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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Marranar Amatin
Center for Advanced Studies
Gallente Federation
#1661 - 2015-03-26 16:15:20 UTC
Nikk Narrel wrote:
To resolve it, both parties must be willing to engage.



While I generally agree with your post, I would be more specific here:
That attacker must be willing to engange, the defender simply must be willing to take the risk of getting engaged. Which is a lot easier to achieve then getting him to actually want the engagement.

Marranar Amatin
Center for Advanced Studies
Gallente Federation
#1662 - 2015-03-26 16:37:32 UTC
Mournful Conciousness wrote:
The problem specifically was that I wanted to solo some sleeper relic and data sites in a marauder, and one scout (which I had seen enter) effectively shut down the entire system to me.I had no way of knowing whether he had previously scanned the system or not, and behind (or ahead of) him could easily be a fleet of combat recons which I would never see before they landed.

It's frustrating when it happens, but at least us w-space folk can go off and do something else - it's a kind of 'world gives you lemons, so make lemonade' lifestyle. I would imagine for nullbears it's pretty disempowering.



The odds are a lot more favourable in w-space then in nullsec.

He MIGHT have scanned in w-space. The cloaky in nullsc simply has to warp to the anos.
He MIGHT have a fleet somewhere behind. The cloaky in nullsec is guaranteed to have a cyno and allies with a black ops within jumprange.
The fleet MIGHT consist of combat recons that you cant see until its to late. The fleet in nullsec is guaranteed to land on grid where you cant react in time.

In w-space you make enough isk to replace your ship quickly. In nullsec that takes a lot longer.


On a larger scale:
If the ratter in nullsec is supposed to risk getting engaged, then all these variables have to be shifted a lot more in the direction of w-space. If he is supposed to rat with a possible hostile present, then the danger that the hostile poses must be greatly decreased while the rewards of ratting are greatly increased. Otherwise there is just no point because you are guaranteed to loose more then you can earn.
Nikk Narrel
Moonlit Bonsai
#1663 - 2015-03-26 17:06:20 UTC
Marranar Amatin wrote:
Nikk Narrel wrote:
To resolve it, both parties must be willing to engage.



While I generally agree with your post, I would be more specific here:
That attacker must be willing to engange, the defender simply must be willing to take the risk of getting engaged. Which is a lot easier to achieve then getting him to actually want the engagement.


I would say the willingness to risk being engaged is the key.

The attacker can be totally oblivious, but be rendered meaningless in the context of possible system denial, so long as the system is not actually denied.

Miners mine, ratters rat, and the cloaked guy stays cloaked.
No complaints here.
Daichi Yamato
Jabbersnarks and Wonderglass
#1664 - 2015-03-26 17:29:32 UTC  |  Edited by: Daichi Yamato
Marranar Amatin wrote:


A big problem I see with these cyno ganks is that there is absolutly nothing that can be done to counter them. They pick the fight, you can only react. If they dont want to engange then they are 100% invulnerable because everyone is either cloaked or in a npc station.


Now you're talking like a frieghter pilot claiming nothing could be done to prevent them being bumped before a gank. Perhaps you should stop waiting until its too late and start doing something about it before it happens.

- Ratting pre-aligned out to safes.
- Cyno jammer (this is a big one).
- Ratting in a gang.
- Baiting a camper out with a counter hot-drop when one has been spotted.

high-sec bears dont get much warning before an attack, can barely defend themselves in freighters or barges and cant proactively hunt their attackers because of stations and CONCORD, and they get told to HTFU and prepare for the worst.

Mournful Conciousness wrote:


The problem specifically was that I wanted to solo some sleeper relic and data sites in a marauder, and one scout (which I had seen enter) effectively shut down the entire system to me.I had no way of knowing whether he had previously scanned the system or not, and behind (or ahead of) him could easily be a fleet of combat recons which I would never see before they landed.

