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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Nikk Narrel
Moonlit Bonsai
#2261 - 2015-06-04 16:26:20 UTC
Teckos Pech wrote:
afkalt wrote:
Nikk Narrel wrote:
Simple solution:
Equipping a cloak deprives you both from seeing local, and from being seen in local.

You can't know how many pilots are in the system, how many are defending, etc.
They can't know how many cloak equipped ships are ever present.

Being cloaked, despite possible assumptions, you rely heavily on local.
How else do you know how many hostile pilots are in the system? If the system is empty, OR has pilots docked in an Outpost, OR defending ships that are also cloaked...

Ganks don't normally happen in systems with a heavy population, because the chances of a counter being quickly brought is too likely.

Both sides would suddenly have to adapt to uncertainty, rather than being spoiled by knowing too much to operate except under ideal conditions.



Dscan.


Dotlan.

Not opposed to the idea Nikk, just pointing out that the for the enterprising player who likes cloaked ships there are ways to find out what is going on in a system.

Response to both gentlemen:

And with the need to go beyond looking at a chat window, comes extra effort.
D-Scan, which I agree with pointing out, is imperfect. Still, an excellent tool, and it is a shame that it's use is so often overshadowed by the list of pilots in chat.

Dotlan: if players are going to internet sites for data, that is research, which I applaud as effort.

I think this would be a major step in weaning low effort players from milking the chat window as the only source needed.
Electra Magnetic
The Scope
Gallente Federation
#2262 - 2015-06-04 20:07:46 UTC
Teckos Pech wrote:
Arkanciel wrote:
SHIPS CLOACK SHOULD CONSUME FUEL.


SO ....FUEL EMPTY.... DECLOACK


And

Electra Magnetic wrote:
The solution is really simple: When ships are cloaked they should have 0 capacitor recharge. couple that with a cycle timer and an activation cost and your job is done.


The littany of bad ideas goes on and on.

As for fuel, no. Covert ops ships, generally speaking, have smallish cargo holds forcing people to take fuel not only nerfs the ships when cloaked, but also when uncloaked since it limits things like ammo, nanite paste, liquid ozone, and so forth.

It is a bad lazy idea.

As for cap, again these ships are not noted for their robust nature and now with this dopey suggestion when a ship decloaks for combat it is now gimped because it has lower cap levels limiting modules that can be activated.

Another bad lazy idea.

Two horrible ideas that have been proposed since the dawn of cloaks by the whiners who want have their cake and eat it too.


Please take your pessimistic attitude somewhere else or come up with a better solution.
Teckos Pech
Hogyoku
Goonswarm Federation
#2263 - 2015-06-04 20:32:43 UTC
Electra Magnetic wrote:


Please take your pessimistic attitude somewhere else or come up with a better solution.


I have, it is not my fault didn't read it or unaware of the observatory array.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Nikk Narrel
Moonlit Bonsai
#2264 - 2015-06-04 20:44:34 UTC
Electra Magnetic wrote:
Teckos Pech wrote:
Electra Magnetic wrote:
The solution is really simple: When ships are cloaked they should have 0 capacitor recharge. couple that with a cycle timer and an activation cost and your job is done.


The littany of bad ideas goes on and on.

As for fuel, no. Covert ops ships, generally speaking, have smallish cargo holds forcing people to take fuel not only nerfs the ships when cloaked, but also when uncloaked since it limits things like ammo, nanite paste, liquid ozone, and so forth.

It is a bad lazy idea.


Please take your pessimistic attitude somewhere else or come up with a better solution.

You either have severe tunnel vision, or an amazing capacity to adhere to confirmation bias.

The links in his signature, as well as mine, represent alternate solutions.

Every post suggesting a mutual change to both local and cloaking, represent alternate solutions.

Every post, where I myself point out boosting the PvE hulls fighting ability to at least the same level of a covops ship, more alternate solutions.

