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Thread Statistics | Show CCP posts - 81 post(s) |

Odin Shadow
ZC Industries Dark Stripes
0
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Posted - 2012.10.04 16:33:00 -
[1] - Quote
so, i disconect in a mission. say i cant get back in for a short while. now when i do get back in, ill be in a pod if my ship was scrammed, didnt warp off, didnt tank and just sat there dying? |

Odin Shadow
ZC Industries Dark Stripes
0
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Posted - 2012.10.04 16:45:00 -
[2] - Quote
so ill ask again.
when running a mission, you are scrammed. ccp have one of the network issue that have happened of late, so you D/C and cant reconnect. you ship just sits there and dies now? |

Odin Shadow
ZC Industries Dark Stripes
0
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Posted - 2012.10.04 16:48:00 -
[3] - Quote
Rayemmi B'tes wrote:Odin Shadow wrote:so ill ask again.
when running a mission, you are scrammed. ccp have one of the network issue that have happened of late, so you D/C and cant reconnect. you ship just sits there and dies now? That's what happens when you D/C while scrammed now, if I'm not mistaken. So nothing changing there.
nah, currently you vanish after 30 sec's, might be 60. but you do vanish |

Odin Shadow
ZC Industries Dark Stripes
0
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Posted - 2012.10.04 16:51:00 -
[4] - Quote
Tippia wrote:Odin Shadow wrote:when running a mission, you are scrammed. ccp have one of the network issue that have happened of late, so you D/C and cant reconnect. you ship just sits there and dies now? If it does now, it will in the future, only for a longer time.
if the npc's are shooting you, that time will never expire? |

Odin Shadow
ZC Industries Dark Stripes
0
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Posted - 2012.10.04 16:53:00 -
[5] - Quote
Dirael Papier wrote:Odin Shadow wrote:Tippia wrote:Odin Shadow wrote:when running a mission, you are scrammed. ccp have one of the network issue that have happened of late, so you D/C and cant reconnect. you ship just sits there and dies now? If it does now, it will in the future, only for a longer time. if the npc's are shooting you, that time will never expire? The NPC timer doesn't update after you've logged off. So it'll countdown for 15 minutes and then end.
or you die |

Odin Shadow
ZC Industries Dark Stripes
0
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Posted - 2012.10.04 16:56:00 -
[6] - Quote
CCP Masterplan wrote:Odin Shadow wrote:Tippia wrote:Odin Shadow wrote:when running a mission, you are scrammed. ccp have one of the network issue that have happened of late, so you D/C and cant reconnect. you ship just sits there and dies now? If it does now, it will in the future, only for a longer time. if the npc's are shooting you, that time will never expire? No flags can be created after log-off. The only flag that can be extended after log-off is the PVP flag.
but if say i can not get back on. my ship will just sit there and die right? is that intended? |

Odin Shadow
ZC Industries Dark Stripes
1
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Posted - 2012.10.04 18:02:00 -
[7] - Quote
PinkKnife wrote:Also, Death to strategically logging off. I can't believe everyone's internet is that bad, and strangely enough only when they are ratting do they experience such unusual internet latency issues. 
what about the times ccp's network goes down or the random isp drops people get. while i agree with not letting peeps get away from pvp'ing by logging off, letting tham die in missions because a lone NPC frig is scramming them seams a little bit daft tbh all missioners will now only be able to make sure they dont die to disconnects if they are in a +20min cap stable, high dps tanking ship. narrowing the ships people use is not a good thing. |

Odin Shadow
ZC Industries Dark Stripes
1
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Posted - 2012.10.04 18:25:00 -
[8] - Quote
Adaahh Gee wrote:Just to clarify this "NPC aggro timer"
Assuming I'm in high sec running a lev 4 in a ship with active tank.
My local BT engineer unplugs the wrong cable in the telephone exchange. My internet falls on it's arse.
Under current system, my modules deactivate at the end of cycle and I emergency warp off (assuming I'm not scram'd) and I disappear from D-scan.
Under this new system, 1. Would I remain in the mission site, with all my modules switched off for 15 mins? (and therefore loose my active tanking ship) Or 2. Would I E-Warp away from the mission site but remain on d-scan and probe-able for 15 mins.
Scenario 1 will lead to a a lot of complaints and petitions and serves give no real gain to improving game mechanics. Scenario 2 is fair enough and as someone said "Fit a cloak" and warp to a safe for 15mins, then log.
1. if scrammed (unsure if they have changed mods switching off at the end of the cycle to combat this issue) 2. if not scrammed |

Odin Shadow
ZC Industries Dark Stripes
1
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Posted - 2012.10.04 21:02:00 -
[9] - Quote
Abdiel Kavash wrote:Jarin Arenos wrote:Come on, somebody has to give a crap about the massive headache that is getting handed to mission runners with the NPC flag's introduction... The only headache that is getting handed to you is if you were using logging off as a means of escape. CCP doesn't want you to do that anymore.
ifccp has network issue the same as they have had many times recently or you isp or power goes out. that 1 little scramming frig will hold you as your mods switch off and you ship explodes. all because you cant log into your high sec mission guy through no fault of your own.
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Odin Shadow
ZC Industries Dark Stripes
1
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Posted - 2012.10.04 21:52:00 -
[10] - Quote
Jarin Arenos wrote:Terrorfrodo wrote:Epic changes  But, wouldn't it be better to shorten the NPC aggro timer somewhat and in exchange make it renewable by player aggression? Make it so that when a player disconnects with NPC aggression he disappears after 5 Minutes, but only if he is not aggressed by players before those 5 minutes are up. People intentionally disconnecting when they are jumped would still die because 5 minutes is plenty of time to scan someone down and point the ship. But it would reduce the grief brought on by genuine disconnects... 15 mintes is a looong time, people will just randomly pass through and see your ship, get back with a scanner and kill it. And really, the 15 minute timer will only punish people with real disconnects. Everyone else will know that he will die when he logs off, so he will stay on and warp from safespot to safespot until his timer has expired, just like we do now when we have player aggression. This is more reasonable. It meas less fun runs in fast-but-fragile ships, but wouldn't spell complete doom for non-cap-stable-ubertanks.
or make it so mods do not deactivate after people log off, let them run until the ship vanishes |
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