution, but most of your suggestion so far have been about removing a strong intelligence tool and giving in exchange a tool suffering from myopia.
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Ankhesentapemkah
State Protectorate
|
Posted - 2009.03.31 10:19:00 -
[81]
Space is too small with local blaring your presence.
I support this as it would make small roaming gangs more valid.
And extend it to FW space too for extra fun.
(directional)Scanners need work though. ---
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Vincent Gaines
Tau Online Explorator Corp
|
Posted - 2009.03.31 11:03:00 -
[82]
Originally by: Venkul Mul
Scanner don't broadcast the location. It give number of presences in range.
It's a change proposal.
IF you actively scan, it shows even on the passive scanner within the maximum range. So if you're looking for someone, you can be seen also.
Of course this doesn't work for cloaked, so instead I had a thought last night, with "ghost" images, random blips or such. This would need more thought as to houw it's implemented. But I do agree, removing local without making it possible to detect that someone might be cloaked nearby is too overpowering for covops/recons/black ops
Quote:
And there are those like you that offer one sided solutions and then get all offended when people shot them down.
You want it changed, your job is to offer functional solution, I don't see much reasons to change, my job is to shot down unworkable solutions.
I have suggested some idea, you fell they are overpowered and shot them down, good, you are doing your part of the job, but don't pretend that your suggestion have no flaws.
All your argument have a value if you offer a a workable solution, but most of your suggestion so far have been about removing a strong intelligence tool and giving in exchange a tool suffering from myopia.
believe me when I say I'm not offended, and also when I say my ideas have flaws- I even state several posts above that any ideas of mine have issues and need to be fleshed out a bit.
I've spent a lot of time in WH space recently. I've been a "nice guy" there and one that's not so nice. I've harvested and hunted. With no local, and constandly looking at the scanner, I've had a blast.
If you delay local in lowsec and 0.0, it won't change much- lowsec is about as populated as a WH system these days anyway.
Part of removing local though would be to also remove static belts. This would give your lookout (if you were on an op) to notify the FC if hostiles were nearby.
And if you're really that worried with a few recons coming and disrupting the party, have a couple BSs, intys, and HACs around. Those recons will melt like butter.
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Jason Edwards
Internet Tough Guy
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Posted - 2009.03.31 11:27:00 -
[83]
I'm so disturbed right now by how many people have 0.0 alliances in their name and support this.
The reality is that 0.0 space would be forced into becoming capship stationgames far more then it already is. The system wouldnt be defendable. The only people left ratting or mining in 0.0 would be farmers. ------------------------ To make a megathron from scratch, you must first invent the eve universe. ------------------------ Life sucks and then you get podded. |

Vincent Gaines
Tau Online Explorator Corp
|
Posted - 2009.03.31 12:07:00 -
[84]
Originally by: Jason Edwards I'm so disturbed right now by how many people have 0.0 alliances in their name and support this.
The reality is that 0.0 space would be forced into becoming capship stationgames far more then it already is. The system wouldnt be defendable. The only people left ratting or mining in 0.0 would be farmers.
lol
Why, becase you can't park an alt 2 jumps up the pipe to see if local pops?
Or because those super-alliances might find it's fairly difficult to defend that much unused space without an instant intel tool?
No, there would be no farmers, as they wouldn't be able to run and log as soon as someone enters local.
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Razin
The xDEATHx Squadron Legion of xXDEATHXx
|
Posted - 2009.03.31 14:31:00 -
[85]
Originally by: Souvera Corvus
Originally by: Kilostream No.
Why?
Because in "normal" space entry and exit to the system is governed by jump gates, which broadcast the info on a system-wide basis (which is why you can gank someone somewhere, fly to another gate and still be denied permission to jump until your aggro is clear) This information is available to all ships within the sphere of influence of those gates hence jumping into system leads to your appearance in local.
W-Space is accessed through unstable fractures that are not connected to any technological equipment that will broadcast this information - this is why you only see another player when they open comms by talking, you probe them out, scan them down or get visual contact on the same grid.
The only time I would support ships being able to jump into "regular" space and not appear in local is covert ops-class ships that enter via covert cynosural field (i.e. if they enter via jump gate they appear in local)
What this guy said.
So no.
You know, RP reasoning for this can be used either way.
"This information is available to all ships within the sphere of influence of those gates hence jumping into system leads to your appearance in local."
Can you explain why this has to be? ...
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Malcanis
R.E.C.O.N. Dara Cothrom
|
Posted - 2009.03.31 14:41:00 -
[86]
Originally by: Vincent Gaines
Originally by: Jason Edwards I'm so disturbed right now by how many people have 0.0 alliances in their name and support this.
The reality is that 0.0 space would be forced into becoming capship stationgames far more then it already is. The system wouldnt be defendable. The only people left ratting or mining in 0.0 would be farmers.
lol
Why, becase you can't park an alt 2 jumps up the pipe to see if local pops?
Or because those super-alliances might find it's fairly difficult to defend that much unused space without an instant intel tool?
No, there would be no farmers, as they wouldn't be able to run and log as soon as someone enters local.
Oh can you imagine how awful that would be. Oh the horror! The HORROR!
(Disclaimer: would not really be horrible)
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Malcanis
R.E.C.O.N. Dara Cothrom
|
Posted - 2009.03.31 14:42:00 -
[87]
Originally by: Jason Edwards I'm so disturbed right now by how many people have 0.0 alliances in their name and support this.
The reality is that 0.0 space would be forced into becoming capship stationgames far more then it already is. The system wouldnt be defendable. The only people left ratting or mining in 0.0 would be farmers.
Speak for yourself.
Pro-tipÖ: Ratting can be done with other ships than lolfit ravens warping to belt-markers at 0Km and staying stationary until the last rat is dead.
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Vincent Gaines
Tau Online Explorator Corp
|
Posted - 2009.03.31 16:24:00 -
[88]
Originally by: Malcanis
Speak for yourself.
Pro-tipÖ: Ratting can be done with other ships than lolfit ravens warping to belt-markers at 0Km and staying stationary until the last rat is dead.
you must tell me this secret of awesomeness! 
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Venkul Mul
Gallente
|
Posted - 2009.03.31 19:24:00 -
[89]
Originally by: Vincent Gaines
No, there would be no farmers, as they wouldn't be able to run and log as soon as someone enters local.
Really? I doubt it.
Just a thought, but a possible set up that will work for rattlers: - raven with extended probe launcher instead of cloak (sure, it will have CPU problems, they it will not be so hard for ratting); - drop a combat probe, max range, filter ship only - and smash the scan button forever - war to a safespot when the probe detect someone.
Boring as hell, but probably anyone working for a sweatshop would get a macro doing it for him and automatically recalling the drones and warping him when someone was detected.
It would work even for normal players too. The only drawback is that they will hate smashing the scan button every few seconds.
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Vincent Gaines
Tau Online Explorator Corp
|
Posted - 2009.03.31 20:38:00 -
[90]
Originally by: Venkul Mul
Really? I doubt it.
Just a thought, but a possible set up that will work for rattlers: - raven with extended probe launcher instead of cloak (sure, it will have CPU problems, they it will not be so hard for ratting); - drop a combat probe, max range, filter ship only - and smash the scan button forever - war to a safespot when the probe detect someone.
Boring as hell, but probably anyone working for a sweatshop would get a macro doing it for him and automatically recalling the drones and warping him when someone was detected.
Macros input commands, how they respond to dynamic data is not known, and cloak means no-show-up
Quote:
It would work even for normal players too. The only drawback is that they will hate smashing the scan button every few seconds.
Thank you for finally agreeing with me- actively scanning to replace local.
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Ephemeron
North Eastern Swat Pandemic Legion
|
Posted - 2009.03.31 20:46:00 -
[91]
How about this:
the people who want to keep local will have an option to always appear in local. But those of us who don't want to show up in local, we won't show up unless we speak.
Everybody gets what they want!
And you have no right to make me show up in local against my will.
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Naomi Knight
Amarr Imperial Academy
|
Posted - 2009.03.31 20:58:00 -
[92]
Stupid idea. 0.0 is already too empty ,who the hell will do ratting or mining,if they can get nearly as much isk/hour in supersafe empire doing missions, if this no local will be implemented? Noone. Then who do you want to attack with your small roaming gangs? possibly noone will be there to be your target or maybe another pvp gang. But because you wont be able to know their numbers for sure you can be eaily out numbered (lots of them can be cloaked). One side will surely bring in more numbers to achieve victory --> blobbing. So there wont be small fleets only some larger fleets without targets. And the usuall high end moon blob wars in 1-2 systems thats all.
If you want to increase the risk(what this proposal will do) in 0.0 okay but then increase the gain too especially for the average 0.0 players and not for some rich alli leaders with moons. What ccp should do is greatly increase asteroid mining income in 0.0 and reduce the stupid jump transfer possibilities like jump bridges. Also there should be possible stacionary target for small gangs like pos shooting/station service shooting for huge gangs ,where they can hurt the enemy even if the enemy doesnt want to fight back.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2009.03.31 21:00:00 -
[93]
Originally by: Ephemeron How about this:
the people who want to keep local will have an option to always appear in local. But those of us who don't want to show up in local, we won't show up unless we speak.
Everybody gets what they want!
And you have no right to make me show up in local against my will.
:= omg , so who the hell would use the show local type if he wouldnt get 100% accurate info? He only gets the negative from it ,but no benefit.
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.03.31 21:13:00 -
[94]
I would rat in 0.0 with no local chat
and I would enjoy having less competetion from the Chinese isk farmer - because I will kill them if they don't leave.
And maybe, with less farming and macro mining, the prices of 0.0 goods will go up slightly, making my efforts more profitable.
The big alliance mining ops can easily post alt scouts on all gates - essentially alerting everyone of any new arrivals.
So yea, basically we get less isk farmers, more reward for real player, more excitement. And there's nothing wrong with losing your ship now and then, when you can cover the losses in just 1 hour of farming.
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Santiago Fahahrri
Galactic Geographic
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Posted - 2009.03.31 21:17:00 -
[95]
I will also rat in 0.0 with the proposed change to local chat. ~ Santiago Fahahrri Galactic Geographic |

Venkul Mul
Gallente
|
Posted - 2009.04.01 06:23:00 -
[96]
Originally by: Vincent Gaines
Originally by: Venkul Mul
It would work even for normal players too. The only drawback is that they will hate smashing the scan button every few seconds.
Thank you for finally agreeing with me- actively scanning to replace local.
Look several posts above and you will see why active scanning is not a good solution (short answer: server load).
Unless you want to reduce active scanning targets (the filters almost certainly change what is shown, not what is detected by the scan).
And that hypothesis is with a 220 CPU probe launcher. Put that in every ship if you can.
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Venkul Mul
Gallente
|
Posted - 2009.04.01 06:25:00 -
[97]
Originally by: Ephemeron How about this:
the people who want to keep local will have an option to always appear in local. But those of us who don't want to show up in local, we won't show up unless we speak.
Everybody gets what they want!
And you have no right to make me show up in local against my will.
Perfect, on the same vein you have no right to attack me against my will. Same logic.
So you get your little instance with all the people that will refuse local and play with them.
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Delichon
The First Foundation SOLAR FLEET
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Posted - 2009.04.01 09:26:00 -
[98]
Local change will not simply "help small scale PVP" or "give attackers all benefits and no drawbacks" Local change will change PVP in Eve completely.
Say, I go out for a solo roam. Sure, on the one hand I am better off, as ratters don't insta-warp to POSes when I enter system. On the other hand, if I catch a ratting raven, I can't be sure that there's no cloaked Arazu/Falcon/a couple of Black Ops sitting just a few kilometers from it. Small gangs (just as any other gangs) set up scouts and scram if the local spikes. Well, guess what - if the local does not spike, who would inform you that 4 of your sorry HAC-butts are in for a world of pain because 20+ gang has entered the system to bring it? No one, that's who.
I can't say if I am "for" or "against" local removal, because it would just change too much, we would all have to learn PVP again. Not that it would be something done the first time by CCP - cap. ship introduction taught us new PVP, nanonerf taught us new PVP, titans taught us new PVP. Just don't expect 'boost' or 'nerf' to you current play style. There will be no current playstyle anymore.
I think we need to see how PVP in W-space goes, if it would be too hectic or it would be just about right type of hectic. Then we'll talk. ------------------------------------------ "Russian is an unusual language if you're not used to it. It is like speaking to angry aliens from the planet of Murder or something" Nick Breckon |

Vincent Gaines
Tau Online Explorator Corp
|
Posted - 2009.04.01 10:05:00 -
[99]
Originally by: Venkul Mul
Look several posts above and you will see why active scanning is not a good solution (short answer: server load).
It can be modified/streamlined
Quote:
Unless you want to reduce active scanning targets (the filters almost certainly change what is shown, not what is detected by the scan).
And that hypothesis is with a 220 CPU probe launcher. Put that in every ship if you can.
YES!
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Doctor Penguin
Amarr Shadow Command Tenth Legion
|
Posted - 2009.04.01 11:45:00 -
[100]
The solution hit me.
Remove player lists in local, place them in Constellation instead. You then know exactly who is in the Constellation, but not in your local system. |
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Hyrieus
Battlestars GoonSwarm
|
Posted - 2009.04.01 12:37:00 -
[101]
Edited by: Hyrieus on 01/04/2009 12:37:27 I'd buy a titan just to DD small gangs as I bait them with a ratting raven |

