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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Teckos Pech
Hogyoku
Goonswarm Federation
#2641 - 2015-08-06 17:37:01 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:
a) Sure, so long as there is a ship that will show cloaks on local or up on a scanner, and can still probe them down and engage them.

b) Yes, because this is EVE.


b) No, because this is EVE. (See Nikk's point about logging in while docked).

There are a few instances where players are extremely safe. Further, I have pointed out the following facts about a pilot cloaked at a safe and AFK:

1. He cannot harm anyone directly.
2. He cannot gather intel.
3. He cannot trade.
4. He cannot set up contracts.
5. He cannot change market orders.
6. He can't really do anything other than....show up in local and thereby scare the bejeebers out of the people want to PvE.

Even if he is not AFK and he wants to stay 100% safe (note this is Mike's problem, the "100% safety") the player can only really do that by staying at that safe spot, where the list is revised to:

1. He cannot harm anyone directly.
2. He cannot trade.
3. He cannot change market orders (maybe depends on where h).
4. He can't really do anything other than....show up in local and thereby scare the bejeebers out of the people want to PvE.
5. He cannot move (this may seem...wrong, but keep in mind we are talking about maintaining 100% safety, warping anywhere introduces at least some chance of being decloaked and killed).

BTW, this is the reason why those who do not favor simply nerfing cloaks also retort about having a mechanism to eject AFK players from stations....after all, this is EVE and nobody should be safe anywhere...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

Teckos Pech
Hogyoku
Goonswarm Federation
#2642 - 2015-08-06 17:42:43 UTC
Brokk Witgenstein wrote:
Teckos Pech wrote:

CCP has indicated they'll be looking at the issue with the structure overhaul, specifically the Observatory Array.

Quote:
Observatory Arrays focus on intelligence gathering and disruption tools, like tampering with Star Map filters, D-scan disruption, ship intelligence disruption, player tracking capabilities or being able to pinpoint cloak users


Quite a few are hoping that local is gone by default (probably becomes like W-space) and that the OA will allow players to regain that lost information, maybe more.

For example, assume the default setting for local is now a delayed chat channel only--i.e. it is like w-space. Also, that the OA allows for the people who anchored the structure to see who is in that system--i.e. it replaces local.

This would greatly enhance your security. Now you could see who was in system with you, but they could not see you (at least not without d-scan or probes). Further, if OA disrupts the d-scan feature--e.g. makes it take longer--that too enhances your security/safety.

Why some of the hardcore PvE people do not like such a set up....beats the **** out of me. Well aside from the fact, that it might be possible for me to come along and entosis it, turning it off and putting us all on an equal footing. That is probably what they dislike. Which just underscores that local is broken itself.


Sounds okay-ish, with one major flaw: in NPC null, low or highsec, we cannot anchor an Observatory Array. Joke's on us then?

Other than that, with the introduction of OAs on the table, it would seem CCP will hold the untouchable cloaker and local intel tools under scrutiny. If the end result is we will have means of dealing with whomever floats around, I do not mind adapting to new rules of engagement.

Thank you for clarifying!


Really...go read that thread. Please.

They have already indicated that anchoring an OA in w-space will almost surely be a thing. As a result anchoring them in NPC space will likely be doable as well. Hell, you may even be able to anchor your own OA in another sov holders space.

The idea of the OA, to me, could introduce all sorts of new possibilities for emergent play. Now a specialized team of players going in and disrupting intel infrastructure becomes a possibility. It could breath new life into cloaking ships.

"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

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#2643 - 2015-08-06 17:45:56 UTC
Teckos Pech wrote:

Keep in mind that going from gate cloak to fitted cloak is not seamless. You would show up in local, if only briefly. And it isn't clear that the being removed from local would apply to gate cloaks.

As for the solutions to having an afk cloaked pilot in system there have been a number of suggestions offered. The "standby fleet" is but one (bad) example...which is why the anti-cloak crowd probably keep using it.


I try and fail to picture what a local reflecting cloaked status would look like; with names popping up and disappearing again based on the status of their ship. I can already see all new kinds of griefing by cloaking / decloaking to utterly confuse anyone trying to keep track of it, and using bogus alts named "Y47x11110QKALL" to make it all but improssible to check anything, since we'd be unable to drag/drop names that disappear too fast.

Not to mention waiting for a known cloaked vessel (eg Astero) with scanprobes out to become visible in local because then you'd know they dropped their cloak and are out there, somewhere, hacking a site. Not knowing the cloaked/decloaked status of a vessel is intel in its own right. A mechanic that would hide cloaked vessels (and as some would suggest, vessels in POS shields or docked in station as well) from local would automatically imply that character X has undocked / left the shield / decloaked.

The only way to assert NO intel is provided whatsoever would be to adopt the wormhole local everywhere.

Don't cry for "no local" too hastily, there are SEVERE downsides.
Mike Voidstar
Voidstar Free Flight Foundation
#2644 - 2015-08-06 17:56:34 UTC
The only 'counters' to cloaks are a standby fleet, either actually standing by or engaged in PvE of their own. If they are in PvE of their own they are not reliable because they are often under npc ewar including points of their own. That leaves additional pilots sharing your own mission or sitting somewhere waiting for your call. Either way they are devaluing that space.

You can go elsewhere, but that's not countering the cloak, and there is nothing stopping him from following or having cloaked camps set up for many jumps in every direction. If he does follow you can try and ambush him, but there are ways of blowing through all but the most dedicated gate camps with a cloak and a mwd.

No other way exists to confront a cloaked camper- your choices are don't play in that space, radically devalue that space, or fly suicidal. That is unbalanced and far too much power for one easy to train module with low cost and minimal fitting requirements.

The only way that cloaked pilot sees any risk is if he chooses to take a risk. It cannot be forced upon him in any way. That's why you have afk campers in the first place. This is not in any way linked to local, and is completely imbalanced.

Nikk, you can access markets and even buy and sell while out under a cloak with the trade skills. That once again assumes you can even claim equivalence between an outpost and a cloak- which still boils out hugely in the cloaks favor if you consider cost, relative safety, and freedom of action. Stations do have advantages, and thank God considering the trivial nature of the cloak, but they are not in any way on the same playing field with a module. That the comparison can even be made with a straight face is a bigger argument against cloaks than nearly any other factor, and that the station looses in the comparison completely jumps all bounds of reason.

As regards OA...

The OA section of the structure blog wrote:
Being able to increase, decrease or block Star Map filters in the solar systems they’re deployed, act as solar system wide D-scan blockers, disrupt ship intelligence in the solar system, take over player tracking capabilities from NPC agents or be able to affect or pinpoint cloak users. We are considering basing their effectiveness through a network coverage (like cell phones) so that a single one may not be that useful, but maintaining a bunch of them in space could give a significant advantage.


I see no blue name discussing removing or altering local, unless you are wanting to interpret "disrupt ship intelligence in the solar system" as referring to local. It could just as easily be referring to being able to check pilot or ship info on the names in local, overview objects in space, or something else entirely.

I honestly expect nothing to come of the OA. It seems like too big of a tool to deal with a problem that exists in the fine details.
Teckos Pech
Hogyoku
Goonswarm Federation
#2645 - 2015-08-06 17:56:55 UTC
Brokk Witgenstein wrote:
Teckos Pech wrote:

Keep in mind that going from gate cloak to fitted cloak is not seamless. You would show up in local, if only briefly. And it isn't clear that the being removed from local would apply to gate cloaks.

As for the solutions to having an afk cloaked pilot in system there have been a number of suggestions offered. The "standby fleet" is but one (bad) example...which is why the anti-cloak crowd probably keep using it.


I try and fail to picture what a local reflecting cloaked status would look like; with names popping up and disappearing again based on the status of their ship. I can already see all new kinds of griefing by cloaking / decloaking to utterly confuse anyone trying to keep track of it, and using bogus alts named "Y47x11110QKALL" to make it all but improssible to check anything, since we'd be unable to drag/drop names that disappear too fast.

Not to mention waiting for a known cloaked vessel (eg Astero) with scanprobes out to become visible in local because then you'd know they dropped their cloak and are out there, somewhere, hacking a site. Not knowing the cloaked/decloaked status of a vessel is intel in its own right. A mechanic that would hide cloaked vessels (and as some would suggest, vessels in POS shields or docked in station as well) from local would automatically imply that character X has undocked / left the shield / decloaked.

