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Player Features and Ideas Discussion

 
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AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Dior Ambraelle
University of Caille
Gallente Federation
#6641 - 2016-09-10 15:36:56 UTC
Nofearion wrote:
Again discussion is of track - Practices, fits, methods of counter is not what this discussion is intended for.
Pros and cons on ideas of AFK cloaking please.

Going off topic is kind of expected (that's the nature of forums), the bigger problem is that these conversations not simply taking up about 90% of the comments here, but they also seem to be quite redundant.

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.

Teckos Pech
Hogyoku
Goonswarm Federation
#6642 - 2016-09-11 05:52:12 UTC
Nofearion wrote:
Again discussion is of track - Practices, fits, methods of counter is not what this discussion is intended for.
Pros and cons on ideas of AFK cloaking please.


I suggest you revisit the first post, namely this part:

Quote:
To emphasize: this thread is on the topic of balance, changes, or feedback on the mechanic of using a cloak. Posts outside this topic will be moderated/deleted.


In other words this thread is for the discussion of cloaking devices, their use, and suggestions for such in game devices. So a discussion of an alternate intel system is fair game if it relates to AFK cloaking.

Similarly, discussions on strategies related to AFK cloaking and how to deal with AFK cloaking are also fair 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

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#6643 - 2016-09-13 02:29:29 UTC
How about a little icon next to the name in local showing that hey are idle?

I know wormholers don't care about AFK cloakies and null sec complain the most about it.

They have local so this fix would help them but not ruin it for people who aren't pampered little princesses
GsyBoy
Doomheim
#6644 - 2016-09-13 12:38:33 UTC
Tsukino Stareine wrote:
How about a little icon next to the name in local showing that hey are idle?

I know wormholers don't care about AFK cloakies and null sec complain the most about it.

They have local so this fix would help them but not ruin it for people who aren't pampered little princesses


I like this idea but not for the issue of this thread.

It would be nice to know who is inactive/station spinning in system when you jump in, would safe a lot a warping around in big systems.

https://www.twitch.tv/gsyboy

Limi Etherseed
The Seven Sisters
#6645 - 2016-09-13 15:02:47 UTC
Perusing through the first... ten to twelve pages of this thread is exhausting.

Like whoa.

I don't care about changes to local, or afk cloaking/camping on their end. My only problem with the practice is that the power of the engagement opener is purely on the cloaker's end. They get to decide who to drop on and when. All a "I'm living here in this system" person seems to be able to do is put a bait together, stand defense forces up around the clock so they can counter-drop or... nothing and hope they don't get picked.

That's all well and good, assuming that the afk-cloaker takes your bait. If he or she doesn't, you get nothing out of the bait. Which is fair enough.

I'm not a developer or a game creator, nor do I have a degree in armchair videogame design. With that said, all I'd like is that through some method an individual such as myself can put in active, at-the-keyboard work to finding these cloakers. Make it hard. Make it a niche build and skillset, but give me an option to be the one on the hunt.

If my system happens to be cloaky-camped all day, I want to be able to be a threat. I don't even care if the cloaker knows I'm looking for them. Because if I'm paying attention, I can see that they're looking for me through their probes.

It doesn't seem unreasonable to ask for that option, for the ones living in a system to be able to skill into being able to find a cloaky camper. Without nerfs to their equipment, or additions that make them effectively useless. That way they can be safe if they're paying attention and start moving around when someone goes looking.

On a side note, I disagree with the options of having a deployable that just system-wide damages or turns off cloaks. Make us work for it, if you're going to give out the option to find cloakers.

Ah! Don't shoot me there, I'm a bleeder!

Faelune
Tous Pour Un
#6646 - 2016-09-13 15:26:12 UTC  |  Edited by: Faelune
a thing that makes you sightable is a landmine.
If you want defile a cloaker I propose an other way.
The need of a player who knows well a solar system or a wh whatever he obtains a sort of military map. it's a prerequisite. He obtains a sort of certificate.
After that
A web of scanning probe by at least 2 players to interlace and interfere the cloak of all stealthy and new thing inside.
The first is this who know the place by their hook and cranny to procure the first layer of certitude with his probes, the second will be the contradictor with these probes to confirm the lay out of the mapping.

And all that done. You have your new system to see and watch.
Limi Etherseed
The Seven Sisters
#6647 - 2016-09-13 15:34:21 UTC
Faelune wrote:
a thing that makes you sightable is a landmine.
If you want defile a cloaker I propose an other way.
The need of a player who knows well a solar system or a wh whatever he obtains a sort of military map. it's a prerequisite. He obtains a sort of certificate.
After that
A web of scanning probe by at least 2 players to interlace and interfere the cloak of all stealthy and new thing inside.

And all that done. You have your new system to see and watch.


A thing that makes me sightable? I meant along the lines of "If I'm paying attention to D-scan, I can see probes closing in on my location. Time to go!"

I see no reason why the cloaky camper shouldn't get the same kind of warning if they're paying attention.

Ah! Don't shoot me there, I'm a bleeder!

Faelune
Tous Pour Un
#6648 - 2016-09-13 15:38:01 UTC  |  Edited by: Faelune
I don't feel like a contradiction. A submarine or a plane equiped like usual know well when they are under an active scanning.
and the answer to whom search after them is never immediate.
Limi Etherseed
The Seven Sisters
#6649 - 2016-09-13 16:51:57 UTC
Faelune wrote:
I don't feel like a contradiction. A submarine or a plane equiped like usual know well when they are under an active scanning.
and the answer to whom search after them is never immediate.


Perhaps they don't know who is searching, but it's enough to know that someone is. It doesn't seem fair to me to have mechanics that works for one group but not the other.

Ah! Don't shoot me there, I'm a bleeder!

SmilingVagrant
Doomheim
#6650 - 2016-09-14 22:36:13 UTC
I still don't see what the problem is, an afk person can't hurt you.
SmilingVagrant
Doomheim
#6651 - 2016-09-14 22:37:46 UTC
Because they are away from the keyboard you see.
Teckos Pech
Hogyoku
Goonswarm Federation
#6652 - 2016-09-15 04:21:51 UTC  |  Edited by: Teckos Pech
Tsukino Stareine wrote:
How about a little icon next to the name in local showing that hey are idle?

I know wormholers don't care about AFK cloakies and null sec complain the most about it.

They have local so this fix would help them but not ruin it for people who aren't pampered little princesses


Local is why NS nubs complain and also why WH guys don't.

And the solution to free intel...is probably not free intel. Just saying.

"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
#6653 - 2016-09-15 04:26:11 UTC
Limi Etherseed wrote:
Perusing through the first... ten to twelve pages of this thread is exhausting.

Like whoa.

I don't care about changes to local, or afk cloaking/camping on their end. My only problem with the practice is that the power of the engagement opener is purely on the cloaker's end. They get to decide who to drop on and when. All a "I'm living here in this system" person seems to be able to do is put a bait together, stand defense forces up around the clock so they can counter-drop or... nothing and hope they don't get picked.

That's all well and good, assuming that the afk-cloaker takes your bait. If he or she doesn't, you get nothing out of the bait. Which is fair enough.

I'm not a developer or a game creator, nor do I have a degree in armchair videogame design. With that said, all I'd like is that through some method an individual such as myself can put in active, at-the-keyboard work to finding these cloakers. Make it hard. Make it a niche build and skillset, but give me an option to be the one on the hunt.

If my system happens to be cloaky-camped all day, I want to be able to be a threat. I don't even care if the cloaker knows I'm looking for them. Because if I'm paying attention, I can see that they're looking for me through their probes.

It doesn't seem unreasonable to ask for that option, for the ones living in a system to be able to skill into being able to find a cloaky camper. Without nerfs to their equipment, or additions that make them effectively useless. That way they can be safe if they're paying attention and start moving around when someone goes looking.

On a side note, I disagree with the options of having a deployable that just system-wide damages or turns off cloaks. Make us work for it, if you're going to give out the option to find cloakers.


Based on what limited information has come out it appears that CCP is working on something like this. It will probably/maybe/hopefully look like this:

1. Remove local (or have it go delayed chat)
2. Put Observatory Arrays in the game.
3. One of the modules you'll be able to fit will let you find cloaked ships, hopefully not to quickly as it would affect ATK cloakers...who are not the problem.
4. Players can come by and poop on your intel network blinding you if you don't start defending it.

"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

Black Pedro
Mine.
#6654 - 2016-09-15 07:44:29 UTC
Teckos Pech wrote:
Limi Etherseed wrote:
Perusing through the first... ten to twelve pages of this thread is exhausting.

Like whoa.

I don't care about changes to local, or afk cloaking/camping on their end. My only problem with the practice is that the power of the engagement opener is purely on the cloaker's end. They get to decide who to drop on and when. All a "I'm living here in this system" person seems to be able to do is put a bait together, stand defense forces up around the clock so they can counter-drop or... nothing and hope they don't get picked.

That's all well and good, assuming that the afk-cloaker takes your bait. If he or she doesn't, you get nothing out of the bait. Which is fair enough.

I'm not a developer or a game creator, nor do I have a degree in armchair videogame design. With that said, all I'd like is that through some method an individual such as myself can put in active, at-the-keyboard work to finding these cloakers. Make it hard. Make it a niche build and skillset, but give me an option to be the one on the hunt.

If my system happens to be cloaky-camped all day, I want to be able to be a threat. I don't even care if the cloaker knows I'm looking for them. Because if I'm paying attention, I can see that they're looking for me through their probes.

It doesn't seem unreasonable to ask for that option, for the ones living in a system to be able to skill into being able to find a cloaky camper. Without nerfs to their equipment, or additions that make them effectively useless. That way they can be safe if they're paying attention and start moving around when someone goes looking.

On a side note, I disagree with the options of having a deployable that just system-wide damages or turns off cloaks. Make us work for it, if you're going to give out the option to find cloakers.


Based on what limited information has come out it appears that CCP is working on something like this. It will probably/maybe/hopefully look like this:

1. Remove local (or have it go delayed chat)
2. Put Observatory Arrays in the game.
3. One of the modules you'll be able to fit will let you find cloaked ships, hopefully not to quickly as it would affect ATK cloakers...who are not the problem.
4. Players can come by and poop on your intel network blinding you if you don't start defending it.
Yup. That is the (at this point nebulous and unconfirmed) plan.

The reality is that most of the complainers here don't seem to get is that you are not suppose to be able to "remove a threat" like they want. The game is purposely designed so you can not be or feel 100% safe, even if you think you should be able to earn that somehow. When CCP though wormholers had gotten too good at securing their holes, they changed the wormhole spawn mechanics to put that possibility of someone coming out of nowhere back on the table. CCP moved sites away from scan-able sites into warp-able anomalies for the same reason.

The complaint that AFK cloaking could use some counter-play has some merit, but the solution is not going to be to nerf cloaks so that they cannot be used for this tactic or provide more free intel (like an AFK flag) so that players know they are not a risk because these solutions allow nullsec players to secure their space. Any solution will be as outlined above where there is play and counter play inherent in the design that still keep players at risk while in space. AFK cloaking may not be as viable a tactic in the future, but neither will relying on local to just dock up anytime someone comes by.

Well, 333 pages on a topic that CCP is already working on seems excessive. I am going to let this discussion drop until we get some more details on the Observatory Array which probably won't happen until the spring. I suggest those upset with the tactic learn to deal with the intended risk and actually play the game until then instead of wasting their energies complaining how it is unfair that there is a possibility they can be attacked in the most dangerous space of this PvP game.

Dracvlad
Taishi Combine
Astral Alliance
#6655 - 2016-09-15 07:50:29 UTC
SmilingVagrant wrote:
I still don't see what the problem is, an afk person can't hurt you.


That is because you are dumb Lol

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#6656 - 2016-09-15 07:51:10 UTC  |  Edited by: Scipio Artelius
Tsukino Stareine wrote:
How about a little icon next to the name in local showing that hey are idle?

I know wormholers don't care about AFK cloakies and null sec complain the most about it.

They have local so this fix would help them but not ruin it for people who aren't pampered little princesses

I don't like the idea, not because I'm against changing cloaking or anything, I just don't think this is the best way.

In the alternate universe that includes New Eden, our characters are for all intents, living beings in their own right. They aren't controlled beings, but make their own decisions and carry out their own actions. New Eden exists without there being the reality that we exist in as players.

An icon, a flag, or some other indicator in game is a sign, not of what our characters are doing, but what we are (or aren't doing) as players.

It's a flag that tells us about what other players are doing, independent of what our characters are doing, which is still flying a spaceship cloaked. The characters are to a degree, still active even if we aren't.

So it seems like a pretty big break in immersion in the game.

I don't know if I explained that well.
Dracvlad
Taishi Combine
Astral Alliance
#6657 - 2016-09-15 07:57:58 UTC
Scipio Artelius wrote:
Tsukino Stareine wrote:
How about a little icon next to the name in local showing that hey are idle?

I know wormholers don't care about AFK cloakies and null sec complain the most about it.

They have local so this fix would help them but not ruin it for people who aren't pampered little princesses

I don't like the idea, not because I'm against changing cloaking or anything, I just don't think this is the best way.

In the alternate universe that includes New Eden, our characters are for all intents, living beings in their own right. They aren't controlled being, but make their own decisions and carry out their own actions. New Eden exists without there being the reality that we exist in as players.

An icon, a flag, or some other indicator in game is a sign, not of what our characters are doing, but what we are (or aren't doing) as players.

It's a flag that tells us about what other players are doing, independent of what our characters are doing, which is still flying a spaceship cloaked. The characters are to a degree, still active even if we aren't.

So it seems like a pretty big break in immersion in the game.

I don't know if I explained that well.


Actually that is the fairest reason why I too would not like it, the immersion question, however there are a lot of things in this game that break immersion, for example multi un-linked accounts, it is what it is...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Limi Etherseed
The Seven Sisters
#6658 - 2016-09-15 18:31:07 UTC  |  Edited by: Limi Etherseed
Edit - Wow. The forums ate my entire post and killed my saved draft. -.- One moment please while I try to summarize.

Alright. Starting over.

Thank you, Black Pedro, for commenting. I wanted to touch on some points you made. First, you mentioned that we, the complainers, don't seem to get that we're not supposed to be able to remove a threat like we want.

Why not? If we're willing to put fleets together, go out and hunt down the enemy in space that we've claimed... why shouldn't we remove threats? Contrary to the popular statement "There is no safe place in Eve...", there should be safety. When you've killed everything in your space and pod expressed their pilots home. This is not a carebear's safety, hungering for all aspects of forced PVP to be taken from their slice of the game. This is a never ending fight to defend your space, your stations, your citadels and other assets. And that seems to be how it should be.

If you are strong, have the will to fight and reinforce yourself with other people that are of a like mind then yeah. You should be able to "remove threats" and keep you and yours safe. For as long as your strength lasts, anyway. Always a bigger fish, right?

In regards to the cloaks themselves, I don't want direct nerfs. I want counter-play options as you touched on. I've asked around my circle of community how to deal with a cloaky camper and the resounding answer is... nothing. You wait, tanked up and doing your thing, until they engage on you. The power of that opener is purely in the camper's hand. Fine. They can have that... if there are ways to, through skill and specialized equipment, put them on the defensive as well. They pay attention to probe scanners, hunting for targets if they're at the keyboard. They should also have to keep an eye on the D-Scan, forced to watch their own ass like everyone else is. Should be noted that I want this to be a 1v1 player function, not a station add-on that uncloaks with "such and such" range since that seems unfair. It should pit the scanner's specialized skill against the cloaker. Pure and simple.

And last but certainly not least, regarding intended risk and the managing of it via changes. I do not want direct nerfs. I don't want cloaks to get a fuel requirement, or an afk logout timer. I really don't care about all of that, it can stay in the game in its current form forever. I'll deal. I want to have options to be the aggressor, hunting down a cloaky camper to defend my friends and assets, cleaning out my space. To pick fights, instead of cowering in a station somewhere. And I do not want game mechanics changed to make my life safer without me having to fight for it.

Admittedly, I am a young pilot to Eve. So please take everything I say accordingly. I've not had a successful 1v1 fight yet, my killboard is certainly not green. But that's fine. Right now, I'm pretty bad. But I'm learning. I will get better.

Ah! Don't shoot me there, I'm a bleeder!

Black Pedro
Mine.
#6659 - 2016-09-16 09:40:37 UTC
Limi Etherseed wrote:
Why not? If we're willing to put fleets together, go out and hunt down the enemy in space that we've claimed... why shouldn't we remove threats? Contrary to the popular statement "There is no safe place in Eve...", there should be safety. When you've killed everything in your space and pod expressed their pilots home. This is not a carebear's safety, hungering for all aspects of forced PVP to be taken from their slice of the game. This is a never ending fight to defend your space, your stations, your citadels and other assets. And that seems to be how it should be.
Fair enough; I mispoke. You should be able to remove "a" threat. You should not be able to remove "any and all" threats. Having the tools to remove some cloaky camper from a system would not be game breaking in itself. However, given the free, invulnerable and instant intel local provides, cloaky camping is pretty much the only risk to PvE activities in sovereign space which is why CCP is loathe to remove/nerf it outright.

And yes, such a situation would be a "carebear's safety". No group should be able to secure a space to the point they do not have to defend it but can just dock up when anyone comes and attempts to make a move against them. That isn't fun for the defenders, nor the attackers and just leads to excessive and endless grinding of resources into our shared universe. It only is "fun" for carebears that wish to grind in safety or run bots to do that for them with exactly zero chance of loss. There needs to be risk and a way to force a fight, and you should not be able to "feel" completely safe in your space.

Limi Etherseed wrote:
And last but certainly not least, regarding intended risk and the managing of it via changes. I do not want direct nerfs. I don't want cloaks to get a fuel requirement, or an afk logout timer. I really don't care about all of that, it can stay in the game in its current form forever. I'll deal. I want to have options to be the aggressor, hunting down a cloaky camper to defend my friends and assets, cleaning out my space. To pick fights, instead of cowering in a station somewhere. And I do not want game mechanics changed to make my life safer without me having to fight for it.
Well it seems you will get what you want. All signs point to the Observatory Array offering a method to find persistent cloaked ships, but this tool will put you (or at least your infrastructure) at risk to attack. A weakened local, plus the vulnerability of an in-space structure means you will have the ability to earn some safety, but not complete safety, and with a method that can be attacked by your enemies.

On the surface, that all seems balanced to me.
Limi Etherseed
The Seven Sisters
#6660 - 2016-09-16 11:57:44 UTC
Black Pedro wrote:
Fair enough; I mispoke. You should be able to remove "a" threat. You should not be able to remove "any and all" threats. Having the tools to remove some cloaky camper from a system would not be game breaking in itself. However, given the free, invulnerable and instant intel local provides, cloaky camping is pretty much the only risk to PvE activities in sovereign space which is why CCP is loathe to remove/nerf it outright.

And yes, such a situation would be a "carebear's safety". No group should be able to secure a space to the point they do not have to defend it but can just dock up when anyone comes and attempts to make a move against them. That isn't fun for the defenders, nor the attackers and just leads to excessive and endless grinding of resources into our shared universe. It only is "fun" for carebears that wish to grind in safety or run bots to do that for them with exactly zero chance of loss. There needs to be risk and a way to force a fight, and you should not be able to "feel" completely safe in your space.

Well it seems you will get what you want. All signs point to the Observatory Array offering a method to find persistent cloaked ships, but this tool will put you (or at least your infrastructure) at risk to attack. A weakened local, plus the vulnerability of an in-space structure means you will have the ability to earn some safety, but not complete safety, and with a method that can be attacked by your enemies.

On the surface, that all seems balanced to me.


I'd like to note that I mentioned that I only believe safety is earned by defending one's space. As an active, ongoing and never-ending function of owning that space. That you can feel safe as long as you have the numbers, resources and will to get out there and clean up your space. Until the next wave of reds pass through and you have to reform to start cleaning.

This is an always on, pvp based game. You don't deserve any space, any safety, any resources you are not willing to fight for. And you should always be watching yourself. Someone who is truly paying attention seems to be hard to sneak up on, so... I don't mind a weakened local.

And that I didn't care much for an idea of having an emplacement that does the scanning/decloaking for you. I'd personally prefer it be player ship based, so you had to carve out part of your fit to give yourself the ability to hunt down a cloaker. Increasing your risk of losing the fight, or forcing the hunter to bring other people with him or her.

An emplacement doing that work for the player seems like a bad way to go, really. Unless there's a player at the helm of the scanning, which I hope ends up being the case. That someone has to pull up to the observatory (in space so they can be blapped while linked into the structure) and run scans to pinpoint anomalous energy signatures. Or something.

Ah! Don't shoot me there, I'm a bleeder!