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Ritualiztic Suizide
Sturmgrenadier Inc Cosmic Anomalies
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Posted - 2008.02.27 19:01:00 -
[1]
Yesterday, I witnessed a player jumping through a gate, and while the jump is taking place, he logged out of the game.
The ship jumped through the gate with no pilot. We were then able to warp scram the ship and start the process of destroying it. After about 30 seconds and with less than 10% hull, the ship disappeard from the grid.
This game mechanic, really feels like an exploit. If the ship doesn't have a scram or is no way warp disrupted, I could understand why the ship could "dissapear" off the grid. However this was not the case, and since the ship was engaged and locked down it should have been destroyed.
Why is this game mechanic tolerated or even allowed? What prevents a player traveling in a heavily tanked battleship from doing this for consecutive jumps. CCP?
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Zeph Solaris
Legitimate Corporation
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Posted - 2008.02.27 19:30:00 -
[2]
Quote: What prevents a player traveling in a heavily tanked battleship from doing this for consecutive jumps. CCP?
Probably the fact that you took him to below 10% hull and if he tries it again, he'll be missing 90%+ hull.
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Ritualiztic Suizide
Sturmgrenadier Inc Cosmic Anomalies
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Posted - 2008.02.27 19:36:00 -
[3]
Edited by: Ritualiztic Suizide on 27/02/2008 19:38:41
Originally by: Zeph Solaris
Quote: What prevents a player traveling in a heavily tanked battleship from doing this for consecutive jumps. CCP?
Probably the fact that you took him to below 10% hull and if he tries it again, he'll be missing 90%+ hull.
There lies the problem though. He did not return to the gate when he logged back in. We waited for him, and he showed up on scan off grid. He was in a battleship, so he could not have moved that quickly off the grid.
I suppose my main point is, if a ship is scrammed, why does it disappaer after 30 seconds? If the ship is engaged, the ship should be destroyed. If the ship is not engaged, then it disappears or does the emergency warp.
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Xaroth Brook
Minmatar BIG Ka-Tet
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Posted - 2008.02.27 19:51:00 -
[4]
I petitioned it, even got as far as a SGM, but unfortunatly they can't do anything about it.
I would love to see that fixed though, due to that 'feature' there are now at least 5 more raven macroers in 0.0 making a ****ton of money. (money they shouldn't have since they should have been dead before they entered it...)
It was like a baby, it landed on my lap and was helpless and totally defenseless. Then I shot it and bragged about it on a killboard.
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Bronson Hughes
Knights of the Wild Visions of Warfare
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Posted - 2008.02.27 20:09:00 -
[5]
Something similar has happened to me during a gate jump into a laggy HiSec system in a shuttle just last night. When I jumped my client showed was stuck in my system of origin for what seemed like several minutes. After that time passed, I 'arrived' in my destination system 1 million km off of the gate but I was not auto-warping so I was free to navigate.
Now I don't know if the issue was caused by server lag or an ISP problem, but I never disconnected from my client. Obviously my client was having some issue talking to the server though.
I can understand the vanish on connection loss, especially in laggy systems, but not auto-warping back to the gate seems to me to be broken. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |

Adarr
Caldari g guild Imperial Republic Of the North
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Posted - 2008.02.27 20:35:00 -
[6]
You get this alot in fleet battles which crash the node/cause deathlag. Eventually you log back in after jumping into a system with 400+ peeps and you appear 1 million km off the gate, and are free to move around.
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BlindMan2
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Posted - 2008.02.28 03:04:00 -
[7]
yep, been like this for awile and it sucks. thing is you can actually see whats on the gate and if you log off before you decloak it works just as well. only way to kill them is to gank them before they dissapear.. sucks with freighters >.>
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deathatlaby
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Posted - 2008.02.28 05:38:00 -
[8]
As sad as it is, this is the only solution to logoffski attacks.
Think of the following scenario:
1. You scout the highsec gate to lowsec completely - no body there. 2. <actually a cloaker is watching the gate> 3. You jump your freighter in - now the baddies who had logged off on the gate in low-sec log-in and auto-warp to the gate. 4. you will take around 10 seconds to get module control and even if you have a webber ship, he will take 5 or so seconds to reach you - by when, the logoffski attackers would have popped your webber and tackled your freighter.
Don't tell me i gotta get a fleet supporting me - we all know how interesting it is for 15 ships to baby sit a freighter through 10 jumps.
if you want to remove the ability to have aggression on ship <make the ship stay for 15 mins>, remove the ability to log-off-ski and logon at the same location as well, unless its inside a pos shield.
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