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kenny smith
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Posted - 2007.01.10 19:54:00 -
[1]
Sadly people in the game feel the need to waist my time and many others by logging off when still cloaked! IÆm sure many people have experienced this! Even though you have a point on the weak manÆs ship it disappears in space before your very eyeÆs.
This makes taking out a big ship in a gang of small ships impossible unless you have a fleet of small ships capable of taking it down in 1 minute. This happens to me on a daily basis and is getting to me so much I not only have to write this! I feel like leaving the game for something where pvp is possible!!!
People logging at ss is fair enough or at least I can see why ccp canÆt make this an exploit but in this case where logging is blatantly being used as an exploit all ccp has to do is make it so once a ship has points on it, it stays for the show!!
This has to change or guns may as well be taken from the game!!!
Sorry if this sounds angry
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Vlad Nitro
Mortis Angelus
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Posted - 2007.01.10 20:06:00 -
[2]
yee this sucks ... as well as all logofski tactics. It is a really really bad part of the game and needs to be stopped.
I wish there could be a petition on this ... it would get so so many votes!!
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KTOZ
Caldari Mortis Angelus
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Posted - 2007.01.10 20:42:00 -
[3]
Edited by: KTOZ on 10/01/2007 20:40:12 Edited by: KTOZ on 10/01/2007 20:39:47
Originally by: kenny smith Sadly people in the game feel the need to waist my time and many others by logging off when still cloaked! IÆm sure many people have experienced this! Even though you have a point on the weak manÆs ship it disappears in space before your very eyeÆs.
This makes taking out a big ship in a gang of small ships impossible unless you have a fleet of small ships capable of taking it down in 1 minute. This happens to me on a daily basis and is getting to me so much I not only have to write this! I feel like leaving the game for something where pvp is possible!!!
People logging at ss is fair enough or at least I can see why ccp canÆt make this an exploit but in this case where logging is blatantly being used as an exploit all ccp has to do is make it so once a ship has points on it, it stays for the show!!
This has to change or guns may as well be taken from the game!!!
Sorry if this sounds angry
i totally agree with your point !! happy that every 1 doesnt know that yet... so when u jump into a small ship g8 camp, u can jus log off when cloacked, and your ship will stay cloack for a while and when uncloacked,they wont have the time to kill u.. It's like a "divine" power given by the ccp to u... Its cheeting on game mechanics in "my" opinion...Hope they fix it soon...
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Alkirin
Gallente Die Hard Mining
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Posted - 2007.01.11 03:49:00 -
[4]
There is already a mechanic in place to counter logoff tactics. If you aren't using it, that is your own fault, and CCP isn't responsible for bringing the people outsmarting you down to your level.
[Cogito Ergo Sum Atheios] - Alkirin of Scientia Obscura |

Kalamurii Izanthor
Soldiers Of Darkness Interstellar Alcohol Conglomerate
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Posted - 2007.01.11 05:07:00 -
[5]
Alkirin, ffs make some sense or stfu.
You dont get a timer on your ship if you dont agress, or maybe theres a 1 minute timer.
The only time youy get the 15 minute one is when you agress, otherwise, your ship disappears in 1 minute and there nothing anybody with a thousand warp disruptors can do to stop the ship from simply disappearing.
CCP, NEEDS to implement a SIMPLE SOLUTION!!!!!
WHEN YOU HAVE A SCRAMBLE POINT ON A SHIP THAT HAS LOGGED OFF, IT DOESNT GO ANYWHERE
(need enough points to counter wcs)
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Kalamurii Izanthor
Soldiers Of Darkness Interstellar Alcohol Conglomerate
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Posted - 2007.01.11 05:08:00 -
[6]
Edited by: Kalamurii Izanthor on 11/01/2007 05:04:52 Honestly, THE ONLY people that argue against this are exploiters that use this exploit themselves..
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shhmee eeeeee
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Posted - 2007.01.11 08:17:00 -
[7]
Originally by: Kalamurii Izanthor Edited by: Kalamurii Izanthor on 11/01/2007 05:04:52 Honestly, THE ONLY people that argue against this are exploiters that use this exploit themselves..
Exactly mate this post was started because i had the unfortunate Experience of a mega logging at the sight of my huggin and an eso after a 6 jump chase by 1 of are tacklers (he even had a stab fitted) or he would have been tackled to start with!
He then logs an alt on in the same sys and explains how he is not ashamed of logging when he knows heÆs out gunned! I am truly saddened by this increasing trend where people find this kind of thing acceptable.
