These forums have been archived and are now read-only.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
Maria Dragoon
Brutor Tribe
Minmatar Republic
#481 - 2014-08-10 21:53:30 UTC
Ray Kyonhe wrote:
Maria Dragoon wrote:

Maybe you should reread my post.

I read your post intently, and it's full of "it breaks, it's not needed, it's bring nothing" stuff wihtout a single argument, thats why I reported it already.
Your other "concerns" answered in my post on this proposal itself: no, in active mode you won't be scanned right away (like you try to imply), it says that it would take considerable time to do so, so would happen only if you just left Eve running and went to bed. If you changing your spots regularly, you won't be scanned even in active mode. And you don't need to stay in it forever to light your cyno. You just need to switch to it, which will take 20-30 seconds, and if your victim was oblivious and didn't check dscan, now you can do anythinh you could before - point, drop etc.


I honestly don't think YOU understand, the ones that are determain if we should back your ideas should not be the ones that have to bring a supporting argument on why they should, or shouldn't change it

That job falls under the task of the person that is attempting to MAKE THE CHANGE.

As a player, and someone that you know, puts money into the game like everyone else, my only job is to tell you if I support or don't support your idea.

At the moment seeing you haven't provide in compelling argument or evidence on why the game NEEDS the change, my support is directed to the NOT SUPPORTED group.

Any other misconceptions you wish to bring to the drawing board?

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."

Ray Kyonhe
Aliastra
Gallente Federation
#482 - 2014-08-10 21:59:10 UTC  |  Edited by: Ray Kyonhe
I'll leave it to ISD team, please delete this useless attempts to educate too.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Maria Dragoon
Brutor Tribe
Minmatar Republic
#483 - 2014-08-10 22:02:00 UTC
Ray Kyonhe wrote:
Maria Dragoon wrote:


I honestly don't think YOU understand, the ones that are determain if we should back your ideas should not be the ones that have to bring a supporting argument on why they should, or shouldn't change it

I honestly reccomend you to read the forum/board rules. On these board you have to post constructively argument your statements and clarify your views. There is full thread of reasons why cloacking is bad in its current form. You can choose any and start to explain in detail why it's wrong. You have to do that, or you have to not post anything here.


And I clarified my views many times.

Your suggestion has NO VALUE at all, and I SUGGEST you rethink your suggestion and make something more usable. You are like a kid, a kid that kicks and screams when he is told no.

It sad really that people now have to post in the Assembly hall to prevent their suggestions threads from being locked because they failed to use the search function in the Features and Ideas forum section.

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."

Maria Dragoon
Brutor Tribe
Minmatar Republic
#484 - 2014-08-10 23:19:56 UTC
http://desusig.crumplecorn.com/afkcloaker.jpg

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."

Ray Kyonhe
Aliastra
Gallente Federation
#485 - 2014-08-11 00:09:13 UTC
Maria Dragoon wrote:
http://desusig.crumplecorn.com/afkcloaker.jpg

Afk cloacker can rise risks of anyone operating in the area while contributing neglectable effort to the levels those operations lose any sense. This happens because current cloaking mechanics won't penalize afk behavior and don;t allow to discern in any way can it attack atm or not, until he uncloaks, which is too late. Afk gameplay is heavily penalized and made unfeasible in any other PvP-related tactics in Eve what makes afk-cloaking stand out so much.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Kaarous Aldurald
Black Hydra Consortium.
#486 - 2014-08-11 00:35:58 UTC
Ray Kyonhe wrote:
Afk gameplay is heavily penalized and made unfeasible in any other PvP-related tactics in Eve what makes afk-cloaking stand out so much.


The part where he can't activate any modules while cloaked.

Besides, afk gameplay is not exactly "penalized" in a lot of situations in EVE unless it's done so by the players. AFK mining is only bad because other people will gank you, for example.

A player who is afk cannot hurt you. This is not a problem.

A player who is at his keyboard is legitimately hunting you. This is not a problem either.

The only "problem" is that people feel entitled to have zero uncertainty, to not have to make a judgement call. Which is, to be quite frank, tough ****.

"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.

Ray Kyonhe
Aliastra
Gallente Federation
#487 - 2014-08-11 00:46:59 UTC  |  Edited by: Ray Kyonhe
Kaarous Aldurald wrote:

The part where he can't activate any modules while cloaked.

