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Author |
Thread Statistics | Show CCP posts - 81 post(s) |
Shandir
Indigo Archive
170
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Posted - 2012.10.04 18:40:00 -
[271] - Quote
I'm getting the impression you should reduce the NPC timer significantly, and allow it to turn into a PvP timer. |
ArmyOfMe
Probable Cause.
110
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Posted - 2012.10.04 18:41:00 -
[272] - Quote
Ah the sweet outburst of tears from the more cowardly side of pirates that had to depend on orcas to do anything Suleiman Shouaa> And you still think you're taking risks? NightmareX> I do. I take risks every day. But i do whatever i can to make sure i'm not ending up in a loss.
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Lyron-Baktos
Selective Pressure Rote Kapelle
322
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Posted - 2012.10.04 18:41:00 -
[273] - Quote
so, station games do not get changed. They can undock, shoot one time and then dock again in 60 seconds and be gay. Selective Pressure [FOVRA] is now recruiting! https://forums.eveonline.com/default.aspx?g=posts&m=1797934#post1797934 |
VonKolroth
Dreddit Test Alliance Please Ignore
7
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Posted - 2012.10.04 18:41:00 -
[274] - Quote
CCP Masterplan wrote:scimichar wrote:I searched the thread, but couldn't find an answer. Since logi will inherit aggression flags from someone aggressed, does that mean they will now get on the kill mail from the pilots they are assisting if the original aggressor gets a kill?
Or put less convoluted: Will logi now inherit kill mails from assisting aggressed pilots? Logistics on killmails will not be happening in this release, sorry.
I wouldn't expect it on this release, but I do think we should be getting this sooner than later. I can't think of any downsides for anyone except people who like to pull neutral reps on unsuspecting individuals during station games, and well who really is worried about them? |
Ugleb
Masuat'aa Matari Ushra'Khan
235
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Posted - 2012.10.04 18:41:00 -
[275] - Quote
Sheynan wrote:Ugleb wrote:Quote:After losing a ship and entering a capsule, players will still be restricted from docking/jumping for up to a minute (if they have an active Weapons flag). Sounds like more pods are going to die. the quoted statement is not a change to the current mechanics...
Actually, good point. I'm not keeping this weapon flag in mind very well. ;) http://uglebsjournal.wordpress.com/ To contact [-MM-] or [UNITY]: http://www.masuataa.co.uk/defaul1t.asp - channel "Masuat'aa Public" http://www.ushrakhan.com/ - channel "Voices U'K" |
Bloodpetal
Mimidae Risk Solutions
908
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Posted - 2012.10.04 18:43:00 -
[276] - Quote
CCP Masterplan wrote:DJWiggles wrote:DJ FunkyBacon wrote:There really needs to be a way for 2 players to engage in a LE without the whole of eve getting involved.
As an example, at Eve Radio we do many tournaments (and I'm sure other entities hold competitions as well) using can flip mechanics to allow players to engage each other in highsec. With these new can flip mechanics, players will now be able to be attacked by anyone nearby.
I would like to see some sort of a challenge system where 2 players can agree to be flagged for an LE against each other without inviting the rest of Eve in on the fight.
Aside from that, I think the changes are brilliant. Yep we do need something like that, a magic gauntlet you can slap people with, WE do need it, na WE MUST HAVE IT!!!!!!!!!!! That is worryingly similar to a glove-slapping conversation we had very recently in the office!
It was mentioned at some point that a "dueling" mechanic would be implemented. Any sign of that?
Mimidae Risk Solutions Recruiting |
Bart Starr
Aggressive Structural Steel Expediting Services
96
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Posted - 2012.10.04 18:47:00 -
[277] - Quote
So, how does this affect the common scenario addressed several weeks ago?
Random Hauler gets exploded on a high-sec gate. Wreck is yellow to everyone but the victim.
Player A: Loots the yellow wreck on a highsec jump gate.
What exactly happens?
