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AFK Cloaking™: Ideas, Discussion, and Proposals

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Marranar Amatin
Center for Advanced Studies
Gallente Federation
#1441 - 2015-03-10 22:19:41 UTC
Every activity in eve should be balanced in terms of risk, reward and commitment. I hope we can all agree on that.

If you want a great reward, lets say for example make a lot of isk, you should either risk a lot, for example by flying a very expensive ship that you can loose, or show great commitment, for example by activly flying a low cost ship for a long time. In the case of ratting this is relativly easy to break down in a single figure of merit L, we could for example define it by L=I(S)-S*R, with I the income per hour (depending on the ship of course), S the cost of the involved ship and R the chance to loose this ship per hour. Maybe we could approximate I(S)=a*ln(S), since flying a more expensive ship usually gives greater income, but at some point you only get small gains for a big inrease in price.
Of course we could involve other factors, for examle how good you can watch tv while flying this ship, but lets leave this out of the example for simplicity.
If we balance everything right, all ratting activities should be able to achieve a similar L. Of course only if you optimize L for your surrounding, obviously choosing a very big S in an enviroment with a big R is stupid, since the cost term S*R is linear in S while the reward term is not...
Also I would argue that R1>R2 => L1>L2 (for optimized L) should be true. Or to formulate this differently: If you take greater risks, the expectation value (NOT just I) of your net gain should rise, to encourage players to actually take risks. And this is necessary for content generation. If everyone uses perfect safety because its not only safe but ALSO the best way to get rich, then there wont be any targets to shoot at.

Measuring the reward in ISK is one simple way, but many activities give a different kind of reward. Some people collect tears, they dont care if they get ISK, they just want to make others loose them. Or they want to become famous. They want killmails. There are many different kinds of rewards, but in the end everything has to balanced out with risk and commitment. This is the reason why cyno doomsdays were removed, or why fighter assignment will be removed. Both mechanics give great rewards with basically zero risk, although one could argue that there is at least some kind of commitment since it requires a big investment. Still I think ccp was right in removing this. In the the risk was still too low compared to rewards and commitment.

Now lets apply this to Nullsec, to local and to cloaky campers.

It should be very easy to see that cloaky campers are completely broken in terms of risk, reward and commitment. I doubt there is or was a single mechanic as broken as this. The risk of a cloaky camper is basically zero. If he does not want to be found he is IMPOSSIBLE to find. The commitment really really small. A bomber with cloak and cyno is extremly cheap. And the player does not need to do much. He just sits there, watches tv, goes swimming, plays on another account, whatever. There is literally nothing he has to do besides logging in after DT. It is also incredible easy. Warp to spot, activate cloak. Done.
The reward on the other hand is great. You have an enormous impact. You can stop the activity of a whole system. Everyone either has to stop ratting, or rat in cheaper ships that they can risk to loose, always have a huge fleet on standby in case you open the cyno. The damage in ISK is orders of magnitude above the cost of your ship. You dont see the damage on the killboard but its still there. And there is absolutly nothing anyone can do about it. You're invincible in your cloak.
This is completly broken and should not be in the game.

I never saw a decent argument against this, actually I can not even remember having seen anyone TRYING to argue against this. Some say you can just leave the system (well its easy to camp a constellation, but thats beside the point). But that is not argueing the point, in that case the damage is already done, you were forced out of your system by a player with zero risk and commitment. Some say dont rat in an expensive ship, again, the damage is already done from someone with zero risk and commitment, since your ticks are lowered. Some say well, without cloaky campers the null is too safe, and I might even agree, but thats also besides the point. A single player with zero risk and zero commitment should not be able to be the deciding factor if a system is too safe or not. Either null is too safe in general or not. If its too safe, something has to be changed, but the status should not depend on a single players decision to harrass your or not, with zero risk or commitment.

A few posts ago somone asked if it would be better if a cloakless cyno ship simply warped between gate spots. Yes that would be better. In that case the player actually has to do something. And if he stops doing it the effect is gone. And if he makes a mistake he can be found and killed. Of course while he is there the effect would be the same, but at least he would show some risk and commitment to achieve that effect.

I am not suggesting a solution, because there are already a ton of suggestions, but this problem NEEDS a solution. The mechanic is simply broken.

