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AFK Cloaking Collection Thread

First post First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#181 - 2013-04-24 19:43:56 UTC
Imperator DarthSidious wrote:
OK I've forgotten something in my post. My Idea is not for every POS. I think it's only for the SOV-Holders for example with an iHub Module to be injected before it's possible for a blue POS to use that Module.

So it won't work in WH-Space an NPC-Space. Also it could be possible to block this thing by using another Module that can be fittet into an Black-Ops.

I think it should not be possible to block an complete system with an 3 days old altchar with a frig and an cloak fittet. Please remember everything else in this game take a lot of skilltime to use it....

I am not trolling, but it's very stupid to block the gameplay of many others with an alt without skills only by fake an treat...
Just take a different point view for example an industrial pilot...

I'm sure there are many ways to fix this issue but one thing is clear - it has to be fixed up!


It still sucks unless you are going also do something to nerf local.

You just want to have nearly risk free PVE in null. So no. If you come up with something more balanced, that would be more interesting than rehashing this half-assed idea.

"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
#182 - 2013-04-25 06:22:17 UTC
Up up and away....or at least to the front page.

"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

Trii Seo
Goonswarm Federation
#183 - 2013-04-25 12:28:21 UTC
The IFF beacon is one of ideas I support myself - as someone who often is the one people on the pig are waiting for (and there's hardly a worse thing to say to them than "Target docked" or a variation of it...). Local as an intel channel earned by the sov holders.

There isn't really a good way to nerf the cloaking device. Hell:

- Bombers are flimsy and can easily die to drones. And those are the usual culprits that can suddenly decloak on you, lock you immediately and shell away. That's the cost of their firepower and cloak.

- Covops... the only thing that can do is light a cyno and they suffer from the same flimsiness bombers do. Hell, I remember some people trying to drop us on a beacon tower once - a single POS gun volley took 70% of its total hitpoints out and I finished the guy with a torpedo before anything came through the cyno. There are cases of ratting boats killing stationary covops frigs as they're about to light the fire or chasing the target to point it.

That eliminates the "3 days (which is unreal anyway) old altchar" bit. Those are baseline cloakies you can use to catch people.

- Recons are a bit more meaty and designed to catch someone. They also aren't that disposable anymore and take time to train - we're talking at least a month for appropriate Cruiser 5, another month for Cyno 5. Plus, of course, related support - Recon IV is minimal (5 best) + support skills and an actual pilot skill. Likely he needs to be good and quick with directional scanner. Ballpark 200 million ISK for one, so not that disposable (though they can pay for themselves with a single blingy catch, yes.) and you actually need to get one in place safely. Bubbles, gatecamps - those are cruisers after all, not the fastest thing out there. Oh, one thing: a Recon needs to wait 5-6 seconds before locking you after it decloaks ;)

- T3s The closest to "getting safe" is a Cloaky/Null T3. It does let you bypass some gatecamps (but I wouldn't really fancy my luck against re-sebo'd interceptors. That's a bit of a 50-50). It has a downside though: Cloak/Nullifier T3s are a shade of usual T3 tank and firepower, and you need really good skills to make up for it. After Odyssey hits, it may get even worse with resist nerfs. It also costs over half a billion to throw one at someone and if you happen to lose one you will lose a skill.

Furthermore T3s don't get reduction on Cyno cycle time - if you want to covert cyno drop someone using a T3, count on being stuck in place for 60s as your awesome sig tank counts for nothing and you stare down the barrels of a Vindicator.

What you also need to remember is that rats now target whoever uses electronic warfare nearby. Stasis Webifiers (Rapier), Warp Scramblers (Arazu), Tracking Disruptors (Pilgrim), Electronic Countermeasures (Falcon) all count as that (and all point the target, of course) - causing rats to aggress the cloaky. Furthermore if you're ratting in a Deadspace plex, one cannot light a cyno within it - making you effectively un-droppable. To add insult to injury, if someone in a T3 goes solo after you - not only the acceleration gate will decloak them, showing them on directional scan. The landing beacon will do it too, and likely on grid with you some 60km off.

I will also skip the part where the black ops attacker isn't usually alone - a hotdrop isn't just him, it's an entire gang of bombers (and possibly recons) and a Black Ops battleship. The latter takes as long to train as a carrier and pretty much costs as much as a carrier hull - and is a rather fragile battleship. So - a hunt for you and your blingy boat is an effort of many, not just one.

