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AFK Cloaking Collection Thread

First post First post
Author
Beckett Firesnake
Viziam
Amarr Empire
#601 - 2013-07-23 09:09:15 UTC  |  Edited by: Beckett Firesnake
Debora Tsung wrote:
Beckett Firesnake wrote:
You always have the same argument: "You guys are carebears, don't fear the cloaky ship and stop whining." .
Try to open your mind of a different point of view.


Nope, my answer is always this:

He's AFK, he can't harm you or interact with you. If he does so while afk, report him; botting is bad.

If you complain about how You can't kill somebody that doesn't interact with you because he's afk and either docked up or cloaked in the midle of nowhere... though luck, grow some balls, grab a beer, try to kill someone else. You can't force anybody to play as You want, it's not supposed to work that way.


No my problem is that it is impossible to know if he is AFK or not.
Put an icon that show that he is inactive since an hour do not prove he is AFK or not. Disconnecting a client after 1 hour of total inactivity is better because while disconnected the player cannot see what happen unless he have a blue spy (that is another question).
This is why I have nothing against log trap for example. It is true: "If he is AFK he cannot harm you", as it is true that "If he is AFK, you cannot bait him" but you cannot know if he is AFK for the moment. I never said I wanted to force somoene to play as I want him to play. But yes I want to force those who DO NOT play to NOT BE in the game.

You reduce my speech as if it was the only way I play Eve: baiting cloaky. It is not the case. It is one the thing I do while I play Eve. It is like I would answer you: "You are a cloaky coward that kill only carebear farmers". This not an argument only another troll....
Nikk Narrel
Moonlit Bonsai
#602 - 2013-07-23 13:32:42 UTC
Beckett Firesnake wrote:
No my problem is that it is impossible to know if he is AFK or not.

Why should you even care?

Why are you trying to operate in the absence of hostiles in the first place, in a section of the game designed to permit them?

Plan for them to be present, plan for your response.

If you don't want combat, go where you get NPC support and simply need to last long enough for it to take effect.

Beckett Firesnake wrote:
Put an icon that show that he is inactive since an hour do not prove he is AFK or not. Disconnecting a client after 1 hour of total inactivity is better because while disconnected the player cannot see what happen unless he have a blue spy (that is another question).
This is why I have nothing against log trap for example. It is true: "If he is AFK he cannot harm you", as it is true that "If he is AFK, you cannot bait him" but you cannot know if he is AFK for the moment. I never said I wanted to force somoene to play as I want him to play. But yes I want to force those who DO NOT play to NOT BE in the game.

You reduce my speech as if it was the only way I play Eve: baiting cloaky. It is not the case. It is one the thing I do while I play Eve. It is like I would answer you: "You are a cloaky coward that kill only carebear farmers". This not an argument only another troll....

Foolish suggestions, do you even realize what you are asking for?

AFK / Inactive flag: Will be used by hunters more effectively than you imagine.
Follow this for a minute, see if something clicks for you.

Hunter enters system. Sees in local 5 pilots are present, all non-blue good target variety.

2 of these have the AFK / inactive flags, so are sitting either in outpost or POS, possibly boosting from POS for others.
That leaves three targets in space to be hunted.

The value of local just failed in the moments after it revealed the hunter's presence. Unless and until it flags him as AFK, you will be out of reach to any ISK making activity short of trading, which is something you could have done safely from high sec.

He, on the other hand, only benefits from local telling him flawlessly who is in system.
With that inactivity flag, he even knows who to watch for.

Come back after the inactivity interval expires, adding probably 5 to 10 minutes.
Are any of the local residents still flagged as active?

If they are, you know who to look for. If they are not, you can stay flagged as inactive, not needing to check on possible mining or ratting spots, no need to search mission rooms, etc.
Local does the hunting for you, spotting your potential targets.

By all means, give that hunter advantages like this. Go team.
Teckos Pech
Hogyoku
Goonswarm Federation
#603 - 2013-07-23 20:22:04 UTC  |  Edited by: Teckos Pech
Beckett Firesnake wrote:


You are right, the biggest problem is the AFK cloaky guys.

