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AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Maximus Aerelius
PROPHET OF ENIGMA
#161 - 2015-01-12 16:22:13 UTC  |  Edited by: Maximus Aerelius
Mag's wrote:
Jeremiah Saken wrote:
Altirius Saldiaro wrote:
Id rather cloaked ships be cloaked from local. Noncloaked ships show up in local.

That's what i proposed.
While I agree that this would solve the AFK cloak problem some have, it should come with other balancing factors. A simple move like this could make cloakers a little too powerful, unless other changes took place.


Well as CCP have shown with the Recon changes coming tomorrow (Combat Recons no longer show on D-Scan) things can be hidden Twisted, albeit on D-Scan atm but who knows. Not sure where the balance is in allowing Combat Recons to not show on D-Scan though apart from:

CCP Rise wrote:
make them stand out as a unique and interesting set of ships


The same could be said for true Cov-Ops: make them stand out as a unique and interesting set of ships by removing them from Local.
Soldarius
Dreddit
Test Alliance Please Ignore
#162 - 2015-01-12 16:35:50 UTC
Mag's wrote:
Gabriel Elarik wrote:
as long as they can see with d scan probes or visual they interact with the world they gather intel and nobody can do anything about it players sitting in stations they can be flipped and i by all means i had the joy to come back after a week and sitting in hostile space with no means to move my stuff out thats one of the risk players have while sitting in stations while cloakys have no risk and intel and if its that thats hinders improvement by all means make a thread and say what mechanic would be ok i have no problems with that

What mechanic are they using to interact with you, whilst they are AFK?


A: Local chat.

Also, Oh, boy! Everyone's favorite thread! Now, with ISD stamp of approval!

I have an actual idea that I can't remember seeing suggested. What if your contacts list showed whether or not a person was online, offline, or AFK, instead of just on/offline?

Also, I think that if you are cloaked, you should not show up in local. But what if the cloaker could no longer receive local channel updates?

http://youtu.be/YVkUvmDQ3HY

Soldarius
Dreddit
Test Alliance Please Ignore
#163 - 2015-01-12 17:34:42 UTC
I would be ok with a long-cycle-time combat probe that gives results on cloaked ships. But by long time I mean something like 10 minutes base, not 60 seconds or some other nonsense. This would at least put the prober on grid with the cloaked ship. With some ingenuity and effort, they could potentially decloak a moving AFK cloaked ship.

This would also discourage blops fleets from staging in hostile populated systems.

My concern at this point would be using these to find cloaked titans/supers that are waiting out an aggro timer or jump cap. But imho, if they didn't plan ahead they deserve to die. Death to supers!

http://youtu.be/YVkUvmDQ3HY

Corinne Avuli
Herzogs Bombshelter
#164 - 2015-01-12 17:44:20 UTC
Mag's wrote:
Whilst they are cloaked for that indefinite period of time, which mechanic do they use to interact with you?


let me ask you something? and let me ask it the same way you do, because i have some bold and cursive letters left.

If there would be no local, but you know there is someone in your system, because you use guards, how would you act to counter him, compared to mechanics WHs provide?

I answered for WH, where i live. In eve should always be counters.

ISD Decoy
ISD Community Communications Liaisons
ISD Alliance
#165 - 2015-01-12 20:33:45 UTC
I have removed a couple off-topic and otherwise disrespectful posts. Please ensure you read and review the Forum Rules before continuing to post. Let's keep this thread constructive.

Quote:
2. Be respectful toward others at all times.

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Off-topic posting is permitted within reason, as sometimes a single comment may color or lighten the tone of discussion. However, excessive posting of off-topic remarks in an attempt to derail a thread may result in the thread being locked, or a forum warning being issued to the off-topic poster.

ISD Decoy

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

Jeremiah Saken
The Fall of Leviathan
#166 - 2015-01-12 21:27:14 UTC
Mag's wrote:
While I agree that this would solve the AFK cloak problem some have, it should come with other balancing factors. A simple move like this could make cloakers a little too powerful, unless other changes took place.

Cloaky problem is a complicated one. We have a good example of this with d-scan immunity. How will it affect gametyles? Solo, fleet, ganking? Hard to balance solo vs fleet playing. Everybody will fly recons now? Does it show the ship trait is success? It will generate some fights for start and after that ppl will become even more paranoid. I would rather see different d-scan range with different ship classes. Why frigates have same d-scan range with BS?
IMO cloaky ships shouldn't have splendid combat capabilites (after all its "cloak and dagger" not "cloak and minigun") and be capable of doing scouting job. Hard to do scouting if everybody in the system knows someone entered it (by scouting i mean scouting not scouting and carry cyno - this should be a job for recons).

