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AFK Cloaking Collection Thread

First post First post
Author
Magard
State War Academy
Caldari State
#2021 - 2013-09-27 18:43:21 UTC
Andy Landen wrote:
Marc Callan wrote:
This is probably a variation of some dumb ideas that have been shot down before, but here's a rough proposal:

Cloaking device reduces capacitor regeneration rate to zero, drains cap at approximately 1% per minute. Covops ship will have approximately an hour and a half of loiter time, less if they warp around a lot.

Ways for an at-the-controls cloaker to mitigate: carry a cap booster. When cap gets low, decloak, run a couple of cap booster cycles, recloak. Other possibilities to improve loiter time: fit cap batteries to allow more warps before cap runs out, or warp efficiency rigs to reduce warp capacitor cost.

Result: a true AFK cloaker will eventually cap out and decloak. A cloaker with a pilot at the controls will be able to remain in system for hours, at the cost of uncloaking perhaps once an hour to top off cap. (This can be done while in a warp, as well, to minimize vulnerability.)

Sounds great, except for cloaked travel. Let's say the Crane warps across a large system cloaked and depletes the cap with the warp. During warp the cloak is non-functional and the Cranes lands uncloaked and without cap. It jumps into the next sytem without cap and cannot warp or cloak .. or it is severely short on cap and cannot burn back to the gate with the mwd in the presence of a gate camp. Sounds like cap during travel could be a real big problem, slowing down travel and requiring lots of cap booster charges all the time. Perhaps rethink this a little?


Perhaps a drag system then. Every minute spent cloaked applies a unit of drag. After 30 minutes each point beyond 30 reduces the speed of the ship by that percentage. After 130 minutes full drag is applied and the ship now gets the webbed visual effect. For each additional unit of drag the effect increases in size. After 230 minutes the ship becomes a scannable anomaly.

Drag units can be cleared by turning off the cloak, warping, or changing session.

Perhaps these drag units would not accumulate in/near bubbles
Andy Landen
Deep Core Mining Inc.
Caldari State
#2022 - 2013-09-27 19:38:53 UTC  |  Edited by: Andy Landen
Magard wrote:

Perhaps a drag system then. Every minute spent cloaked applies a unit of drag. After 30 minutes each point beyond 30 reduces the speed of the ship by that percentage. After 130 minutes full drag is applied and the ship now gets the webbed visual effect. For each additional unit of drag the effect increases in size. After 230 minutes the ship becomes a scannable anomaly.

Drag units can be cleared by turning off the cloak, warping, or changing session.

Perhaps these drag units would not accumulate in/near bubbles

I like where you are going with this. How about this idea:

After 30 minutes cloaked on a single grid without warp, an accumulation of cloaked residual material accumulates and enables the cloaked ship to become scannable with a rig that detects cloaked residual particles. The signal strength at 30 minutes becomes strong enough for the most skilled pilots (all level 5) in Covert Ops ships with sisters stuff to get a lock. After 30 minutes more (1 hour cloaked without warping), the strength has increased to the point where players at level 4 skills and T2 stuff can get a lock. After 60 minutes more (2 hours cloaked without warping), the ship becomes as easy to scan as any other uncloaked ship. If the ship decloaks after 30 minutes, waits 30 minutes, and the re-cloaks without warping, the cloaked particle residual build-up begins where it left off. Because the cloaked particles are unique, cloaked ships register on the scanner as cloaked and can be filtered in the results as such.

Concessions to making local intel only available to sov and blue players in sov null seem reasonable so long as the demands of paying more ISK to CCP for IHUB upgrades and such are dropped and the intel becomes immediately available only to sov and friends without any extra mechanics.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Nikk Narrel
Moonlit Bonsai
#2023 - 2013-09-27 19:54:10 UTC
Have you considered duplicating the requirements to cloak as being the same to detect cloaked vessels?

Blob and fleet warfare are fine, IF you are in the mood to take someone's space, and have 200 pilots handy.

We need guerrilla combat options, (not effectively in game in many ways), that enable small groups or solo efforts.

For that, you need the target to not be forewarned.

Asymmetrical combat always favors the larger side when all sides have complete awareness.
Andy Landen
Deep Core Mining Inc.
Caldari State
#2024 - 2013-09-27 20:15:49 UTC
Nikk Narrel wrote:
Have you considered duplicating the requirements to cloak as being the same to detect cloaked vessels?

Blob and fleet warfare are fine, IF you are in the mood to take someone's space, and have 200 pilots handy.

We need guerrilla combat options, (not effectively in game in many ways), that enable small groups or solo efforts.

For that, you need the target to not be forewarned.

Asymmetrical combat always favors the larger side when all sides have complete awareness.

