These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Jerghul
Aliastra
Gallente Federation
#6941 - 2016-10-13 20:10:16 UTC
Baltec
"The counter to local" is to act too quickly for a player to react to the information he has. Be it a small gang roam, or a with a cyno and a web from a normally afk cloaky camper.

There is no flaw to my logic. It makes no inherent difference if an afk-cloaky camper is active once a day, or active once every 5 hours. Its not the act of maximising a desk top that determines if a afk cloaky comper will seek combat.

I don't actually consider afk cloaky camping derived combat to be pvp. The variables are controlled too rigidly by the afk cloaky camper for it to be much more than the pvp equivalent of a super blop dropping on whatever ratting carrier they feel like blooping.

We saw what happened to the blops. Enhancing the number of players on the server is the only reason afk cloaky camping is still a thing. And that justification is gone with the next update.

Pech
You are incorrect, but thank you for sharing your opinion.

Sonya
Sure intel can work. And often does. And often does not. Human error is a powerful content creator. If ships actually undock.

Blocked list: Teckos, Sonya, Wander, Baltec1

baltec1
Bat Country
Pandemic Horde
#6942 - 2016-10-13 21:16:03 UTC
Jerghul wrote:
Baltec
"The counter to local" is to act too quickly for a player to react to the information he has. Be it a small gang roam, or a with a cyno and a web from a normally afk cloaky camper.


You are warping before whoever entered local has even loaded into the system. Once again I ask, what counters local.
Jerghul wrote:

There is no flaw to my logic. It makes no inherent difference if an afk-cloaky camper is active once a day, or active once every 5 hours. Its not the act of maximising a desk top that determines if a afk cloaky comper will seek combat.


It does matter. If you are having to be active once every 5 hours then that makes you active, they don't know when you reapplied the cloak so they assume you are active because they have to. This is why your idea is terrible, you are removing our only counter to local.
Jerghul wrote:

I don't actually consider afk cloaky camping derived combat to be pvp. The variables are controlled too rigidly by the afk cloaky camper for it to be much more than the pvp equivalent of a super blop dropping on whatever ratting carrier they feel like blooping./


Doesn't matter what your opinion is, both are pvp by their very nature.
Jerghul wrote:

We saw what happened to the blops. Enhancing the number of players on the server is the only reason afk cloaky camping is still a thing. And that justification is gone with the next update.


The only reason people AFK cloak is to get around the intel given by local and local isn't going away so it is very much needed.
Sonya Corvinus
Grant Village
#6943 - 2016-10-13 21:16:42 UTC
Jerghul wrote:
Sonya
Sure intel can work. And often does. And often does not. Human error is a powerful content creator. If ships actually undock.


Then (and I don't mean this in a harsh way) join a group that has better intel and better organization. Especially if you're living outside of HS. One of the best groups I've flown with in my years at this game would shoot their own members if they weren't actively on comms and in a standing fleet then entire time they were logged into the game. Have rules for your corp/alliance to ensure good intel and good practices.

Fundamentally I don't like the idea of nerfing parts of the game to make up for people making mistakes. I've made some very costly mistakes (if you want to hear stories of multi billion ISK whelps, let me know). They were my fault, and I deserved to lose that ISK. Human error by ratters (ie, ignoring local, not getting safe when grabbing a drink, whatever) IS part of the game, and we shouldn't counter playstyles to soften the losses taken by those mistakes.
Jerghul
Aliastra
Gallente Federation
#6944 - 2016-10-13 21:53:47 UTC
Sonya
Yes, that is pretty much exactly what I am saying. Human error is part of the game and people do make mistakes.

This is one of the two factual downside to introducing a mechanism where a cloak has to be reloaded every 5 hours to function.

A afk cloaky camper may have every intention of returning to his computer within a 5 hour timeframe, but will occassionally not do so. Opening a window of vulnerability where the now uncloaked ship might be scanned down and caught unless skillfully positioned or fitted.

Play and counter play based on human error as a content provider. What is not to love?

Blocked list: Teckos, Sonya, Wander, Baltec1

Jerghul
Aliastra
Gallente Federation
#6945 - 2016-10-13 22:11:56 UTC
Baltec
Ships warp away quite often when reds jump into system. But not always.

From a roaming perspective afk cloaky campers keeping targets docked and safe is a much more fine meshed safety net than the opportunities human error would otherwise have created by increasing the volume of ships in space. Each indiviual ship representing a possibility of someone screwing up and getting caught.

You are rooster blocking us, bro. And by rooster blocking I mean the other word for a male chicken. At least have the common decency to have that desktop active every 5 hours when you do it.

The whole point of afk cloaky camping is that people have to assume you are active until they tire of acting on that assumption. it makes no difference if you have to momentarily have that desktop active once a day, or once every 5 hours. People will assume you are active until they tire of it under both conditions.

Excessive control of variables in afk cloaky camping has much more in common with pve than it does pvp. Sorry if that fact hurts your feelings.

The only reason indefinately sustainable afk cloaky camping exists is because afk cloaky campers help keep server numbers up. A factor no longer relevant after alpha clones are introduced.

Winter is coming bro.

Blocked list: Teckos, Sonya, Wander, Baltec1

Sonya Corvinus
Grant Village
#6946 - 2016-10-13 22:31:48 UTC
Jerghul wrote:
Sonya
Yes, that is pretty much exactly what I am saying. Human error is part of the game and people do make mistakes.

This is one of the two factual downside to introducing a mechanism where a cloak has to be reloaded every 5 hours to function.

A afk cloaky camper may have every intention of returning to his computer within a 5 hour timeframe, but will occassionally not do so. Opening a window of vulnerability where the now uncloaked ship might be scanned down and caught unless skillfully positioned or fitted.

Play and counter play based on human error as a content provider. What is not to love?


You're missing (or ignoring) the point. Human error is the ONLY way ratters in null can be caught if AFK cloaking goes away. There is no in game counter to local for sov null. That's one part of why cloaking needs to stay as is.
Jerghul
Aliastra
Gallente Federation
#6947 - 2016-10-13 22:55:19 UTC  |  Edited by: Jerghul
Sonya
Human error is the premier counter to local. Without human error, no one would get caught ratting at all.

Human error is the only way ratters get caught period. Any non-blue in system is a threat that it is an error to ignore. This thread is full of helpful suggestions on what ratters can do to eliminate human errors that occur in an afk cloaky camping environment.

The in game counter to local is catching ratters that make mistakes.

The 5 hour limit on afk cloaky camping before reload is in fact an enhanced counter to local. It introduces to possibility of human error for afk cloaked ships too. They might get scanned down occasionally if the owner fails to return to his computer.

I do not think you are fully appreciating that afk cloaky camper make null-sec safer by lowering the number of undocked ships in the environment.

Players have to undock to make mistakes.

I should underline that I do not want afk cloaky camping to go away. I simply want to reduce the maximum time a player can be afk cloaky camp from 24 hours to 5 hours by specifically targetting the afk portion. Be at the desktop once every 5 hours or your cloak will stop working.

Blocked list: Teckos, Sonya, Wander, Baltec1

baltec1
Bat Country
Pandemic Horde
#6948 - 2016-10-13 23:09:22 UTC
Jerghul wrote:
Baltec
Ships warp away quite often when reds jump into system. But not always.


Thats not a counter to local, the red still shows up in local the second they enter system. You being an idiot and paying no attention doesn't change this.
Jerghul wrote:

From a roaming perspective afk cloaky campers keeping targets docked and safe is a much more fine meshed safety net than the opportunities human error would otherwise have created by increasing the volume of ships in space. Each indiviual ship representing a possibility of someone screwing up and getting caught.

You are rooster blocking us, bro. And by rooster blocking I mean the other word for a male chicken. At least have the common decency to have that desktop active every 5 hours when you do it.


You AFK camp a system because they dock whenever you send something their way, there are no kills for that roaming gang anyway.
Jerghul wrote:

The whole point of afk cloaky camping is that people have to assume you are active until they tire of acting on that assumption. it makes no difference if you have to momentarily have that desktop active once a day, or once every 5 hours. People will assume you are active until they tire of it under both conditions.


It makes a hell of a difference. It can take upwards of a week for people to get used to an AFK camper, they will not come out if they know you have to be active every 5 hours as they have no idea when you last activated your cloak.
Jerghul wrote:

Excessive control of variables in afk cloaky camping has much more in common with pve than it does pvp. Sorry if that fact hurts your feelings.

The only reason indefinately sustainable afk cloaky camping exists is because afk cloaky campers help keep server numbers up. A factor no longer relevant after alpha clones are introduced.


PvE = Player vs environment

PvP = player vs player.

AFK cloaking is only used on players, thus PvP.

As for the last bit, how many times do people have to tell you AFK camping in only done to counter local.
Jerghul
Aliastra
Gallente Federation
#6949 - 2016-10-13 23:41:13 UTC
Baltec
Human error, bro. Let me walk you though it.

You say you have to camp for a week until players tire of assuming you are active. Then you can catch a single ratter. Then another week passes, then you catch another one.

In both those weeks, there are no ships to catch on roams because you have caused them all to dock up.

If you (and your brothers and sisters afk camping innumerable systems) had not been there, then ships would be undocked and busy ratting.

Most would warp off when a red spike turns up in local, but not all. And a roam can cover scores of systems in a typical 2 hour run.

You are in other words keeping ratters safe by keeping them docked up.

Roams still kill more ratters and miners than afk cloaky campers do. But that is simply because afk-cloaky campers have not fully saturated all systems. So roams can catch ratters in systems not rendered inactive by the afk.

Surely you can see that a mechanism that breds inactivity is slated for termination. The only cause for keeping it was to keep server numbers from plummeting. And that function is not required after alpha clones are introduced.

A 5 hour cloak charge capacity is the least intrusive adjustment I can think of. CCP will probably opt for something more rigerous.

But at least you can't say I did not try. Which is more than you can say about many.

Blocked list: Teckos, Sonya, Wander, Baltec1

Sonya Corvinus
Grant Village
#6950 - 2016-10-14 00:50:20 UTC
Jerghul wrote:
Sonya
Human error is the premier counter to local. Without human error, no one would get caught ratting at all.


Agreed. which is why cloaking can't be changed. Thanks for agreeing with me.
Jerghul
Aliastra
Gallente Federation
#6951 - 2016-10-14 04:13:51 UTC  |  Edited by: Jerghul
Sonya
You are incorrect in your conclusion. Human error as a premier null-sec content provider dictates that cloaks should have ammunition charges for players to screw up occassionally.

Blocked list: Teckos, Sonya, Wander, Baltec1

Wander Prian
Nosferatu Security Foundation
#6952 - 2016-10-14 06:30:20 UTC
Jerghul wrote:
Sonya
You are incorrect in your conclusion. Human error as a premier null-sec content provider dictates that cloaks should have ammunition charges for players to screw up occassionally.


Thank you for sharing your opinion about it, but you are wrong. Right now, barring humarn error or the presence of a AFK-cloaker you have decided not to care about, you are 100% safe due to the 100% accurate intel given by local and intel-channels that are built around that (and sometimes even semi-automated). Now you want to make it even more safe for them?

Wormholer for life.

baltec1
Bat Country
Pandemic Horde
#6953 - 2016-10-14 09:22:05 UTC
Jerghul wrote:
Baltec
Human error, bro. Let me walk you though it.

You say you have to camp for a week until players tire of assuming you are active. Then you can catch a single ratter. Then another week passes, then you catch another one.

In both those weeks, there are no ships to catch on roams because you have caused them all to dock up.

If you (and your brothers and sisters afk camping innumerable systems) had not been there, then ships would be undocked and busy ratting.

Most would warp off when a red spike turns up in local, but not all. And a roam can cover scores of systems in a typical 2 hour run.

You are in other words keeping ratters safe by keeping them docked up.

Roams still kill more ratters and miners than afk cloaky campers do. But that is simply because afk-cloaky campers have not fully saturated all systems. So roams can catch ratters in systems not rendered inactive by the afk.

Surely you can see that a mechanism that breds inactivity is slated for termination. The only cause for keeping it was to keep server numbers from plummeting. And that function is not required after alpha clones are introduced.


We have been over this, you AFK camp a system because you can't catch anything in the first place.
Jerghul wrote:

A 5 hour cloak charge capacity is the least intrusive adjustment I can think of. CCP will probably opt for something more rigerous.

But at least you can't say I did not try. Which is more than you can say about many.


CCP will opt for nothing because AFK cloaking is the only thing that counters local.
Morrigan LeSante
Perkone
Caldari State
#6954 - 2016-10-14 11:28:25 UTC
Ah, Baltec, I see you've not skimmed the history. Let me help you where this will go with a brief recap.

Local has nothing to do with it, it is something else.

Soon to be followed by the "implicit threat"

Pretty soon after you'll be treated to nonsensical reasons why you're wrong, complete with validated proof.

There is also judicious handbags at dawn to be expected as claims are disproven.

Enjoy your stay.

--

We're being cloaky camped all the time right now and frankly it's just fine. People have standing fleets, support, collaboration. It works just fine.
baltec1
Bat Country
Pandemic Horde
#6955 - 2016-10-14 11:34:52 UTC
Morrigan LeSante wrote:
Ah, Baltec, I see you've not skimmed the history. Let me help you where this will go with a brief recap.

Local has nothing to do with it, it is something else.

Soon to be followed by the "implicit threat"

Pretty soon after you'll be treated to nonsensical reasons why you're wrong, complete with validated proof.

There is also judicious handbags at dawn to be expected as claims are disproven.

Enjoy your stay.

--

We're being cloaky camped all the time right now and frankly it's just fine. People have standing fleets, support, collaboration. It works just fine.


Been through that cycle several times nowBlink
Teckos Pech
Hogyoku
Goonswarm Federation
#6956 - 2016-10-14 17:37:18 UTC
Jerghul wrote:
Baltec
"The counter to local" is to act too quickly for a player to react to the information he has. Be it a small gang roam, or a with a cyno and a web from a normally afk cloaky camper.


Local gives advanced warning. You cannot "act" quick enough to circumvent that aspect of local. It is impossible. If I am in system and you jump in, I will see you in local while you are still in the jump/warp tunnel. You cannot do anything to get around this. Ever.

"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
#6957 - 2016-10-14 17:42:55 UTC
Jerghul wrote:
Sonya
Human error is the premier counter to local. Without human error, no one would get caught ratting at all.


Human error is also at work with AFK cloaking. People let their fear over-ride a more reasoned response/reaction to 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

Stan Durden
Solar Forged
#6958 - 2016-10-16 07:05:49 UTC
I don't come on the forums often so I don't know what all options have been offered. I just want to throw out an idea for consideration in case it hasn't been mentioned yet in the last 347 pages.

I have seen in some games where the game itself will have some mechanic for AFK check.

I am thinking the drifters and/or circadian seekers could provide a good platform for such a mechanic. You could say that they are interested in energy readings they get from cloaking for whatever reason. Having cloaks active in the system might have a x% chance to cause drifter/seeker activity to increase by z%. Further, there could be some attraction to the grid where a cloak is active. Once on the grid the drifters/seekers could perhaps begin seeking out the cause of the readings they are picking up from a cloak being active. Over a long period of time they could perhaps decloak someone who had kept direction and velocity constant for too long; this could be almost accidental simply decloaking by proximity. They may not even be interested in the actual cloaked ship but perhaps they mistook the readings for something else they were looking for.

As an example it could take a matter of hours for the drifters/seekers to be attracted to the grid where a cloak is active. It could perhaps take another hour for them to actually decloak someone who was not moving; perhaps it would take two hours to decloak someone who was maintaining a constant direction and velocity. Perhaps a change in either direction or velocity would set back the process by another hour or two.

Just to briefly go over some of the implications this could provide... AFK cloaking in a system where drifters/seekers are currently active could be more dangerous than systems where they are not present. It may not be possible to be thoroughly sure if they are in fact active in a system. So there is the possibility that you may have less time to AFK safely then you think. If drifters/seekers are on a grid there is a possibility they have been attracted by a cloak; especially if they behave oddly. You may even be able to guess where that cloak may be by observing the behavior of the drifters/seekers.
baltec1
Bat Country
Pandemic Horde
#6959 - 2016-10-16 07:09:27 UTC
Stan Durden wrote:
I don't come on the forums often so I don't know what all options have been offered. I just want to throw out an idea for consideration in case it hasn't been mentioned yet in the last 347 pages.

I have seen in some games where the game itself will have some mechanic for AFK check.

I am thinking the drifters and/or circadian seekers could provide a good platform for such a mechanic. You could say that they are interested in energy readings they get from cloaking for whatever reason. Having cloaks active in the system might have a x% chance to cause drifter/seeker activity to increase by z%. Further, there could be some attraction to the grid where a cloak is active. Once on the grid the drifters/seekers could perhaps begin seeking out the cause of the readings they are picking up from a cloak being active. Over a long period of time they could perhaps decloak someone who had kept direction and velocity constant for too long; this could be almost accidental simply decloaking by proximity. They may not even be interested in the actual cloaked ship but perhaps they mistook the readings for something else they were looking for.

As an example it could take a matter of hours for the drifters/seekers to be attracted to the grid where a cloak is active. It could perhaps take another hour for them to actually decloak someone who was not moving; perhaps it would take two hours to decloak someone who was maintaining a constant direction and velocity. Perhaps a change in either direction or velocity would set back the process by another hour or two.

Just to briefly go over some of the implications this could provide... AFK cloaking in a system where drifters/seekers are currently active could be more dangerous than systems where they are not present. It may not be possible to be thoroughly sure if they are in fact active in a system. So there is the possibility that you may have less time to AFK safely then you think. If drifters/seekers are on a grid there is a possibility they have been attracted by a cloak; especially if they behave oddly. You may even be able to guess where that cloak may be by observing the behavior of the drifters/seekers.


Brings us back to the point that is AFK cloaking is the only counter to local.
Stan Durden
Solar Forged
#6960 - 2016-10-16 07:22:19 UTC
baltec1 wrote:
Stan Durden wrote:
I don't come on the forums often so I don't know what all options have been offered. I just want to throw out an idea for consideration in case it hasn't been mentioned yet in the last 347 pages.

I have seen in some games where the game itself will have some mechanic for AFK check.

I am thinking the drifters and/or circadian seekers could provide a good platform for such a mechanic. You could say that they are interested in energy readings they get from cloaking for whatever reason. Having cloaks active in the system might have a x% chance to cause drifter/seeker activity to increase by z%. Further, there could be some attraction to the grid where a cloak is active. Once on the grid the drifters/seekers could perhaps begin seeking out the cause of the readings they are picking up from a cloak being active. Over a long period of time they could perhaps decloak someone who had kept direction and velocity constant for too long; this could be almost accidental simply decloaking by proximity. They may not even be interested in the actual cloaked ship but perhaps they mistook the readings for something else they were looking for.

As an example it could take a matter of hours for the drifters/seekers to be attracted to the grid where a cloak is active. It could perhaps take another hour for them to actually decloak someone who was not moving; perhaps it would take two hours to decloak someone who was maintaining a constant direction and velocity. Perhaps a change in either direction or velocity would set back the process by another hour or two.

Just to briefly go over some of the implications this could provide... AFK cloaking in a system where drifters/seekers are currently active could be more dangerous than systems where they are not present. It may not be possible to be thoroughly sure if they are in fact active in a system. So there is the possibility that you may have less time to AFK safely then you think. If drifters/seekers are on a grid there is a possibility they have been attracted by a cloak; especially if they behave oddly. You may even be able to guess where that cloak may be by observing the behavior of the drifters/seekers.


Brings us back to the point that is AFK cloaking is the only counter to local.


I do not follow how my idea brings us to where AFK cloaking is a counter to local.

I would be in favor of removing local. But that seems like a discussion for another thread.

I think my idea would work with or without local.