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Cloaking device with fuel

First post First post
Author
Nag'o
Sebiestor Tribe
Minmatar Republic
#381 - 2013-08-17 23:44:41 UTC  |  Edited by: Nag'o
Vladimir Norkoff wrote:
Nag'o wrote:
We answered that already. Look up on the thread.
No you gave a one sentence response, which was, quite frankly utterly terrible... "Because they are in the station or at the towers." But given the suggestions you have been making so far, that's not really all that surprising.

IDGAD wrote:
Say for example the cloak must be cycled every hour, hell, even 2 hours.
Wonderful idea! Thank god there are no such thing as bots that would handle the recloaking... All this has been proposed before, and we be so again. All these proposals are nothing new. As long as there is useable cloaking there will be a way to AFK it, cuz if you put too many restrictions on it then it won't be useable for average gameplay.

It is a fact that in the history of EvE no player has ever been killed by an AFK cloaker.

Yes, that was the first thing I answered, but I elaborated the answer later in the thread when the trolls gave me a break.

As for the bots, AFAIK they are against the EULA, so someone who uses them is in risk of getting banned.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

IDGAD
The Scope
Gallente Federation
#382 - 2013-08-18 03:06:04 UTC  |  Edited by: IDGAD
Nag'o wrote:

As for the bots, AFAIK they are against the EULA, so someone who uses them is in risk of getting banned.


Yes it is against the EULA, and they will be banned. I thought about bots when typing, but they are not really worth taking into account when developing mechanics to deter mainstream players. If you play with the bots, you will win against the bots, but you will also have lost all your non bots too. When you create a game that tries so hard to get rid of bots, it usually ends up becoming too harsh or too much of a burden to deal with these "changes" for the normal player.

This is in regards to making mechanic changes. All the bot fighting should be done on the back end through analytics using the massive amount of data that they have from server logs. You know those repetitive EXACT same position clicks of the bad bots? Those EXACT same movements that are otherwise impossible for anything but a bot? They have this information recorded as nature of the logs, it's just a matter of creating a analytics system to filter out such suspicious behavior and then put them into a purge, or more supervision needed list. For smarter bots, you can still rely on the sheer amount of time they are active. If an account is active 23/7 365 and actually doing things (not just sitting AFK) that's an extremely strong indicator of a bot that only needs a little bit of extra evidence to incriminate.
Xionyxa
Royal Amarr Institute
Amarr Empire
#383 - 2013-08-18 03:45:12 UTC  |  Edited by: Xionyxa
Vladimir Norkoff wrote:
Nag'o wrote:
We answered that already. Look up on the thread.
No you gave a one sentence response, which was, quite frankly utterly terrible... "Because they are in the station or at the towers." But given the suggestions you have been making so far, that's not really all that surprising.

IDGAD wrote:
Say for example the cloak must be cycled every hour, hell, even 2 hours.
Wonderful idea! Thank god there are no such thing as bots that would handle the recloaking... All this has been proposed before, and we be so again. All these proposals are nothing new. As long as there is useable cloaking there will be a way to AFK it, cuz if you put too many restrictions on it then it won't be useable for average gameplay.

It is a fact that in the history of EvE no player has ever been killed by an AFK cloaker.


While it's true that people who are afk, cloaked, in stations, in POSes, in Jita and so on can't kill anyone. It's also true that covert opps cloaks are an extremely powerful intel tool and this game "EvE" has never, or will never flag AFK players or disconnect players for being inactive.

POSes are defensive structures that anyone can build in any low or null sec systems. One of their purposes is to have a safe place for people who live in the system, this applies to high, low, null and WH space. It's just sov holders tend to blow up the red owned ones that are put inside their systems.

Sovereignty owned stations in null sec aren't defensive but allow the sov holders to control who lives in the system and who doesn't. Nether POSes or stations have anything to do with the cloaky camp (AFK campers) problem.

Cloaky camping (AFK cloaking) is the current main tactic of null sec griefers. It involves sitting (sometimes for days) in a system where the players who live in that system are your targets, being AFK or pretending to be AFK until you either get a kill, get killed, getting payed to leave or a GM removes you from system for griefing.

Fuel and cycle times will never be implemented, they interfere too much with the normal function of a cloak.

Counter arguments involving things that violate with EULA like botting to move the cloaked ship to negate "fixes" are also unproductive.

