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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
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CCP Navigator
C C P C C P Alliance
1028
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Posted - 2012.03.22 14:43:00 -
[1] - Quote
Team Five 0 are working on a two-stage project: refactoring and rewriting the code within the current design, so that it is actually manageable, and then redesign most of the systems involved including criminal timers, logoff mechanics, killmails and security status so that they are simpler and better.
We are still working on the design for the improved version, and it wonGÇÖt start development for a few months yet, but highlights include simpler logoff timers, a simpler three-stage criminal flagging system with built-in safeties and less frustration for players, a reworked sec status system with a -5 cap for people whoGÇÖre only somewhat bad, and (eventually, sometime in the future) better battle reporting and way more API data for kills.
We will provide more details in the coming weeks and months through Dev Blogs .
CCP Navigator -Community Manager |
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Ampoliros
Aperture Harmonics K162
12
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Posted - 2012.03.22 14:49:00 -
[2] - Quote
god bless whomever asked greyscale to stop clicking his thing |
Josefius
13th Tribe of Kobol Expeditionary
49
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Posted - 2012.03.22 14:51:00 -
[3] - Quote
Ampoliros wrote:god bless whomever asked greyscale to stop clicking his thing
We were talking about it over on IRC in #eve-dev, maybe a developer saw and did something :) |
HeavensGuard
The Rapscallions
1
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Posted - 2012.03.22 14:54:00 -
[4] - Quote
did i understand it right, if i kill someone in low sec i go strait to -5 sec stat ? if so that sucks, i make my isk from doing incursions and obviously killing npcs gets boring after awhile, so i go to lowsec every now and then just to find and kill someone, then go back to incursions, so if i go to -5 everytime is gonna get really annoying xD You think you die and everything will be sugar and rainbows ? |
Bloodpetal
Mimidae Risk Solutions
514
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Posted - 2012.03.22 15:01:00 -
[5] - Quote
CCP Navigator wrote: We are still working on the design for the improved version, and it wonGÇÖt start development for a few months yet, but highlights include simpler logoff timers, a simpler three-stage criminal flagging system with built-in safeties and less frustration for players, a reworked sec status system with a -5 cap for people whoGÇÖre only somewhat bad, and (eventually, sometime in the future) better battle reporting and way more API data for kills.
We will provide more details in the coming weeks and months through Dev Blogs .
Bad to the bone!
-5 Cap sounds interesting, and I can sympathize with it - but I think the bigger issue is the amount of sec status loss for PVP in Low Sec so that we take less damaging sec hits for a huge fight. Will that be addressed so a 10-15 man pirate fight doesn't send you straight to -5 for all the pew pew going back and forth. Then followed by a pain in the ass sec grind.
I think the other big issues are neutral logistics and neutral ganglink boosters in high sec that screw with pilots being able to target those ships first, rather than the lameness of what is neutral assistance in high sec.
Will those be addressed in Crime watch better?
I am really super excited about the new crime watch as a low sec pilot that wants to ride that fuzzy grey line between the law and the grime. And all my corp mates love it too, but they get so frustrated with the sec status recoverage to keep being able to enter high sec, and all of this can be easily fixed by just reducing the amount of sec damage for attacking another player, and probably for how much sec hit you take.
A quick thought, I know the current formula for sec loss for crimes goes up and down based on a formula for the sec status of the system, and the sec status of the people involved. I think this should probably be a bit more extreme for low and high sec than it currently is. Low sec fighting should take a considerably less sec loss for aggression and combat kill (or just throw those out as they are, because really they inhibit big fights in low sec). Low Sec fights should barely scrape away at your sec status, while high sec ganks should drop it in big chunks 10+ times more quickly. Meanwhile, if you accentuate the sec status loss based on sec status, which is already there. By the time pilots reach -2.5 and are shooting at each other as both are -2.5 they should both barely take sec loss for shooting, letting them open fire with little concerns about their sec loss.
Mimidae Risk Solutions Recruiting |
Kimo Khan
0
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Posted - 2012.03.22 15:13:00 -
[6] - Quote
HeavensGuard wrote:did i understand it right, if i kill someone in low sec i go strait to -5 sec stat ? if so that sucks, i make my isk from doing incursions and obviously killing npcs gets boring after awhile, so i go to lowsec every now and then just to find and kill someone, then go back to incursions, so if i go to -5 everytime is gonna get really annoying xD
I read that as CAP -5 instead of CAP-10. You would lose sec status same as before but CAP at -5 just like gain is CAP at +5 unless you really work at it.
You could go lower than -5 if you did missions and higher than 5 if you did missions, but rat kills and player kills cap is 5 and -5 respectively.
