These forums have been archived and are now read-only.

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

Assembly Hall

 
  • Topic is locked indefinitely.
 

[Proposal] AFK game play - the cloaked vessel

First post First post
Author
Kaarous Aldurald
Black Hydra Consortium.
#281 - 2014-04-17 01:59:21 UTC
Infinity Ziona wrote:

So basically you don't afk, you're a miner. Well I am an afk cloaking pilot which is why my corp is called Cloakers. One of us knows what they're talking about and one of us doesn't.


It's not you. You never know what you're talking about, and pretty much everything you say is a self motivated, selfish lie.

Speaking of which, I'm still waiting on that 2 week skills, 2 million isk, 600 DPS catalyst you promised me.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

admiral root
Red Galaxy
#282 - 2014-04-17 12:21:28 UTC
Kaarous Aldurald wrote:
Speaking of which, I'm still waiting on that 2 week skills, 2 million isk, 600 DPS catalyst you promised me.


+1 for this, IZ. Burn Jita is coming up and I'd love to be able to contribute that much DPS at such a low price.

No, your rights end in optimal+2*falloff

Seraph IX Basarab
Outer Path
Seraphim Division
#283 - 2014-04-17 18:47:11 UTC
Infinity Ziona wrote:
Nikk Narrel wrote:
Infinity Ziona wrote:
Completely disagree with you. Cyno dropping is related to risk aversion and the desire to get kills without having to pvp. Cloaking and cyno's are not themselves bad but put together they create a stupidly imbalanced mechanic.

A cyno turns a newb ship into a super carrier, capable of carrying in its hold 36 trillion m3 of ships and pilots while cloaking the pilots from local. A newb ship should be a newb ship, not a ship capable of destroying a large fleet with a single module that takes 5 days to train.

The same goes for cloaky ships. They're imbalanced, they're constantly used and they're an I WIN button that prevents PvP, not encourages it.

I have never seen a dev post saying they think cyno dropping is balanced. Some of the developers though say stupid things. One of them was that the're happy with the way sov is and they have no immediate plans to change it. Sov is complete shite.

Just because they're a dev doesn't mean they know what they're talking about. Very likely they say stupid things like the sov thing because they have limited experience actually in the game playing against players.

In point of fact, you misrepresent the larger context of the PvP experience with what you say.

Getting kills without having to PvP? Did they tickle the PvE ship to death, perhaps?

No.

The simple fact, is that the PvE ship, in this context, relied exclusively on evasion as a defense.
Whether it was because they were anti-social, or simply because they could not gather others to help them with defense, they chose to play in numbers too small to resist the attacking force.

They chose to rely exclusively on evasion, simply because they had a near perfect warning device that gave them the ability to do this. Only by ignoring it to some degree does a hot dropping hostile have ANY chance of reaching their target.

Why, pray tell, would hot dropping be needed in this environment?
Because no other options are available with any meaningful chance to catch the targets before they reach safety.

If you want to stop hot dropping, your only real option is to remove the reason it is used.

Without it, PvE ships have a near perfect defense in sov null, with only the limited fighting ability ships able to slip past gate camps to reach them at all.

Accept and repeat this all important truth:
We WANT encounters to happen.
While obtaining a direct benefit such as transport or direct income from mining or other NPC interaction, no ship is to be exempt from encounters for any reason.
Docked, cloaked, logged off, or sitting behind POS shields cuts off the ship from direct benefit, so is exempt while under these conditions.

Rubbish. You want to avoid risk in PvP. You want to sit in local cloaked and completely immune from combat, unable to be scanned or probed while you warp around, scanning and probing, looking for an easy kill on someone that hasn't decided to be completely immune from non-consentual PvP.

You're the risk averse person, not the person that is ratting. You're the one that's hiding waiting for your chance to get an easy kill against a ship that for whatever reason CCP devs decided, is not able to be fit for PvP and PvE at the same time.

Now before you get all upset and stuff, I have done this too. But I'm not going to pretend its because of the uber intel of local, its because I wanted kills and didn't want to get killed.

Lets be honest.

If you want to fight its easy to get a fight in EvE. Its easy to catch a ratter or missioner. Its just not uber easy as cloaking up and killing people when they're vulnerable.

Wormholes are great, you can sit your gang in the entrance to a null and send one ship out as bait. When its engaged you jump your gang in. No cloaking in local required. But people want it easier than many vs 1. They want to teleport entire fleets onto one target these days. Because they're risk averse carebears. And that's where I think the game is broken. There should be risk to BOTH sides.





Who takes more risk

The cov ops bomber that has to sneak through dozens of bubbled systems spending days finding the particular target he can kill...or the ratter that sits in system with 50+ allies ratting isk away? Let's think.
Lilly Naari
Enclave Security Forces
#284 - 2014-04-18 19:30:40 UTC  |  Edited by: Lilly Naari
Seraph IX Basarab wrote:





Who takes more risk

The cov ops bomber that has to sneak through dozens of bubbled systems spending days finding the particular target he can kill...or the ratter that sits in system with 50+ allies ratting isk away? Let's think.



lol

We as in those of us that fly SB's:

We all know that flying an SB is cake.
We all know that an SB puts out as much DPS as a Battleship (relitively speaking) at 50km range, doing 4kmps
We all know that it doesn't take days to find someone to kill. ( 5 minuets really)
We all also know that 0.0 for the most part is empty space with very few gate camps and "bubbles" as you put it.
We all also know that you can go from highsec to an enemy Home system in 0.0 in about 10-20 minuets.

We all also know that flying a defenseless Hulk which costs around 300+ million, in a 0.0 system with 50 people in it, which is defenseless and dies like kindling on a roaring flame, is a lot more of a risk, then an SB pilot in a 50 mil (max) ship, who can cloak aproach target Volley, Bomb, and warp out all in 5-6 seconds and kill things.

So no. The SB / Cloaker pilot is not even remotely taking a risk. In fact your target is a free kill. I should know, I have plenty of them. And most were in 0.0 systems that had 25-50+ people in them.

If your taking days to find people to kill or worried about gate camps... Well... I'd advise you find another profession, because being an SB pilot isn't the right one for you, and it means you know nothing about them, or how to fly them.
Nikk Narrel
Moonlit Bonsai
#285 - 2014-04-18 19:54:39 UTC
Lilly Naari wrote:
lol

We as in those of us that fly SB's:

We all know that flying an SB is cake.
We all know that an SB puts out as much DPS as a Battleship (relitively speaking) at 50km range, doing 4kmps
We all know that it doesn't take days to find someone to kill. ( 5 minuets really)
We all also know that 0.0 for the most part is empty space with very few gate camps and "bubbles" as you put it.
We all also know that you can go from highsec to an enemy Home system in 0.0 in about 10-20 minuets.

We all also know that flying a defenseless Hulk which costs around 300+ million, in a 0.0 system with 50 people in it, which is defenseless and dies like kindling on a roaring flame, is a lot more of a risk, then an SB pilot in a 50 mil (max) ship, who can cloak aproach target Volley, Bomb, and warp out all in 5-6 seconds and kill things.

So no. The SB / Cloaker pilot is not even remotely taking a risk. In fact your target is a free kill. I should know, I have plenty of them. And most were in 0.0 systems that had 25-50+ people in them.

If your taking days to find people to kill or worried about gate camps... Well... I'd advise you find another profession, because being an SB pilot isn't the right one for you, and it means you know nothing about them, or how to fly them.

Your scenario is improbable, and to expect this as a common occurance I believe goes too far.

You found a fool mining unprotected, in most likely an NPC null system, and you think this defines the entire experience in null?

Do you seriously believe the rest of us have no experience with which to compare these claims, and see them for the novelty event it really is?

Or maybe you expect us to think you reliably find that many fools in exhumers operating without a clue... anything is possible, but shooting fish in a barrel sounds more challenging than beating someone in a defenseless ship.
How your alleged target got the ISK together, and moved into null, and then promptly forgot how to not get killed in EVE... that's the real mystery.

Expecting this as a normal play experience is not sustainable, precisely because your target's existence the way you described it is not self sustaining.
Nofearion
Destructive Brothers
Fraternity.
#286 - 2014-04-19 01:38:39 UTC
To this end I can say this.
I have on two separate occasions been caught in a belt in null in my hulk.
the SB solo could not break my tank, Nor could I his as his first bomb took my drones. first time
second time he was able to take range from my drones but still unable to break my tank.
Every other occasion a cyno was lit.
In both occurrences Neither party had a reasonable chance of success.

