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Vayna Miychovich
NED-Clan Goonswarm Federation
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Posted - 2011.02.09 12:57:00 -
[31]
Everyone is talking about logging at these gatecamps which is stupid because your gatecamp is borked if they do get away.
Logging off in space currently has 2 functions:
A Planned function: Your done for the day and want to quit the game. A Reactive function: You find yourself in an undesirable situation in-game and logging off is a way to get out safely.
The Reactive function causes the concerns within the player base as these are mostly PVP related and are seen as an unfair game mechanic. By introducing a shutdown procedure of the vessel of say 2min before you can log-off, the reactive function gets disabled. Eg. the reason people log in a situation is because it allows them to get away, logging now with a 2min shut-down procedure will only surely get them killed.
People planning to log-off in space will hardly mind the 2min extra as you can plan it and go somewhere safe, logging in station will be direct as the ships shutdown procedure has already been completed.
Positive side-effect: Less botting! CCP wants to disable botting but is currently on a crusade of their own against players involved. By giving players the means to kill these bots the playerbase of EVE and CCP can work together to eliminate farmers. PVP'ers would love to kill these bots, but we all know that the biggest weapon these scripts create against PVP'ers is the log functionality when a neutral or red enters local. The shutdown procedure would eliminate this defense mechanism and level the playing field again.
Vayna. NED-Clan Meer dan een corp! |

Recursa Recursion
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Posted - 2011.02.09 18:00:00 -
[32]
Amen. The logoffski is what makes much of the botting viable. I would even go so far as to say that the 15 minute aggro timer applies to NPCs or mining lasers but that might be a bit harsh.
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Licinius CrassusFilius
Space Construction and Research
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Posted - 2011.02.10 01:27:00 -
[33]
Originally by: Vayna Miychovich Everyone is talking about logging at these gatecamps which is stupid because your gatecamp is borked if they do get away.
Logging off in space currently has 2 functions:
A Planned function: Your done for the day and want to quit the game. A Reactive function: You find yourself in an undesirable situation in-game and logging off is a way to get out safely.
The Reactive function causes the concerns within the player base as these are mostly PVP related and are seen as an unfair game mechanic. By introducing a shutdown procedure of the vessel of say 2min before you can log-off, the reactive function gets disabled. Eg. the reason people log in a situation is because it allows them to get away, logging now with a 2min shut-down procedure will only surely get them killed.
People planning to log-off in space will hardly mind the 2min extra as you can plan it and go somewhere safe, logging in station will be direct as the ships shutdown procedure has already been completed.
Positive side-effect: Less botting! CCP wants to disable botting but is currently on a crusade of their own against players involved. By giving players the means to kill these bots the playerbase of EVE and CCP can work together to eliminate farmers. PVP'ers would love to kill these bots, but we all know that the biggest weapon these scripts create against PVP'ers is the log functionality when a neutral or red enters local. The shutdown procedure would eliminate this defense mechanism and level the playing field again.
Vayna.
Your planned timer (2 minutes) wouldn't work. If I log off in a safe in system and my ship is just hanging there for two minutes, any halfway decent gang with combat probes would find me and kill me, particularly in smaller systems.
60 seconds is a long time. I echo the comment that if you can't kill something in that time while it is just hanging there, you didn't deserve to kill it in the first place.
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Recursa Recursion
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Posted - 2011.02.10 20:27:00 -
[34]
If you have a cloak or at a POS, there is no problem with a longer timer provided said cloak stayed on during your cool down.
For instance, even in the case of the 2 minute timer, the small gang would need to have jumped into the system nearly immediately after you logged. That would likely be followed by some quick D scanning and then probing. Without a spy, most gangs would have a tough time scanning you down that quickly. Not impossible but highly, highly unlikely.
The additional time just means come prepared. Either have a POS shield to hide under or pack a cloak. Pretty simple.
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Zephris
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Posted - 2011.02.10 23:10:00 -
[35]
What if you disconnect while missioning ? Do your 1 Bil isk marauder hang out in front of rat swarm for 2 mins before E-Warp activates? 
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Ephemeron
BeerTia Maniacs
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Posted - 2011.02.10 23:15:00 -
[36]
Originally by: Zephris What if you disconnect while missioning ? Do your 1 Bil isk marauder hang out in front of rat swarm for 2 mins before E-Warp activates? 
those ships perma tank all the spawns - unless you are a noob, in which case you have no business flying Marauder in the first place
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Frank Shitlitz
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Posted - 2011.02.10 23:57:00 -
[37]
Originally by: Ephemeron
Originally by: Zephris What if you disconnect while missioning ? Do your 1 Bil isk marauder hang out in front of rat swarm for 2 mins before E-Warp activates? 
those ships perma tank all the spawns - unless you are a noob, in which case you have no business flying Marauder in the first place
Wait, so now running the most gank and least tank is noob and perma-running setups are pr0? FML I am doing it wrong again!
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Vayna Miychovich
NED-Clan Goonswarm Federation
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Posted - 2011.02.11 11:56:00 -
[38]
Originally by: Licinius CrassusFilius Your planned timer (2 minutes) wouldn't work. If I log off in a safe in system and my ship is just hanging there for two minutes, any halfway decent gang with combat probes would find me and kill me, particularly in smaller systems.
60 seconds is a long time. I echo the comment that if you can't kill something in that time while it is just hanging there, you didn't deserve to kill it in the first place.
Lets assume that the shutdown procedure works the same way as the selfdestruct procedure currently in game. You activate it and the timer will run, you can watch local, your surroundings and even chat and mail all you like to keep yourself busy. If needed you can abort the procedure and warp-off/ activate modules. If you hardquit the game you will take a risk as stated by yourself because you know your ship will hang in open space for 2min as it goes through the shutdown procedure. This risk can ofcourse be lowered if hardquiting in a POS.
For the other game mechanics it won't be different whether your in shutdown or just flying around, timers after the shutdown will remain the same including agro. It is only there to prevent people from exploiting these timers. These timers are crucial as 60sec might not be long to kill a frigate, but are an instant when trying to gank a logoffski PVE carrier.
NED-Clan Meer dan een corp! |

Vayna Miychovich
NED-Clan Goonswarm Federation
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Posted - 2011.02.11 12:02:00 -
[39]
Edited by: Vayna Miychovich on 11/02/2011 12:02:59
Originally by: Zephris What if you disconnect while missioning ? Do your 1 Bil isk marauder hang out in front of rat swarm for 2 mins before E-Warp activates? 
It is impossible to write game mechanics which can distinguish between exploits and technical failures. As much as it is, take your loss. If you can't afford it, don't fly it and if it happens a lot please think about revising your technical infrastructure at home or changing your provider. On a personal level, the next time I disconnect in battle my router will fly out the window as I know myself that this is a weakpoint.
If the disconnect is planned then warp-off to a safe, initiate shutdown wait 2min and quit EVE.
edit: If server side related --> petition. NED-Clan Meer dan een corp! |

Takakura Hirohito
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Posted - 2011.02.11 13:11:00 -
[40]
Originally by: Zephris What if you disconnect while missioning ? Do your 1 Bil isk marauder hang out in front of rat swarm for 2 mins before E-Warp activates? 
My proposal states that in this case, you would immediately warp to a safe spot and remain there for 3-5 minutes before dissapearing. Current mechanics are that you immediately warp to a safe spot and dissapear after 30-60 seconds. The couple of extra minutes gives a PvPer time to probe you down, and if you are agressed in your safe spot, the 15 minute aggro timer starts, so you will stick around for an extra 15 minutes.
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Suiginryou Hitaiga
Caldari
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Posted - 2011.02.11 14:56:00 -
[41]
Mmmm, pirate whine for not getting their pew-pew... delicious! ^____^ What Needs To Be Done: - remove insurance payouts for concord kills - make wardec price both high and dynamic |

Vayna Miychovich
NED-Clan Goonswarm Federation
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Posted - 2011.02.11 15:59:00 -
[42]
Originally by: Suiginryou Hitaiga Mmmm, pirate whine for not getting their pew-pew... delicious! ^____^
If your roid would log when the beams locked onto it, you would whine aswell. ^^ NED-Clan Meer dan een corp! |

Suiginryou Hitaiga
Caldari
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Posted - 2011.02.11 16:59:00 -
[43]
Originally by: Vayna Miychovich If your roid would log when the beams locked onto it, you would whine aswell. ^^
Nah, I won't. I do planets. No point in mining during a gankathon anyway. What Needs To Be Done: - remove insurance payouts for concord kills - make wardec price both high and dynamic |
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