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AFK Cloaking Collection Thread

First post First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#2321 - 2013-10-14 14:04:28 UTC
Andy Landen wrote:

I disagree, here. 20 cloaked assets are more than enough to execute any gank, and that is not cost prohibitive at all. 5-8 are probably more than enough, tbph. But there are always more options than just cloaked assets, depending on the strategy and all of those options are more than happy with a quick and sure catch for at least 20s. Even if the target can fight back, if there are enough stealth bombers, then multiple small losses are usually easily justified by a large, expensive kill. Players conducting ops do control their ability to fight back, but they do NOT control the ability of the attacker to see their ability and escalate the fleet to the appropriate size required to take them out quickly and easily.


I think you need to reconsider Nikk's last sentence in the part you are replying too, let me re-post it:

Nikk Narrel wrote:

And the target players determine if these [targets unable to fight back] exist, not the cloaked ones.


Nikk is not saying that a ship in null wont die. He is saying it is something that both the cloaked ships and their possible target have some control over. Yeah, 20 cloaking ships are going to be a problem for a single pilot in quite a few ships. If you are ratting away in a min-maxed marauder, and 20 cloaked ships have you pointed and webbed, etc. you are in big trouble. But then you (generic you, btw ) made a decision to use that ship, to fit it the way you did, etc. Part of the kill belongs on the player who made choices on ship type, fitting decisions, etc. Look over the various ALOD articles on themittani.com and you'll see that lots of them are from people making dubious decisions--i.e. choices such as blind jumping to a camped beacon in null.

So, yeah players will likely still get ganked by players using cloaked ships. And if your metric is that no ships should ever die to a cloaked ship, that is simply not balanced.

Oh, and look at how this debate has evolved. We have gone from one guy in a low end cheap ass frig with a prototype cloak shutting down an entire ratting system for days on end because he might, gasp, have a cyno fitted as well. Too, well if they bring 20 claoked ships.... And how often will 20 player come roaming through your systems in cloaked ships? And if you have a sov based intel system that will alert you to their presence? If that intel system is vulnerable to attacks/hacking?

"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
#2322 - 2013-10-14 14:34:22 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:

-Removal of local (with effort based intel and probes for cloakers)
-- As above, still tips partially in favor or an active cloaker, though considerably less than above (still a benefit as active cloakers require probes to detect while intel will flag any regular ship instantly). Does not eliminate AFK cloak as cloakers that are moving can be detected by not landed on by probes. Still causes heavy imbalance with sov fleet combat.


On this point. My preferred solution is to put in an intel mechanic/system that is sov based. The higher the sov/upgrades the better the intel for that system. But basic intel would likely still tell you when somebody changes systems. After all, you can't jump through a gate cloaked. For example, if there is a constellation level intel mechanic then it might record people entering the constellation, but that is it. Next layer down might be an IFF beacon in a system that will tell you who is in system, but it needs a higher level of sov and probably some sort of ihub upgrade and may come with an anchoring trade off (you can anchor this, but then you can't anchor that).

As for a moving cloaker, good lord how fast do you think those ships go? Get in front with a few guys and start dropping drones. Have a viator get in front and start dropping cans with cheap ass t1 drones, pop them and deploy a cloud of them, or shuttles. A viator fit for speed and not cloaked could get ahead of the cloaked ship to start setting up the debris field.

Also, once again:

http://interstellarprivateer.wordpress.com/2013/01/06/unbreaking-local/

Read about the new feature added to cyno jammer:

Quote:
Black Ops Pulse has a one-hour spool-up time and a two-hour refresh time. This means that from the time an appropriately-skilled POS gunner clicks the “go” button until the pulse occurs is one hour, and a minimum of two hours is required between pulses. This timer is visible in system to everyone, along with the standard aggression timers.


If he isn't decloaked you'll know he doesn't have a covert ops cyno and a covert ops cloak. If you having an issue running him down probably just a covert ops cloak, maybe a regular cyno, but you can always check dotlan to see how much of a threat that is. And if he does have a covert ops cloak and covert ops cyno, well then he is very dead when combined with scan probes.

These things will almost surely kill AFK cloaking.

"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

Lucas Kell
Solitude Trading
S.N.O.T.
#2323 - 2013-10-14 14:38:33 UTC
Teckos Pech wrote:
Changing local and intel mechanics so they are no longer combined would remove the mechanic that makes AFK cloaking effective: local. AFK cloaking only works with local as an intel tool that reports everyone in system. Without the one could AFK cloak, but the point of doing it all day while at work vanishes. Nobody is going to know you are there so they'll undock and go about their business. And when you get back to your keyboard you have to do something like pop probes or start d-scanning. Which means you are no longer AFK which is what most people whine about in anti-AFK cloaking threads.

