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Cloak Recalibration - Dealing with afk cloaking without nerfing the cloak

Author
Nikk Narrel
Moonlit Bonsai
#121 - 2013-08-05 13:23:03 UTC
M1k3y Koontz wrote:
Aliventi wrote:
Remove local and you solve the afk cloaking "problem".


Nope.gif

I'll shorten the reason for you:
No local = no intel for ratters
No intel for ratters means they would die far more often
Ratters dying far more often means they would move to highsec
Ratters moving to highsec means there is no longer anyone to gank
The lack of anyone to gank makes removing local pointless

No local works for wormholes, but wormholes are different from Nullsec.
The end.

Claiming local benefits PvE as much, if not more, than a player driven intel channel, networking players together...

VERY disingenuous.

First, unless you are in sov null to begin with, there is constant traffic by non blue players.
Any one of which, if not directly hostile, could be just as likely the eyes for pilots who are very hostile.

But then, let's say you are in sov null space.

Here is something that is difficult for many to grasp, but is an important detail that those hunting will not have an advantage because of local being missing.

The advantage will always belong to whoever has sov, simply because the intel channels and patrols supplying them will be a huge advantage.

Those hunting in hostile territory will be on their own, and with no local to artificially tell them where everyone is, chances are they will have no idea.
They can, of course, guess, or do research to learn where people usually hang out, but unless someone spies for them and tips them where to look, they will be effectively blind.

Local is never the friend of PvE. PvE has a far more obvious advantage trading it in for an intel channel while the hunters are blind.
Mike Voidstar
Voidstar Free Flight Foundation
#122 - 2013-08-05 13:29:37 UTC
Again, absurd arguments. The cloaked pilot is a clear and present danger. If he is afk he is choosing not to apply that danger to anyone, but he is still present, and can still choose to act in any manner he wishes at any time. He is still projecting the threat. The PvE pilot must still account for his presence and possible action in the decision to undock.

I don't argue for perfect intel, and local is hardly that. If there were no ability to fit a Cyno on the same ship with a cloak, then all I know is the number and name of pilots in system. I have no information on their location in system or the ship they are flying, or their intentions while in system. He could be in a Covert ops frigate and paper thin, he could be in a T3 capable of dealing with me and a couple of friends. He could be in anything that has a high slot dedicated to a cloak, and all I know is that he is there. With a cyno on that ship, he can be anything at all, from a titan to a newbie ship, from one pilot to thousands. That is what is broken. Not that there is an unknown threat in the system, but that the threat has absolutely no limits at all. The only way to counter it is simply not to play. There is no possibility of an informed gamble, it is simply stupid to undock in anything at all with a cloaked hostile in system. It's not about what will happen, it's what about what might happen and the ability to prepare for it.

No one schedules accidents in the workplace, but no one should be working in blatantly unsafe conditions either. Most reputable companies would terminate or harshly discipline an employee that put himself in harms way intentionally without taking appropriate measures to mitigate the danger. There is no appropriate measure against a cloaked pilot so long as that cyno can come into the picture.

As to the counter to flying with proper precautions---aligned, at speed, etc... That is exactly what is being exploited by cloaks now. Pilot error, and some times bad luck. That is what the OP is seeking to also ensure for the cloaked pilot---get complacent and your perfect cloak will let you down. Right now you only need to pay attention for the few moments it takes you to log on and activate the cloak, with no further chance for another 20+ hours for you to misclick, forget to take proper action, or just plain get unlucky. If the cloak was imperfect for a minute or 5 every once in a while, a lucky prober could locate and possibly warp in on a cloaked ship. If that cloaked ship happens to be afk, there is a decent chance he can be located and destroyed. If that ship is something with teeth using a prototype cloak, he will have to decloak to warp to a new spot, making the covops cloaks more valuable. It would still be next to impossible barring bad luck to catch an awake covops ship.

However, I don't really see cloaks as the problem. I see the unlimited nature of the threat projected by a cyno being protected by the perfect protection of a cloak as the problem. Cyno ships that can be hunted are fine, and cloaked ships with a limit to the magnitude of their threat is fine. The combination is just stupidly broken.
Nikk Narrel
Moonlit Bonsai
#123 - 2013-08-05 13:45:08 UTC
Mike Voidstar wrote:
Again, absurd arguments. The cloaked pilot is a clear and present danger. If he is afk he is choosing not to apply that danger to anyone, but he is still present, and can still choose to act in any manner he wishes at any time. He is still projecting the threat. The PvE pilot must still account for his presence and possible action in the decision to undock.


Then treat all non blue pilots as possible hostiles, and fit according to what they may be capable of.
Min maxxing fits for maximum ISK return is a LUXURY, and should not be taken for granted in space where CCP allows free for all combat.
In null, might makes right, Concord is not coming to anyone's defense.

The fact you know they are there, in the first place, is an enormous advantage local hands you. Without this, you would need an intel channel to compensate.
Since many iin null have an intel channel, it only boosts their awareness the remaining gap, which is still useful to a degree.

The fact a complete, (and unsupported by intel), stranger can waltz into your system, and KNOW instantly that you are present... is an enormous advantage local hands them. Without this, they would need an intel channel to compensate.
They don't have one, in your space. Local is the source of all direct awareness they have regarding your movements.

Mike Voidstar wrote:
However, I don't really see cloaks as the problem. I see the unlimited nature of the threat projected by a cyno being protected by the perfect protection of a cloak as the problem. Cyno ships that can be hunted are fine, and cloaked ships with a limit to the magnitude of their threat is fine. The combination is just stupidly broken.

Go make a thread on this point.

Cloaking may enable many things, but is certainly not required for cyno use. The most commonly used cyno ships are not even fitted with cloaks.
TheGunslinger42
All Web Investigations
#124 - 2013-08-05 14:24:10 UTC
An afk player is not a "clear and present danger". They are by definition NOT present. They are a potential danger. There is a chance they are active and a threat. Whether they are a threat, and how big a threat, is an uncertainty.

Demanding CCP remove that uncertainty, when you already have a pretty decent 'free' intel (you know which system they are in, although you don't know what they're doing) is a mixture of three rather horrid traits:

1. Laziness
Local gives you the freebie that says he's in system. There are also many other things you can do to try and figure out the likelihood of him being active at the given time - check his killboard history, when does he normally get kills? Check to see if he typically runs solo or with a gang, check the active timezones of his buddies if he has them. Check the type of ships he and his possible buddies have, etc. You refuse to do this, and want CCP to just remove the uncertainty and tell you immediately.

2. Greed
Ships can be fitted to mitigate the potential risk from cloakers. Fit for GTFO-ability, allowing you to run if you see his probes (you are checking for probes with dscan, right? See #1) or if he lands on you. Fit your ship with a bit more of a pvp slant, giving you the chance to fight back if he lands on you. Minmaxing for PVE and crying that you can't stand up to them as a result is your own fault. You decided to do that.

3. Cowardice
You see a potential threat and immediately throw your toys out the pram and start a fuss on the forums. You refuse to entertain the idea of fighting him, of getting your own corp together to defend itself and members, etc unless it is on your terms and you know in advance that you're guaranteed success. You simply refuse to accept the idea that the area of space you are in is volatile, violent, and risky at ALL times. At the same time, you demand the opposition be subject to fighting when you want to - you insist CCP must remove the only defense they have in a hostile system so you can destroy them while they aren't even playing the game. That level of cowardice and desired imbalance is astounding.



Mike Voidstar
Voidstar Free Flight Foundation
#125 - 2013-08-05 15:59:57 UTC
TheGunslinger42 wrote:
An afk player is not a "clear and present danger". They are by definition NOT present. They are a potential danger. There is a chance they are active and a threat. Whether they are a threat, and how big a threat, is an uncertainty.

Demanding CCP remove that uncertainty, when you already have a pretty decent 'free' intel (you know which system they are in, although you don't know what they're doing) is a mixture of three rather horrid traits:

1. Laziness
Local gives you the freebie that says he's in system. There are also many other things you can do to try and figure out the likelihood of him being active at the given time - check his killboard history, when does he normally get kills? Check to see if he typically runs solo or with a gang, check the active timezones of his buddies if he has them. Check the type of ships he and his possible buddies have, etc. You refuse to do this, and want CCP to just remove the uncertainty and tell you immediately.

2. Greed
Ships can be fitted to mitigate the potential risk from cloakers. Fit for GTFO-ability, allowing you to run if you see his probes (you are checking for probes with dscan, right? See #1) or if he lands on you. Fit your ship with a bit more of a pvp slant, giving you the chance to fight back if he lands on you. Minmaxing for PVE and crying that you can't stand up to them as a result is your own fault. You decided to do that.

3. Cowardice
You see a potential threat and immediately throw your toys out the pram and start a fuss on the forums. You refuse to entertain the idea of fighting him, of getting your own corp together to defend itself and members, etc unless it is on your terms and you know in advance that you're guaranteed success. You simply refuse to accept the idea that the area of space you are in is volatile, violent, and risky at ALL times. At the same time, you demand the opposition be subject to fighting when you want to - you insist CCP must remove the only defense they have in a hostile system so you can destroy them while they aren't even playing the game. That level of cowardice and desired imbalance is astounding.






Then your argument is that threat projection is not a thing. You completely disavow that the potential action of another should in any way have the ability to influence any decision another player makes. You want the cloak to basically completely disable the ship with no chance of enabling it at a later time, because that is the only way that threat projection from a cloaked ship can be discounted so completely. So long as pro-cloak positions are based off the obviously false notion that a cloaked ship can be treated as utterly harmless and ignoring any potential action it may take, these types of threads will continue because the situation is clearly unbalanced. PvP is grossly weighted in favor of the aggressor, the only real defense anyone engaged in any activity other than hunting is to simply stop playing and never engage. This is laughably called safety by those that wish to hunt.

1. Absurd. Local exists in every part of the game but wormholes, but only through the vigilant efforts of SOV holders does it become such a powerful tool, because their efforts at clearing out predators have afforded them that advantage. That is not a trivial effort, nor should it be. It should take more than a sock puppet character a few weeks old in a ship that costs next to nothing to destabilize the security they have worked for.

2. They can be fitted to account for a certain level of threat. Cloaked ships with the potential to cyno in 1000+ buddies in anything from frigates to titans are beyond any possible preparation a pilot, or even group of pilots, could be expected to make. Cynos make the threat projected infinite, meaning any decisions to undock in their potential presence must be equally absolute. Limit the potential threat, and more risks can be taken. There is no amount of 'a bit more pvp slant' that can accommodate the potential of a cyno. When that cyno is protected by a cloak, that is unbalanced in the extreme, and all play for the defending side must stop.

3. Absurd. It's not cowardice. It's calculation. As things stand now the system is grossly broken in favor of the aggressor. I do not fear a single ship, or even a handful. While I may not know what I face and be willing to take my chances against one or even a handful of hunters, the infinite nature of the threat means the application of the ultimate defense- simply do not undock.
Nikk Narrel
Moonlit Bonsai
#126 - 2013-08-05 16:25:21 UTC
Mike Voidstar wrote:
TheGunslinger42 wrote:
An afk player is not a "clear and present danger". They are by definition NOT present. They are a potential danger. There is a chance they are active and a threat. Whether they are a threat, and how big a threat, is an uncertainty.

Demanding CCP remove that uncertainty, when you already have a pretty decent 'free' intel (you know which system they are in, although you don't know what they're doing) is a mixture of three rather horrid traits:

1. Laziness

2. Greed

3. Cowardice



Then your argument is that threat projection is not a thing. You completely disavow that the potential action of another should in any way have the ability to influence any decision another player makes. You want the cloak to basically completely disable the ship with no chance of enabling it at a later time, because that is the only way that threat projection from a cloaked ship can be discounted so completely. So long as pro-cloak positions are based off the obviously false notion that a cloaked ship can be treated as utterly harmless and ignoring any potential action it may take, these types of threads will continue because the situation is clearly unbalanced. PvP is grossly weighted in favor of the aggressor, the only real defense anyone engaged in any activity other than hunting is to simply stop playing and never engage. This is laughably called safety by those that wish to hunt.

1. Absurd. Local exists in every part of the game but wormholes, but only through the vigilant efforts of SOV holders does it become such a powerful tool, because their efforts at clearing out predators have afforded them that advantage. That is not a trivial effort, nor should it be. It should take more than a sock puppet character a few weeks old in a ship that costs next to nothing to destabilize the security they have worked for.

2. They can be fitted to account for a certain level of threat. Cloaked ships with the potential to cyno in 1000+ buddies in anything from frigates to titans are beyond any possible preparation a pilot, or even group of pilots, could be expected to make. Cynos make the threat projected infinite, meaning any decisions to undock in their potential presence must be equally absolute. Limit the potential threat, and more risks can be taken. There is no amount of 'a bit more pvp slant' that can accommodate the potential of a cyno. When that cyno is protected by a cloak, that is unbalanced in the extreme, and all play for the defending side must stop.

3. Absurd. It's not cowardice. It's calculation. As things stand now the system is grossly broken in favor of the aggressor. I do not fear a single ship, or even a handful. While I may not know what I face and be willing to take my chances against one or even a handful of hunters, the infinite nature of the threat means the application of the ultimate defense- simply do not undock.

To point 1:
Ok, debunking popular myth number 1.

The efforts of SOV holders did NOT earn them this powerful tool, as you put it.
They have this tool through no effort of their own, and the fact it is useful on this level is rather a detail relating to what it is they did earn, a building permit and the nameplate on the system advertising who has the building permit.

These systems are trophies, not owned possessions, and the moment someone stronger shows up, they can take that trophy for themselves.

The gates don't lock, and the contest never ends. New challengers are intended by game design for this.

If the sov holders failed to build at least a POS in the system, then the PvE pilots would be forced to flee rather than seek safety.
The mechanic exists for everyone, the ability to use it in certain ways is limited to who can build there.

To Point 2:
At no point does it matter what a cyno character can bring into the system, what matters is who is in the system.
The cyno character cannot hold a properly prepared ship down, so therefore cannot hot drop them.
They can bring in a titan, a fleet of battleships, or even the Gallente Republic Marching band.
Unless they reinforce towers, they won't catch a prepared pilot.

And if they do reinforce towers, the pilot can leave the system.

To Point 3:
The only mechanic grossly favoring the aggressor is local.

They brought their own protection.
They brought their own DPS, or the means to do so.
They did not bring their own intel, Local did it for them.

The PvE pilot has all three of these advantages on their own, but Local brings the hostile's intel up to this level, which the PvE pilot had as an advantage otherwise.
Mike Voidstar
Voidstar Free Flight Foundation
#127 - 2013-08-05 16:44:52 UTC
I didn't say that SOV brought them the tool. I said their efforts made the tool powerful.

Local is pretty useless in highsec, because the area is flooded with neuts and even hostiles if you happen to be wardecced. People in wormholes live without it just fine, on the opposite extreme of the spectrum.

Lowsec, for the most part, is a deserted wasteland populated sparsely and for the most part by people that should be given condiments and locked in a room together to eat eachother.

It is only really powerful In Null sec, where Sov holders camp gates (peaceably, for the most part) to control access to the extent where you rarely see a hostile or neutral in system and so threats are quickly identified and accounted for.

Without the diligent efforts to keep the systems clear of hostiles local would again become useless, just as it is in other areas of the game. This could conceivably be done in low sec as well, and no doubt is, though less visibly since you can't actually hold any of those systems. SOV just makes the effort more worthwhile, and though the gates don't lock, bubbles help.

Local is not the all powerful intel tool it is being made out to be. It's simply a condition that is nearly universal over the game, and only with sustained effort does it become the 'problem' trumpeted by those in favor of perfect cloaks.

The only thing local does for the defender is return a bit of initiative, with which he has a single option: stop playing.
Nikk Narrel
Moonlit Bonsai
#128 - 2013-08-05 17:03:37 UTC
Mike Voidstar wrote:
...

Lowsec, for the most part, is a deserted wasteland populated sparsely and for the most part by people that should be given condiments and locked in a room together to eat eachother.

.....

I thought this was awesome on it's own, and deserved recognition.

Thank you for that laugh, Mike!
Nikk Narrel
Moonlit Bonsai
#129 - 2013-08-05 17:14:20 UTC
Mike Voidstar wrote:
The only thing local does for the defender is return a bit of initiative, with which he has a single option: stop playing.

See, that is misleading.

The defender should already have intel channels, with information supplied by locals.

Even if you use local, these intel channels should demonstrate how powerful they are already by giving you a feel for how active enemy behavior is, and where it can be found.

If local were removed, the defenders would need to post people on bottleneck gates rather than sitting in stations. Gate camps would remain much the same, just watching the gate more directly.

The hostiles, however, would be at a great disadvantage.

They would need either a premade patrol route, or the means to scan / probe for targets.
Neither is even close to being as reliable as local intel is right now, so they will miss groups of pilots entirely, based off who was more clever at hiding / seeking.

And why would anyone stop playing? If you can mine in a venture, then you can mine.
If you can rat in a ship fit to evade being pointed, then you can rat.

Cloaked vessels are gimped in combat, one way or another, and cannot hold their own against a prepared opponent.

They want the target who is screwing up, and flying like they are in high sec with Concord covering them. It's the only kill they have a chance with, realistically speaking.
Onomerous
Caldari Black Hand
Caldari Tactical Operations Command
#130 - 2013-08-05 18:56:31 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


As long as it applies to ALL afk players, I'm for it!! Yeah, that's what I thought. Don't like it the other way, do you? Another attempt to fix something which isn't broken.
Fewell
Native Freshfood
Minmatar Republic
#131 - 2013-08-05 19:14:50 UTC
Are arty canes still good for blapping bombers?
TheGunslinger42
All Web Investigations
#132 - 2013-08-05 21:47:53 UTC
Did he honestly just say the only thing residents/pvers/anyone-who-isn't-the-hunter can do is stop playing and never engage?

Really?

That's the mindset he has?

Jesus bloody christ
Islington Morte
The Old Timer's Guild
#133 - 2013-08-05 22:03:35 UTC
[quote=Rock n' Roller
So you hide 23/7 and talk about growing a pair? come on boy, dont get into that argument, cause the only one afraid here is yourself otherwise you wouldnt need to hide.

I dont pretend to nerf any of the current capacities of a cloaked player, im just asking that you play the game, is that too much challenge for you?[/quote]



You are missing the main FLAW in your argument and all the AFK cloaker arguments...

If they are AFK they pose absolutely no threat to you they are AFK.... Roll

Only if they are at the keyboard are they a threat, so just play the game as normal they are AFK and can not violence you or your blue friends...
Alundil
Rolled Out
#134 - 2013-08-06 16:08:01 UTC
Fewell wrote:
Are arty canes still good for blapping bombers?

Yes, they are.








******
Damnit now I've posted in a AFK Cloak thread (I feel badly all of a sudden)
******
This thread is fairly pointless.
I live in C2/3 wormholes. I never worry about AFK cloakers. I have gone AFK cloaked in space and AFK uncloaked in a POS.
I've never been killed by an AFK pilot (cloaked or otherwise). I've also never killed anyone or relayed any intel while I was AFK (cloaked or otherwise).

I also have a pilot in 0.0. I don't worry about AFK cloakers there either. We have intel channels and my corp/alliance actually seeks to defend our space (i.e. setting traps for the cloakers who might not be afk). I also gather my own intel about neuts and hostiles who come through our space and can reference that among other pilots in our corp/alliance/coalition (e.g. who is a known hotdropper, who are the known capital/blops/supercapital pilots and their online statuses - the watchlist and labeling system makes this trivially easy to compile and manage). I am aligned (to someplace safe and that requires scanning) if I am doing anything at all outside of station/POS. With all of this ^ benefit to me, the 0.0 pilot not AFK cloaked but actually playing the game, I've never been caught by an AFK cloaker (or even active cloakers for that matter), while ratting in a very slow battleship setup, in any of the systems (both cyno-jammed and those without cyno-jams) I've lived in and there are plenty of hostiles seeking to ruin our game by playing theirs. We simply don't allow them to do so. No whining, no crying, no tears. We play our game, they play theirs, everyone is happy (or not I don't truly care one way or another about that).

The point is that you only "lose" to the AFK cloaker if YOU allow it to happen. No more no less. YOU, the people writing these long point/counterpoint posts about "fixing" AFK "_______" are the only ones losing to the AFK cloaker. Stop it.

Theorycraft ways to counter them or avoid them (note: "refusing to play" is a cop out of the highest order) using your abilities as a thinking person. It's easily doable. Tens of thousands of players do it successfully week in week out. Why can't you? Are they special? Or are you "special"?

I'm right behind you

Mike Voidstar
Voidstar Free Flight Foundation
#135 - 2013-08-06 18:58:57 UTC  |  Edited by: Mike Voidstar
TheGunslinger42 wrote:
Did he honestly just say the only thing residents/pvers/anyone-who-isn't-the-hunter can do is stop playing and never engage?

Really?

That's the mindset he has?

Jesus bloody christ



Yes. The goal of a PvE ship is PvE activity. The only effective defense a PvE ship has against PvP ships are to cease PvE activity, and leave the area. The fit that PvE ships use are not luxury fits, they are needed to complete the goal of the PvE activity and will die without question to a proper PvP fit.

As the PvE pilot cannot engage his hunter in a realistically competitive manner, and cannot even try with a reasonable chance to disengage, then his only options become death or prophylactic withdrawal.

He can re-ship and attempt to engage the hunter, who will flee in the face of competence, wasting his time and still preventing him from accomplishing his goal, PvE activity.

The only option for the PvE pilot is to simply stop playing when hostiles are in system.
Mag's
Azn Empire
#136 - 2013-08-06 19:49:39 UTC
Why are you nerfing cloaks?
If you have an issue with people being able to interact whilst AFK, then nerf the mechanic being used.

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

Malissa Radort
ICE is Coming to EVE
Goonswarm Federation
#137 - 2013-08-06 19:58:16 UTC
Cloacking is the EvE problem. (I mean, Ghost camping)
CCP have to move in this big problem and stop autism.

It's destroying the game, and the 0.0.
Mag's
Azn Empire
#138 - 2013-08-06 20:11:23 UTC
Malissa Radort wrote:
Cloacking is the EvE problem. (I mean, Ghost camping)
CCP have to move in this big problem and stop autism.

It's destroying the game, and the 0.0.
What problem?

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

Malissa Radort
ICE is Coming to EVE
Goonswarm Federation
#139 - 2013-08-06 20:14:32 UTC
Mag's wrote:
Malissa Radort wrote:
Cloacking is the EvE problem. (I mean, Ghost camping)
CCP have to move in this big problem and stop autism.

It's destroying the game, and the 0.0.
What problem?


You know exactly the problem.
You know it's destroying the game by ALT camping a system h24 for months.

But, I think you're selling your alt time while your sleeping and at Work for defend so hard this exploit.
Mag's
Azn Empire
#140 - 2013-08-06 20:17:53 UTC
Malissa Radort wrote:
Mag's wrote:
Malissa Radort wrote:
Cloacking is the EvE problem. (I mean, Ghost camping)
CCP have to move in this big problem and stop autism.

It's destroying the game, and the 0.0.
What problem?


You know exactly the problem.
You know it's destroying the game by ALT camping a system h24 for months.

But, I think you're selling your alt time while your sleeping and at Work for defend so hard this exploit.
Please point me to where CCP have deemed this an exploit, then we can talk about that.

As far as the problem is concerned, if you wish to stop playing, that's your problem not anyone else's. Blink

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