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AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Ajem Hinken
WarFear Gaming
#9001 - 2017-03-16 03:20:51 UTC
Hmm... Here's a thought, why not make cloaks make ships REFLECT, not turn invisible? That way, if you weren't super-attentive, you'd never be seen, but if someone was looking straight at you, it'd be a dead giveaway. :P

https://forums.eveonline.com/default.aspx?g=posts&m=6875494#post6875494 - Ship mounted explosives. Because explosions and Jita chaos.

Mike Voidstar
Voidstar Free Flight Foundation
#9002 - 2017-03-16 04:02:10 UTC
Merin Ryskin wrote:
Mike Voidstar wrote:
And on this we agree. Rather than removing local completely (we have wormholes for that) we can allow gate cloaks to keep you out of local. That way you are fully loaded and able to play before people are responding to you.


Oh FFS, why do you keep posting this idiotic idea as if it means something? We've explained to you, over and over again, that the delay on loading the system is irrelevant. If it takes 15 seconds to align and warp out and 30 seconds (a really, really fast estimate) to locate a target and get into tackle position after entering the system then reducing the warning from local to 29 seconds does not make any meaningful difference. So I'm forced to come to one of two conclusions here:

1) The only thing as lacking as your reading comprehension is your understanding of game mechanics. You don't understand how cloaked PvP works, at all, and so you keep proposing terrible ideas with obvious flaws. And because you lack the understanding required to evaluate your ideas and their likely consequences you keep posting nonsense in defense of them. Nor do you have the ability to understand the criticism you're receiving, which is why you keep posting the same garbage over and over again no matter how patiently we try to explain why you're wrong.

and/or

2) You're a liar who wants more safety for 0.0 PvE, but you know that this is an unpopular position so you try to throw a pretense of "everything should have a counter" over your ideas in an effort to get people to listen. This is a rather appealing theory given the fact that the primary group that benefits from your proposals is terrible PvE players, and the price is paid by PvP balance all over the rest of the game.

Either way, the value of your contributions here is rapidly reaching zero, as is my interest in continuing to explain in detail why every part of your ideas is wrong. Your anti-cloaking system is a solution in need of a problem, period, and there is no need for it.


You are a peach, there is no doubt. Your ability to discuss things in a civil and honest manner are peerless.


There are 2 discussions going on here. First, there is Teckos dragging in local (with emphasis on the delay, as that's the only unbalanced issue with local), stations, and god knows what else in an effort to draw false equivalencies to cloaks.

To this I respond with the compromise involving gate cloaks keeping people out of local while it lasts, as that addresses the only real imbalance on that particular attempt to muddy the waters of the discussion.

Then you jump on the loading time not being relevant, because you are unwilling to accept that attentive players should be able to evade. Teckos maintains it is relevant, you maintain it isn't, and you mindlessly attack me when I answer his argument rather than joining the discussion in progress.

I *do* understand how cloaked PvP works just fine. I have issue with it, as it guarantees a lock on combat initiative. PvP balance vs. PvE balance in the game is radically in favor of PvP all over the game as it is, with avoiding combat all together being the best tactic overall. You favor a system that provides you easy access to the fight you have chosen and immunity to any fight you don't choose.

You aren't even attacking the proposal that you yourself asked for. You are attacking me for proposing it and calling it garbage on the general principal that it does exactly what you asked for--- providing a means of locating cloaks without making cloaks useless. I get you don't want a system where cloaks can be broken with time and effort, because it means you have to actually participate in your own safety (something you claim is trivial for your chosen target, but which is somehow too much burden for you to bear yourself).

The problem with cloaks exists, at least according to the people that were starting anti-cloak threads several times a day for years until this thread was created and all such requests were locked and directed here. Not even the same people, but new people, often several per day, for years, all being shouted down by the same few regular posters. You still see new people starting these threads today. The problem exists, but those that benefit from the situation as it stands are hell bent on keeping it as it is. My only real interest in the debate is the deeply flawed logic, especially coming from the pro-cloak group though the anti-cloak folks have had their moments too.
Merin Ryskin
Peregrine Industries
#9003 - 2017-03-16 04:29:43 UTC  |  Edited by: Merin Ryskin
Mike Voidstar wrote:
Then you jump on the loading time not being relevant, because you are unwilling to accept that attentive players should be able to evade.


Now you're just lying. I have explicitly and clearly stated that I have no problem with attentive players evading, I simply reject your ignorant claims that your proposed 1-2 second delay in appearing in local is any kind of meaningful change.

Quote:
You favor a system that provides you easy access to the fight you have chosen and immunity to any fight you don't choose.


No, you clearly don't understand PvP. There is no such thing as "the fight you have chosen" in a game where the other side can drop surprise reinforcements on you at any time. Once you decloak and engage you're committed, even if your intended target lights a cyno and a fleet drops in next to you.

Quote:
You aren't even attacking the proposal that you yourself asked for. You are attacking me for proposing it and calling it garbage on the general principal that it does exactly what you asked for--- providing a means of locating cloaks without making cloaks useless.


No, I'm attacking it based on the details of your proposal. It's way too heavy on RNG, adds tons of extra button pressing and skill training and modules without ever actually decloaking an enemy ship (since it's so easy to warp to a new safespot before you can be caught), and relies on terrible interface design for a major element. It's a bad proposal, period.

Quote:
I get you don't want a system where cloaks can be broken with time and effort, because it means you have to actually participate in your own safety (something you claim is trivial for your chosen target, but which is somehow too much burden for you to bear yourself).


No, you just aren't paying attention. It's not about active participation in safety, it's about the fact that anti-cloak proposals inevitably fall into one of two categories:

1) Tedious busywork and button pressing that is easy to evade (having to change safespots occasionally, AFK flags that are easily avoided by clicking a button every X minutes, etc). This adds complexity without adding any meaningful gameplay depth, which is terrible game design.

or

2) "I win" buttons that easily counter a cloaked ship and make using cloaked ships (which pay a high price for the ability to fit that cloak) pointless.

And somehow you've managed to come up with an idea that fits into both! The RNG part is in category #1, as it's incredibly easy to avoid if your goal is to watch d-scan/local from off-grid. The "visible in space" part is in category #2, as it makes being cloaked on-grid with hostiles borderline worthless and you might as well just take a HAC/inteceptor/whatever and warp on-grid uncloaked in a stronger ship.
Teckos Pech
Hogyoku
Goonswarm Federation
#9004 - 2017-03-16 04:56:39 UTC
Mike Voidstar wrote:


You are a peach, there is no doubt. Your ability to discuss things in a civil and honest manner are peerless.


There are 2 discussions going on here. First, there is Teckos dragging in local (with emphasis on the delay, as that's the only unbalanced issue with local), stations, and god knows what else in an effort to draw false equivalencies to cloaks.


And there is no direct counter which you keep banging on about. And the only indirect counter is one you want removed.

Tell us again about your views on balance?

Quote:
To this I respond with the compromise involving gate cloaks keeping people out of local while it lasts, as that addresses the only real imbalance on that particular attempt to muddy the waters of the discussion.


The gate cloak is a few seconds. Not much time to try and locate a ratter or miner in system.

Quote:
Then you jump on the loading time not being relevant, because you are unwilling to accept that attentive players should be able to evade. Teckos maintains it is relevant, you maintain it isn't, and you mindlessly attack me when I answer his argument rather than joining the discussion in progress.


An attentive player should have a chance to evade, not 100%. Your position is that the hunter should be relying on the ratter being inattentive.

Seriously you want a chance to find a cloaked ship...fine. How about a chance to catch even an attentive ratter?

Quote:
I *do* understand how cloaked PvP works just fine.


No you don't. You have never done it. Ever. You don't know what you are talking about. Go out and get even a single kill in a cloaking ship and then you can write the above.

"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

Mike Voidstar
Voidstar Free Flight Foundation
#9005 - 2017-03-16 05:35:50 UTC
This isn't a discussion about local. Never has been. It's a discussion about cloaks. There are other ways of bypassing local, but they all take more effort than fitting a single trivial module and going afk for a few days. You don't like it, I get it... but that's not really the issue under discussion.

Local is balanced in and of itself, with the sole exception of the loading time, simply because it works exactly the same for everyone. It does not need a counter, other than an adjustment for loading time. The only ground you ever had to stand on here was the loading time, and if you dismiss that then you have nothing at all. Feel free to start threadnaughts about how unfair local is, and after you get done being told where the wormholes are maybe you can get a real discussion out of it.

You feel that local gives an unfair advantage because it's kept clear. You want a way to circumvent the effort spent keeping it clear in a solo ship at your own whim whenever you decide to go hunting. If you can't be bothered to exert the effort that the defenders did in clearing local (or even a fraction of it) then you should maybe try wormholes or lowsec instead of trying to justify 100cpu and a utility high breaking hundreds of manhours of effort, as well as granting virtual immunity while performing any of the other tasks that cloaks are used for.

We can discuss the need for a chance to catch an attentive ratter, bearing in mind the sustained nature of that attention vs. the anytime you feel like it nature of hunting. It's also not in the scope of a thread about cloaks, and will deal with other binary systems like the tackle mechanics and resolving the incompatibility of sustained performance of PvE ships vs the burst performance of PvP ships.

