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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Nikk Narrel
Moonlit Bonsai
#781 - 2015-01-29 19:15:37 UTC
Haywoud Jablomi wrote:
...
And it really isnt a lie. A cloaked player has subtantially more safety than a ratter. You have to remember, ratters are engaged with NPC ships. Of course its assumed they are well fitted to kill them but that isnt always the case, not everyone can drop a carrier in and go ratting while the drones kill things.

Not saying there isnt some truth in your statement but your own bias is effecting your point of view as well.

If we are going to be objective, anyone who sincerely believes what they say or type is not lying.
They MIGHT be wrong, but lying is specific to a deliberate attempt to knowingly give false information.

Is a cloaked player safer than a ratter?
There is no useful comparison, without framing this inside of meaningful context.

Ok, is the cloaked player safer than the ratter, during the time where the cloaked player is still in the process of arriving at the system in question?
No.
In point of fact, the ratter is only dealing with NPC threats, for which it can be expected they are prepared. They are killing them for ISK, so beating them predictably is the primary requirement for this.
The Cloaked player, assuming the use of covert hull and module, must contend with all gate camps and roams that are using far more adaptable and dangerous threats, that being other players.
The fitting for such a ship to have a better chance at penetration, must either sacrifice more in fighting ability, and / or ISK cost.
A sacrifice in fighting ability has obvious consequences, while a sacrifice in ISK cost often makes the ship cost ineffective to risk.

What about once the Cloaked ship arrives in the same system?
This is completely under player control, and there is no correct or simple answer that can fairly respond here.
The cloaked player, assuming they did not get really lucky and find their target totally unprepared, will be hidden.
The PvE player, will have ceased to still be that same PvE player. (You are what you undock in, and they typically are docked at this point).
Now the waiting begins, and it is expected that meaningful time must pass, so one or both parties expects that their unseen counterpart has stopped paying attention.

What happens as time passes, and the suspicion of being AFK begins to grow?
The cloaked player may very well have given up, but if they actually left the system, their exit as well as their future return would simply restart this cycle, in pointless repetition.
The cloaked player knows if they stay, and the PvE player risks exposure at the wrong time, he will have an opportunity to encounter this target.

The PvE player only needs to hedge their bluff.
They can undock in a PvP ship, and strut around pointlessly. The cloaked player won't risk engaging something that is both cheaper and probably able to fight better than their own craft. They did not make the effort to reach this system just to throw away their efforts on a bad gamble.
In order to draw out the cloaked player, and survive, they need to resume activity in a way that lets them keep playing.
This means getting a defensive fit, most likely capable of withstanding attack long enough to be bailed out by allies.

The cloaked player, and the PvE player, are both bluffing at this point.
Both want the other to believe they have friends waiting to help them.
Both know that these friends are not always available, and that most of the time they are alone.

This is a mind game, psychological warfare pure and simple.
And it is far more hardcore than many other games will ever be.
Mag's
Azn Empire
#782 - 2015-01-29 19:30:31 UTC  |  Edited by: Mag's
Haywoud Jablomi wrote:
Daichi Yamato wrote:
Roxanne Quall wrote:
Only the cloaked player is safe in space. You just trying to drive logic into the mud with the same loop.


This is a lie.

When a ratter has no one else in local, he is 100% safe in space. The ratter knows this and there is no uncertainty. The ratter is also even able to make isk during these situations, something a cloaked player cant do.

There is only risk to a ratter in space when an unknown enters system and appears clear as day in local. At which point, many of you dock up. So you are still not risking anything despite living in one of the most dangerous areas of the game and making ridiculous amounts of isk. AFK cloakers bring the risk to your fat rewards.

If you cant see that, you cant see past your own bias.


Try dropping the passive aggressive tone. It honestly works better for posting.

And it really isnt a lie. A cloaked player has subtantially more safety than a ratter. You have to remember, ratters are engaged with NPC ships. Of course its assumed they are well fitted to kill them but that isnt always the case, not everyone can drop a carrier in and go ratting while the drones kill things.

Not saying there isnt some truth in your statement but your own bias is effecting your point of view as well.

Both you and Roxanne have tried to claim, that the AFK cloaker is 100% safe when cloaked. It's hardly biased for us to point out, that that is a two way street.
If you and Rox keep on claiming points and omitting others, then don't be surprised if you are pulled up on it. That's neither bias, or passive aggressive.