Players are complaing about two things with cloaks:
-AFK- put an alt in system and nobody will be ratting there;
-alt can carry cyno so hotdrop may be incoming (connected with above).

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Maximus Aerelius
PROPHET OF ENIGMA
#167 - 2015-01-12 21:41:06 UTC
OK, here's an example of how I use a cloak: Point to point jumping in Hi Sec, crossing Uedama, Niaja and other main choke points in Hi Sec because of, not Falcon, gankers. If I'm cloaked I can't be targeted. Smart bombers are a different issue entirely.

Getting fuel in Hi Sec wouldn't be a problem nor is a timer but the PITA for everyone to remember to fuel up plus adding an additional bay to all Cov-Ops. Simply because if this fuel idea does happen I don't have massive amounts in a Blockade Runner and less when you fit tank. Then there's even less in a Stealth Bomber\Co-Ops frigate so I damn well want a fuel bay. Lol

This all kinda comes back to the "Upgrade your clone"...just a PITA because a select few moan about even fewer people using a mechanic not to their favour.
Bullet Therapist
Caldari Provisions
Caldari State
#168 - 2015-01-12 21:58:13 UTC  |  Edited by: Bullet Therapist
Mag's wrote:
And everyone in system, is safe for the same indefinite period from them. You keep failing to mention, that that argument is a two way street. But what do they see for that period?

It boils down to the same question.

Whilst they are cloaked for that indefinite period of time, which mechanic do they use to interact with you?

It's local of course, you cannot separate the two. Seen by the fact you can AFK and gain the same effect, without a cloak.

I know you don't like the fact that it's psychological, but there is no escaping it. Even when someone is AFK 23.5 hours and not said a word. The fact they have shown in local for all that time, plays on some pilots minds. It's the definition of psychology warfare. Mind games.

If and it's a big if. If any changes need to take place, then ALL the mechanics involved need change. You cannot cherry pick, simply because you fail to see the big picture. Blink


This is it? Like the other guy, you couldn't address or even try to rebut any of my arguments?

Quote:
Whilst they are cloaked for that indefinite period of time, which mechanic do they use to interact with you?


A player doesn't have to know he's being interacted with by another player. It isn't tied to local because it isn't simply limited to k-space and it would still provide to much reward for too little risk even if local were removed for numerous and clear reasons I outlined in my last rebuttal.

Quote:
It's local of course, you cannot separate the two. Seen by the fact you can AFK and gain the same effect, without a cloak.


Yes, you can (separate local from cloaking), because indefinite cloaking still occurs in w-space, which doesn't have local.

More specifically...
Quote:
Seen by the fact you can AFK and gain the same effect, without a cloak.


No, you can't. Afk in space in a ship and I'll blow it up. Sit in a station and your knowledge about the activity and opportunity for strike at the other residents of the station is much more limited. Essentially all you know is who's in that station, another station (you don't know which if there's more than two in system) and who's in space. Compare that intel with that available to a cloaky alt. Leave the station and anyone else watching knows you've left. Build a pos, sit in it, and use it for spying long enough and I'll make a fleet to blow it up.

Quote:
I know you don't like the fact that it's psychological, but there is no escaping it. Even when someone is AFK 23.5 hours and not said a word. The fact they have shown in local for all that time, plays on some pilots minds. It's the definition of psychology warfare. Mind games.


If you've got cloaky eyes in a system, and you've use him before, there's a good chance I know if you're going to use him or not. If I've seen a cloaker make a move one time, I've watch listed, cataloged, and made notes on every other person on the killmail they produce, if any. By correlating this information with killboard histories, I (or potentially any player) am able to discern, with a resonable chance of success, whether that character is active or not. It's hard to have a psychological effect if the people your trying to affect know that you're impotentently sitting afk.