Player A now gets a suspect flag. 1. Do gate guns open fire? (Y/N?)
Now, suppose Player B ('vigilante') attacks Player A.
2. Player A is allowed to shoot back without penalty, correct? (pretty sure the answer is yes....) Does this create some kind of strange 'one-on-one' flag which is exactly what Crimewatch was supposed to eliminate? Really, player B should be getting a 'suspect' flag as well if the system was to be consistent with the stated goal of simplifying webs of flags. I suppose that goal is secondary to simply making highsec as safe as possible.
Now, suppose Player C comes along, doesn't want to engage the suspect, but RR's Player B, the vigilante.
3. Is Player A, (suspect) still allowed to engage the remote repairer (C)? Or is the RRing player allowed to participate in PVP while still under Concord protection? (ie PVP without risk)
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Burseg Sardaukar
Sardaukar Merc Guild General Tso's Alliance
175
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Posted - 2012.10.04 18:48:00 -
[278] - Quote
I asked earlier, haven't seen an answer:
RR'ing someone at war... does... what exactly? Would it depend on if they are actively fighting?
Would two war targets fighting each other in hisec flag an LE between the two pilots concerned or is it just a PVP flag? Hey, as a dude that lives in lowsec, you should read my idea on how to "fix" it... in Blog format, complete with a spreadsheet! http://3xxxd.blogspot.com/2012/09/how-to-buff-lowsec.html |
TheMaster42
Scorpion Unicorn Bird
5
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Posted - 2012.10.04 18:49:00 -
[279] - Quote
Also if I kill a legal wardec target and loot my deserved rewards, I can now be attacked by all players?
EDIT: NOPE cool: "If I can legally attack the owner of a container, then I can legally take from the container." |
Steijn
Quay Industries CAStabouts
193
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Posted - 2012.10.04 18:49:00 -
[280] - Quote
Quote:NPC Flag: This flag is activated when a player uses offensive modules against an NPC (or vice-versa). Having this flag will prevent a ship from being removed from space if the pilot logs off. This flag functions in all areas of space.
thats just shafted anyone who does missions and not PVP because they have a weak internet connection. |
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Solstice Project
Red Tsunami No Value
1775
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Posted - 2012.10.04 18:51:00 -
[281] - Quote
Steijn wrote:Quote:NPC Flag: This flag is activated when a player uses offensive modules against an NPC (or vice-versa). Having this flag will prevent a ship from being removed from space if the pilot logs off. This flag functions in all areas of space. thats just shafted anyone who does missions and not PVP because they have a weak internet connection. It's fair because COMBAT is COMBAT, no matter against whom. The PvPer could have a weak internet connection too, but of course, mission runners want a special piece of the cake everybody gets ... Inappropriate signature removed. Spitfire |
Malcom Dax
Minmatar Death Squad Broken Chains Alliance
36
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Posted - 2012.10.04 18:51:00 -
[282] - Quote
Nice blog. I have one situation that I'm curious about regarding containers and fleets when someone disconnects or leaves fleet (apologies if it has already come up - I don't have time to read the whole thread).
The entry for container access legality says
Quote:The existing rules for what constitutes 'legal access' to a container are the same (I am the owner of the container, I am in the corp registered to the container, I am in the fleet registered to the container, The container is Abandoned)
According to this, if I am in a fleet with someone who is not in my corp (but maybe in my alliance) and they drop a can I can access it. If they then leave fleet I cannot access the can - if I do I get a suspect flag and can be shot by everyone. As I understand it, the access is based on the current situation of the owner of the can, not the situation when the can was placed in space.
If the above is the case, this creates an issue where someone in fleet (who is not a member of my corp) can drop a can for me to open and then leave fleet for whatever reason. I then take from the can because it has been dropped for me and I can now get shot by everyone. Under the old system I could only be shot by the owner and their corp. This could be creatively misused to trick people into flagging themselves.