It's frustrating when it happens, but at least us w-space folk can go off and do something else - it's a kind of 'world gives you lemons, so make lemonade' lifestyle. I would imagine for nullbears it's pretty disempowering.


Whilst i admit that the nature of cyno's makes assessing the size of the aggressors very difficult, nullbears have become complacent in other areas like scouting + intel gathering and team work. They are also so used to local providing perfect information that they dont expect to risk their ships.

Its just the nature of WH's that every time you step out your POS, you understand you may be coming back in your pod, or not at all until you get another entrance from k-space. Not even a covert cloak gives you the expectation that youre going to get around freely.

Marranar Amatin wrote:


The odds are a lot more favourable in w-space then in nullsec.

He MIGHT have scanned in w-space. The cloaky in nullsc simply has to warp to the anos.
He MIGHT have a fleet somewhere behind. The cloaky in nullsec is guaranteed to have a cyno and allies with a black ops within jumprange.
The fleet MIGHT consist of combat recons that you cant see until its to late. The fleet in nullsec is guaranteed to land on grid where you cant react in time.

In w-space you make enough isk to replace your ship quickly. In nullsec that takes a lot longer.



Poppy-****

- We have anoms in WH-space and we run them like you. Why dont you drop a drag bubble and an MTU on the warp in of the anom then MOVE to a different part of the grid? in fact we dont just run them, we come back for the loot and salvage in a noctis, otherwise we dont get paid!

- The afk cloaker does not have a fleet behind him 24/7. Like your defending hot-drop, they cant have people on standby 24/7. The camper may not even be active!

- what? the fleet can land on grid in WH's. at least in null you dont have the WH affects that increase your align time by 100%

In null you make enough isk to replace your ship quickly. Dont even try to pretend you dont. or if you are space poor, you can fly a cheaper ship and still make good money.

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

Daichi Yamato's version of structure based decs

Marranar Amatin
Center for Advanced Studies
Gallente Federation
#1665 - 2015-03-26 19:31:45 UTC
Daichi Yamato wrote:
Now you're talking like a frieghter pilot claiming nothing could be done to prevent them being bumped before a gank. Perhaps you should stop waiting until its too late and start doing something about it before it happens.

- Ratting pre-aligned out to safes.
- Cyno jammer (this is a big one).
- Ratting in a gang.
- Baiting a camper out with a counter hot-drop when one has been spotted.

high-sec bears dont get much warning before an attack, can barely defend themselves in freighters or barges and cant proactively hunt their attackers because of stations and CONCORD, and they get told to HTFU and prepare for the worst.


Not going to work. Right now the only sensible choice if a cloaky camper is in your system is to move somewhere else and hope there isnt one too.

-pre aligned only works with carriers, and they are really easy to lock, you hardly have any time to react. The risk is too great. I assume there is no ally where you would not get called stupid when ratting in a carrier with a cloaky in system.
-cyno jammer does not work on cov ops cyno
-either the gang is big and the ticks complete ****, or its simply the whole gang that gets killed. the attacker can see how many ships you have
-so you need a bait ship that does not look like a bait ship and a huge fleet on standby, and since bombers are fast and cloaky the dropper still has a good chance to escape after killing the bait... not viable.

There is a good reason hardly anyone really tries what you describe. In general its just a bad idea. And none of the things you describe actually threaten the attacker, which was the point. He threatens you, but you cant do anything besides react.

Daichi Yamato wrote:

- We have anoms in WH-space and we run them like you. Why dont you drop a drag bubble and an MTU on the warp in of the anom then MOVE to a different part of the grid? in fact we dont just run them, we come back for the loot and salvage in a noctis, otherwise we dont get paid!

- The afk cloaker does not have a fleet behind him 24/7. Like your defending hot-drop, they cant have people on standby 24/7. The camper may not even be active!

- what? the fleet can land on grid in WH's. at least in null you dont have the WH affects that increase your align time by 100%

In null you make enough isk to replace your ship quickly. Dont even try to pretend you dont. or if you are space poor, you can fly a cheaper ship and still make good money.


