It is very popular to open Cyno Beacons for trapping newbie capital pilots with confusing name in it (to avoid toxic discussions I was one of them).
Same tyme in game we have a lot of warning like jumping to low/null-security systems, market warnings etc.
Why don’t just add information warning window if pilot by mistake or any other reasons going to jum on neutral or negative standing cyno beacon?
Yes, it still can be trapped by fleet invite, but that’s another story, at least you should accept this fleet invite.
My personal story, I pressed right mouse butoon to check beacon info (yes, it was stuid) and instantly jump to trap. Also, right mouse click to active jump is not good idea too.
please, delete the word ‘newbie’. No one wants to trap newbie pilots only, the trap is set for all of them.
Eve is full of decisions… you decided to jump to a cyno beacon - that’s always risky as it might be camped even if not set up by hostiles. Instead, use a cyno character and light your cyno at a safe place and you can jump without any problems. If you don’t have a cyno alt ask someone in corp to light a cyno for you.
Sometimes you’re jumping in a direction that not just you or your corp mates move in, but also your alliance and allied alliances (coalition) that may technically not even be blue to you.
In such scenarios it can happen that you jump your capital ship to a cyno created by someone who is not you or your corp mate, nor even alliance mate.
Of course a smart capital pilot will check the destination, will ask others to verify the cyno character, check the system of the cyno character and if possible very the location of the cyno character with a second account or close trusted friend.
Others just jump. And that often goes well, until it doesn’t.
I’m still relatively new to this ‘jump’ thing, but it seems you can jump to anything that is:
active cyno in fleet
anchored cyno deployed by someone who (used to be) in fleet
cyno beacon (which aren’t in fleet at all)
For the first option you indeed need to jump to a specific person, but for the last two options you’re not jumping to a person. The second option does have the name of the owner of that anchored beacon on it though.
This is a harsh game, with big punishments for big mistakes. Warning messages like the one you’re proposing hold player’s hands, and take away from the experience. If I had my way, there would be no more warning messages of any kind, no aggression safety, and certainly no “Are you sure you want to jump to this beacon? It was anchored by hostiles!” alert.
Also, our beacons are open to the public, for your moving convenience. We would never hurt anything that came through, it’s perfectly safe!
Mistakes provide content, we need more interesting opportunities for mistakes, not less. The game would become boring fast if nobody ever made mistakes.
The change of turning nullification and warp core stabilisation from passive effects to active modules is a good example of such interesting opportunity for mistakes.
Cyno jumps are another interesting opportunity for mistakes.
And a warning when you’re about to make a mistake would take that opportunity away.