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AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Lucas Kell
Solitude Trading
S.N.O.T.
#2101 - 2015-04-22 06:37:28 UTC  |  Edited by: Lucas Kell
Mario Putzo wrote:
I love this argument though....oh wait another "going around in circles" post. Why do you even post in the forums if you can't handle people disagreeing with you. Not everything is a circular argument, and if you find it is, then it is you who is arguing in circles not others..
It's not circular when people disagree, it's circular when the same two people repeat the exact same arguments and repeatedly misrepresent what's being said. I'm bored of it.

Mario Putzo wrote:
For a guy who allegedly only undocks to PVP you seem to have a lot at stake against folks altering PVE play style by simply showing up in local.
I dislike AFK playstyles, and am allowed an opinion on the game I've played for 10 years. If you don't like it, hit the little button marked "hide posts" that appears when you click my name.

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Nikk Narrel
Moonlit Bonsai
#2102 - 2015-04-22 13:12:52 UTC
Mario Putzo wrote:
^ Or just safe log anyone who hasn't taken any action in a half hour (regardless if they are in station or in space in any capacity.)

That is both fair and balanced.

It won't make anyone happy, however, because while cloaking has been demonized along these lines, sitting AFK in other areas is both accepted and expected.
Tempelman N
Biomass Transit
Seven Four Five
#2103 - 2015-04-23 04:07:38 UTC
AFK cloaking needs to be re-vamped but if that happens, Local goes, end of story

Also new Bombers Bar movie released, come check it out


CLICK FOR MOVIE
Mario Putzo
#2104 - 2015-04-23 05:02:29 UTC
Nice vid Tempelman!
Nasar Vyron
S0utherN Comfort
#2105 - 2015-04-23 17:17:14 UTC  |  Edited by: Nasar Vyron
Tempelman N wrote:
AFK cloaking needs to be re-vamped but if that happens, Local goes, end of story

Also new Bombers Bar movie released, come check it out


CLICK FOR MOVIE


We've been over this a dozen times and more already. Removal of local does nothing to improve the QOL of the game, for aggressor or defender. You'll have to wait for structures before the possibility of a delayed and non delayed local can be attached to the OA. Then player/counterplay can be addressed via that structure.

Removal of local puts the ball entirely in the aggressor's court which is unacceptable. It offers no counter play outside of keeping vigilant eyes on all gates, scanner for possible WH appearances, and dscan+probes for possible logged out entities. Null is not WH space, stop trying to turn it into it without first considering acceptable counter play from both sides. People work hard to to take and control sov, there must be benefits for this dedication and commitment which does include some level of safety. Safety, which if I had my way, could be turned against them if not regularly monitored.
Teckos Pech
Hogyoku
Goonswarm Federation
#2106 - 2015-04-23 18:53:26 UTC
Nasar Vyron wrote:
Tempelman N wrote:
AFK cloaking needs to be re-vamped but if that happens, Local goes, end of story

Also new Bombers Bar movie released, come check it out


CLICK FOR MOVIE


We've been over this a dozen times and more already. Removal of local does nothing to improve the QOL of the game, for aggressor or defender. You'll have to wait for structures before the possibility of a delayed and non delayed local can be attached to the OA. Then player/counterplay can be addressed via that structure.

Removal of local puts the ball entirely in the aggressor's court which is unacceptable. It offers no counter play outside of keeping vigilant eyes on all gates, scanner for possible WH appearances, and dscan+probes for possible logged out entities. Null is not WH space, stop trying to turn it into it without first considering acceptable counter play from both sides. People work hard to to take and control sov, there must be benefits for this dedication and commitment which does include some level of safety. Safety, which if I had my way, could be turned against them if not regularly monitored.


My view as well. Taking local now with out anyway to claw back the loss of intel is not a good idea at all.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Nikk Narrel
Moonlit Bonsai
#2107 - 2015-04-23 19:07:31 UTC
I don't think anyone is seriously suggesting full removal of local.

I doubt we will see an intel vacuum appear, without an equivalent actually in the game replacing it.
Bogdo Lama
Science and Trade Institute
Caldari State
#2108 - 2015-04-25 03:28:35 UTC  |  Edited by: Bogdo Lama
Ssoraszh Tzarszh wrote:
Bogdo Lama wrote:
baltec1 wrote:
Lucas Kell wrote:
And no, once again if local wasn't there, there wouldn't be ships to harass. You'd be here crying about how there are no targets for you to shoot because everyone's playing elsewhere.


