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In regards to Cloaks and AFK-Cloaked Campers

Author
Evanga
DoctorOzz
Domain Research and Mining Inst.
#121 - 2013-08-07 13:36:59 UTC
they should remove all cloaks and all other ships in game. Only way to fix this issue Bear
Nikk Narrel
Moonlit Bonsai
#122 - 2013-08-07 13:45:28 UTC
Evanga wrote:
they should remove all cloaks and all other ships in game. Only way to fix this issue Bear

Civilian modules on noob ships, nice!

Look here for fun:
https://forums.eveonline.com/default.aspx?g=posts&m=3374341#post3374341


Pelea Ming
Royal Amarr Institute
Amarr Empire
#123 - 2013-08-07 14:28:06 UTC
Mag's wrote:
Pelea Ming wrote:
So, we have about, what, half a dozen or so peeps that overall are in favor (mostly because they engage in the practice themselves) of no changes in any form to afk-cloaking issues, and anytime peeps speak up in any way about doing something to alter it, they set in like a pack of rabid wombats against it.

Overall, most entertaining reading material, I must say.

Mind if I ask you guys to play devil's advocate for a few days, and possibly provide some things if you were going to endorse changes in regards to it, what you would propose?
Half a dozen peeps in favour because they engage in the practice? Do you actually read what you type before you post?

This is NOT a chicken and egg situation. The cause for AFKing existed long before cloaks arrived. So don't you think you should fix the cause, rather than the effect?

We respond to those who want to nerf cloaks, in a hope that they wish to learn and understand their actual issue. Do you even want to know what the actual mechanic is, that's causing you problems here? Or are you like Malissa Radort, hell bent on logical fallacies?

Does this psuedo rant have a point? You accuse me of several things in the guise of asking a question, why not make it something deliberate and pointed, instead of about generalities?
Pelea Ming
Royal Amarr Institute
Amarr Empire
#124 - 2013-08-07 14:32:05 UTC
Mag's wrote:
Pelea Ming wrote:
No, I have no problem with cloaky campers, I just don't like the afk cloaky camper :P Be paying at least minimal attention... I want to keel you with that 'ratter' I'm flying :P

I have no problems, and as for Ruby's 'question'... I've yet to see one worth responding to.
Why should you know the difference between them being AFK or not? Why should you gain even more intel? What relevance does them being AFK have, they are AFK?

Try and be honest, you simply don't like uncertainty and the active play that comes from uncertainty.

I could care less if they want to go afk in regards to just being some other player. But everyone else if they want guaranteed 0 risk 'afk-ness' has to go and dock up... as has been previously pointed out, even going into a POS shield for it still leaves you somewhat at risk. The cloaker though doesn't have to leave his current in game activity, but instead can continue to sit in space doing his thing, with 0 risk.
These changes provide to risk in and of themselves to an active player. If you want to be afk for a long enough period of time that these would be an issue... then go and dock up like everyone else.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#125 - 2013-08-07 14:33:26 UTC
Lfod Shi wrote:
TheGunslinger42 wrote:
So to summarise and clarify the OP:

He wants as massive nerf to active cloakers, forcing them to jump through arbitrary steps to unreliably maintain a cloak.

And the reason for doing this is to reduce the uncertainty, risk, and effort required on his part even further.

No.


Aka: Punish all for the actions and fears of a few.

Sounds familiar.

If you 2 want to troll, bugger off. My proposed changes in no way are a "major change" to anything, and provide only a minor inconvenience to active players.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#126 - 2013-08-07 14:35:25 UTC
Virtutis Sahasranama wrote:
There are a few integrated issues involved with afk cloaking and part of it is the local channel. Much of the argument around afk cloaking stems from the local channel as it is this that lets others know danger may have just entered the system pretty much instantly and usually before they can get to you should you decide to warp to a safe location. Most of the arguments against any kind of change to the cloaking is because it is considered a counter to that advantage.

For me I have two issues with the way it works.

The first is that it is the only situation outside of being docked where the cloaked person has complete immunity. Now it could be a bi product of watching too much Star Trek, but for me personally, if someone is hanging around your system cloaked I would love the opportunity - however that might manifest in the game - to go and hunt down that pain in the ass cloaker in system. I do not know personally by what method would be "fair or balanced" to do so, but I think that making them essentially invulnerable unless they leave the system just seems against the idea of ship battles and combat that CCP wants us to engage in.

The second is that I do not think it should be possible to cause disruption + being immune in the game while they are not in attendance of the game. Alt tabbing, watching television and watching TV while mining etc all require some form of returning to the game, for the most part to ensure that you do not die yourself. There is risk involved. A cloaked person in system has no risk - ever. Sure you can sit in a station indefinitely, but while you sit in the station nothing actually happens. I find it a little silly that you can sit in a ship, cloak in a random -0.7 security system - which is supposed to be dangerous - and go and to the Cinemas and have a night out with your partner all with the complete and full knowlege that your ship will be unharmed and sitting in space where you left it. It seems to be the only in game system that can do that short of being docked. The only other in space "Safe spot" is inside a POS - and while you are at the cinemas I can organise an attack on that POS if I had the resources making that safe place a "relatively" safe place, not a guaranteed safe spot, which is what the cloaking mechanism currently allows.

