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Erutpar Ambient
The Flying Tigers Black Core Alliance
146
|
Posted - 2014.05.19 07:11:00 -
[1] - Quote
Currently the Personal Security Rating system is complicated and incoherent. There color coding of players is confusing and the meaning of the colors is not very intuitive.
This is one of the things that i remember from my New Player Experience. Shooting a guy with an orange label and then getting concorded. That incident really wrecked my confidence in starting PVP. And i know that we have the safety button now, but I'm sure it's still confusing to new players when they're not allowed to shoot someone with negative security.
What I propose:
Redesign security status to be simple to players. 1. Players with any negative security rating are free targets in high sec. (-0.1 to -10.0) 2. Engaging a player with a negative security rating will not result in a security rating loss. 3. Successfully killing a player with negative security rating will result in a security rating gain. 4. Security rating gains and losses will be applied once every 20 minutes for a small set value and only once for each unique character in 24 hours. 5. Killing NPCs will no longer have an impact on security rating. 6. New players will start with a small positive security rating and a message will prompt as they approach negative rating, to prevent abuse. Also they will not receive a color coating for their positive rating. (start at +0.5 and 0.0 to +1.0 is no color?) 7. Accessibility and CONCORD intervention based on security rating will remain the same for negative security pilots.
(maybe a cool, dynamic counter-mechanic?) 8. Accessibility to pirate faction systems will be limited from positive security pilots in a similar fashion.
What this will do: Disambiguate the negative security rating color coding to everyone. Now when you see someone that's Yellow or Red you'll know they're free targets. And when you see someone in a shade of blue, there's a good chance they're friendly, thought not 100% sure thing. And visa-versa as a red, if you see someone blue you know they're killing pirates and if there's another red around there's a chance you can temporarily ally for a common goal, and probably backstab immediately after.
This will also make it harder to gain and lose security rating. So if you are red you earned it, and likewise if you are blue, you earned that too by killing reds. Pirate hunting can actually become a profession without also having to become a pirate yourself.
Null bears won't automatically be high positive ratings for no reason. New players won't be confused by the mechanics anymore.
Would add more dynamics to low sec for sure. (including FW)
Only problem I can think of now is that it would require a complete reset of Personal Security Ratings that we have now. Would this be a bad thing though? |

Caleb Seremshur
The Atomic Fallout Kids
254
|
Posted - 2014.05.19 07:18:00 -
[2] - Quote
Rather simply: if the faction police declare in local that you're an outlaw based on your security status, you are flagged with RED until you enter a system where they won't chase you.
Actually being punished for being a bad guy? Oh NO LP store weapon cost rebalance |

Erutpar Ambient
The Flying Tigers Black Core Alliance
146
|
Posted - 2014.05.19 07:19:00 -
[3] - Quote
Caleb Seremshur wrote:Rather simply: if the faction police declare in local that you're an outlaw based on your security status, you are flagged with RED until you enter a system where they won't chase you.
Actually being punished for being a bad guy? Oh NO what? |

Domanique Altares
Rifterlings Point Blank Alliance
2708
|
Posted - 2014.05.19 08:23:00 -
[4] - Quote
This is an overview problem, and something that CCP really should have fixed years ago. The default overview settings are garbage; a player should not need to be told by the tutorial to add mission related things to the overview just to do tutorial missions.
Furthermore, they certainly should not be saddled with the inadequacies of the default profiles and color tags when trying to determine which players they can legally engage in empire space. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

James Nikolas Tesla
Onslaught Inc RISE of LEGION
116
|
Posted - 2014.05.19 08:28:00 -
[5] - Quote
1. Players with any negative security rating are free targets in high sec. (-0.1 to -10.0) - Sounds good but maybe give the would be victim a warning that they are being engaged.
2. Engaging a player with a negative security rating will not result in a security rating loss. - Could actually make a true Bounty Hunter career.
3. Successfully killing a player with negative security rating will result in a security rating gain. - Good as well, give a larger positive security increase based on how low the 'pirate' security status is i.e. killing -10 sec gives more sec increase than killing a 'pirate' with -8 sec.
4. Security rating gains and losses will be applied once every 20 minutes for a small set value and only once for each unique character in 24 hours. - I don't fully understand this concept.
5. Killing NPCs will no longer have an impact on security rating. - Instead of this, decrease the sec gain from NPCs.
Pretty fair concept. You do realize we can change which color tags show up to minimize our confusion. Knight in battered armor
|