AFK Cloaking also has its major downside of being extremely boring. You're sitting in one place, doing nothing. You could be making ISK on that character. You could be roaming solo and brawling some people. You could be in a gang - but no. You're camping a system, hoping the guys in a station undock and do something stupid. A few drops later you likely get watchlisted and nobody rats/fights with you in local (maybe in a mission while being on the ball with dscan up in case you launch probes) except for a cocky triple-plated Kronos that thought he can tank it and redock. (Spoiler: he couldn't.)

As for the "fake threat" if you know a threat is fake - it's a T1 frig with protocloak... you're letting yourself being pushed around and CCP isn't going to fix it for you. If you're falling for a "device of terror" that petty so easily, you'll probably have hard time realizing that any second your towers can be sieged by a hostile dreadlfeet you can't counter (and if you escalate to caps yourself, they coutnerdrop with supers).

CCP isn't going to help the weak - the T1 non-covert protocloak probe will chase them out of the system and an industrialist with some friends will move in. His friend will have knowledge of the fact that protocloak ships can't warp cloaked, have scanres penalties and a long recalibration delay. He'll bring a T1 rifter to the op and when the dreaded T1 cloaky shows up - he'll give him an express ride home.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Teckos Pech
Hogyoku
Goonswarm Federation
#184 - 2013-04-25 13:56:03 UTC
Trii Seo wrote:
The IFF beacon is one of ideas I support myself - as someone who often is the one people on the pig are waiting for (and there's hardly a worse thing to say to them than "Target docked" or a variation of it...). Local as an intel channel earned by the sov holders.

There isn't really a good way to nerf the cloaking device. Hell:


I was thinking something like a timer or one of these signature concepts. Something so that people wont go AFK cloaking. The IFF Beacon concept could still lead to afk cloaking as it pings away every time interval. Of course, having a long enough timer so you can run to the bathroom, fridge or some other thing is not unreasonable, IMO.

Quote:
That eliminates the "3 days (which is unreal anyway) old altchar" bit. Those are baseline cloakies you can use to catch people.


Yeah, in theory you could train an alt in 3 days to cloaky camp, but that is an extreme that probably is not that common.

Quote:
snip to save space....but Goddamn read that ****


No really, read that ****.

"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

Gengis'Khan
Doomheim
#185 - 2013-04-25 14:01:58 UTC
I'll try to make this a very short one, but for the very very very impatient ones, tl dr : cloaking devices should use fuel: strontiun clathrates.

What if cloaking devices will use strontium clathrates?

Well, for starters why stront? Because stront is cheap but it has big volume, it costs almost nothing but you can't carry tons of it with you. YESSS, you got the idea already, you can't AFK cloaky camp for three weeks anymore.

We'll have here probably about 3 different opinions:
First would be the scout, the cloaky one. He will tell you that his job would be impossible in such a case or badly handicapped. I would answer that a careful calibration of stront needs compared with cargo size could lead to an acceptable consumption. For example, one unit of stront for every 10 minutes of cloak or for a single activation (gate-to-gate travel) , with an average of 300m3 of cargo would grant a cloaker 100 jumps without refuelling or 16 hours of cloaky camping. If your roam lasts longer than that, then you're doing something wrong I would say :)
Second would be the carebear who might or might not hail such a decision. It all depends whether he has cloaky eyes next system or not. If he does, his ratting odyssey would become more dangerous (in case he has no place to refuel his cloaky eyes), but if he doesn't use to use cloaky eyes, then he will surely say “amen , no more cloaky faggotry in my ratting system”. No, don't take me wrong, I ain't the carebear, actually I am the cloaky camper, but I find it too easy.
And of course, third comes the cloaky camper who will just see his dreams ruined, his absolute pleasure in annoying carebears by his simple presence becomes a logistic nightmare.
Whether cloaky afk could be actually considered botting or not is a debate, but gaining advantages while not actively participating to the game process might be an offend.
Cloaky travel will become more challanging but not to a pain-related degree, just a bit of planning needed. Same goes for cloaky scouting or “next door eye”. Cloaky camping for longer periods of time would still be possible, but it would definitely require much more interaction and planning.

Your thoughts?
DataRunner Attor
Doomheim
#186 - 2013-04-25 14:41:55 UTC
Gengis'Khan wrote:
I'll try to make this a very short one, but for the very very very impatient ones, tl dr : cloaking devices should use fuel: strontiun clathrates.