Vincent Gaines
Tau Online Explorator Corp
|
Posted - 2009.04.01 13:21:00 -
[102]
Originally by: Doctor Penguin The solution hit me.
Remove player lists in local, place them in Constellation instead. You then know exactly who is in the Constellation, but not in your local system.
proposed and struck down (in fact it came so close to implementation that we still have const. chat in game, be it delayed)
No, this will again do nothing but provide an instant and free intel tool for the defender.
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Zhula Guixgrixks
Increasing Success by Lowering Expectations Vanguard.
|
Posted - 2009.04.01 14:24:00 -
[103]
Edited by: Zhula Guixgrixks on 01/04/2009 14:26:07 Btw. As I understand, Concord provides information about gate activation thus local intel for all. They control gates so it sounds reasonable to me. Wormholes on the other hand, are not under Concord control, so get rid of free intel about w-space<->k-space travelers.
I think jumping from w-space into k-space should not result in (instant) local update. This would make k-space a little bit spicier without general removing of local.
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Efrim Black
Gallente Apellon
|
Posted - 2009.04.01 15:26:00 -
[104]
Originally by: Naomi Knight Stupid idea. 0.0 is already too empty ,who the hell will do ratting or mining,if they can get nearly as much isk/hour in supersafe empire doing missions, if this no local will be implemented? Noone. Then who do you want to attack with your small roaming gangs? possibly noone will be there to be your target or maybe another pvp gang. But because you wont be able to know their numbers for sure you can be eaily out numbered (lots of them can be cloaked). One side will surely bring in more numbers to achieve victory --> blobbing. So there wont be small fleets only some larger fleets without targets. And the usuall high end moon blob wars in 1-2 systems thats all.
If you want to increase the risk(what this proposal will do) in 0.0 okay but then increase the gain too especially for the average 0.0 players and not for some rich alli leaders with moons. What ccp should do is greatly increase asteroid mining income in 0.0 and reduce the stupid jump transfer possibilities like jump bridges. Also there should be possible stacionary target for small gangs like pos shooting/station service shooting for huge gangs ,where they can hurt the enemy even if the enemy doesnt want to fight back.
Are you high? If there wasn't a magical intel-tool for the alliances controlling their massive swaths of land, I would spend almost ALL of my time in 0.0
Localspy is ridiculous and illogical. The gate defense doesn't work either since Concord wouldn't bother reporting data from gates in systems they don't even have control over.
The only people who are in opposition to this are those who want instant intel.
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Venkul Mul
Gallente
|
Posted - 2009.04.01 18:01:00 -
[105]
Originally by: Vincent Gaines
Originally by: Venkul Mul
Look several posts above and you will see why active scanning is not a good solution (short answer: server load).
It can be modified/streamlined
Reducing the informations. Two times, one removing local, the other nerfing active scanning.
You seem to love the thought of nerfing active scanning.
Quote:
Quote:
Unless you want to reduce active scanning targets (the filters almost certainly change what is shown, not what is detected by the scan).
And that hypothesis is with a 220 CPU probe launcher. Put that in every ship if you can.
YES!
Maybe you missed it totally, but most ships under the BS class would be crippled putting in a extended probe launcher.
You think all ships need a increase in CPU by 220 points?
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Erichk Knaar
Noir.
|
Posted - 2009.04.01 18:26:00 -
[106]
Yep, pretty sure this would attract more people out there.
Would also fix risk/reward for blobbing powerblocs.
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Vincent Gaines
Tau Online Explorator Corp
|
Posted - 2009.04.01 18:56:00 -
[107]
Edited by: Vincent Gaines on 01/04/2009 18:58:09
Originally by: Venkul Mul
Reducing the informations. Two times, one removing local, the other nerfing active scanning.
You seem to love the thought of nerfing active scanning.
oh, so making it not completely counter-proof or balancing (i.e. making you be "seen" easier by active scanning, the advantage of which gives you a better scan.
I see.
Quote:
Maybe you missed it totally, but most ships under the BS class would be crippled putting in a extended probe launcher.
You think all ships need a increase in CPU by 220 points?
No, the idea of ships having to constantly scan, hell every ship being wary. Those that don't risk being caught unaware.
maybe that involves having someone in gang constantly probing. They could give him a name... you know, like a member of a crew... what's that name, of those people that, you know... watch radar or sonar, to make sure no hostiles are around?
But to you having someone do that is asking too much.
You either want to have an excuse not to play eve outside of beginner mode, or you're trolling.
I never thought people were so lazy theat they'd fight tooth and nail to keep thier precious instant-intel magic tool 
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Ephemeron
North Eastern Swat Pandemic Legion
|
Posted - 2009.04.01 22:04:00 -
[108]
Originally by: Venkul Mul
Originally by: Ephemeron How about this:
the people who want to keep local will have an option to always appear in local. But those of us who don't want to show up in local, we won't show up unless we speak.
Everybody gets what they want!
And you have no right to make me show up in local against my will.
Perfect, on the same vein you have no right to attack me against my will. Same logic.
So you get your little instance with all the people that will refuse local and play with them.
Take that one step further - I accept that I have no right to attack you against your will. But when you enter low sec and 0.0 space, you willfully consent that you allow people to attack you. You will still fight them, of course, but the fact that you came to the pvp space on purpose, willingly, gives everyone permission to start a fight with you
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Venkul Mul
Gallente
|
Posted - 2009.04.01 22:12:00 -
[109]
Edited by: Venkul Mul on 01/04/2009 22:13:22
Originally by: Vincent Gaines
Quote:
Maybe you missed it totally, but most ships under the BS class would be crippled putting in a extended probe launcher.
You think all ships need a increase in CPU by 220 points?
No, the idea of ships having to constantly scan, hell every ship being wary. Those that don't risk being caught unaware.
maybe that involves having someone in gang constantly probing. They could give him a name... you know, like a member of a crew... what's that name, of those people that, you know... watch radar or sonar, to make sure no hostiles are around?
But to you having someone do that is asking too much.
You either want to have an excuse not to play eve outside of beginner mode, or you're trolling.
I never thought people were so lazy theat they'd fight tooth and nail to keep thier precious instant-intel magic tool 
Nice, now you want people to move always in group and always have a guy playing picket ship with a cov ops to scan for possible hostiles.
I want WOW stile raiding too? Mandatory mass operations?
This game is meant to be playable even alone. So why you are trying to impose group playing?
BTW: you are putting the lie to your words "believe me when I say I'm not offended, and also when I say my ideas have flaws- I even state several posts above that any ideas of mine have issues and need to be fleshed out a bit." Every time I point the flaws in your ideas you resort to ad hominem attacks.
Grow a bit.
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.01 22:24:00 -
[110]
Quote: Nice, now you want people to move always in group and always have a guy playing picket ship with a cov ops to scan for possible hostiles.
I want WOW stile raiding too? Mandatory mass operations?
This game is meant to be playable even alone. So why you are trying to impose group playing?
That sounds like something only the most carebear people would think of doing.
The type of people who really want to keep local chat.
btw, I play alone most of the time, and I really want some kind o nerf to local chat
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Vincent Gaines
Tau Online Explorator Corp
|
Posted - 2009.04.01 22:33:00 -
[111]
Edited by: Vincent Gaines on 01/04/2009 22:34:30
Originally by: Venkul Mul
Nice, now you want people to move always in group and always have a guy playing picket ship with a cov ops to scan for possible hostiles.
I want WOW stile raiding too? Mandatory mass operations?
This game is meant to be playable even alone. So why you are trying to impose group playing?
BTW: you are putting the lie to your words "believe me when I say I'm not offended, and also when I say my ideas have flaws- I even state several posts above that any ideas of mine have issues and need to be fleshed out a bit." Every time I point the flaws in your ideas you resort to ad hominem attacks.
Grow a bit.
ad hominem attacks? Because by your posts, you have implied:
1) you prefer solo in an MMORPG 2) you dislike PvP 3) you see the removal of local as a severe threat to your safety, and are thus against it.
So when I thus imply that your resistance to either removing or creating delayed local is due to the fact that you want it, not for any reasons specified by yourself, but because of your own personal preference regarding your general fear and unwillingness to even have a possibility of PvP.
Ad hominem? no. I'm not attacking you, I'm attacking your real reasons behind this debate. As you first said of me, how I "just want easy ganks" which was the first "attack" anyway, without realizing I'm a hisec miner who 'bears 90% of the time.
As such, you take things, such as how you replied to me, and instead are resorting to straw man arguements.
but I'll bite, this one time.
yes, there should be one person scanning constantly. standing guard. being vigilant in unsafe territory. you can refuse to do it, at your peril.
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Caffeine Junkie
Atomic Battle Penguins
|
Posted - 2009.04.02 00:10:00 -
[112]
Unbalanced, huge boost for attackers, bad for defenders.
While I will admit the local=intel aspect is an ongoing issue, simply removing it is not the answer.
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Vincent Gaines
Tau Online Explorator Corp
|
Posted - 2009.04.02 00:25:00 -
[113]
Originally by: Caffeine Junkie Unbalanced, huge boost for attackers, bad for defenders.
While I will admit the local=intel aspect is an ongoing issue, simply removing it is not the answer.
no, just removing it without an improved scanner would be bad. I believe most agree with this.
improving the scanner, or having an option to actively or passively scan, is an option.
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Santiago Fahahrri
Galactic Geographic
|
Posted - 2009.04.02 02:00:00 -
[114]
Edited by: Santiago Fahahrri on 02/04/2009 02:01:20
Originally by: Caffeine Junkie Unbalanced, huge boost for attackers, bad for defenders.
While I will admit the local=intel aspect is an ongoing issue, simply removing it is not the answer.
That's fear talking.
Right now when an "attacker" comes into local the first they they see is a list (menu?) of potential targets in that system.
Taking away the menu is good for the meat and potatoes, not the guy trying to find something to eat. ~ Santiago Fahahrri Galactic Geographic |

