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A way to find cloakers

Author
Mag's
Azn Empire
#21 - 2012-12-09 13:54:44 UTC  |  Edited by: Mag's
Omnathious Deninard wrote:
Mag's wrote:
Omnathious Deninard wrote:
Please, explain exactly how removing local from null sec is unbalanced
More to the point, you must explain how just removing local without a package of changes to replace it, is balanced. After all it's your suggestion, not mine. Blink

LOL, i saw that response coming miles away. Its gonna take me a while to regather my thoughts after that canned response. LOL
It's a perfectly valid question, because you are the one wanting local to simply be removed. (replaced with WH space local) So the onus is upon you to provide the reasons how and why, you think this would be balanced.

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
#22 - 2012-12-09 14:26:24 UTC
It is possible to consider diminishing the role of local as an intel source.

In my opinion, you should never be certain of your safety in null. You should find a healthy sense of "paranoia" to be an asset, since in null it would not be the delusion the term implies.

I would suggest, instead, allowing pilots to subscribe to systems for chat purposes, resulting in them being listed in the chat roster as if directly present in system.

I like this for two reasons:

1 It promotes the original implied function of this, chatting, at least by intent.

2 It leaves the system otherwise intact, but puts more pressure on pilots wanting to actually learn real intel gathering skills, and rely on those rather than local.

I had a thread on this here, if details are wanted.
https://forums.eveonline.com/default.aspx?g=posts&t=156965&find=unread
AstraPardus
Earthside Mixlabs
#23 - 2012-12-09 14:42:51 UTC
As a denizen of null for the vast majority of my EVE life, I have accepted these cloakers for what they are: an annoyance.

They're the EVE equivilant of that creepy guy who stands on the street corner, staring at everyone with 'that look in his eye'...you never know if he's just going to walk up and punch you in the face or ask you for change/food/cigarette...or just stand there and creep you out.
Every time I post is Pardy time! :3
Mary Annabelle
Moonlit Bonsai
#24 - 2012-12-09 15:50:13 UTC
AstraPardus wrote:
As a denizen of null for the vast majority of my EVE life, I have accepted these cloakers for what they are: an annoyance.

They're the EVE equivilant of that creepy guy who stands on the street corner, staring at everyone with 'that look in his eye'...you never know if he's just going to walk up and punch you in the face or ask you for change/food/cigarette...or just stand there and creep you out.

That guy probably has the right to be around too, but I can understand why you would not want to know about him being there.

Anticipating a problem can be worse than the problem itself like that.
Sigras
Conglomo
#25 - 2012-12-09 16:35:49 UTC
Mary Annabelle wrote:
AstraPardus wrote:
As a denizen of null for the vast majority of my EVE life, I have accepted these cloakers for what they are: an annoyance.

They're the EVE equivilant of that creepy guy who stands on the street corner, staring at everyone with 'that look in his eye'...you never know if he's just going to walk up and punch you in the face or ask you for change/food/cigarette...or just stand there and creep you out.

That guy probably has the right to be around too, but I can understand why you would not want to know about him being there.

Anticipating a problem can be worse than the problem itself like that.

No, he doesnt have the right to be around; its our space, and "we reserve the right to refuse service to anyone"

That's the problem, it shouldnt be easy to evict someone with a cloak, but it should be possible! I mean I could have the entire solar fleet or all of goonswarm trying to evict me, but no matter how hard they try, no matter how many man hours they pour into it, they can never get rid of me, ever!

There is nothing else like this in eve, because its terrible game design.

Nikk Narrel wrote:
It is possible to consider diminishing the role of local as an intel source.

In my opinion, you should never be certain of your safety in null. You should find a healthy sense of "paranoia" to be an asset, since in null it would not be the delusion the term implies.

you mean you have to be paranoid except if youre cloaked right? because for some reason cloakers are allowed to be 100% safe in hostile systems with dozens of people looking for them?
Astroniomix
School of Applied Knowledge
Caldari State
#26 - 2012-12-09 17:05:29 UTC
Sigras wrote:
Mary Annabelle wrote:
AstraPardus wrote:
As a denizen of null for the vast majority of my EVE life, I have accepted these cloakers for what they are: an annoyance.