I don't really see a problem with the scanning down of cloaked ships, as long as it's done in the right way. Make it a team thing involving 3 or more ships, and make it hard, not easy. The fix needs to be player based, if the players in a system have a problem with someone sitting camped afk, they should be able to remove the problem themselves.
Nag'o
Sebiestor Tribe
Minmatar Republic
#384 - 2013-08-18 04:46:16 UTC  |  Edited by: Nag'o
Xionyxa wrote:

While it's true that people who are afk, cloaked, in stations, in POSes, in Jita and so on can't kill anyone. It's also true that covert opps cloaks are an extremely powerful intel tool and this game "EvE" has never, or will never flag AFK players or disconnect players for being inactive.

POSes are defensive structures that anyone can build in any low or null sec systems. One of their purposes is to have a safe place for people who live in the system, this applies to high, low, null and WH space. It's just sov holders tend to blow up the red owned ones that are put inside their systems.

Sovereignty owned stations in null sec aren't defensive but allow the sov holders to control who lives in the system and who doesn't. Nether POSes or stations have anything to do with the cloaky camp (AFK campers) problem.

Cloaky camping (AFK cloaking) is the current main tactic of null sec griefers. It involves sitting (sometimes for days) in a system where the players who live in that system are your targets, being AFK or pretending to be AFK until you either get a kill, get killed, getting payed to leave or a GM removes you from system for griefing.

Fuel and cycle times will never be implemented, they interfere too much with the normal function of a cloak.

Counter arguments involving things that violate with EULA like botting to move the cloaked ship to negate "fixes" are also unproductive.

I don't really see a problem with the scanning down of cloaked ships, as long as it's done in the right way. Make it a team thing involving 3 or more ships, and make it hard, not easy. The fix needs to be player based, if the players in a system have a problem with someone sitting camped afk, they should be able to remove the problem themselves.

I think that making the cloaker scannable interferes much more with the normal function of the cloak because it simply denies it. Also, as an experienced prober myself I can't think of a way of making it interesting. Consider this: all scannable objects are scannable because they are detectable in some way. We used to have different types of signatures (gravimetric, radar, etc.) for each site, that were the things that a probes are detecting as anomalies in the system (rocks, radar emissions, etc.). Now what is the thing making the cloaked ship detectable? Their sensors? Idk. It sounds complicated, but there may be something on that direction. It's an idea to be worked on.
I think that the cap makes more sense but not with drain per cycle like regular modules. The drain effect must work directly on the cap recharge rate. Make it negative but at a very small rate so a complete drain takes at least one hour to occur. When the ship is completly out of cap the cloak just deactivates.
To compensate the effect for ships that warp cloaked there could be a bonus to cap required for warping for those ships. This bonus can even act as a buff to active players because the cap drain will not affect them as much as someone who is not there to turn the module on and off.
I don't know if messing up with cap mechanics is too complicated for implementing a feature like that. Anyway, it's just an idea.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

TheGunslinger42
All Web Investigations
#385 - 2013-08-18 09:30:00 UTC
Nag'o wrote:
Nikk Narrel wrote:
Nag'o wrote:
Cloak, in the strategy game of EvE Online, is not meant to hide your identity, it is meant to hide your ship type and position. That's what make the cov-ops superior to prototype cloaking. Because the cov-ops can change it's location without giving away any of those.

I call BS here.

The current state of affairs is not intended, but the devs want a better solution before tampering with it.

I would suspect someone somewhere likely has the dev comments to this effect handy.

I assume you're not saying that BS is that cloaking is meant to hide ships, because that just doesn't make sense.
If cloak is meant to hide identity then we're talking about another idea. I don't like it, because it simply does not tamper with the fact that the cloaker can still just go afk.

I think the best ideas so far are:
- chaging of local mechanics in nullsec to be the same as the WH local.
- adding 1 tick cap drain to cloak activation while stopping cap recharging when cloaked and, for that not being a big drawback to cov-ops, recon and transport cov-ops, add a significant bonus to reduction of cap used for warp to those ship classes.

Unless you want to change local in lowsec too you can agree with me without fear. Or maybe you have a better idea for the specific problem of afk cloaking. If you do, I'm all ears for it.


That second idea - the cap drain - is still really bloody terrible and we've explained exactly why already. I don't understand why you're so hung up on it when it is objectively a bad idea.

I like how WH local works, but I understand the differences between wh space and null mean it isn't quite appropriate to just switch over.
Mag's
Azn Empire
#386 - 2013-08-18 11:40:46 UTC
Nag'o wrote:

To start I would like to make clear that this is not my problem. It is a game problem that out of pure occasion came out for me in the form of a discussion thread. I am not even playing pvp games right now. I'm playing the market. Whenever I play pvp games I play in lowsec or npc null, so this is definitely not a personal problem I have with this game mechanic. Please quit with this ****.

The fact that this problem is related to local does not mean that the problem IS local. Yes, local IS a problem if you want to keep the identity of who is in the system a secret, but this is not the problem being discussed here.
Cloak, in the strategy game of EvE Online, is not meant to hide your identity, it is meant to hide your ship type and position. That's what make the cov-ops superior to prototype cloaking. Because the cov-ops can change it's location without giving away any of those.
When you remove local, like it is the case in WH space, you hide the identity of EVERYONE in the system. Not only the cloaked pilots. You can hit d-dcan and see a ship type, estimate it's position, but you will never know who is piloting that ship unless you warp to it. Local does not tell you what kind and where are the ships from the people there. Local does give away intel about identity and identity only.

The person that thinks AFK cloaking is a problem, makes it their problem. Especially when they cannot see the implications of their ideas or the actual mechanics at work.

Oh and market games are PvP games, combat is merely a subset of that acronym.

But without local, the problem does not exist. Therefore it's is completely related and the cause. AFK Cloaking is merely an effect of that cause.
Cloaks are meant to hide your ship, they have counters and penalties built in. This idea like every other idea, looks to nerf cloaks to fix what is an issue with another mechanic. Rather like putting a plaster on the skin of a man with a bone sticking out his leg. It may fix the effect you are seeing, but won't fix the underlying cause.

Local gives intel 23.5/7, unbiased, without effort, 100% risk free and in such a way that it's intel improves depending upon the systems it's used in.
E.I. When in high sec locals intel is helpful, but doesn't give much in the way of narrowing down your enemy. High sec is widely used by all, meaning anyone could attack you at any time. The only true idea you have of an enemy, is a flashing war target. Which isn't much help if you're not at war. Then there is the fact that you can dock at any station, which in turn brings anyone there.
Due to how high sec works AFK cloaking therefore, does not and has not ever had the effect bemoaned about in these threads.

When in low sec, it's safe to say everyone is out to get you. But again, lots of low sec is populated by people you don't know. The stations there too, bring everyone as they are also open to all. Even though hot drops are a plenty here, none of those are due to people having to sit AFK cloaked for hours. So again due to how low sec works AFK cloaking therefore, does not and has not ever had the effect bemoaned about in these threads.

Null NPC space. I cannot recall ever seeing a post bemoaning the use of AFK cloaking in this regard, when in NPC null. It like other areas, is open to all. Also it has easy access to all the stations located in those systems.

WH space has an obvious reason why AFK cloaking doesn't work, there is no local for you to use against others in these systems. This makes going AFK for the purpose of psychological warfare, pointless.

Sov null. This is a whole different ball game. Stations are locked, to whomever is blue to those who have sov. This means there are little interest in most, to hang around these areas. They become blue zones, for want of a better term. As a result, neutrals and reds stand out amongst the crowd. Their course and system positions relayed. As they cannot dock, cloaks are the preferred method of travel to allow for movement and data collection. It also halts the use of blobs from those blues, in an attempt to remove enemies.
These sov null restrictions, only serve to improve locals intel more than any other space.

So what does this tell us? Well that differences in space makes local in sov null, the reason for AFK cloaking. To ignore this fact makes any suggested pointless and not a balance approach. It means that any idea not taking this into account, will also break more than anything they purport to fix.

Nag'o wrote:
But then... removing cloak really does change the cloaking game. Afk cloaking wil still exists but it will not be usable the way it is used now. FINE.
Removing cloak? Do you mean removing cloaked pilots from local channel?

Nag'o wrote:
Now, let's say local is not removed? Can we discuss this afk cloaking **** in peace on a thread of its own?
No, because you cannot discuss one without the other. Local is the reason for AFKing in this regard. Whether it's with cloaks or without.

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

Nag'o
Sebiestor Tribe
Minmatar Republic
#387 - 2013-08-18 13:36:18 UTC
Mag's wrote:
Nag'o wrote:

To start I would like to make clear that this is not my problem. It is a game problem that out of pure occasion came out for me in the form of a discussion thread. I am not even playing pvp games right now. I'm playing the market. Whenever I play pvp games I play in lowsec or npc null, so this is definitely not a personal problem I have with this game mechanic. Please quit with this ****.

The fact that this problem is related to local does not mean that the problem IS local. Yes, local IS a problem if you want to keep the identity of who is in the system a secret, but this is not the problem being discussed here.
Cloak, in the strategy game of EvE Online, is not meant to hide your identity, it is meant to hide your ship type and position. That's what make the cov-ops superior to prototype cloaking. Because the cov-ops can change it's location without giving away any of those.
When you remove local, like it is the case in WH space, you hide the identity of EVERYONE in the system. Not only the cloaked pilots. You can hit d-dcan and see a ship type, estimate it's position, but you will never know who is piloting that ship unless you warp to it. Local does not tell you what kind and where are the ships from the people there. Local does give away intel about identity and identity only.

The person that thinks AFK cloaking is a problem, makes it their problem. Especially when they cannot see the implications of their ideas or the actual mechanics at work.

Oh and market games are PvP games, combat is merely a subset of that acronym.

But without local, the problem does not exist. Therefore it's is completely related and the cause. AFK Cloaking is merely an effect of that cause.
Cloaks are meant to hide your ship, they have counters and penalties built in. This idea like every other idea, looks to nerf cloaks to fix what is an issue with another mechanic. Rather like putting a plaster on the skin of a man with a bone sticking out his leg. It may fix the effect you are seeing, but won't fix the underlying cause.

Local gives intel 23.5/7, unbiased, without effort, 100% risk free and in such a way that it's intel improves depending upon the systems it's used in.
E.I. When in high sec locals intel is helpful, but doesn't give much in the way of narrowing down your enemy. High sec is widely used by all, meaning anyone could attack you at any time. The only true idea you have of an enemy, is a flashing war target. Which isn't much help if you're not at war. Then there is the fact that you can dock at any station, which in turn brings anyone there.
Due to how high sec works AFK cloaking therefore, does not and has not ever had the effect bemoaned about in these threads.

When in low sec, it's safe to say everyone is out to get you. But again, lots of low sec is populated by people you don't know. The stations there too, bring everyone as they are also open to all. Even though hot drops are a plenty here, none of those are due to people having to sit AFK cloaked for hours. So again due to how low sec works AFK cloaking therefore, does not and has not ever had the effect bemoaned about in these threads.

Null NPC space. I cannot recall ever seeing a post bemoaning the use of AFK cloaking in this regard, when in NPC null. It like other areas, is open to all. Also it has easy access to all the stations located in those systems.

WH space has an obvious reason why AFK cloaking doesn't work, there is no local for you to use against others in these systems. This makes going AFK for the purpose of psychological warfare, pointless.

Sov null. This is a whole different ball game. Stations are locked, to whomever is blue to those who have sov. This means there are little interest in most, to hang around these areas. They become blue zones, for want of a better term. As a result, neutrals and reds stand out amongst the crowd. Their course and system positions relayed. As they cannot dock, cloaks are the preferred method of travel to allow for movement and data collection. It also halts the use of blobs from those blues, in an attempt to remove enemies.
These sov null restrictions, only serve to improve locals intel more than any other space.

So what does this tell us? Well that differences in space makes local in sov null, the reason for AFK cloaking. To ignore this fact makes any suggested pointless and not a balance approach. It means that any idea not taking this into account, will also break more than anything they purport to fix.

AFK cloaking DOES affect high sec wars, lowsec FW and the pvp game from the average joe like myself the same way it affects nullsec sov wars. The problem is exactly the same, the only difference are the assets at stake. The problem is much more noticeable in null just because the nullsec fights are for bigger things and usually involves more people.

Mag's wrote:
Nag'o wrote:
But then... removing cloak really does change the cloaking game. Afk cloaking wil still exists but it will not be usable the way it is used now. FINE.
Removing cloak? Do you mean removing cloaked pilots from local channel?

That was a typo. I meant removing local.


Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nag'o
Sebiestor Tribe
Minmatar Republic
#388 - 2013-08-18 13:46:16 UTC  |  Edited by: Nag'o
TheGunslinger42 wrote:

That second idea - the cap drain - is still really bloody terrible and we've explained exactly why already. I don't understand why you're so hung up on it when it is objectively a bad idea.

I like how WH local works, but I understand the differences between wh space and null mean it isn't quite appropriate to just switch over.

You said it is a bad idea because it affects the game of the active cloaker, but it does not. If someone is using a prototype cloak the drain will be so slow it will be barely noticeable as long as the player is active. The more sacrificed would be the cov-ops. For them it would be a greater change but the bonus to warp core cap usage could counter the sacrifice, and even act as a buff if well managed.

I thik the WH local mechanics would be great if applied to nullsec, and nullsec only... maybe only sov nullsec? That's something the change local people can discuss.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nikk Narrel
Moonlit Bonsai
#389 - 2013-08-18 14:00:40 UTC
Xionyxa wrote:
Cloaky camping (AFK cloaking) is the current main tactic of null sec griefers. It involves sitting (sometimes for days) in a system where the players who live in that system are your targets, being AFK or pretending to be AFK until you either get a kill, get killed, getting payed to leave or a GM removes you from system for griefing.

If you think that your play is more important than another players, you may need to ask yourself why you are more important than they are.

HINT: We are all equal, regarding this aspect.

For a GM to remove a cloaked camper, it has to first be demonstrated that they are present against a specific player.
The same way it would be a violation to stalk someone and keep killing their ship.

BUT: The same person simply being repeatedly affected fails this test, if it can be shown that a lack of effort was present on their part to avoid the issue. The same way a gate camp is not responsible because some fool keeps trying to get past them and failing.

Griefing is only griefing if it has a specific target, as the key element is deliberate harassment.

Xionyxa wrote:
I don't really see a problem with the scanning down of cloaked ships, as long as it's done in the right way. Make it a team thing involving 3 or more ships, and make it hard, not easy. The fix needs to be player based, if the players in a system have a problem with someone sitting camped afk, they should be able to remove the problem themselves.


The fix needs to be balanced.

It is not balanced to hunt a cloaked vessel if the awareness of their presence is always free from effort.
IDGAD
The Scope
Gallente Federation
#390 - 2013-08-18 14:42:42 UTC
The amusing thing is CCP has an AOE smartbomb like decloaking device in the database lol. That would be a bit too OP on gates, but amusing none the less since it seems like they've tried finding a way to implement counters to cloaks before. Of course this device has been in the database for several years, so I'm thinking CCP just gave up on the idea of "countering" cloaks. Probably because cloaks are not a game breaking problem besides in this one griefing instance with AFK cloakers.
TheGunslinger42
All Web Investigations
#391 - 2013-08-18 16:45:24 UTC
Nag'o wrote:
TheGunslinger42 wrote:

That second idea - the cap drain - is still really bloody terrible and we've explained exactly why already. I don't understand why you're so hung up on it when it is objectively a bad idea.

I like how WH local works, but I understand the differences between wh space and null mean it isn't quite appropriate to just switch over.

You said it is a bad idea because it affects the game of the active cloaker, but it does not. If someone is using a prototype cloak the drain will be so slow it will be barely noticeable as long as the player is active. The more sacrificed would be the cov-ops. For them it would be a greater change but the bonus to warp core cap usage could counter the sacrifice, and even act as a buff if well managed.

I thik the WH local mechanics would be great if applied to nullsec, and nullsec only... maybe only sov nullsec? That's something the change local people can discuss.


The fact of the matter is, your idea is a hindrance to active players despite your rather transparent claims of only wanting to nerf AFK players. The idea is a bigger penalty to active players because they're active, and doing things - like warping - that use cap. You're introducing an idea ostensibly to "fix" afk players but it acts as a much larger nerf to ACTIVE players.

Not only is it a bigger punishment to active players, it is also an extremely clunky, awkward solution. No other module acts that way - which completely disregards ship class, fittings, player skills, etc in order to always defeat cap regen or other mechanics.

And of course, even ignoring those two huge problems, it also serves no purpose other than to reduce uncertainty and risk in nullsec, and exacerbate the problem of a chat channel being used as an overpowered intel tool.

It is a terrible, terrible idea. Every single facet of it is just bad.
Nag'o
Sebiestor Tribe
Minmatar Republic
#392 - 2013-08-18 16:50:05 UTC
Nikk Narrel wrote:

Xionyxa wrote:
I don't really see a problem with the scanning down of cloaked ships, as long as it's done in the right way. Make it a team thing involving 3 or more ships, and make it hard, not easy. The fix needs to be player based, if the players in a system have a problem with someone sitting camped afk, they should be able to remove the problem themselves.


The fix needs to be balanced.

It is not balanced to hunt a cloaked vessel if the awareness of their presence is always free from effort.

The way things are now there needs to be an effort from a player for him to be aware of the cloaker presence. It's the same effort taken to find out if a ship is in a POS, station, or somewhere else. The scouting. You're only aware that there is cloaker is in the system if you scout the whole system and his ship is not visible anywhere.
Anyway, I don't like the idea of probes giving up the cloaker presence too. It would break the WH game.


Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nag'o
Sebiestor Tribe
Minmatar Republic
#393 - 2013-08-18 17:05:45 UTC
TheGunslinger42 wrote:
Nag'o wrote:
TheGunslinger42 wrote:

That second idea - the cap drain - is still really bloody terrible and we've explained exactly why already. I don't understand why you're so hung up on it when it is objectively a bad idea.

I like how WH local works, but I understand the differences between wh space and null mean it isn't quite appropriate to just switch over.

You said it is a bad idea because it affects the game of the active cloaker, but it does not. If someone is using a prototype cloak the drain will be so slow it will be barely noticeable as long as the player is active. The more sacrificed would be the cov-ops. For them it would be a greater change but the bonus to warp core cap usage could counter the sacrifice, and even act as a buff if well managed.

I thik the WH local mechanics would be great if applied to nullsec, and nullsec only... maybe only sov nullsec? That's something the change local people can discuss.


The fact of the matter is, your idea is a hindrance to active players despite your rather transparent claims of only wanting to nerf AFK players. The idea is a bigger penalty to active players because they're active, and doing things - like warping - that use cap. You're introducing an idea ostensibly to "fix" afk players but it acts as a much larger nerf to ACTIVE players.

Not only is it a bigger punishment to active players, it is also an extremely clunky, awkward solution. No other module acts that way - which completely disregards ship class, fittings, player skills, etc in order to always defeat cap regen or other mechanics.

And of course, even ignoring those two huge problems, it also serves no purpose other than to reduce uncertainty and risk in nullsec, and exacerbate the problem of a chat channel being used as an overpowered intel tool.

It is a terrible, terrible idea. Every single facet of it is just bad.

"bad bad bad."
Regarding afk cloaking, what fix is more of a hidrance to players? Having to turn their module off for a few secs after one hour in the field or not being able to use the local channel the way they are used to? You seem to be ignoring that it will affect everyone, no matter the playstyle.

The cloak module ALREADY works differently from other modules. No other module works as a toggle like it. They all cycle.
And I'm not disregarding ships and fits differences. A ship with more cap reserve would obviously be able to stay more time cloaked in the field. I don't have to tell you exactly how this should work on every single ship to consider it.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Teckos Pech
Hogyoku
Goonswarm Federation
#394 - 2013-08-18 18:03:29 UTC
Nag'o wrote:
Teckos Pech wrote:

... The simplest solution is to have cloaked ships disappear from local when cloaked, but they become huntable in some fashion (e.g. probes of some sort, maybe specialized ones so in a fleet fight if there is 1 guy with probes it is a choice...scan for cloakies--e.g. bombers, recons--or regular combat probes to scan for the main fleet). Now AFK cloaking is pointless and cloaks are once again viable hunter ships.
...

This is a bad idea. Makes everyone who doesn't want to take the risk to fit those new probes. How is it different from making the cloaker to use fuel?


Aside from jump drive capable ship, which have a special cargo hold and are immensely powerful, no other ship has fuel. Imposing a fuel cost on cov ops, bombers, and force recons seriously gimps them as it means less space for other items in the cargo hold and puts severe limitations on their usefulness (e.g. the cloaker may need a cloaky industrial following him around with more fuel, ammo, etc.). And if the fuel is cap, that renders currently cap stable or mildly cap unstable fits wildly cap unstable when using their cloaks.

