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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Mike Voidstar
Voidstar Free Flight Foundation
#2861 - 2015-08-24 20:00:17 UTC
Teckos Pech wrote:
Mike Voidstar wrote:


The PvE content is so stupid because any attempt to make it better for over a decade has been met with monumental resistance from an extremely vocal minority.


Proof please. Provide some evidence. You have until tomorrow at this time at which point I'll just assume you are lying...again.

I'll counter with Eve has never been a game about PvE content, but is instead a game about player provided content and PvE is for the vast majority of players a means to ends (i.e. ship acquisition so they can PvP).


This is one you can do yourself. Just move below the stickies and click on nearly any thread.

Or post and suggest anything at all with improvements or changes to WIS or nearly any aspect of PvE, be it quality of life or actual mechanical change. Wait one day and check your thread.
Teckos Pech
Hogyoku
Goonswarm Federation
#2862 - 2015-08-24 20:02:06 UTC
Mike Voidstar wrote:


You cannot argue the double standard that the PvE guy should be allowing engagements, or fighting in conditions where engagements are likely, or else doing PvE for similar or worse rewards than in high sec when every aspect of doing so is punished and the PvP guy is not only as risk adverse but can actually use a magic "I'm immune" button to encountering risk of his own. The PvP crowd does not want to see PvE content developed, does not want to see PvE content that requires fleets, does not want to see PvE content that encourages diversity in fits...because the only purpose for PvE is to provide soft targets. Yes, it's needed to produce more ships and modules, but that is only so long as they do so using ships that are soft targets. For anyone not interested in doing PvP 101% of the time, EVE is a bait and switch. They say sandbox, but all the pails and shovels belong to the violent kids.


I have argue explicitly that if a change to local makes null sec (NS) less viable than high sec (HS), then NS needs to be buffed. In fact, my position is that NS needs to be buffed in general. I think NS game design should be in the direction of making NS more self-sufficient. Not necessarily more rat bounties, but make it so that people can still sustain themselves in NS without having to rely so heavily on JFs and other logistics operations moving stuff from NS to HS.

So, I’m not sure who you think you are addressing this towards. And nowhere have I argued that a PvE pilot must allow engagements or fight when he will surely lose. Further, you cannot point to anything I’ve written suggesting otherwise.

As for NS rewards, I think that if NS rewards from ratting in a given system dip below the potential earnings of HS the so what? If you can’t be arsed to move over a system or learn how to adapt to a cloaked player who is almost surely AFK…that is your problem. FYI, yes I’ve ninja’d stuff out of POCOs to keep my PI process going. Not hard when using bookmarks, safe spots, cloaks and that the interloper is almost surely AFK. Has it not always worked out? Yeah, but at least I’m not sitting in station shaking my fist at Devs and the rest of Eve. And losing the odd epithal every few months is not a huge deal when you can make so much ISK with PI.

And what needs to be kept in mind is not that NS provides greater rewards every second of every day, but that on average over a given period of time NS can provide greater rewards than HS. And those rewards may not be just ISK based. I like living in NS because of the guys in my corp and alliance and coalition. I like having the opportunity to PvP.

And you exaggerate with the PvP 101% of the time. I spend quite a bit of time in game not doing PvP. I also enjoy the PvE/industry side of the game very much. In fact, it was the Eve economy that first drew me to the game.

BTW, you should go listen to the Meta Show with the Mittani and Lazarus Telraven (July 22nd IIRC) where they talk about how using procurors in NS properly fit can not only help boost their ADM levels and present a not insubstantial threat to hostiles. Park 10-15 procurors in an ice belt and have them with a solid tank and pilots with good drone skills and the lone cloaky ship will not engage. Heck, you’d probably want to bring in quite a few more guys which is also easier to spot and get reported in intel channels. So your claim that there is hostility to PvE in NS may have been true when doing PvE in NS didn’t add much value to the corp/alliance/coalition and could be handled with alts for the most part. But now….now mining fleets to push up the ADM levels are a thing. In fact, it might very well turn out that a pilot more interested in mining than PvP (but who will PvP when necessary) will be as important or maybe even more so than the mostly pure combat line member.

"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
#2863 - 2015-08-24 20:02:52 UTC
Mike Voidstar wrote:
Teckos Pech wrote:
Mike Voidstar wrote:


The PvE content is so stupid because any attempt to make it better for over a decade has been met with monumental resistance from an extremely vocal minority.


