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Player Features and Ideas Discussion

 
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AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Wander Prian
Nosferatu Security Foundation
#3781 - 2015-12-05 12:30:33 UTC
Jerghul wrote:
Teckos Pech wrote:
Kaarous Aldurald wrote:
Jerghul wrote:

You don't have to buy it. I merely want Devs to examine data on player attrition in null sec systems targeted by enduring cloaky camps and draw their conclusions from that.



It's almost like he thinks that chasing people out of nullsec is not intentionally in the game.


He is actually saying much, much more. That not only are people being chased out of NS, but right out of the game by these monstrous AFK campers (I particularly find it amusing it is done with ventures....people, were so wimpy they abandoned their sov instead of trying to find a way to stick it out because of guys cloaked in ventures).

Edit: So wimpy, that not only do they abandon their sov to a bunch of guys AFK camping in ventures, they then quit the game while crying into their cheerios....maybe....maybe it is shame though. When they find out how bad they are at the game that they lost their space to a bunch of guys AFK camping them in ventures, they quit out of shame. Clearly we must do Something™ to protect these milquetoasts.


A red in local is a red in local Tackos. A cloaked venture is cost- and sp efficient.
Afk cloaky camping does not capture sov. It removes content in sov.
Giving increased attrition rates (People stop playing Eve).

So yah, enduring Cloak+Cyno potential is actually shamefully bad game design. Not anyone's fault. Devs throw things out there, player behaviour molds things tossed out. Devs intervene if things or combinations of things emerge as shamefully bad game design.

6-week release cycles are very elegant.


You do realize that covert ops cyno is designed to be just that, cloak+cyno? It is made to be a cloaky way of getting around camps and blockades so you cannot just be safe behind a wall.

Wormholer for life.

Mike Voidstar
Voidstar Free Flight Foundation
#3782 - 2015-12-05 12:56:12 UTC
Wander Prian wrote:
Mike Voidstar wrote:
So, if it's all about content, and content=shooting people...

Why is it a problem if he comes under fire at a time he does not choose at some point?

Why should he choose when he is and is not at risk?

Why should my risk be determined at his whim, but the reverse cannot be true?

Everything you say about putting PvE at risk should apply to the hunter as well, or you are just playing favorites. Active play should trump passive play.

Because it isn't true that he isn't doing anything when he's at a safe and cloaked. He is projecting threat. You already admitted that you don't fly fat and dumb with a hostile present, which means you must respond to his presence. If he can force action on you, you should be able to force action on him. That isn't the case, and that is the source of the imbalance. You want to force action on another party, then they should be able to respond to you---not in general against the whole universe of what might happen--to you, in particular.

I'm willing to support changes that redress other imbalances, but to claim cloaks are balanced because of other problems that have other multiple, better solutions is just dogmatic and one sided for your own playstyle without consideration to anyone but yourself.



Yet what you are saying is that cloaks are horribly broken things that should be fixed ASAP because of a reason that only appears in one playstyle but not any other? You are willing to break working gameplay in other parts of eve to fix one problem in a specific part of circumstances. Cloaks are being used in all over New Eden, but somehow for the incredibly broken module they are, it's only an issue in sov-null? How is that possible that nobody is complaining about cloaks in any other part of eve?

"But cloaks and cyno's are OP" Yes, but if they were so goddamn OP, you'd have people from NPC-null or lowsec complaining about it

You do realize that the ability to fit a covert ops cloak already comes with a hefty price? Your ship is pre-nerfed for having that ability. You have worse stats than similar ships that don't have a cloak and you cannot do anything except watch when you are cloaked.


I suppose if you lump every form of PvE into 'one playstyle'. Roll

The solutions supported by me go from a system of false positives that must be eliminated to find a cloaked ship, and making people not show in local under a gate cloak.

