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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Mike Voidstar
Voidstar Free Flight Foundation
#3221 - 2015-09-16 06:13:36 UTC
Cidanel Afuran wrote:
Lucas Kell wrote:

stuffs


People would simply take less risks getting deep into hostile null, preventing even more PvP and simply making nullbears even safer.

Do you know what 'risk averse' means? You pick the safest way to earn isk in the game and pick the easiest way to get kills. Yes, I do know what the term carebear means.

Lucas, we get it. You don't want to actually live in null, defend your space, or participate beyond when someone posts a manditory op. You're the cause of null stagnation. Get a little creative with the game and you might have more fun.

Let's make a deal, if you agree to nerf local, I will agree to nerf cloaking, yeah?

for the nth time, an AFK cloaked ship can do absolutely no damage to a well organized null corp/alliance that has proper intel channels, proper procedures on reshipping when hostiles are in system, and proper standing defense fleets. Maybe you should spend less time in jita trading and more time joining/leading standing defense fleets in SMA space


Completely nonsensical argument.

If you die on your way to deep blue territory PvP was not prevented. It happened, just not when, where or with whom you wished.

If you won't even try because you can't engage non-combat craft when and where you wish, then it's you who are risk adverse.

Of course *everyone* is risk adverse, because part of the core design in this game is that decisions have consequences. If you aren't considering and acting in accordance with consequences then you either so rich it does not matter, or too unintelligent to play.

Expecting the people you want to shoot to stick around so you can do so unchallenged is ludicrous.

Expecting to create a situation where you cut the value of their homes in half with no way to contest you is not in keeping with the design of eve, or excusable in any way as good gameplay.

Every time you spout the drivel that AFK cloaking is harmless and can't hurt anyone you are being disingenuous. Whenever you try and support it with "but pvp!" you are simply trying to excuse an unbalanced double standard where everyone is subject to nonconsensual PvP except the cloaked camper. Ratters and miners die every day, not all of them to cloaked campers.

It may be balanced because the Devs said so with a hearty F.U. to anyone who prefers any style of play except direct combat, but that is as far as the logically supported arguments go.
Cidanel Afuran
Grant Village
#3222 - 2015-09-16 14:43:42 UTC  |  Edited by: Cidanel Afuran
Mike Voidstar wrote:
Completely nonsensical argument.

If you die on your way to deep blue territory PvP was not prevented. It happened, just not when, where or with whom you wished.

If you won't even try because you can't engage non-combat craft when and where you wish, then it's you who are risk adverse.

Of course *everyone* is risk adverse, because part of the core design in this game is that decisions have consequences. If you aren't considering and acting in accordance with consequences then you either so rich it does not matter, or too unintelligent to play.

Expecting the people you want to shoot to stick around so you can do so unchallenged is ludicrous.

Expecting to create a situation where you cut the value of their homes in half with no way to contest you is not in keeping with the design of eve, or excusable in any way as good gameplay.

Every time you spout the drivel that AFK cloaking is harmless and can't hurt anyone you are being disingenuous. Whenever you try and support it with "but pvp!" you are simply trying to excuse an unbalanced double standard where everyone is subject to nonconsensual PvP except the cloaked camper. Ratters and miners die every day, not all of them to cloaked campers.

It may be balanced because the Devs said so with a hearty F.U. to anyone who prefers any style of play except direct combat, but that is as far as the logically supported arguments go.


Why on earth do you think everyone is risk averse? I have personally lived solo in WHs. The excitement of a fight and living in the unknown is worth more than a bit of ISK ever will be. Just because you are afraid of losing ISK doesn't mean everyone is.

I proposed a solution Mike, nerf local (which lets the PvE-er get away 100% of the time, if he is paying attention) and we can nerf cloaking.

Deal?
Mike Voidstar
Voidstar Free Flight Foundation
#3223 - 2015-09-16 15:28:48 UTC
Everyone is risk adverse because your definition of risk adverse seems to be flying in any fashion that attempts to mitigate danger of any kind.

And no. Killing Local isn't an option. It's a troll response designed to look reasonable while being one of the stupidest ideas to ever float to the top of the cesspool.

I am sure that when you lived in your wormholes you just flew blindly into every potential trap regardless of the probable danger.

Even if you did, can you explain how turning the whole game into a worse version of the least popular portion of it is a good thing?

How about we just drop the double standard, make those using cloaks huntable with an equivalent ship, and let people who want to stay in space AFK all day suffer the consequences of natural selection.
Lucas Kell
Solitude Trading
S.N.O.T.
#3224 - 2015-09-16 15:56:18 UTC
Mike Voidstar wrote:
Everyone is risk adverse because your definition of risk adverse seems to be flying in any fashion that attempts to mitigate danger of any kind.
This. I guarantee he cloaks in his wormhole too and watches d-scan, which is risk mitigation.

Cidanel Afuran wrote:
which lets the PvE-er get away 100% of the time, if he is paying attention
... and prepared in advance, and quick on the controls. Like ANY OTHER MECHANIC. Anyone can get away from anything 100% of the time if they are well prepared to do so. I imagine that in your wormholes if you wanted to, you would be aligned, watching d-scan and ready to cloak up, so you can get away 100% of the time too. Your issue is that PvE players don't choose to lose their ship to you when you choose to engage them, even though you choose to engage them because you know you will win the fight.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Cidanel Afuran
Grant Village
#3225 - 2015-09-16 17:13:45 UTC
Lucas Kell wrote:
... and prepared in advance, and quick on the controls. Like ANY OTHER MECHANIC. Anyone can get away from anything 100% of the time if they are well prepared to do so. I imagine that in your wormholes if you wanted to, you would be aligned, watching d-scan and ready to cloak up, so you can get away 100% of the time too. Your issue is that PvE players don't choose to lose their ship to you when you choose to engage them, even though you choose to engage them because you know you will win the fight.


This is a dedicated PvP game. The person choosing to PvP will always have an advantage over someone wanting to do nothing but PvE. That's the way EVE is designed.

There is no sure thing as pure PvE in EVE. My issue is people like you who don't understand that concept.
Lucas Kell
Solitude Trading
S.N.O.T.
#3226 - 2015-09-16 17:56:15 UTC
Cidanel Afuran wrote:
This is a dedicated PvP game. The person choosing to PvP will always have an advantage over someone wanting to do nothing but PvE. That's the way EVE is designed.

There is no sure thing as pure PvE in EVE. My issue is people like you who don't understand that concept.
Uhhh... no. That's wrong in every sense. The idea is that PvP is intertwined into all aspects of the game, and by PvP they don't just mean guns. By PvP they mean that all actions are with or against other players, even mining a rock. What you're saying is that because you want to shoot stuff you should always have the advantage over someone who doesn't, yet when you choose to not shoot someone and want to cloak up and hide, you want the freedom to do that.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Cidanel Afuran
Grant Village
#3227 - 2015-09-16 18:04:48 UTC
Lucas Kell wrote:
Uhhh... no. That's wrong in every sense. The idea is that PvP is intertwined into all aspects of the game, and by PvP they don't just mean guns. By PvP they mean that all actions are with or against other players, even mining a rock. What you're saying is that because you want to shoot stuff you should always have the advantage over someone who doesn't, yet when you choose to not shoot someone and want to cloak up and hide, you want the freedom to do that.


I actually spend a decent chunk of time PvE-ing, I just actually understand what game I am playing if I even remotely suspect an unfriendly is nearby I either move systems or refit to PvP just in case.

And yes, the people who want to shoot stuff always have an advantage over people who don't want to.

When I am cloaked it is mechanically impossible to shoot anyone, so again, no big deal. It's literally the same thing as someone being 100% safe in a POS or station.

Following your logic of 'no one should be 100% safe even if they can't shoot you' we should get rid of POS reinforcement timers too, right?
Lucas Kell
Solitude Trading
S.N.O.T.
#3228 - 2015-09-16 18:33:49 UTC
Cidanel Afuran wrote:
I actually spend a decent chunk of time PvE-ing, I just actually understand what game I am playing if I even remotely suspect an unfriendly is nearby I either move systems or refit to PvP just in case.
And that's exactly what other PvE players do, yet you then call them risk averse because they didn't choose to lose a ship!

Cidanel Afuran wrote:
And yes, the people who want to shoot stuff always have an advantage over people who don't want to.
An advantage once they tackle, yes. Before that they are about level. Because CCP understands there is more to this game than pew pew.

Cidanel Afuran wrote:
When I am cloaked it is mechanically impossible to shoot anyone, so again, no big deal. It's literally the same thing as someone being 100% safe in a POS or station.
It's not quite the same, bt then what I've suggested would also affect people in a POS or a station, so it's irrelevant. The point I was making about the cloak is that you have this massive HIDE button, yet you call others risk averse for working their asses off to avoid battles they cannot win.

Cidanel Afuran wrote:
Following your logic of 'no one should be 100% safe even if they can't shoot you' we should get rid of POS reinforcement timers too, right?
That's a bad example. If your cloak allowed you to be shot but not killed, then once you been sufficiently damage you sat there with a timer ticking over your head unable repped until you ran out of stront and unable to be moved until you'd been repped, it wouldn't be an issue. If a POS offered the same total invulnerability that a cloak offers, then I'd be here complaining about POS mechanics. Then again, I have no problem with cloaks existing as they currently do. You can keep your invulnerability button. But players who are AFK should be logged off.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Dersen Lowery
The Scope
#3229 - 2015-09-16 18:34:52 UTC
Just as a general note, the word is "averse," not "adverse." TIA.

Cidanel Afuran wrote:
This is a dedicated PvP game. The person choosing to PvP will always have an advantage over someone wanting to do nothing but PvE. That's the way EVE is designed.

There is no sure thing as pure PvE in EVE. My issue is people like you who don't understand that concept.


This isn't responsive to anything at all, to the extent that I don't even know why it's coming up in a thread about AFK cloaking.

Any PVE player who thinks they shouldn't have to worry about PVP will likely die horribly, because they don't believe they should be troubled by the possibility, and their belief makes them sitting ducks.

Any PVE player who, by their tactics, makes themselves hard to catch or kill has, by definition, engaged in PVP of the cat-and-mouse variety (the cat wins by killing the mouse; the mouse wins by getting away). You're acting like yours is the One True Way to react to being hunted, but that's not how this game works. If someone running a site is on the ball enough to get out before you can tackle them, good for them. Their active play won the contest to determine the outcome of the encounter.

If you're ~demanding~ that they refit to stand and fight, despite their knowing as well as you do that the attacker has the advantage as a rule (or they wouldn't attack) then you're just blowing hot air. It takes two to tango. If the defender doesn't want to tango, and if they can enforce their wishes better and faster than you can enforce yours, it just sucks to be you. That's PVP.

As for AFK cloaking itself, I think it's a corner case involving several all-or-nothing mechanics in EVE, and the more general problem is that all-or-nothing mechanics are not generally good design. Camouflaged hunters are definitely a thing that EVE should have, but as with a number of things in EVE the implementation is a combination of ham-fisted and late-alpha-quality (D-scan).

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Nikk Narrel
Moonlit Bonsai
#3230 - 2015-09-16 19:04:20 UTC
Dersen Lowery wrote:
...

As for AFK cloaking itself, I think it's a corner case involving several all-or-nothing mechanics in EVE, and the more general problem is that all-or-nothing mechanics are not generally good design. Camouflaged hunters are definitely a thing that EVE should have, but as with a number of things in EVE the implementation is a combination of ham-fisted and late-alpha-quality (D-scan).

It may be useful to reframe this into a different perspective.

The so-called AFK Cloaked player, (in this context), is acting like a guard.

The rocks and rats do not belong to anyone, until someone claims them by interacting with them.

The guard analogy works here, because they are NOT competing to claim these resources, but effectively are preventing them from being taken.

Since the resource gathering ships are sheltered from attention, and the PvP hulls are avoided due to their overwhelming nature, we need a path to resolution if we want something different than a stalemate.

It is reasonable, (given the context of this being a game), that both sides should have potential to win or lose, based on the quality of their play.
My suggestion is that evenly balanced forces were most likely to draw each other out, for a combat based event.
Under refinement, I determined that raising the cloaked ship's fighting ability to match the PvP's ability, resulted in the cloaked ship being overpowered overall.
So, the remaining option defined itself as the only one: PvE ships can face the cloaked ships, on the condition that their fighting ability is considered more evenly matched.

Cat and mouse is an entertaining diversion over the short term, but at some point we need a winner, or the game gets stale.
Mike Voidstar
Voidstar Free Flight Foundation
#3231 - 2015-09-16 21:23:34 UTC
Where the guard analogy fails is that he is in play, and having an effect on the active play of others, while afk.

There are at least two problems with saying that both sides should have an equal chance at winning.

1- It first discounts the value of all the factors and efforts put into making that space secure. Your starting point for the conflict begins with your coming into the system. The system was chosen because it was difficult for hostiles to access. By saying the invulnerable cloaked camp is reasonable you are saying the efforts spent to secure that space are not reasonable. Basically you are saying that until the moment you arrived looking for a fight all other gameplay didn't matter and it's value was zero.

2- the two sides are not using the same definition of victory. Few people, if anyone, undocks for the chance to 'get away'. Victory conditions are based on achieving a goal. The goal on one side is kill the other guy, the goal on the other side is doing something else. We have a situation where the outcome can only be won on one side, or lost on both.
Teckos Pech
Hogyoku
Goonswarm Federation
#3232 - 2015-09-16 22:28:56 UTC
Nikk Narrel wrote:
Dersen Lowery wrote:
...

As for AFK cloaking itself, I think it's a corner case involving several all-or-nothing mechanics in EVE, and the more general problem is that all-or-nothing mechanics are not generally good design. Camouflaged hunters are definitely a thing that EVE should have, but as with a number of things in EVE the implementation is a combination of ham-fisted and late-alpha-quality (D-scan).

It may be useful to reframe this into a different perspective.

The so-called AFK Cloaked player, (in this context), is acting like a guard.

The rocks and rats do not belong to anyone, until someone claims them by interacting with them.

The guard analogy works here, because they are NOT competing to claim these resources, but effectively are preventing them from being taken.

Since the resource gathering ships are sheltered from attention, and the PvP hulls are avoided due to their overwhelming nature, we need a path to resolution if we want something different than a stalemate.

It is reasonable, (given the context of this being a game), that both sides should have potential to win or lose, based on the quality of their play.
My suggestion is that evenly balanced forces were most likely to draw each other out, for a combat based event.
Under refinement, I determined that raising the cloaked ship's fighting ability to match the PvP's ability, resulted in the cloaked ship being overpowered overall.
So, the remaining option defined itself as the only one: PvE ships can face the cloaked ships, on the condition that their fighting ability is considered more evenly matched.

Cat and mouse is an entertaining diversion over the short term, but at some point we need a winner, or the game gets stale.


Not sure I agree that equally matched forces are going to slug it out. I’ve seen this at least in major NS conflicts. If the other side is not sure of victory they don’t engage. If they are sure of victory, then there is a high probability the other side (having done the same calculation) will not engage either.

"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.
#3233 - 2015-09-16 22:47:53 UTC
well to me it is simple, and you all are making it more than a tad complicated.
This is not to discuss who would win in a match up or how to even it out. No income in null versus High. although it is a part of the reason behind the discussion.
This is to deal with the effects of an inactive player on active play.
Simple, Make it scannable. It can be hard, it can take skill. but make it where is one is cloaked and active they can easily avoid detection.
If you are cloaked and inactive. you should be able to be found, destroyed or humiliated in some eve savy fashion.
if you think about it, it would open the door to more traps and counters.
I also believe in the changing of how we receive intel.
However dissolving this discussion into semantics will only prevent change not encourage it.
Change is needed. once we get the establishment to understand that change is needed and desired - then we can work on how it should be changed.

Teckos Pech
Hogyoku
Goonswarm Federation
#3234 - 2015-09-16 22:48:45 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:
Where the guard analogy fails is that he is in play, and having an effect on the active play of others, while afk.

There are at least two problems with saying that both sides should have an equal chance at winning.

1- It first discounts the value of all the factors and efforts put into making that space secure. Your starting point for the conflict begins with your coming into the system. The system was chosen because it was difficult for hostiles to access. By saying the invulnerable cloaked camp is reasonable you are saying the efforts spent to secure that space are not reasonable. Basically you are saying that until the moment you arrived looking for a fight all other gameplay didn't matter and it's value was zero.

2- the two sides are not using the same definition of victory. Few people, if anyone, undocks for the chance to 'get away'. Victory conditions are based on achieving a goal. The goal on one side is kill the other guy, the goal on the other side is doing something else. We have a situation where the outcome can only be won on one side, or lost on both.


What exactly do you mean "secure space"? I think you have a rather different meaning in mind than most of the rest of us.

Of course nobody undocks for the chance to get away. That is not why you undocked, nobody said it was. However, when a hostile enters the system you have been forced into a new (sub) game. In this new game you have two strategies, evade or fight. As you’ve noted fighting is rarely going to end well. So, you’ll opt for evasion. And getting away is your “victory” condition.

"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.
#3235 - 2015-09-17 01:21:23 UTC
Nikk Narrel wrote:
It may be useful to reframe this into a different perspective.

The so-called AFK Cloaked player, (in this context), is acting like a guard.
Then be a guard... ACTIVELY. Nobody gives a crap if you want to spend your time hassling people, but it's the fact that you don't even have to play yet you get to have an effect, that's the issue.

Nikk Narrel wrote:
It is reasonable, (given the context of this being a game), that both sides should have potential to win or lose, based on the quality of their play.
My suggestion is that evenly balanced forces were most likely to draw each other out, for a combat based event.
Your suggestions would overwhelming tip the balance in the favour of cloaked "hunters", making actual hunting ships obsolete, while simultaneously throwing a massive hammer down on nullsec income.

Nikk Narrel wrote:
Cat and mouse is an entertaining diversion over the short term, but at some point we need a winner, or the game gets stale.
Cat and mouse is how these games work between someone who wishes to fight and someone who doesn't. Forcing a fight so the hunter is always the winner doesn't make good gameplay.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Cidanel Afuran
Grant Village
#3236 - 2015-09-17 01:39:28 UTC
Lucas Kell wrote:

stuff, yet again


no, PvE players don't reship to combat fits.

Direct question: how many hours have you personally spent in defense fleets in SMA in the last month?

in stations and POS's you have a massive HIDE button as well. That was kinda sorta the point behind your carebear hypocrisy, tiger.

You're fun. I would ask you to come and fight me, but I know you would just do what any WoW transplant would do and complain on forums without risking anything in fights in game.

Being sure you are a troll at this point, well done. You beat CODE out with your trolling.
Mike Voidstar
Voidstar Free Flight Foundation
#3237 - 2015-09-17 01:59:18 UTC
Cidanel Afuran wrote:
Lucas Kell wrote:

stuff, yet again


no, PvE players don't reship to combat fits.

Direct question: how many hours have you personally spent in defense fleets in SMA in the last month?

in stations and POS's you have a massive HIDE button as well. That was kinda sorta the point behind your carebear hypocrisy, tiger.

You're fun. I would ask you to come and fight me, but I know you would just do what any WoW transplant would do and complain on forums without risking anything in fights in game.

Being sure you are a troll at this point, well done. You beat CODE out with your trolling.


Careful Kettle, calling folks a troll while trolling can make you look sillier than you already do.

PvE do reship to combat fits, but that rarely results in a fight. Mostly they run and hide, wasting everyone's time. After a while they stop reshipping because it's pointless. Mostly it's newer players that do this because they haven't been worn down by that cycle yet.

Stations and POS are structures intended to provide safety to assets. Thus the many statements of "you consent to pvp when you undock". Cloaks are used while undocked, thus they should have some way of having PvP pushed on them even when active, though it need not be a random utility high mod on any ship.

You have already made your position clear though. The sandbox is all yours and everyone not playing your way can take a flying leap.
Teckos Pech
Hogyoku
Goonswarm Federation
#3238 - 2015-09-17 03:25:43 UTC
Mike Voidstar wrote:


Stations and POS are structures intended to provide safety to assets.


That's funny. Your best asset in NS is totally invulnerable. 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

Mike Voidstar
Voidstar Free Flight Foundation
#3239 - 2015-09-17 03:59:27 UTC
Oh? The best asset?

I am going to assume you are trolling on the local is an asset thing.

Here's a thing... Local isn't owned by anyone. It's not my asset, it's not your asset. It just exists as part of the game environment.

It's almost like complaining the stars themselves are invulnerable.

Bad troll was bad.
Teckos Pech
Hogyoku
Goonswarm Federation
#3240 - 2015-09-17 04:06:04 UTC
Mike Voidstar wrote:
Oh? The best asset?

I am going to assume you are trolling on the local is an asset thing.

Here's a thing... Local isn't owned by anyone. It's not my asset, it's not your asset. It just exists as part of the game environment.

It's almost like complaining the stars themselves are invulnerable.

Bad troll was bad.


It is still an asset. Perhaps you should go familiarize yourself with the notion of public goods.

"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