Raveenah
|
Posted - 2009.04.02 04:50:00 -
[115]
Ok, from what I understand, Gates transport specific information to a subspace beacon in the system, which relays to local communications of a ship. The ONLY way that I could support this would be through the following.
1. Subspace beacons used to relay local should be a destructible object that MUST be probed to be located. 2. Subspace beacons should have an upgradeable defense structure that can be directly related to sovereignty level of an alliance that owns it. (ie. sov 1 - 5 Level I Sentries max, sov 2 - 10 Level II Sentries max, sov 3 - 15 Level III Sentries max, etc.) 3. Subspace beacons should have HP's that increase with the Sovereignty level 4. Destructible subspace beacons should only exist in 0.0 - They should not be destructible in Empire space 5. Beacons would be automatically sent from empire to replace any beacons destroyed. This would take approximately 12 hours and local would take that much time to show player in local. 6. Beacons would change location after being destroyed,
You can expand on this all you want or just plain hate it. It's just a fair method to allow players to bring more tactics into 0.0 and not just a horrid blob vs blob. Basically, it gives players the ability to blind local and make 0.0 a little more dangerous and realistic.
I won't support an absence of local entirely unless there is a well thought out method of implementing it and mine doesn't necessarily need to be the one 
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Venkul Mul
Gallente
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Posted - 2009.04.02 06:14:00 -
[116]
Originally by: Vincent Gaines
ad hominem attacks? Because by your posts, you have implied:
1) you prefer solo in an MMORPG
I don't preferr, but I play solo too, not only as part of a blob. And I wanto to be able to play solo even in the future.
Quote:
2) you dislike PvP
Inexact, I found most of it incredibly boring, some small action if fun, but most of it is big group with ista win (for one side or the other) and so no fun at all.
Quote: 3) you see the removal of local as a severe threat to your safety, and are thus against it.
I see the removal of local without a workable alternative as a big threat. All your alternatives are not workable.
Quote:
So when I thus imply that your resistance to either removing or creating delayed local is due to the fact that you want it, not for any reasons specified by yourself, but because of your own personal preference regarding your general fear and unwillingness to even have a possibility of PvP.
Ad hominem? no. I'm not attacking you, I'm attacking your real reasons behind this debate. As you first said of me, how I "just want easy ganks" which was the first "attack" anyway, without realizing I'm a hisec miner who 'bears 90% of the time.
As such, you take things, such as how you replied to me, and instead are resorting to straw man arguements.
I every post i replied to your suggestions. Thhat was a further comment on your kind of replies.
Quote:
but I'll bite, this one time.
yes, there should be one person scanning constantly. standing guard. being vigilant in unsafe territory. you can refuse to do it, at your peril.
Sure, but that is not you were saying.
You where saying that having the need to put a 220 CPU module on a ship to scan the system was fine.
That rule out as solo ship almost any ship below BS and will degrade performance for almost all ships.
Ask people that want to do small group/solo PVP what they think of the need of having a 220 CPU extended scanner as an indispensable piece of equipment.
If local is removed every ship should have the possibility to check for hostile in a timely and efficen manner.
The current directional scanner is not a solution because it will be an excessive burden for the server. But your solutions to that always include nerfing it into uselessness.
So at the end we return always to the same point, you want local removed and don't want any form of alternative, working, information gathering system.
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Venkul Mul
Gallente
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Posted - 2009.04.02 06:15:00 -
[117]
Originally by: Ephemeron
Quote: Nice, now you want people to move always in group and always have a guy playing picket ship with a cov ops to scan for possible hostiles.
I want WOW stile raiding too? Mandatory mass operations?
This game is meant to be playable even alone. So why you are trying to impose group playing?
That sounds like something only the most carebear people would think of doing.
The type of people who really want to keep local chat.
btw, I play alone most of the time, and I really want some kind o nerf to local chat
And do you want to have the Extended probe scanner as a mandatory piece of equipment?
Look the above post for the reason of this question.
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Vincent Gaines
Tau Online Explorator Corp
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Posted - 2009.04.02 11:08:00 -
[118]
Originally by: Venkul Mul
I don't preferr, but I play solo too, not only as part of a blob. And I wanto to be able to play solo even in the future.
So, your chances of not being blobbed by people in a system because of you announcing your presence is increased or decreased by nerfing local? You tell me.
Quote: Inexact, I found most of it [PvP] incredibly boring, some small action if fun, but most of it is big group with ista win (for one side or the other) and so no fun at all.
So PvP is boring, there are no surprises, it's just insta win or no. Ever been in a 'ceptor duel? try it.
but I digress- nerfing local will make PvP, or in any regard, lowsec and nullsec much more adrenaline pumping, even when not engaged.
Quote: I see the removal of local without a workable alternative as a big threat. All your alternatives are not workable.
You should read my posts more:
Originally by: Vincent Gaines
no, just removing it without an improved scanner would be bad. I believe most agree with this.
improving the scanner, or having an option to actively or passively scan, is an option.
Originally by: Vincent Gaines
Enhance the scanner.
I every post i replied to your suggestions. Thhat was a further comment on your kind of replies.
Quote:
No, you take one thing I say, have done nothing but develop irrelevant conclusions. An example will be shown below.
Quote: Sure, but that is not you were saying.
You where saying that having the need to put a 220 CPU module on a ship to scan the system was fine.
That rule out as solo ship almost any ship below BS and will degrade performance for almost all ships.
YOU, sir, brought out using the 220 prober as a scan tool. It was your idea- not mine. I said "YES" to actively scanning. I said "YES" to having a person dedicated to keeping an eye out.
I said "YES" to the following example put out by you:
Originally by: Venkul Mul
People need to know more informations to try to guess what they are doing. So if I lose local with his friend/not friend display I need to have more informations by the scanner to compensate.
For example if I am in high sec and see:
Orca Pod A Pod B Pod C Unmanned combat ship 1 Unmanned combat ship 2 Unmanned combat ship 3
and then it change to
Orca Manned combat ship 1 Manned combat ship 2 Manned combat ship 3
as a miner I can suspect I am in trouble even if I don't see that there are 3 red flashing guys in system.
A useful feature to add to an active scanner if local is removed, is the detection of friendly transponders.
I.e. I actively scan and send out a signal. All friendly (blue) pilots transponders reply and the relative ships are identified as allied, the others simply as not identified.
Not once did I disagree with you there. It's part of enhancing the ship's base scanner.
You suddenly come out with using the combat probe launcher out of thin air, and from that point on run away with it.
From the very first post in which I addressed you in this thread, I politely asked you to read what I wrote. You instead wish to push an argument with a position against what you stated you wanted yourself.
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Vincent Gaines
Tau Online Explorator Corp
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Posted - 2009.04.02 11:23:00 -
[119]
Part II
Quote:
Ask people that want to do small group/solo PVP what they think of the need of having a 220 CPU extended scanner as an indispensable piece of equipment.
I believe I addressed this enough.
If local is removed every ship should have the possibility to check for hostile in a timely and efficen manner.
Are you telling me that in lowsec and nullsec, every unknown ship should be treated with caution?
We can't have that here, that would be too sensible.
Quote: The current directional scanner is not a solution because it will be an excessive burden for the server. But your solutions to that always include nerfing it into uselessness.
My suggestions have been:
1) Enhance an active scanner 2) Add an additional UI scanner to essentially replace where people place the local window, giving "at a glance" information regarding thier surroundings. I have, in addition, opened these options to criticism and suggestion. From you, I received first an ad hominem attack, and second a complete dismissal with nothing constructive.
Quote:
So at the end we return always to the same point, you want local removed and don't want any form of alternative, working, information gathering system.
This is the THIRD logical fallacy you've thrown out. Surely you can do better than this. I've stated several ideas, I've said if local is nerfed or removed (mind you I've already stated delayed local is ok for me) that there would need to be scanner enhancements.
What I have also said, though, is that there should not be a catch all, instant intel tool to be exploited by both attackers and defenders.
I've been mostly on the defensive side in 0.0 using local.
A while back, in a now-dead alliance, we'd happily carebear in our barges with an alt parked up the pipe, and use local to know when to dock. From local, we would have the ability to see who was coming, thier standings, and thier intent. We would either blob or dock. Both of those we agree are detrimental to PvP.
When attacking, we would use local to find targets. We would just breeze through systems, if local was empty we'd just push on.
See, that's the thing- nerfing local makes things harder for the attacker. They have to actually search for targets. Sure, it may mean they have to drop a probe in every system which seems easy enough, but as you said.. not every ship can fit a combat scanner, or if it does, it would need to be a dedicated prober. Welcome to EvE, where ships work together as a team. You can't take BECAUSE OF FALCON into a fight solo. But with a gang it's just super. You often need a tackler, even with smaller ships. You may want to have a RR gang, relying on each other for tank.
So, you want to fly solo? Get a T3 cruiser, with the new 4th subsystem, and now you have a dedicated hunter ship. Combat probes, cruiser size, and still an offensive/defensive subsystem to spare.
If you want to solo in an AF or Inty, you're fast enough to use the on board scanner. I've hunted down targets with it often, to great success. but it was in WH space... with nerfed local.
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Venkul Mul
Gallente
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Posted - 2009.04.02 12:41:00 -
[120]
Your suggestions:
Originally by: Vincent Gaines
simple, scanning sends out a ping. you can passively scan, say 3au, and actively scan the 14 or whatever.
so when you scan, you can also be pinpointed.
problem solved.
so those covops exposed themselves scanning down your position.
I.e. exchange a system range passive tool (local) with a 3 AU range passive tool
Originally by: Vincent Gaines
Enhance the scanner. Scanner sends out a 10-second cycle ping when it's opened, and the window can be made smaller- in fact, if you remove the local window that people have up separately, you instantly have room to place it.
From there on, you can have 2 options, active and passive scan
Active scan sends out a ping which signals itself to other players running both and active and passive scan.
Passive scans are useful when cloaked in a covops. You have a more limited scan range, say -50%, and you cannot activate any weapon groups/modules while in passive mode.
An option, to steal from Freespace- is to have a scanner able to detect a "hostile configuration" which can determine if the ship on scan is set positive or negative based on standings.
Passive scan 50% range. Maybe even limited to cov ops? you arenÆt much clear here.
Originally by: Vincent Gaines
Originally by: Venkul Mul
Seeing how the 2 post about reduce range when in passive mode are yours (-50% range and 3 AU) can you care to explain how that will make the passive mode useful?
if you're not using the scanner, and it's just sitting there, exactly what would it matter, other than a quick glance?
See, you want to have everything simple and easy, and handed to you. You want to get a full picture of the situation without any work. As you posted above, you want to know FOR SURE based on scan results if some ships are manned or not, or what changes have taken place. Hell, let's just make a huge system-wide map that shows everyone's position and what they're doing.
No, a scanner should essentially say, "x ship is roughly y AU/km away and in z direction with n% accuracy.
I've posted the interface will not change. But if this would be a local replacement, with the scanner constantly being on the main UI, then unless hunting for someone actively then reduce the range and add some mystery.
stop wanting to play the game on easy mode.
This is agreeing with my example in post 71? for you agreeing with a suggestion mean saing ôstop wanting to play the game on easy modeö?
And again reducing the range.
Originally by: Vincent Gaines
Quote: 3 au passive range is laughable.
You see, here's where people like you have a huge problem.
You say, nope that won't work. So instead of finding a way to fix it here and there, you throw everything out.
Here's a thought. passive scan range 14 AU, active is 25 AU.
Suddenly nothing changes, except we get an auto scanner that broadcasts the location.
Ad hominem attack (not the first) but at least you seem to accept the idea that the passive scan should have a good range and suggest that it will give range to detected items.
Originally by: Vincent Gaines
Of course this doesn't work for cloaked, so instead I had a thought last night, with "ghost" images, random blips or such. This would need more thought as to houw it's implemented. But I do agree, removing local without making it possible to detect that someone might be cloaked nearby is too overpowering for covops/recons/black ops
A horrible suggestion, ôghost imagesö and false signals and a suggestion about detecting cloakers (one of the few good thing from removing local would be the enhancement to cloakers and you want it removed).
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Venkul Mul
Gallente
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Posted - 2009.04.02 12:42:00 -
[121]
Originally by: Vincent Gaines
Originally by: Venkul Mul
Really? I doubt it. [about reducing farming ratters]
Just a thought, but a possible set up that will work for rattlers: - raven with extended probe launcher instead of cloak (sure, it will have CPU problems, they it will not be so hard for ratting); - drop a combat probe, max range, filter ship only - and smash the scan button forever - war to a safespot when the probe detect someone.
Boring as hell, but probably anyone working for a sweatshop would get a macro doing it for him and automatically recalling the drones and warping him when someone was detected.
Macros input commands, how they respond to dynamic data is not known, and cloak means no-show-up
Quote:
It would work even for normal players too. The only drawback is that they will hate smashing the scan button every few seconds.
Thank you for finally agreeing with me- actively scanning to replace local.
Originally by: Vincent Gaines
Originally by: Venkul Mul
Look several posts above and you will see why active scanning is not a good solution (short answer: server load).
It can be modified/streamlined
Quote:
Unless you want to reduce active scanning targets (the filters almost certainly change what is shown, not what is detected by the scan).
And that hypothesis is with a 220 CPU probe launcher. Put that in every ship if you can.
YES!
And here we see where the discussion about the probe launcher started. You put emphasis on that yes.
Originally by: Vincent Gaines
Quote:
Maybe you missed it totally, but most ships under the BS class would be crippled putting in a extended probe launcher.
You think all ships need a increase in CPU by 220 points?
No, the idea of ships having to constantly scan, hell every ship being wary. Those that don't risk being caught unaware.
maybe that involves having someone in gang constantly probing. They could give him a name... you know, like a member of a crew... what's that name, of those people that, you know... watch radar or sonar, to make sure no hostiles are around?
But to you having someone do that is asking too much.
You either want to have an excuse not to play eve outside of beginner mode, or you're trolling.
I never thought people were so lazy theat they'd fight tooth and nail to keep thier precious instant-intel magic tool 
And beautiful argument about running gang and not going around solo as the system to cover the drawbacks of the extended probe launcher.
Originally by: Vincent Gaines
Originally by: Caffeine Junkie Unbalanced, huge boost for attackers, bad for defenders.
While I will admit the local=intel aspect is an ongoing issue, simply removing it is not the answer.
no, just removing it without an improved scanner would be bad. I believe most agree with this.
improving the scanner, or having an option to actively or passively scan, is an option.
Links perfectly with your precedent posts, where you depict a nearsighted passive scan and a so so active. 
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Doctor Penguin
Amarr Shadow Command Tenth Legion
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Posted - 2009.04.02 12:44:00 -
[122]
I'd say that one guy in the gang being required to be in a dedicated probing ship would be a fantastic addition to the game - more jobs to do and learn to be good at.
It would also nerf safespotters who don't cloak up more.  ________________________________________________
http://eve.drome.nl/CaodCleaner/ Help make CAOD readable. |

Venkul Mul
Gallente
|
Posted - 2009.04.02 12:45:00 -
[123]
Then your last posts:
Quote:
YOU, sir, brought out using the 220 prober as a scan tool. It was your idea- not mine. I said "YES" to actively scanning. I said "YES" to having a person dedicated to keeping an eye out.
that clash with your precedent reply:
Quote: Quote:
Unless you want to reduce active scanning targets (the filters almost certainly change what is shown, not what is detected by the scan).
And that hypothesis is with a 220 CPU probe launcher. Put that in every ship if you can.
YES!
I see a large yes to force people to use the extender probe launcher.
Originally by: Vincent Gaines
I said "YES" to the following example put out by you:
Originally by: Venkul Mul
People need to know more informations to try to guess what they are doing. So if I lose local with his friend/not friend display I need to have more informations by the scanner to compensate.
For example if I am in high sec and see:
Orca Pod A Pod B Pod C Unmanned combat ship 1 Unmanned combat ship 2 Unmanned combat ship 3
and then it change to
Orca Manned combat ship 1 Manned combat ship 2 Manned combat ship 3
as a miner I can suspect I am in trouble even if I don't see that there are 3 red flashing guys in system.
A useful feature to add to an active scanner if local is removed, is the detection of friendly transponders.
I.e. I actively scan and send out a signal. All friendly (blue) pilots transponders reply and the relative ships are identified as allied, the others simply as not identified.
Not once did I disagree with you there. It's part of enhancing the ship's base scanner.
You suddenly come out with using the combat probe launcher out of thin air, and from that point on run away with it.
From the very first post in which I addressed you in this thread, I politely asked you to read what I wrote. You instead wish to push an argument with a position against what you stated you wanted yourself.
And your yes was:
Quote:
See, you want to have everything simple and easy, and handed to you. You want to get a full picture of the situation without any work. As you posted above, you want to know FOR SURE based on scan results if some ships are manned or not, or what changes have taken place. Hell, let's just make a huge system-wide map that shows everyone's position and what they're doing.
To me it seem a NO.
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Venkul Mul
Gallente
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Posted - 2009.04.02 12:46:00 -
[124]
Originally by: Doctor Penguin I'd say that one guy in the gang being required to be in a dedicated probing ship would be a fantastic addition to the game - more jobs to do and learn to be good at.
It would also nerf safespotters who don't cloak up more. 
But to work it require a gang.
So you thing that running around in a gang should be mandatory in low sec/0.0?
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Santiago Fahahrri
Galactic Geographic
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Posted - 2009.04.02 13:15:00 -
[125]
Originally by: Venkul Mul
Originally by: Doctor Penguin I'd say that one guy in the gang being required to be in a dedicated probing ship would be a fantastic addition to the game - more jobs to do and learn to be good at.
It would also nerf safespotters who don't cloak up more. 
But to work it require a gang.
So you thing that running around in a gang should be mandatory in low sec/0.0?
It wouldn't require a gang any more than operations do now. Is there benefit to working with a group - yes - and there always will be.
I wouldn't hesitate to solo rat in 0.0 with local nerfed. I'd feel a lot better about it because if someone comes into system they won't immediately know I'm in there. ~ Santiago Fahahrri Galactic Geographic |

