These forums have been archived and are now read-only.

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

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Upgrading Local to Eliminate All AFK Influence

First post
Author
Barbara Nichole
Royal Amarr Institute
Amarr Empire
#341 - 2013-12-17 19:36:44 UTC
+1 I actually would go for this... add players in stations to the exclusion list and it would be a good move.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Nikk Narrel
Moonlit Bonsai
#342 - 2013-12-17 19:43:21 UTC
Barbara Nichole wrote:
+1 I actually would go for this... add players in stations to the exclusion list and it would be a good move.

Actually, that's what I meant by Outposts, since I see them called that quite often. These are the ones you dock in with the captains quarters.

POS is the structure in context for the moon goo retrieval around a moon, ship building arrays, etc., that you can interact with when inside the shields, but don't actually dock in.
Nikk Narrel
Moonlit Bonsai
#343 - 2014-02-18 18:03:15 UTC
hydraSlav
Synergy Evolved
#344 - 2014-03-17 20:50:57 UTC
Just make constellation-local. Compromise all around
Nikk Narrel
Moonlit Bonsai
#345 - 2014-03-17 21:07:56 UTC
hydraSlav wrote:
Just make constellation-local. Compromise all around


I like the idea, but when I hear the usual replies suggesting the game needs to be remade around local, I get the impression we need to take this in small steps.

So, I suggest removing the bad intel first, with a trade in cost of mutual disconnect.

I have yet to encounter a better solution, in my opinion, but I am open minded.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#346 - 2014-03-17 21:12:30 UTC  |  Edited by: Gizznitt Malikite
How do you define "vessels which are not capable of interacting with ships and objects directly"? I would think they need to meet the two following requirements:
1.) They cannot target anyone, eliminating their ability to directly interact.
2.) They cannot activate modules, eliminating all AOE means of interaction too.

So, not only cloaked ships and ships in a station, but all pods, shuttles, and a freighters too.
Unfortunately, a ship in a POS can target and attack someone by utilizing POS weaponry. Should they really be excluded?

On another note:
Sadly, your suggestion makes covert cloaks WAY to powerful. I can enter system and cloak up, merely flashing for a second or three on the local intel. Then I can fly around and locate my target, decloak, and tackle them before they have time to react. This is simply too powerful in my opinion.

I could support your proposal if all cloaked ships, including covert ships, receive a 20-30 second recalibration delay that prevents them not only from targeting something, but from lighting a cyno too.

*edit* Now that I think about it, simply adding the 20-30 second recallibration delay to all cloaky vessels would do the trick without even messing with local mechanics. At the same time, since AFK cloaking is a tactic employed to limit the reliability of the omniscient local chat, it is only fair to nerf local at the same time.
Nikk Narrel
Moonlit Bonsai
#347 - 2014-03-17 22:32:03 UTC
Gizznitt Malikite wrote:
How do you define "vessels which are not capable of interacting with ships and objects directly"? I would think they need to meet the two following requirements:
1.) They cannot target anyone, eliminating their ability to directly interact.
2.) They cannot activate modules, eliminating all AOE means of interaction too.

So, not only cloaked ships and ships in a station, but all pods, shuttles, and a freighters too.
Unfortunately, a ship in a POS can target and attack someone by utilizing POS weaponry. Should they really be excluded?

On another note:
Sadly, your suggestion makes covert cloaks WAY to powerful. I can enter system and cloak up, merely flashing for a second or three on the local intel. Then I can fly around and locate my target, decloak, and tackle them before they have time to react. This is simply too powerful in my opinion.

I could support your proposal if all cloaked ships, including covert ships, receive a 20-30 second recalibration delay that prevents them not only from targeting something, but from lighting a cyno too.

*edit* Now that I think about it, simply adding the 20-30 second recallibration delay to all cloaky vessels would do the trick without even messing with local mechanics. At the same time, since AFK cloaking is a tactic employed to limit the reliability of the omniscient local chat, it is only fair to nerf local at the same time.

Actually, the defining point is whether they can be targeted too.

Unless they are in a POS or docked, freighters and shuttles can be targeted neatly.
Obviously, the same goes for Pods.

If someone is in a POS, securely shielded, then yes, they should be excluded.
It doesn't matter if they are using POS weapons, since they themselves are not at risk.

As to making cloaks way too powerful, I know the thread is lengthy, but it is pointed out that this is not a complete set of changes by itself.
This is intended as one half of a set of changes, the other being linked in my sig below, among other locations here.
That one details the means to detect and hunt cloaked vessels, which I believe requires the idea in this thread to be balanced by.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#348 - 2014-03-17 23:03:30 UTC
Nikk Narrel wrote:
Gizznitt Malikite wrote:
How do you define "vessels which are not capable of interacting with ships and objects directly"? I would think they need to meet the two following requirements:
1.) They cannot target anyone, eliminating their ability to directly interact.
2.) They cannot activate modules, eliminating all AOE means of interaction too.

So, not only cloaked ships and ships in a station, but all pods, shuttles, and a freighters too.
Unfortunately, a ship in a POS can target and attack someone by utilizing POS weaponry. Should they really be excluded?

On another note:
Sadly, your suggestion makes covert cloaks WAY to powerful. I can enter system and cloak up, merely flashing for a second or three on the local intel. Then I can fly around and locate my target, decloak, and tackle them before they have time to react. This is simply too powerful in my opinion.

I could support your proposal if all cloaked ships, including covert ships, receive a 20-30 second recalibration delay that prevents them not only from targeting something, but from lighting a cyno too.

*edit* Now that I think about it, simply adding the 20-30 second recallibration delay to all cloaky vessels would do the trick without even messing with local mechanics. At the same time, since AFK cloaking is a tactic employed to limit the reliability of the omniscient local chat, it is only fair to nerf local at the same time.

Actually, the defining point is whether they can be targeted too.

Unless they are in a POS or docked, freighters and shuttles can be targeted neatly.
Obviously, the same goes for Pods.

If someone is in a POS, securely shielded, then yes, they should be excluded.
It doesn't matter if they are using POS weapons, since they themselves are not at risk.

As to making cloaks way too powerful, I know the thread is lengthy, but it is pointed out that this is not a complete set of changes by itself.
This is intended as one half of a set of changes, the other being linked in my sig below, among other locations here.
That one details the means to detect and hunt cloaked vessels, which I believe requires the idea in this thread to be balanced by.


I think it would be more entertaining if the pods, freighters, and shuttles were removed from local too!

Your cloak hunter is not a good balancer to the increased power this provides cloaked ships. If you remove cloakers from the intel system, you'll need a bigger nerf than some gate-campers wet dream for catching cloaky ships. Frankly, surprise has a HUGE impact on combat and battle outcomes, and needs to be brought inline.

The most appropriate compromise, is to create an activation delay between when they decloak and when they can actually attack their target.
Mary Annabelle
Moonlit Bonsai
#349 - 2014-03-18 13:19:30 UTC
Gizznitt Malikite wrote:
Unfortunately, a ship in a POS can target and attack someone by utilizing POS weaponry. Should they really be excluded? .

I am thinking their ship itself can't do the shooting, and the station is locked down so it can't move, so yeah.
Nikk Narrel
Moonlit Bonsai
#350 - 2014-03-18 13:29:13 UTC
Gizznitt Malikite wrote:
I think it would be more entertaining if the pods, freighters, and shuttles were removed from local too!

Your cloak hunter is not a good balancer to the increased power this provides cloaked ships. If you remove cloakers from the intel system, you'll need a bigger nerf than some gate-campers wet dream for catching cloaky ships. Frankly, surprise has a HUGE impact on combat and battle outcomes, and needs to be brought inline.

The most appropriate compromise, is to create an activation delay between when they decloak and when they can actually attack their target.

For starters, I would point out that this is a balance means, specific to creating the least impact while making it reasonable to detect and consequently hunt down any cloaked vessel, excluding the gate cloak effect itself.

I am sorry, but throwing in ships that are neither docked, cloaked, or within the shields of a POS is outside the intent of this, and I see no reason to include them as such.

And regarding surprise, the hunting method effectively kills AFK Cloaking, as well as any long term cloaking, so long as competent players are ready and available. A defending player will have the option of balancing surprise out of the equation, if they think about it and plan accordingly.

