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Cloak deactivation delay

Author
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#1 - 2014-11-21 09:39:46 UTC
Let me start this thread by saying:
No I'm not mad,
Yes this did come to my attention after being killed (although it is the 2nd time this has happened).
Despite this, I fully expect some trolling or insulting comments.

For many active modules, I notice if I click them twice in rapid succession, I get a message that the module is already active, instead of deactivating the module.
This is not so with the cloak.
Also unlike the other modules, you cannot immediately reactivate the cloak.
As a result, 1 misclick can be quite disasterous.


Therefore I suggest chainging it so that a double click on the cloak will not deactivate a cloak, but will instead relay a message that the cloak is already active.

I can't think of any situation where the ability to engage and then disengage the cloak within 1 second would be of any use.
Therefore I see not disadvantage to this.

I don't consider it a gameplay feature, but rather a change to the UI.
Given the lag that often occurs between a click and the UI showing its effect, I think it is sorely needed.

Thoughts?
Robert Caldera
Caldera Trading and Investment
#2 - 2014-11-21 10:29:18 UTC
if I click 2x to armor repairer, same happens as to cloak.
if I click 2x to shield booster, same happens as to cloak.
if I click 2x to damage control, same happens as to cloak.
if I click 2x to shield hardener, same happens as to cloak.
if I click 2x to armor hardener, same happens as to cloak.
if I click 2x to any other active module, same happens as to cloak.

so why again, should cloak be a special module???
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#3 - 2014-11-21 10:31:43 UTC
That is not the case I have seen.

As I said in the OP:
"For many active modules, I notice if I click them twice in rapid succession, I get a message that the module is already active, instead of deactivating the module."

If I click them twice with a large delay, I don't get that.
But if I click, and nothing happens (due to lag), and then click again, I get the module activating, and a message pops up saying the module is already active.

I just want the same thing to happen with cloaks.
Omnathious Deninard
Ministry of Silly Walks.
The Gurlstas Associates
#4 - 2014-11-21 10:33:24 UTC
Cloak is a special module because it is simply on or off, so the accidental double click immediately shuts the cloak off, where as the rest of the modules you listed have a cycle time.

Im not saying I agree or disagree with the OP, but this is why I always use my F1 key for the cloak, it greatly reduces the chance of a double taping the key.

If you don't follow the rules, neither will I.

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#5 - 2014-11-21 10:40:23 UTC
Another minor complaint is that the UI is much less clear when it has been activated. The slowly pulsing halo around it is not as clear as the solid green bar and other effects that go along with modules that have a cycle time.

The time I was killed before, I was trying to get more than 2,000 m from something (the edge of a POS force field, which I couldn't really tell how far away I was)... and i kept clicking it trying to get it to activate as soon as possible (the POS was bubbled, and there was someone visiting from time to time)

I finally got far enouhg away and cloaked, only to immediately decloak with the next click. Then the cloak reactivation delay happened, but no one was on grid yet, so I tried to just push through the bubble as I waited to recloak... I should have turned and went back inside the POS, but I didn't and someone showed up, and I died.


MWDs can be stopped mid cycle...
How about having the cloak have a cycle time, and allowing you to resume the auto repeat.
Ie if you click once too many times, the cycle bar turns red, click again, it goes back to green.

Would solve the problem, and again, this is mainly just a user interface issue.
Major Trant
Brutor Tribe
Minmatar Republic
#6 - 2014-11-21 11:39:24 UTC  |  Edited by: Major Trant
Robert Caldera wrote:
if I click 2x to armor repairer, same happens as to cloak.
if I click 2x to shield booster, same happens as to cloak.
if I click 2x to damage control, same happens as to cloak.
if I click 2x to shield hardener, same happens as to cloak.
if I click 2x to armor hardener, same happens as to cloak.
if I click 2x to any other active module, same happens as to cloak.

so why again, should cloak be a special module???

This is blatantly not true. Everyone of those module will cycle for 10-30 seconds first before switching down and then you can immediately restart them. With a cloak, it switches down immediately, then there is a reactivation delay of up to 30 seconds.

I agree with the OP. The emote complicates the issue too, it pulse once per second, related to the server tick. Thus when you first click it, it could be full second before you see the emote, before even considering any lag. So when you are going from a gate cloak to the onboard cloak, it is not immediately obvious that you have made the crossover. You are left having to delay clicking the onboard cloak for a second to make absolutely sure you are clear of the gate cloak. Not something you want to do when you have jumped into an insta-lock gate camp. In that situation you could end up clicking too early or mashing the button a second time, thinking it hasn't engaged. I too have been killed making that mistake under those circumstances.

I can understand the need to drop the cloak immediately on command. However, as the OP says, there is no vital need, where you would want to drop the cloak within, say, 3 seconds of raising it.

I would suggest a simple halt on the ability to switch off the cloak within 3 seconds of starting it. Thus allowing the button to be mashed as you break the gate cloak. But no message to the user, the last thing you want to deal with is a message when you have jumped into a gate camp.

Edit: I would further suggest that during those 3 seconds, you have the reload emote circling the cloak icon. Which would alleviate the problem of not being sure whether the cloak has started up or not.
baltec1
Bat Country
Pandemic Horde
#7 - 2014-11-21 11:46:45 UTC
Dont double click.
Major Trant
Brutor Tribe
Minmatar Republic
#8 - 2014-11-21 11:51:18 UTC
baltec1 wrote:
Dont double click.

I don't think you get it:

1. You have jumped into an insta lock gate camp.
2. You break gate cloak and click the onboard cloak
3. In the first second, you see nothing happening other than the gate cloak dropping.

Have you clicked too early, or are you just unlucky with the server tick and a bit of lag? Remember you are decloaking into an insta lock gate camp.
CaCi-A 001Me
Covert Appreciation Society
#9 - 2014-11-21 11:59:01 UTC
baltec1 wrote:
Dont double click.

seriously? that's your contribution?



i agree, a cloak deactivation delay is sorely needed for the reasons already mentioned above.

i don't play real life, the balancing sucks!

Debora Tsung
Perkone
Caldari State
#10 - 2014-11-21 12:05:15 UTC
Verity Sovereign wrote:
That is not the case I have seen.

As I said in the OP:
"For many active modules, I notice if I click them twice in rapid succession, I get a message that the module is already active, instead of deactivating the module."

If I click them twice with a large delay, I don't get that.
But if I click, and nothing happens (due to lag), and then click again, I get the module activating, and a message pops up saying the module is already active.

I just want the same thing to happen with cloaks.
Never happened to me, must be a new bug or something.

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.

baltec1
Bat Country
Pandemic Horde
#11 - 2014-11-21 12:17:08 UTC
CaCi-A 001Me wrote:
baltec1 wrote:
Dont double click.

seriously? that's your contribution?



i agree, a cloak deactivation delay is sorely needed for the reasons already mentioned above.


Its a simple answer to a player made problem.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#12 - 2014-11-21 12:36:27 UTC
a problem stemming from the UI

DId you argue against the addition of the visible weapons timers and cooldown timers too?
Lugh Crow-Slave
#13 - 2014-11-21 12:52:45 UTC
Don't double click Pilot error is a great thing in this game more systems should not be put in place to remove it
Gully Alex Foyle
The Scope
Gallente Federation
#14 - 2014-11-21 13:05:49 UTC
A 1 second delay for all modules would be fine actually.

Not because of pilot error (which is great) but because of lag (which is less great).


For example, it sometimes happens to me that i click on prop mod, because of lag it doesn't immediately show that it's activated, so I click on it again and end up deactivating it.

Yes, it will cycle anyway, but at the end of the cycle it will auto turn off and I have to remember to turn it back on again. No big deal, but slightly annoying if you're PVPing and concentrated on several other things.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Major Trant
Brutor Tribe
Minmatar Republic
#15 - 2014-11-21 13:10:37 UTC
Lugh Crow-Slave wrote:
Don't double click Pilot error is a great thing in this game more systems should not be put in place to remove it

It is not a double click pilot error, wrong terminology, it is two distinct clicks or key strokes. The issue is not being sure whether the first activation has worked or not due to both the server tick/emote delay and lag, the latter of which could also delay the gate cloak dropping. Then in a time critical situation reacting by clicking again - or using a mapped key, it doesn't matter which.
baltec1
Bat Country
Pandemic Horde
#16 - 2014-11-21 13:28:25 UTC
Verity Sovereign wrote:
a problem stemming from the UI

DId you argue against the addition of the visible weapons timers and cooldown timers too?


Ui has nothing to do with it, the issue is between the chair and the keyboard.
afkalt
Republic Military School
Minmatar Republic
#17 - 2014-11-21 13:38:29 UTC
baltec1 wrote:
Verity Sovereign wrote:
a problem stemming from the UI

DId you argue against the addition of the visible weapons timers and cooldown timers too?


Ui has nothing to do with it, the issue is between the chair and the keyboard.


Only to a limited degree. Mashing to activate is common in lag situations, it's far from uncommon for things not to take straight away.

Admittedly that is in bigger scraps, not usually seen in camp territory - but I do agree it is a UI issue at the core.
Jenn aSide
Shinigami Miners
Already Replaced.
#18 - 2014-11-21 13:42:51 UTC
Verity Sovereign wrote:
Let me start this thread by saying:
No I'm not mad,
Yes this did come to my attention after being killed (although it is the 2nd time this has happened).
Despite this, I fully expect some trolling or insulting comments.

For many active modules, I notice if I click them twice in rapid succession, I get a message that the module is already active, instead of deactivating the module.
This is not so with the cloak.
Also unlike the other modules, you cannot immediately reactivate the cloak.
As a result, 1 misclick can be quite disasterous.


Therefore I suggest chainging it so that a double click on the cloak will not deactivate a cloak, but will instead relay a message that the cloak is already active.

I can't think of any situation where the ability to engage and then disengage the cloak within 1 second would be of any use.
Therefore I see not disadvantage to this.

I don't consider it a gameplay feature, but rather a change to the UI.
Given the lag that often occurs between a click and the UI showing its effect, I think it is sorely needed.

Thoughts?


My thoughts are that you should not be asking people to correct your mistakes. ANY request of a devloper that is based on them fixing a mistake you made is a bad request by default.

I've lost ships to misclicking on a cloak in low sec (my ship decloaked before it could warp). That's the cost for getting overly excited (I call it "premature De-cloak-ulation"). The 'cure' is slowing down, being precise in what you do, and accepting that when you fail it was YOU that failed, it wasn't the game.
Iris Bravemount
Golden Grinding Gears
#19 - 2014-11-21 13:42:54 UTC
I would welcome a deactivation delay of 1sec on any and all modules.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Donnachadh
United Allegiance of Undesirables
#20 - 2014-11-22 03:10:18 UTC
As one who experiences lags due to a poor internet connection on a consistent basis I understand the OP all to well.
Is it to much to ask that the emote around the cloak icon actually gives an indication that it has been activated in the same way that virtually every other module does?

It was asked why should the cloak be given something special that no other module has.
I would turn that around and ask why should the cloak be special in that it does not have the same thing that the other modules do?
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