Vincent Gaines
Tau Online Explorator Corp
|
Posted - 2009.04.02 13:49:00 -
[126]
Originally by: Venkul Mul Your suggestions:
Originally by: Vincent Gaines
simple, scanning sends out a ping. you can passively scan, say 3au, and actively scan the 14 or whatever.
I.e. exchange a system range passive tool (local) with a 3 AU range passive tool
Why did you leave this out?
Originally by: Vincent Gaines
Here's a thought. passive scan range 14 AU, active is 25 AU.
Quote:
Originally by: Vincent Gaines
Active scan sends out a ping which signals itself to other players running both and active and passive scan.
Passive scans are useful when cloaked in a covops. You have a more limited scan range, say -50%, and you cannot activate any weapon groups/modules while in passive mode.
An option, to steal from Freespace- is to have a scanner able to detect a "hostile configuration" which can determine if the ship on scan is set positive or negative based on standings.
Passive scan 50% range. Maybe even limited to cov ops? you arenÆt much clear here.
No, I was fleshing out ideas. It doesn't have to be 50%, it could be 75%. It could be 50% of 99AU, or 75% of 25 AU.
You ASSUMED that I had some concrete solution- this is a discussion, not a proposal. That's where you come in. You can be constructive or not- you've chosen the latter, by choosing to debate over things that aren't even near a finalized thought.
Quote: This [regarding a post about having a scanner as part of the UI, and what it should basically entail] is agreeing with my example in post 71? for you agreeing with a suggestion mean saing ôstop wanting to play the game on easy modeö?
And again reducing the range.
Yes, it's agreeing with you.
You stated (before being against the local nerf) that the scanner UI would need to be buffed. I agreed. I included two types of scan modes- passive and active.
I gave you your buffed scanner. The only difference is that with each time the scan is made (either manually or an automatic scan time) it shows your presence to both passive and active scanners.
passive scanners will not show on others doing passive scans unless they are within the lower range.
I don't know how to make this any more clear to you.
Quote:
Ad hominem attack (not the first) but at least you seem to accept the idea that the passive scan should have a good range and suggest that it will give range to detected items.
YES!
Originally by: Vincent Gaines
Of course this doesn't work for cloaked, so instead I had a thought last night, with "ghost" images, random blips or such. This would need more thought as to houw it's implemented. But I do agree, removing local without making it possible to detect that someone might be cloaked nearby is too overpowering for covops/recons/black ops
A horrible suggestion, ôghost imagesö and false signals and a suggestion about detecting cloakers (one of the few good thing from removing local would be the enhancement to cloakers and you want it removed).
The only issue and reason I threw this out there was because if cloaks do not show on scan, and there is no local, it will turn into eve cloaked online.
It was an idea to pre-emptively prevent covops from becoming too powerful. Blockade runners would be unstoppable (even though with JFs it's already bad but that's another subject)
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Vincent Gaines
Tau Online Explorator Corp
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Posted - 2009.04.02 14:01:00 -
[127]
Originally by: Venkul Mul
Quote: YES! [regarding a how to deal with server load and macros that push the scan button all the time, one option was to just use probes]
And here we see where the discussion about the probe launcher started. You put emphasis on that yes.
We're both wrong in this. I accept blame for my part because I was posting on my blackberry and the topic of that had spread over 2 pages.
It seems as though you took that as every ship in a gang should have a prober to scan, even solo pilots. The obvious thing I should have said, and haven't- is that it doesn't happen now. It doesn't happen in WH space. It happens with roaming gangs. It does not happen with solo roams, unless they shoose to fit one.
If they want to fit a combat probe launcher on there and sacrifice the fitting, let them. If it doesn't solve the marco problem, oh well.
Quote:
And beautiful argument about running gang and not going around solo as the system to cover the drawbacks of the extended probe launcher.
Yes.
Apparently you don't actually do roaming PvP much right now. If you did you'd notice it's completely based on local- and that's secondary to just grabbing a wolfpack and heading to a known populated system.
Hell, in C3-0YD we'd have those roaming gangs come in and fight all the time. They knew we were here, we knew they'd come.
But if you want to have the ability to quickly scan down targets anywhere in a system, get someone to probe for your gang, or do it yourself.
Again, there is no reason to have a ship that does everything great. In fact that's completely the opposite of what CCP wants in Eve.
[quote
Links perfectly with your precedent posts, where you depict a nearsighted passive scan and a so so active. 
I stand by my idea of having both a passive scan on the bottom right of the UI or wherever, and the buffed active scan.
There is no reason you've given against it, other than the fact that you feel 3au is too short. However, I've even stated it could be 14au, I don't care. It is viable and would need to be fleshed out with testing.
But an active buffed scan should signal the "defenders," or in some cases it would signal the attackers.
Either way, by having your ops protected, being aware, and being smart, it would make un-sec much more interesting.
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Venkul Mul
Gallente
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Posted - 2009.04.02 14:04:00 -
[128]
Short version of all our discussions:
- what you see as a buff to the scanner to replace local I see as a very weak and unworkable solution;
- what I see as workable solution for you is too powerful;
- what I see as criticism to point out the flaws of your arguments you see as arguing for the sake of arguing.
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Vincent Gaines
Tau Online Explorator Corp
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Posted - 2009.04.02 14:09:00 -
[129]
Edited by: Vincent Gaines on 02/04/2009 14:09:28
Originally by: Venkul Mul
I see a large yes to force people to use the extender probe launcher.
*sigh*
I've already went over this. If you wish to discuss semantics, we can do it in OOPE.
Quote:
Not once did I disagree with you there. It's part of enhancing the ship's base scanner.
You suddenly come out with using the combat probe launcher out of thin air, and from that point on run away with it.
And that hypothesis is with a 220 CPU probe launcher. Put that in every ship if you can.
who said that, me or you? .01 ISK says "NOT ME!" 
Quote:
And your yes was: Quote:
See, you want to have everything simple and easy, and handed to you. You want to get a full picture of the situation without any work. As you posted above, you want to know FOR SURE based on scan results if some ships are manned or not, or what changes have taken place. Hell, let's just make a huge system-wide map that shows everyone's position and what they're doing.
To me it seem a NO.
my god, this is getting annoying.
I say I want a buffed scanner. I say I want local nerfed. I say I want a UI passive scanner that is not as strong as the active scanner. I say I want the active scanner to show an active scan on passive scanners. I say if you want instant intel, get a buddy in a covops frig or whatever.
I say, yes Venkul, a buffed scanner would be necessary.
I then say, I do not want a scanner so strong it tells me everything about what's in a system and what is going on. I do not want to know standings based on the scan results. I do not want to know if that ship is moving at 300m/s or 3000m/s.
Let it involve some guesswork. Tactics. Sweat. Fear.
I can use smaller words, but honestly if I need to spell it out anymore I'm going to go all EoM nutty.
GF.
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Venkul Mul
Gallente
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Posted - 2009.04.02 14:15:00 -
[130]
Originally by: Vincent Gaines
And that hypothesis is with a 220 CPU probe launcher. Put that in every ship if you can.
who said that, me or you? .01 ISK says "NOT ME!" 
Right, your reply to that was only a big
YES!
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Efrim Black
Gallente Apellon
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Posted - 2009.04.02 14:47:00 -
[131]
Originally by: Vincent Gaines my god, this is getting annoying.
I say I want a buffed scanner. I say I want local nerfed. I say I want a UI passive scanner that is not as strong as the active scanner. I say I want the active scanner to show an active scan on passive scanners. I say if you want instant intel, get a buddy in a covops frig or whatever. [/quote
Something that opposition to this also doesn't understand is that this doesn't discourage individuals in low-sec and 0.0, it encourages it. Based on the population layouts in the map screen, you can feel safe in most systems with lower populations.... 5 people can no longer guard an entire constellation.
I'd love to see the CSM push this so I can go out into 0.0 without being crippled by the all-knowing localspy.
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Esmenet
Gallente
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Posted - 2009.04.02 20:32:00 -
[132]
Originally by: Doctor Penguin I'd say that one guy in the gang being required to be in a dedicated probing ship would be a fantastic addition to the game - more jobs to do and learn to be good at.
I'm impressed. You managed to make ratting even more mindnumbingly boring (a feat i thought would be near impossible) and at the same time make it even less valuable compared to just doing missions. Good stuff. And yea this is my sig. Real PVP'ers only use f1. |

Santiago Fahahrri
Galactic Geographic
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Posted - 2009.04.02 20:47:00 -
[133]
Originally by: Esmenet
Originally by: Doctor Penguin I'd say that one guy in the gang being required to be in a dedicated probing ship would be a fantastic addition to the game - more jobs to do and learn to be good at.
I'm impressed. You managed to make ratting even more mindnumbingly boring (a feat i thought would be near impossible) and at the same time make it even less valuable compared to just doing missions. Good stuff.
I'd rat away in 0.0 with no local, relying on my trusty directional scanner to spot incomming hostiles any day of the year before I'd ever consider running missions. To each thier own I suppose. ~ Santiago Fahahrri Galactic Geographic |

Venkul Mul
Gallente
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Posted - 2009.04.02 21:42:00 -
[134]
Edited by: Venkul Mul on 02/04/2009 21:47:28
Originally by: Santiago Fahahrri
I'd rat away in 0.0 with no local, relying on my trusty directional scanner to spot incomming hostiles any day of the year before I'd ever consider running missions. To each thier own I suppose.
The point, lost somewhere on page 2, is that the current scanning system can't be supported by the server if every guy in 0.0 and low sec hit the scan button every 4 seconds.
On the other hand nerfing too much the scanner and removing local will remove all risk control from the and of the players.
All the argument between Grimes and me is what is too much nerfing and what informations are indispensable and useful when you remove local.
Originally by: CCP Whisper
Originally by: Wameiri Rahai why stop at wormhole space? can't you do that for nullsec, leaving only empire and low-sec as now.
We will not do that without: a) having a mechanic available that can be used to gather the same sort of intel local currently gives you. b) ensuring that this mechanic does not totally wang the server when someone deploys more than one of these in a system.
To be honest, from my point of view server performance takes priority over shiny scanning feature. It does no-one any good for us to introduce something as a knee-jerk reaction and then watch the server buckle under the load of several thousand scanning buoys, IFF transponders, radar transmitters, AWACS drones or any of the hundred suggestions we have already gotten on how to implement this.
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Vincent Gaines
Tau Online Explorator Corp
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Posted - 2009.04.02 22:10:00 -
[135]
Originally by: Venkul Mul
All the argument between Grimes and me
Gaines
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Doctor Penguin
Amarr Shadow Command Tenth Legion
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Posted - 2009.04.02 22:11:00 -
[136]
Edited by: Doctor Penguin on 02/04/2009 22:11:53
Originally by: Venkul Mul But to work it require a gang.
So you thing that running around in a gang should be mandatory in low sec/0.0?
In 0.0, you should be in a gang or have friends to back you up at short notice.
I don't recall ever saying that removing local from Lowsec would be a good idea. ________________________________________________
http://eve.drome.nl/CaodCleaner/ Help make CAOD readable. |

