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Sprak
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Posted - 2006.06.27 00:55:00 -
[1]
As the current system stands, there is very little risk to NPCing in 0.0. If hostiles appear in local, most NPCers will just log. After one minute, all mods turn off, and the ship disappears from scan. If >0.0 NPCing gives you aggro timer, why doesn't 0.0 NPCing give you aggro? It is, after all, 0.0; there should be some amount of risk in hunting in supposedly "lawless space". When out hunting last night, we ran into a Raven in NPCing in space. Our tackler went into local and found him. By the time we could get in there, the Raven had warped to a planet and logged. However, we were able to lock him and scramble him before he emergency warped. To our dismay, after one minute he disappeared completely. He didn't emergency warp, and he wasn't on scanner. While I understand why he disappeared [he logged out and that is an instasafe for everybody] if CCP impliments aggro timer for NPCers, there would be the added risk that would more accurately represent the risk associated with NPCing in 0.0.
Yes carebears, this means that you have to 1) put up a POS 2) risk jumping into another system before logging or 3) risk your ship being scanned down. I don't think CCP intended people to avoid PvP in 0.0 by logging, and this could be balanced very simply by mirroring empire and adding aggro timer to NPCers
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Kryptic1
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Posted - 2006.06.27 04:47:00 -
[2]
First, I'm pretty sure that ratting (in any sec) does not give you the 15 minute logoff timer. Second, your argument is exactly like the WCS argument: "Wahhh I couldn't kill this guy nerf plz." That you had an annoying experience and missed a kill is not justification to make a change like that.
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Deva Blackfire
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Posted - 2006.06.27 08:11:00 -
[3]
Edited by: Deva Blackfire on 27/06/2006 08:13:34 Loging off is not like WCS argument. WCS = module that IS in game and you need to use one slot for it (per scramble point).
Logoff = no modules, just push CTRL+Q (ALT+F4, whatever). Dont you see the difference? ALso there is a difference between: "if they have not enough points i MAY escape" and "**** off you wont catch me" (yeah i got that reply from a logger once).
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Sprak
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Posted - 2006.06.27 19:55:00 -
[4]
Originally by: Kryptic1 First, I'm pretty sure that ratting (in any sec) does not give you the 15 minute logoff timer. Second, your argument is exactly like the WCS argument: "Wahhh I couldn't kill this guy nerf plz." That you had an annoying experience and missed a kill is not justification to make a change like that.
Sir, I am not whining because we could not kill him. If he had cores, he would have warped off when he logged. While I think the Stababonds are incredibly emo, that is an entirely different can of worms. What I am saying is that after you log off and you are attacked, your PvP should start, regardless of whether you are online or not. And last time I was in empire, when I attacked an NPC, I had a timer in the top left of my screen. Is that not an aggro timer?
Regardless, there needs to be some sort of risk to 0.0 NPCing and there clearly isn't atm because people can rat their hearts content and as soon as somebody shows up in local, they log. This requires zero thought and is zero risk, something that should not be associated with the supposed risk of lawless space.
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Tachy
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Posted - 2006.06.27 20:04:00 -
[5]
That is the aggro timer the npc's faction has towards you as soon as they start attacking you. Officially the NPC can't log out though, regardless of the timer. (they do though anyway sometimes) :)
A pilot logging out didn't engage you so he wont have a pvp aggro timer working against him. If you catch him in a belt when he's scrambled/webbed, he might have a longer logoff timer.
The Logoff timer is staged depending on your last actions. Dunno about the exact times. Seen a couple of contradicting info from different GM and Devs, so there might be more or less stagess and different timers. No aggressive activities anywhere -> no timer (1 Minute?) NPCing -> short timer (3 Minutes?) NPCing, being hit by scramblers -> longer timer (5 Minutes?) Aggressing other pilots -> long timer (15 Minutes?) --*=*=*--
Even with nougat, you can have a perfect moment. |

Deva Blackfire
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Posted - 2006.06.27 20:10:00 -
[6]
Afaik there are only 2 timers: 1. no pvp, 1 min 2. pvp 15min
Doesnt matter if you NPC, are scrambled by rats whatever - you disappear in 60 seconds.
Aslo - not all rats scramble (yep - guristas suddenly lost all scramblers - plz. add em ;p)
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Mr Bondy
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Posted - 2006.06.29 21:15:00 -
[7]
I have to say i agree with sprak on this one...
0.0 is way too safe (tho i doubt CCP would change this and end up with even fewer players in deep space)
Something like a 5 min loggoff timer for npc'ing would be great from a PvP perspective, however it would mean more people loosing ships to NPC's if they CTD or whatever (Especially shield tankers) I can think of a few times my PC has crashed n when i have relogged ive found my BS <50% structure 
So my dear Spraky - how do you propose to balence this without seeing cearbears flocking back to empire 
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Snapes
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Posted - 2006.06.30 03:20:00 -
[8]
personaly for the solo player 0.0 is a waste of time. The rat spawns are really tough and the time it takes to kill them just dosn't justify me wanting to go there. pvping though IS worthwhile and worring about aggression timers for npc'ers is just another silly idea. you just want an easy kill for people who dont want to be killed and that degrades a persons options for staying alive in 0.0. 0.0 was never safe to begin with and I laugh at people saying that 0.0 is worth it! if you arn't in a allience or a corp with more then 50 members and you are a carebear 0.0 is not for you!
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Varis
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Posted - 2006.06.30 07:53:00 -
[9]
This is where people keep getting mistaken ideas..
yes, getting INTO or OUTOF 0.0 space can be tricky... but once there i feel much safer in 0.0 space that in low sec in empire.
if you move down to 0.0, you wnat to move in group, and be prepared to stay there a while and setup shop. Then its wonderfully profitable and fun.
daily runs into empire and back - <shrudder> no thank you.
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Tachy
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Posted - 2006.06.30 10:42:00 -
[10]
If you're not a member of the local bullies, err alliance claiming ownership of the space you're in, you have to do right that, more or less.
A POS wont protect you if they really mean to kick you out of 'their' space.
Many people are fighting to get a way to remove 'intruders' from 'their' space by any means.
You could be a spy. Or earn some Isk. Or grab materials for selling at the next station. They do not want your assistance. Or they are just trying to get another way to cause grief. --*=*=*--
Even with nougat, you can have a perfect moment. |
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