I do not know what would be the best changes to make this situation more balanced, whether changes to local channel are in order or whatnot, but I do not think that the current way that it works is very effective from a game play point of view.

And as for all the comments about local channel and intel... a proper intel network with eyes on gates and a record of players entering/exiting systems can do the same thing just as well, with the added benefit of providing more details about it (they should also be noting down what times anyone who is camping the system is logging in/out).
RubyPorto
RubysRhymes
#127 - 2013-08-07 14:38:12 UTC
Pelea Ming wrote:
I could care less if they want to go afk in regards to just being some other player. But everyone else if they want guaranteed 0 risk 'afk-ness' has to go and dock up...

... or fit a cloak.

Quote:
as has been previously pointed out, even going into a POS shield for it still leaves you somewhat at risk. The cloaker though doesn't have to leave his current in game activity, but instead can continue to sit in space doing his thing, with 0 risk.
These changes provide to risk in and of themselves to an active player. If you want to be afk for a long enough period of time that these would be an issue... then go and dock up like everyone else.


The cloaker isn't doing anything. He is no more doing anything than you are when you AFK in a station.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Takari
Promised Victorious Entropy
#128 - 2013-08-07 14:52:15 UTC
Can someone explain to me how AFK players are causing such a ruckus? Why is the AFK individual such a danger?

I picked this AFK playing thread because it was at the top at the time, but I'm being genuine here. What gives?

"Roll the dice, don't think twice. This is the way of things. Welcome to EVE." ~ CCP Falcon

"Good luck, shoot straight and don't back down." - Serendipity Lost

Lfod Shi
Lfod's Ratting and Salvage
#129 - 2013-08-07 15:29:17 UTC
Pelea Ming wrote:
Lfod Shi wrote:
TheGunslinger42 wrote:
So to summarise and clarify the OP:

He wants as massive nerf to active cloakers, forcing them to jump through arbitrary steps to unreliably maintain a cloak.

And the reason for doing this is to reduce the uncertainty, risk, and effort required on his part even further.

No.


Aka: Punish all for the actions and fears of a few.

Sounds familiar.

If you 2 want to troll, bugger off. My proposed changes in no way are a "major change" to anything, and provide only a minor inconvenience to active players.


It would be a major inconvenience to me.

♪ They'll always be bloodclaws to me ♫

Doddy
Excidium.
#130 - 2013-08-07 15:31:29 UTC
Pelea Ming wrote:
It would add that currently completely lacking element of risk for afk-cloaky-campers. At the moment it's an entirely one sided matter when it comes to risk, and if there's nothing else I understand about eve, I do feel that I understand that when it comes to the pvp, there should always be a reasonable amount of risk for all involved. And there's certainly no need for afk-cloaky-campers except in relation to pvp, so shouldn't they also have to shoulder a certain amojunt of risk for doing it?


So long as stations randomly ejected afk people out the undock as well it would all be fair.

Also you have clearly never had to maintain a warp in on something if you don't understand why decloaking every 15 mins is a massive nerf to an active cloaky pilot.
Teckos Pech
Hogyoku
Goonswarm Federation
#131 - 2013-08-07 19:16:37 UTC
Virtutis Sahasranama wrote:


The first is that it is the only situation outside of being docked where the cloaked person has complete immunity.


And you have complete immunity from them, balanced as has been pointed out in this thread ad nauseum.

Quote:
The second is that I do not think it should be possible to cause disruption + being immune in the game while they are not in attendance of the game.


I don't think you should be able to acquire in game resources while AFK or "alt tabbed", to be quite honest. The cloaky guy acquires nothing while cloaked and afk, not even intel. He doesn't even enjoy tears if he is AFK till downtime.

Oh and afk cloaking eventually requires a return to the game as well. Eventually downtime will log you off, so if you are intent on using that character again you will have to return.

And you have no risk ever from a person who is cloaked, especially if they are AFK. Now, when they decloak you are at risk...and so are they. Both situations are balanced. As has been repeated many times.

Quote:
I do not know what would be the best changes to make this situation more balanced


The situation is already balanced. If balance is what you are after no need to change anything. If you want to change the game and keep it balanced and "make it better" look at a way of changing local and how intel is gathered in null sec.

"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
#132 - 2013-08-07 19:19:09 UTC
Takari wrote:
Can someone explain to me how AFK players are causing such a ruckus? Why is the AFK individual such a danger?

