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AFK Cloaking Collection Thread

First post First post
Author
Andy Landen
Deep Core Mining Inc.
Caldari State
#2141 - 2013-10-03 00:19:54 UTC
Nikk Narrel wrote:
Version 1: When I am docked in an outpost, being able to see local, and be seen in local, does not entirely make sense.
I would like to have the option to opt out of this, so that I could not see the list of pilots or be seen in that list, while I was docked. An argument could be made that I should not be able to see the pilot listing at all, but leaving this optional seems reasonable at this point.


You know Nick, I have always taken issue that CCP will not let my character look out the station windows and see the ships sitting outside waiting to gank those who undock. How many times I have heard players in station ask, "Is the station clear?", while thinking to myself, "Just look out the windows!"

Also, being in station should not be disconnected from the stargate communications network. If anything, you are at a central hub and should be more connected to it than ever.

But if any player does become disconnected, I think that the entry should remain with an annotation to that effect for all those who were in system at the time of the disconnect.

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

Lucas Kell
Solitude Trading
S.N.O.T.
#2142 - 2013-10-03 09:35:18 UTC
Nikk Narrel wrote:
NightmareX wrote:
Changing local actually makes ALOT more problems than it fixes problems.

So no, it's not a solution to do anything with that at this time.

The only easy solution to keep those who are afk to be afk for real, is to use an afk timer like i have said. Because if the cloakers or anyone else actually are active, nothing will change for them.

Except the possibility that they might not be known as active.

While some claim that no pilot ever falls for that trick, they cannot help but make the claim supporting the idea that they are then being blocked by the same pilot as a result.
Only by risking activity does a PvE pilot overcome this block, but by so doing, exposes them to the cloaked pilot.
Are they AFK or not?

This is not a resolved issue, as many cloak using pilots claim this tactic works.
If both are to be believed, the pilots who they engaged are not posting here.

Adding a timer would resolve the issue, undeniably, but in the favor of the PvE pilots. Any solution that favors one side is not balanced.
But they don't risk activity. They ever dock up and AFK themselves or they move systems. You are fighting to keep in the appearance of a benefit, with mo actually benefit. It looks like it helps you get PvP, but the truth is, anyone going out and getting themselves killed by a cloaker would have done it had they been AFK all day or not.
Honestly it confounds me that this change is resisted. AFK cloakers being warped to deadspace and given an icon after a timer would make AFK cloaking pointless without directly affecting active cloakers. In turn, it would mean that null sec players would not have to move to their alternate systems. Since null sec players are generally more comfortable in their home systems that their alternates, they are more likely to be caught offguard. I honestly believe that active cloakers would find more combat if AFK cloakers did not exist.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2143 - 2013-10-03 13:44:06 UTC
NightmareX wrote:
Nikk Narrel wrote:
NightmareX wrote:
Changing local actually makes ALOT more problems than it fixes problems.

So no, it's not a solution to do anything with that at this time.

The only easy solution to keep those who are afk to be afk for real, is to use an afk timer like i have said. Because if the cloakers or anyone else actually are active, nothing will change for them.

Except the possibility that they might not be known as active.

While some claim that no pilot ever falls for that trick, they cannot help but make the claim supporting the idea that they are then being blocked by the same pilot as a result.
Only by risking activity does a PvE pilot overcome this block, but by so doing, exposes them to the cloaked pilot.
Are they AFK or not?

This is not a resolved issue, as many cloak using pilots claim this tactic works.
If both are to be believed, the pilots who they engaged are not posting here.

Adding a timer would resolve the issue, undeniably, but in the favor of the PvE pilots. Any solution that favors one side is not balanced.

You are wrong in every points here. I wont say anything more than that.

I will rather let you find out your self where you own problems is with your arguments.

Again, active players wont be affected by anything with an afk timer. It will only affect those who actually are afk. And those who are afk should gain no benefits or advantages with zero efforts over others ingame at all. PERIOD.

Those who disagree to that are peoples who promotes for zero effort gaming with benefits while being afk. Witch is not the purpose of an MMO game to begin with.

Line by line, with logic introduced:

You are wrong in every points here. I wont say anything more than that.
Based on previous comments, if you actually could refute logically any of these points, you would have.
This has the impression of "you wish you could refute, but are at a loss".

Again, active players wont be affected by anything with an afk timer. It will only affect those who actually are afk. And those who are afk should gain no benefits or advantages with zero efforts over others ingame at all. PERIOD.
This is hilarious, when you consider it would be an active player who did the shooting in every version of this.
The logic, which you have yet to defeat beyond unfounded statements, is that the ACTIVE cloaked pilot is not KNOWN to be active.
Seriously, how often do you engage in fights that you expect to lose? You may accept loss as a possibility, but you engage thinking you have a serious chance of winning.

Foundation Logic: Most fights in EVE below a fleet sized encounter would probably not take place, if the losing side knew ahead of time they would lose. Pilots avoid fights for exactly that reason, loss of the investment represented by the ship.
Noone expects a guarantee, but at least the expectation of winning is often required.
We deliberately fit ships for fights, hoping to be underestimated by our presumed future opponents. This logic is well established by the pride some have in kill mails, as they are not seen as random results, but of careful planning and effort being rewarded.

Those who disagree to that are peoples who promotes for zero effort gaming with benefits while being afk. Witch is not the purpose of an MMO game to begin with.
What kind of philosophical garbage is this?
The pilot is getting no ISK.
The ASSUMPTION that an opponent will lose income which results in a benefit, through some underwear-gnome chain of events, is seriously flawed.
1 Scare Opponents
2 Opponents stop making ISK
3 ...
4 Profit!

If we look at more reliable models, the so-called AFK player is better off investing in combat ships for his side. These can then cause explosions, which have a definite and verified benefit over time.

Thought for the Day:
There are no AFK cloakers. They are all at their keyboards, devoted to creating the impression that they are absent, in order to get their desired targets to undock.
The concept of them being AFK at all, is nothing more than a cunning public relations attempt, which sometimes results in uncertainty.
Nikk Narrel
Moonlit Bonsai
#2144 - 2013-10-03 14:02:03 UTC
Andy Landen wrote:
Nikk Narrel wrote:
Version 1: When I am docked in an outpost, being able to see local, and be seen in local, does not entirely make sense.
I would like to have the option to opt out of this, so that I could not see the list of pilots or be seen in that list, while I was docked. An argument could be made that I should not be able to see the pilot listing at all, but leaving this optional seems reasonable at this point.


You know Nick, I have always taken issue that CCP will not let my character look out the station windows and see the ships sitting outside waiting to gank those who undock. How many times I have heard players in station ask, "Is the station clear?", while thinking to myself, "Just look out the windows!"

Also, being in station should not be disconnected from the stargate communications network. If anything, you are at a central hub and should be more connected to it than ever.

But if any player does become disconnected, I think that the entry should remain with an annotation to that effect for all those who were in system at the time of the disconnect.

The idea that we have an involuntary communications network is a flaw.

You may accept that you belong to this. Your play style may benefit from this.
But that does not mean everyone has the same play style, or the highly altered wormhole experience is the intended place for any not appreciating local.

In my considered opinion, we are giving out far too much specific information on players.
If you want social, a constellation chat has more logic, and likelihood of being used, than a limited system chat in null sec.
And local is intended to be a chat channel.

Give us a proper intel tool to use, one that rewards quantity and quality of effort with the quantity and quality of intel it returns.
Nikk Narrel
Moonlit Bonsai
#2145 - 2013-10-03 14:23:41 UTC
Andy Landen wrote:
Teckos Pech wrote:
I'd like to see this non-AWOXing, non-cloaking, non-logon trap method. For the life of me I can't see it. It can't just be, bunch o'people jump in system and then bum rush the belts and anomalies because you still have that gap between jump in and loading grid (not to mention, things like clicking on a belt, then hitting warp, or even looking at the list anomalies). Sure it could work if the person is not paying attention and you have enough people, but the bigger the local spike the more likely the resident is to spot it, IMO.

And yeah, alot of these ideas boil down to "fooling local" somehow....which leads us right back to....Local. Which many in the anti-AFK cloaking group say is not the problem. Most curious. Lol

Must a magician reveal all his tricks? Since you did consider the idea, I will be more specific without using local OR AWOXing.