They're the EVE equivilant of that creepy guy who stands on the street corner, staring at everyone with 'that look in his eye'...you never know if he's just going to walk up and punch you in the face or ask you for change/food/cigarette...or just stand there and creep you out.

That guy probably has the right to be around too, but I can understand why you would not want to know about him being there.

Anticipating a problem can be worse than the problem itself like that.

No, he doesnt have the right to be around; its our space, and "we reserve the right to refuse service to anyone"

That's the problem, it shouldnt be easy to evict someone with a cloak, but it should be possible! I mean I could have the entire solar fleet or all of goonswarm trying to evict me, but no matter how hard they try, no matter how many man hours they pour into it, they can never get rid of me, ever!

There is nothing else like this in eve, because its terrible game design.

Nikk Narrel wrote:
It is possible to consider diminishing the role of local as an intel source.

In my opinion, you should never be certain of your safety in null. You should find a healthy sense of "paranoia" to be an asset, since in null it would not be the delusion the term implies.

you mean you have to be paranoid except if youre cloaked right? because for some reason cloakers are allowed to be 100% safe in hostile systems with dozens of people looking for them?

Until such a time as they decloak to do something. Then you can have your way with them.
Nikk Narrel
Moonlit Bonsai
#27 - 2012-12-09 18:03:59 UTC
Sigras wrote:
Nikk Narrel wrote:
It is possible to consider diminishing the role of local as an intel source.

In my opinion, you should never be certain of your safety in null. You should find a healthy sense of "paranoia" to be an asset, since in null it would not be the delusion the term implies.

you mean you have to be paranoid except if youre cloaked right? because for some reason cloakers are allowed to be 100% safe in hostile systems with dozens of people looking for them?

If cloaked ships are so effective, as you seem to imply, you should mine, rat, and mission with them then.

Why let everyone else have all the fun?

That way, when someone else shows up, they will think everyone is docked up at the outpost, since they can't see anyone...
Mary Annabelle
Moonlit Bonsai
#28 - 2012-12-09 18:12:24 UTC
Sigras wrote:
Mary Annabelle wrote:
AstraPardus wrote:
As a denizen of null for the vast majority of my EVE life, I have accepted these cloakers for what they are: an annoyance.

They're the EVE equivilant of that creepy guy who stands on the street corner, staring at everyone with 'that look in his eye'...you never know if he's just going to walk up and punch you in the face or ask you for change/food/cigarette...or just stand there and creep you out.

That guy probably has the right to be around too, but I can understand why you would not want to know about him being there.

Anticipating a problem can be worse than the problem itself like that.

No, he doesnt have the right to be around; its our space, and "we reserve the right to refuse service to anyone"

That's the problem, it shouldnt be easy to evict someone with a cloak, but it should be possible! I mean I could have the entire solar fleet or all of goonswarm trying to evict me, but no matter how hard they try, no matter how many man hours they pour into it, they can never get rid of me, ever!

There is nothing else like this in eve, because its terrible game design.

So, you are blowing up ship after ship, reinforcing POS's all over the region, and racking up mad kills?

You, Sir, are the greatest PvP pilot who ever lived. The goons are held in check by you, no less... and.... WAIT...

You are not doing any of those, you are talking about just being present, and slipping by some ineffective-at-best gate camp.

Heck, if it weren't for their magic intel, they wouldn't even know you were there, like that creepy guy who MIGHT do something.
Mag's
Azn Empire
#29 - 2012-12-09 18:35:59 UTC  |  Edited by: Mag's
Sigras wrote:
No, he doesnt have the right to be around; its our space, and "we reserve the right to refuse service to anyone"

That's the problem, it shouldnt be easy to evict someone with a cloak, but it should be possible! I mean I could have the entire solar fleet or all of goonswarm trying to evict me, but no matter how hard they try, no matter how many man hours they pour into it, they can never get rid of me, ever!

There is nothing else like this in eve, because its terrible game design.
Of course he has the right, it's not your space. You are merely claiming sov, that in of itself does not preclude other players from that space. In fact CCP have created mechanics, to allow others in and take sov from you.

It is also already possible to evict a cloaker from any space, by pressing F1. What you're asking for is more intel power, on top of the already powerful local intel channel. That is not a balanced approach.

