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Darcuese
Destructive Influence
KenZoku
Posted - 2008.03.19 18:39:00 - [1]
 

Edited by: Darcuese on 20/03/2008 08:12:09

This is something bother me a bit for some time.

All these time we are listening crap stuff about logofski and log in traps.
No matter who you have love for in this game, you have to admit that situation like:

- 2 guys camping the gate. 3-4 hostiles want to engage. Friends of 2 guys log in to give the back up and kill those 3-4 guys without hastle.

Now, this is just pure simple example of crap involving no tactic IN GAME.
Why? Cause those 3-4 guys had scout. he did his purpose as mented for such role. All was perfectly fine. He didnt see enemies anywere except those 2 guys camping the gate.


NOW! Would it be so bad that each pilot loging in the game couldnt ACTIVATE any module on the ship for 3 minutes (more or less, no need to be exactly).

Would that be so hard and UNFAIR thing to do?

Discuss please, cause im really interested in your opinion

Darcuese
Destructive Influence
KenZoku
Posted - 2008.03.20 08:13:00 - [2]
 

I guess this is a dumm idea then :/. If so, would still like to hear opinion why

Willow Whisp
Sadist Faction
Posted - 2008.03.20 08:25:00 - [3]
 

I think part of the issue is how to make it so that logon traps are harder to institute, while still not penalizing those who happen to crash in the middle of a laggy battle.

So, you are in the middle of combat. Crash. Come back in to find yourself helpless, and unable to activate any modules, in the middle of the same combat. Ouch.

When you log off, you emergency warp away - unless scrambled - so perhaps being out of the battlefield period, coming back in to a random spot not in your grid, AND being unable to activate modules for "X" ammount of time be a good solution. Actually, scratch that. That would be exploitable as well.

How about this.

Log off - like current, you e-warp off. A "Logged off" flag goes on that stays on that character until the next system change.

Upon login, that character comes back to the spot he ewarped off to, and is out of capacitor, and unable to warp for 3 minutes. Cap recharges normally, and once he's got enough cap, he can activate modules. For three minutes, however, his warp drive would be in a state of "calibrating".

This solves both the issue of "logon" traps, as you would return to a random spot in the system, as well as "logoff to avoid combat" - as once you are probed out, you stay in place, rather than the current broken log on, then off, then on, then off to continuously avoid being probed out.

Vaal Erit
Science and Trade Institute
Posted - 2008.03.20 09:22:00 - [4]
 

3 minutes is way too long. How about 30 seconds? If you can't get away in 30 seconds, then meh you are caught. That way if you crash in combat, you spend about 10-15 seconds in emergency warp so you don't miss much.

I rarely see login traps in 0.0 and the ones that I do are pretty lol.

On the other hand, there is no way to get around a scout, so I could argue that a login trap is the counter vs gangs with a scout due to current local mechanics.

Caleese
New Eden Research And Design School
Posted - 2008.03.20 11:47:00 - [5]
 

Honestly who logon traps anymore? Sheesh

You do know why people logon trap right? Because there's no other way of setting up a proper ambush. You can try and cloak to let that 2 day old alt scout through, hoping to ambush the hauler that follows a jump behind... but that alt scout is going to see you and your buddies in local, and there goes your trap.

You may not like them, but in my opinion (and I'm an industrial character) they're a necessary evil.

Darcuese
Destructive Influence
KenZoku
Posted - 2008.03.20 13:57:00 - [6]
 

I mentioned 3 min as example.
I mentioned simple scenario regarding basic camping of gates.

Firstly, if you lose connection (percentage of this is much lesser then those using CTR+Q pretending they lost connection, btw) during a fight and if you target, you will die anyway, no matter if you can/or not activate your modules.

If you lose connection but not targeted, you come back and manuver around those "3 min" untill you can activate your module (anyway, this is a slight sacrifice for global cause, you migth call itWink)

If there are situations like node crashing (or similar), chances are that both sides in fight will try to log of soon after. With 3 min of disable activation, we will cut down numbers of those killing 1by1 or chain killing(when ppl log in and automaticly warp to previous location where there are allready loged in gang of hostile ships).

Now, same problem is with capital ganking. Some ppl plan their stuff and spending time IN GAME to do the op. As i mentioned, they use scouts, spies, logistic all over to detect any danger. What is use for all of this is someone sudenly enter game "from no whereLaughing" and mess up your "well set plans while IN GAME"??

So basicly, i used 3min timer as example. For some situations 10 sec would be enough. For some situations 3 min wouldnt be enough (but would help never the less to those that use INGAME logistic and roles, to get an edge above those that dont).

For those that know me should know im not thinking/looking 1 dimensional way or bypass.


 

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