The usual refrain is, "They should be at their keyboards." Okay, they are now at their keyboards, but now the whine changes, "OP, OP!!" Which has some validity to it, so Nikk's suggestion is to add in a method to scan down cloaked ships. The page I've pointed too at least a half dozen times has a number of ways to make AFK cloaking no longer viable including scanning down said AFK cloaked ship.
Sure, except you've identified yourself that this would leave cloakers way too powerful. That's why in the idea you link to in your sig, there is then the mention of cloaker hunting probes. Those probes would once again show that cloakers are in system, and all the time they left themselves moving while cloaking, you'd be able to see they were there, but not land on them, which brings us back to the exact same issue we have now. So what is the point in taking out local, then putting in another mechanic which brings the exact same issue back?

Teckos Pech wrote:
And before it was "wrecks fleet combat" now it is nobody will fly anything other than cloaking ships. Sooo....fleet combat is going to take place in cloaked ships now? I thought this change would wreck fleet combat. Maybe you should go over your talking points again on this one, it seems rather muddled on where exactly you want to go. Right now it looks like throw **** at the wall, lets see if anything sticks.
Erm no.. In small scale PvP, cloaking would be the way to go, since you would not be seen until the last minute. In large scale PvP, you would gain no benefit from cloaking, since you will be hitting a target or appearing on a scale which will announce your presence to the enemy. So in large scale PvP, defenders would benefit as they have intel while aggressors have none. These are 2 separate points which you seems to have got muddled.

Teckos Pech wrote:
And your list, its a joke. It clearly shows that you have absolutely no interest in game balance. Anything that could make active cloaked ships a threat to you and your PvE is Bad™.
That list is what YOU are talking about. Thats the train of thought used to build your idea. Tacking on more ideas to fix issues that are only broken due to the previous idea. I barely PvE and I'm generally unaffected by AFK cloakers (or any combat ship to be honest). I don't want this game turned into "CLOAKS FTW" like you, that doesn't suddenly mean I'm heavily biased. Considering you refuse to even consider any idea that doesn't start with "remove local" you have some nerve calling me biased lol.

Teckos Pech wrote:
And lastly, your approach to "wrecks fleet combat" is insufficient. Sure, some or even many current tactics and strategies might become obsolete. That does not mean that fleet combat cannot evolve to cope with the new intel environment. Here let me give an analogy:

Bob is working on a math problem. Bob can't solve the math problem. Bob concludes the problem has no solution--i.e. the problem is intractable. Bob, goes to class and discovers Roger, Mary, and Kevin all solved the problem. Oooops, Bob's inability to solve the problem was insufficient for his initial conclusion.
That makes literally no sense. You are basically saying "if bob cant solve a problem but others can, bob is at fault". How the **** does that even remotely factor into the simple fact that ONE SIDE WILL HAVE INTEL WHILE THE OTHER HAS NONE in fleet combat.
Can you actually read English?
I'm not talking about tactics becoming obsolete, I'm saying one side you would give an enormous built in advantage to while the other side got nothing. The reason it works in WH space is there is no station to hide in and there are no cynos, and both sides have the same disadvantage. With your idea, the defender would have their effort based intel POS structure, while the aggressor would be completely blind. How can you not understand why that is a huge balance issue?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2324 - 2013-10-14 14:43:29 UTC
Teckos Pech wrote:
Oh, and look at how this debate has evolved. We have gone from one guy in a low end cheap ass frig with a prototype cloak shutting down an entire ratting system for days on end because he might, gasp, have a cyno fitted as well. Too, well if they bring 20 claoked ships.... And how often will 20 player come roaming through your systems in cloaked ships? And if you have a sov based intel system that will alert you to their presence? If that intel system is vulnerable to attacks/hacking?

My opinion, and this could equally be referred to as an educated guess, is that cloaking will only be viable in situations where the target forces have intel making other options cost ineffective.

The cloaked ship is not the one you will be attacked by. They will be the guys opening the doors for the real threats.

Your intel system will be the target, the moment it can be taken down.
It will be hot dropped, and then the real fighting ships will swarm in through your gates.

Why, you might ask?
Because it is the cost effective means of attack, short of a blob fleet.
If I can send in a BLOPs group, to take out the intel centers in 5 separate systems, I just created a shell game.
You can bet your forces to cover each system, splitting them 5 ways.
You can gamble that I will direct a roam / mini fleet at one spot, and concentrate your forces there.

I, on the other hand, may let you report intel for me.
I can send a scout to each system, where I expect your forces to gather, and see where they show up.
I am betting you send in protection where it is needed, and that tells me where your vulnerability is.
Then I send in a feint, at what I expect is a second rate target. If you move your forces to cover, I go for the primary.
If you leave your forces protecting the primary, it confirms the value, and I take out the secondary almost unopposed.

If you split your forces, I actually do have to guess, unless I already know. Then I simply plow over the hardest to reinforce location and tackle that target.
I am not expecting heavy losses when you are not there to defend, and I can always attack my real target another night.

