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Author |
Thread Statistics | Show CCP posts - 81 post(s) |
Dinsdale Pirannha
Pirannha Corp
323
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Posted - 2012.10.04 16:56:00 -
[181] - Quote
Odin Shadow wrote: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
Hey, don't worry, this is all part of the plan. Just sit back and enjoy the ride.
Can't wait until some Saturday afternoon and CCP has an internet disconnect at their end(who am I kidding, the CCP network connectivity is bulletproof, right?), and 1000 PvE ships get melted in one shot, and CCP says "AI working as designed, next time make sure you have a completely passive tank that can withstand 15 minutes of pounding". |
Karl Planck
Heretic Army Heretic Nation
263
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Posted - 2012.10.04 16:57:00 -
[182] - Quote
Nalha Saldana wrote:So if I understood this correctly suicide ganking will be nerfed quite hard because there is no way to scoop the loot without getting a suspect flag.
rofl, freighter ganks will be HILARIOUS if this is like you paint it.
Low-sec Best-sec |
Durzel
The Xenodus Initiative.
68
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Posted - 2012.10.04 16:58:00 -
[183] - Quote
Nalha Saldana wrote:So if I understood this correctly suicide ganking will be nerfed quite hard because there is no way to scoop the loot without getting a suspect flag. Not in a freighter at any rate, nor anywhere busy.
Undecided whether this is "good" or not, since the gank victim can't do anything anyway (they're in a pod) and unless they have an escort (really, who actually does this?) then the neutral scooper is untouchable. |
June Ting
Valkyries of Night Of Sound Mind
1
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Posted - 2012.10.04 16:58:00 -
[184] - 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. Please re-think this, or wait until the player successfully makes ewarp before stopping further application of flags. Otherwise any lowsec camp can be evaded trivially if a ship can tank for 30 seconds-1 minute simply by holding cloak and logging off before breaking cloak. |
Durzel
The Xenodus Initiative.
68
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Posted - 2012.10.04 17:00:00 -
[185] - Quote
Daneel Trevize wrote:So sentries, can they see the whole grid or just their lock range (150km?)? If you bounce an or offgrid bookmark and come back, will they have stopped shooting you until you trigger them via aggression again, even if it took less than 60s to warp off and back? From what's been said off-grid certainly, so you could warp off gate and back again in <60 secs in any reasonably fast ship. Dunno if you could warp to an on grid tac (so sentries lose lock) and be safe or not? Does the reseting happen on entering warp, or being invisible to the sentries? |
Durzel
The Xenodus Initiative.
68
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Posted - 2012.10.04 17:01:00 -
[186] - Quote
June Ting wrote: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. Please re-think this, or wait until the player successfully makes ewarp before stopping further application of flags. Otherwise any lowsec camp can be evaded trivially if a ship can tank for 30 seconds-1 minute simply by holding cloak and logging off before breaking cloak. This is nothing new. What you describe is and has always been the case. |
Akrasjel Lanate
Naquatech Conglomerate
784
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Posted - 2012.10.04 17:02:00 -
[187] - Quote
That means if someone uses a cargo scaner on a frighter looking for a target for his friends he gets a suspect flag and can be shoot by anyone... hell yea |
ORCACommander
Obsidian Firelance Technologies
10
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Posted - 2012.10.04 17:04:00 -
[188] - Quote
great plan but i want to see individual flagging vs fleet and vs corp. There should be safety in numbers too. if someone is dumb enough to agro a member of an incursion fleet he should expect the incursion fleet to rain hell down on upon his ship without concordokken or penalty to the fleet. |
Palovana
Inner Fire Inc.
299
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Posted - 2012.10.04 17:04:00 -
[189] - Quote
Since I haven't seen anyone bring this up...
How will the Overview be changed to display all of the possible valid targets?
Will I be able to differentiate between how Suspects, Criminals, War Targets and Militia Targets are displayed? Please support: export of settings in editable format
Your stuff goes here. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
53
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Posted - 2012.10.04 17:06:00 -
[190] - Quote
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).
Also, am I right in reading that if I attack someone in space in low sec and don't pod them, there might not be any sentry guns involved at all, if it doesn't happen at a gate? I might have read wrong, and I'm way too lazy to check other people's posts to see if they answer my question. |
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Mynas Atoch
Eternity INC. Goonswarm Federation
63
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Posted - 2012.10.04 17:07:00 -
[191] - Quote
CCP Masterplan wrote:Jita Bloodtear wrote:Just to clarify some scenarios that we encounter regularly:
1.) A nullsec mining fleet sees a hostile roam coming their direction, they crash the clients to prevent being seen. Right now, all the non-pvp aggressed ships would leave space after 60 seconds. With the changes the ones who had been shot by belt rats recently would remain in space for up to 15 mins where they'll easily be scanned down and killed?
2.) A supercarrier fleet is going around creating sov timers, reinforcing ihubs/stations unopposed, destroying offline towers, attacking POCOs. Their internet fails and their clients DC. Right now they would vanish in 60 seconds. With the changes they would persist in space for 15 mins where they can easily be scanned down and killed?
3.) A super capital fleet is involved in a pvp skirmish while out on operations but they're almost done. They cyno back to their staging system, warp off to their own towers, and log. Right now they'd vanish after 60 seconds. With the changes they'd persist for up to 15 mins with renewable pvp aggression?
Yes I'm pretty sure we're going to make shooting structures owned by players give the attacker a PVP flag. So probably yes They'd persist for 15 minutes after they were last involved in PVP, and that time can be extended after they log
Have your operations team been able to give you metrics on the stability of your customer base under PvP conditions, to give you some feel for how many of your customers are going to be affected negatively by this?
Are you considering changing your reimbursement rules to take into account the huge spike in demand through your petition system for customers who lose ships, sometimes VERY expensive ships worth hundreds if not thousands of euros (as CCPs own marketing often boasts) due to internet issues combined with your change in aggression mechanics?
In other words, have you done a proper change analysis including effects outside simply the codebase, or is this just some coders thinking this will be cool without looking at the secondary effects and their deleterious impact on customer and community relations? |
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CCP Fozzie
C C P C C P Alliance
1831
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Posted - 2012.10.04 17:08:00 -
[192] - Quote
TrouserDeagle wrote: Also, am I right in reading that if I attack someone in space in low sec and don't pod them, there might not be any sentry guns involved at all, if it doesn't happen at a gate? I might have read wrong, and I'm way too lazy to check other people's posts to see if they answer my question.
This is correct. No more having to sit in a safespot for 15 minutes after shooting someone in a lowsec belt/FW plex. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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Karl Planck
Heretic Army Heretic Nation
264
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Posted - 2012.10.04 17:10:00 -
[193] - Quote
CCP Fozzie wrote:TrouserDeagle wrote: Also, am I right in reading that if I attack someone in space in low sec and don't pod them, there might not be any sentry guns involved at all, if it doesn't happen at a gate? I might have read wrong, and I'm way too lazy to check other people's posts to see if they answer my question.
This is correct. No more having to sit in a safespot for 15 minutes after shooting someone in a lowsec belt/FW plex.
Edit: reading comprehension trained to lvl1 Low-sec Best-sec |
Aiden Mourn
Suddenly Ninjas Tear Extraction And Reclamation Service
7
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Posted - 2012.10.04 17:11:00 -
[194] - Quote
Durzel wrote:Nalha Saldana wrote:So if I understood this correctly suicide ganking will be nerfed quite hard because there is no way to scoop the loot without getting a suspect flag. Not in a freighter at any rate, nor anywhere busy. Undecided whether this is "good" or not, since the gank victim can't do anything anyway (they're in a pod) and unless they have an escort (really, who actually does this?) then the neutral scooper is untouchable.
Though wouldn't that "neutral scooper" now become a suspect to the entire game for effectively "stealing" from the original owner? Remind me to bring popcorn and a lawnchair to Uedama on expansion day. http://aidenmourn.wordpress.com/ |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
53
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Posted - 2012.10.04 17:11:00 -
[195] - Quote
Oh another question I have is this:
Are you guys going to fix Sanctum constellation in Genesis? Currently if you get aggressed by a police NPC for being outlaw there you get concorded.
A few years back it was possible to petition losses there, and you guys said it was a bug you'd fix, but recently you have changed the policy and claim that it's not broken, and only reimburse one ship lost there per character. |
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CCP Fozzie
C C P C C P Alliance
1831
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Posted - 2012.10.04 17:12:00 -
[196] - Quote
Karl Planck wrote:CCP Fozzie wrote:TrouserDeagle wrote: Also, am I right in reading that if I attack someone in space in low sec and don't pod them, there might not be any sentry guns involved at all, if it doesn't happen at a gate? I might have read wrong, and I'm way too lazy to check other people's posts to see if they answer my question.
This is correct. No more having to sit in a safespot for 15 minutes after shooting someone in a lowsec belt/FW plex. woa woa woa woa, that is NOT what master plan said here
If you shoot an innocent ship (as long as you don't shoot the pod) in a lowsec belt you will be flagged as a suspect, not a criminal, and you will have not received your sec status hit while within sight of the sentries. Therefore the sentries don't care even a little bit. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
53
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Posted - 2012.10.04 17:13:00 -
[197] - Quote
CCP Fozzie wrote:TrouserDeagle wrote: Also, am I right in reading that if I attack someone in space in low sec and don't pod them, there might not be any sentry guns involved at all, if it doesn't happen at a gate? I might have read wrong, and I'm way too lazy to check other people's posts to see if they answer my question.
This is correct. No more having to sit in a safespot for 15 minutes after shooting someone in a lowsec belt/FW plex.
Ok, you've redeemed yourself somewhat for those combat cruiser changes and not fixing lasers. Thanks. |
Ugleb
Masuat'aa Matari Ushra'Khan
235
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Posted - 2012.10.04 17:13:00 -
[198] - Quote
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. 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" |
Alx Warlord
Security Task Force
171
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Posted - 2012.10.04 17:14:00 -
[199] - Quote
When the new POS system comes, that will have no forcefield, will the "docking flag game" be aplied? I mean, if you get out of your POS and shot someone near it, will you be able to dock like reentering the "forcefield" ???? [Discussion] - New POS system ( Construction Block Built - Starbasecraft) <<< Please CCP read this! |
Manssell
OmiHyperMultiNationalDrunksConglomerate
119
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Posted - 2012.10.04 17:14:00 -
[200] - Quote
Sorry If I got this all wrong, but I'm on the road today and don't have time to read the thread.
If I read this blog right, suspect and criminal flagging will take the place of the old criminal flags we see in local correct? If so I have one huge concern about the suspect flagging in crimewatch that I can't seem to find out about.
It's been a long known bug that local does not update GCC on MACs as is. (SOME PCs apparently have this, but from what I have found ALL Macs do). My first bug report on this was filed under "known bug" (report # 136669) and the last one I filled has sat "unfiltered" (report #143082) for months.
Since it seems there will be some new gameplay added with Crimwatch with the introduction with this idea of "suspect" flagging and player enforcement, am I to understand that this will be the first gameplay features that are introduced in EVE that will be PC only since Mac users will never know if someone gets suspect flagging in their system? Or is the CCP finally addressing the Mac bug with criminal flagging at the same time as the re-write of the code?
Thanks |
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CCP Fozzie
C C P C C P Alliance
1835
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Posted - 2012.10.04 17:14:00 -
[201] - Quote
TrouserDeagle wrote:CCP Fozzie wrote:TrouserDeagle wrote: Also, am I right in reading that if I attack someone in space in low sec and don't pod them, there might not be any sentry guns involved at all, if it doesn't happen at a gate? I might have read wrong, and I'm way too lazy to check other people's posts to see if they answer my question.
This is correct. No more having to sit in a safespot for 15 minutes after shooting someone in a lowsec belt/FW plex. Ok, you've redeemed yourself somewhat for those combat cruiser changes and not fixing lasers. Thanks.
Receive credit for other team's work 'erryday. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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Vincent Athena
V.I.C.E.
1017
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Posted - 2012.10.04 17:16:00 -
[202] - Quote
I note that "Targeted offensive module against illegal target" grants P flag in null, but hitting those same targets with a smartbomb does not. Why? Hitting a legal target in Null grants a P flag, but not an illegal target?
And are there illegal targets in Null? If there are none (and that is why the table is empty for that case) then why are there entries for "Targeted offensive module against illegal target" in Null? http://vincentoneve.wordpress.com/ |
Jaangel
Cloak and Badgers
12
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Posted - 2012.10.04 17:17:00 -
[203] - Quote
IF i'm a -10 pirate.
I shoot someone = on a gate in lowsec what does this mean to me?
This blog is really poor at explaining how the mechanics work for pirates. You know the people it affects the most.
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Sheynan
Lighting the blight
71
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Posted - 2012.10.04 17:18:00 -
[204] - Quote
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... |
Sulindra
Ananke Astrodynamics Terran Commonwealth
1
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Posted - 2012.10.04 17:19:00 -
[205] - Quote
Forgive me if this has been asked already, but to me it sounds like can flipping will be no more based on what I read.
Quote: but we are adding one additional rule: If I can legally attack the owner of a container, then I can legally take from the container.
So Player X is mining, Player Y takes from the can and puts it in their own. Player X is free to take it back without incurring a flag? |
ShatterSparkz
Bat Country Goonswarm Federation
0
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Posted - 2012.10.04 17:21:00 -
[206] - 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.
This could be one of the most effective tools in the anti-botting war yet.
I think a 15min timer might be a bit extreme, but I approve of making people put more ~effort~ into playing this game |
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CCP Fozzie
C C P C C P Alliance
1835
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Posted - 2012.10.04 17:22:00 -
[207] - Quote
Jaangel wrote:IF i'm a -10 pirate.
I shoot someone = on a gate in lowsec what does this mean to me?
This blog is really poor at explaining how the mechanics work for pirates. You know the people it affects the most.
The sentry guns will shoot you just as they do now, except once you leave grid they'll forget about you and won't shoot you when you return. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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Jaangel
Cloak and Badgers
14
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Posted - 2012.10.04 17:25:00 -
[208] - Quote
CCP Fozzie wrote:Jaangel wrote:IF i'm a -10 pirate.
I shoot someone = on a gate in lowsec what does this mean to me?
This blog is really poor at explaining how the mechanics work for pirates. You know the people it affects the most.
The sentry guns will shoot you just as they do now, except once you leave grid they'll forget about you and won't shoot you when you return.
I may have just fell in love with these changes |
Lolmer
Yahoo Inc Caffeine Nicotine and Hate
39
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Posted - 2012.10.04 17:29:00 -
[209] - Quote
CCP Masterplan wrote:Sun Win wrote:That's unfortunate, given that when you guys announced Tech 3 on the Dev Blog, you said: Now you've made it so that Tech 3 pilots can't abandon ship. It's not a huge deal, most Tech 3 ships go down fighting. But this was something that you originally included as an interesting gameplay choice that you are now removing. "From time-to-time" is not the same as "In the middle of combat that isn't going your way" If you were suprise-ganked and weren't shooting, you can eject as you wish. But once you make an attack, you are committing yourself, for good or for bad.
QFT from OP.
Also, ejecting should never be disallowed for any reason.
"Oh, hey, yeah your ship is on fire and your crew has jumped offboard, but you gotta go down with your ship regardless of what you want."
Horrible idea, not just for the Strategic Cruiser pilots. This should be our choice, not yours, whether we fight it out 'till the end or eject, leaving our precious ship (faction, Strategic Cruiser, whatever) behind to possibly be claimed by the attackers if they stop shooting in time.
Make the ship unable to be scooped if it's locked (just as one cannot board a ship while a target lock is on it) to avoid the eject -> scoop -> new ship scenario. Plus, have a person with a PvP flag (or Weapon flag, whatever) unable to board a ship, so if they eject, they're now just in a pod for the duration of their timer. :)
Win-win, without the sucky enforcement of when I can, or can not, eject from my own ship.
For what it's worth, I like most of all the other changes (except the global flag for can-flipping, but you're working on alternates for that, so...) presented in this blog post. |
Burseg Sardaukar
Sardaukar Merc Guild General Tso's Alliance
172
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Posted - 2012.10.04 17:29:00 -
[210] - Quote
CCP Fozzie wrote:Jaangel wrote:IF i'm a -10 pirate.
I shoot someone = on a gate in lowsec what does this mean to me?
This blog is really poor at explaining how the mechanics work for pirates. You know the people it affects the most.
The sentry guns will shoot you just as they do now, except once you leave grid they'll forget about you and won't shoot you when you return.
Now for us that aren't -10, how quickly will shooting/killing these people on the gates make us -10? 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 |
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