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Player Features and Ideas Discussion

 
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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Jerghul
Aliastra
Gallente Federation
#6981 - 2016-10-18 11:20:13 UTC
Baltec
I think it a bit off-topic to explain to you how speed tanking makes it almost impossible to catch a ship by probbing it down.

Suffice to say that you are incorrect.

afk cloaky camping is 0-effort by definition.

An opportunity cost is a different matter. Which might help you grasp the opportunity cost afk cloaky campers inflict on others. Your one character opportunity cost inflicts a disproportionate opportunity cost on potentially endless other players who must stay docked unless they are willing to make a mistake and undock.

If a counter to local does not work where local exists, then it is not a counter to local.

Afk cloaky camping It may be percieved as a counter to something else (for example unreasonable isk/hour expectations), but that is an issue that would need to be discussed on its own basis.

The distinction between concord keeping people safe and concord retaliating is vitally important to understand. Though off-topic in this thread of course.



Blocked list: Teckos, Sonya, Wander, Baltec1

baltec1
Bat Country
Pandemic Horde
#6982 - 2016-10-18 11:35:23 UTC
Jerghul wrote:
Baltec
I think it a bit off-topic to explain to you how speed tanking makes it almost impossible to catch a ship by probbing it down.

Suffice to say that you are incorrect.

afk cloaky camping is 0-effort by definition.

An opportunity cost is a different matter. Which might help you grasp the opportunity cost afk cloaky campers inflict on others. Your one character opportunity cost inflicts a disproportionate opportunity cost on potentially endless other players who must stay docked unless they are willing to make a mistake and undock.

If a counter to local does not work where local exists, then it is not a counter to local.

Afk cloaky camping It may be percieved as a counter to something else (for example unreasonable isk/hour expectations), but that is an issue that would need to be discussed on its own basis.

The distinction between concord keeping people safe and concord retaliating is vitally important to understand. Though off-topic in this thread of course.





I was going to rip you apart point by point again but its fairly clear to everyone you have no understanding of how anything to just talked about works. Feel free to try to AFK camp using a speed fitted t1 ship, you will quickly find out why nobody does this.

Jerghul
Aliastra
Gallente Federation
#6983 - 2016-10-18 11:48:06 UTC
Baltec
You certainly have the right to your opinions. Feel free to have as many of them as you like.

You remain incorrect in your pot's musings. But I will defend with my life your right to be wrong.

Blocked list: Teckos, Sonya, Wander, Baltec1

baltec1
Bat Country
Pandemic Horde
#6984 - 2016-10-18 11:54:40 UTC
Jerghul wrote:
Baltec
You certainly have the right to your opinions. Feel free to have as many of them as you like.

You remain incorrect in your pot's musings. But I will defend with my life your right to be wrong.


What I have been telling you are not opinions, they are hard facts.
Jerghul
Aliastra
Gallente Federation
#6985 - 2016-10-18 12:13:51 UTC
Baltec
I am sure that is one of your opinions. Feel free to generate as many of those as you like.

Blocked list: Teckos, Sonya, Wander, Baltec1

Teckos Pech
Hogyoku
Goonswarm Federation
#6986 - 2016-10-18 15:19:01 UTC
Jerghul wrote:
Ratpack
Its actually called an ad-hominen. But don't sweat it. Sarcasm is hard to master.

Sensor Arrays that have an opportunity cost greater than ship module sized are disproportionate and would function poorly.

So the array would simply amount to some form of ship fitted decloaking device with certain limitations.

Which seems to me a bit heavy handed an approach.

As to removing local. Remember if you will that in wh space, the compensation for lack of local is the ability to close gates. For an inkling of the scale of compensating measures that would be on the table if local is to be limited in null-sec.

Also a bad idea.

Cheap, low volume (m3) cloak charges with infrequent reloading needs (once ever 5 hours) is the least intrusive measure CCP can make.

Ideally of a type similar to link bursts being introduced in November. Standarization being the friend of all learning curves.


In sum. Shotgun tactics by small gangs give sufficient attrition in null-sec if afk cloaky camping is nerfed. The biweekly kills at the afk cloaky campers convenience will simply have to be nerfed.

The adverse effects of keeping ratting and mining ships docked up is too detrimental to small gangs that would otherwise be catching some of them.

Human error is a great content provider. If we just allow for mechanisms that let human error take place.


You are wrong on the WH as the WH people have pointed out to you and others. Yes you can close those "gates" but then new one's open and there is no notification when they do. You have to scan for them, so unless you are scanning continuously one could be open for some time. Further, when one of these "gates" does open it is somewhat similar to a covert ops cyno in that you won't know about it until you scan your system.

And as has been pointed out repeatedly now, human error is not a counter to local. A counter is something I can do. For example, the counter to ECM is ECCM. I can fit the ECCM module to try and counter the effects of ECM. Using your narrative the counter to ECM is hoping the guy in the blackbird or falcon forgets to turn it on. The former is (at least partially) within my control the latter is not. So if local is removed, but intel is available to a structure that can be attacked/disabled then there is a true counter to local/intel.

There virtually no downside to ratting and mining ships being docked. Plenty of rats are killed every day. In Y-OMTZ over 49,000 rats were killed. Mineral prices are fine.

And one last thing, you complaining about ad hominem....careful you just about broke my irony meter.

"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

Sonya Corvinus
Grant Village
#6987 - 2016-10-18 15:48:13 UTC  |  Edited by: Sonya Corvinus
Jerghul wrote:
As to removing local. Remember if you will that in wh space, the compensation for lack of local is the ability to close gates. For an inkling of the scale of compensating measures that would be on the table if local is to be limited in null-sec.


Hi! Long time WH resident here. You might have remembered me from the last time we disagreed in this thread.

Have you ever lived in a WH? You can close roaming WHs, but doing so you're risking either several couple hundred million ISK battleships or risking an orca, so more risk than null ratters have. Additionally, you get static holes to critical, you don't close them completely, since a new one will simply open.

You can get the mass of a HIC down to frigate size if you know what you're doing, so a small group of frigs and a HIC can still get through a critical mass WH, which is still extremely dangerous. Especially with WH effects. The only way to be 100% safe in WHs is to crit each hole, have a bubble and an insta-locking ship on every incoming WH, and drop everything you are doing to scan every time a new sig pops up. If null ratters payed that much attention the AFK cloaker could never get into the system to AFK cloak in the first place.

One of the biggest problem with null in my opinion is people try to hold more space than they can defend. If you don't have 10-15 active players in EVERY system you own 24/7, you have too much space. With those kind of numbers, AFK cloakers are a non-issue.
Jerghul
Aliastra
Gallente Federation
#6988 - 2016-10-18 16:02:44 UTC
Ratpack
Doubtless the reopening closed gates counter-play would be part of any removal of local discussion. But that is of course a discussion for a different thread. A thread involving entosis links no doubt. Local turns off along with a gate in a system when you entosis it (allowing for entry by cyno, log-off trap relogging, or other gates). For an example of the measure of magnitude you are looking at when wanting to remove local.

As pointed out repeatedly, afk cloaky camping is not a counter to local. If there had been, then you would see it done in high sec.

Afk cloaky camping may be percieved as a counter to something else (for example a counter to extreme isk/hr expectations).

And in system xx-yy3, 0 rats died. Ships docked is a huge problem! We can randomly cite anectdotal evidence to the cows come home if you like. Hell, I can even use dotlan next time if you like. Though invented systems give anectdotal evidence all the weight it deserves.

It remains true that small gangs need undocked ships to shotgun. Afk cloaky campers rooster-block the effectiveness of shotgun tactics by keeping ships docked and seriously degrading target density.

Human error is a premier content provider. But only if ships are undocked.

Re irony meter: That which is broken cannot break.

Blocked list: Teckos, Sonya, Wander, Baltec1

Jerghul
Aliastra
Gallente Federation
#6989 - 2016-10-18 16:19:47 UTC  |  Edited by: Jerghul
Sonya
No problem at all making all kinds of hoops for people to jump through in order to close gates in null-sec too to create an equivalent degree of difficulty and advantage.

Gate closure capability simply represents the order of magnitude of compensation linked to removing local.

The protection is not physical access per se btw. It is the unpredictability of physical access (and egress) that follows from player control of gate closures and the radom spawn pattern of most wormholes.

Any wh community would be stomped from here to tuesday if reliable access to their particular hole from a set point in 0 sec was reliably tracable.

Incidentally. Use mwd if you are having trouble bulking up ships to collapse gates effectively.

But my point remains that changes to cloaks should be as least intrusive as possible. Low volume charges for cloaks with 5 hour charge capacity is as low intrusive as I can design.

Given that the raison etre for afk cloaky camping mechanism ends with the introduction of alpha clones.

Blocked list: Teckos, Sonya, Wander, Baltec1

Teckos Pech
Hogyoku
Goonswarm Federation
#6990 - 2016-10-18 16:28:21 UTC
Sonya Corvinus wrote:
Jerghul wrote:
As to removing local. Remember if you will that in wh space, the compensation for lack of local is the ability to close gates. For an inkling of the scale of compensating measures that would be on the table if local is to be limited in null-sec.


Hi! Long time WH resident here. You might have remembered me from the last time we disagreed in this thread.

Have you ever lived in a WH? You can close roaming WHs, but doing so you're risking either several couple hundred million ISK battleships or risking an orca, so more risk than null ratters have. Additionally, you get static holes to critical, you don't close them completely, since a new one will simply open.

You can get the mass of a HIC down to frigate size if you know what you're doing, so a small group of frigs and a HIC can still get through a critical mass WH, which is still extremely dangerous. Especially with WH effects. The only way to be 100% safe in WHs is to crit each hole, have a bubble and an insta-locking ship on every incoming WH, and drop everything you are doing to scan every time a new sig pops up. If null ratters payed that much attention the AFK cloaker could never get into the system to AFK cloak in the first place.

One of the biggest problem with null in my opinion is people try to hold more space than they can defend. If you don't have 10-15 active players in EVERY system you own 24/7, you have too much space. With those kind of numbers, AFK cloakers are a non-issue.


:smug:

"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

Sonya Corvinus
Grant Village
#6991 - 2016-10-18 16:28:51 UTC
Jerghul wrote:
Sonya
No problem at all making all kinds of hoops for people to jump through in order to close gates in null-sec too to create an equivalent degree of difficulty and advantage.

Gate closure capability simply represents the order of magnitude of compensation linked to removing local.

The protection is not physical access per se btw. It is the unpredictability of physical access (and egress) that follows from player control of gate closures and the radom spawn pattern of most wormholes.

Any wh community would be stomped from here to tuesday if reliable access to their particular hole from a set point in 0 sec was reliably tracable.

Incidentally. Use mwd if you are having trouble bulking up ships to collapse gates effectively.

But my point remains that changes to cloaks should be as least intrusive as possible. Low volume charges for cloaks with 5 hour charge capacity is as low intrusive as I can design.

Given that the raison etre for afk cloaky camping mechanism ends with the introduction of alpha clones.


Confirming you have never spent in WHs. Give me any J-sig and I can will find a route then in no time. It's very easy to find a specific WH.

...no **** mwds help. Even with a higgs rigged BS and going through hot, it takes a half dozen passes to close a WH (assuming it's not a C1, in whih case it takes forever...) which means you have a 300 million ISK ship that's not fit for combat on field for a long time. Which mean you have a standing defense fleet to rescue it as you work. If every ratter in null had a standing defense fleet when doing dangerous things, AFK cloaking wouldn't be a big deal.

What percent if the time when you're ratting are you personally in a standing fleet and on comms? Hopefully that answer is not less than 100%

You seemed to ignore my point completely. WHs stay safe by preventing hostiles from getting in the system in the first place. . That's something people in null can do now. How did that AFK cloaker get into your system? Why didn't you catch him on a gate when he first jumped in?
Teckos Pech
Hogyoku
Goonswarm Federation
#6992 - 2016-10-18 16:30:43 UTC
Jerghul wrote:
Ratpack
Doubtless the reopening closed gates counter-play would be part of any removal of local discussion. But that is of course a discussion for a different thread. A thread involving entosis links no doubt. Local turns off along with a gate in a system when you entosis it (allowing for entry by cyno, log-off trap relogging, or other gates). For an example of the measure of magnitude you are looking at when wanting to remove local.

As pointed out repeatedly, afk cloaky camping is not a counter to local. If there had been, then you would see it done in high sec.

Afk cloaky camping may be percieved as a counter to something else (for example a counter to extreme isk/hr expectations).

And in system xx-yy3, 0 rats died. Ships docked is a huge problem! We can randomly cite anectdotal evidence to the cows come home if you like. Hell, I can even use dotlan next time if you like. Though invented systems give anectdotal evidence all the weight it deserves.

It remains true that small gangs need undocked ships to shotgun. Afk cloaky campers rooster-block the effectiveness of shotgun tactics by keeping ships docked and seriously degrading target density.

Human error is a premier content provider. But only if ships are undocked.

Re irony meter: That which is broken cannot break.


Being able to "turn off" gates in NS is just a horrible idea as it would be like making the ratting ship totally invulnerable.

Human error being a content provider does not make it a counter to anything.

"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

Sonya Corvinus
Grant Village
#6993 - 2016-10-18 16:34:58 UTC
Jerghul wrote:
As pointed out repeatedly, afk cloaky camping is not a counter to local. If there had been, then you would see it done in high sec.


Today I learned you think cynos can be lit in HS.
Teckos Pech
Hogyoku
Goonswarm Federation
#6994 - 2016-10-18 16:40:03 UTC
Sonya Corvinus wrote:
Jerghul wrote:
Sonya
No problem at all making all kinds of hoops for people to jump through in order to close gates in null-sec too to create an equivalent degree of difficulty and advantage.

Gate closure capability simply represents the order of magnitude of compensation linked to removing local.

The protection is not physical access per se btw. It is the unpredictability of physical access (and egress) that follows from player control of gate closures and the radom spawn pattern of most wormholes.

Any wh community would be stomped from here to tuesday if reliable access to their particular hole from a set point in 0 sec was reliably tracable.

Incidentally. Use mwd if you are having trouble bulking up ships to collapse gates effectively.

But my point remains that changes to cloaks should be as least intrusive as possible. Low volume charges for cloaks with 5 hour charge capacity is as low intrusive as I can design.

Given that the raison etre for afk cloaky camping mechanism ends with the introduction of alpha clones.


Confirming you have never spent in WHs. Give me any J-sig and I can will find a route then in no time. It's very easy to find a specific WH.

...no **** mwds help. Even with a higgs rigged BS and going through hot, it takes a half dozen passes to close a WH (assuming it's not a C1, in whih case it takes forever...) which means you have a 300 million ISK ship that's not fit for combat on field for a long time. Which mean you have a standing defense fleet to rescue it as you work. If every ratter in null had a standing defense fleet when doing dangerous things, AFK cloaking wouldn't be a big deal.

What percent if the time when you're ratting are you personally in a standing fleet and on comms? Hopefully that answer is not less than 100%

You seemed to ignore my point completely. WHs stay safe by preventing hostiles from getting in the system in the first place. . That's something people in null can do now. How did that AFK cloaker get into your system? Why didn't you catch him on a gate when he first jumped in?


Going to pile on here a bit....

That standing "defense" fleet need not be sitting in a POS with their thumbs up their butt either. A standing fleet can also burn down anomalies and make ISK too.

And to use Sonya's point about WH for NS. What it would mean is you set up a gate camp on each gate with at least one person and some bubbles on the gate. That way anyone jumping in would be spotted and the alarm can be sounded. Yet, this does not happen much in NS. Instead what we get are people silo'd up in their own anomaly even their own system.

That NS ratters, by and large, are not taking reasonable and prudent steps to solve this problem is nobody's fault/concern but theirs. All such complaints to CCP should simply be summarily ignored, IMO.

"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
#6995 - 2016-10-18 16:43:15 UTC
Sonya Corvinus wrote:
Jerghul wrote:
As pointed out repeatedly, afk cloaky camping is not a counter to local. If there had been, then you would see it done in high sec.


Today I learned you think cynos can be lit in HS.


Not only that, but unless there is a wardec on I don't give a rat's butt if a guy is AFK cloaking in system or not. What is he going to do? Shoot me? In a cloaking ship? Yeah...not going to happen.

The value of local in HS, aside from when one is in a wardec or a handful of critical systems (read Uedama, Niarja), is much, much less than in NS.

This comparison is just simply wrong.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Jerghul
Aliastra
Gallente Federation
#6996 - 2016-10-18 16:48:39 UTC  |  Edited by: Jerghul
Sonya
Today I learned you think afk anything can light cynos. Wow. Just wow.

See what I did there? ;-)


Ratpack
I go through wh space a couple times a week. Times I have seen wh gate camps = 0. Anectdotal evidence is just great fun.

I am complaining about afk cloaky campers on behalf of small null sec roamers.

The afk cloaky campers are rooster blocking us, bro.

Don't be a rooster-blocker, mkay?

Edit
So you finally accept that afk cloaky camping is not a counter to local. It would be used in high sec if it had been a counter to local.

So perhaps drop the mantra and formulate clearly what you think it is a counter to.

Blocked list: Teckos, Sonya, Wander, Baltec1

Sonya Corvinus
Grant Village
#6997 - 2016-10-18 16:51:07 UTC
Jerghul wrote:
Sonya
Today I learned you think afk anything can light cynos. Wow. Just wow.

See what I did there? ;-)


I do see what you did.

Someone AFK cannot light a cyno. They also can't shoot anyone. Someone AFK poses no threat to you, which means AFK cloaking is a non-issue.

Thank you very much for finally agreeing with me. We can now close this thread.
Jerghul
Aliastra
Gallente Federation
#6998 - 2016-10-18 16:54:01 UTC
Or we can just remove afk cloaky camping since it does not do anything. Yay. Thread resolved!

Blocked list: Teckos, Sonya, Wander, Baltec1

baltec1
Bat Country
Pandemic Horde
#6999 - 2016-10-18 17:03:10 UTC
Jerghul wrote:
Or we can just remove afk cloaky camping since it does not do anything. Yay. Thread resolved!


It counters local.
Jerghul
Aliastra
Gallente Federation
#7000 - 2016-10-18 17:06:28 UTC
Baltec
It does not counter local. Else it would be used in high sec.

Perhaps formulate clearly what you think afk cloaky camping does counter and how that is achieved.

I suspect you might find outragous isk/tick expectations to be a constructive path to follow.

Blocked list: Teckos, Sonya, Wander, Baltec1