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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Lucas Kell
Solitude Trading
S.N.O.T.
#1861 - 2015-04-03 17:09:09 UTC
Nikk Narrel wrote:
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.
But then that's a mechanic that CCP have stated they hate. They have stated that any mechanic where there's only 1 right option they don;t really want to have. That's why they got rid of clones, there was no reason to ever not update your clone. In the same way there wouldn't be a reason to not monitor your gates, so what's the point of the mechanic?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#1862 - 2015-04-03 17:14:32 UTC
Mario Putzo wrote:
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.
WH population is shockingly low. On top of that wormholes are starkly different from nullsec. You can't just navigate to a given wormhole, you can't cyno into a wormhole, hell, you can't even jump certain ships into certain wormholes, and beside their statics you can seal a wormhole up. Should local be removed from null there would be absolutely no reason to choose null PvE over wormhole PvE.

Daichi Yamato wrote:
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
Because if you actually read the context, we're talking about them as gameplay mechanics as they affect the enjoyment of the game. Ignore what benefit they give you and look at the raw mechanic from a gameplay perspective. The existence of a UI element doesn't change how you play the game. Having to be on grid staring at a gate does, and it forces you into just sitting and watching an object in space. So from a context of actually playing the game, a UI element doesn't suck, it simply provides feedback from the client. Should local be replaced it would have to be replaced by another UI element. Replacing it with players who have to sit and watch gates is terribly game design, and quite honestly something CCP wouldn't do.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#1863 - 2015-04-03 17:15:09 UTC  |  Edited by: Teckos Pech
Marranar Amatin wrote:
The cloaker wants to block a system. You leave the system. The cloaker was successful. Thats not what counter means.

A counter means there is actually something to do to stop him from what he is doing. To make him NOT disrupt the system. You can not counter something that wants to stop you using a system by not using this system.


I disagree here, completely. I don't care about the system itself, I care about stopping you from obtaining isk/resources. If I block the system, but you go and obtain isk/resources anyways blocking the system is largely a waste of time and loss for me.

Marranar Amatin wrote:

You contradict yourself. Either he represents zero risk, OR he increases my risk. Both at once is not possible.


Okay, lets recapitulate...

I am talking about subjective risk and probabilities here. As such, we can have have both existing at the same time. For the AFK cloaker the subjective risk he poses towards you is pretty much zero. For you, it is non-zero because you don't know if he is AFK or not. Both are true, and exist at the same time. So, no contradiction.

So, is it reasonable to put the AFK cloaker at risk when looking at things from his perspective he poses such a low risk to you? And is it reasonable to make the risk the AFK cloaker faces so high? All the suggestions to deal with AFK cloaking alone entail risks for the AFK cloaker approaching 1. I would argue that is bad game design. And it makes your position hypocritical too. You come here complaining about an increase in your own subject risk so the solution must to make the risk of the pilot imposing that increase face a risk factor approaching 1, almost sure destruction of his ship and pod?

Quote:
Ok, now at least you are honest. You want to have system were the attacker has zero risk, and only the defender risks anything. Basically we can stop argueing any details here. This is a fundamental difference in our viewpoints.


Yes, maybe we better had. I see this as a game where you face different risks depending on what you do. It is up to you to manage those risks.

As for gains to the AFK Cloaker, there are no gains. In fact, I'd argue that having an alt dedicated to AFK cloaking a system represents a loss. While he is camping that system I cannot use him for anything to help me obtain isk/resources. And yes, people will incur losses to impose penalties on others (e.g. the ultimatum game).

Quote:
I think that what you want is really really bad gamedesign. Why should one side have the advantage? Why should the attacker have zero risk and not the defender? Why not make pve ships invulnerable? The only good compromise can be a fair distribution of risk on the activities depending on what they achieve.


You are quite simply wrong. Here is what I want:

1. AFK cloaking gone.
2. The inherent advantage to system residents provided by local gone.
3. PvE in null to be a viable in game activity.

