These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

The AFK cloaky problem.

Author
Nikk Narrel
Moonlit Bonsai
#81 - 2013-04-05 14:49:56 UTC
Callduron wrote:
TheGunslinger42 wrote:

PS I don't see you also championing a way for me, as a cloaker in a hostile system, to be able to "interact" with you while you're sitting safely in your pos shield or outpost. Hypocrite much?


You can shoot the POS. You can SBU the system and take the outpost. Cloaking in a safe is the only method to gain advantage in this game at zero risk in any sec status system.

Worse not only do you win while afk but the best counter is to log off and play a different game. This mechanic is commercial suicide for the company.

You actually came out and said it. Kudos for not avoiding this.

A mass player involving blob is not a balanced counter to small group tactics, nor does it justify responses below that level being so easily neutralized.

It is all well and good to have such absolute defenses present, which need such extreme tactics to counter. It becomes an obstacle to gameplay when the players are given a free warning whenever it might be needed.
Ager Agemo
Rainbow Ponies Incorporated
#82 - 2013-04-05 14:56:40 UTC
**** AGAIN!? when was the last time an AFK cloaker killed someone?
TheGunslinger42
All Web Investigations
#83 - 2013-04-05 15:07:05 UTC
Callduron wrote:
TheGunslinger42 wrote:

PS I don't see you also championing a way for me, as a cloaker in a hostile system, to be able to "interact" with you while you're sitting safely in your pos shield or outpost. Hypocrite much?


You can shoot the POS. You can SBU the system and take the outpost. Cloaking in a safe is the only method to gain advantage in this game at zero risk in any sec status system.

Worse not only do you win while afk but the best counter is to log off and play a different game. This mechanic is commercial suicide for the company.


So I should have to bring in a massive blob and grind down towers and take sov in order to interact with you, but expecting you to put in the effort to have a defense fleet or try baiting is far too much - you yourself said these weren't really viable because you thought they were "boring", yet you say solo pvpers in null should have to organise sov grinds? Again, massive hypocrisy.

Additionally, cloaking in a hostile system isn't zero risk: There's risk getting to the system. There's risk the second you try to do ANYTHING.

Also I did lol when you finally resorted to the "EVE WILL DIE" style crap as a last ditch effort.
Lucien Visteen
Imperial Academy
Amarr Empire
#84 - 2013-04-05 15:07:33 UTC
Ager Agemo wrote:
**** AGAIN!? when was the last time an AFK cloaker killed someone?


When was the last time the purpose of AFK cloaking was to kill someone?

To my understanding "afk cloaking" is primarily used to either confuse the oposition as you move about. Or to prevent the oposition to gain income.. to some degree.

What I would like to know is what is so bad about having some sort of indicator that shows another player is afk?

The ships hung in the sky in much the same way that bricks don't.

Nikk Narrel
Moonlit Bonsai
#85 - 2013-04-05 15:13:13 UTC
Lucien Visteen wrote:
Ager Agemo wrote:
**** AGAIN!? when was the last time an AFK cloaker killed someone?


When was the last time the purpose of AFK cloaking was to kill someone?

To my understanding "afk cloaking" is primarily used to either confuse the oposition as you move about. Or to prevent the oposition to gain income.. to some degree.

What I would like to know is what is so bad about having some sort of indicator that shows another player is afk?

Easy to answer.

It devalues cloaking, and by so doing disrupts the balance.

Obviously you propose changes that would increase the needed effort by cloaking, yet you avoid matching this on the PvE side.
Lucien Visteen
Imperial Academy
Amarr Empire
#86 - 2013-04-05 15:23:52 UTC
Nikk Narrel wrote:
Easy to answer.

It devalues cloaking, and by so doing disrupts the balance.

Obviously you propose changes that would increase the needed effort by cloaking, yet you avoid matching this on the PvE side.


In what way does it devalue cloaking when it is a defensive module? You use it to hide.

What does it matter if, for instance, your name is grayed out in the chatbox. You are still hidden.

I don't tink it devalues the cloak in slightest. Preventing income, I've been told, is just as easy without a cloak and risk averse player will still hide if you are in the system.

So, could you please elaborate a bit more on the reason for it being devalued?

The ships hung in the sky in much the same way that bricks don't.

Nikk Narrel
Moonlit Bonsai
#87 - 2013-04-05 15:34:54 UTC
Lucien Visteen wrote:
Nikk Narrel wrote:
Easy to answer.

It devalues cloaking, and by so doing disrupts the balance.

Obviously you propose changes that would increase the needed effort by cloaking, yet you avoid matching this on the PvE side.


In what way does it devalue cloaking when it is a defensive module? You use it to hide.

What does it matter if, for instance, your name is grayed out in the chatbox. You are still hidden.

I don't tink it devalues the cloak in slightest. Preventing income, I've been told, is just as easy without a cloak and risk averse player will still hide if you are in the system.

So, could you please elaborate a bit more on the reason for it being devalued?

You are mistaken on how cloaking has value. You do this by ignoring important details.

When you are cloaked, your location and degree of activity is an unknown. You could be chasing every ship around to report it's activities, or you could be watching a gate to monitor passage.

If you report more free details, it will effectively remove a cloaked pilot from being a threat under the right conditions. As long as they are known AFK, the risk becomes too quantifiable and practical to ignore with tactics.

Stalemate over: Rat and mine in sections off grid from previous activity, chances of cloaked vessel being present are negligible, and if they stop being AFK to relocate we will be warned the same as if they just entered the system.
DataRunner Attor
Doomheim
#88 - 2013-04-05 15:35:16 UTC  |  Edited by: DataRunner Attor
Callduron wrote:
TheGunslinger42 wrote:

PS I don't see you also championing a way for me, as a cloaker in a hostile system, to be able to "interact" with you while you're sitting safely in your pos shield or outpost. Hypocrite much?


You can shoot the POS. You can SBU the system and take the outpost. Cloaking in a safe is the only method to gain advantage in this game at zero risk in any sec status system.

Worse not only do you win while afk but the best counter is to log off and play a different game. This mechanic is commercial suicide for the company.



I want to see you shoot a pos in a cloak dedicated vessel...See how long you live before a 10 turret pos kicks your arse


and don't get me started on those death star posses, were all they have is turrets, and missiles.

“Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.”

Lucien Visteen
Imperial Academy
Amarr Empire
#89 - 2013-04-05 16:06:27 UTC
Nikk Narrel wrote:

You are mistaken on how cloaking has value. You do this by ignoring important details.

When you are cloaked, your location and degree of activity is an unknown. You could be chasing every ship around to report it's activities, or you could be watching a gate to monitor passage.

If you report more free details, it will effectively remove a cloaked pilot from being a threat under the right conditions. As long as they are known AFK, the risk becomes too quantifiable and practical to ignore with tactics.

Stalemate over: Rat and mine in sections off grid from previous activity, chances of cloaked vessel being present are negligible, and if they stop being AFK to relocate we will be warned the same as if they just entered the system.


Your location and state of activity would still be an unknown. So the value of the cloak is still unchanged.

If you are shown as AFK they will know that you are stationary, that is true. Threat level I would assume decreases, sure.

You could still essentially be anywhere, so threat level unchanged.

Posibilty of ambushes might increase since they still don't know your state of activity or your location, you are only shown as being afk, so the opposition might dare going out again since you are "afk"

And as a cloaker you would wan't your threat level to be as low as possible. Both for offensive and defensive uses.

Lastly, what do you mean that the state between afk and active will warn you the same way as if someone enters the system?

The ships hung in the sky in much the same way that bricks don't.

Nikk Narrel
Moonlit Bonsai
#90 - 2013-04-05 16:32:22 UTC
Lucien Visteen wrote:
Nikk Narrel wrote:
Stalemate over: Rat and mine in sections off grid from previous activity, chances of cloaked vessel being present are negligible, and if they stop being AFK to relocate we will be warned the same as if they just entered the system.


Your location and state of activity would still be an unknown. So the value of the cloak is still unchanged.

If you are shown as AFK they will know that you are stationary, that is true. Threat level I would assume decreases, sure.

You could still essentially be anywhere, so threat level unchanged.

Posibilty of ambushes might increase since they still don't know your state of activity or your location, you are only shown as being afk, so the opposition might dare going out again since you are "afk"

And as a cloaker you would wan't your threat level to be as low as possible. Both for offensive and defensive uses.

Lastly, what do you mean that the state between afk and active will warn you the same way as if someone enters the system?

If your name is greyed out in a chatbox due to lack of interaction, it is an obvious detail that you are extremely not likely to be in places that were not active before.

Bob is cloaked, and goes AFK. After X amount of time, his name is greyed out.
Pete moves 300 KM to a new section of belt, and from that position resumes mining or ratting.

Unless Bob managed to predict Pete's new location exactly, he now needs to relocate before he can attack.
To relocate, he needs to become active.
His name stops being greyed out when he interacts with the game again, warning Pete to get safe, the same way he would if a new non blue name appeared in the list.

Let's be honest here, noone cares if Bob is cloaked, but by being cloaked he can sneak up on players like Pete, since they don't know where he is or what he is doing.
If he is greyed out for being AFK, Pete knows what he is NOT doing. He is not moving to follow Pete to the new location for an attack. This means Pete can feel pretty safe so long as that name is grey.
Lucien Visteen
Imperial Academy
Amarr Empire
#91 - 2013-04-05 17:28:35 UTC
Nikk Narrel wrote:

If your name is greyed out in a chatbox due to lack of interaction, it is an obvious detail that you are extremely not likely to be in places that were not active before.

Bob is cloaked, and goes AFK. After X amount of time, his name is greyed out.
Pete moves 300 KM to a new section of belt, and from that position resumes mining or ratting.

Unless Bob managed to predict Pete's new location exactly, he now needs to relocate before he can attack.
To relocate, he needs to become active.
His name stops being greyed out when he interacts with the game again, warning Pete to get safe, the same way he would if a new non blue name appeared in the list.

Let's be honest here, noone cares if Bob is cloaked, but by being cloaked he can sneak up on players like Pete, since they don't know where he is or what he is doing.
If he is greyed out for being AFK, Pete knows what he is NOT doing. He is not moving to follow Pete to the new location for an attack. This means Pete can feel pretty safe so long as that name is grey.


So you are worried that an afk indication might make an ambush fail for reasons sutch as distance, attentiveness and luck (or lack of it). Understandable, and I did think about it.

So what if Bob sees Pete happily mining, sadly, out of range. But Pete is an enticing target so Bob starts to move. And since the reveal between the two states is a gradual one Pete might not notice the change in activity since he is paying attention to other things, and the ambush is a success. Or Pete does notice and manages to get away.

Ambushes are already dificult so thinking up how one can deal with this afk situation without hampering ambushing is a good way to start. I will be back in a bit but in the meantime I have another question.

Is it fair that a player with a cloak can achieve the same amount of threat regardless of the effort put into it? And how is it fair since higher effort should give higher reward.

The ships hung in the sky in much the same way that bricks don't.

Nikk Narrel
Moonlit Bonsai
#92 - 2013-04-05 17:47:29 UTC
Lucien Visteen wrote:
Is it fair that a player with a cloak can achieve the same amount of threat regardless of the effort put into it? And how is it fair since higher effort should give higher reward.

The PvE player is either watching local, or not. The tool is provided, and gives them the ability to know these things.

The fact that the tool requires no effort to use more than balances the alleged lack of effort put into a cloak.

But since you asked:
Under your AFK flag: The player PvE occupied needs to notice a freely displayed change in local chat.
Assuming they made the effort to be prepared, they click on warp, and are 100% safe.

Currently, and still under your AFK flag: The cloaking player needs to watch the visual display / the overview to determine if the potential target is in range.
If not, he needs to approach by warp or slow boating, depending. If the AFK Flag was active, it will have changed state, alerting the PvE pilot.
He needs to decloak, and if possible begin to counter tactics used by the target. This involves combat if the target remains in range.
Assuming he is a cyno equipped player, he will have needed to coordinate with other players before moving into position, so they will be ready and standing by to jump. Then he can deploy the cyno if in range.

Yes, I can see how this difference in effort must seem overwhelming.
But I suspect I view the player who makes more effort as the cloaked one.
DataRunner Attor
Doomheim
#93 - 2013-04-05 17:53:32 UTC
Lucien Visteen wrote:
Nikk Narrel wrote:

If your name is greyed out in a chatbox due to lack of interaction, it is an obvious detail that you are extremely not likely to be in places that were not active before.

Bob is cloaked, and goes AFK. After X amount of time, his name is greyed out.
Pete moves 300 KM to a new section of belt, and from that position resumes mining or ratting.

Unless Bob managed to predict Pete's new location exactly, he now needs to relocate before he can attack.
To relocate, he needs to become active.
His name stops being greyed out when he interacts with the game again, warning Pete to get safe, the same way he would if a new non blue name appeared in the list.

Let's be honest here, noone cares if Bob is cloaked, but by being cloaked he can sneak up on players like Pete, since they don't know where he is or what he is doing.
If he is greyed out for being AFK, Pete knows what he is NOT doing. He is not moving to follow Pete to the new location for an attack. This means Pete can feel pretty safe so long as that name is grey.