I think that is fair so that it won't take much for pirates to get back in to high sec if they wardec a high sec corp. |
Bloodpetal
Mimidae Risk Solutions
515
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Posted - 2012.03.22 15:22:00 -
[7] - Quote
Kimo Khan wrote:
I read that as CAP -5 instead of CAP-10. You would lose sec status same as before but CAP at -5 just like gain is CAP at +5 unless you really work at it.
You could go lower than -5 if you did missions and higher than 5 if you did missions, but rat kills and player kills cap is 5 and -5 respectively.
I think that is fair so that it won't take much for pirates to get back in to high sec if they wardec a high sec corp.
"-5 cap for people whoGÇÖre only somewhat bad, "
There will be -10, from what I'm reading - but it will require you to kill pods and capsules, or that kind of thing, not just shooting ships - which will cap you out at -5.
Mimidae Risk Solutions Recruiting |
Anne Sapyx
The Scope Gallente Federation
0
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Posted - 2012.03.22 15:27:00 -
[8] - Quote
we must rewrite our killboards? First YaKB 'Public Demo'
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Bloodpetal
Mimidae Risk Solutions
515
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Posted - 2012.03.22 15:36:00 -
[9] - Quote
More notes are taken here by another...
https://forums.eveonline.com/default.aspx?g=posts&t=84723&find=unread Mimidae Risk Solutions Recruiting |
HeavensGuard
The Rapscallions
1
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Posted - 2012.03.22 15:44:00 -
[10] - Quote
ah i get it now, thanks Blood, Kimo You think you die and everything will be sugar and rainbows ? |
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Klandi
Consortium of stella Technologies
50
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Posted - 2012.03.22 15:58:00 -
[11] - Quote
I would love there to be an insta-death feature in Crimewatch that immediately throws you back to your clone-station - leaving the ship you were in floating in space.... I am aware of my own ignorance and have checked my emotional quotient - thanks for asking |
Liang Nuren
Parsec Flux
1111
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Posted - 2012.03.22 16:52:00 -
[12] - Quote
My only comments: - Greyscale is wrong: Flashy Flashy pirates are dangerous in high sec or not. Please bring back Flashy. - The changes to RR might make it so that its impossible for logistics ships to deagress (ever). That's stupid, don't do it. - It sounds like flying through high sec as a pirate is going to be Instant Doom From The Laser Of Doom. Don't do that - the current mechanics let you take the risky path and sneak ships of varying size through high sec. - Killmails are stupid and encourage KM whoring over following the objective. - If simple "Suspect" gives everyone aggression against me in high sec, its almost like being flashy but better because you don't get Instant Rayed of Doom'ed. Consider letting -10 pilots into high sec without Concord/faction police intervention and just letting them be flagged to players.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Anne Sapyx
The Scope Gallente Federation
0
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Posted - 2012.03.22 17:03:00 -
[13] - Quote
Liang Nuren wrote:- Killmails are stupid and encourage KM whoring over following the objective.
My objective is killmail whoring :D First YaKB 'Public Demo'
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Zowie Powers
Hole in the wall
54
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Posted - 2012.03.22 17:21:00 -
[14] - Quote
0.0, the magical place where you can only gain sec status. Let's hope that twisted mechanic dies the death it deserves. |
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CCP Greyscale
C C P C C P Alliance
895
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Posted - 2012.03.22 18:36:00 -
[15] - Quote
Ampoliros wrote:god bless whomever asked greyscale to stop clicking his thing
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Willl Adama
Genos Occidere HYDRA RELOADED
157
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Posted - 2012.03.22 20:09:00 -
[16] - Quote
Sounds great guys! Check out GARMONATION 9 right now! Check out our site for PVP videos, guides and audio commentaries: www.EVEisEASY.com |
Udonor
Native Freshfood Minmatar Republic
5
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Posted - 2012.03.22 20:26:00 -
[17] - Quote
Yeah cap of -5 doesn't sound like you go instantly to -5 for everything. In fact it sounds like killing combat ships will be LESS drop in security status in low sec -- but pod killing and maybe killing unarmed freighter might cost you more security drop....plus open up that below -5 hole.
But unless the grind for security status is harder...I cannot see that is reduces hardcore bad pirates (podders, griefers, cargo gankers). LOL the pros know how to get back to 0 from -10 in just a few hours.
Maybe its just CCP way to lure more people into small fleet rumbles in low sec. That might be good if everyone added was afraid of -10. But podding danger from bad pirate vultures will still be big brake on small fleet battles.
I suppose that small fleets might be encouraged if just being in small fleet gives you that CAP -5 immunity and reduced sec status loss versus lone wolf status leaves you open to higher rate security loss.
