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I used to be an afk-cloaker like you, but then I took an afk-cloaker to the Vindicator.

Author
Annihilatus
State War Academy
Caldari State
#41 - 2013-02-07 21:28:14 UTC
Nikk Narrel wrote:
Creedeth wrote:
The unbalanced issue is that a pilot, or one million pilots for that matter, can enter your system. Cloak up. and there is no counter. They can remain there for 23 hours a day, and you are 100% unable to do anything to prevent them from remaining.

That is the unbalanced issue, there is no counter against cloaks.

Wow.

Yes, I edited down your post to just the key point, I think you will agree.

I must say, your expectation that an enemy pilot should require some test to remain in your space, is surprising.

First of all, it is not your space. If you have sov, it is because you met the game requirements to be listed as the sov holders.
Beyond that, it is expected that it will be taken from you, by force, the moment someone brings in a group capable of overpowering whoever is defending.

If you lack the means to bar them from entering, it is not completely your space.

Might makes right, in this game. If you lack force of arms to enforce your will, you should be in high security space.

Local chat, in that it requires no effort and provides absolute intel, forces the bar down on all sides.
You benefit from it, as it warns you when others enter your systems.
You benefit from it, when you hunt ships across multiple systems. It keeps you from being uncertain which system they are in, and they cannot fool you into believing they left.
Do not doubt for a moment, this uncertainty element is central to any roam or hunting effort. Without absolute intel, you must guess where to look, and hope your sensors made a sweep at the right moment.
Ships can hide from you, without absolute intel.

Because of this absolute intel, any change that diminishes cloaking effectively trivializes it. You know they are present, so if they can be found you know.
30 minutes to overheat? 2 hours? They can't stick around, so you win, stalemate over.

If they find a work around, your idea was meaningless.
If they don't find one, you have unbalanced the game.





dude, just no, no
local breaks cloaky hunting, as people jsut dock up when they see someone thats not blue in local,
covery cloaks is working perfetly, its not broken, and your ass has to deal with afk cloakers in your system, as thats just as legit as any other warfare mechanic in the game
Jeran Dawnseer
Federal Navy Academy
Gallente Federation
#42 - 2013-02-07 21:45:35 UTC
Thanks for reading, Annihilatus. I agree that cloaking should make one more difficult - much more difficult - to detect, but not that one should be completely undetectable when under cloak. Right now, cloaking intelligently (at a safespot, maybe even mobile) is the safety equivalent of docking up - however unlike being docked up in a station, you still have the ability to move, gather active intelligence via dscan, and immediately decloak and point a hostile ship with no more delay than the time it takes to target the vessel. In effect, cloaking is (can be, if you do it right) safer and harder to counter than an alliance putting up an outpost.

I think I explained the rest in my original post, so to put it as concisely as I can: local is a mechanic that unfairly favors people wanting to avoid PvP at all costs, and cloaking is a mechanic that unfairly favors players who want to hunt those ratting targets, or gather intelligence and "block" activities in perfect safety.
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#43 - 2013-02-07 21:58:45 UTC
Any of you guys factoring in how many players will just move there isk making or PvE activities some where safer?

Nullsec already has a lot of ratter ganking. CFC and HBC are doing a ton of that to each other right now. Nullsec in general has more PvP kills than all the rest of Eve combined.

You can look at the effects of the Gallente Ice Interdiction, Hulkageddon and the collapse of Intrepid Crossing as examples of what happens when it is too easy for PvP'ers to kill PvE'ers.
Nikk Narrel
Moonlit Bonsai
#44 - 2013-02-07 22:09:28 UTC
Shepard Wong Ogeko wrote:
Any of you guys factoring in how many players will just move there isk making or PvE activities some where safer?

Nullsec already has a lot of ratter ganking. CFC and HBC are doing a ton of that to each other right now. Nullsec in general has more PvP kills than all the rest of Eve combined.

You can look at the effects of the Gallente Ice Interdiction, Hulkageddon and the collapse of Intrepid Crossing as examples of what happens when it is too easy for PvP'ers to kill PvE'ers.

Honestly, I hope the ones who are genuinely so risk averse that they refuse to adapt to any changes simply go to high sec.

If they are going to avoid PvP by choice, rather than for tactically sound reasons, having them in null makes no sense.
(And by tactically sound, I mean you can see on sensors or on grid that they will simply overpower you, and their is no contest to be had)

The test for null, you have to be willing to pvp.

Make it so more effort is needed all around, this daycare level of intel is dumbing it down too much for my taste.
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#45 - 2013-02-07 22:29:44 UTC
Nikk Narrel wrote:

(And by tactically sound, I mean you can see on sensors or on grid that they will simply overpower you, and their is no contest to be had)



But that is the core tactic of ratter ganking.

The ratter is already in a position of dealing with multiple battleship rats, and a single bomber using the right damage type can easily tip the scale out of the ratter's favor.

By the time that bomber shows up on grid, they are going to tackle the ratter before the ratter even has a chance to realize they are in a bad position.


Seriously, go look up the kills on ganked ratters on eve-kill. It is not uncommon for most of the damage to have been done by the rats.
Nikk Narrel
Moonlit Bonsai
#46 - 2013-02-07 22:36:43 UTC
Shepard Wong Ogeko wrote:
Nikk Narrel wrote:

(And by tactically sound, I mean you can see on sensors or on grid that they will simply overpower you, and their is no contest to be had)



But that is the core tactic of ratter ganking.

The ratter is already in a position of dealing with multiple battleship rats, and a single bomber using the right damage type can easily tip the scale out of the ratter's favor.

By the time that bomber shows up on grid, they are going to tackle the ratter before the ratter even has a chance to realize they are in a bad position.


Seriously, go look up the kills on ganked ratters on eve-kill. It is not uncommon for most of the damage to have been done by the rats.

You may be right, I certainly have no reason to doubt these kills exist.

I saw threads recently complaining about how rats would change targets unexpectedly, and roasted the would be ganker. Especially if they used the wrong type of module, that seemed to make em crazy.

Having someone watch your back while you pound the rats, that sounds like good planning. Solo in null sounds risky, gotta be really smooth if you don't have amazing intel warning you.
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#47 - 2013-02-07 23:05:30 UTC
The recent rat AI changes did effect ratter ganking a bit.

But the mechanics of BS rats trying to shoot an afterburning frigate still apply. So while the rats may switch agro to the bomber once it lands a tackle, doesn't mean they will kill the bomber before the bomber finishes killing the ratter.

And with how cheap bombers are, if you lose your bomber to the rats shortly after killing a ratting battlecruiser, you still come out with great isk efficiency on the kill boards.



Also, people don't rat in nullsec for the e-peen of ratting in nullsec. Most players are mature enough to just do a cost/benefit analysis. If nullsec ratting meant ratting with one character, and having a second on stand by to rescue the first, many will do the math and realize they could just dual box L4 missions in highsec for more isk and more safety.

Nullsec groups already have an issue with many of it's members using alts in empire to providing spending isk. Faction Warfare alts, L4 alts, industry alts, station trading alts. Datacore and Incursion alts were also common before those careers got nerfed.
Nikk Narrel
Moonlit Bonsai
#48 - 2013-02-07 23:13:26 UTC
Shepard Wong Ogeko wrote:
The recent rat AI changes did effect ratter ganking a bit.

But the mechanics of BS rats trying to shoot an afterburning frigate still apply. So while the rats may switch agro to the bomber once it lands a tackle, doesn't mean they will kill the bomber before the bomber finishes killing the ratter.

And with how cheap bombers are, if you lose your bomber to the rats shortly after killing a ratting battlecruiser, you still come out with great isk efficiency on the kill boards.



Also, people don't rat in nullsec for the e-peen of ratting in nullsec. Most players are mature enough to just do a cost/benefit analysis. If nullsec ratting meant ratting with one character, and having a second on stand by to rescue the first, many will do the math and realize they could just dual box L4 missions in highsec for more isk and more safety.

Nullsec groups already have an issue with many of it's members using alts in empire to providing spending isk. Faction Warfare alts, L4 alts, industry alts, station trading alts. Datacore and Incursion alts were also common before those careers got nerfed.

Cost effectiveness comparisons to high sec such as this are valid.

You make an excellent point, about how adding another character diminishes the return on investment to below that obtained by the dual boxed L4's in high sec.

This would suggest, if the risk were made more real in the absence of amazing intel, the reward index would justify attention to bring this properly in line.

I agree this would make no sense to use two characters currently.
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#49 - 2013-02-07 23:52:05 UTC
Nikk Narrel wrote:

This would suggest, if the risk were made more real in the absence of amazing intel, the reward index would justify attention to bring this properly in line.



Local really isn't amazing intel. All it does it tell you who is in the system with you. Doesn't say what they are flying, what they are doing, how good they are.