The part it is too late when he uncloaked. Which means additional tweaks are needed that will create competition after cloaker got to the keyboard but before he uncloaked.
Kaarous Aldurald wrote:

Besides, afk gameplay is not exactly "penalized" in a lot of situations in EVE unless it's done so by the players. AFK mining is only bad because other people will gank you, for example.

So it's penalized, in the end. You can't in any way gank afking cloaker while he can at any moment go from afk to combat state (with 0 delay in case of SB, and neglectable delay in case of force recon) and point you, then bring a support either from other afkers of from droppers and gank you.
Kaarous Aldurald wrote:

A player who is afk cannot hurt you. This is not a problem.

But he rises cost of operations in the area - thats the problem. If profit doesn't justify the risks than operations stop. He does it while staying mostly afk, because of huge element of uncertanty he able to create.
Kaarous Aldurald wrote:

The only "problem" is that people feel entitled to have zero uncertainty, to not have to make a judgement call. Which is, to be quite frank, tough ****.

As reiterated many times, uncertanty is so big and being ganked if cloaker is atk is so certain outcome that any entity not large enough to have rescue party online all the time will have to stop any operations in the area.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Beatrice Ushiromiya
Yukkuri Pharmaceuticals
#488 - 2014-08-11 12:49:51 UTC  |  Edited by: Beatrice Ushiromiya
Let's look into the problem from another level.

What makes you vulnerable to covops hunters? Three things combined:

  1. You can't fight back.
  2. Hunters can easily track you and land in a close proximity to you whilst staying cloaked and without having to use any special tools, e.g. probes.
  3. You are not aware of where exactly the hunter is located at this very moment and what is he doing.


Those who propose changes to how the cloak functions are addressing the third point. However, this is actually a minor issue compared to others. A pvp vessel (or a bunch of them) disrupts moneymaking activities; having the cloak, not having it. It doesn't really help knowing where this vessel/fleet is and what it is. You can try to fight back but odds are you will end up being hotdropped by a larger force.

First two points can be dealt with using the current mechanics. There are tactical and strategical solutions.

First point. The tactical solution: use ships that are able to fight back. Pretty much any cruiser size vessel equipped with 10MN MWD and weaponry that is effective in close range is able to fight back against most covert cyno ships. Stealth bombers can insta lock you upon exiting the cloak, but they are stationary (due to cyno) paper-thin frigates that can easily be popped. Force recons can't be killed that easily, but they have a reasonable recalibration time plus the time they need to lock a cruiser. You have more than enough time to overburn MWD and get out of cyno's point range.

The strategical solution is the one members of GSF enjoy. :) No, it's not about having a large friendly fleet ready to help you. This is an option when you want to punish a shiny black ops fleet once, but it's an extremely ineffective way to protect ratters in long run. What I'm talking about is afktars that are cheap, effective and reimbursable, so you don't really care about losing them every now and then. You can argue that you don't want to join those big coalitions. Well, the game is designed so you need to prove yourself worth of some isk faucets. And to prove yourself worth you need to either be an extremely good playeror to join to a large force. This is how EVE is, and whether it is right or wrong is not this topic's subject.

Second point. The tactical solution: move around. All covops gankers can confirm that it is very hard to catch a ship that is constantly moving with high enough speed and unpredictable trajectory. A cloaked ship has a limited speed and needs to avoid wrecks and other objects. Again, a 100MN AB/10MN MWD cruiser is what you need. Make bookmarks around the system you are ratting in and warp to them first and then to an anomaly at a random range instead of warping directly from anomaly to anomaly. If you use an immobile ship to run anomalies - you just ask to be ganked, and it's not the cloak mechanics to blame.

The strategical solution is to switch from belts/anomalies to some other isk-making activity, but it's not really relevant in this discussion.

tl;dr use the current game mechanics to deal with either the first or the second point, and nasty afk cloakers will not be a problem for you. No need to change the way the cloak works.
Nikk Narrel
Moonlit Bonsai
#489 - 2014-08-11 13:43:27 UTC
Ray Kyonhe wrote:
Nikk Narrel wrote:

To solve this, I suggest a spool up delay of 30 to 60 seconds, where the cyno ship is locked down, but no beacon appears except on grid to it until the spool up completes, so the systemwide beacon appears at the same time ships can travel to it.