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

Commander Ted
Caldari Provisions
Caldari State
#30 - 2012-12-09 20:05:13 UTC
COMMONLY PROPOSED IDEAS

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Sigras
Conglomo
#31 - 2012-12-09 20:37:54 UTC
if any of you can give me a way to actively seek out and kill someone who is cloaked then ill cede the point . . . Oh wait . . . it cant be done

Thats the point; everything in this game has consequences, and someone (with enough time and effort) can dissuade you from doing anything in this game except gathering intel from a cloaked ship; fleet locations, ship types, safe spots, defense compositions, locational strategies, all to be had with zero risk.

I dont have a problem at all with cloaked ships, the problem i have is that there is nothing I can do about them even if i know its coming in advance! this is unlike any other module in the game

I challenge you to show me another module like this.

At the very least, a cloaked ship should not be able to move, use the directional scanner, scan with probes, use the ship scanner, see local, see their overview, in fact they shouldnt even be able to open a window and look outside without some risk

Risk is part of the game for cloakers as well as non cloakers.

This has come up in every thread about cloaking, and im not surprised to see it again. People conflate balance and counters

Balance - rules the game has in place to prevent a given game element from being too effective/ineffective
An example would be the MWD; the balance of that module is that it uses a lot of cap, PG and inflates your sig radius when using it, this makes it balanced.

Counter - Something another player does to subvert the things you want to do.
An example would be the warp scrambler; i want to go really fast with my MWD, you can counter me by using a warp scrambler to prevent me from doing that.

I would submit that the cloaking device is fairly well balanced; it takes a lot of CPU, it lowers your scan resolution, you cant do anything active (except provide intel) when its on, it slows you down etc.

What cloaking lacks is a counter. Everything else has a counter, why not cloaking? In fact, if cloaking got a counter, I think it could be buffed; remove the scan res penalty and raise the minimum speed, maybe even lower the decloak distance.

My point is that cloaking needs to fall in line with everything else and if you dont want me doing it, you should have some way of preventing me from doing it.
Myfanwy Heimdal
Heimdal Freight and Manufacture Inc
#32 - 2012-12-09 22:25:53 UTC  |  Edited by: Myfanwy Heimdal
I would change Local to show Last Known situations which would really muddy the waters but would add something to the game.

Normally, a pilot would enter space by one to two routes; either via a Stargate which would take registration of his ship or from a station which would report undocking.

This, then would be a good list of those in Local. Those docked I would have removed from Local because they are not there and if they spoke in Local then they would be allowed to speak but they would be tagged as being docked.

Right, so we have cloaked ships. They are still coming into space via either undocking or by a gate. Therefore, records will show that they are in the system somewhere. And that is good enough for me; they were spotting coming in and haven't left yet so, therefore, they are in there somewhere and Local shows this.

So, apart from docked ships, which shouldn't be shown, there is one glaring omission. Wormhole space.

Because Wormhole Space has no offical borders with Men With Clipboards logging who is going in and coming out I would further suggest that any pilot coming into a system from a Wormhole does not get put into Local and, furthermore, any pilot leaving the system to go into a wormhole shouldn't be removed from Local (though of course he can't chat there).

I would go further. To stop this clandestine movement then I would allow players, say the local miners, to build some sort of beacon and place it at the entrace to the wormhole. If there is one there then this would record pilots going in and out so then a more accurate list of who is in the system. And if people don't care to build such a beacon/control point then they won't be caring too much about what's going on.

I think that this could add to the depth of the game.

- Myfanwy

Pam:  I wonder what my name means in Welsh?Nessa: Why?

Crimeo Khamsi
Viziam
Amarr Empire
#33 - 2012-12-09 22:49:43 UTC  |  Edited by: Crimeo Khamsi
Quote:
WH space was designed with that type of local from the start, so all that live there know the mechanics and accept them. Null sec has always had local and in fact in that time, local's intel has also had a boost. This means you cannot simply remove it or change it, without a package of changes to take it's place. No one with any sense of balance, would say otherwise.


You are fundamentally confusing two concepts.

1) Status quo
Status quo is how players behave and how power is distributed in a system currently. Game design changes do not have any particular obligation to maintain status quo. In fact, most game design changes are proposed or implemented with the express purpose of changing the status quo. Removing local chat is an example of this. The whole point of removing local is to disrupt the way that players have settled into the current status quo, and to allow smaller alliances a chance to stop all of eve's nullsec from being swallowed up by one group of people.