And you have to remember a cloaked ship only disappears from local when the cloak is active so coming into system means the pilot will be visible briefly. So, if you want to know if a cloaked ship is in system when you log in, undock in your scanning ship, launch probes, scan. If nothing comes up, redock, undock in your PvE ship and go about your business like you normally do and keep an eye on local and the intel channel.

"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
#395 - 2013-08-18 18:44:56 UTC  |  Edited by: Mag's
Nag'o wrote:

AFK cloaking DOES affect high sec wars, lowsec FW and the pvp game from the average joe like myself the same way it affects nullsec sov wars. The problem is exactly the same, the only difference are the assets at stake. The problem is much more noticeable in null just because the nullsec fights are for bigger things and usually involves more people.
No actually it doesn't. Just how many threads have you seen regarding AFK cloaking and high sec wars? I've been in many high sec wars and at no time did someone AFK cloaked affect how our corp operated. Plus, how exactly would we know? It simply isn't a viable tactic in high sec, for all the reasons I mentioned.

FW had issues with cloaks only in regards to the plex, but that's a whole different ball game. There are far too many unknowns there already, as with high sec. It just doesn't have the same effect.

I single guy AFK and cloaked in sov null isn't a bigger situation. We are not talking about sov changing here, so no it does not involve bigger things. It's simply that you know he's in space because of local, he cannot dock, it adds uncertainty and therefore messes with your ISK earning potential. Most in that situation adapt, use the tools provided and carry on playing. But some it seems cannot and ask for hand holding mechanics.

Nag'o wrote:
Mag's wrote:
Nag'o wrote:
But then... removing cloak really does change the cloaking game. Afk cloaking wil still exists but it will not be usable the way it is used now. FINE.
Removing cloak? Do you mean removing cloaked pilots from local channel?

That was a typo. I meant removing local.
In that case, yes it does change the cloaking game. Without local AFK cloaking for the purpose we are discussing, would be pointless. But no one here with any sense of balance would advocate the removal of local, without a new form of intel gathering to take it's place. We would also see that depending upon those changes, changes to cloaks could also be necessary.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#396 - 2013-08-18 19:36:57 UTC
Nag'o wrote:
Nikk Narrel wrote:
Nag'o wrote:
Cloak, in the strategy game of EvE Online, is not meant to hide your identity, it is meant to hide your ship type and position. That's what make the cov-ops superior to prototype cloaking. Because the cov-ops can change it's location without giving away any of those.

I call BS here.

The current state of affairs is not intended, but the devs want a better solution before tampering with it.

I would suspect someone somewhere likely has the dev comments to this effect handy.

I assume you're not saying that BS is that cloaking is meant to hide ships, because that just doesn't make sense.
If cloak is meant to hide identity then we're talking about another idea. I don't like it, because it simply does not tamper with the fact that the cloaker can still just go afk.

I think the best ideas so far are:
- chaging of local mechanics in nullsec to be the same as the WH local.
- adding 1 tick cap drain to cloak activation while stopping cap recharging when cloaked and, for that not being a big drawback to cov-ops, recon and transport cov-ops, add a significant bonus to reduction of cap used for warp to those ship classes.

Unless you want to change local in lowsec too you can agree with me without fear. Or maybe you have a better idea for the specific problem of afk cloaking. If you do, I'm all ears for it.


No he is saying your claim is BS. It very well might have been intended that cloaks hide the pilots identity as well...at least until they attack. We don't know really though...one way or the other.

What we do know is t he current state, and that many of these issues are almost surely unintended and we have some evidence (e.g. CCP Exploerer's twitter posts) that indicate CCP would eventually like to change things.

And yes, if the pilot of a cloaked ship is removed from local there is nothing that says he can't go AFK...but why bother. People don't do it because its fun, but because it is a form of psychological warfare. You know this, this is one of your complaints. But for this to be the case the pilot MUST visible in local, FFS.

Remove said pilot form local and the psychological warfare aspect is reduced to irrelevancy.

Another reason to AFK cloak is to lure residents into a false sense of complacency. Then when they start PVEing again, start killing them.

Again, if a cloaked pilot is removed from local, the long terms AFK cloaking for this purpose is vastly reduced. To mitigate abuse of AFKing for this purpose though, those of us who advocate this kind of solution also advocate making cloaked ships huntable via some other in game mechanic, be it probes, a system wide decloaking POS module, whatever. Now, the cloaked pilot will likely have to be active or risk getting blown up while AFK.

And changing local to be like WH space could be problematic and is the least likely to succeed. The reason is that many people who PvE are rather risk averse. They often use min-maxed/costly fits and wont want to risk them. Long term, it could mean less people and less content in the game. Note I said "could".

"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
#397 - 2013-08-18 19:43:03 UTC
Nag'o wrote:
Vladimir Norkoff wrote:
If AFK Cloaking is bad, why isn't sitting AFK in a POS or station bad as well? Many times I have flown about cloaked while scoping targets, and had to worry about how much response was available and how quick it would be. Is it fair that I should be subjected to that kind of worry? They are interfering with my PvP activities while not even playing the game! Unfair!

We answered that already. Look up on the thread. You know if the guy on the POS is active or not. You just hit d-scan and figure it out, or have a scout on it. The same for stations.


No we haven't. It is pretty much the same. There is very little difference, IMO. Being AFK in a pos with a corp hangar, possibly a ship maintenance array, is pretty much identical or even worse. You can use dscan, are completely invulnerable, have access to more resources in the corp hangar, possible another ship, etc.

If hostiles come in an tower a moon in an enemies system it will draw an attack very, very quickly because if has a far, far more negative impact on that system than a mere cloaky ship.

A POS also offers the defenders a significant advantage as well since various ships could sit at the POS and provide intel, boosts, etc.

I'm sorry, this was not "answered" nor was the discussion concluded it just sort of was dropped.

"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
#398 - 2013-08-18 21:07:54 UTC
IDGAD wrote:
The amusing thing is CCP has an AOE smartbomb like decloaking device in the database lol. That would be a bit too OP on gates, but amusing none the less since it seems like they've tried finding a way to implement counters to cloaks before. Of course this device has been in the database for several years, so I'm thinking CCP just gave up on the idea of "countering" cloaks. Probably because cloaks are not a game breaking problem besides in this one griefing instance with AFK cloakers.


Try again. CCP knows about AFK cloakers, they also aren't happy with the current in game intel tool: Local. My guess is neither will be changed independently.

"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

Nag'o
Sebiestor Tribe
Minmatar Republic
#399 - 2013-08-18 21:35:32 UTC
Mag's wrote:
Nag'o wrote:

AFK cloaking DOES affect high sec wars, lowsec FW and the pvp game from the average joe like myself the same way it affects nullsec sov wars. The problem is exactly the same, the only difference are the assets at stake. The problem is much more noticeable in null just because the nullsec fights are for bigger things and usually involves more people.
No actually it doesn't. Just how many threads have you seen regarding AFK cloaking and high sec wars? I've been in many high sec wars and at no time did someone AFK cloaked affect how our corp operated. Plus, how exactly would we know? It simply isn't a viable tactic in high sec, for all the reasons I mentioned.

The fact that there aren't any threads (except for this?) doesn't mean it isn't a problem. I means it isn't that much of a problem for people to care as much as the people in nullsec.
You didn't mentioned any reasons of why AFK cloaking isn't an viable tactic in highsec wars. You're saying that the fact that there's an enemy is in the system but you don't know where or if he is active does not affect the way you operate. You want to advocate that this is the right way for any other corp or individual to operate? What are your reasons? Isn't there a risk involved?

Mag's wrote:

I single guy AFK and cloaked in sov null isn't a bigger situation. We are not talking about sov changing here, so no it does not involve bigger things. It's simply that you know he's in space because of local, he cannot dock, it adds uncertainty and therefore messes with your ISK earning potential. Most in that situation adapt, use the tools provided and carry on playing. But some it seems cannot and ask for hand holding mechanics.

Isn't that exactly what I said? I only added to that that the earning potential in both high and lowsec are very different to null. Being unable to earn anything in null is much more impacting than high and lowsec an that's why you see mostly nullsec players complaining about it.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nag'o
Sebiestor Tribe
Minmatar Republic
#400 - 2013-08-18 21:38:33 UTC
Teckos Pech wrote:

And you have to remember a cloaked ship only disappears from local when the cloak is active so coming into system means the pilot will be visible briefly. So, if you want to know if a cloaked ship is in system when you log in, undock in your scanning ship, launch probes, scan. If nothing comes up, redock, undock in your PvE ship and go about your business like you normally do and keep an eye on local and the intel channel.

I think that breaks the WH game, doesn't it?

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.