Both are designed to have as mild an impact as possible while still providing an option other than one side or the other just dies.
Jerghul
Aliastra
Gallente Federation
#3783 - 2015-12-05 13:41:13 UTC
Wander Prian wrote:
Jerghul wrote:
Teckos Pech wrote:
Kaarous Aldurald wrote:
Jerghul wrote:

You don't have to buy it. I merely want Devs to examine data on player attrition in null sec systems targeted by enduring cloaky camps and draw their conclusions from that.



It's almost like he thinks that chasing people out of nullsec is not intentionally in the game.


He is actually saying much, much more. That not only are people being chased out of NS, but right out of the game by these monstrous AFK campers (I particularly find it amusing it is done with ventures....people, were so wimpy they abandoned their sov instead of trying to find a way to stick it out because of guys cloaked in ventures).

Edit: So wimpy, that not only do they abandon their sov to a bunch of guys AFK camping in ventures, they then quit the game while crying into their cheerios....maybe....maybe it is shame though. When they find out how bad they are at the game that they lost their space to a bunch of guys AFK camping them in ventures, they quit out of shame. Clearly we must do Something™ to protect these milquetoasts.


A red in local is a red in local Tackos. A cloaked venture is cost- and sp efficient.
Afk cloaky camping does not capture sov. It removes content in sov.
Giving increased attrition rates (People stop playing Eve).

So yah, enduring Cloak+Cyno potential is actually shamefully bad game design. Not anyone's fault. Devs throw things out there, player behaviour molds things tossed out. Devs intervene if things or combinations of things emerge as shamefully bad game design.

6-week release cycles are very elegant.


You do realize that covert ops cyno is designed to be just that, cloak+cyno? It is made to be a cloaky way of getting around camps and blockades so you cannot just be safe behind a wall.


Yes, I am quite aware that specialized ships are designed to use the cloak+cyno combination.

The core problem is the enduring nature of the current mechanism. An afk cloaky camper (with an implicit cyno) can remove content in a system for days, weeks, months, (or hell, why not) years. Which naturally and obviously increases Eve player attrition.

Fuel consumption and jump fatigue do not address the issue because increased player attrition is caused by implicit cynos (the threat of a cyno being there), not actual ones being used.

So of course it is natural to think of a solution along the lines of cloak fatigue, and/or cloak fuel consumption.

Blocked list: Teckos, Sonya, Wander, Baltec1

Kaarous Aldurald
Black Hydra Consortium.
#3784 - 2015-12-05 13:45:01 UTC
Jerghul wrote:
An afk cloaky camper (with an implicit cyno) can remove content in a system for days, weeks, months, (or hell, why not) years.


No, they cannot. They can't do anything, activate any module while cloaked.

The only thing that removes content is the kind of cowardice that makes you refuse to play the game at all unless you have zero risk.

And CCP should never change one thing about the game for that reason.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Jerghul
Aliastra
Gallente Federation
#3785 - 2015-12-05 14:12:32 UTC  |  Edited by: Jerghul
Kaarous Aldurald wrote:
Jerghul wrote:
An afk cloaky camper (with an implicit cyno) can remove content in a system for days, weeks, months, (or hell, why not) years.


No, they cannot. They can't do anything, activate any module while cloaked.

The only thing that removes content is the kind of cowardice that makes you refuse to play the game at all unless you have zero risk.

And CCP should never change one thing about the game for that reason.



I think my point on "implicit" as part of the core issue explains why not activating modules while cloaked is not pertinent to the argument.

I do agree with your underlying sentiment, but with the caveat of pointing out that it is hard to think of any playing style more risk adverse than afk cloaky camping (even a player permanently based at Jiita has the risk of being scammed if he or she not careful).

Which is why my preferred solutions introduce occasional windows for potential direct pvp interaction. It gives afk cloaky camping some element of risk attached to it.

Blocked list: Teckos, Sonya, Wander, Baltec1

Kaarous Aldurald
Black Hydra Consortium.
#3786 - 2015-12-05 14:20:16 UTC
Jerghul wrote:

I think my point on "implicit" as part of the core issue explains why not activating modules while cloaked is not pertinent to the argument.


Actually, that's an attempted deflection at something that is very relevant to the argument.

See, what you're trying to say is that, to you, it absolutely does not matter what his capabilities are or aren't. You cannot stand the uncertainty.

You're saying that facts don't matter, just how you feel about it. And you're also saying that some part of this game needs to be drastically altered just because of your feelings.

It is not possible to be any more in the wrong than that in a game balance discussion.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Mike Voidstar
Voidstar Free Flight Foundation
#3787 - 2015-12-05 14:21:07 UTC
Jerghul wrote:
Kaarous Aldurald wrote:
Jerghul wrote:
An afk cloaky camper (with an implicit cyno) can remove content in a system for days, weeks, months, (or hell, why not) years.


No, they cannot. They can't do anything, activate any module while cloaked.

The only thing that removes content is the kind of cowardice that makes you refuse to play the game at all unless you have zero risk.

And CCP should never change one thing about the game for that reason.



I think my point on "implicit" as part of the core issue explains why not activating modules while cloaked is not pertinent to the argument.

I do agree with your underlying sentiment, but with the caveat of pointing out that it is hard to think of any playing style more risk adverse than afk cloaky camping (even a player permanently based at Jiita has the risk of being scammed if he or she not careful).

Which is why my preferred solutions introduce occasional windows for potential direct pvp interaction. It gives afk cloaky camping some element of risk attached to it.


Don't mind him. He knows the issue but admitting it would destabilize his view of someone besides himself nattering in any way.

It's the party line, touted by the mighty Fozzie himself, and it immunized them from having to actually justify anything.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#3788 - 2015-12-05 14:21:44 UTC
Jerghul wrote:

The core problem is the enduring nature of the current mechanism. An afk cloaky camper (with an implicit cyno) can remove content in a system for days, weeks, months, (or hell, why not) years. Which naturally and obviously increases Eve player attrition.

Fuel consumption and jump fatigue do not address the issue because increased player attrition is caused by implicit cynos (the threat of a cyno being there), not actual ones being used.

So of course it is natural to think of a solution along the lines of cloak fatigue, and/or cloak fuel consumption.


Ummm.... how about "no" ? The camper removes content for whom exactly? For ONE guy? Sure it does. For 8 guys? Not so much -- a nuisance at best.

The core problem is people everywhere with the sole exception of die hard carebears in deep sov null can deal with non-blues in local. They keep looking for direct counters to The Neut, despite the fact there are MANY mechanics in game without direct counter (regular cyno comes to mind, as well as corp spies, caps warping straight within the docking ring or -yes: aligned ratting ships), many systems where neuts come and go as they please ...

In a multiplayer game, you cannot address every problem as a 1v1 type of situation. One would think that working together as a team goes without saying in sovereign space, no? Instead of focusing on niche situations like Solo ratters (<< yes, SOLO is the problem here), could you give me an example of a group worth its sov that lost it due to cloaked ventures?

A solo ratter has no more business in sov null than a Slasher running incursions. It's ridiculous. Stop it. As has been pointed out time and time again: the cloaky camps will not stop until the sovereign alliance puts appropriate protection in place. Requiring alliances to keep defenses up is at the very core of the sov game: you can no longer jump back and forth (fatigue), small subcap gangs can put pressure on your assets (entosis links); and forcing your enemies to keep a watchful eye and dedicate some troops to defense is clearly part of the Art of War. It might be bluff. There might not be a cyno. The camper may be a trollish dickmove but it's certainly a valid battle strategy.

So would you please stop spinning tales and give us a solid example of when which alliance was evicted from where exactly? I'm not buying this whole "player attrition" crap -- thus far, everything is this thread except me (I was hoping to pinpoint offgrid boosters but CCP is going to fix that for all of us YaY!) has pointed towards apparently 1-man alliances trying to make metric tons of ISK. We need solid examples here, man; really.
Kaarous Aldurald
Black Hydra Consortium.
#3789 - 2015-12-05 14:23:43 UTC
Mike Voidstar wrote:

He knows the issue


I know what you claim is the issue.

But you're wrong, and a liar besides.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Jerghul
Aliastra
Gallente Federation
#3790 - 2015-12-05 14:51:07 UTC
Brokk
Conversely, you could say that 1 afk cloaky camper has as much business permanently removing content from an entire system, as a slasher does running incursions. But I would prefer keeping the normative (what should be) issues to the simple question of determining the degree of player attrition and for developers to determine if that level is acceptable, or if corrective measures need to be taken.

Which is ultimately what you are asking for (even if I were to provide examples of alliances in say the Brave collective losing swaths of members and dramatic drops in activity before losing sov over in Catch, it would still remain anecdotal and the cause effects unclear).

Kaarous
You are familiar with forum rules I trust? Please try to focus on the topic at hand.

Blocked list: Teckos, Sonya, Wander, Baltec1

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#3791 - 2015-12-05 15:06:29 UTC  |  Edited by: Brokk Witgenstein
Jerghul wrote:
Brokk
Conversely, you could say that 1 afk cloaky camper has as much business permanently removing content from an entire system, as a slasher does running incursions. But I would prefer keeping the normative (what should be) issues to the simple question of determining the degree of player attrition and for developers to determine if that level is acceptable, or if corrective measures need to be taken.


So what you're saying basically boils down to "we can all stop discussing until a bluepost shows us some numbers" ?

As for Catch .... Infamous lives there now, and they're defending it quite nicely. Survival of the fittest at its finest. Infamous undocks.

And as for "1 afk cloaky camper has as much business permanently removing content from an entire system, as a slasher does running incursions" ..... that's a load of baloney. 1 Cloaky camper has as much business being AFK as a trader sitting in Jita. FTFY.


But, all good man. I'll refrain from discussing the topic until CCP comes up with the numbers.
Jerghul
Aliastra
Gallente Federation
#3792 - 2015-12-05 15:12:55 UTC  |  Edited by: Jerghul
Brokk Witgenstein wrote:
Jerghul wrote:
Brokk
Conversely, you could say that 1 afk cloaky camper has as much business permanently removing content from an entire system, as a slasher does running incursions. But I would prefer keeping the normative (what should be) issues to the simple question of determining the degree of player attrition and for developers to determine if that level is acceptable, or if corrective measures need to be taken.


So what you're saying basically boils down to "we can all stop discussing until a bluepost shows us some numbers" ?

As for Catch .... Infamous lives there now, and they're defending it quite nicely. Survival of the fittest at its finest. Infamous undocks.

And as for "1 afk cloaky camper has as much business permanently removing content from an entire system, as a slasher does running incursions" ..... that's a load of baloney. 1 Cloaky camper has as much business being AFK as a trader sitting in Jita. FTFY.


But, all good man. I'll refrain from discussing the topic until CCP comes up with the numbers.


Its more a question of accepting that null sec afk-cloaky camping may negatively effect Eve player retention and think it fine that the developers look into it.

If we can accept that is true, then of course it is entirely possible to move on and talk about what measures might be appropriate if dev action were to be taken.

Blocked list: Teckos, Sonya, Wander, Baltec1

Jerghul
Aliastra
Gallente Federation
#3793 - 2015-12-05 15:21:30 UTC
Here is one suggestion then.

Cloaks need to be recharged occasionally and are recharged by being in proximity (within 2000 m) of a gate, station, or pos (or citadels for that matter).

The idea is to have a non-intrusive way of ensuring the possibility of interaction in a manner that only effects players with afk type behaviour.

Blocked list: Teckos, Sonya, Wander, Baltec1

Morrigan LeSante
Perkone
Caldari State
#3794 - 2015-12-05 16:19:34 UTC
Do you guys have any idea how savage a nerf anoms would take for this?

And besides that, CCP will have exactly no sympathy for people not prepared to move systems. Not even high sec miners have that level of entitlement lol
Jerghul
Aliastra
Gallente Federation
#3795 - 2015-12-05 16:39:31 UTC
Morrigan LeSante wrote:
Do you guys have any idea how savage a nerf anoms would take for this?

And besides that, CCP will have exactly no sympathy for people not prepared to move systems. Not even high sec miners have that level of entitlement lol


The trend in Sov is for Devs to allow groups of any size to effectively interact for control. AFK cloaky camping in its current incarnation provides no basis for interaction while undermining sovereignty by excluding it from use and increasing player attrition (the idea in general is for sov to be a scalable function of group size and activity. Which is generally true, and is why afk cloaky camping is particularly effective. It destroys activity and group sizes).



Blocked list: Teckos, Sonya, Wander, Baltec1

Morrigan LeSante
Perkone
Caldari State
#3796 - 2015-12-05 16:42:03 UTC
It's effective if you're a pussy.
Jerghul
Aliastra
Gallente Federation
#3797 - 2015-12-05 16:59:25 UTC
Morrigan LeSante wrote:
It's effective if you're a pussy.


Its more that afk cloaky camping requires very little resources and provides no basis for player interaction. Its anathema to the trend in sov space development.

Blocked list: Teckos, Sonya, Wander, Baltec1

Mike Voidstar
Voidstar Free Flight Foundation
#3798 - 2015-12-05 17:00:05 UTC  |  Edited by: Mike Voidstar
Morrigan LeSante wrote:
Do you guys have any idea how savage a nerf anoms would take for this?

And besides that, CCP will have exactly no sympathy for people not prepared to move systems. Not even high sec miners have that level of entitlement lol

Except it's so cheap, effective and easy whole swaths of space for many jumps have had this happen.

I agree with everything... Right up until someone wants to go pop their perfect safety bubble and it's not possible.

The hunters are losing their minds because an active pilot evaded them at the cost of their entire playsyle, and think it's ok that they themselves be safe enough to afk until the end of time while maintaining their own.

If they have to be continually evasive just like the people they are hunting... Fine. But to be immune to interaction entirely... Not balanced.

Let's have a way to make the camper move systems too, or have to dodge his hunters.
Morrigan LeSante
Perkone
Caldari State
#3799 - 2015-12-05 17:31:25 UTC
It's only effective if you let it be.

There's a neut in the (null) system I'm in right now and no-one is docking up. That's odd, that literally the exact opposite of what you're all claiming would happen.
Kaarous Aldurald
Black Hydra Consortium.
#3800 - 2015-12-05 23:23:20 UTC
Mike Voidstar wrote:
But to be immune to interaction entirely... Not balanced.


Except that is completely untrue.

The side making money afk is demanding that they should have less uncertainty in their game.

Like always, carebears say "more effort for thee but not for me."

And you've even had the gall to say that you should have to give up absolutely nothing in exchange for ruining cloaking devices. Heck, half the suggestions in the recent parts of this thread would ruin cloaks completely, especially in wormholes.

You do not have the right to demand that parts of this game be irrevocably broken because you're too chicken to rat with a neut in local. And that's the only problem, you are literally asking that no one be allowed to make you feel insecure.

Too. Bad.

You know why cloaks can't be found easily? Because that is the benefit they get for their inherent weaknesses, both of the mod itself and their ship classes. If you ruin cov ops cloaks, you have to rebalance the ship lines of every single thing that can fit them.

Cloaks are already balanced. Everywhere. But because you think you're entitled to rat afk in an anom, you want to claim that they're broken for nullsec.

They are not. Local is broken by allowing you so much safety in nullsec. If anything needs to change, it's that.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.