The gate camp itself is a special consideration, and can be detailed in the other thread.
Seliah
Blades of Liberty
#351 - 2014-03-18 13:50:38 UTC  |  Edited by: Seliah
I quite like the idea. However, I wouldn't use the "can't be targeted" criteria to decide what is and isn't displayed in local, but a "can't be scanned" criteria. Local would still exclude cloakies and docked pilots, but pilots sitting at POS would still show up. This makes more sense to me, I've always imagined the local channel as a list of all pod-piloted vessels present in the same solar system as me.

A "can't be scanned" definition would however mean that people inside a Scan Inhibitor Unit deployable would no longer appear in local. Not sure if that'd be overpowered or not, but it'd still make sense in my opinion.

Edit : And I think there should be a slight delay, like 10-30 seconds, for 2 reasons : first, to make sure covert ops ships show up for more than half a second in local, and to prevent "+1-1 in local" spamming by docking / undocking or cloaking / uncloaking repeatedly.
Nikk Narrel
Moonlit Bonsai
#352 - 2014-03-18 13:58:25 UTC
Seliah wrote:
I quite like the idea. However, I wouldn't use the "can't be targeted" criteria to decide what is and isn't displayed in local, but a "can't be scanned" criteria. Local would still exclude cloakies and docked pilots, but pilots sitting at POS would still show up. This makes more sense to me, I've always imagined the local channel as a list of all pod-piloted vessels present in the same solar system as me.

A "can't be scanned" definition would however mean that people inside a Scan Inhibitor Unit deployable would no longer appear in local. Not sure if that'd be overpowered or not, but it'd still make sense in my opinion.

I certainly understand your view, and appreciate the reasoning behind it.

That said, pilots hiding behind the shield of a POS are in effectively a safe zone.
(The obvious exclusion of an AWOX'er bumping out allies notwithstanding)

I feel we need to have this internally balanced, as well as providing a balance aspect to permit the sister thread idea regarding hunting cloaked vessels.

If we remove POS sitting ships, along with docked vessels, then even a hostile in your space will respect that they have limited and imperfect intel, making choices risky.
The same way that only live ships outside of such protections can only see other such live ships.

Each side knows that others might be present, and local is a tool, not an absolute solution with complete answers.
Nikk Narrel
Moonlit Bonsai
#353 - 2014-03-18 14:09:07 UTC
Seliah wrote:
Edit : And I think there should be a slight delay, like 10-30 seconds, for 2 reasons : first, to make sure covert ops ships show up for more than half a second in local, and to prevent "+1-1 in local" spamming by docking / undocking or cloaking / uncloaking repeatedly.

If that actually becomes a problem, then I would point out that most cloaking ships have a delay factor for their cloak to be activated after being shut down.

Even the CovOps frigate, as a selling point, advertises: Cloak reactivation delay reduced to 5 seconds
Same as the Combat Recon, and the Black Ops.
(The stealth bomber has a 15 second delay by comparison, and ships not covert capable have a 30 second timer penalty for re-activation)

Docking and undocking? This is not specific to cloaks, and can be done by any ship permitted to dock.
Same as popping in and out of a POS.

That said, if you spot someone doing this in less than 5 seconds intervals, I would check a pos first... the time to change your mind and go back into dock already has a delay.
Seliah
Blades of Liberty
#354 - 2014-03-18 14:17:06 UTC  |  Edited by: Seliah
Ok, I agree.

I like the fact that this creates different levels of "stealth", and encourages people to use all available intel tools (local, d-scan, guest list) :
1. Cloaked = not showing up anywhere at all
2. Docked = not showing up in local and on d-scan but in stations guest list
3. POSed = not showing up in local but on d-scan
4. ScanInhibited = not showing up on d-scan but in local
Nikk Narrel
Moonlit Bonsai
#355 - 2014-03-18 14:45:12 UTC  |  Edited by: Nikk Narrel
Seliah wrote:
Ok, I agree.

I like the fact that this creates different levels of "stealth", and encourage people to use all available intel tools (local, d-scan, guest list) :
1. Cloaked = not showing up anywhere at all
2. Docked = not showing up in local and on d-scan but in stations guest list
3. POSed = not showing up in local but on d-scan
4. ScanInhibited = not showing up on d-scan but in local

Your summary is well defined, I do not think that I could explain it better myself.

