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AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Nikk Narrel
Moonlit Bonsai
#2881 - 2015-08-25 13:24:27 UTC
Tildore wrote:
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....

And yet the key PvE response would be still avoiding contact.

If interacting with defenses, specifically intended to deny access to PvE targets, was a satisfactory outcome, the cloaked player could have skipped the cloak entirely, and just went on a roam.

Posts like this seem to define PvE as a dead end ISK grind, which punishes the player by denying them actual interaction.
If we don't want PvE to interact, (in a game founded on player interaction), we may wish to consider automating the vulnerable aspects so that the player can at least be more involved with their fellow players.

Make the mining and ratting exclusive to AI managed by the player, who in turn flies something designed to protect these assets by fighting off the opposing players.

Making resource denial a strategic aspect in wars, does NOT require evasion by PvE players in this manner.
Teckos Pech
Hogyoku
Goonswarm Federation
#2882 - 2015-08-25 16:10:21 UTC
Tildore wrote:
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....


This is a terrible idea and has already been discussed. Cloaking ships are already gimped in terms of their tank and DPS when they are not cloaked and now you want to gimp their ability to carry ammo so they can carry fuel? This is an obvious attempt to double nerf cloaking ships. First the nerf to cloaks via fuel, then a gimp to the ship when not cloaked in that it cannot carry as much ammo, nanite paste, etc.

No.


"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

Lucas Kell
Solitude Trading
S.N.O.T.
#2883 - 2015-08-25 16:41:23 UTC
Teckos Pech wrote:
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.
It won;t though, be realistic. It would be used by big groups who would have the infrastructure and organisation to build up intel networks. Smaller guys would try to disrupt it for a while, realise it's futile and be back here whining about how CCP caters to the blobs.

I'd much rather they just log off AFK players without decloaking them, sending them into a nice safe spot as if they'd safe logged off if they hadn't interacted in x amount of time and had no aggression timers. The same should be done globally. Noone needs to be made vulnerable and killed, but all AFK play should be discouraged, not just cloaking.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2884 - 2015-08-25 17:46:59 UTC
Lucas Kell wrote:
Teckos Pech wrote:
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.
It won;t though, be realistic. It would be used by big groups who would have the infrastructure and organisation to build up intel networks. Smaller guys would try to disrupt it for a while, realise it's futile and be back here whining about how CCP caters to the blobs.

I'd much rather they just log off AFK players without decloaking them, sending them into a nice safe spot as if they'd safe logged off if they hadn't interacted in x amount of time and had no aggression timers. The same should be done globally. Noone needs to be made vulnerable and killed, but all AFK play should be discouraged, not just cloaking.

Under the best of circumstances, having a mechanic scale up evenly is the best you can hope for.

Knowing the big groups can use something is acceptable, so long as the smaller groups can use it on their scale equally.

Ideally, we would invest a system with diminishing returns, as it scales up in size. We tend to find out that this doesn't really work, as the big groups simply make cells at the optimal size for return on investment.

So, to return to your point, there is no meaningful idea that cannot be done on a larger scale by a bigger group.
We can't abandon ideas simply because they scale upwards.

We must focus instead on what works for smaller groups, regardless of whether a big group can duplicate it.

Let the burden of overhead and organization make the big group less interested, while the smaller one has the smaller burden.

And why would we push for this?
We need to bake those blue doughnuts, most of all. They are pretty much exclusive to the big groups.
They need to represent a vulnerability as well, for the sake of balance.
Teckos Pech
Hogyoku
Goonswarm Federation
#2885 - 2015-08-25 19:13:59 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
Teckos Pech wrote:
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.
It won;t though, be realistic. It would be used by big groups who would have the infrastructure and organisation to build up intel networks. Smaller guys would try to disrupt it for a while, realise it's futile and be back here whining about how CCP caters to the blobs.

I'd much rather they just log off AFK players without decloaking them, sending them into a nice safe spot as if they'd safe logged off if they hadn't interacted in x amount of time and had no aggression timers. The same should be done globally. Noone needs to be made vulnerable and killed, but all AFK play should be discouraged, not just cloaking.


Depends on how vulnerable the intel networ/OA is. Personally, I'd classify it as a non-sov structure (you don't need one to hold space, once you have space you might want one, but it is not a requirement) meaning it would be vulnerable all the time or if that is too much an expanded vulnerability window.

Also, I'd favor having it set up so that OAs can be disrupted without always sending an automated warning. Thus you might think everything is fine and dandy until you jump into the compromised system and are killed.

As for this irrational dislike for AFK "play" I just don't get it. Who cares if a player goes AFK. If a guy wants to AFK auto pilot...fine. Don't care. Go AFK in station? Again, don't care. Sometimes these guys can even provide content inadvertently...just ask the CODE. guys. Somebody is AFK in the game....I just don't care. At all.

Edit: And I agree with Nikk, we should make sure the OA/intel infrastructure is something a small group can take advantage of. Yeah a big group might be able to take greater advantage of it, but sometimes bigger is not always better. Get too much data flowing in for example and you might have a harder time finding the useful bit you need. Players might want to compartmentalize their intel systems for a couple of reasons, make information extraction easier. Make it harder for a hostile to penetrate, for example. If you have one big intel system and a hostile somehow gets access...now he has access to everything.

"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

Lucas Kell
Solitude Trading
S.N.O.T.
#2886 - 2015-08-25 23:09:43 UTC
Nikk Narrel wrote:
So, to return to your point, there is no meaningful idea that cannot be done on a larger scale by a bigger group.
We can't abandon ideas simply because they scale upwards.
I disagree. In some circumstances we can. Too many other mechanics already rely on locals existence, and giving larger groups an advantage on that too simply stacks the deck further in their favour. Time would be better spent finding other ways to allow small groups to interact with each other without piling on advantages to larger groups.

Teckos Pech wrote:
Depends on how vulnerable the intel networ/OA is. Personally, I'd classify it as a non-sov structure (you don't need one to hold space, once you have space you might want one, but it is not a requirement) meaning it would be vulnerable all the time or if that is too much an expanded vulnerability window.
Either way, our systems would have near-permanent intel and we would rapidly roflstomp smaller groups intel for fun. It would just mean that when we show up, not only is everything on fire, but you're blind too.

Teckos Pech wrote:
Also, I'd favor having it set up so that OAs can be disrupted without always sending an automated warning.
There will always be a method for finding this out, be it through API or even just personal observation.

Teckos Pech wrote:
As for this irrational dislike for AFK "play" I just don't get it. Who cares if a player goes AFK. If a guy wants to AFK auto pilot...fine. Don't care. Go AFK in station? Again, don't care. Sometimes these guys can even provide content inadvertently...just ask the CODE. guys. Somebody is AFK in the game....I just don't care. At all.
I'm OK with someone being AFK. I'm not OK with it being a workable strategy under any circumstance. I see no issue with logging out AFK players safely.

Teckos Pech wrote:
Get too much data flowing in for example and you might have a harder time finding the useful bit you need.
No such thing as too much data. If we have lots coming in we simply build a system to sort and filter it and we're even more entrenched.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

So riya
Quebec's Underdog League
Quebec United Legions
#2887 - 2015-08-26 03:42:08 UTC
ALL cloacking module should be auto decloack after 2 hour activation . its the best way for all players live in null sec and wh
Mike Voidstar
Voidstar Free Flight Foundation
#2888 - 2015-08-26 04:35:12 UTC
Nikk Narrel wrote:
Tildore wrote:
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....

And yet the key PvE response would be still avoiding contact.

If interacting with defenses, specifically intended to deny access to PvE targets, was a satisfactory outcome, the cloaked player could have skipped the cloak entirely, and just went on a roam.

Posts like this seem to define PvE as a dead end ISK grind, which punishes the player by denying them actual interaction.
If we don't want PvE to interact, (in a game founded on player interaction), we may wish to consider automating the vulnerable aspects so that the player can at least be more involved with their fellow players.

Make the mining and ratting exclusive to AI managed by the player, who in turn flies something designed to protect these assets by fighting off the opposing players.

Making resource denial a strategic aspect in wars, does NOT require evasion by PvE players in this manner.


I like the direction, which is at least going away from people being punished for flying the best ship for their intended purpose for the enjoyment of others, but at some point this will create Battlefield in space. Assets will lose meaning as billions of alts are set lose churning out everything automatically.

Yea, alts are why we can't have nice things, but that's another discussion.

The current setup is just bad game design. It was a fine idea, but when the game changed to glorify hunting PvE ships instead of claiming PvE content, it became unhealthy and will eventually kill the game. Not so much because the hunting is a problem, but that even the developers join in on the toxic attitudes it fosters.


Teckos Pech
Hogyoku
Goonswarm Federation
#2889 - 2015-08-26 04:52:58 UTC
So riya wrote:
ALL cloacking module should be auto decloack after 2 hour activation . its the best way for all players live in null sec and wh


Look the renter alliance guy has a horrible idea.

How about your ratting ship just explodes after a week? No? Gee, why not? Roll

"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
#2890 - 2015-08-26 05:04:00 UTC
Lucas Kell wrote:


snipped due to quoting limitations....