None of those are irrational nor bad. In fact, we probably agree on 1 and 3. Perhaps it is your own short sightedness of lack or understanding what this game is about that is the problem

"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
#1864 - 2015-04-03 17:18:51 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
Nikk Narrel wrote:
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.
But then that's a mechanic that CCP have stated they hate. They have stated that any mechanic where there's only 1 right option they don;t really want to have. That's why they got rid of clones, there was no reason to ever not update your clone. In the same way there wouldn't be a reason to not monitor your gates, so what's the point of the mechanic?


There is no reason to not watch local while doing PvE. There is no reason to not scuttle to safety when a non-blue enters system. In "PvE systems" why would you not anchor the observation array and use to ensure safe(r) PvE?

Part of the problem is that there is very little that CCP can do to stop player behaviors. For example, coalitions...I've argued they are a natural result of human nature and behavior and that there probably is nothing CCP can do about it...except maybe some really really horrible game mechanics.

Oh and why might I not want to watch a gate? Well, if we tweak Nikk's idea to it having to be on the other side of the in-gate then its a big fat advertisement...high probability somebody is in here doing PvE. If I don't put them out then people might simply pass on by. Especially if NPCs killed is no longer visible in or out of game. Or maybe I'll use them to trick you into thinking I'm in that system doing PvE when in fact there is a gate camp on the other side.

"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.
#1865 - 2015-04-03 17:23:27 UTC
Mario Putzo wrote:
All stemming from one quick glance at local log. It is the single largest source of intel gathering in the game. Period...and it is entirely free to use.
So? There's an enormous wealth of information available through the UI completely free to use, and yet local is the one that you guys whine about because that's the one that people use to evade. What you want is to remove people's ability to raid so you can get free kills.

Mario Putzo wrote:
SOV NS
A Gate Service (like Station Service) That displays the pilots passing through the gate. Only shown to the corp/alliance owning the service.
- Will display a pilots name in local, or remove a name from local if they pass through the gate
- name persists until leaving system, or logging out. or the service module is offlined.
- will not display names of pilots who log into a system, enter through cyno, or covert cyno.
- Destructible (or w/e you want to call entosis linking ****)

ALL Non-Owners (including Blues)
- No local intel
So effectively you want defenders to have an even larger advantage over an aggressor than they already do. That's pretty much the opposite of what they are working towards with sov.

Also, what's the reasoning behind no intel for blues? Other space is based on standings, so other than "punish coalitions" there's really no reason for that. For the most part though, it's irrelevant, since at least one member of the alliance will be there to feed local directly into a web app just as we do with d-scan data so everyone's always fully aware of what's going on.

It's also exploitable, and you could just jump into a system a little early, all log out then back in again to wipe yourself from local.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#1866 - 2015-04-03 17:27:22 UTC
Lucas Kell wrote:
Mario Putzo wrote:
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.
WH population is shockingly low. On top of that wormholes are starkly different from nullsec. You can't just navigate to a given wormhole, you can't cyno into a wormhole, hell, you can't even jump certain ships into certain wormholes, and beside their statics you can seal a wormhole up. Should local be removed from null there would be absolutely no reason to choose null PvE over wormhole PvE.

Daichi Yamato wrote:
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
Because if you actually read the context, we're talking about them as gameplay mechanics as they affect the enjoyment of the game. Ignore what benefit they give you and look at the raw mechanic from a gameplay perspective. The existence of a UI element doesn't change how you play the game. Having to be on grid staring at a gate does, and it forces you into just sitting and watching an object in space. So from a context of actually playing the game, a UI element doesn't suck, it simply provides feedback from the client. Should local be replaced it would have to be replaced by another UI element. Replacing it with players who have to sit and watch gates is terribly game design, and quite honestly something CCP wouldn't do.


Lucas comparing the populations of null to W-space is about as bad as making simple comparisons between W-space and K-space and removing local by itself. W-space takes a bit more effort to "live there" than in null. You have to able to scan, and moving things in is a bit more of a pain in the posterior (no jump freighters to ferry stuff in). So it isn't clear it is the lack of local that makes the population low or the extra-effort.

"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
#1867 - 2015-04-03 17:27:45 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
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.

But then that's a mechanic that CCP have stated they hate. They have stated that any mechanic where there's only 1 right option they don;t really want to have. That's why they got rid of clones, there was no reason to ever not update your clone. In the same way there wouldn't be a reason to not monitor your gates, so what's the point of the mechanic?

You are connecting unrelated items, clones and efforts for intel, based on an assumption.

The difference is this: Making an effort to update a clone is not so much a choice, as a penalty waiting to happen if you forget.
That does NOT apply to this.

This would enable a scout to monitor a system, by priority a bottleneck if they had limited resources.

The PvE player is not necessarily the scout. They can multitask into that, if they are operating solo, but that assumes the lack of others playing with them.
The most likely scout, would be a gate camp operator, so they could relay commands to others working with them, as well as feed intel channels when hostiles entered a pipe.

For a PvE player, self scouting would possibly be just as useful as being able to haul for themselves. Not a requirement, but certainly a practical choice to consider.
Lucas Kell
Solitude Trading
S.N.O.T.
#1868 - 2015-04-03 17:29:27 UTC
Teckos Pech wrote:
If we were to take two players and task them as follows:

Player 1. Go to an anomaly and start ratting and avoid getting killed.
Player 2. Jump in and try to kill player 1.

Additional assumption: Both players understand the roles of each player.

In this instance Player 2 will very rarely catch Player 1. Player 1 always has the advantage of advanced warning. Even if there is just 1 anomaly in system Player 2 will have plenty of time to escape provided he is at least 3 neurons firing. There are a couple of reasons for this that have been gone over before, but what the heck here they are again.
But... surely that's the design of the game. It's designed so that if you are active and alert and respond very quickly, evasion is an option. If the mechanics were changed so that wasn't the case, you're effectively removing evasion as a possibility. As it currently stands you have to be very quick and already prepared to evade a good hunter, and the thousands of kills every day shows this is balanced quite well.

Teckos Pech wrote:
It also sucks because watching local constantly or even near constantly is boring and enervating and not really playing the game. So yeah, for those few seconds you stop watching to switch to a new target you are "playing the game". The rest of the time you really aren't playing anymore than the schlub watching the gate.

So...your position is that "playing the game" with the local mechanic, which is damn close to measure zero is somehow amazingly different than sitting and watching the game? That teeny tiny bit of "playing the game" and local and the current situation is so awesome we shouldn't come up with a new method/mechanic that can allow for more "playing the game" while still keeping PvE in null viable?
lol? Watching local is something you do as part of your normal gameplay, like watching your shields or watching your guns. Removal of local would mean now a player needs to do literally nothing other than watching a game, because he has to be on grid with the gate and so can't be doing it as part of his normal gameplay. He has to log on, watch gate, type in chat if something arrives. That's his gameplay, watching an object in space. And you can't see why that's terrible game design?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#1869 - 2015-04-03 17:35:15 UTC
Lucien Visteen wrote:


But lets flip it. Say that local gets turned into w-space local. Whats to stop a single indivdual to deliberately make his presence known just to hurt income. How can that be dealt with?


By changing the current cloak mechanics. Change how local works AND change how cloaks work, with the constraint the null PvE remain viable.

Lucien Visteen wrote:
I was writing in past tense. And the last bit is rather unbecoming of you.


Sorry, I did notice the past tense, and my statement was conditional...if you aren't that risk averse then no worries.

"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.
#1870 - 2015-04-03 17:35:36 UTC
Teckos Pech wrote:
There is no reason to not watch local while doing PvE. There is no reason to not scuttle to safety when a non-blue enters system. In "PvE systems" why would you not anchor the observation array and use to ensure safe(r) PvE?
Watching a UI element is not a gameplay mechanic. There's no reason to not watch your shield, armour and hull either, yet nobody would advocate the removal of that, since it's there to inform you of things you then act upon. AS for no reason not to scuttle to safety, of course there's reason. If you feel you can take the person that's arriving then you stay on grid, this happens every single day. That's starkly different from adding an active mechanic which there is no reason no to do.

