551

(137 replies, posted in Bugs)

5 minutes is reasonable in any case.


I am waiting for you on Xiantor.  You promised we would see you.  I guess I'll have to wait for the weekend  ;P

Cassius wrote:

Beast, I am aware of the issues. Tbh I could care less if its 5 or 10 minutes. But since the time to run your PvP flag out is 5 minutes, and for 3 years everyone scrambles to try and kill someone who deaggresses and waits their flag out, I'm suggesting the same time. Even 10 minutes, I dont care. You should be able to kill most bots in 5 minutes and any bot within 10.

552

(137 replies, posted in Bugs)

Instant log is basically a teleporter that sends you away from danger that has a 2 minute warmup and doesnt need to be dropped.


That is as simple as I can make it.


... and it needs to be fixed.


A demob to turn it off is perfectly fine.

553

(249 replies, posted in Balancing)

You are just not good at it.

Shadowmine wrote:

Man, you guys cry like girls when Ewar nerf gets brought up... Afraid you cant hang if Ewar is actually balanced? The problem isn't about your side vs our side. We all have 5 accts, and at least one is an ewar acct. We all have follows. Its about the guy with one dps acct who has no available counter against a vaga mk2 or similar bot.

That is 100% not correct and your logic is twisted.

Counter to 20 heavies is 20 heavies.

Counter to ewar is ECCM, other ewar, tactics, other stuff.



I shut down your fleets because I am good at it and I am 100% specced it in.

You guys are all pewpew,

well, guess what, all pewpew doesnt cut it



I have an idea, lets get rid of all the bots in the game except lights.

That is where your warped logic leads us.

Go play WOW or something.

ridiculous



Burial wrote:

Counter to EW is more EW. You see the paradox here?

TRAIN ewar pilots.

It isnt my fault that you didnt have the foresight to see its use.

Everyone wants to pewpew but nobody wants to do utility jobs.


Too bad

deal with it

Burial wrote:

It's an endless circle of everyone having to bring more EW to beat another. We have landed into situations where we are fighting against 10-15 EW bots with 4-5 DPS supports.

FACEPALM

You cant have a bot that does everything and prevents other everythings from doing things to it.



Burial wrote:

Basic extension with rank 5 difficulty raises 3% per level.
Advanced extension with rank 9 difficulti raises 1% per level.

Formula should be:
(Bot sensor strength + ECCMs) * extension bonuses

557

(137 replies, posted in Bugs)

\o/

558

(137 replies, posted in Bugs)

If you people had something constructive to say once in a while, there would be 100 pages.

but, you just say, "make it this way" because that is how STC/Nebs pants-on-headers want it so they can cheat their way through everything.  Easymode engaged.  Hey look I have 100 billion nic from expoliting missions for a year.   yay we win


You lose the fight on Xiantor because you have an actual opponent and HUN couldnt design a proper base if their stuff depended on it.

but they are not your friends right?



derp


Cassius wrote:

No wonder you guys get threads to 50 pages ... Rage simply repeats things for almost half the posts.

But you guys are right, it shouldn't work this way.
(quick Rex, misquote me, again)

But the bot should not stay indefinitely, it should not stay for just 2 minutes, either.
How long is it in EvE? 15 minutes? I think 5 minutes, the length of the PvP flag, should be long enough.

Leaving a client running and mining afk for 24 hrs is not an exploit. You pay for gametime its your right.

559

(137 replies, posted in Bugs)

Totally agree.  The locking thing I can do without.

Demob makes sense.


\o/ 



we win!  (gamers)

DEV Zoom wrote:

TBH I would be even fine with a module keeping the robot on the terrain, demob would be the straightforward choice. Just not locking, that's too easy and every robot can do that with zero effort or energy.

560

(137 replies, posted in Bugs)

People logging off is not my problem.  They want to not die, they dont come to beta/gamma, but certainly not logging off is the way to not die.


Zoom its been the way it was for three years.


DEV Zoom wrote:

I think you still don't understand: leaving a robot on the terrain that is not controlled by anyone for an indefinite amount of time can lead to unexpected issues. You can keep telling me that it's not how pvp works, but that's like saying "hey, keep that duping mechanic, we'll only use it once, promised".

561

(137 replies, posted in Bugs)

The solution:


If a player is being aggressed by another player with guns, ewar, demob. etc, that player can not vanish out of thin air.


If a player is PVEing / NPCing / he does vanish.  Other players are not involved


I can live with the locking unlocking being completely nerfed as not a valid way to keep people there.


Dev Zoom,   it is on the coders to differentiate between player agro and NPC agro.



DEV Zoom wrote:
Rage Blackout wrote:

I am sorry that I dont know what the solution is for the poor guy that gets DCed while NPCing, but it isnt my responsibility to think of stuff like that.  I just dont know that one.

Norrdec wrote:

Someone writes you that ticket and your response is to make bots disappear from terrain after 2 minutes regardless if someone locks it to keep it on terrain, instead of doing the logical thing and making modules turn off after insta-log and leaving the lock-it-keep-it-on-terrain mechanic as it functioned for years.

It's actually very simple. For competent people.

Yup, conflicting interests, make it work devs! I'm not even complaining lol

562

(137 replies, posted in Bugs)

+1

very simple and accurate summary of this whole problem

Norrdec wrote:

Someone writes you that ticket and your response is to make bots disappear from terrain after 2 minutes regardless if someone locks it to keep it on terrain, instead of doing the logical thing and making modules turn off after insta-log and leaving the lock-it-keep-it-on-terrain mechanic as it functioned for years.

It's actually very simple. For competent people.

563

(459 replies, posted in Feature discussion and requests)

Dude.  Just stop.

You keep on asking for a single bot that just does everything perfectly.

Just stop.

Make a valid point or dont post in these threads.




Burial wrote:
Ville wrote:

As simply put by Burial it's the RSAs and the nexus follow bots that's the problem, in his eyes.  I don't see this as a problem though.  If I risk 3 bots in PVP that's my own accord, I still can ONLY EFFECTIVELY play ONE account at a time.  And Follow bot accounts get tripped up on terrain and plants hardcore.

Not necessarily the Nexus RSA follow bots but RSAs in general. Why would anyone want to fill their already limited amount of headslots up with sensor amps when having a follow bot is that easy?

Basically what I propose is to increase all the bots default locking ranges, locking times and then nerf both RSAs and Sensor Amps to some level that they are not a requirement in each and every PVP fight.

I have nothing against the follow command but the suggestions of not being able to follow while locked/PVP flagged both sound good.

564

(459 replies, posted in Feature discussion and requests)

This coming from the kings of follow bots alliance.

Do you even think about what you write?

Hunter wrote:

Of course the problem not in follow mechanic. This is a very good and useful mechanic.
The problem in that no need to play for follow bot. Server mechanic plays for you instead. Such thing calls "using a bot". "Using a bot" means "exploit presence".

I advice to -77- (and their -133- alts) forget about their possible butthurt and think: About what this game? Is this game about little company the ppl, who paid 3-4 accounts just to win? Or this is the game for encounters the real people?

Infinite procedurely generated content!

Like Terraria?  check this out


http://playstarbound.com/

566

(137 replies, posted in Bugs)

When I am done with work, i am doing to write 25 examples of why this is broken now.


Stay tuned/


Still would like to state that turning off modules on instant log would be a step in the right direction.

That would solve the Burial instant log expolit logging with his super overpowered Castel Mk2 that takes 12 guys to kill.



I am sorry that I dont know what the solution is for the poor guy that gets DCed while NPCing, but it isnt my responsibility to think of stuff like that.  I just dont know that one.

567

(137 replies, posted in Bugs)

basically, this breaks roaming PvP  // hunting pvp  //

A fleet of Riv Mk2 could mine in beta forever and not die because their tanks would survive for 2 minutes unless another group did a login trap right on that mining spot.

ugh

568

(137 replies, posted in Bugs)

Yeah that is the way it was.

I agree obviously when someone runs all three of his chars on one account that its out of the box exploiting.



but, the solution isnt to allow players to escape death by instant logging





DEV Zoom wrote:

Btw this is the report that made us fix the bug (removed names):

Hey. Currently game mechanics allow when a player insta-logs, his bot remains on terrrain for 2 minutes. If another player or NPC locks the player within this time, the bot will remain on terrain, indefinitely, until the player either relogs in or is destroyed. During this period, the modules that were running at the point of insta-log will remain running, even thought the character is offline, targets remain locked. This all correct? because this is what occurs for me, consistently.  With these mechanics in mind, I will have [character1] log off with a mining Scarab running 2 small miners on a liquid mining site. I will then lock him with [character2] before he disappears from terrrain. [character1] will remain on terrain, mining away, until he runs out of charges or becomes full. It takes roughly 29 hours to fill a Scarab full of epi.  At this time he can be shot by anyone, or any wandering NPCs .. so I take it this works as intended?  What makes this advantageous is that on Gamma I can wall him off and he will stay undisturbed by enemies or NPCs ... are you ok with this? I personally do not feel this is an exploited, as the excat same activity and circumstances occur if I simply leave him logged in and mine all night while I sleep.

Where this allows for exploits is I think that theoretically Icould have 2 characters on the same email account and actually have both on terrain. I have not tried this but I feel that is an exploit, as it is currently not possible to log both in when one is online. another possible exploit would be to set up several trial accounts and simply spam mining sequers repeatedly on locations to mine all the liquid. Again I have not tried this but it's possible. Please give me some feedback if I am crossing a line. I will be doing this with 2 characters, *** and ***, Mining Epi and HDT over the next few days. They are separate and paid subscriptions.

It's not all that simple.

569

(137 replies, posted in Bugs)

WOW!~!!!!

Says the kings of logoff traps, you and Merkle.  holy *** am I reading this

pot kettle black


your pvp doctrin page one says Logout traps 101


Burial wrote:

This is another thread that can go to your compilation thread "Things that annoy me".

You think it's wrong, I don't think it's wrong. Basically you've been logoff trapping people for years and abused the online/offline system until it bleeded and now you are here QQing when you couldn't kill my Cameleon MK2.

This game is not easymode, perhaps you need to go try Repopulation with Syndic.

570

(137 replies, posted in Bugs)

Dev Zoom,

We have been preventing bots from logging out / vanishing from the field for three years.

1. lock and unlock target.  Target will never leave the field.
2. Demob or shoot or any other Pvp related action keeps bot on the field.


It even went so far as:   I am on one char on my account and my friend demobs me. I logout and log in to another char that account and strat playing on that char.  Char 1 is still on the field still for as long as he is demobbed.  I have tested this beyond 15 minutes.


If you didnt know that PvP action kept a player on the field even when he logged out, you have been out of the loop.   (obviously this would be exploiting using this mechanic, this is just an example)


Load up a pre patch on the test server and test it it takes two people.




DEV Zoom wrote:
Rage Blackout wrote:
DEV Zoom wrote:

Now only the safe logout timer gets interrupted by the lock.


Dev zoom, this is the root of the problem.  This is the big side effect that you patched in that completely changed the dynamic of living or dying if someone is caught with their pants down or are not going to win.

I asked jR, who does the programming of this and he said that we never had any mechanic that would prevent removing a robot from the terrain if you used modules on it. So either we are all victims of a conspiracy or I don't know. The locking issue was a bug as I explained and that had to be fixed.

571

(137 replies, posted in Bugs)

If a player is aggressed in PvP, he can not save himself by instant logging.  It cant be any other way.



A player doing stuff with PVE farming or whatever is another situation and I am certain that the coders can differentiate the two.


This is a core pvp sandbox issue.  It is at the heart and soul of PvP itself.

Combat logging can not be a valid solution, ever.





That being said, more than two minutes on intant could be a middle ground.  5 minutes.

Safe - 2 minutes

Instant - hard 5 minutes


DEV Zoom wrote:
Rage Blackout wrote:

The problem:


1. A target is aggressed and being shot or demobed.  That person instant logs to avoid death.



Solution:

1. Instant log has an absolute timer of 15 minutes no matter what.

No, there has to be another condition. This works for pvp, but not for pve.

When you're shooting npcs and you crash/disconnect/lose your internet/etc. and they kill you because the server did not remove you for 15 minutes then noone gains anything.

572

(137 replies, posted in Bugs)

Dev Zoom,

The instant/safe was working as intended for three years until there was some glitch and people started staying on the field.

Now, instant log is the solution to getting killed in combat.

I understant what you are saying but why even bother fighting when  your opponents all intant log at the first sign of defeat.

They are aleady doing it.

This must be solved.






DEV Zoom wrote:
Rage Blackout wrote:

The problem:


1. A target is aggressed and being shot or demobed.  That person instant logs to avoid death.



Solution:

1. Instant log has an absolute timer of 15 minutes no matter what.

No, there has to be another condition. This works for pvp, but not for pve.

When you're shooting npcs and you crash/disconnect/lose your internet/etc. and they kill you because the server did not remove you for 15 minutes then noone gains anything.

573

(137 replies, posted in Bugs)

DEV Zoom wrote:

Now only the safe logout timer gets interrupted by the lock.


Dev zoom, this is the root of the problem.  This is the big side effect that you patched in that completely changed the dynamic of living or dying if someone is caught with their pants down or are not going to win.

574

(137 replies, posted in Bugs)

Dev Zoom, pvp does not unfold as simply as that.

A person now doesnt safe log because they cant avoid death, they just instant log because they know its broken and they survive.

You drastically changed something that has been in place for three years.

We are talking about mass logoffs of people in PvP zones now and I assure you that is what they will be doing because vetran players in STC are already doing it as we speak.




DEV Zoom wrote:
Jita wrote:

Think about it.

Why would a safe log be stopped but an instalog wouldn't? This makes safe logging MORE dangerous

No, not really. What you say is only true if you are absolutely sure that you will survive those 2 minutes of blackout no matter what.

The safe logout is there so you can be absolutely sure that your robot is removed safely from the terrain and react when something happens during those 2 minutes.

575

(137 replies, posted in Bugs)

The problem:


1. A target is aggressed and being shot or demobed.  That person instant logs to avoid death.



Solution:

1. Instant log has an absolute timer of 15 minutes no matter what.