What if cloaking devices will use strontium clathrates?

Well, for starters why stront? Because stront is cheap but it has big volume, it costs almost nothing but you can't carry tons of it with you. YESSS, you got the idea already, you can't AFK cloaky camp for three weeks anymore.

We'll have here probably about 3 different opinions:
First would be the scout, the cloaky one. He will tell you that his job would be impossible in such a case or badly handicapped. I would answer that a careful calibration of stront needs compared with cargo size could lead to an acceptable consumption. For example, one unit of stront for every 10 minutes of cloak or for a single activation (gate-to-gate travel) , with an average of 300m3 of cargo would grant a cloaker 100 jumps without refuelling or 16 hours of cloaky camping. If your roam lasts longer than that, then you're doing something wrong I would say :)
Second would be the carebear who might or might not hail such a decision. It all depends whether he has cloaky eyes next system or not. If he does, his ratting odyssey would become more dangerous (in case he has no place to refuel his cloaky eyes), but if he doesn't use to use cloaky eyes, then he will surely say “amen , no more cloaky faggotry in my ratting system”. No, don't take me wrong, I ain't the carebear, actually I am the cloaky camper, but I find it too easy.
And of course, third comes the cloaky camper who will just see his dreams ruined, his absolute pleasure in annoying carebears by his simple presence becomes a logistic nightmare.
Whether cloaky afk could be actually considered botting or not is a debate, but gaining advantages while not actively participating to the game process might be an offend.
Cloaky travel will become more challanging but not to a pain-related degree, just a bit of planning needed. Same goes for cloaky scouting or “next door eye”. Cloaky camping for longer periods of time would still be possible, but it would definitely require much more interaction and planning.

Your thoughts?



here my thoughts.

A: you nerf cloak without nerfing the thing that keeps another system in balance, local
B: You broke wormhole
C: You must of never been a cloaker, or you would know that a /cloak roam/ because of local requires TIME, something that people fail to understand that fuel heavily nerfs this area forcing a rather weak ship to have a limited area of engagement.

If you nerf cloak you must nerf the other half of the equation: Which is local.

“Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.”

Trii Seo
Goonswarm Federation
#187 - 2013-04-25 14:47:52 UTC
I'd say:

IFF/Communications network Broadcaster - outpost upgrade. Estabilishes constellation-wide Local channel, and in the system - falls only when the outpost itself falls. It would possibly be common to locate it in the "capital" staging point of the alliance as well as per-constellation outpost. Just to increase their actual usefulness. Big cost to discourage onlining it in every single outpost system, perhaps? Let's be honest - I just shoot people, my knowledge of alliance management is bad.

Communications broadcast relay - anchorable structure. Anchored to extend the nearby local network from the nearest system. If bashed enough or hacked by hostile entity, it'll go offline (and likely cut off broadcasters down the line.)

Balancing this would be iffy. "Small gang should be able to knock one out" - small gangs nowadays can swing by with shield blaster taloses that move fast and are well capable of killing a structure before a backup arrives. Making it beefy enough to survive such assault would render it immune to things such as assault frigate gangs - perhaps PvE modules, such as Codebreakers would find a use here? Temporarily hijacking the channel for instance. Or, perhaps, it would be a POS module - outside of the shield, like the cynosural field generator.

Still, alliance logistics pilots already have it bad with POSes and usual sov hassle. Dumping even more on them (beacon maintenance) could be something simply horrible.

Yes, cloaking up in someone's system is relatively easy to accomplish - doing damage is harder, but the morale impact is still there. Perhaps a beacon should periodically decloak the camper - but it'd have its price.

Knowing how risk-averse we all are, we'd huddle up in beacon systems and wait out the camper. We have local intel already. He can't disrupt it alone - and if he has to maintain the hassle of checking his cloak, he'll leave earlier. Same with the strontium idea - if you know the cloaky bides his time in some way, you just dock, log off for 3-4 hours and come back. Chances are he's not there anymore.

What they get in return is nothing. AFK cloaking works on a very simple principle: people in system get complacent and cease to consider the cloaked ship a threat. Then he turns out not to be AFK. Why does he do that? Because in the current metagame, PvE ships are very vulnerable to dedicated PvP ships - in addition to that people are afraid to lose them, since they cost billions, and the ease of not losing one (LOOK AT LOCAL. DOCK.) will make the entire alliance laugh at you if you get nabbed. Hell - be blingy enough and you'll end up on ALOD column at tmc and have your very own pile of "X alliance is full of botters and idiots" "lol nice rmt" comments.

