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AFK Cloaking™: Ideas, Discussion, and Proposals

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Mike Voidstar
Voidstar Free Flight Foundation
#2801 - 2015-08-19 23:02:29 UTC
I no longer have a strategy, honestly.

However, POS and Stations are specifically designated as safe. That is their purpose, their very reason for existence.

Just as AFK cloaking was declared balanced by dev fiat, so is being safe in a station.

More importantly, without a place to be safe, store assets and build something, there is nothing here worth paying money for. It becomes a very pretty browser game where we just shoot at eachother mindlessly. We are almost there anyway, thanks to the rabid PvP only crowd that shouts down and craps on anything that isn't mindlessly shooting at eachother.


There is no effective afk play in a station. The only thing you can really do is set industry jobs and play the market. You can't do either afk without illegally modifying the client.

You keep trying to draw equivalence between the gameplay of structures and stations and that of a trivial ships module. It does not work.
Nikk Narrel
Moonlit Bonsai
#2802 - 2015-08-20 15:13:29 UTC
Mike Voidstar wrote:
...


There is no effective afk play in a station. The only thing you can really do is set industry jobs and play the market. You can't do either afk without illegally modifying the client.

You keep trying to draw equivalence between the gameplay of structures and stations and that of a trivial ships module. It does not work.

Like any bluffing, there is no effective AFK play except in the minds of your opponents.

The reactions of other players to your presence, or potential presence, has been seen to extend in fear towards players who are not even logged into the game. On more than one occasion I have heard warnings that so-and-so logged off in system x, and they might pop in and gank if you aren't ready to bail out.

Logging off has never been considered overpowered, to my awareness, but this DOES happen.
I suppose the balancing was done by having log-off timers in place, so they had to wait till they were clear before being safely 'out'.

Referring to the covert cloak as a trivial ship's module is rather inconsistent, considering that it can only be fitted onto ships specifically flagged for it.
Why? This so-called trivial module would make any other ship potentially over-powered, were they allowed to mount it.
There were always concerns that the covert cloak could be combined with certain weapon systems, and become I-win buttons.
They clearly missed the cyno here, in my opinion.

As for the gameplay of structures, there are discussions of making these destructible already. I don't think this is necessarily a good idea, but it is still out there.
Mike Voidstar
Voidstar Free Flight Foundation
#2803 - 2015-08-20 18:09:37 UTC
Again with the false equivalence.

However... The Cloaked camper may be bluffing, holding only a toy gun under his jacket. Or he might be a real threat. There is no way to know and must be treated as a real threat.

It is simple to determine if the names in local are in a station or POS. Go look. More particularly a hunter isn't bound to one vulnerable spot. The disposition of enemy forces in enemy territory is unimportant to a solo hunter so long as they are not on grid.

Also relevant, if in a station or POS they are not engaged in PvE and are not subject to afk cloaking uncounterable disruption.
Nikk Narrel
Moonlit Bonsai
#2804 - 2015-08-20 18:47:01 UTC
Mike Voidstar wrote:
Again with the false equivalence.

However... The Cloaked camper may be bluffing, holding only a toy gun under his jacket. Or he might be a real threat. There is no way to know and must be treated as a real threat.

It is simple to determine if the names in local are in a station or POS. Go look. More particularly a hunter isn't bound to one vulnerable spot. The disposition of enemy forces in enemy territory is unimportant to a solo hunter so long as they are not on grid.

Also relevant, if in a station or POS they are not engaged in PvE and are not subject to afk cloaking uncounterable disruption.

False only by your judgement.
The facts state that if you are away from your keyboard, there are a specifically limited number of options that prevent other players from being able to attack you directly.

As to the go and look argument, being in a POS is likely possible. Being in an outpost, ONLY if you have docking rights.

As to players not engaging in PvE while docked. True.
BUT, with a meaningful caveat: They can still make ISK, and in amounts that can go beyond simple PvE potential.
Being able to buy and sell on the marketplace, as well as by contracts, can be wildly profitable.

And all the while, immune to threat while you rake in that ISK.
Mike Voidstar
Voidstar Free Flight Foundation
#2805 - 2015-08-20 21:44:58 UTC
ISK making in a station isn't the same situation as earning bounties or mining.

Nothing new enters the game, trading simply transfers ISK from one player to another, which does nothing to the overall health of the game. ISK only enters or leaves the game through interaction with NPCs. Null sec trades suffer the same risks in any case. The market may be manipulated in station, but the assets still need to either come or go.