Teckos Pech wrote:
Oh and why might I not want to watch a gate? Well, if we tweak Nikk's idea to it having to be on the other side of the in-gate then its a big fat advertisement...high probability somebody is in here doing PvE. If I don't put them out then people might simply pass on by. Especially if NPCs killed is no longer visible in or out of game. Or maybe I'll use them to trick you into thinking I'm in that system doing PvE when in fact there is a gate camp on the other side.
You might find weird uses for it, sure, but for a "normal" player, there would be no reason to opt out of having the intel. It would be one of those things that you just do.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#1871 - 2015-04-03 17:39:22 UTC
Teckos Pech wrote:
Lucas comparing the populations of null to W-space is about as bad as making simple comparisons between W-space and K-space and removing local by itself. W-space takes a bit more effort to "live there" than in null. You have to able to scan, and moving things in is a bit more of a pain in the posterior (no jump freighters to ferry stuff in). So it isn't clear it is the lack of local that makes the population low or the extra-effort.
You do realise I was responding to a post claiming that WH PvE existing was proof that null PvE would exist without local right? And that I was responding that those two areas of space were different, right? So thanks for agreeing I guess.

Nikk Narrel wrote:
You are connecting unrelated items, clones and efforts for intel, based on an assumption.

The difference is this: Making an effort to update a clone is not so much a choice, as a penalty waiting to happen if you forget.
That does NOT apply to this.

This would enable a scout to monitor a system, by priority a bottleneck if they had limited resources.

The PvE player is not necessarily the scout. They can multitask into that, if they are operating solo, but that assumes the lack of others playing with them.
The most likely scout, would be a gate camp operator, so they could relay commands to others working with them, as well as feed intel channels when hostiles entered a pipe.

For a PvE player, self scouting would possibly be just as useful as being able to haul for themselves. Not a requirement, but certainly a practical choice to consider.
It would still be a one choice mechanic, which CCP have stated they do not like.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#1872 - 2015-04-03 17:40:07 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
Teckos Pech wrote:
If we were to take two players and task them as follows:

Player 1. Go to an anomaly and start ratting and avoid getting killed.
Player 2. Jump in and try to kill player 1.

Additional assumption: Both players understand the roles of each player.

In this instance Player 2 will very rarely catch Player 1. Player 1 always has the advantage of advanced warning. Even if there is just 1 anomaly in system Player 2 will have plenty of time to escape provided he is at least 3 neurons firing. There are a couple of reasons for this that have been gone over before, but what the heck here they are again.
But... surely that's the design of the game. It's designed so that if you are active and alert and respond very quickly, evasion is an option. If the mechanics were changed so that wasn't the case, you're effectively removing evasion as a possibility. As it currently stands you have to be very quick and already prepared to evade a good hunter, and the thousands of kills every day shows this is balanced quite well.

Teckos Pech wrote:
It also sucks because watching local constantly or even near constantly is boring and enervating and not really playing the game. So yeah, for those few seconds you stop watching to switch to a new target you are "playing the game". The rest of the time you really aren't playing anymore than the schlub watching the gate.

So...your position is that "playing the game" with the local mechanic, which is damn close to measure zero is somehow amazingly different than sitting and watching the game? That teeny tiny bit of "playing the game" and local and the current situation is so awesome we shouldn't come up with a new method/mechanic that can allow for more "playing the game" while still keeping PvE in null viable?
lol? Watching local is something you do as part of your normal gameplay, like watching your shields or watching your guns. Removal of local would mean now a player needs to do literally nothing other than watching a game, because he has to be on grid with the gate and so can't be doing it as part of his normal gameplay. He has to log on, watch gate, type in chat if something arrives. That's his gameplay, watching an object in space. And you can't see why that's terrible game design?


If evasion results in almost sure survival that is bad game design. By the way almost sure is a technical term you may not be familiar with, an event that is almost sure means that that event happens with probability 1 (although it does not mean the counter event, being caught in this case, has probability zero).

And no, I don't want to remove evasion as an option, I just want to tone down the probability of success or make success more dependent on in game actions is probably a better way of putting it.