Efrim Black
Gallente Apellon
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Posted - 2009.04.02 22:13:00 -
[137]
Originally by: Venkul Mul
While this post don't explicitly say that the directional scanner alone will degrade server performance I think that it can be taken as a granted.
Your opinion. I'm inclined to disagree. He was talking about actual deployed scanning devices. Not improved on-board scanners.
Other than the performance answer, which can only be answered by CCP, I haven't seen a valid argument against it so-far.
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Pharago
Gallente Piratas Leprosos Guineanos
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Posted - 2009.04.04 00:12:00 -
[138]
Well, this proposal has just entered the realm of silliness by becoming something that it wasn't.
Scanning might have some problems but it works.
Roaming is a *fast* job, no time for complex probe work unless *one scout* in the gang likes to do it *and* does it fast.
Now, the ratters and miners and wanderers have a huge advantage over the rest, that is, they are not in warp.
So you have to use the directional scanner, pray for the tackling ship not to be a covops/recon that you will not see coming.
This local change might make you have to be always ratting/mining/whatever in a mixed gang of scouts/pvpers/farmers, no lolfits allowed, and basically make survival a question of *teamwork* much more than it was before.
Soloing will be for the brave a strong hearted individuals.
It opens up a new awesome amount of possibilities for having fun, socializing with your corpies/allys, be it you are the pray or the hunter, and i sincerely can't see the problem with that.
Please, leave the scanning whines and problems/ideas to threads where that may belong, this is for supporting the removal of local.
In the end, people just forgets about local, and carries on what what they are doing, i know that because i've been in w-space a few times.
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Saverick Lenvar
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Posted - 2009.04.04 04:11:00 -
[139]
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Cpt Hook
|
Posted - 2009.04.04 13:03:00 -
[140]
Edited by: Cpt Hook on 04/04/2009 13:04:09 removing local just to replace him with somthing much more complicated....thx, but no thx. this will just result in most of the ppls moving alts to mission runing in already crowded empire hubs,nothing else; there is a word: if somthing works fine, fix it! or not? 
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Zostera
Minmatar Honour Bound Sc0rched Earth
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Posted - 2009.04.05 11:42:00 -
[141]
I already posted some responses in support of the idea, but I want to add some examples of how local is bad from the last few days.
- Hostile roam comes to defended space, their scout sees our defense gang enter local 1 jump away and they all log.
- Hostile fleet is hitting a tower, we and our allies form up and when we are one jump out the hostile fleet safes up and logs. I appreciate that in this instance they will have agression, however unless we have a several probers we will not catch many.
- Hostile roam enters one of our dead end systems, we jump in to hold the gate, hostile fleet logs.
Instant local in 0.0 is turning this into Logoff Online at an alarmingly fast rate. Removing instant local in 0.0 will dramatically reduce this problem. As for ideas on what to do in it's absence there are many suggestions in the thread, including a couple of my own.
Local is available to the alliance holding Sov in the system, update is from a modified system scanner anchored on a pos. This gives some security to mining ops for people operating in their home space. This does of course place attackers at a significant disadvantage if it is instant, so perhaps making the delay a couple of minutes would help. This would place some importance on an alliance using it's occupied space for the purpose of reporting intel as hostiles move through. Tracking the hostiles would be possible, but require the use of active scouts for current information rather than delayed. The hostile gang can "evade" being tracked via local so long as they move fast, again placing the emphasis on using a fast and capable scout.
End result, more non-consensual PvP and less logging off.
Zos
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Kytanos Termek
Caldari Darkstorm Command Ethereal Dawn
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Posted - 2009.04.05 21:41:00 -
[142]
Allright
Here is my proposal.
Dont remove local globally, atleast without supplementing it with something that acts as a comparable early warning system or threat detector, Otherwise some very unfair situations will present themselves.
Instead, introduce new k-space regions with no local. This way the current alliances will keep the early warning networks. But they will have to be clever for these spaces. Of course youll have to supplement this with some form of detection or warning system anyways.
Quite put, without local, there is literally no way to know if there is hostiles, save for scanning them down/scan probes. and if there out of range in a large system. You will never be safe again. Do not remove local. But create a new localess region, perhaps with tactile environments.
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RedSplat
Heretic Army
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Posted - 2009.04.05 22:31:00 -
[143]
Edited by: RedSplat on 05/04/2009 22:30:45 0.0 AND Lowsec.
Or at the very least have local act as the constellation channel; that is to say everyone in the constelation in local.
Or combined local for 2 jumps in every direction.
Originally by: CCP Mitnal
I don't sleep. I am always here. Watching. Waiting.
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Sin Fae
Income Redistribution Service
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Posted - 2009.04.06 03:07:00 -
[144]
Edited by: Sin Fae on 06/04/2009 03:07:40 Or at the very least and for a start, enable Black and Covops ships to not show up on local. These ships were supposedly designed to go "behind the lines"
Hell, it may even spur some smaller fleet fights . .
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Ben Derindar
Dirty Deeds Corp. Axiom Empire
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Posted - 2009.04.06 07:45:00 -
[145]
The current system is fine, as it provides both options for 0.0 inhabitants. If you like local, go live in known 0.0. If you don't, go live in a wormhole.
/Ben
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.06 07:52:00 -
[146]
Originally by: Ben Derindar The current system is fine, as it provides both options for 0.0 inhabitants. If you like local, go live in known 0.0. If you don't, go live in a wormhole.
/Ben
That's not quite fair. If you want to make even options, then make HALF of the 0.0 regions with local, and half without. Then people go real options. 0.0 NPC regions should be split as well.
tho I'd prefer to wait until CCP finally makes a step toward nerfing all of local in non high sec empire, I think they'll come around eventually, as is the the most logical step forward in evolving game design
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shi'ako
Aliastra
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Posted - 2009.04.06 16:58:00 -
[147]
Edited by: shi''ako on 06/04/2009 17:04:43 totally in with this.
Low sec is a lot more risk then 0.0 atm, out side of a main war zone anyway.
As for the cloaky stuff. Make them detectable, but you cant get a 100% lock - you just get a spot within a 100-150km range of them but not allined to them so you cant just fly forward to find them. Its also really hard to get that lock when scanning ect. taking maybe 10mins on average.
lots more u could do to rebalance the issue, but that is for another topic.
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Scatim Helicon
GoonFleet GoonSwarm
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Posted - 2009.04.06 21:10:00 -
[148]
First off, the premise in the OP is flawed. Wormhole space is a completely different arena to New Eden space, Sleepers are designed to encourage (loosely speaking) pvp-esque fittings and small gang work to take them on, which means in theory a sleeper ratting group that gets jumped by gankers has at least some chance of getting out alive or fighting back. The fittings required to run L4 missions or rat 0.0 belts, let alone mining ships are completely different from PvP/Sleeper setups, and leave the pilot a sitting duck to any ganking ship that finds them. Saying that 'not having local works fine in wormholes, so it would work in New Eden too' is like saying 'not having CONCORD works fine in 0.0, so we should get rid of CONCORD in Empire'. They are different environments with different requirements.
Second, why are you all so insistent on CCP spending development time reinventing the wheel to get us right back where we started? "Hey guys lets get rid of local". "Hey guys lets rewrite the scanning system to emulate the effects of local". We already have a system which emulates the effects of local, its called local, and for the most part it works fine.
Third, the solo and small gang advocates in this thread seem not to realise that they rely as much on local to find things to shoot as their targets use it to look out for things shooting them. I've done my share of scouting for both small gangs and full fleets (insert LOL BLOBBING GOON NUBS NO SKILLS NO HONOUR comments here) and being able at a glance to see that a system is empty and I can move on is the only thing that allows a roaming group to cover a decent amount of ground quickly. Imagine if on your next roaming op you had to wait several minutes on every single jump while your scout warped around scanning to see if anyone was even present, rather than just jumping in and saying 'ok no-one in local here, system is clear guys, jump in and get to the next gate'. Removing local is a token gesture which merely creates the perception of lowsec and 0.0 being places where you'll be suddenly and unavoidably ganked if you undock (and so scares all the ratters and miners back to highsec to lag out the mission hubs even more and leaves fewer things for the rest of us to shoot). It has little effect on the ratter with his 6 accounts and macro programs set up to auto-scan constantly for new signals and ctrl-q at the first sign of anything coming in. Its most significant actual consequences for the most part would be to obliterate the reconnaissance and intelligence gathering side of the game, vastly increase the power of cloaking ships and login traps, and cripple the ability of PvP groups to find targets because it takes them an hour or so to check and move through 20 systems.
The net result? Small to mid scale combat consists entirely of recon gangs stumbling around blindly in the darkness and occasionally bumping accidentally into each other.
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Santiago Fahahrri
Galactic Geographic
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Posted - 2009.04.07 00:34:00 -
[149]
Originally by: Scatim Helicon First off, the premise in the OP is flawed. Wormhole space is a completely different arena to New Eden space, Sleepers are designed to encourage (loosely speaking) pvp-esque fittings and small gang work to take them on, which means in theory a sleeper ratting group that gets jumped by gankers has at least some chance of getting out alive or fighting back. The fittings required to run L4 missions or rat 0.0 belts, let alone mining ships are completely different from PvP/Sleeper setups, and leave the pilot a sitting duck to any ganking ship that finds them.
That's a crutch leaned on by many pilots. I've done a lot of ratting in 0.0 over the past few years and I learned a long time ago to make a PVP fit work for ratting... because I didn't want to be a "sitting duck".
What you mean to say is: An optimized "I don't have to worry about PVP because I can warp away when someone shows up in local" ratting fit doesn't work for PVP. If you'd said that you'd have been correct. ~ Santiago Fahahrri Galactic Geographic |

Ben Derindar
Dirty Deeds Corp. Axiom Empire
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Posted - 2009.04.07 01:52:00 -
[150]
Originally by: Ephemeron
Originally by: Ben Derindar The current system is fine, as it provides both options for 0.0 inhabitants. If you like local, go live in known 0.0. If you don't, go live in a wormhole.
That's not quite fair. If you want to make even options, then make HALF of the 0.0 regions with local, and half without. Then people go real options. 0.0 NPC regions should be split as well.
Well, wormhole space is 0.0 as well. 
But seriously, would the differences between wormhole space as it is now, and known 0.0 with the same delayed local mechanic, be so great?
/Ben
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Esmenet
Gallente
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Posted - 2009.04.07 13:42:00 -
[151]
Edited by: Esmenet on 07/04/2009 13:42:49
Originally by: Ben Derindar
Originally by: Ephemeron
Originally by: Ben Derindar The current system is fine, as it provides both options for 0.0 inhabitants. If you like local, go live in known 0.0. If you don't, go live in a wormhole.
That's not quite fair. If you want to make even options, then make HALF of the 0.0 regions with local, and half without. Then people go real options. 0.0 NPC regions should be split as well.
Well, wormhole space is 0.0 as well. 
But seriously, would the differences between wormhole space as it is now, and known 0.0 with the same delayed local mechanic, be so great?
/Ben
Yes because its much easier to resupply, and much easier to roam. And you know where your targets will be.
Without local you will have some of those multiple account people sitting in cloaked ships for weeks, effectively locking down systems from ratting as there is simply no way you can defend against it. The attacker has all the advantages as he can decide when to attack. The defender have to fight against boredom. And yea this is my sig. Real PVP'ers only use f1. |

Justice Forever
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Posted - 2009.04.07 15:16:00 -
[152]
one of the rules of war is know where your enemy is
Not supported
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Razin
The xDEATHx Squadron Legion of xXDEATHXx
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Posted - 2009.04.07 17:10:00 -
[153]
Originally by: Justice Forever one of the rules of war is know where your enemy is
Not supported
I was gonna say that this is so far the dumbest post in this thread and tell you that you are a dumbsh#t, but then I remembered that children also play this game.
You see, "knowing where your enemy is" is indeed one of the most important pieces of info to have during a war. Which is all the more reason why this info shouldn't be provided for no effort, instantly, and at infinite range. This is because you always have to work to get something that's worth anything. I hope that's clear enough.
It is also important to note that those who propose a delayed Local also propose that the ship's on-board directional scanner gets additional features to mitigate the issues that a delayed Local would create. Such issues include the lack of auto-update function in the current scanner, and the need for additional functionality to replace the current Local. ...
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Kalintos Tyl
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Posted - 2009.04.08 10:43:00 -
[154]
of course 0.0 carebears and blobers wont suport this idea
60D GTC - shattared link |

Yonker
GoonFleet GoonSwarm
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Posted - 2009.04.08 13:46:00 -
[155]
They get get rid of local as soon as poses in sov holding systems can track enemies.
I.e. If you own the space you can actively see who is in your space(like current local), if not you have to probe or scout the old fashioned way.
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.08 17:02:00 -
[156]
Originally by: Yonker They get get rid of local as soon as poses in sov holding systems can track enemies.
I.e. If you own the space you can actively see who is in your space(like current local), if not you have to probe or scout the old fashioned way.
That skews the balance too much in favor of defenders and mega alliances - they already have a lot of advantages. The local nerf should primarily benefit the small guy.
It does make sense to let POS modules that improve intel, but it shouldn't be just like current local. And those POS modules shouldn't be hiding in POS shields
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Efrim Black
Gallente Apellon
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Posted - 2009.04.08 19:52:00 -
[157]
Originally by: Yonker They get get rid of local as soon as poses in sov holding systems can track enemies.
I.e. If you own the space you can actively see who is in your space(like current local), if not you have to probe or scout the old fashioned way.
I think we ALL should have to scout the old fashioned way. If a mega alliance can't field one dedicated Scout/watchmen per system, then you fools deserve to lose them.
End of Story.
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Just fearless
Caldari Rogue Knights of Eve OWN Alliance
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Posted - 2009.04.09 19:48:00 -
[158]
NOO!!!
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Ephemeron
North Eastern Swat Pandemic Legion
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Posted - 2009.04.10 00:12:00 -
[159]
Originally by: Just fearless NOO!!!
He's "just fearless" because he knows local chat will keep him safe, give him instant info on when to hit CTRL+Q 
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Kralin Ignatov
The Colour Out of Space Un-Natural Selection
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Posted - 2009.04.11 18:03:00 -
[160]
not supported.
it is a great idea, but current tools and battle models do not allow for such changes to occur just yet. If CCP gaves us tools to identify which ships in system are actually piloted, and which ones are friendly / hostile, then yes. Scanning atm is already boring and annoying enough, i certainly dont fell like doing more of it. And not to mention that it would make ratting / plexing / minning in 0.0 nearly impossible, as well as too stressful, in anticipation of a waiting attack.
To put it simply, more things would have to change then just the local chat to implement this.
[thumbs down]
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Kytanos Termek
Caldari Darkstorm Command Ethereal Dawn
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Posted - 2009.04.11 21:49:00 -
[161]
No. NO. NO.
rather than take local away from everywhere.
Make new k-space regions with no local. That way we dont have to deal with a ****storm, but it's there. And people will take it.
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Santiago Fahahrri
Galactic Geographic
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Posted - 2009.04.12 00:13:00 -
[162]
Originally by: Kralin Ignatov
it is a great idea, but current tools and battle models do not allow for such changes to occur just yet. If CCP gaves us tools to identify which ships in system are actually piloted, and which ones are friendly / hostile, then yes.
That's the whole point though - we shouldn't instantly know every ship in system, who is in it, how old they are, thier employement history, and whether they are friendly or hostile.
It's absolutely awesome in a w-space system when you first pick up and unkown ship on scanner and you have to try to figure out who they are, if they have also spotted you, and whether they are friend or foe. It's far more realistic/immersive and has a deep space feel that is lacking when the local window automatically gives you an attendance roster of everyone in system. ~ Santiago Fahahrri Galactic Geographic |

Esmenet
Gallente
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Posted - 2009.04.12 16:04:00 -
[163]
Edited by: Esmenet on 12/04/2009 16:05:19
Originally by: Ephemeron That skews the balance too much in favor of defenders and mega alliances - they already have a lot of advantages. The local nerf should primarily benefit the small guy.
It does make sense to let POS modules that improve intel, but it shouldn't be just like current local. And those POS modules shouldn't be hiding in POS shields
Somehow i think that removing local will hurt the little guy the most. The mega alliances are the ones that can afford dedicated scout accounts, and have the possibility to create big intel systems. The multi account players can place their isk-generating chars in empire space and keep their pvp'ers in 0.0 like they do now, and the few that get their isk from moons wont really care either way. Its the alliance grunts and small time players with *shock* 1 account that actually lives in 0.0 based on ratting income that will get hurt. Especially if they are in smaller alliances. And yea this is my sig. Real PVP'ers only use f1. |

Cyprus Black
Caldari Elitist Jerks Dara Cothrom
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Posted - 2009.04.12 18:52:00 -
[164]
I support a thumbs down option so I may use it here in this thread. ______________ Some men aren't looking for anything logical, like money. They can't be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn. |

Matarella
Fremen Sietch
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Posted - 2009.06.01 18:26:00 -
[165]
/signed
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Creamster
Xenobytes Stain Empire
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Posted - 2009.06.01 20:02:00 -
[166]
Originally by: Scatim Helicon The net result? Small to mid scale combat consists entirely of recon gangs stumbling around blindly in the darkness and occasionally bumping accidentally into each other.
This. Not supported
___________ In Petition we trust |

Miracle
Fremen Sietch
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Posted - 2009.06.01 20:04:00 -
[167]
signed
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Mos7Wan7ed
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Posted - 2009.06.01 20:19:00 -
[168]
Edited by: Mos7Wan7ed on 01/06/2009 20:26:19
sure remove local or delay it.. when, ship scanning is in combination with removal of celestial beacons..
it takes about 60-120 seconds for a good pilot to scan down a target in a belt with just a ship scanner with the celestial beacons on his overview to guide his ship scanner. if he is in a recon he can jump in and spend long amounts of time in system and the others in local would never know he is there. he can then bounce from belt to belt looking for target without the other in local being the wiser. the only time they would know is when he uncloaked and pointed a ship.
if you take local away, then you'd have to take away all celestial beacons too, in order to give the people in a belt a fighting chance. taking away the beacons would require a ship be located with the use probes, giving the person with the scanning window open a fighting chance to see probes before becoming lunch.
the problem you get with that is.. huge numbers of people with even larger numbers of bookmarks. something similar to before you could warp to 0, everyone had bookmarks for gate travel and it caused huge lag in game. so it kinda makes the whole remove local a mute point doesn't it.
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Mos7Wan7ed
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Posted - 2009.06.01 20:40:00 -
[169]
Edited by: Mos7Wan7ed on 01/06/2009 20:41:11 on the pvp side of things..
its hard enough getting a far fight with local being visible now a days.. its going to be even harder when it isn't visible.
it removes small ship pvp from the game. the small gang isn't going to know its about to run into a blob so they wont leave until they have 20-30+ players in the gang.
making ships that can't warp cloaked a big no no, it removes t1 ships from roaming gangs as well.
whats left? small gangs of roaming recons and bombers, or big 0.0 gate camps.
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Mister Xerox
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Posted - 2009.06.01 20:59:00 -
[170]
Under the current mechanic: NO. Introduce local immediate even for WH space.
Improve the local scanner to a constant operation rather than forced spamming of scan scan scan all day long and then I'll be willing to shut off local... but not until then.
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Mos7Wan7ed
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Posted - 2009.06.01 21:23:00 -
[171]
don't be under the assumption it wont bother your alliance. this hurts big and small alliances alike.
when you aren't around killing all these people because local is gone...
you are back in your alliance owned 0.0 mining, ratting or plexing with the scanner open refreshing every 10 seconds to look for probes or hostile ships right? if you find a ship on scan how do you know its hostile? do you leave the belt or plex and ask in alliance? does that alliance chat become a huge spy tool for another alliance, thus giving away your position? how many times in an hour are you going to leave a belt or plex because a new ship was spotted in local? how do you keep track of all the friendly uncloaked and spot the one hostile uncloaked?
NO NO NO...
You PvP in 0.0 then you mission run and mine in empire then right?
what happens to the cost of minerals like zydrine and megacyte if miners cant mine the 0.0 ores? then what happens to the price of those ships and mods you fly? can you afford to fly them to get these cool 0.0 kills because there is no local?
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Solo Player
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Posted - 2009.06.01 22:07:00 -
[172]
Still not going far enough, but will support anyway.
Fear is clouding sceptics's minds in this thread. They will find a way to live without local and live well, they just don't know yet.
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Minkert
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Posted - 2009.06.02 00:56:00 -
[173]
Only Sov owners of system can see local in 0.0- /signed
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Taudia
Gallente Sane Industries Inc. Ethereal Dawn
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Posted - 2009.06.02 13:04:00 -
[174]
Remove local now, and you have no way of telling friend from foe in any given system, or even if people outside your gang is present in system for fleet sized gangs.
I support the eventual removal of 0.0 local, once means of gathering intelligence can accomodate such conditions. If it was implemented without changes to scanning mechanics tonnes of problems arise, mainly surrounding needing visual confirmation of nearly everything since the on-board scanner and probes do not give any information about the item in question with regard to loyalty - a ship abandoned at a POS is indistinguishable from a ship in space, and your allies ships in space indistinguishable from enemies or neutrals. Additionally, ships that can currently warp cloaked become overpowered.
Not supported.
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Holy Lowlander
Lone Star Joint Venture Wildly Inappropriate.
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Posted - 2009.06.02 13:09:00 -
[175]
no...
I think there is a reason why most of the people suggesting this don't have one of the bigger 0.0 alliance/corporations under their name while posting ... _______________
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Santiago Fahahrri
Galactic Geographic
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Posted - 2009.06.02 13:29:00 -
[176]
Originally by: Holy Lowlander no...
I think there is a reason why most of the people suggesting this don't have one of the bigger 0.0 alliance/corporations under their name while posting ...
Yeah, the entrenched power-blocks like the intant-intel "quick rally the blob!" tool.
Down with Local! Power to the independants!  ~ Santiago Fahahrri Galactic Geographic |

FlameGlow
Legio Octae Rebellion Alliance
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Posted - 2009.06.02 13:40:00 -
[177]
Only for claimable 0.0 when there are tools to create blockades not requiring player gatecampers Like maybe anchoring a forcefield bubble around the gate, like what's in some missions(but sturdier, 1 mil HP should suffice). It allows passage based on standings/password or by just blasting it to pieces(which will alert the owners by chat message in local/constellation/alliance channel) Or maybe gate sentries, like in lowsec, 2 per sov level, attacking based on sov holder standings. Maybe medium pos guns, scram/web instead. _____________ I don't care what is nerfed, as long as it's not my "undock" button. |

Ana Vyr
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Posted - 2009.06.02 15:11:00 -
[178]
Not supported. |

Sumnamna
Caldari Flying Scotsmen
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Posted - 2009.06.02 20:36:00 -
[179]
NO
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Yahrr
The Tuskers
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Posted - 2009.06.02 21:56:00 -
[180]
Edited by: Yahrr on 02/06/2009 22:00:10 I support the idea of removing local anywhere in Eve...
It only messes with the background story as it was introduced together with the wormholes. Remember the message: "Subspace communication beacon unreachable. Channel list unavailable." in your local in w-space? It hints that the other systems (at least in empire) do have these beacons. I could imagine that these beacons are placed around stations and gates, and keep track of players for 15 minutes. So if you are near a gate or a station, or have initiated contact with the beacon yourself (speaking in local), then you're known for the next 15 minutes. If you move away from beacon objects or cloak somewhere for more than 15 minutes you will be invisible to local chat again.
[flame away, I'm fitted with 95% Thermal resists :P]
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RuleoftheBone
Veto. Veto Corp
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Posted - 2009.06.02 22:47:00 -
[181]
And losec too.
About time. Seriously.
And no new scanning/probing/alliance POS-based candy either.
Simply pull local...end of.
Next step....kiss POS shields goodbye and end the current shambles that is sov and hidey holes for zero risk.
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Armon Deacon
Rage Quit Inc
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Posted - 2009.06.02 22:55:00 -
[182]
Originally by: Vincent Gaines
Originally by: Odetta Harpy no, just no. null sec alliances get enough people raiding their space, local makes it possible to defend against them.
wait wut?
So, no more claiming 100+ systems that you really don't have the resources to defend?
No more insta-blob because of a local spike, thus encouraging small-scale PvP with roaming patrol gangs?
require active attentiveness to those allainces while operating in lawless space?
god, yes, this is HORRIBLE.
QFT I like this idea ---------------------sig------------------ EvE BeliEvE project. Can a new player compete in EvE? |

Omega87
Caldari Griefer-B-Gone Ushra'Khan
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Posted - 2009.06.02 22:56:00 -
[183]
We dont need a buff to blobs
Not Supported. ------ "Nothing ventured, nothing ganked." - Me |

Cheekything
Fallen Angel's Blade.
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Posted - 2009.06.02 23:53:00 -
[184]
It'd make Eve more fun :) learn to scan guys muhahahahaa
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Omega87
Caldari Griefer-B-Gone Ushra'Khan
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Posted - 2009.06.03 00:43:00 -
[185]
Originally by: Cheekything It'd make Eve more fun :) learn to scan guys muhahahahaa
You act like people dont know how to scan, which isn't true. Go ask all the ninja salvagers and whatnot, everyone got over the new scanning system after the first week.
Its nothing more than an iWin button for the blobs ------ "Nothing ventured, nothing ganked." - Me |

BlondieBC
Ardent Industrial Arcane Alliance
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Posted - 2009.06.03 01:31:00 -
[186]
get rid of local
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Mos7Wan7ed
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Posted - 2009.06.03 03:46:00 -
[187]
Edited by: Mos7Wan7ed on 03/06/2009 03:49:34 good for big alliance pvp bad for small alliance / isk making.
when your not roaming, and your in your alliance controlled space how do you expect to defend it? how do you expect to make isk to replace loses?
with the scanning functionality now a days you have no idea when you see a ship on scan if its friendly or not. so.. your going to drop what your doing when you see a new ship and run to station, pos, or to a pvp ship? how many times a day is that new contact going to be friendly, and because you have no local you couldn't tell? how are you going to keep track of the friendly ships in local and differentiate from the new hostile ships if you have say 20 ships on your ship scanner? how are you going to do all this friend or foe detection while your trying to mine, rat, or plex?
are you going to trust someone else to do it for you and hope he doesn't go afk? are you going to keep 23/7 gate camp up in every direction? are you going to keep cloaked scouts up awake and on task 2-3 jumps out in every direction 23/7?
none of that helps, because that big mean alliance you asked local be removed for so you can get a fair fight, just black op jumped 30 recon/bomber gang in your best isk farming systems and are attacking members of your alliance. they are attacking at random intervals, and popping your alliance members, then cloaking. you have no way of catching them because they have brought enough dps to pop a ship before you can assist them. so now, rather then roaming and taking advantage of this local-less 0.0 you asked for... your fighting to keep hostiles at bay so your members can recover losses. the big bad alliance will be able to widdle down the will of your alliances with cloaked hostile residents on alt accounts.
so in the end, you decide its worth the risk and you set up a secure alliance only channel for friend or foe detection. you request any time a alliance member changes system they report type and name of the ship they are flying so then the person in that system is not surprised to see you there. also, you make requests when you spot new ships to find out if its hostile or not giving your position, the ship type, and name of the unknown ship in the channel.
those big alliances you hate so much and requested local be removed so you can get a leg up on.. well they have lots of alts and they just inserted a spy in your alliance and is now in your friend or foe channel. the big hostile alliance now has a total picture of what ships you have and where. this makes it even easier for the recon/bomber squads they have in your space to efficiently assassinate your members.
after a week of repeated loses with no kills of your own the industrial members can't get any mining done because they keep getting picked off being the easiest targets for hostiles to kill. then the less hardcore of your pvpers leave because they can't keep up with ship losses during pvp, the 23/7 camping and scouting they have to do, and ship loses during pve in their own alliance space. after they are gone, the hard core of the group don't have enough members to withstand a full out assault of a blob of frigs much less then that big mean alliance blob of 200 battleships they could have easily brought to your doorstep before you asked for local to be removed. guess what? you can't see them until they are inside your little sonar net of 2-3 jumps and you don't have a good idea the gang size.. just what the ship scanner picked up when you clicked refresh.
your system jammer is downed in 30 minutes and immediately after that a cyno goes up and local fills with caps. in 2 hours most of the towers your alliance owns is in reinforced, and your alliance epic fails and emo quits 0.0. mad at what has just happened you emo rage in the forum that local must be put back up immediately because you can't properly defend your own space without.
ill be there with a grin on my face saying i told you so ...
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Aethrwolf
Home for Wayward Gamers
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Posted - 2009.06.03 04:05:00 -
[188]
Originally by: Odetta Harpy no, just no. null sec alliances get enough people raiding their space, local makes it possible to defend against them.
as opposed to actually having to be vigilant? or keep enough ppl in systems to defend them? umm.. patrols? probes? GATE GUARDS/SENTRIES (players not drones)?
you then wine about cloaked ships.. well they are CLOAKED for crissakes. Dont start on nerfing cloaks.. the farthest that should go is being able to determine that a cloaked ship is in system, not pinpointing it. What it comes down to is this.. if you want to claim all that space you need to work for it continuously.. its a priveledge and a reward for vigilance, not a right. Absolutely everything is subjective. |

Mos7Wan7ed
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Posted - 2009.06.03 04:49:00 -
[189]
supporting the OP that doesn't include changes you would like to see before the OP idea is implemented is dumb.
any idea what the reward for the loss of local will counter the risk? 0.0 isk making is on par with empire lvl 4 mission running and risk on par with WH space. why would anyone bother living in 0.0?
any benefit you gain by removing local to pvp you lose to pve mining and plexing when you head home expecting to be able to replace your ships losses, because your not going to have local either.
if 0.0 doesn't completely dry up, i can see this will reduce the pvp encounter types to blobs, small recon/bombers, big bubble gate camps. the only benefit to removing of local is you can hide reinforcements either off scan range or cloaked. if you fit cloaks to large pvp ships i will be loling at your loss mails.
>a small recon gang won't attack a blob or pass through a bubbled gate camp, it will fly to hostile alliance space where the isk farming is done. >a blob will never see the recon gang, and only engage a gate camp if they have more numbers. >a gate camp won't see the recons or see a blob unless the blob has more numbers then get trampled by superior numbers.
the black-ops/recon/bomber gangs become overpowered and will wreak havoc in hostile space, no alliance is immune regardless their size. some smaller alliances with more space will be affected more then large alliances with fewer number of systems.
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Oam Mkoll
Caldari The Legion of Spoon Curatores Veritatis Alliance
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Posted - 2009.06.03 05:43:00 -
[190]
Yes, great idea. Let's make life easiest for people who can't/don't want to put any effort into making any area theirs. I'm not even talking about 0.0 alliances as it's obvious. I'm also talking about lowsec/highsec corps which make a certain system or systems their home and want to keep it safe for their own operations. Having someone sit and spam scan or probes 24/7 is such a great gameplay idea.
NO WAY! Not supported. ---
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AncientLord
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Posted - 2009.06.03 08:40:00 -
[191]
I fully support this idea.
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Hrodgar Ortal
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Posted - 2009.06.03 08:58:00 -
[192]
No local means one thing and one thing only. Risk free pvp for the attackers.
It would completely kill any mining not organized by huge ops fielding several wings of escorts to protect a couple of hulks and hauling ships.
If this would be implemented you would have to give all exhumers a role ability to cloak and mine at the same time to make it even remotely worthwhile to mine. Of course the people supporting this doesn't care since I doubt any of you are actually doing anything but hunt defenseless targets of opportunity.
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Mos7Wan7ed
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Posted - 2009.06.03 09:17:00 -
[193]
I can't see a modification of the scanning system that wouldn't in one step replace a window called local to a window called scanner that cloaked ships can avoid being on. if that is how it is going to be, then save CCP some coding time and just ask them to allow cloaked ships to disappear off of local after a few seconds of cloaking witch is essentially what removing local would do.
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Santiago Fahahrri
Galactic Geographic
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Posted - 2009.06.03 10:58:00 -
[194]
Originally by: Mos7Wan7ed I can't see a modification of the scanning system that wouldn't in one step replace a window called local to a window called scanner that cloaked ships can avoid being on. if that is how it is going to be, then save CCP some coding time and just ask them to allow cloaked ships to disappear off of local after a few seconds of cloaking witch is essentially what removing local would do.
Because we want ALL ships/pilots in local to be in delayed mode, exactly as w-space works now. ~ Santiago Fahahrri Galactic Geographic |

Yahrr
The Tuskers
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Posted - 2009.06.03 13:46:00 -
[195]
Originally by: Mos7Wan7ed the black-ops/recon/bomber gangs become overpowered...
Cloaked ships will rise in price by ridiculous amounts as they get a big buff. So those pilots are the ones who have to be really aware of their surroundings as a loss for them means a big loss. A really big loss.
This while a mission runner or a belt ratter has more time to do his stuff as other people don't know that they are there until they did a scan of the system. Being probed still isn't 30 seconds work so also the ratter has enough time to scan for probes within his area. I do support the idea of making probes appear on the filtered overview as it is virtually impossible to sort 2000 scan results every minute.
I also support he idea of making gates and stations beacons, so that someone who just jumped into system by using a gate is known for 15 minutes, while someone who stays far from known objects to avoid detection gets to be like a shark in the water. I can even imagine scan upgrade modules for ships to counter the whining (auto-scan, (placeable)proximity scanners?). Mission running gets quite safe if you can just place a beacon next to the entrance gate and you should be in real panic when it's suddenly gone (did it get destroyed or did it just expire?) :).
Tbh, both 0.0 and low sec without local would boost small gangs and even solo operations for both pvp and pve.
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iP0D
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Posted - 2009.06.03 14:06:00 -
[196]
Even any consideration of a delayed local, let alone a removed local, should follow well after we actually get 0.0 populated properly again, which means making it beat the isk per hour rates of low sec and empire.
See, if you want to have it easier to gank around - which is a perfectly normal sentiment - without much effort you are going to need sizeable populations to target. Space will have to be used. If space remains virtually empty (exception being CVA and the odd cloaking raven so to speak) and groups of people with infrastructure in space (the x64 syndrome) not having to defend that against ganks but only against capital blobs ... it is going to be a very dull experience.
Be smart. Make sure there is prey in space. Then go hunting. Attempting it the other way around without any decent and competitive incentives for people to actually use space both as individuals and as organisations is a very, very, very stupid mindset.
I'm sure some old timers remember Fountain Alliance or Xetic times. People lived in 0.0, they lived from 0.0, they did not just go there for epeen slugfests while making their money ever more on level 5 and 4 mission runners, trade alts. The first dreads were built in 0.0, now people just import from empire. Even with Local you had a choice of places to gank carebears who just rolled over and died, you could cripple alliances (before those even existed as in game feature) and be entertained for weeks on end with the whining and the crying.
Just rethink it for a moment.
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Santiago Fahahrri
Galactic Geographic
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Posted - 2009.06.03 14:18:00 -
[197]
Originally by: iP0D Even any consideration of a delayed local, let alone a removed local, should follow well after we actually get 0.0 populated properly again, which means making it beat the isk per hour rates of low sec and empire.
See, if you want to have it easier to gank around - which is a perfectly normal sentiment - without much effort you are going to need sizeable populations to target. Space will have to be used. If space remains virtually empty (exception being CVA and the odd cloaking raven so to speak) and groups of people with infrastructure in space (the x64 syndrome) not having to defend that against ganks but only against capital blobs ... it is going to be a very dull experience.
Be smart. Make sure there is prey in space. Then go hunting. Attempting it the other way around without any decent and competitive incentives for people to actually use space both as individuals and as organisations is a very, very, very stupid mindset.
I'm sure some old timers remember Fountain Alliance or Xetic times. People lived in 0.0, they lived from 0.0, they did not just go there for epeen slugfests while making their money ever more on level 5 and 4 mission runners, trade alts. The first dreads were built in 0.0, now people just import from empire. Even with Local you had a choice of places to gank carebears who just rolled over and died, you could cripple alliances (before those even existed as in game feature) and be entertained for weeks on end with the whining and the crying.
Just rethink it for a moment.
I live in and from 0.0. I make my isk in 0.0, not with an empire alt. My support for this has nothing to do with the population or lack of population in 0.0. I'm not advocating this change because I'm thinking of ways to get more hunting targets.
I want this change because it makes for a better, more immersive, bigger-feeling, more fun galaxy. ~ Santiago Fahahrri Galactic Geographic |

iP0D
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Posted - 2009.06.03 14:40:00 -
[198]
Originally by: Santiago Fahahrri
I live in and from 0.0. I make my isk in 0.0, not with an empire alt. My support for this has nothing to do with the population or lack of population in 0.0. I'm not advocating this change because I'm thinking of ways to get more hunting targets.
I want this change because it makes for a better, more immersive, bigger-feeling, more fun galaxy.
As do I, but we are exceptions to the general mindset. Keep in mind that the absolute majority of people just does not have it in them to seek danger or take risks or even look around the corner :/
We will not get more targets, we will get less targets. The big alliances don't have to defend their belts, they just care about the moons. The smaller ones have enough trouble not to end up as pets of the big boys as it is, let alone compete with them. The bulk of individual players just has zero incentive to make isk or explore or run around in 0.0 because it is much easier and rewarding elsewhere :/
That means less immersion, less stuff to shoot, less stuff to explore, less things to actually do when we log in and want our entertainment handed to us on a silver platter :P
I really wonder what it would look like if we could get licenses for brilliant agents at outposts, if we could only build capitals in 0.0 or at minimum they only could be built using some massively big local resource. If having bridges and jammers and all of that depended on people's activity (!), as opposed to static structures. If empire mission loot was adjusted for less refine yields (and crippling the economy on the side). And after a few months of luring people in then removed local :P
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Gypsio III
Dirty Filthy Perverts
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Posted - 2009.06.03 15:12:00 -
[199]
Die, local, die. 
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Misanth
RABBLE RABBLE RABBLE
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Posted - 2009.06.03 16:07:00 -
[200]
I been against the "no local in 0.0" for a long time. But wormhole really shows it's working great, I'm a huge fan of it.
Definately supported. - I'd tell you why but then I'll have to kill you. And to kill you I'd have to log in. And to log in I'd have to stop browsing these forums. Both you and me knows that'll never happen. |
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amarrsuit
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Posted - 2009.06.03 16:39:00 -
[201]
There is one MAJOR difference between 0.0 and WH space: Everyone knows where all the Ice/Ore belts are in 0.0. Sounds like someone wants a Night of the Long Knives against Industrials. Cheap kills FTL. I vote a huge NO!
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Cat Molina
Intransigent
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Posted - 2009.06.04 03:35:00 -
[202]
Supported.
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Simeon Whiteheaven
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Posted - 2009.06.04 04:21:00 -
[203]
No, local in 0.0 space should stay as it is now.
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GoodNDead
I.M.M Systematic-Chaos
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Posted - 2009.06.04 06:17:00 -
[204]
Edited by: GoodNDead on 04/06/2009 06:20:03 there is no real sustained pvp going on in wormholes at all, its still untested for the most part. sounds like a bunch of lazy pvpers that can't be bothered to scan down wormholes to me..
0.0 is still mostly empty witch is why you see 2-400 man alliances that have sov over 4-6 outposts and over 100 systems. there is no real reward of being in 0.0 other then sov toys and alliance controlled space, the space doesn't give you any more reward then doing lvl 4 missions do. in some regions it is even less then that =\ For all reward (chuckles) we have massively huge isk sink sov wars that waste billions of isk just for control over it.
if you take local away, you heap even more risk and give nothing for reward to keep people out in 0.0. what you do in the process, is lower risk for players that do not live in 0.0 the ability to fly deep into an alliance controlled space and cause mayhem for the people that actually live out there.
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Edrakiss
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Posted - 2009.06.04 13:27:00 -
[205]
I think a lot of people are really missing the point here. Chasing kill mails is all well and good and down right fun too. However, the ONLY sources of isk being fed into the game are rat bounties and mission rewards. If you stop this from happening you will simply see the economy overheating very very fast.
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Mikayla Grey
Gallente
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Posted - 2009.06.04 13:58:00 -
[206]
Originally by: Misanth I been against the "no local in 0.0" for a long time. But wormhole really shows it's working great, I'm a huge fan of it.
Definately supported.
0.0 and wh space is very different.
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Sun Clausewitz
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Posted - 2009.06.04 14:05:00 -
[207]
and low sec and high sec
Pick Three: Caldari/PVP/Solo/Success |

Santiago Fahahrri
Galactic Geographic
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Posted - 2009.06.04 14:50:00 -
[208]
Originally by: GoodNDead there is no real reward of being in 0.0 other then sov toys and alliance controlled space, the space doesn't give you any more reward then doing lvl 4 missions do. in some regions it is even less then that =\
I couldn't disagree more. The corp I fly with lives in 0.0 and we are not a part of any alliance. We don't participate in the claiming of space or playing with "sov toys".
We do make our ISK in 0.0. Changing local to Recent Speakers mode would not hurt our ISK making, we don't see a problem with ratting and being cautious.
Not all pilots judge reward based on isk per hour. Some of us consider fun the reward of playing a game (shocking, I know). For us 0.0 space gives infinetly more reward than missions ever could.
We can't stand empire and we'd probably not play if missions were the only option. For us the reward of 0.0 life is freedom and fun. Freedom from the mess of standings and security status issues in empire, freedom from Concord and faction police interference, and freedom to go where we please when we please. ~ Santiago Fahahrri Galactic Geographic |

Mikayla Grey
Gallente
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Posted - 2009.06.04 15:47:00 -
[209]
Originally by: Santiago Fahahrri
Not all pilots judge reward based on isk per hour. Some of us consider fun the reward of playing a game (shocking, I know). For us 0.0 space gives infinetly more reward than missions ever could.
That might be true for you but for most in 0.0 alliances isk/hour is very important as they dont want to spend too much time on what is generally considered a boring activity that funds their fun in pvp. Doing lvl 4's in empire is already more profitable than ratting and an activity you can more or less do afk or while you are playing another char. Removing local in 0.0 would just mean ratting got even more boring (press scan every 5 seconds) and even less profitable. I doubt it gets more people to rat.
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Eventy One
Magellan Exploration and Survey
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Posted - 2009.06.04 15:48:00 -
[210]
No.
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RuleoftheBone
Minmatar Veto. Veto Corp
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Posted - 2009.06.04 15:55:00 -
[211]
Edited by: RuleoftheBone on 04/06/2009 15:55:12
Originally by: Mikayla Grey
...but for most in 0.0 alliances isk/hour is very important as they dont want to spend too much time on what is generally considered a boring activity that funds their unskilled F1-F8 "PUSH BUTAN" BLOB in pvp.
Doing lvl 4's in empire is already more profitable than ratting and an activity you can more or less do afk or while you are playing another char. Removing local in 0.0 would just mean ratting got even more boring (press scan every 5 seconds) and even less profitable....BOO HOO
A couple bolded helpful edits for you.
Thank you for pointing out again precisely why local needs to go in 0.0 and losec. You want risk free? Run your L4's in empire.
**EDIT**ISK/hour=ROFL.....McEvE anyone?
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Mikayla Grey
Gallente
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Posted - 2009.06.04 16:20:00 -
[212]
Originally by: RuleoftheBone Edited by: RuleoftheBone on 04/06/2009 15:55:12
Originally by: Mikayla Grey
...but for most in 0.0 alliances isk/hour is very important as they dont want to spend too much time on what is generally considered a boring activity that funds their unskilled F1-F8 "PUSH BUTAN" BLOB in pvp.
Doing lvl 4's in empire is already more profitable than ratting and an activity you can more or less do afk or while you are playing another char. Removing local in 0.0 would just mean ratting got even more boring (press scan every 5 seconds) and even less profitable....BOO HOO
A couple bolded helpful edits for you.
Thank you for pointing out again precisely why local needs to go in 0.0 and losec. You want risk free? Run your L4's in empire.
**EDIT**ISK/hour=ROFL.....McEvE anyone?
Oh you are so skilled in eve. Can i be like you? 
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Yahrr
The Tuskers
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Posted - 2009.06.04 23:02:00 -
[213]
Originally by: Mikayla Grey ...for most in 0.0 alliances isk/hour is very important as they dont want to spend too much time on what is generally considered a boring activity that funds their fun in pvp.
How about we vote for free isk for everyone? I guess those 0.0 alliances would like that very much as the only thing I get from your post is that the isk making should be as easy as possible, preferably without risk at all, so that everything can be wasted at pvp. Well... Put a battle squad next to your mining op for security and check the eve guides for the location of the scan button. :)
Originally by: Mikayla Grey Removing local in 0.0 would just mean ratting got even more boring...
No it would finally get exiting! Try ratting in low sec instead of 0.0 and you get the idea of risk. And as I live the low sec route (allergic to bubbles y'know) I can tell you that removing local there would make it actually less risky for ratters and mission runners as most pirates will find it way too exhausting to scan every system over and over on their roam. 
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Mikayla Grey
Gallente
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Posted - 2009.06.04 23:27:00 -
[214]
Originally by: Yahrr
Originally by: Mikayla Grey ...for most in 0.0 alliances isk/hour is very important as they dont want to spend too much time on what is generally considered a boring activity that funds their fun in pvp.
How about we vote for free isk for everyone?
Yea that really showed me how wrong i am.
Quote:
I guess those 0.0 alliances would like that very much as the only thing I get from your post is that the isk making should be as easy as possible, preferably without risk at all, so that everything can be wasted at pvp.
Yea smart people prefer low reward and high risk over high reward and low risk right? Ratting is not really worth it as it is.
Quote:
Well... Put a battle squad next to your mining op for security and check the eve guides for the location of the scan button. :)
Waste the time on a whole group of people and make even less isk/time. Good idea. I'll arrange this with one of the two remaining 0.0 miners. Nothing more fun that babysitting a mining op doing nothing for hours.
Quote:
Originally by: Mikayla Grey Removing local in 0.0 would just mean ratting got even more boring...
No it would finally get exiting! Try ratting in low sec instead of 0.0 and you get the idea of risk.
Why would i rat in low sec, its not worth the time. Its not even dangerous, you just have to spend a lot of time hiding.
Quote:
And as I live the low sec route (allergic to bubbles y'know) I can tell you that removing local there would make it actually less risky for ratters and mission runners as most pirates will find it way too exhausting to scan every system over and over on their roam. 
Open ombeys map or whatever and you find out where there are ratters. You can scan a system in a few seconds with a competent scanner. Do it in a cov ops and they have no chance to see you unless they waste x nr of accounts as gate scouts. |