Attempting to draw equivalence between a trivial module and a structure is false by any reasonable standard. Every metric of cost from raw isk, time, effort, risk, or skill investment in being able to put up a structure is of an entirely different magnitude. It's practically obscene that you can even seriously formulate the concept that a module provide the same level of security as a station or POS, much less arguably have that comparison favor the module.
Nikk Narrel
Moonlit Bonsai
#2806 - 2015-08-20 22:21:39 UTC
Mike Voidstar wrote:
ISK making in a station isn't the same situation as earning bounties or mining.

Nothing new enters the game, trading simply transfers ISK from one player to another, which does nothing to the overall health of the game. ISK only enters or leaves the game through interaction with NPCs. Null sec trades suffer the same risks in any case. The market may be manipulated in station, but the assets still need to either come or go.

Attempting to draw equivalence between a trivial module and a structure is false by any reasonable standard. Every metric of cost from raw isk, time, effort, risk, or skill investment in being able to put up a structure is of an entirely different magnitude. It's practically obscene that you can even seriously formulate the concept that a module provide the same level of security as a station or POS, much less arguably have that comparison favor the module.

ISK making is the primary reason players tend to PvE, rather than the altruistic urge to benefit all players by bringing in raw materials.

And I would never suggest cloaks provide the same level of security as a POS or Outpost.
That would be absurd.

I have yet to find one player who got pinched at a gate-camp, while using a POS or Outpost as an attempt to avoid harm.
Using cloaks, yes.

The cloak requires more player effort, on the part of the user, in order to offer even remotely comparable protection.
Nofearion
Destructive Brothers
Fraternity.
#2807 - 2015-08-21 01:15:40 UTC
hmm I find it interesting that a single pilot, that has 0 kills, 12 recorded losses, all in the same corp since 2012, has such a .. "correct" opinion and knowledge of game mechanics. Especially that of cloaking.
So far in reading back through the thread, the only contributions made by a certain person persist of
1. Disagreeing with everything.
2. No real points given.
3. Wants to nerf cloaking without any real experience with it.

I find it hard to understand how somone who has been playing the game since 2008 has such a little understanding of game mechanics? I have read back through some topics on other subjects and I have to say I am flabbergasted.
I do not understand how somone can be so opinionated without basic understanding of the subject matter at hand.

Maybe you should really open your mind, and look as what is being said, Listen to put it another way.
We all have similar goals.
We all are against AKF game play.
we just disagree on how to go about remedying the issue.
Dont get me wrong everyone is entitled to their opinion.
But when you open up and make baseless accusations and suggestions on subjects that you have not really researched. Then all you are doing is wasting the time of those of us who are trying to effect real change.


Mike Voidstar
Voidstar Free Flight Foundation
#2808 - 2015-08-21 03:11:19 UTC
@Nikk Cloaks are absolutely as safe, and in fact safer, than being in a POS.... so long as they are turned on. It's not just cov ops cloaks, but even regular cloaks offer an unparalleled level of safety while still projecting all the threat of an enemy fleet. It's not even a point that anyone has bothered trying to debate, the only time a ship equipped with a cloak is at all vulnerable to any sort of PvP is when the pilot chooses to turn the thing off or chooses to take an action that causes himself to be decloaked. Never is he in danger of being forcibly engaged unless he both made poor decisions in his location before cloaking, and then got extremely unlucky. The only time a cloak does not offer complete protection is when it can't be used, and that is a condition entirely under the control of the pilot.

@Nofearion I don't disagree with everything. In fact, despite a few key differences of opinion, Nikk and I generally do agree with the underlying problems and their solutions. I have made many points, though of late I have abandoned them all as my reasoning hinged upon the premise that the total safety of cloaks was not in keeping with the core design principals of Eve, and were therefore imbalanced. Upon being given a quote of Fozzie acknowledging AFK cloaking and giving it a pass with a quip about how cloaked ships do little dps and it being very important that ISK generation always be disrupted I conceded the argument to Techos. The Devs have declared AFK cloaking to be a legitimate and intended tactic, and balanced in light of it being one of the most effective way to disrupt PvE activities. Of course the implications of that stance touch on far deeper issues within the core game design than just cloaks, just as afk cloaking touches on much more than simply hotdropping on the occasional ratter.

