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AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Xcom
US Space Force
Black Rose.
#5081 - 2016-01-01 23:24:33 UTC  |  Edited by: Xcom
How is it possible for people to be so obtuse about justify there silly belief that nullspace rattings only counter is a broken mechanic. Talk about broken logic.

If you believe that sitting in space cloaked indefinitely is a valid and logical mechanic then I hope CCP makes cloaking permanent. You shouldn't be able to turn off the cloak, problem solved!
Teckos Pech
Hogyoku
Goonswarm Federation
#5082 - 2016-01-02 00:52:06 UTC  |  Edited by: Teckos Pech
Xcom wrote:
How is it possible for people to be so obtuse about justify there silly belief that nullspace rattings only counter is a broken mechanic. Talk about broken logic.

If you believe that sitting in space cloaked indefinitely is a valid and logical mechanic then I hope CCP makes cloaking permanent. You shouldn't be able to turn off the cloak, problem solved!


First, I don't think it is broken. I think it is sub-optimal but balanced.

Which is why I hope it changes. Change the would be on both sides. Effort and assets at risk to get intel about who is in your space and where. On the other side, even with a cloak you sit in one spot too long the locals will find you and send you home to wake up in clone vat somewhere.

As for your suggestion, I think it is so bad it is hilarious.

Oh, and as for Mike's complaint about having a defense fleet, I was messing around with EFT and came up with this for the ishtar,

[Ishtar, Isk Printer]
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Capacitor Power Relay II
Capacitor Power Relay II
Damage Control II

Caldari Navy Large Shield Extender
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

Medium S95a Remote Shield Booster
Medium Energy Neutralizer II
Small 'Regard' Remote Capacitor Transmitter
Small 'Regard' Remote Capacitor Transmitter

Medium Core Defense Field Purger II
Medium Core Defense Field Purger II

Wasp II x5
Ogre II x5

Basic idea is you have 3 or more of these in the same anomaly.

With wasp IIs you'd do 668 DPS which is good for guristas. With ogre IIs DPS is 740. If a stratios shows up, put the neuts on the stratios, which should be in range as he'll be using neuts too. Put the drones on him (which is 1,900-2,200 DPS). His cap will be gone between 35-40 seconds. He'll be dead even faster than that though because against wasp IIs he should have an EHP of about 25,122. He'll probably have 13-20 seconds before he is toast. And his ship costs 2x the cost of an ishtar. And with this fit you'll blow through the anomalies pretty quick. As for tanking the rats, not much of a problem either with the remote reps.

There you go, you are ratting and you are also your own defense fleet. Granted, no tackle modules, but even so chances are the stratios pilot won't even want to try taking this on.

Edit: If you are getting targeted by the stratios, turn off your high slot modules and let the other guys rep/cap you. And with drones you can keep the DPS on the stratios. The stratios should not drain your cap and will take much longer to break your shields than it will take for his to break.

"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
#5083 - 2016-01-02 05:31:03 UTC
Xcom wrote:
How is it possible for people to be so obtuse about justify there silly belief that nullspace rattings only counter is a broken mechanic. Talk about broken logic.


Not claiming it is the only counter, but I distinctly remember stating some facts earlier on, such as:

- cannot target after decloak for 5 seconds.
- cannot cyno on grid with acceleration gates or inside plexes.
- cannot "warp to" inside plexes either.
- can drop a can inside plexes to decloak potential hunters.
- cannot catch up with targets while cloaked (no propmod)
- targets can instantly warp off when they're aligned.
- rats switch aggro to the hunter, even though the hunter didn't mean them no harm.
- need to scan down plexes before entering them.
- locals can pick up these probes or incoming roaming gangs on DScan too.
- many many many anomalies, can you guess the correct one?
- locals get a free advance warning while "intruders" are still loading grid.
- one on one, PvE ships are much stronger than covops ships.

And yet the nullspace ratters claim their only choice is to dock up or die? This is outrageous. Fear mongering at its finest. We try to explain there is really no need to be so afraid, and then other factors are dragged into the discussion. ISK/hr, which is patently false. The need for a whole Fleet to defend against One guy -- also patently false, for it stands to reason that when the offender brings more guys, you need to bring more guys as well to keep the comparison somewhat fair. Plus, ratting with more guys does not cut into ISK/hr so those arguments fell flat too.

Next up, came the "big psychological effect" and idealism along the lines of "you shouldn't be undocked and safe" ..... trying to turn the tables 180 degrees, yet the idea that a cloaked ship is only safe when sitting still in the middle off buttfk nebraska, and no safer than an uncloaked one when on the move, was easily discarded.

I declare ratting is already far too safe, to the point where even an AFK cloaker can only net kills against AFK ratters. If the ratter is paying any attention at all, you won't even catch him.

But, apparently, I am mistaken. Please do elaborate on how You do it then? (and no, I'm not talking about Providence).


Xcom wrote:

If you believe that sitting in space cloaked indefinitely is a valid and logical mechanic then I hope CCP makes cloaking permanent. You shouldn't be able to turn off the cloak, problem solved!


Actually, I do believe that it is. It is not perfect, we're trying to improve upon it but so far, it is very balanced indeed. People are complaining the "hunter is AFK". People are complaining he's in their system. So what? Maybe people need to mind their own business. It's not up to anyone else to decide how a character - paid for - wants to spend his time now, is it? I can sit in a POS. I can sit in a station. I can sit in a safespot cloaked. I can sit at my keyboard or I can sip a beer nextdoor -- how does that help any argument you will undoubtedly share with us??

And then of course there are those who think it's okay in a structure but not okay out in open space because of :reasons:. What those reasons may be is yet unspecified; but somehow a name in local annoys them more than when said name's location is accounted for.

It is, quite literally, incapable of doing anything except DScanning, warping places and probing. And these are exactly the things a recon is supposed to be doing. So ... do I think that sitting in space cloaked is a valid and logical mechanic for a covert ops recon? Duh! It says so on the box. I expect frigates to be fast. I expect HACs to put out DPS. And I expect recons to run reconnaissance. This not logical to you?


Here's a question for you: are you here to try and come up with a less lame mechanic that puts EVERYONE involved more at risk? Or are you just venting frustration? Because believe me, I really tried to divert discussion away from PvE and I failed miserably. It really is all about PvE crowd too afraid to undock. Still thinking they're at a disadvantage and calling for more nerfs. Think I'm lying? Nobody gives a hoot what gets broken in the process; they want one thing and one thing only: clear every single last neutral out of "their" system to print free ISK. THAT is the message resounding loud and clear throughout these pages. You have anything to add that hasn't been addressed before? Go right ahead. But don't just throw your 4 lines of text in here saying "yea the cloak is broken. Your logic is broken too."

How is it broken? What is broken, in your opinion... is it the module? Is it the cyno? Is it the duration? Is it their ability to gather intel? Do you demand proof they're at their keyboard? Why? Out of spite? And how would you perhaps "fix" it then? Remove the module from the game? What else would you break in the process? Dude ...... you might want to think about these things before you start posting. Might want to read what people have already argued before resetting to page 1....?
Xcom
US Space Force
Black Rose.
#5084 - 2016-01-02 06:11:23 UTC  |  Edited by: Xcom
It would actually make a whole lot more sense if cloaked ships would have absolute zero offensive or defensive ability after de-cloaking. You can run around cloaked and do your "reconnaissance" but if you want to join the fight you better drop that cloak in a safe spot then warp to the fight or you will be sitting there like a potato for a really good while. Basically change that targeting delay to activation delay, remove all modual activation after de-cloak.
Morrigan LeSante
Perkone
Caldari State
#5085 - 2016-01-02 11:00:52 UTC
Xcom wrote:
It would actually make a whole lot more sense if cloaked ships would have absolute zero offensive or defensive ability after de-cloaking. You can run around cloaked and do your "reconnaissance" but if you want to join the fight you better drop that cloak in a safe spot then warp to the fight or you will be sitting there like a potato for a really good while. Basically change that targeting delay to activation delay, remove all modual activation after de-cloak.



I'll play: if they're "broken" why do only null bears cry?

Still no answers to that one, you see for something to be overpowered it rather has to be overpowered in all areas of space.
Jerghul
Aliastra
Gallente Federation
#5086 - 2016-01-02 11:32:25 UTC
Morrigan
Its broken because it allows a single afk player to influence the behaviour of a much larger number of active players. So is hugely disproportionate and disrespectful of customer time (note that afk pilots do not actually qualify as customers as the accounts they are run from are paid for by PvE, scams, or margin trading).

Its broken because it allows the pilot to be undocked, in hostile space, afk, and safe (the 4/4).

You could of course compensate for broken mechanics by giving null-sec player controlled gates, making the cyno inhibitor vastly more cost efficient, or requiring that all mining and ratting sites in null-sec need to be scanned down and making the rats omni damage types, and making rats respond in a concord like manner to non sov holder intrusions. In effect just stealing mechanisms from wormhole and high sec space to compensate for the broken mechanics.

Note that removing local only masks the implicit threat afk cloaky camping represents by making the implicit threat far worse. That could be brought to null sec only if all of wh-space compensating mechanisms were also brought to null-sec.

Or you could just fix the mechanics by making afk cloaky campers nominally vulnerable. Preferably in a way that also make cloaky transport of PI and Moon Goo nominally vulnerable too (where the true nulbears make their isk on a scale that massively dwarves isk/hr revenues of simple miners or ratters).

Blocked list: Teckos, Sonya, Wander, Baltec1

Jerghul
Aliastra
Gallente Federation
#5087 - 2016-01-02 12:33:41 UTC
Morrigan
Perhaps work a bit on your reading comprehension skills?

Lets try it a different way.

"This is CCP customer services. Your opinion is of great importance to us. Please hold until our representative can answer your call. There are two afk cloaky campers ahead of you in line"

What do you do?

Hold or hang up?

There are tons of workarounds to afk cloaky camping. You can find them in high sec and wormhole space.

*Player control of gate access
*PvE response to hostile action
*No cynos
*Scan sites only
*Omni damage rats

So, yah, you could import those to null-sec. Or you could just fix the broken mechanism directly. What cannot be done is masking the broken mechanism by superimposing a far worse mechanism on top of it (aka evelore based local removal in nullsec).

Multiple account holding afk cloaky campers are the ones with disgusting entitlement issues. All anyone wants if for afk camping to be nominally unsafe, perhaps in a way that makes perverse isk/hr revenue from PI and moon goo transport nominally unsafe too.

Excuse me for a bit while I spend some time trying to catch ATK campers. You know, the kind of pilots that add content instead of removing it.

Afk cloaky camping is just such a disgusting phenomenon.

Blocked list: Teckos, Sonya, Wander, Baltec1

Jerghul
Aliastra
Gallente Federation
#5088 - 2016-01-02 14:02:37 UTC
Morrigan

"Edited by: Morrigan LeSante"

Lulz. You had to edit....that last post of yours?

ROFL.

Anyways, just carry on understanding EvE at your own pace.

Blocked list: Teckos, Sonya, Wander, Baltec1

Morrigan LeSante
Perkone
Caldari State
#5089 - 2016-01-02 14:16:29 UTC
I dislike typos and the one I made, "nullsuc", might have been interpreted as a slight.

And I see you're still just throwing poorly veiled insults around instead of actually being able to answer the challenge. No surprises there.
Jerghul
Aliastra
Gallente Federation
#5090 - 2016-01-02 14:27:25 UTC
I listed some of the compensating mechanisms that marginalize the impact of afk-cloaky camping in h-sec and wh-space buddy.

You think anyone in null-sec would worry about afk cloaky campers if players could close gates and cynos did not work?

Point is, there is no particular reason to not address the broken mechanism directly instead of importing compensatory mechanisms from high sec or wormhole space.

Afk cloaky camping is a disgusting travesty that is incompatible with good game design.

There really is not other objective way to look at it.

Blocked list: Teckos, Sonya, Wander, Baltec1

Morrigan LeSante
Perkone
Caldari State
#5091 - 2016-01-02 14:33:35 UTC
And still you cannot tell me why lowsec doesn't have this issue. Funny that.
Jerghul
Aliastra
Gallente Federation
#5092 - 2016-01-02 14:55:50 UTC
Who the hell mines or belt rats in low sec?

Or to put it another way. You are not hearing complaints because:

1. Very few people do (the devs can probably check what tiny fraction of ores are mined in low-sec).

Or a selection bias buddy.

But nothing is new about that. Communication channels with CCP are traditionally gooed shut by disgustingly entitled vet slime seeking to entrench their outrageous privilege by spamming echo-chamber output.

Much to the detriment of the game.


Blocked list: Teckos, Sonya, Wander, Baltec1

Morrigan LeSante
Perkone
Caldari State
#5093 - 2016-01-02 15:03:21 UTC
Who the hell belt rats in null?

My god there's no point talking to you, it's like a bad thesaurus bot which has malfunctioned badly.
Jerghul
Aliastra
Gallente Federation
#5094 - 2016-01-02 15:14:27 UTC
Young pilots in affordable ships often belt rat in null-sec. Either as part of small scale mining operations or as an alternative to low grade anoms.

The reason there is no point talking to me is because you are entrenched on trying to maintain privilege (in this case a nice EvE funded multiple account perk that afk cloaky camping is).

A more open mind would see the content possibilities that arise from having time sensitive small gang activity based on hunting for cloaked ships using a mechanism that is defeated by active cloaked ship pilot countermeasures.



Blocked list: Teckos, Sonya, Wander, Baltec1

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#5095 - 2016-01-02 15:23:53 UTC
Xcom wrote:
It would actually make a whole lot more sense if cloaked ships would have absolute zero offensive or defensive ability after de-cloaking. You can run around cloaked and do your "reconnaissance" but if you want to join the fight you better drop that cloak in a safe spot then warp to the fight or you will be sitting there like a potato for a really good while. Basically change that targeting delay to activation delay, remove all modual activation after de-cloak.


I would agree that decloaking, tackling and lighting a covert cyno faster than most PvE ships can even lock their aggressor in return doesn't feel right. I wouldn't remove module activation altogether, however; but perhaps we could do with a delay on cyno activation on decloak... ?

Any solution that encourages people to undock and try to fight off the threat when it suddenly decloaks has my blessing.

Although I predict the next nerf called for will be "this Pilgrim decloaked me by bumping me out of alignment, and I died -- NERF BUMPING!!!" There is a limit to how much carebear protection I can stomach; even in highsec Concord does not Protect but Punish.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#5096 - 2016-01-02 15:38:09 UTC
Jerghul wrote:

You could of course compensate for broken mechanics by giving null-sec player controlled gates, making the cyno inhibitor vastly more cost efficient


Cyno inhibitors do not affect covert cynoes. In fact, everything said about cloakycamping applies tenfold to cyno mechanics: a-symmetrical lame tactics with no direct counter except kiting (hoping you assessed the risk correctly and responded in kind), bringing a backup fleet or checking killboards to check if he's a known hotdropper.

That's just an observation of course -- no immediate need to change that but we wouldn't even be threatened by a lonesome camper if it wasn't for the module sitting right next to the cloak.
Teckos Pech
Hogyoku
Goonswarm Federation
#5097 - 2016-01-02 19:31:41 UTC  |  Edited by: Teckos Pech
Jerghul wrote:
Its broken because it allows a single afk player to influence the behaviour of a much larger number of active players. So is hugely disproportionate and disrespectful of customer time (note that afk pilots do not actually qualify as customers as the accounts they are run from are paid for by PvE, scams, or margin trading).


Okay, first things first, it is not hugely disrespectful of customer time as the idea of disrupting other players game play is the point of the game. Ganking ships, invasions, taking moons, roaming, etc.

As for this notion of a single player disrupting the play of group of players that is utter Bravo Sierra. I have shown how just 3 players ( or 3 pilots with 1 player, or 3 pilots with 2 players) can rat away with little fear from even the most powerful of the current cloaking ships. They will be able to burn down anomaly after anomaly. If they choose to dock up that is their choice and their problem. Nobody elses.

Further, even a single solo player, with some effort can determine the "AFKness". I have actually shown how one could do it formally. One could do it informally as well. Look at their last 100 kills (hint, you can copy zkillboard entries into Excel via copy and paste) and see how many are in your TZ. If there are zero that is a good indicator he is not active in your TZ.

This complaint is, when boiled down to its core, is nothing more than a huge whine by an entitled player who has trotted out every stupid cliche this and other AFK cloaking threads have trotted out. Further, he has done so by lying.

Quote:
Its broken because it allows the pilot to be undocked, in hostile space, afk, and safe (the 4/4).


Yep. And every pilot in that system is safe from him. Some indisputable facts:

1. No AFK player has ever killed another (oh, wait, yes it did happen an AFK ratter in a carrier did wipe out a cloaky bomber gang...kinda goes against the narrative though, lol).
2. No cloaked ship has never killed another ship.

Quote:
You could of course compensate....


You lying sack. You have been badgering me, jumping up and down like a pathetic attention whore for the past several pages specifically about me wanting compenstation then you write that. Entitlement much liar?

Quote:
You could of course compensate for broken mechanics by giving null-sec player controlled gates, making the cyno inhibitor vastly more cost efficient, or requiring that all mining and ratting sites in null-sec need to be scanned down and making the rats omni damage types, and making rats respond in a concord like manner to non sov holder intrusions. In effect just stealing mechanisms from wormhole and high sec space to compensate for the broken mechanics.


Actually, these all make ratting safer. You are whining and putting on one Hell of a demonstration for entitlement. Me, me, me. Gimme, gimme, gimme. Ratting in its current form is acceptable, if anything it needs a change and one that could indeed make AFK cloaking even move problematic. If NS switched from anomalies to missions it would have several salutory effects. One of which would be many players in one system. The more people in a system out doing Stuff™ the harder it would be for a cloaker to kill a ratter without drawing an over-whelming response. We don't need to shut down gates (just stupid beyone belief in NS), we don't need to hide anomalies...especially after CCP has actually gone and made them easier to find. Having missions, depending on how it is done could, in effect, lead to players approximatting an omni tank, or more accurately the ratters tank would not be nearly as predictable. Also, NS sov space might see additional concentration opening up more space for more players in NS--i.e. further breaking up whatever is left of the "Blue Donut". And lastely having missions and LP would change the growth of the money supply. Currently rat bounties, the bulk of which come from NS, are an enormous part of the ISK flowing into the in game economy.

Quote:
Note that removing local only masks the implicit threat afk cloaky camping represents by making the implicit threat far worse. That could be brought to null sec only if all of wh-space compensating mechanisms were also brought to null-sec.


Another lie. Nobody has suggested that local simply be removed and that's that. A casual read of the OA thread shows that there are two groups regarding the OA, the first is the PvE group that says, "NO!!!! YOU CAN'T REMOVE LOCAL!!!" The second group is, remove it, but allow people to get it back via the OA. One commenter, not a member of the PvE side, actually used words almost identical to those used by Mike. "Players who have taken sov space should have ways to secure that space." What he was referring to was using the OA to find AFK cloakers.

"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
#5098 - 2016-01-02 19:32:32 UTC
Jerghul wrote:
Or you could just fix the mechanics by making afk cloaky campers nominally vulnerable. Preferably in a way that also make cloaky transport of PI and Moon Goo nominally vulnerable too (where the true nulbears make their isk on a scale that massively dwarves isk/hr revenues of simple miners or ratters).


Thank you for displaying your ignorance on a giant billboard once again. Moon goo does not use cloaking haulers. When doing stuff in the same system (e.g. filling/emptying silos) a freighter is used. Moon goo, when doing a reaction farm, will take up lots of space, as do the fuel blocks. If you were to do it in something like a transport ship (e.g. crane) you'd be warping back and forth between the towers and stations all the time...making yourself far, far more vulnerable. Instead getting a webbing alt/partner and a freighter lets you undock with one ship one time and do everything. If you are moving between systems you use a jump freighter. It is abudnantly clear that despite your age you have never done anything with moon goo...ever and instead you are just making **** up as you go.

Similarly PI does not use cloaking ships, at least not the kind that can fit a covert ops cloak. You can slap a prototype or improved cloaking device on any ship that has the enough CPU to fit one. Instead the epithal is used and people usually fit them for travel (warp core stabs) so that you can just warp off if scrammed. It won't do **** against a bubble, but then again you should be using bounces and perch's and/or a tower if a hostile comes into system when you are doing PI.

In short, I don't even think you really play 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

Jerghul
Aliastra
Gallente Federation
#5099 - 2016-01-03 10:33:06 UTC  |  Edited by: Jerghul
Rendering afk cloaky camping nominally vulnerable does not require and should not be given compensation.

I am not against change in general, but changes cannot be coupled to compensating EvE financed, multiple account holders for the tremendous burden of being ATK while undocked and in hostile space if they wish to remain safe.

The solution rests in the balance. A time consuming way of scanning down cloaked ships that gives the cloaked pilot sufficient time to take action to remain safe. Even sufficient time to do other multi-boxing stuff.

Nothing is wrong with multi boxing. Nothing is wrong with camping. Nothing is wrong with cloaky camping.

The afk contribution to the equation is the issue.

Blocked list: Teckos, Sonya, Wander, Baltec1

Mike Voidstar
Voidstar Free Flight Foundation
#5100 - 2016-01-03 11:21:10 UTC
Jerghul wrote:
Rendering afk cloaky camping nominally vulnerable does not require and should not be given compensation.

I am not against change in general, but changes cannot be coupled to compensating EvE financed, multiple account holders for the tremendous burden of being ATK while undocked and in hostile space if they wish to remain safe.

The solution rests in the balance. A time consuming way of scanning down cloaked ships that gives the cloaked pilot sufficient time to take action to remain safe. Even sufficient time to do other multi-boxing stuff.

Nothing is wrong with multi boxing. Nothing is wrong with camping. Nothing is wrong with cloaky camping.

The afk contribution to the equation is the issue.


I disagree. While it has been sucessfully argued, at least as far as I am concerned, that cloaks are in fact known and intended to be safe as a station, I believe the problem is with the amount of action allowed to a cloaked ship combined with that safety.

Some, like Morrigan, would argue that most of what a cloaked ship does is completely broken if that ship can be found and challenged. I disagree with that. There should be no action a pilot can take that negatively impacts another pilot without the second pilot having options for retaliation.

It's not that the ships are AFK, it's that they are able to have an affect on others in some way while being so safe as to AFK without fear of discovery and challenge.

Thus a cloaked ship should become bound by similar rules as being docked. Nothing but local... no Dscan, Probes, movement of any kind, etc. Slow movement and even warping of Cov-Ops is fine, but those ships should be targetable on grid if you see the shimmer of the cloak in space.

If cloaks are meant to be as safe as a station, and going to provide that level of safety (and more), then they need to be balanced by similar restrictions on activity and appropriately at the same risk as any other ship in space when breaking those restrictions while maintaining stealth.