I have (not on this toon) caught a bs ratting in my sb and soloed him into structure, his friends showed and saved him. however they did not catch me either. while the exchange was fun in reality neither of us had a reasonable chance of success.
That is all I have to say about that. Seraph you know as well as I that SB are effective in pvp in a group.
Solo and with threat of force projection that current mechanics allow for a cloaked vessel, can be and is abused.
I realize there is no possible outcome that will make everyone happy, I am seeking solutions that help encourage active game play and allow a balance that will be better for both sides, encouraging an engagement with a fruitful outcome
mynnna
State War Academy
Caldari State
#287 - 2014-04-19 08:17:35 UTC  |  Edited by: mynnna
Hey I want to chime in with two cents here.


Regardless of whether you're on one side and feel you shouldn't have to worry about whether someone is actually at the keyboard or not, or on the other side and feel that people who don't come out when there's a neutral in system are cowards, or any of the positions that are similar or fall somewhere in between, here's the facts.


When someone is AFK cloaking, they're probably off playing another game. By nature, they're encouraged to do so, since just sitting in a system waiting for someone to maybe come out is rather boring.

When someone is AFK cloaking in a system, the natural reaction of the inhabitants is to treat him with caution and never assume he really is AFK. That, in turn, causes the player or players living there to be more likely to log off and go do something else. Whether this is a reasonable choice or the choice of a coward or whatever is utterly irrelevant, as it is a fact.

In other words, what we have with all the mechanics surrounding AFK cloaking is a game system that, regardless of design intent, is causing people to log out of eve and go play other games.

Now how ****ing stupid is that?


So.



  • I believe there should absolutely be a way to harass ratters, miners, people out doing PvE in space, and ways to catch and kill the unwary.
  • Conversely, I believe that those who are wary and vigilant should be difficult to catch.
  • I believe that means should be available to simultaneously encourage a PvE pilot to stay on field and fight instead of flee and reward them for choosing to do so/punish them for fleeing... the ESS is a pretty decent example of this.


Unfortunately, as it stands, the definition of "wary" is far too low thanks to how local works (note: simply removing it is not the solution), there's little in the way to encourage someone to choose to stand and fight, and even if they do, the nature of EVE PvE tends to require specialized fits that do not hold up well in PvP, making that choice a death sentence. Address those things with a revamp to local & intel gathering, more reasons to stand and fight, and a PvE revamp to bring PvP and PvE closer together and you're most of the way there. Finish it off by adding some means of hunting down cloaked ships, balanced such that those that are active and wary (the same requirement we're imposing on ratters) can evade detection but the unwary or AFK die in a fire, and we've got a solved problem.

Simple, right?

Member of the Goonswarm Economic Warfare Cabal

Nofearion
Destructive Brothers
Fraternity.
#288 - 2014-04-19 13:10:17 UTC  |  Edited by: Nofearion
mynnna wrote:
Hey I want to chime in with two cents here.


Regardless of whether you're on one side and feel you shouldn't have to worry about whether someone is actually at the keyboard or not, or on the other side and feel that people who don't come out when there's a neutral in system are cowards, or any of the positions that are similar or fall somewhere in between, here's the facts.


When someone is AFK cloaking, they're probably off playing another game. By nature, they're encouraged to do so, since just sitting in a system waiting for someone to maybe come out is rather boring.

When someone is AFK cloaking in a system, the natural reaction of the inhabitants is to treat him with caution and never assume he really is AFK. That, in turn, causes the player or players living there to be more likely to log off and go do something else. Whether this is a reasonable choice or the choice of a coward or whatever is utterly irrelevant, as it is a fact.

In other words, what we have with all the mechanics surrounding AFK cloaking is a game system that, regardless of design intent, is causing people to log out of eve and go play other games.

Now how ****ing stupid is that?


So.



  • I believe there should absolutely be a way to harass ratters, miners, people out doing PvE in space, and ways to catch and kill the unwary.
  • Conversely, I believe that those who are wary and vigilant should be difficult to catch.
  • I believe that means should be available to simultaneously encourage a PvE pilot to stay on field and fight instead of flee and reward them for choosing to do so/punish them for fleeing... the ESS is a pretty decent example of this.


Unfortunately, as it stands, the definition of "wary" is far too low thanks to how local works (note: simply removing it is not the solution), there's little in the way to encourage someone to choose to stand and fight, and even if they do, the nature of EVE PvE tends to require specialized fits that do not hold up well in PvP, making that choice a death sentence. Address those things with a revamp to local & intel gathering, more reasons to stand and fight, and a PvE revamp to bring PvP and PvE closer together and you're most of the way there. Finish it off by adding some means of hunting down cloaked ships, balanced such that those that are active and wary (the same requirement we're imposing on ratters) can evade detection but the unwary or AFK die in a fire, and we've got a solved problem.

Simple, right?


You have grasped the exact premise of this thread. It makes me happy that an active member of the CSM has chimed in and recognized the Issue. Any changes that will encourage active game play over afk or logging out is a must. In this thread various contributors have put forth several various solutions, All three of the main contributors have in their own ways, Brought to the point that no one single change will help or balance the issue. Some of the proposed changes found in the last published CSM minutes go along way towards this. The only thing I personally have found lacking is the addition of an alternative action based intel gathering system. Even with delayed local both sides need better intel of who is in what ship where or if there is even a ship.
Thank you for listening and I hope that you will continue to input here.

PS: The above statement in no way intends to or changes how I feel about Goons as a whole. In keeping Tabs on the CSM I believe that mynnna has put the needs of the game before the needs of the goons .... at least I hope so :)
Nikk Narrel
Moonlit Bonsai
#289 - 2014-04-19 23:06:05 UTC
mynnna wrote:
WISDOM
...
Simple, right?

Simple....
If only this was the case.

We actually have a significant number voicing the opinion that the blue donut's very existence should preclude any need to do more than man a gate camp, and possibly anchor a cyno jammer.

Once these are done, they seem to effectively want very dull PvE play, where mining and ratting are immune from sustained threat short of a massive sov claiming fleet.

I understand many players view PvE as the necessary evil to be overcome, so they can do other things in EVE that are not self sustaining with ISK for them.
But I find their desire to keep their perceived timesink to a minimum is actually dumbing down what I want to enjoy about the game, clever play in ships not requiring massive hordes to operate with.

Mining, and equally ratting, are valid primary play interests, and deserve interesting interaction mechanics.

This game can be the anti-WoW, and make the perceived grinding of other games into so much more than somnolent drudgery.
Dracvlad
Taishi Combine
Astral Alliance
#290 - 2014-04-21 09:42:46 UTC
mynnna wrote:
Hey I want to chime in with two cents here.


Regardless of whether you're on one side and feel you shouldn't have to worry about whether someone is actually at the keyboard or not, or on the other side and feel that people who don't come out when there's a neutral in system are cowards, or any of the positions that are similar or fall somewhere in between, here's the facts.


When someone is AFK cloaking, they're probably off playing another game. By nature, they're encouraged to do so, since just sitting in a system waiting for someone to maybe come out is rather boring.

When someone is AFK cloaking in a system, the natural reaction of the inhabitants is to treat him with caution and never assume he really is AFK. That, in turn, causes the player or players living there to be more likely to log off and go do something else. Whether this is a reasonable choice or the choice of a coward or whatever is utterly irrelevant, as it is a fact.

In other words, what we have with all the mechanics surrounding AFK cloaking is a game system that, regardless of design intent, is causing people to log out of eve and go play other games.

Now how ****ing stupid is that?


So.



  • I believe there should absolutely be a way to harass ratters, miners, people out doing PvE in space, and ways to catch and kill the unwary.
  • Conversely, I believe that those who are wary and vigilant should be difficult to catch.
  • I believe that means should be available to simultaneously encourage a PvE pilot to stay on field and fight instead of flee and reward them for choosing to do so/punish them for fleeing... the ESS is a pretty decent example of this.


