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Player Features and Ideas Discussion

 
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AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Xcom
US Space Force
Black Rose.
#5061 - 2015-12-31 07:56:36 UTC  |  Edited by: Xcom
Technically your no longer safe even docked after the patch.

Link
CCP Ytterbium wrote:

That leaves us with player docked inside the structure when it was lost:

The player is podded with all normal rules applying for such a case (implants are lost) and moved to his or her medical station. If the medical clone was set to the structure that just blew up, it will be moved to a medical NPC station.
Kaarous Aldurald
Black Hydra Consortium.
#5062 - 2015-12-31 08:42:37 UTC
Mike Voidstar wrote:
It's an extremely broken mechanic not at all keeping with EvE's design principals.


You can repeat that lie as often as you want, but cloaks are still working as intended.

"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
#5063 - 2015-12-31 09:17:14 UTC
Kaarous Aldurald wrote:
Mike Voidstar wrote:
It's an extremely broken mechanic not at all keeping with EvE's design principals.


You can repeat that lie as often as you want, but cloaks are still working as intended.



I didn't say it wasn't intended. I said it was broken. People much smarter than you have successfully argued both it's intent and the devs acknowledgement of its underlying problems.

They handwaved the problems by saying the most important thing was disrupting isk making in null, thereby implying that screwing over any non-combat professions regardless of the imbalance took a back seat to insuring gankbears were kept happy.

Unsurprising given the background of the current crop of devs and I wish you well of it.
Jerghul
Aliastra
Gallente Federation
#5064 - 2015-12-31 09:48:26 UTC
Mike
I don't think anyone minds the ability to actively disrupt isk earning. Its the passive afk bit that is the problem. And I am pretty sure that afk cloaky camping is an unintended player adaptation (afk cloaky camping assumes multiple accounts, unlimited broadband, and additional hardware that would have marginalized to likelihood back in the day).

Karous
Skilled pvp players do not rely on afk cloaky camping. Its a crutch for the more impaired of campbears.

Blocked list: Teckos, Sonya, Wander, Baltec1

Kaarous Aldurald
Black Hydra Consortium.
#5065 - 2015-12-31 10:03:06 UTC
Mike Voidstar wrote:

I didn't say it wasn't intended. I said it was broken.


It is intended, and it's not broken.


Quote:

They handwaved the problems by saying the most important thing was disrupting isk making in null, thereby implying that screwing over any non-combat professions regardless of the imbalance took a back seat to insuring gankbears were kept happy.


That is the most important thing. No PvE activity should ever be free of risk or uncertainty, especially in nullsec.

Your desire for safety is wrong, and it goes against the founding principles of this game. You wanting to break perfectly balanced modules and mechanics to salve your rabid risk aversion being a big example of 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.

Jerghul
Aliastra
Gallente Federation
#5066 - 2015-12-31 11:20:26 UTC
Karous
Its broken for reasons given many, many times.

A game mechanic that allows an afk alt in a secondary account dictate the behaviour environment for many, many active players is broken.

A game philosophy that allows a pilot to be undocked, in hostile space, afk, and safe (the 4/4) is broken.

Afk cloaky camping was never an intended design feature, but became a multiple account player adaptation as hardware availability and internet connection quality matured.

Now any idiot and their dog can afk cloaky camp. So its time to fix it.

Blocked list: Teckos, Sonya, Wander, Baltec1

Wander Prian
Nosferatu Security Foundation
#5067 - 2015-12-31 14:17:54 UTC
You do know that the reason people camp systems is because it's a very effective way of turning local's 100% accurate intel against the people living in the system? It has nothing to do with "better internet-connections" or "multiple accounts" It's a tactic to make the intel given by local work against the people who live in the system.

Wormholer for life.

Mike Voidstar
Voidstar Free Flight Foundation
#5068 - 2015-12-31 14:36:54 UTC
Wander Prian wrote:
You do know that the reason people camp systems is because it's a very effective way of turning local's 100% accurate intel against the people living in the system? It has nothing to do with "better internet-connections" or "multiple accounts" It's a tactic to make the intel given by local work against the people who live in the system.

You do know that is an incredibly inane canned argument that seeks to conflate local and Intel with a broken mechanic.

Other than its utility in giving gankbears giggles at the expense of people flying ships that by game design rely on evasion for survival, afk camping is a symptom of a problem that if held to the same standard any other mechanic in EvE adheres to would be hotfixed out of the game within hours.
Wander Prian
Nosferatu Security Foundation
#5069 - 2015-12-31 15:02:41 UTC
Mike Voidstar wrote:
Wander Prian wrote:
You do know that the reason people camp systems is because it's a very effective way of turning local's 100% accurate intel against the people living in the system? It has nothing to do with "better internet-connections" or "multiple accounts" It's a tactic to make the intel given by local work against the people who live in the system.

You do know that is an incredibly inane canned argument that seeks to conflate local and Intel with a broken mechanic.

Other than its utility in giving gankbears giggles at the expense of people flying ships that by game design rely on evasion for survival, afk camping is a symptom of a problem that if held to the same standard any other mechanic in EvE adheres to would be hotfixed out of the game within hours.


No, it actually is the reason people do it. Some like the fact that they can keep people docked up and enjoy the tears, others hope the locals will get used to the name in local and just ignore it, until they get dropped on. This "issue" of AFK-cloaking is directly tied to the intel you get off local. That's why the only people who have the "problem" are those who live in systems where you can reliably think to have only friendlies in system and use local as a intel-tool.

Wormholer for life.

Jerghul
Aliastra
Gallente Federation
#5070 - 2015-12-31 17:32:33 UTC
Wander
4/4 is a broken feature that will be removed. And it will be removed directly.

Afk cloaky campers are ultimately taking advantage of people paying for subscriptions and using that against them.

Blocked list: Teckos, Sonya, Wander, Baltec1

Teckos Pech
Hogyoku
Goonswarm Federation
#5071 - 2015-12-31 17:40:29 UTC
Wander Prian wrote:
Mike Voidstar wrote:
Wander Prian wrote:
You do know that the reason people camp systems is because it's a very effective way of turning local's 100% accurate intel against the people living in the system? It has nothing to do with "better internet-connections" or "multiple accounts" It's a tactic to make the intel given by local work against the people who live in the system.

You do know that is an incredibly inane canned argument that seeks to conflate local and Intel with a broken mechanic.

Other than its utility in giving gankbears giggles at the expense of people flying ships that by game design rely on evasion for survival, afk camping is a symptom of a problem that if held to the same standard any other mechanic in EvE adheres to would be hotfixed out of the game within hours.


No, it actually is the reason people do it. Some like the fact that they can keep people docked up and enjoy the tears, others hope the locals will get used to the name in local and just ignore it, until they get dropped on. This "issue" of AFK-cloaking is directly tied to the intel you get off local. That's why the only people who have the "problem" are those who live in systems where you can reliably think to have only friendlies in system and use local as a intel-tool.


I don't see why the notion that local provides intel that is highly accurate and it is how people know an AFK cloaker is in system is at all disputable. That is exactly how they know somebody is in local and cloaked.

"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
#5072 - 2015-12-31 21:04:46 UTC
Wander
I did 5 frostline sites in a wormhole today. Damn you have it easy. Keep dscan up and start worrying about combat probes only when they start getting within a couple au (a bit lack of talent incidentally to scan down instead of just checking out the sites. Not good adaptation to a change in circumstance that).

Afk cloaky camping is an issue because of the implicit threat (or "pretty big psychological effect" as it translates to stupid). You do not fix the issue by making a much bigger implicit threat.

Then we would need all kinds of compensations - for example that all sites in null sec have to be scanned down (we know ships are not afk when they flag their presence with combat probes).

Otherwise the only viable off-peak PvE in null sec will be PI, Moon-goo, and Wormholes giving access to safe PvE areas (or areas where sites need to be scanned down so ample warning is given that you are being hunted).

Ratting and mining in null sec would effectively no longer exist.

I can live with that of course, because I am adaptable. I quite like the idea of farming wormholes from a null-sec base. Seems the best of both worlds really.

Blocked list: Teckos, Sonya, Wander, Baltec1

Wander Prian
Nosferatu Security Foundation
#5073 - 2015-12-31 21:23:50 UTC
Jerghul wrote:
Wander
I did 5 frostline sites in a wormhole today. Damn you have it easy. Keep dscan up and start worrying about combat probes only when they start getting within a couple au (a bit lack of talent incidentally to scan down instead of just checking out the sites. Not good adaptation to a change in circumstance that).

Afk cloaky camping is an issue because of the implicit threat (or "pretty big psychological effect" as it translates to stupid). You do not fix the issue by making a much bigger implicit threat.

Then we would need all kinds of compensations - for example that all sites in null sec have to be scanned down (we know ships are not afk when they flag their presence with combat probes).

Otherwise the only viable off-peak PvE in null sec will be PI, Moon-goo, and Wormholes giving access to safe PvE areas (or areas where sites need to be scanned down so ample warning is given that you are being hunted).

Ratting and mining in null sec would effectively no longer exist.

I can live with that of course, because I am adaptable. I quite like the idea of farming wormholes from a null-sec base. Seems the best of both worlds really.


If someone was trying to kill you when you were running your frostlines, you wouldn't see any probes out. You might not even see a ship. You'd be d-scanned down to the right site, then either wait until you go to the next site or come after you with a combat recon, which doesn't show up on D-scan. in wormholes, dropping probes is the last thing you do to catch someone. And even then, they will be on your d-scan for maximum of one cycle

Wormholer for life.

Teckos Pech
Hogyoku
Goonswarm Federation
#5074 - 2015-12-31 21:48:59 UTC
Wander Prian wrote:
Jerghul wrote:
Wander
I did 5 frostline sites in a wormhole today. Damn you have it easy. Keep dscan up and start worrying about combat probes only when they start getting within a couple au (a bit lack of talent incidentally to scan down instead of just checking out the sites. Not good adaptation to a change in circumstance that).

Afk cloaky camping is an issue because of the implicit threat (or "pretty big psychological effect" as it translates to stupid). You do not fix the issue by making a much bigger implicit threat.

Then we would need all kinds of compensations - for example that all sites in null sec have to be scanned down (we know ships are not afk when they flag their presence with combat probes).

Otherwise the only viable off-peak PvE in null sec will be PI, Moon-goo, and Wormholes giving access to safe PvE areas (or areas where sites need to be scanned down so ample warning is given that you are being hunted).

Ratting and mining in null sec would effectively no longer exist.

I can live with that of course, because I am adaptable. I quite like the idea of farming wormholes from a null-sec base. Seems the best of both worlds really.


If someone was trying to kill you when you were running your frostlines, you wouldn't see any probes out. You might not even see a ship. You'd be d-scanned down to the right site, then either wait until you go to the next site or come after you with a combat recon, which doesn't show up on D-scan. in wormholes, dropping probes is the last thing you do to catch someone. And even then, they will be on your d-scan for maximum of one cycle


Oh shush, don't confuse people with facts and logic.

"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
#5075 - 2015-12-31 22:11:06 UTC
Teckos
The issues with your narrative have been rehashed to death in this thread.

Fixing an implicit threat issue by making the implicit threat issue far worse is not a fix.

Other compensating wh-mechanisms would also need to be imported to null sec if local was removed. Otherwise null-secers will adapt by farming in wh-space.

Blocked list: Teckos, Sonya, Wander, Baltec1

Teckos Pech
Hogyoku
Goonswarm Federation
#5076 - 2015-12-31 23:04:39 UTC
Jerghul wrote:
Teckos
The issues with your narrative have been rehashed to death in this thread.

Fixing an implicit threat issue by making the implicit threat issue far worse is not a fix.



Really, point to a post where I have expressly argued this?

"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

Morrigan LeSante
Perkone
Caldari State
#5077 - 2016-01-01 07:56:26 UTC  |  Edited by: Morrigan LeSante
Two pages of Sperghul mud slinging and Mike denying a link to local color me unsurprised.


@Teckos: I said remove local because it will serve two roles. 1) stop threads like this forever and 2) expose these people as the cowards they are. Why there'd be TiDi in the SOE systems within a week.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#5078 - 2016-01-01 20:42:42 UTC
All well and good; except that Teckos does have a valid point: you're not supposed to know a cloaker is there. I have been thinking along the lines of "if it has a cloak fitted, it doesn't show up in local until it's been decloaked for 20 sec", along with "still lingers in local for 180 sec after cloaking again". When docked, obviously, the character should show up in local as well.

If this were to be the case, stealth is retained and therefore I could live with making cloaks probe-able. Because people won't scan unless they know they should.

20 sec, because you need time to cloak after jumping a gate; and no more than 20 sec because after all, non-covops cloaks should be more vulnerable.

I haven't entirely thought it through yet, but figured I'd toss it in the group anyway. If cloaked ships don't appear in local they won't encourage people to dock up and therefore might actually catch something for a change instead op scaring the locals off. One might argue this too increases "implicit risk" but a 100% certain situation should not exist. I too would like to call that 4/4 :

1. Making ISK
2. undocked
3. in unprotected space (no gatecamps, no eyes up, no intel channels)
4. 100% safe escape hatch due to advanced warning system

Protection, in one form or another, should be the player's job - a team effort. I'm all in favour of making cloaks scannable PROVIDED we get true stealth in return. How to achieve this is open to debate, but as outlined my "fix" would also include local chat; however not quite in the same way Teckos' proposal works.

As far as I'm concerned these mechanics (delayed chat on both cloaking and decloaking) may even apply to non-cloaked ships (delayed chat on entering and leaving system); after all, roaming gangs have the exact same issue cloaked ships do: the local spike gives them away. 14.3 AU Dscan should provide sufficient safety. Targeting delay upon decloak should provide sufficient safety.

Either way, simply removing *all* forms of uncertainty cannot be the solution. I do believe EvE is too safe already. Bombing cloaks into oblivion allows free reign of the 4/4 ISK Printer, and this too should be addressed.
Jerghul
Aliastra
Gallente Federation
#5079 - 2016-01-01 21:08:13 UTC  |  Edited by: Jerghul
Brokk
He does not have a point. "The pretty big psychological effect" is not resolved by superimposing a gigantic psychological effect" to mask the original issue.

"True stealth"...You could have that. You mean like a low radar cross section along a specific vector, right? It seems a lot weaker than the current cloaking mechanism, but if that is what you want...(I am poking fun at you for using a buzzword that in contemporary terms is a very limited technology. Stealth makes it difficult for some types of radars along pretty specific vector. Though true stealth sounds better than ring of invisibility I suppose:).

There are two issues here and neither involve compensation in any form.

1. The issue of a ship being undocked, in hostile space, afk, and safe.
2. The issue of one detached multi-account holder able to impact on the behaviour of many active pilots.

Both points have a high "what a sucky feature" score, and both should be removed. Which the Devs know and will address.

What mechanisms may or may not be imported to null-sec from worm-hole space is frankly the topic of a completely different thread.

Blocked list: Teckos, Sonya, Wander, Baltec1

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#5080 - 2016-01-01 21:52:02 UTC
Jerghul wrote:
Brokk
He does not have a point. "The pretty big psychological effect" is not resolved by superimposing a gigantic psychological effect" to mask the original issue.


That's because I happen to like risk. Ships could or could not be cyno fitted. There may or may not be a fleet coming out of the woodwork. The ship I engage may be a high-DPS brawler, have some EWAR and neuts up his sleeve, or he may have a massive buffer or an active tank that doesn't quit ... If battles were resolved by pitting known factors against each other, then wherein lies the challenge? "pretty big psychological effects" perceived this way is the thrill of PvP, the jitters you get for ninja-ing through new eden.

No, I'm not actively trying to misunderstand you: you mean the fear that keeps people from undocking - not the "good fear" that keeps people interested in this game but "bad fear" that makes people bored and leave.

How this is perceived is frankly their problem. If I mine Veldspar in highsec, I may earn perhaps 20 mil/hour and be bored out of my skull. I may earn the same 20 mil/hour mining Arkonor in nullsec. Then why on earth would you mine in nullsec? Well ... because I happen to LIKE the jitters. I like to jump a wormhole, grab me some gas and moonwalk out. It's really not about the ship or the ISK at all -- it's about taking a risk and getting away with it.

If I knew for a fact there was NO danger at all because all variables are known up-front; no cynos (because a-symmetric and no counter and blah), no stealth (because must nerf that too), ... what's the point of going through the motions? We might as well skip the whole 'gameplay' part and award everybody a medal 'congrats, you all won EvE' and turn off the server.


Jerghul wrote:

"True stealth"...You could have that. You mean like a low radar cross section along a specific vector, right? It seems a lot weaker than the current cloaking mechanism, but if that is what you want...


No- I meant like "none but the most sophisticated of installations" would know I'm here.


Jerghul wrote:

There are two issues here and neither involve compensation in any form.

1. The issue of a ship being undocked, in hostile space, afk, and safe.
2. The issue of one detached multi-account holder able to impact on the behaviour of many active pilots.

Both points have a high "what a sucky feature" score, and both should be removed. Which the Devs know and will address.

What mechanisms may or may not be imported to null-sec from worm-hole space is frankly the topic of a completely different thread.


1. I don't see what AFK has to do with anything. I can agree on undocked, hostile space and safe however; but as Mag's would say: two way street. Cloakers as well as PvEers are both too safe. Agreed no compensation is necessary for either of them - just put them both at risk and be done with it.

2. First off: if they actually were many active pilots, they wouldn't have an issue. But I do understand what you're trying to say. Not sure if this is an issue, or how one would resolve it... I see a payed account and people use it as they see fit. If that means hanging in a random system and providing intel, that's okay. One blackops bridge pilot can influence many players as well. One Scimitar or Kitsune could turn the tide of battle. One good diplomat or spy can affect many many active accounts even without logging in. You simply cannot nerf psychological warfare. Because it's psychological. CCP provides servers, clients, game mechanics and ship models. They cannot be held responsible for your psychological well being.

Ergo, mechanics is EXACTLY what we ought to discuss; for apparently, your psyche and mine work in completely different ways. The mechanics however, are the same for both of us.


I get that my proposition somehow came across as a plea for "compensation". It was not. It was merely an attempt to re-imagine covert ships as invisible rather than immune. Invisible allows counter-play (eg: Observatory Arrays perhaps dedicated anti-cloak equipment) whereas immune indeed feels like a "sucky feature". But I'm clearly not asking for something we don't already have; nor am I defending immunity or AFK gameplay. I do not consider it my business to condemn how people use their account -- they may AFK in Jita for weeks on end for all I care. They may farm FW plexes AFK. They may mine AFK. Or they may be the Mittani and not log on for months yet still impact the game -- none of my business. I am merely looking for another way to cloak, so that play and counter-play may exist without breaking game balance. This is what we're here for, no?