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Upgrading Local to Eliminate All AFK Influence

First post
Author
Hileksel Tarmik
The Scope
Gallente Federation
#181 - 2013-07-17 00:20:07 UTC
Nikk Narrel wrote:
Fishymonster wrote:
The way to get rid of AFK cloaks is to require the cloak operator to actually be at their keyboard. Put a cycle timer on cloaks, 10 minutes with a 30 to 15 seconds variable cooldown. Variable meaning it could take 30 seconds to reactivate or 15, or any time in between. Someone afk could simply set up a keyboard macro to click their cloak button every 10 minutes and 31 seconds you say? If they are afk and someone is actively probing for them they will get a delayed sensor signal every cycle. Over a few cycles the prober could eventually lock and and get a warp in at which point the AFK pvper would become vulnerable to attack. The non-afk pvper would simply warp somewhere every 30 minutes and avoid all the efforts of the prober. All of a sudden you solve all these problems without creating any new ones for people playing the game CCP intended *CCP has stated their intentions that ONLY people that are actually at their keyboards should be able to have an affect on other players*. If you would rather be able to not show up in local to be able to sneak up easily on people, go play in wormholes.

See, this is an example of a shortsighted idea.

Long story short, this makes PvE too safe, and rewards get nerfed to compensate.

Why do you hate rewards?


I also agree that this is no good, and I am on the side of nerfing AFK cloaking. In essence, this forces a cloaker out of cloak for a minimum of 15 seconds every 10 minutes. I am not a cloaker myself, but it seems this would be unfair to active cloakers as well.

As for the main idea on this thread, I would agree if there was some way to ensure AFK cloaking is impossible. The last thing I need is an AFK cloaker sitting off station coming back to his computer to see me undocking, and I don't even know that he is in system.
Nikk Narrel
Moonlit Bonsai
#182 - 2013-07-17 00:49:04 UTC
Hileksel Tarmik wrote:
Nikk Narrel wrote:
Fishymonster wrote:
The way to get rid of AFK cloaks is to require the cloak operator to actually be at their keyboard. Put a cycle timer on cloaks, 10 minutes with a 30 to 15 seconds variable cooldown. Variable meaning it could take 30 seconds to reactivate or 15, or any time in between. Someone afk could simply set up a keyboard macro to click their cloak button every 10 minutes and 31 seconds you say? If they are afk and someone is actively probing for them they will get a delayed sensor signal every cycle. Over a few cycles the prober could eventually lock and and get a warp in at which point the AFK pvper would become vulnerable to attack. The non-afk pvper would simply warp somewhere every 30 minutes and avoid all the efforts of the prober. All of a sudden you solve all these problems without creating any new ones for people playing the game CCP intended *CCP has stated their intentions that ONLY people that are actually at their keyboards should be able to have an affect on other players*. If you would rather be able to not show up in local to be able to sneak up easily on people, go play in wormholes.

See, this is an example of a shortsighted idea.

Long story short, this makes PvE too safe, and rewards get nerfed to compensate.

Why do you hate rewards?


I also agree that this is no good, and I am on the side of nerfing AFK cloaking. In essence, this forces a cloaker out of cloak for a minimum of 15 seconds every 10 minutes. I am not a cloaker myself, but it seems this would be unfair to active cloakers as well.

As for the main idea on this thread, I would agree if there was some way to ensure AFK cloaking is impossible. The last thing I need is an AFK cloaker sitting off station coming back to his computer to see me undocking, and I don't even know that he is in system.

That's why you can proactively scan for cloaked ships.

Reference to sister thread:
https://forums.eveonline.com/default.aspx?g=posts&m=2668453#post2668453
Evanga
DoctorOzz
Domain Research and Mining Inst.
#183 - 2013-07-17 11:46:23 UTC  |  Edited by: Evanga
Quote:


As for the main idea on this thread, I would agree if there was some way to ensure AFK cloaking is impossible. The last thing I need is an AFK cloaker sitting off station coming back to his computer to see me undocking, and I don't even know that he is in system.


Do you even think about the things you put on the internet?

Quote:
The last thing I need is an AFK cloaker sitting off station coming back to his computer to see me undocking, and I don't even know that he is in system.


Quote:
The last thing I need is an AFK cloaker sitting off station coming back to his computer to see me undocking, and I don't even know that he is in system.



Shall i copy paste it one more time?

Quote:
The last thing I need is an AFK cloaker sitting off station coming back to his computer to see me undocking, and I don't even know that he is in system.


Because of ppl like you, there are people cloaking up and waiting for you to start ratting and die and then cry like a little kid who got his icecream stolen by his older brother.

So because you are unable to rat, we should just make cloaking impossible.

Am i glad i aint playing the same game as you do....oh wait..DAMMIT
Bugsy VanHalen
Society of lost Souls
#184 - 2013-07-17 12:28:32 UTC
Nikk Narrel wrote:
GTN wrote:
Nikk Narrel wrote:
the answer to AFK Cloaking


There is the problem, not understanding how the game should work.

Absolutely.

A passive activity misleading active players needs to be addressed to restore game playability.

If someone is cloaking and active, and still wants to inspire terror, they should need to be more proactive in communicating the level of threat they are claiming.

Entering into chat that they are present, and possibly watching player X, makes things more interesting for all, I believe.

Or they can be less active, sneek around with nobody knowing they are there, and and then drop cloak right in the middle of a mining op tackle the ORCA and pop a cyno. Fleet jumps in without anyone having time to warp off as they did not even see the intruder in local.

This would be far more of a buff to stealth warfare than a nerf to afk cloakers.

Personally I believe cloaked ships should not show up in local, but for different reasons. if you can not see or detect the ship how does the local becon know it is there. For balance the cloak could also prevent the ship from accessing local chat. After all how can you be connected to the becon for system chatter if it does not know you are there. But then again that is why cloaked ships do show in local. The ship itself is undetectable but its connection to the beacon lets the system know it is there. It fits with the lore either way. And there are benefits and penalties to both sides.

Having cloaked ships not be able to access local would remove the ability to disrupt operations with afk cloakers, but would add the ability for covert/black ops to attack without warning, as they would not show in local. I believe it would be an improvement, removing afk play, and adding depth to stealth game play.

At least this is how it was explained some years ago. known space has system beacons that allow for local public chatter between those in the system, constellation, or region. W-space does not have system beacons so you only show in local chat if you are transmitting.

The only thing that does not fit is if W-space is unknown space with no system becons, which it is, where did the interbus customs offices come from? Is interbus actually run by the descendants of sleepers?
Bugsy VanHalen
Society of lost Souls
#185 - 2013-07-17 12:37:28 UTC
Nikk Narrel wrote:
Hileksel Tarmik wrote:
Nikk Narrel wrote:
Fishymonster wrote:
The way to get rid of AFK cloaks is to require the cloak operator to actually be at their keyboard. Put a cycle timer on cloaks, 10 minutes with a 30 to 15 seconds variable cooldown. Variable meaning it could take 30 seconds to reactivate or 15, or any time in between. Someone afk could simply set up a keyboard macro to click their cloak button every 10 minutes and 31 seconds you say? If they are afk and someone is actively probing for them they will get a delayed sensor signal every cycle. Over a few cycles the prober could eventually lock and and get a warp in at which point the AFK pvper would become vulnerable to attack. The non-afk pvper would simply warp somewhere every 30 minutes and avoid all the efforts of the prober. All of a sudden you solve all these problems without creating any new ones for people playing the game CCP intended *CCP has stated their intentions that ONLY people that are actually at their keyboards should be able to have an affect on other players*. If you would rather be able to not show up in local to be able to sneak up easily on people, go play in wormholes.

See, this is an example of a shortsighted idea.

Long story short, this makes PvE too safe, and rewards get nerfed to compensate.

Why do you hate rewards?


I also agree that this is no good, and I am on the side of nerfing AFK cloaking. In essence, this forces a cloaker out of cloak for a minimum of 15 seconds every 10 minutes. I am not a cloaker myself, but it seems this would be unfair to active cloakers as well.

As for the main idea on this thread, I would agree if there was some way to ensure AFK cloaking is impossible. The last thing I need is an AFK cloaker sitting off station coming back to his computer to see me undocking, and I don't even know that he is in system.

That's why you can proactively scan for cloaked ships.

Reference to sister thread:
https://forums.eveonline.com/default.aspx?g=posts&m=2668453#post2668453

It would be cool if when you were on grid with a cloaked ship the system scanner sweep rafic would show a distortion where the cloaked ship was sitting. Players could learn to watch for it, and use it to hunt down cloaked ships.
Grarr Dexx
Blue Canary
Watch This
#186 - 2013-07-18 01:13:58 UTC
Can't lock, can't shoot, can't activate any ******* modules, but people cry in terror about them.
Nikk Narrel
Moonlit Bonsai
#187 - 2013-07-18 01:37:04 UTC
Grarr Dexx wrote:
Can't lock, can't shoot, can't activate any ******* modules, but people cry in terror about them.