So you are worried that an afk indication might make an ambush fail for reasons sutch as distance, attentiveness and luck (or lack of it). Understandable, and I did think about it.

So what if Bob sees Pete happily mining, sadly, out of range. But Pete is an enticing target so Bob starts to move. And since the reveal between the two states is a gradual one Pete might not notice the change in activity since he is paying attention to other things, and the ambush is a success. Or Pete does notice and manages to get away.

Ambushes are already dificult so thinking up how one can deal with this afk situation without hampering ambushing is a good way to start. I will be back in a bit but in the meantime I have another question.

Is it fair that a player with a cloak can achieve the same amount of threat regardless of the effort put into it? And how is it fair since higher effort should give higher reward.



And AFK cloak, only generates threat based on how a Alliance in null sec precives it. I'll let you in on a little secret. Most alliances ignore cloakers all together, and thus, the cloaker generates no threat.

“Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.”

Mike Voidstar
Voidstar Free Flight Foundation
#94 - 2013-04-05 18:38:11 UTC
From my point of view, the problem is not with AFK at all, it is with the potential threat projected by an invunerable ship.


Instead of trying to find a way to nerf cloaks, how about we just make it so you cant fit a cyno and a cloak on the same ship?

Now you have your intel gathering tool, your threat to bots (though you may have to bring several to properly roll some mining and PvE type ships, etc... but the threat level of the ships can be properly evaluated. Without the possiblity of a cyno and hotdropping the threat the ship projects can be accurately determined and properly prepared for, though not actively removed.

Other adjustments can be made instead. Make Cyno's able to gate in only one ship at a time, with a substancial cool down and/or bulky fuel use per ship brought in this way. Each ship gated in could then gate another ship, making moving a large fleet time consuming and a bit more of a logistics chore to organize.

I know that the folks that enjoy the SOV games will hate this, but it does solve most of the "problem" without touching cloaks.
Nikk Narrel
Moonlit Bonsai
#95 - 2013-04-05 18:55:27 UTC
Mike Voidstar wrote:
From my point of view, the problem is not with AFK at all, it is with the potential threat projected by an invunerable ship.


Instead of trying to find a way to nerf cloaks, how about we just make it so you cant fit a cyno and a cloak on the same ship?

Now you have your intel gathering tool, your threat to bots (though you may have to bring several to properly roll some mining and PvE type ships, etc... but the threat level of the ships can be properly evaluated. Without the possiblity of a cyno and hotdropping the threat the ship projects can be accurately determined and properly prepared for, though not actively removed.

Other adjustments can be made instead. Make Cyno's able to gate in only one ship at a time, with a substancial cool down and/or bulky fuel use per ship brought in this way. Each ship gated in could then gate another ship, making moving a large fleet time consuming and a bit more of a logistics chore to organize.

I know that the folks that enjoy the SOV games will hate this, but it does solve most of the "problem" without touching cloaks.

This may help on that part:

Hot Dropping: Bridging is intended to bypass reinforced blockades and travel time. Here, it has been fine tuned to avoid advertising the presence of a fleet to the free intel tool as well by delaying the easily recognizable population spike till the last possible moment. The intention is to deny the warning local provides, although it still reports the presence of the cyno boat enough to be associated with AFK Cloaking instead.
Quite simply, while PvE pilots would never resume regular activities with a hostile fleet present, they are sometimes willing to gamble over whether a cloaked vessel represents that level of threat at a given time.

What does this mean?
Local can't tell you what is on the other end of that cyno.
But since local will tell you everything else in system, this is the only way to avoid that free advertising for larger groups.

The very suggestion that free intel can negate efforts for non consensual PvP this effectively is the reason these are possible outside of high sec.
Lucien Visteen
Imperial Academy
Amarr Empire
#96 - 2013-04-05 19:57:59 UTC
Nikk Narrel wrote:
Lucien Visteen wrote:
Is it fair that a player with a cloak can achieve the same amount of threat regardless of the effort put into it? And how is it fair since higher effort should give higher reward.

The PvE player is either watching local, or not. The tool is provided, and gives them the ability to know these things.

The fact that the tool requires no effort to use more than balances the alleged lack of effort put into a cloak.

But since you asked:
Under your AFK flag: The player PvE occupied needs to notice a freely displayed change in local chat.
Assuming they made the effort to be prepared, they click on warp, and are 100% safe.

Currently, and still under your AFK flag: The cloaking player needs to watch the visual display / the overview to determine if the potential target is in range.
If not, he needs to approach by warp or slow boating, depending. If the AFK Flag was active, it will have changed state, alerting the PvE pilot.
He needs to decloak, and if possible begin to counter tactics used by the target. This involves combat if the target remains in range.
Assuming he is a cyno equipped player, he will have needed to coordinate with other players before moving into position, so they will be ready and standing by to jump. Then he can deploy the cyno if in range.

Yes, I can see how this difference in effort must seem overwhelming.
But I suspect I view the player who makes more effort as the cloaked one.


Please don't assume i believe using a cloak requires no, or less effort than anything else.

I would just like to know why having an afk indication is a bad thing since most activities won't be affected by it.

To Datarunner.

That is not really a secret. But this is not on an alliance level. AFK cloaking is more often than not an activity used by a player going solo. How can one person with a cloak affect an entire alliance, the very notion is silly.

I guess I can let you into another little secret that isn't really a secret too. I believe "afk cloaking" gives risk averse players an excuse to be risk averse. And that the people that want to change the cloak mechanic is not really risk averse nullbears but PVP oriented players who want to be able to bring the hurt to the cloaked one, since he will be an easy target.

After all, non-consesuall pvp is the best pvp.

The ships hung in the sky in much the same way that bricks don't.

Teckos Pech
Hogyoku
Goonswarm Federation
#97 - 2013-04-05 21:31:41 UTC
Lucien Visteen wrote:
And that the people that want to change the cloak mechanic is not really risk averse nullbears but PVP oriented players who want to be able to bring the hurt to the cloaked one, since he will be an easy target.


Hahahahaha....oh wait. You are serious.

Then they are, by and large, liars too since they often whine about systems being locked down by the big mean cloaky.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Lucien Visteen
Imperial Academy
Amarr Empire
#98 - 2013-04-05 21:40:57 UTC
Teckos Pech wrote:
Lucien Visteen wrote:
And that the people that want to change the cloak mechanic is not really risk averse nullbears but PVP oriented players who want to be able to bring the hurt to the cloaked one, since he will be an easy target.


Hahahahaha....oh wait. You are serious.

Then they are, by and large, liars too since they often whine about systems being locked down by the big mean cloaky.


I wasn't really serious about that part, so you can keep laughing if you want. Smile

But since you are here. Why do you think showing that a player is afk is a bad thing?

The ships hung in the sky in much the same way that bricks don't.

DataRunner Attor
Doomheim
#99 - 2013-04-05 22:51:44 UTC
Lucien Visteen wrote:
Teckos Pech wrote:
Lucien Visteen wrote:
And that the people that want to change the cloak mechanic is not really risk averse nullbears but PVP oriented players who want to be able to bring the hurt to the cloaked one, since he will be an easy target.


Hahahahaha....oh wait. You are serious.

Then they are, by and large, liars too since they often whine about systems being locked down by the big mean cloaky.


I wasn't really serious about that part, so you can keep laughing if you want. Smile

But since you are here. Why do you think showing that a player is afk is a bad thing?



It because, many AFK players HAVE to go afk in a system to even get a chance to getting a Kill, as soon as they stop being AFK, and that's been shown, then his possible kill will...guess what...Warp away.

“Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.”

Nikk Narrel
Moonlit Bonsai
#100 - 2013-04-06 03:21:59 UTC
DataRunner Attor wrote:
Lucien Visteen wrote:
Teckos Pech wrote:
Lucien Visteen wrote:
And that the people that want to change the cloak mechanic is not really risk averse nullbears but PVP oriented players who want to be able to bring the hurt to the cloaked one, since he will be an easy target.


Hahahahaha....oh wait. You are serious.

Then they are, by and large, liars too since they often whine about systems being locked down by the big mean cloaky.


I wasn't really serious about that part, so you can keep laughing if you want. Smile

But since you are here. Why do you think showing that a player is afk is a bad thing?



It because, many AFK players HAVE to go afk in a system to even get a chance to getting a Kill, as soon as they stop being AFK, and that's been shown, then his possible kill will...guess what...Warp away.

The questions were answered already, even an example given.

They are ignoring the legitimate reasons why this is a bad idea. Free intel that also reports degree of activity only empowers players wishing to avoid conflict, as is perfectly obvious.

They are trying to make null safer than high sec, well... even more safer. You already have more risk in high sec in may cases thanks to this mechanic in it's current form, this would make null a joke.

It would be blob or GTFO, all others will be avoided as we see fit.