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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Wander Prian
Nosferatu Security Foundation
#5141 - 2016-01-06 15:53:06 UTC
Jerghul wrote:
Wander
If a complete audit were required, then it would relate more to reviewing afk behaviour. Given that afk is the target criteria.

But the whole point of 6 week release cycles is give leeway for changes without full information on their potential impact. Which is unreachable anyway as emerging player adaptation always changes the evaluation basis.





Still releasing something you know will break things is bad practice. And even though the 6 week cycle gives you the ability, doesn't mean you should spent your development time in making a bad change just to do it. Why not spend the time in making a well balanced fix tat will be good for all of eve instead of just throwing stuff to the wall and see what sticks

Wormholer for life.

Jerghul
Aliastra
Gallente Federation
#5142 - 2016-01-06 16:14:00 UTC
A mechanism that renders a cloaked ship nominally vulnerable unless the cloaked pilot compensates by doing *anything* is hardly game breaking Wander.

I think the danger is much more on the side of players adapting to keeping afk cloaked invulnerability despite developer intentions, than it is likely to impact on the side of effecting ATK cloaked pilots.

Essentially, I think it will take a couple tries to get right in any event.

The reason established players are against the proposal has much more to do with wanting to retain afk cloaked camping invulnerability, than it has to do with any unforeseen consequences.

I get it. Afk cloaky camping is an established multiple account entitlement. So people defend it.

Blocked list: Teckos, Sonya, Wander, Baltec1

Wander Prian
Nosferatu Security Foundation
#5143 - 2016-01-06 16:57:30 UTC
Jerghul wrote:
A mechanism that renders a cloaked ship nominally vulnerable unless the cloaked pilot compensates by doing *anything* is hardly game breaking Wander.

I think the danger is much more on the side of players adapting to keeping afk cloaked invulnerability despite developer intentions, than it is likely to impact on the side of effecting ATK cloaked pilots.

Essentially, I think it will take a couple tries to get right in any event.

The reason established players are against the proposal has much more to do with wanting to retain afk cloaked camping invulnerability, than it has to do with any unforeseen consequences.

I get it. Afk cloaky camping is an established multiple account entitlement. So people defend it.



Sorry, but you are way off the mark here.

I've played for a good 5-6 years by now and I still only have this one guy. I'm not defending AFK-cloaking in any way, but I won't let you break cloaking just because you have a non-issue that you just cannot seem to learn to play around. Yet you want to make a "fix" without any idea how it might affect other things using the same mechanic.

If you want to fix "AFK-cloaking" then do it right, not half-ass it and break other parts of cloaking .

Wormholer for life.

Mike Voidstar
Voidstar Free Flight Foundation
#5144 - 2016-01-06 17:29:24 UTC
It's the definition of 'break' that needs addressed.


All the stuff Morrigan is so terrified will break without her perfect cloaks isn't a non issue, but almost none of it should be possible from an unassailable position anyway. Doing important things risk free should be broken.
Maria Dragoon
Brutor Tribe
Minmatar Republic
#5145 - 2016-01-06 17:36:15 UTC
Mike Voidstar wrote:
It's the definition of 'break' that needs addressed.


All the stuff Morrigan is so terrified will break without her perfect cloaks isn't a non issue, but almost none of it should be possible from an unassailable position anyway. Doing important things risk free should be broken.



So.... We should ramp up the difficulty on nullbears, take away their local and remove ALL cynos from popping up on the overlay for anyone to warp to that not on grid when the cyno is lit. Got'cha.

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."

Morrigan LeSante
Perkone
Caldari State
#5146 - 2016-01-06 17:36:15 UTC  |  Edited by: Morrigan LeSante
That's because no-one has yet suggested a way that can catch an active cloaker, but not an afk one just burning into the sunset.

At least, not one that DOESN'T break everything.

It's not unreasonableness on my part - there just isnt anything (that I am aware of or has been suggested yet) which can catch an afk guy doing 400-500+ m/s but DOESNT break the non covert types. Or indeed actual covert types.
Jerghul
Aliastra
Gallente Federation
#5147 - 2016-01-06 18:09:02 UTC  |  Edited by: Jerghul
Wander
You are not really the choir I am preaching to. Shall we simply agree to disagree?

Morrigan
In its simplest form then. A citadel module exists. When activated and after a certain delay:

On screen message to cloaked ship: "You have been targeted by a decloaking device. Recalibrate cloak [right click on module to select recalibrate] within 60...59...58 seconds [timer] or cloak will deactivate.

Failure to right click causes cloak to deactivate. Ship is no longer both afk and cloaked.

It might still be speed tanked or whatever, but that does not concern me.

Edit
It could be simpler of course. But the ammunition type duration limitations for the cloaking module have already been mentioned (a cloaked player needs to manually restart cloaking device after it has reloaded. So would be without a cloak during reload and until module has been reactivated). So no need to rehash that point.

Blocked list: Teckos, Sonya, Wander, Baltec1

Teckos Pech
Hogyoku
Goonswarm Federation
#5148 - 2016-01-06 20:14:48 UTC
Morrigan LeSante wrote:
That's because no-one has yet suggested a way that can catch an active cloaker, but not an afk one just burning into the sunset.

At least, not one that DOESN'T break everything.

It's not unreasonableness on my part - there just isnt anything (that I am aware of or has been suggested yet) which can catch an afk guy doing 400-500+ m/s but DOESNT break the non covert types. Or indeed actual covert types.


I think catching an active cloaker should be extremely hard aside from the usual suspects, landing in a bubble on grid with objects such as cans, being decloaked on a gate, a gang of smart bombing BSs, etc.

A cloak is to provide considerable stealth, and if you are warping form safe-to-safe you should be as safe maybe even safer than an interceptor doing the same.

Depends on how it works in the OA, if it creates a target that one can warp to in any ship then maybe an interceptor or a small group of them. Warp the first time and get close, warp the second time and get really close, burn in the direction you warped the second time and then start orbiting each other at a given distance dropping cans....

As for non-covert type cloaks I see them as last ditch safety measures. You got stuck in a system so you warp to a safe and cloak and hope they go away. The bigger problem of course would be the black ops BS....maybe give them covert ops cloaks?

"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
#5149 - 2016-01-06 20:35:07 UTC  |  Edited by: Jerghul
Teckos
If catching an active cloaker is not part of OA function, then it is needlessly complex.

A simple Decloaking Array (DA) is a much better fit.

A ship targeted by the DA becomes uncloaked unless the pilot intervenes to avoid being decloaked.

Then normal scanning procedures can follow. Followed by normal hunting routines.

A DA also avoids Evelore awkwardness inherent to any OA suggestion (why would local be transferred to player control in null-sec, but not low and high sec? Why would local be transferred to player control in null sec, but gates would not be transferred to player control in null-sec?).

A DA also avoids the awkwardness of giving the perception of depopulated space inherent to transferring local to player control.

Its not good that it looks like no one is playing Eve in the region you might be in.

Edit
Transferring local to player control also only masks the implicit threat afk cloaky campers represent by creating a far bigger implicit threat issue (remembering that implicit threat is defined as "a pretty big psychological effect").

It simply is not a viable contribution to the afk cloaky camping issue.

Blocked list: Teckos, Sonya, Wander, Baltec1

Morrigan LeSante
Perkone
Caldari State
#5150 - 2016-01-06 20:47:39 UTC
What about bits of space where one cannot anchor a citadel?
Wander Prian
Nosferatu Security Foundation
#5151 - 2016-01-06 23:48:28 UTC
When it games to game mechanics vs. game lore, the lore will always lose. The lore will be rewritten if needed

Wormholer for life.

Alyssa Haginen
Doomheim
#5152 - 2016-01-07 00:45:48 UTC  |  Edited by: Alyssa Haginen
Teckos Pech wrote:

Cloaked ships are NOT that powerful. Even the stratios which might be a tad OP given that it can cloak and thus lurk up on the unaware ratter in NS is still not that powerful.



I have done Black Ops fleets that have imploded subcap class ships. About 15 people or so, it's equal to a dread's DPS with ewar and perfect tracking. One real crappy thing is the major limitation on where covert cynos can be lit.

The pilgrim hands down is the best solo PvE hunting ship there is. The strength it's holds is in it's moderate dps combined with the perfect carebear hunting ewar bonuses. Some races do lack effective dps and ewar however you can fit any force recon to effectively hunt PvE targets. The main challenge now is that NPC's alternate targets.



Also, this thread does have some interesting posts concerning only doing one of the two things. Either only removing AFK cloaking or only removing local. I just wanted to stress the connection between these two things along with the OA and modules affecting cloaks/local listing. This turns intel into a commodity instead of a constant and opens up many new strategic, logistical, and social opportunities. I am kind of at a loss as to what is the most balanced method to achieving the AFK cloaking solution. Do you just require ships to have fuel for cloaks or create a new cloak hunting aspect? I do know what I want to happen with local player listing though.
Teckos Pech
Hogyoku
Goonswarm Federation
#5153 - 2016-01-07 01:01:21 UTC
Alyssa Haginen wrote:
Teckos Pech wrote:

Cloaked ships are NOT that powerful. Even the stratios which might be a tad OP given that it can cloak and thus lurk up on the unaware ratter in NS is still not that powerful.



I have done Black Ops fleets that have imploded subcap class ships. About 15 people or so, it's equal to a dread's DPS with ewar and perfect tracking. One real crappy thing is the major limitation on where covert cynos can be lit.


Stealth bombers are also paper thin and against a heavier class of ship with similar numbers will find that DPS no longer near dreadnought DPS as your ships are alpha'd off the field. My point was that if a group is being driven off one-by-one by a cloaking gang...they are doing it wrong.

Quote:
Also, this thread does have some interesting posts concerning only doing one of the two things. Either only removing AFK cloaking or only removing local. I just wanted to stress the connection between these two things along with the OA and modules affecting cloaks/local listing. This turns intel into a commodity instead of a constant and opens up many new strategic, logistical, and social opportunities. I am kind of at a loss as to what is the most balanced method to achieving the AFK cloaking solution. Do you just require ships to have fuel for cloaks or create a new cloak hunting aspect? I do know what I want to happen with local player listing though.


Fuel is a horrible idea. Very few have suggested simply removing local. Lots have suggested simply removing AFK cloaking...typically people more interested in PvE than anything else.

And no it does not turn intel into a commodity, but something that is now...permeable? That is, it is something that can be influenced by both sides much more directly as well as indirectly. This is a good thing because it "opens up many new strategic, logistical, and social opportunities." Balance might be an issue, but that is always the case with new mechanics and so long as the Devs iterate on the new mechanic things can be fixed, improved and so forth.

"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

Alyssa Haginen
Doomheim
#5154 - 2016-01-07 01:45:27 UTC
Teckos Pech wrote:

Stealth bombers are also paper thin and against a heavier class of ship with similar numbers will find that DPS no longer near dreadnought DPS as your ships are alpha'd off the field. My point was that if a group is being driven off one-by-one by a cloaking gang...they are doing it wrong.



Paper thin but they have to be locked first and within web range. Not all ships will survive that 15 second lock time.
Teckos Pech
Hogyoku
Goonswarm Federation
#5155 - 2016-01-07 04:25:15 UTC  |  Edited by: Teckos Pech
Alyssa Haginen wrote:
Teckos Pech wrote:

Stealth bombers are also paper thin and against a heavier class of ship with similar numbers will find that DPS no longer near dreadnought DPS as your ships are alpha'd off the field. My point was that if a group is being driven off one-by-one by a cloaking gang...they are doing it wrong.



Paper thin but they have to be locked first and within web range. Not all ships will survive that 15 second lock time.


So what? So a ship or two goes down, and depends on the full context of the situation.

One thing that always annoys me about the anti-cloakers is:

1. They shift gears between active cloaking pilots and AFK pilots as if the two situations are analogous.
2. They assume perfect of very advantageous conditions for the cloaked pilots.

Let me explain that last one, suppose you think you have prey and you can "gank him fast" but he is much tankier than you though and suddenly a dictor lands and drops a bubble on you guys followed by a bunch of guys pouring in through a cyno....you guys are humped. If you try to burn out of the bubbles with a mwd...uh-oh your sig blossoms. If you stay and duke it out you might take a ship or two but your entire gang will likely be toast.

Anti-cloak posters always end up in the same place with the same basic thrust to their arguments: cloaking is an "I win button". Of course that is total and complete Bravo Sierra because cloaking ships are rarely doctrine ships. About the only instance of that was the Imperium's use of stealth bombers and PIGs to RF structures back when that was a Thing™. Even then those gangs ALWAYS ****** off when even the slightest whiff of hostile resistance showed up.

This notion that cloaking ships are too powerful just does not stand up to the laugh test. In the right context they are powerful...but that is true of just about every ship in 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
#5156 - 2016-01-07 06:04:36 UTC  |  Edited by: Jerghul
Summary of my position

Afk cloaky camping is an established multiple account entitlement.

It is hugely disproportionate as it allows an afk pilot to significantly impact on the behaviour of many active players
It is not duplicable by the average player with x-month seniority;
The afk subscription is invariably funded by ingame resources.
It gives 4/4 invulnerability (undocked, in hostile space, afk, safe)
It discourages ingame activity and ultimately impacts on player retention (the average x-month old player quitting after y-months).

Its sole redeeming feature is how it impacts on other forms of afk behaviour. This suggest that measures targeting afk cloaky camping should target the afk component and that an audit should primarily consider other forms of afk behaviour.

The best way to resolve the afk cloaky camping issue is by introducing a mechanism that will decloak a ship unless a pilot actively intervenes to remain cloaked. Mechanisms of this type include giving cloak modules a charge requirement, or introducing a citadel based module that will decloak a vessel unless the cloaked pilot actively intervenes.

Any measure need only be nominally effective as human error inherent to afk will assure sufficient impact.

Blocked list: Teckos, Sonya, Wander, Baltec1

Maria Dragoon
Brutor Tribe
Minmatar Republic
#5157 - 2016-01-07 06:21:05 UTC
Jerghul wrote:
Summary of my position

Afk cloaky camping is an established multiple account entitlement.

It is hugely disproportionate as it allows an afk pilot to significantly impact on the behaviour of many active players
It is not duplicable by the average player with x-month seniority;
The afk subscription is invariably funded by ingame resources.
It gives 4/4 invulnerability (undocked, in hostile space, afk, safe)
It discourages ingame activity and ultimately impacts on player retention (the average x-month old player quitting after y-months).

Its sole redeeming feature is how it impacts on other forms of afk behaviour. This suggest that measures targeting afk cloaky camping should target the afk component and that an audit should primarily consider other forms of afk behaviour.

The best way to resolve the afk cloaky camping issue is by introducing a mechanism that will decloak a ship unless a pilot actively intervenes to remain cloaked. Mechanisms of this type include giving cloak modules a charge requirement, or introducing a citadel based module that will decloak a vessel unless the cloaked pilot actively intervenes.

Any measure need only be nominally effective as human error inherent to afk will assure sufficient impact.


"It is hugely disproportionate as it allows an afk pilot to significantly impact on the behaviour of many active players"
Provide your factual data please, otherwise I will assume you don't actually know how many people AFK cloaking impacts

"It is not duplicable by the average player with x-month seniority"
how do you know who goes AFK while cloaked and who doesn't?

"The afk subscription is invariably funded by ingame resources."
Actually a subscription is funded by money... You know M-O-N-E-Y. Even a plex was created through someones M-O-N-E-Y. Thus an account, AFK or not, is not funded by ingame resources, it funded by, well...real life funds.

"It gives 4/4 invulnerability (undocked, in hostile space, afk, safe)"
You sir don't know how cloaking works. This is a simple fact. Cloaking only provides protection while in a safe up spot, which must be generated by a player being active, AND they must not be caught while in the process of moving to said safe spot, You can't force someone to undock, You can however force someone to uncloak. Also you can be totally 100% safe by doing the exact same thing with duel propped rigged out ships that fly in one direction for eternity, and by the time you scan them down, they already move grids.

"It discourages ingame activity and ultimately impacts on player retention (the average x-month old player quitting after y-months)."

Please provide factual data, that this has a serious impact on new players, which from PERSONAL experience, most new players don't explore low or null sec. Which is really the only place that it seems to have the most impact.

"
Its sole redeeming feature is how it impacts on other forms of afk behaviour. This suggest that measures targeting afk cloaky camping should target the afk component and that an audit should primarily consider other forms of afk behaviour.

The best way to resolve the afk cloaky camping issue is by introducing a mechanism that will decloak a ship unless a pilot actively intervenes to remain cloaked. Mechanisms of this type include giving cloak modules a charge requirement, or introducing a citadel based module that will decloak a vessel unless the cloaked pilot actively intervenes."

Can I have a module that will force ships out of their pos bubbles without having to wait through a 24 hour reinforce timer? Straight

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."

Teckos Pech
Hogyoku
Goonswarm Federation
#5158 - 2016-01-07 06:27:41 UTC
Jerghul wrote:


It is hugely disproportionate as it allows an afk pilot to significantly impact on the behaviour of many active players
It is not duplicable by the average player with x-month seniority;
The afk subscription is invariably funded by ingame resources.


These are all untrue. If 10, 15, or more people are docked due to one guy in local, time to move back to HS. A player with a few months training can get into a cloaking ship pretty quick. I have an alt that has very, very few SP. To train him into a covert ops would take 30 days, 9 hours, 44 minutes and 4 seconds. Complete with a covert ops cloak and warp disruptor. Using a alt to AFK camp a system is to have an alt that is entirely unproductive, it is to have an account that is entirely unproductive. If that player is trying to PLEX accounts AFK camping comes with an opportunity cost around 1.2 billion ISK a month.

These are all false, demonstrably false.

Quote:
It gives 4/4 invulnerability (undocked, in hostile space, afk, safe)


To maintain this level of safety the player has to also do nothing to jeopardize it--i.e. you are safe from him. So false.

Quote:
It discourages ingame activity and ultimately impacts on player retention (the average x-month old player quitting after y-months).


No, it makes solo activity in a given system problematic. There are other things you can do in game.

Quote:
Its sole redeeming feature is how it impacts on other forms of afk behaviour. This suggest that measures targeting afk cloaky camping should target the afk component and that an audit should primarily consider other forms of afk behaviour.


Again no. It has an effect on resource acquisition which is legitimate game play, if sub-optimal. Further, to the extent that it reduces ISK from entering the economy that is probably a good thing.

Quote:
The best way to resolve the afk cloaky camping issue is by introducing a mechanism that will decloak a ship unless a pilot actively intervenes to remain cloaked. Mechanisms of this type include giving cloak modules a charge requirement, or introducing a citadel based module that will decloak a vessel unless the cloaked pilot actively intervenes.

Any measure need only be nominally effective as human error inherent to afk will assure sufficient impact.


1. Negatively effecting the game play of active players to negatively effect AFK players is horrible game design.
2. Addressing AFK cloaking can be done by other means that preserve game balance.

In short, you are just about wrong in everything you wrote.

"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
#5159 - 2016-01-07 07:24:19 UTC  |  Edited by: Jerghul
Teckos
No. Everything does not. Afk cloaky camping fills downtime between activity with other alts on that subscription. 0 opportunity cost of managed well.

0 opportunity cost is inherent to the afk portion. IF ATK, then opportunity cost is incurred.

Maria
You do not need the data. The Devs do and they have NDA access. But it is easy enough to replicate. Go to steam gauge to read generalized player characteristics (how often/long do the play a game they have bought on steam), then correlate with the specifics for Eve online to see if it corresponds. Eliminate trial accounts by deducting median from the average. Bobs your uncle.

You can report this post if you like. It sorts under rumourmongering and should be deleted.

Blocked list: Teckos, Sonya, Wander, Baltec1

Maria Dragoon
Brutor Tribe
Minmatar Republic
#5160 - 2016-01-07 07:35:51 UTC  |  Edited by: Maria Dragoon
Jerghul wrote:
Teckos
No. Everything does not. Afk cloaky camping fills downtime between activity with other alts on that subscription. 0 opportunity cost of managed well.

0 opportunity cost is inherent to the afk portion. IF ATK, then opportunity cost is incurred.

Maria
You do not need the data. The Devs do and they have NDA access. But it is easy enough to replicate. Go to steam gauge to read generalized player characteristics (how often/long do the play a game they have bought on steam), then correlate with the specifics for Eve online to see if it corresponds. Eliminate trial accounts by deducting median from the average. Bobs your uncle.

You can report this post if you like. It sorts under rumourmongering and should be deleted.


But this doesn't take into account of, if players move to the eve online format, or if they stay on steam format.

Also based on here: http://steamcharts.com/app/8500#1y From Nov 2012 onward to today, Steam platform of eve online averages around 1000 players a day. So you are saying every 2 months we lose, then gain... Lets say average, which I guess would be Half? I mean how do you define average player? But let just go half, Based on what you are saying, ever two months we gain, then lose 500 players. I somehow don't find that creditable. And of those 500 players, how many are actually affected in anyway by "afk cloaking"?

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."