Yeah, you could try to ROFL stomp the guys trying to take down your intel system...and if you do...great. If not, great. Either way, great.

As for finding out when an OA has been compromised I think you misunderstand, I'm in favor of allowing players to "hack" the OA so that there is, literally, no way for you to find out until your ship is webbed, scrammed and falling into structure.

As for AFK, if the OA allows for detecting cloaked ships after a given time period and local is no longer the primary intel tool and it is moved over to the OA, then AFK cloaking would not only be superfluous but also suicidal...problem solved.

And yes, there can be too much data coming in. That is why people who can sort, filter, and analyse data will become more and more valuable in RL. Building automated systems to sort and filter data is actually...not that easy. And there is the issue of granting such wide ranging access with the possibility of hostiles accessing such data. You and I both know there are almost surely spies in the Imperium, compartmentalizing intel may be a very good way to help limit the damage a hositle who has access can do.

"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
#2891 - 2015-08-26 05:17:04 UTC
Mike Voidstar wrote:
Nikk Narrel wrote:
Tildore wrote:
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....

And yet the key PvE response would be still avoiding contact.

If interacting with defenses, specifically intended to deny access to PvE targets, was a satisfactory outcome, the cloaked player could have skipped the cloak entirely, and just went on a roam.

Posts like this seem to define PvE as a dead end ISK grind, which punishes the player by denying them actual interaction.
If we don't want PvE to interact, (in a game founded on player interaction), we may wish to consider automating the vulnerable aspects so that the player can at least be more involved with their fellow players.

Make the mining and ratting exclusive to AI managed by the player, who in turn flies something designed to protect these assets by fighting off the opposing players.

Making resource denial a strategic aspect in wars, does NOT require evasion by PvE players in this manner.


I like the direction, which is at least going away from people being punished for flying the best ship for their intended purpose for the enjoyment of others, but at some point this will create Battlefield in space. Assets will lose meaning as billions of alts are set lose churning out everything automatically.

Yea, alts are why we can't have nice things, but that's another discussion.

The current setup is just bad game design. It was a fine idea, but when the game changed to glorify hunting PvE ships instead of claiming PvE content, it became unhealthy and will eventually kill the game. Not so much because the hunting is a problem, but that even the developers join in on the toxic attitudes it fosters.


For crying out loud Mike, the game has been about hunting those weaker than you since forever. Go read some of the history of Eve, like M0o (Masters of Ownage) who'd set up on a gate and BBQ anything coming through...it got so ridiculous that CCP actually intervened and CCP Devs attacked the M0o ships in Concord ships, althought most M0o players left the grid.

Quote:
Starting in June 2003, about one month after the release of EVE Online, m0o started heavy pirate operations in southern Lonetrek. With only a handful of ships, one of the biggest choke-points in empire space, Mara, became almost completely closed off. Destroying over 200 ships on the first day, and thousands in the weeks to follow, the players of EVE were just beginning to see the havoc m0o would cause.

[...]

In the weeks of the Mara/Passari camp, there were very few posts on the forums which didn't have something to do with m0o. Players discussed the pilots, their tactics and stated their opinions repeatedly. Arguing whether they were exploiting game mechanics was common, and several GM's confirmed in both petitions and forum posts that this was not the case. Through the forums they reached true superstar status, and whether one was with them or against them, most people respected them.

[...]

The 'm0o situation' got so big, that developers were forced to intervene on several occasions. A few weeks into the camp, a force of developer-controlled CONCORD battleships arrived in Mara. m0o pilots were quick to escape, although one brave pilot, The Reverend, made the decision of going up against the attacking force. His cruiser was destroyed in a single shot. This is the only reported incident of developers interacting with the player-base in such a manner, and is widely regarded as having been a bad decision.

Another instance of developer interaction occurred when m0o pilots camping a gate in Mara were transferred to seemingly random locations in space. The reasoning behind this decision is still unknown, and the effect did not last for long as the m0o pilots were back in Mara a few hours later.
--Source


In other words, hunting PvE, PvP, and any other type of ship has always been a Thing™ in game. Claiming that hunting PvE ships is something new, something bad, or something at all is just errant nonsense and stupid suggesting the person who makes such a claim does not actually grasp how things work in New Eden.

"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
#2892 - 2015-08-26 06:38:51 UTC
I didn't say it didn't happen.

I said that the culture developed into glorifying it. Clearly at that point it wasn't supported by the devs, and only grudgingly tolerated.

Also gatecamps are the exact opposite of afk camping.
Mike Voidstar
Voidstar Free Flight Foundation
#2893 - 2015-08-26 07:00:42 UTC
Repeatedly you fail to grasp the basic idea behind sandbox.

When the game was new, professions that involved more building than destruction were valued. Many of the game systems are designed to foster conflict, not necessarily direct combat.

Over time things devolved from mindlessly killing being newsworthy to having it be the norm, all the way into a culture of hero worshipping the folks that kill soft targets exclusively rather than ridiculing them as cowards.

I remember when you could not succeed in padding a killboard with bunches of miners and be hailed as anything but lazy. Today those guys are seen as elite because of their heroic kill/loss ratio.

Regardless... I have no issue with things like gatecamps and most other forms of hunting. All of them have direct counters involving active gameplay or reasonable choices that can mitigate or eliminate the issue. Cloaks do not.
Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#2894 - 2015-08-26 10:40:26 UTC  |  Edited by: Nana Skalski
Ganked? **** happens.

All these self proclaimed "high sec saviors" are nothing but usual gankers.

And I would still want to see a viable way to see if someone is AFK cloaking, and not actively cloaking.
Teckos Pech
Hogyoku
Goonswarm Federation
#2895 - 2015-08-26 21:59:20 UTC
Mike Voidstar wrote:
I didn't say it didn't happen.

I said that the culture developed into glorifying it. Clearly at that point it wasn't supported by the devs, and only grudgingly tolerated.

Also gatecamps are the exact opposite of afk camping.


FFS...

Gate camping is not the same as AFK camping in that...well the people doing it are not AFK and are not after resource denial, but asset destruction. However, there is a common feature that I went right over your head: it is the stronger preying on the weaker. Gate camps are designed to kill people who do not stand a chance against the camp. And the campers will also have a scout(s) in the next system(s) and if something bigger/stronger is coming towards the camp…the campers bugger off.

These last two things you’ve been whining about ever since I linked that soundcloud with Fozzie saying (paraphrasing), “Nope, cloaks and AFK cloaking, working as intended”. Let me explicit. You have been sitting here crying into your cheerios about:

1. Cloaking ships attack those weaker than them (like a gate camp).
2. They pick their engagements (like a gate camp).

It wasn’t culture that developed…it has been this way in the game from pretty much the very beginning.

"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
#2896 - 2015-08-26 23:51:42 UTC
Mike Voidstar wrote:


Regardless... I have no issue with things like gatecamps and most other forms of hunting. All of them have direct counters involving active gameplay or reasonable choices that can mitigate or eliminate the issue. Cloaks do not.


So there are no direct counters to cloaks. What is the counter to freighter ganking? Scout, webs, logistics, all of which are indirect counters.

Just because there is not a direct counter does not make it bad.

"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
#2897 - 2015-08-27 01:55:28 UTC  |  Edited by: Mike Voidstar
You can confront a gatecamp and force it to disperse. You can go around it and still make it to your destination. You can counter it with active gameplay, and they have to be active. Not all counters need be active, but reasonable alternatives and meaningful choices should be available. Cloaks do not have counters, and leave neither reasonable alternatives nor meaningful choice other than abandon that space. Tactics that reduce the profits to less than high sec aren't reasonable. Since the cost of keeping whole regions AFK camped are trivial even just moving a system over is not always a viable answer. Cloaks that are so powerful as to allow for unlimited atk safety are not balanced except by dev decree that PvE be uncounterably in danger of direct disruption.

I don't complain that the stronger prey on the weaker, I complain that PvE are in ships that are weaker by game design. You do what you want, but the sandbox should provide an even base... If you are intended to hunt me then you don't need hard coded advantages for doing so.

The culture developed, it wasn't always like this with players like you treated as if you were some kind of celebrities and given all the hookers and blow you can swim in. You were always here, but early on so we're people that wanted to build, explore and create. Most of them left because everything got tuned specifically to support you, with spare few additions for other playstyles just to keep them around...for your benefit.
Teckos Pech
Hogyoku
Goonswarm Federation
#2898 - 2015-08-27 03:34:40 UTC
Mike Voidstar wrote:
You can confront a gatecamp and force it to disperse. You can go around it and still make it to your destination. You can counter it with active gameplay, and they have to be active. Not all counters need be active, but reasonable alternatives and meaningful choices should be available. Cloaks do not have counters, and leave neither reasonable alternatives nor meaningful choice other than abandon that space. Tactics that reduce the profits to less than high sec aren't reasonable. Since the cost of keeping whole regions AFK camped are trivial even just moving a system over is not always a viable answer. Cloaks that are so powerful as to allow for unlimited atk safety are not balanced except by dev decree that PvE be uncounterably in danger of direct disruption.

I don't complain that the stronger prey on the weaker, I complain that PvE are in ships that are weaker by game design. You do what you want, but the sandbox should provide an even base... If you are intended to hunt me then you don't need hard coded advantages for doing so.

The culture developed, it wasn't always like this with players like you treated as if you were some kind of celebrities and given all the hookers and blow you can swim in. You were always here, but early on so we're people that wanted to build, explore and create. Most of them left because everything got tuned specifically to support you, with spare few additions for other playstyles just to keep them around...for your benefit.


You can confront an AFK cloaker with force (i.e. rat with a group of pilots in PvP ships, the ishtar can be an awesome PvP ship and an awesome ratting ship). You can move systems....see a theme here?

As for PvE being in weaker ships by game design there are two mother ******* goddamn ways to deal with that from a game design perspective.

1. Ignore Mike Voidstar; keep things as they are.
2. Change ratting in NS so that fitting an omni tank is optimal and ratting with more than 1 person.

You truculently insist on 1, apparently, and don't even glance at 2 or talk to Nikk who is far more sympathetic to your plight than I am.

And no, it was always like this. Always. Find a weaker ship, then kill it. Especially in NS. And dude, I've been quite in favor of "farms and fields" for NS. I want NS to present players with rewards for going out and doing PvE stuff. I also want to have a shot a shooting you and your pod if possible. And I do not begrudge anyone who returns the favor either. I want NS to be self-sufficient. If you live in a region like Period Basis I don't want you to be beholding to the alliances in Delve/Querious to keep your supply lines open.

"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
#2899 - 2015-08-27 04:57:50 UTC  |  Edited by: Mike Voidstar
Techos, you already won long ago. I don't know what personal thing you have against me in particular, but I already said you win. Congrats. You don't need all the pure BS you are spewing. The game suits you fine, and when it changes that will suit you fine as well, because you and the devs and all the other mouth breathing baby eaters all agree on a vision.

Yes... You can do PvE in a group, and make less than you would if you all just packed up and went to high sec. That is fine if you have a goal other than pure profit motive.

That's not directly confronting the cloaked camper. He is still there camping with nothing you can do about it. If he does not like what you are doing he can directly confront you, but not the other way around. You are simply trying to twist things around to sound like the situation isn't completely borked sideways in the cloaks favor, but it is. I accept it, so can you.

That's the intended balance. It's fine. It creates a situation that is obviously intolerable for quite a few people, as they choose not to undock in that circumstance, and finding a way to address that so everyone can have fun would be nice and much healthier for the game... But whatever. Htfu or get out is the whole of the law. That's fine too.

EVE has always been a niche game, and it's getting more so every second. Most of that is due to the players. It's the only game I have ever played where alts outnumbered mains by a huge margin, which is especially odd as it's also one of the few games where all aspects of the game are open to every character. There are no mutually exclusive skill choices to limit play types. It had a lot of potential. I hope you and your ilk enjoy it for many years to come.
Teckos Pech
Hogyoku
Goonswarm Federation
#2900 - 2015-08-27 05:12:25 UTC
Mike Voidstar wrote:
Techos, you already won long ago. I don't know what personal thing you have against me in particular, but I already said you win. Congrats. You don't need all the pure BS you are spewing. The game suits you fine, and when it changes that will suit you fine as well, because you and the devs and all the other mouth breathing baby eaters all agree on a vision.

Yes... You can do PvE in a group, and make less than you would if you all just packed up and went to high sec. That is fine if you have a goal other than pure profit motive.

That's not directly confronting the cloaked camper. He is still there camping with nothing you can do about it. If he does not like what you are doing he can directly confront you, but not the other way around. You are simply trying to twist things around to sound like the situation isn't completely borked sideways in the cloaks favor, but it is. I accept it, so can you.

That's the intended balance. It's fine. It creates a situation that is obviously intolerable for quite a few people, as they choose not to undock in that circumstance, and finding a way to address that so everyone can have fun would be nice and much healthier for the game... But whatever. Htfu or get out is the whole of the law. That's fine too.

EVE has always been a niche game, and it's getting more so every second. Most of that is due to the players. It's the only game I have ever played where alts outnumbered mains by a huge margin, which is especially odd as it's also one of the few games where all aspects of the game are open to every character. There are no mutually exclusive skill choices to limit play types. It had a lot of potential. I hope you and your ilk enjoy it for many years to come.


Mike, sometimes in a sandbox game asymmetrical play occurs....get used to it.

"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