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Mr R4nd0m
Ministry Of Mining And Industry Shit.Happens
24
|
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
|
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
|
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
|
Posted - 2011.11.13 08:41:00 -
[4] - Quote
Linky |

Mr R4nd0m
Ministry Of Mining And Industry Shit.Happens
24
|
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
|
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
|
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
|
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
|
Posted - 2011.11.13 11:44:00 -
[14] - Quote
DIE OUT OF CORP RR SCUM
|

Lexmana
Imperial Stout
56
|
Posted - 2011.11.13 12:10:00 -
[15] - Quote
Good change imo. |

Takseen
University of Caille Gallente Federation
12
|
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? |
|

GM Homonoia
Game Masters C C P Alliance
132

|
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
|
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
|
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
|
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.
|

Rico Minali
Sons Of 0din Fatal Ascension
144
|
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
|
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 |
|

GM Homonoia
Game Masters C C P Alliance
136

|
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. |

GAYNINJAS
Science and Trade Institute Caldari State
1
|
Posted - 2011.11.13 17:40:00 -
[31] - Quote
Spurty wrote:Move to null sec. All of this is moot there.
Sounds like a good change to me
While I'm not a huge fan of the change (as I think it's too forgiving), I can understand why the Devs would like to put such a warning in. I'm not naive enough to believe it will be removed now that it's in, so instead of debating the merits of the warning, I would simply like them to put in the ability to turn it off, as you can with every other warning in the game (except the similar warning when repping someone who goes GCC). That way you're still protecting the stupid without punishing those who can keep track of what's happening. If someone turns the warning off and dies because of aggression they picked up by RRing someone - it's their own fault. |

Hwong Jian
SniggWaffe
8
|
Posted - 2011.11.13 17:49:00 -
[32] - Quote
To the topic on the first page:
Let's put it in easily understood terms: NATO is at war with a nation. A platoon of soldiers from one NATO country are engaging a platoon of enemy soldiers. You begin assisting the enemy soldiers.
Your belief: Only the platoon of NATO soldiers should be able to shoot at you.
The way it is: NATO can shoot at you.
The reason: A war exists. You (through your actions) have chosen to aid one side in the war. You must now live with the consequences.
The 'feel better' EVE fact: In FW, neutral remote boosters/reps only become aggressed to you if you're actively shooting the person they're repping. Even if that person is a war target. Aggression transfer does not work properly in militias.
To the topic on the second page:
This is mostly an issue for people running multiple accounts. A person watching their screen should notice the warning and react quickly. And, if your ship could die because of someone missing 5 seconds worth of repping, perhaps you should remember the first rule of EVE: Don't fly what you can't afford to lose. |

Takseen
University of Caille Gallente Federation
12
|
Posted - 2011.11.13 18:06:00 -
[33] - Quote
GAYNINJAS wrote:
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?
When an incursion runner dies due to old aggression rules, he wasn't paying attention. When a pvper dies due to new aggression rules, you need a crutch to avoid it. Gotcha.
|

David Rivard
Republic University Minmatar Republic
0
|
Posted - 2011.11.13 18:13:00 -
[34] - Quote
Takseen wrote:GAYNINJAS wrote:
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?
When an incursion runner dies due to old aggression rules, he wasn't paying attention. When a pvper dies due to new aggression rules, you need a crutch to avoid it. Gotcha.
When an incursion runner gets a problem solved for them, CCP is on the ball. When everyone else gets a problem solved for them, CCP is out of touch. Gotcha. Problem needs fixing. Sooner, rather than later. It's just like the CQ problem. I need an opt-in/out. |

GAYNINJAS
Science and Trade Institute Caldari State
1
|
Posted - 2011.11.13 19:19:00 -
[35] - Quote
Takseen wrote:
When an incursion runner dies due to old aggression rules, he wasn't paying attention. When a pvper dies due to new aggression rules, you need a crutch to avoid it. Gotcha.
So it's not reasonable to try to reach a middle ground that is acceptable from both standpoints. Good to know. |

Ptraci
3 R Corporation
125
|
Posted - 2011.11.13 20:06:00 -
[36] - Quote
Should be a war target for the remainder of the war IMO. After all, you did commit a hostile act in a time of war. |

MeestaPenni
Mercantile and Stuff
58
|
Posted - 2011.11.13 20:10:00 -
[37] - Quote
Tippia wrote: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 
I bet you're a marvelous co-worker.
|

Soulpirate
State War Academy Caldari State
27
|
Posted - 2011.11.13 20:12:00 -
[38] - 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? You boosted him, therefore you assisted.
You picked a side, deal with it. |