I say alternate, because I can't be certain you would evaluate them objectively, or even consider alternatives that did not cater to your specific views.
I doubt better exists, from your perspective.

Feel free to demonstrate otherwise, of course.
Nasar Vyron
S0utherN Comfort
#2265 - 2015-06-04 21:06:16 UTC
Better solutions have been come up with. Problem is we have people who view things largely from extremes, and therefore balanced ideas are typically shot down by both parties as they can only see how it hurts their own style of play.

So far what has been largely agreed upon:
Active camping = good
Active intel gathering = good
Altering gameplay while not actively participating = bad
Free intel = bad
Local = warning system used/abused by both sides
Map statistics = give valuable intel to both sides, tho typically abused by hunters who simply follow the shiny red ball
OA has the chance to stir the pot and allow for a new dynamic to emerge



In short, the most balanced situation will reward those who actively obtain their intel. Which does mean a signifigant nerf to the cloaking system as it perfectly hides information. At the same time we can expect a weakness to be introduced to Local chat to allow for hunters to fly under the radar if not actively sought after.


I suggested many pages back, which has had some support, that local chat be tied to the new OA. Hacking may occur on the structure to allow for multiple actions to be taken such as:
-view other systems locals and statistics also connected to the network
-introduce a delay/short loop to that system's local so forward scouting could allow for a larger party to follow undetected
-unclaimed/underdeveloped areas of null become blind with no active OA

Successful hacks gave no warning, however failed attempts created log entries. So an active scan of logs would show that something could have been tampered with requiring the OA owner to fly to that system and initiate a "reset" of the OA intel network. This allows for hostile players to set traps and use the inhabitant's intel network against them.


As for cloaks, I actually suggested they be left alone, but OA upgrades to be made available which allowed for multiple actions to be taken against cloaked ships such at:
-allows for of all ships, cloaked and non, within system to be probed and appear on dscan
-pulse feature which forces cloaked ships to appear on overview but not lockable until decloaked. This pulse feature fully disables local for a set duration (exposed for 1 minute but incurs a 10 minute cooldown in which all of local is disabled)





These are rough ideas, but ones that have typically found approval from both sides as they allow for new areas of gameplay to occur on both sides of the isle. With a new double bladed defense which allows for active hunting of the hunters or the presumed afk which also blinds them to a possible ambush. And for the attackers who can take advantage of this system and now have a new way to move larger numbers relatively undetected through hostile space assuming successful hacks and a non vigilant eye on logs if one should fail along the way.
Treyah
Sebiestor Tribe
Minmatar Republic
#2266 - 2015-06-05 05:50:41 UTC
AFK cloaky is a part of game play that presents absolutely no risk, which is against the spirit of Eve.

Nobody should be invulnerable undocked, afk cloakers are no exception.

Mike Voidstar
Voidstar Free Flight Foundation
#2267 - 2015-06-05 07:09:36 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
Yet it's not balanced.

It's supposed to be a game. Games are contests, and right now the cloaked has no competition. He gets to literally sit back and only engage the equivalent of ducks in a barrel.

The only way to beat him is not to play.

That's a pretty poor piece of game design.


It is balanced.

Can you shoot a cloaked ship? No.

Can a cloaked ship shoot you? No.

In fact, I'll go so far as to say, no ship in this game has ever been blown up by a ship while it was also cloaked. Never, ever.

You also know he is there in system with you....and he knows you are there too.

What you don't like and stubbornly refuse to admit is the uncertainty a cloaked pilot in your system brings. You don't want to deal with it. You are fine with risk, but uncertainty...no. That makes you scurry to your POS, station or safe spot and activate your own cloak (which is ******* ironic as Hell, IMO).

I on the other hand think a game like this should absolutely have uncertainty. It makes the game interesting and exciting.


I guess then you would have no problems if cloaks also locked your ship motionless in space and made it impossible to see the overview or grid? If you want to be as safe as in a station, then it should carry the same drawbacks.