The logical choice for anyone out in space in a ship fit to kill specific rats is to dock up, gather some intel on the interloper, and switch to an appropriate PvP ship.

That additional intel usually alliance run intel channels and eve-kill.

Daichi Yamato
Jabbersnarks and Wonderglass
#50 - 2013-02-08 00:48:03 UTC
Shepard Wong Ogeko wrote:
Nikk Narrel wrote:

This would suggest, if the risk were made more real in the absence of amazing intel, the reward index would justify attention to bring this properly in line.



Local really isn't amazing intel. All it does it tell you who is in the system with you. Doesn't say what they are flying, what they are doing, how good they are.

The logical choice for anyone out in space in a ship fit to kill specific rats is to dock up, gather some intel on the interloper, and switch to an appropriate PvP ship.

That additional intel usually alliance run intel channels and eve-kill.



id say that the comprehensiveness of local is not so powerful, however the instantaneous feed back is. and if the ratter does POS up, switch to a combat ship and go looking for the cloaker, then mad props for him. Unfortunately there is a large demographic of players who instead stay in their POS, open up the threads and demand a way to hunt cloakers that would not include risking themselves (note the desire for POS modules to reveal the cloaker for them, rather than having to leave the safety of the shields to start searching themselves)

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#51 - 2013-02-08 05:34:46 UTC
Daichi Yamato wrote:
Shepard Wong Ogeko wrote:
Nikk Narrel wrote:

This would suggest, if the risk were made more real in the absence of amazing intel, the reward index would justify attention to bring this properly in line.



Local really isn't amazing intel. All it does it tell you who is in the system with you. Doesn't say what they are flying, what they are doing, how good they are.

The logical choice for anyone out in space in a ship fit to kill specific rats is to dock up, gather some intel on the interloper, and switch to an appropriate PvP ship.

That additional intel usually alliance run intel channels and eve-kill.



id say that the comprehensiveness of local is not so powerful, however the instantaneous feed back is. and if the ratter does POS up, switch to a combat ship and go looking for the cloaker, then mad props for him. Unfortunately there is a large demographic of players who instead stay in their POS, open up the threads and demand a way to hunt cloakers that would not include risking themselves (note the desire for POS modules to reveal the cloaker for them, rather than having to leave the safety of the shields to start searching themselves)


There are disingenuous players on both sides of this.

Like Nikk said, if you are going to hang out in nullsec, you should at least be willing to PvP. But there are plenty of cases of the cloakers being completely AFK. People brag about jumping into a hostile system, turning on the cloak, and going to work/school for the whole day.

Why should ratters do the e-honourable thing of staying in space and waiting for that unknown player to jump on the, when so many so cloaky guys use the cloak to avoid PvP while they go AFK?
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#52 - 2013-02-08 05:48:17 UTC
Azrael Dinn wrote:
Caldari 5 wrote:
Any changes to the way cloaking works, or a method to hunt said cloakers, has to take into account the Legitimate AFK Cloaker(someone that has cloaked up to use the Facilities) and thus a Legitimate AFK Cloaker should be safe for at least 10min.
So if you have a method for hunting down a cloaker, at maximum skills it will take 10min+


Hold on... why on earth someone should be safe in eve? isn't this what all pvper, pirates, scamers are trying get rid off all the time?


I didn't say Completely Safe(docked safe), I said "safe for at least 10min" notice the timeframe, if they are AFK longer than that and you manage to scan them down and shoot them, well then they are no longer safe are they Twisted
Wodanaz
Ministry of War
Amarr Empire
#53 - 2013-02-08 06:31:36 UTC
A lot of the ideas you mention just make the game more complicated... it would be far easier to just have a fuel requirement on covert ops cloaking devices so people that want to afk will not be able to. And for the counter mechanic against people using cloaks would best be a new type of probe as you mentioned with a new skill to use it and being only able to be used by recon and covert ops ships, But instead of having it so you appear on the overview like a cyno just have a small timer on which the probes will overheat and can be used again, Plus disabling the use of any cloaking device due to some electronic operation by the probe. So ether way which ever person you are using the probes or cloaking there will be counters for ether side.
Sol Weinstein
Lunatic Warfare Federation
#54 - 2013-02-08 07:49:57 UTC
Creedeth wrote:
The problem is:
The cloaker can remain a threat in local without any risks involved, uncloaking only on its own advice.
Never in risk.


No, the problem is you let the person into "your system".

