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AFK Cloaking™: Ideas, Discussion, and Proposals

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Teckos Pech
Hogyoku
Goonswarm Federation
#2061 - 2015-04-19 22:51:27 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
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.


It is a dominant strategy, you just said so yourself.

Quote:
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.


That is pretty much what a dominant strategy is. One every PvE player picks over all other strategies.

Other viable strategies does not make a dominant strategy "undominant". For example, consider the normal form game at the bottom of this page. For player 2 always playing E is a viable option, but it is weakly dominated by always playing F. In that game the players are always going to play (b,F) barring "mistakes".

"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.
#2062 - 2015-04-20 07:17:31 UTC  |  Edited by: Lucas Kell
Teckos Pech wrote:
Lucas Kell wrote:
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.


It is a dominant strategy, you just said so yourself.

Quote:
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.


That is pretty much what a dominant strategy is. One every PvE player picks over all other strategies.

Other viable strategies does not make a dominant strategy "undominant". For example, consider the normal form game at the bottom of this page. For player 2 always playing E is a viable option, but it is weakly dominated by always playing F. In that game the players are always going to play (b,F) barring "mistakes".
Lol? A popular strategy isn't a dominant strategy. People choose to not engage generally because the players running PvE have no interest in PvP. That's not to say there aren't other and better strategies if you are good at PvP, just not ones most players in that situation will choose. If you're purely basing it on a strategy being popular then this game is literally riddled with dominant strategies, as there's a popular way of doing almost everything.

Amusingly if you read what that says on that page, if it is dominance, it's actually the other way around. Cosider these two strategies:

A. Run and hide from hostile.
B. Confront aggressor with a stronger force.

These are two viable options for getting out of the situation where you are playing PvE and an hostile attacks. In A, you have to stop what you are doing, and that's that. In B, you remove the hostile and can return to your PvE. So in all situations B is >= A. A never gives a greater payoff than B, but B does give a greater payoff than A. In situations where the hostile flies though and leaves (i.e. not actually attacking) then both are equal. So if there's any dominance, it's weakly against running and hiding.

And once again it's irrelevant, since under a new intel system the action taken would be exactly the same.

The Indecisive Noob - EVE fan blog.

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Grendell
Technologies Unlimited
#2063 - 2015-04-20 15:33:26 UTC
Easy solution just give cloaks a cycle time like any other module that does not auto-repeat. Say like an hour or something.

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Nikk Narrel
Moonlit Bonsai
#2064 - 2015-04-20 15:43:46 UTC
Grendell wrote:
Easy solution just give cloaks a cycle time like any other module that does not auto-repeat. Say like an hour or something.

In order to maintain balance, that time frame would need to include an equal chance of the cloaked player being successful.

As we are comparing a significantly longer time frame to one hour, it must be noted the reason often given for success would no longer be valid.
That being, the PvE player being deceived into thinking the hostile name is inactive, and the probability of them still being a risk being worth gambling on.
Nasar Vyron
S0utherN Comfort
#2065 - 2015-04-20 18:07:19 UTC  |  Edited by: Nasar Vyron
Actions taken will always be the same. The only thing that will ever change if you alter local/intel networks is reaction time.
Aggressors, who want more kills, want the reaction time be as close to nothing as possible.
Defenders, who want to fight, want enough reaction time to prepare to intercept.
Ratters/Miners/etc, who want to be left to their own devices, want enough reaction time to get safe.

Preparation should always pay off for all parties, aggressor and defender. Ratters can be left to leech off the defender's intel networks as they do now. The OA offers a perfect chance to improve upon this interaction.



Pinpointing insures that when in system if the aggressor is not actively hunting an active defender will be able to catch and remove them from their space.

Possibly tying local to these OA may allow for attackers to enter a system and use a hacking module on it to force a delay in (not remove) local. Failure to hack sends a failure message through the network or at least a log entry, while successful hacks give no warning.
This opens up the strategy of sending one player through hitting each OA along the way, then having a gang follow behind taking advantage in this new cover.

Players should be able to go to an OA and look at the locals of any controlled system within x lys or y jumps, but they can now be hacked so the aggressor will be able to access this information as well is successful. Aggressors using the defenders new and improved intel network to their advantage as well now that map information will be hidden.
Teckos Pech
Hogyoku
Goonswarm Federation
#2066 - 2015-04-20 21:28:45 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Lucas Kell wrote:
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.


