These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#2701 - 2015-08-09 05:59:09 UTC
Victimizing PvE ships? Mike...you are a comedy gold mine...a completely unintentional one. Yes, those poor PvE ships racking in billions of ISK a month. Putting about a trillion ISK a month into the game economy....poor little tykes.

Actually a miner with good skills can do fair a bit of DPS...and that is way, way more than a ship with its cloak activated can do.

This is old, but still...shows you are just simply wrong Mike.

https://www.youtube.com/watch?v=ndWUlntJ58U

And, IIRC, that was before the big buff to exhumer tanks.

"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
#2702 - 2015-08-09 07:30:24 UTC
The problem with ISK coming in isn't due to a lack of PvE ships exploding. It's due to a lack of places for it to go. When ships explode materials leave the game, but the ISK stays. The only way ISK leaves is through things like office rental fees to NPCs.

This isn't a PVE problem, and blowing every last fatter from the game won't solve it. What is needed is development of EVE as a world again, with introduction of commodities.

And yes... Those PVE ships making their money, forced into hulls that can't fight for the enjoyment of those who just want to shoot some easily killed live targets. You realize you won, right? I am no longer advocating anything at this point. CCPs official stance is that game design be damned so long as it enables the unchallenged chance to shoot weak targets. When my Sub runs out I have no intention of renewing. If my Corp mates don't want my stuff you will be receiving a contract for a rainbow of Marauders and Pirate ships, fittings, and various support craft to be picked up out of Apanake.
Teckos Pech
Hogyoku
Goonswarm Federation
#2703 - 2015-08-09 07:49:18 UTC
Mike Voidstar wrote:
The problem with ISK coming in isn't due to a lack of PvE ships exploding. It's due to a lack of places for it to go. When ships explode materials leave the game, but the ISK stays. The only way ISK leaves is through things like office rental fees to NPCs.

This isn't a PVE problem, and blowing every last fatter from the game won't solve it. What is needed is development of EVE as a world again, with introduction of commodities.

And yes... Those PVE ships making their money, forced into hulls that can't fight for the enjoyment of those who just want to shoot some easily killed live targets. You realize you won, right? I am no longer advocating anything at this point. CCPs official stance is that game design be damned so long as it enables the unchallenged chance to shoot weak targets. When my Sub runs out I have no intention of renewing. If my Corp mates don't want my stuff you will be receiving a contract for a rainbow of Marauders and Pirate ships, fittings, and various support craft to be picked up out of Apanake.



If too much ISK is coming into the economy (and IMO I think it is which is why PLEX prices are so damn high) then that is a problem. And trying to increase sinks is great in theory, but the better solution is to attack the problem directly....decrease money creation.

And ISK leaves the game in a number of ways, purchasing insurance (although on net insurance is a source, not a sink). BPOs is another sink, in fact the largest. Another sink is LP, since you have to spend ISK to get the various items from the LP store. Then there are taxes, brokers fees, etc.

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

8 Golden Rules for EVE Online

Mike Voidstar
Voidstar Free Flight Foundation
#2704 - 2015-08-09 08:19:56 UTC
It's relative, if more comes in than goes out then prices inflate. It can be fixed on either end.

If they added materials in ship construction that were only available by purchasing off the market, and reduced mineral requirements so that over all cost per hull stayed about where it is, you would start to see a drop in inflation.

But since that would mean less mining it would go counter to priority 1- PvE must be killed at all times.
Teckos Pech
Hogyoku
Goonswarm Federation
#2705 - 2015-08-09 08:53:34 UTC
Mike Voidstar wrote:
It's relative, if more comes in than goes out then prices inflate. It can be fixed on either end.

If they added materials in ship construction that were only available by purchasing off the market, and reduced mineral requirements so that over all cost per hull stayed about where it is, you would start to see a drop in inflation.

But since that would mean less mining it would go counter to priority 1- PvE must be killed at all times.


No, not PvE, ships. PvE or PvP. That is what drives the economy in the game.

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

8 Golden Rules for EVE Online

Mike Voidstar
Voidstar Free Flight Foundation
#2706 - 2015-08-09 09:26:21 UTC
PvE gets the priority. It's ok to be immune to PvP yourself so long as you hunt PvE ships. Any measure that reduces the exposure or risk to PvE pilots must be eliminated in favor of enabling the unchallenged hunting of those ships.

And as we just discussed, destroying ships has been divorced from the economy. It costs almost no ISK to produce a ship. Isk comes in but it's not leaving at the same rate, and doubling destruction will only result in concentrating the ISK, not removing it.

ISK is spent on finished goods, paid to the producing character. It is not spent on production in a meaningful way.
Marranar Amatin
Center for Advanced Studies
Gallente Federation
#2707 - 2015-08-09 10:50:20 UTC
Mike Voidstar:
I think your interpretation of that statement from Fozzie is too negative. Simply removing local would be extremly stupid, and the last patches (especially the reasons that came with each change) showed that ccp usually is aware of most consequences, so I really doubt they will do that.

They are aware of the fact that right now, holding sov is barely worth the effort from an economical point of view. They just greatly buffed the pirate detection array for example. SoV null is already at a point where some null players prefer to make their isk in high-sec, simply because its more efficient compared to the risk in null.
I really doubt they want to nerf it now. And simply removing local without adequate compensation would be an extreme nerf. It would nerf 0.0 to the point, where ratting in 0.0 is simply not worth the risk.

He mentioned wormholes without specifying that he only talked about local, and indeed there are a lot of reasons why cloakies are not that much of a problem in whs:

1. A single cloaky cannot throw supers, blops, bombers and stuff around
2. It is not possible to simply check dotlan for a region with a high delta and travel there at will
3. The rewards per site are much higher to compensate for the risk
4. The sites are usually done in groups (and worth the effort to form a group), so you can actually fight back and place scouts
5. the attacker cant just bring an arbitrary number of ships in
6. If you dont know hes there, he cant scare you

The psychological effect of cloakies in wh is not only lower beause you do not necessarily see them. Thats just one of many reasons. But also because they pose a much much lower threat, AND because you are rewarded by higher payout for the increased risk that you take.

I really do not think that Fozzie is stupid. He knows this stuff. I cant see any plan to greatly nerf 0.0 right now.
If there is a significant nerf to local in 0.0, there needs to be a significant buff for pve pilots to compensate for that, otherwise 0.0 will just die.

In my personal opinion, I would like to see a change that increases the risk for pvp engagement in 0.0 for pve players, but at the same time increases the rewards, and most important, the chance to actually fight back to a point where the risk/reward is about at the same level as now. I would love to build my pve fits not only for maximum ticks, but also with attackers in mind. But right now there is no point to.
Mike Voidstar
Voidstar Free Flight Foundation
#2708 - 2015-08-09 11:39:15 UTC
It's not about local. At all. Not even a little bit.

It's about foregoing basic design concepts in favor of making sure PvE pilots in particular remain vulnerable regardless of any action taken to securing space for them to operate in.

His glib statement that cloaked ships do little dps entirely negates PvE as a valid playsyle choice. He wasn't speaking as some random wagging toungue that happens to be Fozzie. He was giving an official interview as the head designer, and his only response to the issue was that the most important thing is PvE remains vulnerable at all times, therefore a cloak that allows you to opt out of PvP at will to enable the risk free hunting of PvE pilots regardless of any steps taken to the contrary is ok.

See, I don't mind being hunted. I don't even really want to attack afk ships. If they were not so safe that they could afk indefinitely and I caught them afk that's a poor decision on their part. Decisions are supposed to matter, and the balance point of the game has been set by the designers such that PvE does not even have the right to *try* to secure operating space, but rather must operate in conditions of maximum vulnerability at all times because the most important thing is that PvE remain disrupted.
Marranar Amatin
Center for Advanced Studies
Gallente Federation
#2709 - 2015-08-09 12:18:32 UTC
Mike Voidstar wrote:
It's about foregoing basic design concepts in favor of making sure PvE pilots in particular remain vulnerable regardless of any action taken to securing space for them to operate in.


I am not entirely sure why that should be wrong. We are still talking about nullsec here.
Eve is (supposed to be) all about risk vs reward. For near perfect safety there is high-sec. Saying that nullsec should always remain risky without any way to achieve perfect safety seems like a valid design decision to me.
Its just important to balance it against the rewards. Right now the safety against being attacked is needed, because the rewards are not good enough to justify a greater risk, and being engaged means certain death as a pve pilot.


Mike Voidstar wrote:
His glib statement that cloaked ships do little dps entirely negates PvE as a valid playsyle choice. He wasn't speaking as some random wagging toungue that happens to be Fozzie. He was giving an official interview as the head designer, and his only response to the issue was that the most important thing is PvE remains vulnerable at all times, therefore a cloak that allows you to opt out of PvP at will to enable the risk free hunting of PvE pilots regardless of any steps taken to the contrary is ok.

See, I don't mind being hunted. I don't even really want to attack afk ships. If they were not so safe that they could afk indefinitely and I caught them afk that's a poor decision on their part. Decisions are supposed to matter, and the balance point of the game has been set by the designers such that PvE does not even have the right to *try* to secure operating space, but rather must operate in conditions of maximum vulnerability at all times because the most important thing is that PvE remain disrupted.


Again I think that you interpret too much into his statement. It is not actually indicated that he wants risk free pvp pilots and maximum vulnerability for pve pilots. As already mentioned, the balance changes in the opposite direction in whs, which he used as a comparison.
In wormholes you are actually at a much lower risk vom cloakies because they lack their most powerful weapon, the cyno. Sadly cloakies are still invulnerable in whs, which still is a stupid desing since no one should get that level of immunity from such a cheap module, but at least they are more balanced in the risk vs reward scale.
Mike Voidstar
Voidstar Free Flight Foundation
#2710 - 2015-08-09 12:33:00 UTC
Marranar Amatin wrote:
Sadly cloakies are still invulnerable in whs, which still is a stupid desing since no one should get that level of immunity from such a cheap module, but at least they are more balanced in the risk vs reward scale.


That. It's against the most basic core design concept in EvE, but it's ok because it's used to hunt PvE pilots, and keeping that disrupted is the most important thing.

This is why Techos wins the argument without further contest from me. Every argument I have made against AFK cloaking, and by extension cloaking in general because that's where the problem lies, is predicated on the fundamental value that in EvE you are subject to PvP so long as you are not in a station or behind POS shields. Unless you can do it in a station it is supposed to be impossible to opt out of PvP while remaining effective at in game goals- but afk cloaking is ok because it's used to hunt PvE pilots and that is the most important thing.

I want to be able to challenge for temporary control of space to secure it for my own use on an individual level. However, my intended purpose is PvE so I can't. The cloak user intends to disrupt me, so it's ok for him to be invulnerable to enable that goal. The only projected way to disrupt him is to put up structures intended to be maintained by *alliances*, and that only grudgingly and most likely only possible with several in a single solar system.
Nofearion
Destructive Brothers
Fraternity.
#2711 - 2015-08-09 13:03:20 UTC
in reading this thread, and after having my own thread for sometime, (it was locked last year)
this is the issue.
those opposed to change like to play EVE on easy.
Most suggested changes are to make EVE PVE play on easy
Eve has no easy setting. however all gameplay does not encourage active game play.
active meaning at your computer or very close by- I know guys who log in cloak up, and then leave for work. that type of game play should be condemned and discouraged.
The real issue is Intel, the intel of local is too much, I will not say do away with local, it could be delayed. there are too many other facets of local that need to remain.
however if we remove local then we need better intel gathering possibilities
This should scale with activity and ownership
everything from TCU, IHUB upgrades, Stations, Gates, scanning modules on POS or new structures.
It would be a given and by some sort of Storyline as well that empire space by local governing body would have some sort of traffic control, pod beacons, ship beacons etc.
Think of this real world comparison. you go to any big city, you have stoplights, cameras, police on patrol, people can use social media to keep track of the whereabouts of most anyone who is connected.
In eve you are in a ship that is connected. it is not too far out of realm to believe that your ships computer would track all incoming intel traffic, much as your scan when you jump in a system tells you what is there.
Tie it to the overview and scan section.
So hi sec and part of low sec should still have some of this easy readily available intel.
Change how we receive it. make it proactive and a part of the interface we already use. the auto scanner.
that will make us use and have to interpret the scans. it will also open up a whole new side for eve including smuggling and changing of ID through module use.
Make null reliant on the build up of structures and sov as to the level of Easy intel. the less used and developed a system the less intel available without very active means (IE scanning with probes)
In trade, pilots will be able to active hunt for cloaky.
if you are active in cloak, you will not have an issue keeping yourself safe,
if you are AFK well then you may need to be found.
Marranar Amatin
Center for Advanced Studies
Gallente Federation
#2712 - 2015-08-09 15:11:14 UTC
Mike Voidstar:
If we start from the the requirement that pve activities in 0.0 should include a certain risk, and also that this risk should come from players, then I could argue that at some point the statement "but it's ok because it's used to hunt PvE pilots" might be necessary. The pvp pilots have a "job" there, so there needs to be a motivation to bring them there.

I agree that it is not possible at all to justify the current state of cloaky campers with this, as they are broken beyond imagination. Their effect is just much too great and their risk way too low to justify them with anything. But that is supposed to change, with the observatory their risk increases and with the wormhole comment, it seems as if their power to completly shut down a system might also be removed one way or the other.

Of course I could also interpret Fozzie's statement in a more negative way, but given the changes of the last patches, I am optimistic and assume that there is actually a reasonable concept behind this statement. Just from those few lines he said, I do not see the necessity to interpret it in a negative way.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#2713 - 2015-08-09 16:53:21 UTC
Nofearion wrote:

Change how we receive it. make it proactive and a part of the interface we already use. the auto scanner.
that will make us use and have to interpret the scans. it will also open up a whole new side for eve including smuggling and changing of ID through module use.


Now there's a grand idea: a Disguise module that allows a Harbinger to pose as a Hurricane, or a Machariel as an Armageddon on DScan ;-)

utterly off topic on my part - please disregard. But still... Nice idea lad Cool
Teckos Pech
Hogyoku
Goonswarm Federation
#2714 - 2015-08-09 17:14:34 UTC  |  Edited by: Teckos Pech
Marranar Amatin wrote:
Mike Voidstar:
I think your interpretation of that statement from Fozzie is too negative. Simply removing local would be extremly stupid, and the last patches (especially the reasons that came with each change) showed that ccp usually is aware of most consequences, so I really doubt they will do that.

They are aware of the fact that right now, holding sov is barely worth the effort from an economical point of view. They just greatly buffed the pirate detection array for example. SoV null is already at a point where some null players prefer to make their isk in high-sec, simply because its more efficient compared to the risk in null.
I really doubt they want to nerf it now. And simply removing local without adequate compensation would be an extreme nerf. It would nerf 0.0 to the point, where ratting in 0.0 is simply not worth the risk.

He mentioned wormholes without specifying that he only talked about local, and indeed there are a lot of reasons why cloakies are not that much of a problem in whs:

1. A single cloaky cannot throw supers, blops, bombers and stuff around
2. It is not possible to simply check dotlan for a region with a high delta and travel there at will
3. The rewards per site are much higher to compensate for the risk
4. The sites are usually done in groups (and worth the effort to form a group), so you can actually fight back and place scouts
5. the attacker cant just bring an arbitrary number of ships in
6. If you dont know hes there, he cant scare you

The psychological effect of cloakies in wh is not only lower beause you do not necessarily see them. Thats just one of many reasons. But also because they pose a much much lower threat, AND because you are rewarded by higher payout for the increased risk that you take.

I really do not think that Fozzie is stupid. He knows this stuff. I cant see any plan to greatly nerf 0.0 right now.
If there is a significant nerf to local in 0.0, there needs to be a significant buff for pve pilots to compensate for that, otherwise 0.0 will just die.

In my personal opinion, I would like to see a change that increases the risk for pvp engagement in 0.0 for pve players, but at the same time increases the rewards, and most important, the chance to actually fight back to a point where the risk/reward is about at the same level as now. I would love to build my pve fits not only for maximum ticks, but also with attackers in mind. But right now there is no point to.


I'm not sure that more reward is necessary here, to be quite honest. Rat bounties alone puts about 1 trillion ISK (on average) into the New Eden economy each day. At least if we are confining ourselves to ISK. If we were to do anything I'd be in favor of making other aspects of null PvE more feasible/rewarding (e.g. mining, building, inventing, etc.).

I'd also like to see it count more towards defense indices as well. Currently only mining counts and that is just silly. Why doesn't PI count? Because it isn't as active as mining? Fine, make it contribute less to the index.

"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
#2715 - 2015-08-09 17:20:09 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:
Marranar Amatin wrote:
Sadly cloakies are still invulnerable in whs, which still is a stupid desing since no one should get that level of immunity from such a cheap module, but at least they are more balanced in the risk vs reward scale.


That. It's against the most basic core design concept in EvE, but it's ok because it's used to hunt PvE pilots, and keeping that disrupted is the most important thing.

This is why Techos wins the argument without further contest from me. Every argument I have made against AFK cloaking, and by extension cloaking in general because that's where the problem lies, is predicated on the fundamental value that in EvE you are subject to PvP so long as you are not in a station or behind POS shields. Unless you can do it in a station it is supposed to be impossible to opt out of PvP while remaining effective at in game goals- but afk cloaking is ok because it's used to hunt PvE pilots and that is the most important thing.

I want to be able to challenge for temporary control of space to secure it for my own use on an individual level. However, my intended purpose is PvE so I can't. The cloak user intends to disrupt me, so it's ok for him to be invulnerable to enable that goal. The only projected way to disrupt him is to put up structures intended to be maintained by *alliances*, and that only grudgingly and most likely only possible with several in a single solar system.


How come I've lost cloaking ships in PvP?

I mean if a cloak makes me immune to PvP....something is not right then. I demand a full refund! Big smile

Oh and as a point of reference, I used a stealth bomber along with others to camp a pipe into Fountain back when Goons invaded and took it from IT Alliance. We were killing PvP fit ships flown by pilots not paying attention to intel.

Why should that type of play be nerfed so Mike, Brokk, et. al. can have a feeling of enhanced security?

Another point of reference: I used a force recon to help clear bubbles off of ****-caged towers in...H-W (IIRC) during IT Alliance's failed attempt to Hellcamp that system.

Again, why should that type of play be nerfed so Mike, Brokk, et. al. can have a feeling of enhanced security?

BTW, I was able to get out of that system because of my cloak and careful piloting. All of the gates were bubbled to Hell and back, with lots of cans and pilots zipping around. But I noticed the far side had fewer bubbles and people on it, so I slow boated around to that side under my cloak, negotiated my way through the bubbles, left a parting comment in local and jumped out.

Nerfing legitimate cloak use to get at the sub-optimal AFK cloaking is, once again, lazy and stupid game design.

"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

Marranar Amatin
Center for Advanced Studies
Gallente Federation
#2716 - 2015-08-09 18:07:26 UTC
Teckos Pech wrote:
I'm not sure that more reward is necessary here, to be quite honest.


BasicallyI have three assumptions that all seem reasonable:

1. 0.0 pve is not too good right now. (there even was a small buf recently to bring it on par, and many player still think holding sov is not worth the reward)
2. removing local is a huge nerf to 0.0 pve, greatly increasing the cost of 0.0 ratting (that should be obvious... especially to those that argue what an incredible strong tool local is for ratters)
3. 0.0 pve should be viable

From this it follows that removing local means an increase in rewards is necessary. If it is balanced right now, it is impossible to be balanced after, if ONLY the cost is increased.

No one said that the rewards must be from ISK... it might be wise to add different rewards, otherwise this will cause inflation, as the rewards would need to increase greatly. But the rewards must be added to the ratting, not mining etc. Otherwise 0.0 ratting will simply not be a profitable activity anymore.
Teckos Pech
Hogyoku
Goonswarm Federation
#2717 - 2015-08-09 18:30:24 UTC
Marranar Amatin wrote:
Teckos Pech wrote:
I'm not sure that more reward is necessary here, to be quite honest.


BasicallyI have three assumptions that all seem reasonable:

1. 0.0 pve is not too good right now. (there even was a small buf recently to bring it on par, and many player still think holding sov is not worth the reward)
2. removing local is a huge nerf to 0.0 pve, greatly increasing the cost of 0.0 ratting (that should be obvious... especially to those that argue what an incredible strong tool local is for ratters)
3. 0.0 pve should be viable

From this it follows that removing local means an increase in rewards is necessary. If it is balanced right now, it is impossible to be balanced after, if ONLY the cost is increased.

No one said that the rewards must be from ISK... it might be wise to add different rewards, otherwise this will cause inflation, as the rewards would need to increase greatly. But the rewards must be added to the ratting, not mining etc. Otherwise 0.0 ratting will simply not be a profitable activity anymore.


Nobody is suggesting that local simply be removed. The plan going forward looks very much like local will be "removed" but then players can "get it back" via the Observatory Array.

And while this might necessitate some sort of increase of rewards of hold sov, I strongly recommend against simply increasing ISK printing. You think PLEX prices are high now...(no really, I'm quite serious).

"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
#2718 - 2015-08-09 18:36:14 UTC
This is a very common theme, BTW, in FID threads.

Note there is a Problem™.

Come up with a Solution™ to the Problem™ that nerfs legitimate play. In addition the legitimate play is far more prolific in the game than the Problem™ play. Moreover, it is often the case that the Solution™ is at bets a dubious solution.

Example:

Captcha for mining (trading, etc.). The captcha will stop bots dead in their tracks.

Reaility: Bots can overcome captcha if they are too simple, and the more complicated/effective the more annoying and aggravating playing the game becomes.

That last sentence right there should indicate how dumb something like captcha is in an environment that is supposed to be "fun".

Bottom line: When a problem in a game is identified, real or imaginary, most arm-chair game designers offer solutions that nerf not only the problem, but also legitimate play.

That is not a good way for a game to thrive, let alone continue to exist. AFK cloaking is a stellar example in that all solutions invariably nerf cloaks in general, not just AFK cloaking.

"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
#2719 - 2015-08-09 19:29:29 UTC
Techos, you already won. You don't have to keep up the dishonest arguments, you already have the only one that matters: the devs have said that it's important that PvE remains disrupted, and are willing to throw away game balance to keep it that way.

You know that when Cloaks are active you are immune to any and all player disruption of your ship unless you choose an action that breaks the cloak. So yeah, you die in covert ops ships, but not while cloaked, and you are the only one that can cause that cloak to go down. You only die when you choose to put yourself at risk, having made a fully informed choice as to your surroundings and circumstances. More information than available to a guy leaving a station.

Limiting the invulnerability of the cloak would do nothing to any use of it except for afk uses. Regardless of if it can be scanned down or it shuts off occasionally, an active pilot will just move and recloak. Even if it could be scanned down you would still be pretty safe. Like any pilot in dangerous territory you would be aligned and moving. Only the wildest quirks or poorest choices would have someone land on you or you bumping something to break your cloak.

But none of that matters at all. What is important is that PvE in particular operate only in conditions where they are under direct threat, without even the option of securing space in PvP combat for themselves.
Teckos Pech
Hogyoku
Goonswarm Federation
#2720 - 2015-08-09 20:06:30 UTC
Mike Voidstar wrote:
Techos, you already won. You don't have to keep up the dishonest arguments, you already have the only one that matters: the devs have said that it's important that PvE remains disrupted, and are willing to throw away game balance to keep it that way.

You know that when Cloaks are active you are immune to any and all player disruption of your ship unless you choose an action that breaks the cloak. So yeah, you die in covert ops ships, but not while cloaked, and you are the only one that can cause that cloak to go down. You only die when you choose to put yourself at risk, having made a fully informed choice as to your surroundings and circumstances. More information than available to a guy leaving a station.

Limiting the invulnerability of the cloak would do nothing to any use of it except for afk uses. Regardless of if it can be scanned down or it shuts off occasionally, an active pilot will just move and recloak. Even if it could be scanned down you would still be pretty safe. Like any pilot in dangerous territory you would be aligned and moving. Only the wildest quirks or poorest choices would have someone land on you or you bumping something to break your cloak.

But none of that matters at all. What is important is that PvE in particular operate only in conditions where they are under direct threat, without even the option of securing space in PvP combat for themselves.


Again, that is just not true. I have lost cloaked ships to good interceptor pilots who have decloaked me, for example. If you are active and doing Stuff™ then you are at risk.

And in both of the cases I described "limiting the invulnerability" is a direct nerf to non-AFK play. Slow boating around a huge number of bubbles would be much more problematic if cloaked ships become scannable. Similarly for actively camping a system being used by unwary pilots. You are nerfing legitimate non-AFK play in your pursuit of removing AFK cloaking.

And that nonsense about "you only die when you choose to put yourself at risk with full information" is a not true. Even a cloaking device does not tell the pilot what is on the other side of a gate, or what is at the end of your warp tunnel.

"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