Interesting. Cloak Probes could be introduced with skill requirements on cloaking skill level to use them. These probes would only be able to detect cloak particles residuals.

There are already guerrilla combat options, but I agree that the introduction of smaller HP structures supporting sov benefits would encourage smaller group options and more combat.

There is NO need to remove the ability of a pilot to see a threat coming! There is enough of that with jumping through gates and far too much of it with infinite bridging capabilities to cynos. The goal is not to force combat with the wrong kind of ship in the wrong arena. The goal is to encourage combat with more stuff to fight over/about! Blind combat always favors the aggressor.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Nikk Narrel
Moonlit Bonsai
#2025 - 2013-09-27 20:30:36 UTC
Andy Landen wrote:
Blind combat always favors the aggressor.

Not necessarily.

Blind combat favors the side with the most intel, or to use an old expression:
"In the land of the blind, the one eyed man is king."

Now, by default this would favor the locals, as they have information sharing available at levels best described as convenient.
Not so much a hostile, who needs to gather intel as they go, in order to make any informed decisions.

On the other side of the coin, the intel details of a single intruder could be difficult to maintain, if the intruder was careful.

At any point, if information flows in a single direction, so does the advantage. If too much flows in both direction, the advantage cancels.

What about this trade off, as a basis:

Cyno use has a firm 60 second spool up time, with no beacon for that 60 seconds. After that, the remaining time allows bridging and jumping over, has a beacon, and the cyno ship is always locked down as normal.

In exchange for:

Local has a 60 second delay for ALL new listings to a system being displayed.

If you are paying attention, you will see that beacon if off grid, and be staring at a cyno for a minute if on grid. Hot dropping dies, but then so does the reason often blamed for needing it.
The ship lighting the cyno, will also appear on local before being able to bring any ships through, since they had to be in system before lighting it.

Thoughts?
Marc Callan
Center for Advanced Studies
Gallente Federation
#2026 - 2013-09-27 21:41:17 UTC
Andy Landen wrote:
Marc Callan wrote:
This is probably a variation of some dumb ideas that have been shot down before, but here's a rough proposal:

Cloaking device reduces capacitor regeneration rate to zero, drains cap at approximately 1% per minute. Covops ship will have approximately an hour and a half of loiter time, less if they warp around a lot.

Ways for an at-the-controls cloaker to mitigate: carry a cap booster. When cap gets low, decloak, run a couple of cap booster cycles, recloak. Other possibilities to improve loiter time: fit cap batteries to allow more warps before cap runs out, or warp efficiency rigs to reduce warp capacitor cost.

Result: a true AFK cloaker will eventually cap out and decloak. A cloaker with a pilot at the controls will be able to remain in system for hours, at the cost of uncloaking perhaps once an hour to top off cap. (This can be done while in a warp, as well, to minimize vulnerability.)

Sounds great, except for cloaked travel. Let's say the Crane warps across a large system cloaked and depletes the cap with the warp. During warp the cloak is non-functional and the Cranes lands uncloaked and without cap. It jumps into the next sytem without cap and cannot warp or cloak .. or it is severely short on cap and cannot burn back to the gate with the mwd in the presence of a gate camp. Sounds like cap during travel could be a real big problem, slowing down travel and requiring lots of cap booster charges all the time. Perhaps rethink this a little?


Hadn't thought of that, but you've got a point there.

Maybe cap regen doesn't die immediately, but five or ten minutes after activating the cloak? Any covops-capable ship should be able to transit through any system in the game in that amount of time. Or something like that.

That way, blockade runners and travelers don't get crippled, scouting becomes a little more challenging (without reaching the threshold of royal pain in the voonerables), and AFKers still fizz out within a few hours. I've done scouting in cloakies before, and I have to say I wouldn't be raging at the addition of a mechanic that prevents me from just staying cloaked up forever.

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Teckos Pech
Hogyoku
Goonswarm Federation
#2027 - 2013-09-27 23:11:15 UTC
Marc Callan wrote:
Andy Landen wrote:
Marc Callan wrote:
This is probably a variation of some dumb ideas that have been shot down before, but here's a rough proposal: Cloaking device reduces capacitor regeneration rate to zero, drains cap at approximately 1% per minute. Covops ship will have approximately an hour and a half of loiter time, less if they warp around a lot. Ways for an at-the-controls cloaker to mitigate: carry a cap booster. When cap gets low, decloak, run a couple of cap booster cycles, recloak. Other possibilities to improve loiter time: fit cap batteries to allow more warps before cap runs out, or warp efficiency rigs to reduce warp capacitor cost. Result: a true AFK cloaker will eventually cap out and decloak. A cloaker with a pilot at the controls will be able to remain in system for hours, at the cost of uncloaking perhaps once an hour to top off cap. (This can be done while in a warp, as well, to minimize vulnerability.)
Sounds great, except for cloaked travel. Let's say the Crane warps across a large system cloaked and depletes the cap with the warp. During warp the cloak is non-functional and the Cranes lands uncloaked and without cap. It jumps into the next sytem without cap and cannot warp or cloak .. or it is severely short on cap and cannot burn back to the gate with the mwd in the presence of a gate camp. Sounds like cap during travel could be a real big problem, slowing down travel and requiring lots of cap booster charges all the time. Perhaps rethink this a little?
Hadn't thought of that, but you've got a point there. Maybe cap regen doesn't die immediately, but five or ten minutes after activating the cloak? Any covops-capable ship should be able to transit through any system in the game in that amount of time. Or something like that. That way, blockade runners and travelers don't get crippled, scouting becomes a little more challenging (without reaching the threshold of royal pain in the voonerables), and AFKers still fizz out within a few hours. I've done scouting in cloakies before, and I have to say I wouldn't be raging at the addition of a mechanic that prevents me from just staying cloaked up forever.
How about you just drop a horrible idea that nerfs active players. See that is what makes almost all the ideas on the front page of this thread horrid. They nerf both active and AFK players, and the PvE players give up nothing. That is not balanced, that is unbalanced.

"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

Marc Callan
Center for Advanced Studies
Gallente Federation
#2028 - 2013-09-27 23:35:35 UTC
Teckos Pech wrote:
Marc Callan wrote:
Andy Landen wrote:
Marc Callan wrote:
This is probably a variation of some dumb ideas that have been shot down before, but here's a rough proposal: Cloaking device reduces capacitor regeneration rate to zero, drains cap at approximately 1% per minute. Covops ship will have approximately an hour and a half of loiter time, less if they warp around a lot. Ways for an at-the-controls cloaker to mitigate: carry a cap booster. When cap gets low, decloak, run a couple of cap booster cycles, recloak. Other possibilities to improve loiter time: fit cap batteries to allow more warps before cap runs out, or warp efficiency rigs to reduce warp capacitor cost. Result: a true AFK cloaker will eventually cap out and decloak. A cloaker with a pilot at the controls will be able to remain in system for hours, at the cost of uncloaking perhaps once an hour to top off cap. (This can be done while in a warp, as well, to minimize vulnerability.)
Sounds great, except for cloaked travel. Let's say the Crane warps across a large system cloaked and depletes the cap with the warp. During warp the cloak is non-functional and the Cranes lands uncloaked and without cap. It jumps into the next sytem without cap and cannot warp or cloak .. or it is severely short on cap and cannot burn back to the gate with the mwd in the presence of a gate camp. Sounds like cap during travel could be a real big problem, slowing down travel and requiring lots of cap booster charges all the time. Perhaps rethink this a little?
Hadn't thought of that, but you've got a point there. Maybe cap regen doesn't die immediately, but five or ten minutes after activating the cloak? Any covops-capable ship should be able to transit through any system in the game in that amount of time. Or something like that. That way, blockade runners and travelers don't get crippled, scouting becomes a little more challenging (without reaching the threshold of royal pain in the voonerables), and AFKers still fizz out within a few hours. I've done scouting in cloakies before, and I have to say I wouldn't be raging at the addition of a mechanic that prevents me from just staying cloaked up forever.
How about you just drop a horrible idea that nerfs active players. See that is what makes almost all the ideas on the front page of this thread horrid. They nerf both active and AFK players, and the PvE players give up nothing. That is not balanced, that is unbalanced.


I guess that's a vote for "don't change the mechanic". But if there's any form of flying that's less vulnerable than being cloaked up in a deep safe spot, I can't figure out what it is. It's like having an invincible overwatch for a shift as long as 22 hours with no realistic counter.

And tweaking covops cloaks wouldn't even come close to some of the real nerfs I've seen. There's the mission-rat AI changes, with regard to drones. There's the incursion quadruple-nerf. There's the resistance bonus nerf.

And besides, just about every other type of AFK play I've seen since I first subscribed has gotten a bat to the kneecaps from CCP at some point. Why should invulnerable psychological warfare be immune?

I'm not saying "this must be done". I'm saying "what about this as a half-baked suggestion?" And it sounded like there was an actual conversation going on for a minute.

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

RozenRed
Formosa Research Center
Fraternity.
#2029 - 2013-09-28 03:03:04 UTC
Andy Landen wrote:
RozenRed wrote:
in my solution , it requite 3 equipment:

  1. ihub :
  2. anti-cloak mod
  3. pos :
  4. anti-cloak info array
  5. ship equipment:
  6. anti-cloak info receiver ( , receive pos array information)



  1. I-HUB:
  2. anti-AFK cloaking upgrade(mod)

    alliance claim system and pay Concord , for the anti cloak system service,
    prevent other guy use this service by anchoring a POS and mod, this is a thread for system owners.

    edited:
    this way also protect player in station-less <0.4 NPC system


  3. POSs:
  4. anti-cloak info array
    this mod giving assistant information to trace a cloak ship ,to provide one of the following function

    Plan A:
    mod giving an addition information for combat scanning probe , add cloak ship signal info in scanner page ,
    (no or techni for end user. just install a equipment)
    and scanned cloak ship shown in semi-transparent

    or

    Plan B
    provide a inactive (5 mins +) cloak ship location to anti-cloak info receiver


  5. SHIPs
  6. anti-cloak info receiver
    (for Plan A)receive cloak ship scanning information to scanner page (passive)
    (for Plan B)receive cloak ship location and showen in overview ,jump to it and see that cloak ship in semi-transparent(active)

I like it if it only applies to sov space. Will reds have access to the info? Will blues be scanned by it?


I think only alliance standing more than a value (e.g. 0.1+) or alliance only , can receive the information
and standing also control who will scan by the array

addition information
PLAN A is POS assisted scanning for cloakly ship
,not a CA like style , find the ship location by press alt+D,
It protect a normal cloaky ship user , and find the AFK's
Teckos Pech
Hogyoku
Goonswarm Federation
#2030 - 2013-09-28 03:27:40 UTC  |  Edited by: Teckos Pech
Marc Callan wrote:


I guess that's a vote for "don't change the mechanic". But if there's any form of flying that's less vulnerable than being cloaked up in a deep safe spot, I can't figure out what it is. It's like having an invincible overwatch for a shift as long as 22 hours with no realistic counter.


No, its a vote against unbalanced suggestions. Maybe you should also go back 2-3 pages and read some of my posts so you don't look so ignorant. Here is a good one. Here is another. Or even this one.

Or go to this page and read.

Quote:
And tweaking covops cloaks wouldn't even come close to some of the real nerfs I've seen. There's the mission-rat AI changes, with regard to drones. There's the incursion quadruple-nerf. There's the resistance bonus nerf.


Killing a ships cap is not a tweak. And what about worm holes where AFK cloaking is not even an issue?

Quote:
And besides, just about every other type of AFK play I've seen since I first subscribed has gotten a bat to the kneecaps from CCP at some point. Why should invulnerable psychological warfare be immune?


It isn't my fault or anyone else's that you can't come up with a strategy to defeat an AFK cloaker in your systems.

Quote:
I'm not saying "this must be done". I'm saying "what about this as a half-baked suggestion?" And it sounded like there was an actual conversation going on for a minute.


And I'm saying it is half-baked so don't do it.

There was the start of agreement, when it was a discussion of decoupling intel from local and making it dependent on sovereignty and various structures (note: only the alliance that had the structures would have access to the intel BTW--i.e. a home field advantage). The problem of AFK cloaking is a result of local and the way it provides intel, flawlessly and instantly. You jumped in and suggested an idea that has been suggested before, many, many times before. Did you even scan down the list of links in the OP? Read any of them? I made it damn easy for you to do some research on the issue...so did you use any of it? Your like a guy who show up to the party wearing polyester bell bottoms, a wide collared shirt unbuttoned to your navel, a big white belt and shoes, wearing gold chains and sporting a mustache and side burns and asking all the married women what sign are they. Don't be that guy. Read some people's responses, try to get a feel for what they are suggesting and for the love of God don't suggest ideas on the front page by themselves. They have been suggested for years and, obviously, have never been implemented.

Sorry if this is harsh, but the original intent of the first post in this thread was to provide a resource for people to look up what has been proposed before and then studiously ignored by CCP.

"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
#2031 - 2013-09-28 03:52:58 UTC
RozenRed wrote:
Andy Landen wrote:
RozenRed wrote:
in my solution , it requite 3 equipment:

  1. ihub :
  2. anti-cloak mod
  3. pos :
  4. anti-cloak info array
  5. ship equipment:
  6. anti-cloak info receiver ( , receive pos array information)



  1. I-HUB:
  2. anti-AFK cloaking upgrade(mod)

    alliance claim system and pay Concord , for the anti cloak system service,
    prevent other guy use this service by anchoring a POS and mod, this is a thread for system owners.

    edited:
    this way also protect player in station-less <0.4 NPC system


  3. POSs:
  4. anti-cloak info array
    this mod giving assistant information to trace a cloak ship ,to provide one of the following function

    Plan A:
    mod giving an addition information for combat scanning probe , add cloak ship signal info in scanner page ,
    (no or techni for end user. just install a equipment)
    and scanned cloak ship shown in semi-transparent

    or

    Plan B
    provide a inactive (5 mins +) cloak ship location to anti-cloak info receiver


  5. SHIPs
  6. anti-cloak info receiver
    (for Plan A)receive cloak ship scanning information to scanner page (passive)
    (for Plan B)receive cloak ship location and showen in overview ,jump to it and see that cloak ship in semi-transparent(active)

I like it if it only applies to sov space. Will reds have access to the info? Will blues be scanned by it?


I think only alliance standing more than a value (e.g. 0.1+) or alliance only , can receive the information
and standing also control who will scan by the array

addition information
PLAN A is POS assisted scanning for cloakly ship
,not a CA like style , find the ship location by press alt+D,
It protect a normal cloaky ship user , and find the AFK's


These have all been suggested before in one variant or another and have all been ignored by CCP. They are all unbalancing by themselves. They build on the already free intel provided by local. Also, some of these would be unbalanced no matter what changes are made to local. Example, the idea of an anti-cloaking field. It prevents not only AFK cloaking, but active cloaking. Sorry, no. If you are after AFK cloakers, fine. Come up with suggestions, but if those suggestions do the following:

1. Do nothing about the intel provided by local,
2. Also negatively impact active cloaking.

Then they are unbalanced. If they are independent of sovereignty those ideas are not simply unbalanced, they also suck. They suck and are stupid in the extreme. These suggestions also pose a serious problems for WH residents who by and large (except for a few special snow flakes) never have a problem with cloaking of any kind..

"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

Vas Eldryn
#2032 - 2013-09-28 04:11:03 UTC  |  Edited by: Vas Eldryn
Teckos, Most of your criticisms claim that idea's given would UNBALANCE the game... what you really mean is REBALANCE one aspect of the game, just not in the direction YOU would like.
Lord Battlestar
CALIMA COLLABORATIVE
Atrox Urbanis Respublique Abundatia
#2033 - 2013-09-28 04:30:23 UTC
Vas Eldryn wrote:
Teckos, Most of your criticisms claim that idea's given would UNBALANCE the game... what you really mean is REBALANCE one aspect of the game, just not in the direction YOU would like.


I not entirely sure it would rebalanced it. Assuming you completely removed afk cloaking and lets say for the sake of argument awoxing was prevented in some way. How can any opposing force come into a system without having the enemy dock up and POS up?

I am not saying afk cloaking is a good feature or that it isn't broken, but how do you balance a system that totally and unequivocally favors the characters already in system? Why is it that no-one asks why afk cloaking started in the first place? Why is it that people become so interested in one aspect of the game that they refuse to see why it is there in the first place? Why is it that people are so hell bent on keeping active intel that favors the defender and the pver so much that most attackers never even get a chance in system?

I just don't get it. I honestly feel that people are so focused on one problem in the game they refuse to see the bigger picture. They have become so convinced that if we fixed this one problem that everything would be "Leave it to Beaver" style carefree life again in the game. I fervently believe that if afk cloaking were completely eliminated tomorrow that the system would still be unbalanced and likely be even more unbalanced than before.

But I am starting to see why CCP devs are there and not players, cause if players were there this game would be seriously messed up.

I once podded myself by blowing a huge fart.

Vas Eldryn
#2034 - 2013-09-28 06:17:27 UTC  |  Edited by: Vas Eldryn
Lord Battlestar wrote:
Vas Eldryn wrote:
Teckos, Most of your criticisms claim that idea's given would UNBALANCE the game... what you really mean is REBALANCE one aspect of the game, just not in the direction YOU would like.


I not entirely sure it would rebalanced it. Assuming you completely removed afk cloaking and lets say for the sake of argument awoxing was prevented in some way. How can any opposing force come into a system without having the enemy dock up and POS up?

I am not saying afk cloaking is a good feature or that it isn't broken, but how do you balance a system that totally and unequivocally favors the characters already in system? Why is it that no-one asks why afk cloaking started in the first place? Why is it that people become so interested in one aspect of the game that they refuse to see why it is there in the first place? Why is it that people are so hell bent on keeping active intel that favors the defender and the pver so much that most attackers never even get a chance in system?

I just don't get it. I honestly feel that people are so focused on one problem in the game they refuse to see the bigger picture. They have become so convinced that if we fixed this one problem that everything would be "Leave it to Beaver" style carefree life again in the game. I fervently believe that if afk cloaking were completely eliminated tomorrow that the system would still be unbalanced and likely be even more unbalanced than before.

But I am starting to see why CCP devs are there and not players, cause if players were there this game would be seriously messed up.


so you mean that there is no way to kill PVE ships in enemy sov without AFK cyno cloaking, this is completely wrong as I have stated before, as evidence for this just look at the killboards or dotlan and check out how many kills people are getting in null against ratters and miners using small gangs or other tactics, and that's not including ACTIVE cloaked cyno's....

and there is that word again.... UNBALANCED... no it would be rebalanced... most of these ideas would not stop ACTIVE cyno cloaks, just AFK cyno cloaks... huge difference! The argument is should we wait for someone who is at work in real life or gone to bed to become active again? while we spend 6 hours trying to bait someone that's not even there? Or should that player have to be playing EVE to present a threat?
Andy Landen
Deep Core Mining Inc.
Caldari State
#2035 - 2013-09-28 12:22:01 UTC  |  Edited by: Andy Landen
I am realizing that just as we cannot talk about afk cloakers, except perhaps to advocate an auto-logoff which aims at all afk, we also cannot talk about pve or pvp. When we are out in null sec, everything is one form of hybrid pvp/pve or another. For the same reason that we prefer to use supers to grind sov, but drop back to BS or SB when the conditions are not favorable, we sometimes use BS without points to grind ISK and sometimes drop back to BC or smaller when conditions are not favorable.

I know that you really want that faction BS killmail by your solo SB, just as much as I want that faction super killmail with my BS, but we both know that neither of us are entitled to either. And so the issue of entitlement emerges with some thinking that they somehow have a right to ensure a chance of getting the kill. Yet no one seriously thinks that I should have the "chance" of getting the kill on a faction super or titan by my solo BS, even if the super was out in space hitting a structure by itself, aligned to a pos, and watching local. In the first place, it is immune to points but in the second place it can warp out at the first hostile appearance in local because it is not designed to engage anything solo. Every engagement requires a different kind of fleet for the purpose, and entitlement should never prevail over players taking the option to re-ship and re-fit, as desired.

Every fit for a purpose, which in null is always some pve/pvp hybrid, but usually never the exact hybrid required for every changing situation. When the situation changes, the ship and fit must change, and that means warp to pos/station and re-ship and re-fit. I hope this is clear enough to end all this entitlement talk. We can't say that PVE in null must give anything up because in null there are only various pve/pvp hybrids, which adjust to each situation. Entitlement says, don't allow adjustments because I have a much better chance when players were operating according to the previous environment. Fact is that players in null adjust to changing situations all the time and attempts to prevent these adjustments is foolishness. I hope this is clear enough.

Quote:
These have all been suggested before in one variant or another and have all been ignored by CCP.

Not ignored, just simply not addressed. They can't read everything and respond to everything with game development. They have limited resources, you know.

Quote:
They suck and are stupid in the extreme.

And you have been doing such a great job avoiding personal attacks so far .. There comes a point where attacks on ideas begin to attack the author. There are ways to provide feedback which offer the authors the benefit of the doubt.

Quote:
Killing a ships cap is not a tweak. And what about worm holes where AFK cloaking is not even an issue?

You have yet to concede a willingness to accept the other parts of unknown space which allow afk cloaking to work, specifically no gates, mass-restricted whs, and no cynos.
Quote:
These suggestions also pose a serious problems for WH residents who by and large (except for a few special snow flakes) never have a problem with cloaking of any kind..

Unknown space has been a common theme. Care to comment on whether you are willing to accept the entire package? And then there is always the option to move there yourself, if you really prefer.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Teckos Pech
Hogyoku
Goonswarm Federation
#2036 - 2013-09-28 20:40:58 UTC  |  Edited by: Teckos Pech
Vas Eldryn wrote:
Teckos, Most of your criticisms claim that idea's given would UNBALANCE the game... what you really mean is REBALANCE one aspect of the game, just not in the direction YOU would like.


Bullcrap. I've already shown how local provides and advantage to residents of a system that they take advantage of, and if wasn't something so many depended on it would most likely be declared an exploit. Also, given that AFK cloaking offsets this "exploit" there is enough reason for CCP to leave things as they are until a better mechanic for intel is put in place. Once that happens nerfing cloaks, or rebalancing cloaks, would be appropriate. Until then, "rebalancing" cloaks while leaving local as is, is unbalancing.

"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
#2037 - 2013-09-28 20:56:57 UTC  |  Edited by: Teckos Pech
Vas Eldryn wrote:


so you mean that there is no way to kill PVE ships in enemy sov without AFK cyno cloaking, this is completely wrong as I have stated before, as evidence for this just look at the killboards or dotlan and check out how many kills people are getting in null against ratters and miners using small gangs or other tactics, and that's not including ACTIVE cloaked cyno's....


I love this style of straw man baloney. Of course, it is possible to kill a PvE ship if, for example, he is travelling between systems. That is when everybody is at their most exposed. But once in a given system and you are going to be doing something there, local provides and indisputable advantage. It is a game mechanic that provides this advantage to the resident and they don't have to do anything for it. It is, in my opinion, worse than the sentry drone exploit. Those who have exploited the sentry drone bug at least had to do something do get the benefit: anchor a tower. A resident of a system using local has to do precisely nothing in game to get the benefit. There are no in game actions they have to take to get this benefit. Fit no special modules, anchor nothing, train nothing, spend zero isk. Nothing. All they have to do is sit there and watch local. See a hostile entry system and then warp off.

Yeah, yeah...the old "I might not warp out in time". Because you weren't paying attention or possibly had a rat scram you at just the wrong time. Other than that, you will be in warp by the time the hostile is warping (probably to the the wrong anomaly or belt or even maybe the station). And once you are in warp, you are pretty much safe at that point.

Quote:
and there is that word again.... UNBALANCED... no it would be rebalanced... most of these ideas would not stop ACTIVE cyno cloaks, just AFK cyno cloaks... huge difference! The argument is should we wait for someone who is at work in real life or gone to bed to become active again? while we spend 6 hours trying to bait someone that's not even there? Or should that player have to be playing EVE to present a threat?


You already have a mechanical advantage while PvEing. About the only thing that counters that is AFK cloaking and you want it removed. That is not balanced, rebalanced or anything else. Its unbalancing.

Most of these ideas would also stop active cloaks.

That horrible idea of an anchorable anti-cloaking field that is system wide? Unbalanced and stupid and clearly nerfs active cloakers.

The idea that cloaking drains cap to zero? Unbalanced and nerfs active cloakers and thus stupid.

POS decloak pulse module that decloaks any cloaked ship in system when, nerfs both active and AFK cloaking.

Probes that detect cloaked ships nerf active cloaks because they have to do stuff to avoid it. It also nerfs WH cloaking which doesn't have an issue with AFK cloaking. So unbalanced and stupid.

Note: all of these ideas leave you with your mechanical advantage from local. You want absolutely nothing to tamper with that. You want all the benefits and yet no additional costs or risks. That is unbalanced by definition.

So the question is: if you want to rebalance things you need to take a look at the mechanical benefit you get, for free, and then take a look at cloaks. Anything short of that is just a great big fat whine for more free stuff.

"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
#2038 - 2013-09-28 21:05:54 UTC
Andy Landen wrote:


Not ignored, just simply not addressed. They can't read everything and respond to everything with game development. They have limited resources, you know.


TL:DR: These ideas have been ignored by CCP. Roll

Quote:
And you have been doing such a great job avoiding personal attacks so far .. There comes a point where attacks on ideas begin to attack the author. There are ways to provide feedback which offer the authors the benefit of the doubt.


Saying an idea sucks and is stupid in the extreme is not a personal attack. Now if I said, "Player X sucks and is stupid in extreme." That is a personal attack.

Quote:
You have yet to concede a willingness to accept the other parts of unknown space which allow afk cloaking to work, specifically no gates, mass-restricted whs, and no cynos.


While I haven't mentioned these aspects of W-space ITT, I have mentioned them before. And those distinctions matter mainly for cynos and less for AFK cloaking. AFK cloaking in W-space are mainly for convenience--i.e. bathroom run, grab food, answer the phone, etc.--and much, much less for resource denial or trying to psychological warfare. The reason for the latter is because if I go into a C6 and then cloak up and go AFK...I wont stop anyone from doing anything in that C6. Even if I stay at my keyboard, nobody will respond to me until I decloak and attack somebody.

Quote:

Unknown space has been a common theme. Care to comment on whether you are willing to accept the entire package? And then there is always the option to move there yourself, if you really prefer.


Yes, WH space has lots of aspects that make AFK cloaking pointless. The primary reason: no local. And yeah, cynos don't work so even if you suspected a single cloaked ship it is not as much of threat as a single cloaked ship in null space. And yeah, worm holers can go ahead and try to collapse the entry points to make themselves safer.

Can you admit that local in K-space provides you with a mechanical benefit that you have to do nothing (in game) to obtain?

"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

Tyranis Marcus
Bloody Heathens
#2039 - 2013-09-28 21:26:24 UTC
Nikk Narrel wrote:
Tyranis Marcus wrote:
Pfffft. Just get rid of cloaks.

You want to hang out and grief, you better be able to back it up. No more hiding.

Just put out some news story about advances in scanner technology, etc, and make it so everyone can see cloaked ships on their overview and scanner.

Maybe give covops frigates (not bombers or recons) a free pass, since they're so weak combat wise.

Then, of course, rebalance and repurpose the ruined ships.

Of course, all the guys with cloaky alts who like to sit afk in a system full of miners for 14 hours straight because they just enjoy causing grief to other players will go apeshit. Who cares.

Seriously, yes, you can sit there for hours and then finally come back from afk after the locals have gotten complacent about your presence and get a kill, but that's really just a bullshit justification for ruining someone else's day with way too little risk to yourself.

You can get a lot more kills by just roaming, anyway. If you're an even halfway decent pvp'er.

You could have said that in three words. Let me demonstrate:
BLOB or GTFO

See?


Well, not necessarily blob, but yeah. lol.

Do not run. We are your friends.

Andy Landen
Deep Core Mining Inc.
Caldari State
#2040 - 2013-09-29 04:45:00 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:

Quote:
And you have been doing such a great job avoiding personal attacks so far .. There comes a point where attacks on ideas begin to attack the author. There are ways to provide feedback which offer the authors the benefit of the doubt.


Saying an idea sucks and is stupid in the extreme is not a personal attack. Now if I said, "Player X sucks and is stupid in extreme." That is a personal attack.

Alright then, here is a great example of how attacks on ideas alone can quickly escalate into personal attacks (I don't really mean the following):
Teckos, please don't take this personally, but your IDEAS have got to be some of the dumbest, least thought out, selfish, evil, and fundamentally unsound ideas that has ever disgraced this planet. If all your THOUGHTS had been turned off and then the dribble of the rest of the IDEAS floating around your head were emptied into the toilet and then flushed down into the sewer system and scooped out and let to sit stagnant in a cold dark room for months, they would be only slightly better than the garbage that has spewed out of your .. [you get the idea, I hope]

With that demonstration in mind, I hope you see the power of disrespecting the ideas on executing personal attacks and I hope that you try to respect the ideas with the "benefit of doubt" much more in the future. I hope that you understand that the previous paragraph was an example only and not meant toward you or your ideas in any real way. Trust me, attacks on ideas can quickly and easily get personal.

Teckos Pech wrote:

Quote:
You have yet to concede a willingness to accept the other parts of unknown space which allow afk cloaking to work, specifically no gates, mass-restricted whs, and no cynos.


While I haven't mentioned these aspects of W-space ITT, I have mentioned them before. And those distinctions matter mainly for cynos and less for AFK cloaking. AFK cloaking in W-space are mainly for convenience--i.e. bathroom run, grab food, answer the phone, etc.--and much, much less for resource denial or trying to psychological warfare. The reason for the latter is because if I go into a C6 and then cloak up and go AFK...I wont stop anyone from doing anything in that C6. Even if I stay at my keyboard, nobody will respond to me until I decloak and attack somebody.

Quote:

Unknown space has been a common theme. Care to comment on whether you are willing to accept the entire package? And then there is always the option to move there yourself, if you really prefer.


Yes, WH space has lots of aspects that make AFK cloaking pointless. The primary reason: no local. And yeah, cynos don't work so even if you suspected a single cloaked ship it is not as much of threat as a single cloaked ship in null space. And yeah, worm holers can go ahead and try to collapse the entry points to make themselves safer.

Can you admit that local in K-space provides you with a mechanical benefit that you have to do nothing (in game) to obtain?

I think that your second quote recognizes why wormholes do not care so much about cloaked stealth bombers; no gates, mass limits to whs, and no cynos. So you didn't mention the first to but they are vital also. Cloaked stealth bombers can be handled much more easily when wh mass limits and cyno restrictions limit the bigger threats from entering. This would also be true in known space, if similar mechanics were in place. Until then, we must know if there is a hostile because the lack of these restrictions makes the potential threat extremely large. It all comes back down to the cyno, even with local in place.

Can I admit that the information in local is useful? Yes. Do I have to do anything in order to benefit from that information? Of course, I do. So I cannot admit that I have nothing to do either in-game or out-of-game with the information. I have to check the character creation date, corp history, and alliance (in game). I have to check the killboards (out of game) for ships, fits, and efficiency. I have to do dscan for ships and probes (in-game). I have to check intel channels (in-game) for fleets and other reports. I have to organize with corp mates for intel and fleet doctrines to match or evade the expected threat. It is most definitely not free, because either I spend all that time researching and countering the hostile, or I have to waste precious time being tied down by the threat (which is still a great cost). And since no threat can be accepted as afk no matter how long they camp a system without decloaking, they must be treated as a cloaky cyno boat ready to pounce at any second with overwhelming force. Some baiting is done with possible active stealth bombers, but the unresponsive, stationary ones must be avoided by moving ops to another system for the duration of their stay. In short, local provides some benefit but it is not free at all.

If there were NO gates, NOR cynos, there would be NO need to move ops to adjacent systems merely because of the presence of a solo stealth bomber.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein