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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
#7101 - 2016-10-21 10:56:02 UTC
Baltec1
Wrong, my dear friend. Wrong in so many ways.

But thank you for sharing your opinion. It is always greatly appreciated.

Blocked list: Teckos, Sonya, Wander, Baltec1

baltec1
Bat Country
Pandemic Horde
#7102 - 2016-10-21 10:59:42 UTC
Jerghul wrote:
Baltec1
Wrong, my dear friend. Wrong in so many ways.

But thank you for sharing your opinion. It is always greatly appreciated.


No its right. You have been told this repeatedly and in great detail dosens of times in this thread. At this point you are either trolling or an utter idiot, which is it?
Jerghul
Aliastra
Gallente Federation
#7103 - 2016-10-21 12:00:29 UTC
Baltec
Thank you for sharing, buddy!

It does not make you less wrong, but I firmly believe everyone should have as many opinions as they care generate.

Blocked list: Teckos, Sonya, Wander, Baltec1

Sonya Corvinus
Grant Village
#7104 - 2016-10-21 12:54:46 UTC
Jerghul wrote:
Vic
Thank you for sharing your opinions!

I think I willl opt for the least intrusive approach and state that cloaks must be aligned with command bursts as soon as possible and the modules be given a 5 hour charge capacity.


The least intrusive approach is one that doesn't require changes to game mechanics, so rat in PvP fit ships while in a fleet and on comms.

Thanks again for agreeing with me.
Jerghul
Aliastra
Gallente Federation
#7105 - 2016-10-21 13:18:27 UTC  |  Edited by: Jerghul
Sonya
Intrusiveness is always in the eye of the beholder.

I am quite certain ratters would find a slight change to cloaking modules far less intrusive than even the smallest fitting change to their ratting ships.

You can of course argue that ratting players are irrevokably broken and need to be fixed, but attempting that would of course be highly intrusive. As this thread has demonstrated many times.

All I want is for a high volume of ratting ships to be undocked so that the unwary amongst them can be caught by small gang roams. Human error is the premier pvp content provider in null-sec.

Well, I would not mind probing down systems 5 hours and 5 minutes after downtime, and 10 hours and 10 minutes after down time. Because you never know if a afk cloaky camper might miss reloading the charges in his or her cloaking device. Because: Human error is the premier pvp content provider in null-sec.

Afk cloaky campers will just have to bear the risk of making a mistake I suppose. The horror.

Blocked list: Teckos, Sonya, Wander, Baltec1

Vic Jefferson
Stimulus
Rote Kapelle
#7106 - 2016-10-21 13:29:33 UTC
I just don't get how people don't get this game.

All the freighter pilots want risk free hauling and immunity to gankers. Effectively they already have immunity to gankers if they do a tiny bit of homework. Do they not realize that the only reason freighting carries some ISK reward is because there is a shadow of some risk there?

All the null ratters want immunity to blops and gangs; effectively they are already immune to gangs and blobs, but want this immunity while being lazy. Do they not realize that the ISK they grind, the modules they loot, and the escalations they run will become worth less over time when there is no risk?

If they make them require charges, the easy counter to that is just to anchor cans in deep safes and fill them with charges using blockade runners. This would be an absolutely terrible change.

Vote Vic Jefferson for CSM X.....XI.....XII?

Limi Etherseed
The Seven Sisters
#7107 - 2016-10-21 13:35:25 UTC  |  Edited by: Limi Etherseed
Take off posting for a week or two, and things explode. Shocked

And since I find myself interested enough in this conversation to want to continue being a part of it... here we go, yeh? I've read back over my posts to make sure of what I had been saying before, and for the most part I still agree with... well, myself. I've taken some time to think over baltec's point and while I agree to afk cloaking and the eventual grinding down of the ratter's awareness being the counter to local, I would still like to see some changes.

Changes which include local. As I mentioned before, a simple change for local that instead of showing names and "set to red/blue", instead showing a player in system counter that updates every 2-10 minutes, based on stargate activations to and from, would remove most of that intel and put what remains in-game in an in-character fluff avenue. Hotdrops to a cyno that bypass a gate would not up the counter so players would absolutely need to pay attention to d-scan and probes. For an intel network to remain accurate, there would need to be players tending to the gates watching incoming/outgoing traffic.

It would require active work. All of which I am quite okay with. Even if an alliance/corp just needed to tend the outermost gates, they'd still have advanced warning and time to form up without having system by system free tracking. Unless they invested time, players and resources into keeping their people aware and by extension safe.

Then, I'd like to see counterplay for finding cloakers added. Make it a specialized hull, or special high-cost probing equipment. Make it a high-skill process, where a cloaker that is paying attention has a reasonable chance of getting away the same as a ratter that is likewise paying attention to dscan.

That way with the right investment, players can reasonably secure their systems short term and well-run intel networks can keep an eye on things, but intelligent roamers/hunters have ways in. It promotes skilled play on both sides, I think, same as on the individual level with the cloaker and local inhabitant of the system they're searching through.

How's that? Feel free to pick through, correct me where I'm wrong. >_> I'm trying to compile a suggestion that hits all the checkmarks here for both sides of the argument.

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

Jerghul
Aliastra
Gallente Federation
#7108 - 2016-10-21 13:41:07 UTC
Limi
I am not a fan of null-sec becoming a wormhole surrogate. Changing local to resolve issues with afk cloaky camping is highly intrusive.

Vic
I dont care if the cloaked vessel can carry 6 months of cloak charges in its cargohold. The charge criteria (with a 5 hour charge capacity in line with command bursts) does not do anything except introduce the possibility of human error. The afk cloaky camper may indeed forget to reload the cloak.

It may not happen often, but will happen often enough to warrant probing down a afk cloaky camped system 5 hours and 5 minutes after downtime. 10 hours and 10 minutes after downtime etc.

Blocked list: Teckos, Sonya, Wander, Baltec1

Sonya Corvinus
Grant Village
#7109 - 2016-10-21 13:41:36 UTC
Jerghul wrote:
Sonya
Intrusiveness is always in the eye of the beholder.

I am quite certain ratters would find a slight change to cloaking modules far less intrusive than even the smallest fitting change to their ratting ships.

You can of course argue that ratting players are irrevokably broken and need to be fixed, but attempting that would of course be highly intrusive. As this thread has demonstrated many times.

All I want is for a high volume of ratting ships to be undocked so that the unwary amongst them can be caught by small gang roams. Human error is the premier pvp content provider in null-sec.

Well, I would not mind probing down systems 5 hours and 5 minutes after downtime, and 10 hours and 10 minutes after down time. Because you never know if a afk cloaky camper might miss reloading the charges in his or her cloaking device. Because: Human error is the premier pvp content provider in null-sec.

Afk cloaky campers will just have to bear the risk of making a mistake I suppose. The horror.


Got it. Just one more nerf and everything will be balanced.

Crazy, asking people to actually use existing in-game mechanics to defend themselves. I see your point now. Earning isk in null should be 100% risk free!
Jerghul
Aliastra
Gallente Federation
#7110 - 2016-10-21 13:51:22 UTC
Sonya
I would love for the perception that it is risk free to become established. Can you imagine the fun small gang roams will have amongst ratters who think they are safe?

I am otherwise suggesting that afk cloaky camping include a miniscule degree of risk based entirely on human error. If the afk cloaky camper forgets to reload the cloaking module, then the ship can be probbed down.

So...we do perhaps agree after all....risk free activity in null-sec space has to come to an end.

The devil being the detail that only afk cloaky campers are truly safe while undocked in null-sec space. Yoiu seem to think that is just dandy.

Blocked list: Teckos, Sonya, Wander, Baltec1

Limi Etherseed
The Seven Sisters
#7111 - 2016-10-21 13:55:11 UTC
Jerghul wrote:
Limi
I am not a fan of null-sec becoming a wormhole surrogate. Changing local to resolve issues with afk cloaky camping is highly intrusive.

Vic
I dont care if the cloaked vessel can carry 6 months of cloak charges in its cargohold. The charge criteria (with a 5 hour charge capacity in line with command bursts) does not do anything except introduce the possibility of human error. The afk cloaky camper may indeed forget to reload the cloak.

It may not happen often, but will happen often enough to warrant probing down a afk cloaky camped system 5 hours and 5 minutes after downtime. 10 hours and 10 minutes after downtime etc.


Nerf local everywhere, leave cloaks as is... add counter play. It would still not be a wormhole because of entry mechanics, but players would be directly responsible for their own awareness and their safety. It'd be a net gain on most fronts, with the only real losses being to AFKers and people who are lazy.

>.> Right?

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

Sonya Corvinus
Grant Village
#7112 - 2016-10-21 13:57:49 UTC  |  Edited by: Sonya Corvinus
Jerghul wrote:
Sonya
I would love for the perception that it is risk free to become established. Can you imagine the fun small gang roams will have amongst ratters who think they are safe?

I am otherwise suggesting that afk cloaky camping include a miniscule degree of risk based entirely on human error. If the afk cloaky camper forgets to reload the cloaking module, then the ship can be probbed down.

So...we do perhaps agree after all....risk free activity in null-sec space has to come to an end.

The devil being the detail that only afk cloaky campers are truly safe while undocked in null-sec space. Yoiu seem to think that is just dandy.


null seccers already think they are safe. I've jumped out of a fresh WH into null and been there for 20 minutes before the 20 man mining fleet leaves a belt.

That's my point. Right now the lazy get caught. Anyone paying attention has a 0% chance of getting caught in null, outside of cloaks. That's why cloaks can't change. It means anyone paying attention literally can never be touched by a hunter.

Everything is already working as intended.
Jerghul
Aliastra
Gallente Federation
#7113 - 2016-10-21 14:17:50 UTC  |  Edited by: Jerghul
Limi
Changing cloaks the way I suggest adds counter-play to afk cloaky camping specifically and exclusively (it provides only counter play to afk cloaky camping). This through human error. If a player remains afk too long, his or her cloaked ship becomes vulnerable to being probbed down.

A whole cascade of changes are in my opinion simply too complex and intrusive an approach to use to adress issues pertaining to afk cloaky camping.

Changes to local might be warranted on its own merits, but that is a bit outside the scope of this thread (as I alluded to earlier when comparing it to changing null-secs security status to 0.5 to resolve issues pertaining to afk cloaky camping).

Sonya.
Yes, I have heard that opinion expressed numerous times now. I disagree.

Blocked list: Teckos, Sonya, Wander, Baltec1

Wander Prian
Nosferatu Security Foundation
#7114 - 2016-10-21 14:20:50 UTC  |  Edited by: Wander Prian
Even if we do your magical fix to AFK-cloaking Jerghul, you will still continue getting there same amount of kills as local and Intel-channels ties to local give away your fleet.

Wormholer for life.

Morrigan LeSante
Perkone
Caldari State
#7115 - 2016-10-21 14:24:32 UTC
Wander Prian wrote:
Even if we do your magical fix to AFK-cloaking Jerghul, you will still continue getting there same amount of kills as local and Intel-channels ties to local give away your fleet.


So you mean 0?

I mean, there's a reason people feel safe enough to rat in supers and that's because it's literally impossible to get caught.
Limi Etherseed
The Seven Sisters
#7116 - 2016-10-21 14:26:09 UTC
Jerghul wrote:
Limi
Changing cloaks the way I suggest adds counter-play to afk cloaky camping specifically and exclusively (it provides only counter play to afk cloaky camping). This through human error. If a player remains afk too long, his or her cloaked ship becomes vulnerable to being probbed down.

A whole cascade of changes are in my opinion simply too complex and intrusive an approach to use to adress issues pertaining to afk cloaky camping.

Changes to local might be warranted on its own merits, but that is a bit outside the scope of this thread (as I alluded to earlier when comparing it to changing null-secs security status to 0.5 to resolve issues pertaining to afk cloaky camping).

Sonya.
Yes, I have heard that opinion expressed numerous times now. I disagree.


Well, unfortunately, it seems like a cascade of changes are needed to trim out that avenue of AFK play. I personally would not consider the waiting for a cloak to run out of charges and hoping that the person piloting the cloaky camper forgets to reload... counter play. As it is not something I can go and DO to interact with the cloaker. Realistically, the change you've suggested wouldn't actually change that much in regards to cloaky camping. If they couldn't check in on their ship in a five hour period... they wouldn't camp. That's about it. Otherwise, they're checking in on a timer to do... exactly the same as they have been doing.

My whole argument from when I entered this discussion has been to add something that the local dwelling inhabitant of an area can do to force the cloaker onto the defensive so that the interaction goes both ways offensively and defensively. I still think it's the best way, but I have come around to understanding the dangers of such a thing while leaving local as is. Cloaks are useful as they are, I wouldn't want to touch the mechanics for them, just add something they have to watch out for. Like a submarine having to shut down and have everyone shut their mouths when a sonar boat comes overhead. (Hooray for movie scenes!)

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

Jerghul
Aliastra
Gallente Federation
#7117 - 2016-10-21 14:47:18 UTC
Ratpack
Human error is the premier content provider in null-sec. Which in turn is a function of volume. Catching 3% of a large number of ratters gives more kills than catching 3% of a small number of ratters.

Afk-cloaky campers rooster-block small gang roams, buddy. Ships docked up are not vulnerable to human error.

Lima
Counter-play starts the moment you undock and launch probes. It does not depend on if the cloaky ship has been uncloaked or not. You cannot interact with anyone afk anyway.

What I actually expect will happen is that there will be less afk cloaky campers as people cannot leave the pc puttering away while they are at school, or at the pub. For those that remain, counter play is an option. Just checking to see if they can be caught is a lot more satisfactory than not being able to do anything.

There is also the counter-counter play. An afk cloaky camper pretends to be afk, lets himself/herself get probbed down, then lights the cyno as ships are warping in.

Can we put it this way: Adding charges to cloaks is worthwhile. It may work out the way I think. There may be the need for additional tweaks. But its a start that is realistic to introduce relatively soon without creating cascade effects.

I do understand where you are coming from. I am just looking at the least intrusive change I can imagine that is likely to give a positive content creating outcome.

Blocked list: Teckos, Sonya, Wander, Baltec1

Limi Etherseed
The Seven Sisters
#7118 - 2016-10-21 14:59:17 UTC
Jerghul wrote:
Ratpack
Human error is the premier content provider in null-sec. Which in turn is a function of volume. Catching 3% of a large number of ratters gives more kills than catching 3% of a small number of ratters.

Afk-cloaky campers rooster-block small gang roams, buddy. Ships docked up are not vulnerable to human error.

Lima
Counter-play starts the moment you undock and launch probes. It does not depend on if the cloaky ship has been uncloaked or not. You cannot interact with anyone afk anyway.

What I actually expect will happen is that there will be less afk cloaky campers as people cannot leave the pc puttering away while they are at school, or at the pub. For those that remain, counter play is an option. Just checking to see if they can be caught is a lot more satisfactory than not being able to do anything.

There is also the counter-counter play. An afk cloaky camper pretends to be afk, lets himself/herself get probbed down, then lights the cyno as ships are warping in.

Can we put it this way: Adding charges to cloaks is worthwhile. It may work out the way I think. There may be the need for additional tweaks. But its a start that is realistic to introduce relatively soon without creating cascade effects.

I do understand where you are coming from. I am just looking at the least intrusive change I can imagine that is likely to give a positive content creating outcome.


:P Would just like to point out that I could interact with an AFK cloaky camper. I'd shoot them, if I could find them. Much like they can interact with an AFK ratter. The counter-counter play option is one of those risks I think SHOULD be in the game.

I can respect trying to pick out a change that would not intrude as much into current gameplay while fixing the problem, I'm just on the other side of that fence. Fix the systems as well that promote the need for afk cloak camping without removing the utility of the cloak itself. Yadda yadda, rebreak the bone so that it can be set right and start to heal. I know people don't like big changes and relearning in such a defined system... but it seems that if it needs to be done, better to get started so that people can start to acclimate to the new environment and get back to pushing fights. :D

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

Teckos Pech
Hogyoku
Goonswarm Federation
#7119 - 2016-10-21 16:57:05 UTC
Sonya Corvinus wrote:
Jerghul wrote:
Vic
Thank you for sharing your opinions!

I think I willl opt for the least intrusive approach and state that cloaks must be aligned with command bursts as soon as possible and the modules be given a 5 hour charge capacity.


The least intrusive approach is one that doesn't require changes to game mechanics, so rat in PvP fit ships while in a fleet and on comms.

Thanks again for agreeing with me.



Yes, that would be the least invasive solution. Let the players adapt to the situation, and those that do not adapt or refuse to adapt...well that is their problem. Seems most fitting with the game.

Of course, I like the hints we've been getting from CCP on this front. Remove local, release the OA, give fitting options for the type of intel one can gather, more stuff to shoot, etc. Hopefully it will be done well/can be iterated on and improve game play.

Call me an optimist. P

"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
#7120 - 2016-10-21 17:04:34 UTC
Limi Etherseed wrote:


:P Would just like to point out that I could interact with an AFK cloaky camper. I'd shoot them, if I could find them. Much like they can interact with an AFK ratter. The counter-counter play option is one of those risks I think SHOULD be in the game.


I agree.

Quote:
I can respect trying to pick out a change that would not intrude as much into current gameplay while fixing the problem, I'm just on the other side of that fence. Fix the systems as well that promote the need for afk cloak camping without removing the utility of the cloak itself. Yadda yadda, rebreak the bone so that it can be set right and start to heal. I know people don't like big changes and relearning in such a defined system... but it seems that if it needs to be done, better to get started so that people can start to acclimate to the new environment and get back to pushing fights. :D


If by this you mean looking at removing/modifying local, again I agree. I like the idea of sov holders facing a choice in terms of fitting for intel, the trade offs. Do I fit the module to find AFK cloakers, or do I fit another module that does something elese? Of course if you have a problem with cloaking ships you can refit as needed too.

And having it be vulnerable so that it can be a possible conflict driver. Personally, I'd like the timers to be such that after the first entosis, intel goes dark or drops to some minimal level until the defender entosis' the structure. So defenders might want to get out there and stop the agressor before the defenders entire intel network goes down.

"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