I don't tend to use the term lie or liar and try in most cases to use the term disingenuous or others like it. But sometimes when certain claims are made that are plainly wrong, I feel there is no other choice.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Harry Saq
Of Tears and ISK
ISK.Net
#783 - 2015-01-29 19:44:26 UTC
The intel deprivation counter to local argument is an insufficient argument in terms of weight to both encouraging players to login but not actually interact with the game, and the idea of assets in space being at risk.

intel deprivation as a counter to local < encouraging in-game afk activity (not part of any game design vision or rational behavior = illogical) + risk to assets in space (interaction)

AFK - Away From Keyboard = logged in, not playing or interacting with the game in anyway

If "intel deprivation as a counter to local" is truly the stated intention for keeping the cloaking mechanic the way it is (which it is clear and stated numerous times by multiple people that it is) then you are using your presence (AFK or not) to exert influence on your environment and those in it, specifically by using local to essentially plant a flag (if you argue this point you are simply not being honest and slow deathing us all). Regardless of whether this belongs in a "remove local" debate or not, it is clear that the AFK cloaker is intending to use their toon to influence others in the game.

It is perfectly legitimate to use your presence in local while in space SO LONG as the player is active and engaged in the actual game (i.e. PLAYING). If the user has no intention of interacting with the game while desiring to influence others ingame activity, and gain an advantage over time using this inactivity (i.e. desensitizing others to their presence so that once the AFK player eventually becomes active, can use that desensitized state to either gain intel, transmit intel, drop a cyno, or engage another player by surprise) then that player should be subject to the same consequences as any other player with an asset in space and not paying attention.

This can be done by simple mechanics that would encourage the user to maintain some form of reasonable vigilance that would require basic and normal interaction with the game. The most elegant and non-intrusive ways to achieve this would be to limit the amount of time a player can maintain a cloak through some form of resource consumption (simple module cycle using a charge that needs to be reloaded at some point like ammo) AND/OR be detectable in some way through some form of action or effort by another player beyond simple proximity to decloak (i.e. active scanning/probing).

In this way, the goal of achieving "intel deprivation" has remained unaffected and player interaction with both each other and the game have been supported and encouraged. CCP has stated numerous ways that they desire player driven content and mechanics that create emergent gameplay. This does both while achieving the objective of keeping players engaged in the actual game while their toons are logged in and undocked.
Haywoud Jablomi
Vay Mining Corporation
#784 - 2015-01-29 19:56:51 UTC
Hehe well yes. Nikk you are right in some regards. I was more pointing out that the PVE is actively engaged in combat, though it is with NPC character, so he isnt sitting safe just watching isk rain down on him.

There is some basis for comparison though. Of course in open space, a cloak ship is far safer than any other ship. They cant be found, thus perfectly safe. At a gate, of course they are vulnerable cause they decloaked.

I dont think anyone would argue that cloak needs a change in regards to travelling. They are tough buggers to catch off a gate but their mechanics are fine in that area.

I keep seeing this argument that cloak shouldnt be changed cause it is what allows that ship to penetrate into enemy territory. Is this really what we are discussing here? I would personally never advocate for anything that changed that and I would be against any change that would effect that.


Nikks wrote:

This is a mind game, psychological warfare pure and simple.
And it is far more hardcore than many other games will ever be.


I do disagree with this. I know a sandbox game from the early 2000's that was far more ruthless than EVE will ever wish to be.

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)

Nikk Narrel
Moonlit Bonsai
#785 - 2015-01-29 19:58:59 UTC
Harry Saq wrote:
...

This can be done by simple mechanics that would encourage the user to maintain some form of reasonable vigilance that would require basic and normal interaction with the game. The most elegant and non-intrusive ways to achieve this would be to limit the amount of time a player can maintain a cloak through some form of resource consumption (simple module cycle using a charge that needs to be reloaded at some point like ammo) AND/OR be detectable in some way through some form of action or effort by another player beyond simple proximity to decloak (i.e. active scanning/probing).

...

The requirement to actively interact on a periodic basis enhances local in two ways.

1. Drastically reduces credibility of cloaked players to appear absent.
You might be willing to expect a player needs to take a break, sleep, work at a job, etc... but if you know that name in local had to punch a key every single hour in order to remain present, then you also have a reasonable expectation they are at least checking on targets at those times as well.
The necessary suspension of suspicion required for PvE activity to resume, on the sly while the cloaker is away, is simply too far from sounding realistic, knowing they must show up that often.


2. Outed players, who are either logged out or destroyed, effectively forfeit their efforts, and hand hostile-free PvE activity to the sov holding players.
Yaaay, local is free of hostile names, everyone can safely PvE....
Haywoud Jablomi
Vay Mining Corporation
#786 - 2015-01-29 20:03:15 UTC
Mags wrote:

Both you and Roxanne have tried to claim, that the AFK cloaker is 100% safe when cloaked.


In regards to myself. I have only made the claim that a cloak is 100% safe once they are in a system. Just to make sure we understand my stance.

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)

Iain Cariaba
#787 - 2015-01-29 20:05:49 UTC  |  Edited by: Iain Cariaba
Haywoud Jablomi wrote:
Daichi Yamato wrote:
This is a lie.

When a ratter has no one else in local, he is 100% safe in space. The ratter knows this and there is no uncertainty. The ratter is also even able to make isk during these situations, something a cloaked player cant do.

There is only risk to a ratter in space when an unknown enters system and appears clear as day in local. At which point, many of you dock up. So you are still not risking anything despite living in one of the most dangerous areas of the game and making ridiculous amounts of isk. AFK cloakers bring the risk to your fat rewards.

If you cant see that, you cant see past your own bias.


Try dropping the passive aggressive tone. It honestly works better for posting.

And it really isnt a lie. A cloaked player has subtantially more safety than a ratter. You have to remember, ratters are engaged with NPC ships. Of course its assumed they are well fitted to kill them but that isnt always the case, not everyone can drop a carrier in and go ratting while the drones kill things.

Not saying there isnt some truth in your statement but your own bias is effecting your point of view as well.

Oh please. If you're in any danger at all from the rats you're shooting, you're doing it wrong, and if you think it takes a carrier to rat without being in danger, you need to learn to EvE.

As far as bias on my side, keep in mind that I am primarily a ratter who PvPs as a hobby, rather than a PvPer who rats to make isk. I have absolutely zero problem with cloaky campers. All it takes to deal with cloaky campers is to not be averse to risk.
Nikk Narrel
Moonlit Bonsai
#788 - 2015-01-29 20:09:49 UTC
Haywoud Jablomi wrote:
*Hehe well yes. Nikk you are right in some regards. I was more pointing out that the PVE is actively engaged in combat, though it is with NPC character, so he isnt sitting safe just watching isk rain down on him.

**There is some basis for comparison though. Of course in open space, a cloak ship is far safer than any other ship. They cant be found, thus perfectly safe. At a gate, of course they are vulnerable cause they decloaked.

I dont think anyone would argue that cloak needs a change in regards to travelling. They are tough buggers to catch off a gate but their mechanics are fine in that area.

I keep seeing this argument that cloak shouldnt be changed cause it is what allows that ship to penetrate into enemy territory.
***Is this really what we are discussing here? I would personally never advocate for anything that changed that and I would be against any change that would effect that.

*I don't want to drag out a point needlessly, but are you seriously implying that the ratting player finds justified risk simply by farming the NPC rats?
With that logic, these are self balancing, and these should spawn everywhere in the game, high sec included.

**The price a cloak currently pays to reach a target system, is not disputed here at least.

***The desired effect from the cloak, is uncertainty in the minds of players hostile to it.
It is an enormous factor that they even know the cloaked player is present, automatically and without delay.
It simply goes to far if they can know too easily that this player is active, and should be avoided as a result.

Haywoud Jablomi wrote:
Nikks wrote:

This is a mind game, psychological warfare pure and simple.
And it is far more hardcore than many other games will ever be.


I do disagree with this. I know a sandbox game from the early 2000's that was far more ruthless than EVE will ever wish to be.

I am careful with my wording, and never placed EVE as the ultimate pinnacle of hard core gaming.
I simply said many other games are less, on that scale.
Jenn aSide
Soul Machines
The Initiative.
#789 - 2015-01-29 20:21:52 UTC
Harry Saq wrote:


It is perfectly legitimate to use your presence in local while in space SO LONG as the player is active and engaged in the actual game (i.e. PLAYING). If the user has no intention of interacting with the game while desiring to influence others ingame activity, and gain an advantage over time using this inactivity (i.e. desensitizing others to their presence so that once the AFK player eventually becomes active, can use that desensitized state to either gain intel, transmit intel, drop a cyno, or engage another player by surprise) then that player should be subject to the same consequences as any other player with an asset in space and not paying attention.


This is one of the major "fail points" in the logic of the anti-afk crowd. Of course it's not he only one lol.

If a player in NULL SEC (or low sec) with a neutral in local allows themselves to become "desensitized", they deserve to be blown up. This is because they know they are playing a non-consensual pvp game in one of the TWO areas where their is no negative consequence to pvp (the other being wormhole space).

