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Thread Statistics | Show CCP posts - 2 post(s) |

Mr R4nd0m
Ministry Of Mining And Industry Shit.Happens
24
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Posted - 2011.11.13 08:32:00 -
[1] - Quote
Not sure if this is right, if it is its silly. Or maybe its recently changed.
But i remote booster a player, the player shoots one war warget. My agression timer goes up (fair enough) but now I am aggressed to ALL the alliances/corps that player is at war with!!
Surely thats not right? how can all those alliances now be allowed to shoot me, if the player I was rsbing only shot 1 of them? |

Niamo Higate
The Concordiat Concordiat Alliance
11
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Posted - 2011.11.13 08:34:00 -
[2] - Quote
Some one missed the news bulletin. |

Mr R4nd0m
Ministry Of Mining And Industry Shit.Happens
24
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Posted - 2011.11.13 08:37:00 -
[3] - Quote
Niamo Higate wrote:Some one missed the news bulletin.
if you are on about the patch notes then no I havent, thats nothing to do with aggression in that sense. If there is something else then please show me as i have clearly missed it |

Jacob Holland
Weyland-Vulcan Industries Alliance not Found
5
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Posted - 2011.11.13 08:41:00 -
[4] - Quote
Linky |

Mr R4nd0m
Ministry Of Mining And Industry Shit.Happens
24
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Posted - 2011.11.13 08:43:00 -
[5] - Quote
Thats fine, thats nothing to do with my issue m8. My issue is why can all those other alliances now shoot me? |

baltec1
183
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Posted - 2011.11.13 08:43:00 -
[6] - Quote
The more pain neut RR monkies like the OP suffer the better. |

Rico Minali
Sons Of 0din Fatal Ascension
142
|
Posted - 2011.11.13 08:44:00 -
[7] - Quote
Working as intended and working well... War is a ***** isnt it? |

Mr R4nd0m
Ministry Of Mining And Industry Shit.Happens
24
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Posted - 2011.11.13 08:45:00 -
[8] - Quote
Rico Minali wrote:Working as intended and working well... War is a ***** isnt it?
How is that working as intended? How can you be agressed to EVERY other alliance and corp the OTHER player is at war with? when you have not commited or assisted in any kills towards those OTHER alliances?
|

Mr R4nd0m
Ministry Of Mining And Industry Shit.Happens
24
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Posted - 2011.11.13 08:47:00 -
[9] - Quote
baltec1 wrote:The more pain neut RR monkies like the OP suffer the better.
neut rsb to be exact. I dont have an issue with it, think to be honest its a good thing, prob should not allow it at all in my opinion, rather than just shut it off. Thats not my issue |

Niamo Higate
The Concordiat Concordiat Alliance
11
|
Posted - 2011.11.13 09:35:00 -
[10] - Quote
Mr R4nd0m wrote:Thats fine, thats nothing to do with my issue m8. My issue is why can all those other alliances now shoot me?
Why wouldn't those alliances not be able to shoot you.
You are helping someone who can be killed by the people that he is at war with. It only makes sense that if you help him, then everyone that he can shoot, can now shoot you. |

Ann133566
Federal Navy Academy Gallente Federation
36
|
Posted - 2011.11.13 09:38:00 -
[11] - Quote
Mr R4nd0m wrote:baltec1 wrote:The more pain neut RR monkies like the OP suffer the better. neut rsb to be exact. I dont have an issue with it, think to be honest its a good thing, prob should not allow it at all in my opinion, rather than just shut it off. Thats not my issue if it was a change when this one happened fine.. but at least tell people, cant remember this being in before, of so then hey, but bit annoyed if it was a stealth change,
sh*t happens... |

Nova Fox
Novafox Shipyards
290
|
Posted - 2011.11.13 10:39:00 -
[12] - Quote
Same reason why really awful people in the world would destroy an entire hospital. You're healing thier enemies in it.
and no it wasnt a stealth change it was patched in.
|

Solstice Project
Cult of Personality
118
|
Posted - 2011.11.13 11:31:00 -
[13] - Quote
Neutral RR scum. |

Karn Dulake
Souls Must Be Trampled The.Alliance
87
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Posted - 2011.11.13 11:44:00 -
[14] - Quote
DIE OUT OF CORP RR SCUM
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Lexmana
Imperial Stout
56
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Posted - 2011.11.13 12:10:00 -
[15] - Quote
Good change imo. |

Takseen
University of Caille Gallente Federation
12
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Posted - 2011.11.13 12:14:00 -
[16] - Quote
Mr R4nd0m wrote:Not sure if this is right, if it is its silly. Or maybe its recently changed.
But i remote booster a player, the player shoots one war warget. My agression timer goes up (fair enough) but now I am aggressed to ALL the alliances/corps that player is at war with!!
Surely thats not right? how can all those alliances now be allowed to shoot me, if the player I was rsbing only shot 1 of them?
Maybe I'm missing something, but surely if you're repping the guys on one side of a war, you're deemed to be on the other side of that war? |
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GM Homonoia
Game Masters C C P Alliance
132

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Posted - 2011.11.13 12:53:00 -
[17] - Quote
In general, if you use any assistance module on a target, you receive ALL aggression flags that your target has for 15 minutes. Thus if your target is at war, you become subject to all the same wars. GM Homonoia | Info Group | Game Master |
|

Feligast
GoonWaffe Goonswarm Federation
361
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Posted - 2011.11.13 12:54:00 -
[18] - Quote
Mr R4nd0m wrote:baltec1 wrote:The more pain neut RR monkies like the OP suffer the better. neut rsb to be exact. I dont have an issue with it, think to be honest its a good thing, prob should not allow it at all in my opinion, rather than just shut it off. Thats not my issue if it was a change when this one happened fine.. but at least tell people, cant remember this being in before, of so then hey, but bit annoyed if it was a stealth change,
It wasn't a stealth change. It was advertised fairly loudly a few months ago.
|

proxwar
Pator Tech School Minmatar Republic
11
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Posted - 2011.11.13 13:16:00 -
[19] - Quote
GM Homonoia wrote:In general, if you use any assistance module on a target, you receive ALL aggression flags that your target has for 15 minutes. Thus if your target is at war, you become subject to all the same wars.
Now all we need to put the icing on the cake of scummy nuet RR's is a timer to stop insta docking. 
C'mon CCP dudes, do eeeet! |

Apollo Gabriel
Mercatoris Etherium Cartel
229
|
Posted - 2011.11.13 13:42:00 -
[20] - Quote
I love it, can we make it 72 hours though? Repair Drones should be able to repair anyone ... really, they should. -áThink of them as the first targetable subsystem if you're worried about PvP and for missions if someone wants Rep drones over a flight of Hobs, who cares. -áThere is no reasonable objection here other than it's always been that way (so was RR until recently). |

Havegun Willtravel
Mobile Alcohol Processing Units
2
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Posted - 2011.11.13 14:00:00 -
[21] - Quote
The funny thing about ' Neutral ' remote reps and boosts is that once you do it you're not exactly ' Neutral ' anymore are you 
You chose to take a side and there are consequences to that, deal with it . HTFU.
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Rico Minali
Sons Of 0din Fatal Ascension
144
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Posted - 2011.11.13 14:25:00 -
[22] - Quote
Mr R4nd0m wrote:Rico Minali wrote:Working as intended and working well... War is a ***** isnt it? How is that working as intended? How can you be agressed to EVERY other alliance and corp the OTHER player is at war with? when you have not commited or assisted in any kills towards those OTHER alliances?
Because you are assisting a person that all those people are at war with. Exactly how it should be, now stop crying.
|

Tippia
Sunshine and Lollipops
1441
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Posted - 2011.11.13 14:30:00 -
[23] - Quote
Rico Minali wrote:Because you are assisting a person that all those people are at war with. Exactly how it should be, now stop crying. It's not exactly how it should be. If he also inherited all the associated timers, it would be exactly how it should beGǪ 
GÇöGÇöGÇö 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¥ GÇö Karath Piki-á |

Mashie Saldana
Veto. Veto Corp
74
|
Posted - 2011.11.13 14:51:00 -
[24] - Quote
GM Homonoia wrote:In general, if you use any assistance module on a target, you receive ALL aggression flags that your target has for 15 minutes. Thus if your target is at war, you become subject to all the same wars. Wasn't that how it used to work? Assist someone at war and all his enemies are all of a sudden your enemies? Anastasia -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á Dominique-á-á Mashie -á-á Monica |
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GM Homonoia
Game Masters C C P Alliance
136

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Posted - 2011.11.13 15:04:00 -
[25] - Quote
Mashie Saldana wrote:GM Homonoia wrote:In general, if you use any assistance module on a target, you receive ALL aggression flags that your target has for 15 minutes. Thus if your target is at war, you become subject to all the same wars. Wasn't that how it used to work? Assist someone at war and all his enemies are all of a sudden your enemies?
It has always worked like this. The only recent change was the fact that we turn off assistance modules (and provide a warning) when your target commits an act of aggression or crime while you are already assisting them. This is to prevent the following situation:
1. Player A joins fleet with player B 2. Player B asks player A to assist him 3. Player A starts assisting player B 4. Player B asks his friend, player C (who is not in player B's corp), to drop a can 5. Player B steals from his friend player C and receives a theft flag 6. Player A also receives the theft flag due to him assisting player B, but player A receives NO warning 7. Player C blows up player A and player A has no idea why GM Homonoia | Info Group | Game Master |
|

GAYNINJAS
Science and Trade Institute Caldari State
0
|
Posted - 2011.11.13 15:52:00 -
[26] - Quote
GM Homonoia wrote:Mashie Saldana wrote:GM Homonoia wrote:In general, if you use any assistance module on a target, you receive ALL aggression flags that your target has for 15 minutes. Thus if your target is at war, you become subject to all the same wars. Wasn't that how it used to work? Assist someone at war and all his enemies are all of a sudden your enemies? It has always worked like this. The only recent change was the fact that we turn off assistance modules (and provide a warning) when your target commits an act of aggression or crime while you are already assisting them. This is to prevent the following situation: 1. Player A joins fleet with player B 2. Player B asks player A to assist him 3. Player A starts assisting player B 4. Player B asks his friend, player C (who is not in player B's corp), to drop a can 5. Player B steals from his friend player C and receives a theft flag 6. Player A also receives the theft flag due to him assisting player B, but player A receives NO warning 7. Player C blows up player A and player A has no idea why
This is all well and good for people who are incapable of paying attention (read incursion runners), but this change has introduced several problems that can end up being quite costly. For example:
1. Player A and player B are both in Guardians and have set up a cap chain. 2. Player C engages player D (WT, random aggression, etc). 3. Player B starts repairing player C. 4. Cap transfer from Player A to player B shuts off because player B has gained aggression, potentially causing Player C to explode, due to RR running out of cap (if player A doesn't notice, of course...not entirely unlikely if player A is an alt).
Clearly, there should be an option to turn off this warning and to prevent the modules from turning off for those of us who understand aggression. From my initial testing, it seems that having the warning for stealing from a can turned off does this, but there has been so much inconsistency in how long it takes for this warning to kick in and stop modules (the entire time the target is still receiving RR, mind you) that I have not been able to confirm this. Can a Dev/GM confirm whether this is true? |

David Rivard
Republic University Minmatar Republic
0
|
Posted - 2011.11.13 16:53:00 -
[27] - Quote
GAYNINJAS wrote:GM Homonoia wrote:Mashie Saldana wrote:GM Homonoia wrote:In general, if you use any assistance module on a target, you receive ALL aggression flags that your target has for 15 minutes. Thus if your target is at war, you become subject to all the same wars. Wasn't that how it used to work? Assist someone at war and all his enemies are all of a sudden your enemies? It has always worked like this. The only recent change was the fact that we turn off assistance modules (and provide a warning) when your target commits an act of aggression or crime while you are already assisting them. This is to prevent the following situation: 1. Player A joins fleet with player B 2. Player B asks player A to assist him 3. Player A starts assisting player B 4. Player B asks his friend, player C (who is not in player B's corp), to drop a can 5. Player B steals from his friend player C and receives a theft flag 6. Player A also receives the theft flag due to him assisting player B, but player A receives NO warning 7. Player C blows up player A and player A has no idea why This is all well and good for people who are incapable of paying attention (read incursion runners), but this change has introduced several problems that can end up being quite costly. For example: 1. Player A and player B are both in Guardians and have set up a cap chain. 2. Player C engages player D (WT, random aggression, etc). 3. Player B starts repairing player C. 4. Cap transfer from Player A to player B shuts off because player B has gained aggression, potentially causing Player C to explode, due to RR running out of cap (if player A doesn't notice, of course...not entirely unlikely if player A is an alt). Clearly, there should be an option to turn off this warning and to prevent the modules from turning off for those of us who understand aggression. From my initial testing, it seems that having the warning for stealing from a can turned off does this, but there has been so much inconsistency in how long it takes for this warning to kick in and stop modules (the entire time the target is still receiving RR, mind you) that I have not been able to confirm this. Can a Dev/GM confirm whether this is true?
Very much this. I hate being spammed with those pop up messages. I understand fixing the exploit, but this is making the entire ship nigh on unusable. Just give me a checkbox to ignore it and I'll be happy. |

Ranger 1
Ranger Corp
275
|
Posted - 2011.11.13 17:10:00 -
[28] - Quote
Well, at least when you turn off the warning you'll only have yourselves to blame instead of the game mechanics. 
Assuming they allow it to be turned off eventually, which they probably will for consistency. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

GAYNINJAS
Science and Trade Institute Caldari State
0
|
Posted - 2011.11.13 17:29:00 -
[29] - Quote
GAYNINJAS wrote:From my initial testing, it seems that having the warning for stealing from a can turned off does this, but there has been so much inconsistency in how long it takes for this warning to kick in and stop modules (the entire time the target is still receiving RR, mind you) that I have not been able to confirm this. Can a Dev/GM confirm whether this is true?
I've done some further tests and confirmed that this is not the case - there is no way to disable this huge pain in the ass helpful warning. It would be greatly appreciated if the Devs could put in a check box allowing players to opt out of this warning, as well as the GCC RR warning, for our LS friends. |

Spurty
V0LTA VOLTA Corp
48
|
Posted - 2011.11.13 17:33:00 -
[30] - Quote
Move to null sec. All of this is moot there.
Sounds like a good change to me ---- CONCORD arrested two n00bs yesterday, one was drinking battery acid, the other was eating fireworks. They charged one and let the other one off. |
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