And? Removing local had its shot. And what happened? Turns out, removing local actively degraded the hunters’ gameplay, because their targets either organized into harder targets, or moved to highsec to bot away happily.
Sure, that’d be fine. Turn 'em off.
They’ve had years to figure out a fix. They haven’t. Maybe turning crap off will put some pressure on them to find one.
CCP’s demonstrated that as long as they have the ‘it’s not really working, but I guess it’s kinda sorta almost working maybe and people aren’t refusing to play’ crutch… they’ll do nothing.
You mean it didn’t turn into the killfest people were worried about. And people that didn’t belong in null left…
How awful.
It also didn’t turn into the hunter’s paradise that all the advocates of it insisted it would, and it cratered the login numbers. CCP can spin it all they want, but it’s pretty obvious from the actual data that that happened, and someone is no longer there because of it.
Was a niche activity but am sure it brought fun content to those involved… well maybe except the ones who had killrights on their heads but they could only blame themselves for it so all good. Also was fun to share related stories with friend as well.
Was fun while it lasted. Might post a highlight on my blog compiling the highest value killmails resulting from my sold killrights, some are beyond 1 bil ISK losses.
Kicks over bowl of weetbix… wait a minute here!
Fudge ur gamestyle and gameplay. F1 pressing is more important.
I know, not enough sand in the sandbox for this anymore at Pearl CCP Abyss it seems, collateral damage I guess.
Calm down man, geez.
You’re getting all butthurt for no reason at all. This test is all about improving client / server response in big fleet battles.
OBVIOUSLY they can’t, right now (and that could be important later so remember it) just turn off crimewatch/bounties in ONE system.
Why don’t they take it to sisi you may ask, where testing for stuff like game changes usually take place?
When was the last time 6000 people were on sisi? Never? Right. Well that answers that question.
Therfore, this particular mechanic they want to see the effect of, MUST be done live. It’s temporary, and unfortunately in this case, for the good of the game going forward, because maybe 15-20000 nerds
are in a war where a mechanic just happens to be affecting server stability… they may want to fix that.
Does this mean they are getting rid of bounties and crimewatch all together? No dummie, its a test.
Honestly I think you ought to sit down calmly, take a stress pill, and think things over.
PA had nothing to do with this. They’ve been very hands-off. This is all Iceland.
They can. And have. That’s how we know server performance jumps when they do it. But apparently doing that is a kludge and they don’t like to run it in such a case-by-case ‘we have to pay attention all the time’ way. And they can’t just do it on reinforced nodes, or Jita’d have no killrights.
Maybe, wasn’t there so can not know. Though the trying to shake things up and test new things (and remove features) seem to have come after the acquisition so that seem to suggest there is a relation.
Hey Brisc
What’s the good thing of removing the killrights?
… is all CCP. Hilmar didn’t need Koreans to help come up with his ‘Chaos Era’, and this is all just that, in a less pants-on-head way.
Improved server performance, and if we’re lucky, a kill right/reprisal system that works.
What has server performance to do with the kill rights?
There is no server performance in HS, not even in Jita.
They can implement it and disable this when that system is in place, not just disable this without another option.
That’s really not what happens. Every day there are probably thousands of pvp incidents that could go either way.
Suicide ganking, (which I have been known to do), is totally different. It is a mugging not a fight.
Killrights/Bounty system are inextricably linked, as I understand it, so getting rid of one requires getting rid of another, at least in this instance.
From a larger perspective, however, the whole concept of killrights is goofy, and I have only ever seen it used to screw over new players who get scammed into activating a really expensive killright and then getting blown up.
If we want to create a system that makes sense where players can hunt each other, CCP should start back at the drawing board and make one, knowing all the ways the old systems have been used, misused and broken over the years.
But it can go either way.
You can succeed in your gank, or your target could evade you.
Win or Lose.
But in no way does that mean anyone picks a target based on how hard they are to defeat rather than how easy.
It’s not necessarily server performance, but client/server performance. In those big fleet battles, the system is being bogged down unecessarily by the client’s insistence on checking for kill rights and bounties on each death in a system. So, in a system with 6000 people where there is 1200 battleships dying, that remote call is being parsed thousands of times, and that has shown to be negatively effecting everyone during those tidi slugfests. and when each remote call is going to take 10x longer, well you can imagine the frustration.
It shouldn’t have anything to do with it. But kill rights are tied up in the Bounty system, and the Bounty system checks everyone on-grid against everyone else on-grid whenever someone blows up with any capsuleer-originated damage on them.
So, for example, if I shoot you, and you explode, and there happen to be say… 6000 people on-grid? Well, then the bounty system runs 6000*6000, or 36,000,000 checks to see who needs to get bounties paid out, who needs to have killrights applied or removed, etc etc…
So now, when you’ve got say, 50 people blowing up on a tick, that’s suddenly an extra 1,800,000,000 calls going back and forth, before we even get to telling the players that got bounties that they received them. Which the server and client also have to do.
And with player bounties, that happens every tick. With NPC bounties, it’s all just added up every 20 minutes and paid out.
CCP says all of this is running on a different system than the node server (as it should), but clearly, there’s some interaction… because we’ve seen, firsthand, that shutting it down causes immediate improvements in performance.