You enter system in any ship with a bubble in the cargohold. You note the anomalies of interest that were abandoned and anchor a small bubble to a key location at the anomaly. You leave system and head away two systems (enough time for residents to see you are leaving and to return to their ops) and then return to check on your bubble(s) and whoever might be caught there. No local, no AWOX. One example. Much less time and more interesting than several weeks of afk cloaking for no effect.

You are almost describing a crab trap, used by fisherman.

It has two flaws in it's premise:
1 The intended target can simply turn around and leave. You ARE two systems away, having left this at a location noone was using, for all you know. Unless you saw them as they left grid, you are guessing.
2 How do you KNOW when to return? Unless they are in an amazingly slow to align ship, you are guessing that they will be both active and unguarded, at a specific and limited window of opportunity.
Andy Landen
Deep Core Mining Inc.
Caldari State
#2146 - 2013-10-03 14:35:03 UTC
Nikk Narrel wrote:

You are almost describing a crab trap, used by fisherman.

It has two flaws in it's premise:
1 The intended target can simply turn around and leave. You ARE two systems away, having left this at a location noone was using, for all you know. Unless you saw them as they left grid, you are guessing.
2 How do you KNOW when to return? Unless they are in an amazingly slow to align ship, you are guessing that they will be both active and unguarded, at a specific and limited window of opportunity.


These are not flaws. They are simply non-guarantees which correlate success with your cunning.

That is the fun of it, assuming that you are committed to not using a blue for intel. You figure out where to put the bubble, how far to go, how long to wait, etc. The target cannot simply turn around and leave if the ship is sucked into the bubble. There is some burning which must occur first. And a heart attack, if you like messing with people in that way too. You get to guess and if you guess smart, you may profit. If not, your trap is not revealed and you try again. Increase your cunning and smarts. PS: The better ships are slower to align and burn: BS and caps.

Now go and improve your ACTIVE hunting techniques.

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

Nikk Narrel
Moonlit Bonsai
#2147 - 2013-10-03 14:42:20 UTC
Andy Landen wrote:
Nikk Narrel wrote:

You are almost describing a crab trap, used by fisherman.

It has two flaws in it's premise:
1 The intended target can simply turn around and leave. You ARE two systems away, having left this at a location noone was using, for all you know. Unless you saw them as they left grid, you are guessing.
2 How do you KNOW when to return? Unless they are in an amazingly slow to align ship, you are guessing that they will be both active and unguarded, at a specific and limited window of opportunity.


These are not flaws. They are simply non-guarantees which correlate success with your cunning.

That is the fun of it, assuming that you are committed to not using a blue for intel. You figure out where to put the bubble, how far to go, how long to wait, etc. The target cannot simply turn around and leave if the ship is sucked into the bubble. There is some burning which must occur first. And a heart attack, if you like messing with people in that way too. You get to guess and if you guess smart, you may profit. If not, your trap is not revealed and you try again. Increase your cunning and smarts. PS: The better ships are slower to align and burn: BS and caps.

Now go and improve your ACTIVE hunting techniques.

I appreciate the thought and effort you put into presenting this, but I must admit I had been hoping to target other craft.

Battleships and caps, while I guess these could be actively used for ratting, were not what came to mind.

I may be inefficient, but I always did my ratting in a cruiser or battlecruiser, when I did it at all. As mentioned, I usually mined.
Lucas Kell
Solitude Trading
S.N.O.T.
#2148 - 2013-10-03 15:00:15 UTC
Nikk Narrel wrote:
I appreciate the thought and effort you put into presenting this, but I must admit I had been hoping to target other craft.

Battleships and caps, while I guess these could be actively used for ratting, were not what came to mind.

I may be inefficient, but I always did my ratting in a cruiser or battlecruiser, when I did it at all. As mentioned, I usually mined.
But why should you be granted the certainty of catching any ship?
Changes you want to implement would make it a guarantee that a cloaked ship could catch anything but the smallest of frigates.
We are simply suggesting that since other people seem to have no problem engaging in PvP, perhaps the problem is not all caused by intel, but in fact caused by the hunter failing in their task.
Sure, stripping down local would increase your odds of success, but in my opinion it would change them too far, and be too large a benefit for a single group.

