These forums have been archived and are now read-only.

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

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Lucas Kell
Solitude Trading
S.N.O.T.
#1781 - 2015-03-31 20:36:09 UTC
Nikk Narrel wrote:
Teckos Pech wrote:
Just to be clear, I don't think whatever intel feature replaces local should be anywhere as good as local currently is which actually gives advance warning (in a way) to the resident ratter that a hostile has entered system.

Agreed, an advance warning is a flawed presence, since it passes on that time element to the defender's ability to react.

It effectively handicaps the opposing player by an equal amount to the difference between when the name appears, and when that player is actually able to take actions after finishing the client loading system.
Without an advanced warning you're basically saying that the attacker should get a free shot at the defender and it's up to the defender to be able to just live. Why would anyone PvE if they know that when an attacker turns up they are more likely than not going to die, since they are already being blapped by rats and will simply not be able to hold up a fight against a specifically designed PvP ship? As it stand now you get a warning which gives you seconds to react before a ship is on you. Surely that's a short enough warning. The killboards suggest it's pretty balanced.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#1782 - 2015-03-31 20:38:22 UTC
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
It is a counter to local.

Here is the logic:

*Statement which shows it's a use of local, not a counter to local*
Yeah, It's not a counter. Maybe the problem is that you don't know what a counter is. It's no more a counter to local than it is a counter to the ability to log in.


A counter, in this discussion, is a strategy that weakens or nullifies an existing strategy. Does AFK cloaking do this? Yes. The strategy of most ratters is the following:

1. Start ratting and keep an eye on local.
2. When a hostile enters system scoot to safety (POS, station, even a safe).
3. Wait until the hostile leaves.

The AFK cloaker is taking advantage of 1 and 3 in the above. Knowing that the ratter is looking at local, by getting to a safe and cloaking the AFK cloaker starts the process above....by using a cloak AND local. Knowing that pilots will typically also employ 3 they deny isk/resources to null PvE players.

In this case the intel value of local has been turned around and is being used against the PvE player. It is the very definition of a counter. You can try to use local to allow for "safe" PvE, but with that AFK cloaker there "safe" PvE is no longer possible.

You can keep denying this Lucas, in fact I hope you do with your usual approach as it will simply undermine your position by showing your intransigence and unwillingness to accept even the most reasonable arguments.
My ability to use local is not at all diminished by the presence of a cloaker. It works just as well as it always does, and in most situations moving to alternate systems is the best bet. So no, it's not countering local, it's countering null PvE in a given system. It's using local as a tool to do it, but it's not countering the effectiveness of local.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#1783 - 2015-03-31 20:42:27 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
It is a counter to local.

Here is the logic:

*Statement which shows it's a use of local, not a counter to local*
Yeah, It's not a counter. Maybe the problem is that you don't know what a counter is. It's no more a counter to local than it is a counter to the ability to log in.


A counter, in this discussion, is a strategy that weakens or nullifies an existing strategy. Does AFK cloaking do this? Yes. The strategy of most ratters is the following:

1. Start ratting and keep an eye on local.
2. When a hostile enters system scoot to safety (POS, station, even a safe).
3. Wait until the hostile leaves.

The AFK cloaker is taking advantage of 1 and 3 in the above. Knowing that the ratter is looking at local, by getting to a safe and cloaking the AFK cloaker starts the process above....by using a cloak AND local. Knowing that pilots will typically also employ 3 they deny isk/resources to null PvE players.

In this case the intel value of local has been turned around and is being used against the PvE player. It is the very definition of a counter. You can try to use local to allow for "safe" PvE, but with that AFK cloaker there "safe" PvE is no longer possible.

You can keep denying this Lucas, in fact I hope you do with your usual approach as it will simply undermine your position by showing your intransigence and unwillingness to accept even the most reasonable arguments.
My ability to use local is not at all diminished by the presence of a cloaker. It works just as well as it always does, and in most situations moving to alternate systems is the best bet. So no, it's not countering local, it's countering null PvE in a given system. It's using local as a tool to do it, but it's not countering the effectiveness of local.


Moving to alternate systems means that local was countered in the original system.

QED

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Lucas Kell
Solitude Trading
S.N.O.T.
#1784 - 2015-03-31 20:44:14 UTC  |  Edited by: Lucas Kell
Daichi Yamato wrote:
*troll posting*
I've read the arguments, I simply feel what you want is unreasonable. You want null PvE to suffer because you think that if they stop people retaining 100% safety while AFK, there should be an associated cost. That's all this is. It's you wanting people to be punished because you feel you're going to lose out. I'm not going to quote you in detail and respond to each point because quite honesty you are just insulting me and trolling at this point and I refuse to enter into a discussion with someone like that.

And what either side thinks is irrelevant. CCP will do what CCP will do. I personally don't think they will nuke null into the ground by removing local, and if it is removed it will likely be replaced by something equal in power making it a pointless change. I can;t see them going though a massive sov rebalance only to dropkick the vast majority of PvE players out of null. AFK cloaking however I can see them taking a stance on as AFK play is never good.

These I'll respond to
Daichi Yamato wrote:
How would it wreck null when WH space and hi-sec do just fine without it?
High sec does in fact have local, and wormholes are for the most part empty.

Daichi Yamato wrote:
If your only argument is that you can make more money else where for less risk. you are forgetting about supply and demand and/or admitting people would stay in null as well as ignoring the fact that null rewards could be changed as well.
If they increased null rewards too significantly they would see another monument shooting uprising from the rest of the playerbase. AS for supply and demand, there's nothing null supplies that can't be fetched in other areas of space.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#1785 - 2015-03-31 20:50:51 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Teckos Pech wrote:
Just to be clear, I don't think whatever intel feature replaces local should be anywhere as good as local currently is which actually gives advance warning (in a way) to the resident ratter that a hostile has entered system.

Agreed, an advance warning is a flawed presence, since it passes on that time element to the defender's ability to react.

It effectively handicaps the opposing player by an equal amount to the difference between when the name appears, and when that player is actually able to take actions after finishing the client loading system.
Without an advanced warning you're basically saying that the attacker should get a free shot at the defender and it's up to the defender to be able to just live. Why would anyone PvE if they know that when an attacker turns up they are more likely than not going to die, since they are already being blapped by rats and will simply not be able to hold up a fight against a specifically designed PvP ship? As it stand now you get a warning which gives you seconds to react before a ship is on you. Surely that's a short enough warning. The killboards suggest it's pretty balanced.


Not at all. I'm saying neither player should have an inherent advantage based on the client updating and not as an intentional design feature. In other words, both players should at a bare minimum see each other in local. Also, at that point both should be able to act. Does that mean the new comer gets a "free shot" no. It means, they both act at the same time. So no, you deserve no early warning.

On a side note the posturing by you Lucas is amusing. Cloaks do not deserve perfect safety (during which you also have perfect safety), however while engaged in PvE you deserve some sort of advanced warning a hostile has jumped in system with a few seconds to get to perfect safety.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Lucas Kell
Solitude Trading
S.N.O.T.
#1786 - 2015-03-31 21:01:02 UTC
Teckos Pech wrote:
No. Not unless something is done regarding local.
What is with this goddamn stance! Nothing must change unless they also change something else. Not because it needs to happen, but because you want an associated cost. There's absolutely no reason that one can't be changed without the other, and the suggestion CCP has already put forward for cloaking fixes the issue without breaking cloaks. When you repeatedly state this you come across as an overly entitled player, like other player should not be allowed changes that benefit them unless they also receive heavy nerfs. It's absolutely ludicrous.

Daichi Yamato wrote:
Are you saying PvP doesnt happen in WH's? or that you dont need a massively populated area to have healthy PvP?
No, I'm saying that wormhole space has a tiny fraction of the population of null, so suggesting wormhole space as proof that space without local retains a significant portion of null population doesn't really work.

Teckos Pech wrote:
Moving to alternate systems means that local was countered in the original system.

QED
But it wasn't local that was countered! Local still works exactly as it did before, local is entirely unaffected.
Seriously, I'm done arguing this, since you're just going to keep saying !"but it was countered" as if you talking about it being used as a tool is proof. I'm done going in circles with you. If you want to continue thinking it's a counter to local, be my guest, it won't change a thing.

Teckos Pech wrote:
[Not at all. I'm saying neither player should have an inherent advantage based on the client updating and not as an intentional design feature. In other words, both players should at a bare minimum see each other in local. Also, at that point both should be able to act. Does that mean the new comer gets a "free shot" no. It means, they both act at the same time. So no, you deserve no early warning.
As it currently stands you get at most a second between the appearance for each party. if they made it so you appeared as soon as your screen had loaded grid, nothing would be any different. Removing local which is being suggested here is a considerably more significant change. From seeing these arguments over the years, most of your side won't be happy until they can sidle up next to a PvE player unseen and only show up when they decloak. Maybe you're not included in that group, I don't know, but that's what they want. Free and easy kills.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#1787 - 2015-03-31 21:05:08 UTC
Lucas Kell wrote:
Daichi Yamato wrote:
*troll posting*
I've read the arguments, I simply feel what you want is unreasonable. You want null PvE to suffer because you think that if they stop people retaining 100% safety while AFK, there should be an associated cost. That's all this is. It's you wanting people to be punished because you feel you're going to lose out. I'm not going to quote you in detail and respond to each point because quite honesty you are just insulting me and trolling at this point and I refuse to enter into a discussion with someone like that.

And what either side thinks is irrelevant. CCP will do what CCP will do. I personally don't think they will nuke null into the ground by removing local, and if it is removed it will likely be replaced by something equal in power making it a pointless change. I can;t see them going though a massive sov rebalance only to dropkick the vast majority of PvE players out of null. AFK cloaking however I can see them taking a stance on as AFK play is never good.

These I'll respond to
Daichi Yamato wrote:
How would it wreck null when WH space and hi-sec do just fine without it?
High sec does in fact have local, and wormholes are for the most part empty.

Daichi Yamato wrote:
If your only argument is that you can make more money else where for less risk. you are forgetting about supply and demand and/or admitting people would stay in null as well as ignoring the fact that null rewards could be changed as well.
If they increased null rewards too significantly they would see another monument shooting uprising from the rest of the playerbase. AS for supply and demand, there's nothing null supplies that can't be fetched in other areas of space.


PvE in null will also benefit from no more AFK cloaking. Yes, you lose something and you gain something...its called balance. Funny how you were chastising others lack of understanding balance when you steadfastly only want to gain.

And the Sov rebalance will be a huge nerf to null PvE. I mean I can't believe you don't see this. EVERY structure will be vulnerable to the entosis link. Good bye to the null sec reaction farms. Good bye to POS based research and invention in null. Heck people might even move that stuff back to HS maybe LS. You'll likely have just moon mining POS', the occassional POS here and there as a safe/staging area, and that is about it. Frankly, if you wanted to get ships and players OUT of null I doubt one could do better than the current Sov proposal.

As for HS and local, in high sec it is kind of pointless aside from a chat channel and a crappy intel system due to the number of people. If you can't see that war target due to 50 other guys in system (or don't see him in time) then it wasn't that helpful was it?

Exactly how much moon goo is mined in HS Lucas? Some is mined in NPC null and some even in LS, but without the sov moon goo the market would indeed be rather....Bad™.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#1788 - 2015-03-31 21:10:02 UTC
Lucas Kell wrote:
Teckos Pech wrote:
No. Not unless something is done regarding local.
What is with this goddamn stance! Nothing must change unless they also change something else. Not because it needs to happen, but because you want an associated cost. There's absolutely no reason that one can't be changed without the other, and the suggestion CCP has already put forward for cloaking fixes the issue without breaking cloaks. When you repeatedly state this you come across as an overly entitled player, like other player should not be allowed changes that benefit them unless they also receive heavy nerfs. It's absolutely ludicrous..


It is called balance Lucas. The current system is balanced, yet sub-optimal. To maintain that changing just one of the two mechanics involved will likely result in imbalance. How about this, cloaks are made scannable via probes, but you cannot land closer than 20km, and cloaked ships can now lock and fire their weapons and ewar (including warp scrams and disruptors)? No? What a shock...all you want is a benefit with no cost. In short, you want to get an indirect buff to null PvE via nerfing a form of game play you find objectionable.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#1789 - 2015-03-31 21:12:00 UTC
Lucas Kell wrote:


Teckos Pech wrote:
Moving to alternate systems means that local was countered in the original system.

QED
But it wasn't local that was countered! Local still works exactly as it did before, local is entirely unaffected.
Seriously, I'm done arguing this, since you're just going to keep saying !"but it was countered" as if you talking about it being used as a tool is proof. I'm done going in circles with you. If you want to continue thinking it's a counter to local, be my guest, it won't change a thing.


Okay, fine...AFK cloaking is a counter to the strategy of relying on local to rat safely.

For the love of God....talk about being nitpicky...sheesh. Roll

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Lucas Kell
Solitude Trading
S.N.O.T.
#1790 - 2015-03-31 21:22:27 UTC
Teckos Pech wrote:
PvE in null will also benefit from no more AFK cloaking. Yes, you lose something and you gain something...its called balance. Funny how you were chastising others lack of understanding balance when you steadfastly only want to gain.
But surely you can see there's a significant difference in the severity of these, right? AFK cloaking is a minor inconvenience to a small group of players. Removal of local is a crippling blow the the majority of PvE players. It's like saying "You can have this extra shoelace in case yours breaks, but in exchange I'm taking both of your arms. Fair?".

Teckos Pech wrote:
And the Sov rebalance will be a huge nerf to null PvE. I mean I can't believe you don't see this. EVERY structure will be vulnerable to the entosis link. Good bye to the null sec reaction farms. Good bye to POS based research and invention in null. Heck people might even move that stuff back to HS maybe LS. You'll likely have just moon mining POS', the occassional POS here and there as a safe/staging area, and that is about it. Frankly, if you wanted to get ships and players OUT of null I doubt one could do better than the current Sov proposal.
I do see this, and agree, the sov rebalance will be a massive nerf to null PvE, which is why I don't think it should be further nerfed by removing local too. The sov rebalnace does however offer alternative guerilla warfare opportunities though, so AFK cloaking I feel could be removed quite safely.

Teckos Pech wrote:
As for HS and local, in high sec it is kind of pointless aside from a chat channel and a crappy intel system due to the number of people. If you can't see that war target due to 50 other guys in system (or don't see him in time) then it wasn't that helpful was it?
it's not all that unhelpful, most people use local all the time in highsec. Having gankers set red for example is a pretty good way of seeing them arrive, as is seeing them go criminal when you didn't know they were a ganker.

Teckos Pech wrote:
Exactly how much moon goo is mined in HS Lucas? Some is mined in NPC null and some even in LS, but without the sov moon goo the market would indeed be rather....Bad™.
The prices would eventually balance back out to a norm. Probably higher than now, but that's not a bad thing since T2s are too cheap anyway. Beyond the hubs most systems have few enough players that a compact member list and a tall chatbox will show most players at a glance.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#1791 - 2015-03-31 21:26:01 UTC
Teckos Pech wrote:
It is called balance Lucas. The current system is balanced, yet sub-optimal. To maintain that changing just one of the two mechanics involved will likely result in imbalance. How about this, cloaks are made scannable via probes, but you cannot land closer than 20km, and cloaked ships can now lock and fire their weapons and ewar (including warp scrams and disruptors)? No? What a shock...all you want is a benefit with no cost. In short, you want to get an indirect buff to null PvE via nerfing a form of game play you find objectionable.
Again, it's not that I don;t want balance, it's just that your ideas for balance seem to be far weighted in favour of the cloaker. You obviously know that what you've said here is massively in favour of the cloaker.

