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AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#4361 - 2015-12-11 20:18:53 UTC  |  Edited by: Brokk Witgenstein
Jerghul wrote:

Nerfing force projection was done to limit implicit threat. Super force projection in isolation is fine. Implicit threat paralysed capital fleet use, not the actual use of Supers.


Again false. Consolidating empires in their region freed up some unused space. This was not possible as long as forces could be moved around with impunity.

There was nothing implicit about these fleet movements -- they were in fact quite explicit.

"Super force projection in isolation is fine" ..... What does that even mean?!
Teckos Pech
Hogyoku
Goonswarm Federation
#4362 - 2015-12-11 20:25:55 UTC
The problem is you are spouting nonsensical gibberish and completely failing to respond to actual criticisms or responses to what you have written. Your standard response is a snooty, “You just don’t grasp the concept I am spouting.”

Or you spout something like this:

Jerghul wrote:
Implicit risk can be rephrased as volatility; or the difficulty in defining the chance of some undesirable outcome occurring. Some volatility is good, too little is bad, too much is bad.


First off, you basically admit that some level of implicit threat is good, part of what I have been saying. So it makes me wonder…who is having the comprehension problem. Second of all, WTFAYTA with volatility? And what does that have to do with the difficult of defining the chance of an undesirable outcome. To quote Inigo Montoya, I don’t think you know what that word (volatility) means. At least in how you mean it. A volatile situation is one where things can change quickly and for the worse. Having a hard time quantifying risk may or may not be volatile. For example, if I have a hard time quantifying risk…the underlying probability might be large or small which in turn would correspond to larger or smaller risk. Risk is a function of the probabilities and what is at stake. For example, if I am not sure if a gate is clear, if I undock in a velator and jump through the risk is low even if the probability is high I’ll get ganked, because a velator is nearly worthless. Or, to put it differently, even with a probability of 1, the risk is low because 1*0=0.

Or you belch forth this gem,

Quote:
You are moving very close to making a straw man argument when you present my case as if I want to remove risk.


I’m sorry, but you were the one who stated that enduring implicit threats are horribly bad game design. And when you get caught out like this you then say, “Oh, well yeah. You see, I’ve evolved in my thought process and now I think ‘this’.” Removing implicit threats…or any threat is to reduce risk. Reducing implicit threats or any threats is to reduce risk. Pardon the f*ck out of me for reading your posts and actually taking your word at face value.

And yet again you vomit this onto the forums,

Quote:
I want implicit risk lowered to a point where is has an acceptable impact on player attrition. I would ideally want implicit risk molded into explicit and actual risk.


But we don’t even know if AFK cloaking is even causing any player attrition. It might make people leave a ****** alliance that can handle goobers cloaked in ventures (Hell, I’d leave too). But that does not mean they are leaving the game. And there are more risks in this game than just AFK cloaking. Risks and threats and the follow through on those risks and threats—i.e. PvP—is what makes this game so interesting for so many of us. Reducing that, in fact, could be one reason why players are leaving. Seriously, AFK cloaking is a small niche part of the game when one considers all the things they can do…but it is the problem with player retention?

And here you completely failed to grasp the point,

Quote:
I am quite aware that rats can turn blue under certain conditions. You called it a buff to ratters if I remember correctly. PvE-PvP integration is of course one way of rebalancing implicit risk. In the case of rat escorts, it reduces implicit risk to miners because it increases implicit risk to those wishing to target miners.


I am not saying having an NPC escort will not reduce risk. What I’m saying is that reduction in risk should be done by the players. Form your own damn escort, don’t go crying to CCP like a little girl with a skinned knee asking them to protect your stuff.

So here we have you contradicting yourself and basically expressing a shallow understanding of what is being discussed. Then you take a superior tone in your posts as if everyone else here but you is a blithering idiot. However, I think that most of us realize who the blithering idiot is.

"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

Jerghul
Aliastra
Gallente Federation
#4363 - 2015-12-11 20:26:04 UTC
Brokk Witgenstein wrote:
Jerghul wrote:
Now I do understand that the echo chamber has somehow established the fallacy that removing local lowers implicit threat based on wormhole mechanisms.


False. The Echochamber raised an argument that stealth would imply remaining UNDETECTED. Having your name scream out in local chat "Look! There's a guy in system which you can't see!" defeats the very purpose.

Wormholes are the very embodiment of "implicit threats" if you absolutely must use expensive words. I also believe The Echochamber pointed out nowhere's safer than sov null space.

In fact, wormholes and nullsec have nothing in common.


I am sure that issue was also raised. But it has no bearing on implicit risk besides increasing it if cloaks were enhance by some mechanism to make them stealthy in local.

Wormholes are actually protected by mechanisms that lower implicit threat quite dramatically. I pointed out how earlier.

I pointed out the metric (rat to ship deaths) for comparison was flawed, but my agenda is not to make things safer, I want less implicit threat and more explicit thread.

Blocked list: Teckos, Sonya, Wander, Baltec1

Teckos Pech
Hogyoku
Goonswarm Federation
#4364 - 2015-12-11 20:29:24 UTC
Brokk Witgenstein wrote:


"Super force projection in isolation is fine" ..... What does that even mean?!


Nothing. I'm thinking Jerghul is writing his posts using one of those post-modernist rhetoric generators.

Your semantic theories about the use of deconstructionist methods while discussing the hyperrealist view of force projection from an imperialist perspective is just flat out disingenuous.

"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
#4365 - 2015-12-11 20:31:46 UTC
Jerghul wrote:


I pointed out the metric (rat to ship deaths) for comparison was flawed, but my agenda is not to make things safer, I want less implicit threat and more explicit thread.


Well that's convenient. When it was pointed out you screwed up the implication of those statistics, you hand wave them away as being flawed.

Talk about confirmation bias.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#4366 - 2015-12-11 20:35:24 UTC
Jerghul wrote:

Wormholes are actually protected by mechanisms that lower implicit threat quite dramatically. I pointed out how earlier.


And that time too, your argument was shot until there was nothing but a giant hole left of it. Then you reposted it without a care in the world. It is very disrespectful towards your collocutors.
Jerghul
Aliastra
Gallente Federation
#4367 - 2015-12-11 20:35:35 UTC  |  Edited by: Jerghul
Teckos Pech wrote:
The problem is you are spouting nonsensical gibberish and completely failing to respond to actual criticisms or responses to what you have written. Your standard response is a snooty, “You just don’t grasp the concept I am spouting.”

Or you spout something like this:

Jerghul wrote:
Implicit risk can be rephrased as volatility; or the difficulty in defining the chance of some undesirable outcome occurring. Some volatility is good, too little is bad, too much is bad.


First off, you basically admit that some level of implicit threat is good, part of what I have been saying. So it makes me wonder…who is having the comprehension problem. Second of all, WTFAYTA with volatility? And what does that have to do with the difficult of defining the chance of an undesirable outcome. To quote Inigo Montoya, I don’t think you know what that word (volatility) means. At least in how you mean it. A volatile situation is one where things can change quickly and for the worse. Having a hard time quantifying risk may or may not be volatile. For example, if I have a hard time quantifying risk…the underlying probability might be large or small which in turn would correspond to larger or smaller risk. Risk is a function of the probabilities and what is at stake. For example, if I am not sure if a gate is clear, if I undock in a velator and jump through the risk is low even if the probability is high I’ll get ganked, because a velator is nearly worthless. Or, to put it differently, even with a probability of 1, the risk is low because 1*0=0.

Or you belch forth this gem,

Quote:
You are moving very close to making a straw man argument when you present my case as if I want to remove risk.


I’m sorry, but you were the one who stated that enduring implicit threats are horribly bad game design. And when you get caught out like this you then say, “Oh, well yeah. You see, I’ve evolved in my thought process and now I think ‘this’.” Removing implicit threats…or any threat is to reduce risk. Reducing implicit threats or any threats is to reduce risk. Pardon the f*ck out of me for reading your posts and actually taking your word at face value.

And yet again you vomit this onto the forums,

Quote:
I want implicit risk lowered to a point where is has an acceptable impact on player attrition. I would ideally want implicit risk molded into explicit and actual risk.


But we don’t even know if AFK cloaking is even causing any player attrition. It might make people leave a ****** alliance that can handle goobers cloaked in ventures (Hell, I’d leave too). But that does not mean they are leaving the game. And there are more risks in this game than just AFK cloaking. Risks and threats and the follow through on those risks and threats—i.e. PvP—is what makes this game so interesting for so many of us. Reducing that, in fact, could be one reason why players are leaving. Seriously, AFK cloaking is a small niche part of the game when one considers all the things they can do…but it is the problem with player retention?

And here you completely failed to grasp the point,

Quote:
I am quite aware that rats can turn blue under certain conditions. You called it a buff to ratters if I remember correctly. PvE-PvP integration is of course one way of rebalancing implicit risk. In the case of rat escorts, it reduces implicit risk to miners because it increases implicit risk to those wishing to target miners.


I am not saying having an NPC escort will not reduce risk. What I’m saying is that reduction in risk should be done by the players. Form your own damn escort, don’t go crying to CCP like a little girl with a skinned knee asking them to protect your stuff.

So here we have you contradicting yourself and basically expressing a shallow understanding of what is being discussed. Then you take a superior tone in your posts as if everyone else here but you is a blithering idiot. However, I think that most of us realize who the blithering idiot is.


[Chaff removed]

Volatility. I am using it in a sense relevant to for example backgammon. Or variance in poker. Its hardly an unknown principle in games.

Developers know that the "psychological impact" of some player activities are undesirably high. Drawing the doted line between player satisfaction if impacted, and them playing something else in the Steam Library instead is hardly a huge leap. But I have accepted that devs should generate hard data before drawing firm conclusions. There is no need to keep on rehashing this point.

I have been consistent with my stated objective, and modified my views after reading things here and other places. Which of course is the whole point of discussion in the first place.

You should try it some time.

Edit
I missed one (that is another problem with chaff, you bury relevant points beneath a lot of fluff)

What miner allied belt rats would do is transfer implicit risk from miner to pilots wanting to attack miners. Belt rats are not particularly dangerous, but they add a degree of random to any attack on a mining ship. Uffda, the horror.

Blocked list: Teckos, Sonya, Wander, Baltec1

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#4368 - 2015-12-11 20:51:26 UTC  |  Edited by: Brokk Witgenstein
You haven't actually ran any gas sites or Arkonor belts, have you? Imagine those neutralizer batteries and towers and shenannigans were on your side, why, you'd simply warp in a Prospect and start mining away I presume?

Wrong again. So much wrong. Must ... restrain ... myself Lol

Actually, since you're blue to the rats now I guess you don't need to hack firewalls or scan down relic sites either? I mean, being good chums they'll provide you with bookmarks and access codes - problem solved!
Jerghul
Aliastra
Gallente Federation
#4369 - 2015-12-11 20:56:38 UTC  |  Edited by: Jerghul
Brokk Witgenstein wrote:
You haven't actually ran any gas sites or Arkonor belts, have you? Imagine those neutralizer batteries and towers and shenannigans were on your side, why, you'd simply warp in a Prospect and start mining away I presume?

Wrong again. So much wrong. Must ... restrain ... myself Lol


I am glad your straw man amuses you. You are very cute when you play with that doll Big smile.

Who knows what defences rats will bother to muster when they have a sov-holder paying them ransom money to use sites. I rather imagine that would be up to the developers and how they script it.

Edit
But remember, I was not making a suggestion. I was providing an example of implicit risk transferred from PvE player to PvP players...who of course do not like implicit risks much either (as we saw with hotdropping supers).

Blocked list: Teckos, Sonya, Wander, Baltec1

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#4370 - 2015-12-11 20:57:19 UTC
How about this novel idea then? Every hour you're logged in and not playing one of the other games in your Steam library, CCP pays you 20 mil ISK. For purpose of player retention and all. Would that be satisfactory?
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#4371 - 2015-12-11 20:58:49 UTC
Jerghul wrote:

I am glad your straw man amuses you. You are very cute when you play with that doll Big smile.


Hey, come on man. Personal attacks are not constructive to the debate Cool
Jerghul
Aliastra
Gallente Federation
#4372 - 2015-12-11 21:04:27 UTC  |  Edited by: Jerghul
Brokk Witgenstein wrote:
Jerghul wrote:

I am glad your straw man amuses you. You are very cute when you play with that doll Big smile.


Hey, come on man. Personal attacks are not constructive to the debate Cool


Feel free to use the report function so moderators can review the last few pages of this thread if you feel the way I classified your argument was in any way hurtful Bear (really, no angel faces?)

Blocked list: Teckos, Sonya, Wander, Baltec1

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#4373 - 2015-12-11 21:49:17 UTC
On topic then, if you're inclined to discarding my proposal as a strawman. Did you, or did you not write THIS:

Jerghul wrote:
PvE-PvP integration is of course one way of rebalancing implicit risk. In the case of rat escorts, it reduces implicit risk to miners because it increases implicit risk to those wishing to target miners. The suggestion that a sov module turn rats blue removes the isk/hr argument as a counter...because those kind of modules cost isk/day. Its also a good storyline thing (why can't sov holders negotiate local truces with rats? Pay a ransom, get to operate without being attacked).


Does that, or does it not, say you want to turn the rats BLUE to you -- or, in other words, have them shoot your enemies but not your miners? Yes? Then how can you consider what I wrote a troll of any kind? You said that man. Please consider what you write before throwing it out like that. I merely pointed out the extend of your misgivings.
Teckos Pech
Hogyoku
Goonswarm Federation
#4374 - 2015-12-11 22:07:45 UTC
Jerghul wrote:


Volatility. I am using it in a sense relevant to for example backgammon. Or variance in poker. Its hardly an unknown principle in games.


Ahhh. Wrong type of thinking, I’m afraid. Games of chance have very well defined probabilities and probability distributions. Here we don’t.

A player cloaked in a system is either AFK or he is not. When he is AFK the threat level is zero. When he is not the threat level is not zero. As for other people in the system the probabilities are completely subjective. For a player who defaults to docking up and logging or going AFK himself he has, implicitly, set the probability of not being AFK to 1. This is typically what Mike does, for example. In the past, when faced with the problem I looked the name in local up, looked up the corporation, etc. And set a probability much lower. Low enough that I undocked and ratted away. So while your concept of volatility might be useful, I’m just not seeing it.

Further, I still don’t see a problem. This is the kind of thing that makes the game more challenging if not even fun. Knowing that you are defeating the AFK cloaker (if his goal is to deny resources) by ratting in a fleet and getting even more resources…that is good game play. My alliance did this on a deployment to Outer Ring. The locals pretty much docked up so we’d undock in PvP fits, our scanner would scan down various sites and we’d run them in our PvP ships, about 10-15 of us. We’d burn them down surprisingly fast and the idea was we’d get something, the locals wouldn’t and we had fun doing. And even though this was their staging system they never tried to mess with us they showed up in local, but there we were PvEing away.

"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

Jerghul
Aliastra
Gallente Federation
#4375 - 2015-12-11 22:15:01 UTC
Brokk Witgenstein wrote:
On topic then, if you're inclined to discarding my proposal as a strawman. Did you, or did you not write THIS:

Jerghul wrote:
PvE-PvP integration is of course one way of rebalancing implicit risk. In the case of rat escorts, it reduces implicit risk to miners because it increases implicit risk to those wishing to target miners. The suggestion that a sov module turn rats blue removes the isk/hr argument as a counter...because those kind of modules cost isk/day. Its also a good storyline thing (why can't sov holders negotiate local truces with rats? Pay a ransom, get to operate without being attacked).


Does that, or does it not, say you want to turn the rats BLUE to you -- or, in other words, have them shoot your enemies but not your miners? Yes? Then how can you consider what I wrote a troll of any kind? You said that man. Please consider what you write before throwing it out like that. I merely pointed out the extend of your misgivings.


It does not say that I want to turn rats blue to me. I was pretty clear on it being an example of transferring implicit risk from miners to pilots hunting miners. Meant as an illustrative point to show that pvp pilots dislike implicit risk intensely too. But we knew that from the implicit risk hotdropping supers represented.


Blocked list: Teckos, Sonya, Wander, Baltec1

Teckos Pech
Hogyoku
Goonswarm Federation
#4376 - 2015-12-11 22:15:52 UTC
Jerghul wrote:

Developers know that the "psychological impact" of some player activities are undesirably high.


Sure. In some cases it can be high, in others not so much. I think you forgot a very popular word in the English language, ‘can’. It can have a big psychological impact. But back when I was ratting with an AFK camper in system with me in Cloud Ring…apparently it wasn’t big enough.
Quote:
Drawing the doted line between player satisfaction if impacted, and them playing something else in the Steam Library instead is hardly a huge leap.


Other than that you have nothing to back it up with, and noting that there are other things a player can do in game. That is the beauty of things like jump clones. “Oh, system camped, nobody else on…damn, I’ll JC into HS and run missions or incursions, or…[insert other activites].”

Quote:
But I have accepted that devs should generate hard data before drawing firm conclusions. There is no need to keep on rehashing this point.


Translation: Everything you've written is speculation piled on top of too small a sample--i.e. pretty much useless.

Quote:
What miner allied belt rats would do is transfer implicit risk from miner to pilots wanting to attack miners. Belt rats are not particularly dangerous, but they add a degree of random to any attack on a mining ship. Uffda, the horror.


Yes, I know. I even said that, and it is still ****** game design as it is something the players should do. If a miner is facing too much risk…then find a way to deal with it. Get more people out there with you. Don’t ask CCP to hold your hand.

"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

Jerghul
Aliastra
Gallente Federation
#4377 - 2015-12-11 22:21:49 UTC
Teckos Pech wrote:
Jerghul wrote:


Volatility. I am using it in a sense relevant to for example backgammon. Or variance in poker. Its hardly an unknown principle in games.


Ahhh. Wrong type of thinking, I’m afraid. Games of chance have very well defined probabilities and probability distributions. Here we don’t.

A player cloaked in a system is either AFK or he is not. When he is AFK the threat level is zero. When he is not the threat level is not zero. As for other people in the system the probabilities are completely subjective. For a player who defaults to docking up and logging or going AFK himself he has, implicitly, set the probability of not being AFK to 1. This is typically what Mike does, for example. In the past, when faced with the problem I looked the name in local up, looked up the corporation, etc. And set a probability much lower. Low enough that I undocked and ratted away. So while your concept of volatility might be useful, I’m just not seeing it.

Further, I still don’t see a problem. This is the kind of thing that makes the game more challenging if not even fun. Knowing that you are defeating the AFK cloaker (if his goal is to deny resources) by ratting in a fleet and getting even more resources…that is good game play. My alliance did this on a deployment to Outer Ring. The locals pretty much docked up so we’d undock in PvP fits, our scanner would scan down various sites and we’d run them in our PvP ships, about 10-15 of us. We’d burn them down surprisingly fast and the idea was we’d get something, the locals wouldn’t and we had fun doing. And even though this was their staging system they never tried to mess with us they showed up in local, but there we were PvEing away.


You think poker and backgammon are games of chance? Heh. We should play sometime.

I think you are overrating somewhat the joys that can be gained from frustrating an afk alt a few hours a day. Not that you are frustrating it really. It still kept the locals out of space.

Yes, I had mentioned that example of trying to lessen implicit risk earlier. Go on roams and pve instead of gatecamping or whatever.

If that is what you want to spend your corp peak time doing, then good for you.

Blocked list: Teckos, Sonya, Wander, Baltec1

Jerghul
Aliastra
Gallente Federation
#4378 - 2015-12-11 22:36:56 UTC  |  Edited by: Jerghul
Teckos Pech wrote:
Jerghul wrote:

Developers know that the "psychological impact" of some player activities are undesirably high.


Sure. In some cases it can be high, in others not so much. I think you forgot a very popular word in the English language, ‘can’. It can have a big psychological impact. But back when I was ratting with an AFK camper in system with me in Cloud Ring…apparently it wasn’t big enough.
Quote:
Drawing the doted line between player satisfaction if impacted, and them playing something else in the Steam Library instead is hardly a huge leap.


Other than that you have nothing to back it up with, and noting that there are other things a player can do in game. That is the beauty of things like jump clones. “Oh, system camped, nobody else on…damn, I’ll JC into HS and run missions or incursions, or…[insert other activites].”

Quote:
But I have accepted that devs should generate hard data before drawing firm conclusions. There is no need to keep on rehashing this point.


Translation: Everything you've written is speculation piled on top of too small a sample--i.e. pretty much useless.

Quote:
What miner allied belt rats would do is transfer implicit risk from miner to pilots wanting to attack miners. Belt rats are not particularly dangerous, but they add a degree of random to any attack on a mining ship. Uffda, the horror.


Yes, I know. I even said that, and it is still ****** game design as it is something the players should do. If a miner is facing too much risk…then find a way to deal with it. Get more people out there with you. Don’t ask CCP to hold your hand.


I defined the impact as something that caused to high player attrition. Thus firmly delegating it to devs to quantify and make calls. Its a big numbers game, so they will get it right (statistics has a way of dealing with "can").

I actually did a decent analysis based on uncertain premise. Which is why you keep returning to the premise. Which we know is weak as we do not have the data. Note my use of we. Anecdotal evidence changes nothing.

Yes, I think we have grasped that you are not fond of PvE-PvP integration. I think we also know I find it intriguing. Yay us and our differences in opinion.

Edit
Incidentally, I am inviting you to consider why you think a few belt rats blue to a miner amount to "holding hands" in any meaningful sense of the word (I defined the example in a way that voids the isk/hr counterargument).

The answer I think you will find rests in the uncertainty it creates for the would be attacker. Or it amounts to transferring implicit risk from the miner to the attacker.

Do you feel deterred? Do you think it would amount to a statistical deterrent where pvp pilots would avoid systems where rats are being paid ransoms by sov holders?

Blocked list: Teckos, Sonya, Wander, Baltec1

Teckos Pech
Hogyoku
Goonswarm Federation
#4379 - 2015-12-11 22:54:02 UTC
Jerghul wrote:


You think poker and backgammon are games of chance? Heh. We should play sometime.

I think you are overrating somewhat the joys that can be gained from frustrating an afk alt a few hours a day. Not that you are frustrating it really. It still kept the locals out of space.

Yes, I had mentioned that example of trying to lessen implicit risk earlier. Go on roams and pve instead of gatecamping or whatever.

If that is what you want to spend your corp peak time doing, then good for you.


Yeah, I was happy when I would be able to rat, get escalations and add several hundred million ISK to my wallet while that guy was AFK cloaking.

And risk mitigation is something player should do. If they simply cannot do it—i.e. there is no way to do it at all, then there could very well be a need for CCP to intervene. But people have pointed out that there are plenty of ways to mitigate that risk in this specific instance.

"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
#4380 - 2015-12-11 22:56:10 UTC
Jerghul wrote:


I defined the impact as something that caused to high player attrition.


Assuming that which should be proven is just sloppy thinking. No point to read any further as it all hinges on an unsupported claim.

Further, why was player attrition "high" back in 2009 or 2010...you know that stretch of time you were in an NPC corp, and probably not playing the game?

"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