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AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#1821 - 2015-04-01 17:56:31 UTC
Lucas,

Is this what you are referring to with your statements about CCP removing AFK cloaking?

Quote:
Dedicated to intelligence gathering.

Service module possibilities: Being able to increase, decrease or block Star Map filters in the solar systems they’re deployed, act as solar system wide D-scan blockers, disrupt ship intelligence in the solar system, take over player tracking capabilities from NPC agents or be able to affect or pinpoint cloak users. We are considering basing their effectiveness through a network coverage (like cell phones) so that a single one may not be that useful, but maintaining a bunch of them in space could give a significant advantage.--source


Lucas, did you stop to consider that this structure might be a prelude to a substantial change to local? After all, if local is changed over to WH local, and you enable a system wide d-scan blocker it would hide the PvE pilot. Probes would have to be used. We don't know all the exact details, but if the device allows for the blocking d-scan for say, neutrals/hostiles but enables it for those who are allied (i.e. blues) then the PvE pilot would have an advantage. The hunter would have to use probes....which would show up on D-scan.

In this case intel would be active the PvE pilot would have to use d-scan and the PvP pilot would have to use probes...no more automatic intel based off of local.

Given that we have had at least two devs (Fozzie and Soundwave) say they'd rather see local being just a chat channel we might be moving in that direction.

"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.
#1822 - 2015-04-01 18:05:11 UTC
Nikk Narrel wrote:
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.
I have in fact read your suggestions and yes, they would nerf PvE and buff PvP. That seems to be their aim.

Nikk Narrel wrote:
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?
Because logging off and wormholes both exist. What you're saying is that as long as you cover the choke points and as long as nobody is already inside from before you were there, and as log as noone is logged off in space and as long as no wormholes appear, you might be fine if you pay attention 100% of the time (being that you'll be looking out for the half second a cloaker decloaks after a gate or a gate flash).

Nikk Narrel wrote:
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.
The speed reduction only affects you while you are cloaked. Feel free to check.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#1823 - 2015-04-01 18:09:38 UTC
Teckos Pech wrote:
Lucas,

Is this what you are referring to with your statements about CCP removing AFK cloaking?

Quote:
Dedicated to intelligence gathering.

Service module possibilities: Being able to increase, decrease or block Star Map filters in the solar systems they’re deployed, act as solar system wide D-scan blockers, disrupt ship intelligence in the solar system, take over player tracking capabilities from NPC agents or be able to affect or pinpoint cloak users. We are considering basing their effectiveness through a network coverage (like cell phones) so that a single one may not be that useful, but maintaining a bunch of them in space could give a significant advantage.--source


Lucas, did you stop to consider that this structure might be a prelude to a substantial change to local? After all, if local is changed over to WH local, and you enable a system wide d-scan blocker it would hide the PvE pilot. Probes would have to be used. We don't know all the exact details, but if the device allows for the blocking d-scan for say, neutrals/hostiles but enables it for those who are allied (i.e. blues) then the PvE pilot would have an advantage. The hunter would have to use probes....which would show up on D-scan.

In this case intel would be active the PvE pilot would have to use d-scan and the PvP pilot would have to use probes...no more automatic intel based off of local.

Given that we have had at least two devs (Fozzie and Soundwave) say they'd rather see local being just a chat channel we might be moving in that direction.
I've considered that it might hint at a change to local, but then I considered that they like null and are putting a lot of effort into null, so they aren't going to destroy it. If local goes it will be replaced with features which offer close to the same functionality as the only benefit to intel from a PvE perspective is the half second you get to react.

Sadly I think that the way it will end up if it does change is basically as it is now, but controlled by the owners of the space, furthering the advantage held by the defender.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

rsantos
The Scope
Gallente Federation
#1824 - 2015-04-01 18:19:00 UTC
Teckos Pech wrote:
Lucas,

Is this what you are referring to with your statements about CCP removing AFK cloaking?

Quote:
Dedicated to intelligence gathering.

Service module possibilities: Being able to increase, decrease or block Star Map filters in the solar systems they’re deployed, act as solar system wide D-scan blockers, disrupt ship intelligence in the solar system, take over player tracking capabilities from NPC agents or be able to affect or pinpoint cloak users. We are considering basing their effectiveness through a network coverage (like cell phones) so that a single one may not be that useful, but maintaining a bunch of them in space could give a significant advantage.--source


Lucas, did you stop to consider that this structure might be a prelude to a substantial change to local? After all, if local is changed over to WH local, and you enable a system wide d-scan blocker it would hide the PvE pilot. Probes would have to be used. We don't know all the exact details, but if the device allows for the blocking d-scan for say, neutrals/hostiles but enables it for those who are allied (i.e. blues) then the PvE pilot would have an advantage. The hunter would have to use probes....which would show up on D-scan.

In this case intel would be active the PvE pilot would have to use d-scan and the PvP pilot would have to use probes...no more automatic intel based off of local.

Given that we have had at least two devs (Fozzie and Soundwave) say they'd rather see local being just a chat channel we might be moving in that direction.



Trying to take the cake and eat it too again?

Exactly the same problem with all the people crying in this thread about afk camping.

"Block D-Scan But Not For Me!" LOL!

System wide effects should apply to everyone in system... you just get to choose them as sov owner.
Teckos Pech
Hogyoku
Goonswarm Federation
#1825 - 2015-04-01 18:23:22 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
Teckos Pech wrote:
Lucas,

Is this what you are referring to with your statements about CCP removing AFK cloaking?

Quote:
Dedicated to intelligence gathering.

Service module possibilities: Being able to increase, decrease or block Star Map filters in the solar systems they’re deployed, act as solar system wide D-scan blockers, disrupt ship intelligence in the solar system, take over player tracking capabilities from NPC agents or be able to affect or pinpoint cloak users. We are considering basing their effectiveness through a network coverage (like cell phones) so that a single one may not be that useful, but maintaining a bunch of them in space could give a significant advantage.--source


Lucas, did you stop to consider that this structure might be a prelude to a substantial change to local? After all, if local is changed over to WH local, and you enable a system wide d-scan blocker it would hide the PvE pilot. Probes would have to be used. We don't know all the exact details, but if the device allows for the blocking d-scan for say, neutrals/hostiles but enables it for those who are allied (i.e. blues) then the PvE pilot would have an advantage. The hunter would have to use probes....which would show up on D-scan.

In this case intel would be active the PvE pilot would have to use d-scan and the PvP pilot would have to use probes...no more automatic intel based off of local.

Given that we have had at least two devs (Fozzie and Soundwave) say they'd rather see local being just a chat channel we might be moving in that direction.
I've considered that it might hint at a change to local, but then I considered that they like null and are putting a lot of effort into null, so they aren't going to destroy it. If local goes it will be replaced with features which offer close to the same functionality as the only benefit to intel from a PvE perspective is the half second you get to react.

Sadly I think that the way it will end up if it does change is basically as it is now, but controlled by the owners of the space, furthering the advantage held by the defender.


Lucas,

One of the most frustrating thing about you is you assume bad intentions on the part of those you discuss things with. You assume that everyone who disagrees with you wants to destroy null. Given that many of us actually live in null...that would be rather stupid....so you must also be assuming we are all stupid as well. And the tone of your posts confirms this.

Now I have repeatedly claimed I want AFK cloaking gone, that I think a change to local will accomplish this and preserve balance and that I want PvE in null to be viable. That includes mining, ratting and everything else. I don't want to destroy null, I have never suggested anything remotely like that. You constant use of this disingenuous tactic is very annoying.

Second, you are assuming that your vision of null is shared by CCP. In fact, you make a vast array of unfounded assumptions in this thread. Anyone who has different assumption elicits very angry replies from you. Maybe you should consider a decaffeinated brand, or consider that different assumptions lead to different conclusions and that nobody has bad intentions.

"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
#1826 - 2015-04-01 18:27:27 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
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.
I have in fact read your suggestions and yes, they would nerf PvE and buff PvP. That seems to be their aim.

Nikk Narrel wrote:
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?
Because logging off and wormholes both exist. What you're saying is that as long as you cover the choke points and as long as nobody is already inside from before you were there, and as log as noone is logged off in space and as long as no wormholes appear, you might be fine if you pay attention 100% of the time (being that you'll be looking out for the half second a cloaker decloaks after a gate or a gate flash).

Nikk Narrel wrote:
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.
The speed reduction only affects you while you are cloaked. Feel free to check.

The aim of the ideas is to promote mutual play, not nerf or buff either.
Your view that any change to PvE must by necessity be a nerf, is simply assuming too much.

As to log offed and WH entries, this is a game.
We do not want perfect defenses, as they eventually meet other perfect items, and cause stalemates.
All involved will be subject to human error, and we accept that. It is simply not a foundation to build mechanics around, however.

