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Cloak Recalibration - Dealing with afk cloaking without nerfing the cloak

Author
TheGunslinger42
All Web Investigations
#81 - 2013-08-02 13:43:28 UTC
You mean working for intel, and generally just being prepared while in what is ostensibly the most dangerous area of the game universe?

That's unthinkable!
RoAnnon
Republic University
Minmatar Republic
#82 - 2013-08-02 14:39:56 UTC
Rock n' Roller wrote:
So, you asked for proof that AFK pilots were profiting while being cloaked, i provided you those proofs, and now you basically post again repeating the exact same thing you posted 2 pages back?
I provided you with specific names of characters, who practice getting a profit of the AFK cloaking. And even demand a fee from other pilots while AFK. You can repeat it over and over and over again saying its not happening, but it does.


Yes, because you proved nothing. A single name isn't proof of anything, and just because that person has some comment in their bio means nothing. Show me exactly how, while he's AFK, he's getting fees from people and allowing them out of a system he supposedly has locked down by his cloakiness.

You will never be able to prove something that cannot happen. AFK and/or Cloaky ships cannot interact with anyone else. I would have thought the point was obvious and I've never yet read it put into words, but just so it's clear:

In order for a cloaked, AFK pilot to interact with another ship, he has to STOP BEING BOTH AFK and cloaked, at which point your original complaint and the false premise this entire thread is built upon is null, void and irrelevant.

So, you're a bounty hunter. No, that ain't it at all. Then what are you? I'm a bounty hunter.

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Kerdrak
Querry Moon
#83 - 2013-08-02 14:56:26 UTC
AFK cloaking gives an unfair advantage in PvP for 2 reasons:

- Allows the cloaker to be safe while being able to pick up fights (you can sit at the correct spot waiting for the correct victim).
- Makes a player invulnerable outside the station.
Endeavour Starfleet
#84 - 2013-08-02 15:25:18 UTC
TheGunslinger42 wrote:
Endeavour Starfleet wrote:
Sipphakta en Gravonere wrote:
What is the problem with someone AFKing while cloaked in space? I don't see how any afk player can cause any harm.


They can't be probed down. Leaving the player free to sleep, go to work or class, go to the movies etc.. While defenders in system have no real chance to do anything against them.

There have been suggestions on how to remove the incentive to go AFK. From AFK indicators to cloak fuel. Or better ideas like the one suggested in this topic that does not seriously harm active cloak players.


So you want the ability to be able to kill people who by definition are literally incapable of offering any kind of fight at all, even when you already have the home field advantage because you have the POS, stations, and manpower in system?

while they're cloaked or afk they are no threat to you or anyone. They can't do anything. Demanding the ability to do stuff to them is horrifically imbalanced, and suggests you simply want "i win" buttons.

The only issue with cloaked or afk players is that you aren't sure what they're doing. You want to remove uncertainty, and as a result risk, for yourself.


The only people who the change would seriously affect are those who are used to cloaking in an enemy system and being unable to be probed down 23/7. For the other folks who actively play using the cloaking device. This will have very little effect thus is balanced by removing the incentive to go AFK.

And yes if they are not at their client to fight back despite being in an enemy system then they deserve to be defeated in my opinion. The very issue here is the incentive to go AFK.
Maximus Aerelius
PROPHET OF ENIGMA
#85 - 2013-08-02 15:27:00 UTC  |  Edited by: Maximus Aerelius
Kerdrak wrote:
AFK cloaking gives an unfair advantage in PvP for 2 reasons:

- Allows the cloaker to be safe while being able to pick up fights (you can sit at the correct spot waiting for the correct victim).
- Makes a player invulnerable outside the station.


To counter:

-A cloaked ship is so fragile that any sort of attack from a keen pilot would devastate it
- See above add that no cloaked ship can fire cloaked + paperthin tank

Kind of negates your argument don't you think?

EDIT: Now if you are talking about other Cloaking Devices and not Cov-Ops II's then you have:

Paperthin Tank
Speed penalty
Not-able-to-warp-while-cloak-is-active penalty
Cloak "Cooldown timer" for reactivation penalty
Wait after de-cloaking to be able to lock stuff up.
Maximus Aerelius
PROPHET OF ENIGMA
#86 - 2013-08-02 15:32:37 UTC  |  Edited by: Maximus Aerelius
Quote:

Endeavour Starfleet wrote:
They can't be probed down. Leaving the player free to sleep, go to work or class, go to the movies etc.. While defenders in system have no real chance to do anything against them.


Do anything against...someone who isn't there? Interesting. Please elaborate on what you need AKA want to do to someone that isn't doing anything to you because they are not there?


