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General Discussion => General Non-RP EVE Discussion => Topic started by: kalaratiri on 04 Oct 2012, 11:10

Title: Crimewatch 2.0
Post by: kalaratiri on 04 Oct 2012, 11:10
http://community.eveonline.com/devblog.asp?a=blog&nbid=73443

Here we go :D
Title: Re: Crimewatch 2.0
Post by: Lyn Farel on 04 Oct 2012, 12:12
Oh me likes.

Funny thing is we are going to see a lot less sentry fire, unless podding is involved... Lowsec gates are going to turn into cutthroats if you can engage people in a simple frigate without ensuing sentry fire on your ship... Not sure what to think about that. Being able to catch everything in lowsec before demanded a lot of specific targeting gear.

The only thing I still find absurd is the fact that you can freely fire back on people shooting at you because you are suspect/criminal. Thats stupid imo, you engage in criminal activities, then be prepared...  :bash:
Title: Re: Crimewatch 2.0
Post by: Lithium Flower on 04 Oct 2012, 12:23
In short: we are all going to die!

Quote
*Can not board another ship from a corp hangar (unless boarding from a capsule)
*Can not store current ship in a corp hangar
Or at least I will die... for sure...
X_X
Title: Re: Crimewatch 2.0
Post by: Logan Fyreite on 04 Oct 2012, 14:45
Oh me likes.

Funny thing is we are going to see a lot less sentry fire, unless podding is involved... Lowsec gates are going to turn into cutthroats if you can engage people in a simple frigate without ensuing sentry fire on your ship... Not sure what to think about that. Being able to catch everything in lowsec before demanded a lot of specific targeting gear.

The only thing I still find absurd is the fact that you can freely fire back on people shooting at you because you are suspect/criminal. Thats stupid imo, you engage in criminal activities, then be prepared...  :bash:
Clarification about the gate guns thing,

if you take a security status hit for an action, IE aggressing an 'illegal' target around a gate or a station the gate guns will in fact fire on you. There will be no swaths of frigate fights on gates, sorryz :(

However, if you fight at a belt and then warp to the gate, you just have a suspect flag and the gate guns will not fire on you making it possible to transit while still having a suspect flag and are engagable similar to current day red flashy pirates by anyone on gate or in a belt without repercussion.
Title: Re: Crimewatch 2.0
Post by: Lyn Farel on 04 Oct 2012, 15:36
Ah, that sounds a lot better that way. For a moment i really thought gate guns were only going to fire when criminal flags are involved...
Title: Re: Crimewatch 2.0
Post by: Milo Caman on 05 Oct 2012, 01:08
This is a serious buff to roaming frigate gangs. You can now engage neutrals in a belt/complex/etc and you're not committed to the area by sentry fire or risk of sentry fire.

Also bug prediction: PvE gives you the Legality CRIMINAL flag.

Did anyone else notice the 'Cannot initiate warp' flag under criminal? This seems bad. (http://cdn1.eveonline.com/www/newssystem/media/63443/1/logo2_flags2consequences.png) Never mind, applies to highsec.
Title: Re: Crimewatch 2.0
Post by: Silas Vitalia on 05 Oct 2012, 06:12
Assist flags being timed to your assistance target's timer is very interesting.

I feel a lot of these changes are tooled towards 'speeding up' criminal pvping, and not having to wait aeons before being able to change locations.

The not being conkorked jumpinginto highsec with criminal timer will save a lot of players some ships.
Title: Re: Crimewatch 2.0
Post by: Lyn Farel on 05 Oct 2012, 10:06
The not being conkorked jumpinginto highsec with criminal timer will save a lot of players some ships.

As much as I wholeheartedly agree with most ofl these changes, and this one included, I could miss the situations where you chase ebil outlaws and corner them around a gate to high-sec, making them choose between being destroyed by you, or by concord if they jump. That was the most gratifying experience for the anti pirate I was.
Title: Re: Crimewatch 2.0
Post by: Rok-Yuni on 06 Oct 2012, 11:43
i thought if you had GCC you simply couldn't warp anymore...

or is that being retconned (or just a highsec mechanic) ??
Title: Re: Crimewatch 2.0
Post by: Casiella on 06 Oct 2012, 12:14
Just listened to Soundwave explain lots of this (at EVE Vegas). OMG there is so much awesomeness when you combine this with the bounty changes coming. This could be what makes me start logging in again.
Title: Re: Crimewatch 2.0
Post by: Tiberious Thessalonia on 06 Oct 2012, 12:25
i thought if you had GCC you simply couldn't warp anymore...

or is that being retconned (or just a highsec mechanic) ??

Not sure where you heard that, because it would be a realllllly dumb mechanic if it was true.  (GCC in Hi-sec = Concordokken anyways, so it wouldnt matter)
Title: Re: Crimewatch 2.0
Post by: Katrina Oniseki on 06 Oct 2012, 13:03
i thought if you had GCC you simply couldn't warp anymore...

or is that being retconned (or just a highsec mechanic) ??

If you have GCC in highsec, you cannot warp. It's something the devs referred to as the death ray, basically an instant scripted command that disables your warp when you get the timer, whether or not CONCORD has actually spawned yet. They don't like it that way, but it's the only solution they came up with to the boomerang exploit.
Title: Re: Crimewatch 2.0
Post by: Rok-Yuni on 06 Oct 2012, 15:49
thought it was something like that...

on a note more related to the original topic... stealing from cans now flags you as criminal to the entire cluster?? ooooh... Ninja hunting will become a valid occupation... \o/

that could really hurt Moar Tears .... they only seem to like the no-risk pvp of mission runner tormenting.
Title: Re: Crimewatch 2.0
Post by: Casiella on 06 Oct 2012, 16:02
I believe your conclusion regarding their PVP proclivities may be somewhat inaccurate.
Title: Re: Crimewatch 2.0
Post by: Rok-Yuni on 06 Oct 2012, 17:45
i may be referring to a certain sub-sect within their number.. but that is the sub-sect i have encountered the most often.

for obvious reasons. :P
Title: Re: Crimewatch 2.0
Post by: Lyn Farel on 07 Oct 2012, 03:28
i thought if you had GCC you simply couldn't warp anymore...

or is that being retconned (or just a highsec mechanic) ??

If you have GCC in highsec, you cannot warp. It's something the devs referred to as the death ray, basically an instant scripted command that disables your warp when you get the timer, whether or not CONCORD has actually spawned yet. They don't like it that way, but it's the only solution they came up with to the boomerang exploit.

That's something new ?
Title: Re: Crimewatch 2.0
Post by: Merdaneth on 07 Oct 2012, 13:19
Not sure where you heard that, because it would be a realllllly dumb mechanic if it was true.  (GCC in Hi-sec = Concordokken anyways, so it wouldnt matter)

CCP, just go ahead and implement insta-self-destruct already. If Concord monitors everything, controls your ability to lock anything, can insta-warp to your ship and can remotely disable a ship's warp drive, why not just install a simple self-destruct device?

Before you could 'escape' Concord by warping off. You could it indefinitely, and outrun the GCC, but since that was considered an exploit, people just used the 15 minutes grace time to warp around and shoot at several targets rather than a single one.
Title: Re: Crimewatch 2.0
Post by: kalaratiri on 22 Oct 2012, 11:11
https://forums.eveonline.com/default.aspx?g=posts&m=2079573#post2079573

Quote
We've been reviewing the feedback since we released the crimewatch dev blog (all 53 pages and counting), and now have planned some revisions that I'll outline below:

Interdictor bubbles:
We've looked at the concerns about Weapons flags excessively penalising Interdictor pilots, and also about flags potentially propagating intel that is otherwise not available. With these in mind, the following alterations are planned:

The act of launching a Warp Disrupt Probe from an Interdictor will not give any flags.

If someone CURRENTLY INSIDE a dictor bubble attempts to warp then:
* Both the (failed) warper and the bubble owner will get a PVP flag
* The bubble owner will get a Weapons flag.

When someone's incoming warp is altered by a bubble at the destination, no flaggings will occur.

This should allow dictor pilots to more easily keep moving with their fleet. It also prevents free intel via flaggings when someone starts a warp to a distant bubble from the other side of the system.


NPC and PVP timers:
Firstly I want to emphasise the following will remain unchanged: If a player disconnects from the game, his ship will make an attempt to perform an emergency warp. This warp will be prevented by the regular forms of disruption as normal. The presence of any flag will not prevent this emergency warp from being attempted. There was some confusion about this, so I wanted to make sure everyone is clear this was never planned to change. If you disconnect whilst engaging NPCs, your ship will still make a single attempt to e-warp as normal at the moment of disconnect, provided you aren't tackled.

With that out of the way, here are the updated changes/clarifications:
* NPC flag timeout will be lowered to 5 minutes. NPC flags are not further extended after log-off.
* PVP flags CAN be created and further extended after log-off even if the owner did not have a PVP flag at the time of disconnect.. If Char A logs off in space (with or without a PVP flag), and then char B attacks A, then A will get a PVP flag. Char A's ship will then remain in space for as long as that PVP flag exists.
These changes should ensure that unavoidable disconnects (eg caused by network problems) aren't massively penalising, whilst ensuring that manually killing the client to avoid PVP is never a viable strategy.
* We are adding a 'Safe Log-off' ability, where you can go through the process of removing your ship from space BEFORE closing the client, rather than after. This will let you confirm that your ship is truly hidden, by getting it to a safe location and then going through a timer.
Before anyone panics about this become the new ALT-F4 to avoid combat or that we're making the game too safe, this does come with a number of restrictions. For example, the timer cannot be started whilst you have modules running, have incoming/outgoing target locks, have a Weapons/PVP flag, are in a fleet, etc. Should any of these required conditions change whilst the timer is running, it will be aborted.
We'll be putting a dev blog out with more details on this feature in the near future.

Please keep the constructive feedback coming!
Title: Re: Crimewatch 2.0
Post by: Myyona on 23 Oct 2012, 08:04
'Safe Log-off' ability; sounds good and I think I have seen similar in other MMO's.
Title: Re: Crimewatch 2.0
Post by: kalaratiri on 16 Nov 2012, 06:46
(http://tagn.files.wordpress.com/2012/11/logo2_actions2flags.png)
Title: Re: Crimewatch 2.0
Post by: Esna Pitoojee on 16 Nov 2012, 07:58
...waitwaitwait. Am I reading this right - firing on someone with a criminal flag gives you a criminal flag yourself?!
Title: Re: Crimewatch 2.0
Post by: Morwen Lagann on 16 Nov 2012, 08:23
...waitwaitwait. Am I reading this right - firing on someone with a criminal flag gives you a criminal flag yourself?!

I think that's a wording issue. Players with "criminal" or "suspect" flags are the often-mentioned "legal player targets".

Firing on someone with a suspect flag does not give you a suspect flag - it gives you a "limited engagement" flag, which is basically equivalent to the 1-to-1 flagging we have now. Not sure how it works with a criminal flag, but it's either going to be a "lol too bad" flag, or another LE.
Title: Re: Crimewatch 2.0
Post by: Esna Pitoojee on 16 Nov 2012, 12:32
That's what I thought, but when that chart started talking about doing things "against" a Criminal-status player giving you a criminal flag yourself, I went "wat".