Difference between revisions of "Talk:Criminal Flagging System"
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Revision as of 18:53, 2 November 2009
Wasn't the gang aggression exploit fixed in QR?
- It wasn't considered an exploit, but gang mechanics were modified after "the lofty" broke out in the forums. And yes, it was fixed - Boomershoot
"systems which have a security level of -0.0 or less, are considered lawles"
- Shouldn't it be systems -0.4 or less ? - I think the editor ment the security status of the system but toke the status of the character -10.0 to +10.0 to explain - Chi'Lar
- No. The criminal flagging system is the same in low sec and high sec. The only difference is that once you are criminally flagged in high sec, concord spawns and kills you. Nareg Maxence 16:11, 22 August 2009 (UTC)
Article states: "The rules for criminal flagging only apply in Empire space, that is, solar systems which have a security level of 0.5 or above. Solar systems in deep space, that is, systems which have a security level of 0.4 or less, are considered lawless and any actions players take in these systems will not cause them to be criminally flagged"
- I think this is incorrect - criminal flagging still occurs in low-sec, although the consequences are much less (gate and station guns will attack...). Jumping into high-sec with a criminal flag gained in lowsec will result in being concorded I think.
I would suggest chaninging the following:
"The rules for criminal flagging only apply in Empire space, that is, solar systems which have a security level of 0.5 or above. Solar systems in deep space, that is, systems which have a security level of 0.4 or less, are considered lawless and any actions players take in these systems will not cause them to be criminally flagged."
to
"The rules for criminal flagging only apply throughout Empire space, that is, solar systems which have a security level of 0.1 or above. The consequences of having a criminal flag however differs depending on the actual security status of the system. In solar systems in deep space, that is, systems which have a security level of 0.4 or less, criminal flagging will result in gate and station guns attacking (tanking and/or evading these attacks is acceptable). In high security systems (those with a security level of 0.5 or above), criminal flagging results in not only gate and station gun aggro, but also in a visit from Concord who will detroy your ship. Care should be taken not to jump from low- to high-sec space with a criminal flag!"
Also, the article says:
"Player A attacks Player B who has security status of -5.0 or lower = Player A gets aggression flagged to Player B's corporation. "
This is also incorrect, isn't it? The attack on Player B is 'legal' as he is an outlaw, so only he can retaliate 'legally', but not members of his corp or fleet (of course they are probably outlaws as well, and this is probably lowsec, so they don't care there's no aggression flag, and they attack anyway)
- Sir PatrickMoore
It appears that a link is broken on this page. See the line, "Stealing = a player who takes items from a container/wreck belonging to another player (covered in this article here)". Since I can find nothing else on the page regarding stealing, I'm guessing the "covered in this article here" is supposed to link to an appropriate page. Yet it does not. I suspect that it should point here: Container and Wreck Ownership or perhaps here: Can Flipping. -WheatGrass
The original criminal flagging system knowledge base article is available on archive.org. - Criminal Flagging System - Nareg Maxence 09:58, 11 August 2009 (GMT)
Timer resets
Page needs to mention another method of maintaining aggression that isn't documented anywhere: shooting of wrecks/cans/drones. But somebody else can do that. I paid CCP $360/yr for two accounts to PLAY the game, not so that they can tell me to document it for them.