2) Balance
Balance is about people of different types and playstyles, yet equal skills and intelligence, having roughly the same chances to succeed in the game. E.g., making roughly the same amount of isk, or having roughly equal chances in combat. Local chat is currently a massive IMBALANCING factor, insofar as it allows the "large alliance" playstyle to have a massive advantage over the "small alliance" playstyle. It does this because it does not allow any sneak attacks at all, really, and thus the only way to win any battles is to have a massive blobby fleet of doom that can only be fielded by drawing from dozens or hundreds of corporations at once.


Since local chat is very much imbalancing already, you can in fact simply remove it without changing anything else, and improve the balance of the game in doing so. At the same time, you will disrupt the existing status quo, as you point out. These, again, are separate concepts, these two effects are NOT mutually exclusive, and in fact, both of them are intended.

Your logic of "everything that is nerfed must have something buffed to go with it" is only true IF you assume that the game as it exists currently is already perfectly balanced. In fact, it is not balanced currently, and thus there is no reason to assume that a nerf has to be accompanied by anything necessarily.

Quote:
It's hilarious that people keep saying there is no problem when clearly a hefty portion of the playerbase sees this as a problem and keeps posting about it.


Lol, lots of people whining != actual problem. It just means that a lot of noisy people have a vested interest in something. And people being noisy is not and has never been evidence that what they are saying is reasonable or a good idea.

In this case, what the whining people are invested in is neither fair nor reasonable. It is extremely unrealistic and imbalancing, in fact, and encourages stagnation: the ability to have magical instant information delivered to them on a silver platter.

Thus, not only should AFK cloaking be left alone, but this magical, imbalancing info whould be nerfed (local chat), to improve game balance, regardless of how many people complain about it.


Quote:
they perceived some risk before and now they perceive a lot more risk.

Perceived risk doesn't blow up your ship. ACTUAL risk blows up your ship. Thus, game design and balancing should focus on ACTUAL risk, not perceived risk.

If you are perceiving things incorrectly, then you are making a mistake, and you need to learn to stop doing it. That's not an issue for game designers to worry about. It's an issue for you to worry about as you learn to be a better player who perceives things accurately
Nikk Narrel
Moonlit Bonsai
#34 - 2012-12-10 01:38:22 UTC
Sigras wrote:
if any of you can give me a way to actively seek out and kill someone who is cloaked then ill cede the point . . . Oh wait . . . it cant be done
.....
Balance - rules the game has in place to prevent a given game element from being too effective/ineffective
An example would be the MWD; the balance of that module is that it uses a lot of cap, PG and inflates your sig radius when using it, this makes it balanced.

Counter - Something another player does to subvert the things you want to do.
An example would be the warp scrambler; i want to go really fast with my MWD, you can counter me by using a warp scrambler to prevent me from doing that.
.....
My point is that cloaking needs to fall in line with everything else and if you dont want me doing it, you should have some way of preventing me from doing it.


It is not that cloaks should not change, but this stalemate effect is countering the free intel being given out by local.

We have right now, a case of: "I know you are there, but I cannot find you"
(Absolute presence awareness countered by absolute location concealment)

You cannot change one side without the other, and still have balance.

Too much focus on how to remove AFK cloaking. You are addressing a symptom of a problem, not the problem itself.

If you want to remove AFK cloaking's game impact, remove cloaked ships from displaying in local.

When this is done, it becomes reasonable to consider means to hunt cloaked vessels. NOT before this happens.

So long as people in a system magically know cloaked pilots are present with them, cloaked vessels should not be vulnerable to being hunted effectively.

Cloaking will be earned when cloaking awareness is earned. Balance must be maintained.
Midnight Pheonix
The Corpening
#35 - 2012-12-10 02:36:49 UTC
The cloaking module does have a counter, it's called local intel.

[sarcasm] Also I purpose that we set up a new system where I can force people to undock from an outpost and eject them from pos shields. This way the cloakers don't need to spend endless amounts of time in a system to get a kill, they'll just eject an afk person docked and gank them. Yes that is fair i think and nothing you say can change my mind, logic doesn't matter. [/sarcasm]

Hmm... sounds a lot like something I read in the OP
Sigras
Conglomo
#36 - 2012-12-10 07:54:23 UTC
Crimeo Khamsi wrote:
Sigras wrote:
they perceived some risk before and now they perceive a lot more risk.