As for my combat record, it's why I don't put any stock in third party kill boards. It's true I don't care for PvP and don't seek it out, but it's not true that I have operated solely in High Sec. I do have experience dealing with cloaked ships and operating in all areas of space.

Regardless, my kill board stats have little to do with my stance on AFK cloaking, or cloaking in general. I do want cloaks changed in such a way that it becomes necessary to remain awake, aware and active to remain safe under a cloak. I don't want cloaks nerfed in the way that is most commonly suggested, with timers or other similar measures. My own preference is actually similar to something Nikk suggested, using the cov ops hulls and specific probes to locate and engage cloaking ships. Where we differ is in linking Local to the functions of a cloak, or in giving cloaks any kind of equivalence to Local or Structures. If I am out in a cloak hunting ship then the likelihood of me doing any sort of PvE effectively is very low, and thus PvE is disrupted, but at least it's disrupted with active gameplay.

The stance that active effort trumps passive effort is at the core of my arguments. Local being useful for evasion is not a passive effect. It only happens when you take the initiative to get into low populated areas or else clear the space forcefully. The specific idea of needing cloaks in null sec to disrupt PvE is perfect example of this--- the hostile pilot fears reprisal from defense fleets or the PvE pilots reshipping to combat ships and driving them off. That's active defense, effort and manhours being put into keeping those systems 'safe'. That effort should not be negated by a single module slapped into a utility high.

I am not accusing anyone of anything, baselessly or otherwise. I found my arguments in logic, and detail that logic, and 9 times out of 10 the only refuting I receive is in exactly what you are attempting---you attack my killboard and perceived lack of experience rather than my actual arguments. The problem there is that despite the fact that I don't use alts and this is my main and only character I do have experience with cloaks, sov, operating both as part of a larger entity in null sec and freelance in all areas of space. I'm not clueless, but I do fundamentally play a different game from the vocal pvp people on the forums--- I actually need a reason to shoot people, and find very little in space worth getting shot at for.... which is the underlying problem that needs attention in all of these discussions.
Nofearion
Destructive Brothers
Fraternity.
#2809 - 2015-08-21 09:44:05 UTC
@Mike Voidstar

I think that was a very good post and Now it is clear where you stand and what you want to accomplish.
My mentioning your killboard has more to with some very basics of EVE that started long ago. CCP makes active effort to assist third party developers. These tools will be available to all who wish to use them.
Why I posted what I did was due to the fact that we all three are on the same side of things.

" I do want cloaks changed in such a way that it becomes necessary to remain awake, aware and active to remain safe under a cloak."

I still believe you have some lack of experience with cloaking. Your losses tell me that. Nikk and I both use cloaks for PVP and PVE. also we both do industry.

In that as you choose to not pvp there is a large critical element to the functionality of cloaks and Intelligence that you do not have a basic understanding of. There are three types of intel.
Most in game intel is gathered from scanning and local, then third party intel.
Third party intel is gathered from Crest, Even if you do not make an API there is a lot of information about your toon that is "public" and is available on CCP servers.
D scan only gives you so much. There are ships that do not cloak that do not show on d scan.
Then Prob scanning. there is only one thing you cannot find with the right set of skills and probes. Cloaked ships.
Local is used to tell friend from foe in system.
Hi sec this is good if you are wardec'd or a known ganker, miner bumper is in system. It has no real relevance on cloaking due to the laws of Concord.
Low sec - the same applies just not to the same degree.
Null sec. local is overpowered. It is easy free intel. knowing that somone is in your system disrupts pve, Cloak or no.
The real issue comes into play when cloaks are used. and that pilot leave for the day. or many days. I know several years ago there were people who sole income of isk was going to a system and logging in immediately after downtime cloaking up and then doing something else. and not even checking that cloaked toon.

I take two issues with the current status quo'
Every mechanic in EVE should encourage active game play.
Everything in EVE should be scannable.

as to balance. you have to have a give and take. you cannot just say. I do not like that type of play it should be removed.
EVE is primarily a Player vrs. player game. Very dark, very advanced, and very very pvp focused. It is the only game where you can go into a noob training place and kill noobs. Grated there are consequences but you can do it.
so we agree no where should be safe.

I will write more when I have time. but please keep to the honest posting. it makes you logic easier to follow.
Mike Voidstar
Voidstar Free Flight Foundation
#2810 - 2015-08-21 11:16:59 UTC
You only need to give and take regarding balance if you are changing the balance of something, not correcting it.