I think you have less of a grasp on the game mechanics than you claim. Dealing with afk cloakers and establishing system security, for those whom are interested, is a mixture of activities that requires correlating details into a bigger picture with the intent of understanding the risk posed by a situation. Cloakers are less threatening than most of the people here believe because we have the tools to understand when they're going to be active or not when they've been used. The problem is intel, more specifically, the quality of the intel relative to the risk that cloakers place themselves in.
Lvzbel Ixtab
State War Academy
Caldari State
#169 - 2015-01-12 22:19:08 UTC
0.0 Already got their solution: The changed to jump ranges now more people are carebearing safely cuzz u cant just drop as easily as before. Want more? Then remove local from K-space and lets make things interesting not safer only cuzz alot of people cry about it
I'm Down
Macabre Votum
Northern Coalition.
#170 - 2015-01-12 22:23:18 UTC  |  Edited by: I'm Down
The problem with AFK cloaking is that it's the only thing in game where a player can generate an unintended impact on the game without being actively logged in while not being identifiable as active or inactive.

The issue stems from when that player transitions from passive to active. Unlike all other features of the game, you cannot determine the nature of when someone changes over from passive to active, and therefore become part of the game. If you look at wormholes or any other part of the game, the transistion between systems or the act of logging in or undocking all provide ways of scouting out an individual to know if they are active or passive with some level of certainty.

Roaming cloaking gangs have to uncloak on a gate, which is an indication of activity, even if its brief.

Black Ops Cyno gangs have both the possibility of scouting the home system, and the possibility of scouting the cyno alt moving around.

A player who logs in to system has a brief window where they can be actively scanned or visualized in some way even ignoring local chat.

Any active player outside of cloaking always has some visual indication possible of when they transition from passive to active.


Here's the problem with AFK cloakers... There is no way of indicating that transition from passive to active. A guy who log's in straight after downtime and sits in system all day cloaked provides no indication. The complain stems from this and most players just want some way of knowing if that player who's impacting the game actually is active or passive even if it's incredibly small.

It's totally different from a player who actively sits on his/her computer waiting to pounce. In that case though, at least they are working for that illusion of passivity. But if that's the case, then something should be required to indicate the difference between a player earning that illusion, and a player not doing anything, if for no other reason than to provide the opposing players some small window of how to indicate threats.

I think the best solution is a pop-up screen that requires a code to be typed in after ~ 30 minutes of inactivity or a disconnect after an additional 30 minutes. This way the player has to do something to keep his illusion up, and get's an hour of afk time, but can't have any advantage over the other scenarios listed above that actually have some vulnerability to being scouted out for their activity level.
Delegate
Federal Navy Academy
Gallente Federation
#171 - 2015-01-12 22:36:48 UTC
Corinne Avuli wrote:
Mag's wrote:
Whilst they are cloaked for that indefinite period of time, which mechanic do they use to interact with you?


let me ask you something? and let me ask it the same way you do, because i have some bold and cursive letters left.

If there would be no local, but you know there is someone in your system, because you use guards, how would you act to counter him, compared to mechanics WHs provide?

I answered for WH, where i live. In eve should always be counters.



Have fleet ready to respond on a short notice. Jump changes already made your life easier.
Delegate
Federal Navy Academy
Gallente Federation
#172 - 2015-01-12 22:42:23 UTC
Bullet Therapist wrote:
Mag's wrote:
It's local of course, you cannot separate the two. Seen by the fact you can AFK and gain the same effect, without a cloak.


Yes, you can (separate local from cloaking), because indefinite cloaking still occurs in w-space, which doesn't have local.



No you really can't separate the two. AFK cloaking isn't strictly needed to achieve surprise in w-space. Whereas there is no counter to local other than AFK cloaking.

If you agree to delayed local in null- and low-sec, then changes to cloak mechanics are fair game. Otherwise you're seeking a rent.
Delegate
Federal Navy Academy
Gallente Federation
#173 - 2015-01-12 23:16:42 UTC  |  Edited by: Delegate
After going thru this 9 pages, I see a lot of smoke screen and irrelevant arguments. While the substance of this dispute is quite simple, really:

- some players want local to be their perfect early-warning tool,
- afk cloaking deny them that perfect early-warning,
- so they want to nerf afk cloaking,
- and have their local functional again.

There are two reasons why people want perfect early-warning from local.
- Some players simply don't accept any possibility that the game mechanics may let them be ganked. They want local to be their safe heaven. I believe their arguments can mostly be ignored. If you want safe heaven you are welcome to stay in 1.0
- Some players are concerned with potentially unlimited threat posed by covert cyno. And I think this is a valid concern.