I picked this AFK playing thread because it was at the top at the time, but I'm being genuine here. What gives?


These are the players who like the idea of a spaceship game, but don't like risk. When risk rears its ugly head they then head to the forums demanding a change to mitigate the risk vs. adapting their behavior to do so.

They either did not realize or forgot they are playing a sandbox game where risk is an inherent feature, not a bug.

"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
#133 - 2013-08-07 19:25:14 UTC  |  Edited by: Teckos Pech
Pelea Ming wrote:
Lfod Shi wrote:
TheGunslinger42 wrote:
So to summarise and clarify the OP:

He wants as massive nerf to active cloakers, forcing them to jump through arbitrary steps to unreliably maintain a cloak.

And the reason for doing this is to reduce the uncertainty, risk, and effort required on his part even further.

No.


Aka: Punish all for the actions and fears of a few.

Sounds familiar.

If you 2 want to troll, bugger off. My proposed changes in no way are a "major change" to anything, and provide only a minor inconvenience to active players.


You are wrong. Have you ever been in a force recon in a big fleet fight? The FC will rely on you to get into position to provide warp ins. Your "minor" change would make it so every 15 minutes I have to worry my cloak will drop and while I was getting into position so the fleet could get a solid warp in I'm now dead because my cloaked dropped.

It is a stupid idiotic idea, to be quite honest. It is stupid and idiotic because it ignores the thing that is driving AFK cloaking: local. If local were not there there would absolutely no reason to AFK cloak aside form going to get a drink, food, answer the phone, or take a ****. AFK cloaking to disrupt activities in a given system--aka psy warfare--would be removed. Because nobody in that system would see the cloaker and fear that he is there ready to pounce. Local makes AFK cloaking for that purpose awesome. Without local it would be extremely hard to do effectively.

So stop telling people who do use active cloaks in PvP situations they are trolling when it is quite clear you have not used said ships/modules in those situations.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mag's
Azn Empire
#134 - 2013-08-07 20:20:22 UTC
Pelea Ming wrote:
Mag's wrote:
Pelea Ming wrote:
So, we have about, what, half a dozen or so peeps that overall are in favor (mostly because they engage in the practice themselves) of no changes in any form to afk-cloaking issues, and anytime peeps speak up in any way about doing something to alter it, they set in like a pack of rabid wombats against it.

Overall, most entertaining reading material, I must say.

Mind if I ask you guys to play devil's advocate for a few days, and possibly provide some things if you were going to endorse changes in regards to it, what you would propose?
Half a dozen peeps in favour because they engage in the practice? Do you actually read what you type before you post?

This is NOT a chicken and egg situation. The cause for AFKing existed long before cloaks arrived. So don't you think you should fix the cause, rather than the effect?

We respond to those who want to nerf cloaks, in a hope that they wish to learn and understand their actual issue. Do you even want to know what the actual mechanic is, that's causing you problems here? Or are you like Malissa Radort, hell bent on logical fallacies?

Does this psuedo rant have a point? You accuse me of several things in the guise of asking a question, why not make it something deliberate and pointed, instead of about generalities?
I accuse you of things? Erm it not to put too fine a point on it, but you were the one doing that claimed those against were engaging in the practice themselves. I'm now merely asking you to stop with the logical fallacies and post some facts.

I asked why don't you think you should fix the cause, instead of nerfing the effect? I'll explain this question, by pointing out that the use of cloaks in this regard is the effect and the cause was with us long before cloaks. If you had an understanding of why people AFK, you wouldn't be asking me about generalities.

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
#135 - 2013-08-07 20:26:40 UTC
Pelea Ming wrote:
Mag's wrote:
Pelea Ming wrote:
No, I have no problem with cloaky campers, I just don't like the afk cloaky camper :P Be paying at least minimal attention... I want to keel you with that 'ratter' I'm flying :P

I have no problems, and as for Ruby's 'question'... I've yet to see one worth responding to.
Why should you know the difference between them being AFK or not? Why should you gain even more intel? What relevance does them being AFK have, they are AFK?

Try and be honest, you simply don't like uncertainty and the active play that comes from uncertainty.

I could care less if they want to go afk in regards to just being some other player. But everyone else if they want guaranteed 0 risk 'afk-ness' has to go and dock up... as has been previously pointed out, even going into a POS shield for it still leaves you somewhat at risk. The cloaker though doesn't have to leave his current in game activity, but instead can continue to sit in space doing his thing, with 0 risk.
These changes provide to risk in and of themselves to an active player. If you want to be afk for a long enough period of time that these would be an issue... then go and dock up like everyone else.
Zero risk, runs both ways whilst they are cloaked.

But you already said that you do care that they are AFK, I'm asking why this is a problem. Why is it an issue to go AFK for long periods? These changes nerf cloaks and so far I've not seen one reason why this is required.

