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[Proposal] AFK game play - the cloaked vessel

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Author
Nofearion
Destructive Brothers
Fraternity.
#221 - 2014-04-08 12:47:08 UTC  |  Edited by: Nofearion
Infinity Ziona wrote:


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.


There are many smart players in eve, probably more than dumb ones, however you hardly ever hear of them. This practice results in a lot of unused space. Although I hate to admit it Pro God Legend made this statement I agree with. Full commnets can be found in the CSM released minutes
http://cdn1.eveonline.com/community/csm/CSM8WinterMinutes2014.pdf

"PGL listed some drawbacks of newer, more lucrative content (incursions, WHs). He then
pointed out that in 0.0, no one ever really uses their space. He said if there was a scaling set of options for income, scaling with risk vs reward, use of space might be more worthwhile.
Roaming is a waste at the moment because there is little reason to undock to fight. If there was
a very valuable but risky activity this might prompt people to actually fight against roamers for it."

Intel is a large part of this weather it be residents or roamers. I ... well I know people who have put cloaked pilots in a known active area for a few days just to see who is there and then let the gang know when a good time to catch peeps unawares. on the same token defenders often pick sentries cloaked a few jumps out, warning comes and pilots dock up. its standard practice and frustrates both sides.

While not related directly to this topic I think the further discussion in the CSM would bring larger notice to the problem

"SoniClover pointed out that some 0.0 areas are much safer than others due to the people that
live there. Malcanis suggested that the availability of the risky areas should be tied to ship
losses. Ripard pointed out that the pirates don’t go to the actual dangerous systems. He said
that null-sec entry systems like EC-P8R should be a -1 system because the traffic flow is really
high, and that an actual safe system in the middle of nowhere should be -0.1. "Pirates go where
there are ships to shoot," he added."

Thoughts?
Nikk Narrel
Moonlit Bonsai
#222 - 2014-04-08 13:58:49 UTC
Nofearion wrote:
...

Intel is a large part of this weather it be residents or roamers. I ... well I know people who have put cloaked pilots in a known active area for a few days just to see who is there and then let the gang know when a good time to catch peeps unawares. on the same token defenders often pick sentries cloaked a few jumps out, warning comes and pilots dock up. its standard practice and frustrates both sides.

...Thoughts?

The point of some ships I have interacted with, if not flown directly, is that they almost seem designed for a game that we are not playing.

I see the BLOPs, with it's cloak and covert jump capability, and assess a ship intended to bypass gate camps, and stay hidden while creating an underground railroad for covert activity.
I see the NORMAL cyno, with it's beacon flashing up on the overview to alert everyone in the system, which is significant almost as much as it could be if local chat had not already broadcast the presence of new arrivals in a manner just as obvious.
Well, you know they might have arrived by cyno, rather than assuming they either logged in together or came in the gate alone.

The only aspect of the game not impaired or bent into a different shape by local is the direct frontal assault.
Cloaking as well as any form of play relying on a degree of uncertainty by other players is a token detail at best.
You are not secret. Everyone knows you are in the system, at all times, regardless of whether they can locate you directly.

I would like to see an effort based intel system replace local.
In exchange for not being prompted when to act, the player would have the opportunity to learn more than the current system allowed, such as enough intel to hunt cloaked shipping.

BEING PROMPTED WHEN TO ACT is a HUGE detail, that more than anything else impacts gameplay in a manner resulting in stalemate scenarios, which any player can relate to with frustration if they experience it.
eliminator2
Aliastra
Gallente Federation
#223 - 2014-04-09 09:29:18 UTC
what about a new prob to combat and core that can locate cloakers but takes abit of time to do that way cloaker can see if he is been probed and the others cn find him win win for both?
Nikk Narrel
Moonlit Bonsai
#224 - 2014-04-09 14:18:02 UTC
eliminator2 wrote:
what about a new prob to combat and core that can locate cloakers but takes abit of time to do that way cloaker can see if he is been probed and the others cn find him win win for both?

Before we consider details on this, what benefit would you give the cloaker in exchange for now being vulnerable to hunting?
Nofearion
Destructive Brothers
Fraternity.
#225 - 2014-04-09 14:59:49 UTC
In my mind it would be to passively target and scan ships while cloaked, the targeting is lost when switching there would also be a long targeting delay , say double the normal uncloaked targeting time. -
in this case if a hi sec freighter pilot would not have to worry anymore about cloaked over non cloaked scanning ships.
Passive target and scan is already a part of the game.
I still insist that we have a better action based local intel system over the passive Local chat system.
I am in favor of the delayed local, however this should come with more tools.
enhanced tools should require at least a little bit of specialization.
The idea behind it should to be pilots to work together in small groups instead of solo. At the same time is should discourage use by 500+ groups. Say the more pilots in system active in space would give many returns making it progressively more difficult to identify and gather intel about specific pilots.

(disclaimer on the following example. this is general knowledge and not classified as far as I know)
Navy vessels from all countries have two methods of detecting ships, planes, and items. active and passive often these are used together.
Active gives a ping of range and location but is harder to identify more that general size and direction.
Passive you can gather more intel about what's there by what sounds it makes and check against known database for ship type, abilities and even down to who is captain and what they had to eat before they left port. however beyond direction it is close to impossible for one ships to detect range, speed and direction.
Working in a group it is possible to work out who the target is, their range, speed ect. however get to many ships in the area creates Noise reducing this significantly.

Nikk Narrel
Moonlit Bonsai
#226 - 2014-04-09 15:18:11 UTC
Nofearion wrote:
(disclaimer on the following example. this is general knowledge and not classified as far as I know)
Navy vessels from all countries have two methods of detecting ships, planes, and items. active and passive often these are used together.
Active gives a ping of range and location but is harder to identify more that general size and direction.
Passive you can gather more intel about what's there by what sounds it makes and check against known database for ship type, abilities and even down to who is captain and what they had to eat before they left port. however beyond direction it is close to impossible for one ships to detect range, speed and direction.
Working in a group it is possible to work out who the target is, their range, speed ect. however get to many ships in the area creates Noise reducing this significantly.


The means of detecting a 'noisy' object using passive data is done by triangulation, where the object being sought is within the confines of a triangle formed by the three points of data collection.
(Cell towers, Navy ships, microphones, whatever the context relates to)

By comparing signal strength from each point, and knowing the power of the signal source helps here, you can draw a circle around each of the listening points relative to the strength of the signal they detected.
The three circles should intersect over the point or area where the source originated the signal from.

Our probing uses a similar principle, but since it relates to a three dimensional arrangement, requires more points of reference.
(In theory, you would only need a 4th point to form a tetrahedron (pyramid shape)).
In practice, the more points of reference you have on an object, the more precise you can be isolating it's location.
Nofearion
Destructive Brothers
Fraternity.
#227 - 2014-04-09 17:26:28 UTC
exactly. so what if this tech for hunting cloaked ships, is to much for a prob to handle and now you need several ships fitted with a deep scan listening module, all have to be fleeted and one pilot has a second module that relays information from the other ships. correlates the data and give a broadcastable target location +- 100 km from where actual target may or may not be depending on skill.

is just a thought but this could be set up similar to or connected with Dscan mechanics for the one while the second works in the probe window or similar. information could vary on skill of the pilots incorporated with 5 being the max effective number while more would "corrupt" the data if active. The information relayed could vary from not only location but ship type and pilot.
eliminator2
Aliastra
Gallente Federation
#228 - 2014-04-09 18:02:11 UTC  |  Edited by: eliminator2
Nikk Narrel wrote:
eliminator2 wrote:
what about a new prob to combat and core that can locate cloakers but takes abit of time to do that way cloaker can see if he is been probed and the others cn find him win win for both?

Before we consider details on this, what benefit would you give the cloaker in exchange for now being vulnerable to hunting?



sorry i took so long to reply busy day :(

what about a notification to say that they are been scanned down maybe everytime the prober scans and hits there sig it tells them, if they miss the sig no notification comes up that way cloaker's ship lets them know of danger that may or may not be coming and it means that if anyone is afk they will be killed killing afk cloakers but keeping people who are activly cloaked and moving time to shift away
Nikk Narrel
Moonlit Bonsai
#229 - 2014-04-09 18:03:08 UTC
Nofearion wrote:
exactly. so what if this tech for hunting cloaked ships, is to much for a prob to handle and now you need several ships fitted with a deep scan listening module, all have to be fleeted and one pilot has a second module that relays information from the other ships. correlates the data and give a broadcastable target location +- 100 km from where actual target may or may not be depending on skill.

is just a thought but this could be set up similar to or connected with Dscan mechanics for the one while the second works in the probe window or similar. information could vary on skill of the pilots incorporated with 5 being the max effective number while more would "corrupt" the data if active. The information relayed could vary from not only location but ship type and pilot.

The overlying principles suggest this could work, if we refer to real life examples for context on how the systems would behave.

In the game, probes for scanning give every bit as much intel, but do so as a snapshot, and return only the items that they retained after filtering out garbage.
(Ok, it's a game, and the filtering is really done by never having the garbage present to begin with, same result)
Whether they do an active ping, or simply use enhanced detection over a limited time frame, either could be used here.

We have four different racial sensor types, each operating on a slightly different wavelength, if not entirely unique and pigeon holed by this.
Amarr, using RADAR. (If this is actual radio waves, then it has to be some version beyond our awareness, as radio waves don't travel fast enough to give meaningful data beyond a certain point)
Caldari, using Gravimetric. (Measuring this is something we have little to compare with, as we have no real world sensors outside of laboratories relating to this)
Gallente, magnetometric. (It's a big metal detector equivalent. Just refined to the point of usefulness here)
Minmatar, LADAR. (Laser detection and ranging system, oh yeah, it uses lazors. Also sounds like the systems in use by a popular science fiction show, so might be more like that unspecified version)

Long story short, none of these has real world equivalents with function, so the game versions are whatever the devs say, and they say they are equal to each other.
By obvious follow through, cloaking technology beats them all, or else cloaking would be less effective against one or more.

By virtue of concealment and it's needs, cloaking therefore either masks it's presence under a larger signal, which is ignored, or it reduces it's own signal beneath the detection threshold.
Possibly some clever combination of the two.

In any case, using real world analogies can stimulate the imagination, but they are only relevant if the devs decide they are.
Nikk Narrel
Moonlit Bonsai
#230 - 2014-04-09 18:08:52 UTC
eliminator2 wrote:
Nikk Narrel wrote:
eliminator2 wrote:
what about a new prob to combat and core that can locate cloakers but takes abit of time to do that way cloaker can see if he is been probed and the others cn find him win win for both?

Before we consider details on this, what benefit would you give the cloaker in exchange for now being vulnerable to hunting?



sorry i took so long to reply busy day :(

what about a notification to say that they are been scanned down maybe everytime the prober scans and hits there sig it tells them, if they miss the sig no notification comes up that way cloaker's ship lets them know of danger that may or may not be coming and it means that if anyone is afk they will be killed killing afk cloakers but keeping people who are activly cloaked and moving time to shift away

So, the cloaked pilot is, at best, being given a heads up that their day is about to become difficult.
This might reduce the negative impact, to a degree, in their view, but it is not a positive in itself.

What improvement would they have?
Would local stop alerting their targets, enabling them to hunt? Maybe a 30 second delay, possibly more.

And what about the aspects where they have the right to be present, for scouting purposes.
Maybe something that makes them totally undetectable if they have no cyno equipped, not even by local chat.
(Limited to true covert vessels, not the T1 boats with a slap on model)
eliminator2
Aliastra
Gallente Federation
#231 - 2014-04-09 18:20:27 UTC
Nikk Narrel wrote:
eliminator2 wrote:
Nikk Narrel wrote:
eliminator2 wrote:
what about a new prob to combat and core that can locate cloakers but takes abit of time to do that way cloaker can see if he is been probed and the others cn find him win win for both?

Before we consider details on this, what benefit would you give the cloaker in exchange for now being vulnerable to hunting?



sorry i took so long to reply busy day :(

what about a notification to say that they are been scanned down maybe everytime the prober scans and hits there sig it tells them, if they miss the sig no notification comes up that way cloaker's ship lets them know of danger that may or may not be coming and it means that if anyone is afk they will be killed killing afk cloakers but keeping people who are activly cloaked and moving time to shift away

So, the cloaked pilot is, at best, being given a heads up that their day is about to become difficult.
This might reduce the negative impact, to a degree, in their view, but it is not a positive in itself.

What improvement would they have?
Would local stop alerting their targets, enabling them to hunt? Maybe a 30 second delay, possibly more.

And what about the aspects where they have the right to be present, for scouting purposes.
Maybe something that makes them totally undetectable if they have no cyno equipped, not even by local chat.
(Limited to true covert vessels, not the T1 boats with a slap on model)



lets face it its hard to make all parties happy what this threahd for is afk cloakers not general cloakers therefore this does kill then afk effect of cloaking since they are warned but if choose to ignore thats there fault

same aspect of jumping through a gate if you don't scout well thats your fault if they scout and find hostiles then thats there smarts

no one will be happy but eliminating the effects used by these is one way and yea we could add a delay if others complain "why carnt we have notification been scanned down in a mission" use the "cloak has a inbuilt detecting device that alerts the ships sensors to scan down and traingulate what that object is giving 60% sensor strengh instead of about 15% or less of ships power
Nikk Narrel
Moonlit Bonsai
#232 - 2014-04-09 18:40:11 UTC
eliminator2 wrote:
lets face it its hard to make all parties happy what this threahd for is afk cloakers not general cloakers therefore this does kill then afk effect of cloaking since they are warned but if choose to ignore thats there fault

same aspect of jumping through a gate if you don't scout well thats your fault if they scout and find hostiles then thats there smarts

no one will be happy but eliminating the effects used by these is one way and yea we could add a delay if others complain "why carnt we have notification been scanned down in a mission" use the "cloak has a inbuilt detecting device that alerts the ships sensors to scan down and traingulate what that object is giving 60% sensor strengh instead of about 15% or less of ships power

Let's not throw out the baby with the bathwater.

Game play does not need to be shifted in favor of PvE at the expense of cloaked players here.

The often stated reason for AFK play, assuming they actually want play rather than play mind games, is to render local's warning into something ignored.
They are not invisible, but they are being ignored finally, giving them a chance to actually hunt.

If the current system for hunting is left intact, for the most part local alerting residents well enough in advance of a threat to avoid it, then they have no positive.
If they can be removed, the stalemate is resolved in favor of the residents, which is a very real advantage for them.

It tells them a foreign presence must be active, and therefore is unsafe to ignore.
It removes the presence in the event the target fails to respond before being probed down, removing the threat.

This, with no doubt, would shift the balance in favor of sov holders.
Karen Galeo
Deep Core Mining Inc.
Caldari State
#233 - 2014-04-14 05:42:59 UTC
I think that your suggestions for "fixing" cloaking tilt things far, far too much against active cloakers. There are times when I *will* spend an hour or more sitting in one place watching a POS or taking note of someone's activity while I try to dig up a fleet.

I would like to point out, however, that a pilot who is AFK in a station or a POS provides the exact same level of threat as someone who is AFK in a cloakie. They can provide intel on who is in the system, can undock and drop a cyno, etc. etc.

So why are you not suggesting that people AFK in a station or an alt get autologged out? Or periodically ejected, or give people a way to eject pilots from a station or POS to make sure they are not AFK? :)

Author of the Karen 162 blog.

Rebel Witch
Zero Reps Given
Pandemic Horde
#234 - 2014-04-14 08:13:25 UTC  |  Edited by: Rebel Witch
bottom line is afk cloaking is legit and it is used as a form of aggression .

bottom line is; give players the option to hunt/probe out cloaked ships (as in submarine hunter, sub chaser, sub killer).... cloaky hunter..cloaky chaser...killer etc etc unless your a troll you get the point.

I know i know, people will say then its too hard for active cloakers. The solution to that is to make "hunting" a cloaked ship no quick and easy task. Make it a challenge, make anti cloak warfare be a team effort too that takes some time. That way us active cloakers can still play and not worry about get probed out like normal combat probing. Also, i think it would be more fun if i know as a cloaker i cant just sit 300km off a pos or station , that i need to move around to avoid getting hunted, that just sounds more challenging and fun.

the concept is win win and long overdue in EVE


CSM's can you get ontop of this? and either kill it or put something in the works?
Nofearion
Destructive Brothers
Fraternity.
#235 - 2014-04-14 12:37:19 UTC
Rebel Witch wrote:
bottom line is afk cloaking is legit and it is used as a form of aggression .

bottom line is; give players the option to hunt/probe out cloaked ships (as in submarine hunter, sub chaser, sub killer).... cloaky hunter..cloaky chaser...killer etc etc unless your a troll you get the point.

I know i know, people will say then its too hard for active cloakers. The solution to that is to make "hunting" a cloaked ship no quick and easy task. Make it a challenge, make anti cloak warfare be a team effort too that takes some time. That way us active cloakers can still play and not worry about get probed out like normal combat probing. Also, i think it would be more fun if i know as a cloaker i cant just sit 300km off a pos or station , that i need to move around to avoid getting hunted, that just sounds more challenging and fun.

the concept is win win and long overdue in EVE


CSM's can you get ontop of this? and either kill it or put something in the works?


Exactly my points, thank you for seeing it the way this thread is intended.
Nofearion
Destructive Brothers
Fraternity.
#236 - 2014-04-14 12:45:06 UTC
Karen Galeo wrote:
I think that your suggestions for "fixing" cloaking tilt things far, far too much against active cloakers. There are times when I *will* spend an hour or more sitting in one place watching a POS or taking note of someone's activity while I try to dig up a fleet.

I would like to point out, however, that a pilot who is AFK in a station or a POS provides the exact same level of threat as someone who is AFK in a cloakie. They can provide intel on who is in the system, can undock and drop a cyno, etc. etc.

So why are you not suggesting that people AFK in a station or an alt get autologged out? Or periodically ejected, or give people a way to eject pilots from a station or POS to make sure they are not AFK? :)


We have discussed this much on this thread, however AFK play as a whole, is a topic for another thread. I only wanted to deal with cloakers, mainly afk cloakers when this thread started., Nikk Narrel and I have discussed both merits and cons of dealing with afk play. both of us agree as do many I talk too that a new intel system needs to be in place. Local is just way too powerful as it is. and this leads to both afk cloak, pos, station ect. THere is a delayed local thread that CCP and the current CSM are looking at.
As to cloaking AFK or not. As I have stated I like cloaking myself, I do believe it is not balanced.
A concerted effort taken, should result in a reasonable chance to catch a cloaked vessel.
Currently there is no mechanic to combat it.
An active cloaker should also have a reasonable chance to be both Not found and Not detected.
I do believe that long term cloaking is a viable tactic. However I do not believe that AFK play should be encouraged or allowed. No matter where the pilot is afk
Nikk Narrel
Moonlit Bonsai
#237 - 2014-04-14 14:00:22 UTC
Nofearion wrote:
... Nikk Narrel and I have discussed both merits and cons of dealing with afk play. both of us agree as do many I talk too that a new intel system needs to be in place. Local is just way too powerful as it is. and this leads to both afk cloak, pos, station ect. THere is a delayed local thread that CCP and the current CSM are looking at. ...


One of the most ignored aspects of local, yet highly used, is not so much the fact that it tells you who is present in the system.

It is that, by reporting them so quickly, it also tells players WHEN to react, as well as IF they should react.

This is effectively prompting players when to take an action, and by doing this helps to create the too often seen stalemates.

I have found many players, who would claim that their fellows are incapable of activating a toggled sensor, or simply pinging as needed. They claim these players who are unable to make an effort to get their own intel would be mass killed by a rampaging horde of cloaked ships.

And, surprisingly to some, they also claim that the cloaked players will know exactly where to find these PvE targets, and be able to move in on them as described above.

I have yet to hear a satisfactory explanation as to how one group will have more intel without local, which would now include pilot presence, location, etc.... while another group known to have exclusive intel channels would somehow have less intel.

Oh, and of course, players would not adapt to this, ever, and the game would die a horrible empty doom.
Lilly Naari
Enclave Security Forces
#238 - 2014-04-14 18:15:22 UTC  |  Edited by: Lilly Naari
Every single one of you are missing the point of this thread.


Let me explain:


"An unbalanced game mechanic or exploit, or glitch, is defined by an action taken in game which has no counter action. And or which gives an unfair advantage do to it's inability to be countered."

1. When you are able to cloak, and have 100% immunity, this is unbalanced and by definition is an exploit, bug, or imbalanced mechanic. So whether the person is afk or not is irrelevant.

2. What IS relevant, is that the cloak and use of such as it is currently in game by definition is in fact a glitch, or exploit, due to the fact that it gives an unfair advantage since it has absolutely no counter.

This is the OP's point.


3. What is being discussed in this thread is not a debate about afkers or active cloakers, it is about the imbalance of the cloaking mechanism itself.


The solution is a simple one. Give the cloak a timer, like every other mod, say.. 5 minuet cycle time. after which it deactivates and must be reactivated. These solves every issue expressed by the OP and in this thread in general. It also means that if an afker goes afk, his cloak will fail he will be scanned down and killed.

Everything in Eve MUST have a consequence. Cloaking AFK must have one as well. This solution is simple, and provides it. This solution also allows Cloakers to continue to harass and maim at will, and by no means interferes with their ability to play "So long as they are active at their computer and not AFK".
Nikk Narrel
Moonlit Bonsai
#239 - 2014-04-14 18:23:10 UTC
Lilly Naari wrote:
After reading this thread I ahve noticed one of 2 positions here, and all of you are missing the point of the OP's post.:

Your current positions are:

For cloaky immunity to everything sitting AFK.

Or

You should not be able to cloak AFK.


However every single one of you are missing the point.


Let me explain:


"An unbalanced game mechanic or exploit, or glitch, is defined by an action taken in game which has no counter action. And or which gives an unfair advantage do to it's inability to be countered."

1. When you are able to cloak, and have 100% immunity, this is unbalanced and by definition is an exploit, bug, or imbalanced mechanic. So whether the person is afk or not is irrelevant.

2. What IS relevant, is that the cloak and use of such as it is currently in game by definition is in fact a glitch, or exploit, due to the fact that it gives an unfair advantage since it has absolutely no counter.

This is the OP's point.


3. What is being discussed in this thread is not a debate about afkers or active cloakers, it is about the imbalance of the cloaking mechanism itself.


The solution is a simple one. Give the cloak a timer, like every other mod, say.. 5 minuet cycle time. after which it deactivates and must be reactivated. These solves every issue expressed by the OP and in this thread in general. It also means that if an afker goes afk, his cloak will fail he will be scanned down and killed.

Everything in Eve MUST have a consequence. Cloaking AFK must have one as well. This solution is simple, and provides it. This solution also allows Cloakers to continue to harass and maim at will, and by no means interferes with their ability to play "So long as they are active at their computer and not AFK".


Sorry, but I find your premise unacceptable.

This is a game, and the devs are the final decision makers regarding what is an exploit, and what is not.
As this is an arbitrary decision on their part, and they have final judgement, any definition which seems to contradict this must be therefore invalid.

Please respect the nature of the game as intact, and suggest changes from this foundation.
We get nowhere assuming the devs cannot be trusted at least this far.
Lilly Naari
Enclave Security Forces
#240 - 2014-04-14 18:27:59 UTC  |  Edited by: Lilly Naari
Quote:

Sorry, but I find your premise unacceptable.

This is a game, and the devs are the final decision makers regarding what is an exploit, and what is not.
As this is an arbitrary decision on their part, and they have final judgement, any definition which seems to contradict this must be therefore invalid.

Please respect the nature of the game as intact, and suggest changes from this foundation.
We get nowhere assuming the devs cannot be trusted at least this far.


Nice troll post, apparently you couldn't come up with anything logical to refute what I stated, so, like most trolls you resort to nonsensical rhetoric, which only states the obvious.

We make these post to assist the devs and speak for the players. If you have an issue with it, make a suggestion desiring the banning of all Suggestions. (Which in and of itself would make your above post irrelevant, null, and void anyway.....)

Otherwise STFU and move on. Big smile