Domanique Altares
Rifterlings Point Blank Alliance
2709
|
Posted - 2014.05.19 08:34:00 -
[6] - Quote
James Nikolas Tesla wrote: 4. Security rating gains and losses will be applied once every 20 minutes for a small set value and only once for each unique character in 24 hours. - I don't fully understand this concept.
He's suggesting a 'tick' system that prevents players from abusing the mechanic by killing negative sec status alts/friends over and over to bolster the sec status on another character. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

Riot Girl
You'll Cowards Don't Even Smoke Crack
3282
|
Posted - 2014.05.19 08:36:00 -
[7] - Quote
Why should yellow be a free target? Yellow isn't supposed to be a free target and neither are suspects. If you shoot yellow, you get concorded. If you shoot a suspect, you get a suspect flag (I think).
What reason do you have to change this aspect of gameplay and how do you intend to balance its effects? Oh god. |

Erutpar Ambient
The Flying Tigers Black Core Alliance
146
|
Posted - 2014.05.19 08:38:00 -
[8] - Quote
James Nikolas Tesla wrote:1. Players with any negative security rating are free targets in high sec. (-0.1 to -10.0) - Sounds good but maybe give the would be victim a warning that they are being engaged.
2. Engaging a player with a negative security rating will not result in a security rating loss. - Could actually make a true Bounty Hunter career.
3. Successfully killing a player with negative security rating will result in a security rating gain. - Good as well, give a larger positive security increase based on how low the 'pirate' security status is i.e. killing -10 sec gives more sec increase than killing a 'pirate' with -8 sec.
4. Security rating gains and losses will be applied once every 20 minutes for a small set value and only once for each unique character in 24 hours. - I don't fully understand this concept.
5. Killing NPCs will no longer have an impact on security rating. - Instead of this, decrease the sec gain from NPCs.
Pretty fair concept. You do realize we can change which color tags show up to minimize our confusion. Is being targeted not already enough warning? Especially for someone that has done their fair share of engaging.
For 3 and 4, These are basically to prevent abuse. If you have a friend that is -10.0 you can kill them over and over to increase your Security Rating faster than average. The design for a set amount of sec change and limitations on how much you can impact it through deliberate activity prevents artificially inflating or deflating your sec rating. I think people should earn their rating over time. Not all in one blow.
And for 5, i could see that for already pirates to get back to 0.0 security rating. But i think security rating should be about player interactions, positive and negative. Not player computer interaction. |

Domanique Altares
Rifterlings Point Blank Alliance
2709
|
Posted - 2014.05.19 08:45:00 -
[9] - Quote
Riot Girl wrote:If you shoot a suspect, you get a suspect flag (I think).
Nope. Suspect flashy is fair game anywhere in space. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

Erutpar Ambient
The Flying Tigers Black Core Alliance
146
|
Posted - 2014.05.19 08:45:00 -
[10] - Quote
Riot Girl wrote:Why should yellow be a free target? Yellow isn't supposed to be a free target and neither are suspects. If you shoot yellow, you get concorded. If you shoot a suspect, you get a suspect flag (I think).
What reason do you have to change this aspect of gameplay and how do you intend to balance its effects? Yellow will be free target, but not automatically barred from high sec by NPCs. Red however will remain the same as it is now (-5.0) and will be attacked in high sec through-out.
The change isn't just to Yellow being a free target. The change is also to what it takes to become yellow.
With the mechanics i suggest, having a yellow tag is earned by killing players of neutral or positive security rating. So you have to actively and willingly make yourself yellow.
So my suggestion was to start at 0.5 as a new pilot and from 0.0 to 1.0 you are a neutral. So basically from 0.0 to 0.5 is the same as the previous -0.1 to -4.9. Basically consequence free security loss except you're not yellow anymore and it's not as easy to get to past it. |

Riot Girl
You'll Cowards Don't Even Smoke Crack
3283
|
Posted - 2014.05.19 09:01:00 -
[11] - Quote
Well that makes sense. Oh god. |

James Nikolas Tesla
Onslaught Inc RISE of LEGION
116
|
Posted - 2014.05.19 09:04:00 -
[12] - Quote
Erutpar Ambient wrote: And for 5, i could see that for already pirates to get back to 0.0 security rating. But i think security rating should be about player interactions, positive and negative. Not player computer interaction.
Yes, but think about this, say you bought a 'PVP God' character off of the bazaar but he had a -10 sec status. Unless I am missing something, there should be more than just one way to redeem yourself. Knight in battered armor
|