-our anoms are too small to make it worthwhile to drop a dragbubble
-a dragbubble does not help since the bomber arrives invisible and the rest via cyno
-I never said he has a fleet behind him 24/7, but they are alway only one log in away
-No you dont. Dont even try to pretend that the income of nullsec is close to w-space. w-space is A LOT more. You can have good income in null, but the fact remains: if your ship explodes on a regular basis, you wont be having any income. Or maybe a horrible and crappy income if you use t1 cruiser. But then you could as well go mission running in the perfect safety of high sec.

I dont actually see a point in argueing this. Why do you think no one rats in null with cloakies active? Because everyone is stupid? The reason is it simply is not worth the risk. You loose more then you make.
Chatles
Deep Core Mining Inc.
Caldari State
#1666 - 2015-03-26 22:51:16 UTC
actually

AFK Clacker does not have to have a fleet 24/7

the problem is that to defend against him I must
and I will not subject my friends to wait for who knows k\how long for some whop might do something.
its boring and worse for the game than AFK cloaking
Daichi Yamato
Jabbersnarks and Wonderglass
#1667 - 2015-03-27 03:45:26 UTC  |  Edited by: Daichi Yamato
Marranar Amatin wrote:


There is a good reason hardly anyone really tries what you describe. In general its just a bad idea. And none of the things you describe actually threaten the attacker, which was the point. He threatens you, but you cant do anything besides react.


no, the reason they dont do it is because they can defend themselves perfectly well and effortlessly through the 100% safety of local.

He threatens you, you cant threaten back? you can always PREPARE and DEFEND yourself though.

Marranar Amatin wrote:

-our anoms are too small to make it worthwhile to drop a dragbubble
-a dragbubble does not help since the bomber arrives invisible and the rest via cyno
-I never said he has a fleet behind him 24/7, but they are alway only one log in away
-No you dont. Dont even try to pretend that the income of nullsec is close to w-space. w-space is A LOT more. You can have good income in null, but the fact remains: if your ship explodes on a regular basis, you wont be having any income. Or maybe a horrible and crappy income if you use t1 cruiser. But then you could as well go mission running in the perfect safety of high sec.

I dont actually see a point in argueing this. Why do you think no one rats in null with cloakies active? Because everyone is stupid? The reason is it simply is not worth the risk. You loose more then you make.


- no they arent
- MTU's gather a nice spread of wrecks. its not perfect, but this happens and sometimes works in WH's. Drag bubbles and containers are used to catch cloaky scouts.
- so why did you point that out as if it was an extraordinary threat as oppose to WH space, or any space for that matter where any unkown you havent run a locate on or is in a WH can log in and shoot you?
- who said anything about null space rewards being close to WH space rewards? im saying you can quickly afford to replace ships with null ratting, which is completely true when you make between 100-200mil in a few hours sesh.

No you dont lose more than you make, Ive never read such bull-**** on these threads. You can easy make 100-200mil in a couple hours anom ratting. You can buy a T2 fit battleship twice a freaking day if you have a good session and no one, and i mean no one, has lost over 700 battleships in a year, no one has even lost 100 (fleet fights and SRP's aside). People use AFK ishtars and carriers FFS because the isk rolls in so much faster than you can be killed. You clearly havent even tried ratting with hostiles in local, or you're trying it with a stupidly bling ship.

If you read the thread (and the killboards), people clearly are ratting with hostiles in local. Jennaside even gave you a 'how to' on ratting with no f***s given to local. I myself have done a 6month carebearing stint in null sec and rat with cloakies in local for possibly a third of that. With all the hours spent with reds in local, i was attacked three times. Once i lost a noctis and the others i bailed out of easy. Not once was cyno used in any of these attacks. So clearly not every cloaker ever has a cyno or a gang ready to drop and these AFK cloakers are not so active such that you cannot get a good few hours ratting in through the week, pay for your ship, bills+tax, any extras and still make a profit.

You blow up the 'problem' into something its really not. You are just too used to the comforts provided by local. Now CCP are 'shaking up'nullsec and perhaps its not for you and those like you anymore.

But dont worry, if you leave, there are now plenty of underdogs eager to take your place.

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

Daichi Yamato's version of structure based decs

Lucas Kell
Solitude Trading
S.N.O.T.
#1668 - 2015-03-27 08:24:09 UTC  |  Edited by: Lucas Kell
Daichi Yamato wrote:
Stuff.
You seem to miss all points. Quite simply, an AFK cloaker forces a player to have to take more precautions in order to play which you have alluded to. Do you think it's right that someone who's not even in the same building as their PC should be completely safe indefinitely and able to have that effect with no ability for others to hunt them down?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Bowbndr
KarmaFleet
Goonswarm Federation
#1669 - 2015-03-27 11:06:36 UTC
Bronson Hughes wrote:
Someone at CCP/CSM/ISD said it best (and I'm paraphrasing here because I can't for the life of me find the link): "Show me someone who has been genuinely harmed by AFK cloaking, and I'll show you someone who has no business playing EvE."

AFK cloaking doesn't hurt anyone. It never has, and it never will. All it does is shatter the illusion of safety presented by a local list that is friendly. Any impact that shattered illusion has on someone's activities is entirely their choice, not the person cloaking.

Until someone comes up with a bona fide, rational example of AFK cloaking actually harming another player, I say it should be left as-is.



ok then , if I have your logic right here you could say the same thing for the ore site scanning mechanic. If the person was too lazy to scan the ore sites then he couldent warp to them and catch miners? Many changes that CCP have made have had many intended and unintended results. but if my boosting toon can get knocked offline for inactivity then why cant the same thing be done when someone is just sitting in space taking up bandwith?
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#1670 - 2015-03-27 11:27:30 UTC  |  Edited by: Corraidhin Farsaidh
Lucas Kell wrote:
Daichi Yamato wrote:
Stuff.
You seem to miss all points. Quite simply, an AFK cloaker forces a player to have to take more precautions in order to play which you have alluded to. Do you think it's right that someone who's not even in the same building as their PC should be completely safe indefinitely and able to have that effect with no ability for others to hunt them down?


My view here is that you should never be able to scan down a cloaked ship. That's the point of a cloak. I wouldn't be averse to a method of combat scanning down cloaked ships if they are actually doing something though such as using scan probes. The vessel is communicating with the probes in this case and therefore leaving some kind of activity footprint. This would give defenders the ability to determine if the cloaked ship in local is inactive but also introduce the ability of the cloaked player to 'play dead' to lay an ambush.

In this way an active group of players can scan for cloaked activity but would still be hugely paranoid about being stalked. The decision to ignore the cloaky would then be in their hands based on information that they can actively gather.
Bowbndr
KarmaFleet
Goonswarm Federation
#1671 - 2015-03-27 11:28:01 UTC
Ines Tegator wrote:
There is no way to address cloaking without breaking the gameplay cloaking provides. Depth charges, fuel, capacitor, whatever, all undermine both the defense purpose of cloaking and the recon purpose, not to mention the "I have to take a bio break" aspect. Besides, cloaking is not the problem. The problem is with Local. A cloaker who is truly afk is harmless in every way. His only power is in making you paranoid.

Option 1: Remove cloakers from local:
-solves problem.
-creates new problems, such as surprise cynos.
-reduces the value of nullsec by making it more like wormholes.
-not a good idea.

Option 2: Remove inactive cloakers from local:
-solves problem
-makes local EVEN BETTER intel, since it will tell you whether a cloaker is active or not.
-much better then option 1, though still not ideal.