There are solutions for the big bomber fleets not a lot, not perfect. It isdifficult but something can be done.
It is not the same for an AFK guy that let his computer running 24/24 and that you cannot find at all.

But Teckos Pech, perharps you should think before flaming. I am not whining I am just telling a fact, there is no counter measure against cloak. And I think as I think ECM are ruining the game that something should be done. I use Claoks and ECM though, not so oftenly I should probably ;-)


Stop misrepresenting what I've written in this thread. AFK cloaked players are not a problem (or more accurately they are not the problem, but a symptom of the problem). They pose zero actual risk to you or any other player.

1. They are cloaked and hence have only limited game play options.
2. They are AFK and cannot even engage in the game play options in 1.

Your problem is your fear an inability to adapt to the situation. You perceive risk, probably too much risk, in these situations. People always mis-estimate probabilities.

Plus, there are ways to deal with cloaked players that have been listed here and in other threads many times. Use the search function, adapt and rectify the situation yourself vs. coming here and whining about a mechanics change because you either lack the motivation or the intelligence to deal with the situation.

"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
#604 - 2013-07-23 20:37:35 UTC  |  Edited by: Teckos Pech
Beckett Firesnake wrote:


You always have the same argument: "You guys are carebears, don't fear the cloaky ship and stop whining." .
Try to open your mind of a different point of view.


Try reading this thread FFS, and you'll see that is not the argument. Nikk Narrel is even a carebear himself (self admitted, and not intended as an insult).

The argument is that AFK cloaking is a symptom of another mechanic. Local as an intel tool. It is too easy and too good. The reasons for this are in this thread, go read them.

The simple fact is that if Local chat was not around, there would be precisely zero reason to AFK cloak.

Of course, simply removing local chat would likely be very bad for null sec population levels (also discussed in this thread).

Alternatives for dealing with the "local problem" have also been linked and discussed in this thread as well.

So, in you waltz arrogantly telling people in this thread to have an open mind. How about you read up on the topic before advertising your ignorance on a Concord Billboard?

"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
#605 - 2013-07-23 20:43:32 UTC
Beckett Firesnake wrote:
Debora Tsung wrote:
Beckett Firesnake wrote:
You always have the same argument: "You guys are carebears, don't fear the cloaky ship and stop whining." .
Try to open your mind of a different point of view.


Nope, my answer is always this:

He's AFK, he can't harm you or interact with you. If he does so while afk, report him; botting is bad.

If you complain about how You can't kill somebody that doesn't interact with you because he's afk and either docked up or cloaked in the midle of nowhere... though luck, grow some balls, grab a beer, try to kill someone else. You can't force anybody to play as You want, it's not supposed to work that way.


No my problem is that it is impossible to know if he is AFK or not.
Put an icon that show that he is inactive since an hour do not prove he is AFK or not. Disconnecting a client after 1 hour of total inactivity is better because while disconnected the player cannot see what happen unless he have a blue spy (that is another question).
This is why I have nothing against log trap for example. It is true: "If he is AFK he cannot harm you", as it is true that "If he is AFK, you cannot bait him" but you cannot know if he is AFK for the moment. I never said I wanted to force somoene to play as I want him to play. But yes I want to force those who DO NOT play to NOT BE in the game.

You reduce my speech as if it was the only way I play Eve: baiting cloaky. It is not the case. It is one the thing I do while I play Eve. It is like I would answer you: "You are a cloaky coward that kill only carebear farmers". This not an argument only another troll....


So you want to remove uncertainty from the game? That is a bad game mechanic, especially for a game that bills itself as a sandbox with player driven content.

"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

Debora Tsung
Perkone
Caldari State
#606 - 2013-07-26 09:53:53 UTC
bump

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Mag's
Azn Empire
#607 - 2013-07-26 09:54:07 UTC
Beckett Firesnake wrote:


You are right, the biggest problem is the AFK cloaky guys.