Since you can't pick a fight with the station, you now need to count on them undocking. Since they know what you're in and it's their home turf, you'll likely face a counter to what you're using. And what you're facing will likely be a disposable, T2-fitted pvp ship - unless you're facing a rare guy with enough balls to use blues'n'greens. And if they're in an alliance, there's a word we hear all the time: blob. You're about to face it. Not because you're sooo eliiite they need 10 pilots to kill you - because you're in the wrong 'hood and everyone wants a piece of that killmail.

In short: AFK cloaking is an awful, horrible, lazy and cheap mechanic that is a response to flawed metagame and certain issues with null income/pve. It's a symptom of a disease, not a cause. To make any steps towards "fixing" it in any way shape or form, we need to take a look at the underlying issues - PvE forcing specific fittings that make ships extremely vulnerable to PvP and largely imbalanced risk vs. reward ratio.

If you fit your ship for a mix of pvp and pve, your income ratio will go down but your risk won't really decrease that much - you might be able to fight off a lone attacker, but not a gang. And there comes a point where you end up realizing that you'd for instance make more money grinding L4's in hisec for a fraction of the risk.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Teckos Pech
Hogyoku
Goonswarm Federation
#188 - 2013-04-25 14:48:05 UTC
Gengis'Khan wrote:

And of course, third comes the cloaky camper who will just see his dreams ruined, his absolute pleasure in annoying carebears by his simple presence becomes a logistic nightmare.


Don't be ridiculous. Nobody cloaky camps cause it is fun. They do it too:

1. Deny resources to an enemy.
2. Lull locals into a false sense of complacency so that they can try and hot drop some ratters.

The second one is a result of the awesome intel qualities related to local...which you completely fail to address in your post.

So: you idea sucks and should be summarily dismissed until you want to deal with what causes cloaky camping in the first place.

"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
#189 - 2013-04-26 19:06:16 UTC
up to the first page you go....

"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

Trii Seo
Goonswarm Federation
#190 - 2013-04-27 00:48:58 UTC
.EXE killed the thread!

I want a killmail. Do we get a killmail?

Anyway - after watching the EVE Keynote, the pve changes may shake things up a bit. No - they won't remove AFK cloaking as it is, but they may actually change the risk-reward balance.

Majority of issues with AFK cloaking come from the lack of targets for the cloaky dropper (someone wrote a lengthy piece on the food chain. Ratter provides something for a small gang to hunt, small gang becomes a target for a home defence fleet, gets beaten, returns with more etc.), something that forces him to resort to those rather cheap tricks. At least mining will become more profitable in dangerous space (and belts will be easier to detect!). Not sure about other activities - we'll know from devblogs, I guess.

Come to think of it, local itself seems to take a lot from the "unknown, lawless space" thing - Killboards nowadays offer plenty of information about your target. Oh look, most of his kills are with a bomber gang and he's usually in a recon - easy bet he's the cyno for a blops drop. Oh you have a Cynabal on scan? Let's look through his losses - oh look he lost a Cynabal a while back, that might be his fit. No conclusive data? Let's look at his corp - no kills, just losses, hisec carebears? Well he just took the wrong, wrong gate.

While outright removal of Local will have issues, reducing the amount of easy information it provides could be a good move.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Saladin
Eternity INC.
Goonswarm Federation
#191 - 2013-04-27 03:48:55 UTC  |  Edited by: Saladin
I'd like to suggest making it so that Cynosural modules and Cloaking modules cannot be both fitted on a ship. That is if you are a cyno ship that has friends waiting for you, then you cannot cloak. And if you are a wolf-pack of cloaked ships, then cloak away without the ability to hot drop. I think that the covert and regular cyno hotdrops are what make afk cloaking annoying.

If a system has one or two cloaked campers then people can still function while remaining vigilant. If there is a large number of cloaked afk campers then the attacker is tying up significant resources to impede activity in the system. Similarly speaking, this would prevent a cyno ship from holding a system hostage while afk cloaked for hours on end.

In terms of implementation, the covert cyno and cyno module could have a penalty to the CPU requirements of a cloaking device, and vice versa.
Teckos Pech
Hogyoku
Goonswarm Federation
#192 - 2013-04-27 16:19:06 UTC
Saladin wrote:
I'd like to suggest making it so that Cynosural modules and Cloaking modules cannot be both fitted on a ship. That is if you are a cyno ship that has friends waiting for you, then you cannot cloak. And if you are a wolf-pack of cloaked ships, then cloak away without the ability to hot drop. I think that the covert and regular cyno hotdrops are what make afk cloaking annoying.

If a system has one or two cloaked campers then people can still function while remaining vigilant. If there is a large number of cloaked afk campers then the attacker is tying up significant resources to impede activity in the system. Similarly speaking, this would prevent a cyno ship from holding a system hostage while afk cloaked for hours on end.

In terms of implementation, the covert cyno and cyno module could have a penalty to the CPU requirements of a cloaking device, and vice versa.


Why not just suggest removing black ops. Roll

What an absolutely ******** idea.

"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
#193 - 2013-04-27 16:21:00 UTC
Trii Seo wrote:
.EXE killed the thread!

I want a killmail. Do we get a killmail?



You cannot kill these threads, every. I wish we could, but after, what, 6-7 years they keep on going strong with one sided "fixes" and totally balance breaking "fixes", sometimes both which shows the poster is really playing the wrong game.

"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

Axhind
Eternity INC.
Goonswarm Federation
#194 - 2013-04-27 16:37:38 UTC
Saladin wrote:
I'd like to suggest making it so that Cynosural modules and Cloaking modules cannot be both fitted on a ship. That is if you are a cyno ship that has friends waiting for you, then you cannot cloak. And if you are a wolf-pack of cloaked ships, then cloak away without the ability to hot drop. I think that the covert and regular cyno hotdrops are what make afk cloaking annoying.

If a system has one or two cloaked campers then people can still function while remaining vigilant. If there is a large number of cloaked afk campers then the attacker is tying up significant resources to impede activity in the system. Similarly speaking, this would prevent a cyno ship from holding a system hostage while afk cloaked for hours on end.

In terms of implementation, the covert cyno and cyno module could have a penalty to the CPU requirements of a cloaking device, and vice versa.



This is an excellent idea. It solved the AFK cloaker issue while at the same time being very easy to implement and not ruining the scouting role of the ships.

It's time to do something about the whole AFK cloaker shutting down entire systems (despite tears from CFC). People should play the game in order to influence others. Not be at work with AFK logged in cloaker in someone's system.
Utremi Fasolasi
La Dolce Vita
#195 - 2013-04-27 17:12:29 UTC
Nobody has ever been harmed by another player who is genuinely AFK.

And a cloaker does not shut down a system. The residents shut themselves down.
Teckos Pech
Hogyoku
Goonswarm Federation
#196 - 2013-04-27 17:34:04 UTC  |  Edited by: Teckos Pech
Axhind wrote:
Saladin wrote:
I'd like to suggest making it so that Cynosural modules and Cloaking modules cannot be both fitted on a ship. That is if you are a cyno ship that has friends waiting for you, then you cannot cloak. And if you are a wolf-pack of cloaked ships, then cloak away without the ability to hot drop. I think that the covert and regular cyno hotdrops are what make afk cloaking annoying.

If a system has one or two cloaked campers then people can still function while remaining vigilant. If there is a large number of cloaked afk campers then the attacker is tying up significant resources to impede activity in the system. Similarly speaking, this would prevent a cyno ship from holding a system hostage while afk cloaked for hours on end.

In terms of implementation, the covert cyno and cyno module could have a penalty to the CPU requirements of a cloaking device, and vice versa.



This is an excellent idea. It solved the AFK cloaker issue while at the same time being very easy to implement and not ruining the scouting role of the ships.

It's time to do something about the whole AFK cloaker shutting down entire systems (despite tears from CFC). People should play the game in order to influence others. Not be at work with AFK logged in cloaker in someone's system.


No it just destroys black ops and force recons, ships that are specifically designed to fit a covert ops cloak and a covert cyno...at the same time.

(Although I suspect a troll here....)

"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

Axhind
Eternity INC.
Goonswarm Federation
#197 - 2013-04-28 01:15:01 UTC
Utremi Fasolasi wrote:
Nobody has ever been harmed by another player who is genuinely AFK.

And a cloaker does not shut down a system. The residents shut themselves down.


Bullshit. It shuts down the system because there is no way to know when the person is active or how many people they have ready to cyno in.

I know that forces of elite pvp love it but let's be honest. It's bullshit mechanic. You are impacting other players while not playing the game.

