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Hiding in Eve- Why We Cloak

Author
Mors Sanctitatis
Death of Virtue
#101 - 2012-01-02 23:17:30 UTC
NARDAC wrote:
Mors Sanctitatis wrote:
Players such as yourself positively REEK of carebear.


You say that like it is an insult. Ask CCP if they want every carebear to drop their sub. I think you will find the answer is no.

Mors Sanctitatis wrote:

Your one dimensional thinking is pathetic and your lack of creativity even more so. Clearly you don't have the vision capable of contemplating the idea that just as many tools to hide/evade detection would be included as there would be tools to find and attack players.


So, you want EVE to have 1,000 players, all flying covert ships, spending all their game time trying to find each other, without being found by each other?


You haven't addressed the most basic of my assertions. If you make it easy to gank people, people stop doing whatever it was tehy were doing that got them ganked.

No local in wormholes. What % of the population lives in wormholes? 3%? Something like that?



Mors Sanctitatis wrote:

So TL; DR: you're only focusing on the things that you fear most: being ganked by players who are far smarter than you, which is probably the whole of Eve.


As a carebear, I'm explaining to you why your idea would destroy the game and wouldn't give you what you want anyway.

You want it to be easy to sneak up on people and kill them. Any system that enabled that would instantly result in people no longer doing any of the activities that makes it easy for them to be snuck up on.

So, you make just as many defensive systems to make it hard to sneak up on me and kill me. Okay, so you can't sneak up on me and kill me. Okay, what have you gained over local?


If you can sneak up on me and kill me, I don't do anything that lets you sneak up on me and kill me. If you can't sneak up on me and kill me, how is it different than local?

Think it through.

PEOPLE are not going to just sit there waiting for you to sneak up on them and kill them. Get rid of local, you turn all of EVE into Wormhole space with 97% fewer players.



But.. but.... people won't come out when I'm in local. Right, and without local they simply won't ever come out.


You seem to be very selective in your reading. In the same instance as "OMG you're removing local" you also ignore all of my ideas for defensive systems. You are still missing my point. Right now local requires almost zero effort and skill to utilize as an intelligence tool. I want players to become (more) actively involved in their continued survival. The best players will live, everyone else will die, some more often than others. I have never intended to create a situation where "it's too easy to gank people". Again, you're focusing on everything *you* fear: being killed by a more competent player. My ideas are such that if you're a smart player, you'll be just as hard to catch as ever, possibly even more so.

One of the largest reasons why W-Space is so sparsely populated is because of access: it's difficult to just get around in it, much less fight in it. You need multiple ships/accounts just to navigate it effectively. It's almost impossible to fit a ship that can both PVP with a wide variety of targets and still probe wormholes effectively. Frankly, I think that this is an opportunity for CCP to create a new class of ships to solve this problem.
Mors Sanctitatis
Death of Virtue
#102 - 2012-01-02 23:22:37 UTC
Mokokan wrote:
Well, pushing aside the your basic dismissal of the concept of "forcing" players to actually run into each other so they can actually interact, let's cut to the chase. You're proposing adding a very significant number of calculations per/ship, per/second, per/location in a game already struggling mightily NOT to have lag. A very significant amount of CCP dev manhours to produce a game where most of the game will remain invisible.

Did I precisely portray your proposal? No. I actually like your ideas, and hope some game improvements might have gotten their germination here. I also would love for the game to accurately portray gravity, inertia, and stations/ships actually orbiting planets(that are also in motion). But dat ain't gonna happen, and I accept that.


Hmmmm



You bring up a very good point with respect to the server load. Remember when CCP limited the scanner to a 5 second delay on the cycle time, then reduced it to 2 seconds? The server is already experiencing high bandwidth information requests from player ships with the existing scanner. The new scanner would be built around the considerations of bandwidth and lag, with the defensive (automated) mode having a cycle time long enough that it wouldn't adversely affect the server. I'm imagining a 5-10 second cycle time or so.

