These forums have been archived and are now read-only.

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

Assembly Hall

 
  • Topic is locked indefinitely.
 

[Proposal] AFK game play - the cloaked vessel

First post First post
Author
Nofearion
Destructive Brothers
Fraternity.
#201 - 2014-03-31 13:25:32 UTC
Infinity Ziona wrote:

Cyno jammers do not protect against blops and are not deployable in NPC space. Nor are they realistically deployable in most active sov space. Any hot droppers will of course choose blops or to use cyno alts in non-cyno jammed systems.

You cannot prepare a defense against hot droppers. Typical hot dropping alts will sit in local 23/7, its not realistic to have every member in space with a cyno fitted, in fleet and a 24 hour counter drop team on standby. It is realistic to have a cyno alt cloaked in a system 23/7 and able to become active at any time of the day or night.

No one is implying players should be able to operate safely in null. And there is no effort at all required to park a frigate in a system and leave it there. There is no appreciable effort required to click scan everyone once in a while on your cyno dropping alt, undock blops in the safety of your home system and drop on top of a single easy to kill ship with that fleet.

To equate effort to that is ludicrous.

At the end of the day EvE is about space combat. Its not about dropping fleets of PvP fit ships on one victim so you can get easy pointless kills. If a mechanic is harming the game, and I believe cyno's are, then that mechanic needs to be balanced.

Every module in EvE has a counter except for cyno's. A microjump drive has a 10 second delay, a cloaky ship has a minimum 5 second delay, a stealth bomber has a very fragile tank to make up for its instant lock, a bomb has a 10 second fuse, a smartbomb has very limited range and can't be activated on stations or gates.... a cyno has none of this and that's why we're seeing them everywhere, they're the current I Win button of EvE.


agreed Cyno Jammers do not protect against blops, and I realize that most of eve cannot realistically prepare a defence against hot droppers, However there are those who can depending on the time of day and what is going on in eve at that given time. I believe Cyno's are however another area that needs to be looked at, however the flip side is with the nerfing of force projection (that means Cyno's Titan bridges, and jump bridges) can have a very negative effect on the overall eve economy as it will take great effort to Move the things that keep combat active. However all of that is for a different discussion.

your next point about space combat, Nikk and I can both wholeheartedly agree that this is what eve is about. This thread is about afk or not afk cloakers sitting in system 23/7, We are looking for valid arguments for and against balance to the long term cloaker, Personally I think there should be an active counter to cloaking that is effective once that person is in system and cloaked up. Should that person be active and paying attention they would still have a multitude of tactics to counter my attempts to find him. To me this cat and mouse - mono amano game of hide and seek would be fun! I major by product of this would be that the afk or not afk cloaked vessel sitting in system 23/7 would likely become an easy target. From the comments and Trolling I and others have received on this thread, that sentiment appears to Butt hurt a few people.

I will state this. Anyone in space or station who is AFK for long periods and still is has an ability to affect the gameplay of others. This should be balanced. Only active players should be able to affect game play. and if you are or are not active and cloaked in a system I have access too, I would hunt you, Maybe I find you maybe not, currently I do not have a mechanic available to let me do so.
Nikk Narrel
Moonlit Bonsai
#202 - 2014-03-31 13:40:53 UTC
Infinity Ziona wrote:

I think this is more apologetic than reasonable. No amount of fitting for PvP will protect you against a fleet of magically appearing ships.

Cyno jammers do not protect against blops and are not deployable in NPC space. Nor are they realisticly deployable in most active sov space. Any hot droppers will of course choose blops or to use cyno alts in non-cyno jammed systems.

You cannot prepare a defense against hot droppers. Typical hot dropping alts will sit in local 23/7, its not realistic to have every member in space with a cyno fitted, in fleet and a 24 hour counter drop team on standby. It is realistic to have a cyno alt cloaked in a system 23/7 and able to become active at any time of the day or night.

No one is implying players should be able to operate safely in null. And there is no effort at all required to park a frigate in a system and leave it there. There is no appreciable effort required to click scan everyone once in a while on your cyno dropping alt, undock blops in the safety of your home system and drop on top of a single easy to kill ship with that fleet.

To equate effort to that is ludicrous.

At the end of the day EvE is about space combat. Its not about dropping fleets of PvP fit ships on one victim so you can get easy pointless kills. If a mechanic is harming the game, and I believe cyno's are, then that mechanic needs to be balanced.

Every module in EvE has a counter except for cyno's. A microjump drive has a 10 second delay, a cloaky ship has a minimum 5 second delay, a stealth bomber has a very fragile tank to make up for its instant lock, a bomb has a 10 second fuse, a smartbomb has very limited range and can't be activated on stations or gates.... a cyno has none of this and that's why we're seeing them everywhere, they're the current I Win button of EvE.

Pointing out that cyno jammers are not effective against blops, was never a point of debate.
If all you have to worry about are overpriced and inefficient ships trying to attack you, then your problems are manageable.

SOV Null is a unique play area, as you can deny unwanted pilots docking rights at much needed outposts.
Pointing out that you cannot cyno-jam NPC space is also pointless, as you cannot effectively use local there any more than you can in high sec, as non-allied ships are expected in this area.
NPC space, like low sec, is unsecured by nature. The moment a non allied ship can safely dock in that outpost, your control is reduced to moment by moment ability to use strength of force over all.
Solo or small groups operating here do so expressly at their own risk, for obvious reasons.

As to being unable to prepare a defense against hot droppers, this is a strange perspective.
The real fact is that you cannot predict when other players are going to show up and attack you, in this MMO.
As it is intended to be.

Being able to use local as an early warning system is an emergent form of play, that makes other groups of players extremely limited as to how they can threaten deliberately evasive targets.
Can these players jump gate by gate, and reasonably expect to find and attack ships that would want to avoid them?
NO.
Any alliance not totally offline would have at least enough players at key choke points to at least notice passing traffic, and report this into intel channels. The fact that they can do this while safely docked, and never need to worry about local reporting this presence faithfully, means that the intel is flawless up to the point where someone simply needs to see a new name, and paste it into another channel.
If they can't do this much, get out.

Suggesting that this demonstrated as incapable method should be the only means to threaten targets, is effectively expecting privacy in an MMO.

If you want to compete, and play a game to determine if you notice them before they can ambush you, that is different, but please be more reasonable than simply expecting hot dropping to be flat eliminated.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#203 - 2014-03-31 14:28:52 UTC
Nikk Narrel wrote:
Infinity Ziona wrote:

I think this is more apologetic than reasonable. No amount of fitting for PvP will protect you against a fleet of magically appearing ships.

Cyno jammers do not protect against blops and are not deployable in NPC space. Nor are they realisticly deployable in most active sov space. Any hot droppers will of course choose blops or to use cyno alts in non-cyno jammed systems.

You cannot prepare a defense against hot droppers. Typical hot dropping alts will sit in local 23/7, its not realistic to have every member in space with a cyno fitted, in fleet and a 24 hour counter drop team on standby. It is realistic to have a cyno alt cloaked in a system 23/7 and able to become active at any time of the day or night.

No one is implying players should be able to operate safely in null. And there is no effort at all required to park a frigate in a system and leave it there. There is no appreciable effort required to click scan everyone once in a while on your cyno dropping alt, undock blops in the safety of your home system and drop on top of a single easy to kill ship with that fleet.

To equate effort to that is ludicrous.

At the end of the day EvE is about space combat. Its not about dropping fleets of PvP fit ships on one victim so you can get easy pointless kills. If a mechanic is harming the game, and I believe cyno's are, then that mechanic needs to be balanced.

Every module in EvE has a counter except for cyno's. A microjump drive has a 10 second delay, a cloaky ship has a minimum 5 second delay, a stealth bomber has a very fragile tank to make up for its instant lock, a bomb has a 10 second fuse, a smartbomb has very limited range and can't be activated on stations or gates.... a cyno has none of this and that's why we're seeing them everywhere, they're the current I Win button of EvE.

Pointing out that cyno jammers are not effective against blops, was never a point of debate.
If all you have to worry about are overpriced and inefficient ships trying to attack you, then your problems are manageable.

SOV Null is a unique play area, as you can deny unwanted pilots docking rights at much needed outposts.
Pointing out that you cannot cyno-jam NPC space is also pointless, as you cannot effectively use local there any more than you can in high sec, as non-allied ships are expected in this area.
NPC space, like low sec, is unsecured by nature. The moment a non allied ship can safely dock in that outpost, your control is reduced to moment by moment ability to use strength of force over all.
Solo or small groups operating here do so expressly at their own risk, for obvious reasons.

As to being unable to prepare a defense against hot droppers, this is a strange perspective.
The real fact is that you cannot predict when other players are going to show up and attack you, in this MMO.
As it is intended to be.

Being able to use local as an early warning system is an emergent form of play, that makes other groups of players extremely limited as to how they can threaten deliberately evasive targets.
Can these players jump gate by gate, and reasonably expect to find and attack ships that would want to avoid them?
NO.
Any alliance not totally offline would have at least enough players at key choke points to at least notice passing traffic, and report this into intel channels. The fact that they can do this while safely docked, and never need to worry about local reporting this presence faithfully, means that the intel is flawless up to the point where someone simply needs to see a new name, and paste it into another channel.
If they can't do this much, get out.

Suggesting that this demonstrated as incapable method should be the only means to threaten targets, is effectively expecting privacy in an MMO.

If you want to compete, and play a game to determine if you notice them before they can ambush you, that is different, but please be more reasonable than simply expecting hot dropping to be flat eliminated.

While I agree with some of the points you made I have never suggested that hot dropping be flatly eliminated. As I stated earlier its a valid part of the game but one that is too easy, too cheap and too one sided in its current form. It needs if not a counter, a risk element associated with it. It currently doesn't.

Some of the things you have stated I find are not entirely correct. You certainly can get kills jumping gate to gate. You can get kills cloaking up in someones system and killing people with the ship you have rather than 10 battleships 10 jumps away. Check my kills vs Tribal Band for an example of that sort of cloaking. You don't need to I WIN every kill. Risk is good.

Also your NPC null comment is not true regarding neuts. I have only been Stain for the last 3 months and I can spot an actual neut from the locals instantly. You get to know your area just like you get to know people in sov null, which I have also spent a lot of time in.

Local is unfortunately not going away but hot dropping is not a solution for local. Its an anti-pvp tool that people use to avoid risk and it creates a large amount of fear which encourages people to only go for easy kills in case they accidentally hit a cyno bait. That's a bad thing for a pvp game. Mechanics should encourage pvp not dissuade people from engaging in it.

Anyway this thread is about afk cloaking but the reason I bought up cynos is because the hate against cloaking is imo, mostly a fear of being hot dropped.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Nikk Narrel
Moonlit Bonsai
#204 - 2014-03-31 16:51:22 UTC
Infinity Ziona wrote:
...
Anyway this thread is about afk cloaking but the reason I bought up cynos is because the hate against cloaking is imo, mostly a fear of being hot dropped.

This.

The reason hot drops keep resurfacing, is that cloaking by itself is ineffectual as a means to engage PvP outside of a too limited set of circumstances.

This issue, in my opinion, resembles a rock paper scissors chart, up to a point.

Regular PvP ship beats cloaked vessel.
Cloaked vessel beats PvE ship.
PvE ship immune to regular PvP ship due to intel.

Nothing actually beats the regular PvP ship, but it is also the easiest to avoid for most.

In my opinion, PvP does need to be encouraged, in this context.
Regular PvP ships have each other, and are thus satisfied.
In my opinion, cloaking ships and PvE ships need to be balanced more closely, and given incentive to confront each other.
The cloaking ship is the seeming counter for the PvE pilot, as the friendly PvP ships block the unfriendly PvP ships.

I would really like to see cloaked and PvE more able to fight, with both sides positive about the encounter, and have this be the normal state of affairs.
Nofearion
Destructive Brothers
Fraternity.
#205 - 2014-04-01 13:29:26 UTC
I agree with Nikk's views on the matter of PVE vrs Cloaky,
one more thought, CLoaked vessels have an little discussed atvantage, Intel. while most are concerned about hot drops, and the occasional Cloaked vrs PVE vessel, one of my concerns is a cloaked vessel relaying what ships Im flying and who all comes and goes in a certain system. there are many things that can be reported in a cloaked vessel to help with strategic objectives. right now time and patience are and should always be friends of the the covert pilot, However there should be counters. Currently there is not other than gate camping. that realistically can be defeated quite easily.
Nikk Narrel
Moonlit Bonsai
#206 - 2014-04-01 13:48:43 UTC
Nofearion wrote:
I agree with Nikk's views on the matter of PVE vrs Cloaky,
one more thought, CLoaked vessels have an little discussed atvantage, Intel. while most are concerned about hot drops, and the occasional Cloaked vrs PVE vessel, one of my concerns is a cloaked vessel relaying what ships Im flying and who all comes and goes in a certain system. there are many things that can be reported in a cloaked vessel to help with strategic objectives. right now time and patience are and should always be friends of the the covert pilot, However there should be counters. Currently there is not other than gate camping. that realistically can be defeated quite easily.

Intel is a prickly issue, with so many sides and conflicting perspectives.

Some believe intel should be free of effort, it should be automatically be reported to you for your consideration.
The problem here is that you are giving everyone perfect intel all the time, and the ability to relay this is not challenging for most.
(No risk example of a person safely docked in an outpost, able to relay system entries into a channel for intel)
The downside, since no competition is possible to learn of presence, the ability to avoid contact need only concern itself with reacting to this provided data.
With perfect warnings comes perfect defense potential, and with everyone defended this well we have stalemates.

Others believe that intel has value in game, the more so if it requires effort to obtain.
An effort based system, reasonably, would include at least a toggle that would persist for a time period, or until warp was engaged. The need to ping each and every time would quickly be replaced by popular demand, in my opinion.
If you need to toggle on your sensors after coming out of warp, you compete by needing to remember this and repetitively perform this action reliably.
Those who forget, risk being caught unprepared.
It MIGHT seem trivial to some, but keep in mind that human nature is very adaptive. Players who have not seen recent hostile contact may eventually feel they can skip it if they are only going to be on grid briefly, and this expectation that protection is not needed can eventually be a defensive flaw.

I believe that players seeking to place limits and restrictions upon cloaks, but not upon the intel cloaks are the counter for, seem to be guilty of not considering the shift in balance they would inflict.
Saladinae
Pandemic Horde Inc.
Pandemic Horde
#207 - 2014-04-03 06:51:41 UTC  |  Edited by: Saladinae
Mag's wrote:
There are many disingenuous statements in the OP, which doesn't help his case tbh.

Let me start by saying, that I agree that some may be affected by those AFK and cloaked. So with that in mind, would the OP please answer me this.

Whilst they are cloaked and AFK, which game mechanic are they using to interact with you?

Then please answer this.

Why are you not asking for that mechanic to be nerfed?



How do we know if they are afk or not?

Yes, if they are truly afk, they are no threat, but they aren't going to send us an e-mail telling us they are afk.

Winmatar > Everything else

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#208 - 2014-04-03 10:58:30 UTC
Saladinae wrote:
Mag's wrote:
There are many disingenuous statements in the OP, which doesn't help his case tbh.

Let me start by saying, that I agree that some may be affected by those AFK and cloaked. So with that in mind, would the OP please answer me this.

Whilst they are cloaked and AFK, which game mechanic are they using to interact with you?

Then please answer this.

Why are you not asking for that mechanic to be nerfed?



How do we know if they are afk or not?

Yes, if they are truly afk, they are no threat, but they aren't going to send us an e-mail telling us they are afk.

Yeah this is where the "if they're AFK they can't hurt you" thing falls on its ass. It is exactly this mechanic which hurts you. When I'm AFK'ing my bombers I'll usually be doing something on an alt, switching over every now and then to run a scan, for targets.

To answer the previous question in your quote regarding which mechanic they're using, its the mechanic which doesn't indicate whether someone is AFK or not and the ability to scan without any knowledge of the target after coming back from AFK.

If there was a mechanic which dimmed the icon in local after a certain period of inactivity or when docked that would be nice IMO.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Nikk Narrel
Moonlit Bonsai
#209 - 2014-04-03 16:09:56 UTC
Infinity Ziona wrote:
Saladinae wrote:
Mag's wrote:
There are many disingenuous statements in the OP, which doesn't help his case tbh.

Let me start by saying, that I agree that some may be affected by those AFK and cloaked. So with that in mind, would the OP please answer me this.

Whilst they are cloaked and AFK, which game mechanic are they using to interact with you?

Then please answer this.

Why are you not asking for that mechanic to be nerfed?



How do we know if they are afk or not?

Yes, if they are truly afk, they are no threat, but they aren't going to send us an e-mail telling us they are afk.

Yeah this is where the "if they're AFK they can't hurt you" thing falls on its ass. It is exactly this mechanic which hurts you. When I'm AFK'ing my bombers I'll usually be doing something on an alt, switching over every now and then to run a scan, for targets.

To answer the previous question in your quote regarding which mechanic they're using, its the mechanic which doesn't indicate whether someone is AFK or not and the ability to scan without any knowledge of the target after coming back from AFK.

If there was a mechanic which dimmed the icon in local after a certain period of inactivity or when docked that would be nice IMO.

Are you trying to win at EVE, so you can say this part of the game is over by virtue of being resolved in perpetuity?

Because the more leverage you give to one side of this issue, the more you effectively resolve it moving forward.

We already have players with perfect notification of system presence, which has been demonstrated as being enough intel to base certain decisions on.
You know they are in your system, and you know if they are flagged as friendly or not.

IF you add to this, the reliable notification that a player is AFK, you further trivialize gameplay in these areas.
All that remains is multiboxing enough accounts together so you can PLEX them for the next month.

We already have play, regarding competition against hostiles, dumbed down to seeing a hostile name in local chat, and hitting a button to warp.

My smartphone has more challenging games than that. I feel that reacting in a predetermined manner to anything in a specific category is not worth paying a sub for.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#210 - 2014-04-03 18:21:10 UTC
Nikk Narrel wrote:
Infinity Ziona wrote:
Saladinae wrote:
Mag's wrote:
There are many disingenuous statements in the OP, which doesn't help his case tbh.

Let me start by saying, that I agree that some may be affected by those AFK and cloaked. So with that in mind, would the OP please answer me this.

Whilst they are cloaked and AFK, which game mechanic are they using to interact with you?

Then please answer this.

Why are you not asking for that mechanic to be nerfed?



How do we know if they are afk or not?

Yes, if they are truly afk, they are no threat, but they aren't going to send us an e-mail telling us they are afk.

Yeah this is where the "if they're AFK they can't hurt you" thing falls on its ass. It is exactly this mechanic which hurts you. When I'm AFK'ing my bombers I'll usually be doing something on an alt, switching over every now and then to run a scan, for targets.

To answer the previous question in your quote regarding which mechanic they're using, its the mechanic which doesn't indicate whether someone is AFK or not and the ability to scan without any knowledge of the target after coming back from AFK.

If there was a mechanic which dimmed the icon in local after a certain period of inactivity or when docked that would be nice IMO.

Are you trying to win at EVE, so you can say this part of the game is over by virtue of being resolved in perpetuity?

Because the more leverage you give to one side of this issue, the more you effectively resolve it moving forward.

We already have players with perfect notification of system presence, which has been demonstrated as being enough intel to base certain decisions on.
You know they are in your system, and you know if they are flagged as friendly or not.

IF you add to this, the reliable notification that a player is AFK, you further trivialize gameplay in these areas.
All that remains is multiboxing enough accounts together so you can PLEX them for the next month.

We already have play, regarding competition against hostiles, dumbed down to seeing a hostile name in local chat, and hitting a button to warp.

My smartphone has more challenging games than that. I feel that reacting in a predetermined manner to anything in a specific category is not worth paying a sub for.

There has to be a balance between the disruption you can cause and the ease of causing it. Consideration must also be given to the ability to cause constant disruption even when not actively playing the game.

Currently because you cannot tell if someone is afk or not all you have to do is put an alt in the system, even better if it has a history of hotdrops, and you logically bring that system to a standstill while your not at the computer. While this is fine, that's entirely what my corporation does, we afk cloak people, it is too powerful in its current form and needs a bit of a nerf, if not by nerfing cyno's then it'd have to be by nerfing cloaking.

I'd prefer the former.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Nikk Narrel
Moonlit Bonsai
#211 - 2014-04-03 18:33:50 UTC
Infinity Ziona wrote:
There has to be a balance between the disruption you can cause and the ease of causing it. Consideration must also be given to the ability to cause constant disruption even when not actively playing the game.

Currently because you cannot tell if someone is afk or not all you have to do is put an alt in the system, even better if it has a history of hotdrops, and you logically bring that system to a standstill while your not at the computer. While this is fine, that's entirely what my corporation does, we afk cloak people, it is too powerful in its current form and needs a bit of a nerf, if not by nerfing cyno's then it'd have to be by nerfing cloaking.

I'd prefer the former.

The threat from a cloaked ship is exactly equal to the number of players supporting that ship at the time.

Suggesting that a target has a right to know information about a potential ambush, defeats the purpose of the ambush entirely.
Especially when you consider that the source of this intel would be automatic and flawlessly reliable.
Local chat is more than intel, in this sense, it acts as an alarm / security alert system.

In my opinion, to suggest that a single or small group of players should be warned automatically, in order to prevent a larger number of players from interacting with them, this sounds counter productive for an MMO.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#212 - 2014-04-03 19:51:16 UTC
Nikk Narrel wrote:
Infinity Ziona wrote:
There has to be a balance between the disruption you can cause and the ease of causing it. Consideration must also be given to the ability to cause constant disruption even when not actively playing the game.

Currently because you cannot tell if someone is afk or not all you have to do is put an alt in the system, even better if it has a history of hotdrops, and you logically bring that system to a standstill while your not at the computer. While this is fine, that's entirely what my corporation does, we afk cloak people, it is too powerful in its current form and needs a bit of a nerf, if not by nerfing cyno's then it'd have to be by nerfing cloaking.

I'd prefer the former.

The threat from a cloaked ship is exactly equal to the number of players supporting that ship at the time.

Suggesting that a target has a right to know information about a potential ambush, defeats the purpose of the ambush entirely.
Especially when you consider that the source of this intel would be automatic and flawlessly reliable.
Local chat is more than intel, in this sense, it acts as an alarm / security alert system.

In my opinion, to suggest that a single or small group of players should be warned automatically, in order to prevent a larger number of players from interacting with them, this sounds counter productive for an MMO.

What you are not considering is the aggressors intel.

I can put a cloakie in a system and leave it there indefinitely. During that time I can use the full availability of local to get my intel.

I can identify a ship I want to drop. I can warp to it. Use look at, determine what weapons, drones it's using. I can relay that information back to my BLOP's team as well as any pilot information in local. We can look those pilots up, determine what threat they are if any. Jump the gang in, kill the pilot and leave all the while denying anyone in local any details of the gang and cloakie ship.

You're trying to justify the aweful mechanics of cloaky cynos by using freedom of information but the cloakie cyno is the ultimate in hiding its own info.

Thats called an imbalance.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Nikk Narrel
Moonlit Bonsai
#213 - 2014-04-03 20:12:50 UTC
Infinity Ziona wrote:
What you are not considering is the aggressors intel.

I can put a cloakie in a system and leave it there indefinitely. During that time I can use the full availability of local to get my intel.

I can identify a ship I want to drop. I can warp to it. Use look at, determine what weapons, drones it's using. I can relay that information back to my BLOP's team as well as any pilot information in local. We can look those pilots up, determine what threat they are if any. Jump the gang in, kill the pilot and leave all the while denying anyone in local any details of the gang and cloakie ship.

You're trying to justify the aweful mechanics of cloaky cynos by using freedom of information but the cloakie cyno is the ultimate in hiding its own info.

Thats called an imbalance.

The problem is local, by your own description.

The aggressor uses local to know pilot composition of the system. Something the local resident already knows, but as an unknown potentially acts as a deterrent against the aggressor.
We know this, since you indicated they would use it to gauge the risk of threat that local pilots represented.

With the absence of local's free warnings, many agree it becomes balanced for intel to include the ability to scan for and hunt cloaked ships. This is balanced by the need to make an effort or be effectively blind.
With such power to locate cloaked vessels, bears the responsibility to proactively clear systems as needed.

A gate camp, while unable to prevent cloaked access in many cases, remains able to often detect them well enough to warn others. Such cooperative intel gathering relayed to a hunting group would enable them to chase down and clear out threats.
For times when it is suspected a cloaked ship managed entry undetected, periodic sweeps could be used to verify relative safety for mining and ratting, etc.

Noone can take the time to calmly scout the system, without being burdened by awareness they could be hunted at any time.

Again, this is null, so whoever has the most players wins in the end.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#214 - 2014-04-03 21:09:00 UTC
Nikk Narrel wrote:
Infinity Ziona wrote:
What you are not considering is the aggressors intel.

I can put a cloakie in a system and leave it there indefinitely. During that time I can use the full availability of local to get my intel.

I can identify a ship I want to drop. I can warp to it. Use look at, determine what weapons, drones it's using. I can relay that information back to my BLOP's team as well as any pilot information in local. We can look those pilots up, determine what threat they are if any. Jump the gang in, kill the pilot and leave all the while denying anyone in local any details of the gang and cloakie ship.

You're trying to justify the aweful mechanics of cloaky cynos by using freedom of information but the cloakie cyno is the ultimate in hiding its own info.

Thats called an imbalance.

The problem is local, by your own description.

The aggressor uses local to know pilot composition of the system. Something the local resident already knows, but as an unknown potentially acts as a deterrent against the aggressor.
We know this, since you indicated they would use it to gauge the risk of threat that local pilots represented.

With the absence of local's free warnings, many agree it becomes balanced for intel to include the ability to scan for and hunt cloaked ships. This is balanced by the need to make an effort or be effectively blind.
With such power to locate cloaked vessels, bears the responsibility to proactively clear systems as needed.

A gate camp, while unable to prevent cloaked access in many cases, remains able to often detect them well enough to warn others. Such cooperative intel gathering relayed to a hunting group would enable them to chase down and clear out threats.
For times when it is suspected a cloaked ship managed entry undetected, periodic sweeps could be used to verify relative safety for mining and ratting, etc.

Noone can take the time to calmly scout the system, without being burdened by awareness they could be hunted at any time.

Again, this is null, so whoever has the most players wins in the end.

Except you're using the free warnings yourself. It's hypocritical and in no way balanced IMO. It's simply a way to get easy kills with no risk. Identical to using local to avoid the same risk.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Nikk Narrel
Moonlit Bonsai
#215 - 2014-04-03 22:19:37 UTC
Infinity Ziona wrote:
Nikk Narrel wrote:

The problem is local, by your own description.

The aggressor uses local to know pilot composition of the system. Something the local resident already knows, but as an unknown potentially acts as a deterrent against the aggressor.
We know this, since you indicated they would use it to gauge the risk of threat that local pilots represented.

With the absence of local's free warnings, many agree it becomes balanced for intel to include the ability to scan for and hunt cloaked ships. This is balanced by the need to make an effort or be effectively blind.
With such power to locate cloaked vessels, bears the responsibility to proactively clear systems as needed.

A gate camp, while unable to prevent cloaked access in many cases, remains able to often detect them well enough to warn others. Such cooperative intel gathering relayed to a hunting group would enable them to chase down and clear out threats.
For times when it is suspected a cloaked ship managed entry undetected, periodic sweeps could be used to verify relative safety for mining and ratting, etc.

Noone can take the time to calmly scout the system, without being burdened by awareness they could be hunted at any time.

Again, this is null, so whoever has the most players wins in the end.

Except you're using the free warnings yourself. It's hypocritical and in no way balanced IMO. It's simply a way to get easy kills with no risk. Identical to using local to avoid the same risk.

Removing local from the hunter's use makes perfect sense to me.
You should read the links in my sig, if you want a more detailed explanation.

Whether I play my mining rig or my stealth one, Local is more of an obstacle to my fun than an aid to it.
TheGunslinger42
All Web Investigations
#216 - 2014-04-04 12:27:08 UTC
I haven't read a single post in this thread but I bet I could guess every point and argument used.
Nikk Narrel
Moonlit Bonsai
#217 - 2014-04-04 13:25:15 UTC
TheGunslinger42 wrote:
I haven't read a single post in this thread but I bet I could guess every point and argument used.

Threads like this are often more about bringing others up to speed on the philosophy involved.

I notice many players get lost in the weeds, and suggest fixes for problems that actually reduce gameplay, and result more often in game-watching.
Game watching is where you need make little effort, and just end up watching the game effectively play itself.

I particularly like the parts where someone claims that AFK cloaking represents an attempt to deny game content, by scaring away play.
NEWSFLASH: Play is not the part where you kill NPC rats, or mine ore. It is the part where you interact with other players in the game. We can define it this way by pointing at the MMO tag, as well as other details.
You can interact by working together with them, or by fighting against them. BOTH should result in two or more people in real life having a good time, which is the WHOLE POINT of EVE's existence.
Everything else is just preparing for the times when we can do this.

I guess it is easy to forget why we came to EVE, in order to play with each other in a spaceship game.
Nofearion
Destructive Brothers
Fraternity.
#218 - 2014-04-06 15:46:51 UTC
TheGunslinger42 wrote:
I haven't read a single post in this thread but I bet I could guess every point and argument used.

Then please lets here your comments and suggestions on a balance that would increase interaction.
Nikk Narrel
Moonlit Bonsai
#219 - 2014-04-07 13:33:45 UTC
Nofearion wrote:
TheGunslinger42 wrote:
I haven't read a single post in this thread but I bet I could guess every point and argument used.

Then please lets here your comments and suggestions on a balance that would increase interaction.

There are two approaches I see being suggested.

One, where the cloaked ships alone are impacted, with the ultimate result that they must abandon being present, ending the stalemate in the favor of those who felt threatened.
I should point out, that sending home one side in a conflict does not increase interaction.
To be clear, if the expectation that a cloaked pilot could be AFK is removed, then the chances that a PvE pilot will undock in a ship which could not fight back are also removed when a presence is noted.
(Alliances will more easily enforce rules designed to avoid all contact, as many already have in place)

Two, mostly from my own words, is the suggestion to incentivize PvE ships to remain.
Many of my recent suggestions center around giving them a chance to win, and with preparation and confidence the expectation of winning.
I feel this approach has two values:
PvE pilots can maintain presence and operate with hostiles present, since the hostile is no longer representing an overwhelming threat.
AND
The PvE pilot, assuming they are right about making good preparations, has a fun fight with spaceships, and get's a kill mail with bragging rights.
(Yo, don't be messin with miners, Arrrrrr....)

That is my opinion.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#220 - 2014-04-07 23:21:28 UTC
Nikk Narrel wrote:
Nofearion wrote:
TheGunslinger42 wrote:
I haven't read a single post in this thread but I bet I could guess every point and argument used.

Then please lets here your comments and suggestions on a balance that would increase interaction.

There are two approaches I see being suggested.

One, where the cloaked ships alone are impacted, with the ultimate result that they must abandon being present, ending the stalemate in the favor of those who felt threatened.
I should point out, that sending home one side in a conflict does not increase interaction.
To be clear, if the expectation that a cloaked pilot could be AFK is removed, then the chances that a PvE pilot will undock in a ship which could not fight back are also removed when a presence is noted.
(Alliances will more easily enforce rules designed to avoid all contact, as many already have in place)

Two, mostly from my own words, is the suggestion to incentivize PvE ships to remain.
Many of my recent suggestions center around giving them a chance to win, and with preparation and confidence the expectation of winning.
I feel this approach has two values:
PvE pilots can maintain presence and operate with hostiles present, since the hostile is no longer representing an overwhelming threat.
AND
The PvE pilot, assuming they are right about making good preparations, has a fun fight with spaceships, and get's a kill mail with bragging rights.
(Yo, don't be messin with miners, Arrrrrr....)

That is my opinion.

Yes that would be the ultimate fix. The issue is not that people don't want to fight in many cases, it's that they know if they do it's very likely to end in disaster.

Case in point - we had 5 Southern Fed guys come down to our area to kill us. Killed one, the other ran. Next day 10 came back so we prepare and I jump my alt into their hub, D-scan, Avatar and 20 guys at a moon. While not specifically an AFK problem the issue goes hand in hand.

If you are a smart player you have to assume worst case scenario. I assume all afks are cyno fit until killed and proven otherwise.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)