So...

Any one-sided “fix” here would be bad for the game. I believe CCP should embark on an overhaul of the whole local-cloak-cyno mechanics. Despite many players proclaiming local will never be nerfed, I remain optimistic. Certainly we had controversial, but needed, changes made recently.

I believe that ultimately null and low-sec should have delayed local. Local promote bad game-play. Why should I be vigilant at active intel gathering if I have local? Local stifle innovation. Recon will soon be invisible on dscan. Guess what – I imagine players cross-checking local with killbords and docking as soon as someone known to fly recons shows up... great game play, isn't it?

Delayed local should be accompanied with balances to covert cynos. Necessary tools are already there - CCP can monitor black ops use, and balance jump range/fatigue for these ships so that the risk they pose is “right” (whatever risk level they consider right).
Haywoud Jablomi
Vay Mining Corporation
#174 - 2015-01-12 23:24:54 UTC
My own personal issue with cloaking is the fact that I cant hunt a cloaky. Once a camper is in a system, they can stay as long as they want. You have to bait the player out and often that doesn't really work.

I know people dont like this idea but I have always liked the idea of a frigate class ship that can hunt cloakies. It would take some balancing, likely the removal of local.

Though the above idea is unlikely to happen, I do think a simple solution could be to simply remove the color coding of players in local. Make it so that only colors show up on the overview. This gives the PVP player more time to get to a target, and makes it so that a PVE player must pay more attention.

Just some thoughts.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? Yes; there are no systems or locations in New Eden where PvP should be completely avoided" "However if you train cloak, you can avoid it all you want." (Modified)

GeeShizzle MacCloud
#175 - 2015-01-12 23:24:55 UTC
imho the problem is not with just cloaking its with the synergy of:

local
cov ops cloaking
cynos
hotdropping

A true afk cloaker doesnt harm anyone as many have pointed out, however one issue they always gloss over is the obvious and very situational "afk" part.

Local chat is terrible/great depending on your perspective because its 100% accurate in what it tells you. What it doesn't tell you is open to interpretation however. So whether a contact in local is truely afk or periodically active is only known by that contact and anyone that can see him moving around in the system, that becomes quite obviously difficult if he's invisible indefinitely.

Combine that with a cloaked ships ability to fit and activate a cyno (covert or otherwise) means that you're essentially under a threat umbrella of any hostile or neutral system (or friendly system within jump distance with an open unguarded wormhole) that could potentially contain a POS housing a titan or a station housing a fleet ready to undock (the latter being much more difficult to guard against).

Watchlists help greatly in defending yourself from a blops hotdrop gank but such attacks are extremely quick and you have to be on your toes to see it coming in enough time to get safe. Having a counter drop ready is so overly counter-productive its entirely laughable as an option to counter a blops hotdrop, as good hotdroppers will be in and out in 1 minute or less.

i do want this to be very very clear though...

Individually afk cloaking, cynos, hotdropping and local chat are all meaningless and not in any way overpowered, its only when they are combined with no negative effects do the results become greater then the sum of their parts.


Delegate
Federal Navy Academy
Gallente Federation
#176 - 2015-01-12 23:42:24 UTC  |  Edited by: Delegate
GeeShizzle MacCloud wrote:
Watchlists help greatly in defending yourself from a blops hotdrop gank but such attacks are extremely quick and you have to be on your toes to see it coming in enough time to get safe. Having a counter drop ready is so overly counter-productive its entirely laughable as an option to counter a blops hotdrop, as good hotdroppers will be in and out in 1 minute or less.


Involuntary watchlist is another broken mechanics - it is a free, perfect and undeniable intel that promotes station/pos hugging.
Now the part I underlined is important - that's where imbalance really is. Jump changes bring back some sanity here. Perhaps they are not yet sufficient. But the fix is to balance hotdropping.
Bullet Therapist
Caldari Provisions
Caldari State
#177 - 2015-01-12 23:53:01 UTC
Delegate wrote:
Bullet Therapist wrote:
Mag's wrote:
It's local of course, you cannot separate the two. Seen by the fact you can AFK and gain the same effect, without a cloak.


Yes, you can (separate local from cloaking), because indefinite cloaking still occurs in w-space, which doesn't have local.



No you really can't separate the two. AFK cloaking isn't strictly needed to achieve surprise in w-space. Whereas there is no counter to local other than AFK cloaking.