There are solutions for the big bomber fleets not a lot, not perfect. It isdifficult but something can be done.
It is not the same for an AFK guy that let his computer running 24/24 and that you cannot find at all.

But Teckos Pech, perharps you should think before flaming. I am not whining I am just telling a fact, there is no counter measure against cloak. And I think as I think ECM are ruining the game that something should be done. I use Claoks and ECM though, not so oftenly I should probably ;-)

How is someone being AFK, a problem?

Oh and cloaks do have counters, to say they don't is rather disingenuous.

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

Mag's
Azn Empire
#608 - 2013-07-26 09:54:43 UTC
Debora Tsung wrote:
bump
Just beat me to it. EvilP

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

Oovarvu
C.O.L.D.
#609 - 2013-07-26 12:50:37 UTC
bump
Nikk Narrel
Moonlit Bonsai
#610 - 2013-07-26 13:37:02 UTC
Mag's wrote:
Beckett Firesnake wrote:


You are right, the biggest problem is the AFK cloaky guys.

There are solutions for the big bomber fleets not a lot, not perfect. It isdifficult but something can be done.
It is not the same for an AFK guy that let his computer running 24/24 and that you cannot find at all.

But Teckos Pech, perharps you should think before flaming. I am not whining I am just telling a fact, there is no counter measure against cloak. And I think as I think ECM are ruining the game that something should be done. I use Claoks and ECM though, not so oftenly I should probably ;-)

How is someone being AFK, a problem?

Oh and cloaks do have counters, to say they don't is rather disingenuous.

Absolutely correct.

Local is the effective counter to cloaking.

This is why, in every thread where more counters to cloaking are suggested, it can be pointed out that local must be surrendered for that in exchange.
Having local in addition to any means to limit or hunt cloaking creates two counters.

Now, you may laugh when someone suggests auto ejecting people from an outpost or POS, because you can see how that would be absurd.
And yet, you are suggesting the equivalent, since you clearly do not understand how the game balances on the aspects of cloaking and local.
Unsuccessful At Everything
The Troll Bridge
#611 - 2013-08-02 17:09:04 UTC
The idea is simple, no fuel, no nerf to being docked at all. The only difference, is the requirement that you are actually playing the game (kinda the same thing with ALL the other players?).

Being docked doesnt have a cycle duration right now, its a continuous cycle. That would need to be changed to limited cycle, 10s or something like that. Same reactivation limits etc.

The idea behind docking recalibration, is that every continuos docking cycle, decalibrates the "docking matrix". Assuming a 10s cycle, we could have that during the first 180 cycles (1800 seconds, 30min), nothing changes from the current docking experience. During the next 180cycles, every cycle, decalibrates the "docking matrix", causing an incremental chance that the docking clamps will fail to reactivate. And finally reaching the 360th cycle, were that chance is 100% and the docking clamps deactivate and you are ejected from station.

For a player who is not afk, during the first 180 cycles, the decalibration is harmless. Before he reaches 30cycles he needs to manually correct the matrix calibration. My idea for the recalibration, was a minigame on a small window with some sliders that randomly gain a miss alignment, and you need to center the sliders again, and this would reset the counter back to 0.

So basically a player sitting on his computer while docked, would only need to recalibrate the docking clamps only once every 30min or less, as long as he is there.
On the other hand, an AFK docked in station person, would risk losing the docking ability if he goes away for over 30min, and completely sure he will lose it if he does it for 1hr.

No nerf, no change in the mechanics, no fuel, yet no more AFK docked in station. o7

Yet another fixed idea, brought to you by Unsuccessful at Everything.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Unsuccessful At Everything
The Troll Bridge
#612 - 2013-08-02 17:15:36 UTC
There is obviously a problem for some people regarding having docked ships in their system. Whether you agree that it's a problem or not, no one can debate the frequency that this rubbish gets posted on the F&Y forums. I would like to propose a compromise.

Some facts regarding the system "defenders" or "owners":

1) You can tell whether you have a docked enemy in your system using a combination of the intel from the Local channel combined combat scanners.
2) You can't even guess whether the player controlling the character is present or AFK. (as far as I can tell, this is the real problem)


Some solutions to the problem using current mechanics:

1) Move next door, as a group. Leave no one left in system. Rat or mine together in ships fit in part for pvp (include points etc). If the "AFK" docker follows you into system he's not AFK. If he stays docked in the empty system for any length of time you can make the assumption that he's AFK but you can't tell for certain (which is as it should be).

2) As a group, get into cheap, semi pvp fit ships and stick together and play together. If you're hot dropped you'll at least get a scrap out of it and not lose that much. You might even win. It's happened before, believe me. I've seen a black ops fleet decimated by a small fleet of procurers and skiffs.

3) Look at who the "AFK docked up" character is, check out their corp and alliance, do some research on their membership. See if they have a high sec presence and if so, take a fleet to high sec, wardec them and kill as many as possible. After killing a bunch, invite them to remove their "AFK" docked person from your system and say that if they do you'll remove the wardec. Or you could hire mercs to do it for you.

4) Same as 3 but if they live in nullsec get into a covert pvp fleet and do the damn same thing to them.

There are more but that'll do for my purposes here. I just wanted to point out that there are many ways to counter this "problem" at the moment. It's just that none of them involve staying docked up and whining on the forums about it. Therefore the "solution" to your "problem" should be more in line with a compromise and should itself entail at least a small amount of risk.

Now, from what I can tell the only real problem is not being able to tell whether they're actually there or not. All the complaints seem to be based on this. What the people whining about AFK docking are after is an intel method. Now, this shouldn't be absolute in my opinion.

So what I propose is a new type of probe which when launched acts like a deep station probe but only returns afk pilots. Now, whilst this might sound to everyone (like me) who really doesn't think there's anything currently wrong, it in fact works both ways. The client records when the player is afk. It shouldn't be too difficult to record that information in the main DB (client updates DB on change of state, for example) so that the probe would work. So, for those that want to know that an "AFK" docked player is actually AFK this will give them what they want.... to a point.

As I've explained in many other threads suggesting various methods of flagging people as AFK, there are ways around it. So, another level of meta. They have their intel but there's a chance it isn't accurate. For clever docked pilots that aren't afk they can potentially spoof themselves as afk and vice versa.

My main motivation for suggesting this is to come up with a compromise that doesn't adversely affect the game whilst stopping all these utterly pointless "I can't do solo pve in nullsec cos the big bad afk docked boogeyman is in my system and won't leave" threads.

I've probably missed something that makes this unworkable so please, fire away.

This corrected document brought to you by Unsuccessful at Everything.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Unsuccessful At Everything
The Troll Bridge
#613 - 2013-08-02 20:31:10 UTC  |  Edited by: Unsuccessful At Everything
My mind was wandering down one of it's usual strange paths, when the various discussions I've run across on the forums in regards to this issue showed up along the way... (I think it was a bush docked in station and whispering about stabbity stabbity!).

lol, anyways, because of this, an idea formed and tried to sneak up on me, but didn't pay enough attention to the light of my attention...

What about introducing a 'flaw' to docking?

Something along the lines of, for example, every 15 minutes there's a % chance of the dock 'glitching out,' (introduce a new skill that will reduce it) that would make the dock continue to cycle, but eject you from station(chance reduced by a new skill). Then the station would auto-correct for the glitch and the dock would go back to functioning normally?

Non-afk docked in station players would of course be able to easily avoid the glitch by simply cycling the dock/undock every so often until it was re-activated...

And even afk docked in station players wouldn't be guaranteed destruction due to the fact of the skills reducing the chance/duration of the glitch, on top of the fact that someone would still pretty much have to already have to be on the undock waiting to gank you before the glitch does auto-correct... This would simply be introducing a reasonable element of risk to the practice of being docked up AFK.

