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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Lucas Kell
Solitude Trading
S.N.O.T.
#2921 - 2015-08-28 15:43:15 UTC
Nikk Narrel wrote:
Who said I wanted to fight a PvP player?

Why would I bother with a cloaked ship, in the event a PvP player was my target? A cloak I would only need to use since PvP ships try to stop other players trying to reach blue doughnut systems.
So you're after a PvE player and the fact that if caught they have no ability to defend themselves isn't enough? You want to reduce their ability to evade too?

Nikk Narrel wrote:
There needs to be more to EVE, than just blobs and border skirmishes, don't you agree?
Absolutely, and it needs to be balanced. A PvE ship should have a fair shot at evading PvP since that's what they are designed to do. It shouldn't be tedious to do, and a PvP player should have as much if not more chance of being engaged against their will, since they at the very least are capable of defending themselves. Cloaked, nullified combat capable ships break that balance.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2922 - 2015-08-28 16:05:31 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Who said I wanted to fight a PvP player?

Why would I bother with a cloaked ship, in the event a PvP player was my target? A cloak I would only need to use since PvP ships try to stop other players trying to reach blue doughnut systems.
So you're after a PvE player and the fact that if caught they have no ability to defend themselves isn't enough? You want to reduce their ability to evade too?

Then give them the ability to actually defend themselves, instead of just running from other players.

Lucas Kell wrote:
Nikk Narrel wrote:
There needs to be more to EVE, than just blobs and border skirmishes, don't you agree?
Absolutely, and it needs to be balanced. A PvE ship should have a fair shot at evading PvP since that's what they are designed to do. It shouldn't be tedious to do, and a PvP player should have as much if not more chance of being engaged against their will, since they at the very least are capable of defending themselves. Cloaked, nullified combat capable ships break that balance.

And there, you stick to the very essence of the problem, as if it were something sacred that had to be preserved at all costs.

PvE ships needing to evade, that is the flaw which makes this a frustrating mess for everyone.

Evasion as a tactic, represents a loss of player created content on all sides.
It limits interaction to such minimal amounts, that many would not qualify it as interaction at all.
Lucas Kell
Solitude Trading
S.N.O.T.
#2923 - 2015-08-28 16:08:25 UTC
Nikk Narrel wrote:
]Then give them the ability to actually defend themselves, instead of just running from other players.
Certainly, I'm with you on that one. This is another of those long standing wishes that CCP will likely never fulfill though. As it stands PvE and PvP are still too dissimilar to make it worth using a PvP ship wihtout crippling yourself below highsec L3 income.

Nikk Narrel wrote:
And there, you stick to the very essence of the problem, as if it were something sacred that had to be preserved at all costs.

PvE ships needing to evade, that is the flaw which makes this a frustrating mess for everyone.

Evasion as a tactic, represents a loss of player created content on all sides.
It limits interaction to such minimal amounts, that many would not qualify it as interaction at all.
As above, agreed. But all the time the best method of dealing with a hostile for a PvE player is "run away" they shouldn't be stripped of that ability.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2924 - 2015-08-28 16:20:44 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
]Then give them the ability to actually defend themselves, instead of just running from other players.
Certainly, I'm with you on that one. This is another of those long standing wishes that CCP will likely never fulfill though. As it stands PvE and PvP are still too dissimilar to make it worth using a PvP ship wihtout crippling yourself below highsec L3 income.

Nikk Narrel wrote:
And there, you stick to the very essence of the problem, as if it were something sacred that had to be preserved at all costs.

PvE ships needing to evade, that is the flaw which makes this a frustrating mess for everyone.

Evasion as a tactic, represents a loss of player created content on all sides.
It limits interaction to such minimal amounts, that many would not qualify it as interaction at all.
As above, agreed. But all the time the best method of dealing with a hostile for a PvE player is "run away" they shouldn't be stripped of that ability.

I will give you that PvE ships deserve a balanced chance to survive, taking into consideration their purpose and resources.

As a PvE player, I most certainly don't want my game to be trivialized. But aside from resource gathering, be it from rocks or rats, my PvE play is already marginalized to the point of being an obstacle to my enjoyment, rather than a valued source of it.