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KTOZ
Caldari Mortis Angelus
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Posted - 2007.01.12 00:23:00 -
[8]
And it happened again... so whats the point to fit a warp distrupter on??
Its really dissapointing when you wait for minutes/hours for a nice target and thats heppens. Sometimes you just want to log off for some days...
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Sol Flare
Caldari The White Star Consortium Distant Star Alliance
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Posted - 2007.01.12 00:31:00 -
[9]
Originally by: KTOZ
so when u jump into a small ship g8 camp, u can jus log off when cloacked, and your ship will stay cloack for a while and when uncloacked,they wont have the time to kill u..
This hits the nail on the head... CCP does have some PVP timer in place that if ANYONE aggresses on a person a 15m timer will start. Ship will stay in space until that timer has ran out. The problem lies in the gate jump logoff.
When someone jumps through a gate and sees a camp, they can logoff while cloaked and escape with out a scratch. Not even a merlin fitted with two sensor boosters can lock a domi in time before it warps off (WOULD LOVE TO INSERT PLAYER'S NAME HERE... not sure on the ruling of that so I'll play it safe). Thus the timer never gets started if in fact it ever would get started due to the user is already flagged as offline by the time the ship uncloaks and is warping.
All I ask... is if a logoff occurs after a gate jump or while cloaked, then the ship should uncloak for 2 seconds before attempting a warp out. CCP states that if the ship is scrammed/disrupted then the ship will not warp off. If the user logged off in a well organized gate camp, then there should be tacklers that can scram the ship before it exits. Even the playing field so to say. If the user has a real connection drop and not in a gate camp then the 2 second penalty will not be enough for someone JUST warping in to have a free kill. So this adds some protection to the occasional drop, while also penalizing those that use this tactic.
If I had it my way... In bubble -> no warp, If scrammed -> no warp, If player engaged -> no warp.... But I'm willing to compromise if tacklers can get the ship between the uncloak and the logoff warp. As it stands now... There is NO WAY to catch someone logging off at a gate after jumping into system. If there is... I would love to know what I haven't tried yet!
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shhmee eeeeee
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Posted - 2007.01.12 01:30:00 -
[10]
If I had it my way... In bubble -> no warp, If scrammed -> no warp,
You can scramble there ship, BUT it will disappear in thin air after 1 minute. I suppose the speed to which it despairs relates to exactly how fast they make the choice to log compared to there 1 min of cloak! I first became aware of this exploit when people would log off to escape interdiction spheres, the spheres would then have no effect (rendering the interdictor useless)! These people then log on and off repeatedly, until when they finally do log back they are miles from the gate and happy haha!!
This is the only answer I hate to be here *****ing but I can't waist hours on end looking for a target only to have them choose if they die or not!!! The fun of the game is the unexpected, the ability for someone else to change your day!!! With warp to 0, scan probes hard to find mission runners in low sec and now the sick your head in the sand and survive technique! The game becomes less about chance, survival and cunning, and more about we might 1 day get a fight (that is if every body is ok with it??!) hang on IÆll just npc for a few more days and get back to ya!
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Laboratus
Gallente BGG
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Posted - 2007.01.12 09:37:00 -
[11]
Logoffski is annoying but it is better than the alternative.
For those who have a RL and really have to go, should not be penalised in game for doing so. Hence, logoffski is better than gameaddictski. ___ P.S. Post with your main. Mind control and tin hats |

Sargeant HAmmer
Caldari Star Enterprises
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Posted - 2007.01.12 10:33:00 -
[12]
the warp on log was implemented because of dodgy internet connections.
It was designed to stop petitions about your ship being blown up because you lost your net connection. it might be a bug that your ships modules stay active when in space when you log off and on quickly but if your capable of it why not?
if you ask me if you have a ship that can warp and cloak why not. if not then it should uncloak you as you start to warp.
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Shimmia Shamms
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Posted - 2007.01.21 14:11:00 -
[13]
Edited by: Shimmia Shamms on 21/01/2007 14:07:54 Logging off = I win. 
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Viront
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Posted - 2007.01.21 14:12:00 -
[14]
Originally by: Alkirin There is already a mechanic in place to counter logoff tactics. If you aren't using it, that is your own fault, and CCP isn't responsible for bringing the people outsmarting you down to your level.
Funny that we should use mechanics to counter it when loggoff tactics aren't a built in tactic anyway. |

Lexxara
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Posted - 2007.01.21 18:10:00 -
[15]
i agree, there should be a cool down time after every combat action, before you can logoff. although i don't know how you could handle server crashes(however rare) or unintentional disconnects. even if you built in something to tell manual and accedental disconnections apart, i'm sure someone would write a program to disconect eve at the push of a button and trick it into thinking it was an unintentional dissconection.