Erutpar Ambient
The Flying Tigers Black Core Alliance
146
|
Posted - 2014.05.19 09:10:00 -
[13] - Quote
James Nikolas Tesla wrote:Erutpar Ambient wrote: And for 5, i could see that for already pirates to get back to 0.0 security rating. But i think security rating should be about player interactions, positive and negative. Not player computer interaction.
Yes, but think about this, say you bought a 'PVP God' character off of the bazaar but he had a -10 sec status. Unless I am missing something, there should be more than just one way to redeem yourself. There are already the tokens you can turn in for security status. But they don't really matter too much right now with the current null sec npcs repairing sec.
Besides that's still pretty much the same as it is now. If that'd even be a thing. |

Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
2662
|
Posted - 2014.05.19 09:27:00 -
[14] - Quote
Yes. Clearly, what we need if for LITERALLY EVERYONE who has ever misclicked or misunderstood the highsec agro rules to be fair game to everyone. That's a wonderful way to introduce newbies tot he game, isn't it.
Hell, the new order guys say people shoot at bumpers and get themselves concorded, what do you think people doing things like that are going to do when they realise they're fair game to every single person in highsec?
Why should the system change anyway? And why should people who are currently perfectly fine to fly around in highsec need to go kill their alts a few dozen times to get back in, since that'll be the only (Or at least the easiest and cheapest) way for most people to do it after all. |

Erutpar Ambient
The Flying Tigers Black Core Alliance
146
|
Posted - 2014.05.19 09:33:00 -
[15] - Quote
Danika Princip wrote:Yes. Clearly, what we need if for LITERALLY EVERYONE who has ever misclicked or misunderstood the highsec agro rules to be fair game to everyone. That's a wonderful way to introduce newbies tot he game, isn't it.
Hell, the new order guys say people shoot at bumpers and get themselves concorded, what do you think people doing things like that are going to do when they realise they're fair game to every single person in highsec?
Why should the system change anyway? And why should people who are currently perfectly fine to fly around in highsec need to go kill their alts a few dozen times to get back in, since that'll be the only (Or at least the easiest and cheapest) way for most people to do it after all.
Erutpar Ambient wrote: Only problem I can think of now is that it would require a complete reset of Personal Security Ratings that we have now. Would this be a bad thing though?
Yes i know, this was at the bottom of my original post. But yes i understand that. You should really read the post. It's really not that bad.
Also I don't see how the new order has anything to do with this at all. |

Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
2662
|
Posted - 2014.05.19 09:37:00 -
[16] - Quote
New order was an example. they state that people misunderstand highsec mechanics and attack bumping ships.
If a person does not understand highsec aggro mechanics and attacks a ship they shouldn't, getting themselves concorded, under your proposal they could well find themselves fair game to absolutely everyone who lives in highsec, with no real way to fix their sec status. A lot of the people who do this will be new players.
Now, can you explain why you think that is a good idea?
And can you also explain why killing your own alts should be BY FAR the safest, easiest and cheapest way back into highsec? |

Erutpar Ambient
The Flying Tigers Black Core Alliance
146
|
Posted - 2014.05.19 09:58:00 -
[17] - Quote
Danika Princip wrote:New order was an example. they state that people misunderstand highsec mechanics and attack bumping ships.
If a person does not understand highsec aggro mechanics and attacks a ship they shouldn't, getting themselves concorded, under your proposal they could well find themselves fair game to absolutely everyone who lives in highsec, with no real way to fix their sec status. A lot of the people who do this will be new players.
Now, can you explain why you think that is a good idea?
And can you also explain why killing your own alts should be BY FAR the safest, easiest and cheapest way back into highsec? First of all, i don't believe they're going to be doing too much ship killing in their mining barges. (maybe i should clarify that sec changes come with ship killing, not by just engaging) Also they won't start at 0.0 sec status, they'll start at a slightly elevated amount so they'd have to do quite a bit of killing to get to free target status.
Also killing your own alts, that will take a long time to raise your security rating by any substantial amount. (limited to a set amount of security, and you can only get a tick once in 24 hours from killing the same character)
These things are in the post.
All the points I made are designed specifically to prevent people from accidentally going negative security rating. And also you have to work to get positive security rating (so it'll mean something). The whole point is for this to be new player friendly. If a miner attacks a bumper out of rage and gets concorded and a security tick, well then he earned it. It's not the end of the world unless he does it a bunch. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
685
|
Posted - 2014.05.19 15:26:00 -
[18] - Quote
People currently already have to do a bit of killing to get a sec status low enough (-2) global engage in 1.0 systems.
But you are right that the color-coding system needs a revamp. Heck, just yesterday I had to rearrange some things to get all the tags to show as I wanted, and after some more consideration, I'll most likely be changing more orders of precedence on tags when I get home tonight.
I like having all the options. But getting them to display properly is an effort in futility. Personally, I don't see the usefulness of knowing someone is -2 or lower unless I can legally shoot them, or they can legally shoot me. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Daichi Yamato
Xero Security and Technologies
1552
|
Posted - 2014.05.19 16:09:00 -
[19] - Quote
a simpler and more flexible way to set up ur overview would be nice.
unless i am terribad (very possible) there is no way to setup an overview for just suspect and criminal flags, and id like one. :) EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY?No; there are no systems or locations in New Eden where PvP may be completely avoided""So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time" |