Jita Alt666
528
|
Posted - 2011.11.13 20:19:00 -
[39] - Quote
MeestaPenni wrote:Tippia wrote: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  I bet you're a marvelous co-worker.
Tippia would make a great District Attorney. |

Foster Kincade
Brutor Tribe Minmatar Republic
0
|
Posted - 2011.11.13 20:41:00 -
[40] - 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
What about this scenario?
1 Player A and B both join an incursion fleet, both flying Logi and BOTH in an NPC corp. 2 Before joining fleet, player B repped player C in corp 1 and that corp is at war with corp 2 so player B now is aggressed against corp 2 3 Player B asks player A to send some cap to him for the cap chain. 4 As player B is aggressed to corp 2 (because he repped someone in corp 1), player A also inherits the aggression and everyone in corp 2 can now shoot player A. 5 highsec pvpbears decloak/warp in and pop player A (in his logi)
Firstly, is this possible with current aggression mechanics and will this scenario also cause the popup you are adding? Also to all the people saying "learn aggression mechanics noob", how could player A know this would happen? Player B is in an NPC corp. |

GAYNINJAS
Science and Trade Institute Caldari State
1
|
Posted - 2011.11.13 20:54:00 -
[41] - Quote
Here's another fun one.
1. Player A remote sebos/RRs player B, who's at war with player C. Since player A assisted player B, player A has inherited aggression towards all of player B's war targets and corps/players he has aggression towards. 2. Player B shoots player C, thereby receiving aggression towards player C, which is counted as new aggression. 3. Player A's remote sebo/RR/assistance modules automatically deactivate and player A receives a warning about player B's shenanigans, even though player A already has aggression towards player C, via war dec aggression inherited in step 1.
Feature working as intended... |

Hwong Jian
SniggWaffe
8
|
Posted - 2011.11.13 20:59:00 -
[42] - Quote
GAYNINJAS wrote:Here's another fun one.
1. Player A remote sebos/RRs player B, who's at war with player C. Since player A assisted player B, player A has inherited aggression towards all of player B's war targets and corps/players he has aggression towards. 2. Player B shoots player C, thereby receiving aggression towards player C, which is counted as new aggression. 3. Player A's remote sebo/RR/assistance modules automatically deactivate and player A receives a warning about player B's shenanigans, even though player A already has aggression towards player C, via war dec aggression.
Feature working as intended...
Doesn't work that way. Player A already has aggression to Player C so no new flags are gained. Modules do not stop, pop-up happened during Step 1.
Next? |

GAYNINJAS
Science and Trade Institute Caldari State
1
|
Posted - 2011.11.13 20:59:00 -
[43] - Quote
Hwong Jian wrote:GAYNINJAS wrote:Here's another fun one.
1. Player A remote sebos/RRs player B, who's at war with player C. Since player A assisted player B, player A has inherited aggression towards all of player B's war targets and corps/players he has aggression towards. 2. Player B shoots player C, thereby receiving aggression towards player C, which is counted as new aggression. 3. Player A's remote sebo/RR/assistance modules automatically deactivate and player A receives a warning about player B's shenanigans, even though player A already has aggression towards player C, via war dec aggression.
Feature working as intended... Doesn't work that way. Player A already has aggression to Player C so no new flags are gained. Modules do not stop, pop-up happened during Step 1. Next?
You're incorrect - this just happened to me. Go try it yourself before hastily replying.
What happens is that a new individual aggression flag is created when player B shoots player C. This new flag trips the new warning, and shuts the modules off.
This second flag is also seen in other instances, such as when player 1 steals a can belonging to player 2 in corp Z. When the can is stolen, player 1 gets the flag towards corp Z, but if player 1 and 2 exchange fire, player 1 will gain an individual flag towards player 2. Player 1 can then wait out the corp aggression and shoot at player 2, without the rest of corp Z interfering. |

MeestaPenni
Mercantile and Stuff
60
|
Posted - 2011.11.13 22:35:00 -
[44] - Quote
Jita Alt666 wrote:MeestaPenni wrote:Tippia wrote: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  I bet you're a marvelous co-worker. Tippia would make a great District Attorney.
There's no need to be rude about it.
|

Mr R4nd0m
Ministry Of Mining And Industry Shit.Happens
24
|
Posted - 2011.11.13 22:58:00 -
[45] - Quote
firstly all the idiots shouting htfu, deal with it, etc etc - its boring - go get some anger management. seriously...
Now lets get my view on this straight - i know it might be hard for you to understand kiddies...
I fully support the neut assistance nerf, FULLY SUPPORT infact I think i wrote a post about stating it shouldnt be allowed a while ago. I personally think allowing neut repping/rsb is wrong, and personally i think CCP should just remove it full stop, and not even allow it. Being able to just reactivate it doesnt really matter in gangs as much as trying to dual box and do it solo (then it is a pain). I would rather see it removed altogether!! got it!??
However the mechanic exists and people will use it. What do you think people are going to do? let everyone else use it but you dont and have an unfair advantage? really?...is that what you honestly think 
Its like bubbles in 0.0, i think they are a lazy way to pvp, and dont get me started on drag bubbles, however even though you dont like it, you still have to emply those tactics in order to be in a level playing field...
So there you go, so lets get onto my real issue.
So lets say my mates alliance has 10 war decs. Fine. You alt rsb him, and he agresses, then someone just explain the logic to me, why would you then be aggressed TO ALL the other alliances you didnt agress..its a bit silly. they are completely separate entities.
However i can understand that perhaps if you are aiding him to some extent against another WT, you are likely to aid him against another WT he is also at war with, so basically seen as a adversary. if thats the case then thats the case. The post was basically to clear it up..However I do believe and this is my opinion, and we are entitled to it, that if i have helped against a target, i should only get agression for that war, which is fine. However thats not the case, so that is fine also. There is actually no problem either way.. just toget that straight for all the crazy posters out there.
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Mr R4nd0m
Ministry Of Mining And Industry Shit.Happens
24
|
Posted - 2011.11.13 23:06:00 -
[46] - Quote
GAYNINJAS wrote: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.
Yes just have an option like on all other boxes - dont show this again! Personally as i said instead of making it a pain in the ass to work with, just dont allow neut assistance, it doesnt work for rsb as you still get the benefit of neut rsb before it shuts off anyway, its only for neut repping it will work. However you can still activate it afterwards anyway so whats the point in having it, its more of an inconvienience than actually stopping it.
I know its prob hard just to not allow it, has you can neut rep someone just normally, and yes you would only know your trying to neut rep when getting aggression. I dunno maybe if you try to neut rep a friend whos hitting say a WT then perhaps those mods should be disabled for 15 mins instead. |

GAYNINJAS
Science and Trade Institute Caldari State
3
|
Posted - 2011.11.14 10:38:00 -
[47] - Quote
GAYNINJAS wrote: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.
Can we get a Dev to comment on whether this can/will be done? It would be greatly appreciated, and would align these warnings with all of the others received. |

Trinkets friend
Sudden Buggery
25
|
Posted - 2011.11.14 11:18:00 -
[48] - Quote
here is my problem
My corp (A, for simplicity) is at war with Corp B.
One of my guys flips a can of Corp C. Corp C gets aggro versus our guy. We are running a spider-tanking gang.
Because WE are at war with corp B, we get the message for helping OUR GUY with remote reps. CONCORD deems that helping my guy while at war, means Corp A cannot spider tank Corp A while at war, and with aggression against some other random dude.
The pop-up messages resulted in the death of our guy (a punisher took 40K damage, luls) and complete operational SNAFU. This is crappy and needs an opt-out tickybox. This does nothing to actually stop neutral RR in a war dec because we are fully aware we are at war with a 5 man corp which has vowed to do skill changes from now until eternity - but when we go out to pick trouble with others, we get nerfbatted by CONCORD.
Sorry, this is crap. GAYNINJAS is right - this needs an opt-out. CONCORD be damned with this crap - this is preventing people who consciously swap aggression via RR (the whole point of can baiting) from repping their own corpies. Let alone neutral RR.
In this case, when you are at a war, you'll cop pop-ups and module cycling halts if you attack neutral RR and have your own RR running. Sorry. if the schnitzel has hit the fan, you need to be able to run your reps and cap chains if you are aware of the risk.
Further - whenever we got aggro versus ANYONE, even in lowsec, we gained a 15 minute aggro timer versus our war targets. none of them were even signed in. How does this compute? if we RRed after the fight - even after GCC's and aggro had worn off, we also got timer vs the WT's.
CCP, you have borked this up majorly. I understand WHY you did it, but your execution was just crappy. The skilful employer of men will employ the wise man, the brave man, the covetous man, and the stupid man. Sun Tzu
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GAYNINJAS
Science and Trade Institute Caldari State
5
|
Posted - 2011.11.14 11:30:00 -
[49] - Quote
Trinkets friend wrote:here is my problem
My corp (A, for simplicity) is at war with Corp B.
One of my guys flips a can of Corp C. Corp C gets aggro versus our guy. We are running a spider-tanking gang.
Because WE are at war with corp B, we get the message for helping OUR GUY with remote reps. CONCORD deems that helping my guy while at war, means Corp A cannot spider tank Corp A while at war, and with aggression against some other random dude.
The pop-up messages resulted in the death of our guy (a punisher took 40K damage, luls) and complete operational SNAFU. This is crappy and needs an opt-out tickybox. This does nothing to actually stop neutral RR in a war dec because we are fully aware we are at war with a 5 man corp which has vowed to do skill changes from now until eternity - but when we go out to pick trouble with others, we get nerfbatted by CONCORD.
Sorry, this is crap. GAYNINJAS is right - this needs an opt-out. CONCORD be damned with this crap - this is preventing people who consciously swap aggression via RR (the whole point of can baiting) from repping their own corpies. Let alone neutral RR.
In this case, when you are at a war, you'll cop pop-ups and module cycling halts if you attack neutral RR and have your own RR running. Sorry. if the schnitzel has hit the fan, you need to be able to run your reps and cap chains if you are aware of the risk.
Further - whenever we got aggro versus ANYONE, even in lowsec, we gained a 15 minute aggro timer versus our war targets. none of them were even signed in. How does this compute? if we RRed after the fight - even after GCC's and aggro had worn off, we also got timer vs the WT's.
CCP, you have borked this up majorly. I understand WHY you did it, but your execution was just crappy.
Just as a quick side note - you will always gain full aggression towards all WTs when you repair someone, and this has been the case for quite a long time. For example:
1. Player A in corp 1 is at war with corp 2, and alliance Z. 2. Player B assists player A in any way (RSeBo, RR, etc). 3. Player B gains aggression towards ALL of players in corp 2 and alliance Z. In fact, player B gains aggression towards all players, corps, or alliances that can legally shoot player A (with the possible exception of kill rights - this I have not confirmed). This means anyone they have stolen from, or any and all corps/alliances they are at war with.
The rationale behind this is that you are helping someone's enemy, and therefore they should be able to stop you from continuing to do so. IMO, this makes perfect sense and should stay (as I said earlier, this has been the case for as long as I have been around, which has been about 2 years).
I'm perfectly happy with gaining aggression and having these people be able to shoot me when I assist someone - as they should be able to do so. Adding in the option to opt out of the warning still provides the safety net and the ability to be warned before committing an action that can get you killed, while allowing those people who choose to continue with those actions do so without impeding their ability to actually assist other players (concord warning is a perfect parallel to how this warning should be set up). |

Jenshae Chiroptera
186
|
Posted - 2011.11.14 11:52:00 -
[50] - 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?
I am very happy now!
THANK YOU CCP!!!   Ideas and CSM stuff No matter the changes, high sec people chose the safests. Lots of stick and they will leave. Half the problem is the players in null sec; we do not want to be there with you. |

GAYNINJAS
Science and Trade Institute Caldari State
5
|
Posted - 2011.11.14 11:58:00 -
[51] - Quote
Jenshae Chiroptera wrote: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? I am very happy now! THANK YOU CCP!!!  
I'm not 100% sure, due to the OP being poorly written, but what I think he was complaining about was getting aggression towards all of player B's WTs when player B only has aggression timers towards one of their WTs. This has always been the case and has nothing to do with the new warning - nothing to write home about. |

Tippia
Sunshine and Lollipops
1455
|
Posted - 2011.11.14 12:59:00 -
[52] - Quote
MeestaPenni wrote:Tippia wrote:It's not exactly how it should be. If he also inherited all the associated timers, it would be exactly how it should beGǪ  I bet you're a marvelous co-worker. Indeed I am GÇö always helping out and committing to the task at hand. So neutrals being committed to task they embark on only seems reasonable. Don't get involved in the fight if you can't commit to it.
Still, yes, an interruption opt out and/or a more intelligent flagging is needed (eg. no need to re-flag, and thus interrupt, people who are already flagged for some other reason). 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 |

GAYNINJAS
Science and Trade Institute Caldari State
5
|
Posted - 2011.11.14 21:53:00 -
[53] - Quote
Still no comments from devs regarding an opt out for the new warning?
It's my name, isn't it!?  |

Terminal Insanity
Convex Enterprises The Silent One's
98
|
Posted - 2011.11.14 21:56:00 -
[54] - Quote
CCP didnt clearly state the rule change.
The rule change actually effects all timers / aggression reasons, not just Criminal timers like it states. |

Jaroslav Unwanted
Brutor Tribe Minmatar Republic
57
|
Posted - 2011.11.14 21:56:00 -
[55] - 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?
Well you let yourself in. You assisted in an engagement against an corp/alliance member, you want to prevent it? Simple do not "help" or let yourself be engaged at such. Or deal with consequences. |
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