Again, these are details and this is pure speculation, but the concern is a good one and I think that it's obvious that it would be addressed by the developers.
Mors Sanctitatis
Death of Virtue
#103 - 2012-01-02 23:30:25 UTC
Ingvar Angst wrote:
It looks great on paper... but it's enough free intel to be a nerf to wormholes. Wormholes are supposed to be dangerous... having the ships tell your lazy ass someone's around instead of requiring you to actively check the scanner makes it too easy.

This would also likely make it a lot easier for bots to detect ships and escape.

The part about cloaks needing fuel or the like... breaks the ability to gather intel in wormholes, which could take days or even weeks of remaining unseen to do. Really bad idea.

Nicely thought out, well done... but can't support nerfing wormholes or making life easier for bots.


The last thing I want to do is dilute what is wonderful about W-Space. But on the other hand, putting local into delayed mode is the way forward and there isn't any way around that.

W-Space will always be differentiated from K-Space because of the nature of wormholes and the system anomalies. Additionally, all of the W-Space residents will quickly adapt to the new scanning systems both offensively and defensively. W-Space residents are some of the most cutting edge players in Eve. I think my proposed changes will affect them the least.

As for the cloaking issue- I envision CovOps ships as having a fuel endurance of weeks with a full load of fuel and the various probes required. I have no intention of ending up in a situation that diminishes the best aspects of current game play. I want to further the best aspects of what we have and improve them even more in addition to adding in new mechanics.
Serene Repose
#104 - 2012-01-03 00:20:44 UTC
Why you cloak? bok bok bok bok

If it fries like a chicken....

We must accommodate the idiocracy.

Niko Takahashi
Yoshitomi Group
#105 - 2012-01-26 21:30:17 UTC
This is an interesting detailed and inmost aspect very nice addition to the game.

I like 90 % of the proposed changes and I am OK with almost all of them.

Please someone get a dev to read through this and even contact the guy to pick his brain more.
Very nicely done sir

Covert ops sensor links to fleet removed local command ship roles Limited range jumpdrives a lot of interesting stuff

Oh one thing the OP I think forgot Need to kill the API feeds for system statistics and the system statistics availble from the map should be limited only to Jumps / Gate activation's per hour.
Degren
The Scope
Gallente Federation
#106 - 2012-02-04 05:29:22 UTC
By the end of the first post I was hitting my desk yelling "YES, YES THAT WOULD BE AMAZING"

I have no idea if it'd be feasible, but damn would it make for interesting stealth play and space stalking.

Hello, hello again.

Terminal Insanity
KarmaFleet
Goonswarm Federation
#107 - 2012-02-04 05:35:46 UTC
I like to fit cloaks because it enables me to go AFK from a game that rarely lets you dock.
You're out on a roam with your corp, 30 jumps away into 0.0, and you NEED to go for IRL stuff... CLOAK!

If Cloaking gets a change/nerf, i think the fairest option would be to allow him to be visually seen slightly, like a faint ripple or ghost effect (but not targetable/selectable)

Also, simply removing local would solve a lot of this

"War declarations are never officially considered griefing and are not a bannable offense, and it has been repeatedly stated by the developers that the possibility for non-consensual PvP is an intended feature." - CCP

Boma Airaken
Perkone
Caldari State
#108 - 2012-02-04 07:56:22 UTC
TL;DR.

Does your idea mean that all detrimental effects to ships and fittings and bonuses, etc will be removed?

If that is ok, I can support this.
Sri Nova
Sebiestor Tribe
Minmatar Republic
#109 - 2012-02-04 08:17:40 UTC
the removal of local would be the easy fix to all this.

it can be argued the current scanning system is ideal and works well .

with the removal of local capsuleers would be dependent on their already available dscan "sensor" and hunters could use their current methods but would be greatly aided with the help of a prober.
Slightly Mental
Doomheim
#110 - 2012-03-02 22:10:16 UTC
Herzog Wolfhammer wrote:


I cloak because it was also cool when the Klingons and Romulans did it.



+1
Torijace
The Upside Down
#111 - 2012-03-02 23:20:21 UTC  |  Edited by: Torijace
Wow it’s a pretty good idea so much so that I actually spent all of lunch thinking about the idea and how it could be implemented. I think our biggest issue isn’t what all can be done with it but how to streamline it to easily work within current eve mechanics without adding too much more server activity. This is what I came up with.