Erutpar Ambient
The Flying Tigers Black Core Alliance
146
|
Posted - 2014.05.20 04:17:00 -
[20] - Quote
Soldarius wrote:Personally, I don't see the usefulness of knowing someone is -2 or lower unless I can legally shoot them, or they can legally shoot me. Also, i don't see the usefulness of knowing someone has a positive security rating either because it's so completely arbitrary.
This isn't just about the little nuances though, it's more about creating a simple system that also creates dynamic gameplay conditions throughout the game. |

Erutpar Ambient
The Flying Tigers Black Core Alliance
152
|
Posted - 2014.05.23 01:21:00 -
[21] - Quote
Does the lack of feedback mean that this is a good idea or a bad idea? There is definitely, at least, not a lot of opposition to it. Maybe I should change it to be controversial so that it will have a bigger impact on the community. Would that work? |

Captain Finklestein
School of Applied Knowledge Caldari State
12
|
Posted - 2014.05.23 01:32:00 -
[22] - Quote
Erutpar Ambient wrote:Currently the Personal Security Rating system is complicated and incoherent. There color coding of players is confusing and the meaning of the colors is not very intuitive.
This is one of the things that i remember from my New Player Experience. Shooting a guy with an orange label and then getting concorded. That incident really wrecked my confidence in starting PVP. And i know that we have the safety button now, but I'm sure it's still confusing to new players when they're not allowed to shoot someone with negative security.
What I propose:
Redesign security status to be simple to players. 1. Players with any negative security rating are free targets in high sec. (-0.1 to -10.0) 2. Engaging a player with a negative security rating will not result in a security rating loss. 3. Successfully killing a player with negative security rating will result in a security rating gain. 4. Security rating gains and losses will be applied once every 20 minutes for a small set value and only once for each unique character killed in 24 hours. 5. Killing NPCs will no longer have an impact on security rating. 6. New players will start with a small positive security rating and a message will prompt as they approach negative rating, to prevent abuse. Also they will not receive a color coating for their positive rating. (start at +0.5 and 0.0 to +1.0 is no color?) 7. Accessibility and CONCORD intervention based on security rating will remain the same for negative security pilots.
(maybe a cool, dynamic counter-mechanic?) 8. Accessibility to pirate faction systems will be limited from positive security pilots in a similar fashion.
What this will do: Disambiguate the negative security rating color coding to everyone. Now when you see someone that's Yellow or Red you'll know they're free targets. And when you see someone in a shade of blue, there's a good chance they're friendly, thought not 100% sure thing. And visa-versa as a red, if you see someone blue you know they're killing pirates and if there's another red around there's a chance you can temporarily ally for a common goal, and probably backstab immediately after.
This will also make it harder to gain and lose security rating. So if you are red you earned it, and likewise if you are blue, you earned that too by killing reds. Pirate hunting can actually become a profession without also having to become a pirate yourself.
Null bears won't automatically be high positive ratings for no reason. New players won't be confused by the mechanics anymore.
Would add more dynamics to low sec for sure. (including FW)
Only problem I can think of now is that it would require a complete reset of Personal Security Ratings that we have now. Would this be a bad thing though? 1) Disagree. You should not be effectively free-to-shoot across all of New Eden for one or two criminal acts. Logically perhaps, but in the realm of a PVP game absolutely not. 2) If the player is below -2 to -5 depending on the system, sure and I believe it's already this way. 3) Provided that player is an outlaw (see point 2), yay! 4) What benefit would this serve? 5) So the only way to lose sec status is to shoot players, and the only way to gain it is it engage criminals? If so, in theory I like the idea. Hard to implement though. 6) Wasn't even aware positive sec status gave you a color... what purpose would we need that for though? 7) Yep, and they should start aggressing pods too. This way I'm not sitting in Uedama, 2,000 km off a gate, with a Thrasher beside my pod waiting for an autopiloter to arrive at my scout's location. 8) I had figured it already was this way, but never been to NPC null. I do like this idea.
|

Erutpar Ambient
The Flying Tigers Black Core Alliance
152
|
Posted - 2014.05.23 02:31:00 -
[23] - Quote
Captain Finklestein wrote: 1) Disagree. You should not be effectively free-to-shoot across all of New Eden for one or two criminal acts. Logically perhaps, but in the realm of a PVP game absolutely not. 2) If the player is below -2 to -5 depending on the system, sure and I believe it's already this way. 3) Provided that player is an outlaw (see point 2), yay! 4) What benefit would this serve? 5) So the only way to lose sec status is to shoot players, and the only way to gain it is it engage criminals? If so, in theory I like the idea. Hard to implement though. 6) Wasn't even aware positive sec status gave you a color... what purpose would we need that for though? 7) Yep, and they should start aggressing pods too. This way I'm not sitting in Uedama, 2,000 km off a gate, with a Thrasher beside my pod waiting for an autopiloter to arrive at my scout's location. 8) I had figured it already was this way, but never been to NPC null. I do like this idea.
1) It's not for 1 or 2 criminal acts. Point 6 means that new players start with some positive security rating. Also, and i guess i need to make it more clear, the security rating changes occur when you kill a ship, not just engage in a criminal act. And on top of these you can only lose a small amount of security every 20 minutes. So to go from +0.5 to -0.1 it will require some effort over a moderate period of time, Or a lot of accidental killing over a very large period of time.
Currently -0.1 to -4.9 is for the most part completely arbitrary. Look at it like this. 0.5 to 0.0 is the new -0.1 to -4.9. All this change does is shift it from the negative to the positive. Just as a few criminal acts won't drop you below -4.9 now, neither will it drop you below 0.0 in this change.
4) There are a couple reasons for this line. One is to prevent someone from gaining or losing security rating too fast. In this way you'll have actually earned the status you have. And the second part is to prevent someone from creating a -10.0 character and using that to farm their way back to positive status. Basically it's an effort limiting mechanic to prevent abuse. To trigger 72 ticks per day, you have to kill 72 unique characters at the minimum. I'm sure there will still be people who abuse it to some degree, but they're going to be restricted very heavily.
5) The only way to lose sec status is to Kill players, and the only way to gain is to kill criminals. It's really not that hard. The beauty about this idea is that it uses mechanics that already exist in the game. The current security gain mechanics has been changed fairly recently to reflect the highest bounty rat killed in 20 min to affect your security rating. That could be re-purposed for this idea. 6) The blue color of having positive security rating doesn't matter currently. However in my idea it would let you know at a glance the level of threat and potential for engagement. I like at a glance information, if it actually has implications. 7) I'm not sure what you're talking about.... 8) Nope, it's the same as any other null sec space basically. There are no limitations for docking or access to systems. |

SurrenderMonkey
Space Llama Industries
656
|
Posted - 2014.05.23 02:43:00 -
[24] - Quote
Danika Princip wrote:Yes. Clearly, what we need if for LITERALLY EVERYONE who has ever misclicked or misunderstood the highsec agro rules to be fair game to everyone. That's a wonderful way to introduce newbies tot he game, isn't it.
Yeah, this is a pretty standard issue, "Carebear has "PvP" idea, swiftly learns about Malcanis's law" post.
This obvious attempt to penalize piracy would actually end up making it so that any idiot newb who screws up *at all* is suddenly fair game, all the time, everywhere he goes in space. Meanwhile, actual established players/pirates can trivially afford to buy some tags and reset their sec to neutral.
Awful idea is awful for the game, but would be hilarious for me!
Right now I have to bait newbs into shooting at me and then I only get to kill them once. :( |