Unfortunately, as it stands, the definition of "wary" is far too low thanks to how local works (note: simply removing it is not the solution), there's little in the way to encourage someone to choose to stand and fight, and even if they do, the nature of EVE PvE tends to require specialized fits that do not hold up well in PvP, making that choice a death sentence. Address those things with a revamp to local & intel gathering, more reasons to stand and fight, and a PvE revamp to bring PvP and PvE closer together and you're most of the way there. Finish it off by adding some means of hunting down cloaked ships, balanced such that those that are active and wary (the same requirement we're imposing on ratters) can evade detection but the unwary or AFK die in a fire, and we've got a solved problem.

Simple, right?


That was a spot on post, couldn't agree more.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Nofearion
Destructive Brothers
Fraternity.
#291 - 2014-04-21 10:43:31 UTC  |  Edited by: Nofearion
I had another suggestion brought to me in game. I think there are both pros and cons to it.
Anchorable Module - similar mechanics to I hub it can be upgraded with different modules.
Lore: module is similar to concord technology used to monitor criminal activity by Capsuleers.
1.0 - 0.8 owned by empire faction and would be at max level.
0.7-0.6 owned by empire faction but not fully maxed - ship types, cloaked vessels excluded.
(concord can already see cloaked vessels)
0.5 - 0.1 owned by empire faction but upgradeable by capsulers, destructible with faction standing loss
0.0 - -1.0 anchorable by Capsuleer organization with Sov only, destructible.
NPC null space by NPC faction and is upgradable. destructible, with faction standing loss

UI - works with auto scan, D scan and probe scan in addition to what's already in place. Could be an additional tab.

This module opens a system scan depending on upgrades from instant scans to 5 min delayed scan of pilot beacons in system.
upgraded to include ship types dependent on level of SOV and upgrade affect accuracy and update time
upgrade to include cloaked vessel type only dependant on level of SOV and upgrade affect accuracy and update time
upgrade to include boost to combat scan probe of a faction variant that will allow location of cloaked vessels within 100 km - 15 km
accuracy affected by level of upgrade and level of SOV

This is the general Idea, I think it has merit but I know it also has drawbacks. So far it is the most balanced Idea I have been presented with.
I ask you all for your opinions.
Nikk Narrel
Moonlit Bonsai
#292 - 2014-04-21 13:30:30 UTC
Nofearion wrote:
I had another suggestion brought to me in game. I think there are both pros and cons to it.
Anchorable Module - similar mechanics to I hub it can be upgraded with different modules.
Lore: module is similar to concord technology used to monitor criminal activity by Capsuleers.
1.0 - 0.8 owned by empire faction and would be at max level.
0.7-0.6 owned by empire faction but not fully maxed - ship types, cloaked vessels excluded.
(concord can already see cloaked vessels)
0.5 - 0.1 owned by empire faction but upgradeable by capsulers, destructible with faction standing loss
0.0 - -1.0 anchorable by Capsuleer organization with Sov only, destructible.
NPC null space by NPC faction and is upgradable. destructible, with faction standing loss

UI - works with auto scan, D scan and probe scan in addition to what's already in place. Could be an additional tab.

This module opens a system scan depending on upgrades from instant scans to 5 min delayed scan of pilot beacons in system.
upgraded to include ship types dependent on level of SOV and upgrade affect accuracy and update time
upgrade to include cloaked vessel type only dependant on level of SOV and upgrade affect accuracy and update time
upgrade to include boost to combat scan probe of a faction variant that will allow location of cloaked vessels within 100 km - 15 km
accuracy affected by level of upgrade and level of SOV

This is the general Idea, I think it has merit but I know it also has drawbacks. So far it is the most balanced Idea I have been presented with.
I ask you all for your opinions.

Null, to me is about pure effort.

Because null has two very distinct sides to play, I would split the intel along these lines as well.
Basing intel off of one side, and letting the other be unable to respond with it's own level, ends up favoring one direction in a manner which hurts gameplay, I feel.

You could call one side strategic, and have it relate to massive fleet actions.
You could call the other side tactical, and have it relate to small group operations.

Both need to be vulnerable to their level of activity, effectively meaning tactical would be vulnerable to everything, but also be the easiest to establish or restore once lost.

I made a system like this already, which I am happy to repost here if desired. It's not too long compared to many others.
Nofearion
Destructive Brothers
Fraternity.
#293 - 2014-04-21 18:25:19 UTC
Nikk Narrel wrote:

Null, to me is about pure effort.

Because null has two very distinct sides to play, I would split the intel along these lines as well.
Basing intel off of one side, and letting the other be unable to respond with it's own level, ends up favoring one direction in a manner which hurts gameplay, I feel.

You could call one side strategic, and have it relate to massive fleet actions.
You could call the other side tactical, and have it relate to small group operations.

Both need to be vulnerable to their level of activity, effectively meaning tactical would be vulnerable to everything, but also be the easiest to establish or restore once lost.

I made a system like this already, which I am happy to repost here if desired. It's not too long compared to many others.


Agreed, I think the intention was that once in place the system would work for all pilots regardless of if they lived there or not.
Nikk I like you idea as well, please repost and give comparisons. they are similar in goal but use different methods to get there.
Nikk Narrel
Moonlit Bonsai
#294 - 2014-04-21 18:39:35 UTC
Nofearion wrote:
Agreed, I think the intention was that once in place the system would work for all pilots regardless of if they lived there or not.
Nikk I like you idea as well, please repost and give comparisons. they are similar in goal but use different methods to get there.

I would be happy to do so.

Have local operate in degrees of quality.
Give it two dimensions for this as well.

Dimension one, quantity of intel.
Dimension two, quality of intel.

Dimension one, would give ship numbers, then types, finally pilot names.
Dimension two, would give presence of neutrals, reduce delay to zero, then give presence of cloaked vessels.

Dimension one structures, which would be harder targets, would be POS add ons.
Dimension two structures, which would be easier targets meant for roams or smaller gangs, would be only in open space away from overview beacon items. These would need to be scanned down.

Examples:
Dimension 1: Level 3
Dimension 2: Level 3
Full list of pilot names, with faction tag visible.
Ship type listed next to name, highlighted if cloaking active.

Dimension 1: Level 3
Dimension 2: Level 0
Full list of pilot names, with ship type next to name.
NO faction standings listed, not defining cloak status.
ALL UPDATES DELAYED by 30 to 60 seconds, (balance adjusting by devs)

Dimension 1: Level 1
Dimension 2: Level 3
No pilot names.
4 Numbers listed.
1st number is how many friendly pilots (2nd is how many are cloaked)
3rd number is how many neutral or hostile (4th is how many are cloaked)

And for the curious, here is the actual for the 0-3 combo.
(This tactical setup could be anchored on relatively short notice, and has no strategic side as the above do)

Dimension 1: Level 0
Dimension 2: Level 3
A single light indicator
Not lit if no other pilots present
Green light lit if all friendly
Yellow light lit if hostiles present
Red light lit if hostile cloaked present


I figure this eliminates any need for hunting cloaked ships specifically, although that can be sorted into if the devs see balanced opportunity.

If done carefully, it can actually be effective, and a good support for everyone having a great game play experience.

The two dimensional system has one side for sov level support, only truly threatened by massive blob warfare, which only offers mass level intel.
The other side is for pilot level, whether operating solo or in small groups. The intel is more detailed, as well as quicker to install or destroy, depending on your perspective.

Both benefit strongly when the other side is present.
Seraph IX Basarab
Outer Path
Seraphim Division
#295 - 2014-04-21 18:48:35 UTC
Lilly Naari wrote:
Seraph IX Basarab wrote:





Who takes more risk

The cov ops bomber that has to sneak through dozens of bubbled systems spending days finding the particular target he can kill...or the ratter that sits in system with 50+ allies ratting isk away? Let's think.



lol

We as in those of us that fly SB's:

We all know that flying an SB is cake.
We all know that an SB puts out as much DPS as a Battleship (relitively speaking) at 50km range, doing 4kmps
We all know that it doesn't take days to find someone to kill. ( 5 minuets really)
We all also know that 0.0 for the most part is empty space with very few gate camps and "bubbles" as you put it.
We all also know that you can go from highsec to an enemy Home system in 0.0 in about 10-20 minuets.

We all also know that flying a defenseless Hulk which costs around 300+ million, in a 0.0 system with 50 people in it, which is defenseless and dies like kindling on a roaring flame, is a lot more of a risk, then an SB pilot in a 50 mil (max) ship, who can cloak aproach target Volley, Bomb, and warp out all in 5-6 seconds and kill things.

So no. The SB / Cloaker pilot is not even remotely taking a risk. In fact your target is a free kill. I should know, I have plenty of them. And most were in 0.0 systems that had 25-50+ people in them.

If your taking days to find people to kill or worried about gate camps... Well... I'd advise you find another profession, because being an SB pilot isn't the right one for you, and it means you know nothing about them, or how to fly them.



No offense but your word means literally nothing to me because:

1. You're using an alt name. I can claim I fly titans using an alt even though I haven't ever touched one.
2. You talk about "50 km range" which means you EFTed up a poorly skilled bomber or you're using rage torps for something other than structures which again shows your inexperience flying bombers.
3. Mining ships are actually pretty sturdy and don't die like "kindling on a roaring flame" to solo bombers.

I'm sorry but there's zero credibility here, neither are your arguments good in and by themselves. Finding a target is one thing, finding a proper target is entirely different. And what about the 0.0 systems that are 20-30 jumps in from empire? You want to limit the range of access to bombers too because if people can't leave their bombers out in space, they'll need to make a trip back as well. You simply want to have your little theme park corner and are using fake credentials to talk about how you want pvp to "be more challenging."

Obligatory "post with your main."

mynnna wrote:
Hey I want to chime in with two cents here.

...


Simple, right?


No.

Mynna, while you have experience in Eve, it seems to be limited more so to the industrial/economic side of things. And that's great, we need those things. But you proposed things in the past that limit the "little guy" when fighting the bigger enemy, for obvious reasons imo. Your last notable that I remember proposal was concerning the siphon units and oh how terrible it is that now people that own poses sucking billions out of moons might have to undock a ship and pop a siphon or two.

In any case, you base your argument off of two weak assumptions:

1. The "Cloaky afker" is off playing another video game. You have no way of knowing that, this is just opinion.
2. Likewise the cloaky afker makes other people go afk and play other games.

In this manner you frame the argument as if cloaking in its current form is bad for the game as a whole. And this might work into scaring CCP to do something but I'm not sure we're as inclined to follow through with the fallacy. All you did was propose a weak and vague "something needs to be done."

There is a solution but the ratters here seem bothered by it which exposes their line of argument better than anything else. That solution is to remove the cloaked ship from local. No more dreaded "are they there, are they not" scenario. You don't know and that's that. Ah! But that's a problem isn't it? Because now you have to actually fit your pve ship as a pvp ship. Well there you go mynna, this also "brings pvp and pve more in line with one another." And it's all done via a simple patch.
Dracvlad
Taishi Combine
Astral Alliance
#296 - 2014-04-21 20:53:30 UTC
Seraph,

Seriously, remove cloaked ships from local, my respect for you has just been seriously dented!

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Nikk Narrel
Moonlit Bonsai
#297 - 2014-04-21 21:09:17 UTC
Dracvlad wrote:
Seraph,

Seriously, remove cloaked ships from local, my respect for you has just been seriously dented!

If it is done correctly, and an intel system is put into place which both rewards effort and allows for human failing, then it could be a really good thing.

Especially, if one of the rewarded efforts is to gain knowledge of a ship which would otherwise go unseen.
The ability to hunt cloaked objects, as such, only feels balanced when not being told when to look by a free and automatic source.

I don't want the game playing itself for me, especially when dealing with aspects I feel favor my strengths as a player, such as attention to detail.
mynnna
State War Academy
Caldari State
#298 - 2014-04-22 04:35:36 UTC  |  Edited by: mynnna
Dracvlad wrote:
Seraph,

Seriously, remove cloaked ships from local, my respect for you has just been seriously dented!


You had any respect for him in the first place? P

Seriously though, his is the kind of shallow, uselessly flippant answer that you see all over this discussion, every bit as bad as "I should be able to instantly decloak the cloaker" or "make cloaks use fuel" or some such garbage, just from the opposite direction.

