No, I am not here to complain (however, for future note, when I complain here for getting SD while outside of highsec then you can pull that card out for debate), and certainly, I am not here to argue the several inappropriate/moot replies, I am just making observation and pointing out apparent flaws in game play, namely as to the following points, hopefully so as to improve future game play:
- As a new player, I am in highsec for an obvious reason, I should not be thrust into PVP on the laziness and greed of others–to wit, there is apparently a huge alliance of (overly qualified) corporate players who namely just camp in and around Jita scanning ships 24/7, they then attempt to provoke attacks by repeatedly bumping and/or declaring war on them, and also posting bounties on them. (I am sorry, but this type of game play should be prohibited in safe territory unless it is consensual, there are plenty of other zones designated for these contrived tactics.) I expect this elsewhere, but not in highsec.
1a. As a new player, I am not too familiar with the ramifications of being declared war upon–to this, I thought in highsec it only meant those players could attack my structures (after 24-hour notice) and it would highlight me on their overview whenever in proximity. I thought highsec was a safe haven for all, excluding only criminals, and Concord would instantly kill any aggressors. More to the point, I thought in any case or at worst, they would just get a few shots off before I dock as I warped in from point A to B–as I could not have possibly conceived that other players could take virtual could control of my ship, i.e., after warping in, I spend the entire time clicking dock and approach with my 500MN MWD already active, yet my ship was still turned 180-degrees and pulled further and further from dock (and of course if I had stricken back I forfeit my docking privileges, and they greatly out numbered me anyway and had me three-fold webbed.)
1b. To my knowledge, Jita is by far the best single region to purchase items and at competitive prices, items that are rare finds elsewhere and are generally more costly. It is a great one place stop-and-shop.
1c. Throughout highsec, docking/undocking should be absolutely worry free/easy–and should not be prevented by a large group of players that are working together to bump you into space, while multi-interdicting your ship and mass-droning, mass-firing upon your ship and then your pod. (In effect SDing you all of about 30-seconds.)
1d. If nothing else there should be an option to forfeit/surrender to wars declared upon those that have been within highsec for the last 24-hours of the war declaration (and for corporations headquartered in highsec and that meet the foregoing requirement), simply acknowledging the superiority of the declarer or whatever, with no other consequences to the conceding player/corporation; save that the declarer will then be granted a 24-hour period to begin attacking any highsec structures owned by that player/corporation.
1e. There should also be an option to turn yourself into Concord to remove a bounty on you.
- It seems from things I have read that declaring war and posting bounties on other players in highsec has devolved into an ongoing form of player harassment, as such things are being done without any underlying causation first being established.
2a. With exception to player owned structures/gates, non-consensual combat should be prohibited throughout highsec.
2b. In any case, prerequisites should be met before being permitted to post bounties on other players, such as being attacked without provocation or having claims stolen, etc., and granted a 24-hour period for which to make such claims. Otherwise, this is just blatant harassment upon new players and at little cost to the challenger, e.g., 100K or 50M ISK.
2c. As to the above, unless consensual combat is involved only one claim may be permitted by the same player, corporation or alliance per incident–additionally, attacking back in your own defensive of having an attack instigated against you, should not count as consensual combat or an offensive act.
- Ship bumping apparently interferes with the warp process and effectively prevents the affected player from docking by pushing them away from structures; thus, it should cause harm upon the at-fault player in relation to their velocity and the ship masses involved, e.g., damaging a percentage of shield, armor, and hull damage.
3a. Further, in highsec, ship bumping should activate a timer that prevents further movement of the at-fault, e.g., their speed comes to rest and then they are frozen for 35-seconds and meanwhile cannot engage in offensive combat, but can fight back against anybody engaging them offensively.
3b. A player that has been ship bumped should receive an immunity timer or something similar that nullifies or mitigates any subsequent ship bumps by any player and also prevents them from ship bumping other players during that timeframe, e.g., just make the ships pass through each other for the next 45-seconds.
- Regarding the programming aspect (the above reply), the programming language is compiled into binary, but is written in readable (OOP) syntax; it applies simple boolean and XOR logic, the game’s variables/Db schema stores (among many things) who initiated and joined in the attack and can logic an offensive player from a counter-offensive/defensive (i.e., the difference between webbing a player and then shooting at them and firing back at the player webbing and shooting you; as is the difference between breaking into someone’s home for thievery and punching the occupants in the face only to find one of the occupants pointing a shotgun at you for breaking into their home and battering their family); there is virtually no limit to the use of logic and class/routine procedures that can be accomplished via varying computer languages. (This functions similarly as to how Lancers know when to initiate an attack on you for the day or when to leave you be in consequence of your earlier attack on them.)
4a. To this point, players first being attacked, should not loose their docking privileges, if they should strike back, perhaps excluding mutual combat agreements.
- The use of interdictors/webbing should either be nerfed or prohibited for use within x-distance of structures/gates throughout highsec–there is simply no challenge to using these (low cost) devices to freeze another player’s movement and then SDing them; as there is no effective counter to them either.
5a. This is unfair to single players, for they have no recourse and ECM is just not at all effective (and certain types of these devices are prohibited for use in highsec) with respect to being interdicted/webbed, and has no chance at all when attempting to counter a group of players that are engaging multiple simultaneous holds on you–it does not matter your ship or its subjective fit (excluding super ships perhaps), at this time you are dead, it just a matter of a short-lived timeframe, which in most cases is barely enough time to react in whatever instance, losing 1-3 thousand points per second.
5b. Interdicting/webbing does not appear to take into account ship masses and velocities, e.g., small ships interdicting/webbing larger ships should greatly diminish the devices effectiveness; with additional consideration to the player coming out or entering warp is also worthwhile, by mitigating its overall effectiveness.
5c. Further, simultaneous interdicting/webbing should result in interference penalties as to each units effectiveness when being gang-banged.
5d. As it stands now, it seems that interdictors/webbing does more than just prevent warping–perhaps the effect is further enhanced when combined with ship bumping, but it appears to allow other players to maneuver another’s ship around in addition to terminating all forward/warp abilities. Perhaps this device needs to be modded so as to reduce a designated percentage of the vessels overall velocity, granting the power and cost of the unit, e.g., reduces a player’s ship moving velocity by 5%, 10%, 15%, 25%, 50%, 75%, while also preventing warp outs. And additionally compensated by a new skill advancements. Further, perhaps it should consume much more cap while in use, the device is attempting to prevent another from entering warp after all.