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AFK Cloaking™: Ideas, Discussion, and Proposals

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Teckos Pech
Hogyoku
Goonswarm Federation
#5721 - 2016-03-03 17:48:12 UTC
People are not leaving the game in droves due to AFK cloaking. That load of nonsense was trotted out and shot down a dozen pages ago. The time series data on players online just simply do not support that assertion.

And most requests for change have been nothing short of blatant requests for NS ratting buffs. It was bullshit then and it is bullshit now. If we are going to change the cloaking mechanics we need to also change how local works. AFK cloaking only works because of local. No local, no AFK cloaking. Of course, removing local makes securing one's space vastly more difficult...so we need a replacement for local, but one far less powerful or at least vulnerable to attack/disruption.

To be quite honest, my view of most anti-AFK cloakers is that they are short sighted, self-centered dim bulbs who want to see their play style buffed and opposing play styles nerfed without giving even the barest thought to overall game balance.

"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

Terrah Chain
Space Isolation
#5722 - 2016-03-03 19:31:20 UTC
Teckos Pech wrote:
[quote]

The problem is people are lazy and are risk averse. They do nothing to try and determine the "AFKness" of somebody in their system. It is possible to get some idea of whether they are there or not. I have ratted for up to 2 hours in a system with a cloaked hostile there....because I was pretty damn sure he was AFK. I found out information about his corporation and alliance and I put a target out there for him to go after if he was ATK and he did not. So I felt pretty sure he was AFK.

Most people just go, "Oh, hostile in system...can't see him on d-scan. Dock up, log off." That's fine, but then don't come here and complain about your lazyiness as if it is the other guys fault.

I have no issue with hostiles in system. I have issue with the same hostile in system for days without end. Most farmers "get safe" or at least start paying closer attention when a hostile enters their system.

In our alliance we then get scouts out, usually a few also grab hunting ships. If no one can find the unfriendly, our farmers proceed with caution and we usually have a couple scouts move to neighboring systems for added intel. Some farmers will log, some will change systems, and many will go back to what they were doing, but playing more defensively than before. Won't stop a hot drop, but we can only manage so much. I think I might invest in a few cyno inhibs and leave an alt in system to help out in those cases. The problem is the unfriendly has changed the behavior in the system, and it is annoying to dozens of players in that system that they can't do anything about it. Living with it for a few hours is one thing, having to deal with it for days is another.

I try to approach any issue by looking at both sides. Sure I am going to promote my preferences more often, but I will not dismiss another's point of view without considering it. I have at time even supported balance over my benefit. I am not opposed to cloaked ships remaining cloaked for hours at a time. I also know some people hate the intel that local chat provides. I think CCP can figure out ways to improve both mechanics without completely changing them. Then if the small change approach does not work, bring out the overhaul.

Personally I don't think Local should be changed globally. I like that WHs don't have it, and that other areas do. I think for High and Low sec it should be left on all the time. And in Null I see room for some variation. Left on in NPC space, controlled by Sov holders (on or off) in controlled space, but maybe an attackable service in HQ systems. Would be cool to have it Off in uncontrolled space too.

I am against the suggestion in this thread that propose fuel or cap charges to run a cloak. I am against cloaks turning off by any random factor, and against limits on use of a cloak, as I like being able to be cloaked as long as I want while flying my ship. I am okay with a system that decloaks me, provided I have a way to know it is happening and enough time to reasonably react. Or that I can see that an Observation Array is present and online in a system, thus knowing my cloak is not a guarantee to go undetected.

Teckos Pech
Hogyoku
Goonswarm Federation
#5723 - 2016-03-04 15:43:22 UTC
Terrah Chain wrote:
Teckos Pech wrote:


The problem is people are lazy and are risk averse. They do nothing to try and determine the "AFKness" of somebody in their system. It is possible to get some idea of whether they are there or not. I have ratted for up to 2 hours in a system with a cloaked hostile there....because I was pretty damn sure he was AFK. I found out information about his corporation and alliance and I put a target out there for him to go after if he was ATK and he did not. So I felt pretty sure he was AFK.

Most people just go, "Oh, hostile in system...can't see him on d-scan. Dock up, log off." That's fine, but then don't come here and complain about your lazyiness as if it is the other guys fault.