It is a game.
Lucas Kell
Solitude Trading
S.N.O.T.
#2325 - 2013-10-14 14:46:54 UTC
Teckos Pech wrote:
On this point. My preferred solution is to put in an intel mechanic/system that is sov based. The higher the sov/upgrades the better the intel for that system. But basic intel would likely still tell you when somebody changes systems. After all, you can't jump through a gate cloaked. For example, if there is a constellation level intel mechanic then it might record people entering the constellation, but that is it. Next layer down might be an IFF beacon in a system that will tell you who is in system, but it needs a higher level of sov and probably some sort of ihub upgrade and may come with an anchoring trade off (you can anchor this, but then you can't anchor that).
That still leaves the exact same issue that a defender has intel while an aggressor has none.


Teckos Pech wrote:
As for a moving cloaker, good lord how fast do you think those ships go? Get in front with a few guys and start dropping drones. Have a viator get in front and start dropping cans with cheap ass t1 drones, pop them and deploy a cloud of them, or shuttles. A viator fit for speed and not cloaked could get ahead of the cloaked ship to start setting up the debris field.
Try this. Please.
The only way would be to set up 2 bookmarks from 2 scans (so ~10 seconds apart), warp to the first, then align to the second. With the speed of a covops ship and the inaccuracies of bookmarks, place the variation in your landing spot when warping to bookmark 1, the chances of you even coming close to decloaking a covops cloakers is near 0. It only takes a fraction of a degree for you to be off by kilometers, and the longer the cloaker stays cloaked, the bigger that gap gets.


Teckos Pech wrote:
Also, once again:

http://interstellarprivateer.wordpress.com/2013/01/06/unbreaking-local/

Read about the new feature added to cyno jammer:

Quote:
Black Ops Pulse has a one-hour spool-up time and a two-hour refresh time. This means that from the time an appropriately-skilled POS gunner clicks the “go” button until the pulse occurs is one hour, and a minimum of two hours is required between pulses. This timer is visible in system to everyone, along with the standard aggression timers.


If he isn't decloaked you'll know he doesn't have a covert ops cyno and a covert ops cloak. If you having an issue running him down probably just a covert ops cloak, maybe a regular cyno, but you can always check dotlan to see how much of a threat that is. And if he does have a covert ops cloak and covert ops cyno, well then he is very dead when combined with scan probes.

These things will almost surely kill AFK cloaking.
So now you are saying that a decloak pulse, something which I'm sure is listed in your list of links in the original post is a good idea?
I then have some further questions
1. Why do you suddenly not care that this would also affect active cloakers?
2. How is this any different from the few hundred ideas already suggested (and indeed the times this idea has been previously posted)?
3. In what way does local being removed affect this change? This change would work with or without the removal of local, so why does it HAVE to be tied to it?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2326 - 2013-10-14 15:15:37 UTC
Lucas Kell wrote:
Sure, except you've identified yourself that this would leave cloakers way too powerful. That's why in the idea you link to in your sig, there is then the mention of cloaker hunting probes. Those probes would once again show that cloakers are in system, and all the time they left themselves moving while cloaking, you'd be able to see they were there, but not land on them, which brings us back to the exact same issue we have now. So what is the point in taking out local, then putting in another mechanic which brings the exact same issue back?


Read Nikk's proposal again please.

Go ahead, AFK cloak and set yourself moving, and you'll die. Every time. Why? Because you wont be able to go fast enough to get away. I've checked a hound with a total speed fit. Three Overdrive Injector System's II, two Small Auxiliary Thruster rigs, and with my skills this ship would zip along at 488m/s while cloaked. Pretty good, but once visible to everyone, I'd die. You'd just need to manipulate a grid in front of me so that it is large enough so when I enter it your dramiel can burn to me in few seconds, provide a warp in and there. My ship is dead. Two seconds later, I'm many systems away in station after you kill my pod.

(Oh, and hint for you--with Nikk's method of detecting a cloaked ship, at a certain point, you become visible to everyone.)

Lucas Kell wrote:
Erm no.. In small scale PvP, cloaking would be the way to go, since you would not be seen until the last minute. In large scale PvP, you would gain no benefit from cloaking, since you will be hitting a target or appearing on a scale which will announce your presence to the enemy. So in large scale PvP, defenders would benefit as they have intel while aggressors have none. These are 2 separate points which you seems to have got muddled.


Errrm, what about that fleet of 2,000 dudes you were worried about holed up in a station system? Are we abandoning that problem? Now it is small to mid sized gangs of cloaked ships?

And if there is a sov based intel system, you'd still be seen coming. A cloaked ship would not render you invisible to this new system. It would render you invisible in any given system, but jumping gates would require you to decloak, as it works now, and you'd be visible to the intel system.

You keep pretending this is not part of the system I've linked in responses to you at least a half dozen times.

Lucas Kell wrote:
That list is what YOU are talking about. Thats the train of thought used to build your idea. Tacking on more ideas to fix issues that are only broken due to the previous idea. I barely PvE and I'm generally unaffected by AFK cloakers (or any combat ship to be honest). I don't want this game turned into "CLOAKS FTW" like you, that doesn't suddenly mean I'm heavily biased. Considering you refuse to even consider any idea that doesn't start with "remove local" you have some nerve calling me biased lol.


I'm talking about your editorializing in that list. To you it was, "OP, OP!!!" all the way down. Yes that is a simplification, but it shows you don't want to accept any change, even if the change in risk is, in general, offset by a new intel system that provides you with just as good intel as you currently get, but one you have to work for, maintain, and defend.

Lucas Kell wrote:
That makes literally no sense. You are basically saying "if bob cant solve a problem but others can, bob is at fault". How the **** does that even remotely factor into the simple fact that ONE SIDE WILL HAVE INTEL WHILE THE OTHER HAS NONE in fleet combat.
Can you actually read English?
I'm not talking about tactics becoming obsolete, I'm saying one side you would give an enormous built in advantage to while the other side got nothing. The reason it works in WH space is there is no station to hide in and there are no cynos, and both sides have the same disadvantage. With your idea, the defender would have their effort based intel POS structure, while the aggressor would be completely blind. How can you not understand why that is a huge balance issue?


It makes perfect sense Lucas, it means your argument is invalid as it does not factor in the fact that fleet combat will adapt to the new intel environment. You can't envision a way forward in the new environment thus, there is no way foreward in the new environment...you are much like Bob.

And once again, intel infrastructure would be vulnerable to attack. Sending in a smaller group of pilots to knock out the intel system in a number of systems would in effect "blind" both sides. Or to to use a quote from Wrath of Khan,

Quote:
Saavik: Trouble with the nebula, sir. All that static discharge and gas will cloud our visual display. Tactical won't function, and shields will be useless!
Spock: Sauce for the goose, Mr Saavik - the odds will be even!

"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
#2327 - 2013-10-14 15:27:46 UTC
Lucas Kell wrote:
That still leaves the exact same issue that a defender has intel while an aggressor has none.


Not if the intel infrastructure is destructable. You can always blind the defender.


Lucas Kell wrote:
Try this. Please.
The only way would be to set up 2 bookmarks from 2 scans (so ~10 seconds apart), warp to the first, then align to the second. With the speed of a covops ship and the inaccuracies of bookmarks, place the variation in your landing spot when warping to bookmark 1, the chances of you even coming close to decloaking a covops cloakers is near 0. It only takes a fraction of a degree for you to be off by kilometers, and the longer the cloaker stays cloaked, the bigger that gap gets.


They don't go that fast. Top speed I can get in a hound is 488m/s, and with all V's same thing, 488m/s. Switching over to a cheetah I could get it up to 654m/s. Again, some grid manipulation ahead of him and you could make a debris field that would make this tactic harder to do.

Oh and if he is going in a straight line....you know for sure he is AFK. You have, in effect, your AFK tag.


Lucas Kell wrote:
So now you are saying that a decloak pulse, something which I'm sure is listed in your list of links in the original post is a good idea?
I then have some further questions
1. Why do you suddenly not care that this would also affect active cloakers?
2. How is this any different from the few hundred ideas already suggested (and indeed the times this idea has been previously posted)?
3. In what way does local being removed affect this change? This change would work with or without the removal of local, so why does it HAVE to be tied to it?


You know you sit in this thread and call me a troll, question my ability to read english, and insult me in other ways then you write this.

So, please go back as many pages as necessary to educate yourself on my position. I have been consistently in favor or nerfing local and nerfing cloaks.

Do you get that?

Do you understand that?

Nerfing cloaking without nerfing local is something I consider bad.

"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

Lucas Kell
Solitude Trading
S.N.O.T.
#2328 - 2013-10-14 15:28:33 UTC
Teckos Pech wrote:
Read Nikk's proposal again please.

Go ahead, AFK cloak and set yourself moving, and you'll die. Every time. Why? Because you wont be able to go fast enough to get away. I've checked a hound with a total speed fit. Three Overdrive Injector System's II, two Small Auxiliary Thruster rigs, and with my skills this ship would zip along at 488m/s while cloaked. Pretty good, but once visible to everyone, I'd die. You'd just need to manipulate a grid in front of me so that it is large enough so when I enter it your dramiel can burn to me in few seconds, provide a warp in and there. My ship is dead. Two seconds later, I'm many systems away in station after you kill my pod.

(Oh, and hint for you--with Nikk's method of detecting a cloaked ship, at a certain point, you become visible to everyone.)
So again we're talking a decloak pulse, which would affect active cloakers, which is what you guys are saying is a bad thing.

Teckos Pech wrote:
Lucas Kell wrote:
Erm no.. In small scale PvP, cloaking would be the way to go, since you would not be seen until the last minute. In large scale PvP, you would gain no benefit from cloaking, since you will be hitting a target or appearing on a scale which will announce your presence to the enemy. So in large scale PvP, defenders would benefit as they have intel while aggressors have none. These are 2 separate points which you seems to have got muddled.


Errrm, what about that fleet of 2,000 dudes you were worried about holed up in a station system? Are we abandoning that problem? Now it is small to mid sized gangs of cloaked ships?

And if there is a sov based intel system, you'd still be seen coming. A cloaked ship would not render you invisible to this new system. It would render you invisible in any given system, but jumping gates would require you to decloak, as it works now, and you'd be visible to the intel system.

You keep pretending this is not part of the system I've linked in responses to you at least a half dozen times.
Please reread what you are quoting. 2000 guys sitting in station is the problem of the sov based intel. An aggressor would NOT BE ABLE TO TELL how many defenders are ready to deploy. Once they are committed to the fight (ie dreads sieged) it would be like a 2000 man login trap.
The original comment I made about everyone wanting to be a cloakers was for SMALL GANGS, NOT FLEET FIGHTS. You are mixing up quotes, and getting yourself confused.
Where is the part of the system that stops a sov holder having intel while agressors have none?

Teckos Pech wrote:
I'm talking about your editorializing in that list. To you it was, "OP, OP!!!" all the way down. Yes that is a simplification, but it shows you don't want to accept any change, even if the change in risk is, in general, offset by a new intel system that provides you with just as good intel as you currently get, but one you have to work for, maintain, and defend.
LOL. Bullshit. You want only a change which starts with remove local. You will bash any other idea. I DON'T ACCEPT YOUR CHANGE. I accept OTHER CHANGES, but not YOUR CHANGE. Just because you've presented your idea 500 times, does not mean I've rejected 500 ideas, I've rejected a single idea 500 times.

Teckos Pech wrote:
It makes perfect sense Lucas, it means your argument is invalid as it does not factor in the fact that fleet combat will adapt to the new intel environment. You can't envision a way forward in the new environment thus, there is no way foreward in the new environment...you are much like Bob.

And once again, intel infrastructure would be vulnerable to attack. Sending in a smaller group of pilots to knock out the intel system in a number of systems would in effect "blind" both sides.
Except the act of moving in to kill of an intel structure in itself gives the defender even more intel. You clearly know absolutely nothing about fleet combat if you think that such a massive change would simply be adapted to. Honestly, sov would become even more of a blob situation than it currently is, since the only way to guarantee a win would be to jump in and hit population cap before the other side, so their intel meant nothing.

At the end of the day you want to chuck in several ideas, all so make up for flaws put in by your original idea of removing local. You then want to cross your fingers and hope that the null groups are able to adapt and it doesn't become a massive one sided fight for the defender. And all for what? What is the benefit? All so solo players can score some easy kills. Honestly, I don't think ideas can get more moronic than that.
And whats most ridiculous is the ideas you are talking about adding to compensate for local being destroyed are the very same ideas you have been complaining against all along.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2329 - 2013-10-14 15:35:27 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Read Nikk's proposal again please.

Go ahead, AFK cloak and set yourself moving, and you'll die. Every time. Why? Because you wont be able to go fast enough to get away. I've checked a hound with a total speed fit. Three Overdrive Injector System's II, two Small Auxiliary Thruster rigs, and with my skills this ship would zip along at 488m/s while cloaked. Pretty good, but once visible to everyone, I'd die. You'd just need to manipulate a grid in front of me so that it is large enough so when I enter it your dramiel can burn to me in few seconds, provide a warp in and there. My ship is dead. Two seconds later, I'm many systems away in station after you kill my pod.

(Oh, and hint for you--with Nikk's method of detecting a cloaked ship, at a certain point, you become visible to everyone.)
So again we're talking a decloak pulse, which would affect active cloakers, which is what you guys are saying is a bad thing.


Lucas, why are you being deliberately obtuse? I have said several times in this thread that any idea that nerf's cloaks, especially active cloaks, and leaves local as it currently is, is unbalanced. Thus, my preference is to "nerf local" by seperating intel from local, making intel its own separate mechanic, and also making cloaks detectable to kill AFK cloaking, which I have also said before is undesirable game play.

"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

Lucas Kell
Solitude Trading
S.N.O.T.
#2330 - 2013-10-14 15:35:29 UTC
Teckos Pech wrote:
They don't go that fast. Top speed I can get in a hound is 488m/s, and with all V's same thing, 488m/s. Switching over to a cheetah I could get it up to 654m/s. Again, some grid manipulation ahead of him and you could make a debris field that would make this tactic harder to do.

Oh and if he is going in a straight line....you know for sure he is AFK. You have, in effect, your AFK tag.
Without a delcoak pulse (which would affect active cloakers) your wouldn't be able to see him. you could be 5km away on the same grid and STILL not see him. You would not be able to tell if he was AFK or not.

Teckos Pech wrote:
You know you sit in this thread and call me a troll, question my ability to read english, and insult me in other ways then you write this.

So, please go back as many pages as necessary to educate yourself on my position. I have been consistently in favor or nerfing local and nerfing cloaks.

Do you get that?

Do you understand that?

Nerfing cloaking without nerfing local is something I consider bad.
Nerfing local will nerf A LOT MORE though. And I'm not asking for CLOAKS TO BE NERFED. I'm asking for the AFK CLOAKS to be removed. I want NO CHANGES to active cloak mechanics.

Also, the changes you ask for would NOT NERF ALL CLOAKS. It would make cloaking require more activity, but reward that activity by making active cloakers the most powerful class in the game. The only class to fully bypass intel.

Of course I question your English, you seem to quote people and say something completely unrelated. I can only think that either you are dumping it into Google translate and something is getting lost in translation or you are purposely trying to twist everything people say to work in your favor.

I've said it before and I'll say it again. Present a good and well balanced idea for local and cloak mechanics and I'll consider it. What you are currently supporting is NOT balanced and would break a lot of EVE. Sure, it would benefit YOU, but it would be a nightmare to play for everyone else.



The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2331 - 2013-10-14 15:39:26 UTC
Lucas Kell wrote:
Teckos Pech wrote:
They don't go that fast. Top speed I can get in a hound is 488m/s, and with all V's same thing, 488m/s. Switching over to a cheetah I could get it up to 654m/s. Again, some grid manipulation ahead of him and you could make a debris field that would make this tactic harder to do.

Oh and if he is going in a straight line....you know for sure he is AFK. You have, in effect, your AFK tag.
Without a delcoak pulse (which would affect active cloakers) your wouldn't be able to see him. you could be 5km away on the same grid and STILL not see him. You would not be able to tell if he was AFK or not.


Ahhh, you want absolute certainty then.

Okay, I guess nothing will satisfy you other than that. Too bad.

"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

Lucas Kell
Solitude Trading
S.N.O.T.
#2332 - 2013-10-14 15:40:04 UTC
Teckos Pech wrote:
Lucas, why are you being deliberately obtuse? I have said several times in this thread that any idea that nerf's cloaks, especially active cloaks, and leaves local as it currently is, is unbalanced. Thus, my preference is to "nerf local" by seperating intel from local, making intel its own separate mechanic, and also making cloaks detectable to kill AFK cloaking, which I have also said before is undesirable game play.
Because that is bullshit. You want changes to local. You agree to some things you would be willing to "pay" to get that. To an active cloaker a pulse would have no effect, so to you, you get the benefit of no local, but no downsides. Of course you support that.

I want a change which targets ONLY AFK CLOAKERS, so to maintain the current balance between active players.

Like I've said you will ONLY consider an idea if it starts with "Remove Local", because that is what you want. You don't care about the actual aim of the secondary idea, as long as your local idea comes first. I can only assume this is because you realise that removing local is an idea rejected by most of the playerbase, so you feel the need to try to nest it inside other ideas to get it accepted in bulk. Like trying to sell a ****** item by putting it in a contract with a whole bunch of good items.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2333 - 2013-10-14 15:40:13 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
Teckos Pech wrote:
You know you sit in this thread and call me a troll, question my ability to read english, and insult me in other ways then you write this.

So, please go back as many pages as necessary to educate yourself on my position. I have been consistently in favor or nerfing local and nerfing cloaks.

Do you get that?

Do you understand that?

Nerfing cloaking without nerfing local is something I consider bad.
Nerfing local will nerf A LOT MORE though. And I'm not asking for CLOAKS TO BE NERFED. I'm asking for the AFK CLOAKS to be removed. I want NO CHANGES to active cloak mechanics.

Also, the changes you ask for would NOT NERF ALL CLOAKS. It would make cloaking require more activity, but reward that activity by making active cloakers the most powerful class in the game. The only class to fully bypass intel.

Of course I question your English, you seem to quote people and say something completely unrelated. I can only think that either you are dumping it into Google translate and something is getting lost in translation or you are purposely trying to twist everything people say to work in your favor.

I've said it before and I'll say it again. Present a good and well balanced idea for local and cloak mechanics and I'll consider it. What you are currently supporting is NOT balanced and would break a lot of EVE. Sure, it would benefit YOU, but it would be a nightmare to play for everyone else.





Oh, and I see you can't admit you were wrong about my position on a limited decloaking pulse. Typical.

Edit: messed up the quoting.

"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

Lucas Kell
Solitude Trading
S.N.O.T.
#2334 - 2013-10-14 15:43:06 UTC
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
They don't go that fast. Top speed I can get in a hound is 488m/s, and with all V's same thing, 488m/s. Switching over to a cheetah I could get it up to 654m/s. Again, some grid manipulation ahead of him and you could make a debris field that would make this tactic harder to do.

Oh and if he is going in a straight line....you know for sure he is AFK. You have, in effect, your AFK tag.
Without a delcoak pulse (which would affect active cloakers) your wouldn't be able to see him. you could be 5km away on the same grid and STILL not see him. You would not be able to tell if he was AFK or not.


Ahhh, you want absolute certainty then.

Okay, I guess nothing will satisfy you other than that. Too bad.

HAHAHA. So you're back to this. Quote me and say something totally unrelated to try to troll me.
What's hilarious is this isn't even remotely related to what I want. This is what YOU ARE SAYING is a benefit of your idea. YOU are saying it will resolve AFK cloak issues, I have shown it won't. So you've just straight back to "waah, certainty".
So in short what you are saying is
"remove local, to resolve afk cloaking, then add a new mechanic to put afk cloaking back in".
Just... lol.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#2335 - 2013-10-14 15:45:11 UTC
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
You know you sit in this thread and call me a troll, question my ability to read english, and insult me in other ways then you write this.

So, please go back as many pages as necessary to educate yourself on my position. I have been consistently in favor or nerfing local and nerfing cloaks.

Do you get that?

Do you understand that?

Nerfing cloaking without nerfing local is something I consider bad.
Nerfing local will nerf A LOT MORE though. And I'm not asking for CLOAKS TO BE NERFED. I'm asking for the AFK CLOAKS to be removed. I want NO CHANGES to active cloak mechanics.

Also, the changes you ask for would NOT NERF ALL CLOAKS. It would make cloaking require more activity, but reward that activity by making active cloakers the most powerful class in the game. The only class to fully bypass intel.

Of course I question your English, you seem to quote people and say something completely unrelated. I can only think that either you are dumping it into Google translate and something is getting lost in translation or you are purposely trying to twist everything people say to work in your favor.

I've said it before and I'll say it again. Present a good and well balanced idea for local and cloak mechanics and I'll consider it. What you are currently supporting is NOT balanced and would break a lot of EVE. Sure, it would benefit YOU, but it would be a nightmare to play for everyone else.





Oh, and I see you can't admit you were wrong about my position on a limited decloaking pulse. Typical.

Edit: messed up the quoting.
Admit I was wrong where? Please, by all means point out where I was wrong. You clearly have gone against he idea of a pulse, and now you are for it. Again, you are willing to dump any idea in that doesn't affect you to push your "remove local" idea through.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2336 - 2013-10-14 15:45:45 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
Teckos Pech wrote:
Lucas, why are you being deliberately obtuse? I have said several times in this thread that any idea that nerf's cloaks, especially active cloaks, and leaves local as it currently is, is unbalanced. Thus, my preference is to "nerf local" by seperating intel from local, making intel its own separate mechanic, and also making cloaks detectable to kill AFK cloaking, which I have also said before is undesirable game play.
Because that is bullshit. You want changes to local. You agree to some things you would be willing to "pay" to get that. To an active cloaker a pulse would have no effect, so to you, you get the benefit of no local, but no downsides. Of course you support that.


Why should an active cloaker face downsides? The issue in these threads is always:

1. AFK cloaking shutting down systems.
2. People complaining about AFK cloakers want people to be at the keyboard to influence the game.

These two things imply that active cloakers are not the problem.

Lucas Kell wrote:
I want a change which targets ONLY AFK CLOAKERS, so to maintain the current balance between active players.

Like I've said you will ONLY consider an idea if it starts with "Remove Local", because that is what you want. You don't care about the actual aim of the secondary idea, as long as your local idea comes first. I can only assume this is because you realise that removing local is an idea rejected by most of the playerbase, so you feel the need to try to nest it inside other ideas to get it accepted in bulk. Like trying to sell a ****** item by putting it in a contract with a whole bunch of good items.


Yes Lucas, we know you want to have your cake and eat it too. Reduce your risk and keep the rewards, we understood that along time ago, but 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

Nikk Narrel
Moonlit Bonsai
#2337 - 2013-10-14 15:45:48 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Read Nikk's proposal again please.

Go ahead, AFK cloak and set yourself moving, and you'll die. Every time. Why? Because you wont be able to go fast enough to get away. I've checked a hound with a total speed fit. Three Overdrive Injector System's II, two Small Auxiliary Thruster rigs, and with my skills this ship would zip along at 488m/s while cloaked. Pretty good, but once visible to everyone, I'd die. You'd just need to manipulate a grid in front of me so that it is large enough so when I enter it your dramiel can burn to me in few seconds, provide a warp in and there. My ship is dead. Two seconds later, I'm many systems away in station after you kill my pod.

