These forums have been archived and are now read-only.

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

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

log on traps

Author
Zappity
New Eden Tank Testing Services
#41 - 2014-04-11 10:34:05 UTC
Mike Voidstar wrote:
But surely the residents that keep space clear and keep themselves aware deserve to benefit from their alliances efforts.

I agree. This would apply MORE if there was a short delay to local. The intel would not be perfect as it currently is and could be improved by active efforts. At the moment the intel is both free and perfect and should either be nerfed or able to be countered without having to log out of the game.

Zappity's Adventures for a taste of lowsec and nullsec.

Daichi Yamato
Jabbersnarks and Wonderglass
#42 - 2014-04-11 15:30:59 UTC
Mike Voidstar wrote:


Not really. There is a disturbing trend among some people to try and link local to everything from cloaking to cupcakes because they get frustrated that ships designed to use evasion as their primary defense can actually use evasion as their primary defense in areas where a great many people have spent a great deal of time and effort keeping a given area of space clear.


nah mike. afk cloaking is done specifically to counter local. log on traps are done specifically to counter local (and the watch list). these issues are directly linked to local, which is why its always brought up. Without local the maximum range to detect a potential hostile would be 14au, and log on traps wouldnt be nearly as useful as they are now.

@ OP: so players have adapted to counter local. either have local, and learn to live with the meta-game counters. Or make local less perfect to make such tactics less useful.

at the end of the day, ur never 100% safe either way. This is a good thing.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Anariasis
The Tuskers
The Tuskers Co.
#43 - 2014-04-11 15:46:21 UTC  |  Edited by: Anariasis
However, logging off/on in space makes you disappear/reappear into/out of nothingness. And since that is basically out of the game mechanics, it's not good. People shouldn't (de)-materialize in the middle of space. Especially since it's quite often used to make your enemy think your fleet has only half the members that it actually has. There's no way ingame to determine how many people are logged off and that's the flaw.
Not so sure what would be a good fix for that. Removing local certainly isn't a solution at all. Maybe have a list of who logged off in system outside a FF or Station in last hour or so would do it.
Daichi Yamato
Jabbersnarks and Wonderglass
#44 - 2014-04-11 15:53:52 UTC
no its not good. but its one of the only ways to get close to ur target without being detected at all.

why is it a bad thing to hide half ur fleet? deceit is a part of war.
why must there be an in game way to determine exactly how many ppl are in a system and what faction they represent?

why not change local, or come up with an intel system that is not as perfect as local but is still universally useful for guesstimating how many possible bad guys?

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Mike Voidstar
Voidstar Free Flight Foundation
#45 - 2014-04-11 16:01:55 UTC  |  Edited by: Mike Voidstar
Daichi Yamato wrote:
Mike Voidstar wrote:


Not really. There is a disturbing trend among some people to try and link local to everything from cloaking to cupcakes because they get frustrated that ships designed to use evasion as their primary defense can actually use evasion as their primary defense in areas where a great many people have spent a great deal of time and effort keeping a given area of space clear.


nah mike. afk cloaking is done specifically to counter local. log on traps are done specifically to counter local (and the watch list). these issues are directly linked to local, which is why its always brought up. Without local the maximum range to detect a potential hostile would be 14au, and log on traps wouldnt be nearly as useful as they are now.

@ OP: so players have adapted to counter local. either have local, and learn to live with the meta-game counters. Or make local less perfect to make such tactics less useful.

at the end of the day, ur never 100% safe either way. This is a good thing.


Local does not need countering. It is balanced as is. Cloaks are just plain broke (because "at the end of the day, ur never 100% safe either way. This is a good thing unless you cloak.), which is a different discussion. People want to link local to their favorite broke toys in fear that they may actually have to experiance danger in their hunts.

OP has a point. If log on can be used to safely aggress, then log off should allow safe escape--- if not, then not. People hunting ships designed to evade should be prepared to be evaded. No one is owed a chance to shoot at defenseless ships. If a pilot chooses to enter space in a defenseless ship and fails to pay attention, he deserves to explode, but his ships defense should be given the chance to function by the game, failure should be on the part of the pilot--- unless you want to advocate shields and armor shutting off as soon as you aggress a mining or industrial ship and mining lasers being able to damage the hull.
Anariasis
The Tuskers
The Tuskers Co.
#46 - 2014-04-11 16:04:06 UTC
Daichi Yamato wrote:
no its not good. but its one of the only ways to get close to ur target without being detected at all.

why is it a bad thing to hide half ur fleet? deceit is a part of war.
why must there be an in game way to determine exactly how many ppl are in a system and what faction they represent?

why not change local, or come up with an intel system that is not as perfect as local but is still universally useful for guesstimating how many possible bad guys?


Yes deceit is a part of war, and deceit is good. But the game should happen in the game, not on the login-screen for half of the fleet.
Black Canary Jnr
Royal Amarr Institute
Amarr Empire
#47 - 2014-04-11 16:13:51 UTC
Log in traps are the only way to catch ratters in bubbled up systems. Even with inties they will be warping off as you land if they are watching local. Deal with it.
Mike Voidstar
Voidstar Free Flight Foundation
#48 - 2014-04-11 16:27:39 UTC
Black Canary Jnr wrote:
Log in traps are the only way to catch ratters in bubbled up systems. Even with inties they will be warping off as you land if they are watching local. Deal with it.



Why is this a bad thing? They are watching local, evading you as intended by game mechanics. You have already disrupted their activity, and to continue they must either move elsewhere or wait till you leave. Explosions are not required to win an encounter vs. a PvE pilot.
Daichi Yamato
Jabbersnarks and Wonderglass
#49 - 2014-04-11 16:39:35 UTC
The danger of hunting is inherent. u cannot shoot anyone without them having the ability to shoot back. THAT is balance.
Some ships are terrible at fighting, so they fly rather than fight. This is great. There is nothing wrong with having the option to retreat. And no one is saying that a system where u are able to detect incoming bad guys in advance is broken.

The supreme omnipotence of local as an advanced warning system or hunting guide however, makes awareness a trivial effort. on all sides and is perfect. The supreme cloak is also a trivial effort for all sides and perfect. U can use it to hunt, u can use it to hide, just like local. As i have said to u before Mike, whatever arguments there are for local, there are the exact same arguments for cloaks and vice versa, they are quite metaphorically ying and yang.

Log on traps are a bit more effort, but also quite potent. There is no way to detect anyone who is logged off. the best thing u can do is run a locator agent on him. Whether u like it or not, they remain to exist because of eachother, they are all part of the same broken process that is intel gathering and hunting.

no, its not part of the game, not quite intentional. but neither was the potency of local intentional.

all of it, absolutely all of it, is less than ideal. A more sophisticated way of gathering intel that is not so perfect would affect all sides, hunters and hunted, as being able to avoid detection is both useful to hunter and hunted. It would also open up avenues to address everything else related to this god awful mess.

But if u think one should nerfed before the others, u are wrong.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

sci0gon
Kaira Innovations
#50 - 2014-04-11 16:50:27 UTC
Crakachunky wrote:
this is a good point, but just because something has been around for a long time doesn't mean it's the best way to do things


myself personally I don't consider it a good way to play the game, I have never been caught by it on any of my characters and I always heard rumors about certain alliances induldging in such tactics and as far as I know there are no rules about this being the wrong kind of play style, the changes to the log on and kill then log off with aggression I believe came from such play style.

Medalyn Isis wrote:
First page is full of trolls who think having to log out of the game to catch targets is a good mechanic. Please get back under your bridge.


feel free to play with your trolls more :)

Anariasis wrote:
However, logging off/on in space makes you disappear/reappear into/out of nothingness.


ccp supposedly fixed that issue already in one of the patches they introduced recently. logging in and logging out no longer respawns you in a different area of space compared to where you logged out at, you'll be logged in exactly where you logged out, hence the already in warp animation you see once logging in in space.
Mike Voidstar
Voidstar Free Flight Foundation
#51 - 2014-04-11 17:11:43 UTC  |  Edited by: Mike Voidstar
Daichi Yamato wrote:
The danger of hunting is inherent. u cannot shoot anyone without them having the ability to shoot back. THAT is balance.


Unless, of course, you only hunt mining barges, freighters, and industrial ships. All of those are designed with their sole defense being evasion.

Daichi Yamato wrote:
Some ships are terrible at fighting, so they fly rather than fight. This is great. There is nothing wrong with having the option to retreat. And no one is saying that a system where u are able to detect incoming bad guys in advance is broken.


Except they are.

Daichi Yamato wrote:
The supreme omnipotence of local as an advanced warning system or hunting guide however, makes awareness a trivial effort. on all sides and is perfect. The supreme cloak is also a trivial effort for all sides and perfect. U can use it to hunt, u can use it to hide, just like local. As i have said to u before Mike, whatever arguments there are for local, there are the exact same arguments for cloaks and vice versa, they are quite metaphorically ying and yang.


Here you are glaringly incorrect.

Using local to evade is not a trivial effort. It requires either good timing, extreme remoteness, or else a great many people spending many manhours hunting down every neutral in the systems they want to protect, and then spending even more time keeping them clear with camps and readied combat wings. Without that effort you have high sec, where ganks happen all the time with trivial ease. Local is balanced on it's own, and using it as a defense is a very time, effort, and most importantly Active endeavor that fails as soon as you try to make it passive in any way. It functions exactly the same for everyone involved.

Cloaks are exactly the opposite. They are trivial to use, rely on the efforts of no one and nothing, and are immune to influence by other players in any way unless you happen to get lucky at the gate. That does not translate to trivial on both sides---that's trivial to the user, impossible to affect for everyone else. Worse, it requires minimal ship resources to fit and use indefinitely. They make you safer than sitting inside POS shields, and worst of all are completely passive in their use. They violate every single point you make about being in danger in open space.

Fleeing before hostiles arrive does not mean you were safe--it means exactly the opposite, and their chosen counter to danger was to stop playing.

Daichi Yamato wrote:
Log on traps are a bit more effort, but also quite potent. There is no way to detect anyone who is logged off. the best thing u can do is run a locator agent on him. Whether u like it or not, they remain to exist because of eachother, they are all part of the same broken process that is intel gathering and hunting.

no, its not part of the game, not quite intentional. but neither was the potency of local intentional.


incorrect again. This is less of a game balance issue, and might be worthy of being addressed---but logging in is the same warning you get from cynos or gates, and using it means you baited them in or set up where you knew they would be---choices they made.

Daichi Yamato wrote:
all of it, absolutely all of it, is less than ideal. A more sophisticated way of gathering intel that is not so perfect would affect all sides, hunters and hunted, as being able to avoid detection is both useful to hunter and hunted. It would also open up avenues to address everything else related to this god awful mess.

But if u think one should nerfed before the others, u are wrong.


Local does perhaps provide too much info, but the warning that other players are present is basic and essential functionality that would need to be replaced with any alternate system.

Local is balanced, and does not need 'countered' by broken cloaks. Cloaks are broken, and need brought in line with the basic design principals of EVE. Nerfing local without other huge changes in core mechanics (such as was done with wormholes) would break all of EVE. Fixing cloaks would return active play to those that use them and annoy some wormhole people.
Black Canary Jnr
Royal Amarr Institute
Amarr Empire
#52 - 2014-04-11 17:12:13 UTC
Mike Voidstar wrote:
Black Canary Jnr wrote:
Log in traps are the only way to catch ratters in bubbled up systems. Even with inties they will be warping off as you land if they are watching local. Deal with it.



Why is this a bad thing? They are watching local, evading you as intended by game mechanics. You have already disrupted their activity, and to continue they must either move elsewhere or wait till you leave. Explosions are not required to win an encounter vs. a PvE pilot.



If i'm roaming in a gang i don't want to sit in a system for more than 5 mins, it's not a big disruption, especially in the dead parts of null where they are disrupted rarely. TBH though if someone gets caught by a log off trap they are bad. Going back to the same site is a no no. Kudos to the person who does the log off trap and worked out where the ratter/ miner was going to land.


Good mechanic, keep it, it's balanced for everyone at the end of the day.
Mike Voidstar
Voidstar Free Flight Foundation
#53 - 2014-04-11 17:20:21 UTC
Black Canary Jnr wrote:


If i'm roaming in a gang i don't want to sit in a system for more than 5 mins, it's not a big disruption, especially in the dead parts of null where they are disrupted rarely. TBH though if someone gets caught by a log off trap they are bad. Going back to the same site is a no no. Kudos to the person who does the log off trap and worked out where the ratter/ miner was going to land.


Good mechanic, keep it, it's balanced for everyone at the end of the day.


How long the disruption lasts is a choice you make. If it's trivial it's because you choose to make it trivial. If you were to cease making it so trivial, they might be more motivated to reship and fight you.

It's not a good mechanic, being out of game, and there is an excellent point to be made about the opposite (logging off) not working when aggressed... but it's not as abusive as many other things, and fixing could be adverse to other things that don't need fixing.
Daichi Yamato
Jabbersnarks and Wonderglass
#54 - 2014-04-11 18:58:27 UTC
id say half the time it takes a BS to align from stationary is how long it takes someone coming through a gate to load the system. even trying to be generous to u with the term extreme, a battleship is quite safe at being 10au away. dnt know what timing is needed to evade.

yes local should be replaced with something that still has the ability to give some kind of an advanced warning, with a few things that differentiate it from local. i.e.

- is not passive, infallible and instant
- does not provide 100% certainty of numbers or friend or foe at any and all distances.
- More information comes more frequently and with greater accuracy with more effort.
- Cloaks are not immediately apparent but are detectable, and can be pin pointed by some anti-cloaky device/ship

the system should be made all the more potent by players working together. Patrols and making effort to keep baddies out ur systems would be useful and effective, but not provide certainty.

Until something more appropriate and balanced can be made, things like log on traps are a thing, and CCP says they are fine. Honestly how else do u expect an ambush to work with the current system?

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Black Canary Jnr
Royal Amarr Institute
Amarr Empire
#55 - 2014-04-11 19:09:02 UTC  |  Edited by: Black Canary Jnr
Mike Voidstar wrote:
Black Canary Jnr wrote:


If i'm roaming in a gang i don't want to sit in a system for more than 5 mins, it's not a big disruption, especially in the dead parts of null where they are disrupted rarely. TBH though if someone gets caught by a log off trap they are bad. Going back to the same site is a no no. Kudos to the person who does the log off trap and worked out where the ratter/ miner was going to land.


Good mechanic, keep it, it's balanced for everyone at the end of the day.


How long the disruption lasts is a choice you make. If it's trivial it's because you choose to make it trivial. If you were to cease making it so trivial, they might be more motivated to reship and fight you.

It's not a good mechanic, being out of game, and there is an excellent point to be made about the opposite (logging off) not working when aggressed... but it's not as abusive as many other things, and fixing could be adverse to other things that don't need fixing.


More likely you will get hard counter and/or blobbed. Being immobile in enemy sov is a death sentence and 95% of people in eve are looking for KMs, not good fights.
Tarsas Phage
Sniggerdly
#56 - 2014-04-11 19:16:37 UTC
Medalyn Isis wrote:
First page is full of trolls who think having to log out of the game to catch targets is a good mechanic. Please get back under your bridge.


Unfortunately, due to basic human behaviors, it is sometimes the only way to catch a certain target. And it's also a good challenge!
Mike Voidstar
Voidstar Free Flight Foundation
#57 - 2014-04-11 20:46:26 UTC
Black Canary Jnr wrote:
Mike Voidstar wrote:
Black Canary Jnr wrote:


If i'm roaming in a gang i don't want to sit in a system for more than 5 mins, it's not a big disruption, especially in the dead parts of null where they are disrupted rarely. TBH though if someone gets caught by a log off trap they are bad. Going back to the same site is a no no. Kudos to the person who does the log off trap and worked out where the ratter/ miner was going to land.


Good mechanic, keep it, it's balanced for everyone at the end of the day.


How long the disruption lasts is a choice you make. If it's trivial it's because you choose to make it trivial. If you were to cease making it so trivial, they might be more motivated to reship and fight you.

It's not a good mechanic, being out of game, and there is an excellent point to be made about the opposite (logging off) not working when aggressed... but it's not as abusive as many other things, and fixing could be adverse to other things that don't need fixing.


More likely you will get hard counter and/or blobbed. Being immobile in enemy sov is a death sentence and 95% of people in eve are looking for KMs, not good fights.


That would be the effort I was talking about that makes local an effective tool.

Tarsus Phage wrote:
Unfortunately, due to basic human behaviors, it is sometimes the only way to catch a certain target. And it's also a good challenge!


Why do these targets need caught when you win just by stopping them from their chosen activity? They dont owe you an explosion, they are already harmed and disrupted.
Black Canary Jnr
Royal Amarr Institute
Amarr Empire
#58 - 2014-04-12 01:24:00 UTC
To be honest this whole thread is someone complaining that they got killed by a mechanic that isn't 'broken'.

It's very easy to avoid a log off trap, there are watchlists, there is the simple method of not going to the same site, at the same range, from the same vector. If you don't watchlist people you can scout the enemy to make sure they have moved on instead of hiding in a pos/ outpost (inties are pretty much uncatchable). If you die to a log in trap it's because you were lazy and not cautious enough. Yes, logging off might be cheesy but people want kills and it's near impossible unless someone is afk long enough for you to locate them and get a tackle. No you should not be safe because you watched local, you were predictable in your actions and screwed up.

The system is fine, there is no need to change it so people appear in local before they appear etc.; Local is overpowered as it is.

p.s. i have done log off traps when i had timers and got kills. If they had d-scanned they would know i'd d/ced or were gonna do a trap. But no, they watched local and paid for it. Local reliance is a disease.
Kaarous Aldurald
Black Hydra Consortium.
#59 - 2014-04-12 01:30:59 UTC
Silvetica Dian wrote:
RIP proteus
i read the post and looked up the kill that was making you cry.
Pretty sure 100% of this threads readers will do the same.
and then laugh happily and go about there day.


You know, I wonder just how many F&I threads have such a "reason" behind them? I'd guess more than half.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Daichi Yamato
Jabbersnarks and Wonderglass
#60 - 2014-04-12 16:53:40 UTC
Mike Voidstar wrote:

Why do these targets need caught when you win just by stopping them from their chosen activity? They dont owe you an explosion, they are already harmed and disrupted.


sometimes the kill is the goal. and thats ok.

say u were driven by revenge to blow up the targets ship and pod him, or ur targeting that ship because its pimped out with officer mods. If the game was designed where a ship could choose to never encounter combat, then there would be no risk in fitting officer mods in ur ship, there would be no vengeance unless ur target allowed u to attack him.

sometimes denying ppl an activity is insufficient. Sometimes targeting the char and/or his ship is the goal. and yes, thats ok.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs