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Robert Caldera
Caldera Trading and Investment
1112
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Posted - 2016.02.22 11:12:12 -
[61] - Quote
Morrigan LeSante wrote: You see when you log off you're invisible, no trace, 100% completely unfindable, ever. So with power like that, why should there not be counterplay that allows people to even know that finding you is so much as possible?
so people will stop looking for players who arent in their direct range of influence (otherwise they would see them), just because a bad mechanic tells you they are online and have to be somewhere - good change.
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Barrett Fruitcake
State War Academy Caldari State
53
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Posted - 2016.02.22 11:35:40 -
[62] - Quote
Morrigan LeSante wrote: Prey tell, how does one locate a logged off asset in a system? This should be good.
You see when you log off you're invisible, no trace, 100% completely unfindable, ever. So with power like that, why should there not be counterplay that allows people to even know that finding you is so much as possible?
I see you ducked the local question, thus I can only conclude you belong to the large crop of hypocrites.
Well, you actually have to take some effort as a group to find where players log off. There should be no easy-mode, "ya, my target just logged on" service in the game.
There is a locator service that tells you where someone is though I would say that mechanic is also broken. It, and no game mechanic, should be 100% accurate at all times. There should be some uncertainty and risk involved in trying discover a players location.
The locator service should give out accurate and inaccurate information that can't be gamed by having 20 players running it on the same player. It should give them all the same accurate and inaccurate information based upon random chance.
There should also be a risk that each time you run the locator service the target is notified and given the option to provide specific false information to maybe set their own trap for those who are trying to locate him.
Getting 100% risk-free and accurate intel should never exist in this game.
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Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
14254
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Posted - 2016.02.22 11:39:29 -
[63] - Quote
Barrett Fruitcake wrote:Morrigan LeSante wrote: Prey tell, how does one locate a logged off asset in a system? This should be good.
You see when you log off you're invisible, no trace, 100% completely unfindable, ever. So with power like that, why should there not be counterplay that allows people to even know that finding you is so much as possible?
I see you ducked the local question, thus I can only conclude you belong to the large crop of hypocrites.
Well, you actually have to take some effort as a group to find where players log off. There should be no easy-mode, "ya, my target just logged on" service in the game. There is a locator service that tells you where someone is though I would say that mechanic is also broken. It, and no game mechanic, should be 100% accurate at all times. There should be some uncertainty and risk involved in trying discover a players location. The locator service should give out accurate and inaccurate information that can't be gamed by having 20 players running it on the same player. It should give them all the same accurate and inaccurate information based upon random chance. There should also be a risk that each time you run the locator service the target is notified and given the option to provide specific false information to maybe set their own trap for those who are trying to locate him. Getting 100% risk-free and accurate intel should never exist in this game. local
Better the Devil you know.
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Tiber Ira
Fusion Research Ltd C0LD Fusion
0
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Posted - 2016.02.22 11:56:17 -
[64] - Quote
Don't like the idea personnaly but if it's gonna happen then if you log in space you stay there. Only exceptions is when you are in a POS or within tethering of a citadel. |
Threm
Heavy Rains Public-Enemy
2
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Posted - 2016.02.22 12:00:26 -
[65] - Quote
Barrett Fruitcake wrote:
Getting 100% risk-free and accurate intel should never exist in this game.
There are game aspects that need to have this character, otherwise you have to have the black screen and a pocket light as others have written earlier.
But I tell you what is second best solution: if such 100% risk-free and accurate aspects are fair available to everyone without limitation.
And dont forget the enourmous database information out of game. All available for everyone. Dont think that could be switched off again.
Watchlist the other can be used by anyone, hunter can watchlist and locate the prey, the prey can watchlist and locate the hunter. Where is the unbalance?
I tell you what is unfair: That a new character has to get standing for a level 4 agent to locate possible opponent while they already can. Watchlist in the opposite does not need requirements, it is fair in regard of the prerequisites.