Option 3: Completely overhaul Local, Dscan, and Intel gathering in general.
-solves problem
-takes a lot of work
-updates EVE gameplay by 10 years. yay.
-new system may be worse then old one (ccp has a very bad track record on UI issues).
-UPDATE: I put together some suggestions on how to to do this.

Honestly, I can't decide whether to push the issue or not. The status quo is, at the least, reliably quo. Pushing for change in such a core aspect of gameplay may just lead to trouble. On the other hand, Local as an intel tool is stupid and Dscan is decades out of date as a gameplay feature.


correct me if I am wrong but isn't one of the rules in the TOS that you can do nothing that intentionaly interfears with others gameplay ?

I have been threatened by a GM before for bumping a miner out of an ice belt in HS, but now that CODE is doing it it is perfectaly legal? what is the difference? if your sitting in a system with the intention of disrupting game play with no reward is that not a violation of the TOS?
Lucas Kell
Solitude Trading
S.N.O.T.
#1672 - 2015-03-27 11:33:24 UTC
Corraidhin Farsaidh wrote:
Lucas Kell wrote:
Daichi Yamato wrote:
Stuff.
You seem to miss all points. Quite simply, an AFK cloaker forces a player to have to take more precautions in order to play which you have alluded to. Do you think it's right that someone who's not even in the same building as their PC should be completely safe indefinitely and able to have that effect with no ability for others to hunt them down?
My view here is that you should never be able to scan down a cloaked ship. That's the point of a cloak. I wouldn't be averse to a method of combat scanning down cloaked ships if they are actually doing something though such as using scan probes. The vessel is communicating with the probes in this case and therefore leaving some kind of activity footprint. This would give defenders the ability to determine if the cloaked ship in local is inactive but also introduce the ability of the cloaked player to 'play dead' to lay an ambush.

In this way an active group of players can scan for cloaked activity but would still be hugely paranoid about being stalked. The decision to ignore the cloaky would then be in their hands based on information that they can actively gather.
If the cloaked player is actively playing, then no, you should not be able to hunt him down. As it stands though you can pop you cloak on in a safe then go to bed, happy in the knowledge that you'll be in one piece in the morning, having provided the same appearance of threat as if you'd been active. Obviously that's a broken system. There's should be an inherent level of risk in any activity, and should you choose to leave your PC for 8 hours while floating about in space, you should expect to be destroyed if someone chooses to hunt you down.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#1673 - 2015-03-27 12:04:42 UTC
Lucas Kell wrote:
Corraidhin Farsaidh wrote:
more stuff...
If the cloaked player is actively playing, then no, you should not be able to hunt him down. As it stands though you can pop you cloak on in a safe then go to bed, happy in the knowledge that you'll be in one piece in the morning, having provided the same appearance of threat as if you'd been active. Obviously that's a broken system. There's should be an inherent level of risk in any activity, and should you choose to leave your PC for 8 hours while floating about in space, you should expect to be destroyed if someone chooses to hunt you down.


If the player is AFK for whatever reason then they cannot harm you at all, only your perceived threat levl will cause you issues. Give players the means to hunt (with very high difficulty) those ships that are active (i.e. moving, scanning etc) and you give them the means to determine whther they believe a player to be AFK but there is still a level of paranoia as to whether they are really AFK or not. If the players keep scanning/watching d-scan for probes then they can go about their business without issue.
Raphael Celestine
Celestine Inc.
#1674 - 2015-03-27 13:08:12 UTC
Lucas Kell wrote:
Corraidhin Farsaidh wrote:
Lucas Kell wrote:
Daichi Yamato wrote:
Stuff.
You seem to miss all points. Quite simply, an AFK cloaker forces a player to have to take more precautions in order to play which you have alluded to. Do you think it's right that someone who's not even in the same building as their PC should be completely safe indefinitely and able to have that effect with no ability for others to hunt them down?
My view here is that you should never be able to scan down a cloaked ship. That's the point of a cloak. I wouldn't be averse to a method of combat scanning down cloaked ships if they are actually doing something though such as using scan probes. The vessel is communicating with the probes in this case and therefore leaving some kind of activity footprint. This would give defenders the ability to determine if the cloaked ship in local is inactive but also introduce the ability of the cloaked player to 'play dead' to lay an ambush.