If the goal is the disruption of ISK faucets, then putting enemy ships in space accomplishes that goal. If the goal is finding a fight, then cloaks that can be broken enhances the gameplay for all sides. The only loser in allowing cloaks to be found through time and effort are those who wish to weaponize boredom in their quest for easy kills with little risk to themselves.
Teckos Pech
Hogyoku
Goonswarm Federation
#9006 - 2017-03-16 05:49:36 UTC
Mike Voidstar wrote:
This isn't a discussion about local. Never has been. It's a discussion about cloaks. There are other ways of bypassing local, but they all take more effort than fitting a single trivial module and going afk for a few days. You don't like it, I get it... but that's not really the issue under discussion.

Local is balanced in and of itself, with the sole exception of the loading time, simply because it works exactly the same for everyone. It does not need a counter, other than an adjustment for loading time. The only ground you ever had to stand on here was the loading time, and if you dismiss that then you have nothing at all. Feel free to start threadnaughts about how unfair local is, and after you get done being told where the wormholes are maybe you can get a real discussion out of it.

You feel that local gives an unfair advantage because it's kept clear. You want a way to circumvent the effort spent keeping it clear in a solo ship at your own whim whenever you decide to go hunting. If you can't be bothered to exert the effort that the defenders did in clearing local (or even a fraction of it) then you should maybe try wormholes or lowsec instead of trying to justify 100cpu and a utility high breaking hundreds of manhours of effort, as well as granting virtual immunity while performing any of the other tasks that cloaks are used for.

We can discuss the need for a chance to catch an attentive ratter, bearing in mind the sustained nature of that attention vs. the anytime you feel like it nature of hunting. It's also not in the scope of a thread about cloaks, and will deal with other binary systems like the tackle mechanics and resolving the incompatibility of sustained performance of PvE ships vs the burst performance of PvP ships.

If the goal is the disruption of ISK faucets, then putting enemy ships in space accomplishes that goal. If the goal is finding a fight, then cloaks that can be broken enhances the gameplay for all sides. The only loser in allowing cloaks to be found through time and effort are those who wish to weaponize boredom in their quest for easy kills with little risk to themselves.


No Mike it is a discussion about AFK cloaking. You want to make it a general discussion cloaks. AFK cloaking and local are inextricably linked. It is you who is always and with every post off topic.

"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

Mike Voidstar
Voidstar Free Flight Foundation
#9007 - 2017-03-16 05:52:51 UTC  |  Edited by: Mike Voidstar
Merin Ryskin wrote:
Mike Voidstar wrote:
Then you jump on the loading time not being relevant, because you are unwilling to accept that attentive players should be able to evade.


Now you're just lying. I have explicitly and clearly stated that I have no problem with attentive players evading, I simply reject your ignorant claims that your proposed 1-2 second delay in appearing in local is any kind of meaningful change.

Quote:
You favor a system that provides you easy access to the fight you have chosen and immunity to any fight you don't choose.


No, you clearly don't understand PvP. There is no such thing as "the fight you have chosen" in a game where the other side can drop surprise reinforcements on you at any time. Once you decloak and engage you're committed, even if your intended target lights a cyno and a fleet drops in next to you.

Quote:
You aren't even attacking the proposal that you yourself asked for. You are attacking me for proposing it and calling it garbage on the general principal that it does exactly what you asked for--- providing a means of locating cloaks without making cloaks useless.


No, I'm attacking it based on the details of your proposal. It's way too heavy on RNG, adds tons of extra button pressing and skill training and modules without ever actually decloaking an enemy ship (since it's so easy to warp to a new safespot before you can be caught), and relies on terrible interface design for a major element. It's a bad proposal, period.

Quote:
I get you don't want a system where cloaks can be broken with time and effort, because it means you have to actually participate in your own safety (something you claim is trivial for your chosen target, but which is somehow too much burden for you to bear yourself).


No, you just aren't paying attention. It's not about active participation in safety, it's about the fact that anti-cloak proposals inevitably fall into one of two categories:

1) Tedious busywork and button pressing that is easy to evade (having to change safespots occasionally, AFK flags that are easily avoided by clicking a button every X minutes, etc). This adds complexity without adding any meaningful gameplay depth, which is terrible game design.

or

2) "I win" buttons that easily counter a cloaked ship and make using cloaked ships (which pay a high price for the ability to fit that cloak) pointless.

And somehow you've managed to come up with an idea that fits into both! The RNG part is in category #1, as it's incredibly easy to avoid if your goal is to watch d-scan/local from off-grid. The "visible in space" part is in category #2, as it makes being cloaked on-grid with hostiles borderline worthless and you might as well just take a HAC/inteceptor/whatever and warp on-grid uncloaked in a stronger ship.


You are just setting up a catch 22.

In your world, any chance to catch a cloak either works every time, or not at all. If it works, it utterly destroys cloaks. If the cloak can get away, it's meaningless button pushing. Adding any element of uncertainty is just relying too much on RNG, even if the uncertainty does not rely on an actual RNG, somehow Roll.

For you, allowing someone to push buttons to force a cloaked ship to move is a waste of time. For your targets, it's a way of combatting the disruption to their weaker allies your presence causes. You don't like that idea because right now you can do it completely unchallenged, and there is no way to make a change that leaves you with that same effortless level of unchallengeable security.

In the second part of the proposal, you want to pretend that a chance to interact with a cloaked ship on your own terms is worse than no chance at all if someone with poor graphics, bad vision, or who happens to not be pointing his camera in the right direction might be disadvantaged. You also act as if that capability will be universally deployed at all times by every pilot, and that the simplest and easiest version is the only one possible. Understandable as you aren't interested in actually discussing change, you really just wanted specifics so that you had something to pick at. There are many variations possible, but none will suit you because at the end of the day any suggestion that leaves you having to participate in your own security ruins your effort-free playstyle.
Mike Voidstar
Voidstar Free Flight Foundation
#9008 - 2017-03-16 05:57:16 UTC  |  Edited by: Mike Voidstar
Teckos Pech wrote:
Mike Voidstar wrote:
This isn't a discussion about local. Never has been. It's a discussion about cloaks. There are other ways of bypassing local, but they all take more effort than fitting a single trivial module and going afk for a few days. You don't like it, I get it... but that's not really the issue under discussion.

Local is balanced in and of itself, with the sole exception of the loading time, simply because it works exactly the same for everyone. It does not need a counter, other than an adjustment for loading time. The only ground you ever had to stand on here was the loading time, and if you dismiss that then you have nothing at all. Feel free to start threadnaughts about how unfair local is, and after you get done being told where the wormholes are maybe you can get a real discussion out of it.

You feel that local gives an unfair advantage because it's kept clear. You want a way to circumvent the effort spent keeping it clear in a solo ship at your own whim whenever you decide to go hunting. If you can't be bothered to exert the effort that the defenders did in clearing local (or even a fraction of it) then you should maybe try wormholes or lowsec instead of trying to justify 100cpu and a utility high breaking hundreds of manhours of effort, as well as granting virtual immunity while performing any of the other tasks that cloaks are used for.

We can discuss the need for a chance to catch an attentive ratter, bearing in mind the sustained nature of that attention vs. the anytime you feel like it nature of hunting. It's also not in the scope of a thread about cloaks, and will deal with other binary systems like the tackle mechanics and resolving the incompatibility of sustained performance of PvE ships vs the burst performance of PvP ships.

If the goal is the disruption of ISK faucets, then putting enemy ships in space accomplishes that goal. If the goal is finding a fight, then cloaks that can be broken enhances the gameplay for all sides. The only loser in allowing cloaks to be found through time and effort are those who wish to weaponize boredom in their quest for easy kills with little risk to themselves.


No Mike it is a discussion about AFK cloaking. You want to make it a general discussion cloaks. AFK cloaking and local are inextricably linked. It is you who is always and with every post off topic.


No. They lock any and every thread about cloaking, and redirect them here. This thread is about cloaking.

ISD LackOfFaith wrote:
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.
That's from the original post, 400 and some pages ago.


AFK camps are a symptom of how cloaks currently work, because they reverse the EVE norm of opting into safety. When that is resolved then those who complain about cloaked campers in their systems will truly have no legitimate complaints.

It's not about local, except for those that want to use the false equivalency to bolster their baseless position.
Sitting Bull Lakota
Poppins and Company
#9009 - 2017-03-16 06:27:14 UTC
No One wrote:
Sitting Bull, what does the tracker say about its reply count?
It's over 9000!!!!
Teckos Pech
Hogyoku
Goonswarm Federation
#9010 - 2017-03-16 06:35:29 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:
Teckos Pech wrote:
Mike Voidstar wrote:
This isn't a discussion about local. Never has been. It's a discussion about cloaks. There are other ways of bypassing local, but they all take more effort than fitting a single trivial module and going afk for a few days. You don't like it, I get it... but that's not really the issue under discussion.

Local is balanced in and of itself, with the sole exception of the loading time, simply because it works exactly the same for everyone. It does not need a counter, other than an adjustment for loading time. The only ground you ever had to stand on here was the loading time, and if you dismiss that then you have nothing at all. Feel free to start threadnaughts about how unfair local is, and after you get done being told where the wormholes are maybe you can get a real discussion out of it.

You feel that local gives an unfair advantage because it's kept clear. You want a way to circumvent the effort spent keeping it clear in a solo ship at your own whim whenever you decide to go hunting. If you can't be bothered to exert the effort that the defenders did in clearing local (or even a fraction of it) then you should maybe try wormholes or lowsec instead of trying to justify 100cpu and a utility high breaking hundreds of manhours of effort, as well as granting virtual immunity while performing any of the other tasks that cloaks are used for.

We can discuss the need for a chance to catch an attentive ratter, bearing in mind the sustained nature of that attention vs. the anytime you feel like it nature of hunting. It's also not in the scope of a thread about cloaks, and will deal with other binary systems like the tackle mechanics and resolving the incompatibility of sustained performance of PvE ships vs the burst performance of PvP ships.

If the goal is the disruption of ISK faucets, then putting enemy ships in space accomplishes that goal. If the goal is finding a fight, then cloaks that can be broken enhances the gameplay for all sides. The only loser in allowing cloaks to be found through time and effort are those who wish to weaponize boredom in their quest for easy kills with little risk to themselves.


No Mike it is a discussion about AFK cloaking. You want to make it a general discussion cloaks. AFK cloaking and local are inextricably linked. It is you who is always and with every post off topic.


No. They lock any and every thread about cloaking, and redirect them here. This thread is about cloaking.

ISD LackOfFaith wrote:
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.
That's from the original post, 400 and some pages ago.


AFK camps are a symptom of how cloaks currently work, because they reverse the EVE norm of opting into safety. When that is resolved then those who complain about cloaked campers in their systems will truly have no legitimate complaints.

It's not about local, except for those that want to use the false equivalency to bolster their baseless position.


That is some nice selective quoting. This thread is about AFK cloaking as ATK cloaking is never a problem.

AFK cloaking is clearly a symptom of local. No local no AFK cloaking.

"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

Mike Voidstar
Voidstar Free Flight Foundation
#9011 - 2017-03-16 06:37:44 UTC  |  Edited by: Mike Voidstar
That's not selective quoting, it's right at the heart of your accusation that I am off topic.

I'm not, it's right there in the OP, this thread is about cloak mechanics. They prove and reinforce the point with every thread they close. Many of those threads over the years haven't even mentioned AFK camps in their OP, though the Pro-cloak crowd is always quick to use the false equivalency to drag down the real issue.

In fact, in the entire original post the only time AFK camps are mentioned is in the title of the thread, and the title of other linked threads. The body of the post is clear that this discussion is about cloaks.

AFK Camps are just a symptom of a problem with cloaks, not a problem in and of themselves.
Teckos Pech
Hogyoku
Goonswarm Federation
#9012 - 2017-03-16 06:47:55 UTC  |  Edited by: Teckos Pech
From the OP....

Quote:
Due to its oft-reposted nature, though, this has not been possible for threads about AFK cloaking....

Because of this, we are creating this centralized Official AFK Cloaking™ thread to serve as the gathering place for discussion about it.....

Edit: As reference the old AFK Cloaking Collection Thread....

- What if Circadian Drones would detect afk cloaky campers

Not to mention the title: AFK Cloaking™: Ideas, Discussion, and Proposals

You pick the one part that supports your view and ignore all the others that don't. The very definition of selective quoting.

So we see you are lying.

And yes AFK cloaking is a symptom of local no matter how much you want to deny 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

Merin Ryskin
Peregrine Industries
#9013 - 2017-03-16 07:23:47 UTC
Mike Voidstar wrote:
In your world, any chance to catch a cloak either works every time, or not at all. If it works, it utterly destroys cloaks. If the cloak can get away, it's meaningless button pushing. Adding any element of uncertainty is just relying too much on RNG, even if the uncertainty does not rely on an actual RNG, somehow Roll.


I've said no such thing. I never claimed that a solution is impossible, I've simply observed that all solutions I've seen (including yours) have been bad and suffered from at least one of those problems. Whether this is because the ideas are inevitably proposed by lazy carebears whining about how 0.0 isn't safe enough, or because developing deeper stealth mechanics in a game with no LOS/detection levels/etc is a nearly impossible task, is an arguable question. But the fact that you (and lots of other people) keep posting bad ideas doesn't give me any obligation to select one of them as an acceptable answer. They all suck.

Quote:
For you, allowing someone to push buttons to force a cloaked ship to move is a waste of time. For your targets, it's a way of combatting the disruption to their weaker allies your presence causes.


And this is just demonstrating your lack of understanding of PvP. There is no disruption at all because bouncing between safespots eliminates the risk of detection and doesn't at all hinder the cloaked ship's operation. It's slightly annoying to have to keep pressing buttons and making new bookmarks, but I can still hunt you just fine. Your idea simply does not work.

Now, I admit that it would work against AFK cloakers, but as we've already established the only people who suffer from AFK cloakers are terrible players who don't deserve any help.

Quote:
In the second part of the proposal, you want to pretend that a chance to interact with a cloaked ship on your own terms is worse than no chance at all if someone with poor graphics, bad vision, or who happens to not be pointing his camera in the right direction might be disadvantaged.


Yes, that's exactly it. If you can't make a new game mechanic without poor interface design that puts some players at a disadvantage then you don't introduce the new mechanic. I don't know why this is so hard for you to understand, but it's really proving that you do not understand game design or interface design.

Quote:
You also act as if that capability will be universally deployed at all times by every pilot, and that the simplest and easiest version is the only one possible.


If the capability isn't deployed then it's not worth talking about that situation. It's adding clutter to the game, but no meaningful gameplay. If we're supposed to spend much time considering the times when it isn't used then there's no point in adding it to the game.

As for the simplest and easiest way, this is your idea. I have no obligation to further develop your concepts where you have failed, or to assume that someone will magically find a way to work. If you have a better idea then you're free to post it, but until then I'm not going to consider that possibility.
Mike Voidstar
Voidstar Free Flight Foundation
#9014 - 2017-03-16 07:27:41 UTC
Sorry, I did miss a mention that wasn't directly linking another thread, which was instead referring to those other threads. Hardly a *lie*.

The entire body of the post talks about cloaks, and even mentions tactics involving staying cloaked for long periods of time, but does not specify that the pilots of cloaks being AFK are a mandatory part of the discussion, nor even mention it except in the title. The other linked threads often discuss it, usually as a tactic to derail them from the real issue, which is cloaking itself.

It's certainly a visible pressure point of the subject, but it's not the only problem that cloaks have.

Your whole platform revolves around bringing unrelated aspects of the game and creating false equivalency. You selectively compare superficial similarities while ignoring context and any differences that invalidate your claim.

Equivalency with local is easily debunked by a number of factors: It works the same for all involved (with the concession that the loading time should be addressed), It's use requires coordinated and ongoing effort to remain effective, there are other possible counters, cloaks are still problematic in wormholes in a number of ways despite the lack of local, and the safety provided is the result of active and attentive gameplay rather than a static uncounterable default condition.
Mike Voidstar
Voidstar Free Flight Foundation
#9015 - 2017-03-16 07:35:06 UTC  |  Edited by: Mike Voidstar
Merin Ryskin wrote:
Mike Voidstar wrote:
In your world, any chance to catch a cloak either works every time, or not at all. If it works, it utterly destroys cloaks. If the cloak can get away, it's meaningless button pushing. Adding any element of uncertainty is just relying too much on RNG, even if the uncertainty does not rely on an actual RNG, somehow Roll.


I've said no such thing. I never claimed that a solution is impossible, I've simply observed that all solutions I've seen (including yours) have been bad and suffered from at least one of those problems. Whether this is because the ideas are inevitably proposed by lazy carebears whining about how 0.0 isn't safe enough, or because developing deeper stealth mechanics in a game with no LOS/detection levels/etc is a nearly impossible task, is an arguable question. But the fact that you (and lots of other people) keep posting bad ideas doesn't give me any obligation to select one of them as an acceptable answer. They all suck.

Quote:
For you, allowing someone to push buttons to force a cloaked ship to move is a waste of time. For your targets, it's a way of combatting the disruption to their weaker allies your presence causes.


And this is just demonstrating your lack of understanding of PvP. There is no disruption at all because bouncing between safespots eliminates the risk of detection and doesn't at all hinder the cloaked ship's operation. It's slightly annoying to have to keep pressing buttons and making new bookmarks, but I can still hunt you just fine. Your idea simply does not work.

Now, I admit that it would work against AFK cloakers, but as we've already established the only people who suffer from AFK cloakers are terrible players who don't deserve any help.

Quote:
In the second part of the proposal, you want to pretend that a chance to interact with a cloaked ship on your own terms is worse than no chance at all if someone with poor graphics, bad vision, or who happens to not be pointing his camera in the right direction might be disadvantaged.


Yes, that's exactly it. If you can't make a new game mechanic without poor interface design that puts some players at a disadvantage then you don't introduce the new mechanic. I don't know why this is so hard for you to understand, but it's really proving that you do not understand game design or interface design.

Quote:
You also act as if that capability will be universally deployed at all times by every pilot, and that the simplest and easiest version is the only one possible.


If the capability isn't deployed then it's not worth talking about that situation. It's adding clutter to the game, but no meaningful gameplay. If we're supposed to spend much time considering the times when it isn't used then there's no point in adding it to the game.

As for the simplest and easiest way, this is your idea. I have no obligation to further develop your concepts where you have failed, or to assume that someone will magically find a way to work. If you have a better idea then you're free to post it, but until then I'm not going to consider that possibility.


Yes, you have explicitly set up the catch 22. You have not added anything to the discussion except to say everyone that disagrees with you is some form of garbage. Your objections to false positives is that it's based on RNG, which it isn't, and you don't feel that those who would use it deserve the opportunity to face their aggressor on their own terms if they put out the effort to do it. Your objection to cloaks being visible through a deployable or other means but not set to the overview are edge concerns based on worst case assumptions made to reinterpret what was said.

Essentially you are here to mask any discussion with trash posting. Good job, I guess.
Merin Ryskin
Peregrine Industries
#9016 - 2017-03-16 08:22:23 UTC
Mike Voidstar wrote:
You have not added anything to the discussion except to say everyone that disagrees with you is some form of garbage.


No, I've simply pointed out that YOUR ideas are garbage. Don't confuse the utter **** of your ideas with some general rule that everyone who disagrees with me is garbage. I'm open to being convinced, you've just failed badly at doing so.

Quote:
Your objections to false positives is that it's based on RNG, which it isn't


Only if you nitpick "RNG" to mean only literally the server picking a random number. In the broader sense of "completely unpredictable event that the player has no control over the outcome of" then yes, it's RNG. If you decide to scan down a particular signature whether it is random or legitimate is entirely random. There's very little opportunity to be smart about figuring it out, all you can really do is tediously scan down signature after signature until you get lucky and hit the correct one. That's RNG gameplay even if no literal random number is generated.

Quote:
and you dont feel that those who would use it deserve the opportunity to face their aggressor on their own terms if they put out the effort to do it.


You're right, I don't believe in some right to face an aggressor that takes priority over all else. And a cloaked ship is not necessarily an aggressor. Your mechanic works exactly the same when we're talking about the right to "face" the covert ops frigate running exploration sites that had to cloak up because there are too many combat ships in space. It reveals a lot about the carebear mindset that any unknown ship is automatically classified as an "aggressor" for hindering their mindless PvE farming, no matter what threat they are actually intending to make.

And, remember, a cloaked ship gives up significant amounts of firepower and defense in exchange for the ability to use that cloak. If they aren't getting control of the initiative in exchange then there's no point in taking a cloaked ship over a more powerful conventional ship. Not being able to face an "aggressor" in a covert ops ship is a feature, not a bug.

Quote:
Your objection to cloaks being visible through a deployable or other means but not set to the overview are edge concerns based on worst case assumptions made to reinterpret what was said.


It's hardly an "edge concern" when it's a core part of your idea. If you want to drop the broken idea and just put the detected ship on the overview like all other "visible" ships then I'll happily discuss the new idea instead, but you don't get to handwave away criticism with "edge case".
Wander Prian
Nosferatu Security Foundation
#9017 - 2017-03-16 10:14:32 UTC
Mike Voidstar wrote:
Sorry, I did miss a mention that wasn't directly linking another thread, which was instead referring to those other threads. Hardly a *lie*.

The entire body of the post talks about cloaks, and even mentions tactics involving staying cloaked for long periods of time, but does not specify that the pilots of cloaks being AFK are a mandatory part of the discussion, nor even mention it except in the title. The other linked threads often discuss it, usually as a tactic to derail them from the real issue, which is cloaking itself.

It's certainly a visible pressure point of the subject, but it's not the only problem that cloaks have.

Your whole platform revolves around bringing unrelated aspects of the game and creating false equivalency. You selectively compare superficial similarities while ignoring context and any differences that invalidate your claim.

Equivalency with local is easily debunked by a number of factors: It works the same for all involved (with the concession that the loading time should be addressed), It's use requires coordinated and ongoing effort to remain effective, there are other possible counters, cloaks are still problematic in wormholes in a number of ways despite the lack of local, and the safety provided is the result of active and attentive gameplay rather than a static uncounterable default condition.


I'd love to hear about those issues that cloaks have in wormholes, since I have not heard anyone complain in the 6+ years I've been living in W-space.

Wormholer for life.

Mike Voidstar
Voidstar Free Flight Foundation
#9018 - 2017-03-16 16:08:13 UTC  |  Edited by: Mike Voidstar
Same problems they have everywhere else. They are a way of life in wormholes, with practically no ship being without one. There is much less pain from it as they aren't linked with cyno's, but they are so pervasive I have heard complaints that some ships should have cov-ops built in or have an extra slot to accommodate one. I have heard complaints from hunters that their targets cloak up indefinitely, losing them capital kills.

There are orders of magnitude less people in wormholes, with a different culture and much higher reward, so there are less complaints, but the problems don't go away with local, they just shift focus and are much quieter. If anything, the lack of local magnified the problems, as Intel is so valuable.
Mike Voidstar
Voidstar Free Flight Foundation
#9019 - 2017-03-16 16:31:20 UTC
Merin Ryskin wrote:
Mike Voidstar wrote:
You have not added anything to the discussion except to say everyone that disagrees with you is some form of garbage.


No, I've simply pointed out that YOUR ideas are garbage. Don't confuse the utter **** of your ideas with some general rule that everyone who disagrees with me is garbage. I'm open to being convinced, you've just failed badly at doing so.

Quote:
Your objections to false positives is that it's based on RNG, which it isn't


Only if you nitpick "RNG" to mean only literally the server picking a random number. In the broader sense of "completely unpredictable event that the player has no control over the outcome of" then yes, it's RNG. If you decide to scan down a particular signature whether it is random or legitimate is entirely random. There's very little opportunity to be smart about figuring it out, all you can really do is tediously scan down signature after signature until you get lucky and hit the correct one. That's RNG gameplay even if no literal random number is generated.

Quote:
and you dont feel that those who would use it deserve the opportunity to face their aggressor on their own terms if they put out the effort to do it.


You're right, I don't believe in some right to face an aggressor that takes priority over all else. And a cloaked ship is not necessarily an aggressor. Your mechanic works exactly the same when we're talking about the right to "face" the covert ops frigate running exploration sites that had to cloak up because there are too many combat ships in space. It reveals a lot about the carebear mindset that any unknown ship is automatically classified as an "aggressor" for hindering their mindless PvE farming, no matter what threat they are actually intending to make.

And, remember, a cloaked ship gives up significant amounts of firepower and defense in exchange for the ability to use that cloak. If they aren't getting control of the initiative in exchange then there's no point in taking a cloaked ship over a more powerful conventional ship. Not being able to face an "aggressor" in a covert ops ship is a feature, not a bug.

Quote:
Your objection to cloaks being visible through a deployable or other means but not set to the overview are edge concerns based on worst case assumptions made to reinterpret what was said.


It's hardly an "edge concern" when it's a core part of your idea. If you want to drop the broken idea and just put the detected ship on the overview like all other "visible" ships then I'll happily discuss the new idea instead, but you don't get to handwave away criticism with "edge case".


Right. Only trash tier people are affected. Trash tier people don't deserve more. All ideas are garbage, ect.... Yep, it's just me.

Right. You want it to either work 100% of the time so it can be said to ruin cloaking, or fail 100% so it's pointless button pushing. Any uncertainty is just RNG even when it isn't. For instance if the cloaked is actively hunting, scouting a ship to attack and the scanner picks the Sig closest to himself to scan to ensure he isn't on the menu, that's both sides making judgement calls that influence the outcome, not pure random chance.

Yep. Those trash people exist only to be your prey. How dare they try and fight in a way you don't approve of. If they can't pull together the manpower at all times to face potential hotdrops they just don't deserve to play at all. I hear ya.

I don't assume all ships are aggressive, nor do I expect a ship to be 100% safe because it activated a cloak. Your explorer should be leaving the area, calling friends, or actively evading if he feels threatened, not pushing a button and going for a walk outside.

Your concerns over visually or technological impairment are the edge cases, not the idea itself. Again, it's either highlighted so cloaks are useless, or too subtle to work. It could be worked differently, for instance being tied to Dscan (another mechanic balanced by being incredibly annoying and inconvenient), with a ship that has been scanned (ij the presence of something to make detecting cloaks possible) showing on the overview briefly. I doubt that will meet a requirement to not ruin cloaking, as anyone operating in null is hammering Dscan like a monkey on meth with neutrals in the solar system.
Teckos Pech
Hogyoku
Goonswarm Federation
#9020 - 2017-03-16 17:22:15 UTC
Mike Voidstar wrote:
Same problems they have everywhere else. They are a way of life in wormholes, with practically no ship being without one. There is much less pain from it as they aren't linked with cyno's, but they are so pervasive I have heard complaints that some ships should have cov-ops built in or have an extra slot to accommodate one. I have heard complaints from hunters that their targets cloak up indefinitely, losing them capital kills.

There are orders of magnitude less people in wormholes, with a different culture and much higher reward, so there are less complaints, but the problems don't go away with local, they just shift focus and are much quieter. If anything, the lack of local magnified the problems, as Intel is so valuable.


Yes, I'm sure the dreads use cloaks. And battleships? And HACs...never mind the very substantial targeting delay.

You really need to try PvP with cloaking ships so you better understand how combat works. Your lack of hands on experience is coming through loud and clear.

"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