Didn't see this @Endeavour Starfleet or just couldn't come up with an answer?
Endeavour Starfleet
#87 - 2013-08-02 15:38:19 UTC
Maximus Aerelius wrote:
Endeavour Starfleet wrote:
[ -snipped-

Quote:

Endeavour Starfleet wrote:
They can't be probed down. Leaving the player free to sleep, go to work or class, go to the movies etc.. While defenders in system have no real chance to do anything against them.


Do anything against...someone who isn't there? Interesting. Please elaborate on what you need AKA want to do to someone that isn't doing anything to you because they are not there?


Didn't see this @Endeavour Starfleet or just couldn't come up with an answer?


Did not see it.

To answer. What I want in relevance to the topic is if that pilot is AFK he fails to do the minigame thus eventually the cloak fails. Afterwards I would probe them down. Defeat the ship then as the pilot is not there to warp the pod off. I would then proceed to pod the pilot thus removing the pilot from the system.

I am not going to show mercy to a pilot trying to have an effect on the enemy without being at the client. It's the pod express and maybe then that pilot will decide to go on roams or other PVP activities.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#88 - 2013-08-02 15:44:27 UTC
Endeavour Starfleet wrote:
Sipphakta en Gravonere wrote:
What is the problem with someone AFKing while cloaked in space? I don't see how any afk player can cause any harm.


They can't be probed down. Leaving the player free to sleep, go to work or class, go to the movies etc.. While defenders in system have no real chance to do anything against them.


What harm does a afk player in a system do? He can't relay intel, he can't attack you, he can't open a cyno, nothing. I don't see the problem.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#89 - 2013-08-02 15:46:28 UTC
Kerdrak wrote:
AFK cloaking gives an unfair advantage in PvP for 2 reasons:

- Allows the cloaker to be safe while being able to pick up fights (you can sit at the correct spot waiting for the correct victim).


How can someone being afk pick a fight or wait for a victim?

Quote:
- Makes a player invulnerable outside the station.


And that is a problem because.... ?
Nikk Narrel
Moonlit Bonsai
#90 - 2013-08-02 15:49:16 UTC
Endeavour Starfleet wrote:
To answer. What I want in relevance to the topic is if that pilot is AFK he fails to do the minigame thus eventually the cloak fails. Afterwards I would probe them down. Defeat the ship then as the pilot is not there to warp the pod off. I would then proceed to pod the pilot thus removing the pilot from the system.

I am not going to show mercy to a pilot trying to have an effect on the enemy without being at the client. It's the pod express and maybe then that pilot will decide to go on roams or other PVP activities.

This cannot be permitted to be exclusive to cloaking, without some means to balance also being included.

Apply the rule across the board, or not at all.

No AFK boosting, station sitting, POS sitting, or anything unless they are also challenged by this mechanic.
Endeavour Starfleet
#91 - 2013-08-02 15:57:01 UTC
Sipphakta en Gravonere wrote:
Endeavour Starfleet wrote:
Sipphakta en Gravonere wrote:
What is the problem with someone AFKing while cloaked in space? I don't see how any afk player can cause any harm.


They can't be probed down. Leaving the player free to sleep, go to work or class, go to the movies etc.. While defenders in system have no real chance to do anything against them.


What harm does a afk player in a system do? He can't relay intel, he can't attack you, he can't open a cyno, nothing. I don't see the problem.



My old corpmates said the same thing until the AFK pilot went active without warning several hours later and hotdropped them. If I can probe down an AFK pilot that has been cloaked for very long. I can deny that pilot's ability to attack on his sweet time. If he can't be bothered to check his client every so often then I want the ability to attack.

The idea presented in the start of the topic is a fair way to make that happen without doing a change that would greatly affect active cloaking play (Such as cloak fuel) What it would do is remove the incentive to stay in a system cloaked while AFK. And would stop this proliferation of alts designed for that one task with the aid of dual training with PLEX.

Thinking about it. The idea presented is superior to mine which was presented a while back. Mine was a bit too complicated and would require more art assets.
Endeavour Starfleet
#92 - 2013-08-02 16:01:10 UTC
Nikk Narrel wrote:
Endeavour Starfleet wrote:
To answer. What I want in relevance to the topic is if that pilot is AFK he fails to do the minigame thus eventually the cloak fails. Afterwards I would probe them down. Defeat the ship then as the pilot is not there to warp the pod off. I would then proceed to pod the pilot thus removing the pilot from the system.

I am not going to show mercy to a pilot trying to have an effect on the enemy without being at the client. It's the pod express and maybe then that pilot will decide to go on roams or other PVP activities.

This cannot be permitted to be exclusive to cloaking, without some means to balance also being included.

Apply the rule across the board, or not at all.