In addition it creates an issue for mining fleets when someone drops a can and leaves or disconnects. The hauler/orca can no longer grab the ore in the can without being a target for everyone. Under the old system this was far less of an issue (I'm thinking alliance mining ops here) but under the new system it is.
As a potential solution to this, could the 'legal access' rules be changed to reflect the situation of the owner at the time the can is created, rather than their ongoing situation. Or make alliance members have legal access too, but this seems like a weaker solution.
Blacklight Incorporated: Recruiting all pilots for PvE and Industry - UK/EU/US timezone. |
Kmelx
The Elysian Agoge Elysian Empire
51
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Posted - 2012.10.04 18:52:00 -
[283] - Quote
MIrple wrote:You do realize he will still have a 14 minutes left on his suspect flag where anyone can shoot him right.
Also if is his a Pirate and this is my opinion is if he is an outlaw in that system so say a -2 in a 1.0 systeme he shouldnt be able to dock in stations. This should also go the same with standings why are people with low standings allowed to dock in hostile stations.
So you bounce safes for a bit, hell you can even go for a nice fly around high sec, go on a tour and see the sites. |
Piquet Raddei
Royal Amarr Institute Amarr Empire
18
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Posted - 2012.10.04 18:53:00 -
[284] - Quote
Some nice stuff here, but the DEV's still aren't answering some questions that keep popping up frequently. I'm sorry but I can't trust the words of other players who only learned about this on the same day I did...
WHAT HAPPENS IF WE'RE RATTING/MISSIONING AND OUR "SOCKET" GETS CLOSED? Happens all the time - but being stuck under heavy gunfire for 15 minutes will make for some pretty irritated players who log back in to their pods...
IF A SHOOTS B AND I AID B BY SHOOTING A (non-fleet/corp; just a good citizen passing by), DOES D-Z GET TO SHOOT AT ME NOW?
There's good ideas here - I like that it makes things a bit more dangerous for griefers who go after newbs/little guys. There's just more questions than answers right now... |
Nirnaeth Ornoediad
Clan Shadow Wolf Fatal Ascension
120
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Posted - 2012.10.04 18:54:00 -
[285] - Quote
CCP Masterplan wrote:Mizhir wrote:Sounds like a great solution, but i got a question.
If I in lowsec attacks a player, who is an illegal target for me, and I destroy his ship I will get Suspect flag and the Sentry guns will shoot me during the combat. But if I warps out and warps back again (while still under the S flag) will they resume attacking me? No. They'll always shoot Criminals on-sight for as long as the Criminal has the flag, but for other acts they will only shoot you for as long as you stay in their vicinity after whatever action gave you a Suspect flag.
I like this. In terms of "EVE is a simulation", it's like the Sentry Guns are content to drive off suspects. "The Mittani isn't even gone for a day and CCP's management is already making bad decisions."
THE MITTANI for CEO of CCP 1-800-273-8255 |
Burseg Sardaukar
Sardaukar Merc Guild General Tso's Alliance
175
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Posted - 2012.10.04 18:54:00 -
[286] - Quote
Bart Starr wrote:So, how does this affect the common scenario addressed several weeks ago? Random Hauler gets exploded on a high-sec gate. Wreck is yellow to everyone but the victim. Player A: Loots the yellow wreck on a highsec jump gate. What exactly happens? Player A now gets a suspect flag. 1. Do gate guns open fire? (Y/N?) Now, suppose Player B ('vigilante') attacks Player A. 2. Player A is allowed to shoot back without penalty, correct? (pretty sure the answer is yes....) Does this create some kind of strange 'one-on-one' flag which is exactly what Crimewatch was supposed to eliminate? Really, player B should be getting a 'suspect' flag as well if the system was to be consistent with the stated goal of simplifying webs of flags. I suppose that goal is secondary to simply making highsec as safe as possible. Now, suppose Player C comes along, doesn't want to engage the suspect, but RR's Player B, the vigilante. 3. Is Player A, (suspect) still allowed to engage the remote repairer (C)? Or is the RRing player allowed to participate in PVP while still under Concord protection? (ie PVP without risk)
From all the answers I've read, it sounds like Player C becomes a Suspect for repping someone in a LE (Player B).