And, yes, they could use a bot to cycle the dock, but then, that would be a violation of CCP's anti-botting practices (those that are enforced, at least) and thus force them to risk being caught and banned if they are dumb enough to resort to such a practice.

Thoughts? Ideas for actual numbers to introduce to this, including names for the proposed 2 new skills?

Another corrected post for your viewing pleasure. Its a busy day of not using search function for these people.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Lord Battlestar
CALIMA COLLABORATIVE
Atrox Urbanis Respublique Abundatia
#614 - 2013-08-03 03:55:17 UTC
Bumping the thread for Teckos, he has some family issues to attend to so he hasn't been able to keep an eye on his thread.

I once podded myself by blowing a huge fart.

Teckos Pech
Hogyoku
Goonswarm Federation
#615 - 2013-08-03 06:33:22 UTC
Lord Battlestar wrote:
Bumping the thread for Teckos, he has some family issues to attend to so he hasn't been able to keep an eye on his thread.



Thanks, was just thinking about this thread....how it is actually a nice diversion from RL drama.

"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
#616 - 2013-08-04 21:33:53 UTC
Third page, time to decloak and light the cov ops cyno and put a stop to the anti-cloaking nonsense!

"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

Xio Zheng
Ministry of War
Amarr Empire
#617 - 2013-08-05 03:47:41 UTC  |  Edited by: Xio Zheng
I had an idea, what if after a cloaky ship sits in space without warping for 10 mins it become scanable with a special combat probe. The 10 min timer resets after every warp. I was thinking maybe the cloak electronics emits an echo or something and your echo scanner probe can find that echo. It would have to be hard as **** to scan them down even with max scanning skills. In the end people who use the ships wont be getting scanned down. Alts cloaked up in system to keep people scared would be scanable. Hint: if your "afk cloaker" isn't scanable, they are not really afk.

I will add, I have never warped to 0 on a cloaked ship, so I don't really know if that would get you close enough to decloak them.
Kitfox Shachi
Bunyip Hunters
#618 - 2013-08-05 06:50:57 UTC
Cloak is fine , leave it alone :)

What I want is somoene to remove Gallentes Faction Navy cloak jammer in every gallente system they have deployed that targets me due to -7.76 faction standing with gallente.

i mean i cant even stop and admire a nice asteroid field looking for FW targets for few seconds.

They seem to have the coolest anti cloak toy and none of the EvE scientiets have been able to copy its design.
so if its too powerfull we MUST NERF IT.

so get rid of the cloak jammers please :)
Teckos Pech
Hogyoku
Goonswarm Federation
#619 - 2013-08-06 13:27:36 UTC
Xio Zheng wrote:
I had an idea, what if after a cloaky ship sits in space without warping for 10 mins it become scanable with a special combat probe. The 10 min timer resets after every warp. I was thinking maybe the cloak electronics emits an echo or something and your echo scanner probe can find that echo. It would have to be hard as **** to scan them down even with max scanning skills. In the end people who use the ships wont be getting scanned down. Alts cloaked up in system to keep people scared would be scanable. Hint: if your "afk cloaker" isn't scanable, they are not really afk.

I will add, I have never warped to 0 on a cloaked ship, so I don't really know if that would get you close enough to decloak them.


No you didn't have this idea, this idea has been proposed again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again. It is about as novel as a belly button.

"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
#620 - 2013-08-06 14:16:31 UTC
Why don't we make Outposts and POS's more like vending machines?

Or maybe slot machine would be a better analogy?

It would work like "Go Fish" card game.

Right click on the outpost, and a password window pops up.
Enter the correctly spelled name of a pilot, who is actually docked in the station, and the station will eject them in whichever ship was flagged active at the moment.

Now, if they are at their keyboard, they can simply dock back up.
If they are AFK, things happen.

If you enter the name of a pilot who is not in the station, you cloak is disabled for 30 seconds, and a cyno beacon effect is lit at your location.
(You can still warp away and leave, it's just to draw attention to the threat you represent)