If another player shows up, I have to run.
I can't expect other players to babysit my defenseless exhumer, and fitting for meaningful defense makes high sec activity more profitable by comparison.

This tells me the game design, by outsourcing defense in PvE play, has failed to align with the emergent play that grew from it.
Noone wants the job of defense, the rewards don't support group activity which includes PvP defenders, and the PvE ships are not seen as viable defenders on their own.

They can point at cloaking all they like, but it remains a symptom of the problem, not the root cause.

If PvE ships could defend themselves in a fight, cloaked ships would either engage and resolve, or simply leave. Their fear exists only so long as they are viewed as overpowering.

As a PvE player, I want that ability to defend.
Lucas Kell
Solitude Trading
S.N.O.T.
#2925 - 2015-08-28 16:33:54 UTC
Absolutely agree.
I'll never really like cloaking or nullification on combat as they are methods of evasion, but the balance issues on PvE mechanics come down to their design, not the fault of cloaking itself.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2926 - 2015-08-28 19:23:28 UTC
Lucas Kell wrote:

Going to an OA won't guarantee death. I'm sure a covops cloak will still allow you to be undetected long enough to know whether it's working. Bigger groups like ours though would just use alt trickery. Oh look, I can't see my intel alt, intel is down.


Sure, the old methods of sneaking around will still work. However, it means you'll have to work to keep your intel system, just as you do with Sov, and you'll have to take risks.

Lucas Kell wrote:
1. Mechanics themselves are invulnerable. You can't attack my skill queue either. Suggesting that mechanics should always be replaced with something vulnerable is a fundamental misunderstanding of game design. For most players the downsides to local intel being reworked would be far higher than the upsides. Only a small subset of players would enjoy it.
2. It's supposed to. You're supposed to have the advantage by already being there. It's what allows people to perform other actions which aren't directly PvP related. Removing that is simply a way to remove the majority of PvE and further solidify large groups like the Imperium who can afford a better intel mechanic.


Okay, so if 1 is true, and I'm not sure it is, but lets just accept that it is. Then having intel tied to local is a problem. This is pretty much indisputable since it means intel cannot be compromised. Compromising intel can drive game content. I was just reading about where during a fight an FC was given bad intel--i.e. somebody made a mistake while relaying the information to the FC. As a result they lost all of their logistics and a good chunk of proteii. If you can mess up people's intel directly then this sort of thing can happen more frequently, which is a good thing.

As for 2 you are merely making an assumption. Further, even if that is the intent of the Devs it should not be an invulnerable advantage. Please consider that point carefully Lucas. I'm not saying having an advantage is necessarily bad, but having an invulnerable advantage is bad.

Quote:
They very well may do, that doesn't mean it's a good idea. they've just replaced the sov mechanic with a new one that is so boring it appears to have actually accelerated the decline in active players. Nuking local would simply be a reason for even more people to move back to highsec and get bored until their sub lapses. I'm not going to say CCP won't do it as they've proven time and again they aren't the best decision makers, but I'll say with confidence that it would be bad for the health of the game.


Wrong. You can move back to NS, but my and my alliance will anchor OAs and just go on about our business. I'd only go back to HS if local was nuked and there was no meaningful way to gather intel regarding our space.

Quote:
It's only difficult if you have bad developers. If you have all of the data for an individual to spot these things then you have all of the data for the system to spot them too and you certainly are able at a minimum to provide the data to an individual that makes identification simple, which is what you are talking about here. Think about it, you're able to identify these things because you've been given the relevant data and spared the burden of seeing every single lamp.

Intel systems work the same way. Even a simple system will filter and sort the incoming data providing an individual with a small enough subset that they can make an instant decision. At no point will a large group say "oh my gosh, I have too much data to make a decision".


Simple systems are easy to build. I've already noted that. But if you are going to filter intel data down by say, region or constellation...why not just allow the intel system to be compartmentalized ahead of time and allow for granting access rights or something like that. No need to hand out the keys to the kingdom to everyone in the Imperium.

Quote:
We pretty much do. You can google our pos passwords, the public hears all of our plans an announcements at the same time line members do, and getting into our alliances is as simple as applying. We're not going to waste time actively telling outsiders everything, but there's very little that can't be found with relative ease.


POS passwords for things like JBs and staging towers are always going to be a problem because they have to be given out to so many players. As the number of players increase, inadvertent leaking of passwords increases as well. Similarly with plans for deployments and other activities that get relayed down to the line members. Once line members are told, the cat is out of the bag, spies or not. However, I bet things like passwords for POS with CSAAs, titans, etc. (if they even have passwords) are not so widely known and that information is on a need to know basis. I am sure other things are kept as secret as 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
#2927 - 2015-08-28 19:38:08 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Teckos Pech wrote:
Yes, I know Lucas, I said as much. One always fool proof way is to go to the OA in question and see its state, but that means you may be at risk if that OA is feeding you false intel because a group of hostiles have set up shop in there and kill you when you get in system.
Going to an OA won't guarantee death. I'm sure a covops cloak will still allow you to be undetected long enough to know whether it's working. Bigger groups like ours though would just use alt trickery. Oh look, I can't see my intel alt, intel is down.


...

Actually Lucas, all of your arguments seem to have the same fulcrum for leverage.

A bigger group can place more effort.

While technically possible, it still comes down to individual players needing to take the initiative, and perform these efforts.
When two of them duplicate the same task, one of them has wasted their time. The needed results have already been provided by the other.

The fact that they would NEED to make the effort, and human nature affects large groups as much as small, changes everything.

You don't duplicate the other guy's task, unless you want to look like a useless time waster.
Supplying intel after everyone already has it, is a perfect example.

So, the big group suffers from an additional burden, the assumption that someone else is handling something, and you don't need to worry about it.
Many times you will be right, someone else is handling it. But not always, and not always in the time frame it is needed.

A chain is only as strong as it's weakest link. And big groups have long chains.


One of the problems with large groups requiring collective action is the problem of free ridership. How often have we heard, "OMG, our logistics efforts depend on 5 guys! And they are getting burnt out!"

And noting the the OAs are very valuable to everyone in the alliance hence somebody is going to go to the trouble of putting them up is not necessarily true. The problem is that the OAs will create tremendous value, but if I go put them up I can only capture a fraction of that newly created value (my own PvE activities) I cannot capture a share of the newly created value everyone else is enjoying. Fortunately in the game corporations can levy taxes and corporations, and alliances can use those taxes to do just that. However, you'll still need someone to do the grunt work. And again, noting that you can get extra value via PvE with OAs is not very compelling to me. If I'm going to create all this value for my corporation and alliance...well ****, pay me! So, this change will be interesting to see which corporations and alliances can change their culture/inner workings to handle the change.

And if ISK is going to be diverted from players wallets into corporate wallets to pay for things like OAs and other structures that enhance space players live in....awesome. Especially if it is "new" ISK like rat bounties. Diverting that ISK to other markets vs. the PLEX market will be good.

"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
#2928 - 2015-08-28 19:45:10 UTC
Lucas Kell wrote:
Look... it's quite simple. Whatever mechanic gets put in place if and when CCP decide to change intel will be put to better used by the big organised groups than the small ones. I don't know why you guys seem to think that every change that adds individual effort will make us collapse and small groups thrive when you're pointing out yourselves how distribution of tasks spreads the effort.

[snip]

The only people that stand to benefit from intel changes will be covops pilots who want to go up to the easiest targets, go "blap blap blap" and run away (which they can already do if they learn how to actually play EVE instead of being terrible). Everyone else will simply have to push buttons or mount structures to do exactly what the game already does for them adding yet another one-choice mechanic to the game. A very small minority wants rid of local (and yet don't move into wormholes), and I'd much rather CCP spent time developing new gameplay aspects than going back and ripping out old ones that have always worked well.


With all due respect Lucas, but WTFAYTA? I have not hinted at changing the way intel works will cause big groups to collapse. In fact, you have simply assumed the following:

1. We are big, therefore we can do everything better.
2. Small groups can’t do anything better because they aren’t big (see 1 above).

Sometimes being a big group works well. Sometimes it does not. What I find intriguing about the Imperium is that they are big group that seems to work well together. If there are big disagreements and drama fests they are well hidden…so well hidden I think it is unlikely there are much in the way of big disagreements that lead to drama fests.

And will changing intel be a big boon to cov-ops and ships that can fit a cov-ops cloak? Maybe. I think, depending on how the OA works, it might give them an extra role, but I’m not sure it is going to make killing ratters easier…not without some work…which kind of negates the “easier” part.

You are spending a lot of time responding to strawmen.

"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
#2929 - 2015-08-28 19:47:09 UTC
Brokk Witgenstein wrote:
Mag's wrote:
So what direct counter does local have?


Well, if you don't like showing up in local you can always move a system over and show up in that local instead. Cool
That way they can no longer spy on you and you're safe.

You can also log off and return when, according to ZKill, the inhabitants are asleep. It's a risk but you might find the system empty, allowing you to go about your business without anybody seeing you.

And finally, please tell me how many people were hurt by being spotted in local by AFK station spinners.



Obvious troll is obvious Roll



Yes, your troll was obvious.

Zero people are hurt by AFK station spinners, because they are AFK. Just like the AFK cloaky…so therefore, nobody was hurt by an AFK cloaky.

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
#2930 - 2015-08-28 19:50:27 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Who said I wanted to fight a PvP player?

Why would I bother with a cloaked ship, in the event a PvP player was my target? A cloak I would only need to use since PvP ships try to stop other players trying to reach blue doughnut systems.
So you're after a PvE player and the fact that if caught they have no ability to defend themselves isn't enough? You want to reduce their ability to evade too?

Nikk Narrel wrote:
There needs to be more to EVE, than just blobs and border skirmishes, don't you agree?
Absolutely, and it needs to be balanced. A PvE ship should have a fair shot at evading PvP since that's what they are designed to do. It shouldn't be tedious to do, and a PvP player should have as much if not more chance of being engaged against their will, since they at the very least are capable of defending themselves. Cloaked, nullified combat capable ships break that balance.


What? If the OA, works very much like local currently does, maybe even better in some ways, why wouldn't Nikk, or Mike be able to evade a hostile coming in their direction?

I don't get this. People argue as if removing local means zero intel, when it seems pretty obvious that if CCP ever did remove local they'd provide an alternate mechanic for obtaining intel.

Again, a complete straw man argument.

"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

Nofearion
Destructive Brothers
Fraternity.
#2931 - 2015-08-28 20:59:03 UTC
Teckos Pech wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
Who said I wanted to fight a PvP player?

Why would I bother with a cloaked ship, in the event a PvP player was my target? A cloak I would only need to use since PvP ships try to stop other players trying to reach blue doughnut systems.
So you're after a PvE player and the fact that if caught they have no ability to defend themselves isn't enough? You want to reduce their ability to evade too?

Nikk Narrel wrote:
There needs to be more to EVE, than just blobs and border skirmishes, don't you agree?
Absolutely, and it needs to be balanced. A PvE ship should have a fair shot at evading PvP since that's what they are designed to do. It shouldn't be tedious to do, and a PvP player should have as much if not more chance of being engaged against their will, since they at the very least are capable of defending themselves. Cloaked, nullified combat capable ships break that balance.


What? If the OA, works very much like local currently does, maybe even better in some ways, why wouldn't Nikk, or Mike be able to evade a hostile coming in their direction?

I don't get this. People argue as if removing local means zero intel, when it seems pretty obvious that if CCP ever did remove local they'd provide an alternate mechanic for obtaining intel.

Again, a complete straw man argument.


it has to be a give and take, most of us in here see local as bad intel, it is abused, it does not encourage active game play.
some of the best ideas that have been discussed involve the array but also making a new active intel system based on your ships computer, and scanning arrays. you can get default information such as Hi sec, pilot transponder infor. low sec ship types and more depending on standings with local npc or null totally based on upgrades and what your base sensor can see.
this would in my opinion add such a diverse element to all aspects of game play. imagine not only changing the skin of your ships but the transponder signal and project a different ship. imagine the possibilities. Skill based scanning and equipment to find out the truth of the matter including finding cloaked ships
No that is what I am talking about
Mike Voidstar
Voidstar Free Flight Foundation
#2932 - 2015-08-28 21:56:19 UTC
Actually, I have always said that if Local goes away it will be replaced by something that fills the exact same function. That's just fuel on the fire of Local isn't a problem, it's a necessity. When all the "elite" pvp guys figure out that they got exactly what they wanted and it made zero difference we will be able to just change the title of some of these threads and continue on as we are doing now.

