Pages: 1 2 [3] 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 .. 44 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 81 post(s) |

Tippia
Sunshine and Lollipops
9711
|
Posted - 2012.10.04 15:40:00 -
[61] - Quote
Seems good. Limited engagements making it in is especially nice since it solves a whole slew of problems and might work as a platform for future mechanism that do the same thing. That said, I'd also like to see the clarification someone else mentioned above: does this GÇ£interfere with an LEGÇ¥ extend to wardecs as well?
My only slight eye-raise is that you've managed to create a reward scheme for PvP
CCP GingerDude wrote:CCP Masterplan wrote:There is no character-to-character flagging any more.. I'm going to miss debugging the implicit cyclic graph of engagements so much ;( I think you might be lying to yourself hereGǪ 
Unforgiven Storm wrote:1 - Ejection should be allowed even with any timer, Im thinking t3 ships, Im thinking saving my pod while everybody is looking at my ship - I used this tecnique before and should be legal, I can't remember any reason not to allow it. Why this was changed? To plug the GÇ£switch ships to avoid destructionGÇ¥ tactic? But yes, the session timer efter an ejection might be enough to dissuade it GÇö you'd still have 20s of sitting still in a pod before you can get a new ship, which should make it a less than ideal tacticGǪ 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.
|

l0rd carlos
Friends Of Harassment
48
|
Posted - 2012.10.04 15:40:00 -
[62] - Quote
Let me get this right, repping a -10 char that has no Criminal flag will not result in gateguns shooting at you?
Also: Hurray to the end of Gatecamps with Hotswapping Orca. |
|

CCP Masterplan
C C P C C P Alliance
634

|
Posted - 2012.10.04 15:41:00 -
[63] - Quote
Kel hound wrote:YES! Blog from crimewatch! +5 points to Five-0 -5 points to Super Friends (note: This is what you get for being tard)
One thing that immediately caught my eye in this was that it looks like you will no longer be able to eject from a T3 just before death in-order to avoid skill loss. This seem's oddly intentional; will this fact be taken into consideration when tericide passes over Teir 3 cruisers? Is this the proverbial lambs blood on the door posts to ward off the angel of nerfs when she passes over the land of EVE?
Im trying to look for more loop holes but this largely seems solid.
Sun Win wrote:Quote:It is possible to be prevented from switching ships or ejecting (whilst in space) by your actions So does this mean that we can no longer strategically eject to prevent skill loss from our Tech 3 cruisers blowing up? This is not just oddly intentional, it is very intentional. If we didn't want to penalise T3 death, we simply wouldn't have the skillpoint-loss mechanic in the first place "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
|

War Kitten
Panda McLegion
1268
|
Posted - 2012.10.04 15:41:00 -
[64] - 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 need a clarification on this example too.
From reading the charts, I see that shooting at a player ship only generates the suspect flag. The suspect flag consequences do not include sentry gun fire.
So will the sentry guns even fire at all if I shoot an illegal target player ship at a gatecamp in lowsec? I got the warp out and back thing... but why do I even need to warp out? All I have is Suspect, Weapons and PvP flags.
EDIT: Nevermind, I missed the part at the bottom about incurring a sec status penalty.
Carry on!
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Sheynan
Lighting the blight
71
|
Posted - 2012.10.04 15:41:00 -
[65] - Quote
wait.... so I can shoot everyone else in lowsec without sentry gun interference as long as I don't pod them ? |
|

CCP Masterplan
C C P C C P Alliance
634

|
Posted - 2012.10.04 15:43:00 -
[66] - Quote
Jita Bloodtear wrote:"Using assistance modules will pass on all flags to the assistor, possibly preventing them from docking/jumping for the same interval as their assistee"
Does jumping = gate jumping? Or jump = cyno jumping?
Will these flags finally apply to prevent people from pvping and then instantly vanishing through a wormhole? (Currently there is no timer on going through a WH while aggressing) It is specifically "Can not jump through stargate" only. Wormholes don't care about recent aggression. (Though high-sec ones still do their part to uphold the law and prevent criminals from jumping out of high-sec) "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
|