The problem is you don't know for sure what that pilot is doing. He could be absolutely AFK out partying it up having a lot of fun with some cute college co-eds. Giggling gleefully that you are in that system all docked up and afraid to put yourself in harms way. The balance to that is you have absolutely no way to interact with him and he has absolutely no way to interact with you. For all purposes, you are completely safe, and so is he! Nice! Right?

On the other hand, that same guy could be just sitting down for a long set of EVE. He's done everything he needs to do in order to not be disturbed by anything other than internet spaceships. He's showered, eaten and has a stash of extra food and drinks close at hand. He has used the restroom and even has a device setup that he can relieve himself if nature calls in the future. Or maybe he's on a laptop in his bathroom, who knows?. The kids are at the grandparent's and the wife is at her sister's (at least he hopes so). Even the dog went with the kids. And who gives a damn what the cat is up to, right? This guy is setup to play! And, most importantly, he's hunting you and those in the system who choose to undock and engage in PVP (because undocking is the signal to engage in ship-to-ship PVP, regardless of your real intentions).

The point of my wonderfully entertaining explanations is if a player is trully "AFK Cloaky", he has no impact on you at all. It's Smoke And Mirrors™. He can't give intel (real time at least) because he is not at the desk. He can't come into your belt and hot-drop you because he is not at the desk. He can't scan you down because he is not at the desk.

And, if the person IS at the desk, then it is their damn right to give intel. And hot-drop you. And scan you down.

Also, what is the difference between an "AFK Cloaker" and a spy who never undocks in your alliance controlled station? They both used some form of skill to get into that situation. Whether that is diplomacy in order to get into the alliance. Or game mechanics in order to get into the system and cloak up. It's the same effort, just a different method. And the best thing about the example is the spy could undock at any time and hot-drop you or scan you down or become a threat in the matter of time it takes him to sneeze... All without ever training the cloaking skill.

I have other characters (egads!) that have been in alliances. You know what we did with "AFK Cloakers"? We ignored them. Well, that's not entirely true. What we did was keep track of the people in our systems and recognized who was who and what they were doing. Were they in our alliance? Were they somehow docked up? Most of the time, we figured out very quickly who was who and what they were up to and we made judgement calls on how that would impact our gameplay. That usually resulted in us going about our days in complete bliss. Knowing that the person was not a threat. Yet still recognizing that we could be wrong and that is the Risk of undocking in 0.0 space.

Thank you.
Super spikinator
Hegemonous Conscripts
#55 - 2013-02-08 08:39:37 UTC
Jeran Dawnseer wrote:
2/2

The Solution

I can't see all of the possible results of all of my ideas, were they to be implemented. As such, I've weighed a number of ideas, my own and others, and these four changes would make the game more fun for me, personally:

1. Continue to make PvE more like PvP. When people need to fit their PvE ships like PvP ships to succeed, they are safer should they actually need to perform in an unexpected PvP encounter. This is obviously a longer-term fix and touches on more than just the issue at hand. Exactly how this should be done is an entirely different topic of discussion. However, the benefits are hard to argue with.


This was the only good thing you posted. I almost believed you were human rather than a Turing Ratter.

There are three solutions to the "afk" cloak "problem".

1) Not turn up to null at all to rat/mine/whatever
2) People under any cloak effect (including the gate one) should just not turn up in local, yes I think they should still see local too though since this would mean that the cloaked ships is now for hunting rather than boogeymanning.
3) Take the goddamned space you are in. Don't ***** and moan about any "problem". Exert your control of the area. Drop your own cynos, put up cyno jammers, have reships ready, bring pvp ships to guard the precious op. Do all the previously mentioned in this point or any one of them. If somebody wants something from null, they take it. They can take it financially, diplomatically or my personal and general crowd favourite: Fight for it.
Inspiration
#56 - 2013-02-08 09:26:55 UTC
I once suggested using energy mines as a way to briefly make cloaked vessels detectable.

Another neat option is to make movement and warping generate a signal that breaks the cloak (without the module turning off).

When in warp a cloaked vessel is detectable on directional scan (even cloaked), but is not when it lurks silently. When a cloaked vessel moves, it generates low disturbances not detectable by directional scan, or only randomly detectable.

Visually we can have a neat faint glowing effect when a cloaked vessel moves, the strength of the effect must be proportionally to its speed vs max speed and/or the level of some skill that can minimize this effect (but never completely wipe it out). It would not reduce normal effect of cloak as hiding tactic or lurking tactic, but make countering a cloak when you know its there more of an option.

I am serious!

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#57 - 2013-02-08 09:54:36 UTC
Sol Weinstein wrote:
And, most importantly, he's hunting you and those in the system who choose to undock and engage in PVP (because undocking is the signal to engage in ship-to-ship PVP, regardless of your real intentions).


Except you can't actually PvP while cloaked. You can't engage any sort of weapons while cloaked. And being cloaked makes you effectively invulnerable as the guys in the station or behind the POS shields. So even if the defenders do there part, and undock ready for some PvP, the cloaker doesn't have to oblige.


The cloak is pretty much the only "I'm in space but don't want to PvP" button in all of Eve.

And I say this as some one who loves their covops cloaks.

But I sure as hell won't criticize any ratters or even PvP'ers who dock up when I jump into system, because I'm going to be mashing the cloak hotkey a half second after breaking the gate cloak. If I'm hitting a you-can't-shoot-me button while in space, I ain't going to bad mouth the ratting ship in the you-can't-shoot-me POS shield.
Valleria Darkmoon
Imperial Academy
Amarr Empire
#58 - 2013-02-08 11:27:19 UTC
Nikk Narrel wrote:
Jeran Dawnseer wrote:
---clipped to avoid wall of text effect...

Consider this:

By removing the cloaked, and the docked / POS shielded ships from detection, you create a sense of uncertainty.
By unintended consequence, it devalues pilots who log off in anticipated hot spots, since people who insist on using local will be watching for names appearing with little warning.

If they insist on using this for intel, give it appropriate limits.

By not displaying cloaked vessels, cloaked pilots can no longer use local to hunt with, and local won't broadcast their presence.
They are off the grid, for free intel, in both directions.
This means they must use probes, d-scan, and active coordination with other players, in order to compensate.

The pilot using the hunting module I described, must still make an effort, and follow up by alerting the others who are present in system that a threat is cloaked and present. (Assuming they have probes out, that are also scanning in the right areas)
This is two distinct points of failure, and very acceptable that a PvE target will likely not be warned quickly in the event a cloaked PvP ship comes in for a hunt.

This places a burden of effort on both sides, but one that can be met without being overly frustrating for either side.


I've read your posts on this subject before and it feels a lot more reasonable to me then completely removing the local channel. The only thing I would disagree with you on is removing POS shielded vessels from local and that's because they can still be seen on d-scan and they can be relatively easily be determined to be at a POS using d-scan only (not to 100% certainty but close enough). Essentially I feel you can refine this idea to simply be ships on d-scan appear in and can see local.

The idea of removing local completely was floated around for a while but seems to have died off and for the better I think, I'm positive removing local would not work out the way people seem to want to envision it. The suggestion seems to be that more gangs would freely engage because they can't take a quick head count, but I suspect over the long term it would make people much MORE paranoid and risk averse then by leaving local completely untouched, yeah it's all psychological but so is so much else in this game. Imagine the rare instances in null where there is a gate out 15 AU or more from anything else and your route leads to it, perfect place to drop a bubble camp and with no local at all I can see a lot of people just being unwilling to even warp to the gate.

Ultimately I feel that if AFK cloaking is deemed a "problem" then I feel your suggestion is the best starting point for fixing it. In any case I only use local at this point to see if I should be using d-scan to find targets (another feature you'd lose if you removed local completely but this suggestion would also keep you from scouring for docked/cloaked ships)

Reality has an almost infinite capacity to resist oversimplification.

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#59 - 2013-02-08 13:06:16 UTC
Annihilatus wrote:
if oyu dont like the fact that you cant safely rat anywhere but highsec, then go play some ****** mmo where they dont like pvp because people whine aobut getting their asses burned. ( not directed at you, but at every player who thinks thye should be able to be "safe" anywhere thats not docked in an npc station

I'm not coming down on either side of this argument, but I have to ask something:

If no-one should be safe unless docked up in an NPC station, should that not also apply to cloaked ships?
Daichi Yamato
Jabbersnarks and Wonderglass
#60 - 2013-02-08 13:14:44 UTC  |  Edited by: Daichi Yamato
Hakan MacTrew wrote:
Annihilatus wrote:
if oyu dont like the fact that you cant safely rat anywhere but highsec, then go play some ****** mmo where they dont like pvp because people whine aobut getting their asses burned. ( not directed at you, but at every player who thinks thye should be able to be "safe" anywhere thats not docked in an npc station

I'm not coming down on either side of this argument, but I have to ask something:

If no-one should be safe unless docked up in an NPC station, should that not also apply to cloaked ships?


that is my opinion, but atm, everyone is pretty safe

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs