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AFK Cloaking Collection Thread

First post First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#2401 - 2013-10-16 03:56:00 UTC
Xcom wrote:
Nikk Narrel wrote:
Actually, I am a null miner.
My kill board is a pretty vacant area, as ore and ice do not generate kill mails.


And how would you feel if someone made it there personal goal to blow you up at all cost, follow you around and sit afk in the systems you mine in. You would have no clue when he would attack or how other then with cloaky ships. Day after day mercilessly hunt you for the lolz. Best part would be if you managed to trap him and kill him. He would use his deep wallet, buy a new ship in Jita and head down to your system again. I wonder if you would still be so glad about afky coakers after being on the receiving end if all this would happen.

Or maybe your just trolling here on the forums and your afking in some system in 0.0 right now.


Frankly I don't give a **** either. I hate ratting and mining. I've found alternative ways of making isk.

"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
#2402 - 2013-10-16 05:35:11 UTC
Teckos Pech wrote:
Xcom wrote:
Nikk Narrel wrote:
Actually, I am a null miner.
My kill board is a pretty vacant area, as ore and ice do not generate kill mails.


And how would you feel if someone made it there personal goal to blow you up at all cost, follow you around and sit afk in the systems you mine in. You would have no clue when he would attack or how other then with cloaky ships. Day after day mercilessly hunt you for the lolz. Best part would be if you managed to trap him and kill him. He would use his deep wallet, buy a new ship in Jita and head down to your system again. I wonder if you would still be so glad about afky coakers after being on the receiving end if all this would happen.

Or maybe your just trolling here on the forums and your afking in some system in 0.0 right now.


Frankly I don't give a **** either. I hate ratting and mining. I've found alternative ways of making isk.


um I'm confused your responding to someone who was responding to nikk, are you nikk as well?

besides I don't think many people are massive fans of ratting / mining (of course there will be some), we do it to pay the bills.
Tyranis Marcus
Bloody Heathens
#2403 - 2013-10-16 07:55:34 UTC
How about, also, combat timers prevent use of cyno field generators and covert cyno field generators?

No more hotdropping after being engaged. Defenders will be able to PvP invaders again. Right now it's not so much PvP, more like Russian Roullette.

Do not run. We are your friends.

Debora Tsung
Perkone
Caldari State
#2404 - 2013-10-16 08:39:22 UTC
Tyranis Marcus wrote:
How about, also, combat timers prevent use of cyno field generators and covert cyno field generators?

No more hotdropping after being engaged. Defenders will be able to PvP invaders again. Right now it's not so much PvP, more like Russian Roullette.


Not harsh enough, make it so that cyno beacons can only be lit when no other object is on grid.

I WinAttention

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Lucas Kell
Solitude Trading
S.N.O.T.
#2405 - 2013-10-16 09:23:01 UTC
Nikk Narrel wrote:
Actually, no, this is wrong.

If this is sov null, and the owning powers have installed BPs for friendlies to use, then the locals can use passive sensors which are active by default.
If the owners do not install BPs, then the local pilots are well advised to toggle on their active sensors. Yes, they will be giving a direction to anyone using passive detection, but they get intel which includes a heads up regarding cloaked presence.

A cloaked threat will want to target and remove the BPs which are anchored. This is likely to draw defenders out to stop them, or at the very least warn locals that trouble is present.
So basically your reasoning boils down to "they just won't", even though it would be an easy way for them to score kills? Any system with no intel it would server them to simply stay cloaked and warp to anoms looking for targets. Why would they want to announce their presence when they can simply stay cloaked and not show up until they are tackling? You are dreaming if you think every cloaker is going to use their active scanner rather than just using d-scan then warping to anoms.
In a system with intel, it will be exactly the same as now. So cloakers are either the same as now, or benefiting from obscurity depending on system. That's a pretty unique benefit.

Nikk Narrel wrote:
Lucas Kell wrote:
Also, since players in local can be seen on the new intel, the removal of local isn't solving the AFK cloaker issue, the probes are, so (other than the fact that you don't like it) why would the same principle not work without having to change local?
Sure, it can be fitted to any ship, but you would need to firstly think to fit that, secondly free up a slot, and thirdly be willing to put your ship into a mode which disables all of its tank while you look at a solar system map, not looking at your ship. I'd hardly be putting a carrier in that situation.

Actually, that's not right either.

The intel from the BPs is one sided. It only works for the friendly pilots, while hostiles see only a direction towards the BP itself. The hostile knows they are standing in view of the BP if they can see it, but they have no idea who else is using that BP to see them, if any.
Intel is localized. The BP itself does not collect intel, it just broadcasts the wave encrypted energy readable by friendly ships, so if a hostile gets in the range of the same BP as a local pilot, the local pilot can then see them when they approach.
Local pilots would probably be encouraged to relay intel onto their channels, but as human beings they might forget, or simply not bother.

As to the hunting module use, if in conjunction with the overview upgrade idea, then the carrier can have all of it's defenses up and running, and simply toggle on it's active sensors.
See a cloaked ship in range? Then maybe having a hunter equipped vessel is more practical for the task, but if you like sending your carriers out unescorted, sure it can fit the hunting module directly.
Once the carrier uses the module to lock onto the cloaked ship, that ship is no longer cloaked.
Once that ship is no longer cloaked, the carrier can shut down the hunting module, and activate anything else it likes.

Frankly though, I would expect an unescorted carrier to be trying to hide, and be using a cloak instead.
But the removal of local wouldn't be the factor that is removing AFK cloakers, the hunter module would. So what would be the point in removing local? Also, since the cloaked pilot is hunting ratters and miners, he would only need to use d-scan, he wouldn't need the intel. Much like a cloaker hunting in WH space now, it is easy to do without local, since the target will not be cloaked.
And lol? So if you see an enemy in local, your answer is drop all tank on a carrier and put it in a mode which means it can't fight. This makes cloaker even better still.

I don't think you know what balance is, because all of the changes you suggest make a cloakers life easier and more rewarding than everyone else.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#2406 - 2013-10-16 09:28:25 UTC
Teckos Pech wrote:
You keep writing things that are misleading such as cloaking getting a buff. But intel in one way would be better. If there were, for example, constellation recorders, it would be like having a scout in every system that is an entry point into the constellation. With key systems with an IFF beacon it would be having an even better scout. So in this way your information would improve.

Yes, it is vulnerable to attack, but why should intel be impervious to attack?

See, you don't grasp the full picture. You ignore the parts that don't fit into your narrative. When they are pointed out you resort to name calling.

So, tell me again I should stop smoking crack *******.
lol?
I'm not saying there are no benefits, I'm saying there are MORE DOWNSIDES than benefits for anyone that isn't a cloaker and MORE BENEFITS than downsides for cloakers.
You simply refuse to accept that, and I really don't know why. It's obvious. Everyone would want to be a cloaker if they put your changes in. Even I'd primary as a cloaker if the changes got put in, as it would be pointless to do anything else.
I do grasp the full picture, and that's the problem here. You are looking at YOUR full picture, which only cares about hwo this would affect a tiny subset of players. When you look at how it would work for people with different playstyles, its utterly broken. You would happily destroy other playstyles just so you can benefit. That's not how it works. Balance needs to take into account how a change affects everyone, not just you.

And yes, you should stop smoking crack.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Vas Eldryn
#2407 - 2013-10-16 09:50:57 UTC
The real question is what would be the outcome of removing AFK cyno cloaking?

people who left null from frustration induced by this mechanic might move back to Null (maybe back to the game itself), more people in null... good thing!

Sov holders in null can generate a higher income... reducing grind time for ISK and freeing people up to PVP... good thing!

forcing people to PLAY EVE ACTIVELY for PVP kills, increasing roams, gangs and active combat... good thing!

what will removing cloaked ships from local do?

make your nullbear nemesis' leave null... less people in null!

lower income in null... more grinding, less time for PVP!

A surge in cloaked ships that cant detect each other in Null... literally opposing cloaked fleets / roams would fly around not being able to find each other... bad!

Xcom
Aliastra
Gallente Federation
#2408 - 2013-10-16 13:17:28 UTC
Teckos Pech wrote:
Xcom wrote:
Nikk Narrel wrote:
...


As I see it you are favoring hostile engagement above anything else. You clearly ignore the fact that organized opes to thwart off random hostile engagements and overcomplicated mining ops would reduce the income of 0.0 activitys driving more people into highsec.

Clearly reducing targets you can shoot at is bad for you in the long run. Specially as a pvper you rather want people to have good income to create more targets for you. Afk-cloaking or removal of local would make it less safer for your enemys making it more easier for you to swoop in and whipe them out. Unless that is the goal your aiming for.

But are you sure that is good game play for anyone? I would rather enjoy getting blown up in my pvp fit ship then helplessly go down in my moneymaker boat. Basic gist of it to make the game fair for all partys, sitting afk for hours and having a easy time picking off your pray when you see fit is a bit cheap. If you cant recognize the fact that your abusing to sit cloaked endlessly and having a very unfair advantage to spy and choose when to go in for the kill is lopsided. I can't see how that wouldn't be a game exploit like the nano domi/phoon or the deep space BMs.

I think CCP will eventually get around to fixing it. Till then its best join in on the fun and exploit the s**t out of it before its removed.


You really should go back about 15-20 pages. I cover things like PvE income, expected risk vs. expected reward ratios, etc.

This is a game balance discussion and as has been shown local and AFK cloaking are inextricably linked. Hence the discussion of local and AFK cloaking.

And AFK cloaking nowhere fits any definition of abuse, harassment, exploits, greifing etc. That you don't like it is a completely insufficient criteria for determining if something is Bad™.

Oh and you should also read the link where a CCP dev is in favor or turning local into a chat channel and making intel a separate mechanic. P


The only argument you have against perma cloaking is that its balanced out by the broken local. The 2 arguments are completely separate and local have been discussed by CCP sense the dawn of time sense the launch of the server. Trying to somehow draw parallels between the two is clearly an attempt of red herring the whole afk-cloak discussion. The whole local mechanic should be taken to a separate thread on as it clearly have bigger impact on the game then just afk-cloaking.

The cov-ops cloaking and the regular cloaking device is one of unique modules that have little drawback if used in conjunction with other methods making them completely imbalanced. A good example would be to have a perma cloaking ability in FPS games. You would be able to cloak up and run around and just wait for an opportunity to present itself. Not a single game I know of gives such a huge advantage to the player other then EVE online. Failing to see its imbalanced nature is like trying to hold on to crap mechanics for the sake of continuing to exploit its flaws.

Cloaking in space doesn't just give you perfect intel. It gives you the ability to scout each belt, gate and pos for all activity plus gives you the combat capability that you can pull out any second killing any unsuspecting target. The parallel to perma cloaked targets in FPS games is just a perfect example.

Also its not the same afking in a station as at least when your in a station your exact location in space is known. In fact undocking could be a risky option for whoever is afking in it. But running around cloaked is completely different as your constantly able to gather intel at any given time without any drawbacks plus launch an attack at any point when you are sure of a victory / kill.
Teckos Pech
Hogyoku
Goonswarm Federation
#2409 - 2013-10-16 14:10:54 UTC  |  Edited by: Teckos Pech
Vas Eldryn wrote:
The real question is what would be the outcome of removing AFK cyno cloaking?

people who left null from frustration induced by this mechanic might move back to Null (maybe back to the game itself), more people in null... good thing!

Sov holders in null can generate a higher income... reducing grind time for ISK and freeing people up to PVP... good thing!

forcing people to PLAY EVE ACTIVELY for PVP kills, increasing roams, gangs and active combat... good thing!

what will removing cloaked ships from local do?

make your nullbear nemesis' leave null... less people in null!

lower income in null... more grinding, less time for PVP!

A surge in cloaked ships that cant detect each other in Null... literally opposing cloaked fleets / roams would fly around not being able to find each other... bad!



You forgot one for removing AFK cloaking.

Less risk, lower rewards. Bad™.

And the proposals are not just to remove cloaked from local. That is one option.

"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.
#2410 - 2013-10-16 14:48:28 UTC
Teckos Pech wrote:
You forgot one for removing AFK cloaking.

Less risk, lower rewards. Bad™.
Again, that first assumes that removing AFK cloaking removes actual risk, rather than simply adding diversity to null by opening more space to be used.
Secondly it assumes null reward is currently in line with or above the level of risk, which IMO, it's not considering the higher reward and lower risk in high sec and the massive reward and null-comparable risk of WH space.

Teckos Pech wrote:
And the proposals are not just to remove cloaked from local. That is one option.
It is the one you keep pushing at us like a chewed up shoe though.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

NearNihil
Jump Drive Appreciation Society
#2411 - 2013-10-16 15:05:13 UTC
Xcom wrote:
The cov-ops cloaking and the regular cloaking device is one of unique modules that have little drawback if used in conjunction with other methods making them completely imbalanced. A good example would be to have a perma cloaking ability in FPS games. You would be able to cloak up and run around and just wait for an opportunity to present itself. Not a single game I know of gives such a huge advantage to the player other then EVE online. Failing to see its imbalanced nature is like trying to hold on to crap mechanics for the sake of continuing to exploit its flaws.
I see your "I don't know of any FPSes with cloaks" and raise you TF2. Also Crysis 2 but that multiplayer kind of... awful.

Anyway! The new deployable anti-cyno thing should suffice. I know it doesn't block covert cynos, but if someone can muster up a fleet of 10ish people (in very squishy ships, mind you), why can't you? It's not exactly difficult to bricktank a BS and fit some tackle.

I don't see why 1 guy should be any less defenseless against a fleet whether this is on a gate or in a factional Sanctum. You don't bring a single PVE Tengu to break up a gatecamp, do you?
Nikk Narrel
Moonlit Bonsai
#2412 - 2013-10-16 15:24:57 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Actually, no, this is wrong.

If this is sov null, and the owning powers have installed BPs for friendlies to use, then the locals can use passive sensors which are active by default.
If the owners do not install BPs, then the local pilots are well advised to toggle on their active sensors. Yes, they will be giving a direction to anyone using passive detection, but they get intel which includes a heads up regarding cloaked presence.

A cloaked threat will want to target and remove the BPs which are anchored. This is likely to draw defenders out to stop them, or at the very least warn locals that trouble is present.

So basically your reasoning boils down to "they just won't", even though it would be an easy way for them to score kills? Any system with no intel it would server them to simply stay cloaked and warp to anoms looking for targets. Why would they want to announce their presence when they can simply stay cloaked and not show up until they are tackling? You are dreaming if you think every cloaker is going to use their active scanner rather than just using d-scan then warping to anoms.
In a system with intel, it will be exactly the same as now. So cloakers are either the same as now, or benefiting from obscurity depending on system. That's a pretty unique benefit.

What part of: they get intel which includes a heads up regarding cloaked presence
makes you think they can be snuck up on, and pointed?

If you KNOW a cloaked ship is in your scan range, you HAVE been warned about it.
You CAN leave, reship into a fighting craft, and track it down.

At what point do you ignore warnings, and hand out free kill mails? We are assuming a basic level of pilot competence here, not foolhardy decision making.
Nikk Narrel
Moonlit Bonsai
#2413 - 2013-10-16 15:26:29 UTC
Lucas Kell wrote:
But the removal of local wouldn't be the factor that is removing AFK cloakers, the hunter module would. So what would be the point in removing local? Also, since the cloaked pilot is hunting ratters and miners, he would only need to use d-scan, he wouldn't need the intel. Much like a cloaker hunting in WH space now, it is easy to do without local, since the target will not be cloaked.
And lol? So if you see an enemy in local, your answer is drop all tank on a carrier and put it in a mode which means it can't fight. This makes cloaker even better still.

I don't think you know what balance is, because all of the changes you suggest make a cloakers life easier and more rewarding than everyone else.

The removal of local makes it BALANCED for the hunter module to exist.

I know, you seem to have trouble grasping the idea that having both local and a means to hunt cloaked ships together is unbalanced. You want it all.
Nikk Narrel
Moonlit Bonsai
#2414 - 2013-10-16 15:31:03 UTC
Xcom wrote:
The only argument you have against perma cloaking is that its balanced out by the broken local.

Stopped the quote here.

It has been agreed upon and established in every debate that both sides agreed upon, that local and cloaking were tied together.

It is not that cloaks should not change, but this stalemate effect is countering the free intel being given out by local.

We have right now, a case of: "I know you are there, but I cannot find you"
(Absolute presence awareness countered by absolute location concealment)

You cannot change one side without the other, and still have balance.

Too much focus on how to remove AFK cloaking. You are addressing a symptom of a problem, not the problem itself.

If you want to remove AFK cloaking's game impact, remove cloaked ships from displaying in local.

When this is done, it becomes reasonable to consider means to hunt cloaked vessels. NOT before this happens.

So long as people in a system magically know cloaked pilots are present with them, cloaked vessels should not be vulnerable to being hunted effectively.

Cloaking will be earned when cloaking awareness is earned. Balance must be maintained.
Lucas Kell
Solitude Trading
S.N.O.T.
#2415 - 2013-10-16 15:33:23 UTC
NearNihil wrote:
Xcom wrote:
The cov-ops cloaking and the regular cloaking device is one of unique modules that have little drawback if used in conjunction with other methods making them completely imbalanced. A good example would be to have a perma cloaking ability in FPS games. You would be able to cloak up and run around and just wait for an opportunity to present itself. Not a single game I know of gives such a huge advantage to the player other then EVE online. Failing to see its imbalanced nature is like trying to hold on to crap mechanics for the sake of continuing to exploit its flaws.
I see your "I don't know of any FPSes with cloaks" and raise you TF2. Also Crysis 2 but that multiplayer kind of... awful.

Anyway! The new deployable anti-cyno thing should suffice. I know it doesn't block covert cynos, but if someone can muster up a fleet of 10ish people (in very squishy ships, mind you), why can't you? It's not exactly difficult to bricktank a BS and fit some tackle.

I don't see why 1 guy should be any less defenseless against a fleet whether this is on a gate or in a factional Sanctum. You don't bring a single PVE Tengu to break up a gatecamp, do you?
Haven't played TF2 for ages, but from what I remember, much the same as Crysis, you aren't perma cloaked, and cloaking doesn't mean "invisible" like in eve, it means "hard to see". Cloakers in eve are totally invisible. They could be sitting at their optimal right ahead of you and you'd never know.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#2416 - 2013-10-16 15:38:18 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
Actually, no, this is wrong.

If this is sov null, and the owning powers have installed BPs for friendlies to use, then the locals can use passive sensors which are active by default.
If the owners do not install BPs, then the local pilots are well advised to toggle on their active sensors. Yes, they will be giving a direction to anyone using passive detection, but they get intel which includes a heads up regarding cloaked presence.

A cloaked threat will want to target and remove the BPs which are anchored. This is likely to draw defenders out to stop them, or at the very least warn locals that trouble is present.

So basically your reasoning boils down to "they just won't", even though it would be an easy way for them to score kills? Any system with no intel it would server them to simply stay cloaked and warp to anoms looking for targets. Why would they want to announce their presence when they can simply stay cloaked and not show up until they are tackling? You are dreaming if you think every cloaker is going to use their active scanner rather than just using d-scan then warping to anoms.
In a system with intel, it will be exactly the same as now. So cloakers are either the same as now, or benefiting from obscurity depending on system. That's a pretty unique benefit.

What part of: they get intel which includes a heads up regarding cloaked presence
makes you think they can be snuck up on, and pointed?

If you KNOW a cloaked ship is in your scan range, you HAVE been warned about it.
You CAN leave, reship into a fighting craft, and track it down.

At what point do you ignore warnings, and hand out free kill mails? We are assuming a basic level of pilot competence here, not foolhardy decision making.
Yes, exactly the same as now. Which I've stated. What I've also said is in the systems with no automated broadcasts, the cloakers can just use d-scan and fly to you totally undetected and unannounced. You brushed this off as basically "they won't do that" which really isn't an assurance. This means:
Some of the time the cloakers are exactly as now. (Automated scanners)
Other times the cloakers have a MASSIVE advantage over all other ship types. (No scanners)

So WHY put a change it that gives a cloaker a massive benefit some of the time, while changing nothing the rest of the time, but that breaks fleet combat all the time (since aggressors will never have intel in a hostile system in fleet combat).
I really don't know how to put it simpler than that.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#2417 - 2013-10-16 15:42:42 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
But the removal of local wouldn't be the factor that is removing AFK cloakers, the hunter module would. So what would be the point in removing local? Also, since the cloaked pilot is hunting ratters and miners, he would only need to use d-scan, he wouldn't need the intel. Much like a cloaker hunting in WH space now, it is easy to do without local, since the target will not be cloaked.
And lol? So if you see an enemy in local, your answer is drop all tank on a carrier and put it in a mode which means it can't fight. This makes cloaker even better still.

I don't think you know what balance is, because all of the changes you suggest make a cloakers life easier and more rewarding than everyone else.

The removal of local makes it BALANCED for the hunter module to exist.

I know, you seem to have trouble grasping the idea that having both local and a means to hunt cloaked ships together is unbalanced. You want it all.
And still I disagree. The removal of local makes it UNBALANCED, just in favor of the cloakers, and much more drastically unbalanced.
I've not asked for a means to hunt cloakers. I can see why that would unbalance the game against cloakers a bit 9though if implemented right, it wouldn't hassle a competent cloaker). But, the solution isn't to tip the entire game to make cloakers uber though. My suggestion was to simply target the AFK element, not target the cloak element. You are the one that decided the best way forward is to in fact target both sides, make fleet combat die and make it pointless to use a non-cloaked ship in solo/small gang. They are already going to give you guys the new SOE ships. Is that not enough benefits?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2418 - 2013-10-16 15:45:23 UTC
Lucas Kell wrote:
Teckos Pech wrote:
You forgot one for removing AFK cloaking.

Less risk, lower rewards. Bad™.
Again, that first assumes that removing AFK cloaking removes actual risk, rather than simply adding diversity to null by opening more space to be used.
Secondly it assumes null reward is currently in line with or above the level of risk, which IMO, it's not considering the higher reward and lower risk in high sec and the massive reward and null-comparable risk of WH space.

Teckos Pech wrote:
And the proposals are not just to remove cloaked from local. That is one option.
It is the one you keep pushing at us like a chewed up shoe though.


For the love of God, that you can right that is amazing. You have spent post after post writing in all caps that you MUST ASSUME EVERY AFK CLOAKER IS NOT AFK. You have gone on and on about the threat implied by AFK cloakers.

Simply amazing how you can write something like this given all your previous posts.

And yeah, null rewards are less than WH space...where there is no local. Gee, what an interesting observation. Roll

"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
#2419 - 2013-10-16 15:46:41 UTC
Xcom wrote:


The only argument you have against perma cloaking is that its balanced out by the broken local.


Well, I guess I should be happy you are now considering local and AFK cloaking linked. Baby steps I guess. Roll

"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.
#2420 - 2013-10-16 16:23:34 UTC  |  Edited by: Lucas Kell
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
You forgot one for removing AFK cloaking.

Less risk, lower rewards. Bad™.
Again, that first assumes that removing AFK cloaking removes actual risk, rather than simply adding diversity to null by opening more space to be used.
Secondly it assumes null reward is currently in line with or above the level of risk, which IMO, it's not considering the higher reward and lower risk in high sec and the massive reward and null-comparable risk of WH space.
For the love of God, that you can right that is amazing. You have spent post after post writing in all caps that you MUST ASSUME EVERY AFK CLOAKER IS NOT AFK. You have gone on and on about the threat implied by AFK cloakers.

Simply amazing how you can write something like this given all your previous posts.
But "threat" and "risk" are two totally separate things. If I point an empty gun at your head which you don't know is empty, it's no risk, but it is a threat. In order for a threat to be a risk, it would need to have a chance of causing loss. Without being able to determine the chance of loss, you must assume it to be high and react appropriately, HOWEVER that does not make it a risk. It's STILL a threat.

Teckos Pech wrote:
And yeah, null rewards are less than WH space...where there is no local. Gee, what an interesting observation. Roll
WH space is on par risk wise, if not slightly lower than null sec however, as it has no cynos, has limited ship sizes, and is able to be sealed completely. Add all that to null, and I'm happy to drop local. Without that, you are simply multiplying the risk in null to unreasonably high proportions. So make pos cyno jammers block black ops cynos too, allow a restriction on ship size on gates, and allow us to shut gates down for a random amount of time, and I'll happily agree to drop local.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.