Goonspiracy
Hedion University Amarr Empire
113
|
Posted - 2012.10.04 15:43:00 -
[67] - Quote
Are you seriously giving ratters 15 min "keep their ships in space" aggression timers? Do you not see anything wrong with this? This is a very simple question |

Zagdul
Clan Shadow Wolf Fatal Ascension
1020
|
Posted - 2012.10.04 15:45:00 -
[68] - Quote
Unforgiven Storm wrote:now that I read it, my comments...
1 - Ejection should be allowed even with any timer, Im thinking t3 ships, Im thinking saving my pod while everybody is looking at my ship - I used this tecnique before and should be legal, I can't remember any reason not to allow it. Why this was changed?
2 - NPC timer, I'm fine with it. I'm not fine with the time it uses. It should have a diferent time than player aggro. NPC aggro is less important than player aggro and the flag timer should reflect this fact. Do you agree?
3 - "Target offensive Module Againts Illegal Player Target (ship) -> Low-sec -> sec status penalty = yes"... do you want more people living in low sec and shooting each other more? Then change this value from "yes" to "no". This small change will shake up things positively for everybody.
1. I agree. This also effectively nerfs ghost riding which I don't think I'm entirely a fan of as it takes some skill to master.
2. Part of the issue is people using log-off mechanics to avoid combat in null sec. My hunters and I are actually very excited about this change and I'm on board with it. 15 minutes seems like a pretty long timer but I think it's sufficient.
3. Agreed. Low sec is supposed to be the wild wild west. Podding should cause the penalty, not the initial flagging. Dual Pane idea: Click!
CCP Please Implement |

Mizhir
Red Federation RvB - RED Federation
115
|
Posted - 2012.10.04 15:46:00 -
[69] - Quote
Sheynan wrote:wait.... so I can shoot everyone else in lowsec without sentry gun interference as long as I don't pod them ? The Sentries will shoot you during the fight and as long as you stay on grid. But if you warp out and back again you wouldn't be attacked by them. |

Tippia
Sunshine and Lollipops
9711
|
Posted - 2012.10.04 15:46:00 -
[70] - Quote
Goonspiracy wrote:Are you seriously giving ratters 15 min "keep their ships in space" aggression timers? Do you not see anything wrong with this? This is a very simple question Fit a cloak? 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.
|
|

Sentient Blade
Walk It Off LEGIO ASTARTES ARCANUM
491
|
Posted - 2012.10.04 15:46:00 -
[71] - Quote
CCP Masterplan wrote:If we didn't want to penalise T3 death, we simply wouldn't have the skillpoint-loss mechanic in the first place
Everyone knows that having to train the same skills over and over again at the expense of training other skills to open up new ships, modules etc makes for awesome gameplay. |
|

CCP Masterplan
C C P C C P Alliance
634

|
Posted - 2012.10.04 15:46:00 -
[72] - Quote
l0rd carlos wrote:Let me get this right, repping a -10 char that has no Criminal flag will not result in gateguns shooting at you? Confirmed (in low sec)
l0rd carlos wrote:Also: Hurray to the end of Gatecamps with Hotswapping Orca. I see you see what I did there 
"This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
|

DJWiggles
Eve Radio Corporation
23
|
Posted - 2012.10.04 15:47:00 -
[73] - Quote
Zagdul wrote:All we're missing now is a 'paused' local where you don't show up until you de-cloak and this will be a beautiful EVE Online.
Sorry go live in W/H if you want a "paused" local the game HAS lore behind it all (high/low/null) systems have gates and are run by concord and have fluid routers that track everyone Live on Eve Radio Wednesdays 19:00 GMT with me & friends blabbering on about Eve and stuff-á Follow me on twitter http://twitter.com/WigglesGRN-á
|

Warde Guildencrantz
TunDraGon
100
|
Posted - 2012.10.04 15:47:00 -
[74] - Quote
CCP Masterplan wrote: This is not just oddly intentional, it is very intentional. If we didn't want to penalise T3 death, we simply wouldn't have the skillpoint-loss mechanic in the first place
I really don't get why losing a 800mil ship is not enough of a penalization. |

Kel hound
Lycosa Syndicate Surely You're Joking
19
|
Posted - 2012.10.04 15:47:00 -
[75] - Quote
CCP Masterplan wrote: This is not just oddly intentional, it is very intentional. If we didn't want to penalise T3 death, we simply wouldn't have the skillpoint-loss mechanic in the first place
Then bravo for closing that one, but I'd still like to know if the guys working on tericide will take this into account. |

Zagdul
Clan Shadow Wolf Fatal Ascension
1020
|
Posted - 2012.10.04 15:47:00 -
[76] - Quote
@Masterplan
Please release "paused" local where you don't show up until you decloak for this change...
and a pony Dual Pane idea: Click!
CCP Please Implement |

Alua Oresson
Demon-War-Lords Fatal Ascension
141
|
Posted - 2012.10.04 15:51:00 -
[77] - Quote
War Kitten wrote: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 need a clarification on this example too. From reading the charts, I see that shooting at a player ship only generates the suspect flag. The suspect flag consequences do not include sentry gun fire. So will the sentry guns even fire at all if I shoot an illegal target player ship at a gatecamp in lowsec? I got the warp out and back thing... but why do I even need to warp out? All I have is Suspect, Weapons and PvP flags.
You missed the part at the bottom where doing something that results in a sec status loss will have the gate guns shoot you. If you shoot a non outlaw person then you get a sec status loss. Therefore the guns will shoot at you until you warp out. http://pvpwannabe.blogspot.com/ |

Dirael Papier
Nevermined Inc
14
|
Posted - 2012.10.04 15:51:00 -
[78] - Quote
War Kitten wrote: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 need a clarification on this example too. From reading the charts, I see that shooting at a player ship only generates the suspect flag. The suspect flag consequences do not include sentry gun fire. So will the sentry guns even fire at all if I shoot an illegal target player ship at a gatecamp in lowsec? I got the warp out and back thing... but why do I even need to warp out? All I have is Suspect, Weapons and PvP flags. All of the actions that trigger a suspect flag except can stealing and assisting someone in an LE also have a sec status penalty.
When you take that sec status penalty, any gate guns that are in the area will start shooting at you until you leave. |
|

CCP Masterplan
C C P C C P Alliance
634

|
Posted - 2012.10.04 15:51:00 -
[79] - Quote
War Kitten wrote: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 need a clarification on this example too. From reading the charts, I see that shooting at a player ship only generates the suspect flag. The suspect flag consequences do not include sentry gun fire. So will the sentry guns even fire at all if I shoot an illegal target player ship at a gatecamp in lowsec? I got the warp out and back thing... but why do I even need to warp out? All I have is Suspect, Weapons and PvP flags. 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 "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
|

Mizhir
Red Federation RvB - RED Federation
115
|
Posted - 2012.10.04 15:51:00 -
[80] - Quote
My fellow RVBer had a great suggestion
Quote:No kidding. I wish that ganglinks would be treated the same way... it would make a good difference in high sec. That and I would love to see all the flashy T3's start popping up in local. |
|

June Ting
Valkyries of Night Of Sound Mind
1
|
Posted - 2012.10.04 15:52:00 -
[81] - Quote
Do flags persist when jumping between systems, or are they system-specific? I know I've had multiple cases under the old system where someone gets PVP-flagged on one side of a gate, gatecrashes, and logoffskies, and disappears from space 1 minute later rather than 15 minutes since they're in a different system.
Also, "The initiator of the action will get a PVP flag. If the recipient is a piloted ship, then the owner of this ship will also get a PVP flag." -- if a player is PVE flagged and logs off, and I scan them down under the new system, does putting a hit on their ship give them a fresh PVP timer, or do they disappear within 15 minutes of NPC aggression regardless of whether a player attacks them after they log off? (e.g. is their ship considered 'piloted' or not?)
What about if someone jumps into a non-bubbled lowsec gatecamp, holds gatecloak, and logs off before the campers can get a pvp flag on them? Do they disappear from space within 1 minute, or can someone with *no flags* at the time they hit logoff gain a PVP flag from being hit as they're emergency warping off from their gatecloak? |

Lialem
0
|
Posted - 2012.10.04 15:53:00 -
[82] - Quote
What happens if you shoot a container (not yours) in empire and/or low sec and/or null sec space?
Also what about all those structures in missions that you are not allowed to shoot? |

DJ FunkyBacon
Eve Radio Corporation
105
|
Posted - 2012.10.04 15:55:00 -
[83] - Quote
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.
EDIT: Somehow I must have missed the sentence near the end about a planned substitute for the can flip fight, looking forward to seeing what that is. |

Matt Grav
Wrath of the Pea
2
|
Posted - 2012.10.04 15:56:00 -
[84] - Quote
So anything that results in a sec status loss still triggers the gate guns, but you can leave and come back and they no longer shoot (as long as you're only a suspect.) |

Bienator II
madmen of the skies
946
|
Posted - 2012.10.04 15:57:00 -
[85] - Quote
whats the point of having a not working eject button? a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105
You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

War Kitten
Panda McLegion
1268
|
Posted - 2012.10.04 15:57:00 -
[86] - Quote
CCP Masterplan wrote:War Kitten wrote: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 need a clarification on this example too. From reading the charts, I see that shooting at a player ship only generates the suspect flag. The suspect flag consequences do not include sentry gun fire. So will the sentry guns even fire at all if I shoot an illegal target player ship at a gatecamp in lowsec? I got the warp out and back thing... but why do I even need to warp out? All I have is Suspect, Weapons and PvP flags. 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
Thanks! I just noticed I missed that line too and editted.
Changes look great to me so far.
I do notice that interdictors can no longer bubble a gate and jump. Seems ok.
But Heavy Interdictors now have to wait for the bubble cycle to end, AND THEN finally wait for the weapons timer to end before they can jump or dock. This certainly puts them at risk for longer than before - 90 seconds guaranteed from the time you turn on the bubble. Any chance the duration of the bubble generator can be shortened? (with matching adjustment to activation cost to match)
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Lialem
0
|
Posted - 2012.10.04 15:57:00 -
[87] - Quote
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.
You mean like a.... duel?.... maybe you want some arenas also.... maybe a battleground?.. Please no.... |

Tsubutai
The Tuskers
124
|
Posted - 2012.10.04 15:58:00 -
[88] - Quote
How will outlaws (i.e. characters with a sec status below -5.0) without criminal flags be treated in highsec - will they continue to be valid targets for all players and also attacked by the faction navies/police but not CONCORD? |

Shandir
Indigo Archive
168
|
Posted - 2012.10.04 15:58:00 -
[89] - Quote
1) You still have a (slightly less efficient) method of Orca-swapping in PvP.
You cannot swap while in a ship, but if your ship is destroyed, you can then swap.
Alice harasses/steals from Bob in a frigate (as before) Bob retaliates, expecting an easy kill (as before, because he's dumb) Bob destroys Alice's frigate, Alice's alt-orca warps in. Alice hotswaps to a pwn-boat. Alice applies pwn to Bob.
Not sure if this is a *problem* as such, but the no-eject, no-swap rules seem to imply CCP is trying to nerf Orca-swapping in combat. It probably shouldn't be possible while Weapon Timer is active.
2) Strategic Cruisers got nerfed with the no-eject rule - intended? EDIT: Question answered. Intended.
3) There doesn't seem to be any way to voluntarily flag yourself to another player, without flagging yourself to every player. I am all for high-sec 1v1s becoming suddenly 1vLOTS as before, but allowing any random passerby to get involved is not good - because neither party can control that, so it's not clever backstabbing, it's just random. |

Rayemmi B'tes
Red Federation RvB - RED Federation
3
|
Posted - 2012.10.04 15:59:00 -
[90] - Quote
Mizhir wrote:My fellow RVBer had a great suggestion Quote:No kidding. I wish that ganglinks would be treated the same way... it would make a good difference in high sec. That and I would love to see all the flashy T3's start popping up in local.
+1 to shen's idea. I'm guessing other hisec entities besides RvB have the same issue, where the wardeccers get a massive advantage from their boosts, but we can't do anything about their neutral boosters.
Perhaps similar to logis, do a check like this
Pilot A is in a legion and has a neutral boosting Pilot B in a damnation.
It seems like neutral boosters should receive the same penalties as logistics (or 'assist module' using ships, as you called them) for assisting an agressed ship. |
|
|
|
|
Pages: 1 2 [3] 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 .. 44 :: one page |
First page | Previous page | Next page | Last page |