(Oh, and hint for you--with Nikk's method of detecting a cloaked ship, at a certain point, you become visible to everyone.)
So again we're talking a decloak pulse, which would affect active cloakers, which is what you guys are saying is a bad thing.

You never actually read it, did you...

A pity. It employs a simple philosophy you could call a mirror image balance.
Take the demands and requirements, and duplicate them for the aspect intended to counter the original one.

To oversimplify the whole thing, the ship that detects and hunts cloaked ships activates a module.
This module let's the hunting ship see all cloaked objects, whether by on grid presence on the overview, by d-scan, or by probes.
To the hunting ship, they are simply not cloaked at all.
The hunting ship, on the other hand, can not activate any module while their hunting module is active, the same way a cloaked ship is limited.
But they can lock onto any ship.
And if that ship WAS cloaked before, existing game mechanics drop the cloak. You cannot cloak if someone has a lock on you, and in this case, you cannot remain cloaked either.
Teckos Pech
Hogyoku
Goonswarm Federation
#2338 - 2013-10-14 15:46:48 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
You know you sit in this thread and call me a troll, question my ability to read english, and insult me in other ways then you write this.

So, please go back as many pages as necessary to educate yourself on my position. I have been consistently in favor or nerfing local and nerfing cloaks.

Do you get that?

Do you understand that?

Nerfing cloaking without nerfing local is something I consider bad.
Nerfing local will nerf A LOT MORE though. And I'm not asking for CLOAKS TO BE NERFED. I'm asking for the AFK CLOAKS to be removed. I want NO CHANGES to active cloak mechanics.

Also, the changes you ask for would NOT NERF ALL CLOAKS. It would make cloaking require more activity, but reward that activity by making active cloakers the most powerful class in the game. The only class to fully bypass intel.

Of course I question your English, you seem to quote people and say something completely unrelated. I can only think that either you are dumping it into Google translate and something is getting lost in translation or you are purposely trying to twist everything people say to work in your favor.

I've said it before and I'll say it again. Present a good and well balanced idea for local and cloak mechanics and I'll consider it. What you are currently supporting is NOT balanced and would break a lot of EVE. Sure, it would benefit YOU, but it would be a nightmare to play for everyone else.





Oh, and I see you can't admit you were wrong about my position on a limited decloaking pulse. Typical.

Edit: messed up the quoting.
Admit I was wrong where? Please, by all means point out where I was wrong. You clearly have gone against he idea of a pulse, and now you are for it. Again, you are willing to dump any idea in that doesn't affect you to push your "remove local" idea through.


You asked why I suddenly had no problem with a limited decloaking pulse. I pointed out I'm in favor of nerfing cloaks and local. Hence your error. You thought you understood my position, but you were wrong.

"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
#2339 - 2013-10-14 15:48:33 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Teckos Pech wrote:
Read Nikk's proposal again please.

Go ahead, AFK cloak and set yourself moving, and you'll die. Every time. Why? Because you wont be able to go fast enough to get away. I've checked a hound with a total speed fit. Three Overdrive Injector System's II, two Small Auxiliary Thruster rigs, and with my skills this ship would zip along at 488m/s while cloaked. Pretty good, but once visible to everyone, I'd die. You'd just need to manipulate a grid in front of me so that it is large enough so when I enter it your dramiel can burn to me in few seconds, provide a warp in and there. My ship is dead. Two seconds later, I'm many systems away in station after you kill my pod.

(Oh, and hint for you--with Nikk's method of detecting a cloaked ship, at a certain point, you become visible to everyone.)
So again we're talking a decloak pulse, which would affect active cloakers, which is what you guys are saying is a bad thing.

You never actually read it, did you...


No he did not or else he'd realize he just misrepresented your idea.

"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

Lucas Kell
Solitude Trading
S.N.O.T.
#2340 - 2013-10-14 15:52:44 UTC
Teckos Pech wrote:
Why should an active cloaker face downsides? The issue in these threads is always:

1. AFK cloaking shutting down systems.
2. People complaining about AFK cloakers want people to be at the keyboard to influence the game.

These two things imply that active cloakers are not the problem.
Why should the whole of the game EXCEPT active cloakers suffer downsides? That's what you want.

Teckos Pech wrote:
Yes Lucas, we know you want to have your cake and eat it too. Reduce your risk and keep the rewards, we understood that along time ago, but that is unbalanced.
Again that makes NO SENSE. I don;t want to have my cake and eat it to. IT DOES NOT AFFECT ME IN THE SLIGHTEST. I HONESTLY DON'T CARE IF IT STAYS AS IS. Understand? Leave null void of people, who the **** cares.

YOU want active cloakers to have more benefits
YOU want all other playstyles to be nerfed.
So who really wants everything? YOU DO.

Again you are just trolling at this point. You have no way to argue the points so instead you just attack me. Bravo troll, go back to your bridge.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.