You are correct about the movement penalty.
I was thinking about the targeting issue, and mentally flipped them.
The ceptor wishing to tie down it's targets until a fleet arrives, needs to survive that long as well as prevent it's target from leaving.
The scan resolution penalty of -40% may not be a major factor, but having even a T2 cloak locks that in.
Added to which, the PvE player should have been notified an inty was spotted blowing past a border gate, and seeing it land on grid. (Hopefully they were not sitting at the warp in point, and equipped nanite paste instead of KY Jelly)
Teckos Pech
Hogyoku
Goonswarm Federation
#1827 - 2015-04-01 18:27:38 UTC  |  Edited by: Teckos Pech
rsantos wrote:
Teckos Pech wrote:
Lucas,

Is this what you are referring to with your statements about CCP removing AFK cloaking?

Quote:
Dedicated to intelligence gathering.

Service module possibilities: Being able to increase, decrease or block Star Map filters in the solar systems they’re deployed, act as solar system wide D-scan blockers, disrupt ship intelligence in the solar system, take over player tracking capabilities from NPC agents or be able to affect or pinpoint cloak users. We are considering basing their effectiveness through a network coverage (like cell phones) so that a single one may not be that useful, but maintaining a bunch of them in space could give a significant advantage.--source


Lucas, did you stop to consider that this structure might be a prelude to a substantial change to local? After all, if local is changed over to WH local, and you enable a system wide d-scan blocker it would hide the PvE pilot. Probes would have to be used. We don't know all the exact details, but if the device allows for the blocking d-scan for say, neutrals/hostiles but enables it for those who are allied (i.e. blues) then the PvE pilot would have an advantage. The hunter would have to use probes....which would show up on D-scan.

In this case intel would be active the PvE pilot would have to use d-scan and the PvP pilot would have to use probes...no more automatic intel based off of local.

Given that we have had at least two devs (Fozzie and Soundwave) say they'd rather see local being just a chat channel we might be moving in that direction.



Trying to take the cake and eat it too again?

Exactly the same problem with all the people crying in this thread about afk camping.

"Block D-Scan But Not For Me!" LOL!

System wide effects should apply to everyone in system... you just get to choose them as sov owner.



You can still use probes....and since the PvE intel is now active if he is not doing it frequently enough then he becomes vulnerable. And considering that the hostile would not show up in local the whole gang could jump in and the probers warps them right on top of the PvE guy....assuming he is not warping or moving fast.

BTW, you might want to go back and read the last few pages, I am not and never have advocated nerfing just cloaks.

Edit: Whoops changed a "not" to a "now" makes a big difference. Oops

"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
#1828 - 2015-04-01 18:59:11 UTC  |  Edited by: Aeryn Maricadie
Lucas Kell wrote:


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.
"



I thought you said you had experience in WH space? because that is what is done, it's not hard and in k-space it would be even easier since the gates wouldn't move around on you. It's also nice for new players that don't have the SP to bring anything useful to the fleet, they can still participate and receive a cut of the proceeds and learn how fleet operations work.
Lucas Kell
Solitude Trading
S.N.O.T.
#1829 - 2015-04-01 19:30:09 UTC  |  Edited by: Lucas Kell
Teckos Pech wrote:
Lucas,

One of the most frustrating thing about you is you assume bad intentions on the part of those you discuss things with. You assume that everyone who disagrees with you wants to destroy null. Given that many of us actually live in null...that would be rather stupid....so you must also be assuming we are all stupid as well. And the tone of your posts confirms this.
I don't assume bad intentions, you support things that would literally destroy null PvE and massively buff cloaking and then you act like you've just supported game balance and as if I'm demanding 100% safe PvE. At the end of the day, CCP will do what they do. I honestly don't care if it stays the way it is and truth be told I don't really care if they empty out nullsec either. And quite honestly mate, I put up with personal attacks and trolling from the guys on your side and the constant condescending tone from people like you, so I really don't give a flying **** what you think of my approach. when you learn to accept other people having opinions maybe I'll give a **** about yours.

Teckos Pech wrote:
Now I have repeatedly claimed I want AFK cloaking gone, that I think a change to local will accomplish this and preserve balance and that I want PvE in null to be viable. That includes mining, ratting and everything else. I don't want to destroy null, I have never suggested anything remotely like that. You constant use of this disingenuous tactic is very annoying.
And I agreed, multiple times, which you ignored. Removing local would remove AFK cloaking, but it would also remove null PvE which is bad.

Teckos Pech wrote:
Second, you are assuming that your vision of null is shared by CCP. In fact, you make a vast array of unfounded assumptions in this thread. Anyone who has different assumption elicits very angry replies from you. Maybe you should consider a decaffeinated brand, or consider that different assumptions lead to different conclusions and that nobody has bad intentions.
Last I checked, game developers didn't spend a year focussing on a particular area of a game only ot then make it so that the vast majority of players using that section of the game moved elsewhere, which is exactly what nuking local would do. I don't claim to know what CCP are doing, but it would be a really dumb move to turn null into wormholes with force projection.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#1830 - 2015-04-01 19:34:48 UTC  |  Edited by: Lucas Kell
Nikk Narrel wrote:
The aim of the ideas is to promote mutual play, not nerf or buff either.
Well mutual play already exists. Making it so cloakers are 100% likely to tackle a PvE player isn;t about making it more mutual, it's about making it so cloakers always win. Whether you mean to or not, your ideas wrreck balance in your favour.

Nikk Narrel wrote:
Your view that any change to PvE must by necessity be a nerf, is simply assuming too much.
That's not my view at all, but thanks for the misrepresentation. My view is that you repeatedly crying out for your ideas which are definitely nerfs to PvE are bad for PvE.

Nikk Narrel wrote:
As to log offed and WH entries, this is a game.
We do not want perfect defenses, as they eventually meet other perfect items, and cause stalemates.
All involved will be subject to human error, and we accept that. It is simply not a foundation to build mechanics around, however.
Lol, so what your are doing is agreeing that you would need to have scout on every gate. Yes, it is a game, and making mechanics which require players to sit and watch objects in space is bad game design.

Nikk Narrel wrote:
You are correct about the movement penalty.
I was thinking about the targeting issue, and mentally flipped them.
The ceptor wishing to tie down it's targets until a fleet arrives, needs to survive that long as well as prevent it's target from leaving.
The scan resolution penalty of -40% may not be a major factor, but having even a T2 cloak locks that in.
Added to which, the PvE player should have been notified an inty was spotted blowing past a border gate, and seeing it land on grid. (Hopefully they were not sitting at the warp in point, and equipped nanite paste instead of KY Jelly)
Except as we've just establish above, the ceptor might not have passed any gate. I'm honestly not sure if you legitimately overlook the massive holes in the ideas you have or if you simply don;t care about any perspective but that of the aggressor.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#1831 - 2015-04-01 19:41:33 UTC
Aeryn Maricadie wrote:
I thought you said you had experience in WH space? because that is what is done, it's not hard and in k-space it would be even easier since the gates wouldn't move around on you. It's also nice for new players that don't have the SP to bring anything useful to the fleet, they can still participate and receive a cut of the proceeds and learn how fleet operations work.
I do have experience in wormholes. If you are doing serious PvE you seal your hole if you can or shrink it down to just one static, giving you just one entrance to monitor. Null doesn't have that luxury, most systems have multiple entry points.

In addition, wormhole players have class restrictions for ship sizes, no worry about someone lighting a cyno and jumping in a fleet, and most importantly have roaming routes. This means that if you want to target a wormhole group and don't have a spy you are working with blind luck to find them. A null group can be navigated to using the autopilot route finder.

Overall, any mechanic which makes players have to sit and stare at an object in space and not actually take part in the real gameplay is a bad mechanic. I'd much rather replace that player with a structure and have players having to actively play than sit idle waiting for hours for nothing to happen.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#1832 - 2015-04-01 21:08:57 UTC
Lucas Kell wrote:

Overall, any mechanic which makes players have to sit and stare at an object in space and not actually take part in the real gameplay is a bad mechanic.


Which is a pretty apt description of local.


Quote:
I'd much rather replace that player with a structure and have players having to actively play than sit idle waiting for hours for nothing to happen.


Oh the freaking irony....

Roll

[prediction--Lucas wont get that last one at all]

"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.
#1833 - 2015-04-01 21:13:22 UTC
Teckos Pech wrote:
Lucas Kell wrote:
Overall, any mechanic which makes players have to sit and stare at an object in space and not actually take part in the real gameplay is a bad mechanic.
Which is a pretty apt description of local.
Not really, local is a tool. That's like saying that the fitting window is bad mecahnic because it works out all your bonuses for you. Whatever replaces local if it ever goes would also be a tool that gets looked at. UI elements are a far cry from having to fly a ship to a given spot and do nothing but watch a gate.

What you should have predicted is that I wouldn't respond to trolling.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#1834 - 2015-04-01 21:54:21 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Lucas Kell wrote:
Overall, any mechanic which makes players have to sit and stare at an object in space and not actually take part in the real gameplay is a bad mechanic.
Which is a pretty apt description of local.
Not really, local is a tool. That's like saying that the fitting window is bad mecahnic because it works out all your bonuses for you. Whatever replaces local if it ever goes would also be a tool that gets looked at. UI elements are a far cry from having to fly a ship to a given spot and do nothing but watch a gate.