"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
#1873 - 2015-04-03 17:41:43 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Lucas comparing the populations of null to W-space is about as bad as making simple comparisons between W-space and K-space and removing local by itself. W-space takes a bit more effort to "live there" than in null. You have to able to scan, and moving things in is a bit more of a pain in the posterior (no jump freighters to ferry stuff in). So it isn't clear it is the lack of local that makes the population low or the extra-effort.
You do realise I was responding to a post claiming that WH PvE existing was proof that null PvE would exist without local right? And that I was responding that those two areas of space were different, right? So thanks for agreeing I guess.


Yes, I agree they are different, but your claim that W-space populations are low and is somehow related to local is dubious.

"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

Marranar Amatin
Center for Advanced Studies
Gallente Federation
#1874 - 2015-04-03 17:44:39 UTC  |  Edited by: Marranar Amatin
Daichi Yamato wrote:
Local is the counter to any ambush, cloaky or otherwise. Likewise local allows players to never lose anything by merely keeping an eye on a chat channel. The only thing that can be done to counter local is to appear afk and dull everyone to your presence, which is only practical to do in a cloak.

If you change cloaks and nothing else, you remove the only counter to local. Something that should never happen considering how stupidly safe ratting already is.

Change one, change the other.


You are still missing the point. Nothing of what you wrote describes how you are supposed to counter the cloakies system disrupting power by using local.

Daichi Yamato wrote:
If you dont let them appear to be AFK, then you cannot counter local.

local has to go with 100% safety of cloaks.


Again you are complelty missing the point. Mario said that as soon as you undock you should face the risk of loosing something. Since he defends cloaky camping, I felt the need to point out that he seems to think that there should be an exception for that mechanic for cloakies.
How is your claim that cloakies are supposed to counter local a valid response to this? Either you want that everyone takes a risk or not. Or is that a complicated way of saying "I think that countering local is very important, so those who I claim do so, should be excempt from all risk as reward"?

This claim is used all the time here, it always goes like this:
statement: "cloaky campers are broken because of xy"
answer: "lets ignore xy, they cloakies counter local, so they are fine".

Thats a stupid reasoning. If you dont agree they are broken, then try to argue against xy, your answer should be in the direction of "no they are not broken, xy does not apply for ", dont throw distractions. If you agree then simpy do so, then your logical response should be "yes they are broken, so we should do something about that. This might lead to a problem with local, so we should tackle that next".

Then you can start a new discussion why local is a problem and what could be done to fix that. But there is no point in defending an obviously broken mechanic while ignoring all arguments and simply stating they counter another allegedly broken mechanic.

Daichi Yamato wrote:
We have anoms just like you, and not only that, but we have to loot them to get paid. We dont get to warp out and still get paid after running half the site because a gang turns up.

We've been through this already


And I am still right. Your anoms give a lot more rewards, which is ok, because your risk is a lot higher. But if k-space risks raises even above w-space risk, then obviously k-space rewards must be raised too.

Daichi Yamato wrote:
You're the one asking for changes in only one direction that will massively favour the defender and allow him to evict the cloaker with minimal effort or risk. Everyone has been saying that the current system is balanced, albeit undesirable, and you're saying it needs to be heavily shifted to give the defender even more safety...

We're asking for both to change so effort has to be expended by both sides.

The only ones looking to create bad game design are the ones saying local is fine but cloaks are not.


No I am not. If you would actually read what I write instead of jumping to conclusions you should now that. I am simply for changing a broken mechanic.
If removing afk camping makes ISK generation in 0.0 too easy, something has to be done there to, I said that numerous times. On that point I am just stating the fact that simply removing local would be a HUGE nerf to 0.0 ISK generation which would put it far below the current status quo (which you claim to be balanced), so as an exchange there has to be a strong buff to income, or in security.
Teckos Pech
Hogyoku
Goonswarm Federation
#1875 - 2015-04-03 17:45:09 UTC
Lucas Kell wrote:
Teckos Pech wrote:
There is no reason to not watch local while doing PvE. There is no reason to not scuttle to safety when a non-blue enters system. In "PvE systems" why would you not anchor the observation array and use to ensure safe(r) PvE?
Watching a UI element is not a gameplay mechanic. There's no reason to not watch your shield, armour and hull either, yet nobody would advocate the removal of that, since it's there to inform you of things you then act upon. AS for no reason not to scuttle to safety, of course there's reason. If you feel you can take the person that's arriving then you stay on grid, this happens every single day. That's starkly different from adding an active mechanic which there is no reason no to do.

Teckos Pech wrote:
Oh and why might I not want to watch a gate? Well, if we tweak Nikk's idea to it having to be on the other side of the in-gate then its a big fat advertisement...high probability somebody is in here doing PvE. If I don't put them out then people might simply pass on by. Especially if NPCs killed is no longer visible in or out of game. Or maybe I'll use them to trick you into thinking I'm in that system doing PvE when in fact there is a gate camp on the other side.
You might find weird uses for it, sure, but for a "normal" player, there would be no reason to opt out of having the intel. It would be one of those things that you just do.


I see you are back to shifting terms to suit your purposes Lucas. You always do this when confronted with a counter argument, that or run to the extreme conclusion. "You want to destroy null!!!!!!!!"

Whatever. 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

Teckos Pech
Hogyoku
Goonswarm Federation
#1876 - 2015-04-03 17:47:18 UTC  |  Edited by: Teckos Pech
Marranar Amatin wrote:


No I am not. If you would actually read what I write instead of jumping to conclusions you should now that. I am simply for changing a broken mechanic.
If removing afk camping makes ISK generation in 0.0 too easy, something has to be done there to, I said that numerous times. On that point I am just stating the fact that simply removing local would be a HUGE nerf to 0.0 ISK generation which would put it far below the current status quo (which you claim to be balanced), so as an exchange there has to be a strong buff to income, or in security.


How does the AFK cloaked pilot interact with you Marranar? What game mechanic is he using?

Note, the operative word here is interact. Not how is he cloaking, that is trivial, the cloaking device. How is his presence in system known to you?

"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
#1877 - 2015-04-03 17:49:21 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
You are connecting unrelated items, clones and efforts for intel, based on an assumption.

The difference is this: Making an effort to update a clone is not so much a choice, as a penalty waiting to happen if you forget.
That does NOT apply to this.

This would enable a scout to monitor a system, by priority a bottleneck if they had limited resources.

The PvE player is not necessarily the scout. They can multitask into that, if they are operating solo, but that assumes the lack of others playing with them.
The most likely scout, would be a gate camp operator, so they could relay commands to others working with them, as well as feed intel channels when hostiles entered a pipe.

For a PvE player, self scouting would possibly be just as useful as being able to haul for themselves. Not a requirement, but certainly a practical choice to consider.

It would still be a one choice mechanic, which CCP have stated they do not like.

What one choice?

Some players will pursue it, some won't.
Some will exclusively dedicate alts to do it, on separate accounts.
That is at least three choices, and likely not anticipating other combinations.

Thanks to intel channels, this will have a point of diminishing returns, as using two players to monitor the same gates or locations will have significantly reduced value.
This translates into people possibly training the skill, but not wasting time fitting to use it without need.
Lucas Kell
Solitude Trading
S.N.O.T.
#1878 - 2015-04-03 18:01:26 UTC
Teckos Pech wrote:
If evasion results in almost sure survival that is bad game design. By the way almost sure is a technical term you may not be familiar with, an event that is almost sure means that that event happens with probability 1 (although it does not mean the counter event, being caught in this case, has probability zero).
Yet thousands of players die every single day, so obviously evasion doesn't result in almost sure survival.

Teckos Pech wrote:
And no, I don't want to remove evasion as an option, I just want to tone down the probability of success or make success more dependent on in game actions is probably a better way of putting it.
Of course you do. You're gripe with intel mechanics is that people can get away. The alternative is that they can't get away. You say it should be up to actions - it is! You don't automatically get away, you have to be prepared to get away and react with seconds. Whatever mechanic gets put in, if evasion is possible, then all players will be able to evade if they do everything perfectly, just like they do now.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#1879 - 2015-04-03 18:03:36 UTC
Nikk Narrel wrote:
What one choice?

Some players will pursue it, some won't.
Some will exclusively dedicate alts to do it, on separate accounts.
That is at least three choices, and likely not anticipating other combinations.

Thanks to intel channels, this will have a point of diminishing returns, as using two players to monitor the same gates or locations will have significantly reduced value.
This translates into people possibly training the skill, but not wasting time fitting to use it without need.
The choices would be have intel or not have intel. There's no reason to choose to not have intel, thus it's a one choice mechanic. Clones were the same, you either had them updated or you didn't, but there was no reason to not have them updated.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Marranar Amatin
Center for Advanced Studies
Gallente Federation
#1880 - 2015-04-03 18:16:18 UTC
Teckos Pech wrote:
I disagree here, completely. I don't care about the system itself, I care about stopping you from obtaining isk/resources. If I block the system, but you go and obtain isk/resources anyways blocking the system is largely a waste of time and loss for me.


Since you want to start nitpicking:
You do not care about stopping a single player from obtaining ISK. You want to stop alliances or corporations. And since there are limited systems under the control of any given alliance/corporation, and you can camp several systems at once, this will reduce the income, it is just not possible to distribute the players on other systems in all cases.

You are seriously claming that cloaky camping has no effect whatsoever on income since you can just move systems? Really? Then why not remove it right away if you claim that is has no influence anyway?

Quote:
Okay, lets recapitulate...

I am talking about subjective risk and probabilities here. As such, we can have have both existing at the same time. For the AFK cloaker the subjective risk he poses towards you is pretty much zero. For you, it is non-zero because you don't know if he is AFK or not. Both are true, and exist at the same time. So, no contradiction.


That does not have much to do with your statement. Here I repeat it for you: "As for risk, lets be clear while cloaked that ship/pilot presents zero risk (...) True, he has increased your risk."

If he presents zero risk while cloaked, he cant increase my risk. Quite simple.

Quote:
So, is it reasonable to put the AFK cloaker at risk when looking at things from his perspective he poses such a low risk to you? And is it reasonable to make the risk the AFK cloaker faces so high? All the suggestions to deal with AFK cloaking alone entail risks for the AFK cloaker approaching 1. I would argue that is bad game design. And it makes your position hypocritical too. You come here complaining about an increase in your own subject risk so the solution must to make the risk of the pilot imposing that increase face a risk factor approaching 1, almost sure destruction of his ship and pod?


High risk? Who said anything about high? His risk can be quite low. If he is not stupid he will never ever risk more then about 50mil, covops are cheap. And his risk to get killed will also be quite low, it can be nearly trivial for him to escape detection. Of course if he does absolutly nothing to avoid detection (being afk) there is no reason for his risk to be lower then mine, if I were afk for hours in space with him in the system.


Teckos Pech wrote:
Yes, maybe we better had. I see this as a game where you face different risks depending on what you do. It is up to you to manage those risks. As for gains to the AFK Cloaker, there are no gains. In fact, I'd argue that having an alt dedicated to AFK cloaking a system represents a loss. While he is camping that system I cannot use him for anything to help me obtain isk/resources. And yes, people will incur losses to impose penalties on others (e.g. the ultimatum game).


And the difference seems to be that I want to balance the risk with the effects of the activity, while you want to set them arbitrarily.
Also if you would read my posts carefully, you might noticed that I wrote " depending on the possible gains and effects of the activity". This was on purpose to prevent any nitpicking where you claim that simply destroying value of the enemy is no gain, thats why I included "effect". That effect is quite strong, so you still should face an adequate risk.

Teckos Pech wrote:
You are quite simply wrong. Here is what I want:

1. AFK cloaking gone.
2. The inherent advantage to system residents provided by local gone.
3. PvE in null to be a viable in game activity.

None of those are irrational nor bad. In fact, we probably agree on 1 and 3. Perhaps it is your own short sightedness of lack or understanding what this game is about that is the problem


Great, so why exactly do you keep defending AFK cloaking when you agree that it should be gone? Shouldnt you join those that argue against it then and simply argue for changes that remove the local advantage while stil keeping 0.0 pve viable?