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AFK Cloaking Collection Thread

First post First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#3041 - 2013-11-21 15:14:11 UTC
Xcom wrote:


Are you intentionally playing stupid to troll? I would have thought you would get the meaning behind the AFK cloaker collecting intel. But if your insistent and want me to make a fool out of you here it is.

The AFK cloaker is generally referred to the term of a player camping a system AFK and cloaked hiding the intent of action. They abuse the mechanic behind not being reachable in space and block other players activity by forcing mining or ratting operations to stop. There presence in said system over a prolonged period of time is due to a flaw where they are unreachable without any counter. There intent can be of any number of reasons weather it is to get free kills, prevent the systems resources from being utilized or otherwise.

From the viewpoint of the system holder (miner / ratter) he knows there is a cloaked presence in the system but he can neither do anything about the situation or preform any mining or ratting operations as he can get attacked by an overwhelming force without any warning. The only choice he has is to stop all mining and ratting operations and leave the system. Let me put an emphases on that keynote just so you get the hint about the car reference, get attacked by an overwhelming force without any warning.

The person called a AFK cloaker is not a fully 247 nonstop AFKer. He does get back to his PC and preform attacks. So stop babbling on about "And AFK cloaker: he collects precisely zero intel. None. Nada. Zip. Zero. Zilch..".

That statement really is a nice attempt to be a troll after 150 pages and it makes you frankly look stupid.


Thank you for confirming you simply want to nerf cloaks and not specifically AFK cloaking.

Of course, it would have been simple if you could have been honest from the start.

Oh, and pro-tip, coming back to your computer periodically and "performing an attacking" is not intel gathering. 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
#3042 - 2013-11-21 15:42:00 UTC
Andy Landen wrote:
Teckos Pech wrote:

These are all nerfs to other people's games. In many cases hundreds of players in the case of a big fleet. That you can't see how a recon providing a warp in is nerfed and how it could adversely impact the game for everyone in fleet, suggests a shallow understanding of fleet combat dynamics.*

This is a bad idea.

*Hint: you are the recon guy designates to get a warp-in. But your cloak has been going 27 minutes, so you warp off to a safe to reset it. Now you go to get that warp-in and the....the opportunity your FC is no longer present. Game adversely impacted for 255 other players so Lucas Kell, who happens to be ratting at that time, gets increased safety for ratting.

See how it works? Probably not.

This is one ever so slight nerf to cloaks. Any fleet forced to wait 30 minutes for a recon to provide a warp-in is certainly going to a have a lot of other trouble before then: wife/gf aggro, boredom, impatience, have to sleep for work the next day, omg wtf is this recon doing!, I'd rather kill a structure, omg .. what other game do I have lying around ...

On your recon example, what is he doing being cloaked up for 27 minutes when everyone could tell that the FC would need him to provide a warp-in within the next few minutes? Off-grid safes anyone? Just warp 500 km off the grid, reset in 4 seconds, and warp back. This isn't a big deal at all. Certainly far better than cloak fuel, which is an idea that is getting a bit too much attention from CCP at the moment. If nothing else, support for this may replace the cloak fuel agenda. However it happens, afk cloaking has got to go, no doubt about it, and regardless of how anyone else tries to protect it with insults or what have you. The class of player who has the least likelihood of knowing that a mechanic affected them in-game (because they were afk) certainly does not deserve to be logged in to a game that he does not intend to play at the keyboard; they are the easiest group to justify doing anything to tbph.


It isn't waiting 30 minutes for a warp-in for crying out loud. It could just be an extra minute or 2...basically a slight delay that could mean taking advantage of an opportunity vs. not taking advantage of it.

You keep insisting on this bullcrap metric: "Oh waiting 30 minutes is rare." I'm pointing out how fleet combat is often more dynamic than what you are claiming and even waiting an extra minute can be critical.

And no, the guy in a cloaky recon may not have known the FC would need a warp in. Fleet combat is not pre-planned...or more accurately and plan an FC has never survives first contact with the enemy. As such things will evolve and happen that the FC did not anticipate, but that doesn't mean he can't turn those unexpected turns to his advantage. What I'm saying is, if the FC needs a cloaky at a given instant that was unanticipated then your suggestion might make that much more difficult and why should active players have their fun nerfed?

What you are suggesting is simply a nerf to cloaks across the board. All suggestions are. Even the latest one with heat damage. It is a nerf to active cloakers as well as AFK ones. The heat damage one is not as substantial as yours, but it is a nerf none-the-less.

Find a solution that does not penalize non-AFK players and you might be on to something.

Oh, and a suggestion: go get in some large fleet combat experience, maybe for a year or so.

"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

Electrique Wizard
Mutually Lucrative Business Proposals
#3043 - 2013-11-21 15:44:14 UTC
Teckos Pech wrote:

Oh, and a suggestion: go get in some large fleet combat experience, maybe for a year or so.


lmao especially since what you're proposing is way more draconic and impacts every single form of cloaking

I am the Zodiac, I am the stars, You are the sorceress, my priestess of Mars, Queen of the night, swathed in satin black, Your ivory flesh upon my torture rack.

Teckos Pech
Hogyoku
Goonswarm Federation
#3044 - 2013-11-21 16:01:49 UTC  |  Edited by: Teckos Pech
Electrique Wizard wrote:
Teckos Pech wrote:

Oh, and a suggestion: go get in some large fleet combat experience, maybe for a year or so.


lmao especially since what you're proposing is way more draconic and impacts every single form of cloaking


I'm quite aware that my idea would impact active cloakers. I am not pretending otherwise (unlike some). The suggestions I favor also gives something back to active cloaking pilots (unlike some): removal from local.

Some of the same problems I'm pointing out with Andy's suggestion may be problems with my system...but Andy gives you nothing in return. He simply wants to nerf cloaks whereas I do not. I'll accept a nerf to cloaks...if they also get a buff (i.e. disappearing from local is one option, completely re-doing how intel in game works is probably even better).

And I am sensitive to the issue of fleet combat and cloaking ships (much more so than Andy). Which is why I'm flexible on how Nikk's hunting module would work. I see it as a way to completely kill AFK cloaking. If it is a module that is almost never used except in that context, I'm good with it. (Don't know about Nikk, he might disagree on this point.)

And lastly, I'm fine if there is no change to intel/cloaking including AFK cloaking.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Electrique Wizard
Mutually Lucrative Business Proposals
#3045 - 2013-11-21 16:04:19 UTC
Teckos Pech wrote:

And lastly, I'm fine if there is no change to intel/cloaking including AFK cloaking.


Glad we were able to reach a compromise.

< / topic >

I am the Zodiac, I am the stars, You are the sorceress, my priestess of Mars, Queen of the night, swathed in satin black, Your ivory flesh upon my torture rack.

Kenpo
The Guardians of the Beam
#3046 - 2013-11-21 16:19:19 UTC
Andy Landen wrote:
Kenpo wrote:
Samuel Wess wrote:
Add an AFK icon in local after 15 minutes of inactivity ? Campers should work more than just going afk for 23 hours.



Now that is the first sensible suggestion I have read in this entire thread.

I take it that it is the 1st post that you read in this entire thread too. What good is an AFK icon? It doesn't actually mean anything since the player could really be at the keyboard and ready to pounce in a split second. That is why another suggestion also put a deadspace warp together with that icon so that any action would require warping from the deadspace and losing the icon first.


Actually I have been following this thread for awhile, I have read a lot of the suggestions, most I don't agree with, some I kind of agree with.

All this angst about someone being cloaked in a system your operating in is amusing, is he AFK? is he pretending to be AFK? is he gonna light off a cyno and hot drop a fleet on me? is he gonna sneak up on me and kill my internet space ship? LOL. I especially love the arguement of said cloaker preventing someone from playing the game, that one is priceless, the only thing stopping anyone from playing the game is themselves. Psychology is a ***** ain't it, some of you need to shore up your mental fortitude.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#3047 - 2013-11-21 16:35:50 UTC
Electrique Wizard wrote:
Teckos Pech wrote:

And lastly, I'm fine if there is no change to intel/cloaking including AFK cloaking.


Glad we were able to reach a compromise.

< / topic >


Look at the OP, it wont be the end of the topic.

BTW, if you notice...there aren't as many nerf cloak topics when this is on the front page. Hence my responding (and others) to keep it there.

Also, so long as this thread is active, if you request new threads on nerfing cloaks be locked due to duplicate threads, it is more successful.

Much of this discussion is largely blue sky crud since it is unlikely the Devs are going to be rolling out any significant changes to local without both ample warning and significant testing first....as it should be. Changing local would have a huge impact on the game.

"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
#3048 - 2013-11-21 17:03:05 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:
Electrique Wizard wrote:
Teckos Pech wrote:

Oh, and a suggestion: go get in some large fleet combat experience, maybe for a year or so.


lmao especially since what you're proposing is way more draconic and impacts every single form of cloaking


I'm quite aware that my idea would impact active cloakers. I am not pretending otherwise (unlike some). The suggestions I favor also gives something back to active cloaking pilots (unlike some): removal from local.

Some of the same problems I'm pointing out with Andy's suggestion may be problems with my system...but Andy gives you nothing in return. He simply wants to nerf cloaks whereas I do not. I'll accept a nerf to cloaks...if they also get a buff (i.e. disappearing from local is one option, completely re-doing how intel in game works is probably even better).

And I am sensitive to the issue of fleet combat and cloaking ships (much more so than Andy). Which is why I'm flexible on how Nikk's hunting module would work. I see it as a way to completely kill AFK cloaking. If it is a module that is almost never used except in that context, I'm good with it. (Don't know about Nikk, he might disagree on this point.)

And lastly, I'm fine if there is no change to intel/cloaking including AFK cloaking.

So now my previous idea of an afk auto log timer is looking better and better, isn't it? It is useless against the script, but it doesn't discriminate and it allows extended cloaking without interruption. 30 minutes of no in-game chats or other key presses, no clicks, double-clicks, or ship spinning, basically a dead client for 30 minutes continuous, and the client is auto-logged. Easy non-targeted solution and active players are actually safer for it, because any ship in open space and forgotten is removed from space and any ship active ship in danger's way but without any client interaction can have the timer reset easily by a simple click on the client anywhere on the window. There should even be a visible timer which pulses red after only 5 minutes remain in the center of the screen much like the downtime timer. Down with those who can't be bothered with actually playing the game!

Added: In order to defeat the script, we could even add a captcha for ships in space longer than 4 hours of continuous cloaking, or else be logged off; 30 minutes to successfully pass the captcha for 4.5 hours max in space with a script working but no one at the keyboard.

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

Kenpo
The Guardians of the Beam
#3049 - 2013-11-21 18:22:14 UTC
Andy Landen wrote:
Teckos Pech wrote:
Electrique Wizard wrote:
Teckos Pech wrote:

Oh, and a suggestion: go get in some large fleet combat experience, maybe for a year or so.


lmao especially since what you're proposing is way more draconic and impacts every single form of cloaking


I'm quite aware that my idea would impact active cloakers. I am not pretending otherwise (unlike some). The suggestions I favor also gives something back to active cloaking pilots (unlike some): removal from local.

Some of the same problems I'm pointing out with Andy's suggestion may be problems with my system...but Andy gives you nothing in return. He simply wants to nerf cloaks whereas I do not. I'll accept a nerf to cloaks...if they also get a buff (i.e. disappearing from local is one option, completely re-doing how intel in game works is probably even better).

And I am sensitive to the issue of fleet combat and cloaking ships (much more so than Andy). Which is why I'm flexible on how Nikk's hunting module would work. I see it as a way to completely kill AFK cloaking. If it is a module that is almost never used except in that context, I'm good with it. (Don't know about Nikk, he might disagree on this point.)

And lastly, I'm fine if there is no change to intel/cloaking including AFK cloaking.

So now my previous idea of an afk auto log timer is looking better and better, isn't it? It is useless against the script, but it doesn't discriminate and it allows extended cloaking without interruption. 30 minutes of no in-game chats or other key presses, no clicks, double-clicks, or ship spinning, basically a dead client for 30 minutes continuous, and the client is auto-logged. Easy non-targeted solution and active players are actually safer for it, because any ship in open space and forgotten is removed from space and any ship active ship in danger's way but without any client interaction can have the timer reset easily by a simple click on the client anywhere on the window. There should even be a visible timer which pulses red after only 5 minutes remain in the center of the screen much like the downtime timer. Down with those who can't be bothered with actually playing the game!

Added: In order to defeat the script, we could even add a captcha for ships in space longer than 4 hours of continuous cloaking, or else be logged off; 30 minutes to successfully pass the captcha for 4.5 hours max in space with a script working but no one at the keyboard.



Sorry Andy, all I see is "I'm to lazy to change my habits/tactics so I want to change a game mechanic so I don't have to". Look, bottom line is you have 3 main options, 1) you take the risk and continue on with whatever you are doing despite a cloaker afk or not hanging around in the same system, 2) You go elsewhere, and 3) Quit playing the game as it is obvious that you cannot handle the mental stress. While the third option may be a little harsh, some people simply cannot handle being mentally toyed with.

You can have risk without reward just as you can have reward without risk, sometimes you can have your cake and eat it to, and sometimes you can't, the main point here is that nothing is ever guaranteed and EvE mirrors that fairly well for a video game.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#3050 - 2013-11-21 21:12:08 UTC
Andy Landen wrote:
Teckos Pech wrote:
Electrique Wizard wrote:
Teckos Pech wrote:

Oh, and a suggestion: go get in some large fleet combat experience, maybe for a year or so.


lmao especially since what you're proposing is way more draconic and impacts every single form of cloaking


I'm quite aware that my idea would impact active cloakers. I am not pretending otherwise (unlike some). The suggestions I favor also gives something back to active cloaking pilots (unlike some): removal from local.

Some of the same problems I'm pointing out with Andy's suggestion may be problems with my system...but Andy gives you nothing in return. He simply wants to nerf cloaks whereas I do not. I'll accept a nerf to cloaks...if they also get a buff (i.e. disappearing from local is one option, completely re-doing how intel in game works is probably even better).

And I am sensitive to the issue of fleet combat and cloaking ships (much more so than Andy). Which is why I'm flexible on how Nikk's hunting module would work. I see it as a way to completely kill AFK cloaking. If it is a module that is almost never used except in that context, I'm good with it. (Don't know about Nikk, he might disagree on this point.)

And lastly, I'm fine if there is no change to intel/cloaking including AFK cloaking.

So now my previous idea of an afk auto log timer is looking better and better, isn't it? It is useless against the script, but it doesn't discriminate and it allows extended cloaking without interruption. 30 minutes of no in-game chats or other key presses, no clicks, double-clicks, or ship spinning, basically a dead client for 30 minutes continuous, and the client is auto-logged. Easy non-targeted solution and active players are actually safer for it, because any ship in open space and forgotten is removed from space and any ship active ship in danger's way but without any client interaction can have the timer reset easily by a simple click on the client anywhere on the window. There should even be a visible timer which pulses red after only 5 minutes remain in the center of the screen much like the downtime timer. Down with those who can't be bothered with actually playing the game!

Added: In order to defeat the script, we could even add a captcha for ships in space longer than 4 hours of continuous cloaking, or else be logged off; 30 minutes to successfully pass the captcha for 4.5 hours max in space with a script working but no one at the keyboard.


TL;DR: Hi, I'm Andy Landen and I'm hear to suggest nerfs to play styles in the game I don't engage in and all for my benefit.

"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
#3051 - 2013-11-22 06:34:23 UTC
Decloaking.....

"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.
#3052 - 2013-11-22 17:15:42 UTC  |  Edited by: Lucas Kell
Xcom wrote:
Although the AFK tag is a neat idea its not very practical. Anyone could use any number of methods to simulating click or key events and come off as non AFK.

You could even cage your cat on top of your keyboard and go to work. I don't think its a breach of EULA to let your cat play eve when your at work.

That's account sharing...

:p

But no, on a serious note, people using means to bypass a system and cheat should never be a deciding factor on an idea. Sure, they could cheat, but they could cheat at most things in game. If they shut down any system which cheaters are able to exploit, for starters, markets, mining and PVE would all need to be removed due to botter. When you design games one of the things you have to learn is to not second-guess everything just because someone may or may not cheat it.

Nikk Narrel wrote:
1. A method needs to exist, to give players an outlet for solo or small gang based harassment of economic targets.

2. The expected increase in mining and ratting needs to be countered, or the devs will reduce rewards to keep null sec income levels stable.
1. These methods already exist and would not be removed by the addition of a timer.

2. There would be no sizable increase in mining or PVE. People would simply move around less, thus be easier to find.


Oh and Teckos
Have you still not realised how ******** the "AFK cloakers can't hurt anyone" argument is? I can;t be bothered to look up the countless pages that's be debunked, but needless to say, when you resort to that one it clearly shows you have run out of steam... again.

This whole thread is a great testament to how many people believe there is an issue to be dealt with regarding AFK cloaking. One day, CCP will deal with it. Local, not so much, since there's only a handful of people that want local nuked. In fact, they've just banned a bunch of spammers, now they are looking at margin trading...
AFK cloaking is going to be soon, just you wait!

EDIT: Oh and
Teckos Pech wrote:
TL;DR: Hi, I'm Andy Landen and I'm hear to suggest nerfs to play styles in the game I don't engage in and all for my benefit.
lol. Yeah Teckos, because you aren't trying to make cloakers uber as **** are you? I forgot, you suggest the pinnacle of game balance ideas. It's not like you idea would make covops cloakers the best solo PVP ships in the game or anything. lol.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#3053 - 2013-11-22 17:37:48 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
1. A method needs to exist, to give players an outlet for solo or small gang based harassment of economic targets.

2. The expected increase in mining and ratting needs to be countered, or the devs will reduce rewards to keep null sec income levels stable.

1. These methods already exist and would not be removed by the addition of a timer.

2. There would be no sizable increase in mining or PVE. People would simply move around less, thus be easier to find.

I must dispute your opinions on this.

For point 1, suggesting these methods exist, relies almost exclusively on the limited vulnerability present when ships travel between systems. That, and of course, the facepalm worthy screw ups that do happen on occasion.
Considering this sufficient exposure to threat on it's own, or as a supplement to large scale SOV warfare, is simply sweeping the issue under the rug.
(AKA: Trying to ignore it)

For point 2, if the economic production won't be shifted by the removal of these tactics, what is the net gain?
I hate to point out the obvious, but mining happens in order to meet a need, not because the graphics from a mining laser are hypnotically beautiful.
The same can be said of ratting, by equivalent, as it is most often done in order to secure ISK for use in other areas.
One of the main arguments I have heard against AFK cloaked ships, is that they are shutting down entire systems by their presence.
Now, you are saying their removal won't make a difference, against the targets which had been shut down.

So, which is it?
Or perhaps you would suggest, instead, that both aspects of point 2 are real facts. That would mean that the players who were shut down contributed so little, that restoring them would have no significant effect.
Either way, you are destroying the whole point of any such change, by removing the value it would bring to the game.
Andy Landen
Deep Core Mining Inc.
Caldari State
#3054 - 2013-11-22 19:25:14 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:

TL;DR: Hi, I'm Andy Landen and I'm hear to suggest nerfs to play styles in the game I don't engage in and all for my benefit.


Hi, I'm Teckos Pech (and Nikk) and I'm here to suggest the biggest nerfs to cloakies in the history of Eve and the biggest buffs to non-cloaky (and cloaky) pve ganking ever!

And to Kenpo, are you referring to the height of laziness of being afk while cloaky camping systems? If only you were, because that is about as lazy as one can get .. being afk. Moving to the next system is easy enough (though I haven't had time for much these last few weeks), but the fourth option of discussing on the forums about the nature of afk cloaky cyno boats and their issues also works for me.

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

General Xenophon
Deep Core Mining Inc.
Caldari State
#3055 - 2013-11-23 02:29:41 UTC  |  Edited by: General Xenophon
Could you please add https://forums.eveonline.com/default.aspx?g=posts&t=298532&find=unread ? I would appreciate it.

In brief: Cloaking is not OP, but can be enhanced to add extra challenge and strategy by adding probes to scan down cloaks and counter-measures to help active cloakers keep hidden. This also preserves cloaking 'as is' but simply adds an active and effort-required method to find cloakers, but is not impossible to prevent being found by active and aware cloakers. Cloaking itself should not be nerfed.

Sonar-sub hunting like principle, almost like the scene from Firefly where they deploy the "Cry baby", causing the Alliance cruiser to think it's a passenger carrier in distress and go for that signal instead. For Eve this idea is like hunting submarines, and adds an element of challenge and risk for scanners and cloakers alike without breaking cloaking as a whole.

New specific 1) covert scanning probes and 2) counter-measures. Covert scanning probes used by at least 3 players in a gang to scan down a cloaked ship, locks the scanning players in place so they cant move (until they turn off the scanner- which if they do, stops the scan and resets the results). Cannot be used by a station, POS, or 0 km of a jump gate to prevent abuse. If interrupted -or killed- the scan fails and they have to start over.

Cloak ship must use counter-measure probes to keep hiding, which requires activity to do. If cloak ship attacks one of the scanners this decreases the scanners scan time but doesn't completely reveal the attacking ship (in this case a bomber). Once scanning time is completed successfully, the cloaked ship is 'decloaked' in the system and cannot cloak again for x number of minutes and can be scanned down. Cloaker must then fly around to prevent from being killed, but an additional scan is required to find the ship itself by use of probes already available in the game.

Enhances current cloaking system while preserving the ability to cloak without using a nerfbat. Open to any constructive ideas on how to make it better. Thanks!
Teckos Pech
Hogyoku
Goonswarm Federation
#3056 - 2013-11-23 06:33:00 UTC
Andy Landen wrote:
Teckos Pech wrote:

TL;DR: Hi, I'm Andy Landen and I'm hear to suggest nerfs to play styles in the game I don't engage in and all for my benefit.


Hi, I'm Teckos Pech (and Nikk) and I'm here to suggest the biggest nerfs to cloakies in the history of Eve and the biggest buffs to non-cloaky (and cloaky) pve ganking ever!

And to Kenpo, are you referring to the height of laziness of being afk while cloaky camping systems? If only you were, because that is about as lazy as one can get .. being afk. Moving to the next system is easy enough (though I haven't had time for much these last few weeks), but the fourth option of discussing on the forums about the nature of afk cloaky cyno boats and their issues also works for me.


I'm...suggesting....a nerf to cloaking.....

WTF Andy, are you starting your weekend a bit early or something, considering how you've spent page after page arguing the exact opposite.....

"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
#3057 - 2013-11-23 06:38:25 UTC
General Xenophon wrote:
Could you please add https://forums.eveonline.com/default.aspx?g=posts&t=298532&find=unread ? I would appreciate it.

In brief: Cloaking is not OP, but can be enhanced to add extra challenge and strategy by adding probes to scan down cloaks and counter-measures to help active cloakers keep hidden. This also preserves cloaking 'as is' but simply adds an active and effort-required method to find cloakers, but is not impossible to prevent being found by active and aware cloakers. Cloaking itself should not be nerfed.

Sonar-sub hunting like principle, almost like the scene from Firefly where they deploy the "Cry baby", causing the Alliance cruiser to think it's a passenger carrier in distress and go for that signal instead. For Eve this idea is like hunting submarines, and adds an element of challenge and risk for scanners and cloakers alike without breaking cloaking as a whole.

New specific 1) covert scanning probes and 2) counter-measures. Covert scanning probes used by at least 3 players in a gang to scan down a cloaked ship, locks the scanning players in place so they cant move (until they turn off the scanner- which if they do, stops the scan and resets the results). Cannot be used by a station, POS, or 0 km of a jump gate to prevent abuse. If interrupted -or killed- the scan fails and they have to start over.

Cloak ship must use counter-measure probes to keep hiding, which requires activity to do. If cloak ship attacks one of the scanners this decreases the scanners scan time but doesn't completely reveal the attacking ship (in this case a bomber). Once scanning time is completed successfully, the cloaked ship is 'decloaked' in the system and cannot cloak again for x number of minutes and can be scanned down. Cloaker must then fly around to prevent from being killed, but an additional scan is required to find the ship itself by use of probes already available in the game.

Enhances current cloaking system while preserving the ability to cloak without using a nerfbat. Open to any constructive ideas on how to make it better. Thanks!


You currently don't need to know a have new probes sot know a cloaky is in system. Just use the current probes and local.

What the people who complain about cloaking want is reduced risk. That is why they want to remove AFK cloaking.

It is just that simple. Such a suggestion is also dubious when it comes to game balance since it removes current risk and replaces it with nothing.

"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
#3058 - 2013-11-23 06:50:35 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
1. These methods already exist and would not be removed by the addition of a timer.

2. There would be no sizable increase in mining or PVE. People would simply move around less, thus be easier to find.


Reducing the risk will increase mining and PvE in null in two ways. Players previously not engaged in those activities due to AFK cloaking will return to those activities. Reduced risk will induce more players to try their luck in null.

Quote:
Oh and Teckos
Have you still not realised how ******** the "AFK cloakers can't hurt anyone" argument is? I can;t be bothered to look up the countless pages that's be debunked, but needless to say, when you resort to that one it clearly shows you have run out of steam... again.


The issue is quite clear. No AFK player has ever destroyed another player's ship or pod. Ever.

A cloaked ship has never ever destroyed another player's ship while remaining cloaked. Ever.

As such, an AFK cloaked player has never ever destroyed another player's ship or pod anywhere in this game since cloaks were introduced.

Only when the player is active can that player pose a direct threat to others in game.

Now, you'd be correct to note that the presence of a cloaked ship increases your risk, but that is different from the notion that an AFK cloaked player can "hurt" another player's ship. What bothers the "Nerf AFK cloaking" side of the discussion is both the uncertainty and risk cloaking ships pose to their preferred game play (at that time).

That you don't grasp this indicates that despite your years of playing on, what was it...8 accounts, you don't quite grasp the game's mechanics.

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This whole thread is a great testament to how many people believe there is an issue to be dealt with regarding AFK cloaking. One day, CCP will deal with it. Local, not so much, since there's only a handful of people that want local nuked. In fact, they've just banned a bunch of spammers, now they are looking at margin trading...
AFK cloaking is going to be soon, just you wait!


Sure, CCP could just go ahead and nerf cloaks. My guess it would cause a quite a bit of back lash as people would see it as a move away from the sand box and towards the theme park. That would be bad™, IMO.

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lol. Yeah Teckos, because you aren't trying to make cloakers uber as **** are you? I forgot, you suggest the pinnacle of game balance ideas. It's not like you idea would make covops cloakers the best solo PVP ships in the game or anything. lol.


Didn't you check with Andy first? I'm supposedly trying to nerf cloaks. And I'm also supposedly anti-solo too.

Really Lucas, try to keep up with your sides talking points. Roll

Oh, yeah and the some of the PvP side think I'm out to ruing cloaks too.

I know its hard to keep track of all this, but I'm sure you can do it if you apply yourself. Think of yourself as the little train that could.

"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

General Xenophon
Deep Core Mining Inc.
Caldari State
#3059 - 2013-11-23 08:20:18 UTC  |  Edited by: General Xenophon
Teckos Pech wrote:
General Xenophon wrote:
Could you please add https://forums.eveonline.com/default.aspx?g=posts&t=298532&find=unread ? I would appreciate it.

In brief: Cloaking is not OP, but can be enhanced to add extra challenge and strategy by adding probes to scan down cloaks and counter-measures to help active cloakers keep hidden. This also preserves cloaking 'as is' but simply adds an active and effort-required method to find cloakers, but is not impossible to prevent being found by active and aware cloakers. Cloaking itself should not be nerfed.

Sonar-sub hunting like principle, almost like the scene from Firefly where they deploy the "Cry baby", causing the Alliance cruiser to think it's a passenger carrier in distress and go for that signal instead. For Eve this idea is like hunting submarines, and adds an element of challenge and risk for scanners and cloakers alike without breaking cloaking as a whole.

New specific 1) covert scanning probes and 2) counter-measures. Covert scanning probes used by at least 3 players in a gang to scan down a cloaked ship, locks the scanning players in place so they cant move (until they turn off the scanner- which if they do, stops the scan and resets the results). Cannot be used by a station, POS, or 0 km of a jump gate to prevent abuse. If interrupted -or killed- the scan fails and they have to start over.

Cloak ship must use counter-measure probes to keep hiding, which requires activity to do. If cloak ship attacks one of the scanners this decreases the scanners scan time but doesn't completely reveal the attacking ship (in this case a bomber). Once scanning time is completed successfully, the cloaked ship is 'decloaked' in the system and cannot cloak again for x number of minutes and can be scanned down. Cloaker must then fly around to prevent from being killed, but an additional scan is required to find the ship itself by use of probes already available in the game.

Enhances current cloaking system while preserving the ability to cloak without using a nerfbat. Open to any constructive ideas on how to make it better. Thanks!


You currently don't need to know a have new probes sot know a cloaky is in system. Just use the current probes and local.

What the people who complain about cloaking want is reduced risk. That is why they want to remove AFK cloaking.

It is just that simple. Such a suggestion is also dubious when it comes to game balance since it removes current risk and replaces it with nothing.


I appreciate the desire to keep out the 'nerf x' crowd, or 'make the game easier crowd', there's plenty of that in other games thanks, and unless it's mechanically sound, it would be nice not to have it here please. Mechanical improvements that make the game better -but not strictly 'easier'- are great, just 'dumbing down' the game, is not.

To your post, actually you can see a red or neutral in the system in local, but cannot scan them down. This just addresses the AFK cloaking, without changing cloaking directly. It also adds an new pvp element and risk for those who wish to engage in the scanning or counter scanning. It's also entirely possible that those in the area aren't able to scan down cloakers as they might not have the requisite probes.

Right now cloaking is just a hunter sitting in a booth with a sniper rifle, waiting for a little critter to go by. That's all well and good if you like this sort of 'challenge' level as a 'hunter', and maybe after a while the bunnies catch on, but what if the prey you stalked could also stalk you? What if instead you were hunting a ferocious space alien? It immediately makes the hunter more legit and the risk is higher because hey, it might just shoot its larvae down your throat which then later bursts out your chest. That's a bad hunting trip imho, but you wanted a challenge! But what if you're also a Space Marine and this sh** just got real and that bad*** space alien just fell into YOUR trap? Teach that creature to spray it's acidic blood all over your Marine buddie.

Current probes do NOT let you scan down a cloaked ship if it remains cloaked. Period. This new system would allow for risk to scanners AND to cloakers (scanners need numbers -at least 3-, the right probes, and are stationary targets while scanning, which can be interrupted, there's a lot of risk here. Cloakers need to deploy counter measures and be active to do so or they need to kill one of the scanners to break the chain), it's not heavily one sided in that regard and certainly needs suggestions to tweak it's effectiveness. It's not just a 'I don't want risk button' but rather a 'can the cat catch the mouse or is that mouse really a trap?' which isn't less risk and could in fact be more. It also doesn't nerf or lower the ability of cloaks to be effective, you just have to be smart enough to be a good hunter. That thing called... skill?
Andy Landen
Deep Core Mining Inc.
Caldari State
#3060 - 2013-11-24 02:45:36 UTC
Teckos Pech wrote:

I'm...suggesting....a nerf to cloaking.....

WTF Andy, are you starting your weekend a bit early or something, considering how you've spent page after page arguing the exact opposite.....

You have advocated two main ideas: Nerf local so that not only stealth bombers but any pve ganker can catch pve targets by surprise much easier and nerf cloakies so that they can be found and decloaked much easier with a simple module for scanning, seeing, locking, and decloaking upon lock. Regular, non-cloaky ships are left with a huge buff (easy pve ganks) and no nerf. Seems pretty obvious to me.

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