So afk cloaking is a problem. Question is just how to fix it. If you want to shut down systems then you will have to actually play the game.
Axhind
Eternity INC.
Goonswarm Federation
#198 - 2013-04-28 01:16:47 UTC
Teckos Pech wrote:
Axhind wrote:
Saladin wrote:
I'd like to suggest making it so that Cynosural modules and Cloaking modules cannot be both fitted on a ship. That is if you are a cyno ship that has friends waiting for you, then you cannot cloak. And if you are a wolf-pack of cloaked ships, then cloak away without the ability to hot drop. I think that the covert and regular cyno hotdrops are what make afk cloaking annoying.

If a system has one or two cloaked campers then people can still function while remaining vigilant. If there is a large number of cloaked afk campers then the attacker is tying up significant resources to impede activity in the system. Similarly speaking, this would prevent a cyno ship from holding a system hostage while afk cloaked for hours on end.

In terms of implementation, the covert cyno and cyno module could have a penalty to the CPU requirements of a cloaking device, and vice versa.



This is an excellent idea. It solved the AFK cloaker issue while at the same time being very easy to implement and not ruining the scouting role of the ships.

It's time to do something about the whole AFK cloaker shutting down entire systems (despite tears from CFC). People should play the game in order to influence others. Not be at work with AFK logged in cloaker in someone's system.


No it just destroys black ops and force recons, ships that are specifically designed to fit a covert ops cloak and a covert cyno...at the same time.

(Although I suspect a troll here....)



They can be ****** for a while until CCP can redo code to implement some of the more complex solutions. With the economy moving more towards bottom up the AFK cloaking is becoming more and more powerful and it's ridiculous that you can shut down systems by not even being at your computer.
Teckos Pech
Hogyoku
Goonswarm Federation
#199 - 2013-04-28 03:09:10 UTC  |  Edited by: Teckos Pech
Axhind wrote:
Teckos Pech wrote:
Axhind wrote:
Saladin wrote:
I'd like to suggest making it so that Cynosural modules and Cloaking modules cannot be both fitted on a ship. That is if you are a cyno ship that has friends waiting for you, then you cannot cloak. And if you are a wolf-pack of cloaked ships, then cloak away without the ability to hot drop. I think that the covert and regular cyno hotdrops are what make afk cloaking annoying.

If a system has one or two cloaked campers then people can still function while remaining vigilant. If there is a large number of cloaked afk campers then the attacker is tying up significant resources to impede activity in the system. Similarly speaking, this would prevent a cyno ship from holding a system hostage while afk cloaked for hours on end.

In terms of implementation, the covert cyno and cyno module could have a penalty to the CPU requirements of a cloaking device, and vice versa.



This is an excellent idea. It solved the AFK cloaker issue while at the same time being very easy to implement and not ruining the scouting role of the ships.

It's time to do something about the whole AFK cloaker shutting down entire systems (despite tears from CFC). People should play the game in order to influence others. Not be at work with AFK logged in cloaker in someone's system.


No it just destroys black ops and force recons, ships that are specifically designed to fit a covert ops cloak and a covert cyno...at the same time.

(Although I suspect a troll here....)



They can be ****** for a while until CCP can redo code to implement some of the more complex solutions. With the economy moving more towards bottom up the AFK cloaking is becoming more and more powerful and it's ridiculous that you can shut down systems by not even being at your computer.


So break a part of the game so you can do what? Rat endlessly with little fear of getting caught? Why don't you just petition for more isk in your wallet while you are at it.

AFK is not powerful...it is only powerful because you can't deal with it. Which is surprising as a Goon is one of the last people I'd expect to be whining about this.

"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

Mag's
Azn Empire
#200 - 2013-04-28 12:39:04 UTC
Axhind wrote:
Utremi Fasolasi wrote:
Nobody has ever been harmed by another player who is genuinely AFK.

And a cloaker does not shut down a system. The residents shut themselves down.


Bullshit. It shuts down the system because there is no way to know when the person is active or how many people they have ready to cyno in.

I know that forces of elite pvp love it but let's be honest. It's bullshit mechanic. You are impacting other players while not playing the game.

So afk cloaking is a problem. Question is just how to fix it. If you want to shut down systems then you will have to actually play the game.
But it's not bullshit. No one AFK and cloaked ever stopped people using gates, docking, undocking, activating modules, etc.etc. The person stopping you, is you. Blink

Which begs the following question:

Whilst they are cloaked and AFK, which game mechanic are they using to interact with you?

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