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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Mag's
Azn Empire
#5481 - 2016-01-15 23:46:06 UTC  |  Edited by: Mag's
Mike Voidstar wrote:
Mag's wrote:
There's that elephant again.

Safety is a two way street. We already know the position taken, in regards to safety at a secret safe spot.
Safety for cloakers also fluctuates when active, unlike stations.

Now then, back to that root elephant problem......


You mean that without local they could not project threat. Sure. That's just one small issue in a much larger problem, and a stupid solution in any case. Kind of like removing the light bulb from a warning light and calling the problem fixed.

Just because you are not aware of it, that does not mean the threat isn't there. AFK cloaking is a symptom. The problem being that cloaks offer too much range of ability for their safety. Since the safety is inviolate, the range of activity needs to be reduced to an appropriate level.
No actually it's the main issue. As shown by the fact one can gain the same psychological effects, without a cloak.

It's nothing like removing the light bulb, but thanks for the disingenuous analogy.
It's actually changing the bulb for a new system. One that allows for checks to be made in person, through action. Included in those checks are ways to fault find. I.E. find cloaks.

The whole point of AFKing, is the fact that the system dwellers are aware. They are trying to subvert the instant intel local provides, with a hope it affects those in the system. Calling for a nerf to the abilities of cloaks, because local is being used against you, (the lights always on) isn't a balanced approach.

Oh and safety is still, a two way street.
Mike Voidstar wrote:
As the safety is in fact higher than that offered by a station, then the range of action must be quite limited in deed.
Please tell me this was a typo.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Teckos Pech
Hogyoku
Goonswarm Federation
#5482 - 2016-01-16 00:17:47 UTC  |  Edited by: Teckos Pech
Mag's wrote:
Mike Voidstar wrote:

As the safety is in fact higher than that offered by a station, then the range of action must be quite limited in deed.
Please tell me this was a typo.


Oh, no I'm sure I'll have a link to a KM waiting for me when I get home later this evening. I'm sure of it. A ship destroyed in station. The wreck floating there where the ship should be.

Gremlins you see. They come and get you if you are AFK and not spinning your ship. Spinning your ship throws them off, before they have a chance to blow it up.

"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
#5483 - 2016-01-16 00:25:47 UTC
Brokk Witgenstein wrote:
Mike Voidstar wrote:

At risk warping to a gate? Infinitesimal to the point of no risk at all if they are at all intelligent and don't warp to zero.
At risk jumping through a gate? Far less than most other ships.
At risk warping to an object? Again, infinitesimal to the point of no risk at all if they are intelligent.


Oh Mike. The highsec is strong in this one. Let me help you out:

at risk when warping to a gate: granted, not so much. But you can definitely take them on the other side! That said, not everybody has a bookmark off the gate, and bouncing to a celestial is the oldest trick in the book. Those directions may very well have a permanent dragbubble and decloaking cans (or a mobile depot LOL) anchored. The proficient player will cap himself out and get close enough for a DScan, but at some point he'll want to warp to the gate and go through it.

at risk when jumping through a gate? Hell yeah! You bubble his assss---rear end- and a frig can get a good decloak on them like 80% of the time. Possibly more, but that's accounting for him burning out of your bubble or landing at a favourable location. To do this, have your Stiletto / Daredevil / whatever you use sit aboven or below the gatestructure, MWD primed, and burn as soon as he loses his gatecloak. Other tactics, such as a couple drone carriers spread out at several km from the gate also work. And dropping cans.

At risk when warping to an object? Same rules as for a gate apply, but it gets better:

in a belt, it may be very hard to get close enough without getting decloaked by asteroids / rats. Especially with gimped velocity under cloak.

in a complex, it get even better: people tend to drop their MTU or a can where you come out of the acceleration gate. This is a fixed location you cannot circumvent by warping from other directions or at range, therefore the decloak is guaranteed.



Briefly put: you forgot to account for DICs and dragbubbles. Every time you can "force" the inbound location and anchor a can, you have defeated the cloak. Every time you prevent a cloaker from warping off straight away, you have a chance to manually decloak him. All the bubbles man.



Don't forget there are a bunch of systems (yuck, provi) where the outgate is not in dscan range. Man I hated those the most.
Mike Voidstar
Voidstar Free Flight Foundation
#5484 - 2016-01-16 01:51:50 UTC
Mag's wrote:
Mike Voidstar wrote:
Mag's wrote:
There's that elephant again.

Safety is a two way street. We already know the position taken, in regards to safety at a secret safe spot.
Safety for cloakers also fluctuates when active, unlike stations.

Now then, back to that root elephant problem......


You mean that without local they could not project threat. Sure. That's just one small issue in a much larger problem, and a stupid solution in any case. Kind of like removing the light bulb from a warning light and calling the problem fixed.

Just because you are not aware of it, that does not mean the threat isn't there. AFK cloaking is a symptom. The problem being that cloaks offer too much range of ability for their safety. Since the safety is inviolate, the range of activity needs to be reduced to an appropriate level.
No actually it's the main issue. As shown by the fact one can gain the same psychological effects, without a cloak.

It's nothing like removing the light bulb, but thanks for the disingenuous analogy.
It's actually changing the bulb for a new system. One that allows for checks to be made in person, through action. Included in those checks are ways to fault find. I.E. find cloaks.

The whole point of AFKing, is the fact that the system dwellers are aware. They are trying to subvert the instant intel local provides, with a hope it affects those in the system. Calling for a nerf to the abilities of cloaks, because local is being used against you, (the lights always on) isn't a balanced approach.

Oh and safety is still, a two way street.
Mike Voidstar wrote:
As the safety is in fact higher than that offered by a station, then the range of action must be quite limited in deed.
Please tell me this was a typo.


Typo? Hardly.

In either case you are absolutely safe so long as you don't leave that spot. So safety is equal.

Station has a known location, it's on the overview in fact. It pops you out in a known spot. Which means you can be camped when you leave it. The same is not true of a cloak. So safety is greater from a cloaked position.

In Sov Null, stations can change hands. Nothing can affect your cloaked safe position. Safety of cloaked position even more safe than station. Yes, this takes longer than a single one on one battle, but with the cloak it's not possible at all.

So yeah, cloaks are safer than a station. Your range of activity should be limited to match it.
Cidanel Afuran
Grant Village
#5485 - 2016-01-16 02:32:53 UTC
Mike Voidstar wrote:
Typo? Hardly.

In either case you are absolutely safe so long as you don't leave that spot. So safety is equal.

Station has a known location, it's on the overview in fact. It pops you out in a known spot. Which means you can be camped when you leave it. The same is not true of a cloak. So safety is greater from a cloaked position.

In Sov Null, stations can change hands. Nothing can affect your cloaked safe position. Safety of cloaked position even more safe than station. Yes, this takes longer than a single one on one battle, but with the cloak it's not possible at all.

So yeah, cloaks are safer than a station. Your range of activity should be limited to match it.


When you are docked you can change ships, refit modules, repair, plug in implants, etc. When cloaked you can't do any of that. One more time (since you ignored me before) if you want cloaking to be the same as in stations, can I change ships, repair, refit, jump clone, etc. like I can while in station?

Or are you applying a double standard yet again?

Do you listen to yourself when you talk?
Mag's
Azn Empire
#5486 - 2016-01-16 02:48:06 UTC
Mike Voidstar wrote:
Mag's wrote:
Please tell me this was a typo.


Typo? Hardly.

In either case you are absolutely safe so long as you don't leave that spot. So safety is equal.

Station has a known location, it's on the overview in fact. It pops you out in a known spot. Which means you can be camped when you leave it. The same is not true of a cloak. So safety is greater from a cloaked position.

In Sov Null, stations can change hands. Nothing can affect your cloaked safe position. Safety of cloaked position even more safe than station. Yes, this takes longer than a single one on one battle, but with the cloak it's not possible at all.

So yeah, cloaks are safer than a station. Your range of activity should be limited to match it.
I would say it's as near equal as to not be worth arguing over, when they are at a secret safe. Equal that is, not higher. As you yourself just back peddled to. But we've already established CCP are fine with that. Working as intended, as they say. Blink

But I see you're doing your normal trick of including arguments that back your assertion, but ignoring the equivalent ones on the opposing side. Dishonest much?

Oh and just a heads up. When I was in MASS, we owned a region for a time. I had quite a few items in our main station down there. Time past and we lost it. I had items and ships down there for years and a jump clone. I didn't lose one ship in all that time and in fact, sold many of the items in the station to players red to myself, whilst I was down there in the clone. This was when I was in the united.

Guys guys it's OK, I coped with the risk. But I was permanently scared I was going to get my boat violenced by Scotty the docking manager. fnar fnar Lol

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Teckos Pech
Hogyoku
Goonswarm Federation
#5487 - 2016-01-16 02:56:26 UTC
Mike Voidstar wrote:


Typo? Hardly.

In either case you are absolutely safe so long as you don't leave that spot. So safety is equal.

Station has a known location, it's on the overview in fact. It pops you out in a known spot. Which means you can be camped when you leave it. The same is not true of a cloak. So safety is greater from a cloaked position.

In Sov Null, stations can change hands. Nothing can affect your cloaked safe position. Safety of cloaked position even more safe than station. Yes, this takes longer than a single one on one battle, but with the cloak it's not possible at all.

So yeah, cloaks are safer than a station. Your range of activity should be limited to match it.



Undocking is like warping to a gate when cloaked, so not valid.

Systems can change hands just as stations can while one is cloaked, so not valid.

And so long as you never undock you can sit in that station perfectly, absolutely, utterly safe.

Did I use all your adjectives?

Roll

"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
#5488 - 2016-01-16 03:01:23 UTC  |  Edited by: Teckos Pech
Mag's wrote:


Oh and just a heads up. When I was in MASS, we owned a region for a time. I had quite a few items in our main station down there. Time past and we lost it. I had items and ships down there for years and a jump clone. I didn't lose one ship in all that time and in fact, sold many of the items in the station to players red to myself, whilst I was down there in the clone. This was when I was in the united.


Yep, same with me down in Period Basis. I had a jump clone too. Would pop in from time-to-time just of mess with KIA Alliance. Eventually sold all my stuff to guys who were, at that time red to me, even recall selling my last ship a ratting ishtar. Sold it too a Goon, had some issues with some damaged drones so had to repackage it and lost the rigs, so we renegotiated the price...he was very cool about it all.

Ironically after we joined up with TEST, Goons, et. al. we took that station back...but alas I had nothing left there.

So, I am fine with admitting sitting at a secret safe with a cloak on is as safe as a station. Everything else entails at least some risk. Careful piloting can mitigate some and even much of it, but there is still risk.

"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

Mag's
Azn Empire
#5489 - 2016-01-16 03:32:38 UTC  |  Edited by: Mag's
Teckos Pech wrote:
Mag's wrote:


Oh and just a heads up. When I was in MASS, we owned a region for a time. I had quite a few items in our main station down there. Time past and we lost it. I had items and ships down there for years and a jump clone. I didn't lose one ship in all that time and in fact, sold many of the items in the station to players red to myself, whilst I was down there in the clone. This was when I was in the united.


Yep, same with me down in Period Basis. I had a jump clone too. Would pop in from time-to-time just of mess with KIA Alliance. Eventually sold all my stuff to guys who were, at that time read to me, even recall selling my last ship a ratting ishtar. Sold it too a Goon, had some issues with some damaged drones so had to repackage it and lost the rigs, so we renegotiated the price...he was very cool about it all.

Ironically after we joined up with TEST, Goons, et. al. we took that station back...but alas I had nothing left there.

So, I am fine with admitting sitting at a secret safe with a cloak on is as safe as a station. Everything else entails at least some risk. Careful piloting can mitigate some and even much of it, but there is still risk.
Ours was Esoteria back in 2008. IIRC, I think the system I had all my stuff in was 111 something. Or that may have been the outpost we built. We didn't have the area for long a month or so and I seem to recall it was Atlas that took it from us.

Most were burnt out with null life at that point and we simply couldn't be bothered. We'd lived in the drone region for years and it sucked all the enjoyment out of the game for us. The drone region was awful back then, not sure about it now.

Funnily enough we had AFK cloakers back then, don't ever recall it stopping me rat. Or anyone else in the corp for that matter.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Teckos Pech
Hogyoku
Goonswarm Federation
#5490 - 2016-01-16 05:14:03 UTC
Mag's wrote:
Teckos Pech wrote:
Mag's wrote:


Oh and just a heads up. When I was in MASS, we owned a region for a time. I had quite a few items in our main station down there. Time past and we lost it. I had items and ships down there for years and a jump clone. I didn't lose one ship in all that time and in fact, sold many of the items in the station to players red to myself, whilst I was down there in the clone. This was when I was in the united.


Yep, same with me down in Period Basis. I had a jump clone too. Would pop in from time-to-time just of mess with KIA Alliance. Eventually sold all my stuff to guys who were, at that time read to me, even recall selling my last ship a ratting ishtar. Sold it too a Goon, had some issues with some damaged drones so had to repackage it and lost the rigs, so we renegotiated the price...he was very cool about it all.

Ironically after we joined up with TEST, Goons, et. al. we took that station back...but alas I had nothing left there.

So, I am fine with admitting sitting at a secret safe with a cloak on is as safe as a station. Everything else entails at least some risk. Careful piloting can mitigate some and even much of it, but there is still risk.
Ours was Esoteria back in 2008. IIRC, I think the system I had all my stuff in was 111 something. Or that may have been the outpost we built. We didn't have the area for long a month or so and I seem to recall it was Atlas that took it from us.

Most were burnt out with null life at that point and we simply couldn't be bothered. We'd lived in the drone region for years and it sucked all the enjoyment out of the game for us. The drone region was awful back then, not sure about it now.

Funnily enough we had AFK cloakers back then, don't ever recall it stopping me rat. Or anyone else in the corp for that matter.


Looking at the map it looks like it is mostly renters with Russian overlords now, but v0v

"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

Randal Ganes
Federal Navy Academy
Gallente Federation
#5491 - 2016-01-16 08:08:28 UTC
I have read alot of what game mechanic does afk cloakers use against you.

Well, i see it this way. He/she use the cloak mechanic itself while he/she is afk. And that directly has a impact with other players ingame.
But thats fine, he cant do nothing, but still he use a game mechanic that interacts with other players. Harm or no harm.

But why not add a couple of mechanics the cloaker have to deal with to gain a stable cloak.
I mean countermeasures the cloaker have to deal with to sustain hes/shes stable cloak, like a network of cloak inhibitors.
In that way you force the cloaker to use game mechanics to shoot and destroy this inhibitors to gain a stable cloak in certain areas.

This cloak inhibitor can work together with grids or AU range.

i dont care about the local chat, keep it or remove it.
Mike Voidstar
Voidstar Free Flight Foundation
#5492 - 2016-01-16 09:30:18 UTC
Cidanel Afuran wrote:
Mike Voidstar wrote:
Typo? Hardly.

In either case you are absolutely safe so long as you don't leave that spot. So safety is equal.

Station has a known location, it's on the overview in fact. It pops you out in a known spot. Which means you can be camped when you leave it. The same is not true of a cloak. So safety is greater from a cloaked position.

In Sov Null, stations can change hands. Nothing can affect your cloaked safe position. Safety of cloaked position even more safe than station. Yes, this takes longer than a single one on one battle, but with the cloak it's not possible at all.

So yeah, cloaks are safer than a station. Your range of activity should be limited to match it.


When you are docked you can change ships, refit modules, repair, plug in implants, etc. When cloaked you can't do any of that. One more time (since you ignored me before) if you want cloaking to be the same as in stations, can I change ships, repair, refit, jump clone, etc. like I can while in station?

Or are you applying a double standard yet again?

Do you listen to yourself when you talk?



Sure... you can do all that too if you want the cloak to make you completely immobile, with a known position on the map. That falls under the services that stations provide. What needs to go are the ship functions that stations do not provide, except for navigation and in the case of cov-ops the ability to warp.

You want to be as safe or safer than in a station, while still retaining use of ship functions that an enemy would have a need or desire to stop. That's not balanced.
Mike Voidstar
Voidstar Free Flight Foundation
#5493 - 2016-01-16 09:39:14 UTC
Mag's wrote:
Mike Voidstar wrote:
Mag's wrote:
Please tell me this was a typo.


Typo? Hardly.

In either case you are absolutely safe so long as you don't leave that spot. So safety is equal.

Station has a known location, it's on the overview in fact. It pops you out in a known spot. Which means you can be camped when you leave it. The same is not true of a cloak. So safety is greater from a cloaked position.

In Sov Null, stations can change hands. Nothing can affect your cloaked safe position. Safety of cloaked position even more safe than station. Yes, this takes longer than a single one on one battle, but with the cloak it's not possible at all.

So yeah, cloaks are safer than a station. Your range of activity should be limited to match it.
I would say it's as near equal as to not be worth arguing over, when they are at a secret safe. Equal that is, not higher. As you yourself just back peddled to. But we've already established CCP are fine with that. Working as intended, as they say. Blink

But I see you're doing your normal trick of including arguments that back your assertion, but ignoring the equivalent ones on the opposing side. Dishonest much?

Oh and just a heads up. When I was in MASS, we owned a region for a time. I had quite a few items in our main station down there. Time past and we lost it. I had items and ships down there for years and a jump clone. I didn't lose one ship in all that time and in fact, sold many of the items in the station to players red to myself, whilst I was down there in the clone. This was when I was in the united.

Guys guys it's OK, I coped with the risk. But I was permanently scared I was going to get my boat violenced by Scotty the docking manager. fnar fnar Lol



Nah, I pointed out long ago that cloaks were safer than stations. It's pretty obvious that being in a known location that can be camped is not as safe as being in an unknown location that cannot even be scanned. But if there is an argument you feel I'm leaving out, state it plainly so it can be discussed. Merely hinting that there is some arcane secret that only elite people like yourself know about isn't really making a point at all.

Congrats on having a clone there, and/or the marketing skills to sell your items. Lucky break there, but not everyone has such luck or preparation. It's still a risk that must be accounted for, whereas nothing and no one can disturb that safe spot unless you let them.

The point is that the secret safe spot under a cloak is safer than a station, while leaving you with the use of ship functions that your enemy has a need or desire to interfere with. That means that you can pvp on some level from a completely unassailable position. Thus either the safety needs to go, but it has been declared inviolate by Morrigan, Teckos and others because you have to be able to do things from near 100% safe position or they just break down completely... or the range of activity needs to go, but then you lose the point of being in a ship at all...

I can see why those using cloaks don't want them adjusted into balance, but they are too strong for their range of ability.
Randal Ganes
Federal Navy Academy
Gallente Federation
#5494 - 2016-01-16 11:43:07 UTC
Its not balanced as it is now.

Thing is that if the cloaky is an Active player he should have the option to restart his cloak without detection, with a timer.
Sry i did´nt sort that out.

The inhibitors can have a setting to have a chanse at decloak a player in x amount of cycletime.
The probe/module or deployable should´nt be 100% effective

There have to be a risk being a afk cloaky to set things in a balanced shape.
Teckos Pech
Hogyoku
Goonswarm Federation
#5495 - 2016-01-16 14:16:23 UTC
Randal Ganes wrote:
I have read alot of what game mechanic does afk cloakers use against you.

Well, i see it this way. He/she use the cloak mechanic itself while he/she is afk. And that directly has a impact with other players ingame.
But thats fine, he cant do nothing, but still he use a game mechanic that interacts with other players. Harm or no harm.

But why not add a couple of mechanics the cloaker have to deal with to gain a stable cloak.
I mean countermeasures the cloaker have to deal with to sustain hes/shes stable cloak, like a network of cloak inhibitors.
In that way you force the cloaker to use game mechanics to shoot and destroy this inhibitors to gain a stable cloak in certain areas.

This cloak inhibitor can work together with grids or AU range.

i dont care about the local chat, keep it or remove it.



To use Mag's line,

And how do you know the cloaked ship is there? What mechanic allows you to determine he is there?

As for my own reply, why nerf the game play of active cloakers, who are a considerably larger number, to try an influence the game play of a much smaller number of players?

"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
#5496 - 2016-01-16 14:20:02 UTC
Mike Voidstar wrote:
Cidanel Afuran wrote:
Mike Voidstar wrote:
Typo? Hardly.

In either case you are absolutely safe so long as you don't leave that spot. So safety is equal.

Station has a known location, it's on the overview in fact. It pops you out in a known spot. Which means you can be camped when you leave it. The same is not true of a cloak. So safety is greater from a cloaked position.

In Sov Null, stations can change hands. Nothing can affect your cloaked safe position. Safety of cloaked position even more safe than station. Yes, this takes longer than a single one on one battle, but with the cloak it's not possible at all.

So yeah, cloaks are safer than a station. Your range of activity should be limited to match it.


When you are docked you can change ships, refit modules, repair, plug in implants, etc. When cloaked you can't do any of that. One more time (since you ignored me before) if you want cloaking to be the same as in stations, can I change ships, repair, refit, jump clone, etc. like I can while in station?

Or are you applying a double standard yet again?

Do you listen to yourself when you talk?



Sure... you can do all that too if you want the cloak to make you completely immobile, with a known position on the map. That falls under the services that stations provide. What needs to go are the ship functions that stations do not provide, except for navigation and in the case of cov-ops the ability to warp.

You want to be as safe or safer than in a station, while still retaining use of ship functions that an enemy would have a need or desire to stop. That's not balanced.


Mike, the point is that cloaks are very, very safe at a secret safe spot but that also greatly limits the utility of such ships. They Devs knew this and as such it is balanced. You cannot harm them in this situation....and they cannot harm you.

"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
#5497 - 2016-01-16 14:31:52 UTC
Randal Ganes wrote:
Its not balanced as it is now.

Thing is that if the cloaky is an Active player he should have the option to restart his cloak without detection, with a timer.
Sry i did´nt sort that out.

The inhibitors can have a setting to have a chanse at decloak a player in x amount of cycletime.
The probe/module or deployable should´nt be 100% effective

There have to be a risk being a afk cloaky to set things in a balanced shape.


And simply no to any sort of automatic decloaking mechanic. Nerfing active cloak users to try and deal with AFK cloak users is just all around bad.

How about this if you don't get the logic, we'll nerf ratting and mining right into the dirt to stop bots, how's that?

"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
#5498 - 2016-01-16 15:44:32 UTC  |  Edited by: Jerghul
Teckos
Changing cloak mechanics is to limit the effects of afk cloaky camping on a number of players far larger than those that habitually use cloaked ships.

You phrased the problem incorrectly.

Perhaps introduce a mechanism in mining and ratting that will deactivate without active player intervention?

Oh wait. There already are such mechanisms...

And the reason that cloaks should not have a similar mechanism?

Edit
Its like you are trolling yourself sometimes buddy. You should phrase your examples with much greater care.

Blocked list: Teckos, Sonya, Wander, Baltec1

Kaarous Aldurald
Black Hydra Consortium.
#5499 - 2016-01-16 16:02:21 UTC
Jerghul wrote:

Changing cloak mechanics is to limit the effects of afk cloaky camping on a number of players far larger than those that habitually use cloaked ships.


Yeah, buffing their safety. Which is in and of itself completely unacceptable, even if the rest of your arguments weren't deeply flawed, which they are.

"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
#5500 - 2016-01-16 17:24:11 UTC
Kaarous
It may not in fact be completely unacceptable. Null-sec mining and ratting is a pretty marginal thing that may need a buff.

I think a mechanism that causes people to think "meh", then log off is a bad mechanism. But prefer the workaround a monthly stipend from Concord. It lessens the off-peak need to rat/mine to fund peak time pvp activity. So may in fact lead to a greater pvp emphasis in offpeak times (roam instead of rat).

Blocked list: Teckos, Sonya, Wander, Baltec1