These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#3501 - 2015-11-25 08:20:52 UTC
Mike Voidstar wrote:
I honestly don't understand how anyone can support the double standard of saying it's ok to be 100% safe from being hunted so long as you yourself are hunting other people who are only safe if you are not hunting them.

Haulers and miners are the most vulnerable ships in the game, of course you don't leave them out and operating normally in the presence of hostiles. To think otherwise is idiotic. Ratters are at a severe tactical disadvantage since everything about them is known just by knowing what the local npcs are like.

No one looks to engage in a fight they will lose. You are perfectly fine with the idea of non-consensual PvP just so long as you are the one picking the fight you know you will win. Somehow it's ok if you are invulnerable with no effort, but it's not ok if your enemy protects himself by remaining awake and aware, minimizing the inevitable time spent under rat scram, staying aligned and clear of navigation difficulties, etc...


They are vulnerable because they make themselves vulnerable. I'ave already gone over the problem with idiot freighter pilots who behave very much like risk seekers. In fact, those dodos are indeed looking to engage in a fight they can't win. Overload their freighter, no scout no webber, no watch list, no tank, and not enough buddies in game to come bail them out. Sounds like a recipe for disaster...but hey...lets make them super safe right?

And yep, I prefer to pick the fight I can win. However, if I end up in one I can't and didn't "pick it" I don't come whining here like a little girl crying for nerfs.

The no effort you blather on about is only after effort has been expended getting to the target system. You ignore all that effort of going through hostile systems, possibly hostile gate camps.

Much like your foolishness in the bumping thread. Ignore that freighter pilots who are being bumped were not expending hardly any effort, but my god they must be safe too!

Face it Mike, you are the champion of lazy and inept play.

"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
#3502 - 2015-11-25 09:11:18 UTC
Putting equal risk on both sides of a fight is a far cry from making one side safe at the expense of the other.

You can drag the freighter thing here if you want, but it's wildly off topic, and you are completely mischaractering my arguments in an attempt to make them into something more easily attacked. Nothing suggested in that thread by me made freighters even marginally safer than they are currently.

We can return to your narrative of the difficulties of reaching the target system if you like as well. Let me know when I can pick a couple of hours of minimal risk to set up my activities so they can be perfectly safe from that point on too. That's what you are saying with that argument, that you deserve perfect safety because you were at risk for a little while a couple of weeks ago. It's not like cov-ops don't blow right through gate camps all the time.

This entire thread exists because people are upset that with enough effort and dedication to running away it's possible to avoid most fights. All you have to do is keep yourself focused on watching local and Intel channels (staffed by other people with the same focus on tedium) like you have OCD and a clockwork Orange setup on your eyeballs, and be prepared to drop anything you happen to be doing at a split seconds' notice for as long as the other guy feels like making you do something else.

Oh, and that something else had better be the exact same thing he wants and is prepared to defeat or he is never going away, and there is nothing you and a few hundred of your buddies can do about it.

But hey... It's ok so long as it prevents ISK making by the largest entities. Except it doesn't, because those entities are capable of accidentally fielding the kind of super aware Intel networks, on-call combat fleets and fleets of PvE pilots that can safely ignore those cloaked camps. So much for the Dev Fiat violating balance for the greater good, but you know... The non-consent must flow, so long as it flows away from you.
Cidanel Afuran
Grant Village
#3503 - 2015-11-25 15:55:30 UTC
Mike Voidstar wrote:
In a POS or behind shields isn't in open space. Those areas are designed to be safe from attack. Sitting at a safe somewhere in open space, threatening violence isn't the same. Nor is the effort in attaining that safety. Putting up a POS is a far cry from the trivial fitting of a cloak.

Your logic of not killing anyone does not hold water. If not doing any hp damage on another ship justified perfect safety then shuttles would be immune to damage. Mining ships would have the hp of titans. If ISK was the determining factor then Incursion ships would practically self destruct upon undock. You may not be inflicting HP damage on another ship, but you are harming your enemy from that perfectly safe camp. No one claimed a ship under cloak killed anything, so it's dishonest to even attempt that line of argument. There are other measures of harm than just exploded ships and pretending you don't understand that just makes you unintelligent, not somehow the discoverer of the perfect argument. Equally dishonest is the assumption that making cloaks huntable somehow requires PvE focused playstyles to be give something up at the same time. PvE pilots are already forced to give up their entire play style completely. What is being asked is a PvP mechanism to fight and get it back.