The crux of you issue seems to be theis:
If the target is fitted correctly, set up correctly, prepared to escape if attacked, in the right type of ship and aligns as much as is needed for a quick escape, they will get away. That's the way it SHOULD be. If you make is so that no matter how hard you try, chances are some cloaked guy is still going to kill you, then you are biasing the entire mechanic to benefit cloakers.
Not sure about you, but i like diversity in the game. The SOE ships will be sought after enough as is. Tipping the scale so they are near on undetectable as well would seem to me to be the wrong way to go about keeping diversity.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2149 - 2013-10-03 16:08:27 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
I appreciate the thought and effort you put into presenting this, but I must admit I had been hoping to target other craft.

Battleships and caps, while I guess these could be actively used for ratting, were not what came to mind.

I may be inefficient, but I always did my ratting in a cruiser or battlecruiser, when I did it at all. As mentioned, I usually mined.
But why should you be granted the certainty of catching any ship?
Changes you want to implement would make it a guarantee that a cloaked ship could catch anything but the smallest of frigates.
We are simply suggesting that since other people seem to have no problem engaging in PvP, perhaps the problem is not all caused by intel, but in fact caused by the hunter failing in their task.
Sure, stripping down local would increase your odds of success, but in my opinion it would change them too far, and be too large a benefit for a single group.

The crux of you issue seems to be theis:
If the target is fitted correctly, set up correctly, prepared to escape if attacked, in the right type of ship and aligns as much as is needed for a quick escape, they will get away. That's the way it SHOULD be. If you make is so that no matter how hard you try, chances are some cloaked guy is still going to kill you, then you are biasing the entire mechanic to benefit cloakers.
Not sure about you, but i like diversity in the game. The SOE ships will be sought after enough as is. Tipping the scale so they are near on undetectable as well would seem to me to be the wrong way to go about keeping diversity.

I appreciate the input, Lucas.

Andy had been trying to support a point that a means existed to catch PvE ships, making cloaking obsolete. The obsolete nature therefore supporting the logic of it being eliminated by timers and such.

He has provided a method useful in acquiring battleships and caps. I remain unconvinced this makes cloaking obsolete, so I will simply agree to disagree on this aspect.
(I think other ship types should be considered valid targets, which this method does not address)
Nikk Narrel
Moonlit Bonsai
#2150 - 2013-10-03 16:16:50 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
I don;t disagree that changes need to be made, and I don't disagree that balance needs to be maintained.
But I don;t think changing local will give balance, I think it will heavily favor one side, to the point that the only way to remove that imbalance is either the removal of cloaks, or the removal of all offensive modules from cloakers.
A cloaker without local is way too powerful.

One step at a time please.
Drawing a conclusion at this point skips a few steps, and I think we may reach an accord if we work together.

I would start with what we need from our intel, dividing meaningless and free, from valued and worthy of effort to acquire.

Step one: Defining what intel should require effort, and what can be safely exposed as already obvious for social purposes.
You want to protect local, in that it provides you with information.
I find this quite reasonable, with a few limited exceptions.

I want to respect pilots desires for privacy, socially and tactically.

Version 1: When I am docked in an outpost, being able to see local, and be seen in local, does not entirely make sense.
I would like to have the option to opt out of this, so that I could not see the list of pilots or be seen in that list, while I was docked. An argument could be made that I should not be able to see the pilot listing at all, but leaving this optional seems reasonable at this point.

I would enact the same logic to being behind the shields of a POS, or being cloaked.

I specify that I would agree this meets conditions to have a functioning method to hunt cloaked vessels in exchange.

I welcome comments, and point out this is not a complete resolution, just the side dealing with local intel itself.
The price to cloaked ships, ease of effort based intel gathering, and cyno usage, are all remaining.

I further acknowledge that acceptance at this point is contingent upon approval of those aspects, as they will be the balance points. You are not expected to grant blanket approval of these unseen.

In short, could you accept a version of local where only ships in open space were reliably displayed?

Lucas, I would appreciate it if you would respond to the last question on this item:

In short, could you accept a version of local where only ships in open space were reliably displayed?
Lucas Kell
Solitude Trading
S.N.O.T.
#2151 - 2013-10-03 18:38:32 UTC
Nikk Narrel wrote:
Nikk Narrel wrote:
Lucas Kell wrote:
I don;t disagree that changes need to be made, and I don't disagree that balance needs to be maintained.
But I don;t think changing local will give balance, I think it will heavily favor one side, to the point that the only way to remove that imbalance is either the removal of cloaks, or the removal of all offensive modules from cloakers.
A cloaker without local is way too powerful.

One step at a time please.
Drawing a conclusion at this point skips a few steps, and I think we may reach an accord if we work together.

I would start with what we need from our intel, dividing meaningless and free, from valued and worthy of effort to acquire.

Step one: Defining what intel should require effort, and what can be safely exposed as already obvious for social purposes.
You want to protect local, in that it provides you with information.
I find this quite reasonable, with a few limited exceptions.

I want to respect pilots desires for privacy, socially and tactically.

Version 1: When I am docked in an outpost, being able to see local, and be seen in local, does not entirely make sense.
I would like to have the option to opt out of this, so that I could not see the list of pilots or be seen in that list, while I was docked. An argument could be made that I should not be able to see the pilot listing at all, but leaving this optional seems reasonable at this point.

I would enact the same logic to being behind the shields of a POS, or being cloaked.

I specify that I would agree this meets conditions to have a functioning method to hunt cloaked vessels in exchange.

I welcome comments, and point out this is not a complete resolution, just the side dealing with local intel itself.
The price to cloaked ships, ease of effort based intel gathering, and cyno usage, are all remaining.

I further acknowledge that acceptance at this point is contingent upon approval of those aspects, as they will be the balance points. You are not expected to grant blanket approval of these unseen.

In short, could you accept a version of local where only ships in open space were reliably displayed?

Lucas, I would appreciate it if you would respond to the last question on this item:

In short, could you accept a version of local where only ships in open space were reliably displayed?

I already did. I said no. It would complicate fleet battles way too much and give cloakers and unreasonable advantage.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Yolo
Unknown Nation
#2152 - 2013-10-03 19:04:47 UTC
Cloaking devices should generate minor heat, simply because while the ship is cloaked it is unable to shift the heat away from the hull.
Duration for module burnout could be as much as 12 hours, upon which the pilot would be required to use nanite paste.

Or, the pilot can uncloak and allow the ship to cool down every 6 hours, which is how long it should take before heat has built up to a level where it will cause damage.

Would fix afk cloaking, without nerfing normal operations.

- since 2003, bitches

Nikk Narrel
Moonlit Bonsai
#2153 - 2013-10-03 20:00:56 UTC
Nikk Narrel
Moonlit Bonsai
#2154 - 2013-10-03 20:11:28 UTC
Lucas Kell wrote:
But why should you be granted the certainty of catching any ship?
Changes you want to implement would make it a guarantee that a cloaked ship could catch anything but the smallest of frigates.
We are simply suggesting that since other people seem to have no problem engaging in PvP, perhaps the problem is not all caused by intel, but in fact caused by the hunter failing in their task.
Sure, stripping down local would increase your odds of success, but in my opinion it would change them too far, and be too large a benefit for a single group.

Certainty of catching any ship?

No no and no.
That has never existed, and probably never will. I do not put out any ideas that grant certainty of result like this.

Your response is assuming the absence of any intel on the cloaked vessel.

Your sensors will automatically detect them, if you just turn them on. They will automatically scan and report back the presence of every ship in range, and flag those friendly to you as such.
True, you will be a beacon visible for nearly twice that range for those passively listening, but they won't know much more than signal strength and a direction.

A cloaked ship, in turn, could not d-scan for you without compromising their cloak, so they would be more likely to use probes.
Which increases the chance you will spot them equal to the number of probes in your sensor range.

Each action has a consequence, the way it should be.

Of course, this is basing details off of my idea, since you want to skip ahead to that.
Lucas Kell
Solitude Trading
S.N.O.T.
#2155 - 2013-10-03 22:28:27 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
But why should you be granted the certainty of catching any ship?
Changes you want to implement would make it a guarantee that a cloaked ship could catch anything but the smallest of frigates.
We are simply suggesting that since other people seem to have no problem engaging in PvP, perhaps the problem is not all caused by intel, but in fact caused by the hunter failing in their task.
Sure, stripping down local would increase your odds of success, but in my opinion it would change them too far, and be too large a benefit for a single group.

Certainty of catching any ship?

No no and no.
That has never existed, and probably never will. I do not put out any ideas that grant certainty of result like this.

Your response is assuming the absence of any intel on the cloaked vessel.

Your sensors will automatically detect them, if you just turn them on. They will automatically scan and report back the presence of every ship in range, and flag those friendly to you as such.
True, you will be a beacon visible for nearly twice that range for those passively listening, but they won't know much more than signal strength and a direction.

A cloaked ship, in turn, could not d-scan for you without compromising their cloak, so they would be more likely to use probes.
Which increases the chance you will spot them equal to the number of probes in your sensor range.

Each action has a consequence, the way it should be.

Of course, this is basing details off of my idea, since you want to skip ahead to that.

If it takes any longer than about 10 seconds from point of entry to see a cloaked vessel, then a cloaker would get a catch every time if he played right.
If the intel could be gathered quicker, then why bother changing it at all? It will have no effect except pissing people off by adding another time wasting mechanic like he hacking changes, or force people to use alts. All of that to have no end effect sounds incredibly pointless.
I somehow feel you hate local intel just because you think it should be different, not because you think it would have any impact. I bet you hate the watchlist too. The sort of it is though that any change they make is going to have a HUGE impact on one side or the other, there's no way around that. Without local fleet battles are going to be crippled, with an instant local, cloakers cry (not usre why, imo cloakers are getting a lot of benefits already, soon to be increasing). CCP need to think damn hard about the consequences before putting in any changes.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2156 - 2013-10-04 00:31:53 UTC
Lucas Kell wrote:
Nikk Narrel wrote:

Certainty of catching any ship?

No no and no.
That has never existed, and probably never will. I do not put out any ideas that grant certainty of result like this.

Your response is assuming the absence of any intel on the cloaked vessel.

Your sensors will automatically detect them, if you just turn them on. They will automatically scan and report back the presence of every ship in range, and flag those friendly to you as such.
True, you will be a beacon visible for nearly twice that range for those passively listening, but they won't know much more than signal strength and a direction.

A cloaked ship, in turn, could not d-scan for you without compromising their cloak, so they would be more likely to use probes.
Which increases the chance you will spot them equal to the number of probes in your sensor range.

Each action has a consequence, the way it should be.

Of course, this is basing details off of my idea, since you want to skip ahead to that.

If it takes any longer than about 10 seconds from point of entry to see a cloaked vessel, then a cloaker would get a catch every time if he played right.
If the intel could be gathered quicker, then why bother changing it at all? It will have no effect except pissing people off by adding another time wasting mechanic like he hacking changes, or force people to use alts. All of that to have no end effect sounds incredibly pointless.
I somehow feel you hate local intel just because you think it should be different, not because you think it would have any impact. I bet you hate the watchlist too. The sort of it is though that any change they make is going to have a HUGE impact on one side or the other, there's no way around that. Without local fleet battles are going to be crippled, with an instant local, cloakers cry (not usre why, imo cloakers are getting a lot of benefits already, soon to be increasing). CCP need to think damn hard about the consequences before putting in any changes.

That can be tweaked easily.

Everything has a cost.
If you want to be able to scan more often, or alternatively for longer distances, either mount a booster, or use a ship with inherent bonuses.

A min max high efficiency ISK making fit should not be just as good as a ship fit for detection, who made fitting sacrifices to perform better with sensors.
It is perfectly reasonable to expect ships who make the effort and sacrifices for survival, to be better at survival.

To use an analogy, the radio in a dump truck still works, but the stereo in a luxury car blows it away.
But that truck can sure carry more stuff.
Andy Landen
Deep Core Mining Inc.
Caldari State
#2157 - 2013-10-04 02:10:16 UTC  |  Edited by: Andy Landen
Nikk Narrel wrote:

I appreciate the thought and effort you put into presenting this, but I must admit I had been hoping to target other craft.