And after this change,can't even see them in local either.

Cloaking is such a hidden burden...
Dante Lavoro
Pator Tech School
Minmatar Republic
#188 - 2013-07-18 01:40:12 UTC
This is a great idea, CCP needs to address this +1
Erutpar Ambient
The Scope
Gallente Federation
#189 - 2013-07-18 04:30:42 UTC
ITT - Anti-renter/ratter/miner mindset
Bugsy VanHalen wrote:

Or they can be less active, sneek around with nobody knowing they are there, and and then drop cloak right in the middle of a mining op tackle the ORCA and pop a cyno. Fleet jumps in without anyone having time to warp off as they did not even see the intruder in local.

This would be far more of a buff to stealth warfare than a nerf to afk cloakers.

Personally I believe cloaked ships should not show up in local, but for different reasons. if you can not see or detect the ship how does the local becon know it is there. For balance the cloak could also prevent the ship from accessing local chat. After all how can you be connected to the becon for system chatter if it does not know you are there. But then again that is why cloaked ships do show in local. The ship itself is undetectable but its connection to the beacon lets the system know it is there. It fits with the lore either way. And there are benefits and penalties to both sides.

Having cloaked ships not be able to access local would remove the ability to disrupt operations with afk cloakers, but would add the ability for covert/black ops to attack without warning, as they would not show in local. I believe it would be an improvement, removing afk play, and adding depth to stealth game play.

At least this is how it was explained some years ago. known space has system beacons that allow for local public chatter between those in the system, constellation, or region. W-space does not have system beacons so you only show in local chat if you are transmitting.

The only thing that does not fit is if W-space is unknown space with no system becons, which it is, where did the interbus customs offices come from? Is interbus actually run by the descendants of sleepers?

If this happened there won't be any orcas in space, or mining barges, or ratter. Null sec would be Moon Goo only. All ABC mining would move into WH space.

You cannot compare this to W-space due to a multitude of feature differences.
WH space is connected by WHs that change connection randomly. Null Sec has static connections forever.
WH space Cannot be cyno jumped into and limits capital per connected WH. Null has unlimited Cyno Jump usage into a system.
WH space has bottom up income allowing losses to be easily mitigated on an individual level. Nullsec has topdown income or more realistically extremely top heavy income where individuals rarely if ever see any of the top income and are not easily able to mitigate personal losses. This is why Null Sov SRPs are so important to the success of an alliance/coalition.

In other words the Risk in Null Sec is much greater than WH space and the rewards are much less likely to be seen by the majority of inhabitants. And in the case of the renters, not only is there very little reward but you also have to pay to be there too. Extremely high risk, extremely low reward.
Nikk Narrel
Moonlit Bonsai
#190 - 2013-07-18 13:38:32 UTC
Erutpar Ambient wrote:
ITT - Anti-renter/ratter/miner mindset

...

If this happened there won't be any orcas in space, or mining barges, or ratter. Null sec would be Moon Goo only. All ABC mining would move into WH space.

You cannot compare this to W-space due to a multitude of feature differences.
WH space is connected by WHs that change connection randomly. Null Sec has static connections forever.
WH space Cannot be cyno jumped into and limits capital per connected WH. Null has unlimited Cyno Jump usage into a system.
WH space has bottom up income allowing losses to be easily mitigated on an individual level. Nullsec has topdown income or more realistically extremely top heavy income where individuals rarely if ever see any of the top income and are not easily able to mitigate personal losses. This is why Null Sov SRPs are so important to the success of an alliance/coalition.

In other words the Risk in Null Sec is much greater than WH space and the rewards are much less likely to be seen by the majority of inhabitants. And in the case of the renters, not only is there very little reward but you also have to pay to be there too. Extremely high risk, extremely low reward.

Null sec is high risk... nope... saying it did not make it true that time, either.

I can PvE more safely in sov null than I can in high sec. Already proven and demonstrated.
In null, I can watch local, operate aligned to a safe, and just hit warp if a name I don't like shows in local.
In high, they had hulk-a-geddon.

As to wormhole space...
I get that worm holes do not have local.
The argument that those wanting to remove local should move into a wh, falls flat due to the other differences between the two play areas.