So that makes Player A and Player C both Suspects for different reasons, and Player B is only PVP and LE flagged against Player A.
I don't think it really spirals out of control too much, since it replaces a lot of the "rep this guy, wait till he shoots, now u can shoot back, then get repped" chains, replacing almost all of it with Suspect flags for the RR part.
The confusing part still comes back to: If I'm a suspect, I can shoot back at anyone that shot at me... and the fight outlasts 15min suspect flag somehow, so I have a LE and PVP flag remaining against the people shooting at me. And now only they can shoot me and I can shoot them. Anyone else that interferes goes suspect. It's less confusing than the current system, but still has its little twists. Hey, as a dude that lives in lowsec, you should read my idea on how to "fix" it... in Blog format, complete with a spreadsheet! http://3xxxd.blogspot.com/2012/09/how-to-buff-lowsec.html |
Amelya Laurann
Boundless Space Seashells
20
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Posted - 2012.10.04 18:54:00 -
[287] - Quote
After reading the entire Devblog on Crimewatch, I wanted to share my concerns about the new mechanics that were described.
I don't know if it was intentionnal, but ejecting from your ship in specific occasions was a really good strategy to save your pod and, as noted in the title, subsystems skills when about to explode in a T3 ship.
I heard that there was some exploit with ejects, if it was a way to fix that, it was actually not a so great fix.
Now instant lockers can even predict when you will be in your pod too!
I may actually get more corpses for my giant secure container to add to my collection... Not that it's the best way I thought of ever being able to gather some more easely... |
Steijn
Quay Industries CAStabouts
193
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Posted - 2012.10.04 18:54:00 -
[288] - Quote
Solstice Project wrote:Steijn wrote:Quote:NPC Flag: This flag is activated when a player uses offensive modules against an NPC (or vice-versa). Having this flag will prevent a ship from being removed from space if the pilot logs off. This flag functions in all areas of space. thats just shafted anyone who does missions and not PVP because they have a weak internet connection. It's fair because COMBAT is COMBAT, no matter against whom. The PvPer could have a weak internet connection too, but of course, mission runners want a special piece of the cake everybody gets ...
So what about dc's caused by the server etc. that miraculously arent logged? |
VonKolroth
Dreddit Test Alliance Please Ignore
7
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Posted - 2012.10.04 18:57:00 -
[289] - Quote
Cassius Longinus wrote: 3. Probably, boosting a fleet (on grid or off) should count as remote assistance.
Oh yes. |
Skogen Gump
Jericho Fraction The Star Fraction
121
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Posted - 2012.10.04 18:57:00 -
[290] - Quote
I love these changes!
Only thing I want to see fixed is theNPC timer, 15 minutes is a bit too long. Also why is this change in? What was wrong with it, before?
Also as the ER guys have asked, please don't ship this without a safe way to have a mutual engagement!
Otherwise, seriously sweet work guy! |
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Alli Othman
Fweddit I Whip My Slaves Back and Forth
31
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Posted - 2012.10.04 18:57:00 -
[291] - Quote
CCP Masterplan wrote: That's the "Sec hit = Yes" and "Incurring Sec-status penalty" entries interact. If a sentry sees you do something bad, it will shoot you until you go away. After that, it will only shoot you again if you do something else bad, or are a Criminal
But above you said that gateguns would not fire on logi for outlaws, but repping an outlaw incurs a sec hit. |
Nirnaeth Ornoediad
Clan Shadow Wolf Fatal Ascension
121
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Posted - 2012.10.04 18:58:00 -
[292] - Quote
Mizhir wrote:Aethlyn wrote:Really like the proposed changes, although I'd like to see some more details on the LE/assistance stuff. If you help the criminal, you get a suspect or criminal flag, okay. But why should you become attackable by everyone (not just the other party in the engagement) by helping, for example, a newbie that is being attacked/ganked by pirates? If the pirate attacks the newbie (which is an illegal target for the pirate) the pirate will become flagged. Which means you are allowed to attack the pirate or help the newbie without being flagged yourself. However if you attack the pirate (or rep the newbie) the pirate may attack you due to the LE, but you will still not be attackable by everyone else.