So once again... What justifies your ability to inflict loss on your enemy from a 100% unassailable position?

Bear in mind that no one is saying you should not be able to inflict that loss. The issue is that you can do it unchallenged for an indefinite time. The devs have been very clear about their desire to move away from mechanics that are immune to outside pressure. Cloaks are by far the worst offender of that ideal.


One more time. I have never once inflicted loss on someone while cloaked. The only loss is an imaginary one you are perceiving in your mind. Nothing stops you from doing what you do when someone is cloaked. You are the one saying cloaked ships cause loss. They don't.

Cloaks were designed to be 100% safe from the get go, provided you stay 2k away from everyone else. Yes, in a PvP-centered game, PvE players have no god given right to min/max their setup for maximum PvP.

Let me ask one more time (since you ignored this question multiple times as well)

What makes you think you have the god given right to PvE in a min/maxed PvE ship 100% of the time?

Personally the vast majority of what I do in EVE is PvE (look at my killboard, and look at the lack of regular kills). That being said, I have gone days without PvE-ing once due to the current neighbors, the risk, etc. Why? Because (unlike you) I actually understand what game I am playing.
Teckos Pech
Hogyoku
Goonswarm Federation
#3504 - 2015-11-25 18:03:28 UTC
Mike Voidstar wrote:
Putting equal risk on both sides of a fight is a far cry from making one side safe at the expense of the other.

You can drag the freighter thing here if you want, but it's wildly off topic, and you are completely mischaractering my arguments in an attempt to make them into something more easily attacked. Nothing suggested in that thread by me made freighters even marginally safer than they are currently.

We can return to your narrative of the difficulties of reaching the target system if you like as well. Let me know when I can pick a couple of hours of minimal risk to set up my activities so they can be perfectly safe from that point on too. That's what you are saying with that argument, that you deserve perfect safety because you were at risk for a little while a couple of weeks ago. It's not like cov-ops don't blow right through gate camps all the time.

This entire thread exists because people are upset that with enough effort and dedication to running away it's possible to avoid most fights. All you have to do is keep yourself focused on watching local and Intel channels (staffed by other people with the same focus on tedium) like you have OCD and a clockwork Orange setup on your eyeballs, and be prepared to drop anything you happen to be doing at a split seconds' notice for as long as the other guy feels like making you do something else.

Oh, and that something else had better be the exact same thing he wants and is prepared to defeat or he is never going away, and there is nothing you and a few hundred of your buddies can do about it.

But hey... It's ok so long as it prevents ISK making by the largest entities. Except it doesn't, because those entities are capable of accidentally fielding the kind of super aware Intel networks, on-call combat fleets and fleets of PvE pilots that can safely ignore those cloaked camps. So much for the Dev Fiat violating balance for the greater good, but you know... The non-consent must flow, so long as it flows away from you.


Decreeing (by Dev fiat--oh the irony) equal risk is complete Bravo Sierra in a sandbox MMO that stresses emergent game play. Hell, the whole metagame is about gaining an advantage over your opponents. For example, did CCP "intend" for their to be spying? Did they intend to have one single player turn off the sov for an entire alliance, boot all the corporations, loot the wallets and hangars, then transfer the holding company to another account and look the alliance up forever and ever? No. Well **** me, guess we need to get Sir Molle on the blower and tell him, "Sorry, reset...you get to have Band of Brothers back, all your sov, etc., etc." Never mind that that was one of the most awesome (****) moves in the that lead to a crap ton of content and something CCP used to get more people to try out the game.

Yet here you are decrying Dev fiat when you asking for exactly that. Just as in the freighter thread you are saying, "It's not fair, CCP make it 'fair'"...which of course is your opinion of fair and not everyone else's. And again, this is a sandbox MMO...it is totally legitimate and in line with the spirit of the game to not play 'fair'.

You remind me of people in the U.S. crying about judicial activism, but in reality they are complaining not about judicial activism, but activism they don't agree with. If the judge had ruled the other way they'd be pontificating about how it was judicial activism.

"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
#3505 - 2015-11-25 18:22:17 UTC
Cidanel Afuran wrote:
Mike Voidstar wrote:
In a POS or behind shields isn't in open space. Those areas are designed to be safe from attack. Sitting at a safe somewhere in open space, threatening violence isn't the same. Nor is the effort in attaining that safety. Putting up a POS is a far cry from the trivial fitting of a cloak.

Your logic of not killing anyone does not hold water. If not doing any hp damage on another ship justified perfect safety then shuttles would be immune to damage. Mining ships would have the hp of titans. If ISK was the determining factor then Incursion ships would practically self destruct upon undock. You may not be inflicting HP damage on another ship, but you are harming your enemy from that perfectly safe camp. No one claimed a ship under cloak killed anything, so it's dishonest to even attempt that line of argument. There are other measures of harm than just exploded ships and pretending you don't understand that just makes you unintelligent, not somehow the discoverer of the perfect argument. Equally dishonest is the assumption that making cloaks huntable somehow requires PvE focused playstyles to be give something up at the same time. PvE pilots are already forced to give up their entire play style completely. What is being asked is a PvP mechanism to fight and get it back.

So once again... What justifies your ability to inflict loss on your enemy from a 100% unassailable position?

Bear in mind that no one is saying you should not be able to inflict that loss. The issue is that you can do it unchallenged for an indefinite time. The devs have been very clear about their desire to move away from mechanics that are immune to outside pressure. Cloaks are by far the worst offender of that ideal.


One more time. I have never once inflicted loss on someone while cloaked. The only loss is an imaginary one you are perceiving in your mind. Nothing stops you from doing what you do when someone is cloaked. You are the one saying cloaked ships cause loss. They don't.

Cloaks were designed to be 100% safe from the get go, provided you stay 2k away from everyone else. Yes, in a PvP-centered game, PvE players have no god given right to min/max their setup for maximum PvP.

Let me ask one more time (since you ignored this question multiple times as well)

What makes you think you have the god given right to PvE in a min/maxed PvE ship 100% of the time?

Personally the vast majority of what I do in EVE is PvE (look at my killboard, and look at the lack of regular kills). That being said, I have gone days without PvE-ing once due to the current neighbors, the risk, etc. Why? Because (unlike you) I actually understand what game I am playing.


Cidanel,

I would argue that there is a loss for the ratters. If they cannot rat or rat as effectively then their income stream has been decreased and that is a loss of sorts.

However, that AFK cloaking alt is also suffering a similar loss. If I park an AFK cloaking alt in a system I can't use him for anything else. There IS an opportunity cost there no matter how much Mike tries to argue there is not. This is one reason I have almost never AFK cloaked. I don't like having my characters tied up with unproductive/un-fun activities. I have 3 alts who could AFK cloak. Heck they could AFK cloak in a covert ops with a covert ops cyno...but they can also make me decent amounts of ISK...which they cannot do 45 jumps from our space.

Mike likes to dismiss these considerations with a wave of his hands though. But they are just as valid a "loss" as he is complaining about. So yes, Mike is incurring a loss...and increased cost if you will. But so is the player who is AFK cloaking.

So you don't need to disprove Mike's claims of a loss...accept them and point out that he is being a hypocrite.

"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
#3506 - 2015-11-25 18:34:56 UTC
I'll also add that I do have several characters who can use covert ops cloaks, covert ops ships, and covert ops cynos. I could, in theory, start my own AFK cloaking campaign. The only reason I would do this would be if I were working with a BLOPs group. I'd deploy my cloakers for several weeks to try and lull people into a false sense of complacency. You see, I am US TZ. My corp and alliance is predominantly Euro TZ...I'm late US TZ. So I could end up being active at weird times.

But I am not going to do this just to deny ISK to people unless it is a directive from my leadership.

This is why I see nerfing just cloaks is bad. It would impinge on PvP activities and only be a buff to ratter incomes. It almost surely would not increase PvP.

"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
#3507 - 2015-11-25 22:19:58 UTC
I didn't say there isn't an opportunity cost for the camper in camping.

That cost is trivial, as the character doing the camping need not be excessively skilled and capable of doing anything else. The skills to get a cov-ops with a cyno into space are not exactly money makers. Unless you are ransoming space back to the local residents which blows your opportunity cost argument out- but whether they pay isn't in your control.

Your continued fixation on emergent factors is still misplaced, especially in this discussion. The fact that something has come about through emergent factors is not in and of itself a reason to let bad gameplay stand. In the freighter argument the devs made balance changes that were nullified by emergence. The response is to continue to develop the game, not just give up on balance.

No one has said to roll back damage done through emergence either. The fall of BOB was a massive dbag move but completely legal at the time it was done. Developing better controls so that it doesn't happen every other week is acceptable and does not mean we should roll back what was done.

PvE do not have the right to operate in complete safety 100% of the time... And they don't. You can and do disrupt that safety at any time. You do so from 100% safety yourself however, so what's your justification?
Cidanel Afuran
Grant Village
#3508 - 2015-11-25 22:51:35 UTC  |  Edited by: Cidanel Afuran
Teckos Pech wrote:
Cidanel,

I would argue that there is a loss for the ratters. If they cannot rat or rat as effectively then their income stream has been decreased and that is a loss of sorts.

However, that AFK cloaking alt is also suffering a similar loss. If I park an AFK cloaking alt in a system I can't use him for anything else. There IS an opportunity cost there no matter how much Mike tries to argue there is not. This is one reason I have almost never AFK cloaked. I don't like having my characters tied up with unproductive/un-fun activities. I have 3 alts who could AFK cloak. Heck they could AFK cloak in a covert ops with a covert ops cyno...but they can also make me decent amounts of ISK...which they cannot do 45 jumps from our space.

Mike likes to dismiss these considerations with a wave of his hands though. But they are just as valid a "loss" as he is complaining about. So yes, Mike is incurring a loss...and increased cost if you will. But so is the player who is AFK cloaking.

So you don't need to disprove Mike's claims of a loss...accept them and point out that he is being a hypocrite.


That's fair, I have a different mindset, however, which makes me see it not being a loss. I pay zero attention to ISK. As long as I can afford my ships, I couldn't tell you how much I make on a daily basis. I've gone a month with one of my alts undocked in hostile space making next to no ISK simply because it's fun. Having that character tied up 45 jumps away on his own is very fun to me. I would also never rat/mine/PvE in deep null without being in a group with a standing defense fleet, and on the off chance I do, I accept I might lose the ship at any moment. When I think it might be dangerous to rat, I have a point on my PvE ship so any baddie can be tackled and call in backup. It doesn't prevent me from doing any PvE.

I consider there not to be a loss because maximizing isk/hr isn't a goal. If you want to do nothing but making max isk/hr with the least risk (which seems to be Mike's goal), forget null completely, forget cloaky campers and go run incursions. One of my biggest pet peeves in EVE are people who focus on maxing ISK generation, and avoid creating content if it isn't optimized to make money. Mike falls heavily into that category.

I understand what you're saying. I keep proposing a nerf to cloaking go hand in hand with a nerf to local, as a nerf to only one or the other is a huge buff to either cloaked players only, or PvE-ers only.
Teckos Pech
Hogyoku
Goonswarm Federation
#3509 - 2015-11-25 23:51:25 UTC
Mike Voidstar wrote:
I didn't say there isn't an opportunity cost for the camper in camping.

That cost is trivial, as the character doing the camping need not be excessively skilled and capable of doing anything else. The skills to get a cov-ops with a cyno into space are not exactly money makers. Unless you are ransoming space back to the local residents which blows your opportunity cost argument out- but whether they pay isn't in your control.

Your continued fixation on emergent factors is still misplaced, especially in this discussion. The fact that something has come about through emergent factors is not in and of itself a reason to let bad gameplay stand. In the freighter argument the devs made balance changes that were nullified by emergence. The response is to continue to develop the game, not just give up on balance.

No one has said to roll back damage done through emergence either. The fall of BOB was a massive dbag move but completely legal at the time it was done. Developing better controls so that it doesn't happen every other week is acceptable and does not mean we should roll back what was done.

PvE do not have the right to operate in complete safety 100% of the time... And they don't. You can and do disrupt that safety at any time. You do so from 100% safety yourself however, so what's your justification?


Trivial is pretty much the same as zero. If I have 4 characters each one making P1s for robotics, and a 5th making robotics we are talking at least a billion ISK a month if not more. If I am doing invention it is kinda hard if one of my invention alts is 30+ jumps away.

Also, I never said that emergent game play shouldn't be nerfed, you, however, have said precisely the opposite, that because it was not intended it should be nerfed. That was precisely your position in the freighter bumping thread,

Mike Voidstar wrote:
If you say so. I sincerely doubt the intent behind the physics engine had anything to do with keeping people from navigating at the whim of others. That's a purely emergent factor that has likely been left alone for the difficulty of changing it.--link


So no cloaks are used to deny resource acquisition and possibly set up BLOPs attacks. But nope, unintended emergence = bad and must be nerfed.

