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Cloaking module availability on outbound gate jumps needs an indicator

Author
Frozen Chief
Doomheim
#1 - 2013-11-04 14:27:31 UTC  |  Edited by: Frozen Chief
When reaching a new system after jumping through a gate, you are unable to engage your high-slot cloak until you've disengaged the automatic gate jump cloak. In order to warp away safely in gate camps you need to thus be able to rely on timing your cloak effectively in order to escape. With the way the module system in this game works however, there are a few problems associated with this.

It is impossible to determine the ideal time to activate the cloak. I've had times where I can activate it immediately after I align/warp. I've also had times where I try to activate it a full 1.5 seconds after and it still does not activate. This happens due to a combination of latency and the "1 second tick" in which the servers operate. That is acceptable. Data needs time to travel and the server works the way it works, doubt it can/will be changed anytime soon. This doesn't have to be such a problem... it is however, for a few reasons:

1) You cannot spam the cloak to activate it. If we could just spam our hotkey as soon as we align/jump, there would be no issue. However since the game immediately deactivates your cloak if you hit it even 1 extra time after it activated, this solution does not work.

2) You cannot determine when the cloak actually activates. Many times you will attempt activate it, it will actually activate, but that green effect will not show up for another second. In that second you end up hitting the cloak again - thinking it didn't activate - causing it to deactivate.

3) There is no indicator that shows when the cloak is/isn't available to be activated. There is not 1 pixel on screen that indicates to you that you are now decloaked and able to use your modules.

There is a solution to all of this: An indicator that shows the player that their cloak (and other modules as well) are now available. Let's use a gate camp to illustrate this example:
- You jump into a hostile gate camp with a covert ops cloaking ship
- You hit "warp" on a celestial
- You become visible on the overview to the hostiles.

At this point, the server is distributing data to the gate campers which indicates you are no longer cloaked, hence why you appear on the overview. Why can this data not also be available to the player? At the exact moment the player appears available on the overview, there should be some sort of indicator that lets the player know his/her modules can now be activated. This would mean both the gate camp hostiles and the player would receive this information at the same time theoretically. Of course with latency it won't quite be exact.

Here is another thread on this issue:
https://forums.eveonline.com/default.aspx?g=posts&m=3245772

The indicator could be a small light that goes from red to green, or something like making the modules semi-transparent when they are unavailable.

Hopefully we can finally see a solution here... right now using cloak as a means of safe travel is a total coin toss.
Jint Hikaru
OffWorld Exploration Inc
#2 - 2013-11-04 15:45:30 UTC
In before the Gate Camper brigade roll in with "this is Overpowered", etc.

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Nikk Narrel
Moonlit Bonsai
#3 - 2013-11-04 15:56:46 UTC
This is an arbitrary game mechanic, designed to force risk in exchange for possible interaction.

The simple fact, that you can operate your navigational tools freely, points out the flaw. The system receives your input to move, and automatically drops your gate cloak for you.

The actual fact that a gate cloak exists at all, actually points out that some players take longer to issue commands to the ship they are flying. Lag, or other connection issues, which delay the client being ready to function in a new system, can also affect the reaction time once inside the system.

Simple solution?

Let the gate cloak be transferable to the onboard cloak, just like it does for the nav systems.
Expecting players to guess when it is safe to hit a cloak button will always be biased towards the players with better real life internet connections. Whether they are the cloaking ship or the gunship at the gate camp, whoever reacts faster has a definite edge, and that includes this real life aspect as a contributing detail.
Zhilia Mann
Tide Way Out Productions
#4 - 2013-11-04 16:15:58 UTC
You protest too much.

Look, I'm not the guy camping the gate, I'm the guy being hunted. Oh, and to make matters worse, I usually play on public wifi Ugh. I know latency is an issue, I know the server ticks can be a bit off, and I know that there's a risk involved. And do you know how many ships I've actually lost to a botched warp off of a gate?

Two. I've lost two cloaky ships warping off of gates, both Tengus. One was purely due to lag and the other one was my reflexes being just a bit off causing me to double tap cloak. That's two out of literally hundreds and quite possibly thousands. Well under 1%.

To me that's an acceptable risk. If I wanted to mitigate it I'd play on a better damn connection.

My advice would be to just develop the basic timing. Adjust for your connection. It actually works.
Maximus Aerelius
PROPHET OF ENIGMA
#5 - 2013-11-04 16:22:15 UTC  |  Edited by: Maximus Aerelius
Zhilia Mann wrote:
To me that's an acceptable risk. If I wanted to mitigate it I'd play on a better damn connection.

My advice would be to just develop the basic timing. Adjust for your connection. It actually works.


How would you suggest adjusting for ISP latency or connection lag? I'd love to hear your recommendations.

As for this idea: Transferring the Gate Cloak to the Cloaking Module would fit as both are available or enable the activation of the "Local Cloak" to override the "Gate Cloak\Invul" while under the "Gate Invul" timer thus transferring control to the Cloaked Pilot.
Nikk Narrel
Moonlit Bonsai
#6 - 2013-11-04 16:24:00 UTC
Zhilia Mann wrote:
You protest too much.

Look, I'm not the guy camping the gate, I'm the guy being hunted. Oh, and to make matters worse, I usually play on public wifi Ugh. I know latency is an issue, I know the server ticks can be a bit off, and I know that there's a risk involved. And do you know how many ships I've actually lost to a botched warp off of a gate?

Two. I've lost two cloaky ships warping off of gates, both Tengus. One was purely due to lag and the other one was my reflexes being just a bit off causing me to double tap cloak. That's two out of literally hundreds and quite possibly thousands. Well under 1%.

To me that's an acceptable risk. If I wanted to mitigate it I'd play on a better damn connection.

My advice would be to just develop the basic timing. Adjust for your connection. It actually works.

I like your attitude, although your logic is a bit limited in it;s usefulness.

To learn the basic timing, they need consistent delays to be involved. A mediocre connection that spikes at the wrong moment throws you off.
This means your idea only works when the variables regarding the delay are consistent.

As to playing on a better connection, I support this. I would recommend starting a charity for those players who cannot afford better, or worse, for those in areas where nothing better exists.
Free ship replacements when lag is a contributing factor.

Lol
Mary Annabelle
Moonlit Bonsai
#7 - 2013-11-04 16:28:40 UTC
Zhilia Mann wrote:
You protest too much.

Look, I'm not the guy camping the gate, I'm the guy being hunted. Oh, and to make matters worse, I usually play on public wifi Ugh. I know latency is an issue, I know the server ticks can be a bit off, and I know that there's a risk involved. And do you know how many ships I've actually lost to a botched warp off of a gate?

Two. I've lost two cloaky ships warping off of gates, both Tengus. One was purely due to lag and the other one was my reflexes being just a bit off causing me to double tap cloak. That's two out of literally hundreds and quite possibly thousands. Well under 1%.

To me that's an acceptable risk. If I wanted to mitigate it I'd play on a better damn connection.

My advice would be to just develop the basic timing. Adjust for your connection. It actually works.

Hard to take this seriously.

You either been lucky, or you avoid gate camps like the plague. Two out of hundreds translates into less than 1%, and if your latency issues affect your game so rarely, you don't have any worth mentioning. Two out of thousands becomes statistically insignificant.

Spell checker FTW
Dr0000 Maulerant
Union Nanide and Tooling
#8 - 2013-11-05 02:54:05 UTC
"Warp drive activated" is your que. Do it right and you wont even show up on overview, as that has a small delay also.

Tell me again about how every playstyle you dont engage in "doesn't require any effort" and everyone who does it needs to die in a fire. Be sure to mention about how you tried it once but it was too easy/boring/ethnic-homophobic slur. 

ShahFluffers
Ice Fire Warriors
#9 - 2013-11-05 04:37:14 UTC
Dr0000 Maulerant wrote:
"Warp drive activated" is your que. Do it right and you wont even show up on overview, as that has a small delay also.

Pretty much this. I wait til I hear that voice then I press F1 once to activate the cloak (more reliable and less prone to error than mouse clicks).