Member of the Goonswarm Economic Warfare Cabal

Dracvlad
Taishi Combine
Astral Alliance
#299 - 2014-04-22 06:50:33 UTC
mynnna wrote:
Dracvlad wrote:
Seraph,

Seriously, remove cloaked ships from local, my respect for you has just been seriously dented!


You had any respect for him in the first place? P

Seriously though, his is the kind of shallow, uselessly flippant answer that you see all over this discussion, every bit as bad as "I should be able to instantly decloak the cloaker" or "make cloaks use fuel" or some such garbage, just from the opposite direction.


Yes I respect him, I think that he writes very good articles on EN24 and have told him so.

I certainly do not agree with the use of fuel nor do I think that there should be an easy way to decloak the camper, I just hope that CCP has more d/c's for ahem cloaky AFK campers, which may actually be what is happening.

I have hunted cloaky campers a lot since I started playing, I have also been camped quite a lot, my first sov 0.0 alliance was SAS and when I arrived in B-7 there was some very effective Stealth Bombers run by Test in the system, it was me who setup a group of people who went after them in covert ops. Ever since that time I have hunted campers and pushed people to operate regardless of them, in fact my latest kill on my second account is a fail AFK cloaky camper which I manipulated over a period of time so that he had a vulnerability so that I could kill him. Seraph's suggestion would prevent me from having any chance of getting them, its difficult enough as it is, especially in terms of those that just do area denial, this loser I killed was in fact doing area denial and smack and the smack part was his failure.

You can interact with cloaky campers with the current mechanics, its basically a case of forcing them to interact with you by using your system regardless, then you may lose a ship but you will then get intel and if you are clever you can also get a kill or two.

I don't like the way that they actually force people not to play Eve, but apart from that I like it as it is.

I have some suggestions, forced d/c after a period of inactivity or the very specialised probes requiring max skills and implants to get a fix within 20 km, but even that one I don't like as a cloaked ship should be cloaked, another alternative is to have the cloak ship blinded by reduced D-Scan abilities. But the current system enables a certain amount of cat and mouse play, if you are dealing with someone who really is a hunter.

I understand that CCP is looking at alternatives to local, CCP has to understand that space needs to be vast, so all this other intel like NPC's killed, people in system, etc. will have to go too if local is removed, I could live without local if the hunters had to really hunt instead of opening up the map and saying ooooh NPC kills in system XYZ goes there and wham bang gets a easy kill.

Anyway I get the feeling that you have a balanced view of the issues which I like, so good luck in working out the right balance on this issue, from what you said its good to see that CCP see the issue around people not playing because of it, though in reality if people do not have alternatives then they have failed in terms of strategic thinking, for example the most stupid thing a renter can do is rent a single very high truespace sov system, that has to be the most crass decision anyone can make...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Seraph IX Basarab
Outer Path
Seraphim Division
#300 - 2014-04-22 18:52:17 UTC
Dracvlad wrote:
Seraph,

Seriously, remove cloaked ships from local, my respect for you has just been seriously dented!



I mean if people are going to complain about "seeing the enemy in local" there you go, remove them from local. I have no issue with the current mechanic but you have individuals that simply want a theme park adventure version of Eve. Cloaky warfare, more than anything, allows small groups to affect bigger groups and limiting that gameplay lends Eve to be an even more grotesque version of itself where if you are in 0.0 you have the choice to be aligned with the CFC or N3/PL. The individuals that espouse a way to nerf cloaking are people that value their own personal ratting, industry and moon mining rather than pvp gameplay.

Cloaked ships are balanced by their gank vs tank capabilities. (No tank all gank) and most of the criticisms leveled against cov ops can be leveled more broadly over cyno gameplay over all. Eve is not a game where you can dive 15 jumps into 0.0 in a non cloaky ship and "watch" for the time to strike. It's a game that REQUIRES patience, proper planning and some form of instinct. Some are incapable to comprehend that hence threads like this.

mynnna wrote:


You had any respect for him in the first place? P

Seriously though, his is the kind of shallow, uselessly flippant answer that you see all over this discussion, every bit as bad as "I should be able to instantly decloak the cloaker" or "make cloaks use fuel" or some such garbage, just from the opposite direction.


I suppose it's easier to insult me rather than address the fact that your argument is terrible.