Honestly, what's the problem with CCP current idea. Cloakers can be knocked out of cloak momentarily once in a while if they AFK in a system with a particular structure up. Any active player will happily recloak and never be affected. The balancing factor is the massive nerfs coming with the sov rebalance.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#1792 - 2015-03-31 21:28:40 UTC
Lucas Kell wrote:


Teckos Pech wrote:
[Not at all. I'm saying neither player should have an inherent advantage based on the client updating and not as an intentional design feature. In other words, both players should at a bare minimum see each other in local. Also, at that point both should be able to act. Does that mean the new comer gets a "free shot" no. It means, they both act at the same time. So no, you deserve no early warning.
As it currently stands you get at most a second between the appearance for each party. if they made it so you appeared as soon as your screen had loaded grid, nothing would be any different. Removing local which is being suggested here is a considerably more significant change. From seeing these arguments over the years, most of your side won't be happy until they can sidle up next to a PvE player unseen and only show up when they decloak. Maybe you're not included in that group, I don't know, but that's what they want. Free and easy kills.


Perhaps you missed it, I noted that both players seeing each other at the same time was the bare minimum. That the PvE pilot gets not advanced warning to get safe. If you are slow to hit warp, or were re-aligning to stay in range or something...well sucks to be you as you are facing more risk. At the same time the PvP pilot should not get any advanced indication of ratting activity...to be quite honest I'd like to see that aspect of dotlan removed. I'd even consider the average number of pilots in space being revamped somehow.

Oh and it is more than a second between hitting jump and being able to take an in-game action.

As for the part about moving up next to an unsuspecting PvE player...why are you complaining? You keep saying your beef is with AFK cloaking and their perfect safety while taking a dump, going to the grocery or rubbing one out. But....I think you just let slip your actual intent...safer PvE in null.

Oh, and good going on ignoring that I don't advocate just removing local. That intel is handled via another mechanic and/or that cloaks are now scannable...maybe even just visible on d-scan. Or maybe have 2 d-scan modes, one that is like the current d-scan and second mode that has less range (put still pretty far out there) but will only detect cloaked ships. IDK, but I'd like the new system to be balanced so that PvE in null is viable as is PvP and AFK cloaking is a thing of the past.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#1793 - 2015-03-31 21:30:39 UTC
Lucas Kell wrote:
Teckos Pech wrote:
It is called balance Lucas. The current system is balanced, yet sub-optimal. To maintain that changing just one of the two mechanics involved will likely result in imbalance. How about this, cloaks are made scannable via probes, but you cannot land closer than 20km, and cloaked ships can now lock and fire their weapons and ewar (including warp scrams and disruptors)? No? What a shock...all you want is a benefit with no cost. In short, you want to get an indirect buff to null PvE via nerfing a form of game play you find objectionable.
Again, it's not that I don;t want balance, it's just that your ideas for balance seem to be far weighted in favour of the cloaker. You obviously know that what you've said here is massively in favour of the cloaker.

Honestly, what's the problem with CCP current idea. Cloakers can be knocked out of cloak momentarily once in a while if they AFK in a system with a particular structure up. Any active player will happily recloak and never be affected. The balancing factor is the massive nerfs coming with the sov rebalance.


No I have not. I have stated I'm opposed to simply nerfing cloaks. If the options are:

1. Status quo
2. Change both local and cloaks in a balanced and reasonable manner that eliminates AFK cloaking
3. Nerf cloaks

my preference ordering is 2P1P3.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Daichi Yamato
Jabbersnarks and Wonderglass
#1794 - 2015-03-31 21:33:56 UTC  |  Edited by: Daichi Yamato
Lucas Kell wrote:
The killboards suggest it's pretty balanced.


And thats why we are trying to keep it balanced.

you're the one asking for changes in only one direction and trying to upset balance.

Lucas Kell wrote:
It's you wanting people to be punished because you feel you're going to lose out. I'm not going to quote you in detail and respond to each point because quite honesty you are just insulting me and trolling at this point and I refuse to enter into a discussion with someone like that.


Look at your own posts. You fling more **** than anyone else here. If you want to return discussion to what it was like before you got here, im all for that.

Lucas Kell wrote:
No, I'm saying that wormhole space has a tiny fraction of the population of null, so suggesting wormhole space as proof that space without local retains a significant portion of null population doesn't really work.


I thought if local was removed everyone would leave null and its population would be very small.

So are you now saying that PvE and PvP would be just as healthy in null as WH's (which is to say very) if local was changed because the no local dynamic works with low populations?

if not, why not?

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

Teckos Pech
Hogyoku
Goonswarm Federation
#1795 - 2015-03-31 21:37:19 UTC
Lucas Kell wrote:


Teckos Pech wrote:
As for HS and local, in high sec it is kind of pointless aside from a chat channel and a crappy intel system due to the number of people. If you can't see that war target due to 50 other guys in system (or don't see him in time) then it wasn't that helpful was it?
it's not all that unhelpful, most people use local all the time in highsec. Having gankers set red for example is a pretty good way of seeing them arrive, as is seeing them go criminal when you didn't know they were a ganker.

Teckos Pech wrote:
Exactly how much moon goo is mined in HS Lucas? Some is mined in NPC null and some even in LS, but without the sov moon goo the market would indeed be rather....Bad™.
The prices would eventually balance back out to a norm. Probably higher than now, but that's not a bad thing since T2s are too cheap anyway. Beyond the hubs most systems have few enough players that a compact member list and a tall chatbox will show most players at a glance.


You can set them red and rely on local, but if there are too many in local its not that helpful.

As for prices rebalancing, you mean like how tech price rebalanced after the moon goo rebalance (the first one that led to tripple digit tech prices, OTEC, and so forth)? Yeah, CCP would likely intervene, but not until things got way out of whack. For example, took CCP forever to do something about T2 BPOs and the cartels there.

And yeah T2 prices might go up, but the profit margin for invention may not and they may in fact go down.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Lucas Kell
Solitude Trading
S.N.O.T.
#1796 - 2015-03-31 21:50:35 UTC
Teckos Pech wrote:
Perhaps you missed it, I noted that both players seeing each other at the same time was the bare minimum. That the PvE pilot gets not advanced warning to get safe. If you are slow to hit warp, or were re-aligning to stay in range or something...well sucks to be you as you are facing more risk. At the same time the PvP pilot should not get any advanced indication of ratting activity...to be quite honest I'd like to see that aspect of dotlan removed. I'd even consider the average number of pilots in space being revamped somehow.

Oh and it is more than a second between hitting jump and being able to take an in-game action.
At the moment it's pretty much as close as it's likely to be. It's about a second between showing up in a system and being able to move if you side by side two clients. Obviously there's network lag which can affect that, but if they made it much closer it would just mean people from the UK would get a jump on other players. They've spoken about the potential ability to fake data that gets served up on the map and API, but quite honestly it's irrelevant since it's trivial to find ratters in null without those, especially if you are looking for a particular group of players.

Teckos Pech wrote:
As for the part about moving up next to an unsuspecting PvE player...why are you complaining? You keep saying your beef is with AFK cloaking and their perfect safety while taking a dump, going to the grocery or rubbing one out. But....I think you just let slip your actual intent...safer PvE in null.
Because I think active cloaking is balanced as is. Making it more viable for a cloaked ship to get right next to a ship would break that balance.

Teckos Pech wrote:
Oh, and good going on ignoring that I don't advocate just removing local. That intel is handled via another mechanic and/or that cloaks are now scannable...maybe even just visible on d-scan. Or maybe have 2 d-scan modes, one that is like the current d-scan and second mode that has less range (put still pretty far out there) but will only detect cloaked ships. IDK, but I'd like the new system to be balanced so that PvE in null is viable as is PvP and AFK cloaking is a thing of the past.
For it to be replaced with another mechanic it would need to be removed. If the other mechanic didn't give the same ability to see neuts when they arrived the problem would be the same as it's complete removal, it would open the opportunity for players to always win against a PvE player no matter what they did, because there would always be ways to evade detection which is their only realistic defense without keeping a fleet on grid- which is a terrible idea because this is a game, and noone wants to sit and watch other players PvE.

