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Cloaking module availability on outbound gate jumps needs an indicator

Author
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#21 - 2013-11-07 14:54:55 UTC  |  Edited by: epicurus ataraxia
Debora Tsung wrote:
epicurus ataraxia wrote:

You of course have to break gate cloak to activate any equipment just as before.However that's not the issue.

The problem is that the 30 second cloak reactivation timer is not only very long but also inconsistent so when you break Gate cloak you cannot recloak and jump so you will naturally die uncloaked.
Or wait 40 secons extra on EVERY gate to be safe. Travelling now takes forever.



You of course have to break gate cloak to activate any equipment just as before.However that's not the issue.

The problem is that the 30 second cloak reactivation timer is not only very long but also inconsistent so when you break Gate cloak you cannot recloak and jump so you will naturally die uncloaked.


Yeah, but last time I checked te 30 seconds reactivation timer didn't apply when ou broke gate cloak.

If you spammed the button for your cloaking device while initiating warp, you probably activated and then deactivated your covops cloaking device, hence the 30 second timer.[/quote]


Nope it does now, there's the problem, tested lots of times on both sisters of eve ships in different systems.Timer is continuing count down from when you reached the arrival (other) side of gate. Unfortunately not accurately.

There is one EvE. Many people. Many lifestyles. WE are EvE

Debora Tsung
Perkone
Caldari State
#22 - 2013-11-07 15:04:56 UTC
epicurus ataraxia wrote:
Debora Tsung wrote:


Yeah, but last time I checked te 30 seconds reactivation timer didn't apply when ou broke gate cloak.

If you spammed the button for your cloaking device while initiating warp, you probably activated and then deactivated your covops cloaking device, hence the 30 second timer.



Nope it does now, there's the problem, tested lots of times on both sisters of eve ships in different systems.Timer is continuing count down from when you reached the arrival (other) side of gate. Unfortunately not accurately.


Well, that's a nerf... Shocked

Guess after that nobody can rightfully complain about OP cloakers in their System anymore.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

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

epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#23 - 2013-11-07 15:08:21 UTC
Debora Tsung wrote:
epicurus ataraxia wrote:

You of course have to break gate cloak to activate any equipment just as before.However that's not the issue.

The problem is that the 30 second cloak reactivation timer is not only very long but also inconsistent so when you break Gate cloak you cannot recloak and jump so you will naturally die uncloaked.
Or wait 40 secons extra on EVERY gate to be safe. Travelling now takes forever.


Yeah, but last time I checked the 30 seconds reactivation timer didn't apply when you broke gate cloak.

If you spammed the button for your cloaking device while initiating warp, you probably activated and then deactivated your covops cloaking device, hence the 30 second timer.

EDIT: Yeah, so I just found out, I fail at quoting... -.-


Smile we all do that sometimes.

If CCP want this 'new' mechanic, well fine, Slows things down massively but we can adapt by waiting a long time at every gate, IF we have previously discovered it on the test server and change our behavior accordingly.

However if this goes live in this form there will be a total bloodbath with most if not all the new ships dying.

Eventually people will find out it changed due to no bonus on the covert ops side of the ship leading to a VERY great difference with how the covert ops cloak normally works in people's experience.

But not before trillions in ship losses of expensive pirate ships.

I am not sure this was realized though, and may have very unforseen consequences.

There is one EvE. Many people. Many lifestyles. WE are EvE

epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#24 - 2013-11-07 15:09:36 UTC  |  Edited by: epicurus ataraxia
Debora Tsung wrote:
epicurus ataraxia wrote:
Debora Tsung wrote:


Yeah, but last time I checked te 30 seconds reactivation timer didn't apply when ou broke gate cloak.

If you spammed the button for your cloaking device while initiating warp, you probably activated and then deactivated your covops cloaking device, hence the 30 second timer.



Nope it does now, there's the problem, tested lots of times on both sisters of eve ships in different systems.Timer is continuing count down from when you reached the arrival (other) side of gate. Unfortunately not accurately.


Well, that's a nerf... Shocked

Guess after that nobody can rightfully complain about OP cloakers in their System anymore.


Yup if they live long enough to get there.

I do hope CCP read these.

There is one EvE. Many people. Many lifestyles. WE are EvE

Andy Landen
Deep Core Mining Inc.
Caldari State
#25 - 2013-11-07 18:10:06 UTC
I propose that the capacitor have a green outline around it when a cloak may be activated. After it is activated and any key press may deactivated it, the green outline turns white or black. After decloak, the capacitor shows a red outline indicating that the cloak is lost.

I would go one step further and provide a toggle, so that we can see if the switch is flipped to cloak or decloak, and have the ship re-cloak at the next possible moment if the switch is at the cloak position.

I definitely +1 the idea to allow the gatecloak to seemlessly transition into the regular cloak with no need to decloak after jumping through the gate.

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

Frozen Chief
Doomheim
#26 - 2013-11-10 14:09:14 UTC  |  Edited by: Frozen Chief
It's been noted that having your cloak status available to both sides of an engagement technically would give the cloaker an advantage, as he'd know in advance (within 2 seconds) when to expect to decloak. The campers on the other hand would only know it's within the next 60 seconds. This does put him at some advantage.

It's logical and balanced to have it this way. There are many combat scenarios where the pilot who engages his commands first is at an advantage due to the opposing pilot needing some amount of extra time to respond to the actions. This is just another one of those scenarios. You wouldn't complain that the guy uncloaking in your gate camp was able to get his alpha in on you first. So why complain that he can activate his cloak first?

Let's assume all was even for arguments sake; this advantage explained above suddenly ceases to exist. The chance of 1 gate camper catching 1 traveler is now the same as the traveler successfully escaping.
Now let's consider a gate camp where a handful or more of players will have enough scan res to instalock the traveler.
If each individual camper has an even shot at tackling the traveler, we can assume that a gate camp of even half a dozen competent pilots will be able to take down the vast majority of travel-fitted ships passing through.
Under consideration of the size of most gate camps, this would not be balanced as your chance of success when traveling would be far below 50 if crossing even 1 gate camp (assuming they are competent pilots).
Morrigan LeSante
Perkone
Caldari State
#27 - 2013-11-10 14:17:14 UTC
epicurus ataraxia wrote:
Debora Tsung wrote:
epicurus ataraxia wrote:
Debora Tsung wrote:


Yeah, but last time I checked te 30 seconds reactivation timer didn't apply when ou broke gate cloak.

If you spammed the button for your cloaking device while initiating warp, you probably activated and then deactivated your covops cloaking device, hence the 30 second timer.



Nope it does now, there's the problem, tested lots of times on both sisters of eve ships in different systems.Timer is continuing count down from when you reached the arrival (other) side of gate. Unfortunately not accurately.


Well, that's a nerf... Shocked

Guess after that nobody can rightfully complain about OP cloakers in their System anymore.


Yup if they live long enough to get there.

I do hope CCP read these.


Wait, WTF?

Warp cloaked. Jump. Can't cloak due to timer now? Wtaf?!
Debora Tsung
Perkone
Caldari State
#28 - 2013-11-11 11:50:19 UTC
Morrigan LeSante wrote:


Wait, WTF?

Warp cloaked. Jump. Can't cloak due to timer now? Wtaf?!


Or maybe it's some thing with the session timer on SiSi... Maybe that thing just got the wonkers out of jealousy for is big TQ brother... Straight

Stupidity should be a bannable offense.

Fighting back is more fun than not.

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

Morrigan LeSante
Perkone
Caldari State
#29 - 2013-11-11 12:02:13 UTC
Here and I was wondering about session change timers in the small systems with intys....then this rears its head. I really hope it's a snafu.
Soldarius
Dreddit
Test Alliance Please Ignore
#30 - 2013-11-11 16:07:32 UTC  |  Edited by: Soldarius
A short history of cloaking:

Prior to the 2011 winter expansion (Crucible I think) cloaking device reactivation delays were not preserved through session change timers. This enabled covert ships to warp to 0 on gate, get decloaked, immediately jump, and then perform the MWD/cloak trick as soon as they load grid.

In an undocumented change in Crucible, the reactivation delay timer became preserved through session changes. Most covert capable ships have a reactivation delay of 5-10 seconds depending on the ship. The timer simply expires while you are making the jump and loading grid. Therefore it is rarely noticed except on bombers, which have a 15 second reactivation delay.

In short, be patient young paduan. When you load grid zoom out, look around, and decide on a safe path before trying to warp away or burn out of a bubble.

But... it would be nice if we had an in-game indicator to show that the cloaking device is not available.

http://youtu.be/YVkUvmDQ3HY

BlakPhoenix
Load Up Blast Everything
DARKNESS.
#31 - 2013-11-11 22:56:48 UTC
Please CPP - give us an indicator on modules! This would be amazing for ANY module that has any sort of cooldown/reload timer.

The cloak delay not getting reset is also really annoying. On a computer running an SSD + a decent internet connection you run into the timer issue nearly every gate jump and that just isn't fun...
Frozen Chief
Doomheim
#32 - 2013-11-16 07:19:12 UTC
Up!
Shivanthar
#33 - 2013-11-16 08:56:14 UTC  |  Edited by: Shivanthar
Hmm. Well, CCP can go with the regular MMO button style here.

The right solution on this topic is to just making buttons grey out when they are not available for use! The mechanic is already exists in the game, which is taking module offline. A basic derivation from offline, creating a new status "disabled" will do OK here. There are times when you spawn right inside the bubble, so there won't be "warp drive active" indicator. When buttons return to normal, it IS an indicator that all possible observers of the status of your ship, including yourself, will then be aware of your server status at the same time with opposition. At that point you can just click once to activate your intended module.

This solution will prove to be useful during combat, including, but not limited to, greyed out MWD when a scram is on you, or greyed out lasers when there is not enough cap.

_Half _the lies they tell about me **aren't **true.

Shivanthar
#34 - 2013-11-16 09:08:10 UTC  |  Edited by: Shivanthar
The solution to the another problem with cloaking module spamming is to implement global cooldown (GCD). I don't know if it is exists in current internal game mechanics, but implementing global cooldown of 1 second will prevent situations like these. Then, for the risky modules like cloaking devices, creating a column in the items database table, named: "GCDActive" and putting "1" for mis-clickable modules should do the trick.

So, the result is, when you start spamming your cloaking device and when it is actually hit by server, your cloaking module starts glowing out green, but global cooldown kicks in. As I told in my first solution, when global cooldown is active on a module, simply making cloaking device greyed out aka "disabled" for the duration of the global cooldown will prevent mis-usage of de-activating it accidentally in most cases. During GCD, you will see your module glowing green but disabled (not be able to be clicked for 1 second)

_Half _the lies they tell about me **aren't **true.

Bobby Frutt
Federal Navy Academy
Gallente Federation
#35 - 2013-12-04 06:44:18 UTC
Yes, yes and yes. This really needs fixing. The UI is just horrible in regard to timing modules. CCP we don't need 50 more HP on a ship, we need working game mechanics!
Jessica Danikov
Network Danikov
#36 - 2013-12-04 07:58:15 UTC
Hidden timers suck.

Fighting the UI and/or latency rather than other players sucks.

There are a few cases where the UI can encourage spamming, which I feel is a flaw in the UI- it's presenting you with something that should be clickable, but making it's activation based on hidden parameters. This is especially bad with something on a context menu (e.g. titan bridge).

One big improvement would be to have countdown rings similar to the current cycle rings we have to indicate how long until a reload completes or a cloak becomes usable again.

Another would be to allow a limited amount of queuing, for example, if you try to lock a ship that is invulnerable, start locking as soon as that invulnerability drops (easy mode for insta- ships I suppose, but takes wrestling with the UI and latency out of the equation somewhat, so overall an equalizer).

The UI could implement 'spam' detection and prevent rapid clicking/pressing from resulting in a rapid activation/deactivation (require a short pause to send a deactivation).
Shivanthar
#37 - 2013-12-26 08:36:40 UTC  |  Edited by: Shivanthar
Your comment's first line:
Jessica Danikov wrote:
Hidden timers suck.


is opposite of your comment's last line, which is:
Jessica Danikov wrote:
The UI could implement 'spam' detection and prevent rapid clicking/pressing from resulting in a rapid activation/deactivation (require a short pause to send a deactivation).


from the coding perspective. It is why most of other MMO's implemented this, in order to prevent mis-clicking behavior. Name it GCD or something else, in the end, it is apparent that players need something like this on some specific situations :)

Also, an implemented GCD is not meant to be used on everything in the game, as I proposed a couple comments earlier. The modules needing GCD can be seperated via a simple backcode mechanic, so it won't interfere normal gameplay in any way.

EDIT: GCD reduces client-server communication on critical battles, where client only allowed to send 1 request per GCD instead of ~10 invalid requests that requires it to go across server and get an invalid response back. On a big sandbox server like TQ, multiply this per player behavior by the number of players in the biggest battles, and see how this will improve health of the server during critical situations, not counting benefits to the player itself (like benefit on the cloaking module)

_Half _the lies they tell about me **aren't **true.

Barrogh Habalu
Imperial Shipment
Amarr Empire
#38 - 2013-12-26 12:32:26 UTC
This suggestion is actually a specific case of wider suggestion that gets spammed over and over again (and I support it):

We need cooldown / reactivation / reload / repair time indicator for mods.

Thanks in advance CCP.
Motorbit
Moira.
#39 - 2013-12-26 13:20:35 UTC
ok, there actuallly is an indicator for when its possible to activate the cloak after one issued an align / warp command.
once the aligning... warping... text shows up above your capacitor, you can cloak.
Shivanthar
#40 - 2014-01-06 12:19:14 UTC
Motorbit wrote:
ok, there actuallly is an indicator for when its possible to activate the cloak after one issued an align / warp command.
once the aligning... warping... text shows up above your capacitor, you can cloak.


Not to be mean against anyone, but discussion is leaning in wrong direction. Trying to cure a problem with workarounds is not what we are looking for. Even tough there are other indicators that can tell you if it is ok to cloak or de-cloak, there actually is no preventing mechanism for de-cloaking again in case you're spamming cloaking device in an emergency situation.

_Half _the lies they tell about me **aren't **true.

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