What do you learn first in Eve? Have the Local chat separatly! Its fair available for everyone. Do you let someone tackled go because he is telling you he didnt know? And even not having it in wormhole is fair because it is for everyone. Same is dscan, the rules for being seen or not seen are the same for everyone.
Dont focus too much to risk aspect or accuracy for basic information, focus on availability and same rules for everyone. |
Morrigan LeSante
Black Omega Security The OSS
1260
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Posted - 2016.02.22 12:05:22 -
[66] - Quote
Ralph King-Griffin wrote:Barrett Fruitcake wrote:Morrigan LeSante wrote: Prey tell, how does one locate a logged off asset in a system? This should be good.
You see when you log off you're invisible, no trace, 100% completely unfindable, ever. So with power like that, why should there not be counterplay that allows people to even know that finding you is so much as possible?
I see you ducked the local question, thus I can only conclude you belong to the large crop of hypocrites.
Well, you actually have to take some effort as a group to find where players log off. There should be no easy-mode, "ya, my target just logged on" service in the game. There is a locator service that tells you where someone is though I would say that mechanic is also broken. It, and no game mechanic, should be 100% accurate at all times. There should be some uncertainty and risk involved in trying discover a players location. The locator service should give out accurate and inaccurate information that can't be gamed by having 20 players running it on the same player. It should give them all the same accurate and inaccurate information based upon random chance. There should also be a risk that each time you run the locator service the target is notified and given the option to provide specific false information to maybe set their own trap for those who are trying to locate him. Getting 100% risk-free and accurate intel should never exist in this game. local
Yeah he's not touching that with a 100' pole because that increases safety, thus is sacrosanct.
Goddamned hypocrites the lot of them. |
Mag's
Azn Empire
21325
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Posted - 2016.02.22 12:06:27 -
[67] - Quote
Barrett Fruitcake wrote:Getting 100% risk-free and accurate intel should never exist in this game.
So you are an advocate, for the removal of local?
Destination SkillQueue:-
It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.
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Khan Wrenth
Ore Oppression Prevention and Salvation
452
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Posted - 2016.02.22 12:34:23 -
[68] - Quote
Mag's wrote:Barrett Fruitcake wrote:Getting 100% risk-free and accurate intel should never exist in this game.
So you are an advocate, for the removal of local? Don't know about him, but I certainly am.
Get rid of local, keep watchlists as a function of locator agents and an isk sink to discourage mass-use, and increase reliance on d-scan. Safety in this game should come from what you actively do to keep yourself safe, not passive things like watching local and watchlists.
Let's discuss overhauling the way we get intel in EvE.
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Khan Wrenth
Ore Oppression Prevention and Salvation
452
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Posted - 2016.02.22 12:47:34 -
[69] - Quote
SurrenderMonkey wrote:Wat What wat? If your target is showing negative on the status (in the case of using the watch-list), I was putting forth the rhetorical question to demonstrate that you wouldn't know if he's simply offline, or docked up. It's a demonstration that the provided intel is not perfect anymore and I feel it's a fine balance and gives players all across New Eden many ways to use or attempt to baffle the information provided. You quoted something from a level 2 agent, then something from a level 4 agent, when neither have anything to do with one-another.
Lugh Crow-Slave wrote: no eve should not make players do pve the amount we are already forced to is to much
Good thing nothing in my proposal advocates for any forced PvE, nor does it change any aspect of the current systems to increase PvE load on players. It just makes locator agents more useful.
Black Pedro wrote:Sure, but CCP did add the mechanic for a good reason years ago. This is a game universe where you can remove yourself from by just logging out. There needs to be ways to know when other players, both your friends and your foes, are online so you can interact with them.
I think the compromise is to buff locator agents or add equivalent functionality via a new structure The problem with a structure is that it brings up a lot of questions like "what kind of structure?" If it's a SOV structure, then you've just removed watchlist from everybody in highsec or lowsec. If it's a Citadel-type deployable, then we have to start having conversations about structure hitpoints, vulnerability windows, deployment time, etc. It gets really complicated really quick.