WH clearly show this is not correct.


Imho you cant compare null to wh like that cause theyre not the same. You cant just check dotlan for npc kills and set route to wh and fly there. Instead you need to probe down random wh's that may or may not be occupied.
Also you know you can "voice guard" wh entries with alts giving "voice notification" when someone jumps in? Also trying to cyno your gang into wh might not work too well. Not to mention wh's mass limits that may prevent your fleet bringing in enough stuff to take on wh cap fleets. Also that if theres null and wh to choose without local id pick wh anyday and not just because i would make multiple times more iskies in wh's.. etc etc etc..



"Voice Guard" ? why no i would rather not break the EULA and macro some gamey scripts to my alt and risk a silly ban. But thanks for letting CCP know this is a thing, i would like to think they might try and snuff out people who have set this up and banhammer them.

However the issue with the null "afk cloak" is twofold, one you can see them in local confirming their presence and second people "expect", "their" space to be safe, they trust in their intel channels and have set the mindset for thousands of players to act in that way when operating in (especially sov) space.

In lowsec/npc null you have the same issues with neuts all over the place, people there have adapted the mindset that working (pvp or ratting) in that area of space comes with a lack of certainty (aka you never know if they are afk or waiting). And groups have adjusted, running around doing their thing in groups for example: looking at some people running lvl 5 missions with 6 or 7 ships here, take a logi with etc so that when you do get dunked on you have a small chance of doing anything silly and funny.

I would support a delayed local as a solution to afk cloaking, as with that system your mindset will be to expect it even when there is no one there. No expectancy of safety is to embrace the fact of life that silly killmails will happen but also that you are free of the oppression that is afk cloaking.


I doubt its against EULA to put cloaky alt at WH entrance and turn volume full for that client. So when someone jumps trough WH you hear him coming trough. Why would this be bannable or why would you need macros for this?

And i disagree about this intel channels mindset thing whatever. I never trusted in intel channels myself but instead i can gather my own intel like doing scouting and stuff. In my experience intel channels mostly used for PVP.
And the problem with afk cloakies in sov space is that if theres cloaky on local it pretty much means no PVE in that system. Because it would be very stupid. And its not about expecting system to be safe. System either is safe or is not safe. As in has neuts on local or doesnt.

In npc null neuts is not problem for farming anoms because there is no anoms to farm. And were not talking about belt ratting here. Pirate missions way to go in npc null anyways (probes needed cant just warp afk cloaky there)

Also its not problem while running lvl5 missions because you need probes again to be able to actually warp to mission site and you can easily see on them on d-scan. Besides i know many guys farming lvl5 missions solo in caps and they do only "no risk" station systems. You dont need any gangs or logis for that few ratting carrier do just fine.

Then theres FW stuff they run those with 50mil bombers or even 1mil t1 frigs so thats whole another thing.

And to answer last of your statement. I dont support delayed local because it encourages to empty sov space. As in everyone doing PVE there would just move their PVE chars/alts somewhere else like in WH, FW or incursions.

To borrow your words a bit with your mindset it might be hard to realize that there is less stuff to shoot in sov space when all the carebears move out of there.

Mindset this, mindset that, whatever...

But you do realize that post of mine you quoted didnt mention afk cloaky anywhere. I was talking about delayed local and that you cant compare WH to null/low like that because theyre whole different things. And only thing you actually managed to answer was that you dont know what i meant by voice guarding wh with an alt.

At the end i gotta add that i dont even live in sov space currently. However i have done sov space aswell any other space this game has to offer.
Xe'Cara'eos
A Big Enough Lever
#2109 - 2015-04-29 20:17:13 UTC
Nasar Vyron wrote:
Tempelman N wrote:
AFK cloaking needs to be re-vamped but if that happens, Local goes, end of story

Also new Bombers Bar movie released, come check it out


CLICK FOR MOVIE


We've been over this a dozen times and more already. Removal of local does nothing to improve the QOL of the game, for aggressor or defender. You'll have to wait for structures before the possibility of a delayed and non delayed local can be attached to the OA. Then player/counterplay can be addressed via that structure.

Removal of local puts the ball entirely in the aggressor's court which is unacceptable. It offers no counter play outside of keeping vigilant eyes on all gates, scanner for possible WH appearances, and dscan+probes for possible logged out entities. Null is not WH space, stop trying to turn it into it without first considering acceptable counter play from both sides. People work hard to to take and control sov, there must be benefits for this dedication and commitment which does include some level of safety. Safety, which if I had my way, could be turned against them if not regularly monitored.


the reason that no local in WH's works, and doesn't in null is that in W-space, you're never going to get more than the maximum mass of an incoming WH suddenly appearing on you, in null, you could get 2 cap-fleets, and 3 sup-cap fleets in about 60s
that said - in nullsec - JUST MOVE NEXT DOOR, you lazy ****'s, if they follow, you know they're not cloaky

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Rain6637
GoonWaffe
Goonswarm Federation
#2110 - 2015-04-30 05:31:48 UTC
Nikk Narrel
Moonlit Bonsai
#2111 - 2015-04-30 13:09:28 UTC
Xe'Cara'eos wrote:
the reason that no local in WH's works, and doesn't in null is that in W-space, you're never going to get more than the maximum mass of an incoming WH suddenly appearing on you, in null, you could get 2 cap-fleets, and 3 sup-cap fleets in about 60s
that said - in nullsec - JUST MOVE NEXT DOOR, you lazy ****'s, if they follow, you know they're not cloaky

To be fair, that only addresses risk from forces not already present in system.

In sov null, you know from local if others are in your system.
In a WH, while new arrivals have limited opportunity to enter, existing pilots are not known present without effort, if at all.

A hot drop in a WH is a joke. They don't need to cyno in forces that are already sitting in the system.
Mario Putzo
#2112 - 2015-04-30 16:06:33 UTC
Nikk Narrel wrote:
Xe'Cara'eos wrote:
the reason that no local in WH's works, and doesn't in null is that in W-space, you're never going to get more than the maximum mass of an incoming WH suddenly appearing on you, in null, you could get 2 cap-fleets, and 3 sup-cap fleets in about 60s
that said - in nullsec - JUST MOVE NEXT DOOR, you lazy ****'s, if they follow, you know they're not cloaky

To be fair, that only addresses risk from forces not already present in system.

In sov null, you know from local if others are in your system.
In a WH, while new arrivals have limited opportunity to enter, existing pilots are not known present without effort, if at all.

A hot drop in a WH is a joke. They don't need to cyno in forces that are already sitting in the system.


Yep and this is usually the case WH groups will seed stuff into other WHs they want to take aggressive action in, If you don't notice them coming and going, you don't know until its to late. Kind of like that big brawl that happened recently in WH's no one saw it coming, and then bam a couple hours, rage pings, and batphones later and 280B isk was destroyed.
Myo Megas
Almost Dangerous
Wolves Amongst Strangers
#2113 - 2015-04-30 22:50:14 UTC
Tempelman N wrote:
AFK cloaking needs to be re-vamped but if that happens, Local goes, end of story

Also new Bombers Bar movie released, come check it out


CLICK FOR MOVIE



for those who dont know the real temp http://www.reddit.com/r/Eve/comments/33xtei/tempelman_n_threatens_to_kill_me_over_my_samurai/
Pidgeon Saissore
Tyrant's
Short Bus Syndicate
#2114 - 2015-05-02 03:46:24 UTC
Cloaks local and cynos are issues that can only be answered all at once. A cloaker being in local effects other players without any risk or attention of itself but only because they know it could have a cyno.

With the exception of cloakers local is perfect intel. Any form of delay in local would effectively remove it as only the first few seconds of a person being there mean much to their would be victims.
My recommendation: Make any entry into system an event visible system wide with distinct effects for gates logins and wormholes to replace the appearance in local. This lets people know something is happening but not what. This vastly increases the necessity of intel channels and for people to pay attention.

The problem with cynos is they have the imposing presence of the unknown capital or black ops fleet at the other end of it. This almost always gives a huge advantage to the attacker as the cyno pilot can see what he is most likely up against while the defender absolutely can't. That fleet being somewhere instantly while the defender must take time to align and warp is not a reasonably fair mechanic.
My recommendation: Make jumping to them take time. While the command to light and jump will be instant there should be some delay before the fleet arrives. This will give a fair chance for the would be victim to deal with the cyno ship before the overwhelming fleet arrives. Note that the fleet will still arrive on target even if the cyno is destroyed so the victim still needs to make its escape. The only debate for this is exactly how long that time should be. Probably distance dependent and not shorter then 10 seconds and not longer then 1 minute.

And lastly cloaks themselves. With the exception of the few seconds in which they enter the system they absolutely defeat every form of intel. With the idea of degrading local in place there must be some limitation on cloaks or they become an absolutely perfect trap.
Two main options for limits: Make cloaks always overheated or drain cap without any possibility of recharge while cloaked. On the overheat option there should be no damage for the first 2-10 minutes of cloaking so as not to interfere with active hunting. The cap option would drain cap at a rate that scales with sig radius and removes all forms of recharge while cloaked and a short but significant time thereafter. Either way would limit the cloak time in a particular system so that there is a fair chance to catch it if it does not move on after a debatable amount of time with some penalty for remaining that way close to the limit. The times I have seen as reasonable range from 40 min to 2 hours. With degrading local on the table it would be more fair to push that to the lower end of the time frame.

I have mentioned lots of things that I would say are more fair as we all know there is no such thing as an absolute fair setup in eve. I believe the current balance of cloak local and cyno vastly favors the attackers in all usual scenarios. The attacker can precisely choose when the fight happens while the defender must be vigilant for that at all times which is why a single character can so easily disrupt any number of players, a fact that is clearly unbalanced. Even a well prepared counter-drop requires that fleet to be ready at the undetermined time of the attackers choosing.

As I have seen it almost every comment has had the buff us nerf them mentality applied to it in reference to who is attacker and defender. I have tried to take both sides here but I do believe that in the current system the attacker has had the unfair advantage. What I have proposed here would be a calibratable system in which the exact numbers would determine who has the advantage. The numbers I have given here are quite a wide range and while I believe a fair solution would fall somewhere in between them it is not I who makes that decision nor do I believe I know best.
Nikk Narrel
Moonlit Bonsai
#2115 - 2015-05-04 14:13:12 UTC
Pidgeon Saissore wrote:
Cloaks local and cynos are issues that can only be answered all at once. A cloaker being in local effects other players without any risk or attention of itself but only because they know it could have a cyno.

With the exception of cloakers local is perfect intel...


I agree with the intentions of your post. That said, I am focusing my attentions most on what I believe to have been an unintended set of events.

We ended up with, in sov null, local giving us absolute awareness of perfect safety, whenever no hostile or neutral names were listed.
Sure, you always knew a hostile could arrive later, but at that moment you could knew perfect safety existed.

Now, back in the days before standings were a part of local, you could not be sure if a name was friendly. Even if it looked like a familiar name, it COULD have been one of many that were created to spoof another name and so avoid suspicion.
You had to make an effort, and look up the name to see who they were. That effort being needed is of major significance in this.

In other areas of space, seeing names with neutral or hostile standings is expected.

It is not that we don't want the intel, but rather that we want the effort put back in place.
It really dumbs down the game, when it is free and immediate like now.
Teckos Pech
Hogyoku
Goonswarm Federation
#2116 - 2015-05-04 17:43:52 UTC
Nikk Narrel wrote:
Pidgeon Saissore wrote:
Cloaks local and cynos are issues that can only be answered all at once. A cloaker being in local effects other players without any risk or attention of itself but only because they know it could have a cyno.

With the exception of cloakers local is perfect intel...


I agree with the intentions of your post. That said, I am focusing my attentions most on what I believe to have been an unintended set of events.

We ended up with, in sov null, local giving us absolute awareness of perfect safety, whenever no hostile or neutral names were listed.
Sure, you always knew a hostile could arrive later, but at that moment you could knew perfect safety existed.

Now, back in the days before standings were a part of local, you could not be sure if a name was friendly. Even if it looked like a familiar name, it COULD have been one of many that were created to spoof another name and so avoid suspicion.
You had to make an effort, and look up the name to see who they were. That effort being needed is of major significance in this.

In other areas of space, seeing names with neutral or hostile standings is expected.

It is not that we don't want the intel, but rather that we want the effort put back in place.
It really dumbs down the game, when it is free and immediate like now.


Agreed. Intel should be obtainable. Having structures that allow this...fine. However, they should be vulnerable (i.e. you have to expend effort to maintain that intel), and you should have to put these structures up (again more effort).

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Tian Toralen
State War Academy
Caldari State
#2117 - 2015-05-05 09:57:00 UTC  |  Edited by: Tian Toralen
New idea: the module is a SOV or large POS module. It can only be used in null-sec and wormholes. The module is expensive, uses the strontium or some other material, has a delay of 15 minutes, and - the most important thing - when activated it does a system wide announcement that it has been activated, then after 1-3 minutes all ships (enemy or not) in system are decloacked.

In this way, the campers, if they are not AFK, can simply re-activate their cloak. You can see this does not hurt the gameplay of covert ops ships or bombers in any way, because of the announcement, it only hurts AFK campers.

If CCP is against doing any activity in EVE while AFK, then I think you can agree with this. Cloaked camping is an activity. The announcement before activation would mean that non-AFK campers or other covert ops ships (bombers) are not affected in any way.

Also it would make owning sov, or a large tower a little more valuable, strategic importance, etc.

(re-post, I opened a new thread, did not know about this one)
Aivlis Eldelbar
State War Academy
Caldari State
#2118 - 2015-05-05 10:49:18 UTC
Tian Toralen wrote:
New idea: the module is a SOV or large POS module. It can only be used in null-sec and wormholes. The module is expensive, uses the strontium or some other material, has a delay of 15 minutes, and - the most important thing - when activated it does a system wide announcement that it has been activated, then after 1-3 minutes all ships (enemy or not) in system are decloacked.

In this way, the campers, if they are not AFK, can simply re-activate their cloak. You can see this does not hurt the gameplay of covert ops ships or bombers in any way, because of the announcement, it only hurts AFK campers.

If CCP is against doing any activity in EVE while AFK, then I think you can agree with this. Cloaked camping is an activity. The announcement before activation would mean that non-AFK campers or other covert ops ships (bombers) are not affected in any way.

Also it would make owning sov, or a large tower a little more valuable, strategic importance, etc.

(re-post, I opened a new thread, did not know about this one)


Not new, has been discussed to death already, and your version uses a ludicrously short delay for an extremely powerful tool.
Tian Toralen
State War Academy
Caldari State
#2119 - 2015-05-05 11:05:08 UTC  |  Edited by: Tian Toralen
I know it's not new.

How is it "amazingly powerful"? The delay should be even shorter ~ 10 min. It has an announcement when activated - up to 3 minutes before. Warp your cloaked bombers away, come back in 3 min. An enemy fleet that has the intention of capturing a system - could first destroy the module, that is SOV or anchored on a POS.

Cloaked campers - they should have no problems re-activating their cloak.
Cloaked AFK campers - sorry about them.

The module could even be seen in the overview from any point in the system, so any explorer trying to go afk for a while knows that is not the right system to do that. This module would not mean instant death to cloaked ships. AFK ships still need to be probed down, etc.
Raphendyr Nardieu
Avanto
Hole Control
#2120 - 2015-05-05 14:12:45 UTC
Disclaimer: following are just raw ideas. Trying to thing outside of the box.

Could there be another way to be "cloaked" too. Like parking your ship on a asteroid and turning most of the systems offline (keeping the oxygen on, for example). In this mode capsuleer/ship can't use overview, d-scan nor local. Also finding ship in this mode would be really hard.

This probably would need a bit different style of d-scan. Something that doesn't identify stuff so easily, but would actually just tell "hey, there is 30km wide signature. it's asteroid, group of frigates or a big ship"

It could also be possible that belt rats would be "sleeping" on the asteroids and when a miner starts to mine that asteroid or one next to it they would wake up.

Maybe you could also just turn off your ship in the middle of space (safe spot) and you would be seen on local nor d-scan. This way cloaked ship could use fuel or something and cloak would be used only when you are operating.

I personally don't see a problem that there is someone in my system, when he/she can't get any free intel that way.