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

Terrorfrodo
Deep Space Darwinian Law Enforcement Agency
191
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Posted - 2012.10.04 21:44:00 -
[1] - Quote
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. . |

Terrorfrodo
Deep Space Darwinian Law Enforcement Agency
197
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Posted - 2012.10.08 23:01:00 -
[2] - Quote
So there is this rumour out that NPC aggro timer will not be 15 minutes but will stay as it is now, at 60 seconds. It seems to be based on a vague account by an eyewitness about what Soundwave supposedly said at EVE Vegas.
Any confirmation? It seems completely ridiculous to me to first shock everyone with a 15 minute timer, then just leave it at 1 minute. If there is to be a revision, one would at least expect something in between. . |

Terrorfrodo
Deep Space Darwinian Law Enforcement Agency
199
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Posted - 2012.10.10 15:05:00 -
[3] - Quote
CCP Masterplan wrote:Having nothing but an NPC flag at the moment you log-off will keep you in space for a non-extendible 15 minutes. (Numbers subject to change) So the 15 minute NPC flag is still in? Everyone seems to assume that this was only a misstatement, because Soundwave said it was at EVE Vegas. Please clarify. . |

Terrorfrodo
Deep Space Darwinian Law Enforcement Agency
212
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Posted - 2012.10.22 18:25:00 -
[4] - Quote
Those changes to the changes are 100% spot-on. Perfect! . |

Terrorfrodo
Deep Space Darwinian Law Enforcement Agency
214
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Posted - 2012.10.24 11:45:00 -
[5] - Quote
Scanning down a player, warping to him, locking and aggressing him in under 60 seconds is only possible if -the scanner already had his probes out and placed -near the target -immediately scans -has a very short warp distance -has a fast-aligning -and fast locking ship In summary, it is very, very unlikely. That this player will be there and have his probes ready just at the moment where you have a legitimate disconnect, which he immediately notices and takes advantage of, is extremely unlikely.
Players abusing illegitimate logoffskis to avoid pvp is much more likely and much more common. For example, I recently stalked a group of ISK farmers in a C5 wormhole who ratted with two dreads and two carriers. After many hours of work, taking great care to not be detected, I had 30 people logged out in the system. When the farmers ratted the next day, we jumped on top of them to get our well-earned capital kills. We aggressed the carriers and killed them, but the dreads had immediately logged off and vanished shortly thereafter, even though they were in siege when we attacked and we of course pointed them. Under the new rules, those dreads would now be as dead as they should be.
So we have some theoretical edge cases where some people will suffer losses because of legitimate network issues, and we have a ton of cases where the new system will be a massive improvement. Without a doubt CCP made the right call.
And btw, when you crash after a gate-jump, and get pointed by a camp before your ship can e-warp, chances are they will kill you in under a minute anyway, with all your modules turned off. So this is hardly a change. . |

Terrorfrodo
Deep Space Darwinian Law Enforcement Agency
214
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Posted - 2012.10.24 13:04:00 -
[6] - Quote
Barney Goldwing wrote:The change to the jump-in is that most of the current 1 minute timer is spent under gate cloak, Shouldn't your ship attempt the e-warp upon disconnect, thus ending the gate cloak and making you attackable anyway? Not having died under such circumstances I don't know for sure, but this is what I'd expect.
Whatever, CCP always has to weigh the concern that people with real connection issues can be penalized versus the fact that people exploit any measures to protect against that to avoid losses. And with EVE being a hard and mean place, CCP should lean towards a "HTFU" attitude when in doubt. . |

Terrorfrodo
Deep Space Darwinian Law Enforcement Agency
214
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Posted - 2012.10.24 14:16:00 -
[7] - Quote
Ganthrithor wrote: I've spent whole days in nullsec with pissed off people continuously trying to probe me out. Some of them do it for literally twelve hours at a time. Now imagine the gates to the system are camped. What are you going to do? You literally can't log off without dying. As someone else already explained to you, this isn't true. Make a safespot. Make another safespot as far away from the first as possible. Initiate warp from one safe to the other and log off as soon as you enter warp. Your 60-second timer begins immediately while you are warping all the way to your destination. When your ship arrives, it initiates the emergency warp. By the time it finishes that and arrives in its final position, it has already disappeared or is a few seconds away from disappearing. Nobody has any chance to scan you down in time, let alone warp to you.
Now you can't do that in a case of disconnect. But as I mentioned, it is highly unlikely that you disconnect just at the time you are hunted by such a relentless prober. If you get disconnected so often that this happens more than once a year to you, you probably die constantly due to connection problems anyway, and EVE can't be much fun for you.
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