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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
#7181 - 2016-10-24 15:27:14 UTC
Brokk
For a cloak charge system aligned with the incoming command bursts:

The afk cloaky camper would still provide content unless within the 5 hour window after down-time.

You log on 5+ hours after the server goes back online. See a single neut/red in system...so you can try to probe it down. It may have uncloaked. Only one way to find out for sure (dscan only shows ships in dscan range - include potential deep safes and systems are too large for dscan). Successful/unsuccessful - does not matter. The probing attempt is content in itself.

The downside from an afk cloaky camping perspective is simply that you cannot afk cloaky camp in complete security unless you know for certain you can be active once in the next 5 hours. So the number of cloaky campers will decrease (people will not always know if they can be active again in the given time frame, so will have to log for complete security).

The buff is of course the counter counter-play. Pretend to be decloaked after 5 hours and light a cyno when the probbing fleet warps to you. This alone could give more kills than the biweekly kill frequency ratter habituation requires.

But I would not expect afk cloaky campers to know their own good. The urge to have absolute control over variables runs strong in that playing-style.



Blocked list: Teckos, Sonya, Wander, Baltec1

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#7182 - 2016-10-25 04:58:47 UTC
baltec1 wrote:

All I have said throughout this thread is so long as local exists we need AFK cloaking.


Yea, local is due for an overhaul. I'm with ya on that one. I'd rather hear how you envision a better local / combo than explaining why things are as they are now. Charges for cloaks don't break anything but they also don't really fix much... a potential encounter when a cloaker forgets to retrigger is kinda like hoping the blops forgot to load fuel. Hilarious for sure- ayyy but you get the picture.

The possibility for mistakes to be made is always nice but we may have to think a little further and allow for the concept that developers will need to expand their programming. Substantial changes that address both local and cloaking.

My guess would be that Jerghul doesn't dare propose anything outrageous after the last load of flak he got for user-configurable stargates- an idea he borrowed from rolling wormholes. He tries to be cautious and conservative- whereas a better fix would indeed need to go beyond one-minute-of-coding solutions.

So .... what did you have in mind?
baltec1
Bat Country
Pandemic Horde
#7183 - 2016-10-25 05:33:33 UTC
Brokk Witgenstein wrote:
baltec1 wrote:

All I have said throughout this thread is so long as local exists we need AFK cloaking.


Yea, local is due for an overhaul. I'm with ya on that one. I'd rather hear how you envision a better local / combo than explaining why things are as they are now. Charges for cloaks don't break anything but they also don't really fix much... a potential encounter when a cloaker forgets to retrigger is kinda like hoping the blops forgot to load fuel. Hilarious for sure- ayyy but you get the picture.

The possibility for mistakes to be made is always nice but we may have to think a little further and allow for the concept that developers will need to expand their programming. Substantial changes that address both local and cloaking.

My guess would be that Jerghul doesn't dare propose anything outrageous after the last load of flak he got for user-configurable stargates- an idea he borrowed from rolling wormholes. He tries to be cautious and conservative- whereas a better fix would indeed need to go beyond one-minute-of-coding solutions.

So .... what did you have in mind?


The problem is local, AFK cloaking only works in null and only exists to get around local so whatever change that happens needs to happen to local. The only reason AFK cloaking works is because you can see a name in local, without that you would have no idea they were even there
Teckos Pech
Hogyoku
Goonswarm Federation
#7184 - 2016-10-25 07:21:22 UTC
baltec1 wrote:
Brokk Witgenstein wrote:
baltec1 wrote:

All I have said throughout this thread is so long as local exists we need AFK cloaking.


Yea, local is due for an overhaul. I'm with ya on that one. I'd rather hear how you envision a better local / combo than explaining why things are as they are now. Charges for cloaks don't break anything but they also don't really fix much... a potential encounter when a cloaker forgets to retrigger is kinda like hoping the blops forgot to load fuel. Hilarious for sure- ayyy but you get the picture.