Proof please. Provide some evidence. You have until tomorrow at this time at which point I'll just assume you are lying...again.

I'll counter with Eve has never been a game about PvE content, but is instead a game about player provided content and PvE is for the vast majority of players a means to ends (i.e. ship acquisition so they can PvP).


This is one you can do yourself. Just move below the stickies and click on nearly any thread.

Or post and suggest anything at all with improvements or changes to WIS or nearly any aspect of PvE, be it quality of life or actual mechanical change. Wait one day and check your thread.


So the answer is you don't have any evidence for this claim, okay then.

"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
#2864 - 2015-08-24 20:05:15 UTC
Nikk Narrel wrote:
Mike Voidstar wrote:
Nikk Narrel wrote:
...

The lack of risk to PvE, is being viewed as necessary here.
The lack of risk to a cloaked pilot, however, is being placed on stage and being decried as something game breaking.

They need to be tied together, one way or the other.
The game needs them to be synchronized, or else the contest is decided before it begins every time.



You can use a cloak to penetrate space without it being indefinitely immune to non-consensual PvP. The same methods that enable it to get to the system in the first place would also enable it to stay in system while active.

The PvE player isn't without risk. Enemy pilots can and do come in, having either used ships capable of evading defenses (not all of which are cloaked), or from wormholes. The issue appears to be that they won't hang around for tackle. It's important that PvE be vulnerable to disruption, which happened the second you entered the system, not that they be tackled and destroyed.

A cloaked player obliged to actively ensure his safety is just as effective as an AFK one immune to non-consent, except that both sides get to have fun.

Wait, the PvE ships are considered beaten if their activity is disrupted....
But a cloaked ship needs to be driven out or destroyed?

Are we going to pretend that a force, predictably overwhelming to a cloaked pilot, does not disrupt their attempt to hunt the PvE ship?
And that such disruption is not enough on the cloaked side, while satisfying gameplay on the PvE team?

That seems a harsh double standard.

Let's not be so quick to assign negatively altruistic motives to the cloaked player... disrupting PvE may be a significant event to the local team, but it gives nothing tangible to a player invested in cloaking.

Never seen in chat: 'See that kill board entry? Disrupted mining for 2 hours.. and over there? Nearly 4 hours of ratting lost to the opponents....'

Only corporate sponsors and scarecrows have an interest in disruption. It's a weak consolation to the other players.
It hardly qualifies as game content, on many scales of desirability.


It is the sole reason Fozzie gave. It's very important that PvE be disrupted, and AFK cloaking is one of the most effective methods to do that.

It is acknowledged that it has real effect, and it's totally ok because it keeps PvE suppressed.
Teckos Pech
Hogyoku
Goonswarm Federation
#2865 - 2015-08-24 20:09:22 UTC
Mike Voidstar wrote:

You may not like afk camping, but instead want local removed so you can retain complete initiative at all times without any effort. Failing that you will insist upon AFK camping remaining unchanged so you can retain that initiative with minimal effort while being immune to any attempts of others to seize that initiative and confront you.


This is just an outright falsehood on your part. I have already and quite clearly pointed out that I do not favor simply removing local. That intel should be based on player effort and activities. Specifically, the changes hinted at by CCP with the Observatory Array (OA). In fact, I’ve suggested that the new intel based on the OA could even be better than the current intel mechanic (local) since it would also be vulnerable. And at the same time cloaks become vulnerable to something like scanning so that if the cloaked pilot is AFK for too long or is not attentive he’ll be in for a rude awakening. This would eliminate AFK cloaking, give PvE pilots a level of information to make staying in NS and Doing Stuff™ viable.

"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

Sonya Corvinus
Grant Village
#2866 - 2015-08-24 20:10:42 UTC
Mike Voidstar wrote:

Sure. And in doing so either dilute profits below the floor and/or are not available when the danger warps in and pops you, at least in that first 5 minutes while there is stuff they haven't scanned down yet.


/sigh. Define this mythical floor you keep talking about.

And do you really do PvE in systems where you haven't checked to see if sigs are WHs? wow...


Quote:

You are wrong.

The base assumption is that PvE guy wants to pve, generally for profits. Why deal with the extra hassle for less profit than can be had in high sec?

The floor on profitability is around the upper end of high-sec income per pilot because that is the easier alternative.


The rest of your reply is just trolling.


The base assumption is there is no such thing as pure PvE. You DO realize what game you are playing, right?

And you DO realize this is a video game. The point is to have fun, not to maximize profits.

You replying is one of two things.

1. You don't quite understand what game this is
2. You are a pretty decent troll yourself
Teckos Pech
Hogyoku
Goonswarm Federation
#2867 - 2015-08-24 20:21:18 UTC
Mike Voidstar wrote:
Nikk Narrel wrote:
Mike Voidstar wrote:
Nikk Narrel wrote:
...

The lack of risk to PvE, is being viewed as necessary here.
The lack of risk to a cloaked pilot, however, is being placed on stage and being decried as something game breaking.

They need to be tied together, one way or the other.
The game needs them to be synchronized, or else the contest is decided before it begins every time.



You can use a cloak to penetrate space without it being indefinitely immune to non-consensual PvP. The same methods that enable it to get to the system in the first place would also enable it to stay in system while active.

The PvE player isn't without risk. Enemy pilots can and do come in, having either used ships capable of evading defenses (not all of which are cloaked), or from wormholes. The issue appears to be that they won't hang around for tackle. It's important that PvE be vulnerable to disruption, which happened the second you entered the system, not that they be tackled and destroyed.

A cloaked player obliged to actively ensure his safety is just as effective as an AFK one immune to non-consent, except that both sides get to have fun.

Wait, the PvE ships are considered beaten if their activity is disrupted....
But a cloaked ship needs to be driven out or destroyed?

Are we going to pretend that a force, predictably overwhelming to a cloaked pilot, does not disrupt their attempt to hunt the PvE ship?
And that such disruption is not enough on the cloaked side, while satisfying gameplay on the PvE team?

That seems a harsh double standard.

Let's not be so quick to assign negatively altruistic motives to the cloaked player... disrupting PvE may be a significant event to the local team, but it gives nothing tangible to a player invested in cloaking.

Never seen in chat: 'See that kill board entry? Disrupted mining for 2 hours.. and over there? Nearly 4 hours of ratting lost to the opponents....'

Only corporate sponsors and scarecrows have an interest in disruption. It's a weak consolation to the other players.
It hardly qualifies as game content, on many scales of desirability.


It is the sole reason Fozzie gave. It's very important that PvE be disrupted, and AFK cloaking is one of the most effective methods to do that.

It is acknowledged that it has real effect, and it's totally ok because it keeps PvE suppressed.


It is pretty clear you have rarely and probably never used a cloaking ship in a combat situation. Sometimes, you need to slow boat around obstacles because there are no bookmarks, celestials, etc. Having a ship become scanable in that instance is rather unreasonable...and note the player is not AFK.

And yeah, disrupting PvE is totally fine as is getting a spy into your corp/alliance and robbing it blind. Eve is not a "nice place" relative to many other games. The more of a **** you can be the more likely you'll end up mildly e-famous.

"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

Nikk Narrel
Moonlit Bonsai
#2868 - 2015-08-24 20:24:18 UTC
Nikk Narrel wrote:
Mike Voidstar wrote:
...

Only corporate sponsors and scarecrows have an interest in disruption. It's a weak consolation to the other players.
It hardly qualifies as game content, on many scales of desirability.


It is the sole reason Fozzie gave. It's very important that PvE be disrupted, and AFK cloaking is one of the most effective methods to do that.

It is acknowledged that it has real effect, and it's totally ok because it keeps PvE suppressed.

Maybe it makes devs happy, for ISK balancing equations. They seem to be concerned about balancing this.

I am more worried over player perception.
Especially after hearing it pointed out that high sec is so competitive with null, on the category of PvE profitability.

I hear games being attractive because they are fun, not so much well balanced.

PONG was well balanced. Not so much on the fun part, these days...
Mike Voidstar
Voidstar Free Flight Foundation
#2869 - 2015-08-24 20:50:45 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
Nikk Narrel wrote:
Mike Voidstar wrote:
Nikk Narrel wrote:
...

The lack of risk to PvE, is being viewed as necessary here.
The lack of risk to a cloaked pilot, however, is being placed on stage and being decried as something game breaking.

They need to be tied together, one way or the other.
The game needs them to be synchronized, or else the contest is decided before it begins every time.



You can use a cloak to penetrate space without it being indefinitely immune to non-consensual PvP. The same methods that enable it to get to the system in the first place would also enable it to stay in system while active.

The PvE player isn't without risk. Enemy pilots can and do come in, having either used ships capable of evading defenses (not all of which are cloaked), or from wormholes. The issue appears to be that they won't hang around for tackle. It's important that PvE be vulnerable to disruption, which happened the second you entered the system, not that they be tackled and destroyed.

A cloaked player obliged to actively ensure his safety is just as effective as an AFK one immune to non-consent, except that both sides get to have fun.

Wait, the PvE ships are considered beaten if their activity is disrupted....
But a cloaked ship needs to be driven out or destroyed?

Are we going to pretend that a force, predictably overwhelming to a cloaked pilot, does not disrupt their attempt to hunt the PvE ship?
And that such disruption is not enough on the cloaked side, while satisfying gameplay on the PvE team?

That seems a harsh double standard.

Let's not be so quick to assign negatively altruistic motives to the cloaked player... disrupting PvE may be a significant event to the local team, but it gives nothing tangible to a player invested in cloaking.

Never seen in chat: 'See that kill board entry? Disrupted mining for 2 hours.. and over there? Nearly 4 hours of ratting lost to the opponents....'

Only corporate sponsors and scarecrows have an interest in disruption. It's a weak consolation to the other players.
It hardly qualifies as game content, on many scales of desirability.


It is the sole reason Fozzie gave. It's very important that PvE be disrupted, and AFK cloaking is one of the most effective methods to do that.

It is acknowledged that it has real effect, and it's totally ok because it keeps PvE suppressed.


It is pretty clear you have rarely and probably never used a cloaking ship in a combat situation. Sometimes, you need to slow boat around obstacles because there are no bookmarks, celestials, etc. Having a ship become scanable in that instance is rather unreasonable...and note the player is not AFK.

And yeah, disrupting PvE is totally fine as is getting a spy into your corp/alliance and robbing it blind. Eve is not a "nice place" relative to many other games. The more of a **** you can be the more likely you'll end up mildly e-famous.


Oh, you are right. you should totally be immune to danger while setting up for whatever activity you want. Completely reasonable and balanced that you be immune while your target is not.
Mike Voidstar
Voidstar Free Flight Foundation
#2870 - 2015-08-24 20:59:31 UTC
Sonya Corvinus wrote:
Mike Voidstar wrote:

Sure. And in doing so either dilute profits below the floor and/or are not available when the danger warps in and pops you, at least in that first 5 minutes while there is stuff they haven't scanned down yet.


/sigh. Define this mythical floor you keep talking about.

And do you really do PvE in systems where you haven't checked to see if sigs are WHs? wow...


Quote:

You are wrong.

The base assumption is that PvE guy wants to pve, generally for profits. Why deal with the extra hassle for less profit than can be had in high sec?

The floor on profitability is around the upper end of high-sec income per pilot because that is the easier alternative.


The rest of your reply is just trolling.


The base assumption is there is no such thing as pure PvE. You DO realize what game you are playing, right?

And you DO realize this is a video game. The point is to have fun, not to maximize profits.

You replying is one of two things.

1. You don't quite understand what game this is
2. You are a pretty decent troll yourself


Nah, I know about the wormholes. I don't not play just because there is an unmonitored entrance to the system. I also don't stick around and wait to be tackled in a ship fit for PvE. I am happy to reship and engage, I am happy to reship and clear the space, if it were possible. I am not happy with being punished because some jackwagon decided to log in, without having a way to combat that person.

I don't believe in pure PVE, and neither pure PvE nor Pure PvP is available in EVE. I do believe in level playing fields.

Thie issue is that Sandbox means everyone can do what they want, not everyone can do what they want so long as it conforms to what you want.
Mike Voidstar
Voidstar Free Flight Foundation
#2871 - 2015-08-24 21:05:33 UTC
Nikk Narrel wrote:
Nikk Narrel wrote:
Mike Voidstar wrote:
...

Only corporate sponsors and scarecrows have an interest in disruption. It's a weak consolation to the other players.
It hardly qualifies as game content, on many scales of desirability.


It is the sole reason Fozzie gave. It's very important that PvE be disrupted, and AFK cloaking is one of the most effective methods to do that.

It is acknowledged that it has real effect, and it's totally ok because it keeps PvE suppressed.

Maybe it makes devs happy, for ISK balancing equations. They seem to be concerned about balancing this.

I am more worried over player perception.
Especially after hearing it pointed out that high sec is so competitive with null, on the category of PvE profitability.

I hear games being attractive because they are fun, not so much well balanced.

PONG was well balanced. Not so much on the fun part, these days...


First assumption is that PvE guy wants to PvE, and PvP guy wants to PvP.

PvP guy warps in, and PvE guy is left with either evacuating or engaging. Either wayPvE guy can no longer PvE.

PvP guy warps in, and can either engage PvE guy (if he can be caught) or engage defenders, or move on in search of PvP more to his liking... the hunt itself is part of PvP, and PvP guy gets to do that all the live long day. As the aggressor (assuming he is seeking a confrontation with PvE guy) he has the initiative and chooses to come, go or stay as he will while remaining entertained in his own preferred activity. Even if caught and destroyed by defense forces, his defeat was in his own chosen activity and part of the risk he (should) take in penetrating enemy space and engaging enemy residents.
Sonya Corvinus
Grant Village
#2872 - 2015-08-24 21:21:37 UTC
Mike Voidstar wrote:


Nah, I know about the wormholes. I don't not play just because there is an unmonitored entrance to the system. I also don't stick around and wait to be tackled in a ship fit for PvE. I am happy to reship and engage, I am happy to reship and clear the space, if it were possible. I am not happy with being punished because some jackwagon decided to log in, without having a way to combat that person.

I don't believe in pure PVE, and neither pure PvE nor Pure PvP is available in EVE. I do believe in level playing fields.

Thie issue is that Sandbox means everyone can do what they want, not everyone can do what they want so long as it conforms to what you want.


Your lack of a single kill on your killboard suggests you are not happy to reship and engage.

I agree with your last sentence 100%. Which is why you can't get your blingy PvE without risk.

You also skipped when I asked what kind of PvE you're talking about that you can't run in ANY PvP fit ship.
Nikk Narrel
Moonlit Bonsai
#2873 - 2015-08-24 21:53:32 UTC
Mike Voidstar wrote:
Nikk Narrel wrote:
...
I hear games being attractive because they are fun, not so much well balanced.

PONG was well balanced. Not so much on the fun part, these days...


First assumption is that PvE guy wants to PvE, and PvP guy wants to PvP.

PvP guy warps in, and PvE guy is left with either evacuating or engaging. Either wayPvE guy can no longer PvE.

PvP guy warps in, and can either engage PvE guy (if he can be caught) or engage defenders, or move on in search of PvP more to his liking... the hunt itself is part of PvP, and PvP guy gets to do that all the live long day. As the aggressor (assuming he is seeking a confrontation with PvE guy) he has the initiative and chooses to come, go or stay as he will while remaining entertained in his own preferred activity. Even if caught and destroyed by defense forces, his defeat was in his own chosen activity and part of the risk he (should) take in penetrating enemy space and engaging enemy residents.

I would not be making those assumptions.
They are too far downstream from our true goals when playing a game.

They are both, to be blunt, means to an end.
PvE is farthest away, simply because grinding rocks or rats has been established as the sacrifice that can be traded for ISK.
ISK is the means to acquire the ships which we can use to finally interact with each other.
And THAT brings us to....

PvP.
We are playing an MMO, above all else, in order to interact with each other.
No master script, or storyline to follow. We are relying on each other to form teams and play with each other.

The objective, at it's core, is to have fun with another person.
We may not define fun in exactly the same way, but we define it closely enough to all be playing EVE.
That means we like spaceships, and we like how our little internet ships fly around shooting at each other... to our endless delight.

Now, life teaches us that we can get stuck in a rut, or pattern, that cycles beyond our desired initial expectations.
We find ourselves repeating parts of the game that were not expected or intended to be a primary focus for play.
Maybe we make friends that ask us to help them by this, or we feel we are providing a needed means of support for those better able to use our contributions. Better than we would be able to, at least, and we want to be team players.

But this is a game.
It is meant to bring happy interaction to all, not some form of life mocking sacrifice of our time and effort.

So, yeah.... I want to take time out from my mining, jump into a cloaked ship, and dive into my neighbor's blue doughnut.
I want to find my counterpart there, and remind him to look up from his rocks long enough to remember this is supposed to be a fun game... not a job in a fictional reality where they spend real hours working.

The exact opposite effect I want is to drive them away, or make them leave until they feel safe again to come out and work again.

I want to give my fellow minors and ratters a play break, away from their jobs grinding. I think we all deserve that.

And for that... I need that cloak to do it's job.
I cannot deliver this delicious cake, unless I can reach them.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#2874 - 2015-08-24 22:09:18 UTC
Nikk Narrel wrote:
lots of stuff


I think my upvote / like button is hidden by plugin blockers ..... but +1 Sir. You succeed in explaining things so clear even I can understand. And despite the flamewar going on between Mike and Tachos, I must admit (to my dismay) I believe Tach's point of view has merit.

It didn't quite play out the way I thought it would because it seemed almost "obvious" the cloak was overpowered, just as I took local channel for granted. I see things different now.

I felt the need to share this, as in too many discussions neither party manages to convince the other.



With that out of the way, could you please re-iterate *exactly* what changes you propose? For all the beating-around-the-bush has left me somewhat confused as to what exactly needs to be done.

Am I correct in assuming we want:

(1) to allow stealth ships (covops, recons and specific T3s) to NOT show up in local unless under the effect of an Observatory array, to allow them to do what they are supposed to do, e.g.: stealthy infiltration in hostile territory?

(2) to allow observatory arrays AND dedicated scanning ships to pinpoint said shipclasses, to allow the "owner" of a system/wormhole to secure their space either through active effort or ISK investment in static assets?

(3) to allow non-stealth ships to show up in local after some delay, to promote "unexpected" engagements, under the assumption no engagement will occur when everybody in local simply docks up at the first sign of danger? And, to clarify, also under the assumption the ratter has access to intel channels so that, basically, he should still get a heads-up in advance if the alliance is securing the space?

(4) to promote co-operation in PvE wings by leaving solo play as vulnerable as solo PvP play? Or, otherwise put, do we agree that in a 15 to 1 situation, the faction that outnumbers and out-organizes the solo player should indeed win; yet a full complement of PvE players would stand a decent chance against invaders?


The one thing that has me puzzled over the last few pages, is that everybody seems to agree unchallenged cloaking is bad, same as 1.5 bil solo ships making ISKies unchallenged is bad; yet there appears to be a lot of commotion about ...... what exactly?

What it boils down to, is that 1 recon is only dangerous when it lits a cyno. At that moment, however, we're no longer talking about 1 cloaker, but an organized and overpowering attack fleet. The thing is, even non-cloakies can light cynoes and this all the way to lowsec factional warfare.


I admit I do not like the fact that people can go AFK in space. But you're right: the problem is not the cloak. The problem here seems to be the (wrong) assumption that ONE pilot, fit for ONE purpose, wants to go about his business without interference.

You have convinced me with clear arguments and relentless persuasion. I salute you, and thanks all you fine Sirs for your participation in this constructive debate.

Brokk out. Fly wreckless!
Nikk Narrel
Moonlit Bonsai
#2875 - 2015-08-24 22:27:17 UTC
Brokk Witgenstein wrote:
Nikk Narrel wrote:
lots of stuff
...


With that out of the way, could you please re-iterate *exactly* what changes you propose? For all the beating-around-the-bush has left me somewhat confused as to what exactly needs to be done.

Am I correct in assuming we want:

(1) to allow stealth ships (covops, recons and specific T3s) to NOT show up in local unless under the effect of an Observatory array, to allow them to do what they are supposed to do, e.g.: stealthy infiltration in hostile territory?

(2) to allow observatory arrays AND dedicated scanning ships to pinpoint said shipclasses, to allow the "owner" of a system/wormhole to secure their space either through active effort or ISK investment in static assets?

(3) to allow non-stealth ships to show up in local after some delay, to promote "unexpected" engagements, under the assumption no engagement will occur when everybody in local simply docks up at the first sign of danger? And, to clarify, also under the assumption the ratter has access to intel channels so that, basically, he should still get a heads-up in advance if the alliance is securing the space?

(4) to promote co-operation in PvE wings by leaving solo play as vulnerable as solo PvP play? Or, otherwise put, do we agree that in a 15 to 1 situation, the faction that outnumbers and out-organizes the solo player should indeed win; yet a full complement of PvE players would stand a decent chance against invaders?


...


You are basically correct.

The mechanics of it can be different, there are two links in my signature which detail other versions I invented.

But the key details, I feel, need to include an effort which must be vulnerable to human error on both sides.
Something that can be forgotten, or executed out of sequence, or just simply done so badly that the other player get's that critical advantage and wins.

It has two key requirements:
It needs to be fun
It needs to inspire both sides with enough self-confidence that they are willing to participate.

We aren't playing when we are trying to avoid each other. That is the problem we need to fix, this urge to win by not interacting. It needs to be re-thought for more interaction, not less.
Let's deliver that cake.
Teckos Pech
Hogyoku
Goonswarm Federation
#2876 - 2015-08-24 23:03:21 UTC
Mike Voidstar wrote:

Oh, you are right. you should totally be immune to danger while setting up for whatever activity you want. Completely reasonable and balanced that you be immune while your target is not.


I have already admitted that AFK cloaking is bad game play/mechanics. However, so is the way local works/is used as a source of intel and the advantage it gives to the people already in system. Ideally no player nor anything that players rely on should be invulnerable to as a large an extent as is possible.

"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
#2877 - 2015-08-24 23:30:11 UTC
Mike Voidstar wrote:


First assumption is that PvE guy wants to PvE, and PvP guy wants to PvP.

PvP guy warps in, and....


Stopping you right there.

If the PvE guy has not been caught napping (going for another beverage, taking a leak, etc. and leaving his stuff in space) that is where it all ends as the PvE guy will be safe in a POS, a safe spot, or even in a station/outpost.

This will always be the case, so long as the PvE guys is paying attention. The PvP guy has to hang his chances of success on catching the PvE guy not paying attention.

I find this a rather unsatisfactory game play because the danger of NS is now proportional to the other players inattentiveness.

"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
#2878 - 2015-08-24 23:33:32 UTC  |  Edited by: Teckos Pech
Nikk Narrel wrote:

We are playing an MMO, above all else, in order to interact with each other.


Not empty quoting. A very good point. Any argument that hinges on not interacting, especially in a sandbox game like this were the primary content is, by definition, provided by the players...players interacting...is going to be weak. This is a very important point that should always be kept in mind.

If you find this notion very objectionable/problematic then...there is a fundamental problem, yes as in...somebody is quite probably playing the wrong 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

Teckos Pech
Hogyoku
Goonswarm Federation
#2879 - 2015-08-24 23:58:05 UTC
Brokk Witgenstein wrote:
Nikk Narrel wrote:
lots of stuff


snipping to save space....


It doesn't even have to be that cov-ops cloaks do not show up in local either. As I've outlined I think making intel something players work for/set up/invest in/etc. is an alternative that can also lead to more content and fun.

This is what make's Mike's posts so frustrating. I don't want to always catch him. I don't want to catch him most of the time. I'd prefer that the game be more involved than that. Ideally catching another player should depend not on just his actions or my actions, but on both of our actions. If Mike "plays" better than me and gets away, good for him. If I play better than Mike and catch him, good for me.

And yes, sometimes Mike will have to die. There should be a non-zero probability of being caught and killed, and if one plays long enough one will be caught and killed. And no, I am not saying that this probability is decided in game without either Mike or I doing things to influence that probability.

"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

Tildore
Guerillas Of The Underground
Tactical Narcotics Team
#2880 - 2015-08-25 11:50:30 UTC
Rovinia wrote:
One possibility would be to make cloaking devices use fuel. Just use the mechanics of the anciliary reppers with some new sort of fuel (would as well give PI a little push).

After 2-3 hours, you have to get a refuel or your cloaking device deactivates itself. In most cases that would mean that you have to leave the system from time to time --> more traffic on stargates --> more things to shoot.



These are both great ideas. Put them together. Having the ability to only see what is in local when you are not cloaked
means that you can sit on a gate and watch traffic but not know who is coming or going...although this hurts Intel.

Fuel is a great idea I can see folks hiding cans out in space ...maybe you have to plug it in like a TELSA :)

Maybe a timer....say you can only stay cloaked for 2 hours before you have to uncloak for 5 minutes and then
cloak up again...It would do away with AFK cloaking and you would have to run around to different safe spots
and for 5 minutes you have the pucker factor....