In this case, cloaks are not balanced as is, except by Dev decree that it be so. For the principals that EVE is supposed to be built on, cloaks are not balanced. Nikk, and a few others, like to draw a comparison to stations and POS to justify cloaks current power, but that can only be true if you accept that the function of a module is equivalent to core game system of local, or to the level of play represented by POS and Outposts.

I refute that equivalence. Local does not change from one area of space to another, except wormholes. What does change is the level of effort spent keeping it clear, and thus useful. In high sec this could get expensive, though there are plenty of suicide gankers and those same tactics would be effective if someone wanted to control an area of highsec. In low and null people do put in the effort to clear local, and thus make it useful as an evasive tool to run non-combat ships in PvE.

Local is only 'too powerful' if you consider it your right to actually catch those soft-target evasive ships. Their nature means you already disrupted their activity when you landed in system. They ran, you won.

I have used cloaks in PvE too. I've even used that silly little solar glider thing they gave as a free gift that sleepers won't agro on. I like to change up what and where I do things from time to time. I understand how local is used and why it's frustrating for solo hunters.

What I disagree with is that the solo hunters should have a reasonable expectation of regularly forcing direct combat on non-combat ships. Finding them was the only challenge they ever represented, and the nature of tackle makes them risking even a few seconds more of what they are doing with a hostile in system an assured death sentence. Arriving in system was the only thing you needed to do to stop what they were doing because of tackle.

The real solution to this problem lies in 2 parts. First, change PVE combat so that all modules affect them the same as players are affected. Bring the same range of effective tactics to PvE that work in PvP, and give each role a purpose within the environment. Reward group play rather than discourage it. Second, put something on the field worth fighting for. Goals that take small amounts of time to accomplish but are iterative and if abandoned the process starts over. Give me a reason to risk that extra minute or two instead of instantly fleeing because the only thing I lose by doing so is a small amount of ISK. ISK is available everywhere all the time, it's not worth fighting over in the short term.

Fix that--- the uselessness of PvP ships in PvE content, and the lack of something worthwhile to fight for, and you will find more pilots willing to engage you in what they are flying over what they are flying for. Then you won't need to use AFK cloaking or be a master prober to find fights with something besides a defense blob.
Nofearion
Destructive Brothers
Fraternity.
#2811 - 2015-08-21 21:17:53 UTC
"You only need to give and take regarding balance if you are changing the balance of something, not correcting it."

Both one and the same mate, To this end balance means if you take something what are you going to give in return to give both sides and equal chance at success. This is the point where you should just say. I do not think Cloaking should be a part of the game. This is where you logic points. Cloaking is an intended mechanic. in its day it was the only method a small entity could dictate or threaten a large entity. It never scaled well. Those day are now gone.

"In this case, cloaks are not balanced as is, except by Dev decree that it be so. For the principals that EVE is supposed to be built on, cloaks are not balanced. Nikk, and a few others, like to draw a comparison to stations and POS to justify cloaks current power, but that can only be true if you accept that the function of a module is equivalent to core game system of local, or to the level of play represented by POS and Outposts."

Dev decree, was made long ago, It is a very real possibility to get them to revisit this. however you must have a sound argument with sound basis in fact, not opinion. In terms of intel from local, the information's Value and use's have a much different effect in Null than in Hi or WH space. You cannot light a cyno in Hi sec, or WH space. in consideration cloaking mechanics you need to consider the WH people too. The Threat of a cloaked pilot lighting a cyno is very real in low, Null and of No consequence in Hisec, or WH space. However in low sec Titians cannot Doomsday, and Supers cannot use Fighter bombers. No one is going to AFK cloak camp in hi sec on purpose. It serves no point. Nikk refers to the Intel portion of the safety. If cloaked, if in POS, if In station. you can be AFK without Reproach. Soon stations will be destructible, POS already is. The fact of local makes for a safe intel that is too easy.

"I refute that equivalence. Local does not change from one area of space to another, except wormholes. What does change is the level of effort spent keeping it clear, and thus useful. In high sec this could get expensive, though there are plenty of suicide gankers and those same tactics would be effective if someone wanted to control an area of highsec. In low and null people do put in the effort to clear local, and thus make it useful as an evasive tool to run non-combat ships in PvE."

Dude, you are entitled to your opinion. however as stated above that does not mean you have your facts right. No one really bothers with keeping hi sec systems clear with afk cloaking. No point. is far better and more effective to either wardec or pay for a merc to war dec the people you want from local.

"Local is only 'too powerful' if you consider it your right to actually catch those soft-target evasive ships. Their nature means you already disrupted their activity when you landed in system. They ran, you won."

I refer back to my second statement of response. Put the shoe on the other foot please

"I have used cloaks in PvE too. I've even used that silly little solar glider thing they gave as a free gift that sleepers won't agro on. I like to change up what and where I do things from time to time. I understand how local is used and why it's frustrating for solo hunters."

Have you used cloaks to PVP?

"What I disagree with is that the solo hunters should have a reasonable expectation of regularly forcing direct combat on non-combat ships. Finding them was the only challenge they ever represented, and the nature of tackle makes them risking even a few seconds more of what they are doing with a hostile in system an assured death sentence. Arriving in system was the only thing you needed to do to stop what they were doing because of tackle."

Nikk and I have discussed at length, in current mechanics Most all vessels that use a cloak have an equal to less chance of success to tackle and kill PVE ships. It is the threat that counts. The point of this thread has nothing to do with the value of cloaking. it has to do with the threat of power projection represented by a cloaked pilot who may or may not be AFK and therefore has an advantage by using Local to disrupt PVE activities by their very presence. This in a null sec or low sec setting does not have a counter. True if local goes the way of WH then you have a better than average chance of being surprised and ganked. However if you have some kind of way to gather Intel actively, you can avoid it. for that trade then the cloaked vessel should have a reasonable chance of being found and hunted themselves.

"The real solution to this problem lies in 2 parts. First, change PVE combat so that all modules affect them the same as players are affected. Bring the same range of effective tactics to PvE that work in PvP, and give each role a purpose within the environment (reduced to save space) , it's not worth fighting over in the short term."

I have to admit, I have really no idea what you are trying to covey or achieve. looks too much like some arguments I heard when I beta tested WOW on the forums about the game being too hard. I really do not see CCP every taking EVE in that direction. EVE is about choices. and the complication of modules, effects and ships is a large part of that. Maybe I am missing your point but is sounds like a total rewrite of how EvE pvp works.

"Fix that--- the uselessness of PvP ships in PvE content, and the lack of something worthwhile to fight for, and you will find more pilots willing to engage you in what they are flying over what they are flying for. Then you won't need to use AFK cloaking or be a master prober to find fights with something besides a defense blob."

Again not sure what you are saying. sorry. you should look at the game from every perspective and not just yours. You are playing a game that is 99% PVP based. all PVE is intended to support PVP in one way or another.
Mike Voidstar
Voidstar Free Flight Foundation
#2812 - 2015-08-22 01:55:15 UTC
Here we see your lack of experience doing PvE.

PvE ships do not carry ewar because it does not work on rats, with only a few exceptions. Most of those exceptions are also pointless due to rat behavior. This limits the tactics used for PvE ships to a narrow and for the most part ineffective build for PvP. You can tackle nearly any PvE ship assured you won't face cap warfare, tracking disruption, tackle other than webs, ECM, etc because it either does not work, or the conditions are not appropriate. Similarly you don't see many buffer tanks, and you see many builds compromised with local reps and enough cap mods to make running the local active tank cap stable-- PvP demands extreme performance over a very short burst, meaning most of those fits die in seconds in a direct confrontation. Some of the more difficult content simply does not allow for substandard fits, and certainly not for dead weight modules.

I am not saying the game is too hard. I am saying that PvE should utilize the same breadth of tactical decisions as PvP. Right now it's apples and orangutans.

It does not matter that a cov-ops is weak one on one. There is no way to distinguish a vanilla cloak from its cov-ops variant while in use, so the ship it's on May or May not be capable of killing you in seconds on its own, and the availability of cyno means it may not attack directly at all. Regardless of what ship is cloaked they must all be treated as if overwhelming numbers were already in system.

No, adjusting balance and correcting an imbalance are not the same. If something is already balanced, but a change is desired we do need to look at some give and take to keep things balanced. If the situation is not currently balanced then you don't need to maintain the status quo already in place, and taking something to make an improvement will just result in a still imbalanced situation.