Locator agents already need a buff, and there is a use for watchlists in the game. It just makes sense to merge the two.
Let's discuss overhauling the way we get intel in EvE.
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Threm
Heavy Rains Public-Enemy
3
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Posted - 2016.02.22 12:48:17 -
[70] - Quote
Khan Wrenth wrote:Mag's wrote:Barrett Fruitcake wrote:Getting 100% risk-free and accurate intel should never exist in this game.
So you are an advocate, for the removal of local? Don't know about him, but I certainly am. Get rid of local, keep watchlists as a function of locator agents and an isk sink to discourage mass-use, and increase reliance on d-scan. Safety in this game should come from what you actively do to keep yourself safe, not passive things like watching local and watchlists.
This is already existing and is called wormhole. Everyone is free to move there and meet others like the same. Therefore it is no need to expand it to other areas. And btw it is unbalanced as all industry related stuff and pve cant be hidden from dscan while all pvp can. It would be a need to increase the reward for pve and industry then.
This is still a sandbox with interaction to other players. There is no point in artificially make it more difficult by letting them only see what is in 14AU range around.
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Khan Wrenth
Ore Oppression Prevention and Salvation
452
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Posted - 2016.02.22 13:30:04 -
[71] - Quote
Threm wrote:This is already existing and is called wormhole. Everyone is free to move there and meet others like the same. Therefore it is no need to expand it to other areas. And btw it is unbalanced as all industry related stuff and pve cant be hidden from dscan while all pvp can. It would be a need to increase the reward for pve and industry then.
This is still a sandbox with interaction to other players. There is no point in artificially make it more difficult by letting them only see what is in 14AU range around.
Wormholes already have anomolies, gas sites, ice, moons, etc, so why bother having anything like that in the rest of the universe?
Wormholes are highly unique for a wide range of reasons; just because one fantastic idea was tried out there successfully doesn't mean the rest of EvE should suffer for the one area of space that was lucky enough to be the original testing ground. That's like saying electric windows on cars is a fantastic idea, better keep it only on Lexus-brand autos.
As for your sandbox argument, artificial lines and barriers exist in every single aspect of the game. From the limits of the grid, to connections between systems, to number of industry or research slots a player has, etc. Artificial limits, when used correctly to balance out gamplay, are a fantastic thing. Like artificial limits on jump ranges and fatigue helped bring more people out of hiding because they didn't have to worry as much. The removal of local, along with serious tweaks to the watchlist and locator agents, would be in much the same vein. It's what is done to improve the game.
Let's discuss overhauling the way we get intel in EvE.
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Robert Caldera
Caldera Trading and Investment
1112
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Posted - 2016.02.22 13:50:03 -
[72] - Quote
Threm wrote: This is already existing and is called wormhole.
noone was talking about wormholes, as they have already no local display.
Threm wrote: This is still a sandbox with interaction to other players. There is no point in artificially make it more difficult by letting them only see what is in 14AU range around.
you know, CCP could also implement some sort of replacement for local, it would need to be less powerful however. |
Starrakatt
Run and Gun Mercenary Corps FETID
373
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Posted - 2016.02.22 14:20:09 -
[73] - Quote
Barrett Fruitcake wrote:Stuff about agents that should be inacurate and even harder to use. From years of experience, between the moment a target is located by the agent, the target has already moved around: There is inacurracy.
From the moment you know the target's location (assuming it is in space and interactable with) and the time you moved there tp intercept, the target has moved even further from original location: There is inacurracy.
Or logged off, by the time you get there. Or just logged in and decided to AFK cloak troll you for the next 10 hours, or stay docked.
Asking an agent to locate someone isn't a guarranty of a kill, or even finding a target, or make it interactable. You spend your time to go grind standings. Then spend time to ask an agent. You spend ISK. You spend more time to get to location, and that with no guarranty you will actually have a target when you get there.
Most users of locator agents will tell you that a vast majority of targets, when located, produce no concrete results in the end. Under teh current system I made watchlists of hundred of active players: Easily over 90% of location results doesn't result on anything.
