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Decloak Alarm

Author
Scarabeus Sacer
Vassagon
#1 - 2012-03-27 20:24:10 UTC
I have a request for cloaky ships. Im pretty sure im not the only one who has these problems.

1. Can we have a proximity alarm for when you delcoak so you know whats up? Its hard wif you have different overview sorting to keep tabs on the closest target. Nearly impossible to see in time.

This is necessary because you begin to decloak long before your ship model is visible to you. By the time you can see you are decloaking..youre dead. Its happened to me countless times. I cant have everything on overview all the time so there may be a can or some crap that im next to, and i cant see it.

So..if you are cloaked and some object gets within 5k of you, start sounding it.

2. Can you make the cloak activated module look a bit different? Its so faded green and you cant see it all the time, on green background...its bad. And lots of other ones too. Make it all flash green not just the outline. And if it turns off, have it red please.

Thanks

PS
...and all you hardcore players who "Well you need 8 eyes and 9 hands, so better get used to it..." shove it. :)
Rico Minali
Sons Of 0din
Commonwealth Vanguard
#2 - 2012-03-27 20:25:56 UTC
No, Im afraid I dont agree, the cloak is a powerful tool and needs to have drawbacks. TBH more drawbacks than it currently has since it doesnt really have an in game counter yet anyway.

Trust me, I almost know what I'm doing.

FloppieTheBanjoClown
Arcana Imperii Ltd.
#3 - 2012-03-27 20:29:42 UTC
Overview management. I have a cloak tab that shows EVERYTHING and is sorted by distance. I'm not surprised by something getting too close to me.

Founding member of the Belligerent Undesirables movement.

Drake Draconis
Brutor Tribe
Minmatar Republic
#4 - 2012-03-28 00:39:29 UTC  |  Edited by: Drake Draconis
Im not agianst this....but I'm not "staggering / earth shattering / omg holy #### this is needed" over this either.


Every other sci fi flick I've seen awlays had some sort of "cloak alert" (likening to red alert) when cloak goes up or goes down......kinda like running silent on a sub.


But like Floppie pointed out...ignoring all others....kinda hard to ignore common sense.


This sort of thing could be too annoying....like lurking too close to an object and being blared with the likening to "Caution....caution...caution....pull up...pull up....pull up" GAHHHH SHUT UP I KNOW THAT YOU #%$#@%@#%...you get the point.

================ STOP THE EVEMAIL SPAM! https://forums.eveonline.com/default.aspx?g=posts&t=78152

Seamus Donohue
EVE University
Ivy League
#5 - 2012-03-28 01:40:44 UTC
Supported. Cloaking devices should have disadvantages. Interface ambiguity about whether or not a cloaking device is currently functioning shouldn't be amongst those disadvantages.

Survivor of Teskanen.  Fan of John Rourke.

I have video tutorials for EVE Online on my YouTube channel: http://www.youtube.com/user/SeamusDonohueEVE

Tiger's Spirit
Templars of the Shadows
#6 - 2012-03-28 11:36:20 UTC
Scarabeus Sacer wrote:
I have a request for cloaky ships. Im pretty sure im not the only one who has these problems.

1. Can we have a proximity alarm for when you delcoak so you know whats up? Its hard wif you have different overview sorting to keep tabs on the closest target. Nearly impossible to see in time.

This is necessary because you begin to decloak long before your ship model is visible to you. By the time you can see you are decloaking..youre dead. Its happened to me countless times. I cant have everything on overview all the time so there may be a can or some crap that im next to, and i cant see it.

So..if you are cloaked and some object gets within 5k of you, start sounding it.

2. Can you make the cloak activated module look a bit different? Its so faded green and you cant see it all the time, on green background...its bad. And lots of other ones too. Make it all flash green not just the outline. And if it turns off, have it red please.

Thanks

PS
...and all you hardcore players who "Well you need 8 eyes and 9 hands, so better get used to it..." shove it. :)


Fck sake, cloaky faggots got really huge advantages with cloaking and crying more options for cloak ? LOL
Scarabeus Sacer
Vassagon
#7 - 2012-03-28 13:42:06 UTC
Umm it seems that a lot of you cannot see the difference between "better game-play & interface" vs "tactical, overpowered advantages"....put your thinking cap on and

How does changing the color of the cloaking blinky thing make this overpowered and having a proxy alarm which can be turned off if you wish, be also overpowered? If the proxy alarm goes off you should have maybe 2-3 seconds to react so this unlikely to help you unless you are paying attention and know what you are doing. Right now when cloaked you have ZERO warning that you are being decloaked, which is a major oversight. There is neither a text or a graphical warning , either on the modules or the ship. YOUR SHIP IS TARGETABLE BUT THE SHIP MODEL LOOKS CLOAKED...i mean wtf. This needs to be fixed. When you decloak, you decloak, you dont make the ship targetable but only lose the cloak 10 seconds later. Its purposefully deceitful! hehe. And besides, decloaking by proximity objects is overall just lame the way its set up now

Give me some sort of graphical warning on the ship that its being decloaked...like i dunno, some electrical discharges going across it. What I would do Is I would have the following

1. When cloak is active the module glows a bright green ITSELF not around it..
2. When cloak is being deactivated manually or automatically, make the module glow red for 10 second
3. When the cloak breaks because of proximity of objects - have the ship model decloak either instantly or some way that I can see it happening.
4. When proxy alarm is tripped have that nice neocon sexy voice say "Danger, unable to maintain cloak due to objects being too close to the ship.

All those of you who see this as some sort of new uber cloaking tool, im sorry its not. This addresses the interface, common sense and just plain better and more convenient game-play.

I would classify this right there with the following in game warnings

1. Market buy warning for excessive prices - this shouldnt exist either right
2. Contract warning for zero price public contract - humm? how about this
3. Steal warning? - no this is overpowered
4. Module overheat display makeover - no no no just burn the guns, overhead needs to have huge drawbacks its overpowered already..
5. Jumping into low sec - NOOO!! let the stooopid die
6 Autopilot being able to dock on its own as it can jump gates on its own but in a way that doesnt actually do everything for you. --- but NOT, we MUST JUMP EVERY JUMP. Docking is overpowered
7. Warning that "You failed to jump because you are cloaked"...NO but CLOAKY OVERPOWERED ALREADY, let the SOB sit at the gate.

I trust you get my point....if You dont, then go mine

The person saying "Fck sake, cloaky faggots got really huge advantages with cloaking and crying more options for cloak ? LOL" THe point of being cloaked is that you have huge advantages, BUT these advantages are heavily compensated by huge limitations. (Unlimited cloaking times aside, I do not agree with afk unlimited cloaking ...but meh, its not up to me).

I mean really, if anyone suggested that autopilot be able to dock on its own, it would get a hail of opposition from the elitist ignoramuses who have no clue about making a game better because they are unable to see past their own experiences and limitations, which is why they need to stay away from designing games
Rimase
#8 - 2012-03-28 13:44:23 UTC  |  Edited by: Rimase
Yea. I agree but more for it being at the moment the ship decloaks without your command.

utilities:
ship decloaking not by choice: Multi two-tone BLEEPS!
ship deactivating T2 speciality not by choice: Multi two-tone BEEPS!
ship is Jammed: Fuzzy Multi two-tone BLEEPS (+ all others fuzzy)
new Safety mechanism: BEEP-CLICK!

failures:
ship failed to cloak: High-low BEEP!
ship failed its T2 speciality: High-low BEEP!
ship is unable to Micro-Warp: High-low BEEP!
ship is unable to Warp: High-low BEEP!
ship is unable to Jump: High-low BEEP!
ship has failed to Warp: High-low BEEP!
ship has failed to Jump: High-low BEEP!
ship's mining target has depleted: Clear BEEP-TOGGLE!
new Target Jammed (unlocked your target): Fuzzy BEEP-TOGGLE!

thresholds:
capacitor threshold: B-BEEP, B-BEEP.
inhibited velocity (during combat): B-BEEP, B-BEEP.

others...

Looking to join Caldari Faction Warfare corporation!

FloppieTheBanjoClown
Arcana Imperii Ltd.
#9 - 2012-03-28 14:18:30 UTC
I wouldn't object to audible alarms where there are already text notices. Rather than pings or alarms or anything like that, a unique cloak/decloak/failed cloak set of sounds would be fine.I play without audio, so that's still no excuse to do away with the text warnings.

I'm pretty well against proximity warnings though. If you can't manage your overview and know how far away things are, then you don't need to be trying to sneak within 10 km of something cloak.

I frequently decloak inside of 3 km from targets. The proximity can result in irrational behavior and trips up less prepared pilots. I don't want persistent alarms telling me I'm at risk of being decloaked while I'm scraping past wrecks to get the range I want. I know what I'm doing, and if I *do* get decloaked I'm well aware of the risk. (And no, adding a toggle to turn of such alarms is not a good idea, we've got too many toggles already)

Founding member of the Belligerent Undesirables movement.

Scarabeus Sacer
Vassagon
#10 - 2012-03-28 14:25:31 UTC  |  Edited by: Scarabeus Sacer
FloppieTheBanjoClown wrote:
I wouldn't object to audible alarms where there are already text notices. Rather than pings or alarms or anything like that, a unique cloak/decloak/failed cloak set of sounds would be fine.I play without audio, so that's still no excuse to do away with the text warnings.

I'm pretty well against proximity warnings though. If you can't manage your overview and know how far away things are, then you don't need to be trying to sneak within 10 km of something cloak.

I frequently decloak inside of 3 km from targets. The proximity can result in irrational behavior and trips up less prepared pilots. I don't want persistent alarms telling me I'm at risk of being decloaked while I'm scraping past wrecks to get the range I want. I know what I'm doing, and if I *do* get decloaked I'm well aware of the risk. (And no, adding a toggle to turn of such alarms is not a good idea, we've got too many toggles already)


Alarm should be optional, just like every other alarm is in EVE. We currently have alarms for shield damage, armor damage and structure damage. Does this mean that you should do away with the alarms and not fight period if you dont want to lose shield and armor...NO.

THe problem is not the risk of decloaking or the mechanics of it, the problem is that YOU DONT KNOW when its happening. Why do I have to keep repeating myself?!
Drake Draconis
Brutor Tribe
Minmatar Republic
#11 - 2012-03-28 14:34:41 UTC
Tiger's Spirit wrote:
Scarabeus Sacer wrote:
I have a request for cloaky ships. Im pretty sure im not the only one who has these problems.

1. Can we have a proximity alarm for when you delcoak so you know whats up? Its hard wif you have different overview sorting to keep tabs on the closest target. Nearly impossible to see in time.

This is necessary because you begin to decloak long before your ship model is visible to you. By the time you can see you are decloaking..youre dead. Its happened to me countless times. I cant have everything on overview all the time so there may be a can or some crap that im next to, and i cant see it.

So..if you are cloaked and some object gets within 5k of you, start sounding it.

2. Can you make the cloak activated module look a bit different? Its so faded green and you cant see it all the time, on green background...its bad. And lots of other ones too. Make it all flash green not just the outline. And if it turns off, have it red please.

Thanks

PS
...and all you hardcore players who "Well you need 8 eyes and 9 hands, so better get used to it..." shove it. :)


Fck sake, cloaky faggots got really huge advantages with cloaking and crying more options for cloak ? LOL

Learn to read noob. This is only a change in the client/interface...not in game mechanics.

But since your too dense to see let alone capable of understanding that....yell/cry away.

================ STOP THE EVEMAIL SPAM! https://forums.eveonline.com/default.aspx?g=posts&t=78152

FloppieTheBanjoClown
Arcana Imperii Ltd.
#12 - 2012-03-28 15:28:52 UTC
Scarabeus Sacer wrote:
THe problem is not the risk of decloaking or the mechanics of it, the problem is that YOU DONT KNOW when its happening. Why do I have to keep repeating myself?!

I'm not sure what you're getting all worked up about, I just said I've got no problem with alarms for things you currently get text notices about. That includes "cloaking device deactivated due to _____" that I see when I bump something.

Founding member of the Belligerent Undesirables movement.

Vertisce Soritenshi
The Scope
Gallente Federation
#13 - 2012-03-28 16:46:06 UTC
Isn't there already a decloak alarm? It's called "Oh ****...I am visible again!". As it stands this screams "I want to afk cloak and be alerted when someone catches me!". With that said, I agree. I also think alarms should be added for a whole crapload of things including new reds, neutrals and war targets in system.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Scarabeus Sacer
Vassagon
#14 - 2012-03-28 20:54:09 UTC
Vertisce Soritenshi wrote:
Isn't there already a decloak alarm? It's called "Oh ****...I am visible again!". As it stands this screams "I want to afk cloak and be alerted when someone catches me!". With that said, I agree. I also think alarms should be added for a whole crapload of things including new reds, neutrals and war targets in system.


No, it doesnt scream AFK. THe problem is that you actually decloak long before you are visible. You are targetable long before you are visible. Thats what im talking about. Try a cloaked ship and get close to an object. Your ship will still be cloaked ON SCREEN but its actually visible and targetable.
Smiling Menace
The Scope
Gallente Federation
#15 - 2012-03-28 21:47:49 UTC
Well there is already a visible warning. See that little green circle with the picture of a cloak in the middle? When it stops being green and changes to red, that's your cue to be somewhere else.

Of course this is assuming you are not an AFK Cloaky. If you are, tough. Should've been paying attention. Lol

As has already been pointed out, this isn't really that much of a problem if you have your overview set up correctly.

I do feel that it does give another advantage to the cloaked ship. If you are AFK cloaky and you hear a warning, then you will change to that toon to see what's happening, so it's just giving AFK cloakers another 'layer' of protection that they really don't need.
Scatim Helicon
State War Academy
Caldari State
#16 - 2012-03-28 21:58:30 UTC
If you're incapable of moving your ship out of harm's way without an audio alert I'm amazed you can manage to type your username and password to log into the client without physically damaging yourself.

Every time you post a WiS thread, Hilmar strangles a kitten.

Tiger's Spirit
Templars of the Shadows
#17 - 2012-03-29 06:01:52 UTC  |  Edited by: Tiger's Spirit
Drake Draconis wrote:
Tiger's Spirit wrote:
Scarabeus Sacer wrote:
I have a request for cloaky ships. Im pretty sure im not the only one who has these problems.

1. Can we have a proximity alarm for when you delcoak so you know whats up? Its hard wif you have different overview sorting to keep tabs on the closest target. Nearly impossible to see in time.

This is necessary because you begin to decloak long before your ship model is visible to you. By the time you can see you are decloaking..youre dead. Its happened to me countless times. I cant have everything on overview all the time so there may be a can or some crap that im next to, and i cant see it.

So..if you are cloaked and some object gets within 5k of you, start sounding it.

2. Can you make the cloak activated module look a bit different? Its so faded green and you cant see it all the time, on green background...its bad. And lots of other ones too. Make it all flash green not just the outline. And if it turns off, have it red please.

Thanks

PS
...and all you hardcore players who "Well you need 8 eyes and 9 hands, so better get used to it..." shove it. :)


Fck sake, cloaky faggots got really huge advantages with cloaking and crying more options for cloak ? LOL

Learn to read noob. This is only a change in the client/interface...not in game mechanics.

But since your too dense to see let alone capable of understanding that....yell/cry away.


Noob ? Maybe you moron.
Who talking about game mechanics ? This is crying from an AFK cloaker, who want to hear, when his ship uncloaked, when he not at his computer. Crocodile tears.
Arduemont
Rotten Legion
#18 - 2012-03-29 09:18:02 UTC  |  Edited by: Arduemont
When I read the title of this thread I thought it was a simpler/different proposal. I'm not against the idea you proposed, but if your have your overview arranged by closest, it shouldn't really be a problem.

I think there should be some kind of alarm though to notify you that you have been decloaked though. Often if I end up warping into a bubble there is some confusion as to whether or not I am decloaked, and often warping away from combat to a belt will leave me decloaked and I wont notice. Warping back and sitting there like an idiot whilst someone blows me up isn't fun. Usually raging at the time. "I was cloaked! How the F*** did this happen?!". An alarm that goes off when you have been deloaked would definitely be useful. Proximity alarm might be useful, but it would have to be something you have the option to customize or turn off if needed, like the shield/armor/structure alarms.

+1 Supported.

Edit: Also for those of you who thinks this has anything to do with going afk whilst cloaked; your an idiot. If your safe up and cloak no one is every going to be in proximity to you. Ever. You guys are crying n00b about this topic, but it is obvious to me, that it is you who are the n00bs.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

James Amril-Kesh
Viziam
Amarr Empire
#19 - 2012-03-29 12:55:06 UTC
Yeah, unless you're an absolute moron AFK cloaking should never bring you on-grid with something that can uncloak you, much less 2 km away.

Enjoying the rain today? ;)

FloppieTheBanjoClown
Arcana Imperii Ltd.
#20 - 2012-03-29 13:32:30 UTC
Scarabeus Sacer wrote:
THe problem is that you actually decloak long before you are visible. You are targetable long before you are visible.


I don't know about you, but I see my cloak module stop running immediately. I've never had to wonder whether I was cloaked or not.

Founding member of the Belligerent Undesirables movement.

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