No AFK boosting, station sitting, POS sitting, or anything unless they are also challenged by this mechanic.


Those are completely different game mechanics. And CCP has already said they are going to make boosts on grid in the future so that is not even relevant.

Got a problem with someone sitting in a POS? Bring your fleet and defeat the POS. As for stations. Take over the station and they can only undock once.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#93 - 2013-08-02 16:06:16 UTC
Endeavour Starfleet wrote:
My old corpmates said the same thing until the AFK pilot went active without warning several hours later and hotdropped them.


So, the afk pilot was, in fact, not afk when he tackled/dropped on your friend. I'd ask your corpmate: Why didn't you watch for probes on scan? Or: Why were you not aligned? Or: Why didn't you call your corp/alliance members to help you?

The issue is not that there was someone afk in your system, the issue was that there was someone at his client, tackling and calling friends when your corpmates neglected their safety.

Quote:

If I can probe down an AFK pilot that has been cloaked for very long. I can deny that pilot's ability to attack on his sweet time. If he can't be bothered to check his client every so often then I want the ability to attack.


I still don't see the problem with a pilot being afk. You said yourself that the pilot wasn't afk at the time of the attack.
Rayzilla Zaraki
Yin Jian Enterprises
#94 - 2013-08-02 16:13:05 UTC
Nikk Narrel wrote:
Rock n' Roller wrote:
You boys actually scared to have to play eve like the rest?
No AFK profit for any player.

An excellent point. No AFK profit should be made.

But unless you determine that profit =/= ISK, how exactly does a cloaked and AFK ship make any?



Through the use of a special T2 Underpants Theft module, of course.

Gate campers are just Carebears with anger issues.

Endeavour Starfleet
#95 - 2013-08-02 16:14:04 UTC
That is right he went active just before the attack. I want to deny that pilot the use of the overpowered ability to go AFK while cloaked to pick the moment of his attack on his own sweet perfect time. If that pilots wants to be able to attack as such. They need to be balanced in having to remain at the client while cloaked in an enemy system.

If he goes AFK for a long period of time and figures he is too good to do the minigame. The cloak fails and I probe him down. Defeat him and next time he does not decide to AFK.
Kerdrak
Querry Moon
#96 - 2013-08-02 16:37:23 UTC
Sipphakta en Gravonere wrote:
Kerdrak wrote:
AFK cloaking gives an unfair advantage in PvP for 2 reasons:

- Allows the cloaker to be safe while being able to pick up fights (you can sit at the correct spot waiting for the correct victim).


How can someone being afk pick a fight or wait for a victim?

Quote:
- Makes a player invulnerable outside the station.


And that is a problem because.... ?


1 - If there is no reason to be AFK cloaked why is people doing it? please, don't try to counter my arguments with invalid ones. We all know what AFK cloakers do...

2 - Because one of this game characteristics is the fact that you are unsafe once you undock.
Nikk Narrel
Moonlit Bonsai
#97 - 2013-08-02 16:55:38 UTC
Kerdrak wrote:
1 - If there is no reason to be AFK cloaked why is people doing it? please, don't try to counter my arguments with invalid ones. We all know what AFK cloakers do...

2 - Because one of this game characteristics is the fact that you are unsafe once you undock.

1. The reasons to use the so called tactic "AFK Cloaking", involves part deterrent, part trap. The uncertainty over which is present specifically makes both possible.
Think rock / paper / scissors... If you knew which they were using, you would know how to counter it, and win every time.
If you KNEW they were actually AFK, then you could utterly ignore them.
If you KNEW they were active, you could design any number of counters for them, the same as you would any elusive target.

2. You are only unsafe if you cannot dock back up. In the case of current PvE defense tactics, a bizarre version of station games is played, where the PvE pilot docks up or enters a POS shield.
This happens during the period where the hostile is still loading system, and cannot intervene.

Such perfect safety is an absolute, with the only exception existing as a result of pilot error.
Kerdrak
Querry Moon
#98 - 2013-08-02 17:09:05 UTC  |  Edited by: Kerdrak
Nikk Narrel wrote:
Kerdrak wrote:
1 - If there is no reason to be AFK cloaked why is people doing it? please, don't try to counter my arguments with invalid ones. We all know what AFK cloakers do...

2 - Because one of this game characteristics is the fact that you are unsafe once you undock.

1. The reasons to use the so called tactic "AFK Cloaking", involves part deterrent, part trap. The uncertainty over which is present specifically makes both possible.
Think rock / paper / scissors... If you knew which they were using, you would know how to counter it, and win every time.
If you KNEW they were actually AFK, then you could utterly ignore them.
If you KNEW they were active, you could design any number of counters for them, the same as you would any elusive target.