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Udonor
Native Freshfood Minmatar Republic
5
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Posted - 2012.03.22 20:28:00 -
[18] - Quote
But my REAL question is:
*** If CCP wants to encourage small fleet battles in lo sec -- how do they keep that incentive from turning into a ticket to more lame 24x7 gate and station camps? ***
I am all for small fleet battles in belts or around moons or the middle of nowhere or something -- but long lived gate camps really interfere with use of whole constellations of systems for people not into the small fleet thing.
Actually running into short lived gate camps is sort of fun. Its the 24x7 thing at a given gate that is a type of griefing or interference in play. Maybe gate guns or CONCORD should slowly take notice based on % of time ships are camp at gate and number of kills. Obviously shooting wardec targets would not count, only shooting enough neutral parties. |
Lemming Alpha1dash1
Lemmings Online
4
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Posted - 2012.03.22 20:31:00 -
[19] - Quote
There was an issue with parsing this post's BBCode |
Ager Agemo
X-Factor Industries Synthetic Existence
46
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Posted - 2012.03.22 21:13:00 -
[20] - Quote
from what i have seem this actually looks cool O,o
basically it makes killing in high sec legal, but once you kill someone you are FFA target to everyone and they wont receive a penalty for killing you.
imagine the posibilities *-* in the first 10 minutes, jita local would be cut in half and everyone would be a criminal. |
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Ms Twitch
Skunkwerx Manufacturing Pan Galactic Federation
8
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Posted - 2012.03.22 21:39:00 -
[21] - Quote
I personally see this as potentially dumbing the game further, yes the system is broken, not badly in how it currently works, but it seems how it was originally implemented as it's buggy as hell. |
God's Apples
Space Boats 'N Hoes
3
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Posted - 2012.03.22 23:17:00 -
[22] - Quote
Why not just make rats in low sec give you more sec gain so you can go from -10 to over -2 faster? Also what if once you GCC all GCC's you make in your 15 minute timer that's not on a station or a gate don't lower your sec status further? This would make station and gate campers go to -10 still, but solo and small gangs that engage at a planet or a belt only lose sec for the initial GGC so they would only lose about 0.2 - 0.5 sec for the whole engagement. |
Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
1067
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Posted - 2012.03.23 00:36:00 -
[23] - Quote
Liang Nuren wrote:My only comments: - Greyscale is wrong: Flashy Flashy pirates are dangerous in high sec or not. Please bring back Flashy. - The changes to RR might make it so that its impossible for logistics ships to deagress (ever). That's stupid, don't do it. - It sounds like flying through high sec as a pirate is going to be Instant Doom From The Laser Of Doom. Don't do that - the current mechanics let you take the risky path and sneak ships of varying size through high sec. - Killmails are stupid and encourage KM whoring over following the objective. - If simple "Suspect" gives everyone aggression against me in high sec, its almost like being flashy but better because you don't get Instant Rayed of Doom'ed. Consider letting -10 pilots into high sec without Concord/faction police intervention and just letting them be flagged to players.
I suspect that allowing anyone under -5 to be a target of opportunity (i.e: "suspect" status automatically) will mean that CONCORD doesn't have to be more efficient. If the CONCORD or local police tackle frigate can arrive quickly, it doesn't matter how long it takes the CONCORD battleships to arrive. Why you would want -10s to suffer no penalty when flying through hisec is obvious (you are -10), but that doesn't mean it is a good idea for the game as a whole. Under the new system, -10 indicates a bad, bad person who has no right being in civilized space flying alongside civilized people!
Changes to RR would require suspect status to come in two flavours: one is the aggressor, the other is merely an accomplice. There could be a "aggressor" marker. Your suspect timer and "aggressor" flag will be set when you directly aggress someone. When you assist any suspect who has the "aggressor" flag, your suspect timer will be set but your aggressor flag will not be set. Thus if I am repping someone who is repping your war target, I am flagged as a suspect by my timer being set, but my "aggressor" flag is not set. When your immediate aggressor deaggresses, he will lose the "aggressor" flag too. Thus the aggression timers on the chain-RR logis and the tracking link guy will expire normally. At the expiry of the suspect timer, both the timer and the "aggressor" flag are cleared.
This same system could be used for criminal, war target and militia target flagging: a timer with accompanying "culprit" or "aggressor" flag.
So say someone steals from your can and my friend and I start chain repping repping her. She is "suspect" with the "culprit" flag. The two logis gain the "suspect" timer due to aiding someone who has the culprit flag set. You do not shoot back. Eventually the culprit's timer runs out, the culprit flag is cleared. Then the suspect timers on the two logis run down, and everyone can safely proceed through the star gate.
And CCP Greyscale, I am one of the guilty parties: I couldn't hear the conversation over the clicking of your lanyard clip or whatever it was. Sorry for making a big thing of it: I really enjoyed your presentation, you are an great public speaker, but the CLICK noise from CLICK the lanyaCLICK distracted froCLICK the converatioCLICK. Hold your hands together Monty Burns style next time, NO FROBBING :)
Would watch this presentation again. Also, any chance of hires version of the crime watch chart? |
Rajji Jones
Southern Cross Trilogy Flying Dangerous
1
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Posted - 2012.03.23 00:44:00 -
[24] - Quote
While you're at it, how about killmails for self-destructs in combat? |
Liang Nuren
Parsec Flux
1116
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Posted - 2012.03.23 03:37:00 -
[25] - Quote
Mara Rinn wrote:Why you would want -10s to suffer no penalty when flying through hisec is obvious (you are -10), but that doesn't mean it is a good idea for the game as a whole. Under the new system, -10 indicates a bad, bad person who has no right being in civilized space flying alongside civilized people!
I admit I lol'ed pretty hard at this. On the flip side, now that I've read Greyscale's clarification regarding "Suspect" status, I think they should just delete the Eve Online source tree and turn themselves into the local insane asylum. They've obviously lost their ******* minds.
Quote:Changes to RR would require suspect status to come in two flavours ... At the expiry of the suspect timer, both the timer and the "aggressor" flag are cleared.
Greyscale clarified this in the other thread - he goofed in the presentation. You inherit the timer of the person you're assisting. You'll both end up deagressed simultaneously.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Arctic Monkey
Autocannons Anonymous Late Night Alliance
6
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Posted - 2012.03.23 03:54:00 -
[26] - Quote
Will there be any love for logistics pilots on killmails? Something like negative damage would be simple, and allow a much more complete picture of a fight. |
Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
1069
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Posted - 2012.03.23 04:40:00 -
[27] - Quote
Liang Nuren wrote:On the flip side, now that I've read Greyscale's clarification regarding "Suspect" status, I think they should just delete the Eve Online source tree and turn themselves into the local insane asylum. They've obviously lost their ******* minds
Well, I prefer to look at is as Greyscale only having communicated half an idea, there was a troubling part during the presentation where Greyscale said something along the lines of, "we skipped that part because it looks too hard". Which made me panic at the time because the hard part is usually the part that matters. |
Di Mulle
45
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Posted - 2012.03.23 08:08:00 -
[28] - Quote
I kind of turned my attention to the thing which is unrelated to crimewatch, but was asked and answered during Q and A. Corp roles. They said it is an obscure code they are afraid to touch, to think about it even. Although there is a consensus it needs to be redone.
Maybe it is hard. But I am hearing and reading this response for what, 4 years ? Don't you guys at CCP think it became a very poor excuse by now ? Or you still hope the problem magically goes away ? CCP is unable to implement simpliest things. Like settting to hide signatures. So they sweep it under a rug . Children do that in their pre-shool years, CCP does it being adults. Probably because it is fearless enough. |
Pinky Denmark
The Cursed Navy Tactical Narcotics Team
107
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Posted - 2012.03.23 13:21:00 -
[29] - Quote
I completely missed this, however I guess as said there will be devblogs...
Crimewatch is obviously a big system controlling many things. In my opinion there are 3 important factors: - Change security loss/gain mechanics to promote pvp - Change aggro mechanics and include remote assistance - Change Bounties and sentry mechanics
Make security stat hits depending on the sec status of the system Make security stat hits smaller to not punish spare time pirates Make it harder to gain security status while ratting/missioning for isk Maybe add a limited feature to purchase sec status perhaps upto -2.0 for isk/lp? Have station/gateguns in lowsec to escalate dps every 15 seconds in 3-5 stages (0->1000->2500->5000->10000) Make sure ships (logistics) gets aggro for remote assisting to not dock up Make aggro mechanics longer to reflect the EHP on Eve ships today (docking games are too easy these days) Have bounties connected to kill-rights instead of security status Having a bounty should MEAN something - extra cost on repairs? insurance? clone contracts? market fee? Have bounties connected to the ship of the pirate paying out partial bounty depending on shiptype Make sure bounties don't keep people away from pvp'ing
Pinky |
Brom MkLeith
Epsilon Inc STORM.
14
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Posted - 2012.03.23 14:25:00 -
[30] - Quote
Di Mulle wrote:I kind of turned my attention to the thing which is unrelated to crimewatch, but was asked and answered during Q and A. Corp roles. They said it is an obscure code they are afraid to touch, to think about it even. Although there is a consensus it needs to be redone.
Maybe it is hard. But I am hearing and reading this response for what, 4 years ? Don't you guys at CCP think it became a very poor excuse by now ? Or you still hope the problem magically goes away ?
Amen. I still have a hard time believing that the TARGET of aggression gets an aggression timer. Even if they don't shoot back, rep or jam, they get the same aggro timer as a thief.
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