Perceived risk doesn't blow up your ship. ACTUAL risk blows up your ship. Thus, game design and balancing should focus on ACTUAL risk, not perceived risk.

If you are perceiving things incorrectly, then you are making a mistake, and you need to learn to stop doing it. That's not an issue for game designers to worry about. It's an issue for you to worry about as you learn to be a better player who perceives things accurately

This is incorrect . . . players' actions are determined by their perception of risk regardless of how much risk actually exists . . .

For example, a regular guy will go ratting even if theres an enemy fleet next door that he doesnt know about because he has the same perceived risk as usual even though his actual risk is much higher.

I understand the confusion though because in a general sense, you are correct, For instance if you play starcraft and you think ravens suck, then some genius guy figures out that ravens are actually totally awesome and everyone switches to ravens because thats the meta, it isnt blizzards problem that everyone just didnt know how to play right.

The problem is that in Eve (unlike starcraft) there are consequences and major setbacks to experimentation. You cant just lose a match and say "oh well time to find another match" you have to absorb each of those losses in ISK value, and instead of being willing to do that, a large portion of eve will just move back to high sec.

There is already a large group of people who believe 0.0 just isnt worth it. There is definitely more isk to be made in high sec, it just requires a lot more work

If you take away the player's reliable intel, even though their actual risk is literally no higher if nobody is in system, they will feel the need to spam the directional scanner every .5 seconds to be sure there really is nobody in system.
Sigras
Conglomo
#37 - 2012-12-10 07:56:22 UTC
Sigras wrote:
Counter - Something another player does to subvert the things you want to do.
An example would be the warp scrambler; i want to go really fast with my MWD, you can counter me by using a warp scrambler to prevent me from doing that.

Midnight Pheonix wrote:
The cloaking module does have a counter, it's called local intel.

so using local you can prevent me from cloaking and delivering risk free intel to my fleet?

insert obligatory condescending wonka pic here

please tell me more about how local counters free intel
Konrad Kane
#38 - 2012-12-10 08:30:50 UTC
This again?

If you are worried about a red in system their are two game mechanics you can use:

1. Move to another system
2. Only run ops when there are enough of you to have a defence fleet

It really isn't rocket science.
Sigras
Conglomo
#39 - 2012-12-10 09:53:41 UTC  |  Edited by: Sigras
#1 is usually an option if you have enough space, and that is legitimate

however I want to focus on #2 for a second . . .

How much of a defense fleet would you suggest I have with me? Enough to kill a small gang? enough to kill a 50 man fleet that could instantly bridge into system on a cyno that was opened from a cloaked ship that you had no way of telling was right next to you? enough to kill the 10 carriers and 5 supercarriers they have waiting to escalate with should you field a defense fleet?

just how many people need to be protecting this one guy ratting?
Zan Shiro
Doomheim
#40 - 2012-12-10 10:05:30 UTC
Konrad Kane wrote:
This again?

If you are worried about a red in system their are two game mechanics you can use:

1. Move to another system
2. Only run ops when there are enough of you to have a defence fleet

It really isn't rocket science.



1 works good.


Another option is to go BC ratting. I did this with questionable cloakies. My usual first step was check any boards for any km or lm on the cloakies pilot. If ole boy was running for top killer in his corp killing crap only from say 2200 to 0100 eve time every damn day...and no other times chances were good he was afk at 0700.

But if close to my tz...well then it was drake pve time. Drake I know can take a bomb and torp salvo from a bomber. All they are getitng off before they meet my drones and hml (or they gtfo and I lick my wounds in a safe).

If a cyno for a carrier/mommie....man if they thought a pos drake worth the fuel cost in, sweating cap recharge before warp out and the fuel costs to hop out well then I'd probably make jokes abut how bad ass me and my drake was to need a hot drop to kill us. Cyno gangs were never an issue. Most gangs I saw you never had to ask if they were afk...on a good day they killed off lots of peeps and all over our kb. Got to the point you'd just go yay its our favorite baiter...lemme guess...bait arazu? Yep...