The tricky part is: you can help the Newbie by shooting the Criminal. You can't help the newbie by repping him. (Well, you could...but then you'll pick up a Suspect flag and the Newbie--who's really a ganker, can shoot you.
Victim: "Help! Help! I'm being oppressed! Rep me!" Kindly EVE-Uni person starts repping the Victim. >Boom< Kindly EVE-Uni person finds self in a pod. "The Mittani isn't even gone for a day and CCP's management is already making bad decisions."
THE MITTANI for CEO of CCP 1-800-273-8255 |
Antihrist Pripravnik
Tribal Liberation Force Minmatar Republic
47
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Posted - 2012.10.04 18:58:00 -
[293] - Quote
@CCP:
I hope that you will fix the lag created when losing a ship. If you don't already know (highly doubt it since all of the petitions players made), there is a 1-5 seconds lag sometimes (well, 50% of the time in my case) that is strictly client side and client produced - my hardware is slightly above today's average, internet connection is stable 16MB/s:2MB/s cable and my OS and drivers are always up to date (I'm a programmer, they have to be up to date for my work). That ship destruction lag is the reason why I always eject a moment before my ship blows up. It's a tool that allows me to have any control over the client in those couple of seconds and allows me to apply a workaround for a bug that has been in the game for years.
If you are already making it impossible to eject during a fight, which is generally a positive change, fixing this bug should be your highest priority. I (and many other customers that experience the same issue), will not be very happy for losing a pod because of that lag-bug without any possibility to apply a workaround. CCP Ytterbium: Yarrblblbgrlblbgrlblblblbblbgrlblblbgrblblyarrrrdrooooooolonthekeyboardlikealunatic |
Bloodpetal
Mimidae Risk Solutions
908
|
Posted - 2012.10.04 19:00:00 -
[294] - Quote
Ok, here's a good question ::
Are the penalties for sec status (destruction of ship, pod, etc) being changed at all?
Mimidae Risk Solutions Recruiting |
Sulindra
Ananke Astrodynamics Terran Commonwealth
2
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Posted - 2012.10.04 19:01:00 -
[295] - Quote
Malcom Dax wrote: Or make alliance members have legal access too\
This! How many times have I been doing something with alliance, and someone drops a can, and logs, and now I have to cart my ass over to the can instead of being able to grab it with a tractor beam. PITA. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
100
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Posted - 2012.10.04 19:02:00 -
[296] - Quote
TrouserDeagle wrote:If me and a corpmate are roaming in low sec and we are both outlaws, is it still possible for people to attack one of us without getting 'aggression' to the corp of the person they are attacking? It's really annoying because a small gang of little ships that cannot survive combat under sentry guns can basically be picked apart by fast lockers and cannot respond at all, with no risk at all to the neutrals who do it. For example if we're in two cruisers and one gets tackled by a condor, all he can do is go back to the gate and jump out. The other cruiser will die if it does anything, basically, and all this is no risk to the neutral guy in the frigate (unless he's really bad).
Could i get a response to this question since its something we run into quite often and its really hard to deal with.
Also i love these changes.. I might just walk down to CCP hq, break in and start hugging people.
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John Henke
Republic Military School Minmatar Republic
0
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Posted - 2012.10.04 19:04:00 -
[297] - Quote
Solstice Project wrote:Steijn wrote:Quote:NPC Flag: This flag is activated when a player uses offensive modules against an NPC (or vice-versa). Having this flag will prevent a ship from being removed from space if the pilot logs off. This flag functions in all areas of space. thats just shafted anyone who does missions and not PVP because they have a weak internet connection. It's fair because COMBAT is COMBAT, no matter against whom. The PvPer could have a weak internet connection too, but of course, mission runners want a special piece of the cake everybody gets ...
But in a PvP-Situation i consider my ship lost before i undock. If i am lucky or know, what i am doing, i will return with it and consider as a win. |
Burseg Sardaukar
Sardaukar Merc Guild General Tso's Alliance
177
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Posted - 2012.10.04 19:05:00 -
[298] - Quote
Alli Othman wrote:CCP Masterplan wrote: That's the "Sec hit = Yes" and "Incurring Sec-status penalty" entries interact. If a sentry sees you do something bad, it will shoot you until you go away. After that, it will only shoot you again if you do something else bad, or are a Criminal
But above you said that gateguns would not fire on logi for outlaws, but repping an outlaw incurs a sec hit.
Outlaw != Criminal
You can RR an outlaw (-10) that has done nothing wrong. However, if they have a criminal or suspect flag you take a hit and are going to get shot at. Hey, as a dude that lives in lowsec, you should read my idea on how to "fix" it... in Blog format, complete with a spreadsheet! http://3xxxd.blogspot.com/2012/09/how-to-buff-lowsec.html |
Dinsdale Pirannha
Pirannha Corp
324
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Posted - 2012.10.04 19:07:00 -
[299] - Quote
Well, the null sec zealots get to rejoice a little more as the path of the utter destruction of high sec just got a little shorter. Let us combine 2 features by separate dev's and see what happens in missions.
My opposition to the AI changes are all over the forums, but this NPC timer is wonderful, just wonderful. The null sec zealots say "man up, fly a non-drone boat".
OK, let's say I am in Worlds Collide and I am in a Vargur. I still need small drones because my BS guns can't track the frigs that are scramming me in the room. Now, the new AI states that the NPC's will go after objects of similar sigs, so that means the frigs will be going after small drones in a big big way. So once all the small drones are dead, my gunboat Vargur is in a really bad way. I can't warp out of the mission, and with the new 15 minute timer, my active-tanked Vargur is auto-dead if I log off to be able to get new drones.
Only way the Vargur survives is if it can sit in the mission for 15 minutes tanking the site, then logging off, or waiting until downtime.
But no, these two new "improvements" by separate dev's will not have wipe out high sec income at all.
Just fly a missile Tengu...oh yeah.forgot, the mission Tengu is having is DPS reduced by 20% by a 3rd dev. |
Tippia
Sunshine and Lollipops
9723
|
Posted - 2012.10.04 19:07:00 -
[300] - Quote
Bart Starr wrote:Player A now gets a suspect flag. 1. Do gate guns open fire? (Y/N?) No. Theft does not incur a sec status loss, and therefore doesn't trigger the sentries.
Quote:Now, suppose Player B ('vigilante') attacks Player A. 2. Player A is allowed to shoot back without penalty, correct? (pretty sure the answer is yes....) Does this create some kind of strange 'one-on-one' flag which is exactly what Crimewatch was supposed to eliminate? Yes, it creates a limited engagement, which is a single connection between the two that gets around the CW1.0 mess by being non-transferable.
Quote:Now, suppose Player C comes along, doesn't want to engage the suspect, but RR's Player B, the vigilante. 3. Is Player A, (suspect) still allowed to engage the remote repairer (C)? Or is the RRing player allowed to participate in PVP while still under Concord protection? (ie PVP without risk) Anyone aiding A will be committing the crime of aiding a suspect and will become a suspect. Anyone aiding B will be committing the crime of butting in on a LE and will become a suspect. As such, there is no need for this whole GÇ£keeping track of who shot who and when and where and whyGÇ¥.
In this case, player C will be a free-for-all target GÇö A can engage him at will without further repercussions just like everyone else in the universe.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan.
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