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tookar
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Posted - 2006.06.28 11:44:00 -
[31]
Edited by: tookar on 28/06/2006 11:44:53 I dont even consider this a pvp tactic . In fact its ridiculous that its not considered an exploit . Everyone here knows that NO alliance can stop 1-2 at a time enemies drifting into systems and logging off and most times its hard to even know which system they logged off in , it makes all the in game tools we have for fighting such as covops/scouts/accurate assesmentas of enemy fleets redundant .
Anyone caught doing it should be spanked till their ass is red raw!
Why not just make it so players cant target other PLAYERS for 10 mimnutes after they login?
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Eutha Nathia
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Posted - 2006.06.28 11:56:00 -
[32]
Edited by: Eutha Nathia on 28/06/2006 12:06:30
Originally by: Chochko My opinion that logoff trap is lame. It is contradictory to the game idea. Share your thoughts.
Poding my ship is "lame" Outblobing (600 in a system) is an exploit (you can't do nothing again this "tactic") Logintrap is a game mechanic (ItĘs possible to counter it)
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MACTEP
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Posted - 2006.06.28 11:58:00 -
[33]
I remember old times when -5- took cache and in m53 и p7- local was 15+.....i was flying around and catch megathron in m53 ......he was crying in local "guys help me ...help me.....enemy on e5t- gate is killing me"....i finished him and 3 enemy bs + few taclers came on gate....i warped out and loged off..... -You are f...ing russian noob( wrote they)......came and fight!!!logofski!!!is it all what you can?
of couse i can understand them......they want to see me alone on the gate and then gang me using "honestly fair play" )....after 30 minutes i killed another one bs..))
I can advise only one... when you see hostile gang, try to arrive with gang of the same size )) or lower )))) to try your skill.....but not highter .....and you will find the happiness in pvp
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tookar
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Posted - 2006.06.28 12:02:00 -
[34]
MACTEP are you seriously saying that the counter to login traps is only to bring a small gang? I know your a good gang leader but thats kinda missing the point a bit :)
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KIATolon
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Posted - 2006.06.28 12:03:00 -
[35]
If you were logged off, how do you you know they were calling you names?
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Jenny Spitfire
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Posted - 2006.06.28 12:05:00 -
[36]
We only see logoffski working. When logoffski doesnt work as planned because of miscommunication failure, 5 ppl in a gang can kill 10 ppl in a gang. Quite worth it.  ---------------- RecruitMe@NOINT!
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Cell Satimo
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Posted - 2006.06.28 12:05:00 -
[37]
It's lame, and IMO should be a new solution.
Probably written before, but anyway:
The advantage of log-off in space was: - You can venture further into station-less space, and occupy regions that have no infrastructure without having to go 30 jumps in both directions. >> This is not longer necessary since we now have POS & Outposts. - Computer failures don't get you killed. - Connection failures don't get you killed.
Since it's exploited as log-off/log-on tactics, considering the above, some simple solutions would be: - Have Eve differentiate between log-out and computer/connection failure. >> If someone closes the eve client or kills it in task manger, then the Eve Client notifies the server as a 'log-out'. - Penalties on login in-space (eg. lock time as suggested here). - Increase time you're still in-space after you crash-warp. >> This means if your connection fails, and you get it back in time, you continue your session without penalties. - Logging out in space and logging into another char on the same account adds and extra harsh penalty. >> So people deliberately logging on a different char to get their first removed from space really get shafted.
This at least means people will need to flick the switch on their computer, or pull out their cables to use log-out tactics - which will get RL expensive with damage and wear.
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KIATolon
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Posted - 2006.06.28 12:06:00 -
[38]
Originally by: Cell Satimo It's lame, and IMO should be a new solution.
Probably written before, but anyway:
The advantage of log-off in space was: - You can venture further into station-less space, and occupy regions that have no infrastructure without having to go 30 jumps in both directions. >> This is not longer necessary since we now have POS & Outposts. - Computer failures don't get you killed. - Connection failures don't get you killed.
Since it's exploited as log-off/log-on tactics, considering the above, some simple solutions would be: - Have Eve differentiate between log-out and computer/connection failure. >> If someone closes the eve client or kills it in task manger, then the Eve Client notifies the server as a 'log-out'. - Penalties on login in-space (eg. lock time as suggested here). - Increase time you're still in-space after you crash-warp. >> This means if your connection fails, and you get it back in time, you continue your session without penalties. - Logging out in space and logging into another char on the same account adds and extra harsh penalty. >> So people deliberately logging on a different char to get their first removed from space really get shafted.
This at least means people will need to flick the switch on their computer, or pull out their cables to use log-out tactics - which will get RL expensive with damage and wear.
People will just terminate the process abnormally, i.e. with a task manager
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Octavinus Augustus
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Posted - 2006.06.28 12:11:00 -
[39]
I agree with the lot of you: It's lame and should be classified as an exploit. Unfortunately it's legal and so unless CCP step in there's nothing to complain about concerning those using the method.
How about this one: Make it impossible to activate any modules for a period of time (e.g 2-3 minutes) after logging on in space?
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Abdalion

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Posted - 2006.06.28 12:13:00 -
[40]
Originally by: KIATolon not sure this post belongs in this forum
This topic is also redundant. ___
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