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Player Features and Ideas Discussion

 
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In regards to Cloaks and AFK-Cloaked Campers

Author
Teckos Pech
Hogyoku
Goonswarm Federation
#41 - 2013-08-03 06:58:15 UTC
RubyPorto wrote:
Pelea Ming wrote:
and, Ruby, if you can't provide reasoned argument, please take your trolling elsewhere.



That was my reasoned argument.

They can't affect you (moreso if they're AFK). You can't affect them.
Fair trade.


Not empty quoting.

"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
#42 - 2013-08-03 15:15:12 UTC
Pelea Ming wrote:
Ahh, but again, this wouldn't be making anything more difficult for the cloaky-camper who is at least paying some attention every so often to that account, it's simply aimed at, for example, that guy who wakes up in the morning, logs the acct in, cloaks up, and goes to work, thereby obviously not doing anything with the account till they get home and are ready to play the game.

Essentially, your arguing that the ratters/miners have no real risk if they are paying attention... yet what I'm proposing to the same effect poses no risk to the cloaky-camper... if they are paying attention.

This is a false equivalency.

The ratter and miner can still accomplish their goals. They do not need to make an effort superior to a hunter to remain safe, just a minimum default effort.
The hunter cannot compete against this, since no opportunity is offered to directly oppose the effort.

So, what we have left for gameplay, is the hunter is reduced from a threat, to an annoyance. He cannot make any effort beyond waiting, and hoping the PvE pilot will ignore local in frustration, and voluntarily expose themselves to risk.

Now, add your idea. The annoyance is being removed, the PvE pilots will now KNOW that only active hunters are listed, and will NEVER voluntarily risk exposure to risk as in the past.

THAT, is killing risk for PvE, and as already demonstrated, the rewards that risk had been the balance for.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#43 - 2013-08-03 17:46:50 UTC
Nikk Narrel wrote:
Pelea Ming wrote:
Ahh, but again, this wouldn't be making anything more difficult for the cloaky-camper who is at least paying some attention every so often to that account, it's simply aimed at, for example, that guy who wakes up in the morning, logs the acct in, cloaks up, and goes to work, thereby obviously not doing anything with the account till they get home and are ready to play the game.

Essentially, your arguing that the ratters/miners have no real risk if they are paying attention... yet what I'm proposing to the same effect poses no risk to the cloaky-camper... if they are paying attention.

This is a false equivalency.

The ratter and miner can still accomplish their goals. They do not need to make an effort superior to a hunter to remain safe, just a minimum default effort.
The hunter cannot compete against this, since no opportunity is offered to directly oppose the effort.

So, what we have left for gameplay, is the hunter is reduced from a threat, to an annoyance. He cannot make any effort beyond waiting, and hoping the PvE pilot will ignore local in frustration, and voluntarily expose themselves to risk.

Now, add your idea. The annoyance is being removed, the PvE pilots will now KNOW that only active hunters are listed, and will NEVER voluntarily risk exposure to risk as in the past.

THAT, is killing risk for PvE, and as already demonstrated, the rewards that risk had been the balance for.


Considering that this afk 'hunter' can stop being afk at a moments notice, thus providing full risk to the ratter/miner, at no risk to themselves, I would argue that the full brunt of the risk is on the ratter/miner with none on the hunter.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#44 - 2013-08-03 17:50:44 UTC
I'm not arguing that someone shouldn't be able to provide a reasonable threat by sitting in a system, cloaked, and waiting till the inhabitants get frustrated/whatever and choose to accept the risk of going back to ratting/mining. I'm simply saying that if they are going to go afk for extended periods of time, rather then actually being at their computer to actually present this risk, that their should be a counter-balancing amount of risk for them in return. As things stand now, they present a risk factor whether afk or not to the ratters/miners, while undergoing 0 risk themselves until such time as they choose to engage in PvP actions, yet present the full risk of that by their very presence in system to the ratters/miners with 0 risk to themselves.

So far, all I'm reading are tears from those who have had it easy for so long with the current set up against something that would present a reasonable amount of risk to them in return for the 'gains' they seek, currently at 0 risk, in 'easy' kills of PvE'rs.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#45 - 2013-08-03 18:25:31 UTC
So, some thoughts from some friends who like to cloaky-camp alot (one of them in a dread to burn WH peeps)....

To make the cloak so that it doesn't have that 'cool down' period when cycling it off so it can be instantly reactivated (I like, as your at your comp when cycling the cloak anyways);

To cut my proposed 15 min time for the chance of the glitch happening down to 3 minutes, but set it so that at ~new skill~ level 5 there's only a 5% chance of the cloak failing (i'm thinking maybe a max of 10% chance with a T2 cloak at level 0, and the T1 versions abit longer based on metal level)
Nikk Narrel
Moonlit Bonsai
#46 - 2013-08-03 18:28:36 UTC
Pelea Ming wrote:
Considering that this afk 'hunter' can stop being afk at a moments notice, thus providing full risk to the ratter/miner, at no risk to themselves, I would argue that the full brunt of the risk is on the ratter/miner with none on the hunter.

The ratter / miner is perfectly aware of the hunter's presence. Local permits no uncertainty here.

Unless they recently paid attention to local chat, the hunter would not know a new potential target existed. A partially or fully AFK player doesn't even know to check on potential PvE areas.
Advantage PvE.

Knowing a threat is online in system, activity is perfectly possible. Use of wormhole tactics and similar hostile countering strategies are demonstrated to work, but effort and possible teamwork is needed.
Null should be expected to be less convenient than high sec, even if not as dangerous.
Advantage PvE.

Voluntary risk, as this cannot be honestly described any other way, is always under control of the player making the choice regarding whether to take the risk. The cloaked player only has a chance to fight if they either fool the PvE player into this, or the PvE pilot makes errors.
Advantage PvE.

Make it clear that AFK results in eventual decloaking, and you create a new default behavior. Hunt patrols to find the newly exposed hostiles. Hostiles not wanting such a risk leave on their own. No more reasons to risk an AFK hunter, since you can now be far more certain.
"I win button" for PvE.
Nikk Narrel
Moonlit Bonsai
#47 - 2013-08-03 18:31:15 UTC
Pelea Ming wrote:
So far, all I'm reading are tears from those who have had it easy for so long with the current set up against something that would present a reasonable amount of risk to them in return for the 'gains' they seek, currently at 0 risk, in 'easy' kills of PvE'rs.

Go read my kill board.
Yes, this is my main.

I am a miner in null, and your idea is bad for my game play.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#48 - 2013-08-03 18:31:40 UTC
There's nothing stopping the hunter from pretending to be afk while actually not so.

Advantage PvE canceled.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#49 - 2013-08-03 18:35:05 UTC
And those hunter sweeps to clear out the cloaky camper can also be baited for kills themselves.
Nikk Narrel
Moonlit Bonsai
#50 - 2013-08-03 20:05:24 UTC
Pelea Ming wrote:
There's nothing stopping the hunter from pretending to be afk while actually not so.

Advantage PvE canceled.

The difference between a player choosing not to act, and a player not aware of an opportunity to act, means nothing to the player they are opposing.

The player they are opposing either will be attacked or not, and is therefore either right or wrong about the threat and their strategy against it.

PvE advantage unaffected.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#51 - 2013-08-03 20:34:26 UTC
actually, that puts the advantage squarely upon the cloaker, as whether they are afk or not, they can safely scout out and pick and choose their targets at leisure, whereas the PvE'r has no choice but to face the risk if they want to do anything other then station spin.

This clearly delineates all the risk being upon the PvE'r and 0 risk to the cloaker.
Nikk Narrel
Moonlit Bonsai
#52 - 2013-08-03 21:08:54 UTC
Pelea Ming wrote:
actually, that puts the advantage squarely upon the cloaker, as whether they are afk or not, they can safely scout out and pick and choose their targets at leisure, whereas the PvE'r has no choice but to face the risk if they want to do anything other then station spin.

This clearly delineates all the risk being upon the PvE'r and 0 risk to the cloaker.

The cloaked pilot cannot surprise the PvE pilot.

Local has already defined them as present.

The PvE pilot will either see them warp in, or see them decloak on grid. Unless they are flying a scripted hictor, the attacking pilot cannot realistically lock and point the PvE pilot with more than 2 points of warp disruption.
Assuming the PvE pilot at least is operating aligned to a tactically sound location, they can warp before any locking attempt can complete, and by fitting stabs as needed.
(The venture already comes out of the box with +2 strength)

The PvE pilot has to choose being active, knowing a threat exists in system. To presume they are foolish enough to be an easy target fits inside the definition of pilot error, in this situation.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#53 - 2013-08-03 21:33:52 UTC  |  Edited by: Pelea Ming
Yet this still defines no risk to the cloaker, and all risk to the PvE'r, further, the cloaker can simply repeat till that 'pilot error' kicks up for them.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#54 - 2013-08-03 22:01:35 UTC
Also, none of that applies in regards to the afk-cloaker, beyond being a presence in system to attempt to lure the PvE'r out... yet they can do that without being afk as well.
Lfod Shi
Lfod's Ratting and Salvage
#55 - 2013-08-03 23:40:41 UTC
Um, yeah, sorry... people are bothered by people who aren't there?

I must be playing Eve wrong.

♪ They'll always be bloodclaws to me ♫

Pelea Ming
Royal Amarr Institute
Amarr Empire
#56 - 2013-08-04 00:01:07 UTC
pssh, your playing life wrong, guaranteed, anything you can think of to do, there's someone out there who won't like it :P
Nikk Narrel
Moonlit Bonsai
#57 - 2013-08-04 00:06:19 UTC
Pelea Ming wrote:
Also, none of that applies in regards to the afk-cloaker, beyond being a presence in system to attempt to lure the PvE'r out... yet they can do that without being afk as well.

False.

In the event your idea were to become active, there would be no real tactical incentive for a PvE pilot to risk exposure to a hostile pilot in system.

It would be common knowledge that any hostile:

A. Had to be either active, or uncloaked by this mechanic.

B. Would be removed shortly, and waiting was a reinforced doctrine to avoid unnecessary black marks on a corps kill boards.

No PvE losses would be expected after such a change, as the only ones now are a result of PvE pilots taking a deliberate risk due to a belief that no better opportunity will appear within a reasonable time frame.

Winner: PvE pilot regarding no further losses to hostiles

Loser: PvE pilot regarding changes to rewards once the above line is assimilated by the devs
Pelea Ming
Royal Amarr Institute
Amarr Empire
#58 - 2013-08-04 00:11:34 UTC  |  Edited by: Pelea Ming
Common knowledge indeed, but that doesn't stop them from doing something on an alt acct while logged in and still sitting there for hours on end camping, and just tabbing over to that acct to deal with cycling the cloak... still mostly afk, but having to at least minimally actually be active in the game... in the long term it would settle out to be about as effective as it currently is, just force them to either be minimally active or risk ship loss. Just like the PvE'rs have a choice of being inactive, or risking ship loss, yet still being active while logged in.

Sounds rather balanced to me.

And you would still end up with players who are forced to take the risk when the cloaker isn't afk but camping when doing so for hours on end, after all, there's always plenty of peeps who can't afford to waste game time day in, day out hoping for them to go away... which is why they risk it at all now.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#59 - 2013-08-04 00:28:10 UTC
There's no reason for my proposed changes to kill off the successful practice of cloaky-camping... it just won't make it as easy and will add some element of risk to the cloaker which currently does not exist.
Nikk Narrel
Moonlit Bonsai
#60 - 2013-08-04 14:12:46 UTC
Pelea Ming wrote:
There's no reason for my proposed changes to kill off the successful practice of cloaky-camping... it just won't make it as easy and will add some element of risk to the cloaker which currently does not exist.

The change would reduce the ability to counter already described advantages held by PvE pilots, with no balancing benefit in exchange.

This therefore fits one of two categories:

You either believe the devs deliberately left this imbalanced, bringing into question why they would choose an idea such as this to adopt. It raises more questions than it answers.

This unbalances the game in this context, and won't be taken unless balanced by other details not described here.