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Upgrading Local to Eliminate All AFK Influence

First post
Author
Xcom
Aliastra
Gallente Federation
#281 - 2013-10-15 23:58:10 UTC  |  Edited by: Xcom
Nikk Narrel wrote:
Vessels within the shields of a POS (They cannot target or fire, AFK POS items are misleading)
Vessels docked at an outpost (They cannot target or fire, AFK Outpost items are misleading)
Vessels cloaked in a system (They cannot target or fire, AFK Cloaked items are misleading)

Interesting idea but wont work.

Removing local from the cloakers wont make a difference at all. Most cloakers use d-scan to collect info about the system activity. They most often sit in a sweet spot in range of maximum number of belts and look for wrecks and cans. In W-space you would need to drop some probes to scan the anomaly down but in low or null you can simply warp to the belt directly and scope out the activity without any effort or dropping any clue to those that are mining / ratting.

Even with the ability to scan down cloakers in a system you wont ever get to them. Smarter players will just log in, cloak up, d-scan for anti-cloak-probes for 20 min then afk for another 20. Then go back to same routine. Except they wont afk when they are done, they will log out this time. 2h later log back and d-scan. Same **** different story.

Local will basically be a perfect tool for roamers. Lowsec and null will be an even more roamer friendly environment. Specially with the new changes coming in with Rubicon. Interceptors being able to warp inside bubbles and with the new acceleration changes they will sweep the systems and just look for a name tag in local. Soon as a name shows up they spread out in all the belts cause the chances are quite high that the guy is in a belt or a gate cause that's what local is telling you.

The changes about people in stations not getting local intel. I would love to see Jita 4-4 after that patch. Scrue 0.0 empire would become the new 0.0. Goonswarm wouldn't need to go Taliban on Hulks, they could just wardec everyone and there dog.

And the best for last. Interceptors would drop a jetcan right at the edge of a POS shield and orbit it at max speed. The lag caused by your local flashing 10 or 100 names in and out. Its a better DDOS then the mass login trick. Just imagine doing this when there are 500 v 500 battles. All those updates constantly when people go in and out of POSes.

Sorry but this idea is flawed. Still needs refining and I doubt it would be practical to code let alone be any more useful then removing local altogether.
Nikk Narrel
Moonlit Bonsai
#282 - 2013-10-16 01:01:42 UTC
Xcom wrote:
Nikk Narrel wrote:
Vessels within the shields of a POS (They cannot target or fire, AFK POS items are misleading)
Vessels docked at an outpost (They cannot target or fire, AFK Outpost items are misleading)
Vessels cloaked in a system (They cannot target or fire, AFK Cloaked items are misleading)

Interesting idea but wont work.

Removing local from the cloakers wont make a difference at all. Most cloakers use d-scan to collect info about the system activity. They most often sit in a sweet spot in range of maximum number of belts and look for wrecks and cans. In W-space you would need to drop some probes to scan the anomaly down but in low or null you can simply warp to the belt directly and scope out the activity without any effort or dropping any clue to those that are mining / ratting.

Even with the ability to scan down cloakers in a system you wont ever get to them. Smarter players will just log in, cloak up, d-scan for anti-cloak-probes for 20 min then afk for another 20. Then go back to same routine. Except they wont afk when they are done, they will log out this time. 2h later log back and d-scan. Same **** different story.

Local will basically be a perfect tool for roamers. Lowsec and null will be an even more roamer friendly environment. Specially with the new changes coming in with Rubicon. Interceptors being able to warp inside bubbles and with the new acceleration changes they will sweep the systems and just look for a name tag in local. Soon as a name shows up they spread out in all the belts cause the chances are quite high that the guy is in a belt or a gate cause that's what local is telling you.

The changes about people in stations not getting local intel. I would love to see Jita 4-4 after that patch. Scrue 0.0 empire would become the new 0.0. Goonswarm wouldn't need to go Taliban on Hulks, they could just wardec everyone and there dog.

And the best for last. Interceptors would drop a jetcan right at the edge of a POS shield and orbit it at max speed. The lag caused by your local flashing 10 or 100 names in and out. Its a better DDOS then the mass login trick. Just imagine doing this when there are 500 v 500 battles. All those updates constantly when people go in and out of POSes.

Sorry but this idea is flawed. Still needs refining and I doubt it would be practical to code let alone be any more useful then removing local altogether.

Actually, the accompanying thread for detecting cloaked vessels is not probe based.
You should read it.

For a player to beat the cloak hunter in that idea, they would also have to be able to beat them without the cloak.

As to orbiting a jet can, seriously?
You might confuse a few players, but you aren't going to compromise a fleet fight. If they could code in tidi, how hard do you think it would be to negate this effect? This is grasping at straws with detail obscured by an expectation.
Simple answer: after a status change occurring too often in a time period, you end up staying listed but with no access to local, the worst of both versions. It can reset after a period of stability, also easy to plug into code.

Now, goons war deccing everyone? Seriously, the corps who would be worried over that already use out of corp alts for empire trading... these objections seem only half considered.

Interceptor wings sweeping systems. If they become FOTM, then expect both sides to use them. If both sides use them, then the friendlies will seem to appear by magic when they fly out of a POS and snag the hostiles. It works both ways.
M1k3y Koontz
Speaker for the Dead
Stay Feral
#283 - 2013-10-16 01:44:02 UTC
TheGunslinger42 wrote:
Nikk Narrel wrote:
All details being considered and weighted... It seems the answer to AFK Cloaking's terror aspect is to ignore it while they are cloaked.
(A cloaked vessel not being capable of inflicting damage directly)

As it is not currently possible to evaluate threat levels properly under the current system, I suggest we upgrade local to exclude vessels which are not capable of interacting with ships and objects directly.

For balance, I would deny these classifications from accessing local at all. Let them be sent chat information in a version of local missing the pilot roster, no free intel for them. (Fully delayed local for all pilots present but not listed)

The vessels which should fit this classification for full local exclusion I described:

Vessels within the shields of a POS (They cannot target or fire, AFK POS items are misleading)
Vessels docked at an outpost (They cannot target or fire, AFK Outpost items are misleading)
Vessels cloaked in a system (They cannot target or fire, AFK Cloaked items are misleading)

Upgrading local intel with improved relevancy in this manner will benefit players wanting to know the actual active players present.


The entire problem is that local already provides TOO MUCH intel. Nullbears disgust me, honestly worse than highsec carebears - at least they admit they're risk averse and play accordingly (i.e. in highsec)


Posting in ninja remove nullsec thread.

Nullsec is NOT wormhole space. Stop trying to make it into wormhole space without understanding the FUNDAMENTAL differences between wormholes and nullsec. (Having spent significant time in both, I can tell you that removing local will only reduce nullsec PVP even further.)

How much herp could a herp derp derp if a herp derp could herp derp.

Arthur Aihaken
CODE.d
#284 - 2013-10-16 01:58:49 UTC
Must ... kill ... L O C A L .

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

The Ironfist
Viziam
Amarr Empire
#285 - 2013-10-16 02:18:35 UTC  |  Edited by: The Ironfist
Why would anyone want to make isk in 0.0 after such a change? When you are about 100 times safer in a WH and earn one to one point five bill an hour. Risk versus reward need to be in line with each other that is something people seem to forget.

WH is fine with no local why? Because you can control the entry points to your wh and close em. Cycle your static don't warp to it after you cycle it so it does not spawn a exit point make sure no other wormholes are present in your system and you are set. The only risk remaining is someone cycling their static into your whole and droping on you while farming though that is unlikely when you are out farming with 2 triage archons 4 naglfars and at least 2 webbing lokis. By the time they are rdy to get the drop on you, you are safed up or switched to combat ships. Plus the fact that you make insane amounts of isk in a C5 means you can afford to loss a few dreads and stuff and simply not care at all.

each site fully escalated is 700 to 850mil in loot and salvage after triggering em you can farm them for 4 days straight.. each site takes 5 minutes to complete. Last week we run 30 sites a day for 4 days straight with 4 people.. end payout was about 22b per person in just 4 days about 2-3h farming per day. Now try comparing that to 0.0 bounty how much would you make in 4 days a 2-3h farming?

In comparison to that 0.0 is quite a different story we have covert cynos and normal cynos, capital drops, titan bridge drops, blackops drops and so forth.. Plus the income is simply downright ****. I fail to see why people keep farming in 0.0 space worse even pay rent for the "privilege" of doing so..
Xcom
Aliastra
Gallente Federation
#286 - 2013-10-16 02:46:56 UTC
Nikk Narrel wrote:
Actually, the accompanying thread for detecting cloaked vessels is not probe based.
You should read it.

For a player to beat the cloak hunter in that idea, they would also have to be able to beat them without the cloak.

As to orbiting a jet can, seriously?
You might confuse a few players, but you aren't going to compromise a fleet fight. If they could code in tidi, how hard do you think it would be to negate this effect? This is grasping at straws with detail obscured by an expectation.
Simple answer: after a status change occurring too often in a time period, you end up staying listed but with no access to local, the worst of both versions. It can reset after a period of stability, also easy to plug into code.

Now, goons war deccing everyone? Seriously, the corps who would be worried over that already use out of corp alts for empire trading... these objections seem only half considered.

Interceptor wings sweeping systems. If they become FOTM, then expect both sides to use them. If both sides use them, then the friendlies will seem to appear by magic when they fly out of a POS and snag the hostiles. It works both ways.


It seams you didn't get the point of any of it so I will try explain it in a more concise case for you word by word so you wont try find a loophole.

The proposed local change you have made is worse then having no local at all. Why?

A. Local will provide 100% accurate intel about who is active and currently in reachable space for a hostile raiding party making there job easier. Even though both sides can see eachother the attackers have a bigger advantage coming prepared to the party.
B. It will exclude local info to cloakers that will now have to rely on d-scan, which they already are so the whole purpose of it becomes mute. What they lose is not what they rely on.
C. You will remove useful intel to all stations in all types of space. This is a huge nerf across the board affecting more then just cloak afkers in null which is the basis of this whole argument. Breaking empire space/stations while trying to fix a null sec problem.
D. You give players the ability to spoofed local by simply going in and out of pos shields. Weather this creates any lag is not known but what is known is that anyone with pos shields now have that ability to spoof data in local in that system. During both raids and other circumstances.

What would be the outcome of your changes.

Pros and cons for defenders / locals:
- Minor buffs to now have the ability to scan down cloakers.
- Minor advantage to spoof local.

- Massive nerf in null system security.
- Major nerfs in all types of space when it comes to local intel when inside a station.


Pros and cons for attackers / cloakers:
- Major buffs to cloaked attackers.
- Major advantage to local intel working in favor of finding easy targets to kill.

- Minor nerf to cloakers in having now the chance to get scanned down.

Who benefits from all this. The attackers and the cloakers. This would turn null space into low sec, this is less then desirable.

Easier fixes have already been suggested before you came along. There are more elegant and simple solutions out there and honestly just nuking local would be in benefit more then this one. A perfect intel tool for raiders is not what we need and as suggested before W-space already is space without local and it works.

TLDR. This idea breaks more then it fixes. If any local is made CCP sense 2004 have talked about removing local for a complete revamped system. We are still waiting for it. Till then local should stay as is.
Nikk Narrel
Moonlit Bonsai
#287 - 2013-10-16 13:35:38 UTC
M1k3y Koontz wrote:
Posting in ninja remove nullsec thread.

This line doesn't even make sense in the context of this thread.

M1k3y Koontz wrote:
Nullsec is NOT wormhole space. Stop trying to make it into wormhole space without understanding the FUNDAMENTAL differences between wormholes and nullsec. (Having spent significant time in both, I can tell you that removing local will only reduce nullsec PVP even further.)

Are you trying to troll? Because that just sounds confused to anyone who understands the thread.

I also spent significant time in both. Your claim of time spent has the implication of unique experience, while I can assure you it is not unique for the same reason. Been there, done that.

It is sad to see this tired argument being so often repeated.

Wormhole space is NOT the same as null without local.
Please do more research before posting such claims.

For those who may not be aware of differences beyond local:
How else is Null different from a WH:

Live and stable gate connections to other sections of space, and between internal systems.
Outposts, NPC and player built both. This includes the sub category of med clones and jump clones as an additional difference.
The Market. Present in all it's glory, even if only stocked by player activity and some minor NPC items.
Cyno capability, both covert and regular.
Nikk Narrel
Moonlit Bonsai
#288 - 2013-10-16 13:40:43 UTC
The Ironfist wrote:
Why would anyone want to make isk in 0.0 after such a change? When you are about 100 times safer in a WH and earn one to one point five bill an hour. Risk versus reward need to be in line with each other that is something people seem to forget.

WH is fine with no local why? Because you can control the entry points to your wh and close em. Cycle your static don't warp to it after you cycle it so it does not spawn a exit point make sure no other wormholes are present in your system and you are set. The only risk remaining is someone cycling their static into your whole and droping on you while farming though that is unlikely when you are out farming with 2 triage archons 4 naglfars and at least 2 webbing lokis. By the time they are rdy to get the drop on you, you are safed up or switched to combat ships. Plus the fact that you make insane amounts of isk in a C5 means you can afford to loss a few dreads and stuff and simply not care at all.

each site fully escalated is 700 to 850mil in loot and salvage after triggering em you can farm them for 4 days straight.. each site takes 5 minutes to complete. Last week we run 30 sites a day for 4 days straight with 4 people.. end payout was about 22b per person in just 4 days about 2-3h farming per day. Now try comparing that to 0.0 bounty how much would you make in 4 days a 2-3h farming?

In comparison to that 0.0 is quite a different story we have covert cynos and normal cynos, capital drops, titan bridge drops, blackops drops and so forth.. Plus the income is simply downright ****. I fail to see why people keep farming in 0.0 space worse even pay rent for the "privilege" of doing so..

If they don't like the rewards, then they should go back to the often referenced high sec, where the rewards are notably quite similar. I hear such dire warnings often, from those playing off of excel sheets where risk vs reward are compared like figures in an accounting agency.

It's funny, but so long as the RISK in null is lower than high sec, and for a good many players it is indeed lower, they won't even consider that.

This is a GAME. The point is go where your challenge level makes sense, not dumb it down for everyone.
Right now we have two areas where player safety is a given, assuming pilot lack of error.
One of them being null.
Lucas Kell
Solitude Trading
S.N.O.T.
#289 - 2013-10-16 13:45:51 UTC
Nikk Narrel wrote:
M1k3y Koontz wrote:
Posting in ninja remove nullsec thread.

This line doesn't even make sense in the context of this thread.

M1k3y Koontz wrote:
Nullsec is NOT wormhole space. Stop trying to make it into wormhole space without understanding the FUNDAMENTAL differences between wormholes and nullsec. (Having spent significant time in both, I can tell you that removing local will only reduce nullsec PVP even further.)

Are you trying to troll? Because that just sounds confused to anyone who understands the thread.

I also spent significant time in both. Your claim of time spent has the implication of unique experience, while I can assure you it is not unique for the same reason. Been there, done that.

It is sad to see this tired argument being so often repeated.

Wormhole space is NOT the same as null without local.
Please do more research before posting such claims.

For those who may not be aware of differences beyond local:
How else is Null different from a WH:

Live and stable gate connections to other sections of space, and between internal systems.
Outposts, NPC and player built both. This includes the sub category of med clones and jump clones as an additional difference.
The Market. Present in all it's glory, even if only stocked by player activity and some minor NPC items.
Cyno capability, both covert and regular.

Both of those quotes make perfect sense.
Sure, there are other differences. I think what you miss though is when people quote wormholes it's not saying you want null to be exactly like a wormhole. It's saying the feature you do want, delayed local, only works because wormhole mechanics are built around it. Without completely destroying and reworking null mechanics, a delayed local will not work.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#290 - 2013-10-16 13:55:35 UTC
Nikk Narrel wrote:
If they don't like the rewards, then they should go back to the often referenced high sec, where the rewards are notably quite similar. I hear such dire warnings often, from those playing off of excel sheets where risk vs reward are compared like figures in an accounting agency.

It's funny, but so long as the RISK in null is lower than high sec, and for a good many players it is indeed lower, they won't even consider that.

This is a GAME. The point is go where your challenge level makes sense, not dumb it down for everyone.
Right now we have two areas where player safety is a given, assuming pilot lack of error.
One of them being null.
The risk is certainly not lower in null sec than high sec. You just assume that because the population is so much lower in null, that they look closer in kill stats (though even on raw numbers null is still more dangerous). Proportionately to the population, high sec is as close to risk free as it gets.
How about the challenge level for cloakers? Why are cloakers so special that everything should be made easy for them, and more difficult for everyone else?
Cloakers will still be able to log on just a single character, while null dwellers will need round the clock surveillance and alts to just do what they do now.

Just because someone taking the right steps to ensure safety is 100% safe, doesn't mean the game is out of balance. I can make myself 100% safe in ANY area of space, and so could any competent player. The difference is, in null it takes a lot of attention and knowing my ship and the areas around me. In high sec it's a simple case of being in the right ship then dozing off.
Even WH space is simpler to secure. Once you've done the setup you're normally completely safe for hours, and only have to look out for an unknown sig appearing in your scanner. Then even if you are found, you are generally omnitanked, so you have a lot higher chance to surviving a fight. In null, aggressors know the rats you are fighting, so they come equipped to exploit your resist gaps.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#291 - 2013-10-16 14:56:26 UTC
Thank you!

The assumption I never considered these details surprises me, but I do so appreciate the opportunity to lay them to rest.

Xcom wrote:
It seams you didn't get the point of any of it so I will try explain it in a more concise case for you word by word so you wont try find a loophole.

The proposed local change you have made is worse then having no local at all. Why?

A. Local will provide 100% accurate intel about who is active and currently in reachable space for a hostile raiding party making there job easier. Even though both sides can see eachother the attackers have a bigger advantage coming prepared to the party.
B. It will exclude local info to cloakers that will now have to rely on d-scan, which they already are so the whole purpose of it becomes mute. What they lose is not what they rely on.
C. You will remove useful intel to all stations in all types of space. This is a huge nerf across the board affecting more then just cloak afkers in null which is the basis of this whole argument. Breaking empire space/stations while trying to fix a null sec problem.
D. You give players the ability to spoofed local by simply going in and out of pos shields. Weather this creates any lag is not known but what is known is that anyone with pos shields now have that ability to spoof data in local in that system. During both raids and other circumstances.

First, that lettered section:

A. Not even close. Adaptive play always shifts towards play mechanics offering the greatest advantage.
Since being in a POS or docked effectively makes you invisible to hostiles, this will be a tactical option that is grabbed by many. Being active while mining or ratting is one thing, but that does not limit what being active means for others.

B. And D-Scan is the infallible... no, even I can't make that joke. It has range limits, and hardly tells enough about all contacts to know things with certainty. Only a fool would assume a hostile checks d-scan first, when entering a system currently. After all, those pilots not listed in local might still be there, somehow...
(HINT: If local has no targets, D-Scan is not used. Hunting things that are not present has a flawed approach)

C. Breaking station intel. Just wow. Because they don't have player supplied intel channels, as everyone refuses cooperative teamwork. yep.
If anything, Outposts should instead have an on grid overview available. Like a window you look out of before undocking. Windows, those high tech marvels used by ancient societies...

D. spoofing local data... you really come across as addicted to the notion that chat channel intel is some kind of holy grail.
It is a chat channel, really! Use intel gathering players instead, like the ones you are trying to deny the existence of with such arguments.

Xcom wrote:
What would be the outcome of your changes.

Pros and cons for defenders / locals:
- Minor buffs to now have the ability to scan down cloakers.
- Minor advantage to spoof local.

- Massive nerf in null system security.
- Major nerfs in all types of space when it comes to local intel when inside a station.


Pros and cons for attackers / cloakers:
- Major buffs to cloaked attackers.
- Major advantage to local intel working in favor of finding easy targets to kill.

- Minor nerf to cloakers in having now the chance to get scanned down.

Who benefits from all this. The attackers and the cloakers. This would turn null space into low sec, this is less then desirable.

Easier fixes have already been suggested before you came along. There are more elegant and simple solutions out there and honestly just nuking local would be in benefit more then this one. A perfect intel tool for raiders is not what we need and as suggested before W-space already is space without local and it works.

TLDR. This idea breaks more then it fixes. If any local is made CCP sense 2004 have talked about removing local for a complete revamped system. We are still waiting for it. Till then local should stay as is.


Minor buff to now have the ability to scan down cloaked ships. LOL.
Spoofing local... Newsflash, this is already in game! Players can log off and do this, as well as AFK cloak! Pretending this adds in totally new ways to deceive a chat channel is quite disingenuous.

Massive nerf in null system security?
I guess that means it will kill gate camps and those player driven intel channels. Funny, but the core of these used the overview as a primary intel source. Getting tips that a hostile is in system from a guy docked up safely leaves out half the value of real intel. If you don't understand that, you should avoid that aspect in future comments. Really.
As to the docked player being nerfed, give them an overview limited to the station grid.
Seriously, if they can't be bothered to ask other players or scout for themselves, null is not where they belong.

Breaks more than it fixes: you are expected to point these out for debate, not make sweeping claims about other details too numerous to mention. I have addressed your concerns here for that reason.

Quote:
This would turn null space into low sec, this is less then desirable.

Suggesting low sec is more dangerous than null sec, overall, is comparable to a confession that null has evolved to be safer than low sec.

Right and wrong are often just pretty words in real human experience. We take shortcuts, and tend to do whatever we can justify getting away with.
Games are meant to reflect fictional challenges where the rules limit things. EVE is a sandbox, yes, but sometimes letting the game evolve unchecked corrupts key parts of it. Players learn to bypass challenges that define key aspects, inspiring a controversy like this.
The concept that null sec is most comparable to high sec should be questioned, as it seems improbable to reflect intended design.
Nikk Narrel
Moonlit Bonsai
#292 - 2013-10-16 15:04:35 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
M1k3y Koontz wrote:
Posting in ninja remove nullsec thread.

This line doesn't even make sense in the context of this thread.

M1k3y Koontz wrote:
Nullsec is NOT wormhole space. Stop trying to make it into wormhole space without understanding the FUNDAMENTAL differences between wormholes and nullsec. (Having spent significant time in both, I can tell you that removing local will only reduce nullsec PVP even further.)

Are you trying to troll? Because that just sounds confused to anyone who understands the thread.

I also spent significant time in both. Your claim of time spent has the implication of unique experience, while I can assure you it is not unique for the same reason. Been there, done that.

It is sad to see this tired argument being so often repeated.

Wormhole space is NOT the same as null without local.
Please do more research before posting such claims.

For those who may not be aware of differences beyond local:
How else is Null different from a WH:

Live and stable gate connections to other sections of space, and between internal systems.
Outposts, NPC and player built both. This includes the sub category of med clones and jump clones as an additional difference.
The Market. Present in all it's glory, even if only stocked by player activity and some minor NPC items.
Cyno capability, both covert and regular.

Both of those quotes make perfect sense.
Sure, there are other differences. I think what you miss though is when people quote wormholes it's not saying you want null to be exactly like a wormhole. It's saying the feature you do want, delayed local, only works because wormhole mechanics are built around it. Without completely destroying and reworking null mechanics, a delayed local will not work.

Your explanation relies on a popular myth instead of solid factual support.

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.

As to "perfect sense", I can equally say "perfect sense" indicates population in null will flourish, since the carebear types know that the difficulty of hostiles finding them will exponentially increase due to the teamwork of the sov holders who act in defense.
Nikk Narrel
Moonlit Bonsai
#293 - 2013-10-16 15:17:20 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
If they don't like the rewards, then they should go back to the often referenced high sec, where the rewards are notably quite similar. I hear such dire warnings often, from those playing off of excel sheets where risk vs reward are compared like figures in an accounting agency.

It's funny, but so long as the RISK in null is lower than high sec, and for a good many players it is indeed lower, they won't even consider that.

This is a GAME. The point is go where your challenge level makes sense, not dumb it down for everyone.
Right now we have two areas where player safety is a given, assuming pilot lack of error.
One of them being null.

The risk is certainly not lower in null sec than high sec. You just assume that because the population is so much lower in null, that they look closer in kill stats (though even on raw numbers null is still more dangerous). Proportionately to the population, high sec is as close to risk free as it gets.


Actually, for a corporation or alliance under a war dec, did you ever actually consider why they were war declared?
After all, null rules do NOT care who shoots at who, ever.

But it shuts down the protections offered in high sec. High sec, where enough activity is present that you can never operate in blue only conditions effectively.
Where your war opponent can use out of corp alts, which you cannot shoot at pre-emptively without being concordokkened.
Where these alts can pinpoint your location, and act as perfect warp ins for the real strike force, who has blanket permission to ventilate you.

Did you ever wonder why alliances under serious war decs advised their pilots to avoid high sec? To use out of corp trading alts, etc?

Lucas Kell wrote:
How about the challenge level for cloakers? Why are cloakers so special that everything should be made easy for them, and more difficult for everyone else?
Cloakers will still be able to log on just a single character, while null dwellers will need round the clock surveillance and alts to just do what they do now.

Just because someone taking the right steps to ensure safety is 100% safe, doesn't mean the game is out of balance. I can make myself 100% safe in ANY area of space, and so could any competent player. The difference is, in null it takes a lot of attention and knowing my ship and the areas around me. In high sec it's a simple case of being in the right ship then dozing off.
Even WH space is simpler to secure. Once you've done the setup you're normally completely safe for hours, and only have to look out for an unknown sig appearing in your scanner. Then even if you are found, you are generally omnitanked, so you have a lot higher chance to surviving a fight. In null, aggressors know the rats you are fighting, so they come equipped to exploit your resist gaps.


Maybe you have a corp, who avoids war conditions, and can be considered safe in high sec.
Honestly, as many threads can point out, only characters in NPC corps are truly safe in high sec, as it takes a suicide gank to target them.
And as any ganker can happily explain, the moment a target is known to be cost effective to gank, it will happen.

"Cloakers" are not getting preferential treatment by this thread.
But, like everyone else in null, they will have more opportunities with it.
Lucas Kell
Solitude Trading
S.N.O.T.
#294 - 2013-10-16 15:21:10 UTC
Nikk Narrel wrote:
Your explanation relies on a popular myth instead of solid factual support.

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.

As to "perfect sense", I can equally say "perfect sense" indicates population in null will flourish, since the carebear types know that the difficulty of hostiles finding them will exponentially increase due to the teamwork of the sov holders who act in defense.
Oh so what I'm saying, which is what the majority of the playerbase responds to about local, and makes perfect logical sense, that null sec mechanics were designed with immediate local in mind while wormhole space was designed with delayed local in mind, and the two are not cross compatible, all of that is just a "popular myth" right?
But what you are saying, which is basically "people will adapt, probably" is based in fact?
You've refused on several occasions to give a fact driven response around hoe fleet combat would survive, and you address the majority of concerns by claiming we either don't understand, or we just want easy play.
I've said several times, that I'm fully willing to listen to a fully fleshed out idea that covers all aspects of gameplay, but your idea gives benefits to only cloakers, and pretty much disregards any playstyles outside of small and and solo play, with the suggestion that they'll just get used to it, and if they don't they shouldn't be in null.

These idea of scrapping local go back pretty much forever (I'm pretty surprised there hasn't been a thread made to combine all of the ideas around it like AFK cloaking has, probably because there are far fewer people campaigning for it), and honestly, I can't see, CCP making a change which alienates the null playerbase and would pretty much turn large fleet mechanics upside down. Trillions of isk and countless man hours are put in by the null groups to hold their space and grow it as it is. You want to basically trash their playstyle because you'd prefer cloakers to be the ultimate fighting machines? It's a joke.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Xcom
Aliastra
Gallente Federation
#295 - 2013-10-16 15:42:44 UTC  |  Edited by: Xcom
Nikk Narrel wrote:
A. Not even close. Adaptive play always shifts towards play mechanics offering the greatest advantage.
Since being in a POS or docked effectively makes you invisible to hostiles, this will be a tactical option that is grabbed by many. Being active while mining or ratting is one thing, but that does not limit what being active means for others.

B. And D-Scan is the infallible... no, even I can't make that joke. It has range limits, and hardly tells enough about all contacts to know things with certainty. Only a fool would assume a hostile checks d-scan first, when entering a system currently. After all, those pilots not listed in local might still be there, somehow...
(HINT: If local has no targets, D-Scan is not used. Hunting things that are not present has a flawed approach)

C. Breaking station intel. Just wow. Because they don't have player supplied intel channels, as everyone refuses cooperative teamwork. yep.
If anything, Outposts should instead have an on grid overview available. Like a window you look out of before undocking. Windows, those high tech marvels used by ancient societies...

D. spoofing local data... you really come across as addicted to the notion that chat channel intel is some kind of holy grail.
It is a chat channel, really! Use intel gathering players instead, like the ones you are trying to deny the existence of with such arguments.


You didn't address any of the concerns put forward.

How will your proposed changes be anything better then a perfect roaming gang tool turning local from right now a global tool for all partys to a tailored roaming gang tool? Just because you can also have invisible fleets inside pos shields wont mean it is a viable or possible tactic. No alliance will afford having a standby rescue team standing by in a pos shield and spring forward if someone gets jumped.

How can you say D-scan is a useless tool while just about every cloaked ship or rather W-space pilot uses it to determine the activity level of a system? It is in fact the current tool of knowing if the system is active at the current stage. With your proposed changes D-scan wont even be needed as the local will directly show info on activity and after the changes are made cloaked ships will have the option to uncloak, check local for 5 seconds, cloak then go back to using D-scan to pinpoint the targets. If not just warp 3-4 planets and d-scan figuring out everything about the system in less then 5 min. D-scan having a range wont be of much concern to a cloaked ship as it wont matter if it takes 10 seconds to scan the system down or 1h.

How exactly can you say that there is no point arguing about station mechanics while the proposed changes have an extreme impact requiring yet another fix with stations giving info before undock. Getting info before undocks honestly belongs to another topic and have been beaten to death arguing forth and back with CCP. We are still yet waiting for that fix as well.

Lastly its clearly a flawed point of game design giving players the ability to tamper with intel tools like local in the manner described above. Ignoring such a glaring flaw is a point of concern from any game design perspective.

All of the points above shows that null sec would just become more hostile then it already is. This is a bad thing as null sec is not supposed to be suicide space where you can instantly get jumped by 100% invisible attackers / jumped by interceptor gangs / requires extreme teamwork to earn a single isk. Maybe you should read up on what The Ironfist had to say and you might catch the hint that null space is not going to be inhabited after the proposed changes.
Nikk Narrel
Moonlit Bonsai
#296 - 2013-10-16 15:51:00 UTC
Lucas Kell wrote:
Oh so what I'm saying, which is what the majority of the playerbase responds to about local, and makes perfect logical sense, that null sec mechanics were designed with immediate local in mind while wormhole space was designed with delayed local in mind, and the two are not cross compatible, all of that is just a "popular myth" right?


Yes.

Devs have been rather up front about admitting how surprised they were on many ways the game evolved.
Local was NOT designed to be a source of intel.

Wormholes WERE designed to be more extreme.
By amazing self confession, you are ignoring their very name in suggesting that they were designed around local being absent... not around how limited their means of access would be, in that it was wormhole based.

I would consider that to be a very tunnel visioned view.

Lucas Kell wrote:
But what you are saying, which is basically "people will adapt, probably" is based in fact?
You've refused on several occasions to give a fact driven response around hoe fleet combat would survive, and you address the majority of concerns by claiming we either don't understand, or we just want easy play.
I've said several times, that I'm fully willing to listen to a fully fleshed out idea that covers all aspects of gameplay, but your idea gives benefits to only cloakers, and pretty much disregards any playstyles outside of small and and solo play, with the suggestion that they'll just get used to it, and if they don't they shouldn't be in null.

These idea of scrapping local go back pretty much forever (I'm pretty surprised there hasn't been a thread made to combine all of the ideas around it like AFK cloaking has, probably because there are far fewer people campaigning for it), and honestly, I can't see, CCP making a change which alienates the null playerbase and would pretty much turn large fleet mechanics upside down. Trillions of isk and countless man hours are put in by the null groups to hold their space and grow it as it is. You want to basically trash their playstyle because you'd prefer cloakers to be the ultimate fighting machines? It's a joke.

People will adapt.
Yes and no.

Those who fail to adapt, fail in general. History is filled with examples of this.
Those who do adapt, succeed and reproduce. The very theory of evolution explains this.

In a game, a successful tactic is duplicated by design or happenstance, by all of those willing to adapt.
This is referred to by many, as growth.

Will CCP change the game?
With every patch.

Will CCP change this?
It is inevitable.
Lucas Kell
Solitude Trading
S.N.O.T.
#297 - 2013-10-16 16:11:38 UTC
Nikk Narrel wrote:
Devs have been rather up front about admitting how surprised they were on many ways the game evolved.
Local was NOT designed to be a source of intel.
Quote required please.
I find it very hard to believe that local displaying a list of players was a complex bug which happened to get left in, which leads me to believe it was a designed feature. The only quote I ever seen you guys manage to whip up is a twitter comment (I believe from CCP Explorer) which simply stated his preference. I've never seen CCP officially stating their position on the matter. If it was an issue they are looking at, considering the arguments on it go back to 2004, they are taking their sweet time dealing with it.

Nikk Narrel wrote:
Wormholes WERE designed to be more extreme.
By amazing self confession, you are ignoring their very name in suggesting that they were designed around local being absent... not around how limited their means of access would be, in that it was wormhole based.

I would consider that to be a very tunnel visioned view.
No, the were designed to be more unknown. The are isolated, there's no fixed method to get into them, and you can;t see when you are there. The idea was that people could go in, and start up an independent colony. It was based around how the history of eve is born from the same type of event, and allows individuals to play with the same mechanic. But all of it's mechanics were designed together. It was balanced with delayed local already set. Switching null to delayed local would not be the same, as null was NOT designed with delayed local, so there would be a LOT of mechanics that would need to be changed.

Nikk Narrel wrote:
People will adapt.
Yes and no.

Those who fail to adapt, fail in general. History is filled with examples of this.
Those who do adapt, succeed and reproduce. The very theory of evolution explains this.

In a game, a successful tactic is duplicated by design or happenstance, by all of those willing to adapt.
This is referred to by many, as growth.

Will CCP change the game?
With every patch.

Will CCP change this?
It is inevitable.

Why should people adapt to what YOU want though. Why should null players be forced into a differing playstyle so you can have a nice easy time rolling around in a cloaked ship?
CCP tend to want to keep income rolling in, which explains why this change, which has been argued about since 2004 still is not changed, because they won;t just go smashing null to pieces to appease a handful of solo/small gang pilots that want easy cloak kills. When EVE appears in global media, it's not because some numpty in a bomber killed a hulk, it's because 4000 people smashed each others heads in for a few hours. You want to kill that combat to make cloakers heavily unbalanced. I have faith in CCP not making design decisions that dumb.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#298 - 2013-10-16 16:12:13 UTC
Xcom wrote:
You didn't address any of the concerns put forward.

1. How will your proposed changes be anything better then a perfect roaming gang tool turning local from right now a global tool for all partys to a tailored roaming gang tool?

2. How can you say D-scan is a useless tool while just about every cloaked ship or rather W-space pilot uses it to determine the activity level of a system? It is in fact the current tool of knowing if the system is active at the current stage. With your proposed changes D-scan wont even be needed as the local will directly show info on activity and after the changes are made cloaked ships will have the option to uncloak, check local for 5 seconds, cloak then go back to using D-scan to pinpoint the targets. If not just warp 3-4 planets and d-scan figuring out everything about the system in less then 5 min.

3. How exactly can you say that its a point arguing about station mechanics while the proposed changes have an extreme impact requiring yet another fix with stations giving info before undock.

4. Lastly its clearly a flawed point of game design giving players the ability to tamper with intel tools like local in the manner described above. Ignoring such a glaring flaw is a point of concern from any game design perspective.

5. All of the points above shows that null sec would just become more hostile then it already is. This is a bad thing as null sec is not supposed to be suicide space where you can instantly get jumped by 100% invisible attackers / jumped by interceptor gangs / requires extreme teamwork to earn a single isk. Maybe you should read up on what The Ironfist had to say and you might catch the hint that null space is not going to be inhabited after the proposed changes.


1. Local is accessible and displays only pilots in open space, in this version.
A roaming gang already has all the tools they need, in that they are seeking consensual combat by entering hostile space in an obvious and unconcealed manner. This does not increase that, nor have you demonstrated an increase by any means other than a generic claim it does so.
Local pilots, if they do not know of a gangs existence prior to system entry, are neglecting their own intel channels. Someone screwed up here, whether it was a lack of prior reporting, or a lack of attention to see the warnings posted.

2. D-Scan is useful. I said it was not the go-to tool in null, since it could only offer follow up information to the primary question: Is there anyone here to hunt?
You must answer this question, or fall back on secondary tools in an attempt to determine the answer.

2a. Put back onto you, why do you want this to be told to you for no effort? Are you incapable of gathering this information in a timely manner?

3. Stations need attention, as other threads already point out. They know too much about the system in general, and not enough about things on grid with them. While I have not made this a formal point directly, I instead rely on the devs to decide if they want to give stations residents local grid awareness, or should they be out of touch in exchange for their perfect safety.

4. Local is not an intended intel tool. It evolved into an unintended one, however, which many players assume was done by divine will. This is laughable, to players who actually remember when local only told names, not standings.

5. Hearing what another person expects of the future is often pointless, unless you both agree on the foundation by which this future will emerge.

I have a background in engineering, and an unusual talent for extrapolating results most people cannot grasp.
I do not assume things.

If you genuinely bring up a point that I had not considered, or am in error regarding, I will concede that point.
My ego is not vulnerable to that direction, but rather that I embrace logic and facts.

Your arguments have gaps in them, which is to be expected from a normal viewpoint. You cannot see around logical corners, to put it another way, which is also normal.
I can. I am not boasting on this regard, but simply stating a fact. I paid for this ability in ways that only others on the higher end of the autistic spectrum can relate to.

I will answer your complaints objectively, but do not assume I ignore details after you point them out.
It wastes all of our time.
Nikk Narrel
Moonlit Bonsai
#299 - 2013-10-16 16:29:28 UTC
Stuff Nikk wrote
Lucas Kell wrote:

1. Quote required please.
I find it very hard to believe that local displaying a list of players was a complex bug which happened to get left in, which leads me to believe it was a designed feature. The only quote I ever seen you guys manage to whip up is a twitter comment (I believe from CCP Explorer) which simply stated his preference. I've never seen CCP officially stating their position on the matter. If it was an issue they are looking at, considering the arguments on it go back to 2004, they are taking their sweet time dealing with it.

Stuff Nikk wrote

2. No, the were designed to be more unknown. The are isolated, there's no fixed method to get into them, and you can;t see when you are there. The idea was that people could go in, and start up an independent colony. It was based around how the history of eve is born from the same type of event, and allows individuals to play with the same mechanic. But all of it's mechanics were designed together. It was balanced with delayed local already set. Switching null to delayed local would not be the same, as null was NOT designed with delayed local, so there would be a LOT of mechanics that would need to be changed.

Nikk Narrel wrote:
People will adapt.
Yes and no.

Those who fail to adapt, fail in general. History is filled with examples of this.
Those who do adapt, succeed and reproduce. The very theory of evolution explains this.

In a game, a successful tactic is duplicated by design or happenstance, by all of those willing to adapt.
This is referred to by many, as growth.

Will CCP change the game?
With every patch.

Will CCP change this?
It is inevitable.

3. Why should people adapt to what YOU want though. Why should null players be forced into a differing playstyle so you can have a nice easy time rolling around in a cloaked ship?
CCP tend to want to keep income rolling in, which explains why this change, which has been argued about since 2004 still is not changed, because they won;t just go smashing null to pieces to appease a handful of solo/small gang pilots that want easy cloak kills. When EVE appears in global media, it's not because some numpty in a bomber killed a hulk, it's because 4000 people smashed each others heads in for a few hours. You want to kill that combat to make cloakers heavily unbalanced. I have faith in CCP not making design decisions that dumb.


1. I really can't take the time to look up a quote, but I can assure I have heard video and read this. Others may step up to provide it here.
It actually was not half as useful as an intel tool originally. The names were always present, as opposed to that straw man you implied.
But they had NO standings.
You had to right click on each name, if you did not recognize them. Now, consider a system with 30 names. Now add in names that resemble each other, deliberately.
Add into this, people sometimes changed corps, effectively switching sides, so the name you thought you recognized was really not friendly the way you expected.

2. And yet it still remains that the basis was the difficulty in reaching and establishing a presence, due to the nature of wormhole connections.
All other factors contribute to the experience, yes, but it is wormhole space, not "Local Free" space.
But if you like, feel free to ask if they want local to be like in the rest of the game. They invariably say no, and they also don't want the means to hunt cloaked vessels introduced, or any limits to cloaking.
I am amused by the reaction some have to their attitude, assuming it is because of the other isolated aspects that they feel this way. They simply adapted, and moved on, really. They are not hung up over an issue they don't need to deal with.

3. I am a miner. I already roll around in a cloaked ship whenever i want, but I do not use it for PvP.
CCP will ultimately do whatever they feel results in money for them.
My idea is based around what will balance the game and make it more interesting.
Perception determines if the two sides can ever meet. Perception and reality are not hard wired together.
Who knows?
Xcom
Aliastra
Gallente Federation
#300 - 2013-10-16 16:50:54 UTC
Nikk Narrel wrote:
5. Hearing what another person expects of the future is often pointless, unless you both agree on the foundation by which this future will emerge.


The point of the arguing I was trying to make was to address how the ideas you listed would affect null space. Will they make the space safer or more difficult to defend? Will null space be desirable to live in even knowing there are more lucrative options in W-space or in safety of empire? How will these changes make it easier to find targets in null space to pew pew?

Instead of asking all these underlying questions I just have two questions that I didn't really get an answer to.

Wont these changes make null space less inhabited or not?
and if these changes will generate more rewarding and interactive pvp or less rewarding and more lopsided pvp?