The possibility for mistakes to be made is always nice but we may have to think a little further and allow for the concept that developers will need to expand their programming. Substantial changes that address both local and cloaking.

My guess would be that Jerghul doesn't dare propose anything outrageous after the last load of flak he got for user-configurable stargates- an idea he borrowed from rolling wormholes. He tries to be cautious and conservative- whereas a better fix would indeed need to go beyond one-minute-of-coding solutions.

So .... what did you have in mind?


The problem is local, AFK cloaking only works in null and only exists to get around local so whatever change that happens needs to happen to local. The only reason AFK cloaking works is because you can see a name in local, without that you would have no idea they were even there


Holy crap...we are having this discussion again.

The changes to local and AFK cloaking should, ideally, happen pretty much at the same time. Local goes, the Observatory Array enters the game...maybe with a brief lag between local going so people have time to set up an intel network, but nothing mroe than that.

I swear to God we had this discussion for like 500 pages in total....but if we weren't being sidetracked by somebody's sock puppet exercise....

"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
#7185 - 2016-10-25 09:40:12 UTC
Brokk
Removing local was the idea borrowed from wormholes. I just though "mkay, what compensation did wormhole dwellers get for that?" Turns out the player ability to manipulate gates is one of the compensations.

I am not a huge fan of either ideas. K-space is k-space. wh-space is worm-hole space. Hybrid variants are not good.

Removing local is an incredibly intrusive way to resolve issues with afk cloaky camping. Removing local may resolve other things of course. But that is a matter for a different thread (one that has 13 posts from about a year ago to be exact).

I am fine with the observation array concept IN ADDITION to adding cloak charges and would not mind a slight delay on local either. But nothing more than say a 1 second delay.

Ratters have to feel safe to undock. I need them to undock to catch a fraction of them on small gang roams.

A 1 second delay give ratters less reaction time
A 3 second delay keeps them docked up


Blocked list: Teckos, Sonya, Wander, Baltec1

Vic Jefferson
Stimulus
Rote Kapelle
#7186 - 2016-10-25 14:17:00 UTC
Jerghul wrote:

Ratters have to feel safe to undock. I need them to undock to catch a fraction of them on small gang roams.


There's your problem. Wrong tool for the job.

While small roaming gangs do catch stuff, you stand a much better chance avoiding intel as a solo or blops hunter. The common enemy to both is local. One second is not enough at all - I don't think you realize how long it takes to find someone in system. Even in a small system of no more than a 14 AU diameter, Its going to take 2-3 d-scans to narrow it down, especially after the anom quantity buff of a year or so ago. Add aligning, warping, and just the general zone-in for each system, and all but the slowest ships are virtually guaranteed a warp out before you can land on them - you would need at least 10 seconds minimum to actually stand a chance at surprising ratters that are paying attention. Add in MJDs, and the fact that carriers and supers can both rat while aligned 100 km off the warp in in any direction, and can just jump out to a beacon at any time, and you get the current zero risk null provided by local.

If you are actually interested in small gang roams being fun again, removing local would be great. Do you not realize that local does 99.99% of the keeping people safe job for them? Suddenly attackers and defenders would have a GAME to play with each other, rather than local spoiling it with perfect intel.

Buff anom income by 100%, remove local. Fixed.

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

Sonya Corvinus
Grant Village
#7187 - 2016-10-25 14:19:39 UTC
Jerghul wrote:
Ratters have to feel safe to undock. I need them to undock to catch a fraction of them on small gang roams.


Why? Why can't they rat in PvP fits while in fleets and on comms, then simply counter any gang that shows up?
Jerghul
Aliastra
Gallente Federation
#7188 - 2016-10-25 14:55:32 UTC  |  Edited by: Jerghul
Sonya
They could if they would, but they won't.

Not that this would help small gangs much. The idea is not for them to undock with immunity to small gang roams. The idea is that they undock with a sense of security, but with vulnerability to small gang roams.

But sure, mechanisms could be changed to make sure ratters were pvp fit. Rats causing omni damage would be a good start. Or overseers warping off with their personal belongings unless scrammed. Adapt the rats to make sure the optimal rat fit is a very solid pvp fit.

Smarter rats and better bounties to compensate for loss of raw kill numbers. CCP has amassed a lot of experience with that that could be transferred to normal ratting grinds.

In short: Sure CCP could do stuff to make pvp fits optimal ratting fits. But that fails on my "least intrusive" principle.

Blocked list: Teckos, Sonya, Wander, Baltec1

Sonya Corvinus
Grant Village
#7189 - 2016-10-25 15:31:45 UTC
Jerghul wrote:
Sonya
They could if they would, but they won't.

Not that this would help small gangs much. The idea is not for them to undock with immunity to small gang roams. The idea is that they undock with a sense of security, but with vulnerability to small gang roams.

But sure, mechanisms could be changed to make sure ratters were pvp fit. Rats causing omni damage would be a good start. Or overseers warping off with their personal belongings unless scrammed. Adapt the rats to make sure the optimal rat fit is a very solid pvp fit.

Smarter rats and better bounties to compensate for loss of raw kill numbers. CCP has amassed a lot of experience with that that could be transferred to normal ratting grinds.

In short: Sure CCP could do stuff to make pvp fits optimal ratting fits. But that fails on my "least intrusive" principle.


Ironically, after hearing what you want I think NS isn't for you. NS is about empire building, not small gang roams, and IMO that is by design. WHs on the other hand are built around small gang roams, and targets are more than plentiful.

Have you ever thought about joining a WH corp?
Jerghul
Aliastra
Gallente Federation
#7190 - 2016-10-25 16:48:13 UTC
Sonya
Thank you for sharing! I actually spend a lot of time in wormholes. Drunk driving in Occators without a scout is a favourite past-time of mine. Maybe I could catch myself in a small gang roam...as there never is anyone else around.

All I want is for cloaking modules to be aligned with the new command bursts and have a 5 hour charge capacity.

With all the goodness that would flow from that.

Blocked list: Teckos, Sonya, Wander, Baltec1

Sonya Corvinus
Grant Village
#7191 - 2016-10-25 16:57:40 UTC
Jerghul wrote:
Sonya
Thank you for sharing! I actually spend a lot of time in wormholes. Drunk driving in Occators without a scout is a favourite past-time of mine. Maybe I could catch myself in a small gang roam...as there never is anyone else around.

All I want is for cloaking modules to be aligned with the new command bursts and have a 5 hour charge capacity.

With all the goodness that would flow from that.


I understand what you want. It's not needed, and it would result in less ships in hostile space, which is always a bad thing.

Live in a WH with a dedicated WH corp and you will find a lot of targets. Having a dozen people scanning/scouting at once through WH chains and their ends in LS/NS creates a lot of content. Nearly 100% small group, as you seem to want.
Jerghul
Aliastra
Gallente Federation
#7192 - 2016-10-25 17:12:02 UTC
Sonya
Its not about me, sis.

Introducing cloak charges aligned with the command burst charge system would result in more vulnerable ships in hostile space.

The concept is brilliant in its simplicity if I may say so myself.

And I will. Or did. Whatever :-).

Blocked list: Teckos, Sonya, Wander, Baltec1

Wander Prian
Nosferatu Security Foundation
#7193 - 2016-10-25 17:30:37 UTC
Jerghul wrote:
Sonya
Its not about me, sis.

Introducing cloak charges aligned with the command burst charge system would result in more vulnerable ships in hostile space.

The concept is brilliant in its simplicity if I may say so myself.

And I will. Or did. Whatever :-).


IF CCP thought that was the right fix, they could have implemented that years ago. There's nothing new in the way the new boosting modules work, just the boosting effect is new code.

You are trying to fix the symptoms instead of fixing the whole issue.

Wormholer for life.

Teckos Pech
Hogyoku
Goonswarm Federation
#7194 - 2016-10-25 17:40:56 UTC
Vic Jefferson wrote:
Jerghul wrote:

Ratters have to feel safe to undock. I need them to undock to catch a fraction of them on small gang roams.


There's your problem. Wrong tool for the job.

While small roaming gangs do catch stuff, you stand a much better chance avoiding intel as a solo or blops hunter. The common enemy to both is local. One second is not enough at all - I don't think you realize how long it takes to find someone in system. Even in a small system of no more than a 14 AU diameter, Its going to take 2-3 d-scans to narrow it down, especially after the anom quantity buff of a year or so ago. Add aligning, warping, and just the general zone-in for each system, and all but the slowest ships are virtually guaranteed a warp out before you can land on them - you would need at least 10 seconds minimum to actually stand a chance at surprising ratters that are paying attention. Add in MJDs, and the fact that carriers and supers can both rat while aligned 100 km off the warp in in any direction, and can just jump out to a beacon at any time, and you get the current zero risk null provided by local.

If you are actually interested in small gang roams being fun again, removing local would be great. Do you not realize that local does 99.99% of the keeping people safe job for them? Suddenly attackers and defenders would have a GAME to play with each other, rather than local spoiling it with perfect intel.

Buff anom income by 100%, remove local. Fixed.


I made this point way, way, way, waaaaaaaaaaaay back. Back in my old AFK Collection thread.

That, we up the risk by removing local, but also up the reward. Yes, ratters will lose more ships, but they'll have more income to easily offset such losses.

Every bad PvE player nearly crapped themselves over the idea. To them they'd be ganked the second they undocked.

I also made the point that NS ratters who do NOT PvP are not best looked at via the lens of risk aversion, but instead via loss aversion. It is not risk that is the problem, but loss...any loss. This is why they dock up and stay docked up 24/7 even though they know for a fact that the AFK cloaker cannot be at his keyboard the vast majority of the time. It is the slightest prospect of loss that makes them dock up.

Here is an example.

I'm just using simple numbers here, so don't get up on the numbers, they are illustrative.

Suppose you log in and your heart sinks....there is a hostile in local. You sit around and wait a few minutes....and he is still there. So you undock in an interceptor and using an insta-warp and safes d-scan the system. Nothing. You then bring out a probing ship....and again nothing. Crap, most likely and AFK cloaker.

Now you have two choices:

Choice 1: Log off and earn 0 ISK.
Choice 2: Get into your lower cost ratting ship (say 250 million ISK, not the blinged out ship and/or carrier) and take a risk of losing your ship with probability 10% or earning 50 million ISK.

Choice 2 has an expected payout of 25 million ISK. Choice one has a payout of 0 with certainty. Or to put it differently, if you ratted and chose option 2 10 times, you'd earn 450 million ISK and lose your ship on the tenth the ratting session netting to 200 million in profit--i.e. the ratter is coming out ahead.

The loss averse player will always chose option 1, not matter what. The problem is one of psychology. To the loss averse person the loss is viewed as more substantial than the potential gains. To the loss averse player the loss of the ship is actually more like loosing 500 million ISK meaning that even with 450 million ISK in ratting income they'd feel they are down 50 million ISK.

So, when the charge is leveled: they want to rat in absolute safety, that is really not too far off the mark, IMO.

For many of these players any loss seems to be unacceptable. For example, suppose we doubled the payoff to anomalies, would they undock? No. Triple? No. Quadruple? No. They simple will not undock if there is a hostile presence even if that presence has been there day-after-day--i.e. they KNOW he is AFK cloaking. Even if you were to deliver 12 PLEX to their ratting account with the proviso that they undock with no local, I highly doubt they'd accept even when they can get an entire year of game time at no RL out of pocket cost to them.

Remove local and provide nothing else to let them see who might be in system with them...they'd **** their pants. It is their innate psychology and no amount of tweaking the payoffs will change that.

"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
#7195 - 2016-10-25 17:47:19 UTC  |  Edited by: Sonya Corvinus
Jerghul wrote:
Sonya
Its not about me, sis.

Introducing cloak charges aligned with the command burst charge system would result in more vulnerable ships in hostile space.

The concept is brilliant in its simplicity if I may say so myself.

And I will. Or did. Whatever :-).


...no. It would result in less ships in space. Less hotdroppers in null are less multi billion ISK ships to kill. The real issue here seems to be your ratters are too scared to undock.

Again, start a ratting fleet and mandate PvP fits and have people on comms when hostiles are in system. One way or another you will get the content you want.

Stop asking for mechanics changes when the issue is player mentality.

Or you know, stop trolling like you have been for a week now (or at least be less obvious about the fact you're trolling). yeah?
Teckos Pech
Hogyoku
Goonswarm Federation
#7196 - 2016-10-25 17:50:27 UTC
Sonya Corvinus wrote:
Jerghul wrote:
Sonya
Its not about me, sis.

Introducing cloak charges aligned with the command burst charge system would result in more vulnerable ships in hostile space.

The concept is brilliant in its simplicity if I may say so myself.

And I will. Or did. Whatever :-).


...no. It would result in less ships in space. Less hotdroppers in null are less multi billion ISK ships to kill. The real issue here seems to be your ratters are too scared to undock.


Exactly, they are loss averse not risk averse and extremely so.

"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
#7197 - 2016-10-25 18:21:16 UTC
Sonya
I am sure some afk cloaky campers lack the emotional, physical, or mental fortitude to maximize their cloaked ship account screen every 5 hours. But they would belong to the minority.

Its nice to see that the fortitude handicapped have found a champion in you!

You should consider real life volunteer work. You obviously have a talent for it.

Blocked list: Teckos, Sonya, Wander, Baltec1

Sonya Corvinus
Grant Village
#7198 - 2016-10-25 18:40:46 UTC
Jerghul wrote:
Sonya
I am sure some afk cloaky campers lack the emotional, physical, or mental fortitude to maximize their cloaked ship account screen every 5 hours. But they would belong to the minority.

Its nice to see that the fortitude handicapped have found a champion in you!

You should consider real life volunteer work. You obviously have a talent for it.


I have never once AFK camped anyone, I have only been camped/attempted to be hot dropped, so I can't speak to their thought process. I will defer to your experience.

I only know that ratting in a group in PvP ships while organized on comms makes hot droppers extremely nervous.

I do appreciate that you dive deeper into trolling the more you're called out on your BS. Let's see what you try next
baltec1
Bat Country
Pandemic Horde
#7199 - 2016-10-25 18:59:15 UTC
Jerghul wrote:
Sonya
I am sure some afk cloaky campers lack the emotional, physical, or mental fortitude to maximize their cloaked ship account screen every 5 hours. But they would belong to the minority.


You cant possibly do that for the week/s required for AFK cloaking to work.

Right now you are demanding the nerfing of the only counter anyone has to local all so you can rat in perfect safety.
Jerghul
Aliastra
Gallente Federation
#7200 - 2016-10-25 21:08:27 UTC  |  Edited by: Jerghul
Sonya
I never said you had. In fact I specifically made it clear you are speaking on behalf of a group that you did not belong to.

Nice charity work for a crippled cause, sis.

Baltec
Afk cloaky camping kills content, buddy. I showed you all how it could instead generate content.

We should add my gloating endlessly as a possible downside to aligning cloaks with bust charge system and gaining a 5 hour charge capacity.

It will be nauseating. Even for me.

Blocked list: Teckos, Sonya, Wander, Baltec1