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Descrambled
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Posted - 2009.06.17 19:11:00 -
[1]
The ratter in me likes using Local as intel tool
The pvper in me wish local was gone. The tiny bit of role player in me wants local gone. The Alliance pvper in me wants local gone
I am tired of gangs using local as intel tool and just like warping away. No element of surpise unless you can blockade them on both sides
Local ruins pvp in a big way.
Would be more immersive if scout really had to SCOUT and search all gates and safespots for enemy gangs etc
Would make covops more stealthier
I love idea of getting rid of local altogether. Use directional scanner that is more realistic for 0.0 operations
Ratters- they all Macro mostly anyway. They can just get new macro that automates direction scanner for them
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Descrambled
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Posted - 2009.06.17 21:28:00 -
[2]
Edited by: Descrambled on 17/06/2009 21:30:50
Originally by: Christopher Multsanti Edited by: Christopher Multsanti on 17/06/2009 21:15:46 Ok here is a proposal, obviously server lag issues need to be considered.
The overview is split into 2 parts:
The top part: Your normal overview, with tabs and settings etc.
The bottom part: A much smaller section which only shows ships not on the grid within, for example purposes only, 40AU. Think of the drone window, you have drones in space and drones in distant space, this is the same principal. The second part will show you approaching players, incoming fleets and when they arrive on grid they transfer to the original overview and the game continues as normal.
Now, I don't want to blow my own trumpet, but that sounds like a damn fine idea. 
yeppers as long as Local the way we know it now is gone. wwill require true skill and effort to acquire intel. Not some system setup to appeal to carebear
To be clear- I like this idea 
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Descrambled
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Posted - 2009.06.17 23:15:00 -
[3]
Originally by: CHAOS100 This whole local issue in 0.0 is focused on only 1 aspect: ratters using local as a warning to run when someone comes in.
Yet you also used it to know that the ratter was there in the first place. PVPers use local as much, if not more, than ratters. Your average roaming gang uses it to get warning of impending doom as local fills with a 50 man gang to kill you. You use it to see where the ratting hotspots are in 0.0, and where the ratters are in the first place. Is there a big gatecamp ahead in that 100au system with no planet near the destination gate? Well you could only know with local.
Without local you would be scanning down every system to try to find a ship, and when you find a ship on scan, chances are it is probably an empty ship at a pos. Later in the US timezone especially, 0.0 gets a bit sparse of targets. You could go 5 jumps or more without finding anything. It will get a wee bit tedious to scan down every single system to only find a target at a POS, or nothing at all.
Why cant people use direction scanner for this purpose? Most systems are so small you can cover it with directional scanner at max range 360 angle on first scan. This is how people report ship types in Intel channels anyway!
At worst, you might actually have to do a little work and jump around 2-3 times to get a complete scan of all local belts
This will add a nice exploraiton factor which is completely absent in this game. Enemies will have to WORK to find targets.
PVP will be vastly improved because if gang hiding in a safespot they wont know immediately if opposing gang is in local. This way *gasp* you can actually surprise your enemy and get the drop on them
Only thing I can see life might be a little harder on ratters / miners since this will empower hostiles to get a nice surprise factor going for them |

Descrambled
Federal Navy Academy
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Posted - 2009.06.18 03:29:00 -
[4]
Edited by: Descrambled on 18/06/2009 03:30:18
Originally by: Spurty I'm still waiting for people to realize that local gone doesn't help them one bit with regards to finding people ratting.
I have two accounts, I always sit my alt cloaked on the gate with it on my 2nd screen while I rat.
Nothing happens to the in gate without me spotting the flash of light. That is the queue to me warping to a ss waaaaaaaaaaaaaay away from that gate so I can cloak waaaaaaaaaaay before the roaming gang comes through.
Result? They leave immediately as they see 'nothing' in local on any scanners except perhaps a wreck or two.
Good luck getting kills this way, just going to end up doing lots of jumps and not even knowing you are missing systems full of people ratting.
This really *IRKS* me as I pvp more than I rat.
As for thinking an auto-scan will not make the server buckle, are you on drugs? You are clearly not aware of what happens at the transaction level when you perform a 'non-cached' query every second x say 10,000 people undocked.
silly post, you got a cloakie on every gate?
Also I just happen to dabble in programming. Surely various systems are spread amongst a server cluster. So dont exaggerate 0.0 is not Jita. Far from it. If they can run server side collision detection then a simple radius check is child's play |

Descrambled
Federal Navy Academy
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Posted - 2009.06.18 13:01:00 -
[5]
Edited by: Descrambled on 18/06/2009 13:04:20
Originally by: Venkul Mul Edited by: Venkul Mul on 18/06/2009 08:03:28
Originally by: Turin
The scanner would have to be FAR FAR more than 20 AU to even consider this.
TBH, if your only warning that someone is closing in on you, is a 20 AU warning on your scanner, then you are already dead. It takes a ship 2-3 seconds to go 20AU while in warp. Less for some.
At 20AU, you MIGHT have 2-3 seconds to react if you dont want to die. Most likely less. I would put my money on the ratter dieing EVERY time. I mighgt loose on a rare occasion, but over the long haul, I would win a far lot more than I lost.
1) Scanner is 14 AU.
2) if it is automated the game program had a further check to do every x seconds to see if something is in range. That mean a query every x seconds to the server and a reply back with the info. Serious increase in load.
3) to decrease the load for the server the scan need to have a a low number of queries every minute (probably 1 every 5 seconds is too much);
4) it the hunter is warping to you from outside scanner range the delay from the scanner cycle (from 0 to 5 seconds) plus the human reaction time make almost granted that you attacker will be in scram range before you even give the command to warp (I assume that any competent roaming gangs will have sent a covops to check the belts so that they will be capable of warping to you within 5-10K without any trouble).
5) Warp disruption field bubble range is 16 km with no skills and something like 20km with maximum skill and don't require to lock a target, so, as soon as the attacker leave warp you have no way to leave. (T3 with the correct module are immune to the HIC bubble? no idea, asking for info)
6) no difference with a non automated scanning system beside the fact that you can mash "scan" more often. But still I think CCP would put a delay to avoid server death.
So yes, even a alert player using the on board scanner would have major problems.
I wouldn't like the change. I suppose those living only for the killmail would like it.
Edit: removed pyramid quoting
#2 is not correct. You do not have to run checks every x amount of seconds. In programming, you strive to be event driven. "Polling" is always inefficient. So then, you only perform a radius check when triggered by the fact another ship has just warped to a destination (event driven). From there, the game can compute how long it takes to arrive at the destination. You then scan the destination for nearby ships and then send a packet to those clients alerting them a ship is "will be in" range. Since people cannot cancel mid-warp. This only requires 1 PACKET. Just one
There should be no increased load. Once client receives packet the EVE UI will then only display an alert when the hostile is within scanner range.
#3 is incorrect. See my #2
#4 is incorrect, due to the logic error from #2. Technically the client should know an object is in warp towards it the instant the aggressor initiates a warp that cannot be interrupted or canceled.
#5 should be incorrect for most circumstances. Most systems are small and you can already get great coverage with direction scanner ranges. When a hostile first jumps into your system and if Overview was tweaked to use only that onboard system- you will know when a hostile is in system and still safespot.
Right now, most ratter safespots as soon as they are aware a hostile is in system regardless of aggressor's ship type. This behavior can still be maintained. Most ratters, like myself, always used direction scanner anyway for Intel reporting of hostile ship types. I also use it to scan blues so I can estimate if they will be ratting or pvping or mining, etc
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Descrambled
Federal Navy Academy
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Posted - 2009.06.18 13:11:00 -
[6]
Edited by: Descrambled on 18/06/2009 13:16:41 Edited by: Descrambled on 18/06/2009 13:11:44
Originally by: Zaerlorth Maelkor If local is ever taken out and replaced by a better scanner, cloaking needs a serious nerf, or else a small gang of recons will just **** everything and everyone.
I am seeing posts from a lot of terrible ratters. When a hostile jumps in system you should always already have directional scanner open anyway. This way you can properly report Intel to allies about the hostiles' ship type, count, and location. Covert ops ships are not magical beings that can always remain cloaked. After they enter a system, for a time, you can scan them until cloak is initiated
- The only huge danger I can think of is what to do if you just logged into the game and a cloaker was already in system. You will have no previous knowledge of his whereabouts. 
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Descrambled
Federal Navy Academy
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Posted - 2009.06.18 13:42:00 -
[7]
hm now to think of it an automated direction scanner would indeed be increased load most likely....
PvP would get helped tons. I'm tired of getting together gangs and we corner another gang. But due to 'Local' the other gang knows we're coming and they just safespot+logout
There is just no element of surprise. A good gang will only sacrifice their scouts  |

Descrambled
Federal Navy Academy
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Posted - 2009.06.18 14:40:00 -
[8]
Originally by: Venkul Mul
Originally by: Descrambled
#2 is not correct. You do not have to run checks every x amount of seconds. In programming, you strive to be event driven. "Polling" is always inefficient. So then, you only perform a radius check when triggered by the fact another ship has just warped to a destination (event driven). From there, the game can compute how long it takes to arrive at the destination. You then scan the destination for nearby ships and then send a packet to those clients alerting them a ship is "will be in" range. Since people cannot cancel mid-warp. This only requires 1 PACKET. Just one. There should be no increased load. Once client receives packet the EVE UI will then only display an alert when the hostile is within scanner range.
Plus the packet you send when you move, Calculating the range and the effect of your movement (you can warp too and the time when you can have someone in ranghe change) and when your packet should be sent? When I start warping? or when I actually enter warp? (a warp can be stopped if you haven't entered in the tunnel) And so on.
Your 1 packet solution (to several computers) would probably cause so many bugs and false signals to be hilarious.
It is the kind of shortcut that has caused the moon minerals exploit: "don't include a checks, it is extra work".
Even more interesting you are sending a packet with the position of all ship in system to the program every X seconds, letting the EVE program on your PC doing all the calculations.
Exactly the kind of information that a good hacker and programmer would love to have. I will bet bot makers will crack that packet very fast and the get free access to the location of all people in system.
It is that the reason why all the combat calculations are done server side and not end user side. Protection from manipulations.
What huge security hole would this be the onboard scanner isn't that huge of a range.
Anyway, to keep things simple we can just go with delayed local. The idea of 0.0 is to protect your space anyway.
I'd be content with delayed local mode. Works fine for wormholes. Let's move it over to 0.0 to fix PvP.
PvP is supposed to be non-consentual- not "consentual" pvp like we most often have now
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Descrambled
Federal Navy Academy
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Posted - 2009.06.18 14:52:00 -
[9]
You know the more I think about it the more I like it. Delayed local would fix this issue so elegantly. If you want to be safe while ratting then encourage your corp/alliance to post guards on the gates. Isn't it supposed to be your space anyway?
Only code change this would require from CCP is to port over delayed local code from w-holes.
Done
Let the players work this out for themselves. If they don't like it they can go join the carebears in highsec
0.0 is supposed to be a dangerous place. Not some safe haven for macroers making billions of ISK afk in bed running Haxx all day and night
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Descrambled
Federal Navy Academy
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Posted - 2009.06.18 15:07:00 -
[10]
Originally by: Holy Lowlander if you don't 0.0 alliance tinker under your name and you don't know how it is to actually live in 0.0 you shouldn't be in this discussion tbh.
If you remove local from 0.0 carebearing and money making gets far too risky , especially when you look at empire where running lvl IV missions or mining veldspar will probably make you more isk because you simply wont lose ships.
The arguement about hunting macro ratters is just plain stupid , doing anything against macros that will affect real humans negatively is stupid.
Carebears wont just sit in 0.0 without local and watch how they get blown up lol , they will simply go back to empire , and I doubt that is what you want ....
also siriously there are plenty of ratters and 0.0 carebears that get killed allready.... Just learn to scan faster ...
tl;dr No removing local please ...
Right now its not risky at ALL. I havent died ratting in a whole year on my ratter character. Isn't something wrong with this picture?
0.0 is supposed to be a dangerous place. but all that is a sham |
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Descrambled
Federal Navy Academy
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Posted - 2009.06.18 17:02:00 -
[11]
Originally by: Holy Lowlander
Originally by: Descrambled
Originally by: Holy Lowlander if you don't 0.0 alliance tinker under your name and you don't know how it is to actually live in 0.0 you shouldn't be in this discussion tbh.
If you remove local from 0.0 carebearing and money making gets far too risky , especially when you look at empire where running lvl IV missions or mining veldspar will probably make you more isk because you simply wont lose ships.
The arguement about hunting macro ratters is just plain stupid , doing anything against macros that will affect real humans negatively is stupid.
Carebears wont just sit in 0.0 without local and watch how they get blown up lol , they will simply go back to empire , and I doubt that is what you want ....
also siriously there are plenty of ratters and 0.0 carebears that get killed allready.... Just learn to scan faster ...
tl;dr No removing local please ...
Right now its not risky at ALL. I havent died ratting in a whole year on my ratter character. Isn't something wrong with this picture?
0.0 is supposed to be a dangerous place. but all that is a sham
if it isn't risky at ALL maybe you should ask yourself why other ratters do die ? I see people killing about 5 ratting ravens a day ...
And 0.0 is supposed to be a very rewarding dangerous place , the fact you can get shot up everywhere (traveling to your ratting sight for instance ?) makes it rather dangerous , where is the huge reward for it again ?
ooh yes with lvl IV missions ....
0.0 risk vs reward is unbalanced in the way that there isn't enough reward to justify the risk. Not that 0.0 isn't risky enough.
Granted I have seen other ratters die. most of the time from what I gather its because even though they have noticed a hostile enter, they thought they had a few extra seconds to finish off their Blood pope or whatever. But unfortunately for them it was a quick little interceptor or DIC and next thing they know they are bubbled and podded
Other times, like others have mentioned, it was due to human imperfection
"omg I fell asleep ratting and woke up in pod"
"I thought I was at POS but forgot I was in the belts"
etc, etc
so granted, 0.0 is a dangerous place for noob ratters
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Descrambled
Federal Navy Academy
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Posted - 2009.06.18 17:17:00 -
[12]
Originally by: Sky Marshal Edited by: Sky Marshal on 18/06/2009 15:37:03
Originally by: Descrambled You know the more I think about it the more I like it. Delayed local would fix this issue so elegantly. If you want to be safe while ratting then encourage your corp/alliance to post guards on the gates. Isn't it supposed to be your space anyway?
You seriously think that players have fun by scouting at gates ?
Remember that we speak about a game. We login to have fun, not to execute a job, same if sometimes we have to put some effort.
Quote: Let the players work this out for themselves. If they don't like it they can go join the carebears in highsec
"Work", the word is here. You just want make EVE a second job.
You are right after all. If I don't like it, I can go back in Empire (2 things made me go to null sec : Local and WTZ).
And after that, as I doubt that only few players will do that, you will whine again... ½ Carebears don't want take risks and stay in High Sec, I don't have targets ! Nerf Missions ! Nerf High Sec ! Remove Concord ! +.
Seriously... Just think more than one minute about the consequence of a change...
Oh trust me I've *****ed about this on Teamspeak a LOT. I think this Local chat thing is ridiculous. This is the only MMO where players are omnipotent gods and have complete awareness of every single player in their local system
Not big of enough issue for me to quit over. worse come to come to worst I can just relocate to w-space. But I feel this is unfair to us deep 0.0 pvpers to have to suffer because people want to use 0.0 to fatten their pockets
Hell, make wormholes more numerous! Put a link to a wormhole in every 0.0 space I dont give a care. make the farmers go there and afk their isk so we can have true dynamic pvp. I'm tired of this consentual pvp crap where each gang has scout on other side, evaluate their chances, and decide whether to fight or logout!
Guess a blackops could fix this huh. I honestly dont think CCP would wipe Local so I guess this only way to fulfill my dream of dynamic pvp.
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Descrambled
Federal Navy Academy
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Posted - 2009.06.18 21:51:00 -
[13]
What do killboards have to do with this? Many times Alliances fight each like arranged pvp. One spy on other side tells your side their fleet is in transit. So your side tries to come up with the numbers to meet up
Another consentual pvp is when two gangs are on the move. Intel reports where they going. Your fleet commander looks at composition of his gang and figures out if they can fight. The other gang will know of you most likely after you've popped their scout or spotted by the scout
Consentual pvp kills dominate Alliance killboards to an extent
And sure, there will be some random kills tossed in for good measure
meh, starting a thread asking bout Black ops but they so hideously expensive I dont know if I can even try to get the jump on a gang this way. But I guess I'm down to try it.... If that works then it would resolve my wish for surprising cowards |

Descrambled
Federal Navy Academy
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Posted - 2009.06.19 05:15:00 -
[14]
The guy up a few posts is full of crap talking bout Alliances rely on Local to fight wars. You get your intel from your spies and this is how you find out when the fleet is forming, what they bringing, and when they coming.
If you waited to acquire intel from Local it would be wayyyyyyyy too alte to get good numbers for a blob. Come on now.... |

Descrambled
Federal Navy Academy
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Posted - 2009.06.19 16:01:00 -
[15]
Isn't this sad? I always thought EVE was the one place where players were empowered to kill macroers and farmers. Even if it meant incurring the wrath of CONCORD
This new hack removes my freedom to kill macroers. This is just ridiculous people are ok with this. CCP please investigate the macroers posting in this thread!
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Descrambled
Federal Navy Academy
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Posted - 2009.06.22 01:13:00 -
[16]
I would think stopping this macro would be in CCP's best interests. People using this exploit are helping bloat this economy pretty crazy. Am I trippin? I could've sworn prices for T2 ships was much cheaper last year. I can recall distinctly buying Taranis for bout 13 mil. Now I'm paying bout 20 mil for one. What the hell????
Soon this game will become practically unplayable for honest folk because they cant hope to grind out all this crazy ISK due to this inflated ecnomy
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Descrambled
Federal Navy Academy
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Posted - 2009.06.22 01:49:00 -
[17]
I know about all those other reasons but I also attribute this inflated economy to ths game being overrun with macro
And that is cool you are willing to hassle the macroers but not everyone is so noble. Some will surely get smart and stick to systems that have jumpbridges they can use to bypass camps. They can also dock at a local POS then use a quick frigate to bypass the camps. Then grab a ratter ship in another system
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Descrambled
Federal Navy Academy
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Posted - 2009.06.22 04:45:00 -
[18]
Edited by: Descrambled on 22/06/2009 04:46:24
Originally by: Wet Ferret Yes, remove it. So instead of:
Quote:
- Monitors local channel for hostiles
We see:
Quote:
- Monitors directional scanner for ships outside of specified distance
Don't worry, the constant extra database calls and inconvenience of legitimate players will be worth it. 
Good ratters have directional scanner open anyway. This way you can give good intel on hostile ship types. For all you know w/o having scanner open the hostile might be in pod/shuttle and you are hiding for nothing.
Works wonderful for small systems where gates are within scanner range
Some bigger systems most gates will be on same side so you can still do this and be a help to your Alliance
Only a poor ratter will never use directional scanner. This type of ratter deserves to get ganked
Granted, without overview players will be paranoid and all of sudden start spamming directional scanner for incoming ships. Some of us ratters already do this though. Cause in my system we always have red cloaked or something. So I would spam scanner to see if he incoming....
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Descrambled
Federal Navy Academy
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Posted - 2009.06.22 13:09:00 -
[19]
Edited by: Descrambled on 22/06/2009 13:11:16
Originally by: Neutrino Sunset
Originally by: Ephemeron The fact that we see so many macro farming Ravens in 0.0 is proof that it is too easy.
This statement is logically equivalent to the statement: 'The fact that there are so many players cheating and using bots, is proof of the fact that the game is too easy for those players not cheating and using bots.'
Could you explain how this is so, because on face value such an assertion would appear to be baseless.
Originally by: Ephemeron A sign of successful implementation would be a significant decrease in the macro farmer Ravens in 0.0, CCP can easily verify that.
Would 0.0 being not only devoid of macroers but also devoid of anyone else trying to earn a living ratting or mining in 0.0 also be a sign of a successful implementation?
Would nobody flying anything in small gangs in 0.0 other than cloaking ships also be a sign of a successful implementation?
If having no local and no way to detect cloaked ships would merely 'raise the bar on personal skill level required to operate successfully'. Could you enumerate the skill based techniques which would still allow solo or small gangs of ratters and miners to operate successfully?
I like that you make Intelligent arguments. However, people are saying the devs would not take away God mode (aka Local) without a new scanner system.
New tactics for pvp will emerge. Such as, it will become even more viable to employ Blackops to get the drop on enemy gangs and so forth.
You will also be able to surprise enemy gangs a bit easier and run them off. Another viable strategy will be to put 1 or 2 tacklers on the gate and hide rest of gang. Once other gang jumps in you can nail them.
Right now, you cannot hide allied forces too well because Local grants god mode. So what gangs do is send out scout and they simply use Local to acquire Intel.
You would think cloaks would hide players from Local but that doesn't work either
Earlier you said that you could not see how this would improve gang vs gang pvp. I think you're wrong. It will FIX it to be even better. Will open up new Tactics
I'm not can say anything about ratters under this new system. Yes, they might get farmed way too easy due to lack of God mode (aka Local). They could use a bit more danger however since many ratters probably never have died. To be honest and frank, the ratter in me is sort of terrified at the thought of no more supernatural awareness. The pvper in me is excited however, because now we would see much more interesting fights between gangs
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Descrambled
Federal Navy Academy
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Posted - 2009.06.22 13:24:00 -
[20]
Edited by: Descrambled on 22/06/2009 13:32:43
Originally by: Neutrino Sunset
Originally by: Ephemeron Neutrino Sunset, it isn't proper to claim that WH design would be simply extended to all of 0.0 without any scanner improvement.
I didn't.
You said CCP would never implement a local change that would force people to scan manually, if not for game design reasons then for server performance reasons. I haven't said that they would necessarily use the wspace model in 0.0, but if they do choose to implement a different model it will presumably be for reasons other than server load issues or horrid gameplay mechanics since they have already implemented that solution in wspace and are apparently satisfied with it from both a server load and gameplay perspective.
How is implementing an auto scan feature on its own any kind of solution to arriving at a workable no local implementation for 0.0 when it doesn't detect cloaked ships at all, which are already the pirate's gankmobile of choice? Unless of course retaining the ability for anyone to earn a living in 0.0 is not a desirable objective.
Don't cloakies suffer a targeting delay after decloak? Why can't you already be aligned to safespot this way when he appears you can initiate warp. The targeting delay after deactivating cloak merely needs to be long enough to allow the fully aligned Battleship / BC / Miner to escape
I always rat fully aligned. Of course being a Domi pilot even if a hostile gets into my belt I can hit them with ECM drones which has saved my bacon
Now if they take away ECM I could imagine ratting becoming much much more scarrier
Cloakies will become a much bigger threat though and like you pointed out, the rats are no help when jumped either. Which makes sense, but it's no help....
Yeah several force recons can ruin a ratters day though 0.0 might become unbareable for PVE for many I'd assume  |
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Descrambled
Federal Navy Academy
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Posted - 2009.06.22 14:28:00 -
[21]
Wait a second I confused myself- it wont matter if its several recons because you should be fully aligned while ratting anyway. I'm just unsure how long it is before an Arazu, etc can target you after they decloak. Isn't it at least 10 seconds? Isn't this plenty of time for a fully aligned BS to escape. Correct me if I am wrong here. It will be 1 week before I can get into an Arazu
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Descrambled
Federal Navy Academy
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Posted - 2009.06.22 18:44:00 -
[22]
Originally by: Neutrino Sunset I have some bad news for you Descrambled, it looks like ECM drones are about to get hit with the nerf hammer.
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1056041
I think some people took exception to the fact that other people were able to use them to escape being ganked.
Oh snap then it will be time for me to pay closer attention 
Thanks bout the cloak delay post as well.
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