The only way to assert NO intel is provided whatsoever would be to adopt the wormhole local everywhere.

Don't cry for "no local" too hastily, there are SEVERE downsides.


Don't forget that scan probes would show up on D-scan. So even if the astero pilot was not showing in local...you could see his probes.

Also, here is a good post in the OA thread to read.

"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
#2646 - 2015-08-06 17:59:32 UTC
Mike Voidstar wrote:
The only 'counters' to cloaks are a standby fleet, either actually standing by or engaged in PvE of their own.


First, if they are doing PvE on their own they are acquiring resources and thus "defeating" the AFK cloaker.

That is NOT the only counter. Another is to move over a system.

Yet another is to go to zkillboard, evewho, and so forth and find out more about the cloaker...like what TZs is he active.

"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
#2647 - 2015-08-06 18:02:21 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:
The only 'counters' to cloaks are a standby fleet, either actually standing by or engaged in PvE of their own. If they are in PvE of their own they are not reliable because they are often under npc ewar including points of their own. That leaves additional pilots sharing your own mission or sitting somewhere waiting for your call. Either way they are devaluing that space.

You can go elsewhere, but that's not countering the cloak, and there is nothing stopping him from following or having cloaked camps set up for many jumps in every direction. If he does follow you can try and ambush him, but there are ways of blowing through all but the most dedicated gate camps with a cloak and a mwd.

No other way exists to confront a cloaked camper- your choices are don't play in that space, radically devalue that space, or fly suicidal. That is unbalanced and far too much power for one easy to train module with low cost and minimal fitting requirements.

The only way that cloaked pilot sees any risk is if he chooses to take a risk. It cannot be forced upon him in any way. That's why you have afk campers in the first place. This is not in any way linked to local, and is completely imbalanced.

Nikk, you can access markets and even buy and sell while out under a cloak with the trade skills. That once again assumes you can even claim equivalence between an outpost and a cloak- which still boils out hugely in the cloaks favor if you consider cost, relative safety, and freedom of action. Stations do have advantages, and thank God considering the trivial nature of the cloak, but they are not in any way on the same playing field with a module. That the comparison can even be made with a straight face is a bigger argument against cloaks than nearly any other factor, and that the station looses in the comparison completely jumps all bounds of reason.

As regards OA...

The OA section of the structure blog wrote:
Being able to increase, decrease or block Star Map filters in the solar systems they’re deployed, act as solar system wide D-scan blockers, disrupt ship intelligence in the solar system, take over player tracking capabilities from NPC agents or be able to affect or pinpoint cloak users. We are considering basing their effectiveness through a network coverage (like cell phones) so that a single one may not be that useful, but maintaining a bunch of them in space could give a significant advantage.


I see no blue name discussing removing or altering local, unless you are wanting to interpret "disrupt ship intelligence in the solar system" as referring to local. It could just as easily be referring to being able to check pilot or ship info on the names in local, overview objects in space, or something else entirely.

I honestly expect nothing to come of the OA. It seems like too big of a tool to deal with a problem that exists in the fine details.


There are no fine details here. The way this problem "AFK cloaking" works is pretty simple.

It works be cloaks render a ship unscannable and the pilot of the cloaked vessel shows up in local. Both are infallible and both are impervious to any sort of disruption.

If CCP leaves local and nerfs cloaks...that is a really bad move, IMO.

Regarding accessing the market...maybe. Depends on how good your skills are and how far you are from your market orders.

"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
#2648 - 2015-08-06 18:09:58 UTC
If they are doing PVE of their own with a cloaked camper in system they are flying suicidal and deserve the flaming death that will befall them sooner or later from flying recklessly.

Moving over a system is not countering the cloaked camper, it devalues the space he has chosen to camp to zero. You can also choose not to play. Neither option deals with the cloaked camper, it simply hands him total victory unchallenged because he is unchallengable except on his own terms and at his own choosing.

Yeah, you can go out of game and access third party information that is subject to many kinds of manipulation. Having done so you can still either not play in that space, devalue it by having to pay a standby fleet, or fly suicidal and enjoy the eventual killmail. It still does not counter the cloaked camper. The decision to act is still completely with him with no danger and no way to force his hand in any way that he does not choose for himself.
Mike Voidstar
Voidstar Free Flight Foundation
#2649 - 2015-08-06 18:25:27 UTC  |  Edited by: Mike Voidstar
There are a number of fine details.

The situation with cloaks is not just an issue linked to holding sov or having the resources to field and maintain large structures.

The issue falls back down to a module not having equivalence to structures. To require an expensive, immobile,, vulnerable structure with ongoing costs to be able to counter the absolute safety of any random ship with a spare utility high is completely insane. They already said it won't be a deployable, so it's not something you can put down and pick up as you move around, yet many activities put in danger from cloaked campers require moving around. So to be able to counter the threat from an infinitely sustainable module I need at least one OA per system I may need to operate in... Completely unreasonable.

It's a module, it should be countered with a module. It has a class of ship devoted to making it better, so a class devoted to defeating it is also reasonable. In the interest of ties going to the defender requiring the specialized hull with the specialized module to defeat the less powerful general cloak also seems reasonable.
Nikk Narrel
Moonlit Bonsai
#2650 - 2015-08-06 18:28:34 UTC
Brokk Witgenstein wrote:
Nikk Narrel wrote:

The protection offered by a cloak is already circumstantial.
If we want to take something from them, we need to give them something in exchange.


Why? What did my Hurricane get in return when it was deemed broken? What did the Drake get? When ECCM mods were changed to correct the flawed design of mathematically unscannable ships, did anybody cry their boosting Tengu was broken and it really needed a little something to ease the pain? If something needs to be addressed, why does it become a matter of bargaining?

The exchange has already been made: less gank/tank in exchange for the ability to travel unseen. You get to strike first, having the element of surprise on your side AND the ability to covertly cyno in troops (yes, a covert cyno is reserved for undercover ships only; as is the ability to bridge without risking a titan). The trade off is already in place. If this 100% certainty is notched down to 95% certainty to stay true to the core principle of bilateral engagement, so what?

I respect the facts you are presenting, regarding the ships which had their balance deemed no longer correct, and were modified.

So, considering in each case it was the dev team agreeing with such ship balance issues, and reacting to correct it, we can also conclude the devs do fix problems.

They have not, as of this posting, changed cloaking / local.
Working backward from that, it can be argued they have left it intact for this long because they have evaluated it, and seen no means by which this dynamic can be improved.
Popularity of an idea, does not automatically translate into good gameplay mechanics. I have seen other MMO's put popular ideas into practice, with horrific long term consequences.
This is what happens when they put more weight on short term profits, with the expectation that long term playability is not their top priority.

EVE has been playing a long game. They have been thinking carefully, I believe, about what happens down the road from these changes.

I do not believe they are devoted to the idea of massive blue doughnuts in null. They accept them, for now, but I suspect they want more groups smaller in size.

The devs likely support PvE only so far as it is needed to support the cycle of PvP conflict.
If they can actually integrate PvP more into PvE, and streamline the play so we log in excited to mine or rat.... I believe they would push that idea into production.
Mike Voidstar
Voidstar Free Flight Foundation
#2651 - 2015-08-06 18:50:04 UTC
Well, they have changed local. Once to improve upon its intelligence with standings, and once to create wormholes at least.

As a UI element it also has a team devoted to monitoring and improving it.

I think it's not been addressed because it's a PvE problem and the current crop of Devs come from the ranks of the type of folks who love tears. There was a time when EVE as a world got developed, but that is still stuck in 2005 or so, with the outdated standings mechanics, poor npc Corp integration to gameplay, static mission system, and abandoned WIS.

It's possible the OA will address some of it. It's also possible that module tiericide will address it, as it will be the first time cloaks have been considered for balance apart from cov-ops, recon and black-ops hulls. I strongly doubt it in either case, but it's possible. It's just too niche of a problem to get much attention- they don't affect the largest population in the game (high sec mission runners), and despite the noise on the forums it only bothers one of the smallest populations, and is actively used by the same kind of people the devs are, or at least were.
Teckos Pech
Hogyoku
Goonswarm Federation
#2652 - 2015-08-06 21:39:29 UTC
I disagree it is too niche. After all, the issue with AFK is not just cloaks, but local...and local is an issue in other aspects of the game. Going on a roam is not nearly the thing it was back several years. Players have gotten very good at using local more efficiently to get out of the way of such gangs.

Personally, I'm hoping that it will be vulnerable 24/7 (except DT of course) and that during the time outside the standard vulnerability window it can be hacked. Thus, a gang could hack their way in and make it so the OA does not show them as hostile or neutral (assuming a successful hack). Then they could set up in that system and kill people as they come through. Twisted

"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
#2653 - 2015-08-07 03:44:37 UTC
Local is its own issue. It's pretty dishonest to claim you need AFK cloaked camps to roam. You may need them to attack lone industry and ratters more easily, but that is a choice you make and not a problem with local. You are not entitled to free shots at non-combat worthy ships.

However, if you take off into enemy space without a cloak I am pretty sure you will find PvP encounters with a fairly short wait. You won't like them, as they won't be singled out helpless ships, but it will be PvP and at least you stand a better chance than you were offering your chosen targets.

I could be wrong, but you won't see the changes in local you want even with OA. Nothing a blue name has said even hints at it.
Teckos Pech
Hogyoku
Goonswarm Federation
#2654 - 2015-08-07 03:46:40 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:
Local is its own issue. It's pretty dishonest to claim you need AFK cloaked camps to roam. You may need them to attack lone industry and ratters more easily, but that is a choice you make and not a problem with local. You are not entitled to free shots at non-combat worthy ships.

However, if you take off into enemy space without a cloak I am pretty sure you will find PvP encounters with a fairly short wait. You won't like them, as they won't be singled out helpless ships, but it will be PvP and at least you stand a better chance than you were offering your chosen targets.

I could be wrong, but you won't see the changes in local you want even with OA. Nothing a blue name has said even hints at it.


I never said that Mike. Please quote the part of my post that you think makes that claim? Please re-read my post and keep this in mind:

Local has many issues, one of which is AFK cloaking.

CCP rarely discusses up coming changes to the game. So pointing to CCP not saying what will or wont be in the OA at this juncture is not that unusual, in fact, it is more the norm.

"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

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#2655 - 2015-08-07 05:55:57 UTC
I still don't understand what "local" has to do with anything.

The problem is that there are ships in space you cannot find nor engage. Changing local would make for other interesting options, as anyone who has spent some time in a wormhole knows -- but it still doesn't address the main issue.

I don't want to play alone in the multiplayer sandbox! I want to play with my friend over there; tag him, toss snowballs at him; gift him a free crate of 720mm premium grade Uranium, hugs and a free ride on the PodExpress Big smile

What people advocating changes to local keep milling on about -while perhaps worthy of discussion- is that it would not be perceived as an issue if you didn't know he was there in the first place.

Is that really so? What if I had some buddies keeping a close eye on the gates (undoubtedly using our own cloakies) and I knew for a fact my playbuddy was in the house? Then where does that take your argument? I know he's there. Because of scouts. Watchlist. Intel channels. Because I saw him fly through and cloak up. For whatever reason: I know my ole' buddy went to my little corner of the sandbox.

Why can't I go play with him?

What difference could it possible make that his name shows up in local, be it highlighted, delayed, faked, server-tick accurate or not at all ; he's out in space. I feel the urge to interact. I'm social like that Cool

People repeat over and over again that cloaking somehow has something to do with local -- and I wonder what it is. Where is this mysterious link that keeps eluding me? Would you require me to proof to the EvE client that I KNOW by entering the name of the person I wish to scan for? Is that what it's all about? People think they ought to be hidden yet thanks to "local" they're not? Well, think again. I might have been sitting on this gate. I saw you cloak up. I saw what you did there. I might have a strong hunch you're here because you're here every bloody day.

And now you want to tell me "local chat" is to blame? No Sir. Want me to provide your name and last known coordinate, would that improve my chances of pinpointing your location? Could I up the odds even more if I told the client what ship type we're looking for?

Perhaps yes, ships you haven't seen shouldn't be so readily presented to you. But that has nothing to do with the total and complete invulnerability a 1 million ISK module provides.


In light of furthering the debate, how about this:

every player / corp / alliance (whichever is higher) has his own list of known locals. People are placed into this list whenever you see them on grid, and removed whenever you see them leave OR whenever somebody in your corp/alliance spots them elsewhere. For example, a member in your alliance was watching the gate and saw person X jump through. X's location is now known for every member of the alliance, and shows up in local for any member thereof. When another corpmate witnesses X leave, his name is taken off the list.

Knowing (or strongly suspecting) this person X is in my system, I use BioLocator Probes to scan him down by name.

Said system allows strong (OA anyone?) intelligence networks to provide accurate intel in their sovereign space, yet at the same time allows unguarded backwaters to be ambushed by regular uncloaked roaming gangs traveling from gate to gate.

You get the ability to genuinly travel unseen, provided you have indeed not been spotted by the homies. Cool
And I get the ability to look for you and tell you up-close how I feel about your presence in my corner of space. Pirate


Deal?
Mike Voidstar
Voidstar Free Flight Foundation
#2656 - 2015-08-07 06:27:46 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
Local is its own issue. It's pretty dishonest to claim you need AFK cloaked camps to roam. You may need them to attack lone industry and ratters more easily, but that is a choice you make and not a problem with local. You are not entitled to free shots at non-combat worthy ships.

However, if you take off into enemy space without a cloak I am pretty sure you will find PvP encounters with a fairly short wait. You won't like them, as they won't be singled out helpless ships, but it will be PvP and at least you stand a better chance than you were offering your chosen targets.

I could be wrong, but you won't see the changes in local you want even with OA. Nothing a blue name has said even hints at it.


I never said that Mike. Please quote the part of my post that you think makes that claim? Please re-read my post and keep this in mind:

Local has many issues, one of which is AFK cloaking.

CCP rarely discusses up coming changes to the game. So pointing to CCP not saying what will or wont be in the OA at this juncture is not that unusual, in fact, it is more the norm.



It is inherent in your position. Just like when you claim I only want risk free rafting handed to me.

You say roaming isn't what it used to be because locals flee before you can get on grid and destroy them. You say this is a problem for which local chat is to blame. You claim atk cloaking camps are a fair counter to the problem of local. You say if cloaks become vulnerable so too must local chat.

The easier way to say all of that is that hunting PvP roaming ships should be allowed to passively ignore any and all defensive efforts in place to secure space regardless of manpower, expense, activity or any other factor so as to endanger the protected PvE pilots.

You are saying that if a pilot is willing to ship out in combat craft to confront hostiles in space he chooses to defend he should not be allowed to do so unless the camper agrees to allow it on his own terms.

Because that's what a cloak used for camping means.
Mag's
Azn Empire
#2657 - 2015-08-07 06:38:43 UTC  |  Edited by: Mag's
Mike Voidstar wrote:
Well, they have changed local. Once to improve upon its intelligence with standings....
I'd like to point out that this change came out, a few months after a large organised group had already found a way of doing exactly that. As a major change to the client to stop it was ruled out, (practically impossible tbh) they decided to just add it as a feature for all.

Make of that what you will.

Brokk Witgenstein wrote:
I still don't understand what "local" has to do with anything.
So nothing in this 133 page circle fest has given you a clue yet? Really?

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

Teckos Pech
Hogyoku
Goonswarm Federation
#2658 - 2015-08-07 08:21:07 UTC
Mike Voidstar wrote:
Teckos Pech wrote:
Mike Voidstar wrote:
Local is its own issue. It's pretty dishonest to claim you need AFK cloaked camps to roam. You may need them to attack lone industry and ratters more easily, but that is a choice you make and not a problem with local. You are not entitled to free shots at non-combat worthy ships.

However, if you take off into enemy space without a cloak I am pretty sure you will find PvP encounters with a fairly short wait. You won't like them, as they won't be singled out helpless ships, but it will be PvP and at least you stand a better chance than you were offering your chosen targets.

I could be wrong, but you won't see the changes in local you want even with OA. Nothing a blue name has said even hints at it.


I never said that Mike. Please quote the part of my post that you think makes that claim? Please re-read my post and keep this in mind:

Local has many issues, one of which is AFK cloaking.

CCP rarely discusses up coming changes to the game. So pointing to CCP not saying what will or wont be in the OA at this juncture is not that unusual, in fact, it is more the norm.



It is inherent in your position. Just like when you claim I only want risk free rafting handed to me.

You say roaming isn't what it used to be because locals flee before you can get on grid and destroy them. You say this is a problem for which local chat is to blame. You claim atk cloaking camps are a fair counter to the problem of local. You say if cloaks become vulnerable so too must local chat.

The easier way to say all of that is that hunting PvP roaming ships should be allowed to passively ignore any and all defensive efforts in place to secure space regardless of manpower, expense, activity or any other factor so as to endanger the protected PvE pilots.

You are saying that if a pilot is willing to ship out in combat craft to confront hostiles in space he chooses to defend he should not be allowed to do so unless the camper agrees to allow it on his own terms.

Because that's what a cloak used for camping means.


Okay Mike, let me break it down for you in simple terms:

Local is always accurate (standings are never wrong, names are never wrong, it never fails to report a pilot entering system).
Local gives a slight advantage to the pilot already in system, the home advantage.
Local is impervious to any type of attack.

Players have utilized these aspects of local and the ability to create other in-game channels to leverage local via intel channels.

Thus, local can very well stifle PvP and player interaction. A roam comes into the region and intel will start thumping away if you don't already have it open...and you'd be dumb not too. Every system that roam goes too will likely provide zero player interaction.

PvP players realizing this and wanting to disrupt PvE will turn local against the residents and AFK cloak. In that sense, the cloak is a counter to local.

However, I have never argued that AFK cloaking will make roaming "fun". That is, AFK cloaking is neither necessary nor sufficient for roaming. Do you understand the significance of this statement? Nor do I think that AFK cloaking is merely necessary for roaming. Now here is the part that shows why your little attempt to link these two is horribly wrong and you should be embarrassed. If I truly felt that AFK cloaking was at least necessary for roaming, I'd never, ever argue in favor of removing AFK cloaking in any circumstance. Since I have explicitly argued for removing AFK cloaking, your argument completely falls apart.

Now the part that will likely give you a headache, so get your advil or tylenol ready, even though AFK cloaking is not necessary for roaming the two issues do share a common problem....local. The efficacy of local when coupled with intel channels means that roaming is nowhere near as fun as it used to be. AFK cloaking relies on local to work, no local no impact of AFK cloaking. However, having this common element does NOT mean that AFK cloaking is necessary (let alone necessary and sufficient) for roaming.

And no, I have nowhere said that PvP ships should be able to passively ignore any and all defensive efforts. In fact, I have argued for the exact opposite. That players going on a roam, or deciding to go stir up trouble in another part of NS should have the ability to actively cause trouble....by hitting their opponents intel infrastructure and by "blinding" them and catching those who are lazy and foolishness enough not to check intel or maybe even better to appear as blue in the system they decide to stir up trouble in. But to accomplish this they'll have to do something!

And it is almost perverse that you sit there and say that while defending a game mechanic that benefits you that you have done nothing to earn or maintain.

"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
#2659 - 2015-08-07 08:23:40 UTC
Brokk Witgenstein wrote:
I still don't understand what "local" has to do with anything.



I'm sorry I stopped right there, much like Mags apparently did....

Seriously...you don't see the issue with local.

How do you know I am AFK camping your system?

"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
#2660 - 2015-08-07 08:52:01 UTC
Mag's wrote:
Mike Voidstar wrote:
Well, they have changed local. Once to improve upon its intelligence with standings....
I'd like to point out that this change came out, a few months after a large organised group had already found a way of doing exactly that. As a major change to the client to stop it was ruled out, (practically impossible tbh) they decided to just add it as a feature for all.


Heh, this reminds me of a, now not so recent, change to the rules for the breast stroke by FINA. Around the time of the change Kosuke Kitajima was a master at sneaking in a quick dolphin kick during the underwater pull down of his breast stroke. This gave him a huge advantage and it was cheating. With underwater cameras it was blatantly obvious, but the FINA rules regarding cameras was that they'd never disqualify a swimmer based on camera based evidence, although cameras could exonerate a swimmer (i.e., reverse a DQ). FINA changed the underwater pull down portion of the breast stroke for everyone allowing one dolphin kick, thus negating Kitajima's advantage.

This change by CCP leveled the playing field...puts a rather different light on it than what Mike has been claiming. Maybe we should change Mike's in-game name to Mike Kitajima.

You can see Kitajima do the dolphin kick here, where in the next lane over Brendan Hansen does not do one,

https://www.youtube.com/watch?v=F1ODJsp8NJQ

"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