Inacurracy isn't needed.
Sneaky bastard.
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Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
14264
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Posted - 2016.02.22 14:27:18 -
[74] - Quote
Starrakatt wrote:Barrett Fruitcake wrote:Stuff about agents that should be inacurate and even harder to use. From years of experience, between the moment a target is located by the agent, the target has already moved around: There is inacurracy. From the moment you know the target's location (assuming it is in space and interactable with) and the time you moved there tp intercept, the target has moved even further from original location: There is inacurracy. Or logged off, by the time you get there. Or just logged in and decided to AFK cloak troll you for the next 10 hours, or stay docked. Asking an agent to locate someone isn't a guarranty of a kill, or even finding a target, or make it interactable. You spend your time to go grind standings. Then spend time to ask an agent. You spend ISK. You spend more time to get to location, and that with no guarranty you will actually have a target when you get there. Most users of locator agents will tell you that a vast majority of targets, when located, produce no concrete results in the end. Under teh current system I made watchlists of hundred of active players: Easily over 90% of location results doesn't result on anything. Inacurracy isn't needed. confirming all of this, given the inordinate amount of effort and grinding needed to gain access to a useful amount of agents they dont offer anywhere near enough with the changes inbound.
Better the Devil you know.
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Barrett Fruitcake
State War Academy Caldari State
53
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Posted - 2016.02.22 15:01:12 -
[75] - Quote
Robert Caldera wrote:Threm wrote: This is already existing and is called wormhole.
noone was talking about wormholes, as they have already no local display. Threm wrote: This is still a sandbox with interaction to other players. There is no point in artificially make it more difficult by letting them only see what is in 14AU range around.
you know, CCP could also implement some sort of replacement for local, it would need to be less powerful however.
Maybe a delayed local with each ship having increased directional scan capability. Certainly would help with the afk cloaker fallacy.
Getting rid of local without at least modifying some other game mechanics would be a bit harsh, but getting rid of local should be a distance goal.
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Barrett Fruitcake
State War Academy Caldari State
53
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Posted - 2016.02.22 15:04:05 -
[76] - Quote
Ralph King-Griffin wrote:Starrakatt wrote:Barrett Fruitcake wrote:Stuff about agents that should be inacurate and even harder to use. From years of experience, between the moment a target is located by the agent, the target has already moved around: There is inacurracy. From the moment you know the target's location (assuming it is in space and interactable with) and the time you moved there tp intercept, the target has moved even further from original location: There is inacurracy. Or logged off, by the time you get there. Or just logged in and decided to AFK cloak troll you for the next 10 hours, or stay docked. Asking an agent to locate someone isn't a guarranty of a kill, or even finding a target, or make it interactable. You spend your time to go grind standings. Then spend time to ask an agent. You spend ISK. You spend more time to get to location, and that with no guarranty you will actually have a target when you get there. Most users of locator agents will tell you that a vast majority of targets, when located, produce no concrete results in the end. Under teh current system I made watchlists of hundred of active players: Easily over 90% of location results doesn't result on anything. Inacurracy isn't needed. confirming all of this, given the inordinate amount of effort and grinding needed to gain access to a useful amount of agents they dont offer anywhere near enough with the changes inbound.
From 10 years of Null Sec and Low Sec Pvp experience, this is a bit overblown. You just don't want to lose your free intel in order to keep it easy to track Supercapitals, war and gank targets. |
Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
14265
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Posted - 2016.02.22 15:05:17 -
[77] - Quote
Barrett Fruitcake wrote: Getting rid of local without at least modifying some other game mechanics would be a bit harsh
which is exactly what we are saying about watch-lists.
Better the Devil you know.
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Barrett Fruitcake
State War Academy Caldari State
53
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Posted - 2016.02.22 15:09:56 -
[78] - Quote
Ralph King-Griffin wrote:Barrett Fruitcake wrote: Getting rid of local without at least modifying some other game mechanics would be a bit harsh
which is exactly what we are saying about watch-lists.
Yeah, I don't agree.
Watch list is Stalkers-Online and spoon fed free intel.
Though If I had a choice I would say get completely rid of local and watch-lists, along with all map statistics related to jumps, kills, pod kills, and active cynos.
All of that should be only locally accessible, not spoon feed to lazy station bound alts. |
Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
14266
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Posted - 2016.02.22 15:14:51 -
[79] - Quote
Barrett Fruitcake wrote: From 10 years of Null Sec and Low Sec Pvp experience, this is a bit overblown. You just don't want to lose your free intel in order to keep it easy to track Supercapitals, war and gank targets.
i dont give two ****s about your supers , truly i don't.
what i want is the ability to decern between someone who is actually playing the game and isnt before i waste 40 minuets looking for him.
i dont need to see when he logs in but i would need to know if he is online when i make the decision to try and find him.
this isnt about your supers , neither i nor any of my friends could conceivably care any less about what or when you do with them.
Better the Devil you know.
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Barrett Fruitcake
State War Academy Caldari State
53
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Posted - 2016.02.22 15:18:10 -
[80] - Quote
Ralph King-Griffin wrote:Barrett Fruitcake wrote: From 10 years of Null Sec and Low Sec Pvp experience, this is a bit overblown. You just don't want to lose your free intel in order to keep it easy to track Supercapitals, war and gank targets.
i dont give two ****s about your supers , truly i don't. what i want is the ability to decern between someone who is actually playing the game and isnt before i waste 40 minuets looking for him. i dont need to see when he logs in but i would need to know if he is online when i make the decision to try and find him. this isnt about your supers , neither i nor any of my friends could conceivably care any less about what or when you do with them.
Not knowing if your quarry is around or not is part of the game. You should never know for certainty that they are, you should be required to look.
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Danika Princip
GoonWaffe Goonswarm Federation
4260
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Posted - 2016.02.22 15:26:05 -
[81] - Quote
Ralph King-Griffin wrote:Barrett Fruitcake wrote: From 10 years of Null Sec and Low Sec Pvp experience, this is a bit overblown. You just don't want to lose your free intel in order to keep it easy to track Supercapitals, war and gank targets.
i dont give two ****s about your supers , truly i don't. what i want is the ability to decern between someone who is actually playing the game and isnt before i waste 40 minuets looking for him. i dont need to see when he logs in but i would need to know if he is online when i make the decision to try and find him. this isnt about your supers , neither i nor any of my friends could conceivably care any less about what or when you do with them.
You don't, others do. Your uses for the watchlist are not the only ones. |
Morrigan LeSante
Black Omega Security The OSS
1263
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Posted - 2016.02.22 15:28:43 -
[82] - Quote
Danika Princip wrote:Ralph King-Griffin wrote:Barrett Fruitcake wrote: From 10 years of Null Sec and Low Sec Pvp experience, this is a bit overblown. You just don't want to lose your free intel in order to keep it easy to track Supercapitals, war and gank targets.
i dont give two ****s about your supers , truly i don't. what i want is the ability to decern between someone who is actually playing the game and isnt before i waste 40 minuets looking for him. i dont need to see when he logs in but i would need to know if he is online when i make the decision to try and find him. this isnt about your supers , neither i nor any of my friends could conceivably care any less about what or when you do with them. You don't, others do. Your uses for the watchlist are not the only ones.
And yet after 10 years we're still tossing the baby out with the bathwater when in fact the actual problem is solvable without either one being needed! |
Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
14267
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Posted - 2016.02.22 15:36:43 -
[83] - Quote
Danika Princip wrote:Ralph King-Griffin wrote:Barrett Fruitcake wrote: From 10 years of Null Sec and Low Sec Pvp experience, this is a bit overblown. You just don't want to lose your free intel in order to keep it easy to track Supercapitals, war and gank targets.
i dont give two ****s about your supers , truly i don't. what i want is the ability to decern between someone who is actually playing the game and isnt before i waste 40 minuets looking for him. i dont need to see when he logs in but i would need to know if he is online when i make the decision to try and find him. this isnt about your supers , neither i nor any of my friends could conceivably care any less about what or when you do with them. You don't, others do. Your uses for the watchlist are not the only ones. i understand that and as i have said, i dont need to know when someone logs in , nor would i have an issue with putting a reasonable amount of effort in to find out if they are but flying out to check each and every one of them isnt feasible.
im not here saying change wasent needed but this change, without complimentary balancing of other tools is a massive nerf to everyone who isnt hub/pipe humping
Better the Devil you know.
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Barrett Fruitcake
State War Academy Caldari State
53
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Posted - 2016.02.22 15:37:31 -
[84] - Quote
Morrigan LeSante wrote:
And yet after 10 years we're still tossing the baby out with the bathwater when in fact the actual problem is solvable without either one being needed!
Over dramatization of the issue. Automatically knowing if someone is in the game with a specific character from anywhere in the game is OP and needs to go.
I know all you guys want to keep padding your KBs with easy spoon fed kills, but really, this game shouldn't be about that. The discovery and the chase has always been more fun than the actual catch.
The discovery should not be automatic. The chase shouldn't be the race to the nearest locator agent, and the catch should be more than just a stat on your KB.
The watch list makes the discovery of prey automatic, the locator agent makes it simple, and with that it makes the catch trivial as compared to what it could be.
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Barrett Fruitcake
State War Academy Caldari State
53
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Posted - 2016.02.22 15:42:53 -
[85] - Quote
Ralph King-Griffin wrote:i understand that and as i have said, i dont need to know when someone logs in , nor would i have an issue with putting a reasonable amount of effort in to find out if they are but flying out to check each and every one of them isnt feasible.
im not here saying change wasent needed but this change, without complimentary balancing of other tools is a massive nerf to everyone who isnt hub/pipe humping
It sounds like your gameplay has developed around a flawed mechanic.
The discovery of any player should be done by a player, not given out by a NPC. A NPC could give clues but the actual discovery should be done by players.
If you have too many targets to track by the players in your organization, you should either reduce your targets or start recruiting more players, not ask for CCP to allow you to continue to rely on a flawed game mechanic.
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Threm
Heavy Rains Public-Enemy
4
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Posted - 2016.02.22 15:43:22 -
[86] - Quote
I am still convinced that the watchlist should remain as it is, basing on the earlier arguments.
But if it cant be avoided to change it, here a couple of proposals (not touching the local dscan discussion). It affects watchlist and locate as it closely connected:
(1) Keeping old agent style - remove the standing requirements for locater agents for a few main npc entities - reason: no one, also the newest char should be excluded from location services but the agents are limited. - keep the standing requirements for locater agents for the rest - one shall benefit if he took the effort to grind standing to locate more. - make locating an opportunity that new players know that mechanics - same reason, every one should have access - remove the isk costs on locating - similar reason: for older players it is not relevant but prevents new players from using it, - keep the locating delay to avoid mass using
Locator lvl 1: - gives region of target - gives on/offline status
Locator lvl 2: - gives constellation of target - gives on/offline status
Locator lvl 3: - gives system of target - gives on/offline status
Locator lvl 4: - gives system of target - gives status if docked or undocked - gives on/offline status
Risk vs. reward: Then watchlisting and locating is an act of travelling to different agents which involves risk and effort. Accuracy vs. effort: The better the information the less agents available and the larger journey, especially if the standing requirements are lowered only for a few main faction entities.
(2) New station service Get rid of the old agents based locating. Provide a station service. Everyone can locate without any requirement, no costs. The balance comes from delay only. One can choose from different level of accuracy.
Locating lvl 1: - gives region of target - gives on/offline status 1min result delay 5min delay for repeated use on the same station
Locating lvl 2: - gives constellation of target - gives on/offline status 3min result delay 15min delay for repeated use on the same station
Locating lvl 3: - gives system of target - gives on/offline status 6min result delay 30min delay for repeated use on the same station
Locating lvl 4: - gives system/station of target - gives status if docked or undocked - gives on/offline status 9min result delay 45min delay for repeated use on the same station
Risk vs. reward: to locate more people you have to travel around Accuracy vs. effort: faster locates decreases accuracy
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Starrakatt
Run and Gun Mercenary Corps FETID
375
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Posted - 2016.02.22 15:47:25 -
[87] - Quote
Barrett Fruitcake wrote:From 10 years of Null Sec and Low Sec Pvp experience, this is a bit overblown. You just don't want to lose your free intel in order to keep it easy to track Supercapitals, war and gank targets. Its not free, neither in time or in ISK, though the ISK side isn't that much.
If you had read, you would have noticed that: A) I wasn't whining to keep locator agents as they are, since CCP is gonna change them anyway. B) I was criticizing your innacurracy thing. Locator agent's accurracy, in practice, is a fallacy. C) LOCAL is the greatest and easiest 'free' intel.
Sneaky bastard.
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Starrakatt
Run and Gun Mercenary Corps FETID
375
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Posted - 2016.02.22 15:56:01 -
[88] - Quote
Barrett Fruitcake wrote:The discovery of any player should be done by a player, not given out by a NPC. A NPC could give clues but the actual discovery should be done by players.
If you have too many targets to track by the players in your organization, you should either reduce your targets or start recruiting more players, not ask for CCP to allow you to continue to rely on a flawed game mechanic. I am not sure I understand what you are saying there.
Are you saying taht I should log my 2 accounts and, if I want to, say, catch you, I should visit every one EVE's 5000 odd system to see if you're somewhere, and that without knowing if you are even online?
Unless you have moved behind me by jumping your ratting Super and then I will have to rake New Eden 2-3 time more, just to be sure.
Sneaky bastard.
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Morrigan LeSante
Black Omega Security The OSS
1263
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Posted - 2016.02.22 17:44:27 -
[89] - Quote
Barrett Fruitcake wrote:Morrigan LeSante wrote:
And yet after 10 years we're still tossing the baby out with the bathwater when in fact the actual problem is solvable without either one being needed!
Over dramatization of the issue. Automatically knowing if someone is in the game with a specific character from anywhere in the game is OP and needs to go. I know all you guys want to keep padding your KBs with easy spoon fed kills, but really, this game shouldn't be about that. The discovery and the chase has always been more fun than the actual catch. The discovery should not be automatic. The chase shouldn't be the race to the nearest locator agent, and the catch should be more than just a stat on your KB. The watch list makes the discovery of prey automatic, the locator agent makes it simple, and with that it makes the catch trivial as compared to what it could be.
Then that basis you should never be able to log out and have yourself removed from space. You should always be findable. It is simply too easy to disappear otherwise. Why should mechanics protect you? Put the effort in and get safe. |
Barrett Fruitcake
State War Academy Caldari State
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Posted - 2016.02.22 18:02:51 -
[90] - Quote
Starrakatt wrote:Barrett Fruitcake wrote:The discovery of any player should be done by a player, not given out by a NPC. A NPC could give clues but the actual discovery should be done by players.
If you have too many targets to track by the players in your organization, you should either reduce your targets or start recruiting more players, not ask for CCP to allow you to continue to rely on a flawed game mechanic. I am not sure I understand what you are saying there. Are you saying taht I should log my 2 accounts and, if I want to, say, catch you, I should visit every one EVE's 5000 odd system to see if you're somewhere, and that without knowing if you are even online? Unless you have moved behind me by jumping your ratting Super and then I will have to rake New Eden 2-3 time more, just to be sure. Edit: Or maybe, I want you not to find me, ever. All I have to do is sit in a dead-end and keep a scout next door.
A character hiding in a dead end system and never coming out isn't impacting the gameplay of others too much, nor is he gaining any real advantage by being there.
I question anyone who has to track and kill a specific character in any game.
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