The BoB thing does not need a mechanics change, it needs the people in the executor corp to purge members who are inactive. That's it. Had that been done, then BoB might still be around. Being lazy and/or stupid should never, ever be a defense in this game that necessitates a nerf.

"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
#3510 - 2015-11-26 01:09:19 UTC  |  Edited by: Mike Voidstar
You keep saying that my stance on emergence is one thing, and I keep saying it's not. I am pretty sure I know my own stance better than you. The arguments of the freighter thread were in context of the other posts- your own post I was replying to stated that bumping used to keep ships from navigating was in fact intended, and I was saying I doubted it was intended at all. The argument there was:

1. Players perceived problem
2. CCP agreed and made changes
3. Emergence nullified those changes

The argument of those against me was that development should just stop making changes. My rebuttal was that just because emergence nullified the original changes didn't mean the original problem was no longer an issue.

That is in no way saying emergent gameplay is bad and should be eradicated at every instance. However, when emergence results in negative impacts that go counter to development goals, balance, etc... then making changes to encourage things to return towards those goals is reasonable and expected.


Now, that impacts this discussion very little:

1. Players perceive a problem
2. CCP has so far not agreed that there is a problem.
3. Players present argument to convince CCP of problem.

The only reason this discussion is still drawing replies is because people are still perceiving a problem, and players like Cidanel Afuran don't like that someone should dare voice an opinion not held by him. Rather than presenting arguments that the status quo is balanced and defending that stance, he chooses to attack the posters and their playstyle as if that had a bearing on the merit of their arguments.
Teckos Pech
Hogyoku
Goonswarm Federation
#3511 - 2015-11-26 03:43:40 UTC
Mike Voidstar wrote:
You keep saying that my stance on emergence is one thing, and I keep saying it's not. I am pretty sure I know my own stance better than you. The arguments of the freighter thread were in context of the other posts- your own post I was replying to stated that bumping used to keep ships from navigating was in fact intended, and I was saying I doubted it was intended at all. The argument there was:

1. Players perceived problem
2. CCP agreed and made changes
3. Emergence nullified those changes

The argument of those against me was that development should just stop making changes. My rebuttal was that just because emergence nullified the original changes didn't mean the original problem was no longer an issue.

That is in no way saying emergent gameplay is bad and should be eradicated at every instance. However, when emergence results in negative impacts that go counter to development goals, balance, etc... then making changes to encourage things to return towards those goals is reasonable and expected.


Now, that impacts this discussion very little:

1. Players perceive a problem
2. CCP has so far not agreed that there is a problem.
3. Players present argument to convince CCP of problem.

The only reason this discussion is still drawing replies is because people are still perceiving a problem, and players like Cidanel Afuran don't like that someone should dare voice an opinion not held by him. Rather than presenting arguments that the status quo is balanced and defending that stance, he chooses to attack the posters and their playstyle as if that had a bearing on the merit of their arguments.


Yeah, and maybe it is time for CCP to stop. This is the basis of the "just one more nerf and it will balanced" statements. And considering you can avoid the problems simply by having a scout...no need to nerf it, just fly smarter.

Emergent behavior that has counters is NOT a problem no matter how much you complain and whine.

"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
#3512 - 2015-11-26 05:56:26 UTC  |  Edited by: Mike Voidstar
And that is where my arguments were based. Not in nerfing the ganking of freighters, but in addressing the one point the OP of that thread that I felt had merit- that these attacks were begun in hisec by means that didn't carry the consequences of starting a fight there.

And sure, maybe it's merited, maybe it's not. We obviously hold a different opinion on that. In the case of freighters ganks at some point CCP decided it was merited, and there is some evidence to suggest that they still feel that way, so continuing to make gameplay changes to steer the emergent behavior in the desired direction is reasonable. In the case of AFK Camping they stated they are happy with the status quo, so making changes isn't going to happen unless that attitude changes.

The continued discussion has pretty much devolved back into having an issue with players that feel there is a problem. It's not hard to show a logical basis for that position, but if the devs feel that interrupting isk making is more important then that's fine. I don't like it, I don't have to like it...and it's still my right to advocate for change.

It's your, and Cidanel's right to advocate for the status quo. Ultimately I am not trying to convince you or him of anything, nor do you have to convince me. The Devs will do as they will, and in this case I suspect the status quo to remain unchanged.

Attacking my right to present arguments, or attempting to attack my arguments by attacking me isn't the way to go.
Teckos Pech
Hogyoku
Goonswarm Federation
#3513 - 2015-11-27 04:05:38 UTC
Mike Voidstar wrote:
And that is where my arguments were based. Not in nerfing the ganking of freighters, but in addressing the one point the OP of that thread that I felt had merit- that these attacks were begun in hisec by means that didn't carry the consequences of starting a fight there.
Quote:


That is a lie, a correct statement would be that you felt bumping should result in a aggression timer, however at the present time bumping does not result in a timer. Of course, my view is to arrive at this conclusion one has to ignore how badly freighter pilots have screwed up to result in being bumped.

[quote]And sure, maybe it's merited, maybe it's not. We obviously hold a different opinion on that. In the case of freighters ganks at some point CCP decided it was merited, and there is some evidence to suggest that they still feel that way, so continuing to make gameplay changes to steer the emergent behavior in the desired direction is reasonable. In the case of AFK Camping they stated they are happy with the status quo, so making changes isn't going to happen unless that attitude changes.


No, it is really simply. If you acting like a fool, a risk seeker even, so much so that you end up being bumped you deserve it. It is exactly like being a completely gormless idiot and some how expecting to get yet one more chance to get out of a bad situation.

[quote]The continued discussion has pretty much devolved back into having an issue with players that feel there is a problem. It's not hard to show a logical basis for that position, but if the devs feel that interrupting isk making is more important then that's fine. I don't like it, I don't have to like it...and it's still my right to advocate for change.


There is no problem if you use a scout, fit webs on your scout, don't over load your freighter, and put some tank on it. It is only when you don't do all of these reasonable things that you end up getting bumped and ganked.

And when it comes to AFK cloaking the most obvious solution is to move over one system. Just that simple thing will tell you a heck of alot. But you aren't happy reducing your risk...instead you want to shift your risk over onto another player instead of dealing with it yourself.

"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
#3514 - 2015-11-27 04:06:44 UTC
Mike Voidstar wrote:
And that is where my arguments were based. Not in nerfing the ganking of freighters, but in addressing the one point the OP of that thread that I felt had merit- that these attacks were begun in hisec by means that didn't carry the consequences of starting a fight there.


That is a lie, a correct statement would be that you felt bumping should result in a aggression timer, however at the present time bumping does not result in a timer. Of course, my view is to arrive at this conclusion one has to ignore how badly freighter pilots have screwed up to result in being bumped.

Quote:
And sure, maybe it's merited, maybe it's not. We obviously hold a different opinion on that. In the case of freighters ganks at some point CCP decided it was merited, and there is some evidence to suggest that they still feel that way, so continuing to make gameplay changes to steer the emergent behavior in the desired direction is reasonable. In the case of AFK Camping they stated they are happy with the status quo, so making changes isn't going to happen unless that attitude changes.


No, it is really simply. If you acting like a fool, a risk seeker even, so much so that you end up being bumped you deserve it. It is exactly like being a completely gormless idiot and some how expecting to get yet one more chance to get out of a bad situation.

Quote:
The continued discussion has pretty much devolved back into having an issue with players that feel there is a problem. It's not hard to show a logical basis for that position, but if the devs feel that interrupting isk making is more important then that's fine. I don't like it, I don't have to like it...and it's still my right to advocate for change.


There is no problem if you use a scout, fit webs on your scout, don't over load your freighter, and put some tank on it. It is only when you don't do all of these reasonable things that you end up getting bumped and ganked.

And when it comes to AFK cloaking the most obvious solution is to move over one system. Just that simple thing will tell you a heck of alot. But you aren't happy reducing your risk...instead you want to shift your risk over onto another player instead of dealing with it yourself.

"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
#3515 - 2015-11-27 10:46:24 UTC
How is what I said a lie. The penalty for starting fights in Highsec is an aggression timer. I don't care that the freighters were attacked, just that the method being used does not carry the penalty for starting a fight.

It's not really the thread for it, but you still seem kind of chapped over a discussion that was closed because some of our professional forum warriors didn't like it and decided to petition it on grounds of 'running it's course'.

It's not about how stupid the freighter pilot is. It's just how things are advertised as working. No matter how stupid he may be he has a right to the expectation that the rules work as advertised. That timer does absolutely nothing to make him even slightly safer than he is now. The freighter could not mount guns anyway, he would still need either an escort or a white knight to save him-- all of which are true now.

If the attacks on shipping were considered to be out of hand, which they apparently were as dev time was put into making changes to reduce it, and then those changes were nullified leaving the original problem, then some change is still advocated. The astronomically tiny chance of some white knight shooting or webbing a passing bumper during the events cannot have anywhere near the impact halving CONCORD response times were meant too. All it does is put some risk on the one ship in in those events not exposed to any.

Moving over one system is one of the options I keep listing--- AKA, Don't play in that space. It's not an effective solution because it still leaves the space devalued (all the way down to 100% at that point), and some areas have afk camps in every system for several jumps in any direction, because of the trival costs and effort required to set up the camps... and nothing stops the camper from just following if he bothers to check.

It does not matter why I want a particular system any more than it matters why he wants to camp a particular system. The intent in the game design of generating conflict has been fulfilled, and now there needs to be a way to actually force a confrontation if everyone is going to stay in the space. He doesn't have to explode any more than I do, but he should still be forced to be as active if he wants to stay there, or leave as the PVE pilot did if he does not want a fight.
ugly angel
James Meeks Corporation LLC
#3516 - 2015-11-27 11:15:34 UTC
Not sure if its been suggested but what about this:

Cloaks have a cycle time of 5 minutes.

But they don't have auto repeat.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#3517 - 2015-11-27 11:17:11 UTC
There are many 'perceived problems' in the game. There are many more perceived problems in real life. One might want to remember it is a game and the rules need to be simple enough to allow for creative use of them. We're not all lawyers, nor do we intend to be.

Me, I like to think in terms of "opportunity" and frankly I'd rather see a fix for the the ongoing connection issues than yet another rebalance or introduction of new countermodules to counter the counter. If that made sense at all.

So, any new system you guys advocate ought to be simple. Dropping local and regaining it through anchorable structures, or dedicated scanprobes with false positives and all that, might be too elaborate to ask for. It's a common problem in software development: there's always the "perfect solution", and then there's the "practical, reasonably quick" fix. Besides, if EvE were a "perfect world", it would be a boring oasis of peace. Yuck.

If I were you, I'd shoot for a quick fix -- and that quick fix could be something wholly out-of-the-box by making sure ships can't be both Interdiction nullified AND Cloaky at the same time. (move them to the same subsystem, pick & choose?). What would this accomplish, you ask? Glad you asked. It would make setting up the cloaky camp a living hell in protected space. Cloaky campers aren't supposed to be 20 jumps into hostile territory; once they get there, you have already failed at protecting your space.

If you didn't even try to stop them dead in their tracks, I wouldn't consider it protected space and you deserve everything you've got coming. Currently however, cloaky nullified T3s (and cloaky interceptors for that matter), have no trouble at all getting there. So maybe, that's a little too easy.

But that's what it all comes down to, isn't it? Protecting your space. Working under the assumption "backup fleets are bad because that would cut into your profit margin", isn't entirely true now, is it? That backup fleet might do gatecamping nearby, doesn't even want a percentage of your ISK -- they're just buddies on comms ready to bail you out. You don't pay them, nor do they log in to babysit the ratters. They're probably doing their own stuff and happen to be in the neighbourhood when needed.

Again, the cloaky camper is ONLY a problem when you're alone in the dark. Why are you out there alone? Why don't you use the NPC backup fleet known as Concord to save you? Why do you insist on being in nullsec on your own?? I think that's a good question and it's not been answered to satisfaction. I was here mainly because of "too easy offgrid boosters" --- the cloaky nullified T3s. It's a nuisance, but it's nothing more than that. You make it sound like a life-threatening situation at which point I have to wonder ... should I picture an out-of-the-way system with no alliance, nobody online except you and the cloaky camper? In that case, the ancient rules apply: survival of the fittest. The suggestion has been offered, so assuming you at least *tried* that before continuing the argument: how did that work? Now that you're using the many suggestions offered throughout this thread, do you still perceive a problem? Or can you think of it as a nuisance and crack a little smile knowing you're making money while somebody else is wasting a toon not making any and not finding the targets he was looking for?

I'm really *really* starting to wonder just how protected your space actually is. Truthful, I think there's nobody home but you; so the question "what right do you have to claim all that richess" still stands.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#3518 - 2015-11-27 11:22:34 UTC
ugly angel wrote:
Not sure if its been suggested but what about this:

Cloaks have a cycle time of 5 minutes.

But they don't have auto repeat.


But but I like my second-desktop scout?! Don't make me lose my scout because I was shooting something on my main please -- and tbh, bio break and a smoke would kill my Stratios under those rules. You serious??

People seem to forget that a scout, not doing ****, not shooting anybody, is STILL AN ACTIVE ACCOUNT. It's payed for and plexed. It's not just "not making any ISK" -- it's actually LOSING ISK at a rate of 40 mil ISK / day.
Mike Voidstar
Voidstar Free Flight Foundation
#3519 - 2015-11-27 13:34:41 UTC
Brokk,

Fair point, as far as it goes.

Now... What about a smaller entitiy without hundreds, or even just dozens, or even just 20 people online to run those defense fleets.

Suppose a cloaked camper sneaks in during a time when few if any of the local residents are online, sets up his camp... What then?

Few complex systems work perfectly all the time. What's more likely---one guy with his cloak makes it in (hardly requires nullification to get through camps with a cloak), or that a smaller entitiy fails to set up perfect defenses at all times.

Of course, that's the point, it would be a boring game if everyone was perfect all the time. We fight it out and strange things happen. Except for the cloaked campers, who only ever see risk when, where and how they choose.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#3520 - 2015-11-27 14:20:35 UTC
Being in a smaller entity myself, I can relate to that yes.

What I usually do when there's not a lot of folks online, is set up a scout (on my alt), anchor a drag bubble and camp it. Or go hunt in my Rapier. Or rat some minor site in a PvP capable ship (because frankly, I have not other ships in my hangar).

One thing I do not expect though, is to feel safe when I'm practically alone. I see a neut in local, I want to know what it is -- is it traveling? Do they live nearby? What's he in? Is he docked / did he just log in? Ratting in an expensive ship would not be wise and aligning is indeed one of the first things I do when I see one. Depending on what the neut is in, I can either try to beat him to his (presumed) outgate, warp off, or check it out.

Now, to answer your question, "suppose a cloaked camper sneaks in and sets up his camp" ... well that sucks, doesn't it? People do it all the time -- they're maybe eyes for the neighbours, or maybe they're hunting me. Fair game. When I'm alone I don't expect to make ISK so my ship isn't expensive, and it's fast. Anything happens? Well ... best exciting 30 seconds I had ;-) I won't cry over the loss and (not to sell myself as a premium PvP'er) chances are I blow you to high heavens and You had the best 30 seconds of fun you were going to get from me haha

The thing here is though ... when people complain about campers, they don't mean just once or twice but the guy that's there for weeks on end, trying to lull you into a false sense of security. I'm pretty sure I do not warrant such an endeavour. I'm not expensive enough, I'm not ratting all the time, I switch activities too often and I don't hang around the same system for long enough to shut me down with just one camper. I doubt they'd camp half of Curse just to drop on my cheapass rustbucket you know .....

So I'm not debating it'd suck balls IF somebody did that. I just don't see WHY they would do this or how profitable it can be for them. Unless of course it's not a one-off occurance. I can do stuff on my own before the rest of my gang logs on and I have to be careful about it. I'm not min/maxing profit at that point, I'm just playing the game, waiting for my buddies, chatting with old friends, setting up market orders, doing my PI and stuff.

When would people start to camp me? When I'd be min/maxing my profits and I didn't have a gang that logs in later on. At which point we're no longer talking about a smaller entity (say, 20 active) out and about, but a solo dude trying to make free ISK. Once your guys are online, you should be able to deal with the cloaker if/when something happens. And finally, if your guys simply can't stand up to the cloaker even when you're in full force... you have lost your space. Guerillia tactics may be in order. Or relocating. At any rate, it wouldn't be the best of times to whip out ye olde Paladin and make some more ISK - am I right?


As for "hardly requires nullification through camps with a cloak" ... you need one bubbler and one ceptor for decloaks. Remember that, try it- you can thank me later. ;-)