I really prefer doing PvE stuff. I am not afraid of PvP, just find it very annoying. It's not that I don't want to deal with cloaked ships... I do. There just aren't any tools to do so that do not depend 100% on the cloaked ship himself decloaking, which he won't so if the situation is dangerous. All of the counters involve tieing up the resources and time of multiple active players to deal with an ongoing passive threat. Ridding a system of atk cloaked ships enables those who took that initiative to do what they want with a system, if the ship wasn't atk now you have a game of cat and mouse and content exists for both parties on a level playing field. Both versions of that are positive changes for everyone involved.

Yes, cloaked ships die, usually while traveling. That's an entirely seperate situation and bringing it up in the context of afk camping is stupid.
Nat Silverguard
Aideron Robotics
Aideron Robotics.
#2268 - 2015-06-05 07:24:06 UTC
Mike Voidstar wrote:

Yes, cloaked ships die, usually while traveling. That's an entirely seperate situation and bringing it up in the context of afk camping is stupid.


QQing stupid nullbear is stupid. Cool

Just Add Water

Teckos Pech
Hogyoku
Goonswarm Federation
#2269 - 2015-06-05 07:27:43 UTC
Mike Voidstar wrote:


I guess then you would have no problems if cloaks also locked your ship motionless in space and made it impossible to see the overview or grid? If you want to be as safe as in a station, then it should carry the same drawbacks.


That was just stupid. Amazingly stupid.

Quote:
I really prefer doing PvE stuff. I am not afraid of PvP, just find it very annoying. It's not that I don't want to deal with cloaked ships... I do. There just aren't any tools to do so that do not depend 100% on the cloaked ship himself decloaking, which he won't so if the situation is dangerous. All of the counters involve tieing up the resources and time of multiple active players to deal with an ongoing passive threat. Ridding a system of atk cloaked ships enables those who took that initiative to do what they want with a system, if the ship wasn't atk now you have a game of cat and mouse and content exists for both parties on a level playing field. Both versions of that are positive changes for everyone involved.


You are once again confirming you just don't like uncertainty.

And spare me the content on a level playing field nonsense. You'll be out there trying to find that cloaked ship in a ship you know will have a damn good chance of winning.

Like I said, you want to change the game so that uncertainty becomes risk...which you can manage.

Quote:
Yes, cloaked ships die, usually while traveling. That's an entirely seperate situation and bringing it up in the context of afk camping is stupid.


No it is not because you keep spouting off out of both sides of your mouth. On the one hand you point out that a guy who is AFK can cloaked can somehow make your ship explode, and also the very same cloaked ship is perfectly safe while hunting--i.e. moving between systems.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#2270 - 2015-06-05 07:30:37 UTC
Treyah wrote:
AFK cloaky is a part of game play that presents absolutely no risk, which is against the spirit of Eve.

Nobody should be invulnerable undocked, afk cloakers are no exception.



If he is AFK and cloaked, you are perfectly safe. As is said cloaked pilot where the player is AFK. Hence it is balanced.

What AFK cloaking presents to those who want to PvE is uncertainty (which is different from risk).

Uncertainty is very much within the spirit of Eve.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#2271 - 2015-06-05 07:36:20 UTC
Nasar Vyron wrote:
Better solutions have been come up with. Problem is we have people who view things largely from extremes, and therefore balanced ideas are typically shot down by both parties as they can only see how it hurts their own style of play.

So far what has been largely agreed upon:
Active camping = good
Active intel gathering = good
Altering gameplay while not actively participating = bad
Free intel = bad
Local = warning system used/abused by both sides
Map statistics = give valuable intel to both sides, tho typically abused by hunters who simply follow the shiny red ball
OA has the chance to stir the pot and allow for a new dynamic to emerge



In short, the most balanced situation will reward those who actively obtain their intel. Which does mean a signifigant nerf to the cloaking system as it perfectly hides information. At the same time we can expect a weakness to be introduced to Local chat to allow for hunters to fly under the radar if not actively sought after.


I suggested many pages back, which has had some support, that local chat be tied to the new OA. Hacking may occur on the structure to allow for multiple actions to be taken such as:
-view other systems locals and statistics also connected to the network
-introduce a delay/short loop to that system's local so forward scouting could allow for a larger party to follow undetected
-unclaimed/underdeveloped areas of null become blind with no active OA

Successful hacks gave no warning, however failed attempts created log entries. So an active scan of logs would show that something could have been tampered with requiring the OA owner to fly to that system and initiate a "reset" of the OA intel network. This allows for hostile players to set traps and use the inhabitant's intel network against them.


As for cloaks, I actually suggested they be left alone, but OA upgrades to be made available which allowed for multiple actions to be taken against cloaked ships such at:
-allows for of all ships, cloaked and non, within system to be probed and appear on dscan
-pulse feature which forces cloaked ships to appear on overview but not lockable until decloaked. This pulse feature fully disables local for a set duration (exposed for 1 minute but incurs a 10 minute cooldown in which all of local is disabled)





These are rough ideas, but ones that have typically found approval from both sides as they allow for new areas of gameplay to occur on both sides of the isle. With a new double bladed defense which allows for active hunting of the hunters or the presumed afk which also blinds them to a possible ambush. And for the attackers who can take advantage of this system and now have a new way to move larger numbers relatively undetected through hostile space assuming successful hacks and a non vigilant eye on logs if one should fail along the way.


Pretty much this.

You want to have the possibility of hunting a cloaked ship...fine. Give players a chance to take down or subvert your intel system. If you don't like people who can be perfectly safe via a cloak...fine. But apply the same logic and thinking to your intel system (local).

These concepts Nasar mentions have been brought up for the last 10-20 pages, but yet the same band of bozos are here simply wanting to nerf cloaks as opposed to finding a solution that addresses concerns from both sides.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mike Voidstar
Voidstar Free Flight Foundation
#2272 - 2015-06-05 09:07:41 UTC
Thing is, local is balanced. You just don't like it because it prevents you from getting the drop on people in ships which depend on evasion to remain unexploded. It does for you the exact same thing it does for people flying defense, in every area except wormholes, which have a lot of differences from known space. Crying because people fly in such a way as to rudely deny you a kill does not make it unbalanced. There are plenty of places you can go for your fights where the denizens of the area will gladly take up your challenge.

Except a fight isn't what you want, it's a kill and that's totally different.

I would take a fight, though I prefer other things. Local is fine, it's just one of the few things in the game not weighted in favor of predators, and that makes the hunters angry.

Cloaks do not have any realistic checks. They provide complete security with a minimum of requirements in skills or fittings. it even takes up a utility high, forcing no compromises of any note. The few minor drawbacks they do have only effect the ship while it's active and otherwise completely secure.

It's one of the few modules in the game that give a huge bonus to the ship with no reason to fit something else.

You are right, I want to manage the risk I fly in. If it's going to be a PvP encounter, then I want a PvP ship, otherwise I would just as soon do other things I enjoy more. One thing I do not enjoy is being caught out in a PvE ship when tankers come through. I am no adverse to moving, but they aren't adverse to following. I am fine with reshipping and fighting, but they won't engage prepared folks.

I absolutely do not find it reasonable that to defend yourself you must maintain an ocd level of spacial awareness, while hunters can jump in a ship and just go look for a fight. The whole local is broken flood of tears comes from not being willing to fight other PvP pilots, and just wishing to prey on those who don't want that kind of fight.
Mike Voidstar
Voidstar Free Flight Foundation
#2273 - 2015-06-05 09:09:56 UTC
That said, I am fine with local being put on a structure. I don't mind the idea that fences need maintenance, just that there is no way to hunt the wolves in the pasture.
Nikk Narrel
Moonlit Bonsai
#2274 - 2015-06-05 12:35:36 UTC
Mike Voidstar wrote:
I guess then you would have no problems if cloaks also locked your ship motionless in space and made it impossible to see the overview or grid? If you want to be as safe as in a station, then it should carry the same drawbacks.

I really prefer doing PvE stuff. I am not afraid of PvP, just find it very annoying. It's not that I don't want to deal with cloaked ships... I do. There just aren't any tools to do so that do not depend 100% on the cloaked ship himself decloaking, which he won't so if the situation is dangerous. All of the counters involve tieing up the resources and time of multiple active players to deal with an ongoing passive threat. Ridding a system of atk cloaked ships enables those who took that initiative to do what they want with a system, if the ship wasn't atk now you have a game of cat and mouse and content exists for both parties on a level playing field. Both versions of that are positive changes for everyone involved.

Yes, cloaked ships die, usually while traveling. That's an entirely seperate situation and bringing it up in the context of afk camping is stupid.


I would put cloaks on a compromised standing.

They can see the overview, like a ship behind POS shields.

Unlike a POS or Outpost ship, I would recommend no local chat.

Being immobile? I would set that as a balance issue. Quite possibly an acceptable detail, for the basic cloak version.

Or, perhaps amusingly, only civilian rated items function under a cloak. Other things have too great levels of detectable energy emission.
Teckos Pech
Hogyoku
Goonswarm Federation
#2275 - 2015-06-05 21:49:36 UTC
Mike Voidstar wrote:
Thing is, local is balanced. You just don't like it because it prevents you from getting the drop on people in ships which depend on evasion to remain unexploded. It does for you the exact same thing it does for people flying defense, in every area except wormholes, which have a lot of differences from known space. Crying because people fly in such a way as to rudely deny you a kill does not make it unbalanced. There are plenty of places you can go for your fights where the denizens of the area will gladly take up your challenge.


Local is infallible.
Local is invulnerable.
Local provides a distinct advantage to the person(s) already in system.

This is not balanced...except that cloaking ships can make local the enemy of ratters and miners. Turns things on their head.

Admittedly while balanced this is sub-optimal and leads to boring game play.

But, it is quite clear that changing just one side of this problem will result in imbalance, which is worse that balance that is sub-optimal, IMO.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#2276 - 2015-06-06 03:44:23 UTC
Mike Voidstar wrote:
That said, I am fine with local being put on a structure. I don't mind the idea that fences need maintenance, just that there is no way to hunt the wolves in the pasture.


But that is just it. The OA is supposed to come with a way to hunt cloaked ships. It may not be awesome (i.e. and active cloaker might be able to very easily circumvent the effects) but it will spell the end of AFK cloaking.

I'm hoping this is an indication you are starting to come around to this view. I'll even go so far as to say that if you dock/moor/whatever with the OA I'd be fine if it gives intel better than local. And if such a system/network can be subverted there are all kinds of fun things that could go on.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mike Voidstar
Voidstar Free Flight Foundation
#2277 - 2015-06-06 07:08:49 UTC  |  Edited by: Mike Voidstar
Teckos Pech wrote:
Mike Voidstar wrote:
That said, I am fine with local being put on a structure. I don't mind the idea that fences need maintenance, just that there is no way to hunt the wolves in the pasture.


But that is just it. The OA is supposed to come with a way to hunt cloaked ships. It may not be awesome (i.e. and active cloaker might be able to very easily circumvent the effects) but it will spell the end of AFK cloaking.

I'm hoping this is an indication you are starting to come around to this view. I'll even go so far as to say that if you dock/moor/whatever with the OA I'd be fine if it gives intel better than local. And if such a system/network can be subverted there are all kinds of fun things that could go on.


That has always been my stance.

Cloaks are not balanced. They are in fact terribly, hilariously overpowered.

There is no point in owning space if you can't control it. Making it safe for 'civilians' is one use you might put such space to. Doing things to maintain it is fine, in fact probably something I would enjoy. Allowing people to come murder my citizens because they think that is content is just not fun, hopefully for anyone.

It is a misconception that killing PvE boats is the point of the game, or even good for the game. PvE is supposed to drive conflict. You get defence fleets protecting vs. Aggressors, that's good gameplay. Just hunting PvE boats to rack up grief kills has always been bad for EvE. Great as the game is, it's also infamous for the sheer level of toxic douche baggery of its playerbase. EvE can be so much more than a haven for malcontents and sadistic mouth breathers.
Treyah
Sebiestor Tribe
Minmatar Republic
#2278 - 2015-06-06 23:10:17 UTC  |  Edited by: Treyah
Nobody should be undocked and invulnerable -- a cloaked ship at a safe with a cyno presents considerable risk without any chance at being killed. It's broken, everyone knows it.

Nobody should be able to cloak in a system and trash talk for 8 hours without having even the slightest chance at being caught.
Teckos Pech
Hogyoku
Goonswarm Federation
#2279 - 2015-06-06 23:32:29 UTC
Treyah wrote:
Nobody should be undocked and invulnerable -- a cloaked ship at a safe with a cyno presents considerable risk without any chance at being killed. It's broken, everyone knows it.


Plenty of cyno ships die once they decloak to light the cyno. They are only invulnerable so long as the cloak is active which also prevents the use of the cyno. Now if you could light the cyno while cloaked...you might have a point.

Quote:
Nobody should be able to cloak in a system and trash talk for 8 hours without having even the slightest chance at being caught.


Actually, if they are cloaked and trash talking for N hours, then they are not AFK and are off topic for this thread. See, here is the title:

"AFK Cloaking™: Ideas, Discussion, and Proposals"

I highlighted the pertinent part for you. Roll

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#2280 - 2015-06-06 23:45:09 UTC
Mike Voidstar wrote:


It is a misconception that killing PvE boats is the point of the game, or even good for the game. PvE is supposed to drive conflict. You get defence fleets protecting vs. Aggressors, that's good gameplay. Just hunting PvE boats to rack up grief kills has always been bad for EvE. Great as the game is, it's also infamous for the sheer level of toxic douche baggery of its playerbase. EvE can be so much more than a haven for malcontents and sadistic mouth breathers.


PvE is supposed to drive conflict....but be exempt from it. Sorry, calling Barvo Sierra on that one.

As for defense fleets, that is pretty much what I outlined back upstream with the standing fleet. Everybody ratting should be in it. Swap out to PvP ships if you decide that the guy can be saved.

And hunting PvE ships is good. Good for the game (it is fun) and good for the in game economy destroying stuff often results in people going out and buying more stuff; in fact there was a big thread on this and it was pretty clear that PvP is a huge driving force in the game. In fact, I'll go even further here. Without players killing your PvE ships and PvP in general where stuff goes boom, the economy would become dysfunctional with the vast amount of isk flowing into the game from ratting (primarily null ratting). If this were some how not the case--i.e. making things go boom, even those sacrosanct PvE ratting ships--my guess is to stabilize the economy CCP would have to take extreme steps regarding the money supply and its growth rate....and in slash rat bounties by an order of magnitude. Null ratting would not be much better than ratting in a current HS belt.

In fact, in another thread I was discussing fiat money systems (and the Eve economy is absolutely a fiat money system) and that when the belief that the currency has value is shaken or even broken, then you can end up in a currency crisis. Dealing with a currency crisis entails drastic steps.

So, if your ultimate goal is to get CCP to make it so PvE ships are somehow largely exempt from PvP...careful what you wish for. In the end, you may seriously regret it. The current in game economy is working. And it supports a monetary growth rate that is surprisingly high--i.e. those fat rat bounties we all like collecting. And it supports this surprisingly high monetary growth rate, IMO, precisely because ships of all sorts go boom. In the end, when one of those sadistic mouth breathers makes your preferred ratting ship turn into one of those white triangles...its a good thing in the end....even probably for you.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online