Erutpar Ambient
The Flying Tigers Black Core Alliance
153
|
Posted - 2014.05.23 03:35:00 -
[25] - Quote
SurrenderMonkey wrote: ...The color coding is merely a function of the overview settings. While the default settings aren't very good, the "shootability" of another player can already be perfectly disambiguated by un-******* your overview. So, your idea is worthless in this regard. Not like, "of minimal value", but of absolutely, positively ZERO worth. It brings absolutely nothing to the table wrt to disambiguation that we don't already have.
It couldn't do less if it tried.
Just because you don't/shouldn't use part of the overview doesn't mean it doesn't exist. In fact one of the main points is for the new player experience. When you first make a character your overview settings will have security rating on top of the list. This changes makes those overview settings less arbitrary and misleading.
Even beyond just the overview implications, security rating has almost no weight to it. -5.0 is pretty much the only rating that matters because that's the first point at which you're barred from high sec. My idea is to change this system to something that has some functionality, some content.
I just want to reconfirm that your stance is; you can change the UI to reflect reality so it doesn't need fixing. Is this correct?
Quote: The fact that they made it DRAMATICALLY easier to raise one's sec status just a year ago means that this "feature" is basically a bug with respect to the actual design goals of the game at present.
On the contrary, they made it quite a bit more difficult and then added a mechanic (that was supposed to increase low sec activity) to supplement that increase in effort. I am assuming you mean the tags for sec mechanic they added a while back. However this idea does take that fully into account. There are different tiers of Tags, each one will increase your security rating up to a certain amount, at that point you'll have to use a different tag to increase your Security Rating. Currently the rarest and would be most expensive tags, the Negotiator tags, which move your sec from -2.0 to 0.0 are completely useless. There is no benefit for increasing your sec status above -2.0 in any way other than the UI color you get.
So in this way, not only does my idea take into account the Tags for Sec mechanic, it COMPLETELY LEGITIMIZES it!!!
Amazing!!!!
Quote:Danika Princip wrote:Yes. Clearly, what we need if for LITERALLY EVERYONE who has ever misclicked or misunderstood the highsec agro rules to be fair game to everyone. That's a wonderful way to introduce newbies tot he game, isn't it.
Yeah, this is a pretty standard issue, "Carebear has "PvP" idea, swiftly learns about Malcanis's law" post. This obvious attempt to penalize piracy would actually end up making it so that any idiot newb who screws up *at all* is suddenly fair game, all the time, everywhere he goes in space. Meanwhile, actual established players/pirates can trivially afford to buy some tags and reset their sec to neutral. Right now I have to bait newbs into shooting at me and then I only get to kill them once. :( This awful idea is awful and unworkable. I mean, it would be hilarious and great fun for me, but it would be hugely punitive to the people it's supposed to benefit. Security rating is fine. Better default overview settings would be good. First of all, like i said to his post, you won't lose your security rating by misclicking or suspect/criminal actions alone. You have to get kills.
Second, I haven't designed this change for new players specifically. It's for everyone. It has implications across the board. For one it legitimizes pirates AND anti-pirates.
The biggest reason i site new players in this is because of my NPE. And even with the invent of the Safety button it still has the negative implications.
Let me put it this way. Say you're a noob, and you see someone that appears to be a bad guy (yellow). And you are like "ooo yeah i'm gonna try this pvp thing out even though i'll probably get owned". And then you try to engage the pilot but your safety won't allow you.... How do you feel? You were ready to fight, ready to lose your ship, however your understanding of the mechanics was so bad that you couldn't even get your ship killed. How long will it take that person to recover and once again be ready to try pvp? In my case.... a long long time. |

SurrenderMonkey
Space Llama Industries
657
|
Posted - 2014.05.23 03:43:00 -
[26] - Quote
Erutpar Ambient wrote:
I just want to reconfirm that your stance is; you can change the UI to reflect reality so it doesn't need fixing. Is this correct?
No, my stance is that if there's a UI problem, you fix the UI problem. The overview could totally use a make-over - if not in the core functionality than, at least, in the default layout. That's a UI problem, however. You're proposing a mechanical change and claiming that it fixes a UI problem when, in fact, your mechanical change is redundant and worthless and brings nothing to the table with respect to the UI that couldn't be fixed simply by adjusting the UI itself, and not the underlying mechanics.
Quote:
On the contrary, they made it quite a bit more difficult and then added a mechanic (that was supposed to increase low sec activity) to supplement that increase in effort.
Oh for ****'s sake. Does this baffle 'em with bull **** pseudo-pedantry ever work on anyone? The aggregate result of tags4sec is that it is vastly easier to raise one's sec than it ever was before. To try to claim otherwise is disingenuous, bordering on outright lying. |

Erutpar Ambient
The Flying Tigers Black Core Alliance
153
|
Posted - 2014.05.23 04:16:00 -
[27] - Quote
SurrenderMonkey wrote: No, my stance is that if there's a UI problem, you fix the UI problem. The overview could totally use a make-over - if not in the core functionality than, at least, in the default layout. That's a UI problem, however. You're proposing a mechanical change and claiming that it fixes a UI problem when, in fact, your mechanical change is redundant and worthless and brings nothing to the table with respect to the UI that couldn't be fixed simply by adjusting the UI itself, and not the underlying mechanics.
What the mechanic change does is accurately reflects those parts of the UI. If you're yellow or red you're killable. If you're blue you're probably not going to kill someone randomly (in highsec and low sec at least).
Quote: Oh for ****'s sake. Does this baffle 'em with bull **** pseudo-pedantry ever work on anyone? The aggregate result of tags4sec is that it is vastly easier to raise one's sec than it ever was before. To try to claim otherwise is disingenuous, bordering on outright lying.
Without qualifying or quantifying our claims on this specific mechanic we can really say anything and be correct.
First of all, you're right that it is vastly easier to raise one's sec than it ever was before. One person can easily increase their sec status. And in fact they can easily increase it to a point where their security rating will have no impediment on their ability to travel. The ability to ignore the highest tier of tags definitely has an impact on this. Another thing that affects this is the fact that half of the negative side of security rating does not bar you from high sec. So there's not a great need to increase your sec rating above -4.9. Of course with these points it's pretty much arbitrary to increase your sec rating. There's not a lot of demand for them because the mechanics dictate that they're not that necessary.
With the changes to ticks i'd say it takes potentially longer to increase your rating. You max out at 1tick/5min or 4ticks/20min where as before you could chain up as many systems as possible and they'd all tick after 20 minutes.
So i'd say over all (the big picture) it's a net decrease in the ease to actively raise sec because you're limited more in ratting and there's a limit to the total amount of sec that tags can increase because there's a limit to the total number of tags. (meaning if everyone wanted to raise their sec rating out of negative)
With my idea, first of all, the NPC ticks would go away. The only way to raise your sec rating out of negative would be to use tags (and maybe killing other pirates? i dunno i havn't decided if that's good or bad yet). And with that there'd be a much greater demand on tags and it would become much less arbitrary to raise your sec rating. And it would then also require the top tier of tags to dig yourself out of the hole and no long would a major component of Tags For Sec be negligible.
I've change my original post a little bit. Reread it and see if it addresses any problems you have with it. |

SurrenderMonkey
Space Llama Industries
657
|
Posted - 2014.05.23 04:28:00 -
[28] - Quote
Erutpar Ambient wrote:
I've change my original post a little bit. Reread it and see if it addresses any problems you have with it.
No, still a pretty awful, still subject to Malcanis's law, still unworkable all around.
You're conveniently pretending that the penalties provided (and not provided) by security status are some weird little fluke, and not completely intentional.
You don't actually make any case that they need to be changed - you just start with that as an assumption, and proceed from there. 
There's a good argument for a better overview (but that's obvious; everyone knows it starts out ****** ) but the mechanics changes are a pretty transparent, "Grr, pirates!" hi-sec nerf attempt that you're trying to dress up as a "sensible" change to sec status, probably because you know, "Abloobloobloo, pirates in hi sec! Nerf!" won't fly. |

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
165
|
Posted - 2014.05.23 04:35:00 -
[29] - Quote
http://evenews24.com/2014/05/19/bridging-the-gap-space-police/
I like this... Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all. |

Erutpar Ambient
The Flying Tigers Black Core Alliance
153
|
Posted - 2014.05.23 04:36:00 -
[30] - Quote
SurrenderMonkey wrote:Erutpar Ambient wrote:
I've change my original post a little bit. Reread it and see if it addresses any problems you have with it.
No, still a pretty awful, still subject to Malcanis's law, still unworkable all around. Then I'm at a loss.
Please explain your point of view to me.
What mechanic, in our current system, will be impacted in a way that will be detrimental to everyone, especially new players (via malcanis' law)
As the mechanics don't have much weight to them now i'm finding it very hard to see how any change can damage them at all. |
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