What you should have predicted is that I wouldn't respond to trolling.


Sitting and staring at a gate to see if someone comes through bad.
Sitting and staring at local to see if someone comes through GREAT!

Sure Lucas. Whatever you say. 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.
#1835 - 2015-04-02 06:36:44 UTC
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
Lucas Kell wrote:
Overall, any mechanic which makes players have to sit and stare at an object in space and not actually take part in the real gameplay is a bad mechanic.
Which is a pretty apt description of local.
Not really, local is a tool. That's like saying that the fitting window is bad mecahnic because it works out all your bonuses for you. Whatever replaces local if it ever goes would also be a tool that gets looked at. UI elements are a far cry from having to fly a ship to a given spot and do nothing but watch a gate.

What you should have predicted is that I wouldn't respond to trolling.


Sitting and staring at a gate to see if someone comes through bad.
Sitting and staring at local to see if someone comes through GREAT!

Sure Lucas. Whatever you say. Roll
Except you don't sit and stare at local, you play the damn game. It's a UI element. You seriously can't see the difference?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#1836 - 2015-04-02 15:08:53 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
Lucas Kell wrote:
Overall, any mechanic which makes players have to sit and stare at an object in space and not actually take part in the real gameplay is a bad mechanic.
Which is a pretty apt description of local.
Not really, local is a tool. That's like saying that the fitting window is bad mecahnic because it works out all your bonuses for you. Whatever replaces local if it ever goes would also be a tool that gets looked at. UI elements are a far cry from having to fly a ship to a given spot and do nothing but watch a gate.

What you should have predicted is that I wouldn't respond to trolling.


Sitting and staring at a gate to see if someone comes through bad.
Sitting and staring at local to see if someone comes through GREAT!

Sure Lucas. Whatever you say. Roll
Except you don't sit and stare at local, you play the damn game. It's a UI element. You seriously can't see the difference?


They both suck Lucas....that's the point.

"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.
#1837 - 2015-04-02 15:55:27 UTC
Teckos Pech wrote:
They both suck Lucas....that's the point.
Local doesn't suck, it's a portion of the UI that provides you information, you simply don't like it. Objectively it sucks no more than the assets window or the market browser does. On the other hand the alternative, which seems to be people sitting and doing nothing but staring at a gate, that actually sucks from a game design perspective. The main difference is that one is a tool while the other is a core gameplay mechanic. Core gameplay mechanics should actually involve players playing the game in a way that's entertaining. Very few gamers find staring to be entertaining.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#1838 - 2015-04-02 16:19:49 UTC
Lucas Kell wrote:
Teckos Pech wrote:
They both suck Lucas....that's the point.
Local doesn't suck, it's a portion of the UI that provides you information, you simply don't like it. Objectively it sucks no more than the assets window or the market browser does. On the other hand the alternative, which seems to be people sitting and doing nothing but staring at a gate, that actually sucks from a game design perspective. The main difference is that one is a tool while the other is a core gameplay mechanic. Core gameplay mechanics should actually involve players playing the game in a way that's entertaining. Very few gamers find staring to be entertaining.

So, how do you combine genuine effort, more than simply staring at a free window with intel, with play respecting mechanics?

I see this:
Anchor a limited life, cloaked probe at gates, or other sensitive location.
This item will alert you to activity, such as gate flash or new items appearing / vanishing from it's overview.

Life span based on remote operator skill, such as the existing requirements for EW drones combined with the astrometric scanning skills already valued for probe use.
A player could mount up to 5 of these, with proper skills, in the same system they were in.

Potential for probes operating farther out than the same system, would need a dev to consider balance issues.
Mario Putzo
#1839 - 2015-04-02 17:30:36 UTC
Lucas Kell wrote:

Teckos Pech wrote:
Now I have repeatedly claimed I want AFK cloaking gone, that I think a change to local will accomplish this and preserve balance and that I want PvE in null to be viable. That includes mining, ratting and everything else. I don't want to destroy null, I have never suggested anything remotely like that. You constant use of this disingenuous tactic is very annoying.
And I agreed, multiple times, which you ignored. Removing local would remove AFK cloaking, but it would also remove null PvE which is bad.
.


Right because no local is killing WH pve...oh wait nvm WH's are ever increasing in usage...**** me right.
Daichi Yamato
Jabbersnarks and Wonderglass
#1840 - 2015-04-02 17:32:06 UTC
How does the fact that is a portion of the UI mean it doesnt suck?

Considering how much players have said other parts of the UI suck, im curious how your argument works?

If i could right click and warp to anyone in local, it would still be just a piece of UI like the market window, and youd defend it as such? lol

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