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AFK Cloaking™: Ideas, Discussion, and Proposals

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Dictateur Imperator
KarmaFleet
Goonswarm Federation
#1961 - 2015-04-06 17:32:49 UTC
Actually no risk to be cloack in a system.
Effect; people don't try to hit him you can't, they move, if all system are camped they just go to play an other game and hope cloacker stop. Or back to empire.
Perma cloack is a cancer for the game.


Remove perma cloack give a counter:

Pve people will hunt perma cloack, perma cloack can try to use it to bait pve people. More fight, more content, more people in 0.0, more people in the game.


Best way to develop 0.0 is to nerf perma cloack
Nikk Narrel
Moonlit Bonsai
#1962 - 2015-04-06 17:59:50 UTC
Dictateur Imperator wrote:
Actually no risk to be cloack in a system.
Effect; people don't try to hit him you can't, they move, if all system are camped they just go to play an other game and hope cloacker stop. Or back to empire.
Perma cloack is a cancer for the game.


Remove perma cloack give a counter:

Pve people will hunt perma cloack, perma cloack can try to use it to bait pve people. More fight, more content, more people in 0.0, more people in the game.


Best way to develop 0.0 is to nerf perma cloack

Or simply remove the fear that the cloaked player is an overwhelming threat.

If the potential threat to the PvE player is manageable, then they can stand their ground and keep operating.

The PvE player is not leaving because the other player is cloaked.
The PvE player is leaving because they believe the other player is an unmanageable threat.
Dictateur Imperator
KarmaFleet
Goonswarm Federation
#1963 - 2015-04-06 18:34:17 UTC  |  Edited by: Dictateur Imperator
Nikk Narrel wrote:
Dictateur Imperator wrote:
Actually no risk to be cloack in a system.
Effect; people don't try to hit him you can't, they move, if all system are camped they just go to play an other game and hope cloacker stop. Or back to empire.
Perma cloack is a cancer for the game.


Remove perma cloack give a counter:

Pve people will hunt perma cloack, perma cloack can try to use it to bait pve people. More fight, more content, more people in 0.0, more people in the game.


Best way to develop 0.0 is to nerf perma cloack

Or simply remove the fear that the cloaked player is an overwhelming threat.

If the potential threat to the PvE player is manageable, then they can stand their ground and keep operating.

The PvE player is not leaving because the other player is cloaked.
The PvE player is leaving because they believe the other player is an unmanageable threat.



See in WH, low population. Why ?

I follow recent announcement of CCP :
For me OA is a good thing : you remove perma cloack people, mae system more safe to rat yes, but more dangerous to defend.

You don't argument with the new building, you're only argument is "remove local i want easy Kill mail". It's irrelevant in fact. We are speaking about new strutuce who can control intel (and yes decloack people). The true discussion is not "did we remove perma cloack". It's we remove. Now what would be the cost of the strucutre? how it work ? Ect...

So remove local ok, but in this case make OA replace local. Oa will be the perfect intel building, you don't want your opponent have perfect intel kill him.
Nikk Narrel
Moonlit Bonsai
#1964 - 2015-04-06 20:03:38 UTC
Dictateur Imperator wrote:
Nikk Narrel wrote:
Or simply remove the fear that the cloaked player is an overwhelming threat.

If the potential threat to the PvE player is manageable, then they can stand their ground and keep operating.

The PvE player is not leaving because the other player is cloaked.
The PvE player is leaving because they believe the other player is an unmanageable threat.



See in WH, low population. Why ?

I follow recent announcement of CCP :
For me OA is a good thing : you remove perma cloack people, mae system more safe to rat yes, but more dangerous to defend.

You don't argument with the new building, you're only argument is "remove local i want easy Kill mail".

You rephrased my argument, in a manner that effectively accuses me of having malicious intentions.

First and foremost, I am the guy sitting in a mining barge. Exhumer if I feel confidant about surviving.
I don't have the personal freedom to play the same long hours as many others do. But I can take that time which I do have, and compete on the quality of my effort.

I want to know, that my attention to detail, and my willingness to be attentive to the game, will translate into meaningful results with mining. I don't have that right now, as it is trivially easy to notice a new name appear and get safe.
I want my fellow miners to either match my level of play, or fall by the wayside, while my efforts are validated with better results.

If I have to, I am happy to jump into a cloaked ship, and go into hostile territory, and decimate my counterparts there.
I can't really do that now, as the current system at best only feeds me the few who are not seriously playing.
Anyone prepared and alert PvE pilot, can avoid any hostile, myself included, reliably.

Dictateur Imperator wrote:
It's irrelevant in fact. We are speaking about new strutuce who can control intel (and yes decloack people). The true discussion is not "did we remove perma cloack". It's we remove. Now what would be the cost of the strucutre? how it work ? Ect...

So remove local ok, but in this case make OA replace local. Oa will be the perfect intel building, you don't want your opponent have perfect intel kill him.

If PvE gets the same free ride as it had before, any effort I make beyond what is needed will be an utter waste of my time.
I am not competing against another player, I am only required to beat the clock by getting safe before the hostile can stop me.

Good enough really is good enough, right now. Superior effort on either side has little meaning.
Dictateur Imperator
KarmaFleet
Goonswarm Federation
#1965 - 2015-04-06 20:51:16 UTC
If you nerf perma cloack you will have more kill mail. It's easy to understand : Perma cloack is a broken mechanic: make people don't play, you don't create content you kill it.
I don't said remove cloack, but nerf perma cloack, you don't need to stay 10 H connected in 1 system to have kill mail, or you are just a bad pvp player.

Make people less harass by perma closer mans more people come to 0.0. Less afraid by " don't play game". Yes you will kill more people, the problem with perma cloaking is not to loose a ship, it's you can't remove him if the perma cloack don't want. Remove local make 0.0 less secure as WH. do you think people stay in 0.0 or go to WH ? Or stop the game ? Think to it (a clue: a lot of pve/miner just stop the game or go to empire make incursion, you will have less target in 0.0).


Nerf perma cloack=> more pve/miner in 0.0=> more average density of population in 0.0=> more system with target=> better roam=> more kill mail.

So yes more creation of ressources and more destruction of ressources.

You want more pve/pvp interaction ? Stop defend perma cloack, nerf it. Remove local will change nothing, if people don't see enemy thy just go to low sec/empire or to WH who you can close enter... or maybe stop the game. In fact perma cloack destroy content and not create content.


Lucas Kell
Solitude Trading
S.N.O.T.
#1966 - 2015-04-07 07:53:46 UTC
Modern Inferno wrote:
Yes, its possible to cloak up in a popular ratting system in order to attempt to keep a group from ratting. This Is the risk involved with ratting in null and low.

There's no arguement here, i dont understand how this is even being considered.
The problem is that EVE is about (or supposed to be about) being a challenging environment. When a player can cloak up and retain 100% safety while they sleep while still having the same effect on the space they are attacking, there's obviously a mechanics issue there.

Modern Inferno wrote:
CCP, please do not rush into a cloaking change wwithout gathering enough data and listening to those that actually do this or use cloaks. Also keep in mind that cloaky changes will have a profound effect on bombers which i know you're treading lightly with.
Judging by what CCP have suggested they are aiming to have as minimal an impact on active cloakers as they possibly can.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

SpaceSaft
Almost Dangerous
Wolves Amongst Strangers
#1967 - 2015-04-07 09:18:47 UTC  |  Edited by: SpaceSaft
You're doing it wrong. I read the thread and I want some hours of my life back. There is one central question to this and it's very much eve's central question:



Should there be a thing that makes ships perfectly permanently safe in space?



> Yes -> remove pvp, keep cloak, put concord everywhere

> No -> make cloaked ships findable



I say no, there should be nothing that makes ships perfectly permanently safe, when they're in space.

"BUT THE BIGGER PICTURE!"

Like what, local, intel and stuff? Psychology? You're invulnerable in space. That's wrong, that terminates this discussion.

"BUT NULLSEC HAS TO BE BALANCED, INCOME HAS TO BE AT RISK"

I don't see what this has to do with cloaking, you can still go there and endanger people, station camp them if you have to.

"BUT I'M NOT EVEN DOING ANYTHING, IT'S AFK CLOAKING, AFK, SEE?"

You're invulvenrable in space. We either established that that's wrong or you're arguing for perfect safety.



How to make them findable?

Timers, ammunition, Observatory Array pings/pulses are all valid ideas.

Observatory Array functionality would make the most sense because cloaking in highsec and lowsec should be safer, like being in those areas makes you safer by default and in whs it's a very central lifestyle thing.



To be fair, the only one who made a remotely valid argument for cloaking was Jenn with the attitude of "you can prepare for it, it's part of the gameplay", but it's sidestepping the issue because even if you prepare, there is still someone sitting in space, invulnerable, unfindable. perfectly safe.



To lighten the mood a bit:

Here is a video of a cloaker avoiding the discussion.

And here is a link to the existentialism article on wikipedia because many of the themes discussed in here and in relation to eve find their foundations in that line of thinking. I encourage you to read it.
Nikk Narrel
Moonlit Bonsai
#1968 - 2015-04-07 13:40:21 UTC
SpaceSaft wrote:
You're doing it wrong. I read the thread and I want some hours of my life back. There is one central question to this and it's very much eve's central question:



Should there be a thing that makes ships perfectly permanently safe in space?



> Yes -> remove pvp, keep cloak, put concord everywhere

> No -> make cloaked ships findable



...

You are cherry picking one specific item out of the four which keeps ships safe.
(Bearing in mind, that all ships get kicked out of the game daily at the same time, so in truth everyone gets kicked eventually)

If we ignore the player needs to step away from the game, and not loose progress, this game will encounter notable diminishing returns to player effort.

1. Logged out.
The argument against this: What, they have a ship that ceases to exist, simply because they wanted to take a break from the game? AND this even includes ships not capable of regular docking, giving them the same safety as everyone else?
NOTE: Thanks to conflict timers, logging out is less useful for those seeking to evade a conflict, than other options might be.
(You might not be in the game, but your ship remains until the timer either expires, or it is blown up, whichever happens first)

2. Docked in a Station / NPC Outpost.
The argument against this: They are still sitting in space, even if it is inside another big thing sitting in space. Why can't we dock in the same station, and sabotage / assassinate / blow up others in the same place? It makes it sound like we are all locked into our own padded cells there, where we can ship spin, see a list of our fellow inmates, and order online products from each other.

3. Cloaked in space.
The argument against this: Already provided by this thread, as well as many others. Sponsored by fear of the unknown.

4. Sitting behind POS shields.
The argument against this: Sure, we can blow these things up, ONCE the timer expires. Newsflash, the game will have logged them out between when that timer started, and when it expires. Even if they keep logging back in, they will be given clear and obvious notification that they need to relocate. Added to which, they can see other ships on the overview, PvE boost for ships halfway across the system, and make mean faces.

The argument against cloaking shows up as a result of profit motivation. Others claiming idealistic goals such as realistic and absolute risk for all in space, tend to quietly ignore all of the three other methods in constant use.

The game needs cloaks, for the simple reason we need both scouting, as well as a method to preserve progress achieved in otherwise hostile space.

If you want to resolve the real problem behind so-called AFK Cloaking, remove the need for PvE to run from cloaked players, citing them as overwhelming force as the reason.
Once PvE can stand their ground, cloaking becomes no more than I suspect it was intended to be.
Dictateur Imperator
KarmaFleet
Goonswarm Federation
#1969 - 2015-04-07 13:51:58 UTC
Nikk Narrel: Explain here how you find a cloacky ship . And i will explain you how you can make people undock from a station or left pos shield.

With you no discussion you try to defend broken game play. But CCP want to change it search to understand why... Ho maybe because be safe in space if you are AFK is not a part of gameplay but just a broken mechanic ?

Yes Perma cloak will be nerf, all structure to (entosis link). We can discuss how and why it will be nerf, but stop to defend a broken mechanic.

Other argument risk vs reward : To farm you need to have 1 ship , see pve player a lot have ship at 500 M and more. You arrive you perma cloack they stop farm. They save 500 M. Remove local an let perma cloack exist: You kill they you are happy, nice KM in less of 1 hour, you loot for 100 M in the wreck without any risk.

You don't see the problem ? No risk, you will make more isk as a lot of player without any risk. Pve player juste left 0.0, less target, less people in 0.0. Bye bye eve.

Nerf perma cloack and let local: Yes more safer 0.0 that bad pve player can make isk you can't have easy km ... but yu have more pve/miner in 0.0, more possible target, more kill mail, more content for all people. => Eve is alive.

Nikk Narrel
Moonlit Bonsai
#1970 - 2015-04-07 14:06:13 UTC
Dictateur Imperator wrote:
Nikk Narrel:
(1) Explain here how you find a cloacky ship . And i will explain you how you can make people undock from a station or left pos shield.

(2) With you no discussion you try to defend broken game play. But CCP want to change it search to understand why... Ho maybe because be safe in space if you are AFK is not a part of gameplay but just a broken mechanic ?

Yes Perma cloak will be nerf, all structure to (entosis link). We can discuss how and why it will be nerf, but stop to defend a broken mechanic.

(3) Other argument risk vs reward : To farm you need to have 1 ship , see pve player a lot have ship at 500 M and more. You arrive you perma cloack they stop farm. They save 500 M. Remove local an let perma cloack exist: You kill they you are happy, nice KM in less of 1 hour, you loot for 100 M in the wreck without any risk.

(4) You don't see the problem ? No risk, you will make more isk as a lot of player without any risk. Pve player juste left 0.0, less target, less people in 0.0. Bye bye eve.

(5) Nerf perma cloack and let local: Yes more safer 0.0 that bad pve player can make isk you can't have easy km ... but yu have more pve/miner in 0.0, more possible target, more kill mail, more content for all people. => Eve is alive.

Big smile

(1) You catch them at bottleneck locations, such as gates. Otherwise, you must rely on player error for them to be exposed.
(As player error is accepted as means to catch PvE targets in this context, it must need to be acceptable on the other side too)

(2) There are four ways to be AFK, one of which actually involves disconnecting from the game. All four involve preserving the ship, once the individual requirements are met. Cloaking is only one of these.

(3) In order to launch such an attack, resulting in the kill mail and loot, the first step is always the same. The cloak gets turned off, and the ship becomes exposed and vulnerable to any normal attack.
Expecting risk, and experiencing imminent clear and present danger, are not the same thing.

(4) Make my mining barge able to fight on the same level as a Force Recon. Include reasonable expectation that a cyno appearing on grid allows me time to react and counter. I won't need to run, because I like the idea of mining with benefits.
(full load of ore, and a kill mail bonus, who wouldn't like that?)

(5) Under current circumstances, you can't catch a miner who is both prepared and alert. Increasing the number of targets noone can catch is not adding content.
If we are building mechanics around requiring player error, that is news to me.
Bowbndr
KarmaFleet
Goonswarm Federation
#1971 - 2015-04-07 14:53:56 UTC
Nikk Narrel wrote:
Dictateur Imperator wrote:
Nikk Narrel:
(1) Explain here how you find a cloacky ship . And i will explain you how you can make people undock from a station or left pos shield.

(2) With you no discussion you try to defend broken game play. But CCP want to change it search to understand why... Ho maybe because be safe in space if you are AFK is not a part of gameplay but just a broken mechanic ?

Yes Perma cloak will be nerf, all structure to (entosis link). We can discuss how and why it will be nerf, but stop to defend a broken mechanic.

(3) Other argument risk vs reward : To farm you need to have 1 ship , see pve player a lot have ship at 500 M and more. You arrive you perma cloack they stop farm. They save 500 M. Remove local an let perma cloack exist: You kill they you are happy, nice KM in less of 1 hour, you loot for 100 M in the wreck without any risk.

(4) You don't see the problem ? No risk, you will make more isk as a lot of player without any risk. Pve player juste left 0.0, less target, less people in 0.0. Bye bye eve.

(5) Nerf perma cloack and let local: Yes more safer 0.0 that bad pve player can make isk you can't have easy km ... but yu have more pve/miner in 0.0, more possible target, more kill mail, more content for all people. => Eve is alive.

Big smile

(1) You catch them at bottleneck locations, such as gates. Otherwise, you must rely on player error for them to be exposed.
(As player error is accepted as means to catch PvE targets in this context, it must need to be acceptable on the other side too)

(2) There are four ways to be AFK, one of which actually involves disconnecting from the game. All four involve preserving the ship, once the individual requirements are met. Cloaking is only one of these.

(3) In order to launch such an attack, resulting in the kill mail and loot, the first step is always the same. The cloak gets turned off, and the ship becomes exposed and vulnerable to any normal attack.
Expecting risk, and experiencing imminent clear and present danger, are not the same thing.

(4) Make my mining barge able to fight on the same level as a Force Recon. Include reasonable expectation that a cyno appearing on grid allows me time to react and counter. I won't need to run, because I like the idea of mining with benefits.
(full load of ore, and a kill mail bonus, who wouldn't like that?)

(5) Under current circumstances, you can't catch a miner who is both prepared and alert. Increasing the number of targets noone can catch is not adding content.
If we are building mechanics around requiring player error, that is news to me.



My question is simply what content dose being cloaked up in a system create? I get the idea that you have to be able to gather intel, and I understand having to go get a drink or use the bathroom. but if you log in and cloak up and just walk away from the computer then there should be a mechanic to decloak you or log you off at the least.
Dictateur Imperator
KarmaFleet
Goonswarm Federation
#1972 - 2015-04-07 15:14:41 UTC
Nikk Narrel wrote:



(1) You catch them at bottleneck locations, such as gates. Otherwise, you must rely on player error for them to be exposed.
(As player error is accepted as means to catch PvE targets in this context, it must need to be acceptable on the other side too)


If we are building mechanics around requiring player error, that is news to me.



As you just said : In fact you said to catch colloquy people you must wait an error of him. But you have no problem to said it's a broken mechanic if to catch pve/miner after nerf you must hope an error ? You are a troll. In fact you just hope to troll this post to make it will be close, i have understand your tactic: all your argument are irrelevant.


Nerf perma cloacking don't nerf active cloack , more strategical thing to do. More risk vs reward for defender and for attacker. More fun for all people.

And make mining barge as powerful as a recon ship : Not the solution, and pve ship ? In fact you proof one thing : You know remove local and aft cloack are broken mechanic for eve (see wh). But you try to make it just for our own fun, you don't think to the game. You think for you only.
rsantos
The Scope
Gallente Federation
#1973 - 2015-04-07 15:16:15 UTC  |  Edited by: rsantos
Bowbndr wrote:

My question is simply what content dose being cloaked up in a system create? I get the idea that you have to be able to gather intel, and I understand having to go get a drink or use the bathroom. but if you log in and cloak up and just walk away from the computer then there should be a mechanic to decloak you or log you off at the least.


Why?! Why there should be a mechanic to decloak AFK cloaked ships? The whining is just off the chart!

Why should you be able to safe up inside a station and go AFK! I want a mechanic to eject people from it - say you forgot to pay room rent - so that you can't just be AFK inside a station and should instead log off.

Oh oh! Why not do the same with POS ... after some timer some magnetic anomaly builds up between your ship shields and the pos shields and it ejects you from the POS! So that you can't AFK inside a POS and should instead log off.

You are AFK and not providing or enjoing content! So BUMM... Get RekT!

Its pretty simple whining peeps! if you couldn't see the name of the cloaked ship on local chat we wouldn't be having this discussion!
Nikk Narrel
Moonlit Bonsai
#1974 - 2015-04-07 15:16:40 UTC
Bowbndr wrote:
My question is simply what content dose being cloaked up in a system create?

Ok, here is a valid point.
What content is created by AFK Cloaking?

The answer, as you may expect, is NONE.

BUT, and this is a glossed over part too often, it is not supposed to be responsible for content creation.
It is intended, I believe, to be a means of placing future content in a protected state.

If a cloaked player shows up, and the PvE players he came to harass all go and hide, it does NOT signal a requirement for the cloaked player to leave.
Rather, it is expected that his logging out is a pointless option, as the moment he logs back in again, the process of PvE players hiding simply and predictably is repeated.

The genuine issue is rather that this future content being preserved, will be initiated with little warning to the PvE player, who also expects the content to be an overwhelming attack which has only their kill mail as an outcome.

The PvE player wants to avoid the content, because they expect that they cannot win the fight.
THIS is the real problem, the too often correct perception that a cloaked player would win in a fight against a PvE player.

We are debating whether to forcibly remove the cloaked player, removing content entirely, or allow one sided content to remain.

Why aren't we trying to make the content something everyone would want to have instead?
Where the PvE player gets to have a genuine chance at winning, with neither side having an objective reason to believe one side would usually win.

Bowbndr wrote:
I get the idea that you have to be able to gather intel, and I understand having to go get a drink or use the bathroom. but if you log in and cloak up and just walk away from the computer then there should be a mechanic to decloak you or log you off at the least.

No, there exists no such objective need.

Decloaking equals effective ejection from the system, removing the potential content.
Logging off was explained as useless in the section above.

We want content, but we want it to be objectively balanced, not a threat which deters one side from wanting it to happen at all.
Dictateur Imperator
KarmaFleet
Goonswarm Federation
#1975 - 2015-04-07 15:21:46 UTC  |  Edited by: Dictateur Imperator
rsantos wrote:
Bowbndr wrote:

My question is simply what content dose being cloaked up in a system create? I get the idea that you have to be able to gather intel, and I understand having to go get a drink or use the bathroom. but if you log in and cloak up and just walk away from the computer then there should be a mechanic to decloak you or log you off at the least.


Why?! Why there should be a mechanic to decloak AFK cloaked ships? The whining is just off the chart!

Why should you be able to safe up inside a station and go AFK! I want a mechanic to eject people from it - say you forgot to pay room rent - so that you can't just be AFK inside a station and should instead log off.

Oh oh! Why not do the same with POS ... after some timer some magnetic anomaly builds up between your ship shields and the pos shields and it ejects you from the POS! So that you can't AFK inside a POS and should instead log off.

You are AFK and not providing or enjoing content! So BUMM... Get RekT!

Its pretty simple whining peeps! if you couldn't see the name of the cloaked ship on local chat we wouldn't be having this discussion!



It already exist this mechanic to eject people and shut down aft in POS. But it's more difficult as to wait perma cloack in a system. (only in low sec/empire and 0.0 npc you can't force undock).
You want people undock in 0.0 ? attaque structure. You can't with 50 M ship take alone a 20 B outpost ? maybe it's normal. After froze son you can no worry , but bye bye aft cloack with OA. You understand ?

Only perma colloquy are safe.Not other player


For barrel post :

Pve don't avoid content : They want kill the perma cloack people ... but not in pve ship. And when they undock in pvp ship the colloquy stay cloack to afraid. Colloquy people want to avoid to create content they prefer destroy content to have easy KM and cry when we want more risk vs reward.

And make pve ship more "ope" for pvp just means you will kill roam of other ship. In fact you kill other pvp way. Please stop post if you don't think to consequence of your propose before. Many thank.
Nikk Narrel
Moonlit Bonsai
#1976 - 2015-04-07 15:40:03 UTC
Dictateur Imperator wrote:
For barrel post :

Pve don't avoid content : They want kill the perma cloack people ... but not in pve ship. And when they undock in pvp ship the colloquy stay cloack to afraid. Colloquy people want to avoid to create content they prefer destroy content to have easy KM and cry when we want more risk vs reward.

And make pve ship more "ope" for pvp just means you will kill roam of other ship. In fact you kill other pvp way. Please stop post if you don't think to consequence of your propose before. Many thank.

It is the prerequisite of the cloak, whether they choose to stop cloaking.
The SAME way that it is the prerequisite of the PvE player whether they undock with a hostile name listed in the system.

Why are you addressing one side of this exclusively?
It may be a stalemate, but it is undeniably balanced, since that is a key defining point of a stalemate in this context.

The best way I can see to moving this forward, is have both sides want the encounter with each other, and leave the combat fit PvP hulls out of it.

If you want broken, then make cloaking pointlessly without potential of reward, and see it stop that side of content creation entirely.
Loss of content, is not a good end result.
Fixing and creating mutually desired content is.
Dictateur Imperator
KarmaFleet
Goonswarm Federation
#1977 - 2015-04-07 15:44:16 UTC
Create content : Nerf perma cloack , you want same as me: more content. But you don't understand to create more content it's better to nerf broken mechanic as create more broken mechanic to counter one.

Up pve/mining barge => you create problem to other pvp ship => you must up other pvp ship=> colloquy become weak for the other role disrupt great fleet you must up they => must up agin pve/miner=> ect...

Nerf perma cloack you avoid this problem.
Nikk Narrel
Moonlit Bonsai
#1978 - 2015-04-07 15:50:17 UTC
Dictateur Imperator wrote:
Create content : Nerf perma cloack , you want same as me: more content. But you don't understand to create more content it's better to nerf broken mechanic as create more broken mechanic to counter one.

Up pve/mining barge => you create problem to other pvp ship => you must up other pvp ship=> colloquy become weak for the other role disrupt great fleet you must up they => must up agin pve/miner=> ect...

Nerf perma cloack you avoid this problem.

I'm genuinely sorry, I did not understand your reply.

Were you defending PvE players reshipping into PvP hulls in response to cloaked ships?
Were you saying PvE ships should be more combat capable?
rsantos
The Scope
Gallente Federation
#1979 - 2015-04-07 16:42:28 UTC
Dictateur Imperator wrote:
rsantos wrote:
Bowbndr wrote:

My question is simply what content dose being cloaked up in a system create? I get the idea that you have to be able to gather intel, and I understand having to go get a drink or use the bathroom. but if you log in and cloak up and just walk away from the computer then there should be a mechanic to decloak you or log you off at the least.


Why?! Why there should be a mechanic to decloak AFK cloaked ships? The whining is just off the chart!

Why should you be able to safe up inside a station and go AFK! I want a mechanic to eject people from it - say you forgot to pay room rent - so that you can't just be AFK inside a station and should instead log off.

Oh oh! Why not do the same with POS ... after some timer some magnetic anomaly builds up between your ship shields and the pos shields and it ejects you from the POS! So that you can't AFK inside a POS and should instead log off.

You are AFK and not providing or enjoing content! So BUMM... Get RekT!

Its pretty simple whining peeps! if you couldn't see the name of the cloaked ship on local chat we wouldn't be having this discussion!



It already exist this mechanic to eject people and shut down aft in POS. But it's more difficult as to wait perma cloack in a system. (only in low sec/empire and 0.0 npc you can't force undock).
You want people undock in 0.0 ? attaque structure. You can't with 50 M ship take alone a 20 B outpost ? maybe it's normal. After froze son you can no worry , but bye bye aft cloack with OA. You understand ?

Only perma colloquy are safe.Not other player


For barrel post :

Pve don't avoid content : They want kill the perma cloack people ... but not in pve ship. And when they undock in pvp ship the colloquy stay cloack to afraid. Colloquy people want to avoid to create content they prefer destroy content to have easy KM and cry when we want more risk vs reward.

And make pve ship more "ope" for pvp just means you will kill roam of other ship. In fact you kill other pvp way. Please stop post if you don't think to consequence of your propose before. Many thank.


Well I must just say that there is already a mechanic to decloak ships! get into 2.5km off it!

Outpost are indestructible and you can't force no one out.

Dictateur Imperator
KarmaFleet
Goonswarm Federation
#1980 - 2015-04-07 18:26:54 UTC  |  Edited by: Dictateur Imperator
Try to count how many people you need in 1 system of 0.5 AU to decloack 1 perma cloack.
Count how many people you need to take a system now and after froze sov. You see the problem ?Roll Perma clock is a broken mechanic because you have no counter (yes after making count you will understand to be sure to decloack one people we have no enough player in the game, and we will crash server.)


Outpost are conquerable. And after froze sov destructible. So all you argument are now down : Agree with nerf perma cloack , or you want to continue to said "it's game mechanic" but game mean all people can take fun, people who are camped don't take fun and a lot stop play the game time of the camp : lot of fun . So t's not a game mechanic but a broken mechanic.

Argument of : disrupt big brother => Entosis link, prime time and new sov.
Argument of : i want easy kill mail => Risk Vs reward.


All thing make: We must nerf perma cloack.


French expression for this kind of argument who you send : Bad faith (mauvaise foi) . Means people who send argument but they know they are not true argument and just try to make a justification of they're act.