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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Lucas Kell
Solitude Trading
S.N.O.T.
#1801 - 2015-03-31 23:27:32 UTC
Nikk Narrel wrote:
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.
And you think it's good game design to have roles fulfilled by character with no other purpose than to sit around and wait to support another character?

Personally I like active gameplay. I'd personally much rather they made PvE viable to mix with PvP, but that's not likely to happen, and pretty tough considering a PvE player will be at least partially damaged from the rats. So we have it where it is. With thousands of people dying every single day in null it's obviously pretty balanced as is, so why make it even more in favour of aggressors.

Nikk Narrel wrote:
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.
PvE ships take damage, that's what they do. To counter that PvE ships pretty much have to focus tank against the rats they are fighting, leaving a gaping hole open which anyone in the area knows about. It's unrealistic to fit a ship to be able to continue to tank rats and fight an in incoming aggressor.

Nikk Narrel wrote:
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)
So we're back to that are we? All kills are either groups battling or PvE players AFK. Quite honestly, that's laughable. People who know what they are doing get kills, it's that simple. You can sit around insulting all null PvPers all you like, but it won't suddenly make it fact.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#1802 - 2015-04-01 03:24:36 UTC  |  Edited by: Teckos Pech
Let me see if I can summarize thing so far....

Lucas Kell:
--Any change to local will absolutely destroy null sec. It will become a complete wasteland with nobody in it anywhere at anytime.
--AFK cloaking is bad and it should be nerfed even if it creates an imbalance in the current status quo.

Various sources
--ISK is apparently not an issue; eliminating AFK cloakers who can apparently shut down systems for hours even days on end and completely shut off the flow of isk will not substantially change this.[1]

[1]Daichi has linked a thread showing this is really not the case that even a small change in the rate of ISK flowing into the EVE economy is of intense interest to CCP. Daichi if you could link that thread again I'd be grateful.

Mags', Nikk, Me, Daichi, et. al. (sorry if I you are in the et. al, feel free to post to get your tiny sliver of e-fame):
--That local is an integral part of AFK cloaking. No local, no AFK cloaking. We might all disagree on how to deal with AFK cloaking, but in terms of how AFK cloaking we all agree local is an part of the process that is fundamental, as in removing local in some fashion would make AFK cloaking impossible.

Nikk, Me, Daichi, et. al (again if you are in the et. al. group sorry, feel free to post...in fact please do):
--Local should no longer be a source of intel.
--Implement a new intel mechanic.
--The new mechanic should ensure that null sec PvE is viable.
--The new mechanic should, idealy, make AFK cloaking a non-issue.

[1] I think this is a significant issue. If removal of AFK cloaking results in a surge of ISK into the EVE economy it will result in a response by CCP to keep inflation in check and actually nerf null PvE.

"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

Aeryn Maricadie
Federal Navy Academy
Gallente Federation
#1803 - 2015-04-01 05:17:42 UTC
So this Lucas guy is obviously a troll.

I would like to point out that if not for local, afk cloaking would be pretty much the same as logging off at a safe. The reason people afk cloak rather than log out is to deny the intel that the system is safe.
Please refute that.

Furthermore, for all his talk of experience and mad skillz he has yet to demonstrate any ability to prevent people from looking at local and running to safety at the first sign of a non-friendly in local. Maybe I just missed that page on the wiki, but I have also never heard anyone else claim such an ability either.

I would go so far as to say that the removal of local would greatly benefit EVE overall and deserves it's own sticky.
Lucas Kell
Solitude Trading
S.N.O.T.
#1804 - 2015-04-01 06:28:15 UTC  |  Edited by: Lucas Kell
Teckos Pech wrote:
Lucas Kell:
--Any change to local will absolutely destroy null sec. It will become a complete wasteland with nobody in it anywhere at anytime.
--AFK cloaking is bad and it should be nerfed even if it creates an imbalance in the current status quo.
Wrong. Any change that will be significant enough to be worthwhile (ie, not replacing it with an identical but module based system) will destroy null, and AFK cloaking being removed wouldn;t create an imbalance, it would be the removal of a redundant feature no longer required with the sov rebalance.

Teckos Pech wrote:
Various sources
--ISK is apparently not an issue; eliminating AFK cloakers who can apparently shut down systems for hours even days on end and completely shut off the flow of isk will not substantially change this.[1]

[1]Daichi has linked a thread showing this is really not the case that even a small change in the rate of ISK flowing into the EVE economy is of intense interest to CCP. Daichi if you could link that thread again I'd be grateful.
AFK cloaking doesn't shut down operations, it moves them. So no, no more ISK will be generated following the removal of AFK cloaking. In addition, please note the aforementioned sov rebalance which will also reduce null set income.

Teckos Pech wrote:
Mags', Nikk, Me, Daichi, et. al. (sorry if I you are in the et. al, feel free to post to get your tiny sliver of e-fame):
--That local is an integral part of AFK cloaking. No local, no AFK cloaking. We might all disagree on how to deal with AFK cloaking, but in terms of how AFK cloaking we all agree local is an part of the process that is fundamental, as in removing local in some fashion would make AFK cloaking impossible.
I've agreed that removing local would fix the issue, but at too high a cost. In exactly the same way, the complete removal of cloaking would also remove AFK cloaking, again at too high a cost.

Teckos Pech wrote:
Nikk, Me, Daichi, et. al (again if you are in the et. al. group sorry, feel free to post...in fact please do):
--Local should no longer be a source of intel.
--Implement a new intel mechanic.
--The new mechanic should ensure that null sec PvE is viable.
--The new mechanic should, idealy, make AFK cloaking a non-issue.

[1] I think this is a significant issue. If removal of AFK cloaking results in a surge of ISK into the EVE economy it will result in a response by CCP to keep inflation in check and actually nerf null PvE.
For a replacement mechanics to ensure null PvE is viable, null PvE players would still require a warning the moment a neut enters local, since their only realistic chance of survival is evasion. So what would be the point in replacing local with a system that does what local currently does? Null PvE is already being nerfed with the sov rebalance, so no further nerfs would be needed.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#1805 - 2015-04-01 13:38:48 UTC
Aeryn Maricadie wrote:
So this Lucas guy is obviously a troll.

I would like to point out that if not for local, afk cloaking would be pretty much the same as logging off at a safe. The reason people afk cloak rather than log out is to deny the intel that the system is safe.
Please refute that.

Furthermore, for all his talk of experience and mad skillz he has yet to demonstrate any ability to prevent people from looking at local and running to safety at the first sign of a non-friendly in local. Maybe I just missed that page on the wiki, but I have also never heard anyone else claim such an ability either.

I would go so far as to say that the removal of local would greatly benefit EVE overall and deserves it's own sticky.

The links in my signature express the two halves of a system I created.

One changes local, and splits the benefits between offense and defense.
The other defines my best attempt at a balanced way to hunt cloaks.
(It basically duplicates the cloaking module, but as a hunting tool, with the same skills and hardware needs)

But wait, this is NOT the only possible solution I would suggest.

If we want to tackle the Stalemate / play denial issue with only changing one detail of local and leaving cloaked ships vulnerable to hunting:
(Oh yes, it CAN be done, but it requires PvE ships to be confident about encountering covops cloaking ships on a 1 v 1 basis)

1. Establish that there is a one minute delay between dropping a cloak, and the ability to trigger any cyno device.

2. Any ship equipped with a cloak has a one minute delay before appearing in local, under the following conditions:
A. It has just entered the system. (No listing in local until both one minute and the gate cloak have expired)
B. Engaging a cloak, reset's the one minute clock, so the delay period is extended for the duration of the cloak plus one minute.

The effects of this are two-fold:
One, local only shows a cloaked pilot after one minute of being uncloaked. This in turn makes local's intel more relevant to player needs, as the entry is reliably active.
Two, if the pilot is using a cyno, that cyno cannot suddenly appear on grid when that ship drops cloak. It must either burn down the timer off grid, and warp in uncloaked, or uncloak on grid, and let the target have that minute to react directly.
Soldarius
Dreddit
Test Alliance Please Ignore
#1806 - 2015-04-01 14:19:19 UTC
The belief that removal of AFK cloaking will result in a sudden surge in the isk faucet of nulsec pve is utterly absurd. The vast majority of PvE space is not AFK camped on a regular basis. AFK cloaking or the lack thereof does not change the overall value of space unless it is done long enough to force a degradation of the military index. Even then, once the camping ends, it can be quickly repaired.