If a wormhole play came to these forums and said "well, i got desensitized in my wormhole and a dude came out of no where and blew me up, so because I choose to not pay attention, CCP should change the game so this doesn't happen". EVERYONE would laugh their backsides off at the guy, but the quoted poster thinks that personal failure (ie getting desensitized and ratting in NULL with a neut in local) is reason for CCP intervention.

Sorry, it isn't. And the fact that the anti-afk crowd has to employ such nonsensical 'mental gymnastics' to get to a point where their argument makes sense tells you everything about how solid that argument is.

--

The REAL answer is the one we already do in-game: create the conditions where the AFK-cloaker is neutralized BEFORE he cloaks. Use cheap ratting ships that cost the cloaker more to blow up than it does to leave alone. Use in game tools like warp core stabs, fof missiles, drones, ecm , target spectrum breakers etc to become so slippery that the AFKers eventually say 'screw this, ima go find stupid people ratting in super carriers instead'.. Group up pantheon style with alts or friends in such a way that the COST of a hot drop is dead BLOPS (nothing deters Blops dropping more than dead blops, those things are expensive) and so forth.

I'll say again, if these anti-afk'rs put half as much energy into defending themselves and playing the game as they did turning illogical flips on this forum this wouldn't even be a topic.




Jenn aSide
Soul Machines
The Initiative.
#790 - 2015-01-29 20:27:45 UTC
Oh and as an additon, here is a video of a dude making crazy isk using cheap ships in low sec (when everyone claims yo can't make isk in low sec). Now you might ask, "why in this thread". Well, it's simple, the same types of ships can be use in null to rat with, AT RANGE. Like the 'afk-navy vexor', using such is so cheap that even if they kill it you still make a profit. The key to success in EVE is NOT trying to metagame your enemies (like afk cloakers), it's in figuring out how to do things people say are impossible.

Part of the anti-akf crowds malfunction is their 'entitled' belief that they should be able to chase people out of systems where they can then rat up a fortune with capitals or pirate battleships. Rather than adapt that want a fix that would alter the balance of the game. It's a highly irresponsible way of thinking if you ask me.
Haywoud Jablomi
Vay Mining Corporation
#791 - 2015-01-29 20:54:54 UTC
Nikk wrote:

*I don't want to drag out a point needlessly, but are you seriously implying that the ratting player finds justified risk simply by farming the NPC rats?


No not at all. Jus saying they are occupied doing something. Though not a huge risk at all, it is possible to lose a ship to rats.

I never advocate and I never will advocate the change of the funcation of cloak. I personally advocate scan probes, changes to local and nothing else.

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)

Harry Saq
Of Tears and ISK
ISK.Net
#792 - 2015-01-29 21:00:45 UTC
Any mechanic that encourages player inactivity (and I am not talking about ratters or miners) is a bad mechanic. Any argument that player inactivity should be encouraged or is a good thing is illogical. Arguing against local and then using local to show that local is no good in support of not altering the bad mechanic is also illogical and circular.

The local debate is that way ->

If local were gone tomorrow the arguments against perpetual cloaking at no cost or vulnerability remain valid.

If local were announced as never going away by CCP, mechanics encouraging inactivity would logically be designed away from in favor of active gameplay.

...and again, the local debate is that way ->
Haywoud Jablomi
Vay Mining Corporation
#793 - 2015-01-29 21:07:47 UTC
Jenn. What if sov space wasnt part of it. What if making isk wasnt part of it?

What if someones point was the simple fact that a person in space, camping a system shouldnt be 100% safe?

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)

Nikk Narrel
Moonlit Bonsai
#794 - 2015-01-29 21:18:38 UTC
Harry Saq wrote:
Any mechanic that encourages player inactivity (and I am not talking about ratters or miners) is a bad mechanic.
1. Any argument that player inactivity should be encouraged or is a good thing is illogical.

2. Arguing against local and then using local to show that local is no good in support of not altering the bad mechanic is also illogical and circular.

1
An absolute statement, in the absence of complete information, is an assumption.
It is not the inactivity on the part of the cloaked character that is being encouraged, but rather the belief that it is present when it cannot be otherwise determined.
The bigger problem is the inactivity on the part of the PvE player, when it is clearly demonstrated that a hostile presence in other game areas is not regarded as insurmountable.

2
I don't recall seeing anyone suggesting to change local, while leaving cloaked ships as they are now.
Balance dictates that changes would be needed on both sides, or none at all.

Harry Saq wrote:
The local debate is that way ->

If local were gone tomorrow the arguments against perpetual cloaking at no cost or vulnerability remain valid.

If local were announced as never going away by CCP, mechanics encouraging inactivity would logically be designed away from in favor of active gameplay.

...and again, the local debate is that way ->

As a recognizably connected aspect of the AFK cloaking debate, it is short sighted to expect balance when only modifying half of an effective equation.

Local is diminished by AFK Cloaking, as this form of cloaking tactic creates one of it's few tactical blind-spots.
Local establishes presence in one sense, but over time cloaking creates uncertainty on other levels.
Without this time element being present, the equation is changed, and local's value exceeds cloaking's uncertainty potential.

Should these areas of uncertainty be reduced, Local would benefit in direct proportion, and the possible threat against PvE shipping targets would be significantly reduced.
Haywoud Jablomi
Vay Mining Corporation
#795 - 2015-01-29 21:21:00 UTC
Nikk wrote:

I don't recall seeing anyone suggesting to change local, while leaving cloaked ships as they are now.
Balance dictates that changes would be needed on both sides, or none at all.


That is crap. That is all I have advocated. No change to cloak, add scan probes, and removing info from local

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)

Nikk Narrel
Moonlit Bonsai
#796 - 2015-01-29 21:24:50 UTC
Haywoud Jablomi wrote:
Jenn. What if sov space wasnt part of it. What if making isk wasnt part of it?

What if someones point was the simple fact that a person in space, camping a system shouldnt be 100% safe?

I understand this was directed at Jenn.

I must ask, however, what value your hypothetical question has?
We are not dealing with this situation you are describing.

That being said, the balance issue hs nothing to do with ISK, in that context.

Rather, the limitation of negative intel must be matched by the limitation of positive intel, or the net change will give more to one side involved.

Why play hide and seek, if you know you only have to wait long enough for the hiding players to be either forced into view, or surrender.
Your game has changed to hide and wait. Seeking has no value.

Both sides need an achievable goal, with comparable levels of success.
Mag's
Azn Empire
#797 - 2015-01-29 21:25:48 UTC
Haywoud Jablomi wrote:
Nikk wrote:

I don't recall seeing anyone suggesting to change local, while leaving cloaked ships as they are now.
Balance dictates that changes would be needed on both sides, or none at all.


That is crap. That is all I have advocated. No change to cloak, add scan probes, and removing info from local
So what would your scan probes do?

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Nikk Narrel
Moonlit Bonsai
#798 - 2015-01-29 21:26:56 UTC
Haywoud Jablomi wrote:
Nikk wrote:

I don't recall seeing anyone suggesting to change local, while leaving cloaked ships as they are now.
Balance dictates that changes would be needed on both sides, or none at all.


That is crap. That is all I have advocated. No change to cloak, add scan probes, and removing info from local

You misunderstand.

If you make cloaks vulnerable to being probed down, regardless if they are special scan probes or flying waffles, then you have changed cloaks.

When I define cloaking, I refer to not just a module, but the play style as a whole.
Mag's
Azn Empire
#799 - 2015-01-29 21:31:26 UTC  |  Edited by: Mag's
Nikk Narrel wrote:
Haywoud Jablomi wrote:
Nikk wrote:

I don't recall seeing anyone suggesting to change local, while leaving cloaked ships as they are now.
Balance dictates that changes would be needed on both sides, or none at all.


That is crap. That is all I have advocated. No change to cloak, add scan probes, and removing info from local

You misunderstand.

If you make cloaks vulnerable to being probed down, regardless if they are special scan probes or flying waffles, then you have changed cloaks.

When I define cloaking, I refer to not just a module, but the play style as a whole.
You actually said cloaked ships. Let's face it if they are scanable with probes, they are hardly as they are now. Whether it be the ship or the cloak you were talking about. It's still a change to them.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Haywoud Jablomi
Vay Mining Corporation
#800 - 2015-01-29 21:34:29 UTC
Mag's wrote:
Haywoud Jablomi wrote:
Nikk wrote:

I don't recall seeing anyone suggesting to change local, while leaving cloaked ships as they are now.
Balance dictates that changes would be needed on both sides, or none at all.


That is crap. That is all I have advocated. No change to cloak, add scan probes, and removing info from local
So what would your scan probes do?


Just like combat probes but for cloakies. Just like scan and normal combat, they can be seen on dscan. If your active, its unlikely they will find you, though they might cause you to move around.

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)