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AFK Cloaking Collection Thread

First post First post
Author
Andy Landen
Deep Core Mining Inc.
Caldari State
#3661 - 2013-12-04 00:43:39 UTC
Teckos Pech wrote:
...having an AFK hictor/dictor with cynos would really make things uncertain. Is he there watching local? If he thinks he has a shot at something he'll merely click on his client and warp to the spot he went AFK at--i.e. a spot he wanted to go AFK at. Drop bubble, see if he gets anything. Edit: and pop the cyno too. Did I forget, they all came in with those mobile depots, and took off the cloaks and put on regular cynos.

Andy by your own logic, "you never know when he'll comeback so you have to treat as he is always there" you can't undock.

Oh, and who cares how many alts it takes.

Costs us nothing, right?

That was the narrative right?

Or does that narrative....not work now?

See, personally...I found the extreme risk aversion arguments weak. Yet you guys hung your hats on them. Now...not so much.

Then you hung your hat on the "it costs you NOTHING!!!!" narrative. But now...now that isn't quite so convenient. So what are you now doing, shifting gears and running home to the opportunity cost argument.

Of course, we could just cut this crap out.

Allow a cloaked ship in game, AFK, to stay precisely where it is. Do not AFK tag him or anyone else. After all AFK hauling in freighter is not an issue. Even semi-AFK mining isn't really an issue despite Lucas and NightmareX's fits of apoplexy over it.

Instead...we institute a method of scanning that guy down.

You are going to scan anyways, right. After all under your method using scanner probes will tell you what ship he is in. You'd be an idiot not to use scanner probes. If you start the scans and he sits there with his thumb up his bung...he is probably AFK. When you get a lock, warp in and kill the guy. No more AFK cloaker.

In fact, you could also scan to see if there are non-AFK cloakers. The latter will just be harder to catch. But you'll know he isn't AFK.

In terms of outcomes we get to the same place. You'll know when a cloaker is AFK. You'll know when he is not. You can even remove the AFK guy for the duration of him being AFK (i.e. he'll wake up in a station somewhere when he does come back from being AFK and will pose zero risk at that point as well cause he isn't even in a pod and has only an alpha clone).

Really, I don't see the objection at this point.

The only ships he might get are those stupid enough not to check where the guy with the AFK tag was located in order to avoid those anomalies. I would be quite open to having the warp back from AFK sending the ship to a random place in space, tbph. Serves him right for trying to take advantage of an AFK mechanic or for simply allowing his ship to go AFK for half an hour.

So let's see. No, I never used the phrase "costs us nothing," so not sure what you are on about there. Never mentioned risk aversion, either. I know that you think any argument to remove AFK from the game is risk aversion, but to be totally honest, any attempt to keep AFK cloakies in game is a direct argument in favor of RISK AVERSION for the AFK cloaky cyno and friends.

Skip .. skip .. ah right, "AFK hauling in freighter" doesn't present the remotest potential for a cyno or a cloak, the key ingredients in our AFK cloaky concerns. semi-AFK mining. Let's see, probably not cloaked if you are mining, and not likely to be projecting a cyno threat into a hostile system.

Now for the scanning part. To be honest, I was not aware that someone in deadspace could be scanned down and warped to directly. Thought there had to be a series of gates to follow just to get into and move around deadspace. Additionally, I thought ships in deadspace could be seen on dscan, so not sure why anyone would bust out the probes just for the guy with the AFK tag. Maybe you want to enlighten me there. My idea is just to take AFK cloaky cyno threats out of the equation, not to have them taken out for good.

The cyno is the only objection here. Arguments focusing away from the cyno are a distraction, for sure. For emphasis, read that last sentence again and pretend I said it again, and again, and again. The cloaky cyno is the primary issue, the cyno itself is the base of that issue.

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

Lucas Kell
Solitude Trading
S.N.O.T.
#3662 - 2013-12-04 00:50:10 UTC
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
Lucas Kell wrote:
A gank catalyst can lay down about 15-16k in a 0.6, 18-19k in a 0.5.


How long do you think you have in a 0.5 system before Concord arrives and how much DPS do you think a gank catalyst will do...even with a fully T2 fit.
Overheating, anyway up to about ~750. And in a prepped 0.5 you get ~25 seconds.
EDIT: I take it you did not take part in the interdiction then?


No, I did not take part in the interdiction.

And running the numbers I get 2 guys (minimum) to gank a Mackinaw with minmal tank.

For my tank, minimum, 3 guys.

Which is what I ******* said for **** sake.

I said I fit a tank so I don't have to worry about 2 guys trying to suicide gank my Mack. Would 3 take it down? If they over heated, I didn't over heat..they'd have a good shot at it.

Did I say it was an uber tank that would save me against gankers? No. I said it reduces my risk...I don't have to worry about 2 guys. 3, yeah I should worry, overheating would be good.
But what's the point in running a fit that's so horribly inefficient that you may as well just not bother? Just so they have to bring a T1 cata along with their 2 T2s, since that's what you are gaining. You won't gain a full extra T2 cata in tank from a couple of extra k EHP, and honestly, 2 overheating T2s should be able to take ANY mack, regardless of fit in a 0.5. And gankers always overheat. Why would they not? It's not like they care if their modules take damage.
You on the other hand, you can't overheat. Since you're AFK!

And no. What you said is that you would lose out because your ****** fit takes 36 minutes to cycle, because you are incapable of fitting a half decent exhumer. The only reason you've not been ganked is because noone has bothered to gank you. It's not because you have fitted so much tank that they are like "woah man, this one's too tough!". I mean for christs sake you fit an EM hardener. So the equivalent of an empty slot against gankers. So no, you haven't reduced your risk. You've reduced your yield needlessly.

The Indecisive Noob - EVE fan blog.

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Nikk Narrel
Moonlit Bonsai
#3663 - 2013-12-04 14:18:00 UTC
Lucas Kell wrote:
Teckos Pech wrote:
No, I did not take part in the interdiction.

And running the numbers I get 2 guys (minimum) to gank a Mackinaw with minmal tank.

For my tank, minimum, 3 guys.

Which is what I ******* said for **** sake.

I said I fit a tank so I don't have to worry about 2 guys trying to suicide gank my Mack. Would 3 take it down? If they over heated, I didn't over heat..they'd have a good shot at it.

Did I say it was an uber tank that would save me against gankers? No. I said it reduces my risk...I don't have to worry about 2 guys. 3, yeah I should worry, overheating would be good.

But what's the point in running a fit that's so horribly inefficient that you may as well just not bother? Just so they have to bring a T1 cata along with their 2 T2s, since that's what you are gaining. You won't gain a full extra T2 cata in tank from a couple of extra k EHP, and honestly, 2 overheating T2s should be able to take ANY mack, regardless of fit in a 0.5. And gankers always overheat. Why would they not? It's not like they care if their modules take damage.
You on the other hand, you can't overheat. Since you're AFK!

And no. What you said is that you would lose out because your ****** fit takes 36 minutes to cycle, because you are incapable of fitting a half decent exhumer. The only reason you've not been ganked is because noone has bothered to gank you. It's not because you have fitted so much tank that they are like "woah man, this one's too tough!". I mean for christs sake you fit an EM hardener. So the equivalent of an empty slot against gankers. So no, you haven't reduced your risk. You've reduced your yield needlessly.


Just to make a point, not to interrupt beyond that.

Lucas, you are criticizing play choices that Teckos sees as reasonable.
Teckos expects a return on investment, that is acknowledged to be trading yield efficiency for extended time on the field.
In basic math, he is less likely to meet a threat capable of taking down a mack with his fitting, meaning he is that much less likely to lose it at all.

You must accept that all play styles have a value, and a cost.

Invalidating a defensive fit, by making a defense meaningless after the threat is removed, also invalidates any play style not matching your own on these aspects.

Your maximum yield efficiency play style should have more risk, simply because it has less precautions. Dumbing down the risk to make it effective under all possible conditions is not a good answer here.
Lokar Griman
The Untraceable
M A R A K U G A
#3664 - 2013-12-04 14:24:48 UTC
Andy Landen wrote:
Teckos Pech wrote:
...having an AFK hictor/dictor with cynos would really make things uncertain. Is he there watching local? If he thinks he has a shot at something he'll merely click on his client and warp to the spot he went AFK at--i.e. a spot he wanted to go AFK at. Drop bubble, see if he gets anything. Edit: and pop the cyno too. Did I forget, they all came in with those mobile depots, and took off the cloaks and put on regular cynos.

Andy by your own logic, "you never know when he'll comeback so you have to treat as he is always there" you can't undock.

Oh, and who cares how many alts it takes.

Costs us nothing, right?

That was the narrative right?

Or does that narrative....not work now?

See, personally...I found the extreme risk aversion arguments weak. Yet you guys hung your hats on them. Now...not so much.

Then you hung your hat on the "it costs you NOTHING!!!!" narrative. But now...now that isn't quite so convenient. So what are you now doing, shifting gears and running home to the opportunity cost argument.

Of course, we could just cut this crap out.

Allow a cloaked ship in game, AFK, to stay precisely where it is. Do not AFK tag him or anyone else. After all AFK hauling in freighter is not an issue. Even semi-AFK mining isn't really an issue despite Lucas and NightmareX's fits of apoplexy over it.

Instead...we institute a method of scanning that guy down.

You are going to scan anyways, right. After all under your method using scanner probes will tell you what ship he is in. You'd be an idiot not to use scanner probes. If you start the scans and he sits there with his thumb up his bung...he is probably AFK. When you get a lock, warp in and kill the guy. No more AFK cloaker.

In fact, you could also scan to see if there are non-AFK cloakers. The latter will just be harder to catch. But you'll know he isn't AFK.

In terms of outcomes we get to the same place. You'll know when a cloaker is AFK. You'll know when he is not. You can even remove the AFK guy for the duration of him being AFK (i.e. he'll wake up in a station somewhere when he does come back from being AFK and will pose zero risk at that point as well cause he isn't even in a pod and has only an alpha clone).

Really, I don't see the objection at this point.

The only ships he might get are those stupid enough not to check where the guy with the AFK tag was located in order to avoid those anomalies. I would be quite open to having the warp back from AFK sending the ship to a random place in space, tbph. Serves him right for trying to take advantage of an AFK mechanic or for simply allowing his ship to go AFK for half an hour.

So let's see. No, I never used the phrase "costs us nothing," so not sure what you are on about there. Never mentioned risk aversion, either. I know that you think any argument to remove AFK from the game is risk aversion, but to be totally honest, any attempt to keep AFK cloakies in game is a direct argument in favor of RISK AVERSION for the AFK cloaky cyno and friends.

Skip .. skip .. ah right, "AFK hauling in freighter" doesn't present the remotest potential for a cyno or a cloak, the key ingredients in our AFK cloaky concerns. semi-AFK mining. Let's see, probably not cloaked if you are mining, and not likely to be projecting a cyno threat into a hostile system.

Now for the scanning part. To be honest, I was not aware that someone in deadspace could be scanned down and warped to directly. Thought there had to be a series of gates to follow just to get into and move around deadspace. Additionally, I thought ships in deadspace could be seen on dscan, so not sure why anyone would bust out the probes just for the guy with the AFK tag. Maybe you want to enlighten me there. My idea is just to take AFK cloaky cyno threats out of the equation, not to have them taken out for good.

The cyno is the only objection here. Arguments focusing away from the cyno are a distraction, for sure. For emphasis, read that last sentence again and pretend I said it again, and again, and again. The cloaky cyno is the primary issue, the cyno itself is the base of that issue.



Have to agree with the cyno part tho. Cause you can't be sure if that cloaky cyno drops a one black ops ship or big armaada just to gang one ratter. Now remvoing the abitly of thta would break the balck ops drop mechanic a bit, but if for example the bigger the fleet jumps in the more cyno fuel it requires.
Irealy don't personaly call it pvp if targets smaler then Battleship and has limited option to bite back.
Nikk Narrel
Moonlit Bonsai
#3665 - 2013-12-04 14:58:27 UTC
Lokar Griman wrote:
Andy Landen wrote:
The cyno is the only objection here. Arguments focusing away from the cyno are a distraction, for sure. For emphasis, read that last sentence again and pretend I said it again, and again, and again. The cloaky cyno is the primary issue, the cyno itself is the base of that issue.



Have to agree with the cyno part tho. Cause you can't be sure if that cloaky cyno drops a one black ops ship or big armaada just to gang one ratter. Now remvoing the abitly of thta would break the balck ops drop mechanic a bit, but if for example the bigger the fleet jumps in the more cyno fuel it requires.
Irealy don't personaly call it pvp if targets smaler then Battleship and has limited option to bite back.


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.

Translation:
When a large group of players is looking to actually hurt an opposing force, and not simply have a token battle with expendable ships being sacrificed... but actually target the opponent's more needed assets, hot dropping has proven necessary.

Is it always necessary?
ONLY when the targets have demonstrated the ability to evade other tactics, or simply put: If that is the only thing that works, then it get's used.
Example: If your desired targets are chosen based on your opponents need, and difficulty to replace, it is expected they will not simply volunteer them against the next roam to show up. You need to make the effort to bypass your opponent's defenses before they can take them off the grid.
Since automated warnings are omni-present in EVE systems, this leaves opportunity to only exist where it has gaps.

Gaps only exist at gates, and by hot dropping.
The gates are exclusive to the target traveling through them, for practical reasons, and you must establish a gate camp in their travel path.
Since most high valued targets travel behind protection, gates are generally ineffective as a result. Such soft targets only hit gate camps by mistake, virtually all of the ones who arrive and find PvP ships regretting that last jump they made.

That leaves hot dropping, limited as it is by common awareness that this is used to find the very targets who often know to expect such tactics.
It is used because it is effective. It is pointless to debate how effective, since it has been repeatedly established that kill mails do not include what tactics were used.

Like fishing, people do it because they figure they have a chance to catch something, and they are patient.
Andy Landen
Deep Core Mining Inc.
Caldari State
#3666 - 2013-12-04 15:10:13 UTC
Quote:
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.

Translation:
When a large group of players is looking to actually hurt an opposing force, and not simply have a token battle with expendable ships being sacrificed... but actually target the opponent's more needed assets, hot dropping has proven necessary.

Now instead of retreating from only larger gangs, the cynos forces the PVE pilot to retreat from even a mere stealth bomber (plus cyno). And no, they are NOT usually willing to gamble, hence the repeated frustrations expressed here that PVE always runs away.

Translation, when large groups are so afraid of pvp with regular pvp forces that they are only so risk averse as to choose single PVE targets, hotdropping is the method of choice for surprising and overwhelming a solo PVE ship. Yes, hotdroppers are the risk averse group and the cyno is the method at fault. Something needs to be done to enable cyno use for movement but discourage it for the immediate combat option. If the trouble is finding fights, CCP needs to invent more benefits to sov which can be fought over.

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

Nikk Narrel
Moonlit Bonsai
#3667 - 2013-12-04 15:20:16 UTC
Andy Landen wrote:
Quote:
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.

Translation:
When a large group of players is looking to actually hurt an opposing force, and not simply have a token battle with expendable ships being sacrificed... but actually target the opponent's more needed assets, hot dropping has proven necessary.

Now instead of retreating from only larger gangs, the cynos forces the PVE pilot to retreat from even a mere stealth bomber (plus cyno). And no, they are NOT usually willing to gamble, hence the repeated frustrations expressed here that PVE always runs away.

Translation, when large groups are so afraid of pvp with regular pvp forces that they are only so risk averse as to choose single PVE targets, hotdropping is the method of choice for surprising and overwhelming a solo PVE ship. Yes, hotdroppers are the risk averse group and the cyno is the method at fault. Something needs to be done to enable cyno use for movement but discourage it for the immediate combat option. If the trouble is finding fights, CCP needs to invent more benefits to sov which can be fought over.

You can call them risk averse, simply because they do not wish to waste their ammunition against the gate camps and the expendable targets being offered up.

I suspect, however, they would describe themselves rather, as being shrewd.
Why should they waste ammo, targeting what their opponent has obviously decided it can afford to safely lose? This does not further their goals, since their opponent can afford these losses.
Target instead, where the opponent is vulnerable, where ships operate that cannot be so easily discarded.

As to
Quote:
... the repeated frustrations expressed here that PVE always runs away.


I already answered, with this:
Quote:
It is pointless to debate how effective, since it has been repeatedly established that kill mails do not include what tactics were used.

Like fishing, people do it because they figure they have a chance to catch something, and they are patient.
Teckos Pech
Hogyoku
Goonswarm Federation
#3668 - 2013-12-04 15:29:09 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Teckos Pech wrote:
No, I did not take part in the interdiction.

And running the numbers I get 2 guys (minimum) to gank a Mackinaw with minmal tank.

For my tank, minimum, 3 guys.

Which is what I ******* said for **** sake.

I said I fit a tank so I don't have to worry about 2 guys trying to suicide gank my Mack. Would 3 take it down? If they over heated, I didn't over heat..they'd have a good shot at it.

Did I say it was an uber tank that would save me against gankers? No. I said it reduces my risk...I don't have to worry about 2 guys. 3, yeah I should worry, overheating would be good.

But what's the point in running a fit that's so horribly inefficient that you may as well just not bother? Just so they have to bring a T1 cata along with their 2 T2s, since that's what you are gaining. You won't gain a full extra T2 cata in tank from a couple of extra k EHP, and honestly, 2 overheating T2s should be able to take ANY mack, regardless of fit in a 0.5. And gankers always overheat. Why would they not? It's not like they care if their modules take damage.
You on the other hand, you can't overheat. Since you're AFK!

And no. What you said is that you would lose out because your ****** fit takes 36 minutes to cycle, because you are incapable of fitting a half decent exhumer. The only reason you've not been ganked is because noone has bothered to gank you. It's not because you have fitted so much tank that they are like "woah man, this one's too tough!". I mean for christs sake you fit an EM hardener. So the equivalent of an empty slot against gankers. So no, you haven't reduced your risk. You've reduced your yield needlessly.


Just to make a point, not to interrupt beyond that.

Lucas, you are criticizing play choices that Teckos sees as reasonable.
Teckos expects a return on investment, that is acknowledged to be trading yield efficiency for extended time on the field.
In basic math, he is less likely to meet a threat capable of taking down a mack with his fitting, meaning he is that much less likely to lose it at all.

You must accept that all play styles have a value, and a cost.

Invalidating a defensive fit, by making a defense meaningless after the threat is removed, also invalidates any play style not matching your own on these aspects.

Your maximum yield efficiency play style should have more risk, simply because it has less precautions. Dumbing down the risk to make it effective under all possible conditions is not a good answer here.


Quite right. A guy with good, and I mean good, skills in gunnery and ship command for flying a catalyst could take down a Mack without any tank in a 0.5 system without overheating, such a ship has 13,841 EHP. Alot of the Mack's you see on KBs have NO DCU II. Lucas is right, that just that module alone adds alot of tank. But a shocking large number of Mack pilots don't fit one. Alot of fits will have something like an Invul II and thermic resistance amplifer II. Still vulnerable to a guy with good skills in a catalyst.

The guy in a catalyst will put out about 21,000 damage in a 0.5 system before Concord kills him. That is more than enough to solo gank many **** fit Macks. 2 guys assuming good gunnery skills will double that, in which case even my alt would be ****ed (unless I overheat). Now in a 0.6 system the time to put out DPS is rather sharply redu. In that case, somebody like me would put out about 15,000 dps in the time from the first shot to getting popped by Concord. Still enough to take down an untanked Mack, but chances are even somebody with about 18 million SP in gunnery skills (more if you include weapons upgrades and AWU to level 5) will need a buddy. He and that buddy will have a hard time killing my Mack, especially if I over heat. Even three will be tough. So like I said, in my fit in a 0.6 or better system I don't have to worry about two doorknobs in catalysts (and not every one doing suicide ganking has 18+ million gunnery skill points--i.e. they might be fitting T1 guns and maybe no rigs) has less to worry about when fitting a tank.

Am I gimping my fit in terms of yield? Yes. I knew I was. I wanted to go with tank vs. yield for the above reason. This is something you see in every ****ing thread where the ice miners are complaining is that the gankers always say, "Why don't you fit a tank?" So, I fit a tank and...get **** for it...go figure.

"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

Kenpo
The Guardians of the Beam
#3669 - 2013-12-04 15:39:34 UTC
Teckos Pech wrote:
Nikk Narrel wrote:
Lucas Kell wrote:
Teckos Pech wrote:
No, I did not take part in the interdiction.

And running the numbers I get 2 guys (minimum) to gank a Mackinaw with minmal tank.

For my tank, minimum, 3 guys.

Which is what I ******* said for **** sake.

I said I fit a tank so I don't have to worry about 2 guys trying to suicide gank my Mack. Would 3 take it down? If they over heated, I didn't over heat..they'd have a good shot at it.

Did I say it was an uber tank that would save me against gankers? No. I said it reduces my risk...I don't have to worry about 2 guys. 3, yeah I should worry, overheating would be good.

But what's the point in running a fit that's so horribly inefficient that you may as well just not bother? Just so they have to bring a T1 cata along with their 2 T2s, since that's what you are gaining. You won't gain a full extra T2 cata in tank from a couple of extra k EHP, and honestly, 2 overheating T2s should be able to take ANY mack, regardless of fit in a 0.5. And gankers always overheat. Why would they not? It's not like they care if their modules take damage.
You on the other hand, you can't overheat. Since you're AFK!

And no. What you said is that you would lose out because your ****** fit takes 36 minutes to cycle, because you are incapable of fitting a half decent exhumer. The only reason you've not been ganked is because noone has bothered to gank you. It's not because you have fitted so much tank that they are like "woah man, this one's too tough!". I mean for christs sake you fit an EM hardener. So the equivalent of an empty slot against gankers. So no, you haven't reduced your risk. You've reduced your yield needlessly.


Just to make a point, not to interrupt beyond that.

Lucas, you are criticizing play choices that Teckos sees as reasonable.
Teckos expects a return on investment, that is acknowledged to be trading yield efficiency for extended time on the field.
In basic math, he is less likely to meet a threat capable of taking down a mack with his fitting, meaning he is that much less likely to lose it at all.

You must accept that all play styles have a value, and a cost.

Invalidating a defensive fit, by making a defense meaningless after the threat is removed, also invalidates any play style not matching your own on these aspects.

Your maximum yield efficiency play style should have more risk, simply because it has less precautions. Dumbing down the risk to make it effective under all possible conditions is not a good answer here.


Quite right. A guy with good, and I mean good, skills in gunnery and ship command for flying a catalyst could take down a Mack without any tank in a 0.5 system without overheating, such a ship has 13,841 EHP. Alot of the Mack's you see on KBs have NO DCU II. Lucas is right, that just that module alone adds alot of tank. But a shocking large number of Mack pilots don't fit one. Alot of fits will have something like an Invul II and thermic resistance amplifer II. Still vulnerable to a guy with good skills in a catalyst.

The guy in a catalyst will put out about 21,000 damage in a 0.5 system before Concord kills him. That is more than enough to solo gank many **** fit Macks. 2 guys assuming good gunnery skills will double that, in which case even my alt would be ****ed (unless I overheat). Now in a 0.6 system the time to put out DPS is rather sharply redu. In that case, somebody like me would put out about 15,000 dps in the time from the first shot to getting popped by Concord. Still enough to take down an untanked Mack, but chances are even somebody with about 18 million SP in gunnery skills (more if you include weapons upgrades and AWU to level 5) will need a buddy. He and that buddy will have a hard time killing my Mack, especially if I over heat. Even three will be tough. So like I said, in my fit in a 0.6 or better system I don't have to worry about two doorknobs in catalysts (and not every one doing suicide ganking has 18+ million gunnery skill points--i.e. they might be fitting T1 guns and maybe no rigs) has less to worry about when fitting a tank.

Am I gimping my fit in terms of yield? Yes. I knew I was. I wanted to go with tank vs. yield for the above reason. This is something you see in every ****ing thread where the ice miners are complaining is that the gankers always say, "Why don't you fit a tank?" So, I fit a tank and...get **** for it...go figure.


Don't you find it amusing when people assume they know more about the game then you do? Oh sure they may actually have more knowledge, but the arrogance is so thick its cloying.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#3670 - 2013-12-04 15:57:02 UTC
Lokar Griman wrote:


[snip to save space]

Have to agree with the cyno part tho. Cause you can't be sure if that cloaky cyno drops a one black ops ship or big armaada just to gang one ratter. Now remvoing the abitly of thta would break the balck ops drop mechanic a bit, but if for example the bigger the fleet jumps in the more cyno fuel it requires.
Irealy don't personaly call it pvp if targets smaler then Battleship and has limited option to bite back.


Andy,

The above is a stellar example of extreme risk aversion. Did the guy replying use the term? No. But implicitly he is saying I'm extremely risk averse. Hell we could even say he is loss averse (it is not a meaningless distinction by the way, people who are loss averse will avoid situations where there is even a small chance of loss even when there is a potential for relatively substantial reward to be had--it is fascinating stuff if you are interested in the intersection of mathematics, psychology and economics...which is quite present in this game I might add).

If you want to play and be loss averse...that is your right*. I am not saying it is wrong (heck there is plenty of evidence to suggest that many individuals in RL [queue up NightmareX calling me a dumbass for referencing RL] are indeed loss averse....heck I'd even say my wife is that way....don't tell her I said that though). But it is also part of what makes AFK cloaking so damn effective from the standpoint of resource denial. If the players who are primarily PvE oriented in null sec are more likely to be loss averse, then they are the better targets for AFK cloaking if the goal is resource denial (i.e. gimping renter corps income....if you are successful at that on a broad scale you might also gimp the rental alliance income).

As another poster said in another thread psychological warfare is a perfectly acceptable form of game play. As is economic warfare. I just think the current mechanic to accomplish those goals are largely boring.

And to reiterate, I'm not implying Lokar's comment above is "wrong", just pointing out that it is part of the problem. For example, how often does an "armada" drop on a single ratter? I've been spending a fair amount of time trolling through killboards lately (due to this topic) and just haven't seen any. Doesn't mean it does not happen, but it is (weak) evidence that it is a low probability event.

*One could argue it isn't even a right in the classic sense--i.e. a choice one makes--but is simply how some percentage of players are. And no, I'm not suggesting they go play another 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

Teckos Pech
Hogyoku
Goonswarm Federation
#3671 - 2013-12-04 16:11:16 UTC
Kenpo wrote:

Don't you find it amusing when people assume they know more about the game then you do? Oh sure they may actually have more knowledge, but the arrogance is so thick its cloying.


Well, the annoying part is that I've participated in some of the gank threads...I want to say Lucas did as well, although my memory could be wrong.

I actually went through the numbers on over-heating one's tank and pointing out that it is not only not a bad idea, but a damn good one as it can save your butt. In that case it wasn't a mining thread, but a ratting one.

I also pointed out that training up your fitting skills had a rather salutary effect of allowing your to go with cheaper and therefore less gank enticing, T2 modules with virtually no loss in isk making efficiency...especially if you take into account things like opportunity cost. Opportunity cost of your isk being tied up in expensive modules vs. being used in the market to make isk. Not to mention that if you lower your chances of being ganked, your expected losses are dramatically lower. Sure you might not clear a mission quite as fast, but that is NOT the only consideration. Ideally one should be looking at their stream of income as well as the stream of costs and even more importantly the difference--i.e. your "profit" stream.

Yes, not working as fast lowers your income stream, to be sure. But if you get that boost to your income stream via an expensive gank inducing fit, then you are also increasing your cost stream as well. You could end up with a lower "expected" profit stream overall.

But...I'm a moron.

"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
#3672 - 2013-12-04 16:19:08 UTC
You can't trade wisdom for happiness, for in seeking one, you prove possession of the other.
Lucas Kell
Solitude Trading
S.N.O.T.
#3673 - 2013-12-04 16:30:22 UTC
Nikk Narrel wrote:
Just to make a point, not to interrupt beyond that.

Lucas, you are criticizing play choices that Teckos sees as reasonable.
Teckos expects a return on investment, that is acknowledged to be trading yield efficiency for extended time on the field.
In basic math, he is less likely to meet a threat capable of taking down a mack with his fitting, meaning he is that much less likely to lose it at all.

You must accept that all play styles have a value, and a cost.

Invalidating a defensive fit, by making a defense meaningless after the threat is removed, also invalidates any play style not matching your own on these aspects.

Your maximum yield efficiency play style should have more risk, simply because it has less precautions. Dumbing down the risk to make it effective under all possible conditions is not a good answer here.
Certainly, but he is choosing to say things like "Do you even play the game?" and "Really...when was the last time you logged in?" and "Tell me again how brilliant you are at this game.". All I'm doing is pointing out that he's gaining nothing by fitting an extra couple of k tank (which will in most cases change nothing about a gank) at the expense of about 30% yield, which hardly puts him in the position to be all high and mighty.
At the end of the day he's an AFK miner and wants to protect that. That's his choice but he will get no respect from me. Removing AFK players, miners included, I think is a good idea. The only notable exception is a freighter pilot, which is a simple caveat: jumping between gates should count as activity. This way autopiloting 60 jumps can still be done, freighter autopiloting can still be done and the world remains in balance.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#3674 - 2013-12-04 16:37:29 UTC  |  Edited by: Teckos Pech
Andy Landen wrote:

The only ships he might get are those stupid enough not to check where the guy with the AFK tag was located in order to avoid those anomalies. I would be quite open to having the warp back from AFK sending the ship to a random place in space, tbph. Serves him right for trying to take advantage of an AFK mechanic or for simply allowing his ship to go AFK for half an hour.

So let's see. No, I never used the phrase "costs us nothing," so not sure what you are on about there. Never mentioned risk aversion, either. I know that you think any argument to remove AFK from the game is risk aversion, but to be totally honest, any attempt to keep AFK cloakies in game is a direct argument in favor of RISK AVERSION for the AFK cloaky cyno and friends.

Skip .. skip .. ah right, "AFK hauling in freighter" doesn't present the remotest potential for a cyno or a cloak, the key ingredients in our AFK cloaky concerns. semi-AFK mining. Let's see, probably not cloaked if you are mining, and not likely to be projecting a cyno threat into a hostile system.

Now for the scanning part. To be honest, I was not aware that someone in deadspace could be scanned down and warped to directly. Thought there had to be a series of gates to follow just to get into and move around deadspace. Additionally, I thought ships in deadspace could be seen on dscan, so not sure why anyone would bust out the probes just for the guy with the AFK tag. Maybe you want to enlighten me there. My idea is just to take AFK cloaky cyno threats out of the equation, not to have them taken out for good.

The cyno is the only objection here. Arguments focusing away from the cyno are a distraction, for sure. For emphasis, read that last sentence again and pretend I said it again, and again, and again. The cloaky cyno is the primary issue, the cyno itself is the base of that issue.


First off, thanks for the reply Andy. I don't disagree with the above on who might be caught. However, that isn't the main reason. If the point is resource denial, and people are playing "smart" and staying docked them mission accomplished.

As for deadspace, I don't think you can warp to them...at least I wasn't implying you could. I thought your idea was you could not warp to such players. My point about scanning is that while you might not warp to them you could still see them on your scans (d-scan and probes) and since your suggestion would leave the "AFK" person decloaked you'd be foolish not to use scanning to learn what ship type they are in.

And once again, you have stated "we never know when they are really AFK" it still applies with your method. Granted his options when he does come back are limited, but is the PvE guys are loss averse, it may not help that much. Hence my preference for not AFK tagging/warping and letting cloaks be scanned down.

Perhaps you could explain your dislike for my suggestion. Assuming we go with some variant of (some) ships not appearing in local somehow (e.g. your method, Nikk's, or mine).

And I'm not ignoring the cyno issue, I'm just putting that discussion off for now (at least for myself, if others want to tackle it they can and I might even take it up then).

"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
#3675 - 2013-12-04 16:41:32 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Just to make a point, not to interrupt beyond that.

Lucas, you are criticizing play choices that Teckos sees as reasonable.
Teckos expects a return on investment, that is acknowledged to be trading yield efficiency for extended time on the field.
In basic math, he is less likely to meet a threat capable of taking down a mack with his fitting, meaning he is that much less likely to lose it at all.

You must accept that all play styles have a value, and a cost.

Invalidating a defensive fit, by making a defense meaningless after the threat is removed, also invalidates any play style not matching your own on these aspects.

Your maximum yield efficiency play style should have more risk, simply because it has less precautions. Dumbing down the risk to make it effective under all possible conditions is not a good answer here.
Certainly, but he is choosing to say things like "Do you even play the game?" and "Really...when was the last time you logged in?" and "Tell me again how brilliant you are at this game.". All I'm doing is pointing out that he's gaining nothing by fitting an extra couple of k tank (which will in most cases change nothing about a gank) at the expense of about 30% yield, which hardly puts him in the position to be all high and mighty.
At the end of the day he's an AFK miner and wants to protect that. That's his choice but he will get no respect from me. Removing AFK players, miners included, I think is a good idea. The only notable exception is a freighter pilot, which is a simple caveat: jumping between gates should count as activity. This way autopiloting 60 jumps can still be done, freighter autopiloting can still be done and the world remains in balance.

To say he is gaining nothing, by choosing his fit over one more yield oriented, is subjective.

If he encounters an overwhelming force, then yes, he gains nothing, as they would beat any possible fitting.

However, if he should encounter someone who tries to min max their return on ganking, as you do on yield, then they will save the ISK on clone costs by not training skills, and not fit the more expensive DPS boosters or ammunition. They obviously will use the minimum number of pilots to get their goal as well.
Since Teckos is a harder target, going after him at all is a then poor choice, once they understand it will cost them more ISK to succeed. They will look instead for easier kills, with yield intensive fits.

A strategy can approach a problem from a different direction, and still solve it. The extra time he needs to mine ice, in theory, he will have.
Lucas Kell
Solitude Trading
S.N.O.T.
#3676 - 2013-12-04 16:42:05 UTC
Teckos Pech wrote:
Kenpo wrote:

Don't you find it amusing when people assume they know more about the game then you do? Oh sure they may actually have more knowledge, but the arrogance is so thick its cloying.


Well, the annoying part is that I've participated in some of the gank threads...I want to say Lucas did as well, although my memory could be wrong.

I actually went through the numbers on over-heating one's tank and pointing out that it is not only not a bad idea, but a damn good one as it can save your butt. In that case it wasn't a mining thread, but a ratting one.

I also pointed out that training up your fitting skills had a rather salutary effect of allowing your to go with cheaper and therefore less gank enticing, T2 modules with virtually no loss in isk making efficiency...especially if you take into account things like opportunity cost. Opportunity cost of your isk being tied up in expensive modules vs. being used in the market to make isk. Not to mention that if you lower your chances of being ganked, your expected losses are dramatically lower. Sure you might not clear a mission quite as fast, but that is NOT the only consideration. Ideally one should be looking at their stream of income as well as the stream of costs and even more importantly the difference--i.e. your "profit" stream.

Yes, not working as fast lowers your income stream, to be sure. But if you get that boost to your income stream via an expensive gank inducing fit, then you are also increasing your cost stream as well. You could end up with a lower "expected" profit stream overall.

But...I'm a moron.
Indeed I have.
And you are not wrong, tank is needed, but there's a balance. If all you wanted was tack you could just stick mining drone on an orca and be done with it.
And you are right, with overheating, having your active tank modules is a good idea. Except you aren't there. Should you be attacked, chances are it will be over before you get a chance to overheat. You could achieve nearly the tank you currently have, while increasing your yield by 33%. Remember, you aren't trying to tank generic gankers. Mining barges are worth very little to gankers, so if someones trying to gank your DCU mack, it's either because they are someone like goons (in which case you are screwed because they throw like 30 T1s at you... good times :D) running an interdiction, or they are specifically geared and prepared to gank miners.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#3677 - 2013-12-04 16:45:24 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Just to make a point, not to interrupt beyond that.

Lucas, you are criticizing play choices that Teckos sees as reasonable.
Teckos expects a return on investment, that is acknowledged to be trading yield efficiency for extended time on the field.
In basic math, he is less likely to meet a threat capable of taking down a mack with his fitting, meaning he is that much less likely to lose it at all.

You must accept that all play styles have a value, and a cost.

Invalidating a defensive fit, by making a defense meaningless after the threat is removed, also invalidates any play style not matching your own on these aspects.

Your maximum yield efficiency play style should have more risk, simply because it has less precautions. Dumbing down the risk to make it effective under all possible conditions is not a good answer here.
Certainly, but he is choosing to say things like "Do you even play the game?" and "Really...when was the last time you logged in?" and "Tell me again how brilliant you are at this game.". All I'm doing is pointing out that he's gaining nothing by fitting an extra couple of k tank (which will in most cases change nothing about a gank) at the expense of about 30% yield, which hardly puts him in the position to be all high and mighty.
At the end of the day he's an AFK miner and wants to protect that. That's his choice but he will get no respect from me. Removing AFK players, miners included, I think is a good idea. The only notable exception is a freighter pilot, which is a simple caveat: jumping between gates should count as activity. This way autopiloting 60 jumps can still be done, freighter autopiloting can still be done and the world remains in balance.


I was responding to NightmareX who has been extremely nasty in this thread. Constantly distorting what others write, calling them names and so forth. Frankly, ISD should give NightmareX a posting time out, but that is just my opinion.

And you have to keep the context of that comment in mind...it was in reference to semi-AFK mining which is how most high sec miners mine, IMO. And yes, in a way you had a point regarding skills, but probably don't realize it helps MY ARGUMENT against NightmareX:

A newer player just getting into an exhumer might have bad skills and can't (yet) get below the 30 minute criteria for getting an AFK tag and wapred off/logged off. Such an occurrence is a buff to older players and a nerf to newer/less skilled players. I don't see how that is in any way a good thing.

And lastly it isn't a couple of extra K in tank, it is not quite double the tank (and with overheating shield modules more that 2x the tank) of a Mack with a DCU II.

"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.
#3678 - 2013-12-04 16:53:35 UTC
Nikk Narrel wrote:
To say he is gaining nothing, by choosing his fit over one more yield oriented, is subjective.

If he encounters an overwhelming force, then yes, he gains nothing, as they would beat any possible fitting.

However, if he should encounter someone who tries to min max their return on ganking, as you do on yield, then they will save the ISK on clone costs by not training skills, and not fit the more expensive DPS boosters or ammunition. They obviously will use the minimum number of pilots to get their goal as well.
Since Teckos is a harder target, going after him at all is a then poor choice, once they understand it will cost them more ISK to succeed. They will look instead for easier kills, with yield intensive fits.

A strategy can approach a problem from a different direction, and still solve it. The extra time he needs to mine ice, in theory, he will have.
There are a very limited number of people that gank miners as they are worth no profit. And they aren't looking for a tanked kill.
I know on paper, the math is sound, but in practice, AFK miners in a Yield/Tank balance though are about as safe as a max tank mack. If you are overheating and/or have support you can push it to need an extra ganker, but if you are AFK you really don't gain much, you just lose out on substantial yield overall.

It's strange to me that you suggest I'm min-maxed as well, since what I suggested was a passive shield, DCU2 tank balance, resulting in 32k EHP (enough to ensure you are ungankable by a single pilot, and a heavy struggle for 2 in a 0.6) while maintaining a fill time of 25 mins. If I was suggesting a min-max fit I'd suggest the 18kEHP, 22.1 cycle time pure yield fit.
Don't get me wrong, I'm happy with ignoring tank where it can be ignored. On my blog I state my method for high sec mining which I used for years. Yield fit covetors with no tank.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Mag's
Azn Empire
#3679 - 2013-12-04 16:54:58 UTC
Lucas Kell wrote:
Mag's wrote:
As far as that other post is concerned, it was a joke. Lighten up a little.

:D

Mag's wrote:
Lucas Kell wrote:
And no, you didn't answer it. You babbled on about what you want.
I'll make it simple. 2 questions. Both a simple Yes/No. Both FUNCTIONAL, nothing to do with what you or I want.

1. Do you think the only way to remove AFK cloaking is the removal of local?
2. Would the removal of the cloak module remove AFK cloaking?


I did answer it, but not in a way you wished obviously.
Quote:
in order to remove the reason for AFKing, then the intel needs to be decoupled from local and a new mechanic put in to replace it. Then dependent upon exactly what changes are made, changed to cloaks should also take place in order to keep balance. There is no first, it needs to be done in a package of changes, although I'm sure some balance changes would follow.
But local needs to be a part of those changes, or else the reason for AFKing in this regard will remain.


So yes, local needs to be a part of the any change to remove the reason for AFKing and removing cloaks would not remove the reason for AFKing in this regard.
But seriously, that's not an answer. I'm asking you functionally. You are responding by telling me what you feel is needed.
On a functional level, the answer to question 2 is "Yes". Think about it. If a cloaking module did not exists, it's impossible for AFK cloaking to exist.
If the answer to 2 is yes, then the answer to 1 MUST be no, since it's impossible for it to be the only way if there clearly is another way.

...snip...
But you are basing your argument and therefore questions, on your premiss that local is not the cause. I know you do not agree that local is the cause, but I do. Therefore the reason for AFKing, no matter what method is used, always includes local as I see it. Therefore to remove the reason, one must include it.

So as I am fully aware of your stance, why are you not able to see mine? I've even read your locked thread on exactly that. Do we have to go through this charade, of asking questions based on your theory, in an attempt to place me into a corner of your making? It's bloody obvious that no cloaking at all could take place with the module removed, but the point is meaningless and rather hollow. This is because I still see the reason for AFKing in this regard remaining, even after removing cloaks.

So no it's not what I feel should happen, because I feel nothing should happen. But I am answering functionally, based on how I see the mechanics being used. It just so happens you don't see it that way. I said neither side will agree and this is why you don't think I answered your questions. I did, but based on how I see it.

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
#3680 - 2013-12-04 16:58:17 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Kenpo wrote:

Don't you find it amusing when people assume they know more about the game then you do? Oh sure they may actually have more knowledge, but the arrogance is so thick its cloying.


Well, the annoying part is that I've participated in some of the gank threads...I want to say Lucas did as well, although my memory could be wrong.

I actually went through the numbers on over-heating one's tank and pointing out that it is not only not a bad idea, but a damn good one as it can save your butt. In that case it wasn't a mining thread, but a ratting one.

I also pointed out that training up your fitting skills had a rather salutary effect of allowing your to go with cheaper and therefore less gank enticing, T2 modules with virtually no loss in isk making efficiency...especially if you take into account things like opportunity cost. Opportunity cost of your isk being tied up in expensive modules vs. being used in the market to make isk. Not to mention that if you lower your chances of being ganked, your expected losses are dramatically lower. Sure you might not clear a mission quite as fast, but that is NOT the only consideration. Ideally one should be looking at their stream of income as well as the stream of costs and even more importantly the difference--i.e. your "profit" stream.

Yes, not working as fast lowers your income stream, to be sure. But if you get that boost to your income stream via an expensive gank inducing fit, then you are also increasing your cost stream as well. You could end up with a lower "expected" profit stream overall.

But...I'm a moron.
Indeed I have.
And you are not wrong, tank is needed, but there's a balance. If all you wanted was tack you could just stick mining drone on an orca and be done with it.
And you are right, with overheating, having your active tank modules is a good idea. Except you aren't there. Should you be attacked, chances are it will be over before you get a chance to overheat. You could achieve nearly the tank you currently have, while increasing your yield by 33%. Remember, you aren't trying to tank generic gankers. Mining barges are worth very little to gankers, so if someones trying to gank your DCU mack, it's either because they are someone like goons (in which case you are screwed because they throw like 30 T1s at you... good times :D) running an interdiction, or they are specifically geared and prepared to gank miners.


Personal fitting choices are...personal choices. What I see as reasonable you may not. If you are not semi-AFK mining then going for more yield may very well be reasonable since you'll be paying attention and can more likely respond quicker to a gank attempt. You might even have an Orca with boosts to your tank that allows more room in your fit for improving yield. But that does not mean people who opt for an alternative are wrong.

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

8 Golden Rules for EVE Online