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AFK Cloaking™: Ideas, Discussion, and Proposals

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Lucas Kell
Solitude Trading
S.N.O.T.
#2041 - 2015-04-17 09:41:13 UTC
Nikk Narrel wrote:
A predetermined outcome, becomes dull and repetitive after having been seen too often.

Would it not be better, without considering for the moment any additional details, to have each encounter with perfectly playing characters resolved by opposing efforts between them?
Both are human, so even if we consider their play as excellent, there is no single guideline for perfect here. One is going to pick up an advantage, at some point.
It could be tactical finesse, or fitting a more expensive module, or simply a style that throws off the play of their opponent at the right moment.

Having either side able to meet minimum requirements, that effectively hand them their winning condition, is not going to satisfy either side for long.
As it currently stands, that's how it already works. I think you miss what I mean when I say "playing perfectly". This is that they put in all of the skill and all of the effort that any player possibly can. The outcome to that will always be predetermined as there's nothing random within EVE mechanics, so the same input creates the same outcome. The only way there would possible be a system where effort wins without having random introduced would be for the end result to not be a mutual loss like it is now, but for the end result to be a deadlock that each side can keep going indefinitely until the other submits. Not only would that be insanely difficult to build and balance (and difficult to make without it being the equivalent of tackling, which is the aggressor winning), it would generate incredibly boring gameplay as it would effectively boil down to a minigame.

I honestly don't see the problem with the current status quo, as it's clear people are dying, it's not like PvE players are able to run around risk free, but at the same time an aggressor arriving isn't an instant loss.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#2042 - 2015-04-17 09:59:49 UTC
Raphael Celestine wrote:
True. Finding anything that's a significant improvement over the current system is hard, and if they just wanted 'local, but on a structure' it would have happened by now. My personal reading of the situation is that it's probably a matter of 'when' a change happens rather than 'if'... but that doesn't mean that 'when' can't still turn out to be 'a very long time from now'.
Yeah, that's the impression Iv'e got/ Thsi has now been confirmed by Fozzie on the GRN show somewhere around the 1:45:00 mark. So they aren;t happy with them as they stand but have no concrete plans to change them. So in all likelihood they will change one day. I think the difficulty they'll run into is finding meaningful gameplay without just breaking PvE.

Raphael Celestine wrote:
Perfect play by both sides leading to a very narrow escape by the defender sounds like about the right balance, yes. The question is what 'perfect play' represents - and, for that matter whether a human should be able to reliably achieve it. Often, the point at which someone can play perfectly in any given game is also the point at which they stop playing (cf. Tic-Tac-Toe...).
The truth is that most players don't achieve perfect play. That's why some people get away with ease and others don't get away. The worry I have whenever changes are proposed is that most of them result in "if in doubt, aggressor wins" which should never be the case as it means that no matter what the defender does, if the aggressor is good enough, he will kill you.

Raphael Celestine wrote:
At the moment, for the defender, perfect play means 'be aligned and watch local' - that's simplistic enough to be problematic from a game-design perspective. There's zero opportunity for the opponent to force an error, and relatively little actual skill involved since the only failure modes are 'didn't bother taking precautions' and 'didn't click the run-away button fast enough'. Note that I'm not claiming that it's not easy to make a mistake - staying on high-alert for an extended period is hard, especially if nothing's happening - just that we have a mechanic where one side's strategy boils down to 'stare at local for an hour and don't blink', and the 'contest' between attacker and defender is often decided by a single test of reflexes on the part of the latter. That's bad game design, and should be thrown out as soon as possible and replaced with something involving a measure of actual gameplay.
It's not quite that simple, It's not always possible to be aligned in every activity, there's always preemptive decisions you make - such as your ship choice - which also matters, there's intel channels for seeing things come in, making sure you don't over commit (like taking on an anom at close range, getting disrupted by multiple rats then being unable to escape twhen a layer arrives). And let's face it, there's no way to force an error on the aggressor either.

Raphael Celestine wrote:
My personal belief is that any change won't be intended to swing the balance towards either the attacker or the defender, but to add depth to the mechanics - so that it's plausible for a defender to play well and still get caught if the attackers play better.
But what if both play to the best of their ability? At the moment, if an aggressor plays better than the defender he wins, that's why people die. This always comes across to me with a hint of "the aggressors have more opportunities to play better, thus can always win if they play their best".