I also acknowledge these differences make wormholes unique. This does not, however, mean that the delayed local mechanic can only work in this environment. It just means wormholes have multiple mechanics designed to isolate them and limit them to what can happen inside.

This is why I advocate a partial change to local as this thread explains.

And then a means to hunt cloaked vessels based on duplicating the requirements to pilot cloaked vessels:
https://forums.eveonline.com/default.aspx?g=posts&m=2668453#post2668453

These would work together to restore value to player driven intel, and offer PvE pilots like me a new way to actually compete with each other.

As to risk in null, in the event local left? You are way off base there too.
Here is an important detail that those hunting will not have an advantage because of local being missing.

The advantage will always belong to whoever has sov, simply because the intel channels and patrols supplying them will be a huge advantage.

Those hunting in hostile territory will be on their own, and with no local to artificially tell them where everyone is, chances are they will have no idea.
They can, of course, guess, or do research to learn where people usually hang out, but unless someone spies for them and tips them where to look, they will be effectively blind.

Local is never the friend of PvE. PvE has a far more obvious advantage trading it in for an intel channel while the hunters are blind.
Debora Tsung
Perkone
Caldari State
#191 - 2013-07-18 14:50:42 UTC
Mary Annabelle wrote:
This would eliminate AFK Cloaking. The fact you cannot see a cloaked vessel in local removes any means for them to terrorize local pilots, by intent or otherwise.

It also is an enhancement to local, making it obvious who is actually active in system by the list of locatable ships being the sole members of the chat list.

Since you could not see cloaked ships anymore in local, it also removes the objections I heard to being able to hunt them.


Exactly, it'll be awesome. if some cloaked pilot still wants to spread terror, he can say things like "hello Smile" or "I can see you ratting in a raven, mind if I join?"

Everyone gets what he deserves, it'll be awesome.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Debora Tsung
Perkone
Caldari State
#192 - 2013-07-18 15:44:02 UTC  |  Edited by: Debora Tsung
Friggz wrote:

The battle between the wolves and the sheep has been going on since online gaming began, namely with Ultima Online.


Oh no, it's not a battle. The sheep may think they're waging a war, but they're not.

After all, I am quite sure the fish in your net thought they fought quite bravely when in fact all they did was squirm around a little bit.

The so called wolf just want to eat.

Oh, that reminds me of a little story I once heard abut some wolf.

"Look at the vile sheep, who trample our children with their terrible hooves and eat our homes without a second thought. It must be the most cruel, most vicious animal in the world, killing us plant lice on a mere evil whim...

But there! There comes the Wolf! Look at him, charging at the sheep, bloody murder in mind, fangs bared eyes shining in the moon light... Charging to our rescue, because the Wolf is the most righteous animal there is."

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Erutpar Ambient
The Scope
Gallente Federation
#193 - 2013-07-18 20:16:39 UTC
Nikk Narrel wrote:

As to risk in null, in the event local left? You are way off base there too.
Here is an important detail that those hunting will not have an advantage because of local being missing.

The advantage will always belong to whoever has sov, simply because the intel channels and patrols supplying them will be a huge advantage.

Those hunting in hostile territory will be on their own, and with no local to artificially tell them where everyone is, chances are they will have no idea.
They can, of course, guess, or do research to learn where people usually hang out, but unless someone spies for them and tips them where to look, they will be effectively blind.

Local is never the friend of PvE. PvE has a far more obvious advantage trading it in for an intel channel while the hunters are blind.

We seem to be talking about different aspects of risk. If you blue up with everone in your and surrounding regions, then yes, your personal risk is diminished. But if you're not a part of the blue donut persay or you're close to the borders you don't quite have that level of safety. So when I say "the risk of null sec" I don't mean the risk of the person with the least risk, I mean the risk inhearant of nullsec itself. Null sec is the only space to have super drops AND interdiction bubbles. Low is less risk because of no bubbles, WH is less risk because of no super drop and limited capital escalation. Blueing up with people is a feature of human interaction, not null sec. Null sec has the most risk, but the reward is very limited for individuals.

When you say the advantage will be in the hands of the sov owner because of intel channels and patrols, without the current local how would these intel channels and patrols find covert ops cyno ships? They don't show up on local and they only blink for a moment when switching systems. The only way to know someone was there would be with unobtainable diligence on the part of these patrols watching a gate 24/7. Or of course the covert ops pilot taking hostile action agaisnt someone which a that point would be too late.

As for the hostile, there's an easy way to find people. Starmap statistic: average pilots in space in the last hour.or number of npc ships destroyed in the last hour. Yeah those will be a pretty good indicator, though they're not the only statistics availabe that will find targets for you.
Nikk Narrel
Moonlit Bonsai
#194 - 2013-07-18 20:41:45 UTC
Erutpar Ambient wrote:
We seem to be talking about different aspects of risk. If you blue up with everone in your and surrounding regions, then yes, your personal risk is diminished. But if you're not a part of the blue donut persay or you're close to the borders you don't quite have that level of safety. So when I say "the risk of null sec" I don't mean the risk of the person with the least risk, I mean the risk inhearant of nullsec itself. Null sec is the only space to have super drops AND interdiction bubbles. Low is less risk because of no bubbles, WH is less risk because of no super drop and limited capital escalation. Blueing up with people is a feature of human interaction, not null sec. Null sec has the most risk, but the reward is very limited for individuals.

When you say the advantage will be in the hands of the sov owner because of intel channels and patrols, without the current local how would these intel channels and patrols find covert ops cyno ships? They don't show up on local and they only blink for a moment when switching systems. The only way to know someone was there would be with unobtainable diligence on the part of these patrols watching a gate 24/7. Or of course the covert ops pilot taking hostile action agaisnt someone which a that point would be too late.

As for the hostile, there's an easy way to find people. Starmap statistic: average pilots in space in the last hour.or number of npc ships destroyed in the last hour. Yeah those will be a pretty good indicator, though they're not the only statistics availabe that will find targets for you.

Null sec is not friendly to those without sov, simple fact of life. Fight for it or rent it, that space is claimable specifically because you are supposed to try claiming it.

As to how they will find the ships, you just check the thread I linked before. Proactive scans and patrols.
Uncertainty is a part of the game, but like a gate camp, bottleneck systems will be logical choices to have persistent scans active.
Do the work, earn the reward. The gate camp doesn't man itself either, so this is just a new kind of effort.

If effort is not desired, null sec is not for the player wanting to avoid it.

As to the star map, that's a tool for another topic, but it certainly tells where people were active. I tend to view it as something of a balance issue worthy of a debate in a thread of it's own.
L0rdF1end
University of Caille
Gallente Federation
#195 - 2013-07-19 15:57:31 UTC
Seriously, I come back 6 months later and we are still banging on about AFK cloaking?
Lets see how much more Care Bear friendly we can make this game?

Recent changes have gone too far already, we might as well change the name of the game to Hello Kitty Online.

-1000

Do not make this game any more care bear friendly.
Nikk Narrel
Moonlit Bonsai
#196 - 2013-07-19 16:00:02 UTC
L0rdF1end wrote:
Seriously, I come back 6 months later and we are still banging on about AFK cloaking?
Lets see how much more Care Bear friendly we can make this game?

Recent changes have gone too far already, we might as well change the name of the game to Hello Kitty Online.

-1000

Do not make this game any more care bear friendly.

Just to point out, this thread advocates removing cloaked ships from being displayed in local, in case you had not noticed.

Big smile
Hileksel Tarmik
The Scope
Gallente Federation
#197 - 2013-07-20 19:42:09 UTC
Evanga wrote:

Because of ppl like you, there are people cloaking up and waiting for you to start ratting and die and then cry like a little kid who got his icecream stolen by his older brother.

So because you are unable to rat, we should just make cloaking impossible.

Am i glad i aint playing the same game as you do....oh wait..DAMMIT


I should have put more thought into that last post, as my example was flawed. However, while I agree that local is an issue, and needs to be fixed, removing local without a counterbalance to cloaking would only allow more easy mining barge kills.

Putting aside the AFK cloaking issue, I agree with the changes proposed by Nikk, with the possible exception of ships within POS shields.
Euripides Salamanca
Disco Volante Inc.
#198 - 2013-07-29 23:10:39 UTC
Seems like simple yet effective idea. Giving "don't talk in local" rule some more weight too.
+1

Our posturings, our imagined self-importance, the delusion that we have some privileged position in the Universe, are challenged by this point of pale light... Carl Sagan - Pale Blue Dot

Arthur Aihaken
CODE.d
#199 - 2013-07-30 01:07:54 UTC
I wish I could give the OP 2 likes for this idea. +2

I am currently away, traveling through time and will be returning last week.

Erutpar Ambient
The Scope
Gallente Federation
#200 - 2013-07-30 02:22:06 UTC
Before you can implement this, you must first implement a Cloak Hunter type of mechanic.