I have no issue with hostiles in system. I have issue with the same hostile in system for days without end. Most farmers "get safe" or at least start paying closer attention when a hostile enters their system.


This is bad how?


Quote:


[snip]

The problem is the unfriendly has changed the behavior in the system, and it is annoying to dozens of players in that system that they can't do anything about it. Living with it for a few hours is one thing, having to deal with it for days is another.


The wonders of emergence.


Quote:
I am against the suggestion in this thread that propose fuel or cap charges to run a cloak. I am against cloaks turning off by any random factor, and against limits on use of a cloak, as I like being able to be cloaked as long as I want while flying my ship. I am okay with a system that decloaks me, provided I have a way to know it is happening and enough time to reasonably react. Or that I can see that an Observation Array is present and online in a system, thus knowing my cloak is not a guarantee to go undetected.


I agree, but many in this thread do not share this view.

"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

Terrah Chain
Space Isolation
#5724 - 2016-03-04 19:48:24 UTC
Teckos Pech wrote:

This is bad how?


It is bad because most players will only tolerate a short term change before changing themselves. Since AFK cloakers can't currently be removed from a system, it means driving some of the players from that system elsewhere which could hurt corporations keeping members. If it happens often enough then some of those null sec miners/farmers just might go back to High Sec and provide even less targets in Null.

You keep defending AFK cloaking, can you tell me how it is something good? Are AFK cloakers bringing more players into Null?

One could argue that it is the lazy mans way to hunting farmers. Drop an alt AFK cloaker in a busy farming system, wait a couple days, hot drop on the ones that have started to ignore the AFKC and reap the easy kill reports.

Some will hide behind the guise of this being a noble way to protest the general communications system of "Local". But I think people really do it because it is an easy way to get kills. And for some others it is just a way to harass farmers, because they don't like PvE; and well, it's true we have a bunch of players that get their enjoyment out of removing fun from other players, sadistic as that may be.
Teckos Pech
Hogyoku
Goonswarm Federation
#5725 - 2016-03-04 19:53:49 UTC
Terrah Chain wrote:
Teckos Pech wrote:

This is bad how?


It is bad because most players will only tolerate a short term change before changing themselves. Since AFK cloakers can't currently be removed from a system, it means driving some of the players from that system elsewhere which could hurt corporations keeping members. If it happens often enough then some of those null sec miners/farmers just might go back to High Sec and provide even less targets in Null.

You keep defending AFK cloaking, can you tell me how it is something good? Are AFK cloakers bringing more players into Null?

One could argue that it is the lazy mans way to hunting farmers. Drop an alt AFK cloaker in a busy farming system, wait a couple days, hot drop on the ones that have started to ignore the AFKC and reap the easy kill reports.

Some will hide behind the guise of this being a noble way to protest the general communications system of "Local". But I think people really do it because it is an easy way to get kills. And for some others it is just a way to harass farmers, because they don't like PvE; and well, it's true we have a bunch of players that get their enjoyment out of removing fun from other players, sadistic as that may be.


So that's it...they just give up.

How about you hop in a hauler, say a spare epithal and start hopping back and forth between systems. You'll look like a potential juicy soft target. Make several jumps and soon you'll get a good idea if they are AFK or not.

"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

Terrah Chain
Space Isolation
#5726 - 2016-03-04 20:11:00 UTC
Teckos Pech wrote:
Terrah Chain wrote:
Teckos Pech wrote:

This is bad how?


It is bad because most players will only tolerate a short term change before changing themselves. Since AFK cloakers can't currently be removed from a system, it means driving some of the players from that system elsewhere which could hurt corporations keeping members. If it happens often enough then some of those null sec miners/farmers just might go back to High Sec and provide even less targets in Null.

You keep defending AFK cloaking, can you tell me how it is something good? Are AFK cloakers bringing more players into Null?

One could argue that it is the lazy mans way to hunting farmers. Drop an alt AFK cloaker in a busy farming system, wait a couple days, hot drop on the ones that have started to ignore the AFKC and reap the easy kill reports.

Some will hide behind the guise of this being a noble way to protest the general communications system of "Local". But I think people really do it because it is an easy way to get kills. And for some others it is just a way to harass farmers, because they don't like PvE; and well, it's true we have a bunch of players that get their enjoyment out of removing fun from other players, sadistic as that may be.


So that's it...they just give up.

How about you hop in a hauler, say a spare epithal and start hopping back and forth between systems. You'll look like a potential juicy soft target. Make several jumps and soon you'll get a good idea if they are AFK or not.
Sadly yes, people give up. Not all, probably not even most. But you asked why it was bad, and I wanted you to have an answer.

I was on my scout earlier and stopped by one my alliance farming systems. There have been a couple AFK cloakers for a couple days in a few of the systems. There is talk about getting more bait traps going. Our first couple tries were unsuccessful in producing a reaction. That is how are trying to handle the issue, but again not much more we can do about it. And if we have some weak hearted farmers, they well might leave for safer pastures.

The funny thing I have seen people leave because they are risk averse and see a cloak ship in their system for days and give up. But the same person, weeks before, was fine running and hiding when a fleet jumped in then left. Running from something you can see was tolerable while the psychology of the unknown danger from the days of camped AFK cloaker was too much.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#5727 - 2016-03-07 08:18:35 UTC  |  Edited by: Caleb Seremshur
After such a long time and with thoughts returning to the topic occasionally I have only one conclusion.
https://www.youtube.com/watch?feature=player_detailpage&v=VjzgbZL12VI#t=55

Essentially what is said here. I could go over the details but honestly this thread is so ******* dead it ain't funny.

Tiberizzle dropped from the capital focus group citing that AFK ratting is vital to the health of EVE because the game is so boring and monotonous to grind the minerals and capital for. Just like a real economy with no sinks all the wealth we see slowly accumulating in a smaller and smaller pool of individuals whom due to no regulatory oversight from CCP can just **** the entire game in a single afternoon by taking impossibly large stockpiles of minerals/ships/PI/moongoo/isk and dump or exchange it on the market on a whim.

We're seeing on average about 100bil a week being destroyed in lowsec as fights over money moons worth 1/50th of that figure escalate over and over. New players are being pulled in to nullsec to run anoms/mine/explore and some of them have almost no understanding of the game beyond whatever hyper-simplistic task they're familiar with meanwhile veteran players with the isk to spare can flood entire regions with alts and pick&choose their battles against people who are just trying to make a living in an economy that has so much top-down pressure most will burn out before they hit 9months.

I got told today to quit CFC just because I mentioned there was so many throwaways alts in my region right now - like the only response that realistically works against this kind of antagonism is quitting the millions of man hours my alliance and coalition have put in because some people are being allowed to log in 20 alts from the same IP address in order to have a massive network of cyno toons in your space. The game right now is toxic, the fact that you cannot do anything to actively attack an afk player or kick out a player from a friendly outpost or really do anything hostile to them at all besides wasting everyones time on your side is deplorable.

Now I said as the first response these words

Caleb Seremshur wrote:
Afk cloaking will always be in this game so long as local and hostile watchlisting exist. In kspace afk cloaking is an Intel tool and a weapon. In j space it is meaningless outside of scouting and seeding. Prove me wrong nerds.

If you get free intel from the game then you deserve to suffer the insecurity of not knowing where your shiny little name is located.


and I didn't realise just how true those words would be. Never at any point was I actually attacking another person I was pointing out the glaring fault with EVE in k-space/null as we know it. Most of the titan/super kills we see are people getting hotdropped months or years after unsubbing their accounts finally coming back and trying to think of a place to go, but because of a flagrantly broken intelligence tool everything they do can be monitored in one way or another and so they get their asses handed to them on a silver platter.

But here we are finally seeing maybe watchlisting being turned in to what it was meant to be at the start, a mutual friendship tracker letting you know when people of importance to you who are reciprocating your intentions are online because EVE is not a ******* job and not everyone logs in every day or even shares the same alliance as everyone else.

And maybe just maybe CCP will grow some balls and makelocal in nullsec a sov-holder only priviledge that comes with the territory of being the people obstensively owning the space your magic twinky alt is sitting. Maybe CCP will realise that their submarine simulator with stealth mechanics needs an actual anti-stealth mechanic as well and introduce the only suggestion I've ever consistently seen mentioned that is agreeable which is a SONAR-style ping system which allows for cloaky/hunter counterplay where AFK alts get rooted out and destroyed and active cloakers can keep wasting your time as they are infact not AFK and therefore a known threat. But never have I seen this approach taken seriously by the designers of this universe for reasons that are never made clear. Only dismissive off-hand comments made about AFKers never hurting anyone or some pedantic **** like that.

I'm not mad at EVE per se, I'm mad at EVE being a game progressively more about 10year vets and 3 month old noobs and a diminishing middle class of 2-4 year old players, I'm mad about essentially being told to go **** myself and backstab my friends of many years because I have a problem with a game mechanic that makes no sense in a game which rewards being AFK so much that a representative in a major coalition rage-quit a dev-facing focus group because of how badly connected devs who don't have to deal with the inane bullshit of never ending reeducation for carebears who don't know how to play the game at a broader level because nullsec is one of the most toxic and boring places in the game. That's why I'm mad. A systemic failure of designer oversight to address that unilateral aggression is only OK if the defender can proactively take measures to stop himself dying that don't include docking up and logging off. Wormhole players are always the worst of the bunch smugly talking **** about how they don't have a problem with afk cloaking meanwhile they don't have to deal with soul destroying crap like entosis links, cynos or the accompanying supers/titans/bridging subcaps that come with them.
Aeryn Maricadie
Federal Navy Academy
Gallente Federation
#5728 - 2016-03-07 19:28:58 UTC
So I took an almost year long break from this game, over four thousand notifications from the various threads I was following and I come back to find this one IS EXACTLY LIKE I LEFT IT!

This boils down to a Hunter Vs Hunted conflict. In Null and low sec players are not supposed to be safe, undocking should mean risking loss of your ship. So players should have a way to reliably be able to attack anyone in such space, local basically prevents this. To get around this players go AFK in order to attempt to diminish the intel local provides. This creates a dynamic that nobody enjoys. Not the people in station waiting for the hostiles to leave, and not the player plexing an account just to sit and do nothing for days on end.

This needs to be fixed in a way that still renders players vulnerable to attacks, while also giving some sort of defense for other players. I think the best way to do this is to make local in Null/Low sec delayed while requiring scanning to reach all the sites. That way hunters can catch people that arent paying attention to d-scan, while still giving the defenders the ability to spot probes on d-scan and get the hell out in plenty of time.
Teckos Pech
Hogyoku
Goonswarm Federation
#5729 - 2016-03-07 23:40:11 UTC
Terrah Chain wrote:
Sadly yes, people give up. Not all, probably not even most. But you asked why it was bad, and I wanted you to have an answer.

I was on my scout earlier and stopped by one my alliance farming systems. There have been a couple AFK cloakers for a couple days in a few of the systems. There is talk about getting more bait traps going. Our first couple tries were unsuccessful in producing a reaction. That is how are trying to handle the issue, but again not much more we can do about it. And if we have some weak hearted farmers, they well might leave for safer pastures.

The funny thing I have seen people leave because they are risk averse and see a cloak ship in their system for days and give up. But the same person, weeks before, was fine running and hiding when a fleet jumped in then left. Running from something you can see was tolerable while the psychology of the unknown danger from the days of camped AFK cloaker was too much.


These are all player problems. I'll even go so far as to say, working as intended.

"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

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#5730 - 2016-03-08 01:25:13 UTC
Teckos Pech wrote:
Terrah Chain wrote:
Sadly yes, people give up. Not all, probably not even most. But you asked why it was bad, and I wanted you to have an answer.

I was on my scout earlier and stopped by one my alliance farming systems. There have been a couple AFK cloakers for a couple days in a few of the systems. There is talk about getting more bait traps going. Our first couple tries were unsuccessful in producing a reaction. That is how are trying to handle the issue, but again not much more we can do about it. And if we have some weak hearted farmers, they well might leave for safer pastures.

The funny thing I have seen people leave because they are risk averse and see a cloak ship in their system for days and give up. But the same person, weeks before, was fine running and hiding when a fleet jumped in then left. Running from something you can see was tolerable while the psychology of the unknown danger from the days of camped AFK cloaker was too much.


These are all player problems. I'll even go so far as to say, working as intended.


Young players quitting the game because the dice are loaded is working as intended

Lol comedy gold.
Teckos Pech
Hogyoku
Goonswarm Federation
#5731 - 2016-03-08 03:43:50 UTC
Caleb Seremshur wrote:
Teckos Pech wrote:
Terrah Chain wrote:
Sadly yes, people give up. Not all, probably not even most. But you asked why it was bad, and I wanted you to have an answer.

I was on my scout earlier and stopped by one my alliance farming systems. There have been a couple AFK cloakers for a couple days in a few of the systems. There is talk about getting more bait traps going. Our first couple tries were unsuccessful in producing a reaction. That is how are trying to handle the issue, but again not much more we can do about it. And if we have some weak hearted farmers, they well might leave for safer pastures.

The funny thing I have seen people leave because they are risk averse and see a cloak ship in their system for days and give up. But the same person, weeks before, was fine running and hiding when a fleet jumped in then left. Running from something you can see was tolerable while the psychology of the unknown danger from the days of camped AFK cloaker was too much.


These are all player problems. I'll even go so far as to say, working as intended.


Young players quitting the game because the dice are loaded is working as intended

Lol comedy gold.


That you think young players rat in NS...comedy gold. Roll

Seriously, how long does it take a player to get into a ratting ishtar? 4 months? Probably longer since they'll likely be training things like interceptor, indterdictor, logistics, etc. first.

And it also depends on the alliance. Some have a great culture for new players. The Imperium will throw ISK at new players. All it takes is a fleet where the FC says, "Oh, so-and-so is a week old throw him some ISK." 100 vets throwing 10 million ISK at the guy and bingo instant Eve billionaire, enough to keep him in hero tackle ships for damn long time.

Most of those complete pantie waists that safe-up/dock-up are just farmers. Nothing more, nothing less.

Here is an idea, get into PvP fit Ishtars with remote shield reps, remote cap boosts, and an energy neut. With 5 guys you set up a rep/cap chain and rat to your hearts content burning down sanctums and havens left and right. Any idiots come in to mess with you you neut them out and blap them back to HS or wherever with your 3,200 DPS.

Stop your goddamn whining and take charge of your situation and HTFU.

"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

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#5732 - 2016-03-08 05:54:58 UTC

Quote:
Quote:


Young players quitting the game because the dice are loaded is working as intended

Lol comedy gold.


That you think young players rat in NS...comedy gold. Roll

Seriously, how long does it take a player to get into a ratting ishtar? 4 months? Probably longer since they'll likely be training things like interceptor, indterdictor, logistics, etc. first.

And it also depends on the alliance. Some have a great culture for new players. The Imperium will throw ISK at new players. All it takes is a fleet where the FC says, "Oh, so-and-so is a week old throw him some ISK." 100 vets throwing 10 million ISK at the guy and bingo instant Eve billionaire, enough to keep him in hero tackle ships for damn long time.

Most of those complete pantie waists that safe-up/dock-up are just farmers. Nothing more, nothing less.

Here is an idea, get into PvP fit Ishtars with remote shield reps, remote cap boosts, and an energy neut. With 5 guys you set up a rep/cap chain and rat to your hearts content burning down sanctums and havens left and right. Any idiots come in to mess with you you neut them out and blap them back to HS or wherever with your 3,200 DPS.

Stop your goddamn whining and take charge of your situation and HTFU.


Ok lets play this game. When you escalate so does the efforts of the gankers. The problem isn't how many ships can ve fielded its the issue of having arbitrary numbers of alts in many systems each of them able to light a torch and bridge in however much firepower is needed to kill whatever victim they have at the time. The problem is the attackers might have 15-40 points of entry in to your space all facilitated by the efforts of a tiny number of individuals.

Ive said for years this game would benefit from having only 1 connection per IP address allowed at a time. With the necessary work arounda for things like icafes or apartment blocks. Noone has ever presented a credible argument against this other than their inconvenience of having to interact with other people.

The issue we are debating is very complex and no solutions are forthcoming from CCP because their mantra for many years has been to encourage what few players they retain to pay for the ones they don't. See mct plex multi account packages skill injectors and so on so forth.

I've lived as a single account user for many years now after I realised that doing everything myself was tedious and sometimes id rather let someone else get their thrils doing things for me instead.

But really make cynos a capital skill requiring advanced ship command like all the caps. There is no reason a newb should ever be lighting a torch.
Teckos Pech
Hogyoku
Goonswarm Federation
#5733 - 2016-03-08 19:25:31 UTC
Caleb Seremshur wrote:
Ok lets play this game. When you escalate so does the efforts of the gankers. The problem isn't how many ships can ve fielded its the issue of having arbitrary numbers of alts in many systems each of them able to light a torch and bridge in however much firepower is needed to kill whatever victim they have at the time. The problem is the attackers might have 15-40 points of entry in to your space all facilitated by the efforts of a tiny number of individuals.


What a load of errant nonsense. Let me rephrase what you wrote so you can see the absurdity of it.

They have alts everywhere waiting to pounce. And no matter how many people we bring they always bring more. We’re doomed.

They don’t always have more people. They have as many people as they got. This notion that the bad guys will always have more people, if true, would indicate that Razor should simply pack up and head for HS as they will always be out blobbed.

This is an entirely dishonest type of argument where you stack the deck so that you can always trump any response with: they’ll just bring more. Well, why can’t you get more people? And whatever limitations on you not being able to bring more….why does it not apply to the other side?

"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

Biff Rodgers
Caldari Provisions
Caldari State
#5734 - 2016-03-09 07:03:55 UTC
Certainly is a touchy subject.
Cloaky camping is a really useful tool but there are times it's abused.
Like when someone camps a system 20 plus hours in a ratting or mining system just to be a pain.

We still need to be able to cloak for intel gathering or camping a gate etc.

How about a system where if the player is AFK for a given period of time the ship he is in decloaks.
But if the player is present he can reset the timer so he does not decloak.

Example, left click the cloak module, the ship cloaks. But the module will not continue to remain that way, say it have a cycle timer like most other things, but this one has a 15 minute timer or 20 minute timer and does not continue to repeat, like a probe launcher. The player can right click on the module and reset the timer to zero so his ship does not decloak.
If that player is not at the keyboard, then the cycle will run out and his ship will decloak.
Iain Cariaba
#5735 - 2016-03-09 07:56:07 UTC
Biff Rodgers wrote:
Certainly is a touchy subject.
Cloaky camping is a really useful tool but there are times it's abused.
Like when someone camps a system 20 plus hours in a ratting or mining system just to be a pain.

Preventing your opponent from being able to make money is a valid tactic. Just because you're scared of the cloaky guy doesn't make this less true.

Biff Rodgers wrote:
How about a system where if the player is AFK for a given period of time the ship he is in decloaks.
But if the player is present he can reset the timer so he does not decloak.

I can think of about half a dozen ways to bypass that, and I know there are people better at this stuff than I.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#5736 - 2016-03-09 09:51:06 UTC
Teckos Pech wrote:
Caleb Seremshur wrote:
Ok lets play this game. When you escalate so does the efforts of the gankers. The problem isn't how many ships can ve fielded its the issue of having arbitrary numbers of alts in many systems each of them able to light a torch and bridge in however much firepower is needed to kill whatever victim they have at the time. The problem is the attackers might have 15-40 points of entry in to your space all facilitated by the efforts of a tiny number of individuals.


What a load of errant nonsense. Let me rephrase what you wrote so you can see the absurdity of it.

They have alts everywhere waiting to pounce. And no matter how many people we bring they always bring more. We’re doomed.

They don’t always have more people. They have as many people as they got. This notion that the bad guys will always have more people, if true, would indicate that Razor should simply pack up and head for HS as they will always be out blobbed.

This is an entirely dishonest type of argument where you stack the deck so that you can always trump any response with: they’ll just bring more. Well, why can’t you get more people? And whatever limitations on you not being able to bring more….why does it not apply to the other side?


My argument is that the attacker gets 100% of the initiative in this scenario due to design issues at the games core.

I can't speak on what the alliance is doing from an activity level as I'm in the AU timezone and simply don't see the peaks. I live in the trough. What I do see however is people sitting in my system for 23.5 hours a day every day. You don't see that as a problem because the narrative you have constructed for yourself demands the recognition of it as valid. I demand the ability to be able to hunt someone I know is in my space.

Let's look at some real life examples of this concept.
SONAR
RADAR
FLIR
AWACS
GRAV sensors
Electromagnetic radiation detection

And even the rather sublime detection array proposed by CCP themselves during this dev blog
Back in to the structure
specfically section E:

Quote:
Dedicated to intelligence gathering.

Service module possibilities: Being able to increase, decrease or block Star Map filters in the solar systems they’re deployed, act as solar system wide D-scan blockers, disrupt ship intelligence in the solar system, take over player tracking capabilities from NPC agents or be able to affect or pinpoint cloak users. We are considering basing their effectiveness through a network coverage (like cell phones) so that a single one may not be that useful, but maintaining a bunch of them in space could give a significant advantage.


As I've explained to other people debating this topic with me it's not the hotdropping that's the problem, it's the whole afk-sleeper-agent gig that facilitates someone just sitting there waiting to be activated even though we know they are there and in a sensible universe they would be detected eventually and killed. We know who you are and that you are in our territory but we are totally powerless to find you and kill you? What's to say that this person doesn't actually land on grid with you to get the point and instead lights a covert cyno which bridges in something much tougher like a BLOPS or overtanked T3 which is then the ship making the aggressive act. To the casual observer its just the same as someone casually entering system from a wormhole but in fact this is an easily exploited and incredibly weak gameplay design that favours the attacker very heavily.

While I believe that weakness and vulnerability for ratters especially the AFK ones is important the sword must cut both ways and those hotdroppers who leave an alt in system all day every day while sleeping/at work/eating should similarly share some vulnerability. At the time of this writing the only way to kill the cloaker is for them to screw up somehow or have them decloak next to you in something you can conceivably kill before the axe falls.
Teckos Pech
Hogyoku
Goonswarm Federation
#5737 - 2016-03-10 03:59:05 UTC
Caleb Seremshur wrote:
Teckos Pech wrote:
Caleb Seremshur wrote:
Ok lets play this game. When you escalate so does the efforts of the gankers. The problem isn't how many ships can ve fielded its the issue of having arbitrary numbers of alts in many systems each of them able to light a torch and bridge in however much firepower is needed to kill whatever victim they have at the time. The problem is the attackers might have 15-40 points of entry in to your space all facilitated by the efforts of a tiny number of individuals.


What a load of errant nonsense. Let me rephrase what you wrote so you can see the absurdity of it.

They have alts everywhere waiting to pounce. And no matter how many people we bring they always bring more. We’re doomed.

They don’t always have more people. They have as many people as they got. This notion that the bad guys will always have more people, if true, would indicate that Razor should simply pack up and head for HS as they will always be out blobbed.

This is an entirely dishonest type of argument where you stack the deck so that you can always trump any response with: they’ll just bring more. Well, why can’t you get more people? And whatever limitations on you not being able to bring more….why does it not apply to the other side?


My argument is that the attacker gets 100% of the initiative in this scenario due to design issues at the games core.

I can't speak on what the alliance is doing from an activity level as I'm in the AU timezone and simply don't see the peaks. I live in the trough. What I do see however is people sitting in my system for 23.5 hours a day every day. You don't see that as a problem because the narrative you have constructed for yourself demands the recognition of it as valid. I demand the ability to be able to hunt someone I know is in my space.

Let's look at some real life examples of this concept.
SONAR
RADAR
FLIR
AWACS
GRAV sensors
Electromagnetic radiation detection

And even the rather sublime detection array proposed by CCP themselves during this dev blog
Back in to the structure
specfically section E:

Quote:
Dedicated to intelligence gathering.

Service module possibilities: Being able to increase, decrease or block Star Map filters in the solar systems they’re deployed, act as solar system wide D-scan blockers, disrupt ship intelligence in the solar system, take over player tracking capabilities from NPC agents or be able to affect or pinpoint cloak users. We are considering basing their effectiveness through a network coverage (like cell phones) so that a single one may not be that useful, but maintaining a bunch of them in space could give a significant advantage.


As I've explained to other people debating this topic with me it's not the hotdropping that's the problem, it's the whole afk-sleeper-agent gig that facilitates someone just sitting there waiting to be activated even though we know they are there and in a sensible universe they would be detected eventually and killed. We know who you are and that you are in our territory but we are totally powerless to find you and kill you? What's to say that this person doesn't actually land on grid with you to get the point and instead lights a covert cyno which bridges in something much tougher like a BLOPS or overtanked T3 which is then the ship making the aggressive act. To the casual observer its just the same as someone casually entering system from a wormhole but in fact this is an easily exploited and incredibly weak gameplay design that favours the attacker very heavily.

While I believe that weakness and vulnerability for ratters especially the AFK ones is important the sword must cut both ways and those hotdroppers who leave an alt in system all day every day while sleeping/at work/eating should similarly share some vulnerability. At the time of this writing the only way to kill the cloaker is for them to screw up somehow or have them decloak next to you in something you can conceivably kill before the axe falls.


Demand all you want. The problem is two fold and until you realize and admit it you'll always be on the wrong side of the argument.

AFK cloaking only works because of local.

Local is too powerful...and needs to go. In its place should be a player deployed structure like just about everything else that can be attacked and destroyed or subverted.

"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

EZ Windy
Science and Trade Institute
Caldari State
#5738 - 2016-03-10 15:43:57 UTC
Lots has been said on this topic but in my opinion AFK cloaking is an exploit and should be fixed.

One of the objective of this game is to engage players (play the game, consume goods, etc) and being AFK in an exploit defeats that objective. Sure, we can argue AFK cloaking is not threatening but that is not my point. My point is that extended or 24/7 AFK cloaking should not be allowed because during that time players are not engaged in the game. A change is required that will still allow cloaking for purpose of gathering intel or spying but at the same time allow players to really engage in in game.

I propose, and maybe this as already been done, that the cloaking devices be made fuel / consumption dependent. A separate cargo hold could contain enough fuel to operate the cloak for say 2 hours, at the end of which time, refueling would be required. If you're AFK for the day, and have not refueled, you risk being scanned and popped. Fuel based cloaking devices will add a badly needed fix and a new level of logistics to the game.

EZ Big smile
Wander Prian
Nosferatu Security Foundation
#5739 - 2016-03-10 18:07:29 UTC
EZ Windy wrote:
Lots has been said on this topic but in my opinion AFK cloaking is an exploit and should be fixed.

One of the objective of this game is to engage players (play the game, consume goods, etc) and being AFK in an exploit defeats that objective. Sure, we can argue AFK cloaking is not threatening but that is not my point. My point is that extended or 24/7 AFK cloaking should not be allowed because during that time players are not engaged in the game. A change is required that will still allow cloaking for purpose of gathering intel or spying but at the same time allow players to really engage in in game.

I propose, and maybe this as already been done, that the cloaking devices be made fuel / consumption dependent. A separate cargo hold could contain enough fuel to operate the cloak for say 2 hours, at the end of which time, refueling would be required. If you're AFK for the day, and have not refueled, you risk being scanned and popped. Fuel based cloaking devices will add a badly needed fix and a new level of logistics to the game.

EZ Big smile


It's been suggested before and shot down many times for the same reason: You are breaking working and balanced gameplay while trying to fix a "problem", that only affects a small portion of the user-base. Your idea would break wormholes, exploration, PVE-runners who sneak into hostile space. As you can use a cloak with any ship with a high-slot, you'd have to add cloak-fuelbay for every ship with a slot to use it.

Wormholer for life.

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#5740 - 2016-03-10 23:10:56 UTC
Teckos Pech wrote:
.

AFK cloaking only works because of local.

Local is too powerful...and needs to go. In its place should be a player deployed structure like just about everything else that can be attacked and destroyed or subverted.


How convenient that's exactly one of the functions of the proposed new structures.

But really you just don't have anything to work on so you're desperately grasping at straws now.

If you go afk in space there should be a way to kill you. Even if it is just a special D-scan.