Now to delayed local. As some mentioned this solves the problem with cloaky campers. It solves this in the sense that the risk that is added by a cloaky camper is now ALWAYS present. The extreme power of the cloaky is gone. This might add another problem which has to be solved, but the imbalance of the cloaky camper will be gone. It IS a solution to this specific problem.

continued in the next post
Marranar Amatin
Center for Advanced Studies
Gallente Federation
#1442 - 2015-03-10 22:20:55 UTC
To the problem this causes. Obviously this will increase R. A LOT. With delayed local you can always be tackled. Even if you play perfect and do not make a single mistake. There are some small options for a little more safety, like watching dscan and placing scouts on gates, but in the end you cant stop ships from sneaking in, from cloaking and dropping cynos. You will loose ships and it wont be your fault. It just cant be stopped, only reduced. Which is fine in general. 0.0 should have a risk. And working with that risk should be part of 0.0. But still, the risk and reward relation from the beginning must not be ignored.
In my opinion this will break 0.0 in terms of risk vs reward, unless the reward is greatly increased. Right now the rewards in 0.0 are pretty good. They are not the best compared with some other methods (wormholes, blitzing faction missions) for example, but better as in high sec. Not by very much, there are great ways to make isk in high sec (incursions for example) but still better. With delayed local this relation will drastically change. You could not use really expensive ships anymore since you will loose them sooner or later. You will have to constantly replace ships. You will have to dedicate effort for protection of your corpmates.
In my estimation this will mean that 0.0 ratting will not be a sensible choice to make money anymore. A rough estimation (there really is no point in argueing the numerbs being a little off, I am estimating): The upper end for piloting a single account is roughly 200mil/hour (no fighters from a Nyx as this will be gone and few have it anyway) in 0.0 doing anos (including loot). But this is with an expensive ship. Both with high sec incursions and blitzing level 4s you can make a little above 100mil/hour (I heard some claims of 150). Seems like a little risk is needed for the nullsec. But with delayed local you cant achieve these 200mil/hour (which I really would consider an upper limit) anymore. You go down to maybe 100 mil/hour, since you cant risk flying a 3b ship anymore. And you STILL will have to replace your ship quite often since you will get ganked a lot.
This violates my requirment of R1>R2 => L1>L2. Simply speaking: 0.0 is not good for ratting anymore. You should earn your ISK in low or high. Or maybe wh. Which is probably the opposite that all of you who would like these change to get easy kills want. There won't be easy kills. Because hardly anyone will be there to be killed.
A simple solution would be to increase I. If I is just high enough the requirement is fulfilled and you will find your targets. They will get mad if you kill them, but ultimately stay because of the rewards, provding you with constant targets to kill.
Although I fear the I required might be too big for the economy, since getting kills in 00 will be really really easy. So maybe a compromise would be better idea. Remove local, but also add other methods of protection that can not be circumvented by cloakies (reducing R a little compared to simply no local). Then increase I only a little.

Tl;dr:
cloaky camping is broken. Delayed local would fix this but require a drastic increase in 0.0 rewards. Counterbalancing the delayed local with some other kind safety might be better as to not increase the rewards so drastic.
Nikk Narrel
Moonlit Bonsai
#1443 - 2015-03-10 22:56:20 UTC
Marranar Amatin wrote:
...
Tl;dr:
cloaky camping is broken. Delayed local would fix this but require a drastic increase in 0.0 rewards. Counterbalancing the delayed local with some other kind safety might be better as to not increase the rewards so drastic.

Not once did I see you describe how broken it is, to be able to use local's pilot roster by PvE, in order to fully evade all hostile contact in sov null.

In each case the complaint revolves around how the player refuses to undock in the PvE craft, and cannot seem to lure the hostile with a combat ready PvP hull.
Somehow this is portrayed as broken, since the hostile won't leave and allow the PvE craft safe activity again.

You suggested using a 3b ship as something that would be lost, in the event local became delayed.
... in the so called unsafe area of EVE, the bling is somehow safer than anywhere else thanks to local ....

Yes, cloaking might be broken, but it is not alone, the PvE defensive immunity to hostiles is equally broken.
Delegate
Federal Navy Academy
Gallente Federation
#1444 - 2015-03-10 23:00:43 UTC  |  Edited by: Delegate
Marranar Amatin wrote:
A simple solution would be to increase I. If I is just high enough the requirement is fulfilled and you will find your targets. They will get mad if you kill them, but ultimately stay because of the rewards, provding you with constant targets to kill. Although I fear the I required might be too big for the economy, since getting kills in 00 will be really really easy.


If you sink X amount of wealth due to an increased risk, then why would adding around X amount of wealth in increased profits be "too big for the economy"? There is no argument here. Two pages back I mentioned how it went in wormholes with Hyperion. It went well.
The catch is: such changes cater to people that accept pvp. A lot of posters in this thread simply don't accept pvp. They want to build (or rent) a safe heaven in null. Preferably one that doesn't require much vigilance. They will keep flooding this thread with whine.
GeeShizzle MacCloud
#1445 - 2015-03-10 23:08:05 UTC
Delegate wrote:
Marranar Amatin wrote:
A simple solution would be to increase I. If I is just high enough the requirement is fulfilled and you will find your targets. They will get mad if you kill them, but ultimately stay because of the rewards, provding you with constant targets to kill. Although I fear the I required might be too big for the economy, since getting kills in 00 will be really really easy.


If you sink X amount of wealth due to an increased risk, then why would adding around X amount of wealth in increased profits be "too big for the economy"? There is no argument here. Two pages back I mentioned how it went in wormholes with Hyperion. It went well.
The catch is: such changes cater to people that accept pvp. A lot of posters in this thread simply don't accept pvp. They want to build, (or rather rent), a safe heaven in null. Preferably one that doesn't require much vigilance. They will keep flooding this thread with whine.


and you stink out the thread with cheesy parroted one liners. What Marranar is talking about is risk vs reward.

Where is the risk in covert cyno ganking off a near disposable character when you're in and out in less than 30 seconds?
Delegate
Federal Navy Academy
Gallente Federation
#1446 - 2015-03-10 23:24:04 UTC  |  Edited by: Delegate
GeeShizzle MacCloud wrote:
and you stink out the thread with cheesy parroted one liners. What Marranar is talking about is risk vs reward.

Where is the risk in covert cyno ganking off a near disposable character when you're in and out in less than 30 seconds?


You see, the proper way to approach an argument is to first do your homework and learn what was said thus far. That way you stand a chance to not sound like an ignorant. Now, you did not do your homework. If you did, you would read for example this:

https://forums.eveonline.com/default.aspx?g=posts&m=5392372#post5392372

or this

https://forums.eveonline.com/default.aspx?g=posts&m=5449785#post5449785

or several other posts where I wrote about cynos.

But that desn't surprise me at all. Every second poster in this thread begins with something like „I didn't read this thread, but ...”. As I wrote in the previous post: " Preferably one that doesn't require much vigilance."
Marranar Amatin
Center for Advanced Studies
Gallente Federation
#1447 - 2015-03-10 23:33:28 UTC  |  Edited by: Marranar Amatin
Delegate wrote:
If you sink X amount of wealth due to an increased risk, then why would adding around X amount of wealth in increased profits be "too big for the economy"? There is no argument here. Two pages back I mentioned how it went in wormholes with Hyperion. It went well.
The catch is: such changes cater to people that accept pvp. A lot of posters in this thread simply don't accept pvp. They want to build (or rent) a safe heaven in null. Preferably one that doesn't require much vigilance. They will keep flooding this thread with whine.


That is a good point, and generally speaking you are right. Adding the lost wealth in increased rewards should have no bad influence on the economy. But this is a simplied model. Two important things are neglected:
1. We use the same name "wealth" or "value" for two different things. We use it for the bounty and for loot and we use it for the ships and the modules. While we can measure both in ISK, they are not actually identical. The Anos will mostly generate pure ISK and what is lost will be ships and modules.
2. Nullsec is inhomogenous. Some regions are a lot quiter then others.

So ANY increase of R and I will lead to two things:
1. The remote regions will become more attractive for ratters
2. The inflation will increase, since a lot of ISK is added (the kills also add ISK due to insurance), but goods are destroyed

That should not be much of a problem for a moderate increase, but as already stated, I expect that the increase has to be really big if local is simply removed. This might be risky for the economy, so I would start with a less drastic change. Maybe increase the risk and rewards later if it works well and the effects are well understood.
Delegate
Federal Navy Academy
Gallente Federation
#1448 - 2015-03-10 23:48:02 UTC
Marranar Amatin wrote:
That is a good point, and generally speaking you are right. Adding the lost wealth in increased rewards should have no bad influence on the economy. But this is a simplied model. Two important things are neglected:
1. We use the same name "wealth" or "value" for two different things. We use it for the bounty and for loot and we use it for the ships and the modules. While we can measure both in ISK, they are not actually identical. The Anos will mostly generate pure ISK and what is lost will be ships and modules.
2. Nullsec is inhomogenous. Some regions are a lot quiter then others.

So ANY increase of R and I will lead to two things:
1. The remote regions will become more attractive for ratters
2. The inflation will increase, since a lot of ISK is added (the kills also add ISK due to insurance), but goods are destroyed

That should not be much of a problem for a moderate increase, but as already stated, I expect that the increase has to be really big if local is simply removed. This might be risky for the economy, so I would start with a less drastic change. Maybe increase the risk and rewards later if it works well and the effects are well understood.


Why do you assume additional wealth must come in isk? Just a few days ago there was a thread in this section about steering some of the null income away from isk. There are big changes incoming and I expect that reward overhaul will be part of the equation. Just don't listen fear mongers predicting how the risk-reward equation will turn out all bad. These are voices for keeping the status quo.
Ramases Purvanen
School of Applied Knowledge
Caldari State
#1449 - 2015-03-10 23:54:38 UTC
Delegate wrote:
Marranar Amatin wrote:
That is a good point, and generally speaking you are right. Adding the lost wealth in increased rewards should have no bad influence on the economy. But this is a simplied model. Two important things are neglected:
1. We use the same name "wealth" or "value" for two different things. We use it for the bounty and for loot and we use it for the ships and the modules. While we can measure both in ISK, they are not actually identical. The Anos will mostly generate pure ISK and what is lost will be ships and modules.
2. Nullsec is inhomogenous. Some regions are a lot quiter then others.

So ANY increase of R and I will lead to two things:
1. The remote regions will become more attractive for ratters
2. The inflation will increase, since a lot of ISK is added (the kills also add ISK due to insurance), but goods are destroyed

That should not be much of a problem for a moderate increase, but as already stated, I expect that the increase has to be really big if local is simply removed. This might be risky for the economy, so I would start with a less drastic change. Maybe increase the risk and rewards later if it works well and the effects are well understood.


Why do you assume additional wealth must come in isk? Just a few days ago there was a thread in this section about steering some of the null income away from isk. There are big changes incoming and I expect that reward overhaul will be part of the equation. Just don't listen fear mongers predicting how the risk-reward equation will turn out all bad. These are voices for keeping the status quo.


I dont trust people with baby faces Pirate
Marranar Amatin
Center for Advanced Studies
Gallente Federation
#1450 - 2015-03-10 23:59:33 UTC
CCP has stated that they want the rewards of ratting not to interfere too much with other proffessions and I agree with that. This was the reason for the reprocessing nerf for example. Thus I find it neither likely nor desireable that the rewards are in the same form as the loss.

I do not think that the increase income MUST purely come from ISK, it might be possible to add a little other stuff. But again, one has to be careful. And again this means that one should not start with a really high amount of whatever it is.

I really am not opposed to a high risk and reward. I think that would be very exciting. But it is simply hard to predict the effect of big changes, it might work out well, but it also might turn out really bad. So to be safe this should be made in smaller steps. With evaluations in between. Thats what the monthly updates are for anyway.
Delegate
Federal Navy Academy
Gallente Federation
#1451 - 2015-03-11 00:18:41 UTC
Marranar Amatin wrote:
CCP has stated that they want the rewards of ratting not to interfere too much with other proffessions and I agree with that. This was the reason for the reprocessing nerf for example. Thus I find it neither likely nor desireable that the rewards are in the same form as the loss.

I do not think that the increase income MUST purely come from ISK, it might be possible to add a little other stuff. But again, one has to be careful. And again this means that one should not start with a really high amount of whatever it is.

I really am not opposed to a high risk and reward. I think that would be very exciting. But it is simply hard to predict the effect of big changes, it might work out well, but it also might turn out really bad. So to be safe this should be made in smaller steps. With evaluations in between. Thats what the monthly updates are for anyway.


Well, read the sov mechanics replacement and its clear that some big changes are around the corner. The kind of changes that by itself can easily warrant a major reward overhaul. So again, there is no argument here except for an attempt to delay or soften the changes.

On a joking note: I read somewhere someday that eve is infested with middle management staff. Absolutely right.
Chatles
Deep Core Mining Inc.
Caldari State
#1452 - 2015-03-11 00:37:13 UTC  |  Edited by: Chatles
well i have read the thread been active in it for some time too.

and what i see from all those promoting the removal of local is basically laziness, lack of will to put in effort to hunt the ratter.
if you remove local standard practice will become:

1.) park all alts in as many systems as possible
2.) log in next toon cloack dscan
______a.) if there is something new on dscan move to step 4
______b.) nothing new on dscan move to step 5
4.) warp site to site find target scram and hotdrop, once finished move to step 5
5.) log off start over from step 2

your targets will have never seen you in local (local no longer exists)
your targets will never have seen the gate flash (you logged directly into the system)
your targets will have never seen you on dscan (you are a cloaki you cant be found this way)

this only becomes worse as the group doing this gets organized and all those hot droppers start checking alts you literally will kill every ship doing pve/ mining in an entire region and the defenders will be unable to stop you.

you tell me this is balanced?

ways to catch PVE/Mining ships
1.) if he isynt paying attention warp to site scram ligh cyno (vigilance matters)
2.) just run into system and warp site to site he might be scrammed by npc frigates you have a chance
3.) scouting if you are good you might be able to get an interceptor between him and his savepoint
________has happened to me it was quite impressive
4.) warp site to site he might be stuck on something this is especially the case with miners
5.) gate camp! some of us do leave systems, some of us do more than the same site over and over there are DED complexes/ signatures
6.) interceptor if he is flying a battleship and is close to gate you might just get there before he gets in warp, there is also the time delay between noticing you come in and getting into warp it might just be long enough for you to get the ratter/miner, after all we don't watch local constantly, some of these things require micromanagement. and lets face it its boring as hell.

ways to catch a hot dropper
1.) massive gatecamp and lots of luck (moot with permanent system campers)
2.) counter hotdrop

we were talking about balance right?
convince me you see balance here.
Delegate
Federal Navy Academy
Gallente Federation
#1453 - 2015-03-11 00:59:57 UTC
Chatles wrote:
well i have read,


No, you didn't. You didn't even read the posts I linked above.

Chatles wrote:

and been active here for the past dozen or so pages. (somewhat vehemently against dropping local. well mostly as that being the solution)

but ill play your game lets look at it from your point

you can catch me at a gatecamp, my ship doesnt cloak and i do like my escalations.
you can catch me if my attention slips from local
you can catch me if i happen to get scramed by npc frigate and you get in system
you can catch me if i get unlucky and stuck on something (least likely to happen)
you can catch me with good intel just be getting an interdictor between me and my safe point
all you need to do to win is press the i win button (cyno)

i on the other hand might be able to catch you if you are passing though a massive gate camp and you get too close to something

thats it

tell me about balance again?
describe to me the difficulty you face getting to the system.

i am rather certain alot more ratters die to hot droppers than hot droppers get cought entering systems or roaming
i see vindicators and tengus die all the time, lost a few tengus myself, most on gate camps, one because i didnt notice that red in local (it does happen especially in a combat site if you are in a tuff spot), once i got scrammed by 2 frigates moments before a red got into system and my site was the one he landed in, didnt kill em fast enough to be able to warp out. once a rather clever and skilled gang got a savepoint between me and my pos that was clever and the fleet of interceptors tore my tengu apart.

the only thing local unfailingly saves me from is that afk hotdropper because i wont use the system, there are many like it, i dont need to risk my ship as the risk outweighs the reward.

tell me about balance again?
convince me you must be completely undetectable to get more kills and how that is balance.

for the moment i stand by my argument that taking away local will mean the death of null sec pve, for no amount of vigilance will ever again matter, and the cost of living will outweigh the profit for all those who depend on pve for it.


Let me take some effort off you and make it as easy to grasp as possible: I will quote relevant excerpts below:

Delegate wrote:

There are two reasons why people want perfect early-warning from local.
- Some players simply don't accept any possibility that the game mechanics may let them be ganked. They want local to be their safe heaven. I believe their arguments can mostly be ignored. If you want safe heaven you are welcome to stay in 1.0
- Some players are concerned with potentially unlimited threat posed by covert cyno. And I think this is a valid concern.

So...

Any one-sided “fix” here would be bad for the game.

/snip/

Delayed local should be accompanied with balances to covert cynos. Necessary tools are already there - CCP can monitor black ops use, and balance jump range/fatigue for these ships so that the risk they pose is “right” (whatever risk level they consider right).


Delegate wrote:


Haywoud Jablomi wrote:

On top of that I have even said that I would be ok with the delay local, but that you cant just change local and nothing more. I even disagreed with your idea that a hotdrop group shouldnt be able to escape quickly and I though I wanted to, I didnt touch your statement that you wished to change jump fatigue.


I stand by this suggestion (including further changes to jump fatigue if need be), because frivolous hotdropping is unbalanced mechanics.
GeeShizzle MacCloud
#1454 - 2015-03-11 01:06:27 UTC  |  Edited by: GeeShizzle MacCloud
Delegate wrote:
GeeShizzle MacCloud wrote:
and you stink out the thread with cheesy parroted one liners. What Marranar is talking about is risk vs reward.

Where is the risk in covert cyno ganking off a near disposable character when you're in and out in less than 30 seconds?


You see, the proper way to approach an argument is to first do your homework and learn what was said thus far. That way you stand a chance to not sound like an ignorant. Now, you did not do your homework. If you did, you would read for example this:

https://forums.eveonline.com/default.aspx?g=posts&m=5392372#post5392372

or this

https://forums.eveonline.com/default.aspx?g=posts&m=5449785#post5449785

or several other posts where I wrote about cynos.

But that desn't surprise me at all. Every second poster in this thread begins with something like „I didn't read this thread, but ...”. As I wrote in the previous post: " Preferably one that doesn't require much vigilance."


Well if you hadn't realised that on page 9 of this thread where you kindly linked your post giving a rough outline of what people have been suggesting as fixes, my initial post in this thread is like 2 replies down, suggesting very specific fixes that roughly equate to what we both believe are the pain points of the entire issue that this thread is about.

We even discuss it further down and agree that some additional mechanics also play a part in both the offensive and defensive aspects of afk cloaking / ganking, namely watchlisting.

I firmly believe a few people in this thread fully appreciate where the issues lie, and the continuation of this thread in post count is a continual re-education process for people entering the argument with their initial observations and beliefs which end up being challenged to where either they prove a point about a nuance that has either been overlooked, come around to the conclusion many of us have come to or simply refuse to believe in the logical step by step process to understanding what the real problems are.

This has only been further accelerated by the sov changes and the way afk cloaking and ganking has to play in the decline of sov indices.
Delegate
Federal Navy Academy
Gallente Federation
#1455 - 2015-03-11 01:25:05 UTC  |  Edited by: Delegate
GeeShizzle MacCloud wrote:
Well if you hadn't realised that on page 9 of this thread where you kindly linked your post giving a rough outline of what people have been suggesting as fixes, my initial post in this thread is like 2 replies down, suggesting very specific fixes that roughly equate to what we both believe are the pain points of the entire issue that this thread is about.

We even discuss it further down and agree that some additional mechanics also play a part in both the offensive and defensive aspects of afk cloaking / ganking, namely watchlisting.

I firmly believe a few people in this thread fully appreciate where the issues lie, and the continuation of this thread in post count is a continual re-education process for people entering the argument with their initial observations and beliefs which end up being challenged to where either they prove a point about a nuance that has either been overlooked, come around to the conclusion many of us have come to or simply refuse to believe in the logical step by step process to understanding what the real problems are.

This has only been further accelerated by the sov changes and the way afk cloaking and ganking has to play in the decline of sov indices.


Yes, we discussed watchlists. Assuming you followed my posts on hot-dropping, I apologize. Nevertheless there is not much point in asking me "Where is the risk " in a mechanics whose use I consider potentially frivolous. At several places in this thread I stood by the opinion that a hot drop should be a commitment for the attacker.
GeeShizzle MacCloud
#1456 - 2015-03-11 01:41:57 UTC
Delegate wrote:

Yes, we discussed watchlists. Assuming you followed my posts on hot-dropping, I apologize. Nevertheless there is not much point in asking me "Where is the risk " in a mechanics whose use I consider potentially frivolous. At several places in this thread I stood by the opinion that a hot drop should be a commitment for the attacker.


well to that end i do also apologise for the way i approached this conversation stream, venting pent up emotion from a different thread unfairly was not my intent at all. although i wouldn't consider hotdropping a frivolous activity as i know groups that consider it to make up a large part of their gameplay.

i do believe that it is unbalanced and requires revision, but unlike some on this thread i do still believe its a valid play style, just that it requires tweaking to add elements of user skill beyond skillpoints and a degree of luck both for the ganker and for the vigilant and prepared victim.
Chatles
Deep Core Mining Inc.
Caldari State
#1457 - 2015-03-11 02:10:12 UTC  |  Edited by: Chatles
Delegate wrote:


There are two reasons why people want perfect early-warning from local.
- Some players simply don't accept any possibility that the game mechanics may let them be ganked. They want local to be their safe heaven. I believe their arguments can mostly be ignored. If you want safe heaven you are welcome to stay in 1.0
- Some players are concerned with potentially unlimited threat posed by covert cyno. And I think this is a valid concern.

So...

Any one-sided “fix” here would be bad for the game.

/snip/

Delayed local should be accompanied with balances to covert cynos. Necessary tools are already there - CCP can monitor black ops use, and balance jump range/fatigue for these ships so that the risk they pose is “right” (whatever risk level they consider right).


again with this ****?
i have read the damn thread from the beginning rereading the same thing every few pages does get tiresome tho.
first off i agree that any one sided solution will be devastating. my favorite one being REMOVE LOCAL

I also see delayed local as the solution failing because it will make the logoski traps broken.

so i agree there maybe a way to tweak the system, and it will have to be a combination of things. as changing any one thing will shift the balance so quickly it would give people whiplash.

but lets stop arguing the same thing over and over lets propose a damned solution like civilized people.

we agree there must be a number of them, i think we can agree that vigilance should matter,
so first off delayed local, lets start with that.

what would you have to give up as the aggressor for this not to break the game?
i think there should be a time delay of some sort,
so what sort of delays we thinking now?
delay before the said cyno becomes active and can be jumped to? which would allow the vigilant ratter some chance at maybe getting out of range and getting out, or possibly blaping the said cyno ship?

or maybe jump duration could be extended fro the blops and bridged frigs from blops that way the ratter might be able to survive lighting of the cyno but is still in a bit of a pickle? would make for some more interesting gameplay than i press cyno so i win.

i would also give the defenders a little of an advantage there say if your jumping in to system in which your alliance holds sov the delay doesn't take effect or at least reduce the delay per sov level? would make holding sov mean something.

so we have tackled local and the instant i win. sounds more balanced now?

so now we have ratter at increased risk, more of them will die but more of them will also survive getting tackled
this still unbalances the risk vs reward
i cant honetly propose increasing bounties with a red in system cause we will all just park one of our alts to increase the bounties.

so increase bounties across board for all null? seems like a bit much.

increase bounty based on the number of ships lost in system over the past 24 hours? we come back to us bringing alts and shooting them so that wont fly.

he lets go by increase bounties in system based on isk destroyed in system, this will bring incentive to both groups. it will bring make ratters want to stay more as there will be incentive to continue in a riski situation.

though it does beg the question of what would happen to incomes in systems that had something like B-R happen.
this would also give added incentive to conflict as systems at war will be quite considerably more profitable than those "Safe Heavens"
Delegate
Federal Navy Academy
Gallente Federation
#1458 - 2015-03-11 02:10:31 UTC
GeeShizzle MacCloud wrote:
Delegate wrote:

Yes, we discussed watchlists. Assuming you followed my posts on hot-dropping, I apologize. Nevertheless there is not much point in asking me "Where is the risk " in a mechanics whose use I consider potentially frivolous. At several places in this thread I stood by the opinion that a hot drop should be a commitment for the attacker.


well to that end i do also apologise for the way i approached this conversation stream, venting pent up emotion from a different thread unfairly was not my intent at all. although i wouldn't consider hotdropping a frivolous activity as i know groups that consider it to make up a large part of their gameplay.

i do believe that it is unbalanced and requires revision, but unlike some on this thread i do still believe its a valid play style, just that it requires tweaking to add elements of user skill beyond skillpoints and a degree of luck both for the ganker and for the vigilant and prepared victim.


The mechanics (hotdropping) isn't frivolous. But it might be used frivolously if it comes cheap. So we're saying something very similar, perhaps with different approaches on how to keep it balanced. Also, the ideas for the new sov favors motivated, entrenched groups, which itself adds to the balance.
Delegate
Federal Navy Academy
Gallente Federation
#1459 - 2015-03-11 02:39:06 UTC
Chatles wrote:
I also see delayed local as the solution failing because it will make the logoski traps broken.

so i agree there maybe a way to tweak the system, and it will have to be a combination of things. as changing any one thing will shift the balance so quickly it would give people whiplash.

but lets stop arguing the same thing over and over lets propose a damned solution like civilized people.

we agree there must be a number of them, i think we can agree that vigilance should matter,
so first off delayed local, lets start with that.

what would you have to give up as the aggressor for this not to break the game?
i think there should be a time delay of some sort,
so what sort of delays we thinking now?
delay before the said cyno becomes active and can be jumped to? which would allow the vigilant ratter some chance at maybe getting out of range and getting out, or possibly blaping the said cyno ship?

or maybe jump duration could be extended fro the blops and bridged frigs from blops that way the ratter might be able to survive lighting of the cyno but is still in a bit of a pickle? would make for some more interesting gameplay than i press cyno so i win.

i would also give the defenders a little of an advantage there say if your jumping in to system in which your alliance holds sov the delay doesn't take effect or at least reduce the delay per sov level? would make holding sov mean something.

so we have tackled local and the instant i win. sounds more balanced now?


My personally favorite tools I mentioned in the post you claim you read. They are tweaks to jump distance/fatigue numbers - things that can discourage frivolous hot-dropping. If you ask me where the “frivolous” demarcation lies - that I would leave for CCP to figure out, as they have the data (and the vision for the level of risk in the game) to make an informed decision.

Chatles wrote:
so now we have ratter at increased risk, more of them will die but more of them will also survive getting tackled
this still unbalances the risk vs reward
i cant honetly propose increasing bounties with a red in system cause we will all just park one of our alts to increase the bounties.

so increase bounties across board for all null? seems like a bit much.

increase bounty based on the number of ships lost in system over the past 24 hours? we come back to us bringing alts and shooting them so that wont fly.

he lets go by increase bounties in system based on isk destroyed in system, this will bring incentive to both groups. it will bring make ratters want to stay more as there will be incentive to continue in a riski situation.

though it does beg the question of what would happen to incomes in systems that had something like B-R happen.


I believe there's going to be an overhaul to the null reward in connection to the sov changes. Which numbers will be changed, how, and whether even it will all be in isk... you can't answer that without detailed statistics. It's a CCP job.
Ramases Purvanen
School of Applied Knowledge
Caldari State
#1460 - 2015-03-11 02:50:24 UTC
Delegate wrote:
Chatles wrote:
I also see delayed local as the solution failing because it will make the logoski traps broken.

so i agree there maybe a way to tweak the system, and it will have to be a combination of things. as changing any one thing will shift the balance so quickly it would give people whiplash.

but lets stop arguing the same thing over and over lets propose a damned solution like civilized people.

we agree there must be a number of them, i think we can agree that vigilance should matter,
so first off delayed local, lets start with that.

what would you have to give up as the aggressor for this not to break the game?
i think there should be a time delay of some sort,
so what sort of delays we thinking now?
delay before the said cyno becomes active and can be jumped to? which would allow the vigilant ratter some chance at maybe getting out of range and getting out, or possibly blaping the said cyno ship?

or maybe jump duration could be extended fro the blops and bridged frigs from blops that way the ratter might be able to survive lighting of the cyno but is still in a bit of a pickle? would make for some more interesting gameplay than i press cyno so i win.

i would also give the defenders a little of an advantage there say if your jumping in to system in which your alliance holds sov the delay doesn't take effect or at least reduce the delay per sov level? would make holding sov mean something.

so we have tackled local and the instant i win. sounds more balanced now?


My personally favorite tools I mentioned in the post you claim you read. They are tweaks to jump distance/fatigue numbers - things that can discourage frivolous hot-dropping. If you ask me where the “frivolous” demarcation lies - that I would leave for CCP to figure out, as they have the data (and the vision for the level of risk in the game) to make an informed decision.

Chatles wrote:
so now we have ratter at increased risk, more of them will die but more of them will also survive getting tackled
this still unbalances the risk vs reward
i cant honetly propose increasing bounties with a red in system cause we will all just park one of our alts to increase the bounties.

so increase bounties across board for all null? seems like a bit much.

increase bounty based on the number of ships lost in system over the past 24 hours? we come back to us bringing alts and shooting them so that wont fly.

he lets go by increase bounties in system based on isk destroyed in system, this will bring incentive to both groups. it will bring make ratters want to stay more as there will be incentive to continue in a riski situation.

though it does beg the question of what would happen to incomes in systems that had something like B-R happen.


I believe there's going to be an overhaul to the null reward in connection to the sov changes. Which numbers will be changed, how, and whether even it will all be in isk... you can't answer that without detailed statistics. It's a CCP job.


I asked CCP @ eve downunder last year if they were going to put null sec incomes back to (pre) Rubicon states and CCP Rise FLAT OUT said "NO"