New items: System Communication Array - a pos structure that provides an active local channel.
Signature Manipulation Unit: A scriptable item that allows you to appear on passive or active scans as another ship one class lower or high then your current class

Using existing d-scan window a second button is installed called “Active Scan” both passive and active scan strengths are a factor of the senor strength of the ship. Sensor strength of ships can be increased with existing ECCM mods, backup sensor arrays, or manipulated with a new mod called a “Signature Manipulation Unit” (SMU) Both passive and active scanning use the d-scans ability to change range and scan area. With that in mind effective scan strength would increase as area scanned is decreased. When scanning like the current system the degree the ship was scanned down would determine the information provided going from unknown>ship class>shiptype>warpable.
A sample encounter might be something as follows: Me in my epic caracel of thunder jump through a gate and find the local channel to be offline. While still holding gate cloak I pop a passive scanning taking a glimpse of the area 14 aus out a have a couple POSes at 100% as well as a few unknowns in direction of planet V. I warp to planet V at 100km and using the degree selector change the angle down to 5% and find one of my unknowns to be an iteron IV sitting at the same distance as the POS on scan in the direction of moon 2. Damn! confident that I’m not getting that itty IV kill without a dread fleet I passive scan down another unknown to planet 1 belt 2. I warp to belt confident that my caracel can take almost everything null sec has to offer. While in warp I continue to spam passive scan and as I draw closer see my unknown resolve itself into a rifter. Salivating at the thought of another kill I land on grid and find myself sitting next to a proteus with a smile. He must have been running an SMU in his spare high slot. I quickly change from being the hunter to the hunted and try to overload my MWD to get away but it’s no use. My last thoughts before taking the pod express back to high sec is ”maybe I should have brought a drake”

A couple optional thoughts:
Cloaking- allowed but prevents you from active scanning while cloaked and reduces the effective range and sensor strength by 1/2 for passive scan modules due to interference.

Scanning Delay: Both passive and active modes of the scanner would have a 5-10 second cycle time the results being displayed at the end of the cycle. This would further limit intel and reduce server load and could also be skill dependant.

Caldari are the best and the Worst: An interesting side effect of using sensor strength and sig radius as the factors on a passive/active scan is that caldari ships become the best at using those scans but also the easiest to find
Signature Reduction Unit: An optional mod could be something that reduces your signature when activated to make it harder for people to scan you down.

Balance: All ships need to be able to d-scan to some effect but there needs to be limits to how well that ship can scaning using the d-scan method. In other words .. no unprobable ships and we can't making probey ships useless but we need to make d-scan effective.

My 2 cents
Lt Angus
Goat Herders
#112 - 2012-03-05 08:50:36 UTC
bump coz its just sooo good
Tarryn Nightstorm
Hellstar Towing and Recovery
#113 - 2012-03-05 16:01:11 UTC  |  Edited by: Tarryn Nightstorm
Dr Karsun wrote:
I disagree.

This information of someones presence is for free, sure, but it's not precise information. The enemy can be, in some systems, more than a hundred AU away, I wouldn't really call that precise information.

I would gladly trade all kinds of local for removal of cloaks. I don't need to know that you'r in my system as long as I can scan your ass down with combat probes.

As long as cloaks are the only thing that doesn't have a counter - I see no reason to remove local.


I'll rephrase that to reflect the actual practical realities of EVE for you, especially vis-a-vis what smaller groups realistically can/cannot do against the carebear nullblob-tards:

As long as local is the only thing that doesn't have a counter, then I see no reason to remove/nerf cloaks. And many reasons not to.

And cloaks do have a counter, they even bring it in themselves (So nice of us "cloakyfags" to do that for you, no?).

Actually, several:

Whilst cloaked, you can't:

1) Use prop-modules
2) Turn on tanking modules
3) Target anything
4) Use weapons or even switch/load ammo
5) Launch probes
6) (There is no (6). It ran away and hid in its POS like a little squealing pig when the neut came into local, because its chickenshit fail-Alliance couldn't be arsed to actually secure its ratting/mining space properly)
7) Use gang-booster links, if so equipped
8) Or do much of anything else except slowboat in one direction or another, anomaly-scan, d-scan, or warp someplace else where it will have the same restrictions (if CovOps-type, anyway)

This is not a "NURVCLAOCKSNAOW!!!1111!!!oneoneone!!11" thread, mate, so don't be derailing it into one, please, thank you!

Star Wars: the Old Republic may not be EVE. But I'll take the sound of dual blaster-pistols over "NURVV CLAOKING NAOW!!!11oneone!!" any day of the week.

Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#114 - 2012-03-05 17:06:09 UTC
Quote:
Don't even *think* of bringing up W-Space. That's completely outside the scope of this issue.


AFK (or at keyboard even) cloaking makes the bots dock when you enter local. That does not happen in wspace. The "issue" you are addressing is championed by botters. Tell me its completely outside of the issue again so I can laugh out loud at how hard you have been tooled by botters some more.

internet spaceships

are serious business sir.

and don't forget it

Utsen Dari
Sebiestor Tribe
Minmatar Republic
#115 - 2012-03-05 18:29:04 UTC
Yes please for more terrain in EVE.

Wormspace has some idea of terrain (system effect beacons, the ability to manipulate connections) and it is one of the things that makes wormspace so much better than k space.

Would definitely like to see nebulas to fly into to lose pursuers, or more dangerous effects that cause ship damage, or even the ability to dodge behind asteroids to block incoming shots...
Tarryn Nightstorm
Hellstar Towing and Recovery
#116 - 2012-03-05 19:03:22 UTC  |  Edited by: Tarryn Nightstorm
Mors Sanctitatis wrote:
FloppieTheBanjoClown wrote:
I see all this talk about being able to hide, yet not one bit about locator agents.

As the game stands right now, the only place you can escape the prying eyes of the mystical locators is w-space. If you're in k-space, they WILL betray your location to your enemies for a minimal fee. If we're going to go to all this trouble to rewrite vast portions of the game so that people can "hide" in a more meaningful sense, locators badly need a nerf to go along with it.


[...]

Here's a twist however: what if we could redesign the concept of locator agents to be player driven instead of NPC based? What if players posted "information/location contracts" with a payout that decreased over time. The faster you get a player the correct info, the more money you receive. What if players could download entire data sets of intel information to other players/corps/alliances?

We could have professional scouts that do nothing but map areas for ship activity, resources, all sorts of things. CCP could move currently static resources to a more dynamic and flowing design that wouldn't change daily, but maybe on a monthly or annual scale so that last years resource maps aren't this years etc. This way there will always be something new to discover by returning players... The universe is always changing, Eve should too.

What if while randomly scanning, a player happens upon a few different players, the scanning player checks the "information/location wanted" database, sees that the players he just uncovered are wanted by someone and contacts the original poster to negotiate terms of payment for their location info? There could be some sort of professional level in-game structure that would be game-verified to prevent scamming. But the real way players will experience secure and reliable information is by reputation. Excellent scouts with outstanding reputations for timely information will earn their own reputations as being the "go-to" guy for info. The downside, people might not like the idea that you sold them out! The information brokers might get contracts taken out on their heads for doing so! Man, this just keeps getting better... :D




Now, imagine this in combination with a bounty-hunting system that isn't a sad, bitterly ironic, not-even-good-enough-to-be-a-joke waste of dBase space? (Don't even get me started re: Wardec'ing--"At CCP, legalising exploits is what we do, just for E-Uni you!")

Imagine how it could also give a larger "pile of sand"--or maybe I should say "many different piles of sand to choose from" for even the most carebear-ish explorers (as exploration is currently seen, it's a strictly PvE activity to most, even though, at least theoretically, this is not the case--ref.: Ninja-salvaging.), hopefully inspiring that crowd to do more in PvP for their friends and corp. Even if they have little skill/desire to directly violence people's boats, they could use, learn, and get good at this, gather data, and sell it to those that do.

Whole new profession, "independent scout/information-broker," which the "actual work" could be done solo, but at the same time would "force" even the most anti-social soloist to work with other people if they want to profit from it. Imagine that in an MMOG, eh?

And with real intel always in demand, you might just find a new way to make money consistently that doesn't involve endless NPC ISK-farming, and is truly player-driven and emergent.

This would be beyond merely "awesome."

+1 Internets for you, Sir!

E: Oh, and to address the OP's thread-title/question:

I fly cloaky-cloaky because it pisses off the most arrogant, myopic, self-entitled, deluded carebears--the "stinky" kind the OP mentioned above--in the game. The null/blobbear-tards. No greater way to show them that they, and their whole bloated, sclerotic, chickenshit RMT-fed Alliances, have feet of clay, and they reeeeeeeeeaaaally don't like this, as a rule.

Proof: Just skim any of the umpty-eight "NURFCLOACKNOAW!!1111oneoene!" crap-threads on these very forumsTwisted

There's nothing I can realistically do against their ******* **** RMT-financed blobs in direct warfare, but psychological warfare, thanks to cloaky-cloaky-u-no-seez-me, is another matter entirely.

It's all the more delightful because damned near anyone can do it!

Star Wars: the Old Republic may not be EVE. But I'll take the sound of dual blaster-pistols over "NURVV CLAOKING NAOW!!!11oneone!!" any day of the week.

Zagdul
Federal Navy Academy
Gallente Federation
#117 - 2012-03-05 19:15:36 UTC
Delayed local is the biggest troll in EVE and would destroy PVP as we know it.



The guy who wants delayed local is the guy who's looking for the null sec ratter but cant catch him because as soon as his scout enters a system, the person ratting warps off.

What you seem to forget and everyone always misses is that the number one way you FIND fights is with local. The number one way you HIDE from a fight is without.


PvP will die without local unless there is a better intel gathering tool which tracks ship movements on some kind of scale.

Dual Pane idea: Click!

CCP Please Implement

Karash Amerius
The Seven Shadows
Scotch And Tea.
#118 - 2012-03-05 19:31:38 UTC
You are going to get a lot of +1 posts here, but the simple fact is the bears of this game will riot if they lose local. I am not just talking about the carebears...but also the gankbears sitting on gates padding their K/D.

It has been a dream of mine since 2003 that we didnt have free intel in local channel...but at this point, I would be amazed if CCP pulled the trigger on it.

Karash Amerius Operative, Sutoka

Tarryn Nightstorm
Hellstar Towing and Recovery
#119 - 2012-03-05 19:53:31 UTC
Ingvar Angst wrote:
It looks great on paper... but it's enough free intel to be a nerf to wormholes. Wormholes are supposed to be dangerous... having the ships tell your lazy ass someone's around instead of requiring you to actively check the scanner makes it too easy.

This would also likely make it a lot easier for bots to detect ships and escape.

The part about cloaks needing fuel or the like... breaks the ability to gather intel in wormholes, which could take days or even weeks of remaining unseen to do. Really bad idea.

Nicely thought out, well done... but can't support nerfing wormholes or making life easier for bots.


I'm thinking that this should not be applicable in w-space for that very reason.

[Lore-fluff]

The nature of w-space/environmental effects render (new-)"standard-scanners" inoperative, and you cloak and d-scan as current.

[/Lore-fluff]

If lots of k-spacers don't like the new scanning system, then hey, they move to w-space, and that means more targets for you, and more smart players surviving the "cull" by learning to thrive in w-space, boost to economy in the classic EVE manner--everyone wins!

Star Wars: the Old Republic may not be EVE. But I'll take the sound of dual blaster-pistols over "NURVV CLAOKING NAOW!!!11oneone!!" any day of the week.

Corina Jarr
en Welle Shipping Inc.
#120 - 2012-03-05 20:53:40 UTC
I cloak for one of two reasons:

1) because I'm hiding and watching people and don't have the balls (well don't have them period...) to attack them.

2) because something came up in RL and I am not near a station.



If I do not have a cloak, and 2 happens, I log off. Or stay logged in and hope I don't get found at the first planet...Oops