If you agree to delayed local in null- and low-sec, then changes to cloak mechanics are fair game. Otherwise you're seeking a rent.


Negative hombre. AFK cloaking isn't strictly needed to achieve surprise in k-space either. Log-offs, connecting wormholes, interceptors (or any other fast ship with a point or scram) are sufficient, particularly when you understand that the deficiency of any intel channel is the people who are using it. Any of the above mentioned tactics are already able to get into a system fast enough to tackle before many ships, particularly ratting ships, are able to align out. Combine that with the fact that people aren't perfect at reporting or reading intel and even bubbled dead end pipes are still vulnerable to roams.
GeeShizzle MacCloud
#178 - 2015-01-13 00:15:50 UTC
Delegate wrote:
GeeShizzle MacCloud wrote:
Watchlists help greatly in defending yourself from a blops hotdrop gank but such attacks are extremely quick and you have to be on your toes to see it coming in enough time to get safe. Having a counter drop ready is so overly counter-productive its entirely laughable as an option to counter a blops hotdrop, as good hotdroppers will be in and out in 1 minute or less.


Involuntary watchlist is another broken mechanics - it is a free, perfect and undeniable intel that promotes station/pos hugging.
Now the part I underlined is important - that's where the imbalance really is. Jump changes make a positive change. Perhaps not yet sufficient. But the fix is to balance hotdropping.


i would somewhat agree that watchlists are very powerful in an intel sense but ive seen some very novel ways of undermining watchlists that im sure may eventually become common practise. But watchlists lack a very important part of data and that is where the contact is. Locator agents obviously help with that and in the post phoebe jump fatigue world cap and supercap hunting using locator agents have become too easy.

The mechanic needs to be mixed up by say incorporating faction standings to the accuracy of the results (high standings to caldari from the target will broaden the accuracy of any locator requests from a caldari locator agent for example)

in terms of the covops cloak cyno hotdrop problem i think making covert cynos and covert ops cloaks fittable on one ship only if one of those mods are online at a time would be enough. its a relatively easy tweak to do.

You could also make any form of bridging from within 'x' number of metres of an NPC station in violation of a New Yulai Safety Directive, signed by all navy and pirate factions (or whatever roleplay details you want there) to stop careless loss of life every time a artificial hole in space-time is created mere metres away from a stations bulkheads.
Mario Putzo
#179 - 2015-01-13 00:17:26 UTC
I wonder if maybe those new sleepers could decloak people. Would be interesting since they are already killing pods on SiSi.
Delegate
Federal Navy Academy
Gallente Federation
#180 - 2015-01-13 00:18:45 UTC  |  Edited by: Delegate
Bullet Therapist wrote:
Delegate wrote:
Bullet Therapist wrote:
Mag's wrote:
It's local of course, you cannot separate the two. Seen by the fact you can AFK and gain the same effect, without a cloak.


Yes, you can (separate local from cloaking), because indefinite cloaking still occurs in w-space, which doesn't have local.



No you really can't separate the two. AFK cloaking isn't strictly needed to achieve surprise in w-space. Whereas there is no counter to local other than AFK cloaking.

If you agree to delayed local in null- and low-sec, then changes to cloak mechanics are fair game. Otherwise you're seeking a rent.


Negative hombre. AFK cloaking isn't strictly needed to achieve surprise in k-space either. Log-offs, connecting wormholes, interceptors (or any other fast ship with a point or scram) are sufficient, particularly when you understand that the deficiency of any intel channel is the people who are using it. Any of the above mentioned tactics are already able to get into a system fast enough to tackle before many ships, particularly ratting ships, are able to align out. Combine that with the fact that people aren't perfect at reporting or reading intel and even bubbled dead end pipes are still vulnerable to roams.


I'm not talking about "surprising" careless bears (if you can call that surprise). I'm talking about ambushing (semi-)decent players. In w-space that is possible and it happens. In k-space local will give me up before I even came to their system. And they don't even need a scout to spot me.

Also

- What will you do with an unwanted K162 in your k-space? I say you will roll it.
- What will you do when a new sig pops up and you see a scout in your system? I say you will dock.
- How would I know which anom you are at, when I have no time to scout?
- Are you seriously suggesting I should log off for a surprise strike, because you want a perfect local?

Yes, you basically want a safe heaven in null. And no, you can't separate local from afk cloaking.