In this way an active group of players can scan for cloaked activity but would still be hugely paranoid about being stalked. The decision to ignore the cloaky would then be in their hands based on information that they can actively gather.
If the cloaked player is actively playing, then no, you should not be able to hunt him down. As it stands though you can pop you cloak on in a safe then go to bed, happy in the knowledge that you'll be in one piece in the morning, having provided the same appearance of threat as if you'd been active. Obviously that's a broken system. There's should be an inherent level of risk in any activity, and should you choose to leave your PC for 8 hours while floating about in space, you should expect to be destroyed if someone chooses to hunt you down.

The problem with that is that if you can both A) infallibly detect when a hostile cloaky is present and B) infallibly determine whether said cloaky is active or AFK, you make it impossible for a cloaky to ever surprise an alert player.

Taking away the ability of ships that were entirely designed for the purpose of stealth to catch people off-guard is a bad thing, so at least one of A) and B) needs to be unreliable. Local currently makes A) both infallible and near-zero effort, so AFK cloaking has developed as a workaround to attack B) and keep stealth ambushes somewhat viable.

I'm pretty sure even most of the defenders of AFK cloaking agree that it's an ugly workaround that creates unfun gameplay, and that the game would be better off if it wasn't necessary... but we also feel that the ability to know with absolute certainty when you're threatened by a cloaky ship would be overpowered and even worse for the game than the status quo. (Or, at least, the ability to do so over all of null would be. I'd have no problem with allowing that level of security for a relatively small number of core systems, just as long as the upgrade can't be spammed everywhere.) Fortunately, it looks like the coming structure changes might bring changes to local, in which case AFK cloaking can finally die.


It's worth noting that there is also the separate question of whether cloaky hotdrops are currently too powerful. The answer to that may very well be 'yes', but if so, the answer is to find a way to make launching an ambush riskier for the attacker, not to give the defender the ability to see the ambush coming.
Nikk Narrel
Moonlit Bonsai
#1675 - 2015-03-27 13:19:57 UTC
Lucas Kell wrote:
Daichi Yamato wrote:
Stuff.
You seem to miss all points. Quite simply, an AFK cloaker forces a player to have to take more precautions in order to play which you have alluded to. Do you think it's right that someone who's not even in the same building as their PC should be completely safe indefinitely and able to have that effect with no ability for others to hunt them down?

This forced behavior you refer to.

If we diminish the wildcard threat of hot dropping, so that it can be managed by strategy....

AND

If we establish confidence that PvE fitting and hull combinations, can be combat effective against a cloaked player...

Noone will be forced to leave the field.
It will be up to them whether they accept playing a game where another player can oppose them, in exchange for increasing their PvE yield up from nothing to whatever their skills and more limited ship options allow.
Baaldor
School of Applied Knowledge
Caldari State
#1676 - 2015-03-27 15:29:37 UTC
Lucas Kell wrote:
Daichi Yamato wrote:
Stuff.
You seem to miss all points. Quite simply, an AFK cloaker forces a player to have to take more precautions in order to play which you have alluded to. Do you think it's right that someone who's not even in the same building as their PC should be completely safe indefinitely and able to have that effect with no ability for others to hunt them down?


It does not force anyone to do anything. The cloaker is cloaked, thus can not do ANYTHING whilst cloaked. What it does apparently is it messes with your head, and you are not capable of handling the "fear" that YOU have generated.

I have caught many a player that did not pay any attention to what i was doing...oh hey guess what I was not in a separate building. You have created a scenario in your head that he/she/it is indeed asleep, out of town or humping the cat. In which case, based on that you should have nothing to worry about.

What I never could understand is why CCP has to accommodate players that seem to spin themselves into such a paranoia that they the player has created for themselves.

I have lived, fought and jewed in nul sec for a very long time. And the majority of my special squirrels, were able to easily deal with cloakers. Fueled POS's, ratted, mined you name we did it. And the ones that couldn't handle the "pressure"...Darwinism took full effect.

Also I was on the other end, I was the dude that sat in your system, messed with your head and used the tactic to help deny the target entity the resources to make war against my alliance.

It is apart of the game, it is effective, this game goes beyond mashing buttons, and if you can not figure that out, you are not long for eve. Very large and prominent Alliances in the past has found this the hard way.

All this topic screams is that "Nerf their game, because it is interfering with my ability to play a single player game."


Lucas Kell
Solitude Trading
S.N.O.T.
#1677 - 2015-03-27 16:29:47 UTC
Corraidhin Farsaidh wrote:
If the player is AFK for whatever reason then they cannot harm you at all, only your perceived threat levl will cause you issues. Give players the means to hunt (with very high difficulty) those ships that are active (i.e. moving, scanning etc) and you give them the means to determine whther they believe a player to be AFK but there is still a level of paranoia as to whether they are really AFK or not. If the players keep scanning/watching d-scan for probes then they can go about their business without issue.
You realise this still is a terrible argument, right? Since you can;t tell whether or not a player is AFK, you have to react to them. Therefore an AFK cloaker is forcing a behavioral change in his target. Once again, to force any behavioral change you should have to be active.

The current idea is to give players a way to hunt a cloaker which is easily avoided by an active cloaker. That to me ticks all the boxes. It doesn't degrade the current cloak mechanics, it doesn't force fuel or timers buttons to click, it simply means you have to be there to respond if a players chooses to hunt you. It should be trivial to avoid being hunted by simply moving grid and cloaking back up during warp. What it stops though is players who park an alt, hit cloak, and sod off to bed. Those players will wake up podded, as they deserve to be for assuming 100% safety is their god given right.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#1678 - 2015-03-27 16:40:25 UTC
Raphael Celestine wrote:
The problem with that is that if you can both A) infallibly detect when a hostile cloaky is present and B) infallibly determine whether said cloaky is active or AFK, you make it impossible for a cloaky to ever surprise an alert player.
A cloaky already can;t surprise an alert player. If they surprised an alert player then that player wasn't alert. All it stops is people who aren't even at their PC forcing players to be more alert. Arguably this would actually lead to players being less alert in empty systems and thus getting caught off-guard when an enemy arrvies.

Raphael Celestine wrote:
Taking away the ability of ships that were entirely designed for the purpose of stealth to catch people off-guard is a bad thing, so at least one of A) and B) needs to be unreliable. Local currently makes A) both infallible and near-zero effort, so AFK cloaking has developed as a workaround to attack B) and keep stealth ambushes somewhat viable.
But we're not talking about removing their ability to cloak. We're talking about removing the ability to cloak, walk away from your PC and maintain 100% safety. Just like how you claim other players should be alert, cloakers should be alert to, and being at your PC is a prerequisite to being alert.

Raphael Celestine wrote:
I'm pretty sure even most of the defenders of AFK cloaking agree that it's an ugly workaround that creates unfun gameplay, and that the game would be better off if it wasn't necessary... but we also feel that the ability to know with absolute certainty when you're threatened by a cloaky ship would be overpowered and even worse for the game than the status quo. (Or, at least, the ability to do so over all of null would be. I'd have no problem with allowing that level of security for a relatively small number of core systems, just as long as the upgrade can't be spammed everywhere.) Fortunately, it looks like the coming structure changes might bring changes to local, in which case AFK cloaking can finally die.
It's not necessary, not at all. If you need to AFK cloak to score kills then you are terrible at EVE, and whoever you manage to kill is also pretty terrible. AFK cloaking is a way to not play the game to force behaviour from other players which in essence forces them to play the game less. It's an anti-gameplay pattern. Even if what your were saying here weren't complete rubbish it would mean cloak mechanics are flawed and need to be looked at even further, not ignored in favour of a mechanics which ensures 100% safety for AFK play. The truth is though that outside of AFK cloaking, cloakers are very effective, so the mechanics are fine for active cloakers already.

And sure, removing local will solve the AFK cloaking issue. I don't suppose you'd be all too impressed with the outcome though, since it would also remove the vast majority of PvE activity from nullsec leaving you with far less targets to go after than you currently have. It would mean hunting in a cloaked ship would require you to fly from system to system much more slowly d-scanning only to realise there's noone in most null systems because they've all moved to either wormholes for additional income and reduced risk, or to highsec for almost the same income and reduced risk.

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Nikk Narrel
Moonlit Bonsai
#1679 - 2015-03-27 16:45:06 UTC
Lucas Kell wrote:
Corraidhin Farsaidh wrote:
If the player is AFK for whatever reason then they cannot harm you at all, only your perceived threat levl will cause you issues. Give players the means to hunt (with very high difficulty) those ships that are active (i.e. moving, scanning etc) and you give them the means to determine whther they believe a player to be AFK but there is still a level of paranoia as to whether they are really AFK or not. If the players keep scanning/watching d-scan for probes then they can go about their business without issue.

You realise this still is a terrible argument, right? Since you can;t tell whether or not a player is AFK, you have to react to them. Therefore an AFK cloaker is forcing a behavioral change in his target. Once again, to force any behavioral change you should have to be active.


If the solution is to force one side into an encounter, both sides should be susceptible to it.

Being able to hunt a cloaked player is comparable to hunting a PvE player inside a POS or outpost.
If you don't want such a vulnerability, don't suggest it for the other side.
(And yes, it is quite possible to come up with a mechanic allowing such infiltration and assassination, be it a mini-game or a more direct play mechanic, such as a mini-drone sent into the target hangar for espionage)

Forced activity in exchange for being logged in is a bad idea, on both sides.

I believe it makes more sense when both players are willing to have the encounter, by managing the perception of the overpowering wildcards like hot dropping, and differences in expected combat ability.
Lucas Kell
Solitude Trading
S.N.O.T.
#1680 - 2015-03-27 16:46:50 UTC
Baaldor wrote:
It does not force anyone to do anything. The cloaker is cloaked, thus can not do ANYTHING whilst cloaked. What it does apparently is it messes with your head, and you are not capable of handling the "fear" that YOU have generated.
LOL, absolute horseshit and you know it. If AFK cloaking didn't do anything, then it wouldn't exist. The truth is that since you can't tell the difference between an AFK cloak and an active cloaker, you have to assume that all cloakers are active in order to mitigate risk. Tell me, if we have 10 guns, and we knew only 8 of them were loaded, would you let me fire a couple at you at random? After all, an empty firearm does no damage. No, you'd mitigate the risk by treating them all as if they were loaded and not allowing them to be fired at you.

Baaldor wrote:
What I never could understand is why CCP has to accommodate players that seem to spin themselves into such a paranoia that they the player has created for themselves.
What I don't understand is why CCP has to accommodate players who want to maintain 100% safety while away from their PC for hours at a time and undocked.

Baaldor wrote:
I have lived, fought and jewed in nul sec for a very long time. And the majority of my special squirrels, were able to easily deal with cloakers. Fueled POS's, ratted, mined you name we did it. And the ones that couldn't handle the "pressure"...Darwinism took full effect.
I'm not saying they can;t be dealt with, but why should they be able to sit the untouched if they are inactive? If a miner was AFK and you blew him up, you'd say he deserved it for being inactive. Why does a cloaker not get the same treatment?

Baaldor wrote:
All this topic screams is that "Nerf their game, because it is interfering with my ability to play a single player game."
Not at all, what it's saying is "give me the same chance to kill them when they are inactive as they have to kill me when I'm inactive".

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