Battleships and caps, while I guess these could be actively used for ratting, were not what came to mind.

I may be inefficient, but I always did my ratting in a cruiser or battlecruiser, when I did it at all. As mentioned, I usually mined.


I admit that your responses tend to surprise me more often than not, but you do seem to be understanding my intent fairly well. Not saying that cloaking is obsolete, but that afk cloaking is obsolete. I also appreciate your most recent ideas. Well thought out. Could probably find some great improvements with further development, but they do not seem to be directly related to this thread, afk cloaky (cynos).

Is it possible to catch an AB or MWD fit cruiser or battlecruiser that is aligned and prepared and determined to avoid combat? It is so much less likely, and so much less lucrative anyway. I see the benefit of groups of HACs doing anoms, and I do not see any reason why anyone should be able to catch them if they were determined to avoid combat. Then again, if they were in a group and shield tanked for dps and speed, I can't imagine a BLOPS gank being successful regardless of how big it was. If it is just T1 criusers, who cares if you lose one or ten? BC tank like BS and operate very effectively in pvp in groups. So, if you are only concerned with BC and smaller, your primary concern should not be catching them, but staying alive after you engage. Still, cruisers align and move so fast, catching those not interested in pvp is NATURALLY difficult due to the nature of the ship type; there is no issue to address here.

Still shaking my head trying to figure out why anyone would think about trying to deny BC and below access to pve ops in a system. They can't catch them, they can't kill them if they are even a little organized, and they can't stop them from changing systems. If you found a gang that was BC and below, they are likely looking for pvp or baiting for pvp, so you are really just aiming for pvp gangs, not resource denial or pve ops. Do you really think that lone BC is just a solo pve player and not bait? He is likely bait, and he will not likely warp away when you enter local.

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

NightmareX
Pandemic Horde High Sec Division
#2158 - 2013-10-04 03:34:54 UTC  |  Edited by: NightmareX
Nikk Narrel wrote:
Line by line, with logic introduced:.......

Useless wall of text

And still you can't explain why and how active cloakers or players gets affected in any ways by active cloakers or players?

You are only doing rabbling that the players doesn't know if the cloakers are afk or not. I'm not asking after that. I'm asking HOW an afk timer AFFECT any active players in any possible ways?

Here is a list of my current EVE / PVP videos:

1: Asteroid Madness

2: Clash of the Empires

3: Suddenly Spaceships fighting in Tama

Andy Landen
Deep Core Mining Inc.
Caldari State
#2159 - 2013-10-04 06:13:07 UTC
NightmareX wrote:

And still you can't explain why and how active cloakers or players gets affected in any ways by active cloakers or players?

You are only doing rabbling that the players doesn't know if the cloakers are afk or not. I'm not asking after that. I'm asking HOW an afk timer AFFECT any active players in any possible ways?

The best we have heard from them is two fold:

  1. Active players can't convince other active players that they are truly afk for longer than an hour
  2. Active players have a slightly higher confidence that those who are not caught by an auto-logoff timer are more likely to be active


Firstly, if an active player can convince me that they are truly afk, I still know that the very next second they could be truly un-afk (active).
Secondly, if I have a slightly higher confidence that you are active, I will still treat you the same as I do every active player, regardless of my confidence level in your activity.

So in both cases, I am at no benefit, except having the peace of mind that truly afk players are not logged in as active players and truly active players are not wasting away their time trying to fool themselves into believing that they are fooling me concerning their activity.

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

Mag's
Azn Empire
#2160 - 2013-10-04 06:43:49 UTC
I've actually enjoyed reading the last few pages.

Can I just interject with why I believe an AFK timer wouldn't work, there are two reasons.

Firstly, they are just too easy to circumvent and done without breaking the EULA.

Secondly, have you even considered whether CCP even want this? Not in relation to AFKing, but simply as part of their business strategy. Numbers on the server are important and AFK players are actually a boon in this regard. I just cannot see them removing low load numbers, just to make some feel safer in null.

For both reasons I cannot personally envisage them doing this and I believe they haven't so far, due in no small part to reason two.

Have a great day all. Big smile

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