I have yet to lose a blockade runner to a gatecamp in low-sec.
Ben Houssa
Royal Amarr Institute
Amarr Empire
#10 - 2013-11-05 04:50:21 UTC
Nikk Narrel wrote:

Simple solution?

Let the gate cloak be transferable to the onboard cloak, just like it does for the nav systems.


This +1

Dr0000 Maulerant wrote:
"Warp drive activated" is your que. Do it right and you wont even show up on overview, as that has a small delay also.


You WILL show on overview. It's just that if you started to cloak away, you are untargetable.
Debora Tsung
Perkone
Caldari State
#11 - 2013-11-05 07:45:29 UTC
Frozen Chief wrote:
It is impossible to determine the ideal time to activate the cloak. I've had times where I can activate it immediately after I align/warp.


I think it's just lag, really. That gate cloak deactivates as soon as you make a move if there's any delay then that's just because of the server-client response times.

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.

Motorbit
Moira.
#12 - 2013-11-05 12:06:02 UTC  |  Edited by: Motorbit
i think it would be good to have a cloak deactivation delay, in the same way we now have an reactivation delay - once cloak engaged, it cant be deactivated by the pilot for (random number:) 5s. this would allow to spam the cloak button.


i dont like the current mecanic neither, the way the cloak works provokes unintended results (ie: cloak not activating for a server tick after breaking the gatecloak provokes spamming the button, but spamming the button will disable the cloak - reactivation delay then gets the ship destroyed)
Frozen Chief
Doomheim
#13 - 2013-11-06 11:09:05 UTC
Added a couple ideas for the indicator.

The first being a color coded light.
The second being the game making the modules semi-transparent to show they are unavailable (thus when you see them become solid again they are available).
Nikk Narrel
Moonlit Bonsai
#14 - 2013-11-06 15:16:24 UTC
Frozen Chief wrote:
Added a couple ideas for the indicator.

The first being a color coded light.
The second being the game making the modules semi-transparent to show they are unavailable (thus when you see them become solid again they are available).

The cloak button would be possible to spam, just like the nav control, if it was not a toggle effect.

You spam warp, or double clicking in space, and it is not turning it on and off, it is repeating the same order until it is acknowledged, and ignoring it after that.

Simply make the control to deactivate cloak a separate item.
Keeps lag from randomizing the chances of your tactics being followed as you entered them.

Option two: Have the client display a queue, which shows command items performed by your ship, and the last couple it finished, so you can see that your directive to cloak landed AFTER a valid command to drop the gate cloak, removing the confusion a lagged connection creates.
Noone would spam the control if they believed the order was properly received, most players know the difference between the ships controls and a whak-a-mole console game.
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#15 - 2013-11-06 15:24:29 UTC  |  Edited by: epicurus ataraxia
This has actually now become an issue with the covert ops cloak on the new sisters of eve ships.
As the default without bonus is 30 seconds and it takes much less than that to jump, it is easy to commence a warp to discover you have 20 seconds left before you can reactivate your cloak.

It becomes warp.. Cloak. .... Land ..... Jump...... Wait 20 seconds or is it 18 or 22 warp .. no!!! and if you counted too quick you die.

30 seconds?? Really?? No indicator, no warning,nasty!

Covert ops delay when greater than the time to land and go through stargate simply is a broken idea.

Makes travel a pain in the ass

There is one EvE. Many people. Many lifestyles. WE are EvE

Jason Itiner
Harmless People
#16 - 2013-11-06 17:29:06 UTC
It's very easy to determine the time to engage cloak: the animation does not affect your visibility on the overview, the moment you begin to move and your ship begins to shimmer back into visibility, you've dropped cloak and can activate your own. When you engage the cloak otherwise, you vanish from the overview the moment your ship begins to shimmer out of visibility, not just the moment the animation ends.
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#17 - 2013-11-07 14:33:54 UTC  |  Edited by: epicurus ataraxia
Jason Itiner wrote:
It's very easy to determine the time to engage cloak: the animation does not affect your visibility on the overview, the moment you begin to move and your ship begins to shimmer back into visibility, you've dropped cloak and can activate your own. When you engage the cloak otherwise, you vanish from the overview the moment your ship begins to shimmer out of visibility, not just the moment the animation ends.


Smile My post is referring to the new SOE ships and the way the covert ops cloak is implemented.

The issue is that unless you wait at least 30 seconds on the gate before doing anything it says that the cloak cannot be activated wait another x seconds as the reactivation timer is preventing cloaking.


so you have to wait out the remaining time uncloaked and then dead.

unfortunately it is not consistent on Sisi the timer is Not working right and often not 30 seconds at all.
sometimes count from when you decloak before the gate, sometimes count from when you land. sometimes ... god knows

Problem is that these ships have a 30 second reactivation timer as they have no cloak bonus,not an issue with prototype or advanced cloaks as you cannot warp cloaked.

You cannot also due to the new warp speeds decloak in jump to be ready for the next gate as the time is now too short. so basically you have to guess so a gamble if you live or not.

so every gate you have to allow 40 seconds to be sure, that really messes up travelling long distances and is now far slower than it would have been before the warp changes - should the new SOE ships have existed.

I thought that when you landed on a gate the timer reset, but cannot check on live as none of the stealth bombers blockade runners or covert ops ships are without a bonus to reduce the delay.

I would be very suprised if that was the intention.

There is one EvE. Many people. Many lifestyles. WE are EvE

Debora Tsung
Perkone
Caldari State
#18 - 2013-11-07 14:37:30 UTC
epicurus ataraxia wrote:
This has actually now become an issue with the covert ops cloak on the new sisters of eve ships.
As the default without bonus is 30 seconds and it takes much less than that to jump, it is easy to commence a warp to discover you have 20 seconds left before you can reactivate your cloak.

It becomes warp.. Cloak. .... Land ..... Jump...... Wait 20 seconds or is it 18 or 22 warp .. no!!! and if you counted too quick you die.

30 seconds?? Really?? No indicator, no warning,nasty!

Covert ops delay when greater than the time to land and go through stargate simply is a broken idea.

Makes travel a pain in the ass


Wait, the gate cloak now interferes with the cov ops cloaking device?

I never knew... Shocked

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.

epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#19 - 2013-11-07 14:40:32 UTC  |  Edited by: epicurus ataraxia
Debora Tsung wrote:
epicurus ataraxia wrote:
This has actually now become an issue with the covert ops cloak on the new sisters of eve ships.
As the default without bonus is 30 seconds and it takes much less than that to jump, it is easy to commence a warp to discover you have 20 seconds left before you can reactivate your cloak.

It becomes warp.. Cloak. .... Land ..... Jump...... Wait 20 seconds or is it 18 or 22 warp .. no!!! and if you counted too quick you die.

30 seconds?? Really?? No indicator, no warning,nasty!

Covert ops delay when greater than the time to land and go through stargate simply is a broken idea.

Makes travel a pain in the ass


Wait, the gate cloak now interferes with the cov ops cloaking device?

I never knew... Shocked


You of course have to break gate cloak to activate any equipment just as before.However that's not the issue.

The problem is that the 30 second cloak reactivation timer is not only very long but also inconsistent so when you break Gate cloak you cannot recloak and jump so you will naturally die uncloaked.
Or wait 40 seconds extra on EVERY gate to be safe. Travelling now takes forever.

There is one EvE. Many people. Many lifestyles. WE are EvE

Debora Tsung
Perkone
Caldari State
#20 - 2013-11-07 14:52:55 UTC  |  Edited by: Debora Tsung
epicurus ataraxia wrote:

You of course have to break gate cloak to activate any equipment just as before.However that's not the issue.

The problem is that the 30 second cloak reactivation timer is not only very long but also inconsistent so when you break Gate cloak you cannot recloak and jump so you will naturally die uncloaked.
Or wait 40 secons extra on EVERY gate to be safe. Travelling now takes forever.


Yeah, but last time I checked the 30 seconds reactivation timer didn't apply when you broke gate cloak.

If you spammed the button for your cloaking device while initiating warp, you probably activated and then deactivated your covops cloaking device, hence the 30 second timer.

EDIT: Yeah, so I just found out, I fail at quoting... -.-

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.

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