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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Gauis Aldent
A Blessed Bean
Pandemic Horde
#2381 - 2015-06-26 21:07:30 UTC
Styphon the Black wrote:
AFK cloaking is not a problem. It is only a problem for carebears. I have many afk cloakers that live in and around my area of space. Learn to deal with it. It isn't like they have an unfair advantage. It just that you can't "feel" safe knowing someone is in local with you.

Nothing needs to change in regard to the cloacking mechanic.


This really is why I agree with the assessment that local, not cloak, is the problem.

AFK cloaking is just not all that awesome. I do it a lot, I do it mostly because if I have to go dock up every time diner is ready, or I want to make a fridge run, then exploration gets pretty ridiculous. "Yes I will be right down to open the door, just let me jump back through this three wormhole chain and dock up"

But critically an AFK cloaker:
- is not making isk
- is not getting kills
- is not even getting much intel (if he is not watching the screen....)

He just isn't a big deal, if the concern is his disproportionate presence then, remove his visible presence. Problem solved. I am always in favor of interesting mechanics, but to be honest cloaks do have weaknesses and there are players who exploit them. Its not easy, and it shouldn't be, but that doesn't mean it doesn't happen.

On a fundamental level, I see no problem with solutions involving removal and delay from local. That said, I do like the idea that a cloaker can see local and even talk in it.

Also I do really like some of the mechanics people have proposed for local for this very issue:
Local is based on a beacon, maybe story wise, the beacon can work with the stargate. So:

1 You jump in, or dock/undock you get instantly placed/removed from local.
2 You wormhole in/out or cloak/decloak beacon needs to find you or time you out. Delayed entrance/removal from local.
3 If anyone speaks in local, they instantly connect to local and/or show up in even the delayed locals of others (its a broadcast)

AFK cloakers can no longer terrorize anyone, cloakers willing to put even a tiny bit of work in can be even more terrifying or provide even better intelligence.
Marr21608
Doomheim
#2382 - 2015-06-27 01:31:01 UTC
Please kill AFK cloaking.
Dudes who refuse to fight should not be allowed to gank on their own terms in a system that has sovereignty held by the group that is willing to fight for it. Basically, remove the **** from null sec, **** can live in low sec or NPC Null with the rest of the ****.

One easy way to fix this would be to make a simple timer. You cant stay cloaked for more than 10 minutes in a system you don't hold SOV over. This will remove the AFK cloaked camper but wont interfere with fleet operations. This timer will also result in the loss of many supers and titans that are trying to get their ship moved but have to wait out their timers before jumping, and as we all know, dead supers and titans are a great thing.
Teckos Pech
Hogyoku
Goonswarm Federation
#2383 - 2015-06-27 03:26:08 UTC
Marr21608 wrote:
Please kill AFK cloaking.
Dudes who refuse to fight should not be allowed to gank on their own terms in a system that has sovereignty held by the group that is willing to fight for it. Basically, remove the **** from null sec, **** can live in low sec or NPC Null with the rest of the ****.

One easy way to fix this would be to make a simple timer. You cant stay cloaked for more than 10 minutes in a system you don't hold SOV over. This will remove the AFK cloaked camper but wont interfere with fleet operations. This timer will also result in the loss of many supers and titans that are trying to get their ship moved but have to wait out their timers before jumping, and as we all know, dead supers and titans are a great thing.


Dude's who refuse to fight....you mean like PvE pilots who always run?

How about we have a timer on your PvE ass when you dock/POS up. 10 minutes you are ejected into the waiting hands of those who want to shoot you?

Roll

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

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#2384 - 2015-06-27 03:28:37 UTC
Gauis Aldent wrote:


But critically an AFK cloaker:
- is not making isk
- is not getting kills
- is not even getting much intel (if he is not watching the screen....)


No, no you see for intel you can record the time you are AFK cloaking and come back and watch it...or some stupid idiotic thing like that. So you go AFK for 8 hours, then come back and watch the video for 8 hours just in case something really neat happens.

"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

Mike Voidstar
Voidstar Free Flight Foundation
#2385 - 2015-06-27 04:15:23 UTC
Teckos Pech wrote:
Gauis Aldent wrote:


But critically an AFK cloaker:
- is not making isk
- is not getting kills
- is not even getting much intel (if he is not watching the screen....)


No, no you see for intel you can record the time you are AFK cloaking and come back and watch it...or some stupid idiotic thing like that. So you go AFK for 8 hours, then come back and watch the video for 8 hours just in case something really neat happens.


But also critically is not there to do any of those things. He is fully effective in what he is there for.

It is a fair point to say that the PvE pilot won't stay to fight either, though I know a few who will reship and try to meet you in a ship that actually can fight. Of course that causes all sorts of shoe on the other foot problems- not that I am blaming them either. There is no reason to fight, nothing in space is worth your ship.

The problem needs resolved on many levels. It has nothing to do with Local and everything to do with having no stake in a loss.
Dictateur Imperator
KarmaFleet
Goonswarm Federation
#2386 - 2015-06-28 12:46:29 UTC  |  Edited by: Dictateur Imperator
Styphon the Black wrote:
AFK cloaking is not a problem. It is only a problem for carebears. I have many afk cloakers that live in and around my area of space. Learn to deal with it. It isn't like they have an unfair advantage. It just that you can't "feel" safe knowing someone is in local with you.

Nothing needs to change in regard to the cloacking mechanic.



Change nothing about mechanic : ok, but be ready to ban all afk cloacky people. Why ? Just due to some legal argument like ... harassment ?
Mike Voidstar
Voidstar Free Flight Foundation
#2387 - 2015-06-28 15:10:33 UTC
It's harassment of an entirely legal type.

It's a very bad game mechanic, but it's not outside the nature of the game.
Nikk Narrel
Moonlit Bonsai
#2388 - 2015-06-29 15:47:24 UTC
Mike will recognize this, having met me halfway to understand it in the past.

The cloaked character is not the problem.
The irrational fear inspired by this character, in the mind of the opposing player, quite specifically is the problem.

Now, I will grant this: it is entirely likely more than a few players position themselves to promote and take advantage of this fear-based effect.
The broken mechanic is not their ability to show up, and be reacted to, however.
Restated again: it is the circumstances which promote evasion and avoidance as the best perceived reaction for a PvE player.

Take the PvE player out of the situation where they need to avoid contact with opposing players. It goes against the best interests of the game for players to avoid each other in such predictably repetitive circumstances.

Finally, accept that players have evolved to have no interest in standing guard over PvE play.
Game design seems to imply this was expected.
Emergent play has dictated that players find this too dull.
Make the changes to evolve PvE play into both being able to AND wanting, to defend themselves.
Mike Voidstar
Voidstar Free Flight Foundation
#2389 - 2015-06-29 16:46:48 UTC
In part.

The fear isn't irrational.

If touching one red object in 1000 caused instant death, with no way to discern which were deadly and which were not, people would avoid going anywhere near any red object.

The cloaking problem is the same. AFK or not, there is no way to determine which may be dangerous. That would be fine if they were not completely safe until they decided to become dangerous.

I agree that the real problem are the game concepts that place PvE activities as the primary targets of PvP players rather than encouraging player conflict and providing reasons to undock and fight in combat ships.

The core problem on the cloaker side is lack of available targets. So they afk to prevent their targets from evading. It's a bad mechanic. Creating PvE that put actual value in space to fight over would help with this.

But even if that were fixed, cloaks will remain unbalanced and contrary to the core design of EVE until they can be hunted down as actively as anyone else.
Nikk Narrel
Moonlit Bonsai
#2390 - 2015-06-29 17:08:43 UTC
Mike Voidstar wrote:
In part.

...

But even if that were fixed, cloaks will remain unbalanced and contrary to the core design of EVE until they can be hunted down as actively as anyone else.

Except you are placing cloaked craft in one category, that of ships intended to be interacted with.

I am placing them in another category, that of ships flagged as unavailable due to player need or interest.
(The same as docked or sitting behind POS shields)

I would suggest that ships capable of being directly hunted, should in turn be able to directly threaten.

That being:
A capacitor function where the cloaked ship can attack while cloaked, on a strictly limited basis. This, in exchange, for the vulnerability of being hunted.

If we want to make some or all of these vessels comparable to submarines, then don't make it one sided.
Subs were some of the most terrifying weapons in naval combat history, because they attacked without any warning before landing a devastating first strike on their target.

I think a good number of players would rather see these untouchable, in exchange for not needing to worry about their deadly touch in exchange.
They represent ship based guerrilla warfare at an extremely effective level.
I doubt many players truly wish to open this pandora's box.
Mike Voidstar
Voidstar Free Flight Foundation
#2391 - 2015-06-29 20:05:15 UTC  |  Edited by: Mike Voidstar
Nikk Narrel wrote:
Mike Voidstar wrote:
In part.

...

But even if that were fixed, cloaks will remain unbalanced and contrary to the core design of EVE until they can be hunted down as actively as anyone else.

Except you are placing cloaked craft in one category, that of ships intended to be interacted with.

I am placing them in another category, that of ships flagged as unavailable due to player need or interest.
(The same as docked or sitting behind POS shields)

I would suggest that ships capable of being directly hunted, should in turn be able to directly threaten.

That being:
A capacitor function where the cloaked ship can attack while cloaked, on a strictly limited basis. This, in exchange, for the vulnerability of being hunted.

If we want to make some or all of these vessels comparable to submarines, then don't make it one sided.
Subs were some of the most terrifying weapons in naval combat history, because they attacked without any warning before landing a devastating first strike on their target.

I think a good number of players would rather see these untouchable, in exchange for not needing to worry about their deadly touch in exchange.
They represent ship based guerrilla warfare at an extremely effective level.
I doubt many players truly wish to open this pandora's box.


That is still a false equivalence.

The cloaked ship can hunt while cloaked. They can't directly strike, but they can stay cloaked until the second they begin their attack. While cloaked they can follow their prey, scout to insure at least a few moments to drive home their attack, and gather Intel on the exact conditions the encounter will begin in. I have no issue with a cloak providing an advantage at keeping initiative, but the sheer impunity that exists currently is completely out of balance.

Those docked or in POS shields are far more limited in action, and are much more limited in the excercise of initiative in combat. Those structures do grant opportunity to catch people coming and going, as well as providing certain knowledge of their location. It is impossible to hunt from within them in any way unless the enemy flies right up in range of the stationary guns. Comparing structures to ship modules is comparing apples to orangutans. The considerations and balancing factors are completely different, and favor the cloak in any case.

If that level of safety came in the form of a deployable shield or something with a limited duration of invincibility (hour or less), which could be scanned, investigated, monitored or camped just like the outpost or POS you claim equivalence with, then I would agree that it was a tool to be used as you suggest- something to keep you safe when something comes up and you are in hostile space.
Nikk Narrel
Moonlit Bonsai
#2392 - 2015-06-29 20:29:15 UTC
Mike Voidstar wrote:
That is still a false equivalence.

The cloaked ship can hunt while cloaked. They can't directly strike, but they can stay cloaked until the second they begin their attack. While cloaked they can follow their prey, scout to insure at least a few moments to drive home their attack, and gather Intel on the exact conditions the encounter will begin in. I have no issue with a cloak providing an advantage at keeping initiative, but the sheer impunity that exists currently is completely out of balance.

Those docked or in POS shields are far more limited in action, and are much more limited in the excercise of initiative in combat. Those structures do grant opportunity to catch people coming and going, as well as providing certain knowledge of their location. It is impossible to hunt from within them in any way unless the enemy flies right up in range of the stationary guns. Comparing structures to ship modules is comparing apples to orangutans. The considerations and balancing factors are completely different, and favor the cloak in any case.


For a covops equipped ship:
The cloaked ship can follow, while cloaked.
The cloaked ship can report, while cloaked.
Anything beyond this, requires the ship to no longer be cloaked.

For a non-covops ship, they can't do any of the above in a meaningful way.
When dropping their cloak, they are temporarily handicapped, and defensively best suited to not being on grid with a hostile.

Either way, the cloak is a handicap. Either in fitting options, or basic penalties for using one on a non-covops hull.

Without their cyno potential, they are dangerous only to few, and most of those guilty of bad planning and poor choices to be in such a position.
Mike Voidstar
Voidstar Free Flight Foundation
#2393 - 2015-06-29 20:54:47 UTC
Nikk Narrel wrote:
Mike Voidstar wrote:
That is still a false equivalence.

The cloaked ship can hunt while cloaked. They can't directly strike, but they can stay cloaked until the second they begin their attack. While cloaked they can follow their prey, scout to insure at least a few moments to drive home their attack, and gather Intel on the exact conditions the encounter will begin in. I have no issue with a cloak providing an advantage at keeping initiative, but the sheer impunity that exists currently is completely out of balance.

Those docked or in POS shields are far more limited in action, and are much more limited in the excercise of initiative in combat. Those structures do grant opportunity to catch people coming and going, as well as providing certain knowledge of their location. It is impossible to hunt from within them in any way unless the enemy flies right up in range of the stationary guns. Comparing structures to ship modules is comparing apples to orangutans. The considerations and balancing factors are completely different, and favor the cloak in any case.


For a covops equipped ship:
The cloaked ship can follow, while cloaked.
The cloaked ship can report, while cloaked.
Anything beyond this, requires the ship to no longer be cloaked.

For a non-covops ship, they can't do any of the above in a meaningful way.
When dropping their cloak, they are temporarily handicapped, and defensively best suited to not being on grid with a hostile.

Either way, the cloak is a handicap. Either in fitting options, or basic penalties for using one on a non-covops hull.

Without their cyno potential, they are dangerous only to few, and most of those guilty of bad planning and poor choices to be in such a position.


I have said before that removing cynos from cloaks would be a reasonable halfway point. At least an informed decision could be made, even with limited info.... That cloaked ship could be anything, but it's just one of anything.

I still don't believe it would be in keeping with the overall goal of EvE with non consensual PvP being the risk for all pilots in space at all times, but limiting the power of a cloaked ship to being just one cloaked ship would be a start.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#2394 - 2015-06-30 11:37:14 UTC
Teckos Pech wrote:
This is just flat out not true. In the past I’ve gone hunting for moons/POS in regions we lived in. I did this in a ship with a covert ops cloak, and sometimes I’d warp in and there’d be a bubble placed in just the right spot to catch me and pull me in. Now, anchoring a few cans there might result in a decloak and depending on the POS modules you could end up dead. Same thing with warping to gates, you could end up landing near things that can decloak and going through the gate to the other side means a considerable amount of uncertainty…if there is a camp there they might catch you. Granted, a nullified T3 has the least to worry about, but those aren’t the only cloaked ships people fly.

With all due respect, this would be your fault if you warp from beyond d-scan range when there is a possibility that there's some threat on grid you are going to land on. Especially if you are specifically looking for places that almost always present one (POSes).
You can always check such places using cap dumping trick and at least make sure that there's nothing that is likely to pose problems for you.

Let's be honest though, think about the fact that we even consider comparison of safety levels between those two groups:

1) Group of people that invested a ton of time and money into stationary assets, makes risky/expensive/both and tedious hauls to support it on regular basis. They are probably backed by considerable forces it takes to capture a system. They probably won't be able to recover their investments if things are getting sour.
2) Some random dude, possible with no connections, who invested about 1 hisec mission worth of ISK into his frig, zipped like the wind to the system, doesn't have to commit to anything, can gtfo like now if he feels like it.

You'd think that something may actually be wrong here...
Nikk Narrel
Moonlit Bonsai
#2395 - 2015-06-30 13:12:33 UTC
Barrogh Habalu wrote:
...

Let's be honest though, think about the fact that we even consider comparison of safety levels between those two groups:

1) Group of people that invested a ton of time and money into stationary assets, makes risky/expensive/both and tedious hauls to support it on regular basis. They are probably backed by considerable forces it takes to capture a system. They probably won't be able to recover their investments if things are getting sour.
2) Some random dude, possible with no connections, who invested about 1 hisec mission worth of ISK into his frig, zipped like the wind to the system, doesn't have to commit to anything, can gtfo like now if he feels like it.

You'd think that something may actually be wrong here...

Yeah, the expectation of risk to a group of people, especially ones active enough to set up all those assets, seems improbable.

Especially from one guy in a cheaply equipped frigate, as you described it.
If they clearly understood how trivial a threat he was, they would be far less likely to fear him.

The version I hear suggested for this disparity, most often, is that they believe he also represents a sizable group of people.
Since PvE ships lack reinforcement timers, they expect his group of people will show up while theirs is offline.
Styphon the Black
Forced Euthanasia
#2396 - 2015-07-01 18:47:33 UTC
All complaints I see in regard to cloaking are that you can't make someone leave your system and/or force a fight you are your terms. That is the core of the complaints.

I could use the same logic for people hiding in station or behind a POS shield. Perhaps a DUST expansion that lets me go into station and hunt you down and kill you hiding in your cabin and strap some explosives to your ship there.

Mike Voidstar
Voidstar Free Flight Foundation
#2397 - 2015-07-02 04:24:40 UTC
Styphon the Black wrote:
All complaints I see in regard to cloaking are that you can't make someone leave your system and/or force a fight you are your terms. That is the core of the complaints.

I could use the same logic for people hiding in station or behind a POS shield. Perhaps a DUST expansion that lets me go into station and hunt you down and kill you hiding in your cabin and strap some explosives to your ship there.




Except that stations and POS shields are specifically designed to be safe and are not an example of being in open space, much less hostile space. It's false equivalence to claim cloaks are anything like stations or POS. In addition those structures are not hidden, and can be camped, presenting at least some danger to the people coming and going, as well as dangers from awoxing, and long term dangers of being destructible or lost.

One of the most fundamental aspects of EvE is that any ship in open space is subject to nonconsensual PvP. Cloaks violate that in every meaningful way while still allowing the user to project an effectively unlimited threat, gather Intel and hunt down others in complete safety until the moment of the first strike.
Dracvlad
Taishi Combine
Astral Alliance
#2398 - 2015-07-02 08:41:57 UTC  |  Edited by: Dracvlad
CCP, the only way to deal with AFK cloaking, which is going to bed or work and being logged in as a way of area denial without affecting the need to control logging out to prevent ship loss is to flag them as AFK after an hour of inactivity which gets removed with a message to all in local if they move, type in chat, use a module, refresh D-scan use probes etc. You will need to have tools to check them for using a bot to do this and ban any that cheat.

It is the only way without destroying the balance of the game. Simple solutions are often best, and lets be blunt we have no issue with being camped by an active player, its purely the 24/24 7/7 AFK camping that is the issue and frustrates people. The most important aspect in all of this is that it allows the person being camped to quickly work out the likely TZ of the person camping them and requires them to actually make an effort to do an effective camp.

KISS, keep it simple stupid, just do it CCP!!!!!!

EDIT: Its not often you see sensible people on Eve forums, but I have to say that Mike Voidstar is a total star and has my total respect for his reasoned arguments and his patience.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Maria Dragoon
Brutor Tribe
Minmatar Republic
#2399 - 2015-07-02 11:16:18 UTC
I would like to bring this back into the eyes of this topic.

Cloak is balance by local

Local is balanced by cloak.

To change one, you must change the other.

If you wish to remove "afk cloaking" as you all call it, then start thinking of true Intel tools to replace local.... Otherwise, it unlikely you will ever see a change in cloaking.

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."

Dracvlad
Taishi Combine
Astral Alliance
#2400 - 2015-07-02 12:16:32 UTC
Maria Dragoon wrote:
I would like to bring this back into the eyes of this topic.

Cloak is balance by local

Local is balanced by cloak.

To change one, you must change the other.

If you wish to remove "afk cloaking" as you all call it, then start thinking of true Intel tools to replace local.... Otherwise, it unlikely you will ever see a change in cloaking.


Absolute rubbish, AFK is solely linked to the need to restrict logging off so people cannot use that to avoid a loss mail, in all other games if people are inactive they get logged off, Eve is the exception for pretty obvious reasons..., well obvious to some it seems...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp