These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

AFK Cloaking Collection Thread

First post First post
Author
Xcom
Aliastra
Gallente Federation
#2501 - 2013-10-19 12:21:36 UTC
Azrael Dinn wrote:
Teckos Pech wrote:
Xcom wrote:


So if cloaking is balanced then what is the counter?


OFGS....

You still can't see it?

Right now, the current counter to cloaked ships is....local. It lets you know they are there and to get safe. It tells you when they leave. With a bit of work it lets you deduce that they are cloaked.


It's not a counter Teckos it's the intel tool we have been talking about and cause the cloaked person can use the local as well it's a mutual intel tool. There is no counter to cloaking in eve at the moment. Well sorry... actualy there is. It's kinda hard to use but there is one. Fly your ship closer than 2500m of the cloaked ship and it will decloak Smile but thats it no other counter mechanics for cloaking are available.

oh btw... post #2500 on this topic Lol


Yes thank you, now we are getting somewhere.

This guy gets it. No counters hence the flawed nature of the cloaking device.

When cloaking once was introduced way back 2006 or so, the prototype cloaking module was expensive and gimped your sensor capability. It was mostly a lol module fit on ratting BSs for people to go AFK in null space when hostiles showed up. It was a joke pvping in a ship with a cloak fitted. The cov-ops cloak could also only be fit on a scout ship as a cov-ops ship had no tank or DPS. All this meant cloaking was a fun interesting feature but it was practically useless as a ship in cloak was quite immune.

The issue have been that CCP have been adding more and more cov-ops capable ships without realizing there needs to be a counter to there invincible cloaked nature in space. They need to stop adding more cov-ops cloaking capable ships and start thinking of a way to counter them in space. Its stupid to think that cloaked ships are immune because they are cloaked. That mentality is just flawed on every level. More DPS have been added to the cloaked ship class but there immune nature is still there. This is imbalanced by any standard. Oddly everyone's blind to see it cause apparently its all balanced cause you can use it against your enemy too and some bullshit about local.

Cloaked ships need a form of counter and its just how the nature of game mechanics work. You cant have your cake and eat it too, either all cov-ops capable ships needs there pvp capability removed or there needs to be a counter against them.
Azrael Dinn
Imperial Mechanics
#2502 - 2013-10-19 12:50:35 UTC
I can relate to what your saying but I also have to be honest that so far Nikk's and Teckos's idea of removing local and then doing something to cloaked ships has been by far the best one there has been.

All other ideas simply destroys cloaked ships more or less completely (though I realy don't care about it anymore but still) or make cloaked ships overpowered.

The current mechamics are flawed and something needs to be done but seems CCP is more interested in making silly modules that poke towers than actualy fixing the game more. Also I'm still waiting for the complains from carrier pilots when they realize how bad the ceptors will be next month Twisted

After centuries of debating and justifying... Break Cloaks tm

Xcom
Aliastra
Gallente Federation
#2503 - 2013-10-19 13:16:23 UTC
Problem is to get CCP to admit to the problem. Nikk and Teckos cant even agree there is a problem here let alone convince CCP there is one. Its hard enough to get the dev team to budge while there are bunch of random conflicting opinions floating around. If the nay sayers would at least admit there is a problem here it would go a long ways to find a common ground.
General Jack Cosmo
University of Caille
Gallente Federation
#2504 - 2013-10-19 13:41:42 UTC
I got the perfect thing, how about special probs working in combination the covop ships with a active medium mod's that links all of the ships with this active mod to combined their strength to collectively find afk cloaky ships !!!

With lord Xanex by my side I can do anything (Atleast with a smile) !!!!

Nikk Narrel
Moonlit Bonsai
#2505 - 2013-10-19 13:47:07 UTC
Xcom wrote:
Problem is to get CCP to admit to the problem. Nikk and Teckos cant even agree there is a problem here let alone convince CCP there is one. Its hard enough to get the dev team to budge while there are bunch of random conflicting opinions floating around. If the nay sayers would at least admit there is a problem here it would go a long ways to find a common ground.

Define problem. That is a rhetorical statement.
I have identified your view to want cloaking treated as an obstacle to your game, and removed.
You may even think you are being fair, by giving cloaked ships options that might satisfy you in their position.
The likely assumption that cloaking is not a serious game play direction, or that it should be expected to operate within identical expectations as normal ships, simply points out your views on it.

CCP only needs to worry about game balance and subsequent popularity.
In fact, game balance is only important in so far as it affects popularity.

I have always maintained that both cloaking and local were broken, especially in how they relate to each other.

Another view could be quite justified in saying that cloaking is not fully unlocked.

Nobody should seriously believes stealth or cloaked ships involve automatic target awareness like we have.
We play as if we were in a part of the game where we are still developing skills, so are not expected to deal with fully active game mechanics yet. Like a tutorial.

BUT, in a sense of balance, because we are being told about all cloaked vessels along with regular ones, we are not allowed to locate them more specifically.
Their effort to be beyond awareness is blocked. Effort should permit this.
In exchange:
Our effort to locate them specifically is blocked. Effort should permit this.
Kenpo
The Guardians of the Beam
#2506 - 2013-10-19 14:33:20 UTC
Psychological PvP is not for everyone.

Caution, rubber gloves and faceshield required when handling this equipment.

Teckos Pech
Hogyoku
Goonswarm Federation
#2507 - 2013-10-19 18:35:59 UTC
Azrael Dinn wrote:
Teckos Pech wrote:
Xcom wrote:


So if cloaking is balanced then what is the counter?


OFGS....

You still can't see it?

Right now, the current counter to cloaked ships is....local. It lets you know they are there and to get safe. It tells you when they leave. With a bit of work it lets you deduce that they are cloaked.


It's not a counter Teckos it's the intel tool we have been talking about and cause the cloaked person can use the local as well it's a mutual intel tool. There is no counter to cloaking in eve at the moment. Well sorry... actualy there is. It's kinda hard to use but there is one. Fly your ship closer than 2500m of the cloaked ship and it will decloak Smile but thats it no other counter mechanics for cloaking are available.

oh btw... post #2500 on this topic Lol


No, a counter does not have result in the destruction of a ship. Beating "the other guy" does not mean you have to blow him up. All the conversations about market PvP should have told you this.

"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
#2508 - 2013-10-19 18:38:56 UTC
Kenpo wrote:
Psychological PvP is not for everyone.


Excatly, the AFK cloaker wins if he causes the residents of that system to dock up. If they move next door or start working in groups and keep on utilizing their space, they win. Ships don't necessarily have to die for one side to win. Even in actual combat, if the opponent stands down without a fight...you win. Granted blowing stuff up is fun and probably the best form of PvP, but it is not the only way to PvP.

"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
#2509 - 2013-10-19 18:43:59 UTC
Xcom wrote:
Problem is to get CCP to admit to the problem. Nikk and Teckos cant even agree there is a problem here let alone convince CCP there is one. Its hard enough to get the dev team to budge while there are bunch of random conflicting opinions floating around. If the nay sayers would at least admit there is a problem here it would go a long ways to find a common ground.


WTFAYTA. I have said repeatedly that cloaks and local are balanced but sub-optimal--i.e. not good game design. Or to be even more explicit, there is a problem.

WTF...do I need to use small words?

Local and cloaks = bad.

Why you keep insisting I don't see a problem?

"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
#2510 - 2013-10-19 18:48:29 UTC
Azrael Dinn wrote:
I can relate to what your saying but I also have to be honest that so far Nikk's and Teckos's idea of removing local and then doing something to cloaked ships has been by far the best one there has been.

All other ideas simply destroys cloaked ships more or less completely (though I realy don't care about it anymore but still) or make cloaked ships overpowered.

The current mechamics are flawed and something needs to be done but seems CCP is more interested in making silly modules that poke towers than actualy fixing the game more. Also I'm still waiting for the complains from carrier pilots when they realize how bad the ceptors will be next month Twisted


Thank you for this post. Don't forget that the intel aspect of local is also replaced by a new mechanic...well at least that is my preferred idea. I think Nikk would like it too. I think many of the people who are "pro-AFK cloaking" (note that is really not accurate, but it is a shorter label than "Nerf local's intel, come up with a new intel mechanism, and also nerf cloaks") would also consider such an approach.

And if null sec income needed even more of a boost to income to offset the increased risk, I'd be fine with that too. I think null should generate more income than high sec, TBPH. And that you can earn as much or even more in high sec is an indicator there is not enough risk in null at the moment. And one of the primary ways null sec PvE pilots attenuate risk is to use local. Combine local with a scout and it is very effective at reducing risk to near zero.

"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
#2511 - 2013-10-19 19:21:25 UTC  |  Edited by: Xcom
Teckos Pech wrote:
Xcom wrote:
Problem is to get CCP to admit to the problem. Nikk and Teckos cant even agree there is a problem here let alone convince CCP there is one. Its hard enough to get the dev team to budge while there are bunch of random conflicting opinions floating around. If the nay sayers would at least admit there is a problem here it would go a long ways to find a common ground.


WTFAYTA. I have said repeatedly that cloaks and local are balanced but sub-optimal--i.e. not good game design. Or to be even more explicit, there is a problem.

WTF...do I need to use small words?

Local and cloaks = bad.

Why you keep insisting I don't see a problem?


Read up before posting. Cloaking is no longer used solely as a scouting tool.

Sure if local is the only counter to a cloaked ship then all offensive capability's of all cov-ops ships should be removed. Including missiles, drones, turrets and cynos. Either that or accept there needs to be a way to counter cloaked ships. You cant have the cake and eat it to.

Here is a thread for reference:
http://oldforums.eveonline.com/?a=topic&threadID=498000

Sense that post we have gotten the stealth bomber, cyno Black Ops, T3 and soon to be added to the collection SOE ships. People were complaning cloaked ships needed a buff if we could scan them down. Seams there have been a major buff to cloaked ships so where is the counter nerf?
Andy Landen
Deep Core Mining Inc.
Caldari State
#2512 - 2013-10-20 06:06:26 UTC
Xcom wrote:


This guy gets it. No counters hence the flawed nature of the cloaking device.

... and some bullshit about local.

Cloaked ships need a form of counter and its just how the nature of game mechanics work. You cant have your cake and eat it too, either all cov-ops capable ships needs there pvp capability removed or there needs to be a counter against them.

I continue to maintain that the cloak is not the flaw because the dps and tank are naturally weak. The flaw is the cyno fitted to that cloaked ship. Whether covert or not, the cloaked ship with a cyno projects immense power with impunity across an entire region or constellation. If the cloaked ship could not fit a cyno, I would see no issue with cloaks or afk cloaks.

A fleet can counter a roaming fleet (cloaky or not) directly or with a gate camp. A few hunters can chase away a non-cloaky solo ship. But who can counter a cloaky cyno? Hunters can't chase it and fleets can't afford to waste their time camping it. I can handle a solo bomber if it does not have a cyno. Multiple pvp corps could not handle the solo stealth bomber if his alliance was blobbing through his cyno.

Local is an interesting side discussion with indirect correlation but the real issue is the cyno. Without it, no one would have ANY issue with the AFK cloaky. NO ONE.

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

Kenpo
The Guardians of the Beam
#2513 - 2013-10-20 19:04:24 UTC
Its amusing that this debate has been raging for 6 years.

Caution, rubber gloves and faceshield required when handling this equipment.

Nikk Narrel
Moonlit Bonsai
#2514 - 2013-10-20 19:44:46 UTC
Andy Landen wrote:
Xcom wrote:


This guy gets it. No counters hence the flawed nature of the cloaking device.

... and some bullshit about local.

Cloaked ships need a form of counter and its just how the nature of game mechanics work. You cant have your cake and eat it too, either all cov-ops capable ships needs there pvp capability removed or there needs to be a counter against them.

I continue to maintain that the cloak is not the flaw because the dps and tank are naturally weak. The flaw is the cyno fitted to that cloaked ship. Whether covert or not, the cloaked ship with a cyno projects immense power with impunity across an entire region or constellation. If the cloaked ship could not fit a cyno, I would see no issue with cloaks or afk cloaks.

A fleet can counter a roaming fleet (cloaky or not) directly or with a gate camp. A few hunters can chase away a non-cloaky solo ship. But who can counter a cloaky cyno? Hunters can't chase it and fleets can't afford to waste their time camping it. I can handle a solo bomber if it does not have a cyno. Multiple pvp corps could not handle the solo stealth bomber if his alliance was blobbing through his cyno.

Local is an interesting side discussion with indirect correlation but the real issue is the cyno. Without it, no one would have ANY issue with the AFK cloaky. NO ONE.

Reference presented for context:

Hot Dropping: Bridging is intended to bypass reinforced blockades and travel time. Here, it has been fine tuned to avoid advertising the presence of a fleet to the free intel tool as well by delaying the easily recognizable population spike till the last possible moment. The intention is to deny the warning local provides, although it still reports the presence of the cyno boat enough to be associated with AFK Cloaking instead.
Quite simply, while PvE pilots would never resume regular activities with a hostile fleet present, they are sometimes willing to gamble over whether a cloaked vessel represents that level of threat at a given time.



Quite seriously, the decision to hot drop changes when it stops being the only practical approach.
WHY?
If you can position forces with an equal or greater expectation of success in attacking a target, the negative side of hot dropping becomes too much of an obstacle for it. Giving your target a free shot at slamming the door on the attacking ships, even if you obviously don't expect they can take the shot, is a bad idea.
Why expose a vulnerability if you do not need to?

If you don't need the cyno as leverage to avoid warning your target, it's second most useful application is the quick getaway.
Players will want an escape to avoid being counter attacked, or a way out if things get pear shaped.

Do players want an I win button? The idea of one is more appealing than the reality.
The hostiles will be satisfied if they know their targets need to make an opposed effort, rather than a default one. They want to be in the game from the start, not just if the target fails to win immunity by beating them before they get a chance.

For cynos, as a stand alone solution, you need two parts.
Eliminate the need and value of the hot drop, and it will never happen again.

Part one, eliminate the need: Make local delay 30 seconds, or possibly 60 seconds. Whatever balances better.
Give PvE and any potential target ship the means to detect normal ships. This can even be the current d-scan, or a toggled version. Something that rewards effort, and gives a need for effort if you want to proactively defend yourself.
For forgetful or lazy players, they will leave themselves open to possible attack.

Part two, eliminate the value: A cyno now needs to spool up for 30 or 60 seconds, whichever the delay for local updates are.
During spool up, the cyno appears on grid, but with no system wide beacon on the overview. Ships cannot jump to it during spool up either.
After spool up, the beacon appears on the overview at the same time it can be jumped to.
The total effect, is that a cyno being on grid with the target warns that target more than the cyno being off grid does.
Nikk Narrel
Moonlit Bonsai
#2515 - 2013-10-20 19:50:15 UTC
Xcom wrote:
Teckos Pech wrote:
Xcom wrote:
Problem is to get CCP to admit to the problem. Nikk and Teckos cant even agree there is a problem here let alone convince CCP there is one. Its hard enough to get the dev team to budge while there are bunch of random conflicting opinions floating around. If the nay sayers would at least admit there is a problem here it would go a long ways to find a common ground.


WTFAYTA. I have said repeatedly that cloaks and local are balanced but sub-optimal--i.e. not good game design. Or to be even more explicit, there is a problem.

WTF...do I need to use small words?

Local and cloaks = bad.

Why you keep insisting I don't see a problem?


Read up before posting. Cloaking is no longer used solely as a scouting tool.

Sure if local is the only counter to a cloaked ship then all offensive capability's of all cov-ops ships should be removed. Including missiles, drones, turrets and cynos. Either that or accept there needs to be a way to counter cloaked ships. You cant have the cake and eat it to.

Here is a thread for reference:
http://oldforums.eveonline.com/?a=topic&threadID=498000

Sense that post we have gotten the stealth bomber, cyno Black Ops, T3 and soon to be added to the collection SOE ships. People were complaning cloaked ships needed a buff if we could scan them down. Seams there have been a major buff to cloaked ships so where is the counter nerf?

You will get one when the devs consider it balanced.

Many players do not see an imbalance, just an inconvenience on two sides.

You do not complain about local warning you, you accept it, and claim it as an intended part of the game.
If the devs were not considering this, they would have already given you what you are asking for.

Their actions here define their views. All else is simply public relations trying to keep everyone happy.
Mag's
Azn Empire
#2516 - 2013-10-20 19:55:51 UTC
Kenpo wrote:
Its amusing that this debate has been raging for 6 years.
It may have even been longer tbh, as cloaks came out in 2004. Lol

Xcom wrote:
No counters hence the flawed nature of the cloaking device.
You can decloak them and stop the cloak from working by target locking them, or staying within decloak range. Then we have the greatest counter of all, shooting them when target locked.
We have local of course and although not a direct counter, it does counter the covert part to a large degree. I will exclude the inherent limitations, as that's what they are.

The point being is that just because you don't like the current counters to cloaking, doesn't mean they don't exist. There has to be a point when you stop with counters.

I.E. You ask for a probe to detect them, I ask for an anti probe detection device, you then ask for an anti probe detection device probe, I ask for an anti probe detection device probe detection device. Things get rather silly real quick.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#2517 - 2013-10-21 00:11:38 UTC  |  Edited by: Teckos Pech
Xcom wrote:
Teckos Pech wrote:
Xcom wrote:
Problem is to get CCP to admit to the problem. Nikk and Teckos cant even agree there is a problem here let alone convince CCP there is one. Its hard enough to get the dev team to budge while there are bunch of random conflicting opinions floating around. If the nay sayers would at least admit there is a problem here it would go a long ways to find a common ground.


WTFAYTA. I have said repeatedly that cloaks and local are balanced but sub-optimal--i.e. not good game design. Or to be even more explicit, there is a problem.

WTF...do I need to use small words?

Local and cloaks = bad.

Why you keep insisting I don't see a problem?


Read up before posting. Cloaking is no longer used solely as a scouting tool.

Sure if local is the only counter to a cloaked ship then all offensive capability's of all cov-ops ships should be removed. Including missiles, drones, turrets and cynos. Either that or accept there needs to be a way to counter cloaked ships. You cant have the cake and eat it to.

Here is a thread for reference:
http://oldforums.eveonline.com/?a=topic&threadID=498000

Sense that post we have gotten the stealth bomber, cyno Black Ops, T3 and soon to be added to the collection SOE ships. People were complaning cloaked ships needed a buff if we could scan them down. Seams there have been a major buff to cloaked ships so where is the counter nerf?


OMFG...

You link something I've read a looong time ago, and you tell me to read up. Dude, go buy a clue (or reading the OP in this thread FFS).

And there is no need to counter cloaked ships in general. Only if you are not paying attention (i.e you are doing it wrong) or you have bad luck (e.g. get scrammed by a rat) will a cloaked ship (or any ship really) entering system present a problem. That only leaves AFK cloaked ships and local tells you they are there...always, and without any possibility of error.

"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
#2518 - 2013-10-21 00:15:30 UTC
Andy Landen wrote:
Xcom wrote:


This guy gets it. No counters hence the flawed nature of the cloaking device.

... and some bullshit about local.

Cloaked ships need a form of counter and its just how the nature of game mechanics work. You cant have your cake and eat it too, either all cov-ops capable ships needs there pvp capability removed or there needs to be a counter against them.

I continue to maintain that the cloak is not the flaw because the dps and tank are naturally weak. The flaw is the cyno fitted to that cloaked ship. Whether covert or not, the cloaked ship with a cyno projects immense power with impunity across an entire region or constellation. If the cloaked ship could not fit a cyno, I would see no issue with cloaks or afk cloaks.

A fleet can counter a roaming fleet (cloaky or not) directly or with a gate camp. A few hunters can chase away a non-cloaky solo ship. But who can counter a cloaky cyno? Hunters can't chase it and fleets can't afford to waste their time camping it. I can handle a solo bomber if it does not have a cyno. Multiple pvp corps could not handle the solo stealth bomber if his alliance was blobbing through his cyno.

Local is an interesting side discussion with indirect correlation but the real issue is the cyno. Without it, no one would have ANY issue with the AFK cloaky. NO ONE.


With impunity? Come on. All you have to do is stop ratting in that min-maxed fit, get a few guys to rat with and you have neutralized that threat.

"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

Andy Landen
Deep Core Mining Inc.
Caldari State
#2519 - 2013-10-21 01:50:37 UTC
Teckos Pech wrote:

With impunity? Come on. All you have to do is stop ratting in that min-maxed fit, get a few guys to rat with and you have neutralized that threat.

When the threat consists of 50-100 players from the cyno blue balling you, good luck with that.

It appears CCP does see the need to push the cyno powers back a little in their development of the limited range cyno jammer. How does that affect your ideas with its change in the balance of AFK cloaky cynos?

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

Nikk Narrel
Moonlit Bonsai
#2520 - 2013-10-21 03:41:33 UTC
Andy Landen wrote:
Teckos Pech wrote:

With impunity? Come on. All you have to do is stop ratting in that min-maxed fit, get a few guys to rat with and you have neutralized that threat.

When the threat consists of 50-100 players from the cyno blue balling you, good luck with that.

It appears CCP does see the need to push the cyno powers back a little in their development of the limited range cyno jammer. How does that affect your ideas with its change in the balance of AFK cloaky cynos?

Ultimately, it does not matter how many are behind that cyno.
Either they have enough to kill you or not.

It does not matter how many are behind that cyno, if they can't shoot at you because you warp away.

When they try to kill you, you don't have to sit there and take it.

You think that the ship you are in is not a PvP ship.