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Splagada
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Posted - 2006.06.19 22:13:00 -
[61]
Edited by: Splagada on 19/06/2006 22:13:59 debates apart, i think this happened once in our system, and a GM did act against this, as it's considered an exploit (this is not 100% accurate information, i have that from ally channel only, didnt witness it myself)
he asked for a list of the players involved, might wanna just petition that -
Member of [AAST]
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Freada
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Posted - 2006.06.20 00:15:00 -
[62]
Yes, at one point the GM's agreed that it was an exploit.
But when people kept using it and it came to enforcing it, for what ever reason, they have changed their minds and just say to deal with it.
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Tassill
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Posted - 2006.06.20 02:04:00 -
[63]
Originally by: James Lyrus It used to be an exploit when you reappeared at exactly the same point. Apparantly now, you have warp in errors, and so don't arrive at the same spot, and therefore it's not an exploit.
I believe this is clost to correct, except that the change in ship position was ccps fit to the exploit allowing a unlucky travler to kill their would be capturers before there mates had time to join them.
This makes some sence to me, because it keeps the fight as you expected it to be for a period of time and gives you a chance to (hopefully) kill the tacklers and warp out again. However this all changed when ccp introduced the interdictor.
The interdictor makes this fix utterly ussless because the bubbles cannot be targeted so if you are caught in one and in a slower moving ship then there is no possiable chance of escape.
IMHO ccp mayhave had a solution (though it was still so so lame) to the log of trap problem by effectivly increasing the time between when you show in local and when you can actually get into the fight, before they introduced new content which vastly altered the game mechanics. but now with this new content it is a copleatly usless fix and log in traps should definatly be considered an exploit once again.
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Ephemeron
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Posted - 2006.06.20 06:15:00 -
[64]
I never liked the idea of ships magically disappearing after players leave the game.
There is a way to guarantee safety of ship left in space without making it disappear, without resorting to new magical tricks.
The idea is simple: instead of making ship disappear after certain timer expires, make it randomly warp to random points within say 5 AU of where it originally started. Ships would keep warping about in a 5 AU radius sphere until the player logs back in. The constant warping around would make these ships immune to scan probes.
I know this would eat up more server resources, but given the nature of the feature, it could be optimized to greatly reduce use of server resources, cause there wouldn't be a real player in those ships, server wouldn't need to treat those ships as real players.
This way you can scan and always get a clear idea of how many ships are in system, and maybe recognize certain people by their ship names.
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Tanjent
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Posted - 2006.06.20 06:28:00 -
[65]
Originally by: Rod Blaine Edited by: Rod Blaine on 19/05/2006 12:18:04 This happens because CCP has seen fit to ignore this issue with existing game mechanics in favour of pursuing hot new features and content.
This is true about so many aspects of the game that could be fixed, improved, or enhanced. It is true of all online games much to the woe of us game players.
There are good solutions to this problem or at least ways of greatly lessening the impact, they just need to be implemented. EVE still rocks ;)
"War does not determine who is right - only who is left." -Bertrand Russell |

Adunh Slavy
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Posted - 2006.06.20 06:41:00 -
[66]
Perhaps the solution to this is, when you logon, yo go in some random direction or just sit there for a while, unable to do anything, then off to some random direction.
this does of course give those who run aay from a fight more ability to run away, it's one or the other. Forcing people back to the same location, and unable to lock would hurt a lot of mission runners that get disconnected for reasons beyond their control. So let's not hurt them too.
-AS |

Caleb Paine
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Posted - 2006.06.20 06:55:00 -
[67]
It IS abusing game mechanics, however; How is it different from having those same friends on the other side of the gate, waiting for the word 'go'?
Best solution in my eyes would be to warp off somewhere random and not be able to warp for a couple of minutes.
----------------- Death smiles at us all, all a man can do is smile back.
My sig edit button is cloaked, it can't be touched! |

Dinique
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Posted - 2006.06.20 06:58:00 -
[68]
Originally by: Swethren
Originally by: Rod Blaine *snip* Read the suggestion again.

My bad...
It's not a bad idea, but I have to wonder about the fools that log off intentionally at a gate and then the next day, logon, only to find themselves smack bang in the middle of hostiles with no way to defned themselves.
It would fix a problem, but create another.
Swethren
Logging off at a gate is filed under stupid.  _____
There's so many different worlds So many different suns And we have just one world But we live in different ones
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Ephemeron
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Posted - 2006.06.20 07:55:00 -
[69]
Part of the problem is that people rely too much on local chat and green/red popups from their buddy lists. Everyone takes that intelligence for granted. But those wrong/artificial game features lead to other wrong/artificial problems such as login traps. It's like making life easy for power plants by allowing them to dump waste in the river, and then playing innocence abused when you get poisoned.
My idea of keeping ships in space for real scanning to detect should be good enough, if combined with nerfing or local chat and buddy list.
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MysticNZ
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Posted - 2006.06.20 09:32:00 -
[70]
This is a very lame tatic and I thought it was an exploit at one stage too.
Simple way to solve it may be when you login you are stuck at your login point for two minutes and at this time you are invenerable. When the two minute period is up you get pushed back to where you were before you logged out? -=====-
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Rells
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Posted - 2006.06.20 09:56:00 -
[71]
Originally by: tookar This is getting ridiculous after every dt our enemies put a login trap on our main route into 0.0 . We can scout and engage equal enemy fleets with a good chance of winning then BLAM outta nowhere come 10 lamers who logged their alts off 3 hours ago . Surely this is not working as intended?
Please make it so that you cannot target or be targetted for 5 minutes after logging in or anything please to stop these lame tactics .
They happen as a tactic. In reality you shouldnt "know" who is in your system in 0.0 anyway. Local is the most obnoxious, tactic killing thing in eve.
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