Raphael Celestine wrote:
That means that the 'choice' to have intel stops being entirely in the defender's hands. Details would obviously be up for debate, but the key is that an intel network would require active player involvement to keep it in perfect order, and hostile forces would have tools available to degrade, delay, or falsify the information gathered if the defenders' counter-intelligence operatives miss a trick somewhere.

Perhaps you have an upgrade to the OA that gives you instant warning when someone unauthorised enters the system... but the OAs are networked, and a hostile CovOps just found an unguarded system two jumps over and dropped a jammer that takes the whole net down for the next five minutes. Perhaps there's an offensive OA module, and an aggressor managed to deploy one in range of your system without being detected (this would probably need a long set-up time - 48hrs, perhaps).

One thing I'd like to see is CovOps frigates without a cyno being near-immune to any static detection systems. Active searching by a player in an intel-bonused ship could still counter them, but the passive structure-based systems wouldn't be a serious obstacle to them. Complete immunity is probably too strong, since the defenders would need something to start from other than just constantly spamming scans in every system they hold, and a cyno-equipped ship is an active threat and needs to be handled differently. But the ability to infiltrate an unarmed scout without automatically broadcasting its identity and location every second it spends in hostile space would add an interesting new tool to the sandbox.
There's a lot of suggestions from a lot of people but it all boils down to the basics in the end. If those mechanics can be used to give you a certain victory over you opponent if you both play to the best of the ability, then they will be overused and abused and kill off the opposing playstyle. If you can hide yourself from local for example you will always have the advantage over a PvE player, so everyone will use that tool to hide and PvE will drastically decrease.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#2043 - 2015-04-17 10:04:49 UTC
Teckos Pech wrote:
Except for the invulnerable nature of local's intel. I'd even be in favor of providing even more intel so long as it is vulnerable to attack/counter. For example, in the OA/Gate structure thread I've expressed my support for a "mesh system" of OAs and that if you moor/dock up to it you can see what is going on in all the systems with an OA. But it is all vulnerable to the entosis link. In fact, I've also suggested that ships that can fit a covert ops link can subvert the OA in some way. And when you are undocked you get information similar to what you get now with local.

So, in theory you'd have intel no worse than you have now, and is in some instances superior. So in this situation local becomes largely redundant and can be removed.
But then it's irrelevant that it can be destroyed, as non-existant intel will be the same as hostile intel, so people will still just avoid PvE in that system until the intel is back. Effectively AFK cloakers would be replaced by turning the structure off.

Also if a covops ship can bypass it, that's just a buff to aggressors putting them in the "we can always win" category. If they choose to engage the defender can't resist, and since they'll only engage where they are pretty sure they'll win, it would make cloakers OP.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2044 - 2015-04-17 16:37:57 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
A predetermined outcome, becomes dull and repetitive after having been seen too often.

Would it not be better, without considering for the moment any additional details, to have each encounter with perfectly playing characters resolved by opposing efforts between them?
Both are human, so even if we consider their play as excellent, there is no single guideline for perfect here. One is going to pick up an advantage, at some point.
It could be tactical finesse, or fitting a more expensive module, or simply a style that throws off the play of their opponent at the right moment.

Having either side able to meet minimum requirements, that effectively hand them their winning condition, is not going to satisfy either side for long.

As it currently stands, that's how it already works. I think you miss what I mean when I say "playing perfectly". This is that they put in all of the skill and all of the effort that any player possibly can. The outcome to that will always be predetermined as there's nothing random within EVE mechanics, so the same input creates the same outcome. The only way there would possible be a system where effort wins without having random introduced would be for the end result to not be a mutual loss like it is now, but for the end result to be a deadlock that each side can keep going indefinitely until the other submits. Not only would that be insanely difficult to build and balance (and difficult to make without it being the equivalent of tackling, which is the aggressor winning), it would generate incredibly boring gameplay as it would effectively boil down to a minigame.

I honestly don't see the problem with the current status quo, as it's clear people are dying, it's not like PvE players are able to run around risk free, but at the same time an aggressor arriving isn't an instant loss.

A deadlock? Where else do you usually see this outcome when two players oppose each other, outside of this context?

When you have two ships controlled by players, the resources have either finite presence, or sustainability.
It can be armor / shields / ammunition or even speed.

This is not describing two players chasing each other in circles, like the mythical tail eating snake, but one trying to ambush the other. Which one is the ambush user, and which is the victim? That depends on who was better prepared and informed.

Both ships should start out ready to have the encounter they expect.
Teckos Pech
Hogyoku
Goonswarm Federation
#2045 - 2015-04-17 17:53:45 UTC
Lucas Kell wrote:
But then it's irrelevant that it can be destroyed, as non-existant intel will be the same as hostile intel, so people will still just avoid PvE in that system until the intel is back. Effectively AFK cloakers would be replaced by turning the structure off.


Yes, that is exactly the point. Disrupting people PvE, but doing so in an ACTIVE manner. Here you were hurfing and blurfing about AFK play, but now you appear very much to be just interested in buffing PvE.

Lucas Kell wrote:
Also if a covops ship can bypass it, that's just a buff to aggressors putting them in the "we can always win" category. If they choose to engage the defender can't resist, and since they'll only engage where they are pretty sure they'll win, it would make cloakers OP.


I never said a covops cloaked ship could bypass it. I suggested perhaps they could subvert it. And no, it is not an "I win button." Seriously that is such a specious argument when there has been no discussion of how the subversion would work. Seriously Lucas, address what I've written not your own imaginings.

"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
#2046 - 2015-04-17 18:32:05 UTC
What if the OA is usable only by the people who put it up. If it gets intel back to current levels, but only the sov holders can see that intel...well that is a huge advantage.

Why all the resistance in this case to removing local?

"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

Mario Putzo
#2047 - 2015-04-18 00:51:29 UTC  |  Edited by: Mario Putzo
Teckos Pech wrote:
What if the OA is usable only by the people who put it up. If it gets intel back to current levels, but only the sov holders can see that intel...well that is a huge advantage.

Why all the resistance in this case to removing local?


Because it is their crutch. See someone enter local that you don't know, safe up. Without local most wouldn't survive, because they don't know how to use tools available to them, or refuse to. Nullbears largely believe in solo game play...isk/hr and all that.

Not saying all nullbears would suffer but they are generally ones who would rather bait out a cloaky camper, compared to docking up and debating them on EVE O.

Mine in groups, have PVE groups so you can use PVP fits...its not hard.
Raphael Celestine
Celestine Inc.
#2048 - 2015-04-18 05:54:41 UTC  |  Edited by: Raphael Celestine
Lucas Kell wrote:
The worry I have whenever changes are proposed is that most of them result in "if in doubt, aggressor wins" which should never be the case as it means that no matter what the defender does, if the aggressor is good enough, he will kill you.
I can entirely understand why you'd be concerned about that, and I'll readily admit that a large percentage of the 'nerf local' suggestions are unbalanced. I think finding a solution that is balanced is just as important as avoiding the suggestions that aren't, though, and from where I'm standing it looks like you're focusing so much on the latter that you've given up on the former. I'd suggest that there are a few people on the 'AFK cloaking isn't the real problem' side who you could work with rather than against (although obviously I'm somewhat biased...). I promise we'll return the favour by helping you shout down the 'turn null into WH space' crowd.

Raphael Celestine wrote:
Lucas Kell wrote:
My personal belief is that any change won't be intended to swing the balance towards either the attacker or the defender, but to add depth to the mechanics - so that it's plausible for a defender to play well and still get caught if the attackers play better.
But what if both play to the best of their ability? At the moment, if an aggressor plays better than the defender he wins, that's why people die. This always comes across to me with a hint of "the aggressors have more opportunities to play better, thus can always win if they play their best".
The best of who's ability? If a middling-to-poor defender plays 'to the best of his ability' should that be enough to escape from the most skilled attacker in EVE playing at his best? If it is, then how much worse can a defender play and still beat an average hunter playing at his average level?

This is why it's important to distinguish between 'very good play' and 'perfect play'. The first is a perfectly natural and healthy result of someone trying to play as well as they can. The second is a mathematically-proven unbeatable strategy, and renders a game utterly pointless if one player is known to be able to actually achieve it.

"Be aligned and watch local" technically isn't a perfect play algorithm, but it is close to a dominant strategy (and becomes an actual dominant strategy if you assume that A) an attacker will only start fights they're guaranteed to win and B) the defender is trying not to be killed, and not just figuring that he earns enough ISK to replace any losses).

There's more I could say in response to some of your other comments, but this is really the only point that actually matters. Dominant strategies should not exist in a PvP game. Period. I'm open to debate on literally anything else, as long as that stands. The defenders need to feel reasonably secure while PvEing? Fine. I agree entirely. Long-term safety while AFK shouldn't be possible? Fine. It's currently too easy for PvP players to guarantee victory over any PvE player they successfully tackle? Give Hulks the DPS of a Command Ship and Jump Freighters a full wing of fighters, if that's what it takes. Just make sure your mechanics don't degenerate into a single ******* dominant strategy.
Lucas Kell
Solitude Trading
S.N.O.T.
#2049 - 2015-04-18 13:36:37 UTC
Nikk Narrel wrote:
A deadlock? Where else do you usually see this outcome when two players oppose each other, outside of this context?

When you have two ships controlled by players, the resources have either finite presence, or sustainability.
It can be armor / shields / ammunition or even speed.

This is not describing two players chasing each other in circles, like the mythical tail eating snake, but one trying to ambush the other. Which one is the ambush user, and which is the victim? That depends on who was better prepared and informed.

Both ships should start out ready to have the encounter they expect.
You still seem to be missing the point. What if neither player is better prepared or informed. What you want is to remove the current system which results in neither player getting what they want and instead place a system which favours the aggressor in cases where neither side is more effective than the other.

Teckos Pech wrote:
Yes, that is exactly the point. Disrupting people PvE, but doing so in an ACTIVE manner. Here you were hurfing and blurfing about AFK play, but now you appear very much to be just interested in buffing PvE.
Except moving to a different system isn't a problem, so removing the ability for AFK players to shut down sections of space isn't a buff, it simply opens up null to be more able to cater for more players. You can keep twisting words if you want, but you're simply misrepresenting my views. You'll just find yourself rapidly being ignored in that case.

Teckos Pech wrote:
I never said a covops cloaked ship could bypass it. I suggested perhaps they could subvert it. And no, it is not an "I win button." Seriously that is such a specious argument when there has been no discussion of how the subversion would work. Seriously Lucas, address what I've written not your own imaginings.
Which in any system which make it beneficial for them would make it overpowered. Cloaking is already so close to being overpowered it's shocking, and you want more buffs to it.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#2050 - 2015-04-18 13:52:03 UTC
Teckos Pech wrote:
What if the OA is usable only by the people who put it up. If it gets intel back to current levels, but only the sov holders can see that intel...well that is a huge advantage.

Why all the resistance in this case to removing local?
Because defenders already have a strong advantage, why give them more advantages?

Raphael Celestine wrote:
I can entirely understand why you'd be concerned about that, and I'll readily admit that a large percentage of the 'nerf local' suggestions are unbalanced. I think finding a solution that is balanced is just as important as avoiding the suggestions that aren't, though, and from where I'm standing it looks like you're focusing so much on the latter that you've given up on the former. I'd suggest that there are a few people on the 'AFK cloaking isn't the real problem' side who you could work with rather than against (although obviously I'm somewhat biased...). I promise we'll return the favour by helping you shout down the 'turn null into WH space' crowd.
I simply don;t see what benefit it would bring. Regardless of what the idea is, if they were to put in any system which replaced it, the overall aim of the system would have to be to provide players with at least some intel on players when they arrive. Without that you are just handing PvE players to hunters on a platter. So with that in mind, what would be gained from replacing the system? Dev time would be much better spent improving and building upon mechanics which are entertaining rather than adding in more one choice mechanics.

Raphael Celestine wrote:
The best of who's ability? If a middling-to-poor defender plays 'to the best of his ability' should that be enough to escape from the most skilled attacker in EVE playing at his best? If it is, then how much worse can a defender play and still beat an average hunter playing at his average level?
I mean the theoretical best possible abilitty. As it stands a moderate PvPer will not outrun a highly skilled PvPer as is shown by the thousands of kills every day.

Raphael Celestine wrote:
"Be aligned and watch local" technically isn't a perfect play algorithm, but it is close to a dominant strategy (and becomes an actual dominant strategy if you assume that A) an attacker will only start fights they're guaranteed to win and B) the defender is trying not to be killed, and not just figuring that he earns enough ISK to replace any losses).
But then that isn't the entire strategy. There's a lot more to it than that which is why there's a hell of a lot more which goes into keep yourself alive in null against actively hunting aggressors. Besides, how would replacing that with "Be aligned and watch [replacement intel system]" be any better?

In order to replace local in a way significant enough to matter you'd need to completely revamp null, remove power projection, are reconsider risk/reward in a way which would be easily abused for max reward by the blobs. Overall if they were to try to put in a system which didn't make everyone outside of null scream about all the buffs you were giving to null PvE and actually be a significant enough change to be worth the dev time, you'd probably just see a null exodus. then we'd be back here with all the same hunters crying about how there's nobody to kill.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2051 - 2015-04-18 17:31:48 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Yes, that is exactly the point. Disrupting people PvE, but doing so in an ACTIVE manner. Here you were hurfing and blurfing about AFK play, but now you appear very much to be just interested in buffing PvE.


Except moving to a different system isn't a problem, so removing the ability for AFK players to shut down sections of space isn't a buff, it simply opens up null to be more able to cater for more players. You can keep twisting words if you want, but you're simply misrepresenting my views. You'll just find yourself rapidly being ignored in that case.


The point was to remove AFK cloaking and replace disrupting PvE while AFK with doing so that is interactive and promoting more player interaction, something you were banging on and on about earlier.

But that is okay Lucas, your back steps are duely noted. You clearly prefer safer ratting vs. the status quo. Your protestations about AFK play were just for show.

Lucas Kell wrote:
Teckos Pech wrote:
I never said a covops cloaked ship could bypass it. I suggested perhaps they could subvert it. And no, it is not an "I win button." Seriously that is such a specious argument when there has been no discussion of how the subversion would work. Seriously Lucas, address what I've written not your own imaginings.


Which in any system which make it beneficial for them would make it overpowered. Cloaking is already so close to being overpowered it's shocking, and you want more buffs to it.


First of all, it could be destroyed/"turned off". Second, it would remove AFK cloaking and yes, if an OA is turned off the advantage switches to the cloaked player...the situation were the dynamics can change and favor one party, then the next is part of maintaining balance Lucas. If one side has the advantage all the time that is unbalanced, by definition.

"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
#2052 - 2015-04-18 17:35:33 UTC
Lucas Kell wrote:
Teckos Pech wrote:
What if the OA is usable only by the people who put it up. If it gets intel back to current levels, but only the sov holders can see that intel...well that is a huge advantage.

Why all the resistance in this case to removing local?
Because defenders already have a strong advantage, why give them more advantages?


Two things to think about:

1. Post Fozziesov these structures will be vulnerable to the entosis link.
2. The OA is NOT a sov structure. In case the possible implication is not clear here...this and other non-sov related structures may be vulnerable outside of the vulnerability window.

One possible reading of the Fozziesov Devblog was that SOV would be vulnerable for a 4 hour prime time window...all other stuctures.... v0v

"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
#2053 - 2015-04-18 17:43:29 UTC  |  Edited by: Teckos Pech
Raphael Celestine wrote:
Lucas Kell wrote:
The worry I have whenever changes are proposed is that most of them result in "if in doubt, aggressor wins" which should never be the case as it means that no matter what the defender does, if the aggressor is good enough, he will kill you.
I can entirely understand why you'd be concerned about that, and I'll readily admit that a large percentage of the 'nerf local' suggestions are unbalanced. I think finding a solution that is balanced is just as important as avoiding the suggestions that aren't, though, and from where I'm standing it looks like you're focusing so much on the latter that you've given up on the former. I'd suggest that there are a few people on the 'AFK cloaking isn't the real problem' side who you could work with rather than against (although obviously I'm somewhat biased...). I promise we'll return the favour by helping you shout down the 'turn null into WH space' crowd.

Raphael Celestine wrote:
Lucas Kell wrote:
My personal belief is that any change won't be intended to swing the balance towards either the attacker or the defender, but to add depth to the mechanics - so that it's plausible for a defender to play well and still get caught if the attackers play better.
But what if both play to the best of their ability? At the moment, if an aggressor plays better than the defender he wins, that's why people die. This always comes across to me with a hint of "the aggressors have more opportunities to play better, thus can always win if they play their best".
The best of who's ability? If a middling-to-poor defender plays 'to the best of his ability' should that be enough to escape from the most skilled attacker in EVE playing at his best? If it is, then how much worse can a defender play and still beat an average hunter playing at his average level?

This is why it's important to distinguish between 'very good play' and 'perfect play'. The first is a perfectly natural and healthy result of someone trying to play as well as they can. The second is a mathematically-proven unbeatable strategy, and renders a game utterly pointless if one player is known to be able to actually achieve it.

"Be aligned and watch local" technically isn't a perfect play algorithm, but it is close to a dominant strategy (and becomes an actual dominant strategy if you assume that A) an attacker will only start fights they're guaranteed to win and B) the defender is trying not to be killed, and not just figuring that he earns enough ISK to replace any losses).

There's more I could say in response to some of your other comments, but this is really the only point that actually matters. Dominant strategies should not exist in a PvP game. Period. I'm open to debate on literally anything else, as long as that stands. The defenders need to feel reasonably secure while PvEing? Fine. I agree entirely. Long-term safety while AFK shouldn't be possible? Fine. It's currently too easy for PvP players to guarantee victory over any PvE player they successfully tackle? Give Hulks the DPS of a Command Ship and Jump Freighters a full wing of fighters, if that's what it takes. Just make sure your mechanics don't degenerate into a single ******* dominant strategy.


I support pretty much every point in this post. I especially like the point about dominant strategies as well. I don't think anybody can disagree with that point. Excellent point.

I'll even go further and say that local actually favors dominant strategies. This is why it is bad. I know the Devs don't like to say "local is broken" but that point about dominant strategies really does point to local being broken.

"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.
#2054 - 2015-04-18 23:22:26 UTC
Teckos Pech wrote:
First of all, it could be destroyed/"turned off". Second, it would remove AFK cloaking and yes, if an OA is turned off the advantage switches to the cloaked player...the situation were the dynamics can change and favor one party, then the next is part of maintaining balance Lucas. If one side has the advantage all the time that is unbalanced, by definition.
It would just be the equivalent of AFK cloaking when it's turned off. People would be right back here whining "waah, when the intel is turned off everyone runs and hides". And at the moment the advantage is shared by both parties, pretty fair.

Teckos Pech wrote:
Two things to think about:

1. Post Fozziesov these structures will be vulnerable to the entosis link.
2. The OA is NOT a sov structure. In case the possible implication is not clear here...this and other non-sov related structures may be vulnerable outside of the vulnerability window.

One possible reading of the Fozziesov Devblog was that SOV would be vulnerable for a 4 hour prime time window...all other stuctures.... v0v
That it can be attacked doesn't make it any less of an advantage for the defender. It's yet another structure an attacker would need to hit, otherwise the defender sees all while the attacker sees nothing.

Teckos Pech wrote:
I support pretty much every point in this post. I especially like the point about dominant strategies as well. I don't think anybody can disagree with that point. Excellent point.

I'll even go further and say that local actually favors dominant strategies. This is why it is bad. I know the Devs don't like to say "local is broken" but that point about dominant strategies really does point to local being broken.
How does that make any sense? Even if local were removed and replaced with another system, the strategy for a PvE player would still be "be aligned and
watch intel" and that would still be classed as much as the current one is as a dominant strategy, which is to say not at all, since there are other viable strategies.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2055 - 2015-04-19 00:58:00 UTC
Lucas Kell wrote:


Teckos Pech wrote:
I support pretty much every point in this post. I especially like the point about dominant strategies as well. I don't think anybody can disagree with that point. Excellent point.

I'll even go further and say that local actually favors dominant strategies. This is why it is bad. I know the Devs don't like to say "local is broken" but that point about dominant strategies really does point to local being broken.
How does that make any sense? Even if local were removed and replaced with another system, the strategy for a PvE player would still be "be aligned and
watch intel" and that would still be classed as much as the current one is as a dominant strategy, which is to say not at all, since there are other viable strategies.


The strategy of being aligned/watching local is the ONLY strategy to play no matter what strategy a hostile does. Hostile comes in a ceptor...be aligned watch local. Hostile comes in a cloakly, be aligned watch local. Small gang comes in, be aligned watch local. The strategy for the PvE pilot is always the same. Any other strategy is dominated by be aligned watch local, BAWL for short. Thus, it is a dominant strategy.

Also, for other player if they want to try and disrupt PvE there is only one viable strategy. Safe up and cloak or SUAC. Want to disrupt PvE in a ceptor...you'll be probed down and killed eventually. Any other ship...you are dead. Gang...you'll get bored and leave after a short time. SUAC is the dominant strategy.

So we know how things are going to go in pretty much any situation. The outcome is completely predictable a huge percentage of the time. Except for occasional off the equilibrium path play , we know how things will turn out. Every. Single. Time.

So Raphael Celestine is absolutely correct when he says,

Raphael Celestine wrote:
There's more I could say in response to some of your other comments, but this is really the only point that actually matters. Dominant strategies should not exist in a PvP game. Period.


Abso-frigging--lutely. Very well and concise put. Basically, the ideal we want a more complicated version of rock-papers-scissors with a nice helping of player skill thrown as well. And no, I'm not saying something boring exactly like rock-papers-scissors, but a game where there is no dominant strategy. Rock-paper-scissors is a simple example of a game with no dominant strategy and the solution is to actually play a mixed strategy (keeping in mind that we are not playing a one shot game, but an infinitely repeated game...well okay, a game with a finite end point but nobody knows when that is so for all intents and purposes it's an infinitely repeated game).

"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.
#2056 - 2015-04-19 08:06:56 UTC
Teckos Pech wrote:
The strategy of being aligned/watching local is the ONLY strategy to play no matter what strategy a hostile does. Hostile comes in a ceptor...be aligned watch local. Hostile comes in a cloakly, be aligned watch local. Small gang comes in, be aligned watch local. The strategy for the PvE pilot is always the same. Any other strategy is dominated by be aligned watch local, BAWL for short. Thus, it is a dominant strategy.
Or of course you can have a combat fleet on standby and be brick tanked for example.

Teckos Pech wrote:
Also, for other player if they want to try and disrupt PvE there is only one viable strategy. Safe up and cloak or SUAC. Want to disrupt PvE in a ceptor...you'll be probed down and killed eventually. Any other ship...you are dead. Gang...you'll get bored and leave after a short time. SUAC is the dominant strategy.
Definitely wrong. There are plenty of players disrupting PvE every day in ships not capable of cloaking. They do it by shooting the ratters. SUAC is only the strategy if you're aiming to get no ill and want 100% safety.

Teckos Pech wrote:
So Raphael Celestine is absolutely correct when he says,

Raphael Celestine wrote:
There's more I could say in response to some of your other comments, but this is really the only point that actually matters. Dominant strategies should not exist in a PvP game. Period.
He's correct that dominant strategies should be avoided, he's just incorrectly identifying these strategies as dominant. The fact that other strategies are actually used is proof in itself that they are not dominant.

And most importantly, being the part you seem to have skipped over, probably because it's a strong point: Even if local were removed and replaced with another system, the preferred strategy for a PvE player would still be "be aligned and watch intel", so how does replacing local solve the issue?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2057 - 2015-04-19 08:18:00 UTC
Lucas Kell wrote:
Teckos Pech wrote:
The strategy of being aligned/watching local is the ONLY strategy to play no matter what strategy a hostile does. Hostile comes in a ceptor...be aligned watch local. Hostile comes in a cloakly, be aligned watch local. Small gang comes in, be aligned watch local. The strategy for the PvE pilot is always the same. Any other strategy is dominated by be aligned watch local, BAWL for short. Thus, it is a dominant strategy.
Or of course you can have a combat fleet on standby and be brick tanked for example.

Teckos Pech wrote:
Also, for other player if they want to try and disrupt PvE there is only one viable strategy. Safe up and cloak or SUAC. Want to disrupt PvE in a ceptor...you'll be probed down and killed eventually. Any other ship...you are dead. Gang...you'll get bored and leave after a short time. SUAC is the dominant strategy.
Definitely wrong. There are plenty of players disrupting PvE every day in ships not capable of cloaking. They do it by shooting the ratters. SUAC is only the strategy if you're aiming to get no ill and want 100% safety.

Teckos Pech wrote:
So Raphael Celestine is absolutely correct when he says,

Raphael Celestine wrote:
There's more I could say in response to some of your other comments, but this is really the only point that actually matters. Dominant strategies should not exist in a PvP game. Period.
He's correct that dominant strategies should be avoided, he's just incorrectly identifying these strategies as dominant. The fact that other strategies are actually used is proof in itself that they are not dominant.

And most importantly, being the part you seem to have skipped over, probably because it's a strong point: Even if local were removed and replaced with another system, the preferred strategy for a PvE player would still be "be aligned and watch intel", so how does replacing local solve the issue?


There are no other strategies...or you can give us an example. Failing that Raphael is right.

"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.
#2058 - 2015-04-19 08:32:20 UTC
Teckos Pech wrote:
There are no other strategies...or you can give us an example. Failing that Raphael is right.
Of course there are other strategies, such as fighting back which people do.

And again, what's with your refusal to respond to that last point? I imagine it's because you can't counter it and are giving up, and so I accept your admission of defeat.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2059 - 2015-04-19 19:55:35 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
Teckos Pech wrote:
There are no other strategies...or you can give us an example. Failing that Raphael is right.
Of course there are other strategies, such as fighting back which people do.

And again, what's with your refusal to respond to that last point? I imagine it's because you can't counter it and are giving up, and so I accept your admission of defeat.



Actually no I can counter it. With the OA being the only source of intel, if you use the current tactic you will be in serious trouble, IMO. So you and your alliance are ratting away, in comes a hostile and you see him and safe up. If the OA is vulnerable you will lose it. Further, if you simply use the current strategy of remaining docked, you will not get it back until you undock. Not until one of you risks it and undocks to either put up another OA or "turn it on" if that is also an option. To get some idea of what is going on in your space you will have to respond. If you don't, my guess is it will not be your space for long.

Also, there are other aspects to the OA and even the gate structure that might not mean running to a safe is your first and best option.

Currently you can dock up and wait out even 1 player entering your system and there is not a damn thing they can do to your intel. Local is so invulnerable not even a full scale invasion will harm it. Local is more impervious than a player who is cloaked at a safe spot. You are never going to be blind.

That is the idea...changing the games mechanic so there is not a dominant strategy. If, whatever OA features are implemented, again result in a dominant strategy, then either change the OA or whatever else is causing the dominant strategy. The discussion here and in the OA/Gate thread would be far more productive if people admitted dominant strategies in a PvP game are not good, and looked at mechanics that avoided that outcome.

Let me quote Rapheal again, the most important part, IMO:

Quote:
There's more I could say in response to some of your other comments, but this is really the only point that actually matters. Dominant strategies should not exist in a PvP game. Period. I'm open to debate on literally anything else, as long as that stands. The defenders need to feel reasonably secure while PvEing? Fine. I agree entirely. Long-term safety while AFK shouldn't be possible? Fine. It's currently too easy for PvP players to guarantee victory over any PvE player they successfully tackle? Give Hulks the DPS of a Command Ship and Jump Freighters a full wing of fighters, if that's what it takes. Just make sure your mechanics don't degenerate into a single ******* dominant strategy.


So the question is...do you think this game should allow dominant strategies? If the answer is yes, then there is absolutely no more point in discussing this as you favor a game that will, IMO, will likely stagnate and become boring. And fortunately, CCP does not think dominant strategies are good either, at least going by their past actions and statements (e.g. tracking titans, boot carriers/drone assist, nano speed tanks (I even saw a fit for a nano speed tanked domi for crying out loud), etc.).

"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.
#2060 - 2015-04-19 20:40:33 UTC
Teckos Pech wrote:
Actually no I can counter it. With the OA being the only source of intel, if you use the current tactic you will be in serious trouble, IMO. So you and your alliance are ratting away, in comes a hostile and you see him and safe up. If the OA is vulnerable you will lose it.
That's entirely separate from the PvE. Like right now you could say "look at intel and safe up, but then your in-space assets are vulerable", it's no different. For a PvE player, the most popular strategy will always be "monitor intel and get safe if a hostile arrives", because a PvE player is at a disadvantage in combat..

Teckos Pech wrote:
Further, if you simply use the current strategy of remaining docked, you will not get it back until you undock. Not until one of you risks it and undocks to either put up another OA or "turn it on" if that is also an option. To get some idea of what is going on in your space you will have to respond. If you don't, my guess is it will not be your space for long.
Again, irrelevant. That's a separate activity entirely from what the PvE player is doing so it's not part of that strategy. and again, it;s exactly as it happens now. People turn up and blow up your station services, you have to undock to fix them.

Teckos Pech wrote:
Also, there are other aspects to the OA and even the gate structure that might not mean running to a safe is your first and best option.
There will never be a more popular option, since a PvE player is going to be disadvataged. If you do fight it will generally be after safing up and switching to PvP, which happens now.

Teckos Pech wrote:
So the question is...do you think this game should allow dominant strategies? If the answer is yes, then there is absolutely no more point in discussing this as you favor a game that will, IMO, will likely stagnate and become boring. And fortunately, CCP does not think dominant strategies are good either, at least going by their past actions and statements (e.g. tracking titans, boot carriers/drone assist, nano speed tanks (I even saw a fit for a nano speed tanked domi for crying out loud), etc.).
You can keep quoting him as much as you like, it doesn't change the fact that it's not a dominant strategy, it's simply the most popular. You're like "I have a problem with this mechanic and this guy said it's dominant, therefore I agree, even though there are clearly other viable methods of responding to a hostile in system". So no, I don't think the game should allow dominant strategies (in some areas) but luckily enough in this entire situation there are no dominant strategies.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.