Let me put it another way then and make the question a simple one. It even has a one word answer.

Whilst they are AFK and cloaked, which mechanic do the use to interact with you?

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

Takari
Promised Victorious Entropy
#136 - 2013-08-07 20:30:53 UTC
Teckos Pech wrote:
Takari wrote:
Can someone explain to me how AFK players are causing such a ruckus? Why is the AFK individual such a danger?

I picked this AFK playing thread because it was at the top at the time, but I'm being genuine here. What gives?


These are the players who like the idea of a spaceship game, but don't like risk. When risk rears its ugly head they then head to the forums demanding a change to mitigate the risk vs. adapting their behavior to do so.

They either did not realize or forgot they are playing a sandbox game where risk is an inherent feature, not a bug.


How is a person who is not at their keyboard a risk, though? A potential risk if they come back to their keyboard? Is that worth changing game mechanics for?

"Roll the dice, don't think twice. This is the way of things. Welcome to EVE." ~ CCP Falcon

"Good luck, shoot straight and don't back down." - Serendipity Lost

Mag's
Azn Empire
#137 - 2013-08-07 20:37:15 UTC  |  Edited by: Mag's
Takari wrote:
Teckos Pech wrote:
Takari wrote:
Can someone explain to me how AFK players are causing such a ruckus? Why is the AFK individual such a danger?

I picked this AFK playing thread because it was at the top at the time, but I'm being genuine here. What gives?


These are the players who like the idea of a spaceship game, but don't like risk. When risk rears its ugly head they then head to the forums demanding a change to mitigate the risk vs. adapting their behavior to do so.

They either did not realize or forgot they are playing a sandbox game where risk is an inherent feature, not a bug.


How is a person who is not at their keyboard a risk, though? A potential risk if they come back to their keyboard? Is that worth changing game mechanics for?
It's the uncertainty factor. You see the issue they have is that people gone for long periods of time, mess with the instant intel that local provides. The funny thing is, even if they had their way and nerfed cloaks, you can still use local against them. They just don't see that fact yet.

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

Takari
Promised Victorious Entropy
#138 - 2013-08-07 20:41:40 UTC
Mag's wrote:
It's the uncertainty factor. You see the issue they have is that people gone for long periods of time, mess with the instant intel that local provides. The funny thing is, even if they had their way and nerfed cloaks, you can still use local against them. They just don't see that fact yet.


I actually remember from when local didn't show everyone, when only someone who had said something since you entered the system showed up in the list. I was quite kinda sad when i came back and saw what it is now.

"Roll the dice, don't think twice. This is the way of things. Welcome to EVE." ~ CCP Falcon

"Good luck, shoot straight and don't back down." - Serendipity Lost

Mag's
Azn Empire
#139 - 2013-08-07 20:46:59 UTC  |  Edited by: Mag's
Takari wrote:
Mag's wrote:
It's the uncertainty factor. You see the issue they have is that people gone for long periods of time, mess with the instant intel that local provides. The funny thing is, even if they had their way and nerfed cloaks, you can still use local against them. They just don't see that fact yet.


I actually remember from when local didn't show everyone, when only someone who had said something since you entered the system showed up in the list. I was quite kinda sad when i came back and saw what it is now.
Well this is their issue, but many would hate the loss of this mechanic. We simply point out that if you wish to nerf cloaks, then you must remove the intel from local first. Or as a package of changes.

Nerfing cloaks without addressing local, means sov null becomes way too safe. It's already as safe as if not safer in many respects, than high sec.

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

Nikk Narrel
Moonlit Bonsai
#140 - 2013-08-07 21:03:34 UTC
Mag's wrote:
Takari wrote:
Mag's wrote:
It's the uncertainty factor. You see the issue they have is that people gone for long periods of time, mess with the instant intel that local provides. The funny thing is, even if they had their way and nerfed cloaks, you can still use local against them. They just don't see that fact yet.


I actually remember from when local didn't show everyone, when only someone who had said something since you entered the system showed up in the list. I was quite kinda sad when i came back and saw what it is now.
Well this is their issue, but many would hate the loss of this mechanic. We simply point out that if you wish to nerf claoks, then you must remove the intel from local first. Or as a package of changes.

Nerfing cloaks without addressing local, means sov null becomes way too safe. It's already as safe as if not safer in many respects, than high sec.

That is the truth.

If cloaked ships become more limited, then the uncertainty factor is reduced, or even eliminated.

If the uncertainty factor is gone, and you can know for certain that any pilot listed in local has to be active, then two things happen.

First, you don't undock, if the only reason you considered it was due to a belief that a long term presence would not react. Active pilots react quite often.

Second, add to that the expectation that any hostile cannot endure over the long term. Where they would have gone AFK before, they are completely gone now. Why wonder if they are AFK when the name goes away, completely removing any doubt.

Bye bye risk, and rewards too.