It is a dominant strategy, you just said so yourself.

Quote:
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.


That is pretty much what a dominant strategy is. One every PvE player picks over all other strategies.

Other viable strategies does not make a dominant strategy "undominant". For example, consider the normal form game at the bottom of this page. For player 2 always playing E is a viable option, but it is weakly dominated by always playing F. In that game the players are always going to play (b,F) barring "mistakes".
Lol? A popular strategy isn't a dominant strategy. People choose to not engage generally because the players running PvE have no interest in PvP. That's not to say there aren't other and better strategies if you are good at PvP, just not ones most players in that situation will choose. If you're purely basing it on a strategy being popular then this game is literally riddled with dominant strategies, as there's a popular way of doing almost everything.

Amusingly if you read what that says on that page, if it is dominance, it's actually the other way around. Cosider these two strategies:

A. Run and hide from hostile.
B. Confront aggressor with a stronger force.

These are two viable options for getting out of the situation where you are playing PvE and an hostile attacks. In A, you have to stop what you are doing, and that's that. In B, you remove the hostile and can return to your PvE. So in all situations B is >= A. A never gives a greater payoff than B, but B does give a greater payoff than A. In situations where the hostile flies though and leaves (i.e. not actually attacking) then both are equal. So if there's any dominance, it's weakly against running and hiding.

And once again it's irrelevant, since under a new intel system the action taken would be exactly the same.


Lucas,

You did not just say it is popular, but that it was popular and any other strategy puts the player at a disadvantage. That pretty much renders it dominant. Here is what you wrote:

Quote:
There will never be a more popular option, since a PvE player is going to be disadvataged.


And if a new system results in the same behavior--i.e. a dominant strategy, then that new system is no good either.

"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.
#2067 - 2015-04-20 21:46:49 UTC
Teckos Pech wrote:
Lucas,

You did not just say it is popular, but that it was popular and any other strategy puts the player at a disadvantage. That pretty much renders it dominant. Here is what you wrote:

Quote:
There will never be a more popular option, since a PvE player is going to be disadvataged.


And if a new system results in the same behavior--i.e. a dominant strategy, then that new system is no good either.
And if the only people who ever ratted or mined in null were PvE players, it might be an issue. PvP focussed people do fight back, they do set traps, they do reship and fight, but at it's core no matter what intel system is in place, someone who is there just to do PvE is going to evade, not because it's a dominant strategy, but because it's the one that involves the least amount of fighting, the activity they are generally weakest at. It's obviously better to kick the hostile out rather than wait him out, but they don't find that route entertaining and often don't have the skills (character or otherwise) to do so.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2068 - 2015-04-20 21:48:02 UTC
Nasar Vyron wrote:
Actions taken will always be the same. The only thing that will ever change if you alter local/intel networks is reaction time.
Aggressors, who want more kills, want the reaction time be as close to nothing as possible.
Defenders, who want to fight, want enough reaction time to prepare to intercept.
Ratters/Miners/etc, who want to be left to their own devices, want enough reaction time to get safe.

Preparation should always pay off for all parties, aggressor and defender. Ratters can be left to leech off the defender's intel networks as they do now. The OA offers a perfect chance to improve upon this interaction.



Pinpointing insures that when in system if the aggressor is not actively hunting an active defender will be able to catch and remove them from their space.

Possibly tying local to these OA may allow for attackers to enter a system and use a hacking module on it to force a delay in (not remove) local. Failure to hack sends a failure message through the network or at least a log entry, while successful hacks give no warning.
This opens up the strategy of sending one player through hitting each OA along the way, then having a gang follow behind taking advantage in this new cover.

Players should be able to go to an OA and look at the locals of any controlled system within x lys or y jumps, but they can now be hacked so the aggressor will be able to access this information as well is successful. Aggressors using the defenders new and improved intel network to their advantage as well now that map information will be hidden.


Dude, you stole my ideas. Big smile

It could make roaming other people's space and even your own interesting. Obviously details would need to be worked out. Still, with such a set up people would want to periodically patrol their space, even more so than they do now.

And if hacking allowed the hacker to hide is gang's presence in a given system...set up a gate camp and murder those thinking things are safe. Pretty quick the residents will figure something is up and form a response fleet and there you go....content.

"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
#2069 - 2015-04-20 21:59:11 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Lucas,

You did not just say it is popular, but that it was popular and any other strategy puts the player at a disadvantage. That pretty much renders it dominant. Here is what you wrote:

Quote:
There will never be a more popular option, since a PvE player is going to be disadvataged.


And if a new system results in the same behavior--i.e. a dominant strategy, then that new system is no good either.
And if the only people who ever ratted or mined in null were PvE players, it might be an issue. PvP focussed people do fight back, they do set traps, they do reship and fight, but at it's core no matter what intel system is in place, someone who is there just to do PvE is going to evade, not because it's a dominant strategy, but because it's the one that involves the least amount of fighting, the activity they are generally weakest at. It's obviously better to kick the hostile out rather than wait him out, but they don't find that route entertaining and often don't have the skills (character or otherwise) to do so.


Lucas, even in this context it is still a dominant strategy. If a dedicated PvE players dislikes PvP, then his payoff matrix will be different than a PvP oriented pilot. In this case, then maybe the solution is to change things so these players are not out in null sec...and one way to do that is take away their dominant strategy.....

The PvP oriented players who rat to supplement their income will be fine/are not the problem. They will, as the saying go, adapt and deal with the situation.

That is think of it this way:

Game 1: PvP pilot vs. PvP pilot ratting--this game will have a pay off matrix, hopefully a new intel system will result in more fun for both players and ratting is still viable and a source of income.

Game 2: PvP pilot vs. PvE pilot ratting--this game will have a different payoff matrix. These players still rely on their old dominant strategy....and soon they find themselves back in high sec (either there were too many such players in the alliance and they lost their space, or their alliance noted their lack of participation in PvP and booted them).

And please, I am not saying there should be no PvE in null. Quite the contrary, I think there should be more. I pretty much agree with Querns. If you want to PvE in null...great, but also be prepared to PvP.

"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.
#2070 - 2015-04-21 06:38:06 UTC
Look, I'm not going to argue about dominant strategies. Obviously you think it is, I disagree, it's irrelevant. Whatever way intel is gathered the strategies will remain the same.

Teckos Pech wrote:
And please, I am not saying there should be no PvE in null. Quite the contrary, I think there should be more. I pretty much agree with Querns. If you want to PvE in null...great, but also be prepared to PvP.
It's never ever ever ever ever going to happen. A PvE player, even on prepare for PvP will have to swap ships to PvP, because PvE and PvP are incompatible and at the very least even if you were in a PvP ship you'd be getting shot by rats giving the aggressor the advantage anyway. The moment you do swap to a PvP ship, the aggressor goes and hides, because the vast majority of the time the hostile wants an easy kill and won't fight someone who is willing and able to fight back. It's exactly as it happens now and changing the source of intel won;t suddenly make it any different. You'll still have risk averse PvPers looking only to kill PvE fit ship and PvE players with no interest in playing cloak games for hours trying to catch a hostile specifically fit to evade PvP fit ships.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2071 - 2015-04-21 08:20:27 UTC
Lucas Kell wrote:
Look, I'm not going to argue about dominant strategies. Obviously you think it is, I disagree, it's irrelevant. Whatever way intel is gathered the strategies will remain the same.

Teckos Pech wrote:
And please, I am not saying there should be no PvE in null. Quite the contrary, I think there should be more. I pretty much agree with Querns. If you want to PvE in null...great, but also be prepared to PvP.
It's never ever ever ever ever going to happen. A PvE player, even on prepare for PvP will have to swap ships to PvP, because PvE and PvP are incompatible and at the very least even if you were in a PvP ship you'd be getting shot by rats giving the aggressor the advantage anyway. The moment you do swap to a PvP ship, the aggressor goes and hides, because the vast majority of the time the hostile wants an easy kill and won't fight someone who is willing and able to fight back. It's exactly as it happens now and changing the source of intel won;t suddenly make it any different. You'll still have risk averse PvPers looking only to kill PvE fit ship and PvE players with no interest in playing cloak games for hours trying to catch a hostile specifically fit to evade PvP fit ships.


Well, I have to say Lucas that you have quite nicely demonstrated you just don't know what a dominant strategy is.

"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

Mag's
Azn Empire
#2072 - 2015-04-21 10:00:12 UTC
I see the dominate troll is at work. Nice to see that it's not only AFking, that doesn't change. Big smile

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Lucas Kell
Solitude Trading
S.N.O.T.
#2073 - 2015-04-21 10:16:54 UTC  |  Edited by: Lucas Kell
Teckos Pech wrote:
Well, I have to say Lucas that you have quite nicely demonstrated you just don't know what a dominant strategy is.
Roll Troll on buddy, I'm done wasting time with you.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2074 - 2015-04-21 13:22:03 UTC
Lucas Kell wrote:
...

It's never ever ever ever ever going to happen. A PvE player, even on prepare for PvP will have to swap ships to PvP, because PvE and PvP are incompatible and at the very least even if you were in a PvP ship you'd be getting shot by rats giving the aggressor the advantage anyway. The moment you do swap to a PvP ship, the aggressor goes and hides, because the vast majority of the time the hostile wants an easy kill and won't fight someone who is willing and able to fight back. It's exactly as it happens now and changing the source of intel won;t suddenly make it any different. You'll still have risk averse PvPers looking only to kill PvE fit ship and PvE players with no interest in playing cloak games for hours trying to catch a hostile specifically fit to evade PvP fit ships.

So, what you are saying is this:

PvE players should not expect to PvP. They can be threatened with this, but they should never seek it when flying PvE fit hulls.

Cloaked players, who by popular perception fit between genuine-PvP and PvE fits for combat ability, should be pushed into encounters for which they have no expectations of positive outcome.
IE: They should not encounter PvE ships, but rather PvP hulls.

You can talk about how ill prepared pilots are routinely killed, as much as you like. That is not intentional gameplay, but examples of where at least one side was not expecting or prepared for an encounter, assuming they were even paying attention.

Here is your golden question:
WHY should PvE players, in PvE fit hulls, want to only avoid encounters with hostile players?
(What value is to be had with only evasion, as their response, to use different terms)
Lucas Kell
Solitude Trading
S.N.O.T.
#2075 - 2015-04-21 13:43:04 UTC
Nikk Narrel wrote:
So, what you are saying is this:

PvE players should not expect to PvP. They can be threatened with this, but they should never seek it when flying PvE fit hulls.

Cloaked players, who by popular perception fit between genuine-PvP and PvE fits for combat ability, should be pushed into encounters for which they have no expectations of positive outcome.
IE: They should not encounter PvE ships, but rather PvP hulls.
No, I'm saying that whatever the intel mechanics are, people will still evade combat they will not win, regardless of what side they are on. Replacing the intel mechanic won't make them stop evading unless you take away their ability to evade in time which they should never do.

Nikk Narrel wrote:
You can talk about how ill prepared pilots are routinely killed, as much as you like. That is not intentional gameplay, but examples of where at least one side was not expecting or prepared for an encounter, assuming they were even paying attention.
But players who are not ill prepared are also killed. Players who are actually competent at hunting in null get many kills against players. Only the most cautious of players are able to evade a decent PvPer. You problem is you think that a cloaker is a decent PvPer. He isn't. His ship and fitting choice is a testament to that. It's fit for evasion not for aggression.

Nikk Narrel wrote:
Here is your golden question:
WHY should PvE players, in PvE fit hulls, want to only avoid encounters with hostile players?
(What value is to be had with only evasion, as their response, to use different terms)
Why should PvE players not want to evade at least in the short term? What do they gain from taking a PvE fit ship, potentially already damaged and under fire from NPCs into a battle with someone specifically geared to hunt them?

Even if the mechanics are changed, player behaviors won't be. People won't throw themselves into the oncoming spears of their enemies. They'll continue to evade and if that is made impossible they'll simply move elsewhere.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2076 - 2015-04-21 14:03:35 UTC
Lucas Kell wrote:
...
Nikk Narrel wrote:
Here is your golden question:
WHY should PvE players, in PvE fit hulls, want to only avoid encounters with hostile players?
(What value is to be had with only evasion, as their response, to use different terms)


Why should PvE players not want to evade at least in the short term? What do they gain from taking a PvE fit ship, potentially already damaged and under fire from NPCs into a battle with someone specifically geared to hunt them?

Even if the mechanics are changed, player behaviors won't be. People won't throw themselves into the oncoming spears of their enemies. They'll continue to evade and if that is made impossible they'll simply move elsewhere.

You never answered the question, but assumed details which were never involved.

Let's throw out a more detailed scenario, and restate.

Our PvE hero is controlling a ship which is ratting, and thanks to (insert changed mechanic here), they know they can take on a cloaked ship in a fight.
They won't be facing PvP fit hulls, as they have a gate camp catching those.
They won't be dealing with multiple hostiles, as they have intel warnings for that.

So, a lone cloaked ship penetrates to their ratting system.
(Hot dropping is not a threat, in this example, thanks to that changed mechanic from above)

What gameplay value is to be had, by standing their ground and being ready to fight?
What gameplay value is to be had, by evading the potential threat?
Lucas Kell
Solitude Trading
S.N.O.T.
#2077 - 2015-04-21 16:50:42 UTC
Nikk Narrel wrote:
Let's throw out a more detailed scenario, and restate.

Our PvE hero is controlling a ship which is ratting, and thanks to (insert changed mechanic here), they know they can take on a cloaked ship in a fight.
They won't be facing PvP fit hulls, as they have a gate camp catching those.
They won't be dealing with multiple hostiles, as they have intel warnings for that.

So, a lone cloaked ship penetrates to their ratting system.
(Hot dropping is not a threat, in this example, thanks to that changed mechanic from above)
So in your example, neither T3s nor covert cynos exist, and a group of players now has a full time career of sitting on gates instead of playing the actual game?

Nikk Narrel wrote:
What gameplay value is to be had, by standing their ground and being ready to fight?
What gameplay value is to be had, by evading the potential threat?
That entirely depends on the aim and skillset of the PvE player. In many cases, getting killed isn't the aim which is why "live to fight another day" is often the choice made. If someone has flown into a system though gate camps and arrived ready and willing to attack you, it's a safe bet they are in fact in a PvP fit ship or have the ability to call forward their friends.

Quite honestly, I'm not sure what answer it is you are looking for to these questions, but they are obviously loaded for whatever response it if you are hoping to get, so why don't you just answer the question the way you were hoping I would so I can chuckle and dismiss it. The simple fact is that no mechanic will change player behaviour.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nasar Vyron
S0utherN Comfort
#2078 - 2015-04-21 17:06:09 UTC  |  Edited by: Nasar Vyron
Nikk Narrel wrote:
You never answered the question, but assumed details which were never involved.

Let's throw out a more detailed scenario, and restate.

Our PvE hero is controlling a ship which is ratting, and thanks to (insert changed mechanic here), they know they can take on a cloaked ship in a fight.
They won't be facing PvP fit hulls, as they have a gate camp catching those.
They won't be dealing with multiple hostiles, as they have intel warnings for that.

So, a lone cloaked ship penetrates to their ratting system.
(Hot dropping is not a threat, in this example, thanks to that changed mechanic from above)

What gameplay value is to be had, by standing their ground and being ready to fight?
What gameplay value is to be had, by evading the potential threat?


These arguments give me a headache...

You all are making assumptions before ever starting your arguments. Here, you're assuming some magical change is going to be implemented making hotdropping a non factor. You also assume people are going to take the time to gate camp every entry system at all hours of the day apparently.

Fact is you're wrong on all counts.
1) True gate camps rarely happen, they happen when people are bored out of their mind and would rather not fly around hunting -or- when they know an incoming gang is coming. Either way, gate camps typically last for a few hours at most leaving plenty of openings. Just use a scout and you can avoid them and come back later.
2) Hotdropping will always be a factor, as such a PvE player is not likely to take their billion+ isk ratting ship to kill the possible cyno which is specifically tanked for the local rats, armed against the local rats, and set up to optimally apply damage to BS and cruiser targets. If they are willing to handle the cloak themselves they will always reship to a PvP fit orthrus or other ship better suited to handle the situation as quickly as possible.


In the end, better gameplay will always be had if the PvE player is able to stand their ground. With current ratting mechanics this cannot be done in PvE hulls against a prepared attacker. Due to the value of these hulls, the pilot must assume at all times that the aggressor is prepared and not alone. Most will avoid a fight altogether, but some will stand and fight, you should be looking forward to that engagement not cursing the world that you didn't get your easy billion isk ship kill.

Advantage always goes to the defender, if they didn't why would anyone ever want to hold space? The best system is one that allows the aggressor to degrade that advantage through active preparation and planning. Then when you catch that billion isk ship it can come with a sense of accomplishment, not just another easy km to add to the pile.
Teckos Pech
Hogyoku
Goonswarm Federation
#2079 - 2015-04-21 17:13:21 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:


Even if the mechanics are changed, player behaviors won't be. People won't throw themselves into the oncoming spears of their enemies. They'll continue to evade and if that is made impossible they'll simply move elsewhere.


You know I can't help but throw this out there. If player behavior is invariant even with changes in game mechanics then it is like....a super dominant strategy. P

I don't believe this, though. Change the mechanics (i.e. the rules of the game) and the player's strategies will also change, generally speaking.

Also, I think the discussion is too limited here. I'd be fine with a change to mechanics where when a hostile/hostiles come into an area and start causing trouble those doing PvE stop and form up to deal with the intruders. Currently the typical response is for people to ignore the hostiles if they are not in their system, maybe safe up if intel indicates they are on their way, and if they come into system absolutely safe up...and then wait for them to leave. Making some structures at least partially vulnerable outside of the prime time window may help accomplish this.

"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
#2080 - 2015-04-21 17:28:39 UTC
Nasar Vyron wrote:
Nikk Narrel wrote:
You never answered the question, but assumed details which were never involved.

Let's throw out a more detailed scenario, and restate.

Our PvE hero is controlling a ship which is ratting, and thanks to (insert changed mechanic here), they know they can take on a cloaked ship in a fight.
They won't be facing PvP fit hulls, as they have a gate camp catching those.
They won't be dealing with multiple hostiles, as they have intel warnings for that.

So, a lone cloaked ship penetrates to their ratting system.
(Hot dropping is not a threat, in this example, thanks to that changed mechanic from above)

What gameplay value is to be had, by standing their ground and being ready to fight?
What gameplay value is to be had, by evading the potential threat?


These arguments give me a headache...

You all are making assumptions before ever starting your arguments. Here, you're assuming some magical change is going to be implemented making hotdropping a non factor. You also assume people are going to take the time to gate camp every entry system at all hours of the day apparently.

Fact is you're wrong on all counts.
1) True gate camps rarely happen, they happen when people are bored out of their mind and would rather not fly around hunting -or- when they know an incoming gang is coming. Either way, gate camps typically last for a few hours at most leaving plenty of openings. Just use a scout and you can avoid them and come back later.
2) Hotdropping will always be a factor, as such a PvE player is not likely to take their billion+ isk ratting ship to kill the possible cyno which is specifically tanked for the local rats, armed against the local rats, and set up to optimally apply damage to BS and cruiser targets. If they are willing to handle the cloak themselves they will always reship to a PvP fit orthrus or other ship better suited to handle the situation as quickly as possible.


In the end, better gameplay will always be had if the PvE player is able to stand their ground. With current ratting mechanics this cannot be done in PvE hulls against a prepared attacker. Due to the value of these hulls, the pilot must assume at all times that the aggressor is prepared and not alone. Most will avoid a fight altogether, but some will stand and fight, you should be looking forward to that engagement not cursing the world that you didn't get your easy billion isk ship kill.

Advantage always goes to the defender, if they didn't why would anyone ever want to hold space? The best system is one that allows the aggressor to degrade that advantage through active preparation and planning. Then when you catch that billion isk ship it can come with a sense of accomplishment, not just another easy km to add to the pile.


Assumptions are exactly what you are making.
First and foremost, that the existing mechanics will always be present, made clear by your defense of them as things that will always exist.

1) gate camps are the most effective way for minimal defenders to use the leverage of a bottleneck to protect the most area.
These may not need to be in existence continuously, but if your alliance can't be bothered to meet this level of protection, it falls to the individual players to support.

2) Hot dropping. The idea this can't be reigned in, is a joke.
Add in a one minute cooldown between dropping cloak, and use of any cyno, and no cloaking ship can land a hot drop on a target without the target being capable of being warned.

Ultimately, my conditions were intended to confirm the intentions of the design, more than the basic mechanics.
We agree that encounters where the player can stand and fight are interesting, more so than needing to evade the opposing player by comparison.