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CCP Habakuk
C C P C C P Alliance
192

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Posted - 2012.03.31 00:27:00 -
[1] - Quote
Hi!
Within the next weeks we (CCP QA) will have a closer look again at the rules of Singularity and which support we are offering for players on Singularity.
It is clear that there are some problems around - both for players and for us in CCP. We might make some drastic changes - but nothing is decided yet. A possible outcome could also be that the current rules are fine and we only need to adjust some minor details.
It would be great, if you could give us your ideas about this topic in this thread. If you make any suggestion, please also include WHY this would be a good idea. It is OK to comment on other suggestions - but please keep it constructive and don't stick to one specific topic for too long. CCP Habakuk | EVE Quality Assurance | Team Gridlock Writing bug reports | Mass tests
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DTson Gauur
Underground-Operators
2
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Posted - 2012.03.31 07:43:00 -
[2] - Quote
Bring back dedicated capital combat beacons and enforce the rule of no capitals on subcapital beacons (with nasty long bans from SISI if needed) and you solve _most_ problems in one go.
Otherwise I don't see nothing wrong with the current SISI ruleset. You'll always have rulebreakers shooting on stations etc. That can't be fixed unless you're willing to make the necessary code changes so that the GRID station is on, no offensive module works, AT ALL.
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J3ssica Biel
SUNDERING Goonswarm Federation
10
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Posted - 2012.03.31 08:33:00 -
[3] - Quote
Here we go |

HERFBLERFDERF
Perkone Caldari State
0
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Posted - 2012.03.31 08:47:00 -
[4] - Quote
Re-do Super capital build speeding up for a starters, And Have a capitals only arena thing again and i think everyone will be happy by that The main reason why people complained about Super Builds being sped up is after the rule change the supers could roam every FFA instead of just the capital beacon |

Missile War
Vita Aequitas Veritas The Paganism Alliance
18
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Posted - 2012.03.31 09:14:00 -
[5] - Quote
Altho I dislike getting shot at my capitals, they are also very intresting in fleets. And if you bring in a capital beacon, its just gonna be camped by 3 titans killing every capital the moment they come in, wouldn't really work IMHO. Honestly, the rules aren't much wrong with, altho I do dislike them supercapitals graping my subcaps and my capitals and think they need to be done something about, normal capitals aren't really the problem since they can be easily countered or run away from.
Altho i would like a rule on when mirrors happen, like every 1.5 months or so(and when really needed for something important)? I know it will bring somewhat more work in but it will stop people asking for mirrors(or atleast, hopefully) and will make it possible for people to waste all their faction mods etc. they harvested in the last 5 days for example. |

Vin Ott
NED-Clan Goonswarm Federation
19
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Posted - 2012.03.31 11:07:00 -
[6] - Quote
Same happends in tq, only change that could change that is getting supercap seeding back to the game so others can go into supers as well so less crying. |

bassie12bf1
Militaris Industries Cascade Imminent
18
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Posted - 2012.03.31 11:12:00 -
[7] - Quote
I suppose invincible concord that kills people in the wrong ships at wrong beacons is out of the question. |

Missile War
Vita Aequitas Veritas The Paganism Alliance
18
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Posted - 2012.03.31 11:30:00 -
[8] - Quote
Vin Ott wrote:Same happends in tq, only change that could change that is getting supercap seeding back to the game so others can go into supers as well so less crying.
LMAO your SO funny....ccp has already stated ALOT of times, they will NOT seed these ships. because that will only result in supercap games, and no one flying anything but supers. also big alliances will spam sisi than cuz they can just fck around in supers |

Chris baileyy
Perkone Caldari State
4
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Posted - 2012.03.31 12:00:00 -
[9] - Quote
Missile War wrote:Vin Ott wrote:Same happends in tq, only change that could change that is getting supercap seeding back to the game so others can go into supers as well so less crying. LMAO your SO funny.... This is serious business get out
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Morgan North
The Wild Bunch Electus Matari
70
|
Posted - 2012.03.31 12:35:00 -
[10] - Quote
For starters:
1. You should seed every ship in the game, barring capitals and / or super capitals. We are currently lacking stuff like serpentis ships, etc.
2. Bring back class specific beacons, or somehow alter the ability to acess beacons. Currently, supercaps are everywhere, and we basically cannot actually test anything under a cap size, since capitals will just come along and affect the results.
3. Figure out a way to erase/delete all drones that are left over after a day. At first there's only 10 or 20 left over, but after a while, there's more than 100 drone ships (fighters included) at every beacon. |

Bruce Vendetta
Final-Vendetta
0
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Posted - 2012.03.31 14:56:00 -
[11] - Quote
Block the IP of anyone with less than 100 submitted (filtered) bug reports 2 months from now. Only open Singularity to them when you need more players to help with actual testing, i.e. Mass Tests.
Or, sign up some ******* ISD Captain (Newmind) and allow him/her to actually ban people from Singularity.
Or, ignore us and do whatever you want. |

Nova Fox
Novafox Shipyards
3608
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Posted - 2012.03.31 16:17:00 -
[12] - Quote
Beacons? Why not acceleration gates?
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CCP Habakuk
C C P C C P Alliance
192

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Posted - 2012.03.31 17:34:00 -
[13] - Quote
Whatever we are changing: It should not require us (CCP QA and ISD) to do more work than we are were doing earlier. For example it will not be possible for us to enforce any additional rules - for example it takes quite a bit to ban a player from Singularity - time which could be used for finding bugs.
Super-capitals: We will have a closer look at them for sure, but I have no idea yet if and what we are changing.
Regarding acceleration gates: Do you have any good ideas about how to avoid camping the acceleration gate itself? It would be nearly useless, if we would have a acceleration to an area without capitals, when the capitals are camping the acceleration gate itself.
CCP Habakuk | EVE Quality Assurance | Team Gridlock Writing bug reports | Mass tests
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Just Alter
Perkone Caldari State
5
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Posted - 2012.03.31 18:03:00 -
[14] - Quote
Put 8 acceleration gates just 160km below the station.
6 have restrictions. 1 is ffa subcaps. 1 is ffa.
Also plex and faction mods. |

Chris baileyy
Perkone Caldari State
4
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Posted - 2012.03.31 18:04:00 -
[15] - Quote
Just Alter wrote:Put 8 acceleration gates just 160km below the station.
6 have restrictions. 1 is ffa subcaps. 1 is ffa.
Also plex and faction mods. ^That But put it off station or something and have the moveme bot in a Polaris thing GM ECM bursting? |

Daneel Trevize
The Scope Gallente Federation
91
|
Posted - 2012.03.31 18:49:00 -
[16] - Quote
The solution to supercaps is simple: none are mirrored, none are seeded. A CCP POS + cyno-jammer is put in a system. That is the subcaps system. No one may attack the POS or be using a cap or supercap in said system. Deem another system where cap combat is allowed but not supers, and a 3rd for supers/all caps. Done.
As for designated beacons, they were great, something similar needs to return. Both for those wanting to test and those wanting to pew for free. The problem with gates is it's a grid. Bombs and smarbombs won't be stopped by uber ECM bursting GM tricks.
1 previous suggestion was designate a (cynojammed) system per ship class/old beacon rule, anyone on a mail/evidence of using the wrong ship, warning/ban. You still only need 1 hub system where things are seeded and no pew's allowed, I'm sure there's somewhere with plenty of systems within a jump or 2. If not, just seed the multiple adjacent systems. Then the only problem becomes people camping people moving between. Those who want FFA fights can coordinate using local, constellation and singularity chat channels. Perhaps to be clear, name a FFA system where kills are allowed, everywhere else remains a no pew zone.
People should be allowed to test mechanics around stations and gates, just obviously not a central hub system's station & gates.
And fix the bloody seeding scripts so we have all navy and pirate faction ships, stop all this Angels and Sansha only crap. |

Bienator II
madmen of the skies
655
|
Posted - 2012.03.31 19:01:00 -
[17] - Quote
CCP Habakuk wrote:Whatever we are changing: It should not require us (CCP QA and ISD) to do more work than we are were doing earlier. For example it will not be possible for us to enforce any additional rules - for example it takes quite a bit to ban a player from Singularity - time which could be used for finding bugs.
Super-capitals: We will have a closer look at them for sure, but I have no idea yet if and what we are changing.
Regarding acceleration gates: Do you have any good ideas about how to avoid camping the acceleration gate itself? It would be nearly useless, if we would have a acceleration to an area without capitals, when the capitals are camping the acceleration gate itself.
can't you just place a scripted ship at the gate which locks and destryes every unwanted ship in this area? a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Green Cobra
Aliastra Gallente Federation
3
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Posted - 2012.03.31 19:40:00 -
[18] - Quote
Hi all
CCP Habakuk, can you give us some information so we can come up with the best ideas to handle rules and restrictions in the testing environment? I know releasing sensitive information can't be done but these things listed bellow should not be a risk for CCP to disclose.
Client event structure: 1) How does the client handle event handling. Are the events handled in the client or are DB triggers used to handle the events? 2) How does the client handle system messages at logon and ingame from CCP. Are these added to a que table in the DB or pushed directly to the clients?
DB structure: 1) How are the space possitions of a pilot and space objects stored in the DB (X,Y, & Z)? 2) Are there a event que in the DB for user initiated events in the client and are there one que or are there several for different types of events?
What type of DB are CCP using (MS SQL Server, Oracle...)?
I have some ideas the do cut the effort of CCP regarding following up rules to 0% and still have any rules CCP se fit active with no changes to the client code. But to make a good suggestion in more detail it really would help with a bit information. This idea does however require a bit of initial effort from CCP but considering the time currently spent on banning for rule violations, fighting on station and gates would not bee needed at all with this idea it might balance out over a few months time (might be considerably less).
Having rules on SISI is unfortunately a must as the player base on SISI and TQ is vastly different and most are in 1 system. Testing should be possible both in event testing and by players them selves in a way that most testers are happy (can never make all happy).
Best regards Green Cobra |

David Laurentson
Laurentson INC StructureDamage
9
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Posted - 2012.03.31 22:50:00 -
[19] - Quote
If you want to keep capitals out of specific sites, maybe putting them in a cyno-jammed system would help? Obviously there are ways around that, but it's worth thinking about. |

Comodore John
Wooly Ltd. Chained Reactions
17
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Posted - 2012.04.01 04:43:00 -
[20] - Quote
Reserving
Will edit opinion in in the morning |

fab24
Tax Fraud Corporation
2
|
Posted - 2012.04.01 08:38:00 -
[21] - Quote
Don't want to enforce the rules? Give someone the ability of doing it. And I was actually talking about me. |

Headerman
Quovis CORE Alliance
871
|
Posted - 2012.04.01 11:18:00 -
[22] - Quote
I know it is an unusual request, but there are some people out there looking to buy some NeX clothes in different colours, we have the ones seeded on Sisi, can anything be done to mod up TQ to allow colour variations on purchasing?
That, and maybe a script to fix drones if at all possible? maybe remove all drones and wrecks around each beacon one every hour on the hour?
Otherwise.. all good :D The Apostle : I want a kangeroo Captain Kirk : Silly Austrians Sarmatiko : Let me guess: you're from US? Captain Kirk : Yeah Riverside IA - why? |
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CCP Konflikt
CCP Engineering Corp CCP Engineering Alliance
147

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Posted - 2012.04.01 13:18:00 -
[23] - Quote
There is very little reasoning in the previous responses, you should make yourselves familiar with why the rules changed to what they are now and make suggestions in line with the goals of this post, because ultimately we want an efficient system which requires very little maintenance.
If your solution involves making something that doesn't exist on TQ it's likely to not be considered.
Also think outside the box eg. Should there be a testing constellation instead of a testing system? CCP Konflikt Technical QA Tester Team Synergy |
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Green Cobra
Aliastra Gallente Federation
3
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Posted - 2012.04.01 13:30:00 -
[24] - Quote
CCP Konflikt wrote:There is very little reasoning in the previous responses, you should make yourselves familiar with why the rules changed to what they are now and make suggestions in line with the goals of this post, because ultimately we want an efficient system which requires very little maintenance. If your solution involves making something that doesn't exist on TQ it's likely to not be considered. Also think outside the box eg. Should there be a testing constellation instead of a testing system?
Any form of rules where CCP rely on players choosing to obey them will result in work from CCP as there will be default always be those who choose to disregard the testing of others. So I can't see a way to keep within the TQ framework to make it good.
Best regards Green Cobra |

Wallyx
Viziam Amarr Empire
0
|
Posted - 2012.04.01 13:50:00 -
[25] - Quote
CCP Habakuk wrote:[...]
Regarding acceleration gates: Do you have any good ideas about how to avoid camping the acceleration gate itself? It would be nearly useless, if we would have a acceleration to an area without capitals, when the capitals are camping the acceleration gate itself.
Why not adding some Concord Turrets at Acceleration Gates? Agression? BOOMB!!!
I think is not much work |

DonHel
Aliastra Gallente Federation
14
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Posted - 2012.04.01 14:33:00 -
[26] - Quote
Hi there ccp, Not sure on how easy it would be.. but is it possible that there could be 2 systems instead of one that are set as main zones. One able to block super caps from entering? this way ccp doesnt have to hear, theres a dude on beacon with super ever.. Keep it still a ffa all over, to much hassle trying to maintain whats going on in the individual sites. Just make the supers have to play in another zone if someone wants to play .. and if they want to try and organize a super cap defense test.. they can be the ones having to hunt down people to help test that, as there is alot more people without supers being told they have to go somewhere else and pretty much do the same if they want to test.. This should clear up the whole crying of it, and at the same time you can make it to where supers are able to be accessed much easier because the damage they can do to other testers will be limited.
Thanks |

Kein Echerie
The Scope Gallente Federation
1
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Posted - 2012.04.01 15:36:00 -
[27] - Quote
Seed Super cap but put them at 500 billion isk or higher Supercarrier: 260 bill isk Titans:550 bill isk PPL need to test supers other then TFIXT and shiva.......
like New titans players if thay want to test them. just let them it's kind of unfair that supers are not seeded
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Lucas Quaan
Sniggerdly Pandemic Legion
20
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Posted - 2012.04.01 17:02:00 -
[28] - Quote
Comodore John wrote:Problems with fixes suggested: 1. Acceleration gates - this doesn't stop people, simply camp the acceleration gate with your "oversized" ship. Like already mentioned, it does if you put them on the station grid. The problem would perhaps be with the warp-in point in the dead-space behind the gate, where people could now camp the spot where you will land, but at least they will be of the same size as you. |

Fird
SH Brotherhood
1
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Posted - 2012.04.01 18:49:00 -
[29] - Quote
Solution: Remove super-caps from eve.
Reimburse SP, lose some bitter-vet players, gain new people after friends tell them how much better the game is.
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Ghazbaran
Gravity Core
1
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Posted - 2012.04.01 21:51:00 -
[30] - Quote
Hello
The best way to fix the rules in singularity is not having to enforce them
1) Make acceleration gates for the FFA's or the now called CA's. ( this is done for missions, no reason why it cannot be done in SISI )
a) Frigate b) Cruiser and below c) BC and below d) BS and below e) capital and below f) No Acceleration gate to a "supercap" and below area
2) Make an effect on station grid that does not permit the use of any turret, launcher, smart-bomb, scram, disruptor, etc, and make the same effect on the acceleration gate grids.
The above will eliminate most tester rage and eliminate the need to have someone monitoring forums to figure out who they have to ban.
* This permits the testing of different ship types along with their changes * To be tested efficiently all modules, ships etc, should be put through controlled ( in a sense ) and sporadic combat
* EXAMPLE: The recent change to Assault Frigates cannot be completely tested in small fleets because larger ships keep interfering. As well as not having the option to test efficiency up to a specific ship size to battle against. These new changes cannot be completely understood and given feedback about if we are not able to test them properly. ( in a controlled environment ) -- People who say EVE online is not a controlled environment; I understand you but, in testing, nothing should be done without a control.
P.S. The Supercaps and Caps, that interfere with the CA's are not emulating "TRUE" eve behavior because these will rarely be seen alone in battle on TQ |

Headerman
Quovis CORE Alliance
872
|
Posted - 2012.04.01 23:17:00 -
[31] - Quote
Lucas Quaan wrote:Comodore John wrote:Problems with fixes suggested: 1. Acceleration gates - this doesn't stop people, simply camp the acceleration gate with your "oversized" ship. Like already mentioned, it does if you put them on the station grid. The problem would perhaps be with the warp-in point in the dead-space behind the gate, where people could now camp the spot where you will land, but at least they will be of the same size as you.
Just had an idea about this one, perhaps there could be an invulnerable period when spooling up for the accelleration gate? SImilar to what happens on a station undock, but happens as soon as you hit warp when you are within 2500 meters.
Wouldn't stop bubbles, but not many people would get thrills out of bubbling gates when caps are around The Apostle : I want a kangeroo Captain Kirk : Silly Austrians Sarmatiko : Let me guess: you're from US? Captain Kirk : Yeah Riverside IA - why? |
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Chribba
Otherworld Enterprises Otherworld Empire
2968
|
Posted - 2012.04.02 09:19:00 -
[32] - Quote
Reduce the timers when logging off etc (so you disappear quickly). I've lost a number of supercaps to "probers" just because they feel it's enjoyable to kill someone after they log out - regardless if they were in the consensual combat or not.
/c
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Lucas Quaan
Sniggerdly Pandemic Legion
20
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Posted - 2012.04.02 09:27:00 -
[33] - Quote
Headerman wrote:Lucas Quaan wrote:Comodore John wrote:Problems with fixes suggested: 1. Acceleration gates - this doesn't stop people, simply camp the acceleration gate with your "oversized" ship. Like already mentioned, it does if you put them on the station grid. The problem would perhaps be with the warp-in point in the dead-space behind the gate, where people could now camp the spot where you will land, but at least they will be of the same size as you. Just had an idea about this one, perhaps there could be an invulnerable period when spooling up for the accelleration gate? SImilar to what happens on a station undock, but happens as soon as you hit warp when you are within 2500 meters. Wouldn't stop bubbles, but not many people would get thrills out of bubbling gates when caps are around Or, you know, just put them on grid with the station. |

DonHel
Aliastra Gallente Federation
14
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Posted - 2012.04.02 11:11:00 -
[34] - Quote
Chribba wrote:Reduce the timers when logging off etc (so you disappear quickly). I've lost a number of supercaps to "probers" just because they feel it's enjoyable to kill someone after they log out - regardless if they were in the consensual combat or not.
/c
I don't doubt this is a problem, but isnt that how it functions on TQ? |
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Chribba
Otherworld Enterprises Otherworld Empire
2968
|
Posted - 2012.04.02 11:23:00 -
[35] - Quote
DonHel wrote:Chribba wrote:Reduce the timers when logging off etc (so you disappear quickly). I've lost a number of supercaps to "probers" just because they feel it's enjoyable to kill someone after they log out - regardless if they were in the consensual combat or not.
/c I don't doubt this is a problem, but isnt that how it functions on TQ? It is, I was under the impression how to update the SiSi rules though - and while this isn't a rule change and CCP saying that they want more time spent on bugs rather than investigating people breaking the rules, a thing like this could make more time for bugspending since less risk of people breaking rules by non-consensual combat.
/c
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DonHel
Aliastra Gallente Federation
15
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Posted - 2012.04.02 14:29:00 -
[36] - Quote
Chribba wrote:DonHel wrote:Chribba wrote:Reduce the timers when logging off etc (so you disappear quickly). I've lost a number of supercaps to "probers" just because they feel it's enjoyable to kill someone after they log out - regardless if they were in the consensual combat or not.
/c I don't doubt this is a problem, but isnt that how it functions on TQ? It is, I was under the impression how to update the SiSi rules though - and while this isn't a rule change and CCP saying that they want more time spent on bugs rather than investigating people breaking the rules, a thing like this could make more time for bugspending since less risk of people breaking rules by non-consensual combat. /c
ahh, I see your argument |

Copine Callmeknau
Kangaroos With Frickin Lazerbeams Ninja Unicorns with Huge Horns
62
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Posted - 2012.04.02 15:39:00 -
[37] - Quote
I agree with the other posters here that the simplest solution is to have deadspace FFA's accessible via accel gates only, and have the gates on station grid.
You will still need some sort of monitoring bot that can ensure the station grid remains safe though.
All faction ships should be seeded also Having none is bad because it turns SiSi into srs spaceship bznz, I shouldn't have to be worried about losing my vindi on the test server :/
Apart from that everything as it is now, I like bombs bubbles, smartbombs and podding |

Shirley Serious
The Khanid Sisters of Athra
8
|
Posted - 2012.04.02 17:57:00 -
[38] - Quote
CCP Konflikt wrote: Also think outside the box eg. Should there be a testing constellation instead of a testing system?
You mean like:
Constellation blah, is testing constellation.
System A includes combat zones for ships up to battleship size
System B has combat zones for ships including dreadnoughts and carriers
System C has combat zones for unrestricted free for alls
That sort of thing ?
That would simplify things a lot, wouldn't it? It would be a simple case to spot supercapitals or whatever in the wrong system. |

Todes
Eve Trade Broker
10
|
Posted - 2012.04.02 18:00:00 -
[39] - Quote
My biggest issue is the podding being allowed. I understand the accidental smartbombs. but outright podding can be a massive inconvience, especially if your traveling from a great distance to test ship fits and potency of modules. people do forget to change locations for the medical clone and have to travel that distance back. |

Missile War
Vita Aequitas Veritas The Paganism Alliance
20
|
Posted - 2012.04.02 18:30:00 -
[40] - Quote
acceleration gates > BAD IDEA. people would just camp the side of the acc gate where you warp into too. several systems > could work, but would need a cyno jammer in the no-capitals system and no capitals seeded...(however, alot of banning needed for idiots on the capitals only but no supers if they are that stupid)
and podding being allowed is good, this way ccp doesn't need to monitor those bans, and if there could possibly be a bug in there, it would be found easily.(also, moveme exists...)
and spreading over several systems has the problem > its already unpopulated at times in 6-c, let stand if we have to spread around 2+ systems...everyone would just be in the same and no targets at all for capitals, and triage carriers are awesome to have in fleet at times which would become useless if there won't be any subcaps in system...
and getting killed when logged off, isn't possible to be monitored i think, so they can't do anything against that? and lowering the log off time does require some work, which ccp is trying to avoid. btw chribba, first time i see you on test server forum(and your revenant loss ingame sadly, so welcome:P)
i still keep with my suggestion of having a mirror every 1.5 months or near that. since i hate long mirrors because im stuck to the same ship for a LONG time. and can't test any other ships :3
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Daneel Trevize
The Scope Gallente Federation
91
|
Posted - 2012.04.02 18:41:00 -
[41] - Quote
Missile War wrote:i still keep with my suggestion of having a mirror every 1.5 months or near that. since i hate long mirrors because im stuck to the same ship for a LONG time. and can't test any other ships :3 Off-toptic but what? All you need to know is when the mirror happens and you can go sort your Sisi training queue. Also even if you fall behind in training, help in a mass test and get a huge leap in SP, for whatever ships you want to test.
Obviously my vote's for combat constellation. Perhaps it should be lowsec to reduce the gate & station camping, via gateguns? Also to remove the issue of bubbles except for systems where interdictors and HICs are permitted?
How easily could you remove the station guns from a specific lowsec station? And the sec hit of killing people in such a system? Or make a nullsec system act like low/high sec w.r.t. bubbles, supers? |
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CCP Habakuk
C C P C C P Alliance
192

|
Posted - 2012.04.02 18:42:00 -
[42] - Quote
Hi again!
We had a meeting today to talk about this topic and we are now exploring several options to improve things (mostly through new tools). We won't change any rules right now, but we'll announce changes to rules and support as soon as we have anything ready.
We are mostly looking into splitting the combat system into two systems - but this is not fully decided yet, as we will need additional support (cyno jammer and similar). Several other changes were also discussed (like changes to the mirror script and station seeding), but this will need more work.
Thank you all for helping out in this thread! I'll keep you updated, as soon as we have anything ready. CCP Habakuk | EVE Quality Assurance | Team Gridlock Writing bug reports | Mass tests
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Ohnoes Improlapsed
Imperial Academy Amarr Empire
10
|
Posted - 2012.04.02 19:17:00 -
[43] - Quote
CCP Habakuk wrote:Hi again!
We had a meeting today to talk about this topic and we are now exploring several options to improve things (mostly through new tools). We won't change any rules right now, but we'll announce changes to rules and support as soon as we have anything ready.
We are mostly looking into splitting the combat system into two systems - but this is not fully decided yet, as we will need additional support (cyno jammer and similar). Several other changes were also discussed (like changes to the mirror script and station seeding), but this will need more work.
Thank you all for helping out in this thread! I'll keep you updated, as soon as we have anything ready. With this can you reactivate super building so other people can test the ships in the non-cyno jammed system? It's not going to affect anyones testing anymore and can be useful for testing especially as the new inferno patch is coming |

Comodore John
Wooly Ltd. Chained Reactions
17
|
Posted - 2012.04.02 21:07:00 -
[44] - Quote
Chribba wrote:DonHel wrote:Chribba wrote:Reduce the timers when logging off etc (so you disappear quickly). I've lost a number of supercaps to "probers" just because they feel it's enjoyable to kill someone after they log out - regardless if they were in the consensual combat or not.
/c I don't doubt this is a problem, but isnt that how it functions on TQ? It is, I was under the impression how to update the SiSi rules though - and while this isn't a rule change and CCP saying that they want more time spent on bugs rather than investigating people breaking the rules, a thing like this could make more time for bugspending since less risk of people breaking rules by non-consensual combat. /c
The problem isn't getting probed when you log out, it's the aggression you receive on station to ensure you don't disappear when you log out that's the problem.
CCP has told us before it's a very grey area within the rules, but (as you've experienced) you have no way to prove where you died. That's why when these cases generally are reported, the aggressors post a screenshot showing the wreck 1 million KM off the station.
As for seperating the systems, two main systems could work, but the capital system would be desolate due to lack of action. If this were implemented though, killing capitals that are within the sub capital system when the mirror was made is easily dealth with, the same goes with super caps. The problem occurs is when you get a small gang of them together. |

Aglais
Right Click Industries
57
|
Posted - 2012.04.03 01:27:00 -
[45] - Quote
Todes wrote:My biggest issue is the podding being allowed. I understand the accidental smartbombs. but outright podding can be a massive inconvience, especially if your traveling from a great distance to test ship fits and potency of modules. people do forget to change locations for the medical clone and have to travel that distance back.
Forget to change clone location? Call the waaambulance. That's not CCP's problem. It's also a moot point because of the existance of the 'Moveme' channel, because the only place podding can still legally occur is in the test system. Which is where you will be moved to if you use this service. |

Izuru Hishido
ADVANCED Combat and Engineering Violent Society
11
|
Posted - 2012.04.03 03:57:00 -
[46] - Quote
Fird wrote:Solution: Remove super-caps from eve.
Reimburse SP, lose some bitter-vet players, gain new people after friends tell them how much better the game is.
Second. Then you'd never need to 'balance supercapitals' ever again.
Remove all supers, never have this issue again. They've been a problem since their inception, so just get rid of the damn things.
Quote: Obviously my vote's for combat constellation. Perhaps it should be lowsec to reduce the gate & station camping, via gateguns? Also to remove the issue of bubbles except for systems where interdictors and HICs are permitted?
How easily could you remove the station guns from a specific lowsec station? And the sec hit of killing people in such a system? Or make a nullsec system act like low/high sec w.r.t. bubbles, supers?
With respect to that idea, it still wouldn't work. Sentry gun fire can easily be mitigated by a well tanked hic, and if they really want to harass someone, they'll find a way. Also, it is a great deal more effort to remove the security penalty than simply have the combat constellation be entirely in nullsec.
That said, having a lowsec system inside the testing constellation might not be a bad plan as it would allow people to test combat under those conditions, i.e. having sentries on the field, so on. |

Missile War
Vita Aequitas Veritas The Paganism Alliance
20
|
Posted - 2012.04.03 06:50:00 -
[47] - Quote
CCP Habakuk wrote:Hi again!
We had a meeting today to talk about this topic and we are now exploring several options to improve things (mostly through new tools). We won't change any rules right now, but we'll announce changes to rules and support as soon as we have anything ready.
We are mostly looking into splitting the combat system into two systems - but this is not fully decided yet, as we will need additional support (cyno jammer and similar). Several other changes were also discussed (like changes to the mirror script and station seeding), but this will need more work.
Thank you all for helping out in this thread! I'll keep you updated, as soon as we have anything ready.
several systems will not work, i'll tell you now. if you split capitals and subcaps from each other, you will make capitals almost completly useless since i can't think of a subcap that would willingly fight an army of capitals...supercapitals even since they will just pwn the capital system thus change nothing at all.
and changing the mirror/station seeding? how do you mean that exactly?(just so i don't understand wrongly) do you mean seeding more/all ships and mirrors at a regular interval? or just changing it in the way that only certain things are transferred over like no supers and no capitals in the subcap system if your making it 2 systems? |

Orator de Umbras
Royal Amarr Institute Amarr Empire
8
|
Posted - 2012.04.03 08:08:00 -
[48] - Quote
Missile War wrote:...several systems will not work, i'll tell you now. if you split capitals and subcaps from each other, you will make capitals almost completly useless since i can't think of a subcap that would willingly fight an army of capitals...
A single sub-capital wouldn't want to fight an army of capitals, but sub-capitals don't want to see a single capital ship killing everything in the FFA combat areas.
If they implement the split systems, sub-capitals could easily form a fleet to wage combat against the capitals. Or the capitals can ask for a duel from sub-capital fleets.
At the very least, the use of super-capitals needs to be limited. They cannot be seeded, as that would be pure chaos, but it is unfair to sub-capital and regular capital pilots for super-capital owners to have the only "I WIN!" button on SiSi. Fleets can be formed to combat them, but it is rare to see that happen.
Personally, I've stopped going to the FFA arenas. If I've needed to test something, I've asked for a duel, or dueled with my alts. |

Missile War
Vita Aequitas Veritas The Paganism Alliance
20
|
Posted - 2012.04.03 08:41:00 -
[49] - Quote
Orator de Umbras wrote:Missile War wrote:...several systems will not work, i'll tell you now. if you split capitals and subcaps from each other, you will make capitals almost completly useless since i can't think of a subcap that would willingly fight an army of capitals... A single sub-capital wouldn't want to fight an army of capitals, but sub-capitals don't want to see a single capital ship killing everything in the FFA combat areas. If they implement the split systems, sub-capitals could easily form a fleet to wage combat against the capitals. Or the capitals can ask for a duel from sub-capital fleets. At the very least, the use of super-capitals needs to be limited. They cannot be seeded, as that would be pure chaos, but it is unfair to sub-capital and regular capital pilots for super-capital owners to have the only "I WIN!" button on SiSi. Fleets can be formed to combat them, but it is rare to see that happen. Personally, I've stopped going to the FFA arenas. If I've needed to test something, I've asked for a duel, or dueled with my alts.
http://test.true-sansha.com/?a=kill_detail&kll_id=83211
they indeed can be killed by non supers :3(yeey my fleet) anyway, he only died cuz we were with quite alot, and he was alone. when a 2 or 3rd super would be on, our chances would have been VERY low. so yeah, i agree, supers must be gotten rid of. but not normal capitals, they are fine. normal capitals can't **** a CA on their own, carriers don't do enough dps usually. and dreads can't track, can't point(usually), and can't lock fast enough in most cases if the subcap has some mind.... |

Jaiimez Skor
Gank Bangers Moar Tears
29
|
Posted - 2012.04.03 10:15:00 -
[50] - Quote
This is my feelings towards the current rule set and any changes that may need to occur.
Currently with the seeding script only having certain ships seeded is causing issues, I do agree for the most part with Comodore John that all faction SHIPS need to be removed, however I believe that you SHOULD seed the most common faction ammo (e.g. Caldari Navy Missiles, Republic Fleet Autocannon Ammo(Because Hall is still pointless)) because nobody uses T1 ammo for PVP on TQ, so this is not like TQ in that sense, and as a side note with this, faction cap booster charges should be seeded.
As far as supercapital construction, I have spoken with QA staff before and appreciate the time it was taking up from the staff members day to handle all supercapital requests, sov boosts ect, so a possible suggestion that would satisfy most people, allow supercapital speedup's for the first 7 days of a new mirror, any requests that havn't been submitted within that 7 days would have to wait for it to build the old way, it would also stop people loosing them needlessly because they have another one they can have sped up in a day. As a side note to the above comment, if something like this was to occur I believe that the time/date or mirrors need to be announced more, so people know when it's coming, that way they have time to get on and put any supercapitals they do want into production.
As far as cyno-jamming the main combat system, I don't think that's a very good idea, although what I do think is possibly having 2 combat systems, the main combat system being seeded and clone station w/o a cyno jammer, then having a secondary combat system 1 jump away, that is cyno-jammed either without a seeded market, or one with capitals not seeded, so those desperately seeking a solely subcapital fight will make the effort to travel. You'll find the majority of people will not bother tho.
Stronger Monitoring on the rules relating from TQ to Sisi purchases, it is well known that certain players on Singularity are paying on TQ to use somebody's supercapital on Sisi as well as other services/items. |

Lucas Quaan
Sniggerdly Pandemic Legion
20
|
Posted - 2012.04.03 10:20:00 -
[51] - Quote
Missile War wrote:several systems will not work, i'll tell you now. if you split capitals and subcaps from each other, you will make capitals almost completly useless since i can't think of a subcap that would willingly fight an army of capitals... Which is the entire point people are trying to make. Subcaps don't want to fight the capitals. |

Missile War
Vita Aequitas Veritas The Paganism Alliance
20
|
Posted - 2012.04.03 11:36:00 -
[52] - Quote
Lucas Quaan wrote:Missile War wrote:several systems will not work, i'll tell you now. if you split capitals and subcaps from each other, you will make capitals almost completly useless since i can't think of a subcap that would willingly fight an army of capitals... Which is the entire point people are trying to make. Subcaps don't want to fight the capitals.
capitals aren't the problem supercapitals are. normal capitals are easily avoided while supercaps aren't.
and i Quote myself:
Missile War wrote:o yeah, i agree, supers must be gotten rid of. but not normal capitals, they are fine. normal capitals can't **** a CA on their own, carriers don't do enough dps usually. and dreads can't track, can't point(usually), and can't lock fast enough in most cases if the subcap has some mind....
last post i'll make about supers/capitals since we are sticking on it too much |

DaDutchDude
Sebiestor Tribe Minmatar Republic
27
|
Posted - 2012.04.03 12:44:00 -
[53] - Quote
I'll probably get booed for saying this, but how about only allowing player access to Sisi on a limited number of days and for specific reasons? As it stands, it seems like some people dedicate themselves to playing their space ship games on Sisi instead of TQ, and to me, that's bad. Let people try things out and fail with consequences, not with the safety blanket that Sisi provides. They say that the road to hell is paved with good intentions. I always have the best intentions for others ... |

Missile War
Vita Aequitas Veritas The Paganism Alliance
20
|
Posted - 2012.04.03 14:35:00 -
[54] - Quote
DaDutchDude wrote:I'll probably get booed for saying this, but how about only allowing player access to Sisi on a limited number of days and for specific reasons? As it stands, it seems like some people dedicate themselves to playing their space ship games on Sisi instead of TQ, and to me, that's bad. Let people try things out and fail with consequences, not with the safety blanket that Sisi provides.
inderdaad, ik ga je boeeee zeggen! dus...boeeee
anyway, sisi is fine as it is, if there wouldn't be a group of people "ruling" over sisi from their high thrones |

Lanasak
School of Applied Knowledge Caldari State
6
|
Posted - 2012.04.03 16:37:00 -
[55] - Quote
I've noticed that a particular group of test server warriors enjoy ECM bursting supercapitals logging off at the station in order to gank them at their logoff spot. |

J3ssica Biel
SUNDERING Goonswarm Federation
11
|
Posted - 2012.04.03 16:59:00 -
[56] - Quote
Lanasak wrote:I've noticed that a particular group of test server warriors enjoy ECM bursting supercapitals logging off at the station in order to gank them at their logoff spot. Shame ECM burst doesn't work on super capitals anymore |

Merin Ryskin
Peregrine Industries
59
|
Posted - 2012.04.03 17:05:00 -
[57] - Quote
Two requests:
1) Seed faction ships and ammo. I can understand not seeding high-end deadspace/officer mods that are hardly ever used on the real server, but faction ships and especially faction ammo are frequently used on TQ. In fact, I'd argue that any balance testing that doesn't include faction ammo is worthless.
2) Enforce SiSi rule breaking with TQ bans. None of this "please don't do it" nonsense, create a set of rules that allow testing to function properly and then ban anyone who ignores them. Sure, you can't catch every violation, but maybe if people were putting their TQ accounts at risk they might think twice about things like station camping or bringing supercapitals into the frigate arena.
Jaiimez Skor wrote:Stronger Monitoring on the rules relating from TQ to Sisi purchases, it is well known that certain players on Singularity are paying on TQ to use somebody's supercapital on Sisi as well as other services/items.
No, LESS monitoring of this stupid rule. There is no reason for CCP employees to be wasting time on something that doesn't cause any harm on SiSi*. If people want to waste TQ money on test server assets, there is no reason that they shouldn't be able to do it.
Maybe if pointless rules like this one are removed there will be more time to enforce rules against things like station camping.
*Remember, the assets in question already exist on SiSi, all that changes is exactly which player is flying the offending supercap. |

Lanasak
School of Applied Knowledge Caldari State
6
|
Posted - 2012.04.03 17:31:00 -
[58] - Quote
J3ssica Biel wrote:Lanasak wrote:I've noticed that a particular group of test server warriors enjoy ECM bursting supercapitals logging off at the station in order to gank them at their logoff spot. Shame ECM burst doesn't work on super capitals anymore
it still aggresses them |

Vin Ott
NED-Clan Goonswarm Federation
35
|
Posted - 2012.04.03 18:44:00 -
[59] - Quote
Missile War wrote:Lucas Quaan wrote:Missile War wrote:several systems will not work, i'll tell you now. if you split capitals and subcaps from each other, you will make capitals almost completly useless since i can't think of a subcap that would willingly fight an army of capitals... Which is the entire point people are trying to make. Subcaps don't want to fight the capitals. capitals aren't the problem supercapitals are. normal capitals are easily avoided while supercaps aren't. and i Quote myself: Missile War wrote:o yeah, i agree, supers must be gotten rid of. but not normal capitals, they are fine. normal capitals can't **** a CA on their own, carriers don't do enough dps usually. and dreads can't track, can't point(usually), and can't lock fast enough in most cases if the subcap has some mind.... last post i'll make about supers/capitals since we are sticking on it too much
You're saying nicely that caps don't cause any problems however they do against subcaps, carriers got massive amounts of rep and dreads can hit subcaps easly just gotta refit a bit.
So it's not just the supers that cause problems everything is, that happends in tq as well, so stop saying that supers are the only ones that cause problems because that's just bullshit -_-"
Beter na denken he meneer de racist tegen supers. |

J3ssica Biel
SUNDERING Goonswarm Federation
11
|
Posted - 2012.04.03 18:50:00 -
[60] - Quote
Lanasak wrote:J3ssica Biel wrote:Lanasak wrote:I've noticed that a particular group of test server warriors enjoy ECM bursting supercapitals logging off at the station in order to gank them at their logoff spot. Shame ECM burst doesn't work on super capitals anymore it still aggresses them No it doens't... |

Comodore John
Wooly Ltd. Chained Reactions
18
|
Posted - 2012.04.03 20:41:00 -
[61] - Quote
Merin Ryskin wrote:Two requests:
]1) Seed faction ships and ammo.[/b] I can understand not seeding high-end deadspace/officer mods that are hardly ever used on the real server, but faction ships and especially faction ammo are frequently used on TQ. In fact, I'd argue that any balance testing that doesn't include faction ammo is worthless.
2) Enforce SiSi rules with TQ bans.[/b] None of this "please don't do it" nonsense, create a set of rules that allow testing to function properly and then ban anyone who ignores them. Sure, you can't catch every violation, but maybe if people were putting their TQ accounts at risk they might think twice about things like station camping or bringing supercapitals into the frigate arena.
Common faction ammos such as supplied by the 4 main factions would be fine, as would cap boosters, HOWEVER faction ships are not. It has been proven time and time again that the seeding of faction ships causes more harm than good.
As for the TQ ban, that's just plain stupid. Actions on sisi don't (and shouldn't) affect TQ, just as any action done on TQ after a mirror is applied does no affect sisi. |

Merin Ryskin
Peregrine Industries
59
|
Posted - 2012.04.03 21:33:00 -
[62] - Quote
Comodore John wrote:Common faction ammos such as supplied by the 4 main factions would be fine, as would cap boosters, HOWEVER faction ships are not. It has been proven time and time again that the seeding of faction ships causes more harm than good.
Refusing to seed faction ships creates a completely unrealistic testing environment. Faction ships on TQ are fairly cheap (some even cheaper than comparable T2 ships) and popular in PvP. In fact, I suspect that they're even more popular than T3 cruisers, which are still seeded normally.
Quote:As for the TQ ban, that's just plain stupid. Actions on sisi don't (and shouldn't) affect TQ, just as any action done on TQ after a mirror is applied does no affect sisi.
Why shouldn't they have any effect? If you aren't mature enough to follow basic rules, then you don't need to be playing EVE on either server. |

Missile War
Vita Aequitas Veritas The Paganism Alliance
21
|
Posted - 2012.04.04 08:06:00 -
[63] - Quote
Merin Ryskin wrote:Comodore John wrote:Common faction ammos such as supplied by the 4 main factions would be fine, as would cap boosters, HOWEVER faction ships are not. It has been proven time and time again that the seeding of faction ships causes more harm than good. Refusing to seed faction ships creates a completely unrealistic testing environment. Faction ships on TQ are fairly cheap (some even cheaper than comparable T2 ships) and popular in PvP. In fact, I suspect that they're even more popular than T3 cruisers, which are still seeded normally. Quote:As for the TQ ban, that's just plain stupid. Actions on sisi don't (and shouldn't) affect TQ, just as any action done on TQ after a mirror is applied does no affect sisi. Why shouldn't they have any effect? If you aren't mature enough to follow basic rules, then you don't need to be playing EVE on either server.
altho i agree that faction ships should be seeded(maybe for just the 1st week?) the banning on TQ is useless. it won't help a bit really, just even less people then there are already... |

Tas Nok
Hedion University Amarr Empire
35
|
Posted - 2012.04.04 10:17:00 -
[64] - Quote
This is an excellent idea... my top changes would be these:
have a combat region (syndicate) the main testing areas are already there and on the edge of hs so its not hard to get in or out, the region would help run a simple script for basically auto-banning, anything outside syndicate would just get you banned.
While you're at it you said banning from sisi was difficult... that should be fixed, if you can't play by the rules and play with the new toys nicely then "NO SISI FOR YOU" how you address this would be upto you for UN-bans but I'd say 90 days auto and just let them expire.. that's long enough to be a punishment and short enough to not be forever
All this being said I believe Syndicate should remain a FFA for pretty much everyone... if you want to isolate a system for caps and supers to shoot each other then fine, but syndicate is npc space and adding stations and new rules seems like work you stated you don't want to do... no real solution for the cap pilots, but short of adding something each time the system mirrors (like seeding) I don't see it getting fixe
Seeding, as others have said I will echo.. faction ships and ammo are a must... complex and officer gear no... but while I don't cruise around in a faction fitted moa, I do have have some bling on some of my ships, and its an annoyance that I can get gear off contracts on TQ, and then have to nerf my fits on sisi once the faction gear gets blown up. Ammo is also critical... pvp practice especially
please make seeding more even, esp in syndicate, it would really help with re-shipping during testing and practice.
A few off the wall ideas:
PLS, PLS, PLS bring back the moveme (anywhere) script... it was easily PURE AWESOME SAUCE, and the best thing I have ever seen, if folks complain or cry about missing a kill HTFU.. its sisi!!! the kills don't count
post a list of things you want the players to try (and all sorts of variants) in the masstest channel, you'd be surprised how many more bug reports you might get if we had a little nudge as to what we should be looking at
throw up a few market groups called TEST-modules, TEST ships... etc... for ideas that have been worked out in-house but are not yet really ready for prime time, let all of us break em in, we'll understand if the textures are off, the ships are buggy or OP or awful... the more people get their hands on these ships then you'll avoid ships like the torp-naga (loved that too, but I agree it was OP) this could also include ideas for new T3 ships and the mythical subs that never got released
designate a system (non-combat) outside syndicate where building anything is sped up to 24hrs, titans to Orcas to rifters, if it is supposed to take longer than 24 hours all jobs complete at DT... that will fix alot of complaining about cap builds that go *poof* prolly ought to be a doomsday testing system with a station with lots of build slots, and lots of moons.
and finally, this overarching rule: if you're complaining about the game being broken, file a bug repor if you're complaining about rule xyz not being enforced or sisi being unfair, log-of if you're complaining about other players, htfu, you didn't really die, all your stuff will be back with the next mirro if you're complaining about anything else, you need a hobby outside eve, I suggest loose women, they can take your mind off anything |

Demolishar
United Aggression
242
|
Posted - 2012.04.04 11:28:00 -
[65] - Quote
Combat system should remain a system rather than a region - server population is too low for anything else Return to class beacons and name them along the format "FFA - Cruiser and Below", not numbered. Run script or create NPC or whatever automated system you want to instagib anything larger than the allowed class. Warped by mistake? HTFU. Seed faction ammo Unseed faction ships Put faction ships (and potentially any other things that should be tested but not used exclusively) in reimbursement system, 1 or 2 of each per player. They can still be tested by everyone to an extent but throwaway Machs and Vindis are a thing of the past. It was done before for a previous AT, so it could probably be done now |

Fird
SH Brotherhood
2
|
Posted - 2012.04.05 01:16:00 -
[66] - Quote
http://test.true-sansha.com/?a=kill_detail&kll_id=84192
This is why we need seperate system for Super Capitals or better yet no Super Caps at all. |

Kein Echerie
The Scope Gallente Federation
1
|
Posted - 2012.04.05 10:30:00 -
[67] - Quote
CCP Habakuk wrote:Hi again!
We had a meeting today to talk about this topic and we are now exploring several options to improve things (mostly through new tools). We won't change any rules right now, but we'll announce changes to rules and support as soon as we have anything ready.
We are mostly looking into splitting the combat system into two systems - but this is not fully decided yet, as we will need additional support (cyno jammer and similar). Several other changes were also discussed (like changes to the mirror script and station seeding), but this will need more work.
Thank you all for helping out in this thread! I'll keep you updated, as soon as we have anything ready. I think it's a good idea to into "splitting the combat system into two systems -" C-6 for sub-caps and EZA for super cap/ capital things should work out in the two testing systems. C-6 <--------cyno jamming |

Missile War
Vita Aequitas Veritas The Paganism Alliance
21
|
Posted - 2012.04.05 14:57:00 -
[68] - Quote
Kein Echerie wrote:CCP Habakuk wrote:Hi again!
We had a meeting today to talk about this topic and we are now exploring several options to improve things (mostly through new tools). We won't change any rules right now, but we'll announce changes to rules and support as soon as we have anything ready.
We are mostly looking into splitting the combat system into two systems - but this is not fully decided yet, as we will need additional support (cyno jammer and similar). Several other changes were also discussed (like changes to the mirror script and station seeding), but this will need more work.
Thank you all for helping out in this thread! I'll keep you updated, as soon as we have anything ready. I think it's a good idea to into "splitting the combat system into two systems -" C-6 for sub-caps and EZA for super cap/ capital things should work out in the two testing systems. C-6 <--------cyno jamming
i really do not think capitals are the real problem, but supercapitals, normal capitals are easily avoided or warped from... |

Merin Ryskin
Peregrine Industries
63
|
Posted - 2012.04.06 03:38:00 -
[69] - Quote
Tas Nok wrote:if you're complaining about rule xyz not being enforced or sisi being unfair, log-of if you're complaining about other players, htfu, you didn't really die, all your stuff will be back with the next mirro
Sorry, but that's just stupid. If I log onto the test server to test something and I keep getting killed by someone (in violation of the rules), I am entirely justified in being annoyed at them for disrupting my use of the test server. It has nothing to do with the lost 100 ISK items and everything to do with the wasted time. |

Neddy Fox
FireStar Inc Curatores Veritatis Alliance
10
|
Posted - 2012.04.06 07:49:00 -
[70] - Quote
IMO all rules should just be discarded.
We do testing in a system far away from the combat-system. No harassment, no one warping in supers, just us testing stuff.
For the combat zone : it's nullsec, EVE is a sandbox. Don't apply any rules. If people want to "pvp" on sisi they'll have to sort proper gangs to counter what ever the enemy brings.. Sisi is NOT a "cheap pvp arena" , it's a test environment.
Some automated drone / wreck cleanup (regularly like every 10 mins) will increase the user experience, since you delete warpin options and improve FPS. Even in TQ it's pretty uncommon to have 5.000 abandoned drones and wrecks on grid while still fighting.
Seed all ships including pirate / faction ships, except for supers and titans. Every ship must be testable, but the largest ships must be flown by people who actually know how to use them, so TQ mirrored supers only.
|

Steph Wing
Fantabulously Terrific Wonderment
68
|
Posted - 2012.04.06 12:01:00 -
[71] - Quote
Neddy Fox wrote:IMO all rules should just be discarded.
Implying there are rules presently. |

Tas Nok
Hedion University Amarr Empire
35
|
Posted - 2012.04.06 23:49:00 -
[72] - Quote
Merin Ryskin wrote:[quote=Tas Nok]if you're complaining about rule xyz not being enforced or sisi being unfair, log-o if you're complaining about other players, htfu, you didn't really die, all your stuff will be back with the next mirro[/quote
Sorry, but that's just stupid. If I log onto the test server to test something and I keep getting killed by someone (in violation of the rules), I am entirely justified in being annoyed at them for disrupting my use of the test server. It has nothing to do with the lost 100 ISK items and everything to do with the wasted time.
I will grant you are correct if you actually try moving around rather then being stubborn and insisting " I wanna run my test "HERE" and no one can stop me!!" space is big... griefers are universally a lazy bunch, if you run out to delve, stain or outer passage (if you need null space) you'll be fine. Sisi is terribly empty... lots and lots of space
now if you complain "why should "I" move??!!" its because sisi is like TQ, if folks want to gank, they gonna gank... no point in making it easy for them by being lazy just because things are cheap.
Continuing in this vein...If POSes and moon goo and contracts are all removed, I never understood why Sov is kept with each mirror, it would remove another barrier for corps learning how to move out to null (currently alliances on TQ take offence to their space being claimed on sisi) If there is a good reason to keep sov on sisi, its lost on me.
Something else for the dev's to think about... How are we gonna test bombardment? or any other interactions with the dust bunnies? will we be letting the dust folks onto sisi? Personally I'm dying to see the effect of a sieged dread or a doomsday  |

Indigosia
Tradeinc
0
|
Posted - 2012.04.08 11:50:00 -
[73] - Quote
bring back oneiromancer <3 |

Atomic Warrior
GREY COUNCIL Nulli Secunda
0
|
Posted - 2012.04.10 12:45:00 -
[74] - Quote
CCP Habakuk wrote:
Super-capitals: We will have a closer look at them for sure, but I have no idea yet if and what we are changing.
Regarding acceleration gates: Do you have any good ideas about how to avoid camping the acceleration gate itself? It would be nearly useless, if we would have a acceleration to an area without capitals, when the capitals are camping the acceleration gate itself.
Why not have some super NCP's that give silly high damage, like a concord style of NCP, that take 1 minute to lock.
That would give any one a chance to get to gate and go through, any one camping gets shot to bits. |

rofflesausage
State War Academy Caldari State
26
|
Posted - 2012.04.11 19:43:00 -
[75] - Quote
CCP Habakuk wrote: Regarding acceleration gates: Do you have any good ideas about how to avoid camping the acceleration gate itself? It would be nearly useless, if we would have a acceleration to an area without capitals, when the capitals are camping the acceleration gate itself.
I know you want to keep the mirror as close to TQ as you can....but.....make one (or the main) system 0.5 or higher and linking ones low and nullsec. Do it by either moving the testing system, or changing the 'main' one to highsec on SiSi only.
By basing it in highsec you stop capitals being used for combat*, you stop people being idiots with bubbles, you stop fools coming in with bombs when trying to test something , you stop people camping *anything* due to concord. You stop ALL non consensual PvP in one swoop.
The system for PvP could be stupidly simple:
1) You steal from someone's can at one of the beacons (or something) - both people would have to 'consent' 2) You travel to the system next door which is low/null sec - you've consented by going there 3) You wardec them. You have a thread where someone from corp X posts "we are going to dec corp Y with permission from them". A member from corp Y then posts confirming they are willing to be decced before corp X issues the dec. Anyone decing someone else without both corp X and Y having posted in the thread confirming agreement to the dec gets banned. No shiplosses to check or other nonsense. Are they at war? yes? corp Y didn't confirm in the thread? banned. Simple.
*Unless they have one from a TQ mirror
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sweikewa
Achozen Dueces TecH
4
|
Posted - 2012.04.13 10:20:00 -
[76] - Quote
The bigest problem with sisi is that it's not a test server ... If you want people to test something you will need to seed everything .... The problem witch supercapitals camping FFA is that no one can set up a counter supercap fleet (not on market). So eaven if you would try to "kick" those suppers you have completly no way to do that if you didn't had a SC on TQ. So yes SC will camp the FFa beaucous there is no way to setup a counter fleet.
Seed sc. titans, at some point camping in SC wouldn't be so easy. Other players with the skills could kill you mor easyly |

Izuru Hishido
ADVANCED Combat and Engineering Violent Society
12
|
Posted - 2012.04.17 06:22:00 -
[77] - Quote
sweikewa wrote:
Seed sc. titans, at some point camping in SC wouldn't be so easy. Other players with the skills could kill you mor easyly
And it would cause havoc for everyone on a monolithic scale. Think about the issue that would cause before suggesting utterly ******** fixes. |

sweikewa
Achozen Dueces TecH
4
|
Posted - 2012.04.17 07:00:00 -
[78] - Quote
Izuru Hishido wrote:sweikewa wrote:
Seed sc. titans, at some point camping in SC wouldn't be so easy. Other players with the skills could kill you mor easyly
And it would cause havoc for everyone on a monolithic scale. Think about the issue that would cause before suggesting utterly ******** fixes. Edit: Habakuk, I have a probable idea for the acceleration gates. First, they should be regulated according to ship size, ideally the same way mission gates are. They should lead to unprobable deadspace plexes, preventing people from bypassing the gate, and each gate should remain on the station grid, on which you should place a grid-wide GM ECM Burst battery. This would both prevent combat at the station and prevent camping the acceleration gates. Also, I suggest cyno-jamming all the deadspace pockets. This would allow you to regulate every shiptype in each pocket, i.e. BS and below, Supercap and below, etc. The GM ECM Burst would also have the added benefit of permanently eliminating all combat on station. Second Edit: I would consider you a hero if you could remove the pirate ships from the seeding. Pirate/faction ships should only be seeded two to three weeks before alliance tournament time, and then purge them from the server the same way control towers get purged after the alliance tournament ends.
This is a TEST server if people want to fight in sc titans make a possibility to do soo.. Separate sytem like wh style no jump out no jump in.... So will try it for a week two three and will go back to smaller ship when they get bored... 1. Add a system with station + (titans sc on market) that is 20 LY from other system Out of jump range of other systems.. 2. You will have 2 sides happpy....
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Izuru Hishido
ADVANCED Combat and Engineering Violent Society
12
|
Posted - 2012.04.17 07:09:00 -
[79] - Quote
sweikewa wrote:Izuru Hishido wrote:sweikewa wrote:
Seed sc. titans, at some point camping in SC wouldn't be so easy. Other players with the skills could kill you mor easyly
Previous comment. This is a TEST server if people want to fight in sc titans make a possibility to do soo.. Separate sytem like wh style no jump out no jump in.... So will try it for a week two three and will go back to smaller ship when they get bored... 1. Add a system with station + (titans sc on market) that is 20 LY from other system Out of jump range of other systems.. 2. You will have 2 sides happpy....
Yes, and while they can't jump anywhere, moveme still takes them directly to 6-CZ, then continue to harass people. You put titans and SC's on the market, hell will break loose and there will be no end to it.
This has happened before due to a bug, and it was incessant, every single idiot had multiple titans, and it was non-stop for three weeks until they remirrored to get rid of them.
You put titans anywhere, they will get abused, they will get into the combat system, and the whining will be absolutely non-stop. |

DeadDuck
Macabre Votum Against ALL Authorities
5
|
Posted - 2012.04.17 13:20:00 -
[80] - Quote
Remove Killmails from singularity and put back in the beacons.
Problem solved.
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Vincent Athena
V.I.C.E. Comic Mischief
582
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Posted - 2012.04.17 22:50:00 -
[81] - Quote
Shirley Serious wrote:CCP Konflikt wrote: Also think outside the box eg. Should there be a testing constellation instead of a testing system?
You mean like: Constellation blah, is testing constellation. System A includes combat zones for ships up to battleship size System B has combat zones for ships including dreadnoughts and carriers System C has combat zones for unrestricted free for alls That sort of thing ? That would simplify things a lot, wouldn't it? It would be a simple case to spot supercapitals or whatever in the wrong system.
This seems to me to solve the issue. You could also have a frig system and a cruiser system. When someone complains that a kill happened in the wrong testing area, all CCP needs to is check the kill mail to answer 2 questions: Was the ship killed appropriate to that system? If yes, were any of the ships shooting the victim not appropriate to the system? If yes, swing ban hammer. It could even be automated, just have a script that checks all kills in the testing systems.
If you used V4-LOX as a central "consensual PvP only" system, you could assign one ship size limit to each of the surrounding 5 systems that are all just one jump away. If you leave out ATY-2U, it would provide an alternate route for people to enter the testing systems without having to go through the inevitable gate camps. If you want a system with clone capability, use EZA-FM, but that limits you to 4 testing systems within one jump.
By having the testing systems all within one jump you minimize travel hassles to the testers. Camping the gate in the consensual PvP system is useless, because the campers could not just wait and kill. Camping in the testing system is acceptable, as long as its done with the right size ships.
Another idea: Add "nearest celestial" to all killmails. (This would become a new feature, and be present on TQ. Would that be an issue for kills on TQ?) Then place the different PvP area beacons near different planets, but all in the same solar system. Issues can now be resolved again based on just the killmail. http://vincentoneve.wordpress.com/ |

Just Lilly
9
|
Posted - 2012.04.18 21:56:00 -
[82] - Quote
I like the current PvP ruleset on SiSi 
I spend alot of time here, cruising between the stars in my ultra bling-bling craft, listening to some sweet tunes, not paying attention to local, everything is relaxed, nothing to worry about. Doing whatever, try stuff out at no extra isk cost or anything.
Just do what you want like you would on TQ...but with so much more freedom. And you can do it all solo if you want...or bring your friends over.
I once saw a Raven State Issue undock from Jita, that's when I in awe realized how beautiful the SiSi server was 
Long live SiSi server, 07 May 15 2012 |

Absocold
BOAE INC GIANTSBANE.
0
|
Posted - 2012.05.13 19:12:00 -
[83] - Quote
Morgan North wrote:For starters:
1. You should seed every ship in the game, barring capitals and / or super capitals. We are currently lacking stuff like serpentis ships, etc.
2. Bring back class specific beacons, or somehow alter the ability to acess beacons. Currently, supercaps are everywhere, and we basically cannot actually test anything under a cap size, since capitals will just come along and affect the results.
3. Figure out a way to erase/delete all drones that are left over after a day. At first there's only 10 or 20 left over, but after a while, there's more than 100 drone ships (fighters included) at every beacon.
^This, especially #2. |

Mirei Jun
Right to Rule G00DFELLAS
36
|
Posted - 2012.05.14 01:58:00 -
[84] - Quote
At the end of the day Sis is not for PvP. Nor should CCP employees, bug hunters, or anyone else be required to constantly police it.
Sisi is for various types of testing and bug detection. PvP on the server is only valuable if it help in these endeavors.
If players want to test PvP related things, make fleets, and roam around in a"risk free" environment then so be it. But in actuality, serious testing with friends, or alone doesn't require going to 6CZ at all.
The only rules on the server should be those that help maintain stability. Things such as:
- If congregation in 6CZ isn't particularly important to server stability then stop moving players there at all except during specific scheduled events.
- A script that nukes everything at beacons in 6CZ once every hour on the hour -player ships and pods included.
- Moving the home test system to high sec -a place like Orvolle that is one jump from null, and close to other low/null connections. If you want to PvP go to another system.
The point is simple. Attempting to manage the behavior of children and immature adults is not a particularly good use of time for CCP employees or volunteers. The answers are dis-allowance, deterrence, and automation. |
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