RuleoftheBone
Minmatar Veto. Veto Corp
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Posted - 2009.06.05 00:06:00 -
[215]
Originally by: Mikayla Grey
Boohoo.
Truth hurts. Blob=boring. No local=dynamic game.
So how would you feel if it was simply a local count-no further info.
Thats a fair compromise. The you will still have time to run and hide every time local spikes +1.
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awdawdwadaw
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Posted - 2009.06.05 00:49:00 -
[216]
No local works in wormholes. Not 0.0.
If one of your station systems has noone logged in someone can bring in a 500 man fleet and kill all poses without even making abludge on the map
NO
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Yahrr
The Tuskers
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Posted - 2009.06.05 00:53:00 -
[217]
Edited by: Yahrr on 05/06/2009 00:54:57
Originally by: RuleoftheBone So how would you feel if it was simply a local count-no further info. Thats a fair compromise. The you will still have time to run and hide every time local spikes +1.
And our identity stays unknown. I like that. (still a total local nerf is the only good nerf )
Ninja edit:
Quote: If one of your station systems has noone logged in someone can bring in a 500 man fleet and kill all poses without even making abludge on the map
...and solves this too.
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Cissenei
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Posted - 2009.06.07 23:28:00 -
[218]
This is clearly an idea intended to reduce risk for PVP attackers to zero. Full surprise and anonymity every time you're in a mood to pew pew someone? It's a ridiculous idea obviously supported by people unable to effectively counter a) effort b) organization. There are alliances and corporations which care about the space they live in, which mine and rat. Forcing them to constantly spam refresh on a scanner (or worse have a buddy watching probes all the time) is such a moronic idea gameplay-wise that I can hardly believe anyone can support it.
Get a clue 'pvp hax0rs'! 0.0 with even more pointless risk added will become deserted. It will be a huge, empty wormhole with gates where random pvp in small ships happens once in a long while. |

Gypsio III
Dirty Filthy Perverts
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Posted - 2009.06.08 16:58:00 -
[219]
0.0 in "supposed to be dangerous" shocker.
It's absurd that the intel provided by local is freely available. Scouting should be difficult, it should require practice and skill and it should be a viable career path, with competent scouts being of critical importance to any corp. Instead, with local giving free intel at the flick of an eye muscle, it's devalued to "stick an alt in that system and wait". Stupid.
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RuleoftheBone
Minmatar Veto. Veto Corp
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Posted - 2009.06.08 17:01:00 -
[220]
Originally by: Cissenei
Typical alt-post nonsense from typical POS/station-hugging alliance drone that usually responds to CTA's with "can't right now ratting in xyz" or "I would have pwn'd all if I had time to fit guns" or "those dirty gankers entering space that only a 200 man blob+carrier support can defend" ad naseum.
Again...if only a local count was displayed what is the problem?
EvE=supposedly dynamic. Current local intel=CCP hand-holding device for those too lazy to scout/use scanner.
It is interesting to note that those against a local change are alts or from alliances with generally dismal track records (note generally kthx). You don't see the more experienced and proven combat corps against a local change (your SNIGG's, Kenny's (or whoever) and various other space conquering types).
I want the option to turn my IFF off thanks muchly .
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Gypsio III
Dirty Filthy Perverts
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Posted - 2009.06.08 17:27:00 -
[221]
Originally by: RuleoftheBone I want the option to turn my IFF off thanks muchly .
Outlaws should be able to deactivate their "IFF".  |

Dramaticus
GoonFleet GoonSwarm
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Posted - 2009.06.08 22:20:00 -
[222]
drop local then boost 0.0 rat bounties by oh 500% of so
risk vs reward rite |

Dramaticus
GoonFleet GoonSwarm
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Posted - 2009.06.08 22:27:00 -
[223]
Originally by: Yonker They get get rid of local as soon as poses in sov holding systems can track enemies.
I.e. If you own the space you can actively see who is in your space(like current local), if not you have to probe or scout the old fashioned way.
oh yeah this too |

LegendaryFrog
Caldari GoonFleet GoonSwarm
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Posted - 2009.06.09 02:02:00 -
[224]
Originally by: Efrim Black I think we ALL should have to scout the old fashioned way. If a mega alliance can't field one dedicated Scout/watchmen per system, then you fools deserve to lose them.
End of Story.
Listen to this nonsense. While this might seem like a reasonable demand for someone who has never been a part of a 0.0 alliance or has ever spent more than a few seconds thinking about the idea, more than a moments thought reveals how utterly flawed this concept it. This is a videogame, an interactive form of entertainment. You seriously suggest it should at all time be someone's job (or many people's jobs if since you are suggesting one per system) to do ABSOLUTELY NOTHING other than stare at empty space waiting for someone to jump through a gate? |

Santiago Fahahrri
Galactic Geographic
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Posted - 2009.06.09 16:44:00 -
[225]
Originally by: LegendaryFrog
Originally by: Efrim Black I think we ALL should have to scout the old fashioned way.
Listen to this nonsense. While this might seem like a reasonable demand for someone who has never been a part of a 0.0 alliance or has ever spent more than a few seconds thinking about the idea, more than a moments thought reveals how utterly flawed this concept it. This is a videogame, an interactive form of entertainment. You seriously suggest it should at all time be someone's job (or many people's jobs if since you are suggesting one per system) to do ABSOLUTELY NOTHING other than stare at empty space waiting for someone to jump through a gate?
I agree with Efrim. I still live in 0.0, though I opted out of the alliance game a long time ago.
During my time with alliances, I spent many hours and nights scouting for group ops, fleet moves, good old-fashioned freighter runs (before freighters had jump drives we had to run them through busy 0.0 pipes and bottleneck systems just like any other ship - required a A LOT of scouting to keep the freighters safe).
I still scout today, for a small independant 0.0 corp. We have two other pilots in the corp who I consider scouts "by nature". It's what we do. If we were in the military we'd probably be scome kind of scout or sniper - the waiting is worthwhile if the goal is clear and the stakes are high enough. OUr other pilots get more focus on making things explode because we keep eyes ahead, behind, and around our fleet to ensure we are aware of incomming threats.
An organization that wants to thrive in deep space should attract high-quality pilots of various types: FCs, "grunts" (blob members), scouts, industrialits, spec-ops (small gang and covert), even public relations.
The current system has made it way to "generalized". See local > form blob > use jump-gates > blob attack > stand down.
Oh, and I can tell you that if your scout is doing nothing other than starting at the screen they are doing it wrong. ~ Santiago Fahahrri Galactic Geographic |

ArmyOfMe
The Athiest Syndicate Advocated Destruction
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Posted - 2009.06.09 17:03:00 -
[226]
  |

Maxsim Goratiev
Gallente Imperial Tau Syndicate Underworld Excavators
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Posted - 2009.06.09 19:09:00 -
[227]
Originally by: Gypsio III 0.0 in "supposed to be dangerous" shocker.
It's absurd that the intel provided by local is freely available. Scouting should be difficult, it should require practice and skill and it should be a viable career path, with competent scouts being of critical importance to any corp. Instead, with local giving free intel at the flick of an eye muscle, it's devalued to "stick an alt in that system and wait". Stupid.
If you own the space you should have the intel on local in ther. Not supported, the suggestion makes perfect sence, but it does not work-out gameplay-wise |

Phoebus Draco
Phoebus Ouroboros
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Posted - 2009.06.09 20:49:00 -
[228]
All local needs to be delayed. Period. This just plain makes sense for immersion purposes.
Whether or not you win the game matters not. It's if you bought it. |

Dibsi Dei
Salamyhkaisten kilta
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Posted - 2009.06.09 21:05:00 -
[229]
Originally by: Santiago Fahahrri The current system has made it way to "generalized". See local > form blob > use jump-gates > blob attack > stand down.
This. |

Oam Mkoll
Caldari The Legion of Spoon Curatores Veritatis Alliance
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Posted - 2009.06.10 12:24:00 -
[230]
Originally by: LegendaryFrog
Originally by: Efrim Black I think we ALL should have to scout the old fashioned way. If a mega alliance can't field one dedicated Scout/watchmen per system, then you fools deserve to lose them.
End of Story.
Listen to this nonsense. While this might seem like a reasonable demand for someone who has never been a part of a 0.0 alliance or has ever spent more than a few seconds thinking about the idea, more than a moments thought reveals how utterly flawed this concept it. This is a videogame, an interactive form of entertainment. You seriously suggest it should at all time be someone's job (or many people's jobs if since you are suggesting one per system) to do ABSOLUTELY NOTHING other than stare at empty space waiting for someone to jump through a gate?
QFT.
Oh, sure, it would be *possible* for some 0.0 alliances to find scouts 24/7 but that role would be ZERO FUN, hardly something to be called playing the game.
Not to mention raiding being ****ty as well: jump to a system, scan, get false positives from POS-parked ships, wander around aimlessly, jump to a next system, rinse & repeat. Plus there would be much, much less stuff to shoot at as semi-carebears would hug empire stations.
---
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RuleoftheBone
Minmatar Veto. Veto Corp
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Posted - 2009.06.10 16:09:00 -
[231]
Originally by: LegendaryFrog This is a videogame, an interactive form of entertainment. You seriously suggest it should at all time be someone's job (or many people's jobs if since you are suggesting one per system) to do ABSOLUTELY NOTHING other than stare at empty space waiting for someone to jump through a gate?
This being roughly 99.9% of alliance-based fleet combat (with the balance at POS's or shooting station services)....how exactly would it make it different for you?
Sorry...staring at hypnotic bubbles for hours on end as blueballs takes hold .
Remove strawman kthx.
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Cissenei
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Posted - 2009.06.10 17:49:00 -
[232]
Originally by: RuleoftheBone This being roughly 99.9% of alliance-based fleet combat (with the balance at POS's or shooting station services)....how exactly would it make it different for you?
Sorry...staring at hypnotic bubbles for hours on end as blueballs takes hold .
Remove strawman kthx.
This just in! Some people actually DO live in 0.0 sov alliances AND enjoy it AND do other things than staring at bubbles. From what I heard, we want more people of that kind, not less.
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RuleoftheBone
Minmatar Veto. Veto Corp
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Posted - 2009.06.10 20:42:00 -
[233]
Originally by: Cissenei
Originally by: RuleoftheBone This being roughly 99.9% of alliance-based fleet combat (with the balance at POS's or shooting station services)....how exactly would it make it different for you?
Sorry...staring at hypnotic bubbles for hours on end as blueballs takes hold .
Remove strawman kthx.
This just in! Some people actually DO live in 0.0 sov alliances AND enjoy it AND do other things than staring at bubbles. From what I heard, we want more people of that kind, not less.
Current system=Rat/mine/plex/whatever with no regard to scanner or any intel beyond the ability to-once an unknown enters system: Right click-show info (or look at naughty little neutral/negative standings box) and run to POS/station while bleating in alliance intel chat for blob to form on xyz gate.
I will ask again....what is this issue with a simple local count? You can still run and hide as previous until you get an eyeball.
Or is that far too much effort?
And one wonders what the various CSM positions are here?
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Yahrr
The Tuskers
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Posted - 2009.06.11 01:49:00 -
[234]
* sry if this is my 3rd post in 4 minutes... GGL Chrome seems to be bugged with posting here...
Funny to see one side supporting the op and even changing it to please the ones not supporting it, while the other side keeps repeating the same reason why they won't support it over and over.
Think some more about it: when would you be safer in your CNR? If the pirate jumps into local and sees only one person listed (you), or when the pirate jumps into local and AGAIN it seems empty...? What you say, that scanning a system repeatedly is exhausting, well this will be extremely true for the pirates as they are the ones who are actively searching without the help of local, while the CNR pilot only has to be smart (place can near mission gate, sit 50 away from it, and *ping* occasionally).
This subject still has my full support. Even better: remove local in all systems including high sec. People who want to talk will still talk, plus it reduces the Jita and blob lag a lot.
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Uronksur Suth
Imperial Academy
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Posted - 2009.06.11 04:26:00 -
[235]
I'm sure this has been rebutted repeatedly, but how about in low sec local simply becomes a member count, unless you actually say something in that channel in which case you're revealed in that system for x minutes. Have cloaking hide you from appearing in local in high and low sec, unless you chat.
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Hrodgar Ortal
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Posted - 2009.06.11 08:15:00 -
[236]
Want a compromise? Sure, how about this following the iff analogy. Local always show numbers. People with the iff on show up in local as it is now. People with it turned off isn't visable apart from the total count in system.
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Mikayla Grey
Gallente
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Posted - 2009.06.11 11:30:00 -
[237]
Originally by: Santiago Fahahrri
During my time with alliances, I spent many hours and nights scouting for group ops, fleet moves, good old-fashioned freighter runs (before freighters had jump drives we had to run them through busy 0.0 pipes and bottleneck systems just like any other ship - required a A LOT of scouting to keep the freighters safe).
Thats vastly different from having dedicated accounts in cov ops on a number of gates 23/7.
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Dapto
Minmatar Dissolution Of Eternity Ethikos Trade Alliance
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Posted - 2009.06.11 11:45:00 -
[238]
Hell yea lets get rid of local completely, i'm sick of having 11 chat windows open and I think it should be reduced to only two (Corp & Alliance) chat windows and no fleet chat all in corp or alliance depending who's in the fleet. Oh wait what a stupid idea very much like yours  |

Yahrr
The Tuskers
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Posted - 2009.06.15 21:36:00 -
[239]
Originally by: RuleoftheBone And one wonders what the various CSM positions are here?
A well deserved *bump* to keep this on the first page (sry). And it's definitely something for the CSM to look into...
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Project 001
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Posted - 2009.06.15 22:02:00 -
[240]
Let 0.0 alliances anchor a scanning array at POS that provide local intel for that alliance only in that system. The array must sit outside of the pos, and has low shield HP and massive armor HP, allowing it to be the target of smaller gangs who want to deny intel to the victims of their raid for short periods of time.
If an alliance doesn't anchor the array, they don't have local intel in that system.
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