Well, concerning my idea, I took for granted that dropping mechanichs will stay as they are, so tried to find a way for a "prey" to avoid it before it even happens and before cloaked "hunter" will be given chance to lock and point her - if she plays proactively and stays aware of surroundings.


The base environment does not exist just because of cloaks, or just because of local.

As diametrically opposed facets of intel, they ARE the key players.
A genuine solution to this would require both to be compromised.

I find the assumption that hot dropping would remain unchanged, or that local being absent would somehow be drastically in favor of gankers, to be shortsighted and guilty of assuming too many details.
Local being absent would, in fact, be far more likely to entrench groups of players like alliances, because the second best alternative to local is something they already have.
Intel channels networked with players able and willing to relay critical information.

Hostiles entering foreign space do not have anything to replace local, that is comparable to this intel network.
Ray Kyonhe wrote:

Your approach will work too, shurely. If hotdrops will get nerfed, I mean.
But there are a couple of problems. First, what do you mean by "spool up" and "locked down"? Will the cynoing ship be totally harmless during this spool up? Will it be able lock and point, use propulsion? If it will, than how this spoolup will help if you are caught by tanked force recon vessel while flying typical ratting ship (hac/bc/bs/t3)? He will simply point you for a minute, than droppers will finish you. Second, it could be easly circumvented by an alt. Like, you first send cloacking tackler to your victim. When it gets into position, ready to uncloack and point, you either fly another character in the system, or use prepositioned one, and initiate covert cyno. The moment beacon appears or local starts spiking, tackler locks victim and she is doomed now. This approach won't help small entities to evade oppression of large ones in situations I described.

The cyno effect is unchanged, with the specific exception already described.

The cyno ship cannot move, but it can still perform any task the same as any other current cyno ship.
On-grid, the field visual and beacon would appear during the spool up period, but no ships could travel to it. Their would be no system wide beacon at this stage.
(If a ship executed a cyno off grid to other pilots, noone would know their was a cyno spooling up, as the system wide cyno beacon only appears once the cyno is active and ships can travel to it by jumping)

Now, in theory, a cyno ship can put a point onto the target, who would then be able to either make a run for it or try to attack.
If they wanted, many ships could possibly run while attacking.
I specified 30 to 60 seconds for the spool up as a balance point, since this would likely need testing.
(Maybe only the force recons could do 30, while all others did 60?)
Lucas Kell
Solitude Trading
S.N.O.T.
#490 - 2014-08-12 10:26:50 UTC
Nikk Narrel wrote:
Local being absent would, in fact, be far more likely to entrench groups of players like alliances, because the second best alternative to local is something they already have.
Intel channels networked with players able and willing to relay critical information.
Intel channel are useless without local, since people moving though a set of systems would be invisible. Without removing power projection, the only thing that removing local would do is kill off PvE, since nobody would sit around in a ship that wouldn't be able to fight back, able to be dropped on in a heartbeat. Even the interceptor change nuked a massive amount of interest in doing anything non-combat in null, since it's so easy to get tackled now. Removing local would be the final nail in the coffin. The only reason to be in null after that would be PvP, which would be dominated by whichever group can drop the most on people quickly. The quality of ratting and mining in any given area would become entirely irrelevant, since nobody in their right mind would want to be a PvE pilot in that environment. Hell, even I'd start running around nuking ratters, and I'm an indy pilot.

When you talk about these type of changes, your problem is and always has been that you don't take into account the fact that people's behaviours would change. You treat it as both the hunted and the hunters would act exactly the same as they do now. That's not the case. The hunted would be exposed to increased risk and decrease activity, which the hunters would use the advantage of invisibility to increase activity.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#491 - 2014-08-12 14:58:55 UTC
Lucas,
I believe we would all appreciate polite logic, and the ability of all involved to be willing to question their own assumptions.

Please keep this in mind, as I know you to be quite passionate on certain topics.
Lucas Kell wrote:
Nikk Narrel wrote:
Local being absent would, in fact, be far more likely to entrench groups of players like alliances, because the second best alternative to local is something they already have.
Intel channels networked with players able and willing to relay critical information.


Intel channel are useless without local, since people moving though a set of systems would be invisible. Without removing power projection, the only thing that removing local would do is kill off PvE, since nobody would sit around in a ship that wouldn't be able to fight back, able to be dropped on in a heartbeat. Even the interceptor change nuked a massive amount of interest in doing anything non-combat in null, since it's so easy to get tackled now. Removing local would be the final nail in the coffin. The only reason to be in null after that would be PvP, which would be dominated by whichever group can drop the most on people quickly. The quality of ratting and mining in any given area would become entirely irrelevant, since nobody in their right mind would want to be a PvE pilot in that environment. Hell, even I'd start running around nuking ratters, and I'm an indy pilot.

No, they would not be invisible.
They simply would not be known so easily, as seeing the name listed in local chat.
This is not equal to being invisible.

Also, it is only easy to be tackled, if you let a hostile on grid with you.
Once you have intel on an approaching hostile a few systems away, it is reasonable to expect pilots to align and prepare.
Expecting a scout to monitor gate traffic is also reasonable, and grants more than enough time to react.


Lucas Kell wrote:
When you talk about these type of changes, your problem is and always has been that you don't take into account the fact that people's behaviours would change. You treat it as both the hunted and the hunters would act exactly the same as they do now. That's not the case. The hunted would be exposed to increased risk and decrease activity, which the hunters would use the advantage of invisibility to increase activity.

You are claiming that people's behaviors would change.

Allow me to point out how I agree with this statement:
1. Intel would not be reliably gathered from players docked in an Outpost.
The Change
Players would instead be needed to sit in proximity to gates, most likely at bottleneck points where traffic flow reliably needs to pass. This is not excessive effort, since it grants leverage to those players downstream who benefit from this intel.

2. Hot dropping loses value when other options exist with comparable results.
The Change
Sending a ship on grid with a target is one thing, especially if you need to hold a point on it.
Having a cyno pop, especially if a spool up is involved, becomes less than optimal.
You can bring in the same ships outside of scan range, and have them warp to the target instead.
This allows all involved to load the target system, and warp together.
It also eliminates the vulnerable period of being locked down by a cyno field while having a hostile on grid.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#492 - 2014-08-13 22:07:14 UTC  |  Edited by: ISD Ezwal
I have removed a rule breaking post and those quoting it.

The Rules:
11. Discussion of forum moderation is prohibited.

The discussion of EVE Online forum moderation actions generally leads to flaming, trolling and baiting of our ISD CCL moderators. As such, this type of discussion is strictly prohibited under the forum rules. If you have questions regarding the actions of a moderator, please file a petition under the Community & Forums Category.


22. Post constructively.

Negative feedback can be very useful to further improve EVE Online provided that it is presented in a civil and factual manner. All users are encouraged to honestly express their feelings regarding EVE Online and how it can be improved. Posts that are non-constructive, insulting or in breach of the rules will be deleted regardless of how valid the ideas behind them may be. Users are also reminded that posting with a lack of content also constitutes non-constructive posting.

ISD Ezwal Community Communication Liaisons (CCLs)

Lucas Kell
Solitude Trading
S.N.O.T.
#493 - 2014-08-14 17:11:32 UTC
Nikk Narrel wrote:
No, they would not be invisible.
They simply would not be known so easily, as seeing the name listed in local chat.
This is not equal to being invisible.
They would effectively be invisible, since you'd have to treat any presence as hostile, meaning that they get hidden within false positives. You'd be constantly reporting "someone" in systems all over the place. Which finely leads onto the next point.

Nikk Narrel wrote:
Also, it is only easy to be tackled, if you let a hostile on grid with you.
Once you have intel on an approaching hostile a few systems away, it is reasonable to expect pilots to align and prepare.
Intel is only useful if it's accurate. With the names not showing, you'd have lots of false positives, so you'd spend a lot of your time running from nothing. In addition, you'd need people in all surrounding systems, since people could bust in from all over the place including wormholes (especially with the K162 change) and empty systems. Without people to report, intel channels are useless.

Nikk Narrel wrote:
Expecting a scout to monitor gate traffic is also reasonable, and grants more than enough time to react.
It's a game. Not a career. Why would anyone play a game to stare at a gate all day? Be serious mate, the game has to be fun. I know you don;t care since it wouldn't be you doing it, but you can;t reasonably expect someone to just sit and do nothing all day as entertainment.

Nikk Narrel wrote:
You are claiming that people's behaviors would change.

Allow me to point out how I agree with this statement:
1. Intel would not be reliably gathered from players docked in an Outpost.
The Change
Players would instead be needed to sit in proximity to gates, most likely at bottleneck points where traffic flow reliably needs to pass. This is not excessive effort, since it grants leverage to those players downstream who benefit from this intel.
So what you are saying is that people would have to turn the game into a career so other people in their alliance can play. In addition, those people who are sitting on gate would now need to be paid by those not sitting on the gates, thus reducing income. So your plan is reduce fun and income while increasing risk, and you think that's a workable plan?

Nikk Narrel wrote:
2. Hot dropping loses value when other options exist with comparable results.
The Change
Sending a ship on grid with a target is one thing, especially if you need to hold a point on it.
Having a cyno pop, especially if a spool up is involved, becomes less than optimal.
You can bring in the same ships outside of scan range, and have them warp to the target instead.
This allows all involved to load the target system, and warp together.
It also eliminates the vulnerable period of being locked down by a cyno field while having a hostile on grid.
Except you could still send in a tackler to lock down the target for the short time it takes for the cyno to spool. Most targets would be soft targets, ratters, miners, etc. Holding them wouldn't be a tough task.

Overall it's just an unreasonable and pointless change that would only serve to move more people out of nullsec, pretty much the opposite of what needs to happen. People need to be given a reason to go there, and not just the people that like to run around and gank everything, but everyday players who currently sit in highsec grinding missions because it's safe and nearly the same income.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#494 - 2014-08-14 18:13:00 UTC
Some of my own quotes have been restored to original, for the purposes of context.
Lucas Kell wrote:
Nikk Narrel
No, they would not be invisible.
They simply would not be known so easily, as seeing the name listed in local chat.
This is not equal to being invisible.


They would effectively be invisible, since you'd have to treat any presence as hostile, meaning that they get hidden within false positives. You'd be constantly reporting "someone" in systems all over the place. Which finely leads onto the next point.

I see no reason why you would expect a false positive.
When on grid to your scout, who can just as easily be sitting on an exit bottleneck, that icon showing it's either blue or green is not hard to notice.
If you miss the ID, for whatever reason, alert your downstream post to verify friendly.

ALSO: In all seriousness, why wouldn't a friendly pilot simply announce their presence when passing through?
Most changes at least leave local in some delayed form, and that assumes the friendly is not answering unknown reports in the intel channel by volunteering that they were passing through.

Bonus point, why shouldn't a solid alliance have an advantage by having better quality intel?

Lucas Kell wrote:
Nikk Narrel
Also, it is only easy to be tackled, if you let a hostile on grid with you.
Once you have intel on an approaching hostile a few systems away, it is reasonable to expect pilots to align and prepare.
Expecting a scout to monitor gate traffic is also reasonable, and grants more than enough time to react.


Intel is only useful if it's accurate. With the names not showing, you'd have lots of false positives, so you'd spend a lot of your time running from nothing. In addition, you'd need people in all surrounding systems, since people could bust in from all over the place including wormholes (especially with the K162 change) and empty systems. Without people to report, intel channels are useless.

You always needed those people.
They simply need to undock, or leave the safety of the POS shields.
Unless it is a central hub for travel, most systems have only one or two possible gates expecting traffic.
If they were docked or hiding inside the shields, they had no way of knowing travel direction before.

Seriously, you are implying players close enough to be aware of gate flare, but unable to notice if the other guy cloaked up or showed on grid as hostile.
Unless your allies hide from you ...?

Lucas Kell wrote:
Nikk Narrel
Players would instead be needed to sit in proximity to gates, most likely at bottleneck points where traffic flow reliably needs to pass. This is not excessive effort, since it grants leverage to those players downstream who benefit from this intel.

It's a game. Not a career. Why would anyone play a game to stare at a gate all day? Be serious mate, the game has to be fun. I know you don;t care since it wouldn't be you doing it, but you can;t reasonably expect someone to just sit and do nothing all day as entertainment.

Point one, if the effort is too much, you are not cut out for the responsibility.
Point two: like a gate camp, someone in your alliance should be willing to step up. Perhaps they have a second account they can PvE with.
Null is built around team effort, and whoever does it better should expect better results.

Lucas Kell wrote:
Nikk Narrel
You are claiming that people's behaviors would change.

Allow me to point out how I agree with this statement:
1. Intel would not be reliably gathered from players docked in an Outpost.
The Change
Players would instead be needed to sit in proximity to gates, most likely at bottleneck points where traffic flow reliably needs to pass. This is not excessive effort, since it grants leverage to those players downstream who benefit from this intel.


So what you are saying is that people would have to turn the game into a career so other people in their alliance can play. In addition, those people who are sitting on gate would now need to be paid by those not sitting on the gates, thus reducing income. So your plan is reduce fun and income while increasing risk, and you think that's a workable plan?


Oh, I think you missed another change here.
If the risk increases, so does the reward.

In addition, your claims that people will be making a career out of doing things, (that they are implied to not like).
Let me point out how mining is so immersive, that people are documented quite often as being AFK while performing it.
How ratting has people min maxxing their ship fits so they can get it over faster, even despite how this compromises them towards PvP concerns.

Ultimately, anything described as a means to grind ISK, is like this career you have mentioned.
You may have noticed the other threads that suggest ways to make them less tedious, perhaps.

Next post!
Nikk Narrel
Moonlit Bonsai
#495 - 2014-08-14 18:13:49 UTC
Lucas Kell wrote:
Nikk Narrel

2. Hot dropping loses value when other options exist with comparable results.
The Change
Sending a ship on grid with a target is one thing, especially if you need to hold a point on it.
Having a cyno pop, especially if a spool up is involved, becomes less than optimal.
You can bring in the same ships outside of scan range, and have them warp to the target instead.
This allows all involved to load the target system, and warp together.
It also eliminates the vulnerable period of being locked down by a cyno field while having a hostile on grid.


Except you could still send in a tackler to lock down the target for the short time it takes for the cyno to spool. Most targets would be soft targets, ratters, miners, etc. Holding them wouldn't be a tough task.

Overall it's just an unreasonable and pointless change that would only serve to move more people out of nullsec, pretty much the opposite of what needs to happen. People need to be given a reason to go there, and not just the people that like to run around and gank everything, but everyday players who currently sit in highsec grinding missions because it's safe and nearly the same income.

Oh, you have increased the ships needed here, for hot dropping.
Or maybe this tackler is still the locked down cyno ship, unable to pursue a target for the 30 to 60 seconds needed to keep it on grid for that drop.

Also, you have devalued the PvE ship fittings to be described as "soft targets".
So, you have fail-fit PvE ships, controlled by players who can't be bothered to listen to intel channels or support their own means of protection / warning either.

And you want to bring MORE of these farmers into null...

Why exactly would serious players want to be in an alliance filled with these guys?
Lucas Kell
Solitude Trading
S.N.O.T.
#496 - 2014-08-15 10:00:42 UTC
Nikk Narrel wrote:
ALSO: In all seriousness, why wouldn't a friendly pilot simply announce their presence when passing through?
Most changes at least leave local in some delayed form, and that assumes the friendly is not answering unknown reports in the intel channel by volunteering that they were passing through.
Because it's hassle. Do you want to have to type in local every time you jump? EVE Online is a game. A game. Do you understand what a game is? It's something you play for fun, not to give you work to do between work.

Nikk Narrel wrote:
You always needed those people.
They simply need to undock, or leave the safety of the POS shields.
Unless it is a central hub for travel, most systems have only one or two possible gates expecting traffic.
If they were docked or hiding inside the shields, they had no way of knowing travel direction before.
No, you didn't need those people. People who happen to be about post in intel, and that is all. With the change you suggest, those people would become a requirement, and they couldn't be doing their own thing, they would have to be employed solely to run intel.

Nikk Narrel wrote:
Point one, if the effort is too much, you are not cut out for the responsibility.
Point two: like a gate camp, someone in your alliance should be willing to step up. Perhaps they have a second account they can PvE with.
Null is built around team effort, and whoever does it better should expect better results.
No. Point 1, it's a game. You are suggesting they remove fun from a game. You are smoking something special if you think a game developer is going to seriously consider taking fun out of a game so people are forced into "responsibility".
Point 2. And it's still a game. I really don't get how you don't understand what games are made for. You can't honestly expect people to "step up" and treat the game as a job to be able to progress in the game.

Nikk Narrel wrote:
Oh, I think you missed another change here.
If the risk increases, so does the reward.

In addition, your claims that people will be making a career out of doing things, (that they are implied to not like).
Let me point out how mining is so immersive, that people are documented quite often as being AFK while performing it.
How ratting has people min maxxing their ship fits so they can get it over faster, even despite how this compromises them towards PvP concerns.

Ultimately, anything described as a means to grind ISK, is like this career you have mentioned.
You may have noticed the other threads that suggest ways to make them less tedious, perhaps.
If reward in null was scaled up, you would never hear the end of the complaints from highsec. You'd also run into the issue where a group is able to game the system to earn the rewards with minimal risk (like what happens rights now) further creating an imbalance. And the majority of people would have too much increased risk, meaning that the level of reward is irrelevant. Basically null would only be populated by the most hardcore isk generators and thousands upon thousands of gankers looking for easy kills (since let's face the truth, your suggested change is only going to be positive for that single group of people).

And yes. PVE is pretty boring and is due a lot of improvements. That doesn't mean adding risk to it makes it any less boring. All that does is mean you do the same thing but risk losing it all a lot more often.

Nikk Narrel wrote:
Oh, you have increased the ships needed here, for hot dropping.
Or maybe this tackler is still the locked down cyno ship, unable to pursue a target for the 30 to 60 seconds needed to keep it on grid for that drop.

Also, you have devalued the PvE ship fittings to be described as "soft targets".
So, you have fail-fit PvE ships, controlled by players who can't be bothered to listen to intel channels or support their own means of protection / warning either.

And you want to bring MORE of these farmers into null...

Why exactly would serious players want to be in an alliance filled with these guys?
By perhaps 1 ship? Yes, I'm sure the hotdroppers will cry themselves to sleep over 1 additional ship in exchange for near invisibility. It's clear what you want from this change, easy kills. You don't hide your intentions very well. But please, proceed to tell me I'm wrong and that's not at all what you want.
And PvE ships are soft targets. That's a well known fact. That's why people gank them. You don't have to be fail fit for a PvE ship to stand no chance against a PvP ship. And the intel channels may show absolutely nothing, since there's not going to be a fraction of the population in null if your suggestion went through.

And I'd like to see more people of all types in null. that's why I don't support ludicrous ideas like yours which would effectively make null empty. Why don't you just head off to WH space where you can have what you want and stop trying to nuke the fun out of the game. You might consider EVE your career, but most of us don't.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#497 - 2014-08-15 12:39:15 UTC
Stripping out all the opinions you stated, this is the only fact you actually posted.

Lucas Kell wrote:
EVE Online is a game. A game. Do you understand what a game is? It's something you play for fun, not to give you work to do between work.

...

Yes, it is a game.

Here are a few more facts:
Games are the means we have for competing against each other.
Some are simple, and require little effort. Tic-Tac-Toe or rock-paper-scissors are good examples.

But the degree of effort you put into playing, also translates into the amount of satisfaction you feel when you succeed in playing.

Winning at a chess match, against a skilled opponent, can be much more satisfying than the same two players playing checkers.

Sure, not everyone is up to challenging efforts, or complicated strategies.

The sov null section of eve is not for them, in many cases, unless someone else can shoulder the burden of micromanaging them to compensate.

If you do not want to work with a group, as part of a larger effort, null is probably not the best fit.
Occasional solo play is fine, but you must accept that you are still relying on group effort to do this, and this lack of group connection during play will always be a weakness others can exploit.

Your opinion that bringing in more players, who by your definitions do not seem interested in group play, is contrary to what I believe are the games best interests in null sec.

Here are my opinions:
Just like we don't all get trophies for participating, Sov Null is not a welcoming place for all play styles either.
Otherwise high sec would be nothing more than an extended tutorial, and low sec just the buffer area.
Cloaking is not a finished product, as in this context the game ends in stalemates too often for player satisfaction.
Lucas Kell
Solitude Trading
S.N.O.T.
#498 - 2014-08-15 13:28:45 UTC
Nikk Narrel wrote:
Stripping out all the opinions you stated, this is the only fact you actually posted.
Lol?
So everything you posted was fact then? Just carefully disguised as your opinions.


Nikk Narrel wrote:
But the degree of effort you put into playing, also translates into the amount of satisfaction you feel when you succeed in playing.
But you aren't talking about "more effort". You are talking about making it so that someone has to sit staring at a gate in order for their friends to play a game. There's a difference between making a game more challenging, and making it tedious.

Nikk Narrel wrote:
Winning at a chess match, against a skilled opponent, can be much more satisfying than the same two players playing checkers.
Totally and utterly disagree. Your premise here is that chess is inherently more fun and rewarding than checkers, which is not the case. They are two different games, both of which can be equally fun and rewarding depending on taste.

Not to mention, you're not talking about chess and checkers, your talking about chess and wall staring. If you changed chess so that each side had to have someone sit staring at a wall, you'd have a hard time finding people to do that part for fun.

Nikk Narrel wrote:
The sov null section of eve is not for them, in many cases, unless someone else can shoulder the burden of micromanaging them to compensate.

If you do not want to work with a group, as part of a larger effort, null is probably not the best fit.
I don't think you are the person that gets to decide what type of person sov null is and isn't for. Until CCP employs you to make such calls, you're just a peon like the rest of us.

And again, it's not to do with working as a group. You want to force people to perform dull, tedious tasks to replace a current game mechanic so it's easier for gankers to come in and destroy null players, thus increasing risk. There are other ways to increase risk which don't involve players being required to turn EVE into a career.

Nikk Narrel wrote:
Your opinion that bringing in more players, who by your definitions do not seem interested in group play, is contrary to what I believe are the games best interests in null sec.
Who said they aren't interested in group play? All I've said is that the current risk to reward ratios in null and high sec keep them playing in highsec, and that nullsec is underpopulated. It would be nice for people to be able to make the move into nullsec without feeling like they will instantly lose everything if they try. Sure, players that don't want anything to do with anyone else probably won't like nullsec, but then no change short of adding concord would encourage them to move. I'm talking about moving people who are borderline. What you are talking about is creating gank heaven and nuking the current population into oblivion, forcing null into a state of "PvP only".

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#499 - 2014-08-15 13:55:16 UTC
You are spinning this to one perspective of the game.

You are putting forth the presumption that scouting, as in maintaining a post, is beyond the possibility of being even a part of acceptable play.

You are suggesting that any players in a system are all responsible sources for an intel channel, despite the fact they may be AFK or otherwise too busy to pay attention well enough to report such.
(One would hope they took at least some form of protective countermeasure, in case hostiles did enter)

You seem to re-define effort to exclude anything that involved persistent effort, such as watching a gate.
And this, in combination with so many examples of players dual boxing with low attention demand tasks like ratting and mining already.

These are observations of what you have written.

Please, feel free to correct me if I missed something.
Lucas Kell
Solitude Trading
S.N.O.T.
#500 - 2014-08-15 22:27:49 UTC
Nikk Narrel wrote:
You are spinning this to one perspective of the game.

You are putting forth the presumption that scouting, as in maintaining a post, is beyond the possibility of being even a part of acceptable play.
Maintaining a post is beyond the possibility of being part of this game since it's boring as sin. Nobody wants to pay a sub to sit around doing nowt. Have you ever even remotely been involved in game design? Pointless mechanics with no gameplay aren't a good idea.

Nikk Narrel wrote:
You are suggesting that any players in a system are all responsible sources for an intel channel, despite the fact they may be AFK or otherwise too busy to pay attention well enough to report such.
(One would hope they took at least some form of protective countermeasure, in case hostiles did enter)
Where did I suggest that?

Nikk Narrel wrote:
You seem to re-define effort to exclude anything that involved persistent effort, such as watching a gate.
And this, in combination with so many examples of players dual boxing with low attention demand tasks like ratting and mining already.
Erm, no, persistent effort isn't the problem, but it has to be gameplay. A mechanic that has no gameplay put in just so people like you can feel that null sec players are having to work harder has no place.

And you can't build mechanics based around multiboxing. Multiboxing is not a requirement of the game, so they have to treat all characters as individual players and build mechanics for that. Otherwise they risk blocking out all players who don't multibox.

This is obviously going to go on for all eternity, since you are dead set on your idea of tuning null into wormholes with force projection being something amazing, so I'm going to leave this here. Hopefully CCP aren't silly enough to blindly follow ideas like this which would ruin nullsec in the blink of an eye.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.