An AFK cloaker denying the use of space only reduces the normal isk input of one system of the thousands available and in use. Furthermore, those PvErs typically have an option to simply go to another system and resuming their isk-generation activities. Or they can simply ignore the possibly afk player. Risk vs reward says it is less risky to go someplace else for the same reward.

http://youtu.be/YVkUvmDQ3HY

Lucas Kell
Solitude Trading
S.N.O.T.
#1807 - 2015-04-01 16:05:51 UTC
Nikk Narrel wrote:
The links in my signature express the two halves of a system I created.

One changes local, and splits the benefits between offense and defense.
The other defines my best attempt at a balanced way to hunt cloaks.
(It basically duplicates the cloaking module, but as a hunting tool, with the same skills and hardware needs)
The problem is that your ideas still favour cloakers over all else and add no incentive for a PvE player. A PvE player only loses out, because all your giving him is the ability to hunt cloaked players, something he has no interest in doing. Cloaks are already balanced, with the exception of 100% safety while undocked in hostile space indefinitely.

Nikk Narrel wrote:
But wait, this is NOT the only possible solution I would suggest.

If we want to tackle the Stalemate / play denial issue with only changing one detail of local and leaving cloaked ships vulnerable to hunting:
(Oh yes, it CAN be done, but it requires PvE ships to be confident about encountering covops cloaking ships on a 1 v 1 basis)

1. Establish that there is a one minute delay between dropping a cloak, and the ability to trigger any cyno device.

2. Any ship equipped with a cloak has a one minute delay before appearing in local, under the following conditions:
A. It has just entered the system. (No listing in local until both one minute and the gate cloak have expired)
B. Engaging a cloak, reset's the one minute clock, so the delay period is extended for the duration of the cloak plus one minute.

The effects of this are two-fold:
One, local only shows a cloaked pilot after one minute of being uncloaked. This in turn makes local's intel more relevant to player needs, as the entry is reliably active.
Two, if the pilot is using a cyno, that cyno cannot suddenly appear on grid when that ship drops cloak. It must either burn down the timer off grid, and warp in uncloaked, or uncloak on grid, and let the target have that minute to react directly.
You say confident about a 1 on 1, but what's to stop a 20 man covert T3 gang from flying around undetected whelping everyone they come across? It's not like they even need to scan people down anymore, they can just arrive, fly to a site and go nuts. Even without a stack of cloaked players, you only need one player to jump into a system get point, then hold for the rest of the fleet to jump in and warp to member.

In addition it would mean that even non-cloaked ships would gain a further benefit, as an interceptor for example could be on you and tackling before the 1 minute system entry time is up and could easily hold most ships long enough for their main fleet to warp to them, especially since their main fleet can also have jumped in in advance and be holding gate cloak.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#1808 - 2015-04-01 16:14:57 UTC
Soldarius wrote:
The belief that removal of AFK cloaking will result in a sudden surge in the isk faucet of nulsec pve is utterly absurd. The vast majority of PvE space is not AFK camped on a regular basis. AFK cloaking or the lack thereof does not change the overall value of space unless it is done long enough to force a degradation of the military index. Even then, once the camping ends, it can be quickly repaired.

An AFK cloaker denying the use of space only reduces the normal isk input of one system of the thousands available and in use. Furthermore, those PvErs typically have an option to simply go to another system and resuming their isk-generation activities. Or they can simply ignore the possibly afk player. Risk vs reward says it is less risky to go someplace else for the same reward.


As has been pointed out, even small changes in the isk flow is of interest to CCP. You look at the posts on AFK cloaking and they are rife about how it shuts down the best systems for long periods of time. So...people can't have their cake and eat it too. Either AFK cloaking is no big deal (in which case it does not need a nerf) or it is (i.e. it does impact the isk flow) and it shouldn't be nerfed (by itself).

And yes, one AFK cloaking pilot can impose a steep reduction on income from a system...out of thousands of systems. But we aren't talking about just 1 AFK cloaking pilot in the game.

And I just went back to the (rather old) quarterly economic reports and for 2010 they show that at that time on a monthly basis the amount of isk flowing into the game via bounty prizes is 20-25 trillion and that it is the single largest faucet for isk in the game. Taking that report as a basis for doing some simple math to give some context...

In Q4 of 2010 the money supply in game was 445 trillion isk. The money supply increased by 11%. If isk from bounties increased by 0.5% it would mean an additional 3% increase in the money supply (assuming no change in the sinks). If we assume that about half that increase in the money supply associated with an increase in bounties leaves the game it is still another 1.5% increase in the money supply. So, we'd expect inflation to increase unless the flow of commodities also increases to offset the additional isk entering the game. Of course, these numbers are rather dated and getting updated information would help. And I'm not even sure CCP has much information on how much of an effect AFK cloaking has.

Still, the issue of isk sources and inflation cannot simply be dismissed with hand waving, IMO. There is a risk that simply removing AFK cloaking could elicit a nerf to null ratting.

"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

Nikk Narrel
Moonlit Bonsai
#1809 - 2015-04-01 16:32:20 UTC
Lucas Kell wrote:
The problem is that your ideas still favour cloakers over all else and add no incentive for a PvE player. A PvE player only loses out, because all your giving him is the ability to hunt cloaked players, something he has no interest in doing. Cloaks are already balanced, with the exception of 100% safety while undocked in hostile space indefinitely.

The PvE player in null, by simply being in null, has signed on to being part of a group effort.

If they are to play a specialized role, then they need the support of others to cover the aspects they lack.

Solo play, with a single account in null, is just asking for trouble.
At the very least, they should expect to need to multitask on some level, or question why they believe solo play should work in a group oriented section of the game.

Lucas Kell wrote:

You say confident about a 1 on 1, but what's to stop a 20 man covert T3 gang from flying around undetected whelping everyone they come across? It's not like they even need to scan people down anymore, they can just arrive, fly to a site and go nuts. Even without a stack of cloaked players, you only need one player to jump into a system get point, then hold for the rest of the fleet to jump in and warp to member.


Out of curiosity, this 20 man covert T3 gang.... are they so skilled that they are ducking away from all contact between them and that solo PvE player?
Or are you saying that the gate camps, and every check point between their border and this target, are so lacking in competence that they can't report 20 ships passing through?

Your example seems to presume no allied contact, to supply even a warning in an intel channel.
This PvE player, they joined a rather useless group, it seems.

Lucas Kell wrote:
In addition it would mean that even non-cloaked ships would gain a further benefit, as an interceptor for example could be on you and tackling before the 1 minute system entry time is up and could easily hold most ships long enough for their main fleet to warp to them, especially since their main fleet can also have jumped in in advance and be holding gate cloak.

If the inty had a cloak equipped, yes.

But then, there is that nasty targeting penalty, and can you picture an inty with a 75% velocity penalty?
Lucas Kell
Solitude Trading
S.N.O.T.
#1810 - 2015-04-01 16:33:02 UTC
Teckos Pech wrote:
As has been pointed out, even small changes in the isk flow is of interest to CCP. You look at the posts on AFK cloaking and they are rife about how it shuts down the best systems for long periods of time. So...people can't have their cake and eat it too. Either AFK cloaking is no big deal (in which case it does not need a nerf) or it is (i.e. it does impact the isk flow) and it shouldn't be nerfed (by itself).
You still seem to forget that this wouldn't be being removed on it's own though. Sov is being revamped and with that null income is being heavily nerfed, very soon. So the removal of AFK cloaking is simply a very minor balancing factor in that. Quite honestly I think the ISK flow change would be close enough to zero to be insignificant, but the reason for the change would still be sound - to ensure players have to actively play the game.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#1811 - 2015-04-01 16:37:35 UTC
Nikk Narrel wrote:
The PvE player in null, by simply being in null, has signed on to being part of a group effort.

If they are to play a specialized role, then they need the support of others to cover the aspects they lack.

Solo play, with a single account in null, is just asking for trouble.
At the very least, they should expect to need to multitask on some level, or question why they believe solo play should work in a group oriented section of the game.
Part of a group or not, that still doesn't mean that PvE activity should simply be nerfed. Why should cloak gameplay receive a boost while PvE gameplay receives only a nerf?

Nikk Narrel wrote:
Out of curiosity, this 20 man covert T3 gang.... are they so skilled that they are ducking away from all contact between them and that solo PvE player?
Or are you saying that the gate camps, and every check point between their border and this target, are so lacking in competence that they can't report 20 ships passing through?

Your example seems to presume no allied contact, to supply even a warning in an intel channel.
This PvE player, they joined a rather useless group, it seems.
Where would they be seen? Unless you literally have players sitting on games looking at them, they would never show in local and never show on d-scan. If you're suggesting that we should actually introduce roles where players are needed to just sit and stare at a gate all day long, then clearly you missed the part where games are for entertainment.

Nikk Narrel wrote:
If the inty had a cloak equipped, yes.

But then, there is that nasty targeting penalty, and can you picture an inty with a 75% velocity penalty?
Even without a cloak equipped, your idea states that for 1 minute after his gate cloak drops, he still wouldn't show in local. An interceptor can warp incredibly quickly and would be on a target well before that minute is up, with no targeting penalty.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#1812 - 2015-04-01 16:42:38 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
Teckos Pech wrote:
As has been pointed out, even small changes in the isk flow is of interest to CCP. You look at the posts on AFK cloaking and they are rife about how it shuts down the best systems for long periods of time. So...people can't have their cake and eat it too. Either AFK cloaking is no big deal (in which case it does not need a nerf) or it is (i.e. it does impact the isk flow) and it shouldn't be nerfed (by itself).
You still seem to forget that this wouldn't be being removed on it's own though. Sov is being revamped and with that null income is being heavily nerfed, very soon. So the removal of AFK cloaking is simply a very minor balancing factor in that. Quite honestly I think the ISK flow change would be close enough to zero to be insignificant, but the reason for the change would still be sound - to ensure players have to actively play the game.


First off, the impact of sov changes on ratting is not as clear as the impact on things like reaction farms and the like. One can rat in a system without sov. Second you are conflating "null income" with isk sources. The two are not the same. After all, what is a big chunk of null income? Moon goo. But moon goo is not a source of isk in the economy. So null income might go down as some of those income sources shift to say low sec or even high sec, but the question of isk sources...not so clear cut Lucas.

Edit:

When I mentioned null income going down that if the income generating process moves from null to somewhere else, then it is no longer "null income".

Also, it is possible that ratting continues as a major source of isk, and if AFK cloaking is removed, and if commodities from null decline (e.g. minerals, PI, etc.) and there is a small uptick in ratting income, then we could have an increase in inflation as both the quantity of commodities and the money supply increase.

"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.
#1813 - 2015-04-01 16:48:56 UTC
Teckos Pech wrote:
First off, the impact of sov changes on ratting is not as clear as the impact on things like reaction farms and the like. One can rat in a system without sov. Second you are conflating "null income" with isk sources. The two are not the same. After all, what is a big chunk of null income? Moon goo. But moon goo is not a source of isk in the economy. So null income might go down as some of those income sources shift to say low sec or even high sec, but the question of isk sources...not so clear cut Lucas.
If null is moved around like they are anticipating there will be a lot more conflict in null, which in general results in less ratting.

Let's not also forget that mining is a large chunk of the PvE activity which is affected by AFK cloaking. Ratters are considerably better position to defend themselves and often far away from the anoms they rat in so can evade easier.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#1814 - 2015-04-01 16:51:04 UTC
Lucas Kell wrote:
Part of a group or not, that still doesn't mean that PvE activity should simply be nerfed. Why should cloak gameplay receive a boost while PvE gameplay receives only a nerf?


It is not being nerfed or boosted.
An avenue for resolution is being offered, that demands more from both sides.

How many AFK cloaked players do you expect, after they are no longer seen in local, as well as can be proactively found and removed?

Lucas Kell wrote:
(regarding a hypothetical 20 man T3 group attacking solo PvE targets)
Where would they be seen? Unless you literally have players sitting on games looking at them, they would never show in local and never show on d-scan. If you're suggesting that we should actually introduce roles where players are needed to just sit and stare at a gate all day long, then clearly you missed the part where games are for entertainment.


Well, gate camps are rather common at borders, and any active alliance can be expected to have scouts watching pipelines, etc.
Do you expect players in opposing alliances to politely remain away, if your alliance has no active picket defenses?

Lucas Kell wrote:
(Regarding an Inty with a cloak being a threat)
Even without a cloak equipped, your idea states that for 1 minute after his gate cloak drops, he still wouldn't show in local. An interceptor can warp incredibly quickly and would be on a target well before that minute is up, with no targeting penalty.

No, my post above specified:

Quote:
2. Any ship equipped with a cloak has a one minute delay before appearing in local, under the following conditions:
A. It has just entered the system. (No listing in local until both one minute and the gate cloak have expired)
B. Engaging a cloak, reset's the one minute clock, so the delay period is extended for the duration of the cloak plus one minute.

Ships with no cloak equipped would not receive any benefit, and would appear in local as normal.
Teckos Pech
Hogyoku
Goonswarm Federation
#1815 - 2015-04-01 16:51:08 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
Teckos Pech wrote:
First off, the impact of sov changes on ratting is not as clear as the impact on things like reaction farms and the like. One can rat in a system without sov. Second you are conflating "null income" with isk sources. The two are not the same. After all, what is a big chunk of null income? Moon goo. But moon goo is not a source of isk in the economy. So null income might go down as some of those income sources shift to say low sec or even high sec, but the question of isk sources...not so clear cut Lucas.
If null is moved around like they are anticipating there will be a lot more conflict in null, which in general results in less ratting.

Let's not also forget that mining is a large chunk of the PvE activity which is affected by AFK cloaking. Ratters are considerably better position to defend themselves and often far away from the anoms they rat in so can evade easier.


Now who is forgetting the sov change? You appear to be assuming that several things:

1. That ratting will be like it was prior to the sov change in a qualitative sense.
2. Based on the previous assumption ratting has to go down with the sov changes.

Also, mining is, again, not a source of isk in the economy.

"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.
#1816 - 2015-04-01 17:02:22 UTC
Nikk Narrel wrote:
It is not being nerfed or boosted.
An avenue for resolution is being offered, that demands more from both sides.

How many AFK cloaked players do you expect, after they are no longer seen in local, as well as can be proactively found and removed?
Of course there's nerfing and boosting. How can you possibly claim that the removal of local wouldn't be a nerf to PvE and a boost to PvP?

Nikk Narrel wrote:
Well, gate camps are rather common at borders, and any active alliance can be expected to have scouts watching pipelines, etc.
Do you expect players in opposing alliances to politely remain away, if your alliance has no active picket defenses?
Not at all, but I don't expect every gate to need to be guarded actively 24/7 in order for ratters to exist at all in null.

Nikk Narrel wrote:
No, my post above specified:

Quote:
2. Any ship equipped with a cloak has a one minute delay before appearing in local, under the following conditions:
A. It has just entered the system. (No listing in local until both one minute and the gate cloak have expired)
B. Engaging a cloak, reset's the one minute clock, so the delay period is extended for the duration of the cloak plus one minute.

Ships with no cloak equipped would not receive any benefit, and would appear in local as normal.
I missed that bit, apologies. It still wouldn't stop you tackling with a cloaker and bringing in a fleet to follow up. To be quite honest, even a ceptor with an inactive (but online) cloak fitted would be able to tackle most PvE ships without a problem.

Effectively though the whole ides is still "give cloakers a massive buff".

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#1817 - 2015-04-01 17:06:02 UTC
Teckos Pech wrote:
Now who is forgetting the sov change? You appear to be assuming that several things:

1. That ratting will be like it was prior to the sov change in a qualitative sense.
2. Based on the previous assumption ratting has to go down with the sov changes.

Also, mining is, again, not a source of isk in the economy.
Ratting will be like it was before. There's nearly no chance they will improve ratting as people already complain about ratting income for the null blobs.

And I know mining doesn't bring in income, but you're treating AFK cloaking like it's primary effect is reduction in ratting. It's not, it's much easier to move ratting operations and far more systems with good anoms compared to moving a mining fleet.

To be quite honest, I think using "the economy will die!" as an excuse for AFK cloaking to continue existing is weak.

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Nikk Narrel
Moonlit Bonsai
#1818 - 2015-04-01 17:24:38 UTC
Lucas Kell wrote:

Of course there's nerfing and boosting. How can you possibly claim that the removal of local wouldn't be a nerf to PvE and a boost to PvP?

Actually I am not claiming that.
I am not removing local, I am just changing it on one detail, as described below.
Can I claim my suggested change won't have that effect? Easy yes answer.

Lucas Kell wrote:
(Regarding gate camps and player presence)
Not at all, but I don't expect every gate to need to be guarded actively 24/7 in order for ratters to exist at all in null.

Of course not.
Only the strategic gate camps need to exist while ratters are active, to have any sense of safety.

Why would every gate need a guard, so long as the choke points were covered?

Lucas Kell wrote:

Nikk Narrel wrote:
No, my post above specified:

Quote:
2. Any ship equipped with a cloak has a one minute delay before appearing in local, under the following conditions:
A. It has just entered the system. (No listing in local until both one minute and the gate cloak have expired)
B. Engaging a cloak, reset's the one minute clock, so the delay period is extended for the duration of the cloak plus one minute.

Ships with no cloak equipped would not receive any benefit, and would appear in local as normal.

I missed that bit, apologies. It still wouldn't stop you tackling with a cloaker and bringing in a fleet to follow up. To be quite honest, even a ceptor with an inactive (but online) cloak fitted would be able to tackle most PvE ships without a problem.

Effectively though the whole ides is still "give cloakers a massive buff".

Your fears are safely allayed.

That ceptor with a cloak is still suffering a 75% movement penalty, assuming they have the T2 version.
That fleet can be safely flagged as a known element, with all ratters who were properly attentive to intel channels pre-warned.
Teckos Pech
Hogyoku
Goonswarm Federation
#1819 - 2015-04-01 17:46:59 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Now who is forgetting the sov change? You appear to be assuming that several things:

1. That ratting will be like it was prior to the sov change in a qualitative sense.
2. Based on the previous assumption ratting has to go down with the sov changes.

Also, mining is, again, not a source of isk in the economy.
Ratting will be like it was before. There's nearly no chance they will improve ratting as people already complain about ratting income for the null blobs.

And I know mining doesn't bring in income, but you're treating AFK cloaking like it's primary effect is reduction in ratting. It's not, it's much easier to move ratting operations and far more systems with good anoms compared to moving a mining fleet.

To be quite honest, I think using "the economy will die!" as an excuse for AFK cloaking to continue existing is weak.


You make lots of assumptions with little or no basis for them. Post FozzieSov who knows if ratting will be like it was before. There might be more people ratting in sov space nobody is claiming...or not. And you are mistaken in your assumption that I think ratting will get better. My point was that, with changes to sov, and possibly many currently held systems being let go, some people not ratting in null might give it a try. So if the same people currently ratting in null are joined by new people...we could get an increase in ratting.

And I did not say mining is not a source of income, just that it is not a source of ISK in the economy. There is a difference and your language is very imprecise suggesting you don't understand the fine points of economics as Daichi noted several pages ago. And while AFK cloaking can have an effect on mining since it is not a source of isk in the economy the impact is not quite the same.

And would you stop distorting other people's positions. I have nowhere said that the economy would die. What I have suggested is that if AFK cloaking makes ratting look more attractive as a way of earning ISK, then we could see an increase in the money supply and as a result an increase in inflation as well. CCP is sensitive to this and as a result one solution might be to nerf that source of ISK--i.e. nerfing ratting.

"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

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Daichi Yamato
Jabbersnarks and Wonderglass
#1820 - 2015-04-01 17:54:30 UTC
Lucas Kell wrote:
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".


So your problem is cyno's? which, with many other things, are up in the air for discussion as part of the null changes. You never answered me when i asked if null rewards are buffed, would that make removing local good.

CCP's goal was to fix a boring and stagnant system and enable small gangs to be a credible threat to coalitions that lazily defended their stuff. Changing cloaks, changing sov warfare, changing local and the jump nerfs will make it harder for large groups to hold vast areas of space. It has more people talking about getting a piece of null than before, and will bring more interesting gameplay like small gang roaming.

The kinds of players most likely to leave are null bears and cap blobbers. I dont see that as a problem, i infact see that as a good thing.

Teckos Pech wrote:


[1]Daichi has linked a thread showing this is really not the case that even a small change in the rate of ISK flowing into the EVE economy is of intense interest to CCP. Daichi if you could link that thread again I'd be grateful.


Link

With what soni-clover suggests it would be prudent to believe that we'd get inflation if cloaks were changed alone. And likewise prudent to believe we'd get deflation if things were made too risky.

Null rewards are getting looked at. Ore is getting an over haul and CCP often boast about their new rat-making software. I dont think it so unlikely that they wont touch null rewards.

Lucas Kell wrote:
Wrong. Any change that will be significant enough to be worthwhile (ie, not replacing it with an identical but module based system) will destroy null, and AFK cloaking being removed wouldn;t create an imbalance, it would be the removal of a redundant feature no longer required with the sov rebalance.


'Null as we know it...'

But thats kinda the point.

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"

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