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Valandril
Caldari Resurrection R i s e
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Posted - 2007.01.21 19:21:00 -
[16]
Originally by: Laboratus Logoffski is annoying but it is better than the alternative.
For those who have a RL and really have to go, should not be penalised in game for doing so. Hence, logoffski is better than gameaddictski.
How often u get rl stuff right after jumping into large bubble camp ? How often u get mandatory immediant attention rl stuff after getting engaged ?
How often ppl logoff to save theyr asses ? I think ratio will be acceptable. ----------------- Flamedrone II belonging to Valandril perfectly strikes you, wrecking your topic. Ingame petition belonging to eXceed Inc. slaps you for lol damage. |

Christopher Dalran
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Posted - 2007.01.22 19:02:00 -
[17]
Edited by: Christopher Dalran on 22/01/2007 19:01:27
Nobody has said the real problem yet, yes someone can logoff and their ship will warp away, if it does it does not go far so drop a probe and scan and you can find them and destroy them in plenty of time.
The real problem lies in the fact that you can only have one active character per account at any one time, while this sounds good the problem is that when you log in with another character the other character immediatle despawns to satisfy the condition that you can only have one active pilot per account at any one time.
If someone logsoff and then immediatly logs back in with another character on that same account than even if you are still shooting at them their ship will simply disappear. Not a warp out, Not a cloak, they simply despawn even with the 15 timer.
Freighters do this ALL the time and there is virtually NO chance to pop them before they can log back in with another char on the same account.
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Glarion Garnier
Solar Wind
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Posted - 2007.01.22 20:18:00 -
[18]
Originally by: Christopher Dalran Edited by: Christopher Dalran on 22/01/2007 19:01:27
Nobody has said the real problem yet, yes someone can logoff and their ship will warp away, if it does it does not go far so drop a probe and scan and you can find them and destroy them in plenty of time.
The real problem lies in the fact that you can only have one active character per account at any one time, while this sounds good the problem is that when you log in with another character the other character immediatle despawns to satisfy the condition that you can only have one active pilot per account at any one time.
If someone logsoff and then immediatly logs back in with another character on that same account than even if you are still shooting at them their ship will simply disappear. Not a warp out, Not a cloak, they simply despawn even with the 15 timer.
Freighters do this ALL the time and there is virtually NO chance to pop them before they can log back in with another char on the same account.
  
So it can be even worse . That sounds bad.
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Venkul Mul
Gallente
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Posted - 2007.01.22 20:58:00 -
[19]
Originally by: Kalamurii Izanthor Edited by: Kalamurii Izanthor on 11/01/2007 05:04:52 Honestly, THE ONLY people that argue against this are exploiters that use this exploit themselves..
Nice debating trick to stop everyone to disagree with you. Exactly on the same level of using log off tactics.
First: the 15 minutes timer is in function if you aggress or are aggressed, before disconnecting.
Second: until CCP don't find a system to detect honest disconnects from logoff, nothing can be implemented to block the disapparence of disconnettted ships.
Third: untill the game is so bug free to avoid unmotivated DC, it is better not to tamper with a system put in play to avoid loss for uncontrollable loss of signal.
Even with the current system it happens too often that the system don't detect da loss of signal, happened two times today (passing a gate in 0.5, and ratting, again in 0.5, nothing to do with PvP). Loosing a ship because the signal is garbled, or because some stupid hacker decide to ping my PC 10 times in 1 second and freeze EVE is nothing I would enjoy.
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Venkul Mul
Gallente
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Posted - 2007.01.22 21:07:00 -
[20]
Edited by: Venkul Mul on 22/01/2007 21:03:34
Originally by: Christopher Dalran Edited by: Christopher Dalran on 22/01/2007 19:01:27
Nobody has said the real problem yet, yes someone can logoff and their ship will warp away, if it does it does not go far so drop a probe and scan and you can find them and destroy them in plenty of time.
The real problem lies in the fact that you can only have one active character per account at any one time, while this sounds good the problem is that when you log in with another character the other character immediatle despawns to satisfy the condition that you can only have one active pilot per account at any one time.
If someone logsoff and then immediatly logs back in with another character on that same account than even if you are still shooting at them their ship will simply disappear. Not a warp out, Not a cloak, they simply despawn even with the 15 timer.
Freighters do this ALL the time and there is virtually NO chance to pop them before they can log back in with another char on the same account.
1) DEV say they have tested this and it is not true; 2) what kind of set up you will have to log in in less than 2 minutes? EVE is a bit slow to start (and I haven't tons of bookmarks)
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Majutsu
Caldari
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Posted - 2007.01.23 10:14:00 -
[21]
It's all well and good us all moaning about this but does anyone actually have a better solution?
I know I'm not the only one who gets game disconnects and CTD's, I've lost 3 ships now where I've ctd'd and for some reason didn't emergency warp.
Usually I can log back in straight away but why should I lose more ships because of pc/network problems outside of my control.
I'd love it if people were unable to use logoff as a tactic, but there needs to be a solution that also doesn't penalise genuine disconnects, and as yet I still haven't heard one.
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BigWhale
Gallente
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Posted - 2007.01.24 14:11:00 -
[22]
Originally by: Valandril How often u get rl stuff right after jumping into large bubble camp ? How often u get mandatory immediant attention rl stuff after getting engaged ?
With my two kids randomly waking up while I'm playing? Dunno, it happened that I had to log off five times in 20 minutes.
So now I shouldn't play? :)
Quote:
How often ppl logoff to save theyr asses ? I think ratio will be acceptable.
I logged off once, actually it was today. And it was more like because I was playing at work, not to save my ass, I know how the game works. 2 minutes later I came back and let myself get podded. :)
I could have waited few hours and it would save me a clone and more than a dozen jumps.
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Hammering Hank
Caldari
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Posted - 2007.02.21 21:03:00 -
[23]
Edited by: Hammering Hank on 21/02/2007 22:54:05 I have an idea of how to end the "Logofski" and maintain the game's enjoyment. My idea is to make only the POD dissapear when a player logs off, not the ship. Once a ship is manufactured, it is in the game until reprocessed, destroyed, or otherwise dismantled. This is the base idea, and getting this to work will require a few changes. So let me expand.
The way I see this working is as follows: 1) When a player logs off in a Station, nothing changes and the ship remains in the station hanger.
2) When a player logs off in a Corporate Hanger array in their POS, the ship stays in the Hanger. If the POS is destroyed while the ship is docked, the ship becomes part of the loot or is destroyed with the POS. When the player logs in again, his POD appears in the ship if it is still there or in space if the ship has been looted or destroyed.
3) When a player logs off in space: a) if the ship is in open space with no other ships in the same grid, the ship stays parked
b) if the ship is in the bubble of a POS, it is considered to in the POS and stays parked
c) if the ship is in open space with other ships in the same grid, it warps to a random location
d) if the player is engaged in open conflict, the ship attempts to warp out to a random location, NO EMERGENCY WARP OUT.
4) Some mechanics need to be introduced / changed when the ship is in open space: a) Introduce a maintainance group with fees (grimlins maybe?)
i) if ship has a cloak fitted, the player activates the cloak before the log off. A small fee is charged to keep the cap up during the log off. If another ship passes withen 2k, the cloak diactivates as normal. However, it reactivates as soon as the other ship moves over 2k away.
ii) if no cloak, a higher fee is paid for the ship to be warped to a random spot everytime another ship enters the same grid.
iii) a even higher fee is paid to have a combination of the two. A cloaked ship warps when another ship enters the same grid. Of if the ship can't warp while cloaked, it warps when another ship gets within 2k of if and then reactivates the cloak at the new location (of course, this assumes the ship is not scrambled).
b) Activate a dialog box if there are ships in the same grip (even for CTRL-Q), and a much bigger warning if the ship is targetted or aggroed (spelling?)
Strategies introduced:
When a player logs off, they know their ship will not "dissapear". If the Corporate Hanger Array is not big enough for some capital ships, maybe an adjustment needs to be made or a new array introduced. Maybe introduce a shipyard array with protections the capital ships, or introduce the ability to set the capital ships on autopilot to become part of the POS defense system.
The scouting of systems becomes even more part of PvP, as players will be able to seek out abandoned ships to attempt to kill, loot, and possibly steal (scramble, web, and NOS until it can't move). When the ship's owner re-enters the game, he is left in his POD and must get to one of his other ships or risk being podded. This is a little more realistic, as a ship should not appear where a POS once stood.
If the player gets disconnected while engaged and the ship can't warp out before it is destroyed, file a petition as the loss was due to a connection or node fault, not as part of the game. At least your POD is saved. 
(T)Hank(s) |

Andreya
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Posted - 2007.02.22 01:35:00 -
[24]
/signed, i strictly pvp in this game, (in a sabre) but with all these epoeple logging off in my bubbles now i just simply got stressed out and barely play eve anymore (untill istabs and bubbles/loggoffs are fixed) please get on the ball ccp. i loved this game. but now i have no interest in it cause everythings broken
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Terazuk
Amarr FIRMA Interstellar Alcohol Conglomerate
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Posted - 2007.02.22 02:51:00 -
[25]
Edited by: Terazuk on 22/02/2007 02:53:20 Edited by: Terazuk on 22/02/2007 02:52:56 For cowardly PvPers the solution is really quite simple, make the fitting requirements for Scan Probe Launchers much much much much lower... enable them to be must have items for any combat or even PvE player to be able to fit to their ship.
As it stands currently attempting to fit either of the Probe Launchers renders your ship utterly useless, even battleships are completely gimped by the req's.
This would mean logoffski pilots would pay every time, and the scan probe pilot gets to actually DO some shooting and perhaps stay around for the fight!
As for whining about not getting that freighter full of goodies because he logoffskis then learn to tackle you silly piwat! -~- Take the above post seriously at your peril -~- |

hotgirl933
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Posted - 2007.02.22 04:06:00 -
[26]
signed all the way
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Typhado3
Ashen Lion Mining and Production Consortium FREGE Alliance
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Posted - 2007.02.22 06:06:00 -
[27]
/signed
My Opinions are my own, not my corp's, not my friend's, and not my pet fedo's |

Miss Mickey
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Posted - 2007.02.22 09:37:00 -
[28]
Ok, how about something better, rather than changing logoff mechanics,
When you jump into a system, you spawn 1AU randomly from the gate.
Better?
You probably don't think so, because now that ruins your easy-mode "PvP" gate camp. Perhaps if you weren't spending all day camping gates looking for easy kills, you wouldn't be having people logoff on you and "wasting" your time.
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Marcus TheMartin
Gallente Tuxedo.
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Posted - 2007.02.22 13:40:00 -
[29]
Originally by: Miss Mickey Ok, how about something better, rather than changing logoff mechanics,
When you jump into a system, you spawn 1AU randomly from the gate.
Better?
You probably don't think so, because now that ruins your easy-mode "PvP" gate camp. Perhaps if you weren't spending all day camping gates looking for easy kills, you wouldn't be having people logoff on you and "wasting" your time.
You will never catch a hauler carrying the holy grail in an asteroid belt so stfu plz k thnx bye
Never again are you allowed to complain about not training for combat |

Kilostream
Caldari Roving Guns Inc. RAZOR Alliance
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Posted - 2007.02.27 20:21:00 -
[30]
Edited by: Kilostream on 27/02/2007 20:20:21
Originally by: Christopher Dalran Edited by: Christopher Dalran on 22/01/2007 19:01:27
Nobody has said the real problem yet, yes someone can logoff and their ship will warp away, if it does it does not go far so drop a probe and scan and you can find them and destroy them in plenty of time.
The real problem lies in the fact that you can only have one active character per account at any one time, while this sounds good the problem is that when you log in with another character the other character immediatle despawns to satisfy the condition that you can only have one active pilot per account at any one time.
If someone logsoff and then immediatly logs back in with another character on that same account than even if you are still shooting at them their ship will simply disappear. Not a warp out, Not a cloak, they simply despawn even with the 15 timer.
Freighters do this ALL the time and there is virtually NO chance to pop them before they can log back in with another char on the same account.
That is a load of rubbish:
We use cyno alts for moving capitals, and I can assure you this does not happen - you jump carrier into alt, and dock - then log in next cyno alt (on same account as the alt you just jumped to).
Undock carrier and jump into next cyno - outside station you still have the old cyno alt - if what you were saying was true, it would have despawned when the next cyno alt was logged in.
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Jaketh Ivanes
Amarr Riggers Incorporated
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Posted - 2007.02.27 21:16:00 -
[31]
Originally by: shhmee eeeeee
Originally by: Kalamurii Izanthor Edited by: Kalamurii Izanthor on 11/01/2007 05:04:52 Honestly, THE ONLY people that argue against this are exploiters that use this exploit themselves..
Exactly mate this post was started because i had the unfortunate Experience of a mega logging at the sight of my huggin and an eso after a 6 jump chase by 1 of are tacklers (he even had a stab fitted) or he would have been tackled to start with!
He then logs an alt on in the same sys and explains how he is not ashamed of logging when he knows heÆs out gunned! I am truly saddened by this increasing trend where people find this kind of thing acceptable.
Well, to be honest, it just as sad to see people not able to take on a fair fight. To many will only fight if they are sure to win. That is also a sad trend and even an older trend. Not that i condone the logoff tactic, but do look at your own tactics.
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Sir Drake
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Posted - 2007.02.27 21:23:00 -
[32]
Originally by: kenny smith Sadly people in the game feel the need to waist my time and many others by logging off when still cloaked!
Im pretty sure the people logging off on you feel the same about your gate camps.  You intend to spoil their fun by killing their ships and they counter by spoiling your fun with a log off. Anyone argueing to keep the system as it is will get flamed anyway no matter what...
And yes i will use the tactic anytime i want to avoid combat because my cargo is to expensiv to throw it away or i simply aint see any chances to win.  I certainly dont see a point in risking my hard earned stuff to such a nuisance as a gate camp. ------------------------------------------------------- Sig was removed due to derogatory comments towards a group of people. -Karl Chroimcer
I like that.
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Daelise Seryu
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Posted - 2007.02.27 22:03:00 -
[33]
For any legitimate online gaming problem there becomes those who will attempt to use it as a tactic. Logging off to save one's hide is one of the oldest ones, even in games where PVP isn't possible. Both sides are of this argument hold similar arguments, too: waste of time and effort. But as long as there is the possibility of disconnection from power outage, network crash, server transfer (yeah, changing sessions in CCP's servers can sometimes lead to disconnects), virus/spyware activation (network bandwidth overload), or the myriad other possibilities - there simply won't be the possibility of camping out at a stargate to just pick on a cargo-hauler flawlessly.
The best solution to this is to actually utilize more npcs doing the same thing the players are doing. Sure, there's no 'joy' of blasting a player, but there is still the chance of getting some good cargo to pawn from them utilizing the shoot first and trade later tactic. After all npcs CAN'T LOG OFF, they'll never evade capture through system exploits or coincidental accidents. So try petitioning more npc activity and less on an argument that just isn't going to be won. You may actually begin to get some better play value the way you want, just not exactly the way you want. And maybe once gate campers start seeing npcs as a viable alternative to spending their time, maybe then players moving freight won't feel that it's all just some bullying tactic and there won't be as much of the problem of logging off to escape.
Granted, another fact to take into consideration is that most PVPers aren't just willing to fire on a pod, they're anxious to do it. This behavior clearly works against the arguments that it's being done to get some good loot. With the exception of collecting player bounties, the only reason to shoot down a pod is to intentionally wipe out implants on a character. Expensive loss, plus the loss in training times... No, I don't think anyone in their right mind wants to lose training time just because some nut with a gun's got a jonesing for grief-play. Bounties equals ISK, no bounty equals jerk, plain and simple.
Sorry if this all comes off as rude or inconsolable, but the internet is what it is and my opinion's based on evaluation of gameplay motivation. Neither one's going to change regardless of the arguments given.
Hopefully some middle-ground or alternative can be found, because what you're asking for just doesn't seem plausible. |

Qolde
Minmatar Rising Knights SMASH Alliance
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Posted - 2007.02.28 00:13:00 -
[34]
Originally by: Miss Mickey Ok, how about something better, rather than changing logoff mechanics, When you jump into a system, you spawn 1AU randomly from the gate.
Best solution so far, but I think 1 au is WAYYY too much. I'd say 500 km at most since that would give anyone a 25% chance of being outside of sniper BS range. I know some interdictor griefers will complain, but maybe if this is implemented, CCP could allow bubbles in low sec empire instead of just 0.0. I'm cool with gambling my ship at each jump, but I am NOT cool with going up against a sure loss as most gate camps tend to be for someone not looking for a fight. I use my alt to avoid them now. No matter what griefers do, the general population will do whatever they can to counter it, if you look at the history. They will complain NO MATTER WHAT IT IS. They complained about indies with MWDs, instas, log off tactics(this is the only one that is moderately lame IMO, depending on the circumstance). Whatever nerf they beg CCP for this time will make matters worse again, so griefers should just learn to keep it quiet unless they can't get any kills. In my opinion, most logoffski tactics are fair. If you would rather not play than lose a ship, and you haven't been aggressed, by all means log off. This includes jumping into a gate camp. But if you get scrammed, in my opinion you probably have commited to battle either of the wits(trying to escape anyway) or brawn(shooting), and your ship shouldn't just warp off if you log.
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VoYvod
Amarr Pirates of Destruction Union Freelancer Alliance
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Posted - 2007.02.28 00:14:00 -
[35]
i think some of yous are missing the point, if you probe them out - scram them - start shooting them , they sometimes dissapear, they just vanish if you don't kill it fast enough (got like 30 seconds to kill them) , happens to me all the time and i'm quite sick of it aswell 
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Nim9i5
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Posted - 2007.02.28 03:31:00 -
[36]
all this means is smash alliance is trying to gank noobs who dont want a fight 
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Reina Rashar
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Posted - 2007.02.28 17:16:00 -
[37]
Originally by: Kalamurii Izanthor Edited by: Kalamurii Izanthor on 11/01/2007 05:04:52 Honestly, THE ONLY people that argue against this are exploiters that use this exploit themselves..
There is a very simple fix to this whole thing that everyone is overlooking. Stop camping gates for easy kills because you guys don't have the skill to hunt someone down and kill them like real honorable players. So what if you have to chase someone across ten systems, that should be part of the fun. Now that I know this can be done I will start using this as a get away tactic for all gate camps. If you don't have the motivation to actively hunt then you shouldn't get credit for kills.
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Ahz
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Posted - 2007.03.19 20:44:00 -
[38]
Starcraft keeps track of a player's wins / losses / disconnects. Maybe one way to address the problem would be to for the server to log all disconnects under combat conditions. This could then become a feature of the charactor's info (like their security status). It won't stop the behavior but it will shame the person who does it.
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Sirenia Daptari
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Posted - 2007.03.20 12:26:00 -
[39]
I'm a 56k modem gamer (I know, but whatever) so once every few days I'll have a random disconnect... I disconnected in a mission deadspace once and when I reconnected again I saw it warping me in from a large distance, giving me ample time for the computer to process everything. Was very nice, especially for my slow connection. :) Just hoping that CCP doesn't penalize those of us with cruddy connections. ;)
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Gridan
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Posted - 2007.03.20 13:27:00 -
[40]
Nerf logoffs but more importantly, nerf lame gate-camps. Im talking the ones where 5-10 people sit there waiting for their noble "hard-earned" 10v1 vs some semi-afk innocent traveler in his shuttle. |

Mabek Xia
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Posted - 2007.03.20 22:42:00 -
[41]
Originally by: Gridan Nerf logoffs but more importantly, nerf lame gate-camps. Im talking the ones where 5-10 people sit there waiting for their noble "hard-earned" 10v1 vs some semi-afk innocent traveler in his shuttle.
Agreed. Sitting at a chokepoint where you have a gauranteed win sounds pretty lame. And yes logging off is lame but I do it to avoid gatecamps. why? Because gatecamp = 100% chance of losing for a noob like me. Logging = good chance noone loses anything I think.
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Angelus Xenotov
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Posted - 2007.03.20 23:15:00 -
[42]
Originally by: Mabek Xia
Originally by: Gridan Nerf logoffs but more importantly, nerf lame gate-camps. Im talking the ones where 5-10 people sit there waiting for their noble "hard-earned" 10v1 vs some semi-afk innocent traveler in his shuttle.
Agreed. Sitting at a chokepoint where you have a gauranteed win sounds pretty lame. And yes logging off is lame but I do it to avoid gatecamps. why? Because gatecamp = 100% chance of losing for a noob like me. Logging = good chance noone loses anything I think.
Boo hoo.
Lets speak some truth here before the lamer comes.
1. Gate camps can only take place in 0.4 or below:
Avoiding a gate camp is easier than breathing, DON'T GO INTO LOW SEC.
2. Gate camps frequently end in your death:
Don't jump into low sec, ITS CALLED LOW-SECURITY SPACE FOR A REASON.
3. Logging off while cloaked when encountering a gate camp:
Wrong. YOU decided to leap into a LOW SECURITY SYSTEM, YOU should pay the price.
Solution:
Player jumps. Player encounters Gate Camp (GC) Player logs. (Timer starts, 60 seconds) Player decloaks and attempts to warp off. (50 seconds) GC starts shooting player (TIMER RESET, 15 MINUTES COMBAT TIMER ACTIVATES). Player loses ship to GC.
That is the only acceptable solution.
n.b. This new system would ONLY apply to Gates, as anyone logging off in combat anywhere else isn't cloaked and is probably going to die anyway.
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Mabek Xia
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Posted - 2007.03.21 04:12:00 -
[43]
Originally by: Angelus Xenotov
Boo hoo. Lets speak some truth here before the lamer comes. 1. Gate camps can only take place in 0.4 or below: Avoiding a gate camp is easier than breathing, DON'T GO INTO LOW SEC. 2. Gate camps frequently end in your death: Don't jump into low sec, ITS CALLED LOW-SECURITY SPACE FOR A REASON. 3. Logging off while cloaked when encountering a gate camp: Wrong. YOU decided to leap into a LOW SECURITY SYSTEM, YOU should pay the price. Solution: Player jumps. Player encounters Gate Camp (GC) Player logs. (Timer starts, 60 seconds) Player decloaks and attempts to warp off. (50 seconds) GC starts shooting player (TIMER RESET, 15 MINUTES COMBAT TIMER ACTIVATES). Player loses ship to GC. That is the only acceptable solution. n.b. This new system would ONLY apply to Gates, as anyone logging off in combat anywhere else isn't cloaked and is probably going to die anyway.
Under that reasoning why doest the whole community just camp gates in all 0.4 and less space. No travel . No trade. No game. Risk in travel is part of the game, totally understandable and as it should be. But there should be some form of risks for GC's.
"Boo Hoo" you wasted you time sitting at a gate perfectly safe then cried when you got nothing out of it.
If you are gaurding a gate for control of the system well then heck ask your corp pay you for boring gaurd duty.
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Mabek Xia
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Posted - 2007.03.21 04:31:00 -
[44]
Just an idea. I think a simple solution would be to have ships pulverized if destoyed near stargates. None of thier modules/cargo are conserved. This way gatecamps will go on but theyll be more inclined to behave like a toll booth rather then whatever the heck it is they do atm.
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Kitiara Armitage
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Posted - 2007.03.21 08:45:00 -
[45]
sorry but I have to disagree, it would completely defeat the purpose of the emergency warp out, and people crash while in space far more often than they log out to escape you, sorry. :P
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Angelus Xenotov
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Posted - 2007.03.21 13:43:00 -
[46]
Originally by: Mabek Xia
Under that reasoning why doest the whole community just camp gates in all 0.4 and less space. No travel . No trade. No game. Risk in travel is part of the game, totally understandable and as it should be. But there should be some form of risks for GC's.
"Boo Hoo" you wasted you time sitting at a gate perfectly safe then cried when you got nothing out of it.
If you are gaurding a gate for control of the system well then heck ask your corp pay you for boring gaurd duty.
The reason people go Low sec is for the better isk yields the NPC trades bring or to ferry in mods/ships/ammo for the low-sec'ers or the missions.
And Gate camping isn't entirely without risk, another load of GC'ers could come through and try and pop you. Or the anti-pies. You can't say GC is totally without risk.
And sorry, but Logging Off when you encounter gate camps is BLATENT EXPLOIT, avoiding combat BY EXTERNAL MEASURES. CCP MUST fix this bloody exploit.
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Randolf Sightblinder
Ex Coelis
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Posted - 2007.03.21 16:55:00 -
[47]
With Local and alts gatecamping IS nearly riskless. 1. Pirates don't lose enough in being pirates, there's are reason you people are called gankbears. 2. It is to easy to communicate with a caracter outside your corp. If you have someone in a covops on the other side of the gate or gates sitting there cloaked and warning you fine. But being able to setup a noob corp alt to watch the gate that can't be decked or killed (in high sec and most camps are either high to low, or on mission systems almost no where else). You are one person thats all you should be in game as well and yes I know due to nat and similar you can't really regulate logins.
3. And with 2 it should be easier to see who someone is ganged with and maybe even communicating with after all the ftl coms everyone uses all go through a central network. And I'm sure that 0.0 people would love knowing about the spies and alts running around in unaligned corps.
With some of the recent patch changes I've seen I think its close to a good balance. People should ewarp when they lose connection but not if scrammed or bubbled by players (npcs yes but not players). However nothing that happens after a player logs should change the timers that player has on him. He should go "LD" and then leave as if he had logged in space. No shooting a disconnected player should not give them a 15 minute timer but if you can kill him in the time it takes for his ship to go he's popped.
What I will say is that if you have people who regularly "crash" when they jump into your camp or do the logon logoff trick to get farther and farther away then it IS an exploit and should be petitioned as such.
Randlof
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Chruker
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Posted - 2007.03.21 17:33:00 -
[48]
Didn't you guys read the patch notes?
The emergency warp (when logging off) no longer works inside warp bubbles. ----- CCP: Please make ship loot to drop in a can next to the wrecks. Edit: On the test server you can now salvage wrecks with loot. After a succesfull salvage the loot is left in a jetcan. |
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