Big smile

What some may not consider, but also deserves emphasis, is that a cloaked ship will appear on local the moment it drops it's cloak for any reason, and will thus expose itself as being active.
Alistair Cononach
The Legion of Spoon
Curatores Veritatis Alliance
#356 - 2014-03-18 17:56:09 UTC
Since my own thread was locked by ISD as redundant, re-posting here:

Modified Local Suggestion

High-Sec & Low-Sec: No changes. All traffic is monitored by the Empires/Concord, all ships must have an active transponder, thus all pilots are displayed in Local Communications Channel.

Null-Sec: Local Channel continues to exist, but with modified rules for who shows, and when, as follows:

1. The player will always see themselves in local as they do currently.

2. The player will always see Alliancemates/Corpmates in local (RP: Alliance encoded transponder communicating only with others in the Alliance/Corp.), same as they do currently.

3. The player will see a no-portrait, no-name “Contact”, when other non-Corp/non-Alliance players enter local. Show Info will provide no information on this pilot or his ship.

4. If the player visually sees this “contact” on-grid, local is updated automatically with the normal, current, name of that pilot (basically once you visually see them in system, your local shows that guy as it does currently, portrait, name and show-info available).

5. Players in your Corp/Alliance in the same system as the player also get their local updated once you (or any Corp mate/alliance mate) sees that player. Again, automated intelligence processing and data exchange within an Alliance.

6. In Sov. Null Sec Space, a Sovereignty Upgrade would be available that replaces “contact” in local with “Ship Type” instead, i.e. if a non-Alliance Rifter entered local, the Sov. Holder Alliance would see “Rifter Contact” in local, instead of “Contact”.

7. In the future, should “treaties” ever be implemented, one possible option of treaties would be shared local-intel functionality. I.e. your blues would also update your local if they visually saw a “contact”.

The above system would provide the best (and most logical) version of local possible, and provide a balanced system that reduced the use of local as an effort-free intelligence tool, but retains local in a more appropriate way as an intelligence tracking tool once you’ve made the effort to find/see the contacts.
Daichi Yamato
Jabbersnarks and Wonderglass
#357 - 2014-03-18 18:13:44 UTC
Alistair Cononach wrote:
Since my own thread was locked by ISD as redundant, re-posting here:

Modified Local Suggestion


ratters will still dock and post about ppl in their systems that they dnt want to face.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Andreus Ixiris
Center for Advanced Studies
Gallente Federation
#358 - 2014-03-18 18:31:34 UTC
So what you're saying is that being cloaked would hide my presence in local even if I wasn't AFK?

Yeah, alright. I'll support that.

Andreus Ixiris > A Civire without a chin is barely a Civire at all.

Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.

Andreus Ixiris > ...

Andreus Ixiris > This is why we're at war.

Nikk Narrel
Moonlit Bonsai
#359 - 2014-03-18 18:31:35 UTC
Alistair Cononach wrote:
Since my own thread was locked by ISD as redundant, re-posting here:

Modified Local Suggestion

...

I am sorry you feel your thread was locked inappropriately.

Your idea is not compatible with the one discussed in this thread, as it maintains the ability to use local as a primary intelligence tool.

The fact that a player, (sitting securely in an outpost spinning their ship or working market trades), can notice even a generic contact, allows too much for too little.
They have no risk, no presence in space to defend at all.
From a certain perspective, they are not logged into the game fully, as their space ship is not capable of being found, or otherwise interacted with.

But, with your idea as with the current local, they can relay contact presence into an intel channel, and they can specifically identify it as a hostile.
Null is famous for NBSI policy, (Not Blue Shoot Instead), meaning it doesn't require a specific ID for a hostile, just enough to know they are present.

Since the reactions to non-blue pilots is the same regardless, I cannot see how this idea would effectively change anything.
Nikk Narrel
Moonlit Bonsai
#360 - 2014-03-18 18:35:22 UTC
Andreus Ixiris wrote:
So what you're saying is that being cloaked would hide my presence in local even if I wasn't AFK?

Yeah, alright. I'll support that.

Keep in mind, you would not see anything in local's player list at all. (Fully delayed mode, like a WH)

You would need to rely exclusively on the overview, and your sensors.
And the moment you DID decloak, you would be immediately listed, as well as resume seeing the list.

Now, add to this, the sister thread to this idea details how to hunt cloaked ships.
This thread balances that ability.

If you are willing to play the game, really play it, this is a great opportunity, in my opinion.