2. You are only unsafe if you cannot dock back up. In the case of current PvE defense tactics, a bizarre version of station games is played, where the PvE pilot docks up or enters a POS shield.
This happens during the period where the hostile is still loading system, and cannot intervene.

Such perfect safety is an absolute, with the only exception existing as a result of pilot error.


1 - You are right, I couldn't have explained better. The only thing that is unbalanced is that the cloaker always have more information and can choose whether or not start the fight, he is always ready or AFK.

The target can be alert and prepared, but he can't know what is going to happen because he can't choose.

2 - In this game Safety is determined by the availability of your ship to be targeted and aggroed. Stations and cloak are the only mechanisms that provide total safety (POS shields can be offlined by other players or you can be bumped out)
Nikk Narrel
Moonlit Bonsai
#99 - 2013-08-02 17:31:09 UTC
Kerdrak wrote:
Nikk Narrel wrote:
1. The reasons to use the so called tactic "AFK Cloaking", involves part deterrent, part trap. The uncertainty over which is present specifically makes both possible.
Think rock / paper / scissors... If you knew which they were using, you would know how to counter it, and win every time.
If you KNEW they were actually AFK, then you could utterly ignore them.
If you KNEW they were active, you could design any number of counters for them, the same as you would any elusive target.

2. You are only unsafe if you cannot dock back up. In the case of current PvE defense tactics, a bizarre version of station games is played, where the PvE pilot docks up or enters a POS shield.
This happens during the period where the hostile is still loading system, and cannot intervene.

Such perfect safety is an absolute, with the only exception existing as a result of pilot error.


1 - You are right, I couldn't have explained better. The only thing that is unbalanced is that the cloaker always have more information and can choose whether or not start the fight, he is always ready or AFK.

The target can be alert and prepared, but he can't know what is going to happen because he can't choose.

2 - In this game Safety is determined by the availability of your ship to be targeted and aggroed. Stations and cloak are the only mechanisms that provide total safety (POS shields can be offlined by other players or you can be bumped out)

1. Actually, that is not entirely true.

It is not mentioned that often, but AFK docking / POS sitting is an equally effective tactic.
The hostile cloaked vessel often relies on local chat to tell them when prey is present, assuming they are the active variety.
Local favors hostiles shamelessly, more than making up the difference for missing intel channels.

Hunter enters system. 3 minutes later, notices 5 out of 8 ships leave local. Can't spot them online, so he knows they have logged out. He could follow them to other systems if he saw they were still online.
Now, he uses local against the natives. Checking around, he sees one of the remaining 3 ships is sitting at a POS, not moving.
It's a boost capable ship, so he knows PvE activity was happening in system.
Scanning and checking around, he sees that noone is in the belts or other ratting areas, so the last two pilots are probably docked up in the outpost.

He sits cloaked, and waits. Local will tell him when new prey comes in, he just needs to be patient.
What he cannot know, is if one of the now ignored pilots becomes active.
They were present consistently, and are not being reacted to as a result.

If the hunter is relying on local, as he has no intel channels of his own, then he is waiting or AFK. If he sees new names appear, he will likely do a patrol and see if they show up at a belt or ratting spot.

But if they just sit there, after 12 hours, he won't do patrols for them anymore. They could be mining, or ratting, or anything.

2. Stations being safe?
Depends on what you need to accomplish. Your intel is limited entirely to Local, since you have no grid or scanning ability while docked. You can do market trades, surf the web, all kinds of things. They even put a counter on ship spinning.

You cannot, however, shoot anyone, mine, or attack rats for loot.
In fact, all the things that make being in null sec more useful than being in high sec are pretty much outside your reach.
Teckos Pech
Hogyoku
Goonswarm Federation
#100 - 2013-08-03 07:03:11 UTC
Rock n' Roller wrote:
The idea is simple, no fuel, no nerf to cloak at all. The only difference, is the requirement that you are actually playing the game (kinda the same thing with ALL the other players?).

Cloaks dont 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 cloak recalibration, is that every continuos cloak cycle, decalibrates the "cloak matrix". Assuming a 10s cycle, we could have that during the first 180 cycles (1800 seconds, 30min), nothing changes from the current cloak. During the next 180cycles, every cycle, decalibrates the "cloaking matrix", causing an incremental chance that the cloak will fail to reactivate. And finally reaching the 360th cycle, were that chance is 100% and the cloak deactivates.

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 cloaked, would only need to recalibrate the cloak only once every 30min or less, as long as he is there.
On the other hand, an AFK cloaker, would risk losing the cloak 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 cloakers. o7


TL;DR: I have a really bad idea on how to nerf cloaks that dozens of others have proposed in the past.

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