OA may actually serve the purpose of condensing populations. People will only operate where the OA's are, and as soon as they aren't operational people will stop operating until they are again. Count on it. No one is going to want to directly defend the PvE pilots anymore than they do now, so they will just have to remain preemptively evasive, which means flying in clear systems. Again, no change other than location for some.

It won't even create new conflict. The OA deep in blue territory aren't going to be any more vulnerable than PvE players deep in blue territory. Taking them down won't be possible while cloaked, and if the things don't scream bloody murder when attacked then local suddenly clearing when it goes down will be a clue--it's not like people won't just park an alt somewhere so they can see when Local goes down. All that did was move one of the alts sitting in a cloak watching a gate to the system where the PvE is going on. The only conflict these will see is on the borders like all the other structures do now--- that's just the nature of that level of play.

Cloaks and PvE are an individual issue. It's solutions need to be on an individual level.
Teckos Pech
Hogyoku
Goonswarm Federation
#2933 - 2015-08-28 22:35:27 UTC
Mike Voidstar wrote:
Actually, I have always said that if Local goes away it will be replaced by something that fills the exact same function. That's just fuel on the fire of Local isn't a problem, it's a necessity. When all the "elite" pvp guys figure out that they got exactly what they wanted and it made zero difference we will be able to just change the title of some of these threads and continue on as we are doing now.

OA may actually serve the purpose of condensing populations. People will only operate where the OA's are, and as soon as they aren't operational people will stop operating until they are again. Count on it. No one is going to want to directly defend the PvE pilots anymore than they do now, so they will just have to remain preemptively evasive, which means flying in clear systems. Again, no change other than location for some.

It won't even create new conflict. The OA deep in blue territory aren't going to be any more vulnerable than PvE players deep in blue territory. Taking them down won't be possible while cloaked, and if the things don't scream bloody murder when attacked then local suddenly clearing when it goes down will be a clue--it's not like people won't just park an alt somewhere so they can see when Local goes down. All that did was move one of the alts sitting in a cloak watching a gate to the system where the PvE is going on. The only conflict these will see is on the borders like all the other structures do now--- that's just the nature of that level of play.

Cloaks and PvE are an individual issue. It's solutions need to be on an individual level.


Considering that almost all afk cloaking threads are started by whiny PvErs, I don't thing the PvP pilots will care. Roll

But, nice attempt a re-writing history.

"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
#2934 - 2015-08-28 23:41:55 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
Actually, I have always said that if Local goes away it will be replaced by something that fills the exact same function. That's just fuel on the fire of Local isn't a problem, it's a necessity. When all the "elite" pvp guys figure out that they got exactly what they wanted and it made zero difference we will be able to just change the title of some of these threads and continue on as we are doing now.

OA may actually serve the purpose of condensing populations. People will only operate where the OA's are, and as soon as they aren't operational people will stop operating until they are again. Count on it. No one is going to want to directly defend the PvE pilots anymore than they do now, so they will just have to remain preemptively evasive, which means flying in clear systems. Again, no change other than location for some.

It won't even create new conflict. The OA deep in blue territory aren't going to be any more vulnerable than PvE players deep in blue territory. Taking them down won't be possible while cloaked, and if the things don't scream bloody murder when attacked then local suddenly clearing when it goes down will be a clue--it's not like people won't just park an alt somewhere so they can see when Local goes down. All that did was move one of the alts sitting in a cloak watching a gate to the system where the PvE is going on. The only conflict these will see is on the borders like all the other structures do now--- that's just the nature of that level of play.

Cloaks and PvE are an individual issue. It's solutions need to be on an individual level.


Considering that almost all afk cloaking threads are started by whiny PvErs, I don't thing the PvP pilots will care. Roll

But, nice attempt a re-writing history.


Yeah. What do you think the ratio of whiny PvE pilots in these threads are compared to the whiny PvP guys carping about local? PvE pilots are pretty much in the minority on the forums, unlike in game.

So if OA make hunting cloaks possible, yet the situation with local does not meaningfully change, even if only for the privileged few, and the AFK camps dry up due to a few terminal cases of Ka-Boom, who do you think will be turning up the volume on their whine-o-matics? Yeah. Probably not the PvE guys.
Teckos Pech
Hogyoku
Goonswarm Federation
#2935 - 2015-08-29 04:19:26 UTC
Mike Voidstar wrote:
Teckos Pech wrote:
Mike Voidstar wrote:
Actually, I have always said that if Local goes away it will be replaced by something that fills the exact same function. That's just fuel on the fire of Local isn't a problem, it's a necessity. When all the "elite" pvp guys figure out that they got exactly what they wanted and it made zero difference we will be able to just change the title of some of these threads and continue on as we are doing now.

OA may actually serve the purpose of condensing populations. People will only operate where the OA's are, and as soon as they aren't operational people will stop operating until they are again. Count on it. No one is going to want to directly defend the PvE pilots anymore than they do now, so they will just have to remain preemptively evasive, which means flying in clear systems. Again, no change other than location for some.

It won't even create new conflict. The OA deep in blue territory aren't going to be any more vulnerable than PvE players deep in blue territory. Taking them down won't be possible while cloaked, and if the things don't scream bloody murder when attacked then local suddenly clearing when it goes down will be a clue--it's not like people won't just park an alt somewhere so they can see when Local goes down. All that did was move one of the alts sitting in a cloak watching a gate to the system where the PvE is going on. The only conflict these will see is on the borders like all the other structures do now--- that's just the nature of that level of play.

Cloaks and PvE are an individual issue. It's solutions need to be on an individual level.


Considering that almost all afk cloaking threads are started by whiny PvErs, I don't thing the PvP pilots will care. Roll

But, nice attempt a re-writing history.


Yeah. What do you think the ratio of whiny PvE pilots in these threads are compared to the whiny PvP guys carping about local? PvE pilots are pretty much in the minority on the forums, unlike in game.

So if OA make hunting cloaks possible, yet the situation with local does not meaningfully change, even if only for the privileged few, and the AFK camps dry up due to a few terminal cases of Ka-Boom, who do you think will be turning up the volume on their whine-o-matics? Yeah. Probably not the PvE guys.


You PvE guys will move on to the next whine. Probably that the OA is now vulnerable or something.

As for thread participants being PvE or PvP, idk and neither do you. But it is certain that almost all threads are started by PvE players. I know of 1 started by a PvP pilot, mine.

"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

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#2936 - 2015-08-29 06:23:19 UTC
Lucas Kell wrote:
As it stands PvE and PvP are still too dissimilar to make it worth using a PvP ship wihtout crippling yourself below highsec L3 income.


You touch a subject I've been wondering about myself for quite some time now. I do my PvE in PvP ships, because people can and will try to attack me (they are welcome to try). My friends in highsec, however, are earning tons and tons of ISK through factional warfare plexing, incursions; some even stick to mining and are none the poorer for it.

The real money in nullsec is in the moons, not in the anomalies or sites you can run, nor in the ores. And the moon goo does not end up in the player's wallet but somewhere up the chain.

I sense there is an issue on the risk vs. reward scale when highsec pays better than nullsec.

Not to mention I can understand rats intended against new players are super-duper-easy; yet against veterans I don't see why they can't behave in a more PvP-like fashion. (including getting rid of ridiculous cheats such as scram/EWAR immunity, infinite lock range, no smartbombs, no capacitor, no propmod ... PvE hasn't evolved since the beta release /me thinks).

Now for the real on-topic question: if PvE were more similar to PvP and could be run using PvP ships, and if this were to pay substantially more as risk goes up ... do you think people would run these sites as a team, or would they still insist on building a gimped fit to run them alone and cash in the maximum for themselves?

I'm not sure the whole PvP vs PvE debate is a matter of ships. Marauders, HACs, Ishtars, are MORE than capable ships. The difference is in the mindset of the player: PvE guy does not want to play with others. If people would band together and run sites together, they'd have more fun, better fits, run sites faster, whine less ... AH! But they'd have to share the profits! That is something PvE guy is simply not willing to do.

You could increase the income in nullsec and PvE guys would still lament about how "incapable" his ship is, and some other PvE guy will start whining about how unfair it is nullbear gets the bird and how broken highsec is.

Nope ... I'm not convinced the vessels are to blame. Or the profits for that matter. It's the mindset of the solo guy afraid of an encounter, claiming he's unable to defend himself. Against 1 cruiser, no less. When I first pitched in on this thread I too made this mistake, but many many posts later I have come to realize the AFK Cloaking issues are really limited to 1 guy in a PvE ship. The argument hinges on a desire to evict this cloaker from their system, but solo PvE guy does NOT intend to do so in the same ship he's ratting in. He wants to dock and reship; at which point we're no longer discussing the abilities of said PvE ship in the first place.

AFK Cloaking is as much a balanced "semi-griefing" tactic as freighter ganking: 1 guy alone who gets his ass handed by superior numbers, and therefore believes the rules favour the ganker. But consider that, without AFK Cloaking, this one guy would rake in millions upon millions with the same amount of risk he'd have in highsec: none.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#2937 - 2015-08-29 06:31:31 UTC  |  Edited by: Brokk Witgenstein
Teckos Pech wrote:

Yes, your troll was obvious.

Zero people are hurt by AFK station spinners, because they are AFK. Just like the AFK cloaky…so therefore, nobody was hurt by an AFK cloaky.
Roll


To clarify: it was indeed a troll hehe, too good to pass up Lol
Lucas Kell
Solitude Trading
S.N.O.T.
#2938 - 2015-08-29 08:20:30 UTC
Teckos Pech wrote:
Okay, so if 1 is true, and I'm not sure it is, but lets just accept that it is. Then having intel tied to local is a problem. This is pretty much indisputable since it means intel cannot be compromised. Compromising intel can drive game content. I was just reading about where during a fight an FC was given bad intel--i.e. somebody made a mistake while relaying the information to the FC. As a result they lost all of their logistics and a good chunk of proteii. If you can mess up people's intel directly then this sort of thing can happen more frequently, which is a good thing.
WEll no, It's not indisputable. You want local intel to be able to be compromised, I don;t believe it would be good for he game over all. I think it would drive more people to seek refuge in highsec and some people out of the game. With the gam in it's current state a big thing is driving player retention. I don;t think nuking locla would help with that at all. I know of nobody that is on the fence about EVE saying "well if only they didn;t have intel on who was in system with you, I'd sign up", yet I know plenty of people who would quit or downsize if they removed it.

Teckos Pech wrote:
As for 2 you are merely making an assumption. Further, even if that is the intent of the Devs it should not be an invulnerable advantage. Please consider that point carefully Lucas. I'm not saying having an advantage is necessarily bad, but having an invulnerable advantage is bad.
The mechanic is invulnerable, the ability to see it in advance is not. Kick people out of their system and the local intel is now yours.

Teckos Pech wrote:
Wrong. You can move back to NS, but my and my alliance will anchor OAs and just go on about our business. I'd only go back to HS if local was nuked and there was no meaningful way to gather intel regarding our space.
You might, but a lot of people wouldn't. Again, this comes down to taste, you want to live without local, others don't. What confuses me is why you don;t just go live in a wormhole if that's what you want. Why do you have to try to force your gameplay styles on other people?

Teckos Pech wrote:
Simple systems are easy to build. I've already noted that. But if you are going to filter intel data down by say, region or constellation...why not just allow the intel system to be compartmentalized ahead of time and allow for granting access rights or something like that. No need to hand out the keys to the kingdom to everyone in the Imperium.
A half decent system would show you what's relevant to you right now, but you can access whatever you need. Compartmentalising is fine, and can easily be done with a roles system like we have in the Imperium, but for the most part is unneeded. If you treat all intel as public it's much safer than treating it as private and hoping nobody has leaked it.

Teckos Pech wrote:
POS passwords for things like JBs and staging towers are always going to be a problem because they have to be given out to so many players. As the number of players increase, inadvertent leaking of passwords increases as well. Similarly with plans for deployments and other activities that get relayed down to the line members. Once line members are told, the cat is out of the bag, spies or not. However, I bet things like passwords for POS with CSAAs, titans, etc. (if they even have passwords) are not so widely known and that information is on a need to know basis. I am sure other things are kept as secret as possible.
All of that information can be found with relative ease. It's not published like some information but it's widely known.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#2939 - 2015-08-29 08:26:26 UTC
Teckos Pech wrote:
With all due respect Lucas, but WTFAYTA? I have not hinted at changing the way intel works will cause big groups to collapse. In fact, you have simply assumed the following:

1. We are big, therefore we can do everything better.
2. Small groups can’t do anything better because they aren’t big (see 1 above).
My point was that it's just another way to reinforce big groups because the bigger you are the more intel you can share and spread. Safety in numbers would become even more important. When assaulting another group us steamrolling their intel would be yet another way of crippling them before we drop in a couple of thousand people.

Teckos Pech wrote:
And will changing intel be a big boon to cov-ops and ships that can fit a cov-ops cloak? Maybe. I think, depending on how the OA works, it might give them an extra role, but I’m not sure it is going to make killing ratters easier…not without some work…which kind of negates the “easier” part.
Of course it will. The whole reason most people support nuking local is specifically to make catching ratters easier. Whether or not you are the same behind the scenes I don't know, but a lot of people are under the assumption that if local goes they can warp in undetected until they are sitting on their target.

Teckos Pech wrote:
What? If the OA, works very much like local currently does, maybe even better in some ways, why wouldn't Nikk, or Mike be able to evade a hostile coming in their direction?

I don't get this. People argue as if removing local means zero intel, when it seems pretty obvious that if CCP ever did remove local they'd provide an alternate mechanic for obtaining intel.

Again, a complete straw man argument.
An alternate mechanic that can be removed, altered or avoided. If it were literally the exact same thing that we have now, there'd be no point in changing it. Seems to me that either way, replacing it would simply be adding more tedium to the game. Another zero-choice mechanic. No thanks.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#2940 - 2015-08-29 08:36:27 UTC
Brokk Witgenstein wrote:
Now for the real on-topic question: if PvE were more similar to PvP and could be run using PvP ships, and if this were to pay substantially more as risk goes up ... do you think people would run these sites as a team, or would they still insist on building a gimped fit to run them alone and cash in the maximum for themselves?

I'm not sure the whole PvP vs PvE debate is a matter of ships. Marauders, HACs, Ishtars, are MORE than capable ships. The difference is in the mindset of the player: PvE guy does not want to play with others. If people would band together and run sites together, they'd have more fun, better fits, run sites faster, whine less ... AH! But they'd have to share the profits! That is something PvE guy is simply not willing to do.
I think if they made ratting so you needed to treat it like PvP and so fit a PvP capable ship, it would go a long way to bridging the gap between PvP and PvE and give people another choice instead of evasion.

Brokk Witgenstein wrote:
AFK Cloaking is as much a balanced "semi-griefing" tactic as freighter ganking: 1 guy alone who gets his ass handed by superior numbers, and therefore believes the rules favour the ganker. But consider that, without AFK Cloaking, this one guy would rake in millions upon millions with the same amount of risk he'd have in highsec: none.
It's noty though, is it? Try logging on your character in the morning, then going somewhere work with noaccess to a PC and try to gank a freighter. You can't do it. Yet AFK cloaking still works. My entire issue with AFK cloaking is that you can impact people in the game directly without being at your PC, which I think is bad.

And without AFK cloaking very little would change in the way of people making millions to be honest. The best ways to make isk aren't in nullsec, they are in highsec. Blitzing level 4s makes considerably more isk than nullsec as do incursions. Highsec trading is another top money maker. Ratting and mining in nullsec is a prime example of crippling yourself for lower pay. More risk, less reward.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.