Teckos Pech wrote:
No I have not. I have stated I'm opposed to simply nerfing cloaks. If the options are:

1. Status quo
2. Change both local and cloaks in a balanced and reasonable manner that eliminates AFK cloaking
3. Nerf cloaks

my preference ordering is 2P1P3.
Why is it you seem to have no concept of severity of changes? I'd rather keep the status quo that go with the idea of nuking local into the ground. AFK cloakers are at most a minor irritant. The worst part about them is the fact that they can stay safe while completely AFK, not even the actual effect they have. You're suggesting that making them vulnerable, or even just making them show up as AFK should be balanced by destroying the ability to use local intel. How can you possibly believe those changes are in comparable?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#1797 - 2015-03-31 21:57:01 UTC
Daichi Yamato wrote:
And thats why we are trying to keep it balanced.

you're the one asking for changes in only one direction and trying to upset balance.
Actually I'm supporting changes (not asking for changes) already suggested by CCP to remove the ability for people to AFK cloak without touching the balance of active cloakers. You're suggesting that removing local is a suitably balanced change against removing the ability to AFK cloak. I honestly can;t believe you truly believe those are of equal severity.

Daichi Yamato wrote:
Look at your own posts. You fling more **** than anyone else here. If you want to return discussion to what it was like before you got here, im all for that.
Lol? I've read my own posts, yes. I disagree with your points, but you're the one turning it into trolling and attacks.

Daichi Yamato wrote:
I thought if local was removed everyone would leave null and its population would be very small.

So are you now saying that PvE and PvP would be just as healthy in null as WH's (which is to say very) if local was changed because the no local dynamic works with low populations?

if not, why not?
No, I'm saying that WH space is pretty empty which indicates that even if null were like WHs, they would lose most of their population, not to mention that null also has static navigation, no ship restrictions and force projection, things that all contribute to making WH space far more suitable for the lack of local. I'm pretty sure CCPs goal is not "remove most of the nullsec population".

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#1798 - 2015-03-31 22:55:33 UTC
Lucas Kell wrote:
At the moment it's pretty much as close as it's likely to be. It's about a second between showing up in a system and being able to move if you side by side two clients. Obviously there's network lag which can affect that, but if they made it much closer it would just mean people from the UK would get a jump on other players. They've spoken about the potential ability to fake data that gets served up on the map and API, but quite honestly it's irrelevant since it's trivial to find ratters in null without those, especially if you are looking for a particular group of players.


It could be structured in a way to make it better, IMO. If it cannot be made where, on average, each pilot sees each other at pretty much the same time, then local is too good especially with just a nerf to cloaks.

Quote:
Because I think active cloaking is balanced as is. Making it more viable for a cloaked ship to get right next to a ship would break that balance.


No you don't. Not really. Because that active cloaked ship would still be scannable, which IIRC, was one of your suggestions. That is a nerf to even active cloaking too. So all you get is no change for active cloakers...if anything they get a nerf too. And AFK is gone for good...in the end you are made safer. Or to put it diffferently you are implying that the status quo is stacked against you...which of course is laughable.

Quote:
For it to be replaced with another mechanic it would need to be removed. If the other mechanic didn't give the same ability to see neuts when they arrived the problem would be the same as it's complete removal, it would open the opportunity for players to always win against a PvE player no matter what they did, because there would always be ways to evade detection which is their only realistic defense without keeping a fleet on grid- which is a terrible idea because this is a game, and noone wants to sit and watch other players PvE.


If it is "just as good" then we'd have to leave in AFK cloaking. You should not be able to rat with the low level of risk that the current local provides without providing players a way to disrupt that. And not just for 15-20 minutes.

Quote:
Why is it you seem to have no concept of severity of changes?


What are you talking about. My top preference was "Change both local and cloaks in a balanced and reasonable manner that eliminates AFK cloaking". Where is the severity in that? I write that I want PvE in null to be viable post any changes to local/intel and cloaks and you just fly off the handle pretending like whatever I wrote before never happened.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Lucas Kell
Solitude Trading
S.N.O.T.
#1799 - 2015-03-31 23:05:07 UTC
Teckos Pech wrote:
It could be structured in a way to make it better, IMO. If it cannot be made where, on average, each pilot sees each other at pretty much the same time, then local is too good especially with just a nerf to cloaks.
I really don;t think they can get it much closer than it is without breaking it the other way. I'm in the UK and two clients side by side there's a barely recognisable gap between appearing on the defender and the ability to use the aggressor. I checked mere moments ago.

Teckos Pech wrote:
No you don't. Not really. Because that active cloaked ship would still be scannable, which IIRC, was one of your suggestions. That is a nerf to even active cloaking too. So all you get is no change for active cloakers...if anything they get a nerf too. And AFK is gone for good...in the end you are made safer. Or to put it diffferently you are implying that the status quo is stacked against you...which of course is laughable.
It would only be scannable for the moment that it decloaks which would last nearly no time at all. Personally though, I'd be happy with an AFK flag, something which wouldn't affect an active cloaker at all.

Teckos Pech wrote:
If it is "just as good" then we'd have to leave in AFK cloaking. You should not be able to rat with the low level of risk that the current local provides without providing players a way to disrupt that. And not just for 15-20 minutes.
lol, we don't "have" to leave in anything. As far as I can see CCP have plans to remove AFK cloaking. The sov rebalance is brining more than enough changes to provide guerilla warfare opportunities, so AFK cloaking really is redundant.

Teckos Pech wrote:
What are you talking about. My top preference was "Change both local and cloaks in a balanced and reasonable manner that eliminates AFK cloaking". Where is the severity in that? I write that I want PvE in null to be viable post any changes to local/intel and cloaks and you just fly off the handle pretending like whatever I wrote before never happened.
But you're talking about minor change to cloaks and comparing them to major changes to intel, and acting like they are on par. If things were changed the way you seem to want, AFK cloakers would be gone, but active cloakers would receive a buff and null PvE players would receive a crippling nerf. That's not balance.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#1800 - 2015-03-31 23:09:37 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Teckos Pech wrote:
Just to be clear, I don't think whatever intel feature replaces local should be anywhere as good as local currently is which actually gives advance warning (in a way) to the resident ratter that a hostile has entered system.

Agreed, an advance warning is a flawed presence, since it passes on that time element to the defender's ability to react.

It effectively handicaps the opposing player by an equal amount to the difference between when the name appears, and when that player is actually able to take actions after finishing the client loading system.

Without an advanced warning you're basically saying that the attacker should get a free shot at the defender and it's up to the defender to be able to just live. Why would anyone PvE if they know that when an attacker turns up they are more likely than not going to die, since they are already being blapped by rats and will simply not be able to hold up a fight against a specifically designed PvP ship? As it stand now you get a warning which gives you seconds to react before a ship is on you. Surely that's a short enough warning. The killboards suggest it's pretty balanced.

Well, I can see we disagree on a few details here.

Without an advanced warning, the contest between the two sides would be opposed, rather than against a timer.
I grant that effort is required for such, perhaps as drastic as a scout one system out who alerts those ill equipped to fight.

Being blapped by rats... that's a sad indictment of poor preparation, if NPCs actually pose a meaningful threat to players farming them.
A specifically designed PvP ship, now... you mean this handicapped ship with the covert cloak?
If you rat in a BS, this should be the punchline of a joke.
If you are worried about being hot dropped, then say that instead.

As to the killboard, that is funny.
Most consensual encounters there involved roams meeting response groups, or AFK PvE pilots listening to the sounds of themselves being podded from the bathroom.
(I've done it too, kept the ships working when I knew I was leaving myself open to attack by stepping away. Flaw in judgement, but it never got me caught yet, knock wood)

You may may notice the killboards lack any listing for pilot who was both attentive and prepared, but was unable to avoid the newly arrived hostile. The encounter simple never happens, because the attentive and prepared pilot always gets away.