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AFK Cloaking Collection Thread

First post First post
Author
Nikk Narrel
Moonlit Bonsai
#2441 - 2013-10-17 14:06:33 UTC
Andy Landen wrote:
Teckos Pech wrote:
Andy Landen wrote:

I was showing Nikk that there is nothing cost prohibitive about it.

And if that one guy in the cloaked stealth bomber (still comparatively cheap) has a cyno, then those 20+ players will not only be in your system, they will be right on top of you. With changes to local, there is NO chance of escape if the stealth bomber is already in system with you (which you can NEVER know) and if the cyno blob is not big enough to take you down (the best tanks fall easily to several well fit pvp ships). If the cyno blob is not big enough, they will hold until they can scramble a large enough fleet to easily take you down. And you can NOT know how big the enemy will organize for their hotdrop if local masks ships, even with stellar intel; except with spies, which totally sidesteps the current thread of cloaked cynos and the tangent of changing local to attempt a solution. Only the largest and best tanked incursions style fleets (or large bait fleets) would dare to do ops in such conditions in anything larger/more expensive than a cruiser.


Well, if ships with cloaks can be scanned via a new probe that at the very least lets you know they are in system this is not true. Scan probes usually have a 64 AU range. So unless he has a very deep safe (and if he does petition him for using exploits) then you could see if he is there before you start doing PvE. After that keep an eye on your intel system to see if hostiles are inbound. And if they hit your intel infrastructure defend it or face the consequences.

Do your suggested mechanic changes only apply to sov space? What about players in stations not being able to look out their windows and station cameras to see what is immediately outside the station? What about that brief time between gate cloak and covert ops cloak? What about the time between each scan?

What about every other idea that has some connection to local?

This is about cloaking, and by necessity, the way it descends from local.
It addresses local only so much as it relates to cloaking, except when brought up on other aspects.

Like this.

Andy, it is not a great leap to surmise balance will be maintained. Having a station equipped with an on-grid overview is something myself and others have long agreed makes sense.
But it doesn't relate to cloaking, or how local affects cloaking.
So we only mention it when it is specifically addressed, since it is not a main point.
Xcom
Aliastra
Gallente Federation
#2442 - 2013-10-17 15:35:03 UTC  |  Edited by: Xcom
Nikk Narrel wrote:
You want some means to either hunt, or remove through an AFK clearance mechanic, cloaked vessels.
This diminishes the cloaked vessels.
Their behavior has been demonstrated as a response to local intel, as a countermeasure.
By reducing the effectiveness of the counter, you effectively enhance the pilots who rely on the countered effect, AKA local derived intel.
This is logic, and I welcome you to explain any objection you have to it.


So cloaked ships are having it hard to stay completely invisible before they decloak at there own leisure and attack?

Completely balanced game mechanic. No counters and no time constraints. Attacks are initiated when all risks and doubts have been assessed and completely eliminated.

I fail to understand why every pilot and there dog aren't flying a cloaked ship. Maybe cause there haven't been a proper DPS cloaked boat. But wait next patch they are giving us that. Perfect then we are set. Just have to somehow convince CCP to remove cloaked ships from local then we can roam undetected, cyno past camped gates, take lol screenshots camping miners before decloaking and popping them in 4 volleys.

I think we should put cov-ops cloaks on all ships in this game. Then we can all pvp like it was intended. Find a unsuspecting pray and gank them with no risks involved.

I wish CCP adds these changes. Brilliant ideas, cant wait till it happens.
Teckos Pech
Hogyoku
Goonswarm Federation
#2443 - 2013-10-17 18:24:09 UTC  |  Edited by: Teckos Pech
Vas Eldryn wrote:
I'm not just going of that one post of yours .... yes I've read it... i've also read the ridiculous links in your signature and many of your previous posts!

you want to make null sec more dangerous and PVE ships in null more vulnerable... but you want one class of ships to remain invulnerable and even invisible on local!


Yes, I want null to be gasp dangerous. Shocking I know, but call me crazy.

And no, I'd prefer all ships to be invisible in local, not just one type. Along with a method of upgrading sov null for intel infrastructure.

Quote:
The thing that makes null sec work is the social networks, alliances and co-operation of many, many players that form intel channels and through diplomacy try to secure their sov... but you want to make all these player generated social interactions useless because you feel that teamwork, diplomacy and social skills matter less than allowing a player to sit AFK and cloaked in a system with invulnerability... because his upset that the defense and intel generated by a vast amount of players is too much!


First, you over state your argument. Yeah intel channels are great, but if somebody is lazy or not paying complete attention things get missed.

And I want an intel infrastructure that will do much of what local already does, but not as perfectly and to be susceptible to attack and disruption. So intel channels could remain and the social aspect doesn't have to be diminished. And it might even increase the social aspect as hunting down interlopers would be more effective with a group.

"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
#2444 - 2013-10-17 18:26:08 UTC
Xcom wrote:

How exactly is perma cloaking somehow a product of broken local?


*facepalm*

How exactly do you know somebody is cloaked in your ratting system?

"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
#2445 - 2013-10-17 18:38:37 UTC
Xcom wrote:
Nikk Narrel wrote:
You want some means to either hunt, or remove through an AFK clearance mechanic, cloaked vessels.
This diminishes the cloaked vessels.
Their behavior has been demonstrated as a response to local intel, as a countermeasure.
By reducing the effectiveness of the counter, you effectively enhance the pilots who rely on the countered effect, AKA local derived intel.
This is logic, and I welcome you to explain any objection you have to it.


1> So cloaked ships are having it hard to stay completely invisible before they decloak at there own leisure and attack?

2> Completely balanced game mechanic. No counters and no time constraints. Attacks are initiated when all risks and doubts have been assessed and completely eliminated.

3> I fail to understand why every pilot and there dog aren't flying a cloaked ship. Maybe cause there haven't been a proper DPS cloaked boat. But wait next patch they are giving us that. Perfect then we are set. Just have to somehow convince CCP to remove cloaked ships from local then we can roam undetected, cyno past camped gates, take lol screenshots camping miners before decloaking and popping them in 4 volleys.

4> I think we should put cov-ops cloaks on all ships in this game. Then we can all pvp like it was intended. Find a unsuspecting pray and gank them with no risks involved.

5> I wish CCP adds these changes. Brilliant ideas, cant wait till it happens.

1. You make it sound like they have viable targets which are not successful at avoiding them. There is no leisure element.
They have no viable target, as the would be targets are either completely safe, or reshipped into vessels where they have a near absolute advantage.

2. It is unclear which aspect is being addressed. Are you describing players in outposts, POS's, or cloaked? Because the players in the first two chose to not engage in PvP, and it was their choice to make.
Would you remove the consensual nature of PvP all around, or just for the cloaked pilots?

3. Because your targets too often have the ability to avoid you, and you have no control over this.
But please, feel free to cross over to the dark side.
We have cookies.

4. Exhumers get first dibs. I want my mack to be cloaked, so I can mine ice and ore in peace, no more of this hassle.

5. Wait.... you mean they aren't??? Drat...
Teckos Pech
Hogyoku
Goonswarm Federation
#2446 - 2013-10-17 19:10:12 UTC  |  Edited by: Teckos Pech
Andy Landen wrote:
Do your suggested mechanic changes only apply to sov space? What about players in stations not being able to look out their windows and station cameras to see what is immediately outside the station? What about that brief time between gate cloak and covert ops cloak? What about the time between each scan?


I'm so sick of this. It is like you want to have perfect safety at all times.

"I don't dare undock because I don't know if somebody is out there!!!!!!"

Undock in a velator for God's sake. You have a brief period of immunity, use it to see if the undock is clear.

I do that now when there are non-blues in system. If the undock is clear, hit d-scan. If you see nohting align out to a safe (preferably a POS, and align only so you can redock if necessary, when you're aligned at a speed where you'll go into warp instantly, hit warp). Then once at the safe, deploy probes (if at a POS go to a safe away from the POS) and scan the system. You want to have perfect knowledge and get it with zero effort. That is lazy and bad game play.

As for the time from gate cloak to cloak module, you'd show up on any intel infrastructure that is currently being used. For example, the page I've linked includes constellation gate recorders, so you'd show up on those when you passed through a system that had that kind of infrastructure. Same with the IFF beacons.

As for NPC null, something similar would have to be put in place but players there could not change it. High sec could have the very best intel in every system. And in both cases anyone entering that space would have access to the intel, whereas in sov null, only the sov holder would have access. Although an invading force might have a smaller less strudy mobile intel structure they could deploy with limited intel, basically a listening post kind of thing.

Edit: Also, with an intel infrastructure you'd know what is outside the station so long as it isn't cloaked. Yes a cloaked fleet could be hiding out there, but then you wouldn't see that anyways even with a window and where local is turned into just a chat channel. The bottom line is, you are in null, you accept that there is going to be risk when you are not docked in station....and if we change intel mechanisms and make it so a cloaked ship can be hunted down, this would be true even for cloaking ships.

"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
#2447 - 2013-10-17 19:42:16 UTC
Xcom wrote:

So cloaked ships are having it hard to stay completely invisible before they decloak at there own leisure and attack?

Completely balanced game mechanic. No counters and no time constraints. Attacks are initiated when all risks and doubts have been assessed and completely eliminated.


Counters, eh? You are ratting in a null system. I jump in. The way local currently works is as follows, you will see me in local well before I even load grid. You will have time to get safe irrespective of anything I do, unless you are unfortunate or bad.

What is the counter to this mechanic?

Or how about this, you log in to the game and are docked in your favorite ratting system. I'm already in system looking to do Bad™ things to people in said system. But you have just logged in and with perfect certainty you know I am in system and that I am a danger to you. How do you know this? Local.

What is the counter to this mechanic?

One counter is to make local not so helpful to you...to in fact, make it your enemy. How do I do that? AFK cloaking. Or even cloaking at the keyboard just doing other stuff in game. Now I have taken local which is still providing you intel and I am using it to the detriment of your game.

By removing AFK cloaking alone you remove one of...no, the only counter to the intel provides you. Intel that is always perfect in the sense that it neve lies (i.e. it wont show me as in local when I leave, nor will it not show me when I am in system).

So don't sit there and lecture others about counters.

Quote:
I think we should put cov-ops cloaks on all ships in this game. Then we can all pvp like it was intended. Find a unsuspecting pray and gank them with no risks involved.


My God. This is just breath taking in its nonsense. When I fit a cloak to my ship, does it render your offensive modules inoperable? Once you decloak you are vulnerable to attack. Somebody linked a KM of one of my corpmates. Did you look at it? I doubt it. If you had you'd know he took two of his attackers with him. Granted, my corpmate lost more isk than he killed, but the point is sitll there. When you decloak and attack...guess what you are vulnerable to attack yourself.

"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

Xcom
Aliastra
Gallente Federation
#2448 - 2013-10-17 23:00:13 UTC
Teckos Pech wrote:
Xcom wrote:

So cloaked ships are having it hard to stay completely invisible before they decloak at there own leisure and attack?

Completely balanced game mechanic. No counters and no time constraints. Attacks are initiated when all risks and doubts have been assessed and completely eliminated.


Counters, eh? You are ratting in a null system. I jump in. The way local currently works is as follows, you will see me in local well before I even load grid. You will have time to get safe irrespective of anything I do, unless you are unfortunate or bad.

What is the counter to this mechanic?

Or how about this, you log in to the game and are docked in your favorite ratting system. I'm already in system looking to do Bad™ things to people in said system. But you have just logged in and with perfect certainty you know I am in system and that I am a danger to you. How do you know this? Local.

What is the counter to this mechanic?

One counter is to make local not so helpful to you...to in fact, make it your enemy. How do I do that? AFK cloaking. Or even cloaking at the keyboard just doing other stuff in game. Now I have taken local which is still providing you intel and I am using it to the detriment of your game.

By removing AFK cloaking alone you remove one of...no, the only counter to the intel provides you. Intel that is always perfect in the sense that it neve lies (i.e. it wont show me as in local when I leave, nor will it not show me when I am in system).

So don't sit there and lecture others about counters.

Quote:
I think we should put cov-ops cloaks on all ships in this game. Then we can all pvp like it was intended. Find a unsuspecting pray and gank them with no risks involved.


My God. This is just breath taking in its nonsense. When I fit a cloak to my ship, does it render your offensive modules inoperable? Once you decloak you are vulnerable to attack. Somebody linked a KM of one of my corpmates. Did you look at it? I doubt it. If you had you'd know he took two of his attackers with him. Granted, my corpmate lost more isk than he killed, but the point is sitll there. When you decloak and attack...guess what you are vulnerable to attack yourself.


Clearly your corp mate had the chance to take out 2 of the opponents cause whoever attacked him didn't use proper tactics to EW him. That was a flaw in there attack. But if a proper attack was planned your corp mate would have had no chance to respond and would have gone down like a helpless victim.

Your clearly clueless about game balance. Cloaked attacks are lopsided and imbalanced. Simply because the attacker have the unlimited time frame to assess the situation and make a choice when to attack and that the defender cant see it coming. If you cant understand this simple fact your clearly not dropping the hint that this exact game feature is not a good game feature in by any standards other then inside your head.

Cloaking in EVE is a bad game feature that seriously needs a rebalance as it at this point is being abused to a point where people are desperately screaming for a fix on the forums. In by itself it is a very interesting game feature providing a new way of doing combat. But as there are no counters it is simply over powered.

A list of cloaking mechanics in other games and there counters listed:
Star Craft. Cloaking can be countered by using anti cloaking units.
DoTa. An item can be used to see cloaked heroes.
FPS games like Crysis, cloaked targets are only partly invisible and can still be spotted.
Homeworld. Anti cloaking ship can be used to see cloaked ships.
List goes on...

EvE online... no counter :/ oh ya you can see them in local, but who cares. Go complain about fixing it in a thread related to the topic.

Just because your using a ship with a cloak it doesn't make you special. It shouldn't be invulnerable in space. Get the hint. No ship should be invulnerable in open space. Not even ships that are designed to cloak. Let me repeat that for ya so you get it. All ships in space should be vulnerable, even cloaked ones. Even if the pope himself was piloting it.

There is no point arguing as it seams all your doing is to argue for the arguments sake. Your not looking for a balanced fix, your here to respond on everything anyone has to say. All this about local and whatever else is out there in eve is the reason we shouldn't fix this imbalanced cloaking is just pointless. Sooner or later it will have to be addressed, its just unfortunate that its not higher up on CCPs priority list. Maybe if we keep bumping this thread it might become clearer to them that this is a more series problem then they think of it. Hopefully we will see a fix sooner then 2020.
Andy Landen
Deep Core Mining Inc.
Caldari State
#2449 - 2013-10-17 23:39:07 UTC  |  Edited by: Andy Landen
Nikk Narrel wrote:
Andy Landen wrote:

Do your suggested mechanic changes only apply to sov space? What about players in stations not being able to look out their windows and station cameras to see what is immediately outside the station? What about that brief time between gate cloak and covert ops cloak? What about the time between each scan?
...
Andy, it is not a great leap to surmise balance will be maintained. Having a station equipped with an on-grid overview is something myself and others have long agreed makes sense.
But it doesn't relate to cloaking, or how local affects cloaking.
So we only mention it when it is specifically addressed, since it is not a main point.

I ask again, do you propose changes to local mechanics to only affect sov null sec?
The issue of looking out of stations relates because proposals were made to disconnect both cloaked vessels and ships in station from local; so that neither would be listed in local nor see local. Do you continue to support and promote the local disconnect with cloaked and docked spaceships, or not?
I'll also ask again on the last two questions. Do you feel that a ship should be listed in local during the brief time between gate cloak and covert ops cloak? If there is a method to detect and scan cloaked ships, will the cloaked vessel dscan provide continuous results or interval-based results where a cloaked aggressor could easily be missed during its warp-in onto you? I support continuous dscan for both cloaked and non-cloaked, tbph.
Also, what do you think about a complete disconnect so that cloaked ships cannot dscan uncloaked ships or see local until they "surface" by decloaking?

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

Andy Landen
Deep Core Mining Inc.
Caldari State
#2450 - 2013-10-17 23:56:28 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:
Andy Landen wrote:
Do your suggested mechanic changes only apply to sov space? What about players in stations not being able to look out their windows and station cameras to see what is immediately outside the station? What about that brief time between gate cloak and covert ops cloak? What about the time between each scan?


I'm so sick of this. It is like you want to have perfect safety at all times.

"I don't dare undock because I don't know if somebody is out there!!!!!!"

Undock in a velator for God's sake. You have a brief period of immunity, use it to see if the undock is clear.

I do that now when there are non-blues in system. If the undock is clear, hit d-scan. If you see nohting align out to a safe (preferably a POS, and align only so you can redock if necessary, when you're aligned at a speed where you'll go into warp instantly, hit warp). Then once at the safe, deploy probes (if at a POS go to a safe away from the POS) and scan the system. You want to have perfect knowledge and get it with zero effort. That is lazy and bad game play.

I have been killed and podded in a nanofiber'd velator in Amarr system. Couldn't believe it if I hadn't seen it with my own eyes. A near instant undock warp bookmark did not allow enough time to enter warp after the warp click before I was locked and pointed. After the ship was killed, docking was not an option due to timers and delays, and warp out was still not fast enough. Imagine if I had been in null where bubbles are possible. Do you still believe your Velator strategy is a good counter for my question?
Quote:
What about players in stations not being able to look out their windows and station cameras to see what is immediately outside the station?

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

Vas Eldryn
#2451 - 2013-10-18 03:13:32 UTC
Teckos Pech wrote:
Vas Eldryn wrote:
I'm not just going of that one post of yours .... yes I've read it... i've also read the ridiculous links in your signature and many of your previous posts!

you want to make null sec more dangerous and PVE ships in null more vulnerable... but you want one class of ships to remain invulnerable and even invisible on local!


Yes, I want null to be gasp dangerous. Shocking I know, but call me crazy.

And no, I'd prefer all ships to be invisible in local, not just one type. Along with a method of upgrading sov null for intel infrastructure.

Quote:
The thing that makes null sec work is the social networks, alliances and co-operation of many, many players that form intel channels and through diplomacy try to secure their sov... but you want to make all these player generated social interactions useless because you feel that teamwork, diplomacy and social skills matter less than allowing a player to sit AFK and cloaked in a system with invulnerability... because his upset that the defense and intel generated by a vast amount of players is too much!


First, you over state your argument. Yeah intel channels are great, but if somebody is lazy or not paying complete attention things get missed.

And I want an intel infrastructure that will do much of what local already does, but not as perfectly and to be susceptible to attack and disruption. So intel channels could remain and the social aspect doesn't have to be diminished. And it might even increase the social aspect as hunting down interlopers would be more effective with a group.


this would be a great way to empty out null... nothing more.
Teckos Pech
Hogyoku
Goonswarm Federation
#2452 - 2013-10-18 04:50:58 UTC
Xcom wrote:


Clearly your corp mate had the chance to take out 2 of the opponents cause whoever attacked him didn't use proper tactics to EW him. That was a flaw in there attack. But if a proper attack was planned your corp mate would have had no chance to respond and would have gone down like a helpless victim.


So now cloaking is to blame for e-war too?

"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
#2453 - 2013-10-18 04:52:45 UTC  |  Edited by: Teckos Pech
Andy Landen wrote:
Teckos Pech wrote:
Andy Landen wrote:
Do your suggested mechanic changes only apply to sov space? What about players in stations not being able to look out their windows and station cameras to see what is immediately outside the station? What about that brief time between gate cloak and covert ops cloak? What about the time between each scan?


I'm so sick of this. It is like you want to have perfect safety at all times.

"I don't dare undock because I don't know if somebody is out there!!!!!!"

Undock in a velator for God's sake. You have a brief period of immunity, use it to see if the undock is clear.

I do that now when there are non-blues in system. If the undock is clear, hit d-scan. If you see nohting align out to a safe (preferably a POS, and align only so you can redock if necessary, when you're aligned at a speed where you'll go into warp instantly, hit warp). Then once at the safe, deploy probes (if at a POS go to a safe away from the POS) and scan the system. You want to have perfect knowledge and get it with zero effort. That is lazy and bad game play.

I have been killed and podded in a nanofiber'd velator in Amarr system. Couldn't believe it if I hadn't seen it with my own eyes. A near instant undock warp bookmark did not allow enough time to enter warp after the warp click before I was locked and pointed. After the ship was killed, docking was not an option due to timers and delays, and warp out was still not fast enough. Imagine if I had been in null where bubbles are possible. Do you still believe your Velator strategy is a good counter for my question?
Quote:
What about players in stations not being able to look out their windows and station cameras to see what is immediately outside the station?


Do NOT enter warp, as it prevents you from redocking. Align. If hositles show up, dock!

Oh, and warping is always an option for a pod (in high sec). When you are locked and being shot, spam the warp button to some celestial (so as soon as you are in your pod you warp off). Once there warp to a safe. Bounce safes till you can dock up. Pods enter warp almost instantaneously.

"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
#2454 - 2013-10-18 04:58:36 UTC
Vas Eldryn wrote:
Teckos Pech wrote:
Vas Eldryn wrote:
I'm not just going of that one post of yours .... yes I've read it... i've also read the ridiculous links in your signature and many of your previous posts!

you want to make null sec more dangerous and PVE ships in null more vulnerable... but you want one class of ships to remain invulnerable and even invisible on local!


Yes, I want null to be gasp dangerous. Shocking I know, but call me crazy.

And no, I'd prefer all ships to be invisible in local, not just one type. Along with a method of upgrading sov null for intel infrastructure.

Quote:
The thing that makes null sec work is the social networks, alliances and co-operation of many, many players that form intel channels and through diplomacy try to secure their sov... but you want to make all these player generated social interactions useless because you feel that teamwork, diplomacy and social skills matter less than allowing a player to sit AFK and cloaked in a system with invulnerability... because his upset that the defense and intel generated by a vast amount of players is too much!


First, you over state your argument. Yeah intel channels are great, but if somebody is lazy or not paying complete attention things get missed.

And I want an intel infrastructure that will do much of what local already does, but not as perfectly and to be susceptible to attack and disruption. So intel channels could remain and the social aspect doesn't have to be diminished. And it might even increase the social aspect as hunting down interlopers would be more effective with a group.


this would be a great way to empty out null... nothing more.


If you are this timid, then you don't belong in null at all. Seriously, you do realize local would be replaced with a separate intel mechanic, right? Or are you being a deliberately obtuse bonehead and assuming I mean simply remove local?

"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

Lord Battlestar
CALIMA COLLABORATIVE
Atrox Urbanis Respublique Abundatia
#2455 - 2013-10-18 05:06:01 UTC
Andy Landen wrote:
I have been killed and podded in a nanofiber'd velator in Amarr system.


Insta undock bookmarks aren't always insta because of the angle that your ship comes out of the station varies. So it is usually just best to control+space to slow down and dock up as soon as the timer expires.

Heck I have bombed people on undocks before to see them die because they simply refused to dock up or take advantage of their invuln timer.

I once podded myself by blowing a huge fart.

Vas Eldryn
#2456 - 2013-10-18 05:57:11 UTC
Teckos Pech wrote:
Vas Eldryn wrote:
Teckos Pech wrote:
Vas Eldryn wrote:
I'm not just going of that one post of yours .... yes I've read it... i've also read the ridiculous links in your signature and many of your previous posts!

you want to make null sec more dangerous and PVE ships in null more vulnerable... but you want one class of ships to remain invulnerable and even invisible on local!


Yes, I want null to be gasp dangerous. Shocking I know, but call me crazy.

And no, I'd prefer all ships to be invisible in local, not just one type. Along with a method of upgrading sov null for intel infrastructure.

Quote:
The thing that makes null sec work is the social networks, alliances and co-operation of many, many players that form intel channels and through diplomacy try to secure their sov... but you want to make all these player generated social interactions useless because you feel that teamwork, diplomacy and social skills matter less than allowing a player to sit AFK and cloaked in a system with invulnerability... because his upset that the defense and intel generated by a vast amount of players is too much!


First, you over state your argument. Yeah intel channels are great, but if somebody is lazy or not paying complete attention things get missed.

And I want an intel infrastructure that will do much of what local already does, but not as perfectly and to be susceptible to attack and disruption. So intel channels could remain and the social aspect doesn't have to be diminished. And it might even increase the social aspect as hunting down interlopers would be more effective with a group.


this would be a great way to empty out null... nothing more.


If you are this timid, then you don't belong in null at all. Seriously, you do realize local would be replaced with a separate intel mechanic, right? Or are you being a deliberately obtuse bonehead and assuming I mean simply remove local?


good thing i know your idea's will never gain CCP support... so I won't have to think about leaving null.
Lucas Kell
Solitude Trading
S.N.O.T.
#2457 - 2013-10-18 08:57:41 UTC
Teckos Pech wrote:
Xcom wrote:

How exactly is perma cloaking somehow a product of broken local?


*facepalm*

How exactly do you know somebody is cloaked in your ratting system?

Correlation does not imply causation. Just because the two have a relationship does not mean that the cloaking issues are caused by local. In the same way that If you get a spam popup in your web browser, you could say that's caused by my monitor and could be fixed by removing it, since without the monitor, I would not see the popup, but that wouldn't be the cause and would not be an ideal fix.
The ability to cloak and local mechanics are designed separately. Just because removing local would fix the issue does not mean that local is the reason for it and it does not mean that it is the best or only solution. It also does not mean that both HAVE to be looked at together.
To me, the abuse of cloaking has nothing to do with the cloaking element. It has to do with the ability to remain in a position where you cannot be determined to be AFK or not. Your fix would fix that issue though the addition of the probes and hunting ability. But the local element is completely separate. Even on the solution you endorse, if you were to ignore the part about local, and just add the rest, AFK cloaking would still be resolved. So you yourself endorse an idea that disproves your claim that the two have to be linked for a solution to be found.

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Teckos Pech
Hogyoku
Goonswarm Federation
#2458 - 2013-10-18 14:02:43 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Xcom wrote:

How exactly is perma cloaking somehow a product of broken local?


*facepalm*

How exactly do you know somebody is cloaked in your ratting system?

Correlation does not imply causation. Just because the two have a relationship does not mean that the cloaking issues are caused by local.


In general this is true, but in this specific case local showing a hostile elicits a different form of player behavior than if local were clear. This is true in all cases. After determining the guy in local is not on d-scan from any part of the system most players will keep their PvE assets docked. You have said so yourself. So, in this specific case local is what drives AFK cloaking. It is via local that such players influence others (in null). So while this bromide is in general true, in this specific case we can conclude causation.

Quote:
The ability to cloak and local mechanics are designed separately. Just because removing local would fix the issue does not mean that local is the reason for it and it does not mean that it is the best or only solution. It also does not mean that both HAVE to be looked at together.


They may have been designed separately, but that does not mean AFK cloaking and local have not become inextricably linked. Much like trying to unscramble scrambled eggs. Removing AFK cloaking reduces risk and makes local an even better intel tool because then there is no way to dilute its usefulness, there is no counter. Which makes all the cries for counters for cloaks hilarious. I would also suggest that many of the players making these counters for cloaks arguments know this and are arguing out of their own personal self interest. Yes, logically that doesn't make them wrong, but their arguments should be viewed with greater skepticism.

Quote:
To me, the abuse of cloaking has nothing to do with the cloaking element. It has to do with the ability to remain in a position where you cannot be determined to be AFK or not. Your fix would fix that issue though the addition of the probes and hunting ability. But the local element is completely separate. Even on the solution you endorse, if you were to ignore the part about local, and just add the rest, AFK cloaking would still be resolved. So you yourself endorse an idea that disproves your claim that the two have to be linked for a solution to be found.


Local and AFK cloaking are inextricably linked. Local as it is now will lead to AFK cloaking. AFK cloaking implies that there is some method of letting players know you are there while remaining undectable--i.e. local. The causation runs both ways. One implies the other. You keep saying they are not linked, but you then admit that it is because of local that you change our behavior.

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Davader
Space Cleaners
The Gorgon Empire
#2459 - 2013-10-18 14:11:25 UTC
There should be consequences of "anti-cloacking".

Ok, lets assume we made the cloacker to appear automatically in some period of his inactivity (being cloacked and afking).

Ok, fine. But to maintain the balance we should make the docked afkers to be undocked in same period of inactivity tiime.

Also, the guys afking for a long time under the POS force field should be kicked out of there and placed at random spots in the system.

If you think, that the afking cloacker is a problem - OK, but there always should be the other side. So, afking within force field or be afking in dock should be equal to afking in cloack.

Only this way it keeps the balance untouched.
Teckos Pech
Hogyoku
Goonswarm Federation
#2460 - 2013-10-18 14:14:56 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Xcom wrote:

How exactly is perma cloaking somehow a product of broken local?


*facepalm*

How exactly do you know somebody is cloaked in your ratting system?

Correlation does not imply causation. Just because the two have a relationship does not mean that the cloaking issues are caused by local.


Oh, and how exactly do you know, given current mechanics, you have an AFK cloaker in your system. Your semantic dance is mildly impressive, but you failed to answer the question. As did xcom, probably because he knows the answer is not going to help his argument one bit.

And lets think of it this way.

Lets suppose cloaked ships are removed from local. I show up in your preferred PvE system. You aren't there. Nobody is there. So I cloak and go to work.

How will you know I'm there?
If you don't know I'm there, that is, you think the system is empty, what will you do?

I'm guessing you'll argue something like this: I don't know who is there so I'll simply move back to high security space. Which proves my point. You currently rely on local for intel and by watering it down AFK cloaking without local is pointless as you'll go harvest resources where AFK cloaking makes no impact (high sec).

Another person may answer: Well, I wouldn't know your ship was in system so I'd undock and go about my business. Which again proves my point: AFK cloaking without local is pointless as this person would harvest resources blissfully unaware by ship was sitting at a safe cloaked.

I would argue that having cloaked ships removed from local would mean that every cloaked pilot in null would be at his keyboard. Which is completely ironic in that is what many of the anti-AFK cloak crowd claim they want, but something like this they reject out of hand. Which again strongly implies their position is based on self-interest and not game balance.

"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