PvE pilots are not any more risk adverse than the average gank bear. They don't engage for 2 reasons. First the ships they fly are not in many cases suitable for PvP style combat, because a PvP ship is mostly dead weight in PvE content. Quips about sacrificing isk/hr and such are well and good, but it's just as reasonable to assume a PvP ship sould cripple its own effectiveness for the sake of confronting a PvE ship. You fit for your intended purpose and the game is rigged to make PvE ships soft targets. Fix that as step one by changing rats so that using the full range of tactics against them is not useless and a few will be more willing to stand and fight rather than rely totally on evasion.

Second, there is no win condition for a PvE pilot. Assuming PvE guy wants to PvE and isn't just killing time until someone shows up to PvP with, then he has lost the second a PvP geared hostile enters the system. As his ship is most likely not suited to survive long enough to even have help arrive, his only hope is to be off grid before the hostile is on grid. This isn't winning, this is simply losing less. Even if a fluke occurs and the PvP guy explodes, the PvE guy gained nothing he values from the encounter. The very best case scenario for PvE guy is that he didn't lose anything- aka breaking even, and that is an exceedingly rare event. The fix there again lies with the nature of PvE content. Provide something worth risking your ship and pod over. This probably isn't isk, as that is available everywhere. It's probably more in line with difficult to access content that must built up over time, or unique opportunities. Ideally the culture of the game changes so that it becomes less about shooting PvE guy, and more about claiming the rewards on the field---you know, driving conflict rather than just pointless ganking.
Nofearion
Destructive Brothers
Fraternity.
#2813 - 2015-08-22 02:15:37 UTC
Nikk he said I show a lack of experience in PVE ROFL!!!!!!!!!

ok vanilla vrs cov ops. one really slows you speed when cloaked and has a major drawback to targeting speed. the second you can warp cloaked and when fit on a T3 in the right combination is downright nasty fast cloaked.

now, we are faced with two choices on PVE, it is a delicate balance based on desired isk per hour vers Risk.
I used to bait with a hulk fitted with both a neut and a warp disruptor, that was back in the can flippin days.
was great fun.
Now I have a Mack fit that it takes more than a small gang to take down and it only sacrifices a minimal amount of isk per hour. How to keep it safe? use local, well not in the system I am mining, I have an alt one jump out.

as the the rest of your post. EVE is hard, EVE is a PVP based game.
do I need to look that up for you. Player vrs Player is the basis of the game.
Putting PVE and PVP on equal footing is possible depending on the odd, as I stated it is risk vrs isk.
if you want max isk you need to look into other ways to keep yourself safe.

I am still having a hard time equating exactly what change you are suggesting to prevent or reduce or balance AFK Cloaking
I mean are you wanting free isk if you avoid a conflict? or is it more isk per hour earned if hostile is present? or is it just the threat of a hostile?
in any case the logic that I see appears to lead a system the gives more isk for less work based on a mechanic that cannot be judged as present or not. this is gameable, and would be widely exploited.

Nikk feel to chime in here at anytime as I know we have had many discussion on the balance between PVE and PVP ships. can you clarify his point?
Mike Voidstar
Voidstar Free Flight Foundation
#2814 - 2015-08-22 04:25:08 UTC
Sorry, I thought you were interested in actual discussion, not baiting for zingers. My bad, you got me.


I know the difference between vanilla cloaks and cov-ops. Perhaps I should have been more clear and specified that there was no way to distinguish them from the perspective of those being hunted. Either way all you see is a name in local, not ship type.

For some it's a balance of isk vs risk, but for many it's not about reducing isk/hr but in getting isk at all. Not all PvE is amenable to substandard or PvP fits, and far fewer still allow for profits above that of high sec in less than optimal fits.

Yes, you can make bait ships that resemble PvE ships, but that's PvP, not PvE. Very few of those ships are profitabiy capable of fulfilling a PvE function, fewer above that of the money available in high sec, and especially when you factor in the splitting of the profits across a fleet.

An alt one jump out is still splitting your profits in half, and is balanced like any other pilot. Thus you are trying to negate active effort of two pilots, and your chances should be suitably small. That alt should not be so safe under a cloak that he can fulfill his function effectively afk either.

You aren't understanding the changes I am talking about because your interest lies in maintaining the status quo. Your only apparent interest in PvE is to provide materials and targets fo PvP, and it should otherwise be ignored. You talk about PvE and then equate it with bait ships. That's fine to a point, and I agree that compromising PvE fits to survive PvP is a good choice where possible, but you still need to have a floor of profit above that of high sec for you and your whole fleet to make that venture worth doing- assuming your goal is PvE play.

The current paradigm isn't the only way to have a sandbox PvP game. The rules have been stacked to require a certain amount of PvE play, with the real intent of getting targets to pay to play the part of the prey while ignoring the development of the game systems they are supposed to be enjoying. My point is fix the relationship between PvP and PvE, and then adjust the environment to give worthwhile content to fight over on An individual scale, and you will see more fights because everyone will be in combat ships and have both reason to risk tackle and an expectation of a fighting chance to win.

Faelune
Tous Pour Un
#2815 - 2015-08-22 12:09:06 UTC  |  Edited by: Faelune
May be I told that sometime here and there.
if we scrutenize the real space. Any vessel is invisible and naturally cloaked. Because A sun flare jam many more than a BS never could dream. Altogether nova burst, black hole raies, do the same
From my point of view CCP must invert the paradygm ingame from a space like a lake so calm it hold any swim inside can be listen from many kilometers far away, for a space shaking and quaking like a raging ocean. where a swimmer can drown without evidence and notify.
A space completely jammed from the start where to find a BS is like find a needle in a bulk of straw.

After that... No more problem of cloaking.

In this case the notion of cloak begin to be: make noise better and stronger like a star a moon or a whirlwind.
Nofearion
Destructive Brothers
Fraternity.
#2816 - 2015-08-22 12:22:07 UTC
Not looking for zingers, but yes it happens. Mainly trying to get your attention.

Even with "splitting profit" I still make more in Null than in Hi. its part of a team effort, the part of the cost of doing business to be prepared and use the tools given. EVE by its design encourages team play. You can solo but your efforts do not come close to what you can achieve with active friends. This is supposed to be a social game.

From a use of Local standpoint yes you cannot tell the fit of the cloaked ship. One of many reasons many of us think the intel provided by local is overpowered. You assist the case in that.

If I gave you the impression that I PVE to create content for PVE im sorry. I learned to PVP so I could PVE with more profit.
in fact I can base most of my success as an FC to the organization and realization of Fleet mechanics learned from Mining fleets of all things.

This "status Quo" you are talking about is in constant flux. Changes come to the game, balances, nerfs, new items. one of the things I love about EVE, it's constantly evolving. No I am not trying to keep the status quo.
I am looking at improvements to the game that are equal to all and do not favor any one style of play. you feel that PVE gets the shitting end of the stick. well to be honest PVP does not pay that well unless you are a ganker. and then it is very boring. worse than missions. well except for that brief moment of excitement. (disclaimer, i'm not now nor I ever have been into ganking, some of my friends on the other hand)

This line of discussion encompass a lot more than AFK cloaking. in fact afk cloaking is a very small part of it. Your attempt at change here is derailing the discussion of specific AFK cloaking problems and solutions. I do not believe that is your intent.
Mike Voidstar
Voidstar Free Flight Foundation
#2817 - 2015-08-22 18:04:27 UTC
This was covered earlier in the thread.

The reason people AFK cloak is to catch local pilots that rely on evasion to reduce losses.

I am discussing the very root of the problem. If fewer pilots relied on evasion, you would have fewer butt hurt solo PvP hunters frustrated that they can't catch PvE boats.

I don't draw equivalence between local and cloaks. That give and take you discuss in my opinion comes from giving pilots a reason to change their habits instead of removing local so that they don't get warning and become clueless helpless targets instead of just helpless targets.

There are many levels to the problem. To fix the AFK part of cloaking I suggest a covert probe system that can only be fit on the cov-ops, recon and black ops hulls, in addition to a cov-ops sensor array that allows the ship to see cloaked ships on grid. That means that a given cloak hunter is using 2 module slots on the same hull, putting the cloaked ship at a mild advantage should it get caught. A cloaked pilot who is active is going to be able to see the probes and move or drop cloak to minimize the target delay and prepare to fight. A cloaked ship that keeps moving is not going to have to worry much about it in the first place. The cloaked ship still has to be decloaked to be targeted, so there is ample opportunity to achieve objectives in active cloaked play, and the cycle time of the probes can be adjusted to insure a proper balance is maintained.

To then address the concerns of PvP pilots looking to hunt PvE ships I suggest the fixing and development of PvE content so that PvE ships are not pigeonholed into mediocre buffered endurance tanks and PvE goals and rewards encourage standing ground rather than abandoning the field before a conflict can take place.
Nofearion
Destructive Brothers
Fraternity.
#2818 - 2015-08-22 18:57:06 UTC
O.o

umm ok - so
1. Ability to probe cloaked ships. - I have been on board for that. in fact suggested it in earlier discussions.
http://eve-search.com/thread/281588-1/page/20#598

2. you offer nothing to the other side of the argument. From the cloaked perspective.
http://eve-search.com/thread/281588-1/page/6#172

PVE have the same options - all relate to Risk versus Isk. If that is to change and habits are to change - not sure what you are suggesting here but with recent changes and buffs to mining and complexes in null Life's easy. and it sounds like you wish to make it easier?

http://eve-search.com/thread/326843-1/page/1#15
covers my thoughts on the subject however lots of changes have come to pass including rebalance of Exhumers since this was published.


Teckos Pech
Hogyoku
Goonswarm Federation
#2819 - 2015-08-23 02:02:53 UTC
Aminari Talar wrote:
Amakish wrote:
maybe have cloaking devices use cap? that way to have to fit to be perma cloaked?



THE **** NEEDS TO BE HOTFIXED.

Im a game developer and i am utterly disgusted at the fact that ccp's developer have not done so.
This shows that they are really POOR development staff. I dont get a flying monkey what ISD, GMS
or even the developers of CCP have to say on the topic.

150 @$#@# pages of complaints and qq and nothing is done.

THIS THREAD IS A GIMMIC. ITS HERE TO MAKE PEOPLE THINK THAT IT CAN OR WILL BE CHANGED.

I dont think you guys get the point...


Quote:
You can fix this problem with SO MANY different solutions that take LESS THEN 15 minutes OF CODING
Or less then 10 MINUTES OF DATABASE ALTERATIONS.


WE ARE LITERALLY TALKING MINUTES HERE.


All they have to do is buff the cloaking recloak timer to 5 minutes, and bump the energy use up to prevent
no more then 1 minute cloaking periods. It will force people to do something, or get out.

ITS AN EASY HOTFIX Until the release of a more stable change.


This development team is garbage. I have lost all respect for CCP. They are a F rated development team in my
opinion.


"Fixing" the problem isn't the issue, the issue is game balance, apparently a concept quite outside your ability to grasp.

"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
#2820 - 2015-08-23 02:16:17 UTC
Mike Voidstar wrote:
ISK making in a station isn't the same situation as earning bounties or mining.

Nothing new enters the game, trading simply transfers ISK from one player to another, which does nothing to the overall health of the game. ISK only enters or leaves the game through interaction with NPCs. Null sec trades suffer the same risks in any case. The market may be manipulated in station, but the assets still need to either come or go.

Attempting to draw equivalence between a trivial module and a structure is false by any reasonable standard. Every metric of cost from raw isk, time, effort, risk, or skill investment in being able to put up a structure is of an entirely different magnitude. It's practically obscene that you can even seriously formulate the concept that a module provide the same level of security as a station or POS, much less arguably have that comparison favor the module.


Yes to the following parts:

Trading creates no new ISK.
Ratting introduces (massive) amounts of isk into the economy.
ISK sinks are generally from NPCs as well (LP store, buying blueprints, insurance, etc.).

However, to the extent that AFK cloaking hampers the flow of ISK into the game economy that is a probably a good thing in and of itself. My personal view is that the reason PLEX prices are so high is due to ISK entering the economy.

As for the discussion about the OA vs. cloaks we have no idea how expensive the OA will be or how robust they will be. However we do have CCP telling us they don't plan on making them very robust and in fact making them "fragile" as far as structures go. Will that mean a high cost too? IDK, but then again neither does Mike.

Again, I'll also point out that the costs of AFK cloaky camping are not encapsulated in just the cost of a cloak. While this has been Mike refrain it is a completely disingenuous position. The costs of cloaky camping entail:


  • Skill training
  • Purchase of the ship
  • Purchase of the ship fitting, including the cloak
  • Travel time to the target system


The latter one entails some risk. It is possible the person heading to a given system to camp it is killed enroute and has to start all over again.

Mike is dishonest. He doesn't list the full costs of cloaky camping. He assumes things he has no reason to assume. Ignores the potential benefits the OA will provide (it will almost surely kill AFK cloaky camping dead). I am sure there is more I've forgotten, but this is sufficient.

"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