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Zenethalos
Minmatar Noir. Noir. Mercenary Group
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Posted - 2009.07.10 05:55:00 -
[1]
A corp mate and I were ranting and raving over this topic for a while. We came up with what we feel is a viable and intelligent solution to the issue. A simple adaption of many other MMO's solution to logging out, a camp timer.
It's a simple idea. When you go to log out under conventional means, CTRLQ, esc-quit-confirm, right click window-close(while in window'd mode you are presented with a message informing you that you must cease all actions for 10 seconds to be succesfully logged out. During that time you sit there and wait for the countdown and you're client closes. During this time you are able to be aggro'd thus giving a countdown. If you decided to wait out the timer you would still e-warp 1m KM away like normal and be probable if aggression was taken. Or you could react and stop the cycle and try and make a run for it.
The same principle should be applied to a ship that CTRL-Q's/DC's. If this happens you break cloak and for 10 seconds any target has the ability to aggro you. If you DC at a gate it is tough luck, it happens, to date I am down 8 ships due to DC life moves on.
The idea behind the 10 second timer is if you are being chased and do have to resort to a lame CTRL-Q because you are a fail at getting a scout the chasing forces have 10 seconds to warp threw the system, jump, wait out the change delay, lock and get a shot off.
It is really not a major affect to those that log off safely. It does affect those that do choose to try and blindly run ships without a scout threw hostile territory knowing that it is virtually impossible to catch them unless in 0.0 with a dictor.
The argument that such a change is unfair to those without a stable connection is really an example to lazyness and stupidity. You should not be able to run with impunity solo threw a hostile environment. Use a damn scout, ask a friend, roll a temp alt to scout you and stop using a faulty game mechanic like a buch of tools. That said it is also no major affect if you are unstable but in a safe environment. By the time you log in you will not have noticed that 10 seconds.
What will happen to a ship for those 10 seconds? Simple he will start his align as usual but if the align time to warp is less then 10 seconds he sits at speed for the remaining seconds.
TL:DR 10 second camping timer when you log out. You're ship sits in space for 10 seconds aligned out and when the timer is down you E-warp. During said time you may recieve agression.
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Jimer Lins
Noir. Noir. Mercenary Group
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Posted - 2009.07.10 06:03:00 -
[2]
Fully supported. Doesn't hurt people logging off in safes, but makes sure people who CTRL-Q to avoid a fight because they were too stupid or lazy to scout can't get away with it.
Killboard - Declarations of War Podcast |
Velvet Sinner
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Posted - 2009.07.10 06:15:00 -
[3]
Thumbs down.
A merc corp whining about losing kills on carebears, I'll bet.
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Zenethalos
Minmatar Noir. Noir. Mercenary Group
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Posted - 2009.07.10 06:27:00 -
[4]
Not at all. Infact I have not played in three weeks to lose a kill. This is just a topic that affects all PvP'rs be it on a small scale level or grand 0.0 escapades.
Albeit that said this is more an issue for us empire dwellers that see this kind of garbage happen every day does not make it any less of an issue as many try to make other's believe. It is not all about the 0.0 and the massive fleets.
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Dr BattleSmith
PAX Interstellar Services
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Posted - 2009.07.10 07:21:00 -
[5]
Logoff mechanics have changed a fair bit without anyone really noticing.
Before with good skills you could catch a logoff with a single probe.
However the probing system changed....... Are logoffs catchable still?
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Grarr Dexx
Corp 1 Allstars
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Posted - 2009.07.10 07:23:00 -
[6]
Originally by: Dr BattleSmith Logoff mechanics have changed a fair bit without anyone really noticing.
Before with good skills you could catch a logoff with a single probe.
However the probing system changed....... Are logoffs catchable still?
You can catch them fine, it's just the problem of killing them before they disappear. This idea is supported. Please resize your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes. Zymurgist |
I like'cake
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Posted - 2009.07.10 15:35:00 -
[7]
Seems reasonable. I may have not purposly closed my client while in my hauler hitting a hostile camp.
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RedSplat
Caldari Provisions
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Posted - 2009.07.10 16:27:00 -
[8]
Originally by: CCP Mitnal
I don't sleep. I am always here. Watching. Waiting.
Originally by: CCP Mitnal it does get progressively longer.
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Xorth Adimus
The Perfect Storm Gentlemen's Club
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Posted - 2009.07.10 20:27:00 -
[9]
Edited by: Xorth Adimus on 10/07/2009 20:29:16 Logoffski- Seen it done by targets and they do it in a way that suggests it is not the first time they have done it: Normally a ratter in 0.0 gets caught by a fleet of ships when he had every opportunity to use scanner /look at local / have a scout /learn to play the game etc and get somewhere safe. Is tackled and attacked, then disapears. The only way that this could happen is if they intentionally log off and log in an alt on the same account.
EVE doesn't let you have two alts on the same account online for very good reasons, hence the ship which should have blown up disappears immediatly due to what I believe is an abuse of game mechanics by said player. Said player then also logs in and out before navigation is finished and ends up +1 mil km each time hence avoiding anyone waiting for them to log in at the point they warped to.
If this is not outright abuse of game mechanics (and hence bannable) I don't know what is.
This is particuly likely in certain areas of space where certain pet corp ships with alts called something like say 'hef6d7' seem to repeatativly do the same PVE tasks. Regardless of what is in local or sitting there watching them, that is until they are attacked. Which to me isn't 100% proof of what I am suggesting but it certainly brings up even more worries about this mechanics, errr 'use'.
The fix is simple, if you disconnect the ship and pod remain in game and a (LD) flag shows up, at which point they basicly become an NPC with the same abilities and with skills applied ect (hence you are unlikely to be killed by rats or indeed a player that awould never kill you anyway if you get connection issues but of course you will lose your piloting skill and will remain stationary and attempts to emergency warp every few seconds, once a warp to 1mil km is acheived within 45 seconds the ship leaves game unless pointed, this is an improvement over the current system but prevents abuse). If this player tries to log in another alt they get a warning that they cannot and they need to log back in to connect to the (LD) alt. If the player logs in and immediatly logs off they stay at the safe point (LD) for 30 seconds again, they don't warp.
This is similar to how it works in other online pvp games and I don't see why it cannot be implimented in EVE.
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Zenethalos
Noir. Noir. Mercenary Group
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Posted - 2009.07.11 05:38:00 -
[10]
Might as well support my own topic.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2009.07.11 10:50:00 -
[11]
yes please.
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Gaogan
Solar Storm Sev3rance
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Posted - 2009.07.12 18:33:00 -
[12]
Supporting because you are on the right track, but you don't quite have the right idea. 10 seconds is not enough time to make the slightest bit of difference in stopping logoffskies. My idea, that I have been pushing for years now, is that when you try to log off, you ewarp to a safe spot and have to camp there for 2 minutes before your ship vanishes. You can choose to disconnect and leave the computer early if you want and feel safe, but your ship stays put for 2 minutes where it can be probed out and killed. If you don't want to take that chance, then sit there for the 2 minutes and fight back or try to run if someone finds you. I'm sick and tired of chicken **** hostiles just hitting ctrl-q the moment they realize that juicy ratter they thought they were going to gank has friends who are coming after him. Or worse yet, entire chicken **** fleets logging off when the gates are bubbled and they know they are boned.
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Nagapito
FireTech In Tea We